Thought I’d pose my thoughts concerning cards that really should have had additional testing prior to release.
Note: My intentions are to start this thread with the desire to deal with players’ thoughts and how/why they would re-design certain cards, abilities, actions and so on.
While I believe many Dynasty character cards are either overpowered for their cost/abilities, or simply badly designed/conceived, venturing into this topic at the start of this thread will probably start a sh******m among us on these forums. So I’ll put that off for now and see where this thread goes.
I’ll begin with Event cards as I find players in my neck of the woods willing to discuss various design and effectiveness aspects more easily and less passionately than other, Clan specific cards. With a few exceptions, of course.
Event cards
Policy Debate - our small group of card players have found this card to be unbalanced. One of us in our group lllloooovvvvveeeesssss this card, and I personally hate this card. I find it too easy to use, simply designed to not look at but also remove an opponent’s card, with little if any threat to your hand. In the games that I’ve played, I’ve found this card to be equivalent to playing a card from the bottom of the deck, in proverbial terms. Meek Informant and Kitsuki Investigator are in the same field of its ability,both costing a fate and involving a character (which IMO sounds reasonable), but the use of this card is disheartening to my opponents and just too brutal in its effectiveness... You see your opponent’s hand, and you get to remove a card. Too strong of an ability when compared to other Event cards. I had 2 copies in both my Phoenix and my Dragon decks, but I didn’t wish to continue using it when it just sapped my opponent’s will and crushed their willingness to play our match.
My version. Cost 0 Policy Debate Action - During a Conflict, randomly discard a card. Choose a participating character you control and a participating character your opponent controls. Your character challenges your opponent’s character to a Political duel. The controller of the losing character reveals his or her hand, and then randomly discards a card.
This will force the player using PD to discard a card (which means they must have one to discard to begin with), and then might still fall victim to their own debate if they lose the political duel. This should pressure players to use PD more strategically than they are now, as one needs to take into account that it might certainly backfire as normal, but you must also give up a card to begin with.
A Fate Worse than Death - once again, all of our players, and yes including the Scorpion player, believe this card to be broken. I won’t spend too much time giving an explanation, so I’ll go to what I’d think it should read.
Cost 3 A Fate Worse than Death Action - During a Conflict, choose a participating character - either send it home and dishonor it, OR bow it and remove a fate from it. Until the end of the phase, treat it’s text box as if it were blank (except for Traits).
Thoughts???
