[Classic] Perpetuity

I was reading my posts to the Wheel of Time CCG playtest list, which still exists amazingly enough.  On the one hand, by this point, I knew how to playtest.  On the other, wow, I was incredibly arrogant at times; plus, I had a vast number of opinions on the flavor of cards, suggesting that, *sigh*, I really was/am a fan of the Wheel of Time series.  Anyway, this was the first that I found that seemed to be interesting in a “this is what CCG playtesting is like” way.  Some of the others, especially from playtest days where we played a bunch of games, are likely more interesting, but unless the group (and my saved sent e-mails) go away, I’m going to try to post more of these.  I enjoy reading them, at least.

Perpetuity [June 29, 2000]

This was a great deal trickier.  I had a sense before playing the card that Perpetual Conflict had the potential for breaking the game (broken in the true sense) as its mechanic allows for different deck designs.

The deck I built was just one of the possible uses for PC (which should probably change titles so that not every challenge is abbreviated PC).  This concept was to initiate anything and everything to slow or cripple the opponent out of the gate.

The deck list …

Perpetual *
Into the Fight

A reasonable combination of threat and support to push PC through.  Originally Be’lal, but decided that the one combat wasn’t all that important, whereas bringing C&T out when drawn was.

Battle Hardened x3
Aura of Death x3
The Art x3

BH is more for the characters, whom I expect to take damage.

Draw Him Out x2
Genocide x2
Incite Rebellion *
Political Prisoner x2
Prolonged Campaign
Rallying Cry
Rampage x3
Skirmish x2

This probably isn’t the optimal choice of challenges.  I did tinker around with them after rediscovering Assassination Attempt is useless and the like.  Also, playing them in the right order is not a skill I’ve mastered yet.  Generally, I like to get Incite Rebellion in play first to stop card drawing.  Rallying Cry frees up my characters. But, the Light usually isn’t *that* slow.  The most effective was Political Prisoner by far.  DHO didn’t work in killing off Thom like I hoped, though a bunch of these are just good for keeping the Light in the battleground (Genocide, which never won).

Darkhound x2
Eyeless x3
Shaidar x2

Eyeless – good synergy with strategy.

Decisive Tactics
Guarded by Fate x3
Healing x3
Into the Fight x2
Personal Growth x3
Portal Stone x3

Figure Sam and Liandrin will usually be in, so they need all the protection they can get.

Fist x2
Footmen x3
Raiders x3
War Band x3

How to win, eventually.

So, we got into a disagreement as to what caused my opponent to concede half way in.  I contended that it was the unrelenting pressure (ha ha) of perpetual conflict.  Bill thought Eyeless were ridiculous (got two in play).  As the game played out, the Light had a bit of an edge in recruiting (Aes Sedai), but Thom and eventually Moiraine both got imprisoned.  The game played the way the deck was designed – attack the opponent’s resources, especially the ability to recruit and draw cards, while eventually bringing greater force into play, except I never found out if I was going to bring greater force into play.

This is definitely a rough draft, I wanted to post this to try and give some ideas for something better.  Not having DP cards in front of me in card/proxy form also makes building the best decks difficult.  Anyway, even the concept may not be optimal as it may be preferable to just use PC to go get elite challenges.  A Light version would also be interesting.

I would like to restate that PC in its current version makes any restriction on challenges in the opening hand – Rampage?, Find That Which Is Hidden – meaningless.  The other deck I’ve begun to sketch out has Lanfear, PC, Liandrin, Into the Fight as its opening hand with the idea of using PC to get the 3 Finds.  Given a choice between which challenge I’d bar from the opening hand, I’d choose PC over Find (obviously).

Also, PC will only go away when there aren’t any challenges left.  Five turns of not playing a CBC, when you are playing PC, is not realistic.  Much better would be something like “If you don’t initiate a CBC this turn, discard PC.”  It requires, then, for someone to think about how they will use it. Not that you will consider this as I believe the intent was to get people to play CBCs, which this certainly does in its current (I consider possibly broken) form.

Ah, but with the other hand, something is taken away.  Though hardly a game breaker type card, Incite Rebellion does seem to go way too far as a hoser.  My Premier Dragon/Mercenary deck would have no chance against any sort of real deck if IR hits the table early on.  It’s mostly built around Taking Advantage, the card that is supposed to be fixed.  Two Pattern may be trivial to some decks, but I think this card mainly hurts the decks that can’t easily gain Pattern.  Might consider an additional or a different mechanic for getting rid of it.


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