Author Topic: Mulligan (Part 2)  (Read 7728 times)

Offline EmJayBee83

  • Tournament Host
  • Trade Count: (+1)
  • *****
  • Posts: 5486
  • Ha! It's funny because the squirrel gets dead.
    • -
    • East Central Region
    • mjb Games
Mulligan (Part 2)
« on: July 28, 2013, 11:40:19 AM »
+1
Is there any interest in reviving a discussion about the possibility of including the option for a mulligan in Redemption? (The last discussion was from 3 years ago.)

FWIW, I would be in favor of an optional once-per-game mulligan of the initial draw without limitations or penalties.

Offline ChristianSoldier

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 1613
    • -
    • North Central Region
Re: Mulligan (Part 2)
« Reply #1 on: July 28, 2013, 01:27:18 PM »
0
I could accept that.

Another idea is when you take a mulligan any Lost Souls you drew stay in play.
If you are reading this signature, thank a physicist.

Offline Lampy 2.0

  • Trade Count: (0)
  • Sr. Member
  • ****
  • Posts: 658
    • -
    • Southeast Region
    • My Twitter Account
Re: Mulligan (Part 2)
« Reply #2 on: July 28, 2013, 03:24:05 PM »
0
Funny how this was brought up just now. I was thinking about it myself.

Another idea is when you take a mulligan any Lost Souls you drew stay in play.

This is how I would like mulligan to work.
"You obviously don't comprehend the level of insane I operate at." - The Doctor

Offline jbeers285

  • Trade Count: (+34)
  • Hero Member
  • *****
  • Posts: 3369
  • bravo
    • -
    • Northeast Region
Re: Mulligan (Part 2)
« Reply #3 on: July 28, 2013, 03:35:22 PM »
+1
Ill mulligan everytime in Multi.
JMM is a modern day prophet

Offline Prof Underwood

  • Redemption Elder
  • Trade Count: (+7)
  • Hero Member
  • *****
  • Posts: 8597
    • -
    • East Central Region
Re: Mulligan (Part 2)
« Reply #4 on: July 28, 2013, 04:14:59 PM »
-1
If there is a Mulligan, I think that there should be 3 components:

1 - All LSs that were drawn stay in play
2 - The redraw would be the number of cards minus 1 so that it couldn't go on indefinitely
3 - The hand must be revealed to the other players

I'm not 100% committed to the 3rd point, but I want there to be enough disadvantage that people don't just do it all the time in multiplayer, but at the same time I don't want to go minus 2 on the redraw because that seems to harsh to a RLK that gets a terrible draw.

Offline Alex_Olijar

  • 16plus
  • Trade Count: (+15)
  • *
  • Posts: 8124
  • This guy is my mascot
    • -
    • Northeast Region
Re: Mulligan (Part 2)
« Reply #5 on: July 28, 2013, 04:17:38 PM »
0
2 - The redraw would be the number of cards minus 1 so that it couldn't go on indefinitely

once-per-game mulligan

A mulligan rule for a better hand is not a good rule imo.

Offline YourMathTeacher

  • Tournament Host
  • Trade Count: (+80)
  • *****
  • Posts: 11089
    • -
    • Southeast Region
Re: Mulligan (Part 2)
« Reply #6 on: July 28, 2013, 05:28:06 PM »
0
I think there needs to be a penalty that is severe enough that people would not do it unless their hand was really that bad. I would vote that the player would need to reveal their hand and remove one of those cards from the game. Or, better yet, have each opponent remove one of the cards from the game.  :o
My wife is a hottie.

Chris

  • Guest
  • Trade Count: (0)
Re: Mulligan (Part 2)
« Reply #7 on: July 28, 2013, 05:32:23 PM »
0
I like the idea of having a mulligan for a couple reasons; I also think the game is better suited for a mulligan rule than it was two years ago for a couple reasons. First, with first round Mayhems no longer allowed, and Mayhem as a whole being used less due to the dominant cap (along with the addition of Vain Philosophy in the new set), people using Mulligans to try and pull out an early Mayhem is unlikely. Second, I think the major criticism of Top Cut in Redemption (from a competitive standpoint) is that we don't have the ability to install double elimination or best two out of three, which makes the luck factor skyrocket in comparison to other CCGs. Implementing a Mulligan system would help mitigate this by reducing the number of losses due to bad draws. The simple fact of the matter is there is no such thing as a deck that is completely bad-draw proof, and I would like to see a system that helps remove luck from the game. The problem is that if you start putting penalties like what YMT just suggested, at that point there's no point in installing a Mulligan option because no hand will be bad enough to utilize it. Thus, I'm in favor of a Mulligan system with the following rules:

