Alright, I guess I'll give some reasons for the proposed changes
(Part 1) General Information12 Masters = 12 Generals
400 blank cards are given to each
At first, you might see the 400 cards and think, we need to move it back up to 500 cards! Truth is, I didn't like starting with 400 cards in the last War either, mainly because everything else stayed the same. But with some of the other changes proposed, it'll seem more reasonable.
(Part 2) AuctionBefore the auction, each General may recruit one Lieutenant of their choosing. This player will join their team at no cost. (Recruit means the player would have to accept the invitation to be the Lieutenant.)
It seems to be split down the middle, whether people like this or not. Although, those for it usually have a reason why, and those opposed don't.. lol
This will fit well with the 400 card starting total.
- Auction House -
Players who want to join War will each start their own War application topic where they include important information about themselves like their score and the number of rare cards they have.
In the Title, the player will include any elements they wishes to ban; the starting bid of this player will be 1+x, where 'x' is the number of elements banned.
Generals may not bid on any player that has banned their element.
Nearly everyone likes this idea. It shouldn't end up being too confusing. If you want to play for a specific team, ban all but one element and a General can pick you up for a flat-rate of 12 cards. While the '24 club' is fun, it really isn't fair to the player/team to have to go for 24 cards and there being no way to stop this.
The rest of the Auction House will remain the same as in the last War.
(Part 3) Vault BuildingVault building rules:
- at least 50% of cards have to be from your element
- maximum of 18 per card from your element (restriction doesn't apply to Pillars or Pendulums)
- maximum of 6 per card from other elements (restriction doesn't apply to Pillars or Pendulums)
- no Shards
Why did we decide to drop the maximum per down to 18/6? Mainly to encourage more variety. With no new cards (or maybe 1 with Seraph) added since the last War, what's to keep the decks from being exactly the same? Now all teams can have EXACTLY 1 nova/graboid deck if they desire, instead of the automatic 2. Additionally, 11 of the teams would have a max of 6 Dimensional Shields each.
With these ratios a team could have: on-element 10x18=180, pillars/pends 120, off-element 120.
(Maybe bumping the off-element maximum up to 9 would work as well.)
(Part 4) Member RolesGeneral - 6 extra upped cards
Lieutenant - 3 extra upped cards
Strategist - May use a sideboard of up to 6 cards
Mercenary - 33% on-element rule
Scavenger - Salvages 3 extra cards after a win
Bulwark - Discards 3 less cards after a loss
Scout - Sees opponent's deck before match
Assassin - Your opponent discards 3 additional cards if you win
For the first 4 Wars, the roles were needless to say, pointless. General and Lietenant got extra upped cards, but that was it. Why can't everyone contribute in a 'nifty' way? Thus spawned the 'everyone has a cool role' idea. After teams are made, the General will assign each player a role. These roles can play an important role in the outcome of War, while not 'drastically' affecting it.
This also adds another layer of strategy to War... when you drop below 8 players, which roles will you need more? That's for each team to decide. And with the proposed change to the next section, these roles gain even more strategy. Will those extra 3 upped cards help you? .. or perhaps you'd rather the Mercenary fight? Will you need flexibilty in your match? .. then perhaps the Strategist would be a better choice?
The 'amounts' are up for debate, but I feel that something like this definitely needs to be implemented.
(Part 5) Round MatchesOpponents will be determined randomly by Warmasters using an online randomizer, with the constraint that no team will play another team more than once within a given round if possible. [[Only Generals will be included, the rest of the spots will be filled with the elements only.]]
In the google doc, each team will input which player will be fighting which element.
This was changed in tandem with the new roles. Being able to choose which ability to play versus which element adds strategy to War like it's never seen before! The Generals don't get to choose where they fight, to prevent an 'all Generals vs the winning team' strategy. There will be a pulldown menu in the googledoc where the team will select each players opponent.
If there are uneven number of players fighting during a round the lowest ranked team that can field more than one deck gets a bye, meaning that one player in that team will skip the round. If that team already had a bye during the previous round, the next lowest ranked team gets a bye instead. No team may have a 2nd bye unless all other active teams have had at least 1 bye.
This one will always be a touchy issue... we actually went back and forth and through a bunch of different ideas, before settling back on how it was in War #4. With the Sideboards, it would probably be too big of an advantage for a higher ranked team.
Sideboards
If you are to play an opponent with fewer players in battle in a given round, you may choose to include a sideboard of cards along with the deck. Your sideboard can contain 2 cards if your team has one more player in battle, plus 1 for each additional player in battle, up to a total of 6 cards. If you lose the match you can chose to discard from your sideboard instead of your deck, but your opponent can NOT salvage from your sideboard.
How can we help the higher ranked teams? .. What advantage can a team have by having a bigger vault? Why not more flexibility? If your team is fielding more players than your opponent's team, then you get a sideboard. The bigger difference there is, the bigger the sideboard.
(Part 6) Decks PlayedDecks Played | Vault Range | Extra Cards | 8 | 286+ | 46+ | 7 | 246-285 | 36-75 | 6 | 206-245 | 26-65 | 5 | 166-205 | 16-55 | 4 | 131-165 | 11-45 | 3 | 97-130 | 7-40 | 2 | 64-96 | 4-36 | 1 | 30-63 | 0-33 |
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This is also debatable. It can be adjusted as needed. I tried to give a decent amount of cards at every level without giving too big of sweetspots.
(Part 6.5) Deckbuilding and ConversionDeckbuilding rules:
- Any mark
- At least 50% of your cards have to be from your element
- All players may use up to 3 upgraded cards (unupgraded cards taken from the Vault are transformed into upgraded ones)
- You cannot change your deck until the round is over
- Player Roles may override some of these rules.
Teams can convert a maximum of 24 cards per round.
These rules haven't really changed since the very first War. They are fine as they are, and should stay the same.
(Part 7) Discarding & SalvagingROUND 1: discard 6
ROUND 2: discard 12
ROUND 3: discard 18
ROUND 4: discard 24
ROUND 5+: discard 30
Teams may salvage 6 cards from each deck they defeat.
Another touchy topic. The 'always discard 24 cards' rule wasn't well liked. The first round is good for giving a nice feel of War. Low discards means that teams will stay in relatively the same place. Is this a wasted round? Absolutely not. This is one of the most important rounds! You get a good look at your opponents' Vaults, and the salvaging here can make or break you later in War. Teams with good records in the first round of War are usually there in the end.
On the other side of the coin, 30 discards have turned a lot of people off. That's how we had it in Wars #2 & #3 and no one really complained. When it gets down near the end, it should get bloody. There's more at stake and it should feel like it. Knocking out a team's power deck is a good feeling, but knowing they get to keep those Dim Shields everytime they lose is no fun. Besides there are several ways with the proposed changes that cards could be reduced below 30.
Well there you have it.. Our way of keeping War the same, but making it oh so different!