Custom SpecialI know I am, I'm sure I am,I'm Sounders 'til I die!Registered Userregular
I got spoiled picking up most of my cards for half off, but luckily a local store had a used (new) core set for $25, so I gave in and now have my 3x core just in time for my first Battle for the Stronghold on Saturday!
Now I have to decide whether to stick with my Unicorns with Lion splash or try a different splash, or try a completely different clan (leaning towards Crab with Uni or Dragon). Haven't picked up Disciples or half the dynasty packs yet, but it feels like core has most of the key clan cards anyway.
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
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Custom SpecialI know I am, I'm sure I am,I'm Sounders 'til I die!Registered Userregular
Recap of my Battle for the Stronghold on Saturday:
Round 1, vs Phoenix. Really nice opponent, we play pretty even through the first turn and a half...then we look at the clock and we have 20 minutes left in the round (it's amazing how fast the time goes in this game). End of round, I fire off a Cav Reserves + For Greater Glory combo which gets me 5 free fate, plus I get out all three Keeper Initiates. But he had his Champion out, honored, and I basically couldn't touch anything since all my dudes were small. I give him the win (PS the end of round point system is so stupid).
Round 2, vs Dragon. I basically had no chance this game. My Dynasty draw was all 1 and 2 drops, while he gets out Mirumoto Raitsugu and Niten Master with all the attachments and fate. I was really wishing I had played Crab when I was in this game to Way Of and delete those giant dudes.
Round 3, Bye. Which was hilarious because during the previous round I asked the organizer if we were taking a break or playing through (through, since it was only 4 rounds). So I got a free win and lunch break, and I got to observe a couple other games and learn some more cards.
Round 4, vs Phoenix. Opponent was very new and just committed whatever they had to any conflict. This was a free win, broke all 4 provinces (Talisman of the Sun) and stronghold.
Had a fun time overall, almost everyone got 2 Champ promos (I grabbed Crab and Dragon) and I got a full set of the clan role cards.
I'm heading out tonight to play some more locally, going to try out Crab for the first time. I still have a lot of cards to learn from all the clans (since like 50% of my games have been Unicorn mirror).
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Custom SpecialI know I am, I'm sure I am,I'm Sounders 'til I die!Registered Userregular
Hit up Mox Boarding House in Bellevue after work to play tonight. Got a game in with Crab, and the event runner got their Disciples of the Void OP kit in. Those of us there got both promos, and I ended up with one of the two Isawa Tadaka playmats! So naturally I'm going to have to try out some Phoenix soon.
Time is called at 65 minutes, but the timer continues going until 75. At this point, each player has a chance to concede, or they can continue to play until the end of the current round. At the 70 minute mark, the Emperor steps in and calls for a cease of conflict. Any losses on slips turned in past this point are counted as a modified loss. At the 75 minute mark, ALL play stops and they immediately go to tiebreakers, and wins are counted as modified wins.
They're really struggling with the fact that the game is just too long for tournament play. They can change the end game rules all they want, it's not satisfying to play a 7 round tournament and go to time more than half of it.
They're really struggling with the fact that the game is just too long for tournament play. They can change the end game rules all they want, it's not satisfying to play a 7 round tournament and go to time more than half of it.
I think new players go to time, I don't think experienced players go to time as often as you suggest.
I think it depends on matchup. I play Phoenix. I regularly play the same Scorpion player and our matches take 2 hours or more, and usually someone loses to dishonor when we are both at 3ish honor. I ended up winning last night by having two of his characters dishonored when he was at 2 honor while I had 1 honor and 1 honored and 1 dishonored.
But in a tournament he would have won because after the first hour he was up a province and honor.
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
I actually wonder if the reason why they've been so quiet about cycle 2 is that they might be doing some hard play-testing on it to maybe bring power levels up so games resolve faster or more decisively.
Heck, if they can get Unicorn up and running, that could help out a ton. If a fast and highly aggressive deck out there is a threat, it might push others to play faster to deal with it.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I actually wonder if the reason why they've been so quiet about cycle 2 is that they might be doing some hard play-testing on it to maybe bring power levels up so games resolve faster or more decisively.
