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banned from Starbucks
Jul 18, 2004





loving :lol:

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Cease to Hope
Dec 12, 2011
cards based on the SNL death star rescue sketch

Orvin
Sep 9, 2006




I was at a pre-release event yesterday afternoon and had a good amount of fun. Got a pretty good amount of games in, 3 rounds of 3 games each. But there really wasn’t quite enough time to finish the 3rd game. And my last round I won the first 2. So 6 full games, and two partial games.

The back and forth nature was good, in that it didn’t feel like there was a lot of downtime while waiting for your opponent to take their full turn. The card interactions did make for some interesting choices. Do I attack with this guy to do damage before my opponent can get it off the board, or do I do the other thing that is cheaper, more efficient, whatever because it is on the board. And some times I just had to put things on the board and hope my opponent didn’t just outright kill it so I could bring in something else with a synergy bonus.

I played with Jyn leader (gives -1/-0 to opponent defenders) and kinda liked the survavibility she gave to my units. Made it nice to either ignore weak chip damage units, or keep some of my units alive with one health when they otherwise would have died. It meant I could be way more aggressive in keeping my opponents board clear of stuff.

CitizenKeen
Nov 13, 2003

easygoing pedant

Orvin posted:

I was at a pre-release event yesterday afternoon and had a good amount of fun. Got a pretty good amount of games in, 3 rounds of 3 games each. But there really wasn’t quite enough time to finish the 3rd game. And my last round I won the first 2. So 6 full games, and two partial games.

The back and forth nature was good, in that it didn’t feel like there was a lot of downtime while waiting for your opponent to take their full turn. The card interactions did make for some interesting choices. Do I attack with this guy to do damage before my opponent can get it off the board, or do I do the other thing that is cheaper, more efficient, whatever because it is on the board. And some times I just had to put things on the board and hope my opponent didn’t just outright kill it so I could bring in something else with a synergy bonus.

I played with Jyn leader (gives -1/-0 to opponent defenders) and kinda liked the survavibility she gave to my units. Made it nice to either ignore weak chip damage units, or keep some of my units alive with one health when they otherwise would have died. It meant I could be way more aggressive in keeping my opponents board clear of stuff.

I love Jyn Erso as a leader. I'm sad that I don't think she's super competitive in a constructed format. I've spent the last two months tinkering with a Blue Jyn deck trying to partner her with Jedi Lightsaber, and when you get it set up it's oppressive. But it's missing something to really push it over the edge / make it more reliable. Maybe next set?

But in limited she's a boss. Such a workhorse ability. Limited is such a less-optimized format, so being able to make competitive trades plays really well. How'd you fare?


Edit: As long as I'm asking people for trip reports...

First Prerelease posted:

18 person turnout at my LGS (Gongaii in Oregon). Staff were very friendly, crowd was enthused. Gongaii wanted to go best-of-1 which led to a relaxed atmosphere for learning.

My first two packs had Vader Unit, foil Superlaser Technician, and Overwhelming Barrage, so I was in on Vader Green. It was kind of decided for me by the pack gods. Spoiler alert: Vader Green Ramp/Good Stuff is what is colloquially known as a "good deck".

Guy at my table got the Hera showcase. Not sure if he knew how much it was worth.

First game I won by almost purely by luck. Played against Red Tarkin. I mulliganed a wonderful limited hand because I was on premier autopilot and forgot that the hand would be worse in limited. Second hand had all 5 of my events, so I was in rough shape out of the gate.

If Tarkin had realized he was the beatdown sooner, he would have won. He should have won, but he did not. He durdled and gave me time to come online, and Vader leader is a beast.

Second game was vs Blue Vader. Differing color matchups seem really fun in this game; not quite a mirror match but you both know your avenues of play. All of my red cards came out early and he didn't stand a chance. That game got locked down early and went fast.

I sat down against my 3rd opponent who was running with Red Leia. I audibly groaned; that beatdown was going to run right under me. I resourced Corellian Freighter and Gladiator Star Destroyer and he got out some good space units and I was on the ropes.

Then Round 6 I double Vadered which felt DISGUSTING. I will answer for that sin. He got me to 29, but I'd been sitting on an Overwhelming Barrage which Vader used to clear out the space arena. I never let him re-establish a board presence and he scooped a round before I won. That's a match-up I probably would lose in a Best-of-3, but in a Best-of-1 I lucked out.

