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Drakmoore
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Posted: 28 October 2007 at 10:57am | IP Logged Quote Drakmoore

  I made a post in another thread a little while back that I think deserves its own topic. People have been making insane amounts of suggestions for rules changes and alterations. Each set is different or shows a different reflection of what we want out of this game. We all say how it should be, could be, or even how we are going to change it, but I bet not half as many people would still like it if it was much different.

My post:
  Optional rules are always cool, but why not try to make different game types for drastically changed rules? Just cause its one game doesn't mean you have to follow one set or the main set of rules. The fact that so many people can house rule to their taste means that the basic set of rules is working or at least functional. This however makes heavily altered games types a way of spicing it up, they did it in magic with decks like highlander (one of any one card) or play types like emperor. Why not make the Texas Hold'em of GE? Even write mini rule books for them! Some of the ideas people come up with (specially yours!) are really fun and interesting, but just cause everyone might not want them in the basic rules doesn't mean they wouldn't be amazing combined and put under a separate sub-title.

The post goes on regarding the topic, but this is what I wanted to share.

Example: Bob Land GE-Restricted for the Common Man

There is a restricted list of cards you may only have 3 total in your deck.
List:Discard Equiviency, Accelerated Timeline, Temporal Engineer, Catastrophic Repetition, Alliance Treaty, Tech Break Through, Time Scepter, Reserve Call Up, Reactionary World (Ok, well I added the last one =))

Reserve Fleet and Command points are at a static 6 and 4 respectively.

Ghost fleet, this a special fleet that a player can use once hes lost to continue to play. The fleet is underpowered(greatly, like mostly nothing over 3 without and kind of winning strategy and only get 1 card play/draw and no reserve) and can't win, merely continue participation in an interesting manner. Once there are 2 players left all ghost fleets are immediately removed.
(Example over)

I'm not saying that should be the way the game is played, but that is an interesting variant that doesn't change the actual game, it just uses the cards in a different way. Lets see some other variants. I wanna see how people WANT to play. Post some variants, I posted the one I play with more or less, let see yours!
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werewolflht65
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Posted: 28 October 2007 at 11:29am | IP Logged Quote werewolflht65

Well, with Harry out of the picture again, we're going to go back to the 180 card-power nine restriction, and experiment with the terrain vs weapons fire idea.

We actually had a few good games when we put a limit on the MDM cards. We had Monster decks, Hazard decks, Psi and Infester decks.


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Vercinorix
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Posted: 28 October 2007 at 12:23pm | IP Logged Quote Vercinorix

Not so fast Werewolf, you might want to say that is what YOU want to do. Might be best not to try to make a decision unilaterally. :P

We're still messing with the Psy and Infester decks too, it wasn't like any of them have been successful yet.



Edited by Vercinorix on 28 October 2007 at 12:24pm
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werewolflht65
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Posted: 28 October 2007 at 12:46pm | IP Logged Quote werewolflht65

Curses, Foiled again... ;)

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Drakmoore
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Posted: 28 October 2007 at 1:37pm | IP Logged Quote Drakmoore

See, once you figure out exactly how you want it, call it something like...

Wolf's 180 Card Restricted

Then write out the rules.

Simple as that, plus it makes it easier for people going to multiple groups or at least going to events AND playing in a group.


Edited by Drakmoore on 28 October 2007 at 1:38pm
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Aramax
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Posted: 28 October 2007 at 5:15pm | IP Logged Quote Aramax

its funny how such a simple idea makes every bodys rules a more interesting idea IMHO,bravo Draky
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RobPro
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Posted: 28 October 2007 at 5:54pm | IP Logged Quote RobPro

Massachusetts Style:

-No Spy Terrains

-Reactionary World is a Prototype

-T8 Aesthetic Marine Recruit Depot does -not- have its abilities

-C5/5 Time Knight only affects stacks in your own fleet

-Proxies are allowed
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werewolflht65
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Posted: 28 October 2007 at 6:33pm | IP Logged Quote werewolflht65

Ok then:

Wolfie Style: Like Doggy, but more aggressive... ;)

The Power Nine are Restricted. 1 Copy per deck.