Heck, if they can get Unicorn up and running, that could help out a ton. If a fast and highly aggressive deck out there is a threat, it might push others to play faster to deal with it.
The answer to a deck like that is usually to stall them not out aggro them.
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
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tzeentchlingDoctor of RocksOaklandRegistered Userregular
I think it depends on matchup. I play Phoenix. I regularly play the same Scorpion player and our matches take 2 hours or more, and usually someone loses to dishonor when we are both at 3ish honor. I ended up winning last night by having two of his characters dishonored when he was at 2 honor while I had 1 honor and 1 honored and 1 dishonored.
But in a tournament he would have won because after the first hour he was up a province and honor.
In untimed games, I definitely think a lot of the "stall-out" clans like Scorpion and some Phoenix and Crab builds have an advantage, because they can certainly play cautious and try to build up board state/deny your opponent instead of being proactive in breaking or dishonoring. (Not that they will, but they can.) The game inherently doesn't have a mechanism to encourage aggression, and so these long-term strategies are very viable. You can see this in all the L5R Discord League games that are cast online, the majority of them go ~80 min or more. Tournament play, with its artificial time limit, should inherently encourage that aggressive play.
Still, some of the long games is probably due to players with less experience having to make tough choices. But that's a bit on FFG that the game needs those thinky inclusions but is not designed competitively for long rounds.
They're really struggling with the fact that the game is just too long for tournament play. They can change the end game rules all they want, it's not satisfying to play a 7 round tournament and go to time more than half of it.
I think new players go to time, I don't think experienced players go to time as often as you suggest.
I dunno. I honestly haven't played much since Pax Unplugged, but it seemed that about half the matches at that tournament were going to time. It WAS early on in the game's life, but I was really enthusiastic for the game till that tourney.
Played in a Stronghold tournament today. All my games finished under time but at least two games each round went to time, out of seven. At the Kotei a couple weeks ago there were like 4 or more games going to time every round and one or two that went significantly over. And they had added a 10 min hard limit.
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
I ended up winning a Stronghold tournament today. We only had 6 people so not exactly the biggest event but I also top four'ed last week so I think I finally have a solid grasp of Phoenix post-Disciples. So below is the deck I am using. The core idea is having 9 ready or doesn't bow effects with some Voltron pieces. A secondary theme is Charge, usually for Fushico or Tadaka. So usually you want to play one guy, and have that guy fight in like three conflicts. Prodigy is still the best but Henshin Disciple also make a good Voltron. One key to the deck is Walking the Way to find your Charge targets and fix your flops since it is quite holding heavy.
Kyūden Isawa
Keeper of Water
Manicured Garden Air
Ancestral Lands Earth
Meditations on the Tao Fire
Kuroi Mori Void
Elemental Fury Water
Influence: 12/13, 1 remaining
Dynasty Deck (40)
Character (31)
3x Adept of the Waves
3x Asako Tsuki
3x Fire Tensai Initiate
3x Fushichō
3x Henshin Disciple
2x Inquisitive Ishika
3x Isawa Tadaka
3x Keeper Initiate
3x Prodigy of the Waves
2x Shiba Yōjimbō
3x Solemn Scholar
Event (24)
3x Against the Waves
1x Assassination
2x Benten's Touch
3x Charge!
3x Clarity of Purpose
1x Court Games
3x Gaijin Customs ///
2x Supernatural Storm
3x The Path of Man
3x Walking the Way
Attachment (13)
3x Cloud the Mind
3x Embrace the Void
2x Fine Katana
2x Ornate Fan
3x Spyglass ///// /
Character (3)
3x Iuchi Wayfinder ///
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
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Custom SpecialI know I am, I'm sure I am,I'm Sounders 'til I die!Registered Userregular
I ended up winning a Stronghold tournament today. We only had 6 people so not exactly the biggest event but I also top four'ed last week so I think I finally have a solid grasp of Phoenix post-Disciples. So below is the deck I am using. The core idea is having 9 ready or doesn't bow effects with some Voltron pieces. A secondary theme is Charge, usually for Fushico or Tadaka. So usually you want to play one guy, and have that guy fight in like three conflicts. Prodigy is still the best but Henshin Disciple also make a good Voltron. One key to the deck is Walking the Way to find your Charge targets and fix your flops since it is quite holding heavy.
Kyūden Isawa
Keeper of Water
Manicured Garden Air
Ancestral Lands Earth
Meditations on the Tao Fire
Kuroi Mori Void
Elemental Fury Water
Influence: 12/13, 1 remaining
Dynasty Deck (40)
Character (31)
3x Adept of the Waves
3x Asako Tsuki
3x Fire Tensai Initiate
3x Fushichō
3x Henshin Disciple
2x Inquisitive Ishika
3x Isawa Tadaka
3x Keeper Initiate
3x Prodigy of the Waves
2x Shiba Yōjimbō
3x Solemn Scholar
Event (24)
3x Against the Waves
1x Assassination
2x Benten's Touch
3x Charge!
3x Clarity of Purpose
1x Court Games
3x Gaijin Customs ///
2x Supernatural Storm
3x The Path of Man
3x Walking the Way
Attachment (13)
3x Cloud the Mind
3x Embrace the Void
2x Fine Katana
2x Ornate Fan
3x Spyglass ///// /
Character (3)
3x Iuchi Wayfinder ///
I just got the last two Dynasty packs to complete my cards and have been trying Phoenix, might put this together to try tomorrow night.
Do you hit with Path of Man often? I haven't tried it at all yet but it seems like a dead card half the time.
I ended up winning a Stronghold tournament today. We only had 6 people so not exactly the biggest event but I also top four'ed last week so I think I finally have a solid grasp of Phoenix post-Disciples. So below is the deck I am using. The core idea is having 9 ready or doesn't bow effects with some Voltron pieces. A secondary theme is Charge, usually for Fushico or Tadaka. So usually you want to play one guy, and have that guy fight in like three conflicts. Prodigy is still the best but Henshin Disciple also make a good Voltron. One key to the deck is Walking the Way to find your Charge targets and fix your flops since it is quite holding heavy.
Kyūden Isawa
Keeper of Water
Manicured Garden Air
Ancestral Lands Earth
Meditations on the Tao Fire
Kuroi Mori Void
Elemental Fury Water
Influence: 12/13, 1 remaining
Dynasty Deck (40)
Character (31)
3x Adept of the Waves
3x Asako Tsuki
3x Fire Tensai Initiate
3x Fushichō
3x Henshin Disciple
2x Inquisitive Ishika
3x Isawa Tadaka
3x Keeper Initiate
3x Prodigy of the Waves
2x Shiba Yōjimbō
3x Solemn Scholar
Event (24)
3x Against the Waves
1x Assassination
2x Benten's Touch
3x Charge!
3x Clarity of Purpose
1x Court Games
3x Gaijin Customs ///
2x Supernatural Storm
3x The Path of Man
3x Walking the Way
Attachment (13)
3x Cloud the Mind
3x Embrace the Void
2x Fine Katana
2x Ornate Fan
3x Spyglass ///// /
Character (3)
3x Iuchi Wayfinder ///
I just got the last two Dynasty packs to complete my cards and have been trying Phoenix, might put this together to try tomorrow night.
Do you hit with Path of Man often? I haven't tried it at all yet but it seems like a dead card half the time.
You will sometimes be holding one or two for several turns. But most provinces are 4 strength, and Pilgrimage is 5. Which means that if you are breaking provinces, you probably meet the condition for Path of Man. And it can mean that a win by charging in a bird or Tadaka, or a single uncontested conflict you manage to sneak in, can snowball into playing out a bunch of characters next turn or dumping your hand full of ready effects to dominate a turn.
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
So I was just reading an old article from when roles were selected, and it had a bit about Scorpion choosing Seeker because Backhanded Compliment would have been NPE and in hindsight that is hilarious because Scorpion has literally the most oppressive NPE province lineup with Shameful and Pilgrimage now.
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
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admanbunionize your workplaceSeattle, WARegistered Userregular
So I was just reading an old article from when roles were selected, and it had a bit about Scorpion choosing Seeker because Backhanded Compliment would have been NPE and in hindsight that is hilarious because Scorpion has literally the most oppressive NPE province lineup with Shameful and Pilgrimage now.
