Author Topic: Rule Changes  (Read 9733 times)

Ironica

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Re: Rule Changes
« Reply #25 on: January 07, 2010, 03:22:04 PM »
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Immaterial. I've heard no magic playtester wizard come forward and say anything about why an idea vigorously advocated all over the board isn't good. I've heard two references to them "not liking it," but no reason as to why, or even if there is a reason other than personal preference.

If memory serves me well (which it usually doesn't :P), timing issues on artifacts was one reason (how the second player can wait until the first player choses an artifact to be active before activating their artifact that would make the first artifact void (or visa versa)).

Offline sk

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Re: Rule Changes
« Reply #26 on: January 07, 2010, 03:31:16 PM »
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Yeah, the artifact thing is why I don't care for it.  Anything v Captured Ark, Unholy Writ v Blue Tassels or Covenant of Palestine, Gifts v Rain Becomes Dust, etc.  Additionally, lost souls with a discard ability would be subject to timing.  There was also the remark that discarding one's deck w/ GoH before the game even starts seems wrong.
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Lamborghini_diablo

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Re: Rule Changes
« Reply #27 on: January 07, 2010, 05:31:36 PM »
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There was also the remark that discarding one's deck w/ GoH before the game even starts seems wrong.

Now THAT would be funny.

Offline lightningninja

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Re: Rule Changes
« Reply #28 on: January 07, 2010, 05:42:49 PM »
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There was also the remark that discarding one's deck w/ GoH before the game even starts seems wrong.

Now THAT would be funny.
It's been done. ;)
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Lamborghini_diablo

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Re: Rule Changes
« Reply #29 on: January 07, 2010, 06:38:42 PM »
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How? We don't have a pre-prep phase, so how can you discard your whole deck before the game starts?  ;)

Offline Professoralstad

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Re: Rule Changes
« Reply #30 on: January 07, 2010, 06:39:03 PM »
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To me, it seems the idea of an intro-prep phase is to allow the second player a chance to have a bit of defense set up for the first attack. This could be accomplished by placing down a Warrior and his weapon, activating a defensive artifact like Unholy Writ, placing a Lost Soul in a site or putting down a Fortress that might help with blocking (GoH, Philistine Outpost, etc.). So if we were to have an intro-prep phase, I would propose that it would be something like this:

After the initial draw 8, the player with the most LS's in territory chooses who goes first. The player who was not chosen can put down any cards that can normally be put on the table, but no abilities may activate during this time. Following this "intro-prep" phase, the chosen player takes his turn. After that player's prep phase, the abilities on the Lost Souls, Sites, Fortresses, Artifacts, and TC/Placed enhancements put down by the second player during the intro-prep phase activate in the order chosen by that player, except for non-triggered/non-delayed instant abilities.

I'm sure there are cards now or in the future that would cause problems with this suggestion, but it's the best I could come up with. This way, if you're second, you can choose to "activate" an artifact or not, or play a fortress or not, not knowing if your opponent will do something to them before he attacks. Also, it gets around slap-jacking while still allowing both players to set up their territories before anyone attacks. The lack of activating abilities still lets the person who is first have the advantage of going first, as they get to activate their stuff before the second player. But I always hate having some way to block a first rescue in my hand but be unable to use it (like Unknown Nation, Outpost, etc.) and hand over a free soul, just because I either drew fewer LS's, or lost a Rock, Paper, Scissors contest.
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Offline Prof Underwood

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Re: Rule Changes
« Reply #31 on: January 07, 2010, 11:13:59 PM »
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I always hate having some way to block a first rescue in my hand but be unable to use it (like Unknown Nation, Outpost, etc.) and hand over a free soul, just because I either drew fewer LS's, or lost a Rock, Paper, Scissors contest.
This is the key for me as well.  I like the "other Professor's" suggestion :)

Offline bmc25

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Re: Rule Changes
« Reply #32 on: January 07, 2010, 11:35:22 PM »
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i despise the no more than 16 in hand. But enjoy the fact that speed is like AI and needs rule changes to stop it lol
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Re: Rule Changes
« Reply #33 on: January 07, 2010, 11:59:36 PM »
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i feel intro-prep is also a positive step forward for redemption.
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Offline galadgawyn

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Re: Rule Changes
« Reply #34 on: January 09, 2010, 05:15:01 PM »
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Only the rule changes that I listed in August have been abopted including #6, #7, #8 & #9 as cited in this thread.