I'm doing this not to eliminate MDM, just trying to make it less likely, but without going all knee-jerkish like Aramax did.

We're still kicking around the 180 card limit, but a 60 card minimum is the call from Verc.

We'll also be play-testing both the "Comes in Guns Blazing" and the "Heavies only disrupt economic output" variants.

We'll keep you all posted.


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werewolflht65
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Posted: 28 October 2007 at 6:36pm | IP Logged Quote werewolflht65

Vercinorix wrote:

Not so fast Werewolf, you might want to say that is what YOU want to do. Might be best not to try to make a decision unilaterally. :P

We're still messing with the Psy and Infester decks too, it wasn't like any of them have been successful yet.



Besides, until I shoved your nose back into GE Verc, you'd been happy playing Heroes V and talking to your Aussie girlfriend.

As far as I am concerned, Harley and Ascher are new, and thus moldable. I don't want them seeing the game at its broken worst, but rather see it as what it could have been.
And now that Harry is out of the picture (Like I was hoping would happen; yes, I set him up to fail by bringing him to the tourney, because I knew he'd show his true colors), we can bring back the Restricted List and deck builder format that was working so well for us before.

As to Psi's and Infesters: Psis, despite what people claim, DO NOT work in a duel. Been there, and tried that. It is too slow to have to deal with one person focused in on you and only you.

As to Infesters, well, they should have been made a MINOR race, so you could run them in an Empire deck. Once your dueling partner figures out you're running a Filarian Deck, he stops (or never starts) playing ships. Also not a good dueling deck.


Edited by werewolflht65 on 02 November 2007 at 7:14am


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werewolflht65
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Posted: 02 November 2007 at 7:33am | IP Logged Quote werewolflht65

"Besides, until I shoved your nose back into GE Verc, you'd been happy playing Heroes V and talking to your Aussie girlfriend.

As far as I am concerned, Harley and Ascher are new, and thus moldable. I don't want them seeing the game at its broken worst, but rather see it as what it could have been.
And now that Harry is out of the picture (Like I was hoping would happen; yes, I set him up to fail by bringing him to the tourney, because I knew he'd show his true colors), we can bring back the Restricted List and deck builder format that was working so well for us before."

 
Anyway, here is the Restricted List our group uses:

Yo! Philly Style!
The Power Nine are Restricted to one copy per deck. The list is below:

1) L-9 Accelerated Time Line
2) O-9 Alliance Treaty
3) E-7 Cloning Device
4) L-9 Discard Equivalency
5) A-6 Promotion
6) T-4 Reactionary World
7) O-6 Tech Breakthrough
8) O-8 Tech Breakthrough
9) R/C-9 Temporal Engineer

Decks can be a minimum of 60 cards, with a maximum of 200 cards.

No restrictions on Spy Terrain; The AMRD only has the Transporter function.

No other static changes, though we do experiment with other rules variants.
9)



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MogwaiSC
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Posted: 04 November 2007 at 5:50pm | IP Logged Quote MogwaiSC

A few days ago I played a few rounds with another of my play group.
We tried the "return fire when fired upon if engaged but didn't fire on
your turn rule".

It actually worked out well. It helps to keep lower powered decks,
and/or more inexperienced players in the game longer. It does make
the game longer, although with just two players it's not that significant
of a time increase. I would imagine it would multiply as the number of
players increases.

What I see it doing to the game otherwise is that people might tend to
turtle, and resort to using other forms of offense, such as monsters and
hazards, to save their ships for defense.

So far the preliminary results seems promising. Now we have to try it
multiplayer.
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werewolflht65
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Posted: 04 November 2007 at 6:34pm | IP Logged Quote werewolflht65

Cool, keep us posted..

