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VS 2PCG Changes Analysis; Discussion of the changes
Topic Started: Jun 4 2015, 06:08 PM (2,334 Views)
Xtortion
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Mordis
Jun 5 2015, 02:35 AM
Maybe there will be a rule specifically for Main Characters that say they always do strike back damage. Thematically I can't see them giving every MC range, but without the level playing field the first player could get a free stun in certain match ups. Though maybe MCs have more defense than attack in their first form.

Also, it'd be fun if a Hulk MC started as Bruce Banner with like a card draw mechanic or something, and when you level up he goes green to beat face.
They could always have the player who goes first exhaust their MC to even it out - I'm sure there's a bunch of ways to do it. It was surprising to me that first turn advantage wasn't brought up in the article.
Edited by Xtortion, Jun 5 2015, 02:53 AM.
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Hank McCoy
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I think people are missing the fact that a one drop is not going to be able to harm a Main Character (in my opinion) in combat.

Combat is still like VS 1.0, you have to have an attack equal to their defense to stun (and wound them), so one drops would just run into a Main Character and stun/wound themselves, and I bet every one drop is only going to be able to take one wound before KOing - so I don't think going 2nd means you start the game with one wound on your main character.
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Mordis
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We're not talking about throwing your 1 drop into your opponents MC, we're saying you can throw your MC (and a 1 drop maybe) into your opponents MC on turn 1, and if your MC has Range (First Strike) and theirs doesn't, then you could potentially just get a free MC stun on turn one. This is of course assuming there isn't some other rule to prevent that from happening.

Edit: Oh and if your MC has Range and theirs doesn't, it certainly makes it harder (though not impossible) to get their own stun turn 2.
Edited by Mordis, Jun 5 2015, 03:58 PM.
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Hank McCoy
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Ah - that makes sense - in the words of Emily Latella - Never Mind!
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Xtortion
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I can see 1 drops potentially being able to stun MCs on turn 1 if a plot twist is played (and unanswered, so if I play something like Flying Kick and the opponent doesn't have Acrobatic Dodge). I don't see level 1 MCs being bigger than 2 or 3 drops. Otherwise, they'd steamroll everything for multiple turns.
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Hank McCoy
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I would imagine something like Flying Kick is only going to give +1 or 2 attack this time around, with the flatter curve.
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xMr. Lemon Headx
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How do you guys think not being able to play plot twists from your resource row will affect play? I know it will speed play up a bit. Any other positives from this change?

Also, will combat work the same according to stats? A character with 3 health can only be stunned by a character with three or more Atk?
Edited by xMr. Lemon Headx, Jun 15 2015, 02:25 AM.
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bortrea
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Attack and defense are the same mechanics as before. If a 0/6 professor x MC is attacked by a toad with 3/4 and pumped to 6 attack by plot twists he will stun professor x. That stun will reduce professor x by one health. When professor x is reduced to 0 health during the course of the game, he will KO.
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xMr. Lemon Headx
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bortrea
Jun 15 2015, 02:41 AM
Attack and defense are the same mechanics as before. If a 0/6 professor x MC is attacked by a toad with 3/4 and pumped to 6 attack by plot twists he will stun professor x. That stun will reduce professor x by one health. When professor x is reduced to 0 health during the course of the game, he will KO.
Awesome. I just wanted to make sure the combat mechanics worked as before.
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BatHulk
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@LemonHead:

Not only does it help speed up play by making PTs playable only from hand, but it also makes gameplay easier in that you don't have to manage your row (ie remember what's face down).

What I want to know is from the Origins post, it seems like they took away threshold so that makes playing PTs even more limited if they went the WoW/Mtg route where you have to "activate" resources to play PTs.
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BatHulk
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xMr. Lemon Headx
Jun 15 2015, 02:20 AM
How do you guys think not being able to play plot twists from your resource row will affect play? I know it will speed play up a bit. Any other positives from this change?
My other post is in mod limbo.

This will reduce gameplay errors for those of us (esp me) who can't remember what PTs are in the row.

I'm wondering about costs to play PTs though, the FB thread says it's not threshold anymore so if they went WoW/Mtg, that will also limit the number of PTs you can play.
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xMr. Lemon Headx
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I think I will be a bit disappointed if they went the way of MtG and WoW. However, if that is the case, maybe it will turn out to be more efficient.
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bortrea
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From what I gathered from the demo narratives we've gotten reports from...plot twists are played with no threshold requirements. Sometimes they may have a small cost, but it varies. Most of the plots twist just play with no cost. When you factor in that a stun only reduces a characters health by one point and no break through since there is no direct damage to the players endurance anymore, then wasting pumps is not good anymore. You need to manage when you play PT's for the next turn. Reducing health becomes a strategy not a tactic. IMHO
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BatHulk
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@bortrea:

It does make aggro decks interesting since once the main character is stunned, it's not like you can stun it more (unless there are effects that wound a character more than once).

So if MCs have about 5-6 health, this pretty much guarantees at least a 6 turns per player game... interesting, no more turn 4 wins.
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bortrea
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I like the framework for slowly adding new tricks to the playing field with the expansions. When the full rules come out we'll learn more. I suspect that while this game has been streamlined and altered for a cleaner and faster play style (heard 30 minutes a game on average or less) but it appears that it controls the flow of combat better as you pointed out. So this opens it up to more strategies being able to be played equally I'm hoping. Hard to tell though, having not played yet. (lol)
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