Announcement Article Up

By Toqtamish, in Legend of the Five Rings: The Card Game

Just now, oDESGOSTO said:

As a player, the only judgement I made is: how many players are out there playing this game?

Based on that answer I'll evaluate if it makes or breaks. A game can be really good, but if there are no players to play it... I'd rather play LOTR solo!

Okay, if it's just an opinion thing, that's fine. I was trying to get a more data-driven result. Hey, if you don't like a game, you don't like a game! Nothing wrong with that.

Just now, Ryoshun Higoka said:

If you give them $150, aren't you overpaying by $30? :)

?The other $30 is for the Kachiko vs. Hotaru pillow fight?

1 minute ago, Ryoshun Higoka said:

Right, I read that. I'm looking for the "denied Decipher the license so they could give it to WotC" language.

There was a lot more at play there than just the CCG. Lucasfilm wanted an all-in-one license and at that point Hasbro/WotC had both toys and the RPG licenses. It made working with Lucasfilm licensing easier (since they had fewer points of contact on both sides) and Hasbro/WotC had a lot more muscle to bring it to market.

1 minute ago, Sithborg said:

There you go, moving goalposts. Your argument is, that DUE TO THE LICENSE, SWLCG is a failure due to not being the biggest LCG game. And look, at Worlds, the Armada playerbase is the smallest there. And it gets even worse when you compare it to X-wing, which by your logic, is the base by which all Star Wars minis games should be judged.

I don't understand your logic... X-Wing is the most sold miniatures game by ICv2, has venues filled with players all over the place.
Star Trek Attack Wing isn't. And is pretty much the same game. D&D Attack Wing something, the same!

So yes, SW IP is half the way to success. The game makes the rest.

On 4/19/2017 at 1:50 PM, Shikaku said:

This phrase frightens me for how less than skillful players will find this game, if you are correct.

L5R has always been a crunchy card game, this version definitely feels easier to understand, but we don't want "Crazy Eights" or "Go Fish".

1 minute ago, Daner0023 said:

L5R has always been a crunchy card game, this version definitely feels easier to understand, but we don't want "Crazy Eights" or "Go Fish".

Agreed.

At least, not in L5R. Those games are just fine on their own. :)

I doubt it'll shake out like that, though. Complexity's always been a funny thing in games - too little, and players complain that the game's "too simple". Too much, and they'll complain that it's "not accessible". I think Love Letter's a simple, highly entertaining game, and Pandemic's a complex, also highly entertaining game. There's a sweet spot between simplicity and complexity, and we won't know if L5R2 makes it until the game's been released and we can play!

At the risk of flogging a deceased equine, what's everybody most excited about (other than playing an L5R game again)? I'm interested in seeing where the story goes and I'm really loving the mechanics that have been previewed so far - if I had to pick a favorite, I'm going to court controversy here by stating that I really like the Fate system! It's flavorful, it's a mechanic that I can see being very enjoyable on the table...

Release date is very far away.

Just now, Ryoshun Higoka said:

Agreed.

At least, not in L5R. Those games are just fine on their own. :)

I doubt it'll shake out like that, though. Complexity's always been a funny thing in games - too little, and players complain that the game's "too simple". Too much, and they'll complain that it's "not accessible". I think Love Letter's a simple, highly entertaining game, and Pandemic's a complex, also highly entertaining game. There's a sweet spot between simplicity and complexity, and we won't know if L5R2 makes it until the game's been released and we can play!

Personalities have four numbers inherently on their cards. They also can potentially have printed actions and traits. A potential of 4 Battles per round of two different types, with 5 different rewards for each. 3 Rulebook win Conditions, possibly more printed on Cards. 7 different Clans initially with their own Playstyles.

I'm guessing the crunch factor is satisfied. The assessibilty test seems to be met, because this is a cleaned up L5R. Admittedly, I don't think we will know the assessibility level until we shuffle up and deal though.

1 minute ago, Ryoshun Higoka said:

if I had to pick a favorite, I'm going to court controversy here by stating that I really like the Fate system! It's flavorful, it's a mechanic that I can see being very enjoyable on the table...

Once I read the description of the Fate system and then saw that the symbols were Sakura Blossoms I went "That is an awesome and fitting idea!"

2 minutes ago, Ryoshun Higoka said:

At the risk of flogging a deceased equine, what's everybody most excited about (other than playing an L5R game again)? I'm interested in seeing where the story goes and I'm really loving the mechanics that have been previewed so far - if I had to pick a favorite, I'm going to court controversy here by stating that I really like the Fate system! It's flavorful, it's a mechanic that I can see being very enjoyable on the table...

Release date is very far away.