Heh. Yeah. At the time my reaction to that was less "omg they've betrayed the faction" and more "people who think they can predict something like that are arrogant idiots."
Release dates:
June 28th: Breath of the Kami
July 5th: Tainted Lands
July 12th: The Fires Within
July 19th: The Ebb and Flow
July 26th: All and Nothing
August 2nd: Elements Unbound
The last two will not be GenCon-legal, due to it being a Grand Kotei.
Also there was mention of a official announcement of a upcoming product coming May 30'th. The phrase "waiting in the shadows" was used to describe it...
PMAvers on
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AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
My gut says Shadowlands... but I also think it is WAY too early for an 8th faction.
It's almost certain that Shadowlands will exist as a subset of themed neutral cards for some time before any sort of actual Shadowlands faction coalesces
Oh shit, there's a restricted list. I've been hearing rumors about it, but didn't think it was going to drop this soon. Although I guess it makes sense since they're doing a AMA this week as well.
Article talks about things more in-depth, but tl;dr version:
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AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
Wow. Yeah. For as much as people were discussing rumors in the discord, I wasn't expecting this to actually happen this swiftly. I wonder how they are going to combat/change the game going forward.
tzeentchlingDoctor of RocksOaklandRegistered Userregular
Thankfully for me, goes into effect after the kotei this weekend! My Crab deck currently plays Mine, Debate, and Charge, so gotta change these around going forward.
Does look interesting though, so I will be curious to see how this changes popular decks. Fury being on there basically means Dragon splash is going to be very different moving forward, and both Fury and Blade means Dragon decks might be changing it up a bit.
AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
TL:DR
3+ players
rather than a shared pool of rings, each player gets their own stack of rings
no bonus for going second; first player gets 1 extra fate in the dynasty phase
enlightenment, honor, or complete opponent elimination are the only paths to victory.
Enlightenment = five rings on a single unbroken province
When you declare an attack, it's with a ring from your personal pool
RINGS DO NOT RETURN TO YOUR POOL AT THE END OF A CONFLICT
Fate is put on your rings by opponents (1 fate only)
when a province is broken, rings on it are returned to the pool
you can only place rings on your stronghold if all 4 of your other provinces are broken
you can only attack a stronghold if your opponent has 4 broken provinces
Honor bidding for drawing cards works as normal for 3p games, with some math calculation on how to divvy up the honor
Honor bidding for drawing cards in 4+ player games is done by choosing "honorable" (2) or "dishonorable" (4). Dishonorable players give honor to honorable players.
Treaties are a thing. Only one treaty per opponent. Must have conditions on both sides, no exchange of game components, and an honor value of 1-5. If someone breaks a treaty, they give that much honor to the other treaty member.
There is a unique list of banned cards for this mode.
3+ players
rather than a shared pool of rings, each player gets their own stack of rings
no bonus for going second; first player gets 1 extra fate in the dynasty phase
enlightenment, honor, or complete opponent elimination are the only paths to victory. Enlightenment = five rings on a single unbroken province
When you declare an attack, it's with a ring from your personal pool
RINGS DO NOT RETURN TO YOUR POOL AT THE END OF A CONFLICT
Fate is put on your rings by opponents (1 fate only) when a province is broken, rings on it are returned to the pool
you can only place rings on your stronghold if all 4 of your other provinces are broken
you can only attack a stronghold if your opponent has 4 broken provinces
Honor bidding for drawing cards works as normal for 3p games, with some math calculation on how to divvy up the honor
Honor bidding for drawing cards in 4+ player games is done by choosing "honorable" (2) or "dishonorable" (4). Dishonorable players give honor to honorable players.
Treaties are a thing. Only one treaty per opponent. Must have conditions on both sides, no exchange of game components, and an honor value of 1-5. If someone breaks a treaty, they give that much honor to the other treaty member.
There is a unique list of banned cards for this mode.
I think it's all five rings across your unbroken provinces, not that they must all be on one.
When a province is broken, the attacker claims all rings that were on it and puts them onto their unbroken provinces. Any that are duplicates are returned to your pool.
If you break a treaty you just lose honour - the other player does not gain any.
