I was wondering what people thought about overpowered lore cards. The one that I know is Forest Frenzy. I killed twenty five soilder(not units) with that card. (granted we were playing with 29 battalions). He demanded we took the card out of the deck along with Hills Rumble and River Rage. I really enjoyed it. So what are some other overpowed cards?
Overpowerd cards
We have the same discussion over here in Germany.
Well, it is a matter of taste. I do prefer the wizard and the cleric guy. The last one do have overpowered cards, yes.
What can be the answer? If your opponent choose the cleric master (I have not the english version of BL, so I maybe will take not really the correct terms),
you should not take that master. So you can reduce the number of cards for this master!
Could be worth a try?
I think SelbourT has the right idea. Yeah, the notorious cleric terrain cards are harsh, but council set ups can help mitigate the power of them. Going Wizard/Rogue can open up the few "counterspell" cards in the lore deck and limit the number of cleric cards. Otherwise, fight fire with fire and go full cleric to get the chance to get those cards. You site a pretty extreme example when fielding 29 separate battalions but in Epic this card gains more power than when playing on one board.
maybe you limit the card to efecting only one section of the board? they would still be strong but not so that a player could not recover from one
Why do people try to beat a dead horse into the ground? Sure the various terrain cards in the Cleric realm are powerfully and potentially game altering
but one cannot play the game in fear of those cards. This topic has been pretty much analyzed and all that over at the old DoW forums. And DoW did make a ruling that you can played them in different manner (i.e. the spell works differently).
Sure the 3 are powerfull (well the river one less so since rarely does river play a factor in the games..usually it's along one side of the board)..but the game still is very fun. Yes you do have to be aware of them but there are ways to mitgate them - 1) don't be a cleric - that takes 1/2 of the cards away right away. 2) When you get hold of a counter card, keep them for those cards.
Cab
The simple fact of the matter is there are more Lore cards coming. These cards are powerful for one Lore Master but the other LMs will get their power houses as well. This ripened on the vine for so long because DOW never took the next step to get more Lore cards out there.
The arrival of new Lore cards will eventually open the door to another potential issue- Lore card power creep. Those 2 or 3 cleric cards can be devastating but just think if every council member had 3 such cards, I would hate to have games decided mid-stride because someone got the uber lore card first and got lucky rolling the dice. Balancing the game to keep Lore as an influencing effect on the game and not a deciding factor is going to be the key.
Over powered in this case is a game spoiler. This i mean that you CANT counter the HR,FF in Battle Lore. "Don't go to hills..." comoon! Thats the point of the the hills.. and damit.. its over povered party poopper if one CANT use the hills.
As a constructive idea: The spell can only kill as many units as the spell is costing. So HR can kill 7 units. With this way the cleric can decide the attacking units and keep attacking until 7 units are dead or there are no more units to attack. In this idea the good point is that the cleric level will influence the outcome. With level 3 cleric will produce more likely a flag out of this spell than level 1, but the total of kills don't SPOIL the game.
AND PS keep discussing this issue. If FFG has any brain (thay have
) they will look in to this and don't create more over powered cards.
The new lore member or BETTER new spells for the future ??? Any ideas ?
I really dont see the issue here. Sure the card(s) are strong, but surely you are all capable of seeing that if you dont like the effect a card has then create a house rule for yourself. Example, agree with you opponent that it can only effect up to a certian number of untis. Simple, effective and whats more has the ability to provide you with exactly the variation you feel is right for your game.
I am struggling to think of a game that doesnt increase the power levels of cards /abilities/monsters/etc as they release new expansions. If your looking for a reason you only have to check pervious threads to see the number of people wanting to see a Dragon.. I cant imagine that a Dragon would be weaker than other units within the game that have already been released. Lets be honest, when you say the word Dragon it conjours up images of a huge scaled serpent that flies and is always assumed to be the scariest thing around. If people get their way then the power level of the game just went up a notch right there. (I do acknowledge that not all Dragons are huge red spell using things, it depends on the source of the Dragon mythos) Lore cards will presumably be made to help counter that power, which adds power level to the game as a natural consequence. I think we have to face some realities. Creation of more variety in untis will add things to the game, some of them will increase the power levels.
One final thought on the Cleric specifically.. It is in keeping with the period for the Cleric to have the most power. The church was immensly powerful, and was keen to spread the thought that they were backed by the power of God. If you assume that the Cleric lore master is part of that then they should indeed have the most powerful lore cards.
Hi, everyone!
This matter has been thoroughly discussed in the forums of Days of Wonder (and probably elsewhere).
Take a look at the thread: Problems with Forest Frenzy, Hills Rumble & River Rage
Cheers,
Silverheart
I don't have a problem with the cards. I just think you'd be a idiot to play without a levle three cleric. You have bless divine terror Forest frenzy hills rumble and river rage. All of those cards are amazing. Theres also only one foil in the deck. Here's what one of the guys said on the DoW thread.
Wow that was a lot of words. Too many for me to read in one setting.
I don't think we have to worry about Lore Power creep or whatever somebody said. I think we will see equally powerful cards in each Lore master's bag of tricks but I also think we will see a lot of powerful counters to these cards as well. In addition, there will be a certain balance in that a Level 3 Cleric is not a sure thing to have because maybe people want a Level 3 Warrior (I think it was the warrior that lacked any real level-dependent spells). And because it is not longer a great benefit to have just a Level 3 Cleric, peopel might reduce the Level they assign to a certain master and again spread it out. Which will also help balance some of the cards from being too powerful.