 - Lost Souls stay in play.
 - Players who choose to Mulligan draw seven cards.
 - If only one player Mulligans, the player who did not chooses whose turn will go first, regardless of who drew the most Lost Souls.
 - One Mulligan per player, per game.

Offline EmJayBee83

  • Tournament Host
  • Trade Count: (+1)
  • *****
  • Posts: 5486
  • Ha! It's funny because the squirrel gets dead.
    • -
    • East Central Region
    • mjb Games
Re: Mulligan (Part 2)
« Reply #8 on: July 28, 2013, 11:29:23 PM »
+4
Follow-up question:  A majority of the posts seem to support the idea of a mulligan with the caveat that there needs to be a penalty associated with it (e.g., initial lost souls must stay in play). Why do the folks who posted feel that some sort of penalty is necessary?

Here is where I am coming from on this: I currently play Android Netrunner (in addition to Redemption). In that game after the initial draw each player is allowed to look at their hand and decide if they want to mulligan. If they decide to do so they shuffle their hand in and redraw a new hand with whatever they draw off the mulligan as their final hand (i.e., you can only mulligan once). In reading the various on-line forums associated with the game, mulligan abuse is not a topic that I ever see arise (which meshes in with my much more limited experience). The possibility of redrawing a worse hand and getting stuck with it is a self-limiting feature of the rule.

I understand that MtG has penalties for a mulligan and Pokemon has both a limitation (no basic in hand) and a penalty associated with it. Is Redemption closer (in spirit of play or whatever) to MtG and Pokemon than it is to Netrunner?

In 2010 when the last conversation took place, I can understand why penalties were required. The power of having a first turn Mayhem (and playing first) would have made people chuck otherwise perfectly good (or even exceptional) hands in an attempt to get Mayhem at the start, so the risk of drawing a worse hand would note serve as an adequate limitation against mulligan abuse. Are there any cards or strategies like this today that you could see someone abusing the mulligan rule for?

Offline ChristianSoldier

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 1613
    • -
    • North Central Region
Re: Mulligan (Part 2)
« Reply #9 on: July 29, 2013, 12:35:19 AM »
+1
I fully support a one use "free" mulligan, as in shuffle your hand and any lost souls you drew into your deck and draw 8, but you can only do it once. My suggestion of leaving Lost Souls in play was another option for if multiple mulligans were introduced. If there is only one, then, to me anyway, it is limited enough that I don't think it would be a problem to do a "free" one.

It works great in Android: Netrunner (although my experience is still very limited and my use of mulligans is even more limited).
If you are reading this signature, thank a physicist.

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: Mulligan (Part 2)
« Reply #10 on: July 29, 2013, 10:27:01 AM »
0
I agree with Matt. I think that if a mulligan system were introduced, then penalties would be unnecessary. If people could only do it once, then the only reason they would likely do it is if they drew LSs and no ways to block rescues, or no ways to make rescues either. Sure, we don't want people "abusing" the mulligan, but I think most people would also say Redemption is more fun when people don't have to give LSs away.

I would agree with all of Chris' rule proposals except for the drawing only 7.
Press 1 for more options.

Chris

  • Guest
  • Trade Count: (0)
Re: Mulligan (Part 2)
« Reply #11 on: July 29, 2013, 11:15:29 AM »
+1
The point of having a penalty for a Mulligan is to keep people from having an average draw and trying to get just a little bit better. I firmly believe there should be some sort of cost associated with that.

Offline Captain Kirk

  • Tournament Host
  • Trade Count: (+29)
  • *****
  • Posts: 3835
  • Combo? Yes please.
    • -
    • Midwest Region
Re: Mulligan (Part 2)
« Reply #12 on: July 29, 2013, 11:35:30 AM »
0
I think drawing 7 would be the minimum penalty for a mulligan. I could see leaving or shuffling Lost Souls going either way.

