1 minute ago, Mandalore525 said:Normally you'd want to go first in the conflict phase,...
I don't know, the more I read the more I want to go second. That way I know what my opponent is doing while he has to predict what I will do.
1 minute ago, Mandalore525 said:Normally you'd want to go first in the conflict phase,...
I don't know, the more I read the more I want to go second. That way I know what my opponent is doing while he has to predict what I will do.
So Character (and I guess card in general) Actions are once per turn unless noted otherwise. Do we still need "presence" though to play cards/abilities...? The next article will probably clear this up.
Also what are your thoughts one the Imperial Favor?
57 minutes ago, Isawa Syd said:So I get pacifism as a philosophy. But wtf is that attachment for? Really confused. Unless it can equip to the opponent.
What bothers me about this card is it is straight from MTG... I think it's a weak card to feature. The rest of the preview is fantastic!
1 minute ago, JRosen9 said:I don't know, the more I read the more I want to go second. That way I know what my opponent is doing while he has to predict what I will do.
It depends. ![]()
The layers of strategic decisions in this game is immense. It's going to be an enjoyable spectator sport as well I think.
I just think this whole game is going to be a balancing act consistently... honour/dishonour/ card draw/ fate....
Edit: Slowreflex in before me (not so slowreflex!)
Edited by Isawa TasatuJust now, slowreflex said:It depends.
The layers of strategic decisions in this game is immense. It's going to be an enjoyable spectator sport as well I think.
I assume they intend to offset the extra information with the possibility of getting the ring you want. The effects are indeed quite powerful and the extra fate is nice.
2 minutes ago, SavageTofu said:What bothers me about this card is it is straight from MTG... I think it's a weak card to feature. The rest of the preview is fantastic!
Well the Character can still participate in Political Conflicts...
4 minutes ago, C3gorach said:So Character (and I guess card in general) Actions are once per turn unless noted otherwise. Do we still need "presence" though to play cards/abilities...? The next article will probably clear this up.
Also what are your thoughts one the Imperial Favor?
My thoughts are it gives a small boost, but not game breaking. Its one of those things that if you happen to have it, cool. But not really worth trying to get. Its not nearly as powerful as it used to be.
1 minute ago, C3gorach said:Well the Character can still participate in Political Conflicts...
It would have been more interesting if it added +2 politics or something...
Just now, clanmccracken said:My thoughts are it gives a small boost, but not game breaking. Its one of those things that if you happen to have it, cool. But not really worth trying to get. Its not nearly as powerful as it used to be.
I can see it being used for other actions... if you control it etc.
2 minutes ago, SavageTofu said:What bothers me about this card is it is straight from MTG... I think it's a weak card to feature. The rest of the preview is fantastic!
The is an awful complaint, not straight from MtG (this pacifism allows characters to assign to political conflicts).
It is also not a weak card to feature as it shows another aspect of Phoenix control.
4 minutes ago, Isawa Tasatu said:It would have been more interesting if it added +2 politics or something...
Its a control card not a buff and pacifists are not really look up to in Rokugan.
Edited by UltimatecaliburJust now, Isawa Tasatu said:I can see it being used for other actions... if you control it etc.
It used to either Re-honor a dishonored person, Draw a Fate card, Send someone home from a battle, or negate an honor loss
then later you could Discard a card, and the impFav to draw a card, or send someone home.
Now its a +1 bonus... seems kinda meh, unless like you said there are a bunch of cards that can use the impFav for some other effect.
1 hour ago, Isawa Syd said:So I get pacifism as a philosophy. But wtf is that attachment for? Really confused. Unless it can equip to the opponent.
1 hour ago, Sparks Duh said:Obviously, it will equip to an opponent's character. Why would you put this on your own person?
Maybe there are cards that allow an opponent to force one of your characters into a battle? This card played on one of your characters would prevent that.
And I guess my question about unique characters coming back into play after their fate running out has been answered:
QuoteThough their part in the ongoing saga of your game is over for now, they may return via another copy of their card or other card effects.
Well, the imperial favor gives protection from that one person. And remember, the force on people are lower in this game. 1F can go a long way now. I probably would have liked it to do something more interesting, but I wouldn't say it is weak.
Edited by fyrm1 minute ago, Ultimatecalibur said:Its a control card not a buff.
It is only useful as a defensive control against military... would be nice if it was a little more multi-use. Not a bad card just saying.
1 minute ago, clanmccracken said:It used to either Re-honor a dishonored person, Draw a Fate card, Send someone home from a battle, or negate an honor loss
then later you could Discard a card, and the impFav to draw a card, or send someone home.
Now its a +1 bonus... seems kinda meh, unless like you said there are a bunch of cards that can use the impFav for some other effect.
Yes I meant I can see it triggering additional abilities, like we have seen with the rings etc.
3 minutes ago, clanmccracken said:It used to either Re-honor a dishonored person, Draw a Fate card, Send someone home from a battle, or negate an honor loss
then later you could Discard a card, and the impFav to draw a card, or send someone home.
Now its a +1 bonus... seems kinda meh, unless like you said there are a bunch of cards that can use the impFav for some other effect.
