special card opinions

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minoa
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special card opinions

As I have to wait until the weekend to order my special cards, I thought I'd ask some opinions of the cards we haven't seen. Now that they're out. No rules needed, just general thoughts, opinions, hits or misses within each faction, etc.

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They are a nice addition to the game, they use up the spare rice you may have after sorting your list and bring some uncertainty to your opponents decisions smiley

 

They arent crucial but are a lot of fun!

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Some of them are really good, others can fit in special battle plans.

The sad thing about them is that you get 7 general cards that are the same far all faction. i.e., each time you buy another set of cards, you've got only the half of the which is usefull.

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i think generally speaking some factions get a better deal than others 

the ito cards are more geared to the shisa build, they are useful but not essential,

the sts on the other hand are awesome in my opinion and plug holes and bring a lot to the faction

i like the temple ones as well i find them pretty useful especially as i dont use ekusa that much

likeweise i love the cult ones they bring a lot of flavour and a few little tricks 

the prefecture ones are useful but pretty meh imho but i am not a massive pref fan so that may be why

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Right now I don't  like to much the addition of cards to the game, this may change in the future as I try the cards in game. Overall I find that half of the enhancement cards are useless, and most of the event cards are very powerful. This game will be very hard to balance in the future with lots of models and lots of cards.

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How are the other Savage Wave cards that we haven't seen?

minoa
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Good stuff there undead ichi. So do the cards make a shisa build viable? Would be cool. I'll be ordering 5 of the factions cards so I'll get a whole picture soon enough.

@joueur 1156 I don't mind getting 7 of the same cards in each pack. Like my dice, I don't want other players jinxing (touching) my cards! Hahaha

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minoa wrote:

@joueur 1156 I don't mind getting 7 of the same cards in each pack. Like my dice, I don't want other players jinxing (touching) my cards! Hahaha

The only problem is that if you play 2 or more faction, you will have useless cards! I have one main opponent and we are playing 5 differents factions. That make five times the same general cards, that is truly expensive :)

 

We've already discussed about that in the original special card thread, maybe it's not usefull to debate here again.

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I agree, should be generic card pack, and faction card packs, each with the 7 corresponding cards. But maybe that is too expensive for GCT I don't know. I bought the card pack of my main faction, and for the other 3 I'll wait 2 months and hope they will be on the web as the models cards.

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I would also like to know how the Savage Wave cards are.  Wave 16 hasn't made it to this side of the Atlantic yet. :(  At least not to the places where I buy Bushido.

Cards are an interesting addition...Malifaux 2.0 uses a ton of them.  I think in the end there are going to be three or four cards that people use on a regular basis and the rest will just collect dust or only be brought out for very specific builds.

My one concern, especially if/when they add more cards, is the balancing issue.  Specifically I would want to avoid situations where I would have to always add Card A to my list in order to have a reliable way to deal with an ability given to my opponenet by Card B.

The Dice Gods are a cruel and fickle pantheon.

If Bushido were to be summed up in one word I would use "intense". You know a game is good when the tension runs so high you feel like you're about to have a heart attack.

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I really like the new concept art that came with the special card packs.

The oni looks really good, and a third Shisai for ito.

That was a plesent suprise, cheers GCT =)

It will be interesting to test the cards in play. However i think it will end in frequent use of a few cards like Deathjester described happend in Malifaux 2.0.

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Yeah, the new monk hinted in the cards was very nice, a pleasant surprise ^^

The problem I have with the cards is that they seem poor balanced each other right now. Most of the enhancements are poor comparing the events. There are great cards like Elixir, Raijin Breath, Healing Balm etc but overall there are cards that are a bit useless (mostly enhancements) and others that are great.

For example paying one more rice for being capable of gaining Martial Progress with an Oni only for that activation and spending 2 ki doesn't seem very useful. I already have uses for my Ki. Silvermoon instead have a free re-roll once per turn... thats very powerful, and he doesn't need to spend any Ki.

In the Temple we have Gorinto. I loved it until I saw the Event that cost 2 rice. For the same cost the Event Card is way better. Doesn't have range limitation, and is an instant huge benefit, instead of waiting X turns. I know that gorinto is also a terrain element but thats a double edge weapon... The only real motivation of playing Gorinto is including it as an addition to the Event card.