I would go the other way. As of right now I'm the least excited for Fate - but hoping that I come around to it. I think I'm most excited for the way that the rings are being implemented with the conflicts. I think that will make for some very interesting gameplay decisions, and a more balanced meta.

I really like the honor dial/card draw mechanic.

4 minutes ago, Ryoshun Higoka said:

At the risk of flogging a deceased equine, what's everybody most excited about (other than playing an L5R game again)? I'm interested in seeing where the story goes and I'm really loving the mechanics that have been previewed so far - if I had to pick a favorite, I'm going to court controversy here by stating that I really like the Fate system! It's flavorful, it's a mechanic that I can see being very enjoyable on the table...

Release date is very far away.

I'm excited about playing an L5R game for the first time, does that count?

In all seriousness though, I really like how combat looks. There's a lot of tension between deciding where to commit your resources as well as the decision of when to try and break a province as opposed to just trying to win a ring effect and on the flip side, do you defend with enough to win the battle, or just to protect your province?

I've gone from hesitant about the fate system to increasingly liking the thematic flavor they're going for, and definitely liking the mechanical effects of the system.

12 minutes ago, Ryoshun Higoka said:

At the risk of flogging a deceased equine, what's everybody most excited about (other than playing an L5R game again)? I'm interested in seeing where the story goes and I'm really loving the mechanics that have been previewed so far - if I had to pick a favorite, I'm going to court controversy here by stating that I really like the Fate system! It's flavorful, it's a mechanic that I can see being very enjoyable on the table...

Release date is very far away.

I'm also one of the ones who thinks the fate concept has a lot of potential. My wife struggled with the game because she wouldn't attack early or often enough, usually from board state paralysis. She's see one scary guy on my side and let it neutralize her entire army to the point of inaction. I'm hoping that the fate system adds a sense of urgency to the characters on the board. If I buy Hida Kisada and only have him for two turns, I better get my money's worth!

4 minutes ago, GoblinGuide said:

I'm excited about playing an L5R game for the first time, does that count?

In all seriousness though, I really like how combat looks. There's a lot of tension between deciding where to commit your resources as well as the decision of when to try and break a province as opposed to just trying to win a ring effect and on the flip side, do you defend with enough to win the battle, or just to protect your province?

I think that's great. As "veterans" of the CCG, we should be most excited about having brand new players to sit across from. Welcome to Rokugan!

1 minute ago, Kiseki said:

I'm also one of the ones who thinks the fate concept has a lot of potential. My wife struggled with the game because she wouldn't attack early or often enough, usually from board state paralysis. She's see one scary guy on my side and let it neutralize her entire army to the point of inaction. I'm hoping that the fate system adds a sense of urgency to the characters on the board. If I buy Hida Kisada and only have him for two turns, I better get my money's worth!

Psh. You can't kill Kisada! His fate number's just going to be the infinity symbol. :)

1 minute ago, Ryoshun Higoka said:

Psh. You can't kill Kisada! His fate number's just going to be the infinity symbol. :)

Woe to the first person who reaches across the table to try to move Hida Kisada off the board.

1 minute ago, Ryoshun Higoka said:

Psh. You can't kill Kisada! His fate number's just going to be the infinity symbol. :)

The number in the corner it what it costs to bring them into play, not how long they last. They last one turn +1 for each extra fate you pay for them. So if you pay Kisada's exact cost he wanders off at the end of the turn.

1 minute ago, Ryric said:

The number in the corner it what it costs to bring them into play, not how long they last. They last one turn +1 for each extra fate you pay for them. So if you pay Kisada's exact cost he wanders off at the end of the turn.

Good catch. Disappointing catch, but good catch.

Now, I'd be very surprised if there weren't a few ways to add fate onto characters already in play. I could envision a support character than can move extra fate tokens from itself onto your other people, for example.

I cannot wait to see 0/0/0/0 Toku in action with loads of fate on him. :lol:

Just now, Wintersong said:

I cannot wait to see 0/0/0/0 Toku in action with loads of fate on him. :lol:

SO MUCH YES

1 minute ago, Ryric said:

Now, I'd be very surprised if there weren't a few ways to add fate onto characters already in play. I could envision a support character than can move extra fate tokens from itself onto your other people, for example.

Yoritomo: When the fate of this character expires, take one from another character. :D /spoilerwarning

One thing I like about the fate mechanic from a story point of view is that you, the player, get to decide how important each person is to the story of this game. You can treat your people as disposable assets who come and go, or if you'd rather, you can dump 6 extra tokens on your favorite person and they will stick around for basically the rest of the game, glorious and immortal.

They did mention in the reddit thing that having fate on characters can protect them from certain things (I expect such as 'send a character home who does not have a fate counter) to stop your highly expensive unique getting blocked.