Author Topic: New Set Card Previews!!!!  (Read 59307 times)

Offline Bryon

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Re: New Set Card Previews!!!!
« Reply #375 on: May 17, 2013, 01:37:25 PM »
+1
Doesn't anyone use Ark of the Covenant anymore?

I started using it again occasionally after the dom cap, since I don't always find room for DoN.

Hmmm.  Either you thought I was talking about Captured Ark, or else you typed DoN instead of AotL.

Or else the depth of your strategy is way too deep for me to comprehend.  :)

Offline Gabe

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Re: New Set Card Previews!!!!
« Reply #376 on: May 17, 2013, 02:10:27 PM »
0
Hmmm.  Either you thought I was talking about Captured Ark, or else you typed DoN instead of AotL.

Or else the depth of your strategy is way too deep for me to comprehend.  :)

Ha! I read Captured Ark, even though that's not what it said. I do have Ark of the Covenant in one deck I use, but it's a very abnormal deck. I can't recall the last time I saw an opponent use it.
« Last Edit: May 17, 2013, 02:13:13 PM by Gabe »
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Offline Alex_Olijar

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Re: New Set Card Previews!!!!
« Reply #377 on: May 17, 2013, 02:11:37 PM »
+2
Artifacts are too good to waste them on something like Ark of the Covenant

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Re: New Set Card Previews!!!!
« Reply #378 on: May 17, 2013, 08:24:27 PM »
+1
Twice Afflicted DEFINITELY wins my vote for worst art in the set.

Offline DDiceRC

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Re: New Set Card Previews!!!!
« Reply #379 on: May 17, 2013, 10:36:47 PM »
0
Twice Afflicted DEFINITELY wins my vote for worst art in the set.
But it's very much in style for Bosch.
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Offline Mageduckey

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Re: New Set Card Previews!!!!
« Reply #380 on: May 19, 2013, 12:52:09 AM »
0
And don't forget there were a couple of new spears released, which makes him deadly vs. Heroes of */5 or less.


Quote from: REG
Enhancements disarded to the toss ability must come from hand.

The current default conditions for Toss in the REG do not permit any WC enhancement from being tossed.  This causes a problem, though, because a WC enhancement is played when it enters battle.  So Spearman forces the enhancement to be tossed, but it can't because of a conflicting game rule.

Is this one of those times when a special ability overrides a game rule?  Do good WC enhancements in battle before FS enters get tossed upon FS entering/activating?  What about cards played pre-block (essentially the same thing) - does the instead in effect negate/cancel the enhancement's ability?

browarod

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Re: New Set Card Previews!!!!
« Reply #381 on: May 19, 2013, 06:59:39 PM »
+1
Insteads only work if they're in play when the thing they instead happens. Therefore, if a Hero is wielding a weapon then FS can't toss that weapon because the condition (being played) was met before FS's instead was activated. It's like activating RBD after the opponent already played Mayhem. They don't retroactively reveal/discard the cards drawn.

Offline Bryon

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Re: New Set Card Previews!!!!
« Reply #382 on: May 20, 2013, 10:22:42 AM »
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Aren't weapons played twice?  I seem to remember that weapons are considered played outside of battle, then also considered played as they enter battle.

Offline Drrek

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Re: New Set Card Previews!!!!
« Reply #383 on: May 20, 2013, 10:26:07 AM »
0
Aren't weapons played twice?  I seem to remember that weapons are considered played outside of battle, then also considered played as they enter battle.

Weapons (along with other enhancements) are only considered played when being activated for their ability.  They are not played when they are placed on characters, only when that character enters battle, and the weapon's special ability activates.
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Offline Professoralstad

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Re: New Set Card Previews!!!!
« Reply #384 on: May 20, 2013, 10:31:57 AM »
0
And don't forget there were a couple of new spears released, which makes him deadly vs. Heroes of */5 or less.


Quote from: REG
Enhancements disarded to the toss ability must come from hand.

The current default conditions for Toss in the REG do not permit any WC enhancement from being tossed.  This causes a problem, though, because a WC enhancement is played when it enters battle.  So Spearman forces the enhancement to be tossed, but it can't because of a conflicting game rule.

Is this one of those times when a special ability overrides a game rule?  Do good WC enhancements in battle before FS enters get tossed upon FS entering/activating?  What about cards played pre-block (essentially the same thing) - does the instead in effect negate/cancel the enhancement's ability?

