How to fix Quests?? Your chance to share your opinion.

By Wytefang, in Warhammer: Invasion The Card Game

Yay! Clam is back. Good to see you, man.

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i like the solution of letting a unit inn the zone jump onto a quest. But I like that they are difficult and not very savvy in a 50 card deck. I have been screwing around with different formats using ideas from other card games. One that is really interesting is from the other very popular game allowing only one cpy of a card and we use the 100 card limit as the min deck size. This way we get to play cards that would otherwise never see play and keeps it rather interestinf

I don't know how this applies to a limited environment, but for competive play, the risk is not worth the reward. I don't want to see the rules changed or altered. I just want to see the designers create better quests. At the very least, a powerful quest is going to make my opponet waste resources trying to nullify it before it goes off.

My group started playing with the house rule "Units can be played to Quests and Quests can be played to Units" a long time ago (maybe around AoU). It definitely made quests more usable. I also love Brad's rule change "Forced: Remove 1 resource token from this card at the beginning of your turn if there is not a unit questing here."

Perhaps when you play a Unit to a Quest the unit brings the first resource token with it, so you start with 1 token on the quest as soon as it is activated.

I think these 3 rules are subtle enough to not be game breaking, but influential enough to bring Quests up to speed.

That being said, I am not a "tournament" player and never will be. In a fun environment, though, I don't see these changes being a problem.

The problem is that there are two powerlevels for quests right now. There are the old 'get 3 tokens do stuff"-quests and there are quests like Extending the Wastes, Forges of Nuln and most importantly Offering of Herkati. With all your rule changes I think you could justify going 3 Herkati, 3 Ancient Map, 3 Dark Vision + cheap units and there would be no way for your opponent to play units. Even just lifting the restriction that aou have to play units from your hand might be to much. Offering to Herkati is one of the strongest cards WHI has and if any rules change that do not have some kind of drawback it will be harder to beat than dwarfs right now. The new quest work with just one token and removing the unit is the only way to get rid of thoses.