Yeah, I agree with what ColtsFan76 Brian said. Once we see the other stuff roll out the balance should be there. The "overpowered" cards haven't bothered me anyway, as the game is short enough to play that I don't mind seeing half my center taken out by rumbling hills.
Now if this were to happen in a game of Command And Colors: Ancients, I WOULD be annoyed. But that's why I have both games.
I think this is a good topic to bring up every now and again, especially with the change over to FFG and the resulting new players that the switch in publishers will bring and has already brought.
HonorforONEFilms
reposted one of the first posts from a thread on the DOW forums providing some discussion on the subject - I won't repost all the remaining ones
but here are the links to a few threads that do broach the topic:
Problems with Forest Frenzy, Hills Rumble & River Rage
Hills Rumble / Forest Frenzy Broken or not ?
Example of Cleric being too powerful
[house rule proposal] HR/FF/RR: Stop the Madness!
I'm sure there were a few more, and points within these threads will be made over and over again, but usually with a bit of a fresh vantage. Might be worth some's while to read through a bit and play a lot
before coming to conclusions.
Informed and measured opinion.. I guess i could manage that if you forced me to.. but being reasonable aint nearly as much fun as rabble rousing
(besides, at my age its the most fun i get in a week..hehe)
Andy
Hi there!
New Lore-Cards are coming? Guess I missed that...
Do you know something more in detail?
Ahh, Ye Olde HR/FF/RR debate. Oh how I missed thee. . .
Ok, maybe not.
Let's distill.
From heavy coverage on the DOW forums, there developed five disparate factions:
- "Too Powerful"
- "No, they aren't"
- "Are too, let me explain it in endless hypothetical scenarios, and use lots and lots of words to convey my passion and superior logic. . ."
- "Whatever, you whackjob. Suck it."
- "Don't Care"
Many of us ended up in faction five after having sided with one of the previous factions.
Did I miss something? Coltsfan, Caboose?
Zeal
Nope I think that sums up the five camps very nicely, though I think your starting camp depends how often you're on the receiving end before you clock up the games to see overall its really not that important
Chris
Zeal you covered them quite well...I think that are the 5 basic camps. And I agree, over time, the cards aren't that powerful if you are aware of them and what to do. But that initial shock of seeing them against you is never good, especially if you aren't aware of what they can do.
But I think you forgot the special case for you - "Goblins aren't that powerful are they?? Wait, what's that..Mounted Goblins..argh!!" <G>
(for those not in the know, I showed Zeal the power of Goblins with the use of a few tactical Mounted Attack cards
Cab
HonorforONEFilms said:
I don't have a problem with the cards. I just think you'd be a idiot to play without a levle three cleric.
And, just wanted to address this point a little. While I wouldn't say idiot
, if you mean that if one is going to take a cleric at all, better to take it all the way to level 3, I would agree with that. If what is meant is that anyone who does not take a level 3 cleric everytime playing a customizeable war council with 3 or more levels avaible is an idiot, then I wouldn't agree at all.
Another point that is often lost is that playing with customizeable war councils is but one way to play this widely variable game. There are plenty of instances with set adventures where a level 1 or 2 cleric would be selected by the author of the adventure in order to obtain the desired set-up.
I was harsh and unclear. If you have 6 counclil levles then I would always a levle 3 cleric. Always. But it helps that I play without the wizard. I've never used his cards so I don't know how good he is.
HonorforONEFilms said:
But it helps that I play without the wizard. I've never used his cards so I don't know how good he is.
And I believe that is why your blanket statement of "always use a lvl 3 cleric" needs another look (or quite a few more games). Play the wizard or other council members and then make your point about why one should always play a lvl 3 cleric, you might find that you've changed your mind. In the very least, you'll at least lend more weight to your argument by having a more rounded perspective on the Lore council.
HonorforONEFilms said:
...I play without the wizard. I've never used his cards so I don't know how good he is.
There are very few instances where I would rather have a Level 3 Cleric and one of the HR/FF/RR cards than a Level 3 Wizard and either Portal, Greater Portal, or Creeping Doom. With the Cleric spells one is at the mercy of the opponent's postioning upon the board - there's little to no escaping the Wizard's reach
The ONLY time I take a level 3 cleric is when I'm sure my opponent is as well. The players who obsess over these 3 cards are also terrified of them, and with a 50% chance of drawing them myself, I can either play em or hold them out of play as the ultimate threat, watching my opponent spend all his command points fleeing terrain and paying little attention to my plans...
Myself, I much prefer the wizard, like Toddrew.
Zeal
Caboose said:
Zeal you covered them quite well...I think that are the 5 basic camps. And I agree, over time, the cards aren't that powerful if you are aware of them and what to do. But that initial shock of seeing them against you is never good, especially if you aren't aware of what they can do.
But I think you forgot the special case for you - "Goblins aren't that powerful are they?? Wait, what's that..Mounted Goblins..argh!!" <G>
(for those not in the know, I showed Zeal the power of Goblins with the use of a few tactical Mounted Attack cards
Cab
Yes I greatly fear 4 consecutive mounted charges far more than a HH/FF/RR card played against me. . .scaly green bastards. . .
Z