Poll

As a tournament host or Teams player, what is your opinion on Intro Prep for Teams?

We should keep it.
We should eliminate it.
We should change it.

Author Topic: Intro Prep in Teams  (Read 16780 times)

Offline MitchRobStew

  • Trade Count: (+8)
  • Full Member
  • ***
  • Posts: 295
    • -
    • North Central Region
Re: Intro Prep in Teams
« Reply #50 on: June 24, 2015, 11:57:31 AM »
+2
If you want to reduce time-outs consider eliminating/putting limits on table talk.  Otherwise you are failing to eliminate the primary culprit for timeouts.  All this gibberish and code word garbage takes 1-2 minutes each turn when playing against some teams during and prior to the battle phases and makes games drag on much longer than they should.  It makes teams a painful category to play at times.

Offline Redoubter

  • Trade Count: (+3)
  • Hero Member
  • *****
  • Posts: 4910
    • -
    • Northeast Region
Re: Intro Prep in Teams
« Reply #51 on: June 24, 2015, 12:03:02 PM »
0
Well, based on my experience of playing TEAMS with intro-prep, I consider it a reasonable hypothetical.

You can call it what you think it is, but that's all any of us can do at this point since we've never done TEAMS without intro-prep.

While I agree with you to some extent on the second part, I cannot agree on the first due to the reasons given previously.  As stated elsewhere, we will just have to disagree on this point.

If you want to reduce time-outs consider eliminating/putting limits on table talk.

The time for intro-prep where no actual battles occur is just one point being raised in favor of removing it, but it is certainly not the reason to approach the matter in the first place.  As you point out, table-talk is the main culprit for time issues in the category.  However, this is something that will take a far different discussion, in order to determine how to actually implement a system that keeps the game flowing but allows communication of some kind between teammates.

Offline YourMathTeacher

  • Tournament Host
  • Trade Count: (+80)
  • *****
  • Posts: 11089
    • -
    • Southeast Region
Re: Intro Prep in Teams
« Reply #52 on: June 24, 2015, 12:06:42 PM »
0
If you want to reduce time-outs consider eliminating/putting limits on table talk.  Otherwise you are failing to eliminate the primary culprit for timeouts.

Based on several posts so far, it seems that we have one major alternate idea that needs to be tested alongside removing Intro-Prep, as stated by Mitch. Polarius also offered another alternative with the "no attacks on first turn" idea. I think we should give the necessary time to work out the possibilities before making a change that would occur in the next month.
My wife is a hottie.

Offline galadgawyn

  • Trade Count: (0)
  • Sr. Member
  • ****
  • Posts: 936
    • -
    • Midwest Region
Re: Intro Prep in Teams
« Reply #53 on: June 24, 2015, 12:10:40 PM »
+1
(in response to redoubter)
I don't think your detailed explanation passes any test.  I think you are overlooking things in real gameplay or making some assumptions.  I don't have statistical data but these are not just hypothetical points but things that have happened repeatedly.


1. that is not really a point.  are there cards in the game that matter while they are still in your deck?
2. not really true.  your teammate drawing his cards does not eliminate the need for you to play yours.  blocks can depend on his Kot and your Gomer, his Gates of Samaria and your King of Isreal, his gates of hell and your demons, etc.. 

3. not really true.  just because I have KoT or Gomer/haman's plot, etc. does not mean I don't need those other cards available.  If our team has unknown nation active then our chance of blocking goes up whereas if we don't the chance of the opposing team having the answer for our block goes up.

4. of course but that is true for all categories and randomly about 50%.

5. That is not the experience I have had. Furthermore, if a team is building decks to take advantage of no intro-prep (and weaker defense) then they are likely to build offensive heavy speed decks that choose to go first and also draw first.  They probably don't have a problem with having fewer cards to make a rescue with.

Quote
It just is not something that will be happening with any sort of regularity, and as pointed out above it is hyperbolic because of the many things that have to go that specific way (including the decision about going first).

I disagree.  Do you have statistical facts to back that up? My experience says that it happens fairly often and is relevant because of the inherent difference between 1 rescue (in 2-player) and 2 rescues (in teams) happening before you can play your answers.

Quote
On the second point, I have seen winning decks make use of sits/forts/arts offensively more than anything.  Changing intro-prep would not change that fact because of the sharing aspect of TEAMS.

also not my experience and I think it would change things.  For the defense to matter, it needs to come together before they rescue.  For the offense, it can help whenever it gets there.  I see the viability of using defensive arts, forts, sites, etc. declining with no into prep. (see point 2)  all of this reinforces to me that we need to test the comparison of no intro prep more.
« Last Edit: June 24, 2015, 12:12:50 PM by galadgawyn »

Offline YourMathTeacher

  • Tournament Host
  • Trade Count: (+80)
  • *****
  • Posts: 11089
    • -
    • Southeast Region
Re: Intro Prep in Teams
« Reply #54 on: June 24, 2015, 12:23:19 PM »
+3
I think we can all agree that experiences with TEAMS are different based on the playgroup. It appears that Gabe and Redoubter have had issues with TEAMS that they feel need to be addressed, so we need to be sensitive to this request. Others of us have had no issues, so we would like to move cautiously with a change that doesn't seem necessary.

I think we can come up with a solution that will make everyone happy if we are given enough time to make it happen. Who knows, maybe eliminating Intro-Prep will end up being that solution, but I would guess there would be other changes alongside it.  :-\
My wife is a hottie.

Offline Redoubter

  • Trade Count: (+3)
  • Hero Member
  • *****
  • Posts: 4910
    • -
    • Northeast Region
Re: Intro Prep in Teams
« Reply #55 on: June 24, 2015, 12:34:50 PM »
0
To galadgawyn, I think you missed the point of my post.  It is the combination of all of those things going together that makes it impractical to consider happening with any frequency, and you really have to stretch to make scenarios where it happens.  Assumptions have to be made to make it happen, and there are too many that go into it to have it make any sense (and more assumptions in each of those items).

To YMT's point, he's correct and we'll always have people in favor of a change and opposed and each side is going to be 'sure' of their position.

Offline galadgawyn

  • Trade Count: (0)
  • Sr. Member
  • ****
  • Posts: 936
    • -
    • Midwest Region
Re: Intro Prep in Teams
« Reply #56 on: June 24, 2015, 12:56:43 PM »
0
I don't think so, I just don't think your points are valid.  Even combined it seems the points don't add up to much in actual gameplay.  I didn't have to stretch at all to come up with scenarios where it is relevant.  How is it impractical to consider scenarios that multiple players have encountered frequently?

For some decks and players this won't matter but for certain decks I think this could be a fairly high percentage, maybe close to 50% that it makes a difference.  I of course don't know the actual number but that is an educated guess based on playing decks where it does matter.  A LOT more testing or complicated math would be needed to come up with reliable statistics.

Have you played with team decks that use significant defense and rely on their teammates cards to block with?  If you have just used disciple decks and blocks like Uzzah then I would bet you wouldn't encounter this much. 

Offline Gabe

  • Global Moderator
  • Trade Count: (+69)
  • *****
  • Posts: 10675
  • From Moses to the prophets, it's all about Him!
    • -
    • North Central Region
    • Land of Redemption
Re: Intro Prep in Teams
« Reply #57 on: June 24, 2015, 01:05:17 PM »
+1
I of course don't know the actual number but that is an educated guess based on playing decks where it does matter.

We don't have to base this on an educated guess or gut feelings. I'm sure there are people here that are much better at calculating probabilities than I am, but simple probabilities tell us that the odds are stacked against your position even if you're playing a deck where it matters. But as you pointed out, it doesn't even matter for some decks lowering the percentage of times when really matters overall.
Have you visited the Land of Redemption today?

