| ||
|
DOWN |
Arguments for both sides (txt) ... Jay ... 01.25-18:31 |
I can see your point: given the amount of time this game spends in a seed phase, intricately laying out plans, decks that win on the first turn are just wrong. It sort of defeats the purpose of playing a game at all, if all the playing is done during deckbuilding, before the two players ever meet. I said this about DQSS, I said it about first-turn Q-Bypass strategies, and maybe it applies to Vic too.
But there are a couple of arguments against this: First of all, any ban errata is necessarily a means of last resort - bans because they more or less invalidate the printing of the card, except for games between friends; and errata because, the fewer "built-in" rules the game has, that exist independently of any cohesive logic, the weaker the game is and the harder it is to explain to new players. We should avoid such measures if at all possible; the cards should be as self-explanatory as we can make them, so people can come up with novel new decks and strategies. And there are already counters for some of the strategies you mention: the Obelisk of Masaka, for example, can prevent a Hirogen player from downloading three light cruisers per KF-C. And aren't holograms vulnerable to the Klingon Painstik? Kill your own Vic and 'Stik him on your first turn - this shouldn't require a massive redesign of a deck, just Tent a Painstik, include some Holodeck Doors and self-seed a Decaren, perhaps - and your opponent has no recourse. (Of course, this also could make the game dependent on who goes first, but there are plenty of decks out there that already do that.) I don't think that Vic should be banned or errated, though I certainly wouldn't be against a new counter-card that made games slower and forced players to interact more. In The Zone is a good start, but (as someone below pointed out) it's vulnerable to Horga'hn, and it still doesn't prevent a two-turn win, anyway. What we really need (in my faux-humble opinion) is a mechanic that prolongs games and gives players a means to easily cross quadrants, so they can try to attack, capture, shoot at, and maneuver around each other, making this a truly strategic game. ~J |
RESPOND TO THE ABOVE |
|
NAVIGATOR |
TM & © 1996-2001 Decipher Inc. All Rights Reserved. TERMS AND USAGE | TOP | MAP |