The pack gods may not have been particularly kind financially, but they were very kind mechanically.

Prize support was underwhelming (compared to other stores), but I think I was the only person there who wasn't signed up for additional prereleases this weekend. The store's running "Prerelease on Release" events next week, so I get one more shot at sealed before settling into constructed and limited.

CitizenKeen fucked around with this message at 17:54 on Mar 3, 2024

Carteret
Nov 10, 2012


Waiting for my local pre-release to start. (Giga Bites in Marietta, GA). Seems to be a full turn out of 40 players. Pretty solid!

Elblanco
May 26, 2008
I remember reading that the art for the first 3 sets isn't exactly what the design team wanted. They said after that they found what they wanted for the game. Really weird but I kinda like what they have so far

E: the rotoscoped stuff sucks cause it's just their old art in a filter.

Elblanco fucked around with this message at 22:16 on Mar 3, 2024

Orvin
Sep 9, 2006




For my slightly more detailed trip report:

The store was limited to 14 entrants, probably because they were hosting multiple events across their three stores. I think each store had 3 events this weekend. One person had to cancel right before the start, and one person had to bail after the second round.

My first round I faced a Krennic and green deck. My opponents deck had almost no space units, but I never seemed to draw enough of my own to capitalize on this fact. I lost the first game while still kinda learning the game a bit better. His Krennic seemed to heal a fair amount of health, partly because I didn’t prioritize dealing with his low 2 attack. Second round I managed to get enough tempo going to pull out a win. And the third round was called due to time. He had a clear lead on base damage. I probably would have pulled a win, as I had more units out and more cards in my hand, but I couldn’t get enough damage on his base the last couple of rounds to with time called. Ultimately lost 1-2.

Second round I faced a Boba Fett and green deck. The ability to recover resources made for some particularly rough turns. And Boba popping out at 5 resources made it feel like he showed up so early. During this matchup I started to learn to abuse the couple of event cards I had that could let me deal with units potentially unanswered. Shoot First (unit attacks with +1/+0, and deals damage first) and strike true (unit deals its attack damage to another unit) were clutch for taking out some bigger things while leaving my stuff around. We ended up splitting the first two games, and I had a fairly solid lead to wind up with a win on the third game at time.

Third round was against a Leia and red deck. This player was new to card games, and mentioned that he was here to learn the game with his kid. It kinda showed, as his deck didn’t seem to have a lot of rebels. Or at least he was never able to get many on the table. I kinda felt bad that both games I pretty much kept his side of the board clear and just walked my way to a win.

Prize support was an extra 2 packs of cards per person, and a promo card or deck box or something. Depending on how you placed. I wound up in the middle somewhere, like 7th or 8th. Which I would have thought I got higher being 2 and 1, but the rankings must have been odd with a bye in the works and tiebreak points or something.

HootTheOwl
May 13, 2012

Hootin and shootin

Who's this elf

jhorphear
Apr 24, 2013

Ask me about telling people not to change my avatar
No trip report, but I ended up building boba fett command and it did surprisingly well. Lost my first match to draw because I was still getting a feel for the game in paper, but then proceeded to absolutely poo poo stomp my next two opponents. I got lucky and pulled a devastator and managed to drop it in 4 out of 5 games, and I won’t every game it hit the table.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
I can agree that the art direction on this set is *all over the place,* but the game is solid, and I'm hoping that they get the art direction together a bit better in future sets. Yoda looks cringe, but I kinda like the cartoony look of Han and Jabba.

Then again, I love Dan Hipp art in Marvel Snap, so I'm just an rear end in a top hat, I guess.

uncle blog
Nov 18, 2012

It's weird how much better the art looks in real life. The game has a great table presence. Really pops

Cease to Hope
Dec 12, 2011

uncle blog posted:

It's weird how much better the art looks in real life. The game has a great table presence. Really pops

i really do disagree. the art still looks like a mess but besides that the cards look like every single game ever. the card dress is completely generic, which makes the cost-power-toughness bash-guy-against-guy play feel even more generic than it already is.

like i don't want to pick on orvin because what they're describing is part of the game that is actually interesting (the trades and the effort to consistently get a tempo advantage so you can burn some of it going face) but like

Orvin posted:

I played with Jyn leader (gives -1/-0 to opponent defenders) and kinda liked the survavibility she gave to my units.

jyn erso's ability is that she gives guys -1/-0. very little about this game leans into being a star wars game rather than a set of generic game pieces with star wars names.

