So many things; for starters: (1) require uncontested presence to drain at a location, (2) restrict deployment to at most 3 deployable cards per site, (3) restrict deployment to only uncontested sites, that is, sites without enemy presence, (4) make an exception: when replacing an enemy location with one's own, then and only then allow unlimited deployment for that turn at that location, (5) MtG's no more than 4 duplicates per deck.
Star Trek has a Seed Phase that I think would be nice to implement in SWCCG: each player should seed with 3 sites. Systems should also be on a sideboard with at least one per parsec to avoid ships getting stuck.
Yes, of course, there should be a rule for returning cards from one's hand into the Used Pile: it's called discarding. Discards should go to Used, not Lost. It increases the duration of the game but I don't see that as a negative if battles can be so catastrophic.
For Revolution definitely add a uniqueness dot so its only 1 on table at a time. Also, change Revolution so that it only deploys "on a battleground". No more spinning 2/0s around into 0/2s. Last, maybe it's canceled if DS controls the location.
Wow your 100% right. Deploy on battle ground. Canceled of opponent controls. Still keeps the spirit of the card without abuse. Thanks ! Let me know any more you have haha
Sense & Alter could alternatively be nerfed by making them equippables only on jedi that only work at related or even just local & adjacent locations. I like this more local approach as it makes force powers like these something like local SAM batteries to local effects. In this way, table-wide effects are pretty much immune to Sense & Alter unless say the jedi is at a special location, such as a meditation chamber.
I would also allow sacrificing unique gear, weapons, ships or vehicles to the Lost Pile in order to retrieve their matching unique characters from the Lost Pile into the Used Pile. Unique characters are a big part of the fun of the game, equipping them with their unique gear should be very powerful like a good hand in Poker, so being able to retrieve them for future play makes unique characters see more action without overpowering them. Because of the drain mechanic, having one's best uniques that one's whole deck is built around is just too random. Likewise, sacrificing their matching gear keeps those unique characters in the game while keeping them balanced. It's also a lot better than the latter editions pairing of unique characters with their ships or weapons, which I regard as extreme power-creep.
I honestly never understood why people liked Utinni Effects. They were strong, but required so much setup and effort to execute them, that you needed basically draw it turn one.
our most desperate hour can be an absolute beast! death star plans too, but harder too pull off. Kessl run can be amazing but also punished. But ya. lot of uttinni effects are terrible lol
Shuttling with vehicles or docking bays is a core feature of SWCCG that needed to be expanded upon and encouraged, not bypassed. I would ideally prefer the game space to fill up large poker tables when played at home in person, rather than GEMP.
I would go the other way; remove permanent pilots entirely: no ships nor vehicles should have pilots by default. Instead, ships & vehicles should be more like upgrades to characters who pilot or drive them. By contrast, ships & vehicles should have higher destiny values. The idea here is for ships & vehicle combat to accelerate mid to late game battles, much like how in RTS games the ships & vehicles require going up the tech tree (e.g. Starcraft 2).
Give all weapons, equipment and gear Deploy & Forfeit stats, just like with characters, ship or vehicles, except with much lower Forfeit values. Attrition is too OP of a mechanic not to have equippables buffer its devastation.
Nice "season 1" finale! Thanks for all your videos, they've been great. Decided to finally open my starter the other day. No regrets - it had a Vader! Fantastic that formats are being promoted like the retro formats and Cloud City tournament. Limited formats weren't really common in the Decipher era, so great to see now since they really keep the game fresh. One of my top ones would be a better design for non-lightsaber weapons. Listened to a Chuck Kallenbach interview where he said weapons weren't actually in the first pass they made of the game, which is why they were always so awkward. Not sure what the answer would have been. For sure the deploy + targeting costs of early weapons were prohibitive. Otherwise, between higher destinies, better effects for carrying, better effects for hitting, take weapon destiny into hand, having forfeit values, it seems like there was enough there that something that could have done been to make them more interesting. And in general, I think everyone wishes most special rules were either spelled out on the cards or just not added. Just in A New Hope we got "blown away", Bluff rules, creature rules, Dejarik rules. Like I didn't mind Epic Events, but if they're going to write a book on a card they can't still leave off a few chapters on what "blown away" means.
