Let's design broken 2.0 cards

By Hoarder of Garlic Bread, in X-Wing

It is accepted that 2.0 is easier to fix than 1.0, but will never exist in perfect balance whenever new content drops. There will be unthought combos or undervalued cards that many a clever list builder will unlock, leading to a short and regular period of anarchy and "Why did you do this to us, ALEX?!!!" So let's have it away at designing things we don't want to see!

Here's mine: "Meditation", light-side force ability. "Whenever you receive a stress token, you may spend one force token to immediately remove it."

That's not so bad, as it's thematic, useful, and uses a valuable resource for a hefty price: make it 2 pt...until Luke talon rolls, focuses into a linked boost, and regenerates that force back just for being shot. And his dial is open for next turn.

Modification: Name whatever you want

You may regenerate more than 1 force point per turn

Done:

GaKr93X.png?1

Luke Skywalker

Gunner Slot

At the start of the engagement phase you may spend a force point to rotate your mobile firing arc indicator.

1 minute ago, wurms said:

Done:

GaKr93X.png?1

Beat me to it by about 10 seconds AAAHGGGHGG

Fel's Wrath

Irrelevant ability text.

"When this ship attacks, instead roll one attack die. On a hit or crit result, the opponent loses. On any other result, you lose."

It's a perfectly balanced upgrade in theory, as it has a 50% chance of helping you or hurting you. But in reality it would be unbalanced at any point value.

Edited by Red G

Singe reactor ignition

Talent

Squad including Krennic or Tarkin only.

5 charge

Setup: Remove all charge tokens from this card.

Choose an enemy ship, and spend 5 energy to remove that ship.

Light Side Upgrade:

Summon Purgills

At the start of the activation phase you may spend one Force and discard this card to place the Purgill template adjacent to your ship, it moves forward at a speed of 2 at the beginning of each activation phase. If any ship overlaps with the Purgill they immediately take a face up damage card and may not perform actions this turn.

I Have You Now

Force Talent

When attacking a ship in your Bullseye arc that you have Locked, if you are not in the ship's firing arc, you may spend 1 Focus and Force token to negate all evade results.

Crackshot meets Outmaneuver meets a line from the movie.

Jar-Jar-Binks-5-Star.jpg?t=1446953542

-12 points

Discard this card, win the game.

:P

Now can we quit with the crying about Luke he is going to be 50 points. It is Han and Dengar you got to worry about. :rolleyes:

Edited by Marinealver
7 hours ago, Marinealver said:

Jar-Jar-Binks-5-Star.jpg?t=1446953542

-12 points

Discard this card, win the game.

:P

Now can we quit with the crying about Luke he is going to be 50 points. It is Han and Dengar you got to worry about. :rolleyes:

Meesa gunna win da wurldzes.

8 hours ago, Marinealver said:

Jar-Jar-Binks-5-Star.jpg?t=1446953542

-12 points

Discard this card, win the game.

:P

Now can we quit with the crying about Luke he is going to be 50 points. It is Han and Dengar you got to worry about. :rolleyes:

Ge's 30, not 50.

12 hours ago, HammerGibbens said:

Luke Skywalker

Gunner Slot

At the start of the engagement phase you may spend a force point to rotate your mobile firing arc indicator.

He's 30 pt, and if you fly well, he will never proc. Also, no bonus shot. Good players will take the likes of Han or fly other stuff.

"We could by our own ship for that!"

Yes, you can, Luke. TIE fighters are 24.

Edited by player3010587
12 hours ago, Red G said:

"When this ship attacks, instead roll one attack die. On a hit or crit result, the opponent loses. On any other result, you lose."

It's a perfectly balanced upgrade in theory, as it has a 50% chance of helping you or hurting you. But in reality it would be unbalanced at any point value.

