Author Topic: New rules in actual gameplay  (Read 1570 times)

Offline Jmbeers

  • Trade Count: (+2)
  • Sr. Member
  • ****
  • Posts: 849
    • -
    • Northeast Region
New rules in actual gameplay
« on: March 17, 2012, 05:58:26 PM »
0
I just played at a district today and we used the new rules. I'd like to open this thread up to discution about the new rules in game play. People can point out some significant game differences that the see or talk about how the new rules help or hurt them.

This is not a thead about if you like or dislike these rules. Just about how they are affecting you.
The only reason people get lost in thought is because it's unfamiliar territory.

Warrior_Monk

  • Guest
  • Trade Count: (0)
Re: New rules in actual gameplay
« Reply #1 on: March 17, 2012, 07:46:03 PM »
0
I love them. Troll decks are so simple now. Heavy defense actually has a chance against anybody not older than 20.

Offline Jmbeers

  • Trade Count: (+2)
  • Sr. Member
  • ****
  • Posts: 849
    • -
    • Northeast Region
Re: New rules in actual gameplay
« Reply #2 on: March 17, 2012, 08:20:55 PM »
0
As a whole I would say my games felt more paced.

I did expierience first hand the pain of not being able to SoG/NJ block my op today. It hurt alot but as the day went on the rule really seemed to help the feel of the game. It's probably a bad word to use but I could say the games seemed more "structured."

The errata for Mayham never came up today, (I think as many players had it in there deck, but it was still played.)

The Dom cap left many players with either Falling Away or Guardian in there deck. (to my knowledge no one had both in)

It Was a great day and definitely different with the rule change.
« Last Edit: March 17, 2012, 08:23:03 PM by Jmbeers »
The only reason people get lost in thought is because it's unfamiliar territory.

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: New rules in actual gameplay
« Reply #3 on: March 17, 2012, 08:29:33 PM »
0
I nearly lost an RTS game today because of the rescue rule: my opponent had serious soul drought and would have won had he not drawn two souls on his final turn when he would have made a successful 5th rescue. So I have my doubts about it as a rule, but I guess I don't hate it yet.
Press 1 for more options.

Offline Red

  • Tournament Host
  • Trade Count: (+2)
  • *****
  • Posts: 4791
  • It takes time to build the boat.
    • LFG
    • Southeast Region
Re: New rules in actual gameplay
« Reply #4 on: March 17, 2012, 08:30:27 PM »
0
I could have also won if I had rescued the FBTN ls with my SOG/NJ combo.
Ironman 2016 and 2018 Winner.
3rd T1-2P 2018, 3rd T2-2P 2019
I survived the Flood twice.

Offline redemptioncousin

  • Trade Count: (+9)
  • Sr. Member
  • ****
  • Posts: 543
  • God made that... :)
    • -
    • Northeast Region
Re: New rules in actual gameplay
« Reply #5 on: March 17, 2012, 09:56:55 PM »
0
Two things came up at our tourney today.

One: SoG + NJ at the end of the game is not a guaranteed win anymore.  I had a couple games where I had 3 souls and was waiting many turns for LS's to pop up.  Meanwhile, my opponent kept making rescue attempts.  Luckily, it didn't matter too much.

Two: LS lockout ftw.  With exchanger, Nebubashban, and shuffler you can really bring down your LS count.  Tack on Divination, Jephthah, and old school Evil Spawn and you can make it so they cannot win.  Granted, you have to know what you're doing, but with Hormah, side battles, and confusion (along with HTing a hopper) you can really make this work.
Gates of Hell is by far the best card in the game.  No questions asked.

Offline Redoubter

  • Trade Count: (+3)
  • Hero Member
  • *****
  • Posts: 4910
    • -
    • Northeast Region
Re: New rules in actual gameplay
« Reply #6 on: March 17, 2012, 10:09:52 PM »
0
Yeah, I didn't feel any of the rules really affected me, seemed like everyone still had enough doms and lots of souls ended up coming out, so it didn't really make a difference.

Of course, I was only playing Type 2, so I guess that doesn't count :D

Offline Drrek

  • Tournament Host
  • Trade Count: (+14)
  • *****
  • Posts: 2244
  • The Bee of the Sea
    • -
    • Northeast Region
Re: New rules in actual gameplay
« Reply #7 on: March 18, 2012, 08:16:13 AM »
0
The Dom cap left many players with either Falling Away or Guardian in there deck. (to my knowledge no one had both in)

Alex had both, I know that because he played both in his game against me.  The only time the new rule really ended up mattering in my games was my one against Alex, where my lack of guardian in the deck allowed him to win, and my match against Gretel where I was sitting there with 4 rescued souls four about 6 turns waiting for her to draw another one (though it didn't end up mattering in the end, I still won).
The user formerly known as Easty.

Offline czepp

  • Tournament Host
  • Trade Count: (+2)
  • *****
  • Posts: 332
  • WOOHOO Zeppy Zeppy Zeppy!
    • -
    • Northeast Region
    • Facebook account (add me if you'd like)
Re: New rules in actual gameplay
« Reply #8 on: March 18, 2012, 11:09:24 AM »
0
I think SoG should still refer to ANY lost soul, and NJ should only be used on an opponent's LS.
xbox live gamertag: CjZeppy
aliases: Zeppy, Chadwick, Chad-a-lac

Offline Redoubter

  • Trade Count: (+3)
  • Hero Member
  • *****
  • Posts: 4910
    • -
    • Northeast Region
Re: New rules in actual gameplay
« Reply #9 on: March 18, 2012, 11:17:41 AM »
0
I think SoG should still refer to ANY lost soul, and NJ should only be used on an opponent's LS.

This is my point, that the wording on SoG is rescue ANY lost soul.  I'll say, I'm very confused by everyone saying new players don't understand this.  I got this to mean that SoG can rescue my own right away when I started.  Especially when I read The Commandments and am constantly told "ANY means ANY and ALL means ALL".

I understand the reasoning for NJ not rescuing your own, but SoG should be able to in my opinion.

Offline Master KChief

  • Trade Count: (+9)
  • Hero Member
  • *****
  • Posts: 6963
  • Greatness, at any cost.
    • -
    • North Central Region
    • GameStop
Re: New rules in actual gameplay
« Reply #10 on: March 18, 2012, 01:10:39 PM »
+3
A lot of new players dont realize you could have rescued your own lost souls with SoG/NJ. They assume you can only rescue an opponents since that is the normal flow throughout the game.
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

Warrior_Monk

  • Guest
  • Trade Count: (0)
Re: New rules in actual gameplay
« Reply #11 on: March 18, 2012, 01:13:07 PM »
0
A lot of players start young, and being such it seems common sense that they can only rescue opponent's lost souls.

Offline lp670sv

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 1652
    • -
    • Northeast Region
Re: New rules in actual gameplay
« Reply #12 on: March 18, 2012, 01:19:33 PM »
0
I'd still like SOG to be able to rescue your souls, NJ being restricted to opponents is fine. This would help soul drought and still give a little bit of an opportunity to use SOG defensively.

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: New rules in actual gameplay
« Reply #13 on: March 18, 2012, 02:07:20 PM »
+1
Taking away the ability to use Doms defensively hurts speed. Only being able to rescue your opponent's souls hurts speed. Therefore, this rule is good. Draw your deck in 3 turns, see if I care! You'll still have to sit there with a LoB full of souls and few-if-any blocks while I D3 every turn and use Hormah, DoU and Threatened Lives.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

 


SimplePortal 2.3.3 © 2008-2010, SimplePortal