Offline Josh

  • Trade Count: (+46)
  • Hero Member
  • *****
  • Posts: 3187
    • -
    • East Central Region
Re: Intro Prep in Teams
« Reply #58 on: June 24, 2015, 01:05:35 PM »
0
One more point I wanted to bring up that I just thought of:  There's nothing quite as painful as giving up free souls in Redemption.  You can come back from a game where you draw defense and no offense, but you can't come back (except by luck and soul drought) from games where you draw offense, Lost Souls, and no defense.  Couple this with the fact that in TEAMS, the opponents get to attack twice before the 4th player even takes 1 turn, and you just need the Intro Prep Phase.

If creation sings Your praises so will I
If You gave Your life to love them so will I

Offline Drrek

  • Tournament Host
  • Trade Count: (+14)
  • *****
  • Posts: 2244
  • The Bee of the Sea
    • -
    • Northeast Region
Re: Intro Prep in Teams
« Reply #59 on: June 24, 2015, 01:19:52 PM »
+2
One more point I wanted to bring up that I just thought of:  There's nothing quite as painful as giving up free souls in Redemption.  You can come back from a game where you draw defense and no offense, but you can't come back (except by luck and soul drought) from games where you draw offense, Lost Souls, and no defense.  Couple this with the fact that in TEAMS, the opponents get to attack twice before the 4th player even takes 1 turn, and you just need the Intro Prep Phase.

Except you're even less likely to draw no defense in a teams game because both players get the opportunity to block.  If you are straight up having both teammates not draw any defense with any sort of regularity, I would state that really, you just built your decks wrong.
The user formerly known as Easty.

Offline Redoubter

  • Trade Count: (+3)
  • Hero Member
  • *****
  • Posts: 4910
    • -
    • Northeast Region
Re: Intro Prep in Teams
« Reply #60 on: June 24, 2015, 01:28:02 PM »
0
One more point I wanted to bring up that I just thought of:  There's nothing quite as painful as giving up free souls in Redemption.  You can come back from a game where you draw defense and no offense, but you can't come back (except by luck and soul drought) from games where you draw offense, Lost Souls, and no defense.  Couple this with the fact that in TEAMS, the opponents get to attack twice before the 4th player even takes 1 turn, and you just need the Intro Prep Phase.

Except you're even less likely to draw no defense in a teams game because both players get the opportunity to block.  If you are straight up having both teammates not draw any defense with any sort of regularity, I would state that really, you just built your decks wrong.

Absolutely, and the other question is how is intro-prep going to help you with defense?  Are you basing your ability to block solely on artifacts, sites, and fortresses?  Some decks work better with those, but if you're relying on that for a block and not being able to put it down is what is 'hurting you', then I agree that you did not build your deck with the capability for early blocks (since you have to draw those cards in the first place), and intro-prep isn't actually helping you anyway.

TheHobbit13

  • Guest
  • Trade Count: (0)
Re: Intro Prep in Teams
« Reply #61 on: June 24, 2015, 02:22:34 PM »
0
Do people really build their decks around writ, rbd, covenant with decks, Nazareth, magic charms (sure you need magicians but its functional without), household idols, Darius' Decree... No, not really they help decks significantly but are not completely necessary.
I appreciate everyone trying to save us from broken draw combos and bad deck building I really do but I'm not sold

Offline galadgawyn

  • Trade Count: (0)
  • Sr. Member
  • ****
  • Posts: 936
    • -
    • Midwest Region
Re: Intro Prep in Teams
« Reply #62 on: June 24, 2015, 02:34:29 PM »
0
Quote
We don't have to base this on an educated guess or gut feelings.

I'd say that is not exactly true. The amount of variables makes an accurate formula basically impossible.  You can look at similar strategic questions in other card games that have far more players and more money and they are largely still dealing with theories and not fact. We also don't have anywhere near enough play experience to arrive at reliable answers with the same degree of certainty that games like MtG have.  Even with millions of players playing more frequently, it still takes them months to settle some of these types of questions. So we do the best we can but some of this is going to be based on personal experience and guesswork.

