Not that I have any playcalling cred, but maybe use your two tailbacks at once, throw to a tight end, run some screens before the fourth quarter, bootleg, end around, jet sweep, quarterback draw, draw, play from the shotgun, run hurry up, or run anything remotely different. Good D. Not terribly entertaining.
So, I played my 7 Masterless deck Thursday. I play Wudang Monks. So much hate. Now, 7 Masters + 5 Auramancers is something I’ve played in a tournament before, but, just because an opponent had an Auramancer in play as I played a second WM and a third WM, somehow WM is too OP to live.
Speaking of living, we almost had an Underworld Coronation played, except two hitters were unaffected by events, so we played around UC for the rest of the game up until the point that the Reascended player played every Reascended in his deck and powered through for the win with the UC having been discarded earlier. At no point in the game did my OP Monks or any of my other characters reduce a site’s body to zero.
Of course, my “Mountain Hermit” deck doesn’t make much use of Mountain Hermit as WM can unturn a Hermit, but the Hermit can’t unturn a WM. My Occult Kung Fus (picking Dark Traveler, of course) got me three Fighting. My Bridge of Birds was used more effectively by the Reascended (Cabinet Minister) than by me. I think the better version makes use of Auramancers, maybe Netherworld Tricksters, other good stuff, and probably drops the Mountain Hermits for more cards that provide magic. I’m not sure how this deck plays as is, though, as I drew five WMs and no removal in a deck that runs some removal.
Sure, we all had to start counting power using dice rather than counters because of multiple Bull Markets, Tranquil Peaks use, and whatnot, but that only does something when you spend that power to affect the game state.
I finally got out to the local Groundhog Day event. I thought I had been to one before, but I tend to travel a lot this time of year or have some commitment as it’s close to DunDraCon, so I can’t recall if I have.
I just think it’s a really well written/produced movie. It has a really good tempo to it. It stays true to its concept.
I played Blood Rage, Key Flow, and Elysium. All for the first time. Blood Rage played differently than I thought it would, where I screwed up the second age massively by trying to contest Yggdrasil burning out my Rage to where I couldn’t play my hand full of upgrades, then I was irrelevant in the third age. Winner won by two, while I was 40 points or whatever behind. I would play it again, but I didn’t like it that much. The Yggdrasil location just annoys me.
Key Flow is the sort of game that knowing how games turn out helps a lot. I ended up in second by accidentally playing lots of animals, which wasn’t remotely my plan. The winner (also won Blood Rage for the standard twofer) crushed us with heavily upgraded late game structures. I would probably find this fine to play about the same number of times as 7 Wonders, which is a few.
Elysium saw me get ahead early and get crushed late as I still don’t understand scoring based on the incredibly unhelpful help cards. Because I like mythology, I thought the game was fine up until the point it was over. I have no interest in this game at all. It’s actually rather boring, plays slow with people who don’t know the cards, lacks effects that interest me, doesn’t make me feel like the chrome matters at all. If everyone knows the cards, I imagine it’s an easy game to play for people who want something lighter, but one could just play something else. I think I’d rather play Ticket to Ride.
I was reading some L5R 4e books partially because I’m playing in HoR4 where mechanics might matter to my character, though not really as courtiers don’t get anything like kata, kiho, spells. And, there’s one path relevant to my character which I was well aware of before playing this character, since Imperials get dumb mechanics where ronin have far more options. Brotherhood Monks may have more options, though one would only know if one cared.
I got to thinking about campaign ideas. I know. This is dumb. But, it was interesting. I have this thought of a Hengeyokai campaign. All of the PCs would be Hengeyokai with some sort of task that binds them together. It would be a campaign where the PCs should be faking being samurai (or non-samurai, after all, still a reason to party together no matter what you are, though a traveling geisha character may be a stretch). Might make far more sense as a one-shot, but …
… Why would I want to play a L5R one-shot? I mean, using 1e, 3e, or 4e. Obviously, a 5e one-shot to learn the mechanics makes sense. So many modules, not just HoR modules, and box sets I’ve played are like one-shots. So I can play a Brotherhood Monk who used to be a ronin who has Dark Secret revealed and becomes a Lost Akutenshi?
If I struggle to see playing L5R as a one-shot, what else? Conan? I think I do see where I stopped trying to get into con games of Conan because one-shots have the same problem of not providing anything I haven’t already done.
I can still see playing Feng Shui, which would probably only ever be one-shots given that 1e doesn’t work that great and 2e isn’t even trying to be a game for campaign play, but replaying Big Trouble in Little China for something like the fourth or fifth time isn’t really attractive.
I had opened an Ultimate Combat! booster before my last post and couldn’t fit in the flavor text I wanted to. It still doesn’t fit.
Utter chaos blasts through the arena.
As a draft pack, the first pick is obvious, the second pick is less so. As a sealed pack, while the technique is garbage, the pack is bountiful.
Strength X. Warrior’s Helmet. Strength 1. Speed 1. Gi Patch – Owl. Combination 1. Psychic Storm.
That’s a possible draft order, with Strength 1 being possibly better than Warrior’s Helmet if you can sligh your deck or have Adrenaline. Of course, if you have Strength X, you would want Speed 1 more. Why Strength 1 over Speed 1 everything else being irrelevant? Banana Peel in Limited. Combination 1 could even be the second pick, though highly unlikely. Psychic Storm might be a first pick if you were playing a multiplayer variant. Yup, UC! made cards for multiplayer play. I’d still take Psychic Storm over bad cards or extra technique for the possible “get ahead and end the game” ability, especially if I knew someone else had Favorite Technique or a weapon (either is rather likely if I don’t get them) for the reach ability. If I had drafted healing, healing, and more healing plus had some way to deal damage, could also see it maybe mattering, though far more likely a defensive draft deck would play a decking strategy where Psychic Storm would be awful.
The art of Psychic Storm may be UC! level art, but I do like the vivid red of action cards with the gold rarity symbol. Plus, it has an awesome name.
The next time I post, I may have 2019 True Dungeon tokens. Will that cause me to think of anything to say about TD?
I could write about how the change in plans for Origins is disappointing, but it’s not that big of a deal to me. Affects others far more.
DunDraCon is coming. I’ll be running Traveller events, look to play in the V:TES event, be commuting back and forth so I might not try to play a RPG after all. Only expect to be there Saturday and Sunday.