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Keyforge: Call of the Archons - The first Unique Card Game in existence!

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Posts

  • Jam WarriorJam Warrior Registered User regular
    Riokenn wrote: »
    My LGS is having a Keyforge sealed event this Saturday. Any tips and/or tricks on playing well?

    It's a race, not a fight. Playing out as much of your hand as possible is often a much better idea than holding on to cards. But also don't underestimate the power of just reaping with everything if you have 3+ guys of the same house out and ready and the other guy doesn't.

    TingleSigBar.gif
    crimsoncoyoteRingoLubony
  • crimsoncoyotecrimsoncoyote Registered User regular
    Riokenn wrote: »
    My LGS is having a Keyforge sealed event this Saturday. Any tips and/or tricks on playing well?

    It's a race, not a fight. Playing out as much of your hand as possible is often a much better idea than holding on to cards. But also don't underestimate the power of just reaping with everything if you have 3+ guys of the same house out and ready and the other guy doesn't.

    This is a really good way to put it.

    Also if a card in the house you called isn't immediately useful, it's generally a better idea to just discard it (unless you need to hold it to prevent your opponent from winning later on). You're better off cycling the card out of your hand to get a better draw and you can usually go through your whole deck to get that card back if you're playing/discarding enough.

  • PolaritiePolaritie Sleepy Registered User regular
    Bait and Switch is a good example of a card to keep.

    Played a game last night, opponent stole all my amber and ended up at 11. Bait and Switch, it's now 6-5 my favor and threatening my last key.

    Steam: Polaritie
    3DS: 0473-8507-2652
    Switch: SW-5185-4991-5118
    PSN: AbEntropy
  • Dizzy DDizzy D NetherlandsRegistered User regular
    Played this evening with some friends from work, our bi-weekly/monthly (depending on schedule) D&D session was cancelled to our DM's child being ill. I had my 3 decks with me, one of my friend had his deck, other friend hadn't bought any yet, but was interested and last friend had forgotten his decks. So we played some matches. One of my 3 decks clearly overpowered all others (Sanctum/Dis/Logos, it had some good synergies and lots of powerful creatures and tricky abilities). One of my other decks was pretty weak (Dis/Brobnar/Mars), mostly because it had lots of Mars cards that depended on the number of Mars creatures you had, but only 2 Mars creatures in it. My friend's deck was pretty powerful, mostly due to Pocket Universe and the limited options for artifact removal of the other decks.

    Steam/Origin: davydizzy
  • Ah_PookAh_Pook Registered User regular
    How is pocket universe the thing that made you're friends deck powerful? It lets you stash Amber on it so it can't get stolen, but it leaves the stashed Amber open to getting lost through artifact removal instead...

    It might seem that we lost the battle
    But if no one wins the war
    Then why keep score
  • timhodgetimhodge AustraliaRegistered User regular
    Insufficient options for artifact removal is a complaint I've heard from a lot of players.

    0877-0596-8498 | Swirlix, Dedenne, Floette
    Dizzy DPolaritieLind
  • Dizzy DDizzy D NetherlandsRegistered User regular
    Ah_Pook wrote: »
    How is pocket universe the thing that made you're friends deck powerful? It lets you stash Amber on it so it can't get stolen, but it leaves the stashed Amber open to getting lost through artifact removal instead...
    My friend's deck was pretty powerful, mostly due to Pocket Universe and the limited options for artifact removal of the other decks.

    Steam/Origin: davydizzy
  • Ah_PookAh_Pook Registered User regular
    I get that you couldn't get rid of it, but I don't see how generally someone being able to protect an Amber or two from getting stolen is a big power move is all...

    It might seem that we lost the battle
    But if no one wins the war
    Then why keep score
  • ArcSynArcSyn Registered User regular
    Ah_Pook wrote: »
    I get that you couldn't get rid of it, but I don't see how generally someone being able to protect an Amber or two from getting stolen is a big power move is all...

    Played a deck at PAXU that probably stole about 25 amber from me through the course of the game. Protecting it instead would have been nice.

    jswidget.php?username=ArcSyn&numitems=5&header=0&text=none&images=small&show=recentplays&imagesonly=1&imagepos=center&inline=1&domains%5B%5D=boardgame&imagewidget=1og83npmjgeii.pngT298pV7.pngSteam:ArcSyn
  • Ah_PookAh_Pook Registered User regular
    edited December 7
    Being able to protect Amber is great. pocket universe: if you call logos, as an action you can exhaust p.u. and stash one Amber on it. I'm not saying it's a bad card or that protecting Amber is bad, I'm just wondering why he called it out specifically as the card that made a particular deck very powerful as it's not a very powerful effect in my personal experience (I've got a couple decks with it in there).

