Resources

By Ywingscum, in Star Wars: Destiny

From the first previews we've seen, you start with 2? Characters, so likely only have between 0 and 2 resources available? Unless you have a starting resource amount it may be tough to get your board going?

I've been wondering if you might get some starting resources depending on how many points below the limit your characters were. So if the cap is 30 and you are at 27, maybe you get some resources to offset-that? I think it would be too powerful for 1-1 relationship between points and resources, though.

From the first previews we've seen, you start with 2? Characters, so likely only have between 0 and 2 resources available? Unless you have a starting resource amount it may be tough to get your board going?

Probably the number of strting resources is fix because otherwise some characters combo would be stronger than others automatically

The falcon is 5 resources to get out, granted once it's out it'll be a beast. Course it's ability is only usable when you roll the special. Still does a lot of damage though. I just wonder how tough it will be to get a 5 resource card out.

It shouldn't be too difficult if you put a couple of resource generators in your deck, I think

Yeah I am interested to see the full card list and see how much resource generation there is. It was a huge problem in the Gen Con Demo starters, but they are just a small look at the game. Resource generation was a problem in the demo. Never had more than 3 or 4 and usually had 1 or 0 resources. Not sure what the actual rules are for starting resources, but the Gen Con demo you always started with 2 resources.

You start with 30 points of characters so can have more than two potentially.

Yeah I am interested to see the full card list and see how much resource generation there is. It was a huge problem in the Gen Con Demo starters, but they are just a small look at the game. Resource generation was a problem in the demo. Never had more than 3 or 4 and usually had 1 or 0 resources. Not sure what the actual rules are for starting resources, but the Gen Con demo you always started with 2 resources.

You start with 2 and generate 2 on every upkeep phase (end of turn). So I can see sitting on 5R at the beginning of the second turn if you start with the Falcon.

The demo I watched didn't seem to have a problem with resources.

I imagine certain characters, especially ones that would be more of a support role, like droids, will have more resource dice sides.

I plan to cover 0 cost cards for the early game. Mid to late game there will be so many dice resources wont be much of an issue.

You start with 2 and get 2 each turn. Then theres your dice getting you likely 1 per turn even more late game.

Opening hand I want 2 0 costers and 2 1or 2 costers and maybe one pricey one. I want to be able to discard a card for a reroll if needed and be able to play a couple cards.

Some characters have 2 sides that generate a resource. If you want to "ramp" into bigger cards you could play Rey (2 dice, 12 points, she has +1R and 1R sides) and Han Solo (2 dices, 18 points, he has two 1R sides). After a bunch of rerolls you could play the falcon on turn 1.

I don't know if it's going to be a good strategy but it looks like if you want to play stuff that costs more than 2 that's the kinda thing you'll have to run.

I don't know if it's going to be a good strategy but it looks like if you want to play stuff that costs more than 2 that's the kinda thing you'll have to run.

I don't think it'll be that extreme.

Let's say you have 3 dice each of which has 1 resource side (worse is unlikely, better is plausible). If you don't spend any resources or get disrupted then you have about a 2/3 chance of playing the Falcon in 2 turns without any help from focus, re-rolls, or resource granting abilities (for instance I think it's a fairly good bet that there'll be a battlefield that gives you a resource when you claim it). I think most decks will find it easy to have a couple of four or five cost cards and plenty of two or three cost ones.

I don't know if it's going to be a good strategy but it looks like if you want to play stuff that costs more than 2 that's the kinda thing you'll have to run.

I don't think it'll be that extreme.

Let's say you have 3 dice each of which has 1 resource side (worse is unlikely, better is plausible). If you don't spend any resources or get disrupted then you have about a 2/3 chance of playing the Falcon in 2 turns without any help from focus, re-rolls, or resource granting abilities (for instance I think it's a fairly good bet that there'll be a battlefield that gives you a resource when you claim it). I think most decks will find it easy to have a couple of four or five cost cards and plenty of two or three cost ones.