Kirk
Friends don't let friends play T1 multi.

Offline The Guardian

  • Playtester, Redemption Elder
  • Global Moderator
  • Trade Count: (+96)
  • *****
  • Posts: 12344
  • The Stars are coming out...
    • -
    • North Central Region
Re: Mulligan (Part 2)
« Reply #13 on: July 29, 2013, 11:38:22 AM »
+1
Quote
Are there any cards or strategies like this today that you could see someone abusing the mulligan rule for?

In my recent experience in both T1 and T2, a player who draws AutO (or Wheel with a Hero to play it) in the opening hand will have a huge advantage unless the other player does as well. I could see myself ditching an average hand in hopes of redrawing into AutO.
Fortress Alstad
Have you checked the REG?
Have you looked it up in ORCID?

Offline jbeers285

  • Trade Count: (+34)
  • Hero Member
  • *****
  • Posts: 3369
  • bravo
    • -
    • Northeast Region
Re: Mulligan (Part 2)
« Reply #14 on: July 29, 2013, 11:39:16 AM »
+2
The point of having a penalty for a Mulligan is to keep people from having an average draw and trying to get just a little bit better. I firmly believe there should be some sort of cost associated with that.

If your deck has an "average" draw then you should feel ok to play with it as is, otherwise you built the deck poorly. An attempt to get a better than average draw with a deck that needs a good draw would have a higher chance of having a bad draw and even a well designed deck would have at least an equal chance of being a worse then average draw.
JMM is a modern day prophet

Offline YourMathTeacher

  • Tournament Host
  • Trade Count: (+80)
  • *****
  • Posts: 11089
    • -
    • Southeast Region
Re: Mulligan (Part 2)
« Reply #15 on: July 29, 2013, 11:44:38 AM »
0
... but I think most people would also say Redemption is more fun when people don't have to give LSs away.

Redemption is also more fun when there isn't a soul drought. My fear is players drawing lost souls, even with defense, but still taking a mulligan hoping to get no LSs the next time. This ultimately comes down to deck-building. If you are not drawing a defense, then put more in your deck.

The game seems to be going more the route of combos and auto-blocks/rescues. Giving players more of a chance to draw these on the first turn just makes the game less fun for those who oppose them. Sometimes your only chance to beat them is in the first few turns.

INSTAPOSTED on my second point by Guardian (for the most part).
« Last Edit: July 29, 2013, 11:47:20 AM by YourMathTeacher »
My wife is a hottie.

Offline jbeers285

  • Trade Count: (+34)
  • Hero Member
  • *****
  • Posts: 3369
  • bravo
    • -
    • Northeast Region
Re: Mulligan (Part 2)
« Reply #16 on: July 29, 2013, 12:00:24 PM »
+1
I think drawing 7 would be the minimum penalty for a mulligan. I could see leaving or shuffling Lost Souls going either way.

Kirk

If we shuffle LS and only draw 7 replacement playing 56 and attempting to get soul drought will become optional.
JMM is a modern day prophet

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: Mulligan (Part 2)
« Reply #17 on: July 29, 2013, 12:20:57 PM »
0
... but I think most people would also say Redemption is more fun when people don't have to give LSs away.

Redemption is also more fun when there isn't a soul drought. My fear is players drawing lost souls, even with defense, but still taking a mulligan hoping to get no LSs the next time. This ultimately comes down to deck-building. If you are not drawing a defense, then put more in your deck.

I agree, which is why I agree with Chris' rules for mulligans (except the draw 7) to leave all drawn LSs in play before the mulligan.
 
There will always be a cost associated with a mulligan; your opportunity cost of the cards you shuffle (and are less likely to redraw). Assuming that all the cards in your deck serve a purpose, which they should. That's in addition to the cost of giving your opponent the choice of who goes first and the possibility of drawing more LSs.
Press 1 for more options.

Offline YourMathTeacher

  • Tournament Host
  • Trade Count: (+80)
  • *****
  • Posts: 11089
    • -
    • Southeast Region
Re: Mulligan (Part 2)
« Reply #18 on: July 29, 2013, 12:31:24 PM »
0
I agree, which is why I agree with Chris' rules for mulligans (except the draw 7) to leave all drawn LSs in play before the mulligan.