Quote
Except you're even less likely to draw no defense in a teams game because both players get the opportunity to block

The question isn't simply do you draw defense/no defense but whether you draw sufficient defense to block or even matter.  Your gomer banded to your teammates KoT has a much better chance of blocking their judge with Sam's edict than if either blocked alone.

Quote
Absolutely, and the other question is how is intro-prep going to help you with defense?


Your comments like this is why I asked if you had played the kind of decks I'm talking about in teams.  The ones I can think of right now: Unholy writ, magic charms, rain becomes dust, Hezekiah's signet ring, household idols, darius decree, covenant with death, confusion of mind, unknown nation, go into captivity, asherah pole, plagued with diseases, philistine outpost, gates of samaria, gates of Jerusalem, gates of hell, Assyria's tribute?, that caananite fortress, Golgotha, Nazareth, hormah, and I know there are many more I can't think of right now.  All of these can matter if you or your teammate have them in play the first round and can be the critical difference between blocking or getting steamrolled.  It is also not just those support cards but the characters you can put down for your teammate to band to.  There is a big difference between blocking with just your Jezebel or adding your teammates Ahab to that.  You can have decks with early block attempts but being able to actually stop the high powered offenses out there without a very heavy defense deck is not so easy.  If you don't see how the intro prep phase can make a huge difference here then I don't know what else to say.

Whether affected decks should be considered or only the total percentage, is its own discussion I think.  I would favor rules that make a greater variety of strategies playable so we don't end up like multiplayer where the decks are 90% alike.  imho that would ruin the fun of teams.

aside from offensive speed decks, what strategies would eliminating intro help?

Offline The Guardian

  • Playtester, Redemption Elder
  • Global Moderator
  • Trade Count: (+96)
  • *****
  • Posts: 12344
  • The Stars are coming out...
    • -
    • North Central Region
Re: Intro Prep in Teams
« Reply #63 on: June 24, 2015, 02:48:02 PM »
0
You forgot Golden Cherubim--if there's one card I could guarantee to have in my opening hand every game, that might be it.
Fortress Alstad
Have you checked the REG?
Have you looked it up in ORCID?

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: Intro Prep in Teams
« Reply #64 on: June 24, 2015, 02:49:36 PM »
+3
One possibility I could see is to make intro-prep an optional rule for tournaments for the next year. Judges/hosts who don't like it can announce when the tournament is announced that it will not be included, and those who prefer it can keep it. Then we should have a fair amount of data to base a decision on that would apply to Nats 2016 and beyond, whether to keep it optional or to go permanently one way or the other. At this point, with such a divided set of viewpoints on the topic, I am not confident that a good solution could be determined in the next month before Nationals to apply to any tournaments coming up after that. However, perhaps a year from now people will be more in favor of one side or the other, and even if not, we can at least discuss some actual benefits that the intro prep or lack thereof has, instead of remaining in the theoretical realm where only one side of the argument has ever been tested.
Press 1 for more options.

Offline The Guardian

  • Playtester, Redemption Elder
  • Global Moderator
  • Trade Count: (+96)
  • *****
  • Posts: 12344
  • The Stars are coming out...
    • -
    • North Central Region
Re: Intro Prep in Teams
« Reply #65 on: June 24, 2015, 02:58:39 PM »
0
+1

I would be willing to test TEAMS (in local/district tournaments and non-tournament play) without intro-prep, but ProfA is exactly right that we only have "data" (which is really just a bunch of personal experiences) for one side.

Fortress Alstad
Have you checked the REG?
Have you looked it up in ORCID?