Well I guess we play with the old rules because I'm not sure what "abopted" is or what to do when you abopt something.  But seriously I really like rule/game changes 1-7 and think they help the game.  I like the idea of intro-prep in theory but see problems with the timing and activation of abilities. 

For 8 &9 I hope they extend the trial period before permanently deciding.  Initially, I really don't like either.  I think there are other ways to deal with the potential issues. 

Offline Korunks

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Re: Rule Changes
« Reply #35 on: January 11, 2010, 02:26:49 PM »
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Why are people so against not being able to have more than 16 cards in hand?  I have never hit that limit, nor have I needed/wanted to.  Is it breaking some combo near and dear to someone?  I am trying to understand the issue with it, and as a tournament host I strongly endorse #9.  Why should I spend half an hour checking in some 300+ card deck just because someone wants a megalithic combo deck?  I think that those rules are balanced and am curious as to why out of all 9 rules changes made those are the most commented on.
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Re: Rule Changes
« Reply #36 on: January 11, 2010, 02:51:45 PM »
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Speed decks.  8 + 3 (normal draw) + 3 (Pentecost) + 3 (1st Fruits) + 7 Hur/Gifts = 24.  And I can think of ways to do a lot more.

FTR, I don't like the hand limit.  If you set up a large combo like that, face my RbD. :D

Offline Sean

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Re: Rule Changes
« Reply #37 on: January 11, 2010, 03:13:14 PM »
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To me, it seems the idea of an intro-prep phase is to allow the second player a chance to have a bit of defense set up for the first attack.
If this is true then eliminating the battle phase for the first round would be more efficient. 
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Re: Rule Changes
« Reply #38 on: January 11, 2010, 06:57:01 PM »
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Why are people so against not being able to have more than 16 cards in hand?
I dislike it mostly because the decision was made to change the underlying game mechanics (and hit a lot of innocent decks in the process) to go after one seldom-used archetype. X years ago FBN was all-powerful and all-prevalent (much more so than the T2 combo deck), and no one suggested changing game mechanics to resolve the issue.

Offline YourMathTeacher

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Re: Rule Changes
« Reply #39 on: January 11, 2010, 07:57:40 PM »
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Why are people so against not being able to have more than 16 cards in hand? 

My biggest problem was having 6th graders with more than 16 cards in their hand throughout the whole game;)
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The Schaef

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Re: Rule Changes
« Reply #40 on: January 12, 2010, 09:26:48 AM »
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I dislike it mostly because the decision was made to change the underlying game mechanics (and hit a lot of innocent decks in the process) to go after one seldom-used archetype. X years ago FBN was all-powerful and all-prevalent (much more so than the T2 combo deck), and no one suggested changing game mechanics to resolve the issue.

I don't disagree with your premise but I have to question how many innocent decks are impacted by a 16-card hand limit.

Also, there have been mechanical changes in the past, e.g. completely nerfing side battles, T2 deck building rules, unique Forts and Arts, which I believe to be more impactful.

Offline EmJayBee83

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Re: Rule Changes
« Reply #41 on: January 12, 2010, 10:16:21 AM »
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I dislike it mostly because the decision was made to change the underlying game mechanics (and hit a lot of innocent decks in the process) to go after one seldom-used archetype.

I don't disagree with your premise but I have to question how many innocent decks are impacted by a 16-card hand limit.
Pretty much all of the archetypical pure speed decks, the draw-a-bunch-and-bury-all-the-lost-soul-under-a-pile-of-cards decks, anyone who plays Hur + Gifts, etc. are effected. If in battle recursion really is such a problem that immediate relief was needed (something I also disagree with), it could have been simply ruled that the default play of Highway and cards like it are that they can never be returned to hand.  Boom--the combo decks that were the problem are done and everything else would be left untouched.

I guess I'm just opposed to collateral strategy nerfing.

Quote
Also, there have been mechanical changes in the past, e.g. completely nerfing side battles, T2 deck building rules, unique Forts and Arts, which I believe to be more impactful.
But those changes were made after other things were attempted to counter the decks that led to them (Pot O'Manna anyone?). Maybe I missed it, but I didn't see any attempts at creating cards to counter in battle recursion. The approach taken in this case strikes me as akin to having made a deck building rule a few years back that said "No deck may contain more than three multi-color enhancements" as a means to stop FBN.

And yes, I know both of my objections are more philosophical than pragmatic.

