Cactus Web Site special offer: Orders over $75 will receive a free Angel of God 2023 National Promo card while supplies last.
Could all of you who are attending the Long Island BOOSTER BONANZA , do me a favor. During some of the events you play could you add an intro-prep phase ( the same one we use for teams events) for type 1- 2p categories. The Elders would like to know if it would lessen the effect of 1st Turn Mayhem. We will test this set up to determine if it corrects most of the negatives. At some point we may incorporate it as a game rule ( we need to know before the next rule book is printed) HAVE FUN wish I could be there!!Thanks JOHN
Rob mentioned that for 2P only (not for MP) that Redemption is going to try the 2nd player draw on their first turn rule. He said he'd make a post with the details soon. As a side note, he's not in favor of the intro prep phase. It didn't sound like that will be ever be used for official play.
It would have been really nice to test alternate ideas for other cards prior to settling for erratas.
It's simply being considered right now. The elders and their play groups are testing intro prep to see if it takes the sting out of FTM. There was talk about testing it in ROOT too, but I can't speak to that.
I feel like this will be extraordinarily hard to test, even in an online setting.You'd have to allow your opponent to search for Mayhem, let him use it first turn, play out the game.Reset, use intro prep, make sure he doesn't first turn Mayhem, play out the game.Switch sides so each player has done this.And you still might not get any good feedback from 4 games if neither of you get draws that would matter with intro prep.
EDIT: I agree with lp.
Quote from: Smokey on August 18, 2011, 07:00:19 PMI feel like this will be extraordinarily hard to test, even in an online setting.You'd have to allow your opponent to search for Mayhem, let him use it first turn, play out the game.Reset, use intro prep, make sure he doesn't first turn Mayhem, play out the game.Switch sides so each player has done this.And you still might not get any good feedback from 4 games if neither of you get draws that would matter with intro prep.The idea is not to test the "same game" with and without FTM, the idea is to test games with intro-prep, and see if FTM is still the huge problem that a lot of people say it is. If FTM actually shows up in 20-30% of games, as statistics predict and players claim, then it won't take too many games to figure out if intro-prep helps. If a game where a FTM was used ends up not being the one-sided game it often turns out to be, then that's evidence that intro-prep helps. That's the kind of feedback we need. I remember at least a couple of months in ROOT where it seemed as if every other score report was "5-something, FTM really killed me, etc.".EDIT: I agree with lp.
I believe intro-prep phase is where you can place your characters, arts (not sure if these can be active), sites, and forts down before the first player's turn. No dominants are allowed in the prep phase.Also, I'd say that none of the abilities should activate UNTIL the first turn. So you cant put down gates of samaria, a king, and 3 samaria sites to kill off the other persons characters before the game even begins.
Quote from: Lamborghini_diablo on August 18, 2011, 07:24:51 PMI believe intro-prep phase is where you can place your characters, arts (not sure if these can be active), sites, and forts down before the first player's turn. No dominants are allowed in the prep phase.Also, I'd say that none of the abilities should activate UNTIL the first turn. So you cant put down gates of samaria, a king, and 3 samaria sites to kill off the other persons characters before the game even begins.I asked many questions about intro-prep at Nationals in teams, and you are allowed to do ANYTHING that you are normally allowed to do during your preparation phase, which would include playing dominants. I didn't ask about dominants, but I did ask about many other things. Here are what we were specifically told we could do:- Lay down characters- Lay down artifacts- Activate artifacts- Place weapon-class enhancements- Play set-aside cards (and yes, your first turn counts as the first turn it was set aside)So if playing dominants is allowed, this would not make any difference in the ability to have a first-turn Mayhem (which would be played during the intro-prep). Are dominants the ONLY exception to what is normally allowed during your prep phase? If so, that seems like a random ruling...
I still strongly feel SAs on cards should not activate until your first turn. Otherwise, you could troll the opponent by activating Captured ark on the prep phase, or kill things with crown of thorns / PwD / Gates of Sam.
Quote from: Lamborghini_diablo on August 18, 2011, 08:32:01 PMI still strongly feel SAs on cards should not activate until your first turn. Otherwise, you could troll the opponent by activating Captured ark on the prep phase, or kill things with crown of thorns / PwD / Gates of Sam.I agree, the only thing that this phase should only eliminate first turn Mayhem and not cause other possible problems.
I am just going to be frank and say I think the intro-prep phase is really dumb and will only slow the game down. I'm sorry Mayhem is so good, but that's just the way it is. If a card is so powerful that we need to change the rule of the game, we should probably just ban the card.
Why can't the rule just be that during the 1st round dominants can't be played? Problem solved.
Quote from: theselfevident on August 19, 2011, 01:06:47 AMWhy can't the rule just be that during the 1st round dominants can't be played? Problem solved.Mayhem is the only thing to worry about. If you go that far, the first round might as well just be intro-prep.
The way we have been playing it in teams is that after deciding who will go first, the players each take an intro-prep phase in the order that they will get to take their first turn. So, the player who will go first does an intro-prep phase (doing anything that they could do in any other preparation phase), then when they are done the next player takes a preparation phase, etc. Once all of the players have taken their intro-prep phase then the first player starts their first turn. The ordering of the intro-prep phases helped define the effects of players using Captured Ark, etc.Having the intro-prep be just like any other preparation phase keeps from needing a bunch of extra rules for intro-preps and would be highly desirable for getting this to work with newer players in my playgroup.I'd really like to see this become part of T1-2p.
I tried to FTM at Nationals during intro prep in Teams and it was ruled that Dominants can't be played during intro prep. That's the first I've ever heard of such a rule. I know I've seen GoYS played several times during intro prep and nobody complained...
Maybe that's just how we play it here. I for one have always heard that dominants can't be played during the intro-prep. I think that should still be the case.
I don't think the Teams rules on the tournament guide says you can play dominants during the intro prep phase.