These changes are very interesting, although I think that they would cause wide-reaching changes to character effectiveness. Power economy would become much more important as you would need more power than normal to pick up extracts every turn. Similarly, out-of-action movement and longer ranged attacks would become more important so that you could go about your turn while still being able to pick up an extract. The problem with this is that these things are already among the most important characteristics in the game, so making them better seems like it would increase the divide between good characters and everyone else. I think a lot of testing would be required to verify that these changes don't break the game. It may be that something like dropping civilians within range 1 instead of 2 would be required, or perhaps gaining a power when you drop a civilian during the power phase could be needed. There may also be some specific interactions that could be a problem. For example, grunts that can pick up extracts would, effectively, become "steal" characters on civilian extracts as they are able to pick up 2 extracts during a single activation. Effects like The Cat and the Spider TTC or Husband and Wife abilities can also facilitate this. Ultimately, though, I feel like the advantage these changes give to narrow teams is just going to be too much. On a 3-wide extract, the priority team just gets be +1 on extracts every turn in addition to acting first. Unless you intend to eliminate odd-numbered civilian extracts, I just don't think that these changes are going to be that interesting or viable. If all civilian extracts had an even number of civilians, then maybe you might have something. As is, I don't see it.
Interesting idea and at least makes the difference between assets and civilians actually mean something other than the seemingly random restrictions on some cards and super powers. Would be interested in seeing a video on secures. Probably not inclined to play an event with these changes atm though as im fairly happy with the current set overall.
it's definitely interesting, but I worry that it might make having priority even better - maybe if the priority player couldn't pickup first activation? Also, dropping them range 2 so they cannot be picked up immediately by the same model would vastly favor models with some kind of extra movement - a type of model that's already plenty good. Interesting series, keep them coming.
If you do that Asgardians will rise to the top as they will generally be able to pick their dropped civilian right back up. I agree with thr non stacking on Cubes and Hammers.
I would love to play on these in a tts event. The only concern I have with civilian drops is your opponent would get to place it a R2. Which means for most characters the have to spend half their activation just to walk and pick it up. I would prefer if civilians dropped in the power phase only dropped R1.
Civilians dropping every turn can really mess with a lot of characters turn 2 plays. It's interesting, and teams that don't like it might actually pick extracts when they get priority. I'm a big fan of no stacking extracts.
Having used Sin's leadership a few times, it does something similar with assets instead of civilians. I'm on the fence though about the whole process being so predictable in your version. I feel like a die roll might be needed with different results depending on the face. I know, the last thing this game needs is more RNG but at the same time it's ridiculously predictable where certain lists are concerned.
Why is the purposed change more complexity and not less? What if we just did away with distinctions between civilians and assets and just let every extract-focused effect work on both?
Great question. This has been the solution that I feel like everyone has suggested and it’s pretty clear that AMG isn’t interested in this solution. They keep using asset only as a balance lever on even very recent releases. This series wants to operate inside their design frame work. The other problem is that while this solution is simple and easy to understand it requires you to errata like 24+ cards which makes it not that simple of a fix.
I don’t playtest them. But they do go through a series of iterations before you see them. I write down initial ideas, I run them past the taco truck boys, I wrote them into formal rules text, Alex and Nate double check them. Then I show them to you guys.
@@VincentCurkov Obviously I jumped the gun on commenting before getting to the end of the video. I would be interested in seeing or playing a quick event with these rules.
Not to seem mean but most of these changes do seem biased towards the way you play shield. That being said I think I would be in favor of some changes along these lines. For negotiator the only thing I’m not a huge fan of is the shape, where at the bare minimum I would personally want to mirror it so it was so it was slightly more interesting when you get both it and meteors. Also I personally would be very interested in a League with these missions.
I personally feel that every crisis should give you a negative when securing or holding. It will force your hand to have to dig in rather than bunker up and hide. Holding a civilian causes your opponent to always place you short for example, cubes doing damage, hammers should take dice away or give you slow for holding thors heavy hammer. Maybe even have all crisis's play like researcher, they are always moving or evolving rather than the sit and secure style of play. Just anything to remove the same old game style of sit still and throw or push an enemy away. Perhaps this leads to too many negative experiences. Tactics cards are also something they should just remove. Its obvious its impossible to balance for them as they have banned or rotated so many out of play.
IMO, a lot of the flavor in the game comes from the TTCs. I agree that balancing them is difficult, but I think the game would be pretty dry without them.
I like your new crisis over researcher even with the drop rule but i think having 5 crisis function like this would ruin the balance of the game. I think current extracts are largely good outside of a few outliers. Hellfire on cubes, researcher, webs on paranoia.
I'd love an event with these. The changes would really spice up Terrigenesis.
I am a fan, but I think you can give each character that drops a civilian they should get a power.
These changes are very interesting, although I think that they would cause wide-reaching changes to character effectiveness. Power economy would become much more important as you would need more power than normal to pick up extracts every turn. Similarly, out-of-action movement and longer ranged attacks would become more important so that you could go about your turn while still being able to pick up an extract. The problem with this is that these things are already among the most important characteristics in the game, so making them better seems like it would increase the divide between good characters and everyone else. I think a lot of testing would be required to verify that these changes don't break the game. It may be that something like dropping civilians within range 1 instead of 2 would be required, or perhaps gaining a power when you drop a civilian during the power phase could be needed.
There may also be some specific interactions that could be a problem. For example, grunts that can pick up extracts would, effectively, become "steal" characters on civilian extracts as they are able to pick up 2 extracts during a single activation. Effects like The Cat and the Spider TTC or Husband and Wife abilities can also facilitate this.
Ultimately, though, I feel like the advantage these changes give to narrow teams is just going to be too much. On a 3-wide extract, the priority team just gets be +1 on extracts every turn in addition to acting first. Unless you intend to eliminate odd-numbered civilian extracts, I just don't think that these changes are going to be that interesting or viable. If all civilian extracts had an even number of civilians, then maybe you might have something. As is, I don't see it.
Very cool ideas. Love the changes.
Interesting idea and at least makes the difference between assets and civilians actually mean something other than the seemingly random restrictions on some cards and super powers.
Would be interested in seeing a video on secures. Probably not inclined to play an event with these changes atm though as im fairly happy with the current set overall.
The Mystique buffs we need! Cool ideas. The place within 2 is going to be very punishing for a lot of models though.
I didn’t even think about mystique. I wonder if you would ever play first class on not turn 1.
This kind of day dreaming is getting me hyped for the Gladiator box coming next year. Thanks for the video Vince.
No problem. I’m also excited for a crisis shakeup.
Always a good day when there is new Taco Truck or Taco Truck adjacent content lol
Thank you thank you!
it's definitely interesting, but I worry that it might make having priority even better - maybe if the priority player couldn't pickup first activation? Also, dropping them range 2 so they cannot be picked up immediately by the same model would vastly favor models with some kind of extra movement - a type of model that's already plenty good.
Interesting series, keep them coming.
I definitely share your worries. But I think that encouraging people to think about model selection differently is one of the goals of crisis design.
If you do that Asgardians will rise to the top as they will generally be able to pick their dropped civilian right back up.
I agree with thr non stacking on Cubes and Hammers.
I would love to play on these in a tts event. The only concern I have with civilian drops is your opponent would get to place it a R2. Which means for most characters the have to spend half their activation just to walk and pick it up. I would prefer if civilians dropped in the power phase only dropped R1.
Research is needed and great for the game.
Civilians dropping every turn can really mess with a lot of characters turn 2 plays. It's interesting, and teams that don't like it might actually pick extracts when they get priority. I'm a big fan of no stacking extracts.
I think I overall like that part of it but I am very concerned that senators might be a crisis that is not dynamic at all.
Run Third Wind using this crisis set
Having used Sin's leadership a few times, it does something similar with assets instead of civilians. I'm on the fence though about the whole process being so predictable in your version. I feel like a die roll might be needed with different results depending on the face. I know, the last thing this game needs is more RNG but at the same time it's ridiculously predictable where certain lists are concerned.
Why is the purposed change more complexity and not less? What if we just did away with distinctions between civilians and assets and just let every extract-focused effect work on both?
Great question. This has been the solution that I feel like everyone has suggested and it’s pretty clear that AMG isn’t interested in this solution. They keep using asset only as a balance lever on even very recent releases. This series wants to operate inside their design frame work. The other problem is that while this solution is simple and easy to understand it requires you to errata like 24+ cards which makes it not that simple of a fix.
If your neighbors saw you walking out into the hallway wearing the crown and the suit, what would they think?
Do you playtest these King of MCP ideas or just thought experiments? I like most of your ideas just curious.
I don’t playtest them. But they do go through a series of iterations before you see them. I write down initial ideas, I run them past the taco truck boys, I wrote them into formal rules text, Alex and Nate double check them. Then I show them to you guys.
@@VincentCurkov Obviously I jumped the gun on commenting before getting to the end of the video. I would be interested in seeing or playing a quick event with these rules.
Not to seem mean but most of these changes do seem biased towards the way you play shield. That being said I think I would be in favor of some changes along these lines. For negotiator the only thing I’m not a huge fan of is the shape, where at the bare minimum I would personally want to mirror it so it was so it was slightly more interesting when you get both it and meteors. Also I personally would be very interested in a League with these missions.
I personally feel that every crisis should give you a negative when securing or holding. It will force your hand to have to dig in rather than bunker up and hide. Holding a civilian causes your opponent to always place you short for example, cubes doing damage, hammers should take dice away or give you slow for holding thors heavy hammer. Maybe even have all crisis's play like researcher, they are always moving or evolving rather than the sit and secure style of play. Just anything to remove the same old game style of sit still and throw or push an enemy away. Perhaps this leads to too many negative experiences. Tactics cards are also something they should just remove. Its obvious its impossible to balance for them as they have banned or rotated so many out of play.
IMO, a lot of the flavor in the game comes from the TTCs. I agree that balancing them is difficult, but I think the game would be pretty dry without them.
I like your new crisis over researcher even with the drop rule but i think having 5 crisis function like this would ruin the balance of the game. I think current extracts are largely good outside of a few outliers.
Hellfire on cubes, researcher, webs on paranoia.
I was with you until Researcher, you monster.