What you posted is simply the Default Condition--the default condition for all enhancements is that they are played from hand, but WC enhancements override the default as they always have.

Insteads only work if they're in play when the thing they instead happens. Therefore, if a Hero is wielding a weapon then FS can't toss that weapon because the condition (being played) was met before FS's instead was activated. It's like activating RBD after the opponent already played Mayhem. They don't retroactively reveal/discard the cards drawn.

This I agree with.

Aren't weapons played twice?  I seem to remember that weapons are considered played outside of battle, then also considered played as they enter battle.

That used to be the case, but it was changed awhile ago:

Quote from: REG>Glossary>Play
-You play an enhancement by attempting to activate its special ability (or numbers in battle)
-You play a character or multicolor site by putting it in your territory or your side of the battle.
-You play any other card type by putting it face up on the playing surface from hand, deck, or discard pile due to your special ability or game action, except when you discard a card from hand.

« Last Edit: May 20, 2013, 11:19:19 AM by Gabe »
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Offline Bryon

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Re: New Set Card Previews!!!!
« Reply #385 on: May 20, 2013, 06:40:36 PM »
0
For some reason I read browarod's post as

"if FS is wielding a weapon then FS can't toss that weapon because the condition (being played) was met before FS's instead was activated."

Since he said "hero" rather than "FS" I completely agree with his statement.

I was just trying to clarify that FS tosses a weapon that is on him when he enters battle, since that weapon is played at that point, not before FS's ability activates.


Offline sepjazzwarrior

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Re: New Set Card Previews!!!!
« Reply #386 on: May 20, 2013, 09:40:23 PM »
0
heres something i just realized, is there some reason there arent any sites or artifacts in the new starters?

Offline Alex_Olijar

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Re: New Set Card Previews!!!!
« Reply #387 on: May 20, 2013, 10:02:24 PM »
0
heres something i just realized, is there some reason there arent any sites or artifacts in the new starters?

it's simpler without them

Offline sepjazzwarrior

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Re: New Set Card Previews!!!!
« Reply #388 on: May 20, 2013, 10:13:18 PM »
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its also simpler without weapons and territory class enhancements but those are in there in spades

Offline Red Dragon Thorn

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Re: New Set Card Previews!!!!
« Reply #389 on: May 20, 2013, 10:23:18 PM »
+2
Right - But the rulebook includes provisions to simply ignore those identifiers and play them as normal enhancements for teaching purposes.
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Re: New Set Card Previews!!!!
« Reply #390 on: May 20, 2013, 10:24:16 PM »
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its also simpler without weapons and territory class enhancements but those are in there in spades

What's easier to explain, that an emblem means you can play an enhancement out of battle (or that the one puzzle piece goes with the other puzzle piece) or the nuances of how artifacts work? Sites I'm neutral too, though if you have sites, you have to build in site access too.

Offline ChristianSoldier

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Re: New Set Card Previews!!!!
« Reply #391 on: May 21, 2013, 02:46:23 AM »
+2
I agree that it is good that the starter decks are simple, but aren't we just pushing the complexity problem back a step? Yes, I agree that it is far easier to learn a game while you are playing than have to learn a bunch of stuff before you start, but we could just be pushing the problem back a step.

Here is what I'm concerned could happen:
A person sees some starter decks (or someone introduces them to the game and teaches with this super simple cards) and they have a good time. Then once they decide they want to start modifying decks they are hit with 3 new card types they've never seen before (5 if you count covenants and curses as separate from enhancements and artifacts), multi alignment cards, complex abilities and a fairly difficult rules system to figure out (I've been playing this game for something like 8 years, I am a very experienced gamer (when it comes to games in general), I try to keep up with rulings and I am a rules lawyer)  and essentially give up at the game.

Now I understand that not everything is fixable in a way that everyone will be happy about, and I do understand that if the game is easy to get started and fun at that level then it is better than too complicated or unfun to play. I guess I'm basically saying that I don't know if the new starter decks are going to be enough to make the game accessible to new players if they aren't followed up by a good expansion that both is fun, useful, relatively inexpensive (hopefully it won't be more Tins, or at least not only tins) and has controlled complexity (well worded cards and taking a page from Magic's book, putting the more complex cards at higher rarities if possible (as in if there are rarities)).