Elblanco
May 26, 2008
Sounds like a core set to me

CitizenKeen
Nov 13, 2003

easygoing pedant
Yeah, FFG has often tried to be complex and novel and it’s often bitten them in the butt. Destiny’s dice were too much, L5R sucked, the Star Wars LCG has a lot of weird mechanics like pods that people didn’t like and the force dial thing was boring.

I think Star Wars is a mid IP anyway, so I’m happy with a refined, simple game made by clever people with a track record at FFG that just happens to be Star Wars.

But a lot of people feel it’s thematic, and the devs have been honest in interviews that when they come to a fork in the road between theme and good gameplay they choose gameplay and articulate why. It’s why the Star Wars CCG is just novelty garbage.

And sure, Jyn doesn’t feel thematic, but Han having natural synergy with the Millennium Falcon, or Palp and Vader always teaming up no matter which color you put them in feels quite thematic. Cards like Force Throw and Chirrut or Thrawn are dripping with theme.

Core sets have to put basic mechanics in. Which leader would you recommend for defenders get -1/-0? It’s a good gameplay mechanic, it should be there; for whom would it be thematic?

canyoneer
Sep 13, 2005


I only have canyoneyes for you
The Star Wars Deckbuilding Game (terrible name!) is a fun little 2 player dueler. Theme is very well applied there too.

CitizenKeen
Nov 13, 2003

easygoing pedant

canyoneer posted:

The Star Wars Deckbuilding Game (terrible name!) is a fun little 2 player dueler. Theme is very well applied there too.

That game was more fun than it had any right to be, though I do feel it can run a little long.

Cease to Hope
Dec 12, 2011

Elblanco posted:

Sounds like a core set to me

Contrast this with the other four Star Wars CCGs, where being a Jedi or a droid was something with an inherent game effect, or where (even after the first set!) your deck would be something like "battle droids" or "characters you'd expect to find on Tatooine" or "Luke, Han, and X-Wings." This seemed to have very little of that; at best I saw a few cards that wanted to be with other rebels or imperials, and a penalty for playing good guys with bad guys. (Even then, it felt weird that Han and the bounty hunters were as good/evil-locked as, say, Darth Vader or Leia.)

This seemed very lacking thematically by comparison. The rules seemed to fit soldiers and war materiel well - bounty hunters fighting mercenaries, fighters attacking ships - but having R2D2 or Tarkin be a character you play, get an effect, then trade immediately for chip damage in a fight in the ground, that felt weird and lousy.

I did not love how even in the premiere set we had per-card damage tracking and two kinds of per-card tokens already. This is a lot of crap to stack on a card, especially when two of the token types have an effect that offsets but does not eliminate the effect of wounds.

Upgrades were a mess. I played Devotion on a Star Destroyer multiple times, and Entrenched a TIE fighter. Even more than the characters, the upgrades didn't feel like they meant anything. They were just lumps of numberwang. I'm not sure there were any space-specific upgrades even; I didn't see any.

Rares and Legendaries were often draft-ruining bombs. I drafted Tarkintown and Dooku and they were consistently a free card's worth of tempo for too little. If you drafted a couple good rares/legendaries and could consistently play them, they frequently would come down and just blow out the entire board. There were rares that just sent every unit killed this turn back to your hand, stole units with no restrictions, or just had a solid body and killed something when they entered/left play. The worst I saw was Avenger, which killed a unit when it entered play and every time it attacked.

For a game with two lanes, space seemed very undercooked. I drafted that TIE, a raider, a Z-95, and a rebel capital ship and generic star destroyer, both of which I just ate the cost penalty on. Frequently I just beat my opponent to death in the space lane with those! It felt very easy to race face in space due to a general shortage of spaceships in the set, plus everyone's leader was a ground unit. I saw Leader Tarkin and Han, and it felt strange that neither of them helped with space combat very much. (On the other hand, Thrawn was very impactful and just rocked my poo poo overall.)

Events all seemed to be removal except for Search Your Feelings. I saw a ton of minor variations on "destroy unit," "deal n damage to unit", "unit attacks (out of sequence)", "unit deals damage to unit," etc. Occasionally there were MTG-style +n/+n combat tricks or "draw card" too but they seemed to be consistent tempo losses. I also saw some "choose two (of four)" cards, always played to kill a unit and do something else.