Posts
Now I have to decide whether to stick with my Unicorns with Lion splash or try a different splash, or try a completely different clan (leaning towards Crab with Uni or Dragon). Haven't picked up Disciples or half the dynasty packs yet, but it feels like core has most of the key clan cards anyway.
This needs a Total War game!
Total War Shogun 2 with spells does sound cool.
Won game 1!
Unicorn wrecked me game 2
Round 1, vs Phoenix. Really nice opponent, we play pretty even through the first turn and a half...then we look at the clock and we have 20 minutes left in the round (it's amazing how fast the time goes in this game). End of round, I fire off a Cav Reserves + For Greater Glory combo which gets me 5 free fate, plus I get out all three Keeper Initiates. But he had his Champion out, honored, and I basically couldn't touch anything since all my dudes were small. I give him the win (PS the end of round point system is so stupid).
Round 2, vs Dragon. I basically had no chance this game. My Dynasty draw was all 1 and 2 drops, while he gets out Mirumoto Raitsugu and Niten Master with all the attachments and fate. I was really wishing I had played Crab when I was in this game to Way Of and delete those giant dudes.
Round 3, Bye. Which was hilarious because during the previous round I asked the organizer if we were taking a break or playing through (through, since it was only 4 rounds). So I got a free win and lunch break, and I got to observe a couple other games and learn some more cards.
Round 4, vs Phoenix. Opponent was very new and just committed whatever they had to any conflict. This was a free win, broke all 4 provinces (Talisman of the Sun) and stronghold.
Had a fun time overall, almost everyone got 2 Champ promos (I grabbed Crab and Dragon) and I got a full set of the clan role cards.
I'm heading out tonight to play some more locally, going to try out Crab for the first time. I still have a lot of cards to learn from all the clans (since like 50% of my games have been Unicorn mirror).
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
TL;dr version on the new time rules:
Time is called at 65 minutes, but the timer continues going until 75. At this point, each player has a chance to concede, or they can continue to play until the end of the current round. At the 70 minute mark, the Emperor steps in and calls for a cease of conflict. Any losses on slips turned in past this point are counted as a modified loss. At the 75 minute mark, ALL play stops and they immediately go to tiebreakers, and wins are counted as modified wins.
EDIT: Huh, they rolled them back.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I think new players go to time, I don't think experienced players go to time as often as you suggest.
But in a tournament he would have won because after the first hour he was up a province and honor.
Heck, if they can get Unicorn up and running, that could help out a ton. If a fast and highly aggressive deck out there is a threat, it might push others to play faster to deal with it.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
The answer to a deck like that is usually to stall them not out aggro them.
In untimed games, I definitely think a lot of the "stall-out" clans like Scorpion and some Phoenix and Crab builds have an advantage, because they can certainly play cautious and try to build up board state/deny your opponent instead of being proactive in breaking or dishonoring. (Not that they will, but they can.) The game inherently doesn't have a mechanism to encourage aggression, and so these long-term strategies are very viable. You can see this in all the L5R Discord League games that are cast online, the majority of them go ~80 min or more. Tournament play, with its artificial time limit, should inherently encourage that aggressive play.
Still, some of the long games is probably due to players with less experience having to make tough choices. But that's a bit on FFG that the game needs those thinky inclusions but is not designed competitively for long rounds.
I dunno. I honestly haven't played much since Pax Unplugged, but it seemed that about half the matches at that tournament were going to time. It WAS early on in the game's life, but I was really enthusiastic for the game till that tourney.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Charging Firebirds
Kyūden Isawa
Keeper of Water
Manicured Garden Air
Ancestral Lands Earth
Meditations on the Tao Fire
Kuroi Mori Void
Elemental Fury Water
Influence: 12/13, 1 remaining
Dynasty Deck (40)
Character (31)
3x Adept of the Waves
3x Asako Tsuki
3x Fire Tensai Initiate
3x Fushichō
3x Henshin Disciple
2x Inquisitive Ishika
3x Isawa Tadaka
3x Keeper Initiate
3x Prodigy of the Waves
2x Shiba Yōjimbō
3x Solemn Scholar
Holding (9)
3x Forgotten Library
3x Imperial Storehouse
3x Secluded Shrine
Conflict Deck (40)
Event (24)
3x Against the Waves
1x Assassination
2x Benten's Touch
3x Charge!