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Intro Prep in Teams
« Reply #66 on: June 24, 2015, 03:02:27 PM »
0
It looks to me like the real solution is something I've been wanting for years: more stringent time limits on play. Nobody likes a timeout, and I think with the overly-liberal time allotments we currently have, stalling out when you know you've lost the game is not only possible but a great idea. There have been a few times I lost an entire tournament because of running into either a player who was so slow the game reached timeout even though my winning was a foregone conclusion in the first handful of rounds, or an even more infuriating situation with an unscrupulous opponent who realized his inevitable loss and then started playing way slower than he had been up to that point.

If people are truly having multi-minute-long conversations while playing nothing, that's not even a case of needing stricter time limits but just enforcing the ones that already exist.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: Intro Prep in Teams
« Reply #67 on: June 24, 2015, 03:20:39 PM »
0
It looks to me like the real solution is something I've been wanting for years: more stringent time limits on play. Nobody likes a timeout, and I think with the overly-liberal time allotments we currently have, stalling out when you know you've lost the game is not only possible but a great idea. There have been a few times I lost an entire tournament because of running into either a player who was so slow the game reached timeout even though my winning was a foregone conclusion in the first handful of rounds, or an even more infuriating situation with an unscrupulous opponent who realized his inevitable loss and then started playing way slower than he had been up to that point.

If people are truly having multi-minute-long conversations while playing nothing, that's not even a case of needing stricter time limits but just enforcing the ones that already exist.

My (negative) experiences with TEAMS have not necessarily been people having minute long conversations about what to do, but rather with people having several 10-15 second conversations throughout the course of the game (sometimes seemingly every play has to be determined together). As for the rest of your point, I couldn't agree more. The time limits issue is one that has been a serious issue with Redemption for years. The problem is that there is no truly elegant solution to instituting a stricter application of time limits while maintaining the "fun and fellowship" environment that is the primary purpose and mission of Redemption. People who bring timers or clocks or call judges over are seen as over-competitive or legalistic. And while there are clearly players who have used the time limits to their own advantage to get the 1 timeout point, there are also players who have reading/recall issues who may have legitimate needs to take a bit longer. There have been so many proposed solutions to that issue, but none have ever gotten a lot of traction because there are so many different perspectives on each potential solution.



Press 1 for more options.

Offline The Guardian

  • Playtester, Redemption Elder
  • Global Moderator
  • Trade Count: (+96)
  • *****
  • Posts: 12344
  • The Stars are coming out...
    • -
    • North Central Region
Re: Intro Prep in Teams
« Reply #68 on: June 24, 2015, 03:40:59 PM »
0
It's probably mine and Jayden's fault that Jordan doesn't like talking in TEAMS...ever since we started using Jordan's baby nicknames as code words in our games against him...  8)

Kidding of course, but I think code/table talking in TEAMS needs to have its own discussion.  :)
Fortress Alstad
Have you checked the REG?
Have you looked it up in ORCID?

TheHobbit13

  • Guest
  • Trade Count: (0)
Re: Intro Prep in Teams
« Reply #69 on: June 24, 2015, 04:14:06 PM »
+1
Maybe a time out win should be considered a full win. Let's be honest here, for all intensive purposes you did beat them. Which also discourages stalling to tie and when you're losing. Not to mention It encourages defense which is always good.

Offline Drrek

  • Tournament Host
  • Trade Count: (+14)
  • *****
  • Posts: 2244
  • The Bee of the Sea
    • -
    • Northeast Region
Re: Intro Prep in Teams
« Reply #70 on: June 24, 2015, 05:18:59 PM »
+2
Maybe a time out win should be considered a full win. Let's be honest here, for all intensive purposes you did beat them. Which also discourages stalling to tie and when you're losing. Not to mention It encourages defense which is always good.

I know that people have been in love with the idea of defense heavy being viable for a while now, but honestly, I think offense should always be significantly stronger.  Defense heavy games are frankly often not very fun.  And 45 minute games are bad for the game.
The user formerly known as Easty.