There didn't seem to be any sense of place or condition to the game. People had base cards (and I drafted a rare one with less life but a one-time effect, which was neat) but it didn't feel like you were attacking Cloud City or anything. The characters just seemed to be in the same nowhere arena as MTG or Hearthstone, with no cards that represented advantageous or detrimental conditions except as attachments to one character or else one-time effects. Leaders did provide this effect, but there were a lot of officer-commander-type characters with static effects that did not survive long enough to feel like they were having a significant effect overall.

I did actually like the stripped-down Hearthstone feeling as a game. It still works as a struggle to build enough tempo to convert some of that tempo to face damage. That's still fun!

On the other hand, I didn't love how often I was just going face. I drafted Iden/Tarkintown and while I didn't love Iden - basically every blue commander I saw looked better except Chirrut, who was a joke - but by drafting with an eye for Restore and removal effects, I was able to win games just playing face hunter more often than not. That's not fun. (In fairness, this may be a pre-release teething issue. People drafted cards that looked cool, while I drafted thinking I wanted to curve out. A lot of people showed me neat-looking expensive cards but few people played them against me.)

I did like, for drafting, how many of the cards are just Star Wars stuff and not locked to good/bad. I had a Cloud City guy with a 70s porno stache and he felt like someone who could just get mixed up with anything. Sadly, he did not have an ice cream maker. I had a couple cross-side cards and having the option to play them felt good, although I only really played one.

I like just going ahead and doing the MTG commander thing. It's nice that the game starts with a limited announcement of your overall plan, and it felt neat that, usually, you had your leader meddling every turn.

Playing your leader, however, generally felt bad. The ones I saw were not very interesting units, even by the already low standards of the game overall: generally just the same effect as their passive ability. Plus, my opponents tended to prioritize punching them out again. It was neat that they're a free Ambush unit (and this is most of the value I got from Iden), but it felt bad to see people play Luke, Grand Inquisitor, or IG-88. They'd get one attack before immediately getting their leader's teeth kicked in.

Speaking of, the most impactful characters felt like the worst of modern MTG creature design: characters with middling-high stats who generated value immediately or when they left play. Ambush and When Deployed/Defeated were just too much better than characters with actions, On Attack, or static abilities, because they were so difficult to protect and it took so long for them to get any value. This makes a lot of characters feel even more like generic game pieces. The Emperor is a removal card on a stick. An AT-AT is a burst of healing(?). This actually feels thematic for the Rogue One characters (K2 was a literal suicide bomber as I recall) but it isn't like the R1 characters are any more likely to be designed this way.

Anyhow I didn't much like it and ditched my cards to another player for the cost of my buy-in. It's not a game I would stick with or recommend to anyone. If what you want is a Hearthstone clone, that's actually the most fun thing about it, with two lanes and the same struggle back and forth to curve better than the opponent and get tempo. But as a Star Wars game or something you'd play long-term? Super generic and indulges in some of the worst design failings of Heathstone and MTG both.

Cease to Hope fucked around with this message at 20:48 on Mar 4, 2024

CitizenKeen
Nov 13, 2003

easygoing pedant

Cease to Hope posted:

Contrast this with the other four Star Wars CCGs, where being a Jedi or a droid was something with an inherent game effect, or where (even after the first set!) your deck would be something like "battle droids" or "characters you'd expect to find on Tatooine" or "Luke, Han, and X-Wings." This seemed to have very little of that; at best I saw a few cards that wanted to be with other rebels or imperials, and a penalty for playing good guys with bad guys. (Even then, it felt weird that Han and the bounty hunters were as good/evil-locked as, say, Darth Vader or Leia.)

This seemed very lacking thematically by comparison. The rules seemed to fit soldiers and war materiel well - bounty hunters fighting mercenaries, fighters attacking ships - but having R2D2 or Tarkin be a character you play, get an effect, then trade immediately for chip damage in a fight in the ground, that felt weird and lousy.

I did not love how even in the premiere set we had per-card damage tracking and two kinds of per-card tokens already. This is a lot of crap to stack on a card, especially when two of the token types have an effect that offsets but does not eliminate the effect of wounds.

