New Redemption Grab Bag now includes an assortment of 500 cards from five (5) different expansion sets. Available at Cactus website.
I gave up on ROOT mostly because of the fact that it was usually 4 turn games. I play card games for the fun and excitement of playing, not to be completely and utterly whooped in 20 minutes or less.
False - we've played four turners before
I should restate. My games are never over in 4 turns or 20 minutes ... unless I lose Smiley
Quote from: browarod on February 18, 2010, 12:01:44 PMI gave up on ROOT mostly because of the fact that it was usually 4 turn games. I play card games for the fun and excitement of playing, not to be completely and utterly whooped in 20 minutes or less.Those sure weren't our games. My games are never over in 4 turns or 20 minutes
Playing a short race to the dominants game takes some of the fun out of redemption.
There's an easy solution to that, don't play a "race to the dominants" deck.
One person can make a difference.
problem with not upping the deck count, is that it makes it easier to lock some one out, 7 lost souls, SOG+NJ+Burial only leaves 4 for rescue. Not a good idea IMHO.
^ That fact is kind of a sad truth. The only heros typically used are O.T. men... I think that needs to change. White has a good start on making women and N.T. more useful, but I'd like to see most of the brigades except teal have a strong O.T. and N.T. offering.
I have to say, I completely overlooked the issue of starter decks. It's true that if we upped the minimum deck requirement, there would be a bunch of starter decks out there that would no longer be usable outside of a starter game (and thus playing with those starter decks would not help a new player learn the game very well). So the only thing we could change if we didn't bumb up card minimum is the Redeemed Soul requirement, a problem with which, as others have stated, would be lockout. So...Option 1: We don't change any rules and we fix the Dominant problem with cards, or...Option 2: We bump up the Redeemed Soul requirement and focus our energy on combating lockout.Or...we could leave it alone and keep games short and Dominant-dominated?
Another solution is to create starter expansions or new starters. The idea is a 20 card expansion for E/F and a 20 card expansion for G/H. 10 cards for each deck that you add to your current starters. They could add to the themes already in the decks or bring some of the newer themes in. New Starters is just as easy, I very rarely see people retropurchasing Starters. If a new 60 card per deck starter came out (maybe with the expansions for the older starters as a Deluxe Starter) then I doubt anyone would use the older ones very much.
The suggestion was that the 60 card minimum becomes a requirement only in a tournament and not for casual games.
Quote from: Ironica on February 19, 2010, 07:51:18 PMThe suggestion was that the 60 card minimum becomes a requirement only in a tournament and not for casual games.The only problem with this though, is people are constantly trying to tweak a new deck for tournaments, so most people won’t ever play “casual” games anymore, because perfecting those decks would be useless.
Just release a new starter with it. When C/D came out, there was no reason to use A/B. When E/F came out, there was no reason to use C/D. When G/H came out, there was no reason to use E/F. Just up it to 60/6 and release I/J at 60 cards.