HOLY SHIT BRO, nice pull! I cant believe it, I gave a few of the starters out to friends/family for xmas all that was pulled were crap, so you got the good starter deck! Yea there is so much you can do with the limited formats, havent even really started to explore it yet, maybe only yavin4 death star would be cool And yea that interview was super interesting, good ideas for weapons, higher destinies for sure, forfeit values, maybe just have a forfeit and deploy icon like charaters that so many rules, didnt even think to mention all those.. where the bluffs just say "bluff rules in effect"... probably why the rule book now is 100 + pages
@@xrideforthebrandx 😂😂I always have to look in to book, if death star blows something away, its no force loss unless its a rebel base, then 2 force for every light icon.. or 1. so confusing
Retrieval is a great mechanic for comebacks that rubber-band a losing player to still be competitive to get back into the game if they're lucky. Keep retrieval as a mechanic but restrict to only be usable by whichever player is losing, that is, only if the player has the larger Lost Pile. That said, much like how you shouldn't be able to use a genie's lamp to wish for more wishes, retrieval should be once per game per card, which means those cards when used should be removed from the game.
Call me a sadist, but I think SWCCG Premiere / ANH is just about perfect. I cannot think of anything significant I would change, other the maybe monnok/grimtaash being immune to sense so they can counter decks with heavy sense/alter. I even love the flavor of all the extra "rules" that seem unnecessary (dejarik rules, trench rules, "mining", bluff rules).
@@fatty777lol. I love how you’re like, “No, that’s bullshit. You can’t deploy Obi-Wan on the first turn in Obi-Wan’s Hut and then just Sense everything.” I can see how that would completely break the game. Now the player can no longer get Darth Vader with the Empires Back. The games over in the second turn.
@@mopbrothers All the championship decks back in 1995 were all x6 vader/obis. and 10 sense and alter, because the only thing that beats sense and alter is... MORE SENSE AND ALTER. really didnt think that through did they ha
@@fatty777 I would have loved to have seen Premier-New Hope championship decks back in 1996. A bunch of wealthy guys who could afford boxes or cards and had multiple copies of the mains; Obi-Wans/Darth Vaders/Tarkins/Lukes/Hans/R2-D2s. I'm guessing every LS player used Obi-Wan's Hut as their starting location and every DS player used the Death Star as theirs. LS worries that DS has The Tonika Sisters and DS worries LS has Tative IV. The game probably got extremely predictable after a few months. Then Hoth comes out and changes everything.
Players shouldn't be able to drain from their own locations. As a card game version of an RTS, it makes more sense treating enemy locations as capture points. Likewise, enemy locations shouldn't give you force points unless you have an uncontested presence there.
Great to see Veers coming in first! For Revolution, I think you can keep the card as is, just make it unique so they can only revolve one location per game.
Great job, and thanks again for showing the CCG some love. Look forward to the future videos. Am I alone here, or was being stuck inside during the 2020 lockdown and having nothing to do but go through boxes of old stuff the reason for the resurgence of interest in this game?
Some of the item you mentioned as "unfun" or need fixing would probably be less of an issue with a copy limit in constructed deck building. Even Magic wasn't released with a copy restriction. The 4 of copy restriction for non basic land cards came between Beta and Unlimited as a response to some oppressive decks that used way more than 4 copies of certain spells. Would Sense/Alter feel as bad if the card stayed as printed but you could only have a max of 3 copies? For the location comments - that area feels more deck building consideration than anything else to me. If you built your deck as location light and have games where your force generation is not what you feel it needs to be then go evaluate what went well and what did not to make a call on if you need to change something up in the build. There will always be some games where variance gets you and we tend to remember those "feel bad" moments. At the same time we tend to forget the cases where we benefitted from the opponent being on the wrong side of variance. There is skill in building your decks in a way that limits that variance. Mulligan rules - I am all for those. My kitchen table playing allows for 1 mulligan if you want and move along.
hmmm very good points, sense alter wouldnt be near as oppressive, but they would be "must includes" in every format up to dagobah. Yes makes you balance your deck more, and add appropriate amount of locations. Every single good deck special edition onward has location pulling, I cant think of one that doesnt
That's news to me they errataed the astromech rule. I love that change. I tell you you're out for a little while and everyone gets delusions of grandeur.
