We also saw part of Way of the Crab with the words "must sacrifice a character", so I assume there will be at least some "traditional" kill effects to look forward to. And there's the Unicorn province that was spoiled that also causes a character sacrifice.
Rampant and Irresponsible Speculation
23 minutes ago, Smobey said:That seems sensible. An extra card to draw every turn seems extremely powerful, so it'd make sense for it to be easily destructible too.
Well, it couldn't possibly be that, because the naysayers know for a fact that there are absolutely no negative consequences of provinces breaking. >_>
38 minutes ago, Danwarr said:Based on what we know about the combat system right now, I wonder if this is going to be a keyword at all. It could be something like "bow a character with less military power" or something, but I'm almost more inclined to think it might not be anything as the combat system is just a straight number check.
Technically, the old system was a straight number check too, with ranged attacks being extra actions taken. I would be very surprised if they're not represented in some way.
6 minutes ago, C3gorach said:I don't think "Kill" effects will be anything like we were used to (Ranged / Melee / Destroy). They will probably do some sort of Fate Manipulation, like the "Jade Testubo" on the preview article.
Yeah, I certainly don't anticipate an auto-kill effect, but maybe something that removes Fate? Or maybe a bow let's a character affect a military conflict without being at the province, or something?
4 minutes ago, GoblinGuide said:We also saw part of Way of the Crab with the words "must sacrifice a character", so I assume there will be at least some "traditional" kill effects to look forward to. And there's the Unicorn province that was spoiled that also causes a character sacrifice.
Ofc. I am just speculating that most of the "removal" effects will be about Fate manipulation, and straight up removal of characters will be more rare.
And since we are talking about removal, why the mighty Rising Sun Blade has been demoted to a generic (since it only costs only 1 Fate I guess) sword...
28 minutes ago, Smobey said:That seems sensible. An extra card to draw every turn seems extremely powerful, so it'd make sense for it to be easily destructible too.
That would also go along with some of the wording on Rebuild too. It would also balance out the power behind drawing a free card if the cost isn't prohibited. I mean, that shrine may end up being a staple for the clan and, no, I don't think it will be playable in others.
Crab: A strong emphasis on regions and holdings. I do think they will be much more "open" than other decks and rely more on dynasty cards over conflict ones. I think we can easily see some personalities and simple tricks for their conflict cards to represent the scout sub-theme. Personalities will obviously prefer military to political (0 to 1 for majority).
Lion: Cheap samurai to swarm the opponent with numerous conflict personalities to supplement the limit of 4 cards via the dynasty phase. I suspect a good way to generating honor to offset the tendency to want to bid for cards.
Scorpion: Politicians and samurai in the dynasty deck and ninjas coming via the conflict deck. Dishonor and manipulation theme. At least one seductress.
Crane: Loves the honored status to boost their guys to above average stats. However, I must stress the rather interesting 0 glory guy in the showcase page. Also, there's clearly a military side and a political side to the clan as evident with other cards in the showcase page: one with a 2/0 statline and the Brash Samurai(can't really make out the name) whose a 2/1 that seems to have an ability that honors him. We've seen 7 Crane personalities so far?
Dragon: Balance and attachments although I would still argue that focusing on attachments potentially just creates card disadvantage.
Phoenix: They dislike conflict so they will probably have a lot of actions and abilities out of combat. The shrine holding is a perfect example of this ideal.
Unicorn: Lots of unbowing and moving/prevention effects. Utaku and battle maidens with higher glory (2).
Province: May simply be like uniques and you have only 1 of each for your 5. Lord knows every Phoenix deck doesn't need 3 Mori Kuroi. I also suspect about 2 or 3 per clan in the core and the majority as neutral.
The Bamboo symbol: Most likely the ability to include into other clan decks but I think it will simply be on conflict cards. The lack of bamboo markers on any dynasty card so far seems to confirm that.
