Do some clans have an inherent tie-breaker advantage?

By Bayushi Tsubaki, in Legend of the Five Rings: The Card Game

So when time is called, each broken province is worth 2 points (to a max of 6), the player with higher honor gets 2 points, and the favor gets you 1 point.

Considering some clans are just better at manipulating honor totals (Lion/Crane and arguably Phoenix for in-clan ways to gain, Scorpion/Crab for in-clan ways to cause losses/thefts) does that put them at a built-in advantage when counting up points?

I'm kinda feelin' bad for Uni and Dragon in this regard... lol

I think is more a question of deckbuild than clan advantage.

The best decks to do this are those that are able to make a lot of defensive late game control stuff (mirumotos, public forum, AFWTD, for shame, TMDNF, Kisada, disdainfull remark) and break enemy provinces with covert characters without compromising many cards/fate.

On 3/2/2018 at 8:22 AM, Bayushi Tsubaki said:

So when time is called, each broken province is worth 2 points (to a max of 6), the player with higher honor gets 2 points, and the favor gets you 1 point.

Considering some clans are just better at manipulating honor totals (Lion/Crane and arguably Phoenix for in-clan ways to gain, Scorpion/Crab for in-clan ways to cause losses/thefts) does that put them at a built-in advantage when counting up points?

I'm kinda feelin' bad for Uni and Dragon in this regard... lol

Yeah the -2 points in tourney tie-breakers really hurts. Pretty much Unicorn needs to break your stronghold within 1 hour or lose.

Isn't it great that Yurts give the opponent honor or fate as well as us?? Wow! Amazing!

Edited by caseycheesecake

Yes, some clans are favored by the tiebreakers.

As it stands in this moment of the game, some clans are just favored. Maybe this trend settles as more cards are released, and different design philosophies surrounding each clan are shored up.