file New format: Fast Hands (1 hour games)

16 Feb 2016 14:21 #75469 by jamesatzephyr

Have you tested the format a lot? To me the half-capacity vampires and energy tokens begs for some aggressive :obf::pre: vote/bleed, not for spending any more time on tooling up.


It does, at least on initial examination, appear to favour decks that can go aggressively with transient cards, and appears to put an extremely large random emphasis on who goes first.

Flip out four Dem+/Obf weenies and you can do 12-16 damage in one turn without spending any blood - base bleed for one, +1 from something like Computer Hacking, +1 or +2 from Eyes of Chaos. This is potentially before your prey has done anything at all. Similarly, a combat deck flipping out four vampires stands a decent chance of obliterating its prey (or another Methuselah of its choice) - rush, Immortal Grapple, Disarm, Taste etc.

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22 Jan 2017 18:50 - 22 Jan 2017 18:51 #80339 by Boris The Blade
As an alternative to Energy tokens that does not break the game by adding free Freak Drives, one could change the starting sequence to allow tooling up:

Each player secretly chooses any cards from his crypt and hand such that the total capacity + pool cost does not exceed 18. Then players reveal their crypt cards and put them into play. Then they reveal their library cards. Selected equipments, retainers and Master: Location cards can be put into play (costs and requirements apply) or discarded, Other selected cards are discarded.
Last edit: 22 Jan 2017 18:51 by Boris The Blade.

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22 Jan 2017 21:37 #80340 by Ankha

As an alternative to Energy tokens that does not break the game by adding free Freak Drives, one could change the starting sequence to allow tooling up:

Each player secretly chooses any cards from his crypt and hand such that the total capacity + pool cost does not exceed 18. Then players reveal their crypt cards and put them into play. Then they reveal their library cards. Selected equipments, retainers and Master: Location cards can be put into play (costs and requirements apply) or discarded, Other selected cards are discarded.

I thought about it, but it's bad to deny a game mecanism as important as intercept / stealth. Interfering with transfers is pretty marginal (Brainwash, Kaymakli Nightmares, Lazar Dobrescu...) so that phase can be sped up. Energy counters are here to simulate the fact that you could have had a few actions more if the game had been played with those extra turns of transfers. Starting the game with a vampire equiped with a Ivory Bow, a Bowl of Convergence or a .44 magnum isn't a good thing.

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