I wonder what FFG's take on drafting may be?
Article - Running a draft
I think there was some talk about what a draft might looks like. Hopefully FFG has a way to make it effective though, as draft tournaments were more or less the thing I enjoyed most about CCG's.
I think at this point you will either A) have to bring some dice/characters with you before the draft. Say 15 points or so or B) they will have to create a draft pack format like they did with Netrunner since you MUST have a character to play the game and if you don't find a character in the draft you can't even play the game.
I too am super excited about the thought of draft or Sealed events for this game. However I do see a couple glaring issues that would need to be addressed:
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It seems quite obvious that the game is won by dice, and though I have yet to proxy up a game from the little know info so far it seems likely at a minimum that you're would like about 1/3 to 1/2 of your cards to provide a die. For draft to work you would likely need to draft from no less than 6-8 packs to get a working deck just for the dice. Even 6 packs at RRP is very expensive for a draft, even more so for those of us in more far flung cases. Additionally rare drafting virtually becomes mandatory just to make your deck work.
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No guarantee of heroes in your boosters, let alone ones that add up to close to your starting character value, or in fact in colour for the cards you draft. To that End I would assume that for draft to work you would need to provide your own Heroes prior to the start of the draft. This creates its own issues as you have a slant towards particular colours which might not be the best for the draft cards you open. This could be mitigated by allowing multiple heroes to choose from either before or after the draft for your deck, but then this creates its own issues in that those who have spent more money to begin with have a wider selection of heroes (and likely better heroes with duplicate dice) to play with. This could be a major barrier to drafting for newer players as there is a perceived (and tangible) advantage to those with larger collections.
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Same as above but for battlefields.
Don’t get me wrong I desperately want this game to take off in my area as Magic has lost its shine for me as of late and this seems like the perfect replacement, IF FFG can make drafting work.
Something I threw together, which if I can get a few games with my friends with the starters may end up getting some deck building and variety.
Form a pool of characters, take a single copy of each of the characters you have, then add in as many duplicate cards you have for those characters that are unique. For example if you have 1 copy of Rey just put that in your character pool. If you have 2 copies of Rey put them both in the pool. If you have 3+ copies of Rey just put the two in the pool.
Form a pool of other cards, for each common card take either as many cards as you have available or 2 for each player. Take 2 of each uncommon card you have or 1 if you only have a single copy. Take 1 of each rare card.
Take the characters and after shuffling them all deal out 6 per player as to allow you to create six piles of cards for each player.
Then take the pool of other cards and after shuffling them deal out at least 4 cards on top of each character card. You can add more provided you have cards remaining that will complete sets on each pile, don’t make some 5 high and others 6 for example.
It would be best if the piles were 6 or more cards high in addition to the character card as this would allow some cards to be dropped from the decks. If you can’t get 6 or more cards the adjust the deck size for each player to have 25 or 20 cards total depending on what will be drawn.
Leftover cards are put aside and can be used in subsequent sessions.
Select a player at random, that player takes two piles, then proceeding counter-clockwise each other player takes 2 piles until each player has 2 piles of cards. Each player can then draft 1 card and pass the leftover cards clockwise. Continue drafting cards until each player has no cards remaining.
The starting with the first player, that player takes two piles, then proceeding clockwise this time each other player takes two piles. Each player drafts 1 card and passes his leftovers counter-clockwise. Continue drafting cards until each player has no cards remaining.
The starting with the first player, that player takes two piles, then proceeding counter-clockwise each other player takes 2 piles until each player has 2 piles of cards. Each player can then draft 1 card and pass the leftover cards clockwise. Continue drafting cards until each player has no cards remaining.
Build a deck of a size that allows players not to use all their cards, so if a player only draws 28 cards use a deck of 25 or 20.
Just a thought but maybe a draft is one character and 15-20 cards, the character cards may be supplied in the prize kit.
Something I threw together, which if I can get a few games with my friends with the starters may end up getting some deck building and variety.
Form a pool of characters, take a single copy of each of the characters you have, then add in as many duplicate cards you have for those characters that are unique. For example if you have 1 copy of Rey just put that in your character pool. If you have 2 copies of Rey put them both in the pool. If you have 3+ copies of Rey just put the two in the pool.
Form a pool of other cards, for each common card take either as many cards as you have available or 2 for each player. Take 2 of each uncommon card you have or 1 if you only have a single copy. Take 1 of each rare card.
Take the characters and after shuffling them all deal out 6 per player as to allow you to create six piles of cards for each player.
Then take the pool of other cards and after shuffling them deal out at least 4 cards on top of each character card. You can add more provided you have cards remaining that will complete sets on each pile, don’t make some 5 high and others 6 for example.
It would be best if the piles were 6 or more cards high in addition to the character card as this would allow some cards to be dropped from the decks. If you can’t get 6 or more cards the adjust the deck size for each player to have 25 or 20 cards total depending on what will be drawn.
Leftover cards are put aside and can be used in subsequent sessions.
Select a player at random, that player takes two piles, then proceeding counter-clockwise each other player takes 2 piles until each player has 2 piles of cards. Each player can then draft 1 card and pass the leftover cards clockwise. Continue drafting cards until each player has no cards remaining.
The starting with the first player, that player takes two piles, then proceeding clockwise this time each other player takes two piles. Each player drafts 1 card and passes his leftovers counter-clockwise. Continue drafting cards until each player has no cards remaining.
The starting with the first player, that player takes two piles, then proceeding counter-clockwise each other player takes 2 piles until each player has 2 piles of cards. Each player can then draft 1 card and pass the leftover cards clockwise. Continue drafting cards until each player has no cards remaining.
Build a deck of a size that allows players not to use all their cards, so if a player only draws 28 cards use a deck of 25 or 20.
I like your ideas Amanal, certainly creating "boosters" at home with friends from the cards you already own is a good idea to start with and you methods for drafting are sound.
The issue is that won't sell packs, and somewhat cynically that’s not in FFGs best interests. Magic being the most popular CCG going has draft as an option and even players that have every card they could ever need will still pay money to buy more packs they don’t need just to draft with.
I does seem likely that Heroes and battlefields are going to have to be supplied by the players so that is a logistical issue to begin with. Additionally I suspect that 20 cards would be the minimum deck size, any less and you might find you will be hard pressed to do enough damage to an opponent's Heroes before running out of cards in your deck.
From what I can gather the game was not originally designed with Draft as a core play style and as such whatever they do eventually decide on will possibly feel a little clunky, but regardless of that I'm all in on this game either way
Just a thought but maybe a draft is one character and 15-20 cards, the character cards may be supplied in the prize kit.
This is exactly what my sneaking suspicion is. Most the tournament kits have a an alt art variant of a commonly used card as kind of the "Participation" reward. It could easily be that these cards for Destiny are simply handed out at the start of the tournament. So you would have a tournament where you were supplied with an alt art Darth Vader to guarantee at least one character, and then could draft.
They could also create defaults, like if at the end of your draft you do not have a battlefield or character you are considered to automatically be in posession of Kylo Ren and the Mustafar battlefield.... or whatever FFG decides is a generally neutral choice that doesn't offer many advantages.
I Played a CCG that did the above for their draft tournaments, they simply had one Hero who had completely average stats and no real benefit or drawback and it worked pretty well.