3x Clarity of Purpose
1x Court Games
3x Gaijin Customs ///
2x Supernatural Storm
3x The Path of Man
3x Walking the Way
Attachment (13)
3x Cloud the Mind
3x Embrace the Void
2x Fine Katana
2x Ornate Fan
3x Spyglass ///// /
Character (3)
3x Iuchi Wayfinder ///
I just got the last two Dynasty packs to complete my cards and have been trying Phoenix, might put this together to try tomorrow night.
Do you hit with Path of Man often? I haven't tried it at all yet but it seems like a dead card half the time.
You will sometimes be holding one or two for several turns. But most provinces are 4 strength, and Pilgrimage is 5. Which means that if you are breaking provinces, you probably meet the condition for Path of Man. And it can mean that a win by charging in a bird or Tadaka, or a single uncontested conflict you manage to sneak in, can snowball into playing out a bunch of characters next turn or dumping your hand full of ready effects to dominate a turn.
EDIT: Looks like I'll be in Friday's day 1.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Heh. Yeah. At the time my reaction to that was less "omg they've betrayed the faction" and more "people who think they can predict something like that are arrogant idiots."
I've enjoyed seeing that play out.
Previews kick off June 6'th.
Release dates:
June 28th: Breath of the Kami
July 5th: Tainted Lands
July 12th: The Fires Within
July 19th: The Ebb and Flow
July 26th: All and Nothing
August 2nd: Elements Unbound
The last two will not be GenCon-legal, due to it being a Grand Kotei.
Also there was mention of a official announcement of a upcoming product coming May 30'th. The phrase "waiting in the shadows" was used to describe it...
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Article talks about things more in-depth, but tl;dr version:
• Mirumoto’s Fury (Core Set, 159)
• For Greater Glory (Core Set, 168)
• Against the Waves (Core Set, 177)
• Forged Edict (Core Set, 184)
• Charge! (Core Set, 210)
• Pathfinder’s Blade (Imperial Cycle, 31)
• Policy Debate (Imperial Cycle, 40)
• Iron Mine (Imperial Cycle, 103)
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Does look interesting though, so I will be curious to see how this changes popular decks. Fury being on there basically means Dragon splash is going to be very different moving forward, and both Fury and Blade means Dragon decks might be changing it up a bit.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
We all knew this was coming. And to think, this isn't even the May 30th announcement!
Edit: Ooo, the May 30 thing is gonna be a twitch livestream. Yes, FFG, lean into this media future!
3+ players
rather than a shared pool of rings, each player gets their own stack of rings
no bonus for going second; first player gets 1 extra fate in the dynasty phase
enlightenment, honor, or complete opponent elimination are the only paths to victory.
Enlightenment = five rings on a single unbroken province
When you declare an attack, it's with a ring from your personal pool
RINGS DO NOT RETURN TO YOUR POOL AT THE END OF A CONFLICT
Fate is put on your rings by opponents (1 fate only)
when a province is broken, rings on it are returned to the pool
you can only place rings on your stronghold if all 4 of your other provinces are broken
you can only attack a stronghold if your opponent has 4 broken provinces
Honor bidding for drawing cards works as normal for 3p games, with some math calculation on how to divvy up the honor
Honor bidding for drawing cards in 4+ player games is done by choosing "honorable" (2) or "dishonorable" (4). Dishonorable players give honor to honorable players.
Treaties are a thing. Only one treaty per opponent. Must have conditions on both sides, no exchange of game components, and an honor value of 1-5. If someone breaks a treaty, they give that much honor to the other treaty member.
There is a unique list of banned cards for this mode.
When a province is broken, the attacker claims all rings that were on it and puts them onto their unbroken provinces. Any that are duplicates are returned to your pool.
If you break a treaty you just lose honour - the other player does not gain any.
Perhaps I can interest you in my meager selection of pins?
You are right, it doesn't specify one province, though that is certainly a possibility.
Perhaps I can interest you in my meager selection of pins?
Unicorn event: Dispatch
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch