Please this would be awesome
If you are in the lead at the end of round five the game ends,
Please this would be awesome
If you are in the lead at the end of round five the game ends,
Unfortuntely, it would need to be written in a much more wordy and obscure way.
Since, with the current rules, you don't tally who has any points until the Game Ends.
So you're having to do what happens after the Game Ends, before the Game Ends for you to do what happens after the Game Ends...
Dras you're scaring the children.
Good.
There's been too much holiday cheer already, and I've had none of it.
I mean, its an interesting concept, but it would have to be more like:
"After the Status Phase of Turn 5, Tally points for Ships Destroyed and Victory Tokens as if the Game has ended. If the Player Controlling this Ship has more points than his opponent at this time, the Game Ends Immediately."
Of course, this means Thrawn vs Thrawn battles are only 5 Turns long.
I mean, its an interesting concept, but it would have to be more like:
"After the Status Phase of Turn 5, Tally points for Ships Destroyed and Victory Tokens as if the Game has ended. If the Player Controlling this Ship has more points than his opponent at this time, the Game Ends Immediately."
Of course, this means Thrawn vs Thrawn battles are only 5 Turns long.
You can uncomplicate it by giving the player the option to end the game. Then you don't have to worry about including the steps for figuring out who's winning; the player will do that on their own.
"After the Status Phase of Turn 5, the Player Controlling this Ship may choose to end the game immediately." Something like that.
I mean, its an interesting concept, but it would have to be more like:
"After the Status Phase of Turn 5, Tally points for Ships Destroyed and Victory Tokens as if the Game has ended. If the Player Controlling this Ship has more points than his opponent at this time, the Game Ends Immediately."
Of course, this means Thrawn vs Thrawn battles are only 5 Turns long.
You can uncomplicate it by giving the player the option to end the game. Then you don't have to worry about including the steps for figuring out who's winning; the player will do that on their own.
"After the Status Phase of Turn 5, the Player Controlling this Ship may choose to end the game immediately." Something like that.
That depends:
Is the intention to give the Admiral Thrawn player an opportunity to Win early. Or to completely Control when the game ends?
Under the original term, you can only end the game if you are winning.
Whereas under your version, you can End the game if you're Losing, and you want to Stop from being tabled..............
Its a big distinction.
I took the OP's statement of "in the lead" to restrict it to that context only... Which is why its a little clunky, and why it involves having to tabulate scores... You have to know if you are winning or not.
So yes, your idea certainly uncomplicates things... But its an expanded scope to what the OP intended.
Edited by DrasnightaI mean, its an interesting concept, but it would have to be more like:
"After the Status Phase of Turn 5, Tally points for Ships Destroyed and Victory Tokens as if the Game has ended. If the Player Controlling this Ship has more points than his opponent at this time, the Game Ends Immediately."
Of course, this means Thrawn vs Thrawn battles are only 5 Turns long.
You can uncomplicate it by giving the player the option to end the game. Then you don't have to worry about including the steps for figuring out who's winning; the player will do that on their own.
"After the Status Phase of Turn 5, the Player Controlling this Ship may choose to end the game immediately." Something like that.
It would be funny if you loose after end the game this way. It lets room to a force choke mechanic playing CC XD
Under the original term, you can only end the game if you are winning.
Whereas under your version, you can End the game if you're Losing, and you want to Stop from being tabled..............
Its a big distinction.
...
So yes, your idea certainly uncomplicates things... But its an expanded scope to what the OP intended.
FWIW, that does also seem consistent with how Thrawn has been portrayed. Even when he "loses", it's really all part of his plan, and he still comes out ahead, anyway.
Being able to either force a win or blunt the edge off a defeat would definitely justify being a 30+ pts Commander that we'd expect of Thrawn...
But if you are playing Thrawn, you should know the point tally for round 5 by round 3, so no need to do a point tally. Just a, you may end the game on turn 5.
FWIW, that does also seem consistent with how Thrawn has been portrayed. Even when he "loses", it's really all part of his plan, and he still comes out ahead, anyway.
Being able to either force a win or blunt the edge off a defeat would definitely justify being a 30+ pts Commander that we'd expect of Thrawn...
Indeed. No personal objection there....
But I was trying to be... Helpful(?) to the Original Poster.....
Rather than having a comment of "This is a good Idea" or "This is a Bad Idea", or even "Here's an even BETTER Idea!"... I wanted to basically say, instead:
"Your idea doesn't fit the rules, so let's take a moment to rewrite it to have it fit the Rules....."
Thats all.
Even when I try to help, I screw up.
...although, that said, the ability to potentially 'end the game early' ends up forcing your opponent to more aggressive play than they'd normally do - it doesn't quite feel as thematically tied to Thrawn, per se, as - say - Emperor Palpatine, himself.
(Thrawn's ability seems more like it should involve being apparently 'losing', but still win in the end. Maybe a commander that directly issues objective points based on something? Not sure... Anyway, definitely dig the OP's proposed Commander - just not quite convinced it feels like the best fit for Thrawn)
Admiral Thrawn: After the game ends, if you lose, calmly and slowly pace around the table. Explain how letting the enemy win is how you will defeat them in a calm, even, and smug tone. Then, if you are able to stare at some art, immediately gain 100 victory points.
