Re:Problem Solved? - 2007/09/04 18:04It seems to me one of the major problems is the "Pile". It would be nice if we could have some very clear and concise rules regarding the "pile", then if a card specifically effects cards in the "pile" it would have to say so in its text. Might help take some of the guess work out. I have never played a CCG with a "pile" before, (L5R had very strict timing rules, although problems still arose.)so the Pile is a little awkward for me at times...like in the above examples.Blatherskite Caldari Propagandist
A PRINCE ought to have no other aim or thought, nor select anything else for his study, than war and its rules and discipline… - Machiavelli
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Onyx Verde
User Battlecruiser
Posts: 663
Re:Problem Solved? - 2007/09/05 00:20Blatherskite wrote: I have never played a CCG with a "pile" before, (L5R had very strict timing rules, although problems still arose.)so the Pile is a little awkward for me at times...like in the above examples. The only one I played with a pile before was SWCCG, but I never got playing anough games of it for 'pile issues' to arise, so the whole thing's a pickle for me too. Plus the added fact that we have so much "freedom of movement" in this ccg () with abilites and such that it does get very headmelty very quickly. The bit I have particular trouble with is the Initiative thing. This is after having it dissected for me here countless times
It's kinda hard too to explain it to new players, without being able to go "Here! Read this and come back later..." My best mate insisted that i had invented this 'whole Pile nonsense' just to stop him blitzing my starbase
On a separate note: @Buhallin - Really liked your breakdown of the above problem and the logic you applied. It's good to have confusing issues laid out like that. (for me anyway...)
Post edited by: Onyx Verde, at: 2007/09/05 00:25============================ "There is always Hope...." - Elessar Telcontar ============================
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