Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => Game Play Variations => Topic started by: KingLeo on April 19, 2013, 10:35:50 AM
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what the rules would be is that all Cbn, interrupted, and prevent abilities on cards were null. Also negate and prevent abilities on heroes are null and void. Then you would have the basic T1 rules along with those two.
Anyone like this idea?
Thanks,
KingLeo 8)
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I've always said CBI and CBN were the problem. More specifically, putting these on battle winners.
Cannot be Prevented is fine. You can still do something about it after it's been played.
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I've always said CBI and CBN were the problem. More specifically, putting these on battle winners.
Cannot be Prevented is fine. You can still do something about it after it's been played.
Lambo, didn't you make an alternate way to play where all CBI/CBN were CBP? If so, did you ever test it out in an actual game?
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I posed it as a question about the game here: http://www.cactusgamedesign.com/message_boards/redemption-card-play/'cannot-be-negated'-becomes-'cannot-be-prevented-'/
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If CBI/N/P all disappeared, we would return to a meta of FBTN-B, and that would be every winning deck because there would be no way to overcome it on defense. It would probably make people play even less defense (if that is even possible) because there would be no point in preparing to block when you could not play enhancements or overcome the offensive band numbers.
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That's why Lambo said CBP was fine.
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That's why Lambo said CBP was fine.
Aye, though I would point out certain things should still have inherent CBI/N, such as look, reveal or shuffle hands.
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That's why Lambo said CBP was fine.
Aye, though I would point out certain things should still have inherent CBI/N, such as look, reveal or shuffle hands.
That could be done via gameplay rules, rather than written abilities.
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If CBI/N/P all disappeared, we would return to a meta of FBTN-B, and that would be every winning deck because there would be no way to overcome it on defense. It would probably make people play even less defense (if that is even possible) because there would be no point in preparing to block when you could not play enhancements or overcome the offensive band numbers.
This is why I incorporated my second rule that negate and prevent abilities on characters are also null
Thanks.
KingLeo 8)
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I still think it'd be better to keep FBTN characters, but just leave prevent alone and change CBN to CBP.
That adds reasonable elements to the game, but never allows for unstoppable plays.