I like the idea of that style of admiral honestly and it is perfectly imperial. Not sure if it fits Thrawn though. Would fit Palp a little but he more had foresite from the force so he would probably be similar to isaard.
I could see
Palpatine being : Enemy ships must keep reveal their command dial at the start of the round and keep them revealed until the ship activates.
Thrawn: reduce the required command dials for your ships by 1 to a minimum of 1. making his very reactionary.
For the proposed rules i could see it being a great fit for Ozzel honestly but hes taken.
I really do love the premise of that admiral. If ahead immediately end of the game. risky play and big bold moves. sure you may lose some VPs but it also means you may not lose to potentially devastating turn 6.
Admiral Thrawn: After the game ends, if you lose, calmly and slowly pace around the table. Explain how letting the enemy win is how you will defeat them in a calm, even, and smug tone. Then, if you are able to stare at some art, immediately gain 100 victory points.
Pretty much. Was kicking around an idea more like...
'During the status phase on round 5, you may place an objective token on this card. If you do, after final scoring, if you have fewer points than your opponent, gain 100 points. If you instead had more points than your opponent, lose 100 points.'
Two problems with it:
I do really like the OP's idea (as revised over the course of the thread - specifically, the 'at round 5, you may choose to end the game') for a Commander, but it doesn't scream Thrawn to me. But a very fun/cool idea, though!
Edited by xanderfVirtually Every response to this thread is why we can't have nice things
I'll bring up what I always bring up.
I've seen a very good fan-expansion of Thrawn. His power is "At the start of the ship phase, look at all command dials assigned to one ship. return them in any order you wish." Or words to that effect. That is generally shouted down as too powerful a thing to do to the enemy, and when I point out that you can do it to yourself too, people shout even louder.
I prefer for Thrawn the power given to Bail Organa in the same fan-expansion. "Instead of activating a ship, tap this card." Or words to that effect. Particularly in the current activation-meta, that's a disgustingly powerful thing.
My idea was if you are in the lead and there is a chance of loss despite being in the lead well sorry game over. Pretty much Thrawn out smarts you letting think you could win but nope you have lost already. It allows for a win via outsmarting an opponent that thinks that hey I will sacrifice some units to put myself in good position for the end game only to find the game is already lost.
I was thinking more 20 points as he is super conditional to get to work.
I mean, its an interesting concept, but it would have to be more like:
"After the Status Phase of Turn 5, Tally points for Ships Destroyed and Victory Tokens as if the Game has ended. If the Player Controlling this Ship has more points than his opponent at this time, the Game Ends Immediately."
Of course, this means Thrawn vs Thrawn battles are only 5 Turns long.
You can uncomplicate it by giving the player the option to end the game. Then you don't have to worry about including the steps for figuring out who's winning; the player will do that on their own.
"After the Status Phase of Turn 5, the Player Controlling this Ship may choose to end the game immediately." Something like that.
That depends:
Is the intention to give the Admiral Thrawn player an opportunity to Win early. Or to completely Control when the game ends?
Under the original term, you can only end the game if you are winning.
Whereas under your version, you can End the game if you're Losing, and you want to Stop from being tabled..............
Its a big distinction.
I took the OP's statement of "in the lead" to restrict it to that context only... Which is why its a little clunky, and why it involves having to tabulate scores... You have to know if you are winning or not.
So yes, your idea certainly uncomplicates things... But its an expanded scope to what the OP intended.
Good point. I had only considered that the player would want to end the game if winning, but that was short-sighted.
"At the start of each turn, your opponent must declare the order in which they will activate their ships."
40 points +/- 2
FWIW, that does also seem consistent with how Thrawn has been portrayed. Even when he "loses", it's really all part of his plan, and he still comes out ahead, anyway.
Being able to either force a win or blunt the edge off a defeat would definitely justify being a 30+ pts Commander that we'd expect of Thrawn...
Indeed. No personal objection there....
But I was trying to be... Helpful(?) to the Original Poster.....
Rather than having a comment of "This is a good Idea" or "This is a Bad Idea", or even "Here's an even BETTER Idea!"... I wanted to basically say, instead:
"Your idea doesn't fit the rules, so let's take a moment to rewrite it to have it fit the Rules....."
Thats all.
Even when I try to help, I screw up.
That's a role that FFG needs to fill. Someone who is integral to the design process, whose job is to review each card and verify that it is consistent with the existing rules or modifies the rules if necessary. I really get the feeling they don't do this; the design team just gambles on someone spotting if there's a rules problem and since they all know what the card is supposed to do, there's a huge blind spot.
Ok rewrite: At the end of turn 5 you may calculate the total score. You may choose to end the game after turn 5.
This allows to end a game before being tabled or avoid a round where nothing really happens or a win a tight game if you are ahead or keep going if you think it would mean a better outcome.
Now it's a 38 point card.
Edited by BladeWing24How about "if you lose, and your opponent gets more tournament swag than you do, you may swap tournament swag"... losing to win ![]()
I always thought Thrawn would be more what Biggs said.. or something where if you can guess your opponents activation or command dial you got a bonus..
"When an opponent activates a ship, before revealing his command dial, you may guess what the command dial is set to. If correct, give one of your ships a matching token to the command dial, if incorrect, you may not use this ability again this turn"
or "if correct, the opponent must use the dial and cannot take a command token, if incorrect, you may not use this ability again this turn" to be cheaper
I think Dras is really Thrawn