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Vercinorix
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Posted: 05 November 2007 at 9:42am | IP Logged Quote Vercinorix

werewolflht65 wrote:
"Besides, until I shoved your nose back into GE Verc, you'd been happy playing Heroes V and talking to your Aussie girlfriend.

As far as I am concerned, Harley and Ascher are new, and thus moldable. I don't want them seeing the game at its broken worst, but rather see it as what it could have been.
And now that Harry is out of the picture (Like I was hoping would happen; yes, I set him up to fail by bringing him to the tourney, because I knew he'd show his true colors), we can bring back the Restricted List and deck builder format that was working so well for us before."

 
Anyway, here is the Restricted List our group uses:

Yo! Philly Style!
The Power Nine are Restricted to one copy per deck. The list is below:

1) L-9 Accelerated Time Line
2) O-9 Alliance Treaty
3) E-7 Cloning Device
4) L-9 Discard Equivalency
5) A-6 Promotion
6) T-4 Reactionary World
7) O-6 Tech Breakthrough
8) O-8 Tech Breakthrough
9) R/C-9 Temporal Engineer

Decks can be a minimum of 60 cards, with a maximum of 200 cards.

No restrictions on Spy Terrain; The AMRD only has the Transporter function.

No other static changes, though we do experiment with other rules variants.
9)

You're still making decisions unilaterally. :P

You're also forgetting some things. If I'm playing GE, I'm playing it for fun, not as an ego trip. I didn't come to win at that Entity Challenge, I came to have fun and try to let everyone else at the table have fun too. Hence my choice for the whole Galactic Armageddon followed by the Casino-Tactical officer routine that annoyed you so much.

You have to remember that there is no real reason to choose playing GE over Heroes 5 if I'm NOT having fun. I'm certainly not going to choose it over my girl.

As for Harley and Ascher, let them make their own decisions. They are not stupid people, they are perfectly capable of coming to an opinion on their own. What you should have said in that post is "Here is the restricted list I want my group to use." 

The fact is that there hasn't been much playing yet in our local group period. Nothing is set in stone and it is dishonest to represent the situation as such. There hasn't been more than a couple of games played under ANY format, let alone your proposed restricted list.

The whole thing between you and Harry is the product of a longstanding love-hate relationship which I really DON'T want to go into any depth with here, because it would have no meaning to these folks. Suffice it to say that you just showed how personal it is for you by your own statement above. You've got your own ego involved in this big time. I don't like being caught in the middle of it because I'm friends with both of you. I have a limit of how much I can tolerate playing the peacemaker, and I refuse to be used as a weapon by either one of you against the other.

It is wise to remember that none of us Philly locals were playing GE for years. All those cards were gathering dust. There are a very limited number of us in the area with any interest in the game at all. Deliberately alienating any of them for ego reasons is kind of silly don't you think? There is no room for cliques.

As you noticed, I wasn't there for this weekend. To put it bluntly, I needed time off from the bullsh*t. I didn't want to hear any more tirades against Harry when he wasn't there to defend himself. I also didn't want to spend the time to rebuild my decks yet again for rules of the day.

Frannkly, I'm in favor of letting Harley and Ascher learn the game as is, because then you'll get an informed opinion from both of them about what they like and dislike, and then we all can form a collective opinion on how we all want to play.

There is a problem with constantly varying the rules format as well... you need time to work out the consequences of each rule change. You're not going to find out what you need to know from a couple of games, its just not enough of a sample to produce statistically valid results. There are too many variables.

As an example, most of the time you and I have duelled we were using decks built to all sorts of different rules variants against each other. Most of the time it wasn't even the same variant that we played against each other. That doesn't exactly constitute much of a test, and again, we have not played enough games to qualify as a valid statistical sample.

The only deck I built to try out the 'no support' and 'command point played engaged position' variants was that Psy deck... which I also was using to see whether I could make the Psys work AND to avoid as much as possible the 'power nine' you like to talk about. From our games it worked pretty well till it ran into one of your decks with a lot of crew killing built into it. Was it a failure just because it did very poorly against what was essentially a counter deck? No, that's about exactly what should have happened. Were those games enouh to really give those rules variants a thorough workout? Hardly.

When I'm making suggestions and comments on this board what I am looking for is feedback. I always have in mind that the people on this board essentially like GE as is, or they would not be here. I'm not the one and only voice of truth. My goal is to stimulate thought, and hopefully out-of-box thought at that. I'm sure that I've got stuff to learn from communication and listening myself.

You might want to keep that in mind.



Edited by Vercinorix on 05 November 2007 at 9:45am
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werewolflht65
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Posted: 05 November 2007 at 2:25pm | IP Logged Quote werewolflht65

Still enjoying thrashing me in public, as opposed to in private I see.

Peacemaker? Hardly a title I would give you, since you cozy up to Harry more then I, but hey, if that is what you want, so be it.

I had it out with Harley over the Saturday game, where the accusations that Harry and I are alike when it comes to games, but then Harley took it too far by saying that we are exactly alike, and I told him where he could go. If he shows up next weekend to play, I'll be really surprised.

He seems to think that I am ganging up on Harry, and I'm really not. I let Harry's actions speak for themselves as both Aramax and Drakmoore have already commented on. They have seen Harry's true colors, and yet both you and Harley keep holding out for this to change (you) or that he was being treated unfairly (Harley).

Well, if you feel that way, and you want to bail, by all means, feel free. Harry is gone. He's not coming back to the regular Saturday game. He and I don't get along, and if not having him there keeps things in check, attitude wise, then I am all for it.

As for the restricted list, Harley and Ascher both commented (More Harley then Ascher) that the cards were a bit over blown and it lead to excessively long player turns if someone got off their card drawing combo. As a long time magic player, Harley understands the need to restrict certain cards to maintain game balance.

It's as simple as that.




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Drakmoore
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Posted: 06 November 2007 at 10:24pm | IP Logged Quote Drakmoore

   Listen, just play to have fun. Aramax and I only really had one problem with Harry, he wasn't playing to have fun.

    Harry was playing to win and quite possibly used to throwing down over rule arguments. Thats fine if you wanna do that with Magic or VS or really anything highly played with a larger player base, but you can't go screwing around like that over GE, there are too few players to get up in arms over rules and cry till you leave or get your way. Its not like Magic where you can go to a game in a different county or a tournament and make an ass of yourself then come home an play with your friends like nothing ever happened, in GE the people you just pissed off ARE you friends cause they were the ones that attended.

   Aramax chose to refer to Wolfs game as a Small convention, NOT a tournament, and I think thats because no one can AFFORD to be playing to win. In fact most of the players with more cards said they would have just given me the prize if they won(Verc being one) cause I just lost a large amount of my cards. Thats why I like playing the game, its not the same over competitive bull crap that comes with the big TCGs.

   I'm not bashing Harry as a person, he seemed nice enough, but while playing the game he acted like an ass thats all I need to never want to play with him again, which IS a problem cause thats one less person I get to play with.

   Also, Wolf, just a suggestion, but leave the rules alone for a little while and let everyone who wants in come back. Then once Ascher and Harely learn the ropes and see what needs to be seen figure out whats what and try to get THAT working. Trust me, no one can ever argue with leaving the game the way its played and no one will argue if you can all agree on a rules set. Give it time as making GE decks is a pain in the butt specially so for new players.

   I'm not saying don't post your ideas, just chill on the actual changing them.

   Verc I don't think Wolf was trying to have a power trip or anything, more likely hes more feeling responsible to make the game fun for Ascher and Harley which is understandable considering their new player status.

