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I wouldn't have printed TSC, NJ, or FA.
Quote from: Red on March 11, 2018, 05:07:10 PMI wouldn't have printed TSC, NJ, or FA.If we didn't have TSC or NJ the number of time outs would skyrocket.
Quote from: jbeers285 on March 11, 2018, 05:59:39 PMQuote from: Red on March 11, 2018, 05:07:10 PMI wouldn't have printed TSC, NJ, or FA.If we didn't have TSC or NJ the number of time outs would skyrocket. Not if the win count was reduced to 4.
The length of the rule book, ORCHID, abstract rules, etc.. isn't the reason why redemption is complicated. The length of such rule sources is actually a great thing from my perspective as a player who played in the era of the oral story telling of rules. It's complicated because there are so many abilities happening at once, and this in turn leads to complicated rulings. It is what is it is really. The solution is to take a step back from territory class characters and enhancements a bit and then focus on cards doing one or two related things. An example of a convoluted ability would be Abaddon the Destroyer or Frog Demons.
Quote from: TheHobbit on March 11, 2018, 10:03:26 PMThe length of the rule book, ORCHID, abstract rules, etc.. isn't the reason why redemption is complicated. The length of such rule sources is actually a great thing from my perspective as a player who played in the era of the oral story telling of rules. It's complicated because there are so many abilities happening at once, and this in turn leads to complicated rulings. It is what is it is really. The solution is to take a step back from territory class characters and enhancements a bit and then focus on cards doing one or two related things. An example of a convoluted ability would be Abaddon the Destroyer or Frog Demons.Cutting back on the number of special abilities on cards would go a long way to making the game easier to comprehend. Also limiting the types of abilities various card types can have could help.
Make everything CBN. No more worries about cascades! What? No, you say? I would say the only thing that really bothers me is the timing aspects of multi-player categories. I hope that at some point we'll be able to find a good solution so that we never have situations where "last round" is called after one or more of the players has already taken their final turn. As I've said before, I have no problem with a well-played TEAMS or T2 MP game timing out (well-player meaning no one was playing exceedingly slow). It is frustrating however when a player does not have the knowledge of it being the last round prior to what ends up being their final turn.