Also there are models that are becoming almost obsolete, like Atsuko (I dont mind because Atsuko was already bad for me, but there are people that use him). For 1 rice I can enhance the Farmer so he can heal, bodyguard and faith, much better than atsuko, or Faith every turn, or free trap... I don't know, maybe it's just me, but the cards are breaking the game in some way :(

The models are awesomely balanced, but the cards.... >_<

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Argh!  Curse you two!  I want the cards but can't get them yet...would order direct from GCT but the wait time and cost to get from there to here in the US is too much.

At least I will get to give them money directly at Gencon...as in straight from my hands to theirs. :)

The Dice Gods are a cruel and fickle pantheon.

If Bushido were to be summed up in one word I would use "intense". You know a game is good when the tension runs so high you feel like you're about to have a heart attack.

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I somehow agree with Artus.
It's already hard to balance miniature, i'm afraid the cards will just unbalance things or create unmanagable situation.
@Artus. I tried the gorito. Nice, but useless on turn 1 (except if you keep a
Mini on your back lines during all game), and finaly gives 2,3 ki (as after turn 5, things are set generally). Not sure it is worth the 2 points, sure 1 point would not be enought...
I wont spare 2 rice only to have this one, i prefer switching hotaru into riku ;-)

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More variables (aka cards in this case) makes the game design balancing act even harder. I don´t envy GCT trying to keep the field level, but am impressed by their job so far.

That said I still think the Ito Shisais are overcosted and adding additional costs to make them work on par with their sword swinging collegues is not the solution. It´s digging deeper into the pit you already are in imho. I rather would´ve seen a theme card saying you paid less for Shisais and Acolytes if you had at least 3 models or similar. Then they could´ve added cost by perks through other cards theming them further. In essence the same as a cost cut, but with strings attached.

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Malhorme wrote:

I tried the gorito. Nice, but useless on turn 1 (except if you keep a Mini on your back lines during all game), and finaly gives 2,3 ki (as after turn 5, things are set generally). Not sure it is worth the 2 points, sure 1 point would not be enought... I wont spare 2 rice only to have this one, i prefer switching hotaru into riku ;-)

Yes, I agree with you totaly. The gorinto is 3-4 ki, one per turn, with the possibility of target any friendly model at 6 inches. I see it useless comparing to the other card that gives you instantly 4 ki without range limitation for the same rice cost, or as you say, upgrading a model. Hotaru -> Riku -> Suchiro -> Master Po

I never had problems fielding exactly 50 rice in my warbands so I need realy to make room for the cards if I want to play them.

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MattT wrote:

I rather would´ve seen a theme card

I think it is very possible that these will appear in the future. wink

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I beleive there are two main kind of cards:

- The ones that give some boost to your army but are not very impressive. Those cards are pretty nice if you are trying a certain setup and need to include a few rice points to fill the 50 and don't have anything else for that.

- The ones that are just core and will often be included in any list, or the ones that are so situational you need to build the whole list around the card (becoming a core card in that specific list).

There would also be a few cards that give very little advantage for the cost and other cards will regularly take their place. I believe those particular cards will shine in the future, when their boost will really make the difference in certain models.

So, if we consider the cards in the same way as some models (core or support), the umbalanced matter is somehow softened. Yet, the are dozens of games ahead to try them. Let's see if in a few months time opinions change.

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Yeah, I feel we are still in the "too early to tell" stage.  It will take at least a couple of months of people actually trying the cards before we get a more concrete idea on how they truly opperate and affect the game.  Sometimes something looks great on paper but in practice just never quite delivers, at least not what is expected.  Other times something looks mediocre at best at first glance and then a player gets an "eureka!" moment and figures out how to use it.

Happens when new models/factions are introduced all the time.  There is always a sort of "growing pains" moment while people adjust.  

The Dice Gods are a cruel and fickle pantheon.

If Bushido were to be summed up in one word I would use "intense". You know a game is good when the tension runs so high you feel like you're about to have a heart attack.

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GCT Master T wrote:

MattT wrote:

I rather would´ve seen a theme card

I think it is very possible that these will appear in the future. wink

yes

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I'm witholding my opinion on the cards as I'm not bothering with them for now but some of them can be pretty game changing.  For instance, I played my first game with the cards today (my opponent (Ito) had dark secrets - I had none (Ryu)). 

Game was pretty much decided nearly turn 1.  Playing Envoy, oponent nominated Minuro as the VIM, turn 1 he dark secrets Minuro for 5 control tokens, shoots Eiji in the back dead with 9 wounds inflicted and proceeds to start trying to fight my ashigaru from behind my lines.  Managed to get back control of him with push attacking him with my own guys to tire him and strip control tokens by around end of turn 2, but was too late to have any meaningful impact on the game as my envoy couldn't cross the board and avoid the confrontation that had now built up around him.  So pretty game changing for a 3 Rice card. 

Time will certainly tell on how these cards impact on the game.

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Orochi wrote:

I'm witholding my opinion on the cards as I'm not bothering with them for now but some of them can be pretty game changing.  For instance, I played my first game with the cards today (my opponent (Ito) had dark secrets - I had none (Ryu)). 

Game was pretty much decided nearly turn 1.  Playing Envoy, oponent nominated Minuro as the VIM, turn 1 he dark secrets Minuro for 5 control tokens, shoots Eiji in the back dead with 9 wounds inflicted and proceeds to start trying to fight my ashigaru from behind my lines.  Managed to get back control of him with push attacking him with my own guys to tire him and strip control tokens by around end of turn 2, but was too late to have any meaningful impact on the game as my envoy couldn't cross the board and avoid the confrontation that had now built up around him.  So pretty game changing for a 3 Rice card. 

Time will certainly tell on how these cards impact on the game.

Not familiar with the cards as I don't have them yet, but that does sound rather devestating.
 
I'll admit that if things like that become a common place due to the cards, I wouldn't want to play any games with them in it.
 
I gave up Warmahordes a few years back because I grew very tired of alpha striking tactics.  One of the things I love about Bushido so far is that many of the games tend to be tense, dynamic affairs.
 
Having the meta of the game becoming all about the alpha strike would kill the game for me. :(

The Dice Gods are a cruel and fickle pantheon.

If Bushido were to be summed up in one word I would use "intense". You know a game is good when the tension runs so high you feel like you're about to have a heart attack.

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After taking a look at the Envoy...I'm a little confused.
 
How did the Envoy take control of Minuro?  The "Obey" ability is only availble to the Envoy if he is being used with SMS, correct?  
 
Unless I'm wrong about how the Envoy works (and I may be) his second Ki Feat is determined by what faction takes him...
 
EDIT: Unless the control came from Dark Secret...in which case I'm not sure why having the Envoy had any relevance with what happened.

The Dice Gods are a cruel and fickle pantheon.

If Bushido were to be summed up in one word I would use "intense". You know a game is good when the tension runs so high you feel like you're about to have a heart attack.

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I'm pretty confused by that example too. I think the Envoy was actually the Scenario they were playing (given that they nominated models).

Not to mention that to have 5 control on Minuro on turn 1, would mean that he moved Yukio STS version and controlled him with his Ki feat. for 1 token and then with some model used 2 copies of Dark Secrets generating 4 more control tokens on him.

The problem with this is that its really really specific. First Yukio has to get 3 Ki from somwhere given that he only generates 2 and doesn't have leach means he needs to get channeld to. So then in STS (because the control Ki Feat is only for the STS ver of Yukio) you need old Zo to channel to him. Then you need a modell within 3" of Minuro just to mash out those 2 copies of Dark Secrets and you have to suceed in all 3 Ki tests.

Seems like a really really specific tactic just made up for this Envoy Scenario. I would say next time make lists first and then just roll for a random scenario to avoid all this cheeky.

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Ok, glad I'm not the only one that was very, very confused.  I actually stopped being lazy and decided to research everything that was necessary.

For starters I'm guessing your opponent was playing SMS...if not then he cheated. :)  

Even then I'm still scratching my head with how a model was able to get within 3" of Minuro on turn 1.  I suppose it is possible but I can't really see it unless both sides were just running directly towards each other...

All that aside, what that means is that the SMS player probably dumped at least 4 rice into the cards (at least).  If he only put one rice into each Dark Secrets cards...the rolls were really in his favor.  So overall I'm not as worried as I though previously...sounds more like a result of unfavorable rolls/bad positioning than anything else.

The Dice Gods are a cruel and fickle pantheon.

If Bushido were to be summed up in one word I would use "intense". You know a game is good when the tension runs so high you feel like you're about to have a heart attack.

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Whoa, okay seems like some confusion, wasn't expecting that much response was just a passing comment on my experiences so far, I'll clarify though.

The scenario was Envoy, we picked a random mission and was pretty much a open a page and see what we get approach.  In Envoy you nominate an opponents model (the VIM) and then they have to dash to the opposing deployment zone without getting killed or injured.

Neither of us have Yukio so he wasn't there - forget about Yukio.

Turn 1  we do the usual move up to the centre.  At almost the end of turn 1, before Minuro has yet to activate, my opponents drops Dark Secrets - this is a ki roll off 3 dice (3 Rice card) vs my Ki of 1 and gains 5 control tokens.  Minuro was my VIM which made achieving the mission pretty difficult till I regained control and the biggest problem was he had a fully loaded gun and as it was turn 1 everything was pretty bunched and Eiji was stood right in front of him so took a bullet to the back of the head and was out turn 1.  What I was getting at is if something like this happens it can change the whole pace of the game.  As it stood the game ended 0 - 1 to my opponent and was just a tough game.

Hope that clears it up :)

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Orochi wrote:

Whoa, okay seems like some confusion, wasn't expecting that much response was just a passing comment on my experiences so far, I'll clarify though.

The scenario was Envoy, we picked a random mission and was pretty much a open a page and see what we get approach.  In Envoy you nominate an opponents model (the VIM) and then they have to dash to the opposing deployment zone without getting killed or injured.

Neither of us have Yukio so he wasn't there - forget about Yukio.

Turn 1  we do the usual move up to the centre.  At almost the end of turn 1, before Minuro has yet to activate, my opponents drops Dark Secrets - this is a ki roll off 3 dice (3 Rice card) vs my Ki of 1 and gains 5 control tokens.  Minuro was my VIM which made achieving the mission pretty difficult till I regained control and the biggest problem was he had a fully loaded gun and as it was turn 1 everything was pretty bunched and Eiji was stood right in front of him so took a bullet to the back of the head and was out turn 1.  What I was getting at is if something like this happens it can change the whole pace of the game.  As it stood the game ended 0 - 1 to my opponent and was just a tough game.

Hope that clears it up :)

Ok, ok, that makes...a little bit more sense.  This was against SMS, correct?

Where I'm confused by is how he ended up with 5 control tokens on him.  Unless the text has been changed since the preview, you only gain two control tokens from Dark Secrets.

So, at most, if he played two of them and succeeded with both opposed Ki rolls, Minuro should have only had four Control tokens on him.

And I'm also very curious who managed to get close enough to Minuro on turn 1 before Minuro had a chance to activate.  Because the target of Dark Secrets has to be within 3" of a Friendly model.  (Again, assuming the text hasn't been changed.)

I don't mean to keep bringing it up but I can't figure out how this would happen still.

The Dice Gods are a cruel and fickle pantheon.

If Bushido were to be summed up in one word I would use "intense". You know a game is good when the tension runs so high you feel like you're about to have a heart attack.

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It was against Ito.  I don't have the card myself and was just going on what my opponent read, maybe someone could clarify, but got the impression from what happened it was a 3 ki opposed test, with the difference being the number of control tokens, he rolled high with 3 dice, I rolled low on 1 dice for a difference of 5.  I assume the 3'' of a friendly models been removed as Minuro was still in my 6'' deployment zone with no enemy models even close - unless this little detail was conveniently left out of course (in which case I want a rematch! ;))

 

EDIT - just read a dark secrets card I found online and now I'm confused (at it's a SMS card too).  Maybe it's called something else and for Ito - will try and find out when I see him next.

 

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Yeah, something isn't right with that... Besides what other people brought up, I thought dark secrets was a STS card. How was Ito using it? Unless I'm mistaken. Otherwise you got robbed in all kinds of ways. I hate players like that...

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I'm sure it was probably an honest mistake if he used the wrong card or played it wrong (I'm pretty trusting and don't much learn other factions in depth so take everything as stated), he's a decent guy (and good Ito player) and wouldn't expect any foul play.  If it was played wrong we'd rematch and go from there. 

But other than that back to topic...  themed cards, I'm thinking they could prove useful.

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I'm thinking he misunderstood...but yeah, wrong in very many different ways.  When I first read what you posted I thought "Wow...that is some powerful @#$% right there."  Glad it wasn't that crazy. 

Don't know Ito cards so can't comment if they have something similar...maybe someone with the Ito cards could answer this?

Anyway, I think Theme card would be pretty cool.  Maybe do something similar to Theme list in Warmahordes.

I'm thinking you can only use one Theme card for your faction, doesn't cost any rice, but restricts your list in some way.  Like "No Ashigaru" or "Bakemono only".  However you get some benefits.  To use the Bakemono example (since I really only know Wave) you get an extra Ki or two automatically added to the Hoard card during the Ki generation step.

And while I know they are in the book I would do away with the Terrain cards.  Not really a fan of the idea personally.

The Dice Gods are a cruel and fickle pantheon.

If Bushido were to be summed up in one word I would use "intense". You know a game is good when the tension runs so high you feel like you're about to have a heart attack.

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What is that you don't like with terrain cards?

I like it, you pay but are able to drop your own little cover'

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Orochi wrote:

EDIT - just read a dark secrets card I found online and now I'm confused (at it's a SMS card too).  Maybe it's called something else and for Ito - will try and find out when I see him next.

The Ito also have a version of Dark Secrets, but you can only buy 1 copy (unlike the SMTS).

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That was a misplay by your opponent Orochi. Ito has dark Secrets, but can only buy it once instead of twice as SIlvermoon. Else it´s exactly the same, i.e. you only get 2 control tokens irrespective of the number of dice rolled.

About the special cards and Ruy. They get even more Pass tokens! Real nice for the faction of tactical acumen. I´ve been out actioned by miles by our local Takashi Master. It fits the Ruy theme really well imho smiley

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I'm just guessing but this may be my fault, many moons ago before dark secrets was finalised I playtested some cards against your opponent, I accidentally took his itsunagi home and I'm guessing he ended up with the (old) dark secrets, so he wasn't cheating do much as being accidentally misled by a card he shouldn't have had. My apologies.

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Greeny wrote:

I'm just guessing but this may be my fault, many moons ago before dark secrets was finalised I playtested some cards against your opponent, I accidentally took his itsunagi home and I'm guessing he ended up with the (old) dark secrets, so he wasn't cheating do much as being accidentally misled by a card he shouldn't have had. My apologies.

Well that explains the confusion I guess.  Not a problem Greeny - at least if it has been revised thats not as bad as controling your VIM for 5 activations.  The 3'' of a friendly model is also good - means you can at least try to keep high threat/low ki models like Minuro away from such troubles.

Thanks for clearing that up Greeny :)

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Malhorme wrote:

What is that you don't like with terrain cards? I like it, you pay but are able to drop your own little cover'

For starters it just seems odd from a narrative perspective.  I can appreciate the need for abstraction but how would you explain a Ryu warband being able to place a big boulder where they wanted?  Or a tree?  Do they have the Ashigaru pulling it around where they go?  I suppose you could argue it is about scouting for the best possible terrain but IMHO there are better ways to do that than going "I put a rock/tree/hill here".

I also like my boards to have a nice kind of themed look to them, as does the rest of my gaming group.  We never do a "player A chooses deployment, so player B places terrain" kind of set up.  One of us, or someone not even involved in the game, will just put terrain down on a board and we get going.  Maybe alterate slightly so that no one side has too big of an advantage.

But to continue with the "look" argument, if we were playing on a city street board and thanks to a terrain card there was suddenly a rice paddy or mud pit in the middle it would just look artifical.

As a final argument I would say that GCT's resources are better spent on increasing the variety of event and enhancment cards rather than trying to add a third card type to the game and keeping everything balanced.

The Dice Gods are a cruel and fickle pantheon.

If Bushido were to be summed up in one word I would use "intense". You know a game is good when the tension runs so high you feel like you're about to have a heart attack.

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Think of terrain cards as more like "well, I have this treasure map, and the X is right... over there" and your terrain element just happens to be at the X, who knew?

It always goes to tiebreakers.

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Greeny
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i actually prefer terrain cards to enhancements, making one model slightly more powerful is just another list building tool, and list building bores the pants off me, (although i appreciate many people adore list building, and spend more time doing that than anything else)  terrain pieces offer a more tactical feel on the table, and whether i win or lose thats where i want to do it- on the board:)

Deadjester
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Agree to disagree then. :)

List building doesn't bother me as much and I find Bushido does lean a bit heavily on the list building philosophy of gaming.  Not nearly as bad as some other games like Warmahordes or Malifaux but enough.

The Dice Gods are a cruel and fickle pantheon.

If Bushido were to be summed up in one word I would use "intense". You know a game is good when the tension runs so high you feel like you're about to have a heart attack.

Greeny
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I agree with you there, as the system has grown so has the list building element (i guess it's inevitable) i think thats why i like tournament play, you are unlikely to come up against a list tailored to whup your specific faction:) whilst two wave players are chatting- can you see yourself using the Bakemono cave? 

