Propaganda:Having propaganda posted after teams are decided seems anti-climactic to me. It makes much better sense to allow Generals the opportunity to sway recruits preferences before the auction opens. Instead of being a semi-humorous anti-climactic event that runs after teams are selected it could be used as an advertising opportunity before war begins. Instead of being part of war - I'd rather see Propaganda rolled into the Brawl Event. It could then be used in the lead up to war as either advertisement for War in general, or each element in particular.
Auction:Simple solution to timing problems (and imo more fun); Any number of masters can bid the same amount of cards for a player. We are not selling a mindless vase on ebay; if the auction closes with multiple highest bids on the same player, the player can choose among the elements.
I think Hainkarga's suggestion is nearly perfect - I'd offer one slight alteration - use a players preferred elements as an initial tie breaker, if there is a tie between other elements then give the player the option of which team to join. Although you'd probably have to put a 48 hour time limit for the player to make their selection after receiving a tied vote or risk holding up the whole auction.
Event Cards:Event cards:
During the unofficial PVP event I hosted, participiants semed to like that the event cards weren't mandatory. You could ignore them if you wanted to, but you could risk something (mostly, alternative (aka stricter) deckbuilding rules) for the promise of some benefit.
I think this suggestion is brilliant - event cards that allow for more interesting choices are good - event cards that remove choices are bad. We'd have to be careful that the event cards are built in such a way as they offer actual choices and not merely perceived ones. (i.e. an Event Card that offers a huge reward for playing a 35 card deck, when only 3 teams have the cards to play one is not an actual choice.)
Roles:When I read the concept of roles in the rules last time I was excited by the possibilities. However it seems to be that the result is minor buffs and penalties from winning matches as opposed to more interesting strategic choices. I`d much rather have rules that add strategic choices as opposed to merely more housekeeping to handle extra bonuses and penalties.
Strategist:The Strategist should be allowed a small sideboard, perhaps allowing them to remove 5 cards from their deck before each game in a match.
Assassin:The Assassin could be allowed to choose one of the following within 24 hours of the matches being chosen:
- Upgrade all weapons in your deck
- Your opponent may not use shields that cost more than 4 quanta
- Your opponent may not use shields that cost less than 5 quanta
Or alternatively allow the assassin to ban one off-element card from their opponent - to be posted within 24 hours of the matches being chosen
Scout: Within 24 hours of the matches being posted the Scout must choose to either: Choose Terrain or Gain Intelligence.
Choose Terrain = The scout declares the battle ground on which the battle is to be fought, he chooses a mark which both players must use, it cannot be from either player's element. (Two scouts that use this ability will effect only their opponent's mark not their own).
Gain Intelligence = If you win you may declare an element - you can see all cards in the opponent's vault from that element.
Salvager: Remove this role
Thief: Withint 24 hours of matches being posted the Thief must either choose to Hide or to Steal:
Hide = The opponent may not use any upgrades against the Thief this round.
Steal = If the Thief wins they may either steal a relic (if used this war) or Salvage 9 cards, which must be discarded from the opponent's deck.