   In short, have fun. Stop bickering, stop switching rules formats for a little, and start assuming that everyone here means the best regardless of if thats the actual results.
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werewolflht65
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Posted: 07 November 2007 at 1:18am | IP Logged Quote werewolflht65

Drakmoore wrote:
   Listen, just play to have fun. Aramax and I only really had one problem with Harry, he wasn't playing to have fun.

    Harry was playing to win and quite possibly used to throwing down over rule arguments. Thats fine if you wanna do that with Magic or VS or really anything highly played with a larger player base, but you can't go screwing around like that over GE, there are too few players to get up in arms over rules and cry till you leave or get your way. Its not like Magic where you can go to a game in a different county or a tournament and make an ass of yourself then come home an play with your friends like nothing ever happened, in GE the people you just pissed off ARE you friends cause they were the ones that attended.

   Aramax chose to refer to Wolfs game as a Small convention, NOT a tournament, and I think thats because no one can AFFORD to be playing to win. In fact most of the players with more cards said they would have just given me the prize if they won(Verc being one) cause I just lost a large amount of my cards. Thats why I like playing the game, its not the same over competitive bull crap that comes with the big TCGs.

   I'm not bashing Harry as a person, he seemed nice enough, but while playing the game he acted like an ass thats all I need to never want to play with him again, which IS a problem cause thats one less person I get to play with.

   Also, Wolf, just a suggestion, but leave the rules alone for a little while and let everyone who wants in come back. Then once Ascher and Harely learn the ropes and see what needs to be seen figure out whats what and try to get THAT working. Trust me, no one can ever argue with leaving the game the way its played and no one will argue if you can all agree on a rules set. Give it time as making GE decks is a pain in the butt specially so for new players.

   I'm not saying don't post your ideas, just chill on the actual changing them.

   Verc I don't think Wolf was trying to have a power trip or anything, more likely hes more feeling responsible to make the game fun for Ascher and Harley which is understandable considering their new player status.

   In short, have fun. Stop bickering, stop switching rules formats for a little, and start assuming that everyone here means the best regardless of if thats the actual results.


I understand completely. H & A have already accepted the Power Nine restricted list and believe it to be acceptable. Their decks are already tailored around it.

The quarterly events will have a serious prize offered, as long as the players in the area are willing to make the effort to show up.

The little monthly meets we have locally will offer unique twists and different ideas, plus I'll try to keep those free events (for as long as my prize pool holds out)

The exception to that is the event this month, "The Universe is Mine" which will have a $15 entry fee. If I don't get at least 6 people signed up for it by the 15th however, I'll just convert it to another Entity Challenge.


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RobPro
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Posted: 07 November 2007 at 10:38pm | IP Logged Quote RobPro

Here are my thoughts on your restricted list:

Quote:

1) L-9 Accelerated Time Line


I think this card should be banned outright, it allows for too many broken plays. It combos too well with anything.

Quote:

2) O-9 Alliance Treaty


I don't think this card needs to be restricted. Sure, it draws 5, but you have to play it on your turn and you have to defend it to get the draws. There are a lot of ways to stop this card, I don't think it's terribly unfair.

Quote:

3) E-7 Cloning Device


I don't see why this card is restricted. What problems was it posing for your group?

Quote:

4) L-9 Discard Equivalency


I can see why you'd want to restrict it, but I just don't see how limiting it to one is that much different than having two. This card is very easy to stop/disrupt/steal, I think it's fine in multiples.

Quote:

5) A-6 Promotion


I don't see why this card is restricted. What problems was it posing for your group?

Quote:

6) T-4 Reactionary World


I agree with this, RW as a prototype is fine.

Quote:

7) O-6 Tech Breakthrough
8) O-8 Tech Breakthrough


Doesn't R/O5 Stolen Tech handle these cards nicely? Why restrict them?

Quote:

9) R/C-9 Temporal Engineer


Not sure why this guy is on here, unless it's because of his ability to swap with the bottom card on the discard pile. The thing is someone can always put it in their reserve if they need him as an integral part of their deck. I just don't see how restricting him solves that.