1. I agree sooooooo much. These completely suck the fun out of any cool deck. Jerry Darcy talked about spending so much effort after these came out to tame them down, and it really wasn't until P-DSII or RefII when you could pull three effects that I think they finally got a handle on the problem. Awful, awful cards. 2. I like your solution, but I think I'd prefer the matching pilot just gets downloaded during deploy. 3. I agree with these also. It always bugged me that such a powerful card is just some random dude in the cantina that can take you anywhere and deliver you inside the Death Star. Thematically, it is just not Starwarsy at all. 4. I don't see much retrieval in P-ANH outside of Figrin D'an. I think with Sense and Alter, it is pretty hard to pull off. It does exist, but I don't know if LS has a massive advantage because of it. 5. I agree that something could have been done, and many a game has been won in the first few turns with a revolution that completely chokes the Dark Side in the first few turns. I've adapted to the gameplay, so I am at peace with working with the status quo, but it is still frustrating. Light Side has How Did We Get Into This Mess, which helps a ton, but DS has nothing. 6. Epic Events are great. Love the look, love how complicated they are, love how hard they are too pull off, hate that you can't win with them. I can pull off a P-ANH attack run no problem, but I still lose the game every time. 7. I think making Grimnok lost cost 7 force or lose 2 or three to play would fix all the problems. Both used and lost functions are important for the game. 8. I love Miyoom Onith. 9. I like Revolution. Evader is a pretty good counter, it just needs to be immune to Sense. 10. I've never played any real players in real life, so no opinion about the fact that tracking slows things down. Tracking is very very important to the beauty of the game. Being able to "control your destiny" is literally the most thematic part of the game. 11. Reactor Terminal is awesome. 12. Nightfall not being immune to Alter is a travesty. 13. You can't blame Decipher for useless cards - they had no idea what they were doing and just making stuff up to see what would stick.
Thanks for the helpful comment good stuff 2. I think that might be the solution, just dont like the idea of having a ship in your hand, and it being completely worthless without a pilot, just like a weapon in the hand is worthless without a warrior.. 3. lol classic, and during battle phase 4. friendly disagreement OMDH, is the most broken card - just between us, I dont think anyone else will read this, but for this GEMP tournament, you can just control kessel, alderaan and Tatooine and win the game, flying your falcon back and forth, filled with luke, obi, boshek.. etc, then run about 7 sense, canceling monnok and alter. LS space is so much stronger than DS 5. good point about how did we get into this mess, very useful overlooked card, actually some of the top decks back in the day would run 1 or 2, along with that other interrupt that halves all force lost for the turn if you have 15 or less lifeforce 6. oh yea they are so sick!! haha and yea I agree, always loose the game 7. 7 might be a good number, or lose some, real cost to play, used is important. ORR just had this idea, only gets ride of unique duplicates 8. same 10. disagree, I hate it! control your destiny by looking at all your cards and picking higher destinies for your deck 12. :( 13. really cant! they did a heck of a job for sure
Enjoyed the video and reliving some memories of this game when it first came out. Changes I'd make are around reducing the complexity of the game: 1) Simplify movement rules. Does the game really need to distinguish between open/enclosed vehicles, embarking rules, shuttle rules, docking bay transit, etc? Why have all that when I can just Nabrun Leids from the Dune Sea to the Death Star Control Room basically whenever I want? 2) Figure out a way to prevent the game from expanding all across your game table. This adds to a much more complicated game state that new players can struggle to understand and overcome. Maybe your deck can only deploy locations related to 2 different systems instead of having unlimited systems that your locations are related to. I also like the idea of DS/LS locations being identical. This would help with this issue too. 3) Rename "Utinni Effect". They are basically mini-objectives that you have to setup and accomplish, but the name doesn't do anything to convey that. 4) Reduce the number of card types. The game would be just fine without Devices, Creatures, and Epic Events. 5) Add rule for max hand size of 8 at end of your turn. Extra cards go to used pile, you choose. Removes need for Reactor Terminal/Traffic Control.
Thanks for the insight and great comment! 1. 100% agree, the rules for movement are so arcane and cumbersome, could be streamlined 2. hmm never thought of this, that is really cool idea might have to explore, or perhaps effects and interrupts if you only have certain locations deployed. have to think about it - also im totally convinced same locations for both sides is the way to go 3. haha yep, i was convinced utinni was an actual English word for about 10 years 4. Devices are just effects or weapons - creatures are just characters (just make them have special game text, not something you have to pull the rule book out for everytime cause know one can remember how they attack/move/deploy...) - EE are just interrupts/effects! - - - - - agree with you there ! 5. I like it, maybe 8-12? sweet spot is somewhere there
The mechanical depth of the game had to be increased to avoid useless cards. I think nerfing deployment rules for uniques would not only indirectly buff generics like troopers more while encouraging more traversal, which makes SWCCG so singular as a competitive card game.
