3 hours ago, Daner0023 said:I agree that Shadowlands does not need to be a complete faction at launch, but I think taint should be in the game, as a mechanic.
I think it's untenable to carry 9 Clans and Shadowlands into a Core Set. If I was doing this I would exclude Shadowlands, Spider, Mantis & Unicorn.
Lion, Crane, Phoenix, Crab, Dragon & Scorpion are plenty to create basic card game archetypes.
Lion: Synergistic weenie swarm
Crane: Control/Clock setter
Phoenix: Attachment decks/Card Draw
Dragon: Chained Actions
Scorpion: Control/Burn
Crab: Heavy Hitters
By starting with these six it allows them to flesh out the game with 240 cards.
If they have around 90 generic/general use cards, that would leave 150 cards or 25 cards to flesh out each faction.
In those 25 cards, you could have 15-18 Personalities, a Clan Weapon, 1-3 Strongholds, a Clan Specific Holding, and some Objective Set type of cards.
I would be excited to see a return of the Unicorn expansion. An invasion of the Shadowlands expansion. The Daigotsu takeover of the Shadowlands. The Mantis' ascension to a Great Clan would be a great expansion.
Its not that these Clans/Decks are not important, conversely, to give them their proper attention, there needs to be some hard choices at launch. Otherwise, we would have 9-10 watered down deck types spread across 240 Cards.
Well taint is back in the story, so I'm sure taint will be in the game in some form.
I agree that a starter probably can't include all the factions (plus its just good marketing to hold some back) but I'd surprised if we don't see the original 7 clans in the starter. However if they are going to leave one out, given where the story went, the Dragon would make sense over the Unicorn since they are now sealed up in their mountain. As for archetypes.......all that depends on the game itself.