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Post by jamesmcmurray on Dec 7, 2006 14:16:01 GMT -5
This thread is for pointing out the rules differences between first and second edition, especially the little ones that might get missed. For the first one I'll point out that you can now play a gaurd even if you weren't attacked. This can definitely be a boon to defensive decks who may find themselves in situations where their opponent can't attack. It satisfies the "must play a non-edge card" rule, and means instead of discarding the defense you can actually get some use out of it. Also the obvious difference of die rolls vs. gems (gotta remember they're not 'eggs' anymore ). I definitely like that you name a gem and go first based on who gets more in their soft exertion. It puts a little more control into the match. It does invalidate a few older cards though, most especially the Raven Amanda (who may turn out to be invalid anyway).
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Post by silas73 on Dec 7, 2006 18:56:04 GMT -5
I doubt this is the type of difference you meant but the rules this time out are written much better, they cut off alot of the weird interpretations allowed by the early skimpy versions of the rules. what i've read of the spoilers suggests that the cards are similarly improved, but time will tell.
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Post by jamesmcmurray on Dec 7, 2006 20:57:35 GMT -5
That's a huge difference. I don't doubt that we'll still need a Handbook this time around, but hopefully the 2e version of it will be nice and small.
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Post by abshock on Dec 8, 2006 11:50:26 GMT -5
the upper limit on deck size will be a major change. no more tower decks.
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Post by jamesmcmurray on Dec 8, 2006 12:08:42 GMT -5
I'm guessing that Big and Bad will see reprint like Lean and Mean did.
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Post by jamesmcmurray on Dec 8, 2006 15:31:30 GMT -5
Special Attacks: You can now apparently play edges in conjunction with them. It's not a major change, but it will probably open up some new combos with old cards.
Discard to use cards: you no longer have to wait until your opponent has played a card. You still can't discard them on the turn you played them, but that will not matter most of the time, as you'll just wait until your opponent's must do phase.
This would be great. It was usually pretty easy to tell which cards were must do effects, but spelling it out on every card will make it unmistakable.
Successful attacks no longer include power blows that were blocked but not power blocked. It makes it clearer, but messes with a few older cards (like The Kurgan). Of course those cards may completely change in the new sets, so it might not matter.
While hard exertions are limited to one per turn, there doesn't seem to be a similar limit to soft ones.
There doesn't seem to be a rule preventing cards from stacking. so, for instance, 3 MAster's Advances would now force the dicard of 3 dodges to play a single dodge.
Prone: you make a hard exertion to find three gems. If someone makes a deck that isn't focused highly on one or two attributes they'll be in serious trouble. This is one rule I think is too harsh.
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Post by mcrow on Dec 8, 2006 15:34:46 GMT -5
Having not played much, it sounds like the rules changes are all pretty good?
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Post by jamesmcmurray on Dec 8, 2006 15:58:34 GMT -5
The discard to use change increases the power of them by quite a lot. It used to be that your opponent could play a card before you got a chance to use it. So they could nullify it with a focus or remove it with a police / misfortune. The prone rule I really don't like, as it seems like it will force decks to focus tightly. If there are some good in game anti-prone cards then it won't be as bad. The stacking thing can be a major problem. It'll depend on what kinds of cards are printed. That's there's no limit on soft exertions makes Tessa Noel an infinite ability gainer unless I'm misremembering and she has her own limit built in. But hey, that's why there's a beta edition, right?
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Post by mcrow on Dec 8, 2006 16:11:55 GMT -5
But hey, that's why there's a beta edition, right? Not to mention it is possible that 2ed is being designed with being compatible with 1e as a secondary concern. It seems that the basic game is staying the same while the new rules may cause a little unblance with 1e. We will have to see though when all the cards are available , it might not be unbalanced once all the cards are on the table.
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Post by billj on Dec 8, 2006 16:34:27 GMT -5
I was pretty disapointed to see the deck limit at 70 cards.
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Post by jamesmcmurray on Dec 8, 2006 16:44:11 GMT -5
I wonder why they did it. Were Tower Decks really that formidable?
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Post by Tim Small on Dec 8, 2006 16:51:42 GMT -5
Ever tried to get 3 crystals you needed in a 110 card deck? That was one of the issues we were faced with. The other was stacked defense decks and stall decks. These will still be there, but the limitations of the crystals puts a damper on their effects and they must sacrifice a lot of tool cards and other cards to pull off a stall deck.
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Post by jamesmcmurray on Dec 8, 2006 20:10:12 GMT -5
I would think the crystal issue would solve itself. In other words, if your tower deck rolls over every time someone knocks you prone, you should probably restructure it. Of course, that's just a theory, since I don't have access to card lists to test it on.
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Post by silas73 on Dec 8, 2006 21:38:03 GMT -5
What about the Plots being their own class of special card with their own icon? I totally glossed over this reading the rules the first time, probably because it made so much sense. I like it. It makes including (and even printing) a card like investigation worth it. Plus the fewer subtitles the better, no more Situation: Plot, just gears in the top left.
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Post by jamesmcmurray on Dec 8, 2006 22:40:58 GMT -5
I think I like it, but want to see more of the plots to make sure. Season One from the demo decks (discard two cards, then look at their hand, then discard their hand doesn't really seem worth it. Discarding their hand is pretty powerful, but unless Xavier can still double plots then completing three pieces is going to be tough.
Lady And... (Amanda's plot that lets her draw a card every time she discards an attack) is definitely nice though. Makes me wonder what ... The Tiger might do.
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