Well, these are my thoughts. Could you answer my questions about the ones I'm not really sure on?
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werewolflht65
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Posted: 08 November 2007 at 5:27am | IP Logged Quote werewolflht65

RobPro wrote:
Here are my thoughts on your restricted list:

Quote:

1) L-9 Accelerated Time Line


I think this card should be banned outright, it allows for too many broken plays. It combos too well with anything.
Were you asleep during the whole MDRM debate?
Quote:

2) O-9 Alliance Treaty


I don't think this card needs to be restricted. Sure, it draws 5, but you have to play it on your turn and you have to defend it to get the draws. There are a lot of ways to stop this card, I don't think it's terribly unfair.
Seriously? Were you even paying attention?
Quote:

3) E-7 Cloning Device


I don't see why this card is restricted. What problems was it posing for your group?
Ok, I'm going to play this Cloning device to my Asteroid Starbase, and Oh look, I have a Sysop there. Well, let me play my Temp Engineer there too (draw two cards), then I'll clone him  twice, Thanks Sysop! Now, I'll move one of the clones to the bottom of my discard pile to get, Oh lookee here, a Discard Equivalceny. Now how do you suppose that got there...
Quote:

4) L-9 Discard Equivalency


I can see why you'd want to restrict it, but I just don't see how limiting it to one is that much different than having two. This card is very easy to stop/disrupt/steal, I think it's fine in multiples.
Hmm, let's see... The Luck Demon, the only REAL way to stop a Disco, is a level NINE monster... Even packing two as exceptions in a 120 card deck doesn't mean I'll see one when I need it...
Quote:

5) A-6 Promotion


I don't see why this card is restricted. What problems was it posing for your group?
Obviously you had forgotten even your posts about the promoted Cyber Mage. Try putting Promotion on other cards. Like Admiral for one. Tactician for another. And how about this one: Let's promote the War Prophet... Do the math man...
Quote:

6) T-4 Reactionary World


I agree with this, RW as a prototype is fine.
Duh...
Quote:

7) O-6 Tech Breakthrough
8) O-8 Tech Breakthrough


Doesn't R/O5 Stolen Tech handle these cards nicely? Why restrict them?
Simply another case of "have to have the cards in my hand when a Tech Break goes off." And yeah, there's the Time Defiler too. So I guess I should run Monsters as my eighth category in ALL my decks Hmm?
Quote:

9) R/C-9 Temporal Engineer


Not sure why this guy is on here, unless it's because of his ability to swap with the bottom card on the discard pile. The thing is someone can always put it in their reserve if they need him as an integral part of their deck. I just don't see how restricting him solves that.
See Cloning Device, above.
Well, these are my thoughts. Could you answer my questions about the ones I'm not really sure on?


Taken individually, most of these cards wouldn't be a bad thing. I know, because I was the first one in our play group to use an Alliance Treaty to keep people from shooting at me for 2 turns.

But as they are all part of the Mega-Draw Madness combo deck, if that is all you want to see, then play open table with them.
Because if they're not restricted, MDM is all you'll see.


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RobPro
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Posted: 08 November 2007 at 8:33am | IP Logged Quote RobPro

My point is more or less without an L9 Accelerated Timeline, you won't have enough cardplays on your turn to defend most of these pieces. If your opponents are playing cards from Universe and Time Gates, they'll have what they need to prevent you from going off. That is part of the game, part of deckbuilding. Most of the combos you mentioned require 3+ cards, which is difficult to pull off.


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Gekonauak
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Posted: 08 November 2007 at 8:55am | IP Logged Quote Gekonauak

I concur with Robpro on this. MDM without AT is nothing.
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Tarquon
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Posted: 08 November 2007 at 11:23am | IP Logged Quote Tarquon

I disagree. AT does amplify the madness but it's not necessary. For
example, if I employ my spy planet I'll know what's in your hand and when to
start the MDM. If my deck is loaded with reactions, I don't really care about
infinite card plays on MY turn.