THis. I would be very surprised if the best decks aren't built on curve, since that's basicly every game with a cost mechanic works. Lots of cheap stuff, a handful of medium costers with a particularly useful impact, and then one or two big deal cards to show up a little later. (Or to rush out). Admiral Akbar looks like a character that supports resource generation really nicely. (Only seen his dice in the announcement video, not the whole card)

I don't know if it's going to be a good strategy but it looks like if you want to play stuff that costs more than 2 that's the kinda thing you'll have to run.

I don't think it'll be that extreme.

Let's say you have 3 dice each of which has 1 resource side (worse is unlikely, better is plausible). If you don't spend any resources or get disrupted then you have about a 2/3 chance of playing the Falcon in 2 turns without any help from focus, re-rolls, or resource granting abilities (for instance I think it's a fairly good bet that there'll be a battlefield that gives you a resource when you claim it). I think most decks will find it easy to have a couple of four or five cost cards and plenty of two or three cost ones.

THis. I would be very surprised if the best decks aren't built on curve, since that's basicly every game with a cost mechanic works. Lots of cheap stuff, a handful of medium costers with a particularly useful impact, and then one or two big deal cards to show up a little later. (Or to rush out). Admiral Akbar looks like a character that supports resource generation really nicely. (Only seen his dice in the announcement video, not the whole card)

I was just saying, if your characters don't have any resource generation on them you should probably stick with stuff in the 0R to 2R range. If you want to run a lot of 4R and 5R you should build for it. And I bet there's a lot of room in between. But I wouldn't try to just build up resources over several turns, that will leave you vulnerable to disruption.

I don't know if it's going to be a good strategy but it looks like if you want to play stuff that costs more than 2 that's the kinda thing you'll have to run.

I don't think it'll be that extreme.

Let's say you have 3 dice each of which has 1 resource side (worse is unlikely, better is plausible). If you don't spend any resources or get disrupted then you have about a 2/3 chance of playing the Falcon in 2 turns without any help from focus, re-rolls, or resource granting abilities (for instance I think it's a fairly good bet that there'll be a battlefield that gives you a resource when you claim it). I think most decks will find it easy to have a couple of four or five cost cards and plenty of two or three cost ones.

THis. I would be very surprised if the best decks aren't built on curve, since that's basicly every game with a cost mechanic works. Lots of cheap stuff, a handful of medium costers with a particularly useful impact, and then one or two big deal cards to show up a little later. (Or to rush out). Admiral Akbar looks like a character that supports resource generation really nicely. (Only seen his dice in the announcement video, not the whole card)

I was just saying, if your characters don't have any resource generation on them you should probably stick with stuff in the 0R to 2R range. If you want to run a lot of 4R and 5R you should build for it. And I bet there's a lot of room in between. But I wouldn't try to just build up resources over several turns, that will leave you vulnerable to disruption.

I don't think either of those extremes are likely. So far we haven't seen any character that lacks resource generation. The example I gave shows that even a team with modest resource generation (seriously, having a 2 dice team sounds terrible) will have little trouble hitting 5 resources in 2 turns. I don't think you'd need to build for high cost cards unless you have like 6 or more.

The break down I was suggesting is about a dozen 0 costers another dozen 1-2 costers and 6 3+ costers. Then you should be able to play a good 3 cards a turn and save up for the big ones. Cause if you save up and don't play any cards you'll fall behind in tempo

Course that is my guess now, 3 months from now who knows!

Edited by Ywingscum

The break down I was suggesting is about a dozen 0 costers another dozen 1-2 costers and 6 3+ costers. Then you should be able to play a good 3 cards a turn and save up for the big ones. Cause if you save up and don't play any cards you'll fall behind in tempo

Course that is my guess now, 3 months from now who knows!

My prediction is that it'll be 4+ not 3+ where something becomes expensive. Playing a three dice card won't be a matter of choosing not to play something; it'll just be a matter of getting extra resources at some point.

you gain resources using the dice in the game

you gain resources using the dice in the game

If you roll the right side sure. You also gain two a turn as per the rules.