At least those are thoughts I have on where Redemption is, there is an attempt to make the game more accessible to new players, but I think that Redemption needs to continue to move in that direction (and I do think that is the intention of the people doing the designing)
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Offline TimMierz

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Re: New Set Card Previews!!!!
« Reply #392 on: May 21, 2013, 09:06:04 AM »
+1
I agree that it is good that the starter decks are simple, but aren't we just pushing the complexity problem back a step? Yes, I agree that it is far easier to learn a game while you are playing than have to learn a bunch of stuff before you start, but we could just be pushing the problem back a step.

Here is what I'm concerned could happen:
A person sees some starter decks (or someone introduces them to the game and teaches with this super simple cards) and they have a good time. Then once they decide they want to start modifying decks they are hit with 3 new card types they've never seen before (5 if you count covenants and curses as separate from enhancements and artifacts), multi alignment cards, complex abilities and a fairly difficult rules system to figure out (I've been playing this game for something like 8 years, I am a very experienced gamer (when it comes to games in general), I try to keep up with rulings and I am a rules lawyer)  and essentially give up at the game.

Whereas, what happens with things like G and H deck, you give it to someone, and they have NO IDEA what's going on, and they give up right then. Starter decks SHOULD be more simple than the rest of the game - as long they still provide an interesting experience, of course. Artifacts and sites aren't too tough to figure out the basics of, and they'll be in the rulebook for new players to learn about. Concepts like ignore, immune, interrupt the battle, and cannot be prevented (all of which are in G&H but not I&J) are the type to make people give up on the game before they even start, but someone with a few games under their belt should have an easier time.

As long as they don't discover Tartaros.
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Lamborghini_diablo

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Re: New Set Card Previews!!!!
« Reply #393 on: May 21, 2013, 09:37:08 AM »
+1
As long as they don't discover Tartaros.

Or Redirects.

Offline Prof Underwood

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Re: New Set Card Previews!!!!
« Reply #394 on: May 21, 2013, 01:10:03 PM »
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a good expansion that both is fun, useful, relatively inexpensive ...and has controlled complexity (well worded cards and ...putting the more complex cards at higher rarities
This is a really interesting idea that I've never thought about before.  I like the plan of making cards more rare in a booster pack based more on the complexity of the card rather than the power of the card.  Thanks for stirring this thought.

Offline Master Q

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Re: New Set Card Previews!!!!
« Reply #395 on: May 21, 2013, 01:56:45 PM »
+2
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Offline ChristianSoldier

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Re: New Set Card Previews!!!!
« Reply #396 on: May 21, 2013, 06:32:44 PM »
+1
a good expansion that both is fun, useful, relatively inexpensive ...and has controlled complexity (well worded cards and ...putting the more complex cards at higher rarities
This is a really interesting idea that I've never thought about before.  I like the plan of making cards more rare in a booster pack based more on the complexity of the card rather than the power of the card.  Thanks for stirring this thought.

Here's a good explanation why:
You have two target audiences you have to think about (it is a bit more complicated than that, but bear with me) The experienced players that know the game, that are either competitive or at the very least should have a good understanding of the game and how cards work, they also tend to have access to most of the cards in the game. You also have the inexperienced players that generally don't have a good understanding of the game yet, they tend to also have less cards.

The experienced players may get annoyed at things like rarity, but they will generally have access to much more rares than the new player (I'm talking absolute number, not relative number) and the inexperienced players will have mostly commons and building mostly from common cards.

If you put the powerful cards at the higher rarities the experienced players will have access to them, because they'll front the money, and the inexperienced players won't have a very good access to them, since they tend to buy fewer cards and get what they need from trading or good packs. This furthers the power difference between the experienced and inexperienced players, this can also lead to the inexperienced players getting frustrated by not only having to deal with strange concepts and getting beaten by these rare and powerful cards.

Now if instead you put the complex cards at higher rarities you get a very different picture. Newer players will have a much easier access to powerful cards, since there isn't a rarity difference for power (a powerful card could just as easily be a common as an Ultra Rare) however the more complex cards, the ones that inexperienced players will have more difficulty understanding will come up less when they are starting (they might have some, but most of their cards will still be simpler commons).

This allows both the new players having their simple cards, while the older players (in time being players not necessarily actual age) will have their cool yet weird cards that may take a specialized deck that won't be immediately obvious as a good deck to a new player. Of course all of this requires rarity to use, and since we haven't had rarity since the Priests, it may not have much of an impact on the game.
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