Three days left for the Abaarso School Documentary Kickstarter.
Now, I’m just going to ramble a bit.
Played Shadowfist last two Thursdays. Last Thursday was one game that lasted close to 3 hours.
Ian (Lotus Site Damage) -> Don (Feast of Souls/Palace Guards) -> Justin (Ascended/Architects Cops) -> Joren (Monarchs Site Damage/Heal)
Much Rain that Killing-ed. Though, I can only find x3 Killing Rain in my modern cards, so not all KR all of the time.
There were complaints about site murder. Here’s the thing. If Shadowfist were a different game, one with more moderate effects, I would probably despise Killing Rain as a blunt tool that just made games tedious. Shadowfist is not a game of moderate effects. In particular, I need battlegrounds to explode into fine cardboard mists because they are dumb.
Interestingly, because Joren could heal sites, sites weren’t bloodbathed left and right. It took quite a while for me to lose any of my own sites, for instance, as my Thousand Sword Mountain got healed multiple times. Of course, my Diamond Beaches weren’t terribly bothered.
I put out a Zhenmushou at the beginning of the game. I played a second. Quite the annoying card and not to me a fair effect, but, then, how much of Shadowfist is all that fair?
I might have been able to win. I could have made one more bid for victory than I did. Multiple attempts to nuke Don’s Feasts of Souls were defeated or he Dance of the Centipeded his own Feast. Two Underworld Coronations went off. Beaumains got toasted. Players went from close to winning to being at 1 FSS.
Finally, Justin had fighting on the board and people lost their stoppage.
I thought it was a very dynamic game. The bane of enjoyable long games is boredom. For Shadowfist, it was a high quality game.
Which brings me to a few things about my take on Shadowfist.
I don’t build decks as often as I once did. Oh, I still have scraped together new decks for the last two sessions, but I rely heavily on my stockpile of existing decks, maybe making a few adjustments.
That’s not a good sign. However, I don’t feel like I’ve felt when playing with B5 or V:TES players who rarely built new decks. I’m not looking to prove things with Shadowfist. I don’t have any idea about future tournaments.
I’m just looking to have some fun playing a CCG.
I know, what a weird concept. It’s almost like CCGs can provide enjoyment in multiple ways.
Still, I encourage everyone to build two new decks every week. Then, you will have more fun, much more fun.
One of the benefits of Shadowfist being a pot of crazy is that it’s rather difficult to decide what is good or bad. I had no power generating events in my quasi-KR deck. Under our house rules, that ended up working just fine.
I can focus on concepts. With V:TES, I have two huge problems when it comes to designing. The first is that I’ve built a thousand decks give or take a few hundred. Been there, do that again? The second is that I concern myself over viability.
I don’t have a lot of concerns over viability with Shadowfist. Having enough foundation resources is about the only thing that actually matters, where we can get by with zero FSSs in our decks. Sure, having some plan for generating power matters, but just avoiding purposefully playing bad decks can help with that.
The other thing about Shadowfist that could use a reminder is that it’s unpredictable. Maybe it’s better balanced than it seems, but, then, we play with rules that destroy the usual balance in the game. Because I rarely need to make good decisions, I haven’t progressed much with making better decisions. I focus on removing edges and non-FSSs and let other people worry about whether to let me win.
I shouldn’t differentiate between Shadowfist and V:TES too much. I’ve certainly been in situations where I played existing decks and just focused on playing the game.
Switching gear-inscribed tokens, as we have our 2017 True Dungeon tokens, now, and I’m not the only one in the group acquiring, we have had discussions on what to transmute and what to pursue. Honestly, I don’t know that I care that much about buying more tokens. I want to transmute several things, and I can’t get too excited beyond that.
I basically achieved the build I wanted minus transmuting for Starhide Robe. The thing with TD is that it’s so expensive to “deckbuild” that I can’t be bothered picking up speculative improvements for a barbarian build or a paladin build or any of the other classes I don’t really expect to ever play. Unlike CCGs, where I acquire everything and thus build everything, TD deckbuilding is for those richer than I.
Not to say I won’t look at picking up more tokens. I just don’t need any more tokens to feel satisfied. We should be just fine for hardcore and I don’t care about playing at nightmare level.
Speaking of lack, out of 120 rares, we got zero Defender Platemails. That’s not terribly important because none of our preferred classes need the Defender Set, but it’s mildly irksome. I like the idea of a rare set that is actually good. Gives the pretense that a middle class exists for TD.
I think I’m fond of the 2017 set. There are good tokens at various rarities. I am interested in multiple transmutes, though I don’t know about switching cloaks. Because I’ve finished Wise Man’s Fear, I might also be more engaged with the tokens because I know the references.
So, I’m cool with Shadowfist and cool with TD, what’s wrong?
I’m not gaming enough. HoR is waiting for more mods. V:TES requires other people to get motivated for a session. No home RPG play. No BattleTech. No boardgame sessions planned.
There is the Traveller Card Game, of course. I have plenty to do for that. More ideas, more testing, more wording tweaks, more keywording. Yes, I’m being cagey. When someone has a question, I’m sure there’s a way to track me down.