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spalanzani said:
Why would you want to do this, though? Is it fun?
It's not really fun, no. Once you draw the combo it's almost anti-climactic really, and the game is basically destroyed. I guess the motivation for doing it though would be good scores in the quest log or the prize support in the game night kits, etc. That kind of stuff. That's what worries me more than anything. And to be fair, the Zigil Miner deck wasn't really "fun" to play either but people still did it a LOT for whatever reasons.
spalanzani said:
Why would you want to do this, though? Is it fun?
this is exactly my take on these things. part of me thinks the designers of these decks set out to make a dekc that will break the game. (thats not aimed at you mattropolis by the way…or anyone else for that matter….i know youre just putting this out there for interests sake)
i guess what i mean is that there are people out there good at making these decks..really good, and i guess they just need to accept that once in a while a card wil come along that will chain react with previous ones to create a break in the game. all we (or they) can do is wait for the next errata and in the mean time either enjoy the broke game (if thats what they like) or pretend the card doent exist as i did with zigil.
i feel lucky that im not good enough at this game to have this problem ![]()
rich
Author of the forum Tolkienology Series
1:ElladanElrohir 5:Origins of orcs…..
2:Loose ends & mysteries 6: Could've Beens
iddqd … the konami code, game genie… there are plenty of people who enjoy unlimited power modes, whether intended by game developers or not. I wonder, though, what do you think the fix for this will be? Limit Master of Lore's effect to 1 card in a phase (or 2 or 3)? Limit Erebor Hammersmith's ability to once per round? I would really hate to have them come down on Legacy of Durin or the Horn of Gondor.
spalanzani said:
Why would you want to do this, though? Is it fun?
Honestly, we ended up running this combo just to see if we could pull it off. And it WAS hilarious to see three decks empty on third turn. Especially because our third player had no idea what we were doing. But it boils down to the same problem as Zigil Miner. A great card (Master of Lore) that is actually quite easy to warp into a broken combo. It was just nice this time to be an ally when Mattropolis decided to try out one of the horrible combos he discovered.
The Janitor
"Goopta mo bossa!"
?Huttese farewell meaning "May your mind not evaporate!"
"Today's society is always making a mess. Someone has to clean it up. That's where I come in. They call me The Janitor."
GrandSpleen said:
iddqd … the konami code, game genie… there are plenty of people who enjoy unlimited power modes, whether intended by game developers or not. I wonder, though, what do you think the fix for this will be? Limit Master of Lore's effect to 1 card in a phase (or 2 or 3)? Limit Erebor Hammersmith's ability to once per round? I would really hate to have them come down on Legacy of Durin or the Horn of Gondor.
Master of lore seems like one of the issues, and we may run into more issues with this card later on, but for this specific case it may be easier to focus on the horn of gondor, and only allow the response to take place in all phases except the planing phase, I think this wold break the infinite cycle because resources would eventually run out, and would not be replenished each time hammersmith leaves play. This would work right?
I don't think this change to the horn of gondor response would at all diminish the quality of the card, since, at least in my games, allies really leave play durrin the planing phase. Although, I may be missing some strategy that is important to another player. I certainly missed the one in the topic of this post.
Without Signature
As with the old Ziggy, I don´t see a problem. I tried them like most of us did and after a few games didn´t bother with them anymore.
And for everything that involves the importance of a good score ( game nights or tournaments ) just make a restricted or banned list.
Problem solved.
"Wenn mehr von uns Heiterkeit, gutes Tafeln und klingende Lieder höher als gehortetes Gold schätzen würden, so hätten wir eine fröhlichere Welt."
Would any legitimate strategies be nerfed unduly if Born Aloft was limited to once per phase?
'These are my principles, if you don't like them I have others.' - Groucho Marx
Very cool. I1 more unbalanced things in the game. And again Beravur and again unlimitd draw and unlimited hand size. As i always say any game with unlimited draw and unlimited hand size is always will be unbalanced. And like always the broken cards is Beravur, Will of hte west.