Upgrades were a mess. I played Devotion on a Star Destroyer multiple times, and Entrenched a TIE fighter. Even more than the characters, the upgrades didn't feel like they meant anything. They were just lumps of numberwang. I'm not sure there were any space-specific upgrades even; I didn't see any.

Rares and Legendaries were often draft-ruining bombs. I drafted Tarkintown and Dooku and they were consistently a free card's worth of tempo for too little. If you drafted a couple good rares/legendaries and could consistently play them, they frequently would come down and just blow out the entire board. There were rares that just sent every unit killed this turn back to your hand, stole units with no restrictions, or just had a solid body and killed something when they entered/left play. The worst I saw was Avenger, which killed a unit when it entered play and every time it attacked.

For a game with two lanes, space seemed very undercooked. I drafted that TIE, a raider, a Z-95, and a rebel capital ship and generic star destroyer, both of which I just ate the cost penalty on. Frequently I just beat my opponent to death in the space lane with those! It felt very easy to race face in space due to a general shortage of spaceships in the set, plus everyone's leader was a ground unit. I saw Leader Tarkin and Han, and it felt strange that neither of them helped with space combat very much. (On the other hand, Thrawn was very impactful and just rocked my poo poo overall.)

Events all seemed to be removal except for Search Your Feelings. I saw a ton of minor variations on "destroy unit," "deal n damage to unit", "unit attacks (out of sequence)", "unit deals damage to unit," etc. Occasionally there were MTG-style +n/+n combat tricks or "draw card" too but they seemed to be consistent tempo losses. I also saw some "choose two (of four)" cards, always played to kill a unit and do something else.

There didn't seem to be any sense of place or condition to the game. People had base cards (and I drafted a rare one with less life but a one-time effect, which was neat) but it didn't feel like you were attacking Cloud City or anything. The characters just seemed to be in the same nowhere arena as MTG or Hearthstone, with no cards that represented advantageous or detrimental conditions except as attachments to one character or else one-time effects. Leaders did provide this effect, but there were a lot of officer-commander-type characters with static effects that did not survive long enough to feel like they were having a significant effect overall.

I did actually like the stripped-down Hearthstone feeling as a game. It still works as a struggle to build enough tempo to convert some of that tempo to face damage. That's still fun!

On the other hand, I didn't love how often I was just going face. I drafted Iden/Tarkintown and while I didn't love Iden - basically every blue commander I saw looked better except Chirrut, who was a joke - but by drafting with an eye for Restore and removal effects, I was able to win games just playing face hunter more often than not. That's not fun. (In fairness, this may be a pre-release teething issue. People drafted cards that looked cool, while I drafted thinking I wanted to curve out. A lot of people showed me neat-looking expensive cards but few people played them against me.)

I did like, for drafting, how many of the cards are just Star Wars stuff and not locked to good/bad. I had a Cloud City guy with a 70s porno stache and he felt like someone who could just get mixed up with anything. Sadly, he did not have an ice cream maker. I had a couple cross-side cards and having the option to play them felt good, although I only really played one.

I like just going ahead and doing the MTG commander thing. It's nice that the game starts with a limited announcement of your overall plan, and it felt neat that, usually, you had your leader meddling every turn.

Playing your leader, however, generally felt bad. The ones I saw were not very interesting units, even by the already low standards of the game overall: generally just the same effect as their passive ability. Plus, my opponents tended to prioritize punching them out again. It was neat that they're a free Ambush unit (and this is most of the value I got from Iden), but it felt bad to see people play Luke, Grand Inquisitor, or IG-88. They'd get one attack before immediately getting their leader's teeth kicked in.

Speaking of, the most impactful characters felt like the worst of modern MTG creature design: characters with middling-high stats who generated value immediately or when they left play. Ambush and When Deployed/Defeated were just too much better than characters with actions, On Attack, or static abilities, because they were so difficult to protect and it took so long for them to get any value. This makes a lot of characters feel even more like generic game pieces. The Emperor is a removal card on a stick. An AT-AT is a burst of healing(?). This actually feels thematic for the Rogue One characters (K2 was a literal suicide bomber as I recall) but it isn't like the R1 characters are any more likely to be designed this way.