AT is usually a sign that someone's trying to end the game, MDM or not,
although occasionally it's used to re-establish a decimated fleet. You never
know which when the card hits the table so it's best just to skip it.
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MogwaiSC
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Posted: 08 November 2007 at 12:26pm | IP Logged Quote MogwaiSC

The AT and DE combo are not necessarily game enders... I've been able to
play that combo before in a multiplayer game, but it didn't win me the
game. I immediately became the target of all the other players in the game
and while I did put up a valiant fight (I held off three other players for the
better part of two hours afterward) I eventually was killed off.

A big part of when you get them is luck and when you can play them as
well. There are lots of ways to stop them.
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RobPro
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Posted: 08 November 2007 at 1:30pm | IP Logged Quote RobPro

The thing is, without AT you're still limited to 3 card plays. You might have 1-2 more from other cards that give you bonuses, but you won't be able to drop 5 terrains and 10 ships, as well as be able to defend every card you play with reactionary cards.

Also, without AT, you won't be able to draw many cards at the end of the turn. You'll fill up your hand to 12+ cards on your turn, if you're lucky, but losing those draws at the end if bad news bears.

Believe it or not, the game is won by getting damage onto the sector HQ. Drawing cards doesn't do this for you (usually) and you can't live on reactions forever to protect you from 3+ players that see a 30-40 card hand. AT on turn 3 is as bad as Cat Rep on turn 2 in that department.
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Gekonauak
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Posted: 08 November 2007 at 1:35pm | IP Logged Quote Gekonauak

Is that when you guys are playing AT? When there is still 4+ people in the game? Unless you have no recorse, wait until it is down to 3, and you can pretty much guarantee victory.

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werewolflht65
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Posted: 08 November 2007 at 1:38pm | IP Logged Quote werewolflht65

Which because of how the game was designed, is the only way to win. The Sector HQ has to go to win in GE.

And the best way to do that is to deny your opponent the ability to stop you.
People complain about Spy Terrain, and Mog pointed out why. If I can see your hand, I know what you have that can stop my MDM plays. If you're holding a luck demon or time defiler, I know I have to get them out of your hand before I start my MDM chain.\

And Mog is sorta right on the other regard, which is it's hard to stop the table from killing you, but not impossible. Focus is the way to win.

If I get off the AC/DE/TE/AcTL combo, someone is dying. And someone else is dying on the next turn.

I may get taken down, but I'll send two other players to the losers table first. Guaranteed.


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RobPro
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Posted: 08 November 2007 at 1:43pm | IP Logged Quote RobPro

But what I'm getting at is without Accelerated Timeline, you can't play enough of what you drew to end the game. It is the "Black Lotus" of GE.
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werewolflht65
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Posted: 08 November 2007 at 1:57pm | IP Logged Quote werewolflht65

Maybe, maybe not. In a heavy React deck, most of my cards will be played during my Opponents turns.

And most MDM decks are geared around drawing reaction cards, as well as ships and terrain.

Reaction cards are the true game winners.


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Drakmoore
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Posted: 08 November 2007 at 3:25pm | IP Logged Quote Drakmoore

OK alternate play style.

Discard phase after your draw phase. You must discard down to 12 cards.

Hey look, I fixed MDM...go me.
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werewolflht65
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Posted: 08 November 2007 at 3:48pm | IP Logged Quote werewolflht65

Drakmoore wrote:
OK alternate play style.

Discard phase after your draw phase. You must discard down to 12 cards.

Hey look, I fixed MDM...go me.


Now THAT would quash MDM and re-write how this game would be played.


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Gekonauak
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Posted: 08 November 2007 at 3:50pm | IP Logged Quote Gekonauak

Nope, what you did was allow me to get rid of the sluff that the deck stocking rules forces me to put into my deck.

;)
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