I know it's a joke, but for the sake of argument (I have a lot of experience in arguing thanks to my wife), I don't think its perfectly balanced not even in theory:

An ability like this would come close to be perfectly balanced if executed right at the start of Round 1, only if both players have the same squad point total and only if both sides have squadrons without a clear advantage over the other. We have all played matches that even before ships were placed, you already knew it was going to be an uphill battle. One those games, this card wouldn't be balanced since it gives 50% chance of winning a game you had 10% chance to win. Initial ship positioning and/or asteroid placement can already shift the game to one player, so not even executing the ability in round one would be perfectly balanced. Moving to the mid/late game, the player already at a disadvantage (has lost ships, bad positioning, etc) is actually better off calling this ability even though its a 50/50 just because of the fact he knows he'll likely loose anyway.

A super-duper dead man's switch. This is way too scummy even for a Scum player. As you say, it would be unbalanced at any point value.

"The Dark side clouds everything"

You can hide (not reveal to your opponent) one of your ships of up to XX point cost value. During the place forces steps, only then your opponent can see this ship and its upgrades"

Not really sure if it's a bad idea or not, it will have your opponent guessing where to place forces and less time to plan a strategy before the match begins.

7 minutes ago, OoALEJOoO said:

"The Dark side clouds everything"

You can hide (not reveal to your opponent) one of your ships of up to XX point cost value. During the place forces steps, only then your opponent can see this ship and its upgrades"

Not really sure if it's a bad idea or not, it will have your opponent guessing where to place forces and less time to plan a strategy before the match begins.

That's the only time you see them normally. This literally does nothing.

1 minute ago, Commander Kaine said:

That's the only time you see them normally. This literally does nothing.

I see, then it really is a broken 2.0 card then ?

Perhaps:

"The Dark side clouds everything"

You can hide (not reveal to your opponent) one of your ships of up to XX point cost value. The first time this ship attacks or is attacked, only then your opponent can see its pilot and upgrades"

14 hours ago, piznit said:

Modification: Name whatever you want

You may regenerate more than 1 force point per turn

But I really want this one!

Modification. Twin Linked Taser.

During the combat phase, instead of performing an attack, you may choose an enemy ship at range 2-3. If that ship has less than 3 defence dice and 2 green tokens, apply 2 damage to that ship.

Sounds good for weaker ships like Y-Wings and TIE Aggressors to me. Probably not broke at all tbh...

22 hours ago, OoALEJOoO said:

I know it's a joke, but for the sake of argument (I have a lot of experience in arguing thanks to my wife), I don't think its perfectly balanced not even in theory:

An ability like this would come close to be perfectly balanced if executed right at the start of Round 1, only if both players have the same squad point total and only if both sides have squadrons without a clear advantage over the other. We have all played matches that even before ships were placed, you already knew it was going to be an uphill battle. One those games, this card wouldn't be balanced since it gives 50% chance of winning a game you had 10% chance to win. Initial ship positioning and/or asteroid placement can already shift the game to one player, so not even executing the ability in round one would be perfectly balanced. Moving to the mid/late game, the player already at a disadvantage (has lost ships, bad positioning, etc) is actually better off calling this ability even though its a 50/50 just because of the fact he knows he'll likely loose anyway.

A super-duper dead man's switch. This is way too scummy even for a Scum player. As you say, it would be unbalanced at any point value.

That's a super cool analysis, I never considered that it'd actually be useful in bad match ups.

"Jar-Jar Binks: If any other friendly or enemy ship would be dealt a damage card that meets or exceeds its hull value discard that card instead. If any ship flees the battlefield return it to play within range 1 of where it fled with its rear facing and parallel to the board edge."

Basically Jar Jar must die first. Eventually everyone will want Jar-Jar dead, including his allies.

Edited by sharrrp

This is a weird twist on gamer masochism.

2 hours ago, Tvboy said:

This is a weird twist on gamer masochism.

People haven't even played the game yet and already they are crying foul. :rolleyes:

2 hours ago, Tvboy said:

This is a weird twist on gamer masochism.

It is actually my salty project to create a space where we can thinktank cool new abilities and subsequently shoot them down with "but wait...". Hopefully this raises awareness that the "rule of cool" implemented in wave 4 should not be the only design check. Perhaps we might stumble on a real and unreleased ability, a designer might read it and why it's bad (illustration being my card "Meditation") and go oh.....****.

Edited by player3010587