    Ah_Pook on
    It might seem that we lost the battle
    But if no one wins the war
    Then why keep score
    Custom Special
  • DirtmuncherDirtmuncher Registered User regular
    Ah_Pook wrote: »
    Being able to protect Amber is great. pocket universe: if you call logos, as an action you can exhaust p.u. and stash one Amber on it. I'm not saying it's a bad card or that protecting Amber is bad, I'm just wondering why he called it out specifically as the card that made a particular deck very powerful as it's not a very powerful effect in my personal experience (I've got a couple decks with it in there).

    Bottom line is that if you lose due to pocket universe than you are not racing your deck fast enough. Pocket universe can only be activated on a logos turn. The smart play is to keep that amber on pocket universe to use it to forge your last key.
    This is increasingly difficult because you must forge a key when you have 6 amber.

    steam_sig.png
  • Jam WarriorJam Warrior Registered User regular
    Ah_Pook wrote: »
    Being able to protect Amber is great. pocket universe: if you call logos, as an action you can exhaust p.u. and stash one Amber on it. I'm not saying it's a bad card or that protecting Amber is bad, I'm just wondering why he called it out specifically as the card that made a particular deck very powerful as it's not a very powerful effect in my personal experience (I've got a couple decks with it in there).

    Bottom line is that if you lose due to pocket universe than you are not racing your deck fast enough. Pocket universe can only be activated on a logos turn. The smart play is to keep that amber on pocket universe to use it to forge your last key.
    This is increasingly difficult because you must forge a key when you have 6 amber.

    Using pocket universe to forge is optional. The forced forge step only talks about spending amber from your pool and the card say 'You may spend amber on Pocket Universe when forging keys.' So you can save it if you want.

    TingleSigBar.gif
    Ah_Pookcrimsoncoyote
  • LubonyLubony Registered User regular
    The only time have ever seen someone use pocket galaxy i snekliftered it with 4 amber sitting on it. They rage quit the game : ( .

    No rules or morals except those you choose to accept and live by.
  • Ah_PookAh_Pook Registered User regular
    Yea pocket universe ends real badly if you try to push it, in my experience. If you know your opponents deck doesn't have any artifact removal of any kind it might be shenaniganable, but it seems like a lot of work for questionable gain even in that case.

    It might seem that we lost the battle
    But if no one wins the war
    Then why keep score
  • EriktheVikingGamerEriktheVikingGamer Imperial Magistrate of the Mantis Clan Registered User regular
    edited December 8
    First, I'd like to shamelessly plug again that if you're in the Central Illinois area there is a Keyforge sealed event at 2pm tomorrow at Titan Games in Springfield, IL.


    Second, I've been thinking about what possible properties could be turned into a unique deck game like Keyforge and I came up with this.

    Apologies for long idea rambling.

    A Star Trek unique deck game -
    1) The first idea for it is simpler and closer to Keyforge in design but requires a long-winded explanation of why it would be so interesting.

    Basically, instead of your own unique Archon you'd have your own uniquely named ship from one of the various Star Trek factions and instead of houses you'd have your own unique set of three crew members representing the various command positions on a star ship. Captain, Chief Engineer, Doctor, and so on. Your deck would be comprised of cards themed to the faction your ship is from and assigned to each of your three crew members based on how that card's mechanics fit with the role of that crew member. A Captain would have stuff like "Go to Red Alert" or "Engage!", a Chief Engineer would have stuff like "Reroute Power to Shields", a Doctor would have "Tricorder" etc. Win conditions would be Diplomatic or Military with each faction leaning towards one or the other depending upon how that faction would act in the show.

    Instead of Maverick cards, you have a much wider range of options. You of course could have faction shifted cards where say maybe you have a Star Fleet Federation deck where the Captain randomly has access to a Bat'leth, but then you can go even further and instead have a deck where one of your crew members is replaced by a crew member from an entirely different faction. Now instead of a single card in your SFF deck being a klingon card, one-third of your whole deck is replaced with Klingon Empire cards. You could also have Mirror Universe/Alternate Timeline decks where instead of a Federation deck you end up with a Mirror Universe Terran Empire deck. You could have random 'Q' cards appear in your deck as one-ofs that have powerful effects on the game state but require using your whole turn to play representing times in the show where Q pops up and the whole episode either revolves around him or basically comes to a stop to address his appearance.


    2) The second idea is opposite of the first in that it's much simpler to explain but would probably be much more difficult to design.

    Each deck you buy is it's own unique algorithmically generated episode, with a protagonist deck and an antagonist deck each assigned a generic win condition based on on the cards in that deck. Say you get Picard v. The Borg where Picard's win condition is to successfully last so many turns in the game and The Borg's win condition is to capture the protagonist. That way right out the box you have your own unique playable episode for say $20-$25 that you can either play solo or play with a friend by alternating who plays as the protagonist and who plays as the antagonist. Competitive play would be like sort of like Netrunner, where you'd bring your favorite episode with both the protagonist and antagonist deck assigned to it to the tournament and you'd play the protagonist of your episode against the antagonist of your opponent's episode and vice versa.

    EriktheVikingGamer on
    Origin ID: RedBeardViking
    Steam ID: MovieStuffs
    BNet ID: VikingErik#1560
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