Deadjester
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Wave 16 hasn't made it to the States yet, so I don't know what you mean yet. :(

The Dice Gods are a cruel and fickle pantheon.

If Bushido were to be summed up in one word I would use "intense". You know a game is good when the tension runs so high you feel like you're about to have a heart attack.

Greeny
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in which case we shall continue this discussion when you have recieved them:) 

Gaz
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I played a game the other day my opponent had cards but I didn't he was temple and had a card that gave him 4 ki extra a turn to distribute as he wished he had suchiro the new monk and kept giving him rise three and toughness every turn I found this to be an incredibly strong character and had to devote my toughest characters to kill him which they had to do twice over at the moment I'm hoping the cards even though I don't have them Yet make op models as I felt this combo was just my opinion we will see what the future brings
Cheers Gazza

GCT Master T
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I would advise people to read the Special card rules before playing with them as it sounds like some of you are getting them wrong. For example Event cards can be played once and then unless stated are discarded ie you cant use them every turn.

"To a real warrior, power perceived may be power achieved."

Leigen_Zero
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Deadjester wrote:

Malhorme wrote:

What is that you don't like with terrain cards? I like it, you pay but are able to drop your own little cover'

For starters it just seems odd from a narrative perspective.  I can appreciate the need for abstraction but how would you explain a Ryu warband being able to place a big boulder where they wanted?  Or a tree?  Do they have the Ashigaru pulling it around where they go?  I suppose you could argue it is about scouting for the best possible terrain but IMHO there are better ways to do that than going "I put a rock/tree/hill here".

 

You could always theme your terrain elements to your forces, the card may say 'a boulder' but for e.g. Ryu that boulder could easily be represented by a plethora of seige equipment used in feudal japan

quick link-y poo I found on google:

http://www.twcenter.net/forums/showthread.php?538145-Samurai-Siege-Warfare

They had a moveable pavice they could raise an lower as required, would make sense that the military forces of the ruling clan probably has access to such things, or can make one fairly easily.

 

I know that's just one example for one faction, but you get my drift (I know if I needed a giant boulder for the savage wave, it would probably be a huge zuba-head stone effigy...), It should be fairly easy to think up a terrain piece that fits in with the theme of your force, and is fairly board-theme-neutral.

Bobsan
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I got my cards the other day (savage wave, temple and prefecture). I know not everyone is happy, but I'm liking them. They give a nice variety of options and still seem flavourful and balanced. They seem to give you the option of not using them, filling in 1-2 point gaps or building them into the centre of your strategy taking few models (who are now more expensive and more powerful) and planning out specific strategies based up board positions (especially with the terrain elements) and timed events (with the events and one use enhancements. I'm not sure all fractions did quite as well with the cards, the savage wave cards seem a little less use generally at the moment to me.

Still need to get some games in to find out if they will play the way I think they will.

I'm particularly looking forward to trying Yumi with student of master Akari and Arashi's fan, 11 points for a very defense set of abilities but very dangerous to dare attack.

My one concern with balance is Prefecture using the preordained event, generally the card seems very limited but once you start adding in models with the critical stike attack (especially if it's free, Hiro and Genji I'm looking at you) it seems like it becomes much more powerful and very scary for those expensive models like Mizuchi and Kemono&Ushi, with the odds of an instant kill around 50 50 if my maths was right (and you only use the card up if you get the instant kill, otherwise it waits till you do pull it off).

 

Gaz
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Where do you find the special cards rules? eg how do you know if you can only use them once or multiple times I will be ordering them soon do they come with rules on how to use?

Atrus
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RULEBOOK

There is a section called: Special Cards...

Bushido its not about Killing, its about Tactic.
Welcome to the Oriental-Fantasy-Fusion Game.
http://thetempleofbushido.wordpress.com

Gaz
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Yep was just about to write found it in the rule book but thanks Atrus for the quick reply

mrmccook
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I get the piece in the rulebook (now I've read it!) about Event cards, the timing and discarding after use.

Just a question for someone to clarify ... why do some Event cards like Preordain specifically mention "Play this card ..." with "This card is then discarded" at the end, which is clear and other cards with the Event type have that expression omitted, like Moment of Enlightenment?

Was there a reason for that or what is a case of people like me should have read the rulebook in more detail and made the assumption that the card is discarded after use?

I like the additional options that the cards can add to the factions and the game and have found they can also help in some cases make the points add up when creating a warband.

Cheers.

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