Offline The Guardian

  • Playtester, Redemption Elder
  • Global Moderator
  • Trade Count: (+96)
  • *****
  • Posts: 12344
  • The Stars are coming out...
    • -
    • North Central Region
Re: Intro Prep in Teams
« Reply #71 on: June 24, 2015, 05:51:56 PM »
+3
Quote
Defense heavy games are frankly often not very fun for the person facing the defense heavy deck

FTFY

Quote
And 45 minute games are bad for the game.

Again, a matter of opinion. For me, I'd much rather play a 45 minute game and potentially time out in a close game than have a game last 5 turns because one team had a great draw and the other team couldn't play the counters until after the damage had been done.
Fortress Alstad
Have you checked the REG?
Have you looked it up in ORCID?

Offline Drrek

  • Tournament Host
  • Trade Count: (+14)
  • *****
  • Posts: 2244
  • The Bee of the Sea
    • -
    • Northeast Region
Re: Intro Prep in Teams
« Reply #72 on: June 24, 2015, 07:01:19 PM »
+1
Quote
Defense heavy games are frankly often not very fun for the person facing the defense heavy deck

FTFY

It is very bad for the game when the general case is for one person to have fun, and the other person to not.  Yes the winning player will usually be having more fun, but the goal should ALWAYS be to have both players having fun.

Quote
And 45 minute games are bad for the game.

Again, a matter of opinion. For me, I'd much rather play a 45 minute game and potentially time out in a close game than have a game last 5 turns because one team had a great draw and the other team couldn't play the counters until after the damage had been done.

Both 45 minute games and 5 turn games are bad for the game.  However I find in general that 45 minute games are common in tournament, and 5 turn games in general aren't.

45 minutes is a long time for each match in a game you are playing a tournament.  There's a reason that other CCGs are able to play best of 3's in the same time it takes Redemption to play one game.
The user formerly known as Easty.

Offline The Guardian

  • Playtester, Redemption Elder
  • Global Moderator
  • Trade Count: (+96)
  • *****
  • Posts: 12344
  • The Stars are coming out...
    • -
    • North Central Region
Re: Intro Prep in Teams
« Reply #73 on: June 24, 2015, 10:23:46 PM »
+2
If you're not having fun, maybe you built your deck wrong... :o


 ;)
Fortress Alstad
Have you checked the REG?
Have you looked it up in ORCID?

Offline The Guardian

  • Playtester, Redemption Elder
  • Global Moderator
  • Trade Count: (+96)
  • *****
  • Posts: 12344
  • The Stars are coming out...
    • -
    • North Central Region
Re: Intro Prep in Teams
« Reply #74 on: June 25, 2015, 12:15:12 PM »
+1
Prof A and I were discussing this a bit last night, and here is a potential solution that we came up with:

The term intro-prep is eliminated and instead there is just a rule for TEAMS that you cannot make an attack during the first round (as Polarius suggested earlier). This keeps Mayhem from being an issue and doesn't create fuzziness with a "turn" that isn't really a turn. It also maintains the balance of power between getting to play cards first (except attacking) for the first team and getting the opportunity to counter for the second team.

For example--the first player goes first and plays down Samuel and Wheel within a Wheel to grab AutO. He can't attack this first round, but he's all set up to make a strong opening rescue on his second turn. The opposing players can now see that and get an opportunity to play a counter card (say RBD or Golden Cherubim) during their first turn. Assuming they drew a counter (which I grant is not a given) they now have the upper hand because they had the opportunity to react before a rescue was made. Consequently we have pros and cons both for going first and for going second.

With that in place, I feel we could also eliminate the "first player doesn't draw" rule so that the player who goes first will draw first. This makes TEAMS consistent with other multi-player categories. It does shift the balance towards the team that goes first, but since the team with the most souls on the table determines who goes first, that advantage is controlled by them.
Fortress Alstad
Have you checked the REG?
Have you looked it up in ORCID?

 


SimplePortal 2.3.3 © 2008-2010, SimplePortal