Offline Red Dragon Thorn

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Re: Rule Changes
« Reply #42 on: January 12, 2010, 10:21:45 AM »
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For the record, I still play with Pot O'Manna, it's quite effective ;)
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Offline Prof Underwood

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Re: Rule Changes
« Reply #43 on: January 12, 2010, 10:52:22 AM »
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To me, it seems the idea of an intro-prep phase is to allow the second player a chance to have a bit of defense set up for the first attack.
If this is true then eliminating the battle phase for the first round would be more efficient. 
That is actually quite a simple and elegant solution to the problem.  Just have a rule that there's no battles on the first turn of each player (and no draw phase on the 2nd turn of each player).

For the record, I still play with Pot O'Manna, it's quite effective ;)
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Offline Red Dragon Thorn

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Re: Rule Changes
« Reply #44 on: January 12, 2010, 11:08:16 AM »
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Well, we've only played T1, I use it in almost every T2 Mutli deck, because a common way of getting off false peace chains is using side battles.
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The Schaef

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Re: Rule Changes
« Reply #45 on: January 12, 2010, 12:59:50 PM »
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Pretty much all of the archetypical pure speed decks, the draw-a-bunch-and-bury-all-the-lost-soul-under-a-pile-of-cards decks, anyone who plays Hur + Gifts, etc. are effected.

Since the rule specifically targets decks that are designed around speed and single-turn deck draws, I don't consider those decks to be "innocents" or "collateral damage".  Depending on factors like if you have Tables active and if the character or weapon allows you to draw on entry, you still get to play two or three draw cards in a battle before the hand limit becomes a concern.

Quote
And yes, I know both of my objections are more philosophical than pragmatic.

And as I've said, I don't disagree with you in principle.  I just don't think a hand limit this high really hurts anybody not playing with heavy speed.  I actually play with a deck that strives to empty my hand.  And it's not a Zeb deck.

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Re: Rule Changes
« Reply #46 on: January 12, 2010, 01:51:32 PM »
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Pretty much all of the archetypical pure speed decks, the draw-a-bunch-and-bury-all-the-lost-soul-under-a-pile-of-cards decks, anyone who plays Hur + Gifts, etc. are effected.

Since the rule specifically targets decks that are designed around speed and single-turn deck draws, I don't consider those decks to be "innocents" or "collateral damage".
While I agree that this is the end effect of the ruling change, my understanding was that the rule was supposed to specifically target the kind of T2 combo decks that Rob was talking about here...

There is one combo that I think has been abused for a while.

This is the first time I have heard that the reason behind the ruling was to stop traditional speed decks.

The Schaef

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Re: Rule Changes
« Reply #47 on: January 12, 2010, 02:35:09 PM »
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Skimming that thread, I do not see a hand limit as any of the proposals given by Rob, I am not certain that a hand limit came into the discussion, and the final result of the discussion was to do nothing until after the new set was released.

I am having difficulty making the connection between that conversation and this ruling based on the information you have given me, or understanding how a hand limit by itself would target hand recursion as opposed to anything else.  You can still play and retain a lot of cards while still staying under that limit, and the only time you wouldn't is if you are playing with a heavy speed deck anyway, which brings us full circle to the obvious and immediate impact of a hand limit.

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Re: Rule Changes
« Reply #48 on: January 12, 2010, 06:29:20 PM »
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I made the connection because my understanding was that ruling was issued in light of Gabe's winning T2-2P at Nats with the SitC deck utilizing a twenty-minute-turn combo. My understanding is based on Gabe's recapitulation of the discussion (one he was a part of) that can be found at http://www.cactusgamedesign.com/message_boards/index.php?topic=17122.msg269337#msg269337 . In that post he explicitly tied the hand cap ruling to twenty-minute-turn combo decks to the post from Rob I quoted earlier.

Until your post previous, I had not heard anyone suggest that the motivating factor for issuing the hand-size ruling was to nerf the traditional speed strategy. (Although everyone acknowledges that is the result.) I missed that discussion.
« Last Edit: January 12, 2010, 06:38:27 PM by EmJayBee83 »

The Schaef

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Re: Rule Changes
« Reply #49 on: January 12, 2010, 06:47:22 PM »
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The?  Or A?  The only thing I said - the ONLY THING - was that in my opinion, the impact on heavy speed decks is not collateral because I do not deem them as innocents.

And not that I doubt Gabe's word, but that's the first hard connection I've seen made and it still takes him at his word.

 


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