There has been discussion over the role cards and their effect on the mega game. With any actual statistics or much play testing from the community, it is hard to determine how these role cards will effect the game. The goal of the thread is to explore these cards to get a better idea of what to expect. It can double up as a way to find the "best" and "worst" roles for each clan.
As a disclaimer - I have played no actual games.
Crab Clan
Best Role - Seeker of Earth
Why it will turn the meta in the Crab's favor: With two Earth provinces, the Crab can now pick both Entrenched Position and Defend the Wall - pairing it with Pilgrimage. These high defense value locations, combined with the Crab's defensive theme and holdings will make it overly difficult to break them.
Why it won't matter: Defend the Wall is not the only province with 4 strength. There are other neutral provinces that are that tough, it can be expected that all Clans can break multiple 4-strength provinces. Everyone has access to Pilgrimage, and it is just a point of strength more. With cards like "Charge" and "Banzai", provinces will fall. Entrenched Position is a strong card militarily, but the Crab are vulnerable politically. The clan's reliance on Kisada could be their undoing, especially if he can be "Out Witted" at critical moments in the game. No role card will address this weakness.
Worst Role: Seeker of Fire
Why it will turn the meta out of the Crab's favor: I'm not aware of a 2nd fire province. Is there one? If not, this pick is totally useless. You don't even get influence for splashing!
Why it won't matter: For the same reasons as why having Seeker of Earth won't matter. Either your opponent has the power to break multiple 4-strength provinces, or they do not. Getting two 5-strength is not going to make a huge difference. Yes, missing out on influence will suck - but it is only 3 and the Crab have strong enough cards that they don't need a lot of splashing.
Honorable mentions for good Roles:
Keeper of Earth - With low starting honor the Crab will have to watch their bids. By keeping the Earth ring they can increase their card draw while forcing their opponents to bid higher to make up for lost cards.
Keeper of Air - For much the same reason for taking Earth, the Air Ring will help with the lower starting honor of the Crab. It will also act as a deterrent for the Lion and Crane who may be targeting the ring to keep high honor and possibly threaten a Honor Victory.
Keeper of Void - Anything that will take fate away from your characters is bad. Controlling this ring will help with board control.
Edited by Shu2jack