Decipher rights

By Flyingnematoad, in Star Wars: The Card Game

herozeromes said:

You could still win a game of SWCCG with Premiere only decks against other expansions even though there were some very devious strategies introduced later. If new releases actually make the Objectives DO something, then the entire core box will be nothing but Bantha Fodder.

Exactly what Darksbane said. I played a LOT of Star Wars CCG. There was no way you were going to win anything with premiere only decks.

And some of the core box stuff probably WILL become worthless. It's just how card games are. But certainly not the whole core set. Even though you weren't going to win anything with premiere only Star Wars CCG decks, there were still quite a few premiere cards that were highly useful for a LONG time: Sense, Alter, Darth Vader, his lightsaber, the Millennium Falcon, X-wings, many other interrupts, etc. Same with FFG's Lord of the Rings LCG, where things have gotten much more thematic/complex and also more powerful, but many core set cards still remain quite relevant: Unexpected Courage, Test of Will, Feint, Northern Tracker, Steward of Gondor, etc.

And I'm sure this Star Wars LCG core set will be no different.

The beauty of the new deckbuilding system is that weak objectives can be balanced out by more powerful cards in their associated pod. Given the apparent emphasis so far on showing us the major personalities in the game (Luke, Leia, Palpatine etc) I'm not surprised that the objectives we've seen aren't anything all that special. Personally I'd like to see the objective that comes with the pod full of stormtroopers (unless we've already seen it and I've missed it).

Mattr0polis said:

herozeromes said:

You could still win a game of SWCCG with Premiere only decks against other expansions even though there were some very devious strategies introduced later. If new releases actually make the Objectives DO something, then the entire core box will be nothing but Bantha Fodder.

Exactly what Darksbane said. I played a LOT of Star Wars CCG. There was no way you were going to win anything with premiere only decks.

And some of the core box stuff probably WILL become worthless. It's just how card games are. But certainly not the whole core set. Even though you weren't going to win anything with premiere only Star Wars CCG decks, there were still quite a few premiere cards that were highly useful for a LONG time: Sense, Alter, Darth Vader, his lightsaber, the Millennium Falcon, X-wings, many other interrupts, etc. Same with FFG's Lord of the Rings LCG, where things have gotten much more thematic/complex and also more powerful, but many core set cards still remain quite relevant: Unexpected Courage, Test of Will, Feint, Northern Tracker, Steward of Gondor, etc.

And I'm sure this Star Wars LCG core set will be no different.

First off, I'd agree, a Premiere-only deck would get absolutely rocked by anything that came out in the post-Special Edition world of Objectives.

Also, as was mentioned above, yes, SWCCG kept a lot of Premiere cards relevant throughout the lifespan of the game. I'd disagree that Darth Vader from Premiere was still useful, because there were more utilitarian Vaders to choose from, especially Vader with Lightsaber, but otherwise, yeah I'd agree with the cards that were mentioned.

The other great thing about SWCCG was that they kept producing cards and situations that really would make you go back and get some use out of those early cards when you might not have, otherwise. For example, when Cloud City came out, we got "Captain Han Solo", which effectively made "Han Solo" from Premiere obsolete. Later on, when Enhanced Jabba's Palace came out, we got the "You Can Either Profit By This…" Objective, and Premiere Han became the ideal choice to Carbon Freeze at the start of the game, because you could retrieve 10 Force when you thaw him, vs 5 Force if you used Captain Solo or Han with Blaster Pistol which were the only other readily-available Hans at the time.

If the game is designed well, even with power creep, you can still build in new uses for cards that were previously considered outdated, which means newer players can have the incentive to go back and purchase older sets of cards.

What I'm trying to say is, you can't have a specific card type which, by it's nature does nothing, and then completely change the mechanic of that type of card without it making the ENTIRE CORE SET obsolete. The reason I say this is because the Objectives make a set of 6 cards automatically. So, if you change what objectives do in later expansions and their sets of 6, then you have no reason to use the sets of 6 that come with the now obsolete core objectives.

herozeromes said:

What I'm trying to say is, you can't have a specific card type which, by it's nature does nothing, and then completely change the mechanic of that type of card without it making the ENTIRE CORE SET obsolete. The reason I say this is because the Objectives make a set of 6 cards automatically. So, if you change what objectives do in later expansions and their sets of 6, then you have no reason to use the sets of 6 that come with the now obsolete core objectives.

Well I'd agree with you except for two things: there are 5 other cards tied to that objective, so even a vanilla objective could still be useful due to the cards tied to it and your premise is off because objectives by their nature do many things not nothing. Have you looked at the images of the demo cards I have on CardGameDB ? Pop in there and take a look at the objectives. The only ones that are 'blank' are the 5 health 2 resource ones. All of the rest of the objectives have some sort of game text which can have big effects on the game. And the design space is pretty open. There is nothing in how objectives are implimented that would prevent more complicated mechanics like Jedi Training or Princess rescuing from being added.

With just a little bit of gametext they could have objectives that you can start the game with, objectives that you could use to 'train' your jedi, objectives that win or lose you the game all without obsoleting old objectives and their pods because you'd be designing out by expanding the options you have in the game instead of up by just making a card that is strictly stronger.