Anyhow I didn't much like it and ditched my cards to another player for the cost of my buy-in. It's not a game I would stick with or recommend to anyone. If what you want is a Hearthstone clone, that's actually the most fun thing about it, with two lanes and the same struggle back and forth to curve better than the opponent and get tempo. But as a Star Wars game or something you'd play long-term? Super generic and indulges in some of the worst design failings of Heathstone and MTG both.

That’s a very compelling write-up! I disagree with nearly all of it but it’s well-written and subjective so it doesn’t seem worth getting into it. Thanks for taking the time to write that up!

One note: Iden is generally considered to be one of the top two leaders right now after a number of tournaments.

Cease to Hope
Dec 12, 2011

CitizenKeen posted:

One note: Iden is generally considered to be one of the top two leaders right now after a number of tournaments.

Oh I can definitely see how. She's consistent value for something you are going to do every single turn, sometimes even without taking a specific action to do so, and she's a very impactful character just as 4... whatever-they-call-power with Shielded and pseudo-Ambush. It felt like even the low-power, high-toughness leaders could only survive two hits from on-curve units at best anyway.

She felt weaker for draft, though. Krennic would have been even more obnoxious going face. Chewbacca slowed the game down a lot, which would make high-cost bombs a lot more useful. I saw an Andor that drew for going face and had IG-88, but it would've meant using a generic blue base instead of Tarkintown. Maybe it's just thinking the grass is greener, though.

Which was the other top-tier leader in constructed?

CitizenKeen
Nov 13, 2003

easygoing pedant

Cease to Hope posted:

Oh I can definitely see how. She's consistent value for something you are going to do every single turn, sometimes even without taking a specific action to do so, and she's a very impactful character just as 4... whatever-they-call-power with Shielded and pseudo-Ambush. It felt like even the low-power, high-toughness leaders could only survive two hits from on-curve units at best anyway.

She felt weaker for draft, though. Krennic would have been even more obnoxious going face. Chewbacca slowed the game down a lot, which would make high-cost bombs a lot more useful. I saw an Andor that drew for going face and had IG-88, but it would've meant using a generic blue base instead of Tarkintown. Maybe it's just thinking the grass is greener, though.

Which was the other top-tier leader in constructed?

Emphasis mine. For each Aspect Pairing (Morality / Color), the Common leader is generally better for limited, while the Rare leader is generally more build-around. You can certainly play them in limited, but they require a little more luck in sealed and skill in draft. Krennic > Iden, Chewie > Chirrut, Sabine > Cassian Andor, etc.

Current meta is a little wonky; the three archetypes are all well-represented, but Energy Conversion Lab is just such a good base to get value out of that people haven't quite figured out the answers. So I'd say the top 3 decks right now are Sabine Green (aggro), Boba Green (mid-range), and either Iden Green or Palpatine Blue for control. Iden Green and Palp Blue basically play the same card pool (Villainy, Green, and Blue); Iden gets ECL and Palp doesn't, though, so that might push her over the limit. But a skilled Palp is really good because his leader ability is just so good. Sabine Green is as strong as the other two in the first game of a match-up, but it's harder for her to tech in her sideboard to fight mid-range then it is for mid-range / control to tech against Sabine, so she's probably in third place.

It's all very fluid right now, though playing "not green Leader + ECL" does seem to be prevalent. We're starting to see more exploration beyond Leader + Green, though, so we'll see.

That Old Tree
Jun 24, 2012

nah


As someone who acquired an almost complete set for a song but haven't had the opportunity to play or even read the rules, what was it about L5R that sucked? I got the impression, years after the fact mind, it was generally looked on pretty favorably other than the way releases were scheduled.

Cease to Hope
Dec 12, 2011

CitizenKeen posted:

Sabine > Cassian Andor, etc.

fwiw I saw sabine and could've drafted her but seemed like she would've needed a whole architecture to be any good. ticking down each base is just an invitation to a race, which doesn't seem that useful without building a much tighter aggro deck than draft allows. OTOH andor drawing an extra card for going face once a turn seems incredible in a format where your card quality is wildly random, bombs win games, and you can't just run whatever the meta card advantage tools are at-will.

That Old Tree posted:

As someone who acquired an almost complete set for a song but haven't had the opportunity to play or even read the rules, what was it about L5R that sucked? I got the impression, years after the fact mind, it was generally looked on pretty favorably other than the way releases were scheduled.

the original CCG? super duper powercreep combined with too many factions to support all of them in one set. you'd build a deck for one faction, then play that deck until it fell out of favor (or a key piece got the legs cut out from under it). now you have a bunch of cards that are all locked to this one playstyle or faction that probably won't ever be useful or tradable before the whole mess gets rotated or plowed under by powercreep. and if you were attached to just one faction or character or storyline, lmao

Cease to Hope fucked around with this message at 22:23 on Mar 4, 2024

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

That Old Tree posted:

As someone who acquired an almost complete set for a song but haven't had the opportunity to play or even read the rules, what was it about L5R that sucked? I got the impression, years after the fact mind, it was generally looked on pretty favorably other than the way releases were scheduled.

CCG or LCG?

I can give you the pros and cons

Elblanco
May 26, 2008

Cease to Hope posted:

Oh I can definitely see how. She's consistent value for something you are going to do every single turn, sometimes even without taking a specific action to do so, and she's a very impactful character just as 4... whatever-they-call-power with Shielded and pseudo-Ambush. It felt like even the low-power, high-toughness leaders could only survive two hits from on-curve units at best anyway.

She felt weaker for draft, though. Krennic would have been even more obnoxious going face. Chewbacca slowed the game down a lot, which would make high-cost bombs a lot more useful. I saw an Andor that drew for going face and had IG-88, but it would've meant using a generic blue base instead of Tarkintown. Maybe it's just thinking the grass is greener, though.

Which was the other top-tier leader in constructed?

Boba Fett, he's pretty good IMO, but I think people are overhyping him by a ton.

HootTheOwl
May 13, 2012

Hootin and shootin

Elblanco posted:

Boba Fett, he's pretty good IMO, but I think people are overhyping him by a ton.

On par with the films

That Old Tree
Jun 24, 2012

nah


Cease to Hope posted:

the original CCG? super duper powercreep combined with too many factions to support all of them in one set. you'd build a deck for one faction, then play that deck until it fell out of favor (or a key piece got the legs cut out from under it). now you have a bunch of cards that are all locked to this one playstyle or faction that probably won't ever be useful or tradable before the whole mess gets rotated or plowed under by powercreep. and if you were attached to just one faction or character or storyline, lmao

HidaO-Win posted:

CCG or LCG?

I can give you the pros and cons

I meant the recent LCG.

Failson
Sep 2, 2018
Fun Shoe

Cease to Hope posted:

The better-looking Yoda with the grey-ish border is an organized play promo. The ugly Yoda is the actual card in packs. And it's a good example of how so many of the cards are just shockingly bad rotoscope.




Top class avatar material.

The Black Stones
May 7, 2007

I POSTED WHAT NOW!?
Well one thing I didn’t realize is that Leader Showcase cards were a thing.

I was playing in a draft tonight and a bunch of guys were buying boxes (one dude there is nuts. He was literally just giving away any card that wasn’t a foil or alt art as he was looking to get a full set of all cards in the game) so I broke down and bought a second box.

I got Boba Fett showcase. Turned it around on the spot to the owner for 400$ in store credit. I looked at my other box and my other Showcase is Sabine Wren who also is apparently worth a ton of money.

If I got out right now, I would be on top. Haha. I don’t think I’ll buy another box, but I’ll save the credit for when the next boxes come and probably use it to buy 2 sets there.

CancerCakes
Jan 10, 2006

banned from Starbucks posted:

Yeah destinys been dead for a while. Can't even give that stuff away.

If anyone in the UK wants to give up their destiny stuff enough please let me know, I really like the play format but only discovered it this year having swerved it when it was live due to not liking the booster model, and my kids not being old enough to game then.

I figure I have at least 5 years of ffg content at my pace, and finding out that there is a strong continuity project (ARH) is pretty cool. And a guy on YouTube has released a coop format called encounters which looks nice.

I took one look at unlimited and it seems like they have respun a lot of MTG and hearthstone concepts, put a star wars skin on it and then run everything through a horrible Photoshop filter. Destiny is attractive to me because it the dice feel more unique, and kids love rolling dice.

I have picked up two collections and a neat storage solution for destiny for the cost of buying a core and a few boosters of unlimited.

I think that there is only so much game space you can realistically explore before a game gets stale for the early adopters, or the game becomes too complex or overpowered for new entrants. That is fine, unless you are a company that makes games I suppose.

CitizenKeen
Nov 13, 2003

easygoing pedant

The Black Stones posted:

Well one thing I didn’t realize is that Leader Showcase cards were a thing.

I was playing in a draft tonight and a bunch of guys were buying boxes (one dude there is nuts. He was literally just giving away any card that wasn’t a foil or alt art as he was looking to get a full set of all cards in the game) so I broke down and bought a second box.

I got Boba Fett showcase. Turned it around on the spot to the owner for 400$ in store credit. I looked at my other box and my other Showcase is Sabine Wren who also is apparently worth a ton of money.

If I got out right now, I would be on top. Haha. I don’t think I’ll buy another box, but I’ll save the credit for when the next boxes come and probably use it to buy 2 sets there.

I’ve opened half of one of my three boxes and I got a Showcase Tarkin. He’s right there on the line of leaders I’d definitely play and keep the Showcase vs. Not interested in and sell the Showcase. It’s a really pretty card. Had unit Boba in the same pack so that was nice.

Showcase Boba and Sabine is an incredible pair. Congrats on your luck.

jhorphear
Apr 24, 2013

Ask me about telling people not to change my avatar
Ripped a showcase Han Solo out of my case, with a few other neat looking cards. Kinda bummed I got 0 Vaders. Was able to build a good selection of decks though, so I might just have to break down and buy some singles.

Getting a lot of traction at my LGS. Hoping this keeps up.

Elblanco
May 26, 2008
Only grabbed 3 boxes a starter, a double deck pod(which loving awesome) and some soft deck boxes and sleeves.

No showcase but a bunch of good legendaries, filling out a playset of superlaser blast and home one. Also ended up with 4 hyperspace Boba leader and a foil legendary Boba.

Made 4 decks and I'm eyeing 2 more. Overall its been a blast and weekly events start next weekend at my lgs!

CancerCakes
Jan 10, 2006

ShowTime posted:

They've apparently spent more on marketing for this game than any other FFG game, including X-Wing. That tells you how commited they are to this game and how long it could potentially be around.

ruh oh

CitizenKeen
Nov 13, 2003

easygoing pedant
My LGS is kinda sus, so I’m moving over to another one for SWU OP. They’re doing a Sealed Escalation League, which I didn’t know was a thing, and which sounds perfectly my speed. Not sure where the OP variants go in my binder but excited to grab some this week.

uncle blog
Nov 18, 2012

What does Escalation mean in a sealed game?

Played a bunch of sealed events these last two weekends. Bought four boxes so far, have a decent spread of rares and legendaries. A single showcase (Grand Inquisitor), so I'm tempted to buy more, to hopefully get Tarkin, Chewie, Han as a showcase. If I was a sensible person I'd try to trade one for my GI. I think his ability is pretty cool, but I'm more keen on the OG characters.

Orvin
Sep 9, 2006




I know my FLGS is running a friendly sealed league where you start week 1 with the standard 6 packs. Then every week after that you get to add an additional pack. I think the goal is to play at least one game each week against someone in the league.

Maybe that is the escalation league.

CitizenKeen
Nov 13, 2003

easygoing pedant
Yeah, it’s that. You get a pack a week and can rebuild your deck in between weeks as your sealed pool grows.

Though my store is starting at 4 packs which feels like a train wreck but whatever.

Orvin
Sep 9, 2006




One thing I stumbled upon in the quick start guide, is that you can actually put any card you want in your deck. You just pay +2 resources per missing symbol (missing from leader/base).

I must have missed that rule in my initial read through of the game rules. Really helps to bring into light why the double color (red/red for example) cards are a thing. It wasn’t just for twin suns.

So for the 4 pack sealed start, fill it up with a bunch of decent off-color stuff that will likely be your resource play if drawn early. But maybe mid to late could be worthwhile to pay the extra +2 in a pinch.

I know in my pre-release event there are a few off-color cards I probably would have sprinkled in rather than have some matching color stinkers.

Arquinsiel
Jun 1, 2006

"There is no such thing as society. There are individual men and women, and there are families. And no government can do anything except through people, and people must look to themselves first."

God Bless Margaret Thatcher
God Bless England
RIP My Iron Lady
Well now I get why Cease to Hope was comparing it to BattleTech.

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Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Arquinsiel posted:

Well now I get why Cease to Hope was comparing it to BattleTech.

...why?

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