Sat
Mar
7
On Saturday, March 7th, we had our first meetup for the Seattle Underground. only a couple of people showed up but we had a great time learning the game.
I brought along 4 decks the event. The two starter decks - Rambo and Hannibal Lecter; and two decks I cobbled together (rather poorly) using my remaining cards - Michael Emerson and Ash Williams. The winner. HANINIBAL LECTER.
The Rambo deck lost every game. The problem lied with deck construction. Rambo is a physcial deck, but half of his cards don’t play on that effect. If I were to construct the deck, I’d have all physical fight cards in the deck. Perhaps I missed the point. I’m sure Decipher knows that their doing when they threw the deck together.
The Ash Willliams deck also did poorly. The reason is because I did a lousy job of putting together the deck. What the heck was I thinking.
The Michael Emerson deck was very powerful. I did a much better job tuning it to his strengths. The only problem is that I ignored the hero/villain restrictions which made the deck that much more powerful.
The Hannibal Lecter deck was nicely tuned. Hannibal is a physical/mental hero and the deck was tuned accordingly. The mental fight cards were nicely boosted by the +2 skirmish bonus resident on the character card. The physical fight cards are nice because he has a special ability that doubles the damage. Therefore he’s a winner in my book.
We plan to do these meetups every couple of weeks. Please look here for more meeting invites over time.
While I’m waiting for my kilos, I throught I drop a post regarding conditions. In my opinion, these are some of the more interesting card types because, in such a hand cycling game such as this one, it provides additional actions that can work in your favor.
To be clear, conditions are cards that you can play to support your hero of villian. They are played during the setup phase and are persistent (meaning that they stay in play unless someone or something removes them). There’s no cost to playing them, but you are limited to playing only 2 in a given turn.
In all cases, condition cards have game text that gives you additional actions you can take. Here are a few examples:
Setup (return this card to hand): Opponent discards 1 card - random selection
or
Score: If opponent scored this fight, either add a green or blue resources, or draw 1 card
This game text is indentical to what’s on your hero or villian cards, as well as your instances. But here’s the beauty: your hero card only provides one persistent action. an instance 1) used only once (unless the game text says different) and 2) can only be used when its in your hand.
My favorite action on a condition card that I’ve seen so far is on Sil’s “New Life” card:
Enhance: You are inhuman +2
This basically gives me the option to enhance my “inhuman” fight value” without needing an effect card. Use this with “Gasoline, Danger” - which allows you to play a second effect card - to gain some nice bonuses.
I’m looking forward to seeing if my initial impressions of the condition cards is accurate. But for right now, they fascinate me.