The big problem of this game is UnLIMITED DRAW AND UNLIMITED HAND SIZE!!!!!
Wizard is never late...
Mattr0polis said:
I read that post in BGG, and I was not the guy who said "There is no five card combo that breaks a game", but I agreed with him, because when he said those words I think he was referring to a solo play.
You play exclusively 2~3 player games, and 2~3 player games are very easy even without this combo.
Only quest that is actually difficult for 2~3 players are Massing at Osgiliath and if the other 2 players can hold off the enemies for first 2 turns (which is how long it takes to set up the combo according to your post), you can win that scenario without this combo as well.
I admit, whomever came up with this combo is very creative and insightful, but the combo itself doesn't really create a situation where it turns an unwinnable quest into winnable one…. it just makes a winnable quest to be winnable with unneccesarily amount of cards in hand/play.
I've toyed around with this combo in solo player using various combination of Dwarven heroes. I still consistantly won against scenarios that I have won without using this combo, and I have still lost against scenario that I have lost without using this combo (namely Dol Guldur)
But being able to draw your entire deck in single phase, however impractical it is, shouldn't exist and I think errata on Legacy of Durin (a limit three times per phase or something like that) can easily fix this.
Ellareth said:
I read that post in BGG, and I was not the guy who said "There is no five card combo that breaks a game", but I agreed with him, because when he said those words I think he was referring to a solo play.
You play exclusively 2~3 player games, and 2~3 player games are very easy even without this combo.
Only quest that is actually difficult for 2~3 players are Massing at Osgiliath and if the other 2 players can hold off the enemies for first 2 turns (which is how long it takes to set up the combo according to your post), you can win that scenario without this combo as well.
I admit, whomever came up with this combo is very creative and insightful, but the combo itself doesn't really create a situation where it turns an unwinnable quest into winnable one…. it just makes a winnable quest to be winnable with unneccesarily amount of cards in hand/play.
We don't play exclusively 2-3 player but a large majority are. That said, the game is still enough of a challenge after multiple hundreds of games that it continues to be our most played game. I definitely would not call it "very easy". And I wouldn't write off a combo just because it's harder in solo. EVERYTHING is harder in solo and a lot of things are clearly not even balanced for solo play. I've heard many times that the game is balanced mainly with 2 player in mind, which usually does feel the most balanced to me.
The problem with errata to Horn of Gondor, Legacy of Durin, Born Aloft, etc is that drawing tricks alone might eventually lead to the Wealth of Gondor thing (or worse) again down the road with future cards.
I think I partially agree with Glaurung. Things like this will keep cropping up unless they put a cap on card drawing.
Simple solution …
How about a rule that says:
"Each card may only enter play, or be put into play, once per phase."?
Thus, once a copy of Erebor Hammersmith has entered play and been returned to your hand, you can't play it again that phase. The only way you could play another Erebor Hammersmith would be to have another one in your hand - which in turn could not be played a second time once having been played out and returned to hand.
This would prevent any future infinite loops and still leave card drawing available for those lucky enough to play be able to Sneak Attack two Gandalfs in one round, etc.
'These are my principles, if you don't like them I have others.' - Groucho Marx
So if someone really thinks we need an errata the only thing that needs to be done: Make Will of the West a "once per game" card or a "remove from game after use" card.
That solves all our "game breaking" combos because so far all of them rely on WotW to keep them going.
"Wenn mehr von uns Heiterkeit, gutes Tafeln und klingende Lieder höher als gehortetes Gold schätzen würden, so hätten wir eine fröhlichere Welt."
muemakan said:
So if someone really thinks we need an errata the only thing that needs to be done: Make Will of the West a "once per game" card or a "remove from game after use" card.
That solves all our "game breaking" combos because so far all of them rely on WotW to keep them going.
Agree with you. Will of the west is most broken card what i saw in any card game. Show this card to MTG player, he will be shock.
Wizard is never late...
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