Just now, C3gorach said:Ofc. I am just speculating that most of the "removal" effects will be about Fate manipulation, and straight up removal of characters will be more rare.
I think we might have both, although the straight up kill cards will probably cost more fate or require some other sort of cost. The Crab philosophy card may force both players to essentially sac a character.
1 hour ago, Kiseki said:Yeah, we haven't seen the full rules on those, so that's a real possibility. Or even a stronghold/holding that lets you save them to another personality.
I'm pretty sure that the Miya Mystic does something with attachments.
4 minutes ago, Tonbo Karasu said:I'm pretty sure that the Miya Mystic does something with attachments.
Miya Mystic has an action that during the conflict phase you can move an attachment on an opponent's character to another one of their characters.
6 minutes ago, GoblinGuide said:Miya Mystic has an action that during the conflict phase you can move an attachment on an opponent's character to another one of their characters.
Ha, so the opposite of what the Dragon would need to Voltron well.
52 minutes ago, C3gorach said:And since we are talking about removal, why the mighty Rising Sun Blade has been demoted to a generic (since it only costs only 1 Fate I guess) sword...
The amount of reused art assets (or art assets from the unreleased Onyx sets) is pretty high, but then they did buy ALL the L5R art AEG owned.
Which, if you didn't know, doesn't include any of the art from the Clan War or Hidden Emperor arcs, since AEG didn't own them anymore.
1 minute ago, Tetsuro said:
Which, if you didn't know, doesn't include any of the art from the Clan War or Hidden Emperor arcs, since AEG didn't own them anymore.
Awwww. There were some very good pieces there too.
2 minutes ago, Wintersong said:Awwww. There were some very good pieces there too.
It's one of the reasons why, if we ever did a Soul of someone from Clan Wars/Hidden Emperor, they either got new art, or we just made someone else that was sort of like that card but different, since we were going to have to do new art anyway.
(One of the the reasons for Soul of Personalities was budgetary, we only had allotments in the base set for so many new art pieces, so we had to reprint old cards. It's part of what made base set design such a pain, because we'd be forced to use X number of reprints even though often these new base sets were trying to establish new or different archetypes or playstyles. Before we shut down, there was even flirting with reprints in expansions, as the second Onyx Expansion was going to have a reprint of Obsidian Mine in it).
I think Crab's going to have a moderate political game, with the explanation being that we can point to our duty to foil other Clans' efforts to undermine us.
I'll also suggest that some cards might get bonuses depending on what Ring a battle is, such as '+1/+1 during an Earth battle'.
And I noticed that Jade Tetsubo can be used to remove Fate from your own Characters so you have it available to play conflict cards with.
I think unicorn will be closer to the harrier movement decks (if it is I might clan jump!). Crane I doubt are going to be static honor runners as the political attack will be their strength and the designers want the players trading blows in the attacks...
phoenix might be the closest to the old 'go away' crane honor style strangely enough.
naturally this is all utter guesswork..
37 minutes ago, Matrim said:I think unicorn will be closer to the harrier movement decks (if it is I might clan jump!). Crane I doubt are going to be static honor runners as the political attack will be their strength and the designers want the players trading blows in the attacks...
phoenix might be the closest to the old 'go away' crane honor style strangely enough.
naturally this is all utter guesswork..
Yeah. The ability to switch the conflict between Political and Military could be huge.
Do you think the Province Strength modifier in the top left of the Stronghold cards applies to all Provinces, or just the Stronghold one?
I could see it going either way. Though the Province strengths we've seen feel kind of low if it just applies to the Stronghold's own. But on the other hand given the skill values on characters we've seen and the fade effect it still feels like cracking Provinces will be tough.
Just noticed that the Stronghold cards have a Bamboo number on it. Seems pretty probable that that allows you to use that much bamboo cost for out of faction Conflict cards (bamboo costs are at the bottom), very much like Netrunner.
Edited by slowreflex
That Vengful Oathkeeper has bamboo markers too. So it'll probably affect Dynasty and Conflict.
