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Galaktische
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Posted: 03 March 2008 at 8:12am | IP Logged Quote Galaktische

How can we make GE a better duel game?

I think the major problem is that once a player gets an advantage in ships and/or damage causing monsters the other player really struggles to get back into the game. There are very few 'reset' cards in the game.

Is there an alternative play style for 1 on 1 games that makes GE a better duel game?

J--

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Gekonauak
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Posted: 03 March 2008 at 8:52am | IP Logged Quote Gekonauak

I don't necessarily agree.

There are quite a few cards that will help you get back in the game.

Science Officers to protect against monsters.
H9 Dimensional Portal.

etc.

And, quite frankly, I don't know many people that actually use the reset cards in other TCG (MtG).

That is a loser mentality. The only time I would ever use the card is if I am losing. It's dead weight if I am winning.
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Gekonauak
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Posted: 03 March 2008 at 8:53am | IP Logged Quote Gekonauak

The problem is that you have to build your deck for a duel.

A dueling deck and a multiplayer deck are vastly different. Not many decks can pull off being both.
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Matchbox
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Posted: 03 March 2008 at 2:01pm | IP Logged Quote Matchbox

i agree geko, when i played with my group, of course i had it set to deal with multiple people, but when i played one on one, id get hammered, no difference really i always get beat, but still, thats my point.  for one, i make my decks to big, ive had em up to 250 cards, and that sucks for duels, need to make a way so dueling decks have alot less cards but capable to put up a fight. although there is bekosh, hes in our group and he has decks that are under 100 cards for multi people and still has a good deck. but hes been playin since the game came out so he knows how to do it. me on the other hand have been playin a while too, but still have trouble making decks.  so i guess to make a dueling deck it needs to be small yet effective, maybe some kind of "reset" card(s) would work.
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Gekonauak
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Posted: 03 March 2008 at 2:57pm | IP Logged Quote Gekonauak

there is a problem with reset cards.

What are you going to reset? everybody's ships? Be careful what you wish for.

Imagine this scenario...

Play a Time Warp on your S10 empire ship, play the reset, and then crinkle your Time Warp, bringing your S10 back to play for the Weapons Fire Phase.

You will then draw your Time Warp to play on whatever ship your opponent happens to be lucky enough to play to protect his SHQ on his next turn.

One of the problems is that you can save one ship, and that one ship has enough fire power to kill your opponent in two turns (which isn't really possible in other TCGs), without extra card plays.

Edited by Gekonauak on 03 March 2008 at 3:02pm
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Matchbox
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Posted: 03 March 2008 at 4:36pm | IP Logged Quote Matchbox

thats goes to the initial question of this post,   how can we make it a better duel game?
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Gekonauak
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Posted: 04 March 2008 at 9:29am | IP Logged Quote Gekonauak

umm... you don't?

It was designed as a multi-player game.

Like various other games it is best when you have 5 people playing.

Take monopoly for instance. (I'm only using it as an example that everybody knows, I'm not saying you should actually play it).

Can it be played 2-player? Yes.

However, it is best when played with more.
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Gekonauak
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Posted: 04 March 2008 at 9:30am | IP Logged Quote Gekonauak

That being said, I'll actually put some thought into it, and try to come up with something for you guys.
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Lobo
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Posted: 04 March 2008 at 9:45am | IP Logged Quote Lobo

-In a micro-sense, i don't think the question is worth answering quite frankly. Galaktische and i have a bit of a gentleman's agreement that we don't stock multiple Time Skips, Time Traps, Massive Draw cards, terrain denial themes, and other very strong cards in most games. So, the way we play and the cards we self-limit in our decks, the loser doesn't have multiple options to come back or at least stall the opponent for a turn to allow for replenishing those ships/terrain/whatever.

In a macro-sense, i don't think the game needs to be better at dueling, but the players just need to take any concerns they have into account when deciding what/how to play. The booster drafts are fun, and sure it is a race to get better ships out. But in a broader sense; isn't that the point?

Aren't you *supposed* to get the advantage on your opponent so your chance of victory increases by being able to lock him/her down with better phasers/crew/etc.? Isn't that why we design decks to pull off combos, use the reserve fleet to our advantage, etc. As i see it, it isn't the game that needs to be tweaked really. It's just the approach of the players.....Lobo

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Matchbox
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Posted: 04 March 2008 at 1:50pm | IP Logged Quote Matchbox

i guess it is a better multiplayer game, but in the sense of duels, seeing as the players of this game are slim, and there are instances where duels happen, what fun is it to cream your opponent after 3 turns, or get beat constantly.(like i do)  but like lobo said, the players themselves would have to make their own rules. 
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Galaktische
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Posted: 04 March 2008 at 6:11pm | IP Logged Quote Galaktische

I guess my complaint (and maybe it is just my weakness as a player) is that if one player is able to eliminate a fleet then - regardless of the fact that I have multiple ships to play - they rarely live long enough to engage. I play them disengaged they get blown up I play a few more, rinse and repeat. It strongly signals the end is coming.

This is less of a problem in a constructed game than in the drafts we've been doing but it still seems like a slippery slope.

It may also be that I try to play the 'odder races' when I play Lobo. I tried the Psys for several games, and the Clydons as well. Neither of them are easy to win with in a duel. In fact my record against Lobo with those two races is something like 1-7 or somewhere thereabouts. I'm kind of looking forward to getting back to a constructed format after our draft next week.

In my defense, I may have a winning record when I play the J'Xar.

-I've always loved their card art and mechanics.

J--

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RobPro
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Posted: 04 March 2008 at 8:23pm | IP Logged Quote RobPro

Suppose you couldn't directly target a Sector HQ for the first 4 complete turns?

For example, I can't shoot my phasers at your Sector HQ, but I could redirect your volley with R/L8 Targeting Error to it.

This allows for player to setup better in the first few turns without worrying as much about defense.
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Guests
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Posted: 04 March 2008 at 10:05pm | IP Logged Quote Guests

That's an interesting idea RobPro.  I'm dating myself a bit but I remember playing Spellfire back in the day and having like a six turn building period where you couldn't be agressive toward your opponent.  I don't like the idea of not being able to effect your opponent at all though.  Two well made decks with several turns to build will probably just becomes a stupid slap fight until one person gets unlucky with a bad draw or two.  However, I could see a number of turn before the Sector HQ can be targeted or take damage idea. 

You could also alter the rules, finding a way for the player currently at the disadvantage to get an extra card draw and/or card play each turn.  This would require a way to know who is at the disadvantage but its just an idea.  This would allow for a "get back in the game" factor in duels.

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RobPro
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Posted: 05 March 2008 at 5:46am | IP Logged Quote RobPro

Ashigaru wrote:

You could also alter the rules, finding a way for the player currently at the disadvantage to get an extra card draw and/or card play each turn.  This would require a way to know who is at the disadvantage but its just an idea.  This would allow for a "get back in the game" factor in duels.



Altering the rules this way might encourage players to build "bad" decks in order to gain the advantage of card draws/plays, and then use a combo to win.
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Lobo
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Posted: 05 March 2008 at 8:54am | IP Logged Quote Lobo

-Well, RobPro, for those of us that can't help but make bad decks...

In multi-player folks 'turtle' by design. Being the first to shoot off at an opponent may leave you weakened by attack from the guy next to ya. Therefore, you build up a bit so you can fend off that worry.

In a duel, to 'turtle' is to hope and pray your opponent gets bad draws. Having a rule, however, that forces it is a bit much IMERHYHO (In my esteemed-right-honourable-yet-humble-opinion) given we already have turn 1 and turn 2 protections built in.

Specific to Galaktische's concerns, i think the worries are moot for the immediate future. If he gets frustrated that he cannot overcome my juggernaut Dragons or Scorpeads (HA!) then he just breaks out the J'xar and i get all depressed. Down the road, however, perhaps we will simply use different formats of booster draft, collective draw pile, cube draft, etc. that we have discussed to liven it up a bit.

That has the added advantage of feeling good when playing the game as written and designed. It doesn't get stale and the negatives tend to go unnoticed moreso than if we played the same format every week. Just my thoughts, good ideas here though. Have a good one.....Lobo

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Gekonauak
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Posted: 05 March 2008 at 10:19am | IP Logged Quote Gekonauak

One of the complaints about the multi-player game is that it lasts too long. In fact, we created a rule to help this.

For every 6 points of damage that you do to an opponent SHQ you get to draw a card.

I can see in a duel if not only do you want to get rid of that rule, but to impose this one as well:

If you have 6, or more, points of damage on your SHQ, than your opponent, you may draw a card.
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Gekonauak
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Posted: 05 March 2008 at 3:12pm | IP Logged Quote Gekonauak

mind you, I firmly believe that you should play the game with the standard "Victory Celebration" intact.

If you are losing that badly, that you can't recover, the game should end quick enough, and you can start a new game.
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Eaglepreacher
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Posted: 05 March 2008 at 6:16pm | IP Logged Quote Eaglepreacher

Try this rule variant to duel.  First you have to eliminate 3 card plays.  Instead its.. 3 cards plays to fleet/against opponent and reaction cards do not count as cards plays.  Now play the game as follows.  You play the phases together.  ergo you both allocate, both engage, both card phase a, both weapons fire...etc.... When something is destroyed, it is removed at the end of current phase.  For example You have a S5.. during phase a i play hazards that destroy it.  when we move to next phase it is removed.  Now why do we do this?  Because if the ship can do something during phase A it is allowed to since the hazard and the ship are doiing this simultaneously... or something on the ship can do something.   Now what is the upside of doing all this... each player can get a ship out and both get to engage it.. so the player which goes first doesnt get the head start.... does this help??? try it...
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Biegel
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Posted: 06 March 2008 at 2:54am | IP Logged Quote Biegel

 I personaly would like to see a game developed that allowed a build up to duels. As I watch all you ole timers talk deck building I see no room for 2000 plus cards that G E created. (They are just dust collectors)I think a format that allowed more game play of the lesser used cards could be enjoyable and allow the lesser main races a chance to develop.Maybe a restocking of deck for the first six turns aimed at developing economy, ammo,resoarces in general would help to include more cards in more phases and make the game more interesting. I am saying that set a number of cards and type for each phase. Turn one for everyone a deck of Terrain,Crew,Equiptment maybe three turns of that to build a deck and points accumulated. Then on turn four a deck with ships,bases ect. Now I only have a rudimentry understanding of the game but I bet you old timers could figure this out and create a series that would work.

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Galaktische
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Posted: 06 March 2008 at 8:00am | IP Logged Quote Galaktische

Biegel wrote:
 ...I think a format that allowed more game play of the lesser used cards could be enjoyable and allow the lesser main races a chance to develop...

My old group used to play a variant where we cut off the top tier cards with the following rules.

Maximum card strength allowed = 6

Regular deck stocking rules apply (8 categories, 5 cards each, exceptions, etc...)

You're allowed to stock Strength 6 cards as if they were entities.

The Krebiz and Clydon become a lot more playable.

I really liked that format.

J--

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Gekonauak
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Posted: 06 March 2008 at 9:01am | IP Logged Quote Gekonauak

as long as you eliminated the time twins this would be a highly playable format.
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Biegel
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Posted: 07 March 2008 at 4:31am | IP Logged Quote Biegel

[QUOTE=Gala

My old group used to play a variant where we cut off the top tier cards with the following rules.

Maximum card strength allowed.Regular deck stocking rules apply (8 categories, 5 cards each, exceptions, etc...[Quote]                                                                                                           Thats what I was thinking . But have 2 decks. Say you use the first deck for 6-8 turns. Then its open season useing standard Deck stocking rules. With the 7-10s included.With or without the Time Twins (Groups choice)On the rare occassion you have one. I just noticed I lost the part of Gats Quote about starting with max rank 6. That would be the first deck. Feed Back Lurkers Please



Edited by Biegel on 07 March 2008 at 4:44am


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Aramax
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Posted: 28 March 2008 at 1:50pm | IP Logged Quote Aramax

I just made 6 decks that were Identical (Vektrean) that only had like 1 st 5 ship as its max,
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