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VS System 2PCG info released
Topic Started: May 27 2015, 12:20 AM (25,978 Views)
x_chan
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Psychotime
Jul 24 2015, 11:23 PM
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I see a reason to accelerate now.
Let's hope Avenger's level 8 has something interesting to play too. Or it will be too tempting to spam Thanos in any stalling deck.
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BatHulk
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x_chan
Jul 24 2015, 09:18 PM
Regarding what happens to combat if a party gets stunned, I didn't see anything on the rule book. I'm curious to see if the attacker readies in any way or not.
Maybe there are no in-combat stun effects.

As far as I know, all the -X DEF counters are outside of combat.
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Speedy92286
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x_chan
Jul 24 2015, 11:34 PM
Psychotime
Jul 24 2015, 11:23 PM
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I see a reason to accelerate now.
Let's hope Avenger's level 8 has something interesting to play too. Or it will be too tempting to spam Thanos in any stalling deck.
Avengers might not have an eight drop since they have so many low drops. On another note, Nick Fury will help him a ton. Hopefully Mantis does almost the same thing. If Thanos' MC does something similar Loki might be worth it if you can bring him out on turn 5 or 6 (extra cards will help Dorm). Overall I love the villain cards and am sad we didn't get more.

X-,men also look promising. Readying a character might be OP in this game :P Makes Wolverine seems even better.
Edited by Speedy92286, Jul 25 2015, 12:36 AM.
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KardKrazy
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The rules were okay but definitely did not delve as deep as I was hoping.

One thing I am genuinely curious about is the terminology "When he/she appears...". Is this the simplistic version of "Whenever he/she enters play..." or is there more to it? As in does he/she "appear" each time her text box becomes active (whenever he/she recovers)?

Small things like that are details I enjoy reading about in a OCR and not a quick guide.

Lastly...that Thanos is awesome (looking forward to seeing his Main version) and if Nick Fury is the only character that can accelerate resource points I imagine him and Ant-Man will be nice cogs in a stall deck.
Edited by KardKrazy, Jul 25 2015, 01:34 AM.
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x_chan
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KardKrazy
Jul 25 2015, 01:34 AM
Lastly...that Thanos is awesome (looking forward to seeing his Main version) and if Nick Fury is the only character that can accelerate resource points I imagine him and Ant-Man will be nice cogs in a stall deck.
We already know that Mantis can accelerate resources too, just don't know how.

It looks like the mechanics are all over the place, so it's hard to see what they aimed to do with the teams. Profesor X is the most defensive MC out of all revealed, but the stalling cards are in the Avenger teams and the Finishers in the Villian decks.

The good part is that the team ups are universal, team stamped cards are too few and a lot less restricted, and reinforcement is no more, so splashing cards from different teams could actually work without any real disadvantadge. Just not as flavourful as I would have it, but maybe that's what they want to.
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Psychotime
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At least with this base set, their goal seems to be going for completely top-down design with characters. Even more than old VS did. It's why they're going about keywords this way. And they're going so top down that cohesive team themes aren't blatantly obvious the way they used to be.

As I said before, it looks like their goal is to have much less paint-by-numbers deckbuilding than old VS. There's room for alot of variation in mono-team decks with the tools we have now.
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Speedy92286
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x_chan
Jul 25 2015, 02:07 AM
KardKrazy
Jul 25 2015, 01:34 AM
Lastly...that Thanos is awesome (looking forward to seeing his Main version) and if Nick Fury is the only character that can accelerate resource points I imagine him and Ant-Man will be nice cogs in a stall deck.
We already know that Mantis can accelerate resources too, just don't know how.

It looks like the mechanics are all over the place, so it's hard to see what they aimed to do with the teams. Profesor X is the most defensive MC out of all revealed, but the stalling cards are in the Avenger teams and the Finishers in the Villian decks.

The good part is that the team ups are universal, team stamped cards are too few and a lot less restricted, and reinforcement is no more, so splashing cards from different teams could actually work without any real disadvantadge. Just not as flavourful as I would have it, but maybe that's what they want to.
I think we have not seen enough cards to say they are all over the place but I agree with everything else. I think mono teams will work well but splashing in other cards will open up far more combos. Every team will probably have a little of everything so you can pick a team and then pick a strategy not the other way around.
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BatHulk
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Since the win condition is knocking out the MC, board control will probably be the best strategy to start... which is what I like.