4 minutes ago, shineyorkboy said:That Vengful Oathkeeper has bamboo markers too. So it'll probably affect Dynasty and Conflict.
The Vengeful Oathkeeper is specifically in the Conflict Deck fan as an example of the Characters that can be in the Conflict Deck. If you look closely, his ability is something to do with being able to bring him into play from your hand after one of your Provinces is broken.
I speculate that setting my drawn phase dial randomly at certain times could add to the mind games. The ancestors guide me.
As long as you don't randomly set it to the "blank" between 5 and 1, you should be ok.
On 4/23/2017 at 3:11 PM, Kiseki said:Alright, so I'm stuck watching my store on the slowest day I can remember. To kill some time I've been pondering what mechanics and themes to expect from the clans in L5R 2.0. I know it's too early. I know there is no point. That's the point.
Here's what I think:
Crab: They've been hinted to have an emphasis on holdings, so maybe a call back to fortifications? I expect large bodies, and/or people that are tough to get rid of. Battle conflict emphasis, possibly with an edge towards winning on defense.
Crane: I expect mechanics to help them gain honor, with an edge in Political conflicts, as well as things that honor their personalities to make them more effective. I would expect a defensive playstyle to be encouraged, but wouldn't doubt that there would be enough teeth in the clan to punish anyone who overextends. I hope to see some dueling in the Political arena especially.
Dragon: Conflict deck or hand manipulation, either in looking at the top of the deck, rearranging it, putting cards on the bottom. I think they are going to be the Swiss Army Knife faction, so they'll want to have access to the options they need at the time. It's been hinted that they'll also support a Voltron playstyle, and this would support that too. I expect to see battle duels for Dragon.
Lion: We've been told to expect a lot of efficient and aggressive bodies. I would expect a minor emphasis on making their people honorable (since it's thematic and ties into the efficiency we've been told to expect), as well as ways to make their people stronger together or individually. I hope we see some sort of representation of the Lion tacticians as well. Maybe people who don't fight the battles themselves, but assist from outside of it.
Phoenix: They've said Phoenix will be focused on diffusing conflicts, so I'm imagining a fair amount of soft control from them to keep your opponents busy. We've already seen a couple examples of fiddling with the rules of a conflict and switching rings around, so that kinda supports that. Magic is a given, but I think they'll also be honor focused and in the political arena primarily.
Scorpion: I'm expecting some self honor loss mitigation. They've told us that Scorpion will be drawing lots of cards during the bidding, so they'll need a way to keep from bottoming out. They'll probably be the best at causing a dishonor loss for opponents, as they traditionally have been. I expect they'll be able to do a mix of military and political, but won't necessarily be the strongest on either without sufficient tricks. Instead, they'll dishonor opposing personalities so that they are less effective.
Unicorn: We know Unicorn will have mobility, but what does that mean when there aren't battles at multiple provinces? I expect that they'll be better than average at controlling the tempo of battles, something which I rarely felt the CCG captured. I'm really interested to see how they shake out.
Ok, that's it. Now I've got something to refresh for the next six hours and keep me occupied.
Crane: They might be more defensive when it comes to military conflicts, but probably aggressive when it comes to political ones - after all they should be the strongest political clan, why wouldn;t you want to push that attack?
Dragon: Says they are about supporting attachments. Probably weapons for Mirumoto, Kiho for Togashi and Spells for Agashi. For example - the Lion box boosts military, the Crane box helps political. I think the Dragon will boost attachment effectiveness.
Lion: Tactician will probably be a keyword that gives access to tacticial conflict cards
Phoenix: They also said their Shugenja will be able to affact battles from home - Samurai go and fight, the Shugenja fires a spell from safety.
Scorpion: They said Scorpion will want a big hand, but also have to watch their honor - I think it will just be a balance thing for them. Play with a lower honor. They will cause honor losses probably through dishonoring characters. Also Ninja's in the conflict deck.