Difference between Military and Political Conflicts

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

Not wishing to derail this thread...

It seems that players of specific Clans (Lion, Crab and Crane come to mind right now, given the tidbits of info we have about them) will have a distinct advantage in the early Turns of the game (am thinking Rounds 1-3???) by having Characters that are "simpler" to use due to having a defined Military or Political stance. This said advantage might/should be lessened as the game goes on, I would think. (what I am seeing are a few cards that are 2/3 Military and 0 Political, or 0 Military and 2/3 Political, and such)

Of course, I may be totally wrong as soon as the cards are released.

15 minutes ago, LordBlunt said:

Not wishing to derail this thread...

It seems that players of specific Clans (Lion, Crab and Crane come to mind right now, given the tidbits of info we have about them) will have a distinct advantage in the early Turns of the game (am thinking Rounds 1-3???) by having Characters that are "simpler" to use due to having a defined Military or Political stance. This said advantage might/should be lessened as the game goes on, I would think. (what I am seeing are a few cards that are 2/3 Military and 0 Political, or 0 Military and 2/3 Political, and such)

Of course, I may be totally wrong as soon as the cards are released.

Remember that you don't have a gold economy that you have to build up with holdings that make gold to play characters and attachments. You get a set amount of fate from the start. All the characters are going to be fairly transient so it will likely be a choice between dedicated military/political and cheap fate cost to put on the board and dual purpose and more expensive fate cost to put on the board. You'll constantly be needing to balance the quality of your characters with the quantity of characters and events and attachments you can buy and the extra fate you can afford to put on them to keep them around.

And given that rings can accrue fate and winning that ring nets you that fate you'll be facing doing conflicts as a matter of resource gain/denial. A couple of fate here and there will likely swing games meaning an extra event in a conflict or an extra turn for a "quality" character.

21 minutes ago, LordBlunt said:

Not wishing to derail this thread...

It seems that players of specific Clans (Lion, Crab and Crane come to mind right now, given the tidbits of info we have about them) will have a distinct advantage in the early Turns of the game (am thinking Rounds 1-3???) by having Characters that are "simpler" to use due to having a defined Military or Political stance. This said advantage might/should be lessened as the game goes on, I would think. (what I am seeing are a few cards that are 2/3 Military and 0 Political, or 0 Military and 2/3 Political, and such)

Of course, I may be totally wrong as soon as the cards are released.

Everything I am seeing strongly implies that "mid-game" won't feel much different than "early game". This game is going to be VERY different from everything else on the market in that respect. You are NOT trying to build up a superior board position, at least not long term. You are reaching for a series of small victories, all of which will eventually add up to winning the game.

At least, that's how it looks to me at the moment.

1 minute ago, Yogo Gohei said:

Everything I am seeing strongly implies that "mid-game" won't feel much different than "early game". This game is going to be VERY different from everything else on the market in that respect. You are NOT trying to build up a superior board position, at least not long term. You are reaching for a series of small victories, all of which will eventually add up to winning the game.

At least, that's how it looks to me at the moment.

Well... I feel like "mid-game" in this incarnation will be turns 2-3. First turn, we have the opportunity to invest additional fate onto characters we want to keep around a while, which means that Turn 2 could have twice the board presence as Turn 1. Then, as lower-importance characters from the first two turns start to retire to monasteries, Turn 3 will probably look a lot like Turn 2.

2 minutes ago, Yogo Gohei said:

Everything I am seeing strongly implies that "mid-game" won't feel much different than "early game". This game is going to be VERY different from everything else on the market in that respect. You are NOT trying to build up a superior board position, at least not long term. You are reaching for a series of small victories, all of which will eventually add up to winning the game.

At least, that's how it looks to me at the moment.

It makes me wonder if the CCG constant that is boardwipes will necessarily be a thing in this game. Do we need to blow up the world, when everyone has a built-in expiration date?

Just now, Builder2 said:

It makes me wonder if the CCG constant that is boardwipes will necessarily be a thing in this game. Do we need to blow up the world, when everyone has a built-in expiration date?

The CCG had almost no cards that straight-up wiped the board. The ones that did exist were all from the very early days of the game, and were the most powerful effects in the game.

Evil Portents x 3, anyone?

18 minutes ago, Yogo Gohei said:

Everything I am seeing strongly implies that "mid-game" won't feel much different than "early game". This game is going to be VERY different from everything else on the market in that respect. You are NOT trying to build up a superior board position, at least not long term. You are reaching for a series of small victories, all of which will eventually add up to winning the game.

At least, that's how it looks to me at the moment.

I could still see some cards that you have to build up for, if they reference cards in hand, Honor value, number of broken provinces, or something like those. Though even then, it will still feel very different from how other games play it.

11 minutes ago, Yogo Gohei said:

The CCG had almost no cards that straight-up wiped the board. The ones that did exist were all from the very early days of the game, and were the most powerful effects in the game.

Evil Portents x 3, anyone?

Well, there weren't specific cards, maybe, but a single battle not going your way could leave you in dire straits...

5 minutes ago, JJ48 said:

Well, there weren't specific cards, maybe, but a single battle not going your way could leave you in dire straits...

That's just it, though. Now, the incentive not to defend a particular battle is not to preserve your board state, which is transient anyway, but to keep your men ready for a later battle (whose ring effect may be more valuable to you), or some other effect. I like that it's no longer about winning individual battles; now it's about winning the game.

Edited by Builder2
10 minutes ago, JJ48 said:

I could still see some cards that you have to build up for, if they reference cards in hand, Honor value, number of broken provinces, or something like those. Though even then, it will still feel very different from how other games play it.

Well, there weren't specific cards, maybe, but a single battle not going your way could leave you in dire straits...

In some ways, though, that's the exact opposite of a board wipe. Wipe cards were to bring everyone back down to 0, and generally used by the person who is losing.

1 minute ago, Tonbo Karasu said:

In some ways, though, that's the exact opposite of a board wipe. Wipe cards were to bring everyone back down to 0, and generally used by the person who is losing.

Ah, my apologies for the misunderstanding. I guess I'm not really familiar with board wipes in games, then.

2 minutes ago, JJ48 said:

Ah, my apologies for the misunderstanding. I guess I'm not really familiar with board wipes in games, then.

The archetypal one is from MtG, Alpha

Image.ashx?multiverseid=129808&type=card

18 minutes ago, Tonbo Karasu said:

The archetypal one is from MtG, Alpha

Image.ashx?multiverseid=129808&type=card

That's Tenth Edition. ?

It's a reedition of an older card. I don't know when Wrath of God first came out, but I'm confident its first printing wasn't in 10th edition, having seen it before.

Here we go. I miss classic Magic.

IMG_6049.JPG

Edited by Builder2
58 minutes ago, Tonbo Karasu said:

In some ways, though, that's the exact opposite of a board wipe. Wipe cards were to bring everyone back down to 0, and generally used by the person who is losing.

Control decks don't use board wipe in MTG because they are losing. They use it to slow down their opponent.