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Offline Dragoon

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72264#msg72264
« Reply #48 on: May 21, 2010, 10:18:57 am »
Ah, silly me.  I answered my own question by looking over the rules again.

But now I have another one.  Are we posting our decks before or after the battle?

From Phase 4
Quote
After building and posting your deck, you are not allowed to make any changes to it until all the battles in that round have been finished
From Phase 5
Quote
Both players are required to post the deck they used on the War result thread. Winner posting a short description of the battle is optional but encouraged

Scaredgirl

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72266#msg72266
« Reply #49 on: May 21, 2010, 10:22:33 am »
Ah, silly me.  I answered my own question by looking over the rules again.

But now I have another one.  Are we posting our decks before or after the battle?

From Phase 4
Quote
After building and posting your deck, you are not allowed to make any changes to it until all the battles in that round have been finished
From Phase 5
Quote
Both players are required to post the deck they used on the War result thread. Winner posting a short description of the battle is optional but encouraged
Example:

You are a member of Team Fire. After you know who you are fighting, you will post your deck in Team Fire private forum which is only visible to:

- Master of Fire
- other Team Fire members
- Warmaster
- Scaredgirl

After the battle you will reveal your deck by posting it on a public "Results" thread.

Offline Dragoon

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72269#msg72269
« Reply #50 on: May 21, 2010, 10:37:16 am »
Ah, thanks for clarifying.

Offline Xinef

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72273#msg72273
« Reply #51 on: May 21, 2010, 10:50:07 am »
A time deck has Silurians to attack with. That's it, really. If you had the rares, you could do a Pharaoh deck too but mummies won't be effective sine you can only take 3.
So wrong... for time obviously most of the decks would be duo, so you can construct deja vu decks, scarab decks, half time graboid decks, half time anything deck.

Even with this restriction of 6 of any card I could design 10 or more effective decks such that you could play any 4 of them without conflicting cards. I for one like the rules as they are. It clearly encourages variety in decks.

I see why some of you might be against losing your whole deck in case of defeat but it's a war, soldiers lose lifes, losing the deck is still better than simply eliminating the player from the event which would be more realistic. Also it's going to be a huge event anyway so a system like that ensures that it won't take too long for one element to win.
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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72275#msg72275
« Reply #52 on: May 21, 2010, 10:53:03 am »
i think time has a few tricks up its sleeve.

Offline Rastafla

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72284#msg72284
« Reply #53 on: May 21, 2010, 11:18:04 am »
Im divided about the reason for 12 of your own color or is it should be the original 6. But I think I'm gravitating towards the 6 card option.
I do feel bad for darkness. The rest can manage or rather have to manage.
If gargoyle is implemented before this starts I have no problem with the 6 card option. Limited card supply is the bread and butter from my MtG days.

I'm still afraid some masters might find it hard to get enough players, me personally, am already part of a 4 man team so we are done.

Otherwise I think this sounds good.
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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72287#msg72287
« Reply #54 on: May 21, 2010, 11:24:21 am »
I increased the total number of cards to 240.

This means that if a team loses all of their matches during the first round, all members still have a chance to fight again (assuming they all used 30 card decks).

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72329#msg72329
« Reply #55 on: May 21, 2010, 01:57:30 pm »
I have an Idea for a Territory Map that I used in one of my other card/taxctical games, I think it could work well here. Want to hear abount it?

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72331#msg72331
« Reply #56 on: May 21, 2010, 02:04:08 pm »
I realize this may be a bit late to throw my tiny bowler hat into the ring, but the original rule was better than the proposed change to 12 cards.

Honestly, a change to 12 favors elements with good rush deck options.  If a team can build two of the exact same already established kickass rush decks, it's gonna end tragically for the others.

And as SG said, creating 5-6 decent decks with 6 per is totally feasible.  Most elements can build two fractal decks and a flying weapon deck.  They're not going to be great decks, but everyone faces the same limitations.

I'm also of the opinion that 240 cards ins't necessarily better than 180.  Meh.  I thought rules from the original post were just fine.

Offline Antagon

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72333#msg72333
« Reply #57 on: May 21, 2010, 02:12:29 pm »
if there are enough cards for 3 decks left, who is playing them then? how is the rotation?

Offline Dragoon

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72344#msg72344
« Reply #58 on: May 21, 2010, 02:23:24 pm »
Why not compromise with 9 cards?

Or keep it at 12 but then make a rule where team members can't have more than 75% (or whatever % you want) of their decks be the same.

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72353#msg72353
« Reply #59 on: May 21, 2010, 02:37:29 pm »
Interesting, but as previously mentioned, this WILL take forever to finish.  I'm would bet at least months.  If each team has 180 cards, that team would need to lose 151 cards to be knocked out.  With three cards being lost per battle, that would take 13 rounds to be knocked out assuming they lost every battle.  Add two rounds for every battle won for that team.  When it comes down to a group of evenly matched teams who win and lose more or less evenly, this could drag out for a very long time.

What if the losing team had to drop X cards of their choice permanently?

 

blarg: