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Redemption® Collectible Trading Card Game HQ => Playgroup and Tournament Central => Unofficial Tournaments => Topic started by: Ironisaac on August 22, 2017, 01:53:17 PM

Title: Redemption CCG Type Half Official Rules
Post by: Ironisaac on August 22, 2017, 01:53:17 PM
Taken from: http://landofredemption.com/?p=6754 (http://landofredemption.com/?p=6754)

These are the deck building and game play rules for Type Half:

4 Good Characters
4 Good Enhancements
4 Evil Characters
4 Evil Enhancements
4 Lost Souls (no 2 or 3 Liner Lost Souls)
5 Others (Includes Sites, Fortresses, Artifacts, Covenants, Curses, and the Hopper Lost Soul)
0 Dominants

If a card could fit more than one grouping, the player may determine where it is allocated.
Total deck size for all Type Half decks is 25 cards, exactly half of the minimum deck size for Type 1.

Additional things that make Type half different than other Redemption formats.

Opening hand is 4 cards.
Draw 2 cards per turn.
Hand limit at end of turn is 4 cards.
Rescue 3 Lost Souls to win.
Souls may not be placed into sites.


These rules are still subject to change, and any input on changes that you think should be made would be appreciated!
Title: Re: Type Half Official Rules
Post by: Reth on June 02, 2018, 07:35:25 PM
Sorry to ressurect this one.

But just to make it sure: No Reserve at all in Type Half, right?
Title: Re: Type Half Official Rules
Post by: YeshuaIsLord on June 02, 2018, 08:27:48 PM
I had the same question. Would make sense to allow for half a Reserve (5 cards) right?
Title: Re: Type Half Official Rules
Post by: Ironisaac on June 02, 2018, 10:55:24 PM
Correct, no reserve.
If someone plans to run this at their own tournament, thy can change the rules, because it's not a real event, but at nats last year, this is how I ran it.
Title: Re: Type Half Official Rules
Post by: Reth on June 03, 2018, 07:54:42 AM
IC - so are there any "overall official" resp. "general" rules regarding Type Half?
Title: Re: Type Half Official Rules
Post by: Ironisaac on June 03, 2018, 10:19:45 AM
The rules above are the general rules, but again, it's just a side event we did for fun at nats last year, so you can change whatever you want.
Title: Re: Type Half Official Rules
Post by: TheHobbit13 on June 03, 2018, 01:35:54 PM
Last year there was a lot of end game cheese, namely, recursion. I'm wondering if there's something that can be done about that. Once people got into it basically every deck was Ezekiel.
Title: Re: Type Half Official Rules
Post by: jbeers285 on June 03, 2018, 04:55:00 PM
Just restrict recursion of Enhancements.
Title: Re: Type Half Official Rules
Post by: sepjazzwarrior on June 03, 2018, 06:41:53 PM
Run hezzy signet ring
Title: Re: Type Half Official Rules
Post by: Reth on June 05, 2018, 02:00:57 PM
If a card could fit more than one grouping, the player may determine where it is allocated.

Does this also mean/meant that DACs and DAEs have to be declared on how they are used during game? So e.g. for King Saul (CoW) it has to be announced whether he is used as Hero or EC within the deck? Hopefully not!
Title: Re: Type Half Official Rules
Post by: Bobbert on June 05, 2018, 02:10:33 PM
If a card could fit more than one grouping, the player may determine where it is allocated.

Does this also mean/meant that DACs and DAEs have to be declared on how they are used during game? So e.g. for King Saul (CoW) it has to be announced whether he is used as Hero or EC within the deck? Hopefully not!

That's not how it was run last year, but that could be an option for ending Zeke's reign of terror. I, for one, checked in both Drawn Sword and Forest Fire as evil, with two other EEs and four more GEs. That gave a LOT of punching power in the offense without sacrificing much defensively (especially with Lions being an autoblock so much of the time).
Title: Re: Type Half Official Rules
Post by: TheJaylor on June 07, 2018, 08:40:41 AM
I mean, Zeke is obviously a boss, but there will probably be a bit more diversity this year with all of FoM's dual-alignmemt bidniz. I feel like restricting which alignment DA cards can be used as would be confusing and strategy-limiting.
Title: Re: Type Half Official Rules
Post by: Reth on June 07, 2018, 01:02:22 PM
Maybe. But currently next to Zeke I see only one additional hero ATM who provides nearly the same extensive SA contents combined in one card including recursion and CBN while his DAEs currently would require some pale green defense.  ;)
Title: Re: Type Half Official Rules
Post by: Bobbert on June 07, 2018, 01:52:23 PM
Maybe. But currently next to Zeke I see only one additional hero ATM who provides nearly the same extensive SA contents combined in one card including recursion and CBN while his DAEs currently would require some pale green defense.  ;)

Yeah, but Watchman doesn't draw two when searching for him  ;D
That said, my first draft of my half deck had all four evil enhancements as DAEs, and Nimrod. Ended up not going with that because you can't really double down on the angels.
Title: Re: Type Half Official Rules
Post by: Reth on June 07, 2018, 02:22:17 PM
Yep. Watchman completes Zeke in Type Half - in addition green/crimson DAE provide the better options compared to green/pale green. Also crimson Babylonians seem to be much stronger than Assyrians.

Currently I do not see any better versatile and synergig type half deck besides the Zekes. Or are there any viable other options around?
Title: Re: Type Half Official Rules
Post by: sepjazzwarrior on June 13, 2018, 06:54:18 AM
I've been running and angels offence focused on the bowls and a toss defense that has worked really well, beats my Zeke deck most every time
Title: Re: Type Half Official Rules
Post by: Reth on June 17, 2018, 04:54:46 PM
And did you incorporate some recursion? If so - how did you do it? Seems the Zeke one has quite some of it!
Do you by chance still have the deck list of your Angels/Toss deck?
Title: Re: Type Half Official Rules
Post by: sepjazzwarrior on June 17, 2018, 07:15:44 PM
What it lacks in recurrsion it makes up for in versitility.  I run hezzy signant ring as main artifact to stop their recurring and Zeke can't to anything against toss.  Foreign spearman can play all the bowls and most have high attaking numbers, plus grey just has a lot of high attack enhancements.  Will post a deck list when I have the time

EDIT: Deck moved to other thread: Toss Type Half
Title: Re: Type Half Official Rules
Post by: Reth on June 18, 2018, 03:08:52 PM
Really cool deck! Thanks for sharing!

Maybe we should move that discussion since it's meanwhile quite OT for some posts now.

@Moderators: Could this be done? Splitting the latter part of this thread and spinning of a new one out of it?

Even more since I'd like to ask how you started creating it and how you evolved it further?
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