Missing curve isn't as bad here since your 1-drop front row protector isn't going to hurt you any more than a 3-drop front row protector. It might even be preferable to drop multiples on a turn so you have more protectors when your opponent swings back.
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Speedy92286
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Yeah, which is a good thing. Makes Ant Man and Red Skull far more powerful. Game so far looks good as to which is a better strat; curve or weenie both seem to be on even grounds especially since low drops are useful all game and there are ways to make big guys bigger and bring them out sooner.
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BatHulk
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So the mitigation of first turn advantage is that the player does not draw 2 cards at the start of their turn.

The rule book does reference in-combat stuns and just says the stunned character is removed from combat but does not say if it's a defender, if the attacker(s) ready.

Name uniqueness does prevent you from playing supporting characters the same as your MC but I guess you can put them in your deck just for power-ups.

Rule book also does say there may be effects that turn a face down resource face up... so there could resource row manipulation. Additionally, playing a resource is optional just knowing what turn it is really isn't indicative of how many points you have each turn. These are reasons why having a resource row is functional.
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bortrea
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This was stated by Chad Daniel (Head UDE Judge for Gen Con
Quote:
 
To make sure everyone is 100% sure on this, no rule of the game will cause the attacker to ready if the defender is stunned or removed from combat.


Also it was confirmed that if a team attack of two or more attackers is reduced to just one attacker during the combat it changes from a team attack to a solo attack.

"Appears" functions just like "Comes into play". If it recovers or readies it is still in play, and thus did not appear as it was always still in play.
Edited by bortrea, Jul 26 2015, 09:23 PM.
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BatHulk
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Thanks bortrea.

That makes stunning in combat less broken.
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bortrea
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BatHulk
Jul 26 2015, 10:45 PM
Thanks bortrea.

That makes stunning in combat less broken.
Since stunning characters is bread and butter in this new game, they pretty much had to kept things level.

As I understand it, an official rules clarification FAQ will be compiled and released this week. I assuming it will come out at the beginning of the week before Gen Con opens. That should clear up a lot.
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Psychotime
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Rules FAQ is up.

http://upperdeckblog.com/2015/07/vs-system-2pcg-frequently-asked-rules-questions/

Quote:
 
Can an attack become illegal after it’s already started? For example, if I make a Ranged Attack against someone and then my opponent uses “Uncanny Defense” to switch the defender with someone who has Dodge (and can’t be Ranged Attacked)?

No. The only time you check to see if an attack is legal is right when you start the attack. In your example, the Ranged Attack would continue against the character with Dodge. (Think of them as usually being able to dodge bullets or blasts but in this case they’re stepping right into the line of fire.)


Ok, I can understand that.

Quote:
 
How can an attack get canceled?

A combat gets canceled if all of the attackers or the defender gets removed from the combat (usually by getting stunned).

There are also card effects which can cancel a combat.

What happens if an attack gets “canceled?”

All attackers and the defender are removed from the combat. They do not change orientation (i.e. if they’re exhausted, they stay exhausted).

The combat is now over and you’re back in your Main Phase.


Confirmed.

Quote:
 
Let’s say I have Star-Lord whose Team Up power is making my other Supporting Characters into Guardians. I team attack with him, Groot (a Guardian), and Wolverine (X-Men). But in the middle of the combat, Star-Lord gets stunned so his power turns off. Now Groot and Wolverine are different Team Affiliations but they’re Team Attacking together. What happens?

The combat continues as normal. You only check for team affiliations when you first start the team attack.


They answered your question, x_chan.

Quote:
 
If I have a character with Ranged, can I attack with it from my Front Row?

Yes, but then it’s a Melee attack, not a Ranged attack.


Clarified.

Quote:
 
Can a character’s ATK go below 0?

Yes and no. If its ATK goes below 0 treat is as 0. However, if it later gains ATK, that gain is applied against the negative number.

Example: Cosmo has 1 ATK and an effect gives him -3 ATK. Treat him as though he as 0 ATK. But if he then gains +2 ATK, he will stay at 0. (1 – 3 + 2 = 0.)


I think that's a dumb rule, but it's clearly the result of their decision to remove the chain.
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OMB
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Psychotime
Jul 28 2015, 01:26 AM
I think that's a dumb rule, but it's clearly the result of their decision to remove the chain.
This is the exact same as the old rule?
CRD
 
104.1 Negative numbers in the Vs. System are used only for purposes of raising or lowering values. Otherwise, those numbers are treated as 0. Negative endurance totals are an exception in two ways:

104.1a While comparing endurance totals, negative totals are not treated as 0.

104.1b If a player's endurance total "becomes equal to" or "switches with" another player's negative endurance total, that other player's total is not treated as 0.
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