Oops! You wrote that you agreed with Matt, and I thought he was suggesting no penalties. Sorry.  :)
My wife is a hottie.

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: Mulligan (Part 2)
« Reply #19 on: July 29, 2013, 12:39:13 PM »
0
I agree, which is why I agree with Chris' rules for mulligans (except the draw 7) to leave all drawn LSs in play before the mulligan.

Oops! You wrote that you agreed with Matt, and I thought he was suggesting no penalties. Sorry.  :)

Ah, I see that now. Matt did give that as the example for his penalty I guess, I thought he just was opposing the draw 7.

I agree that trying to intentionally soul drought your opponent by way of mulligan would be a bad thing.
Press 1 for more options.

browarod

  • Guest
  • Trade Count: (0)
Re: Mulligan (Part 2)
« Reply #20 on: July 29, 2013, 01:51:22 PM »
0
I think a single mulligan rule doesn't need any kind of penalty (and shuffling all souls, or all but one, would be fine). MtG has even recently started allowing 1 free mulligan before starting to decrease the redraw by 1 (for certain types, at least). If multiple mulligans are allowed, then a similarly decreasing redraw should be sufficient, though I could see for adding a rule that all but one of any LSs drawn get shuffled back in with the hand thereby to keep an additional, possibly increasing, "cost" for subsequent mulligans.

Offline jbeers285

  • Trade Count: (+34)
  • Hero Member
  • *****
  • Posts: 3369
  • bravo
    • -
    • Northeast Region
Re: Mulligan (Part 2)
« Reply #21 on: July 29, 2013, 02:00:10 PM »
0
I think a single mulligan rule doesn't need any kind of penalty (and shuffling all souls, or all but one, would be fine). MtG has even recently started allowing 1 free mulligan before starting to decrease the redraw by 1 (for certain types, at least). If multiple mulligans are allowed, then a similarly decreasing redraw should be sufficient, though I could see for adding a rule that all but one of any LSs drawn get shuffled back in with the hand thereby to keep an additional, possibly increasing, "cost" for subsequent mulligans.


if we say the mulligan cost is d7 and ur opponent may search ur deck for an ls and put it in play after ur d7 then that would be an interesting penalty
JMM is a modern day prophet

Offline The Guardian

  • Playtester, Redemption Elder
  • Global Moderator
  • Trade Count: (+96)
  • *****
  • Posts: 12344
  • The Stars are coming out...
    • -
    • North Central Region
Re: Mulligan (Part 2)
« Reply #22 on: July 29, 2013, 02:42:12 PM »
0
Shuffling all except one lost soul would be a good compromise but I would add that the opponent gets to choose which lost soul stays out if multiple are drawn.
Fortress Alstad
Have you checked the REG?
Have you looked it up in ORCID?

Offline Noah

  • Tournament Host
  • Trade Count: (+5)
  • *****
  • Posts: 672
  • AKA: tripleplayno3
    • -
    • Midwest Region
Re: Mulligan (Part 2)
« Reply #23 on: July 29, 2013, 03:01:33 PM »
0
if we say the mulligan cost is d7 and ur opponent may search ur deck for an ls and put it in play after ur d7 then that would be an interesting penalty

Interesting all right but who would let their opponent see your entire deck before the game starts? I like the one mulligan per game, draw 8, lost souls stay in play idea. Another idea for a penalty would be to take certain cards out of the deck until you draw the mulligan, like not being able to redraw any cards from your first hand or remove all the doms from your deck, draw the mulligan, shuffle doms back in.
Filling my Ark since Nats 2016.

Soli Deo Gloria

#CascadeDelendaEst

Lamborghini_diablo

  • Guest
  • Trade Count: (0)
Re: Mulligan (Part 2)
« Reply #24 on: July 29, 2013, 03:05:24 PM »
0
How about this:

You reveal your original hand, shuffle that and all but one lost soul (opponent's choice) into the deck, and draw 7.

You can't abuse it to start with no lost souls and your opponent gets a preview of what's in your deck (and why you chose to mulligan).

 


SimplePortal 2.3.3 © 2008-2010, SimplePortal