Rather be "meh" than be a snowball...
Edited by slowreflexJust now, fyrm said:but I wouldn't say it is weak.
Compared to what it used to do, I would. But I'm not really complaining . Just something I observed.
1 minute ago, Isawa Tasatu said:It is only useful as a defensive control against military... would be nice if it was a little more multi-use. Not a bad card just saying.
Yes I meant I can see it triggering additional abilities, like we have seen with the rings etc.
Or you can pacify their big military guy and then attack and declare a military conflict. If they can't defend, congratulations, you just won 2 honor or a 2 card swing or a fate counter etc.
I love that the rings build up fate when they are not being used. Some of them seem like they will be more useful than others, depending on deck design, so it is great that their is something to make them more useful.
It's nice to see the Dragon cards are linked to the rings.
But I do have one complaint. The only Crane card shown, Admit Defeat, seems like its usefulness will be limited. It may be good against an inexperienced player but it seems like a card that will be quickly replaced as soon as expansions start to come out
Edited by TechnoGolem1 minute ago, Isawa Tasatu said:It is only useful as a defensive control against military... would be nice if it was a little more multi-use. Not a bad card just saying.
And a fair number of already revealed conflict cards are similarly narrow. We were very spoiled in usability in the CCG.
Just now, TechnoGolem said:I love that the rings build up honor when they are not being used.
I thought they built up fate, not honor
In General
Actions: I'm quite happy that character actions are generally usable only once per turn. I do want to know if the same is said about attachments or holdings.
Imperial Favor: Hmmmm, the bonus to either military or political conflicts is very simple, but I like it. I do hope that there's more cards that utilize it, such as spending it to draw cards or creating a temporary personality for the conflict. You know, stuff it did during the ccg.
Winning Imperial Favor: It's an interesting take on the old method but also helps non-political clans. It makes me wonder if the Scorpion stronghold might provide a way around the glory number (such as counting all their unbowed personalities as having glory 1).
Fate on Rings: I love this little addition since it could make for some interesting choices during the game. Feels like an effect from Puerto Rico game to me. I actually like the Dragon clan will have mechanics surrounding this feature. There's enough to make me want to try a deck with it.
Broken Provinces: I like that this forces player to discard the card, including holds.
The Cards
Fall in Battle: A pretty generic military card that feels straight from AGoT. Most likely just used in those decks since it requires such a large number to pull off. It doesn't have as much effectiveness in L5R because of fate mechanic.
Spies at Court: Classic Scorpion card and I love it for that. It might see play in other decks but it seems to want players to specifically build around it so it might see limited play till the card pool increases. Even the Crane could run it with that 0 glory dude.
Pacifism: Oh my, it looks so similar to the mtg card of the same name! Most likely played during the Dynasty phase. Could be an inclusion in Crane or Scorpion decks.
Young Rumourmonger: I do enjoy these types of control cards for the clan. I almost wish he had 0 glory. He also seems to be on the 'average' for his fate cost.
Solemn Scholar: I don't really like this card because it forces you to win an earth conflict before its usage. IF the mechanic mentioned about the clan is on most of its cards, the clan might suffer badly for it till we see some cards that could allow them to temporarily claim a ring or count as claiming it for a conflict.
Wandering Ronin: He seems a bit too overdosed for his stats and action.
Aggressive Moto: Seems pretty standard for a high military that can only attack. I really appreciate the 0 political skill so he have a potential at either conflict.
Shinjo Outrider: I really like the gal. She's got pretty good stats across the board with a fantastic action. She's the poster child for the clan. I would also like to see more glory 2 unicorn in the future.
Admit Defeat: I feel like this was made a Crane card so that the Lion had to spend influence to include in their deck. The Dragon personality, the prodigy, just loves this card.
Lion's Pride Brawler: The art is just so lion, it's great. I actually love the fact that it fits so well in the clan and that it will actually be useful during political conflicts too. She's just fantastic, even if she costs 3 (which isn't necessarily a bad thing with some of the removal cards).
Otomo Courier: A little underwhelming but she's neutral and provide many clans with extra political characters.
Reprieve: Well, hello there. I want to know who she is!
Togashi Initiate: Oh yeah, I want to build Dragon after seeing this guy and his friend, the Seeker. He does require you spend a Fate to put on a ring as an attacker, but the payoff is claiming the ring during another attack and a 3/3. He even buffs the Seeker!
Seeker of Enlightenment: She'll get at least a +1 every turn, and maybe even a whole lot more pending on the conflict phase. That sounds great but in reality she won't really get that large often. Still, I really want to try her out.
Just now, clanmccracken said:Compared to what it used to do, I would. But I'm not really complaining . Just something I observed.
Well, comparing things directly to old5r is kinda hard. PS is reduced greatly, courtiers will be going on the offensive more, so much has changed that I don't think it is fair to try to do direct comparisons. And, if I am being honest, I would rather have a +1f that can not be countered than give my opponent someone who can swing into me in another conflict, or can help take the favor away from me.
1 minute ago, TechnoGolem said:I love that the rings build up honor when they are not being used.
Not honor. Fate. Unused Rings build up money.