Excellent list - I think you nailed most of the points I'd make about P-ANH. I wouldn't get rid of Epic Events though - I think they're too cool of a concept, and since they're such, well, Epic Events, they deserve a different card type to make them really stand out. But they certainly needed to be way easier to run out of the box when ANH was released, as you note. Also, I think the starships without included pilots situation is really difficult. Separate pilot cards are so cool and versatile, but I don't particularly like the replaceable generic permanent pilot idea, since it doesn't make sense as you note. I find that deploying matching pilots from the deck (or searching the deck at all) makes the game slow down way too much, so I wouldn't want to incorporate it, either. I did think about how you could make the permanent pilot the matching persona right out of the box, but still allow them to be replaced. But that may disincentivize matching pilots too much. Maybe make the permanent pilot a generic one as you have suggested, but if one or more pilots are added, if all added pilots are forfeited, the starfighter is also lost. But then that makes it really hard to come back of you lose a battle or two, so I don't know if that's really a good idea. Maybe your suggestion is best, after all. Also, for the Sense/Alter wars, I'd make them lost of course, and I might make them limited to 3/player/turn, add Control in, add a one force cost, and if successful, give the losing player the choice of putting the canceled card in their used pile, or making the Sensing player lose two cards from their life force. That brings me to Grimtaash/Monnok - I think the lost function is fundamentally a good idea, but perhaps it should be altered somewhat to tone it down. Maybe make half of any duplicate cards go into the used pile, and the other half into the lost pile? You could ever add a round up/down mechanic by one of the dejarik effects, to allow a non Sense/Alter counter. I'm surprised you didn't mention Scanning Crew; Mii'yoom Onth's interrupt counterpart. It should be a lost effect at best - it works too well in concert with her. And to top it off, light side's counterpart is nearly useless. Your suggestion on a site pulling mechanic is spot on - maybe to avoid deck searching and shuffling while retaining zero destinies in the deck, another card class could be made zeroes? Mains, maybe? That seems harsh though. Oh, and I get that 1 destiny stormtroopers is kind of a joke about their accuracy - and something to keep them from being overpowering - but I'd make them (and rebel troopers) at least a 2, if not a 3. That would make them far more useful as filler. Maybe nerf the deploys free text to avoid overpowering them. One other thought: to mitigate card counting, instead of shuffling, you could have the opposing player cut the deck instead. It wouldn't take so much time. Another option, which would go along with the trooper destiny increase and is much the same as (or a complementary idea to) flipping effect destinies with interrupt destinies, would be to increase the destiny of pretty much every non-main character by 1 or 2. With decreased interrupt destinies and increased effect destinies, that would balance the game more towards playing lots of characters (and thus battling frequently) more than playing tons of interrupts to control the game. Finally, it definitely made me laugh out loud when you said there are literally hundreds of useless cards! That's literally true - there are probably close to 200 useless cards in P-ANH - though I'm surprised you didn't use Tusken Breath Mask as another example card! I think the concepts of a lot of those cards are okay - but they need way more of an effect to be useful, and/or they need to be much easier to deploy and use. Light Repeating Blaster Rifle, for example, shouldn't need a power droid to fire, at least for the first time. On the other hand, seekers and mines probably should just be thrown out completely. They could be fixed, but why bother? They don't contribute at all to SWCCG feeling like being in the Star Wars universe. P.S. If it could be done over, the image for Obi-Wan's Lightsaber ought to be fixed. It's not even close to being the right lightsaber hilt!
Thanks for the great comment appreciate it a lot 1. Epic events are so cool I agree you dont have to get rid of them, but you dont need special rules either 2. Perm. Pilot is difficult to find a solution, because you dont want to make it so strong, but then again how do you make it not punishing if they have to lose a little attrition?! 3. ohh I like it , having sense/alter lost and 3 unique and cost a force 4. hmmm maybe Monnok works the same but doesnt affect non-unique characters and weapons, and locations. so It punishes super heavy mains and interrupt spammers (sense)? 5. I completely forgot that card, playing a lot of P-ANH last few days has made me all to familiar with it, probably should be lost and cost 3 force! 6. Yea making mains 0 is harsh, but maybe the solution. Maybe having locations be destiny 2-4 (or in a side board) and having all good interrupts be destiny 0, solves tracking, effects and weapons would be the big destinies 7. lol stormtroopers are so weak! youre right, need a buff, or maybe more cards that buff them 8. haha so many useless cards. You could literally make Tusken mask +4 power, maybe minus 2 from weapon destinies targeting wearer, and immune to
I might make it to the CC event, it will be the first SWCCG I've played against another person in 20 years. I just need to build decks for the first time in 20 years as well. I have two other ideas for changes. 1. Is just the rarity-gating of mains. Decipher learned by the time of their LotR game to at least print more common and uncommon mains. 2. Weapons. Aside from lightsabers, they sucked. Weapons should give some type of power boost as well as firing. Make the extra card more worth it.
dude awesome hope to see you there, dont worry about the decks, one of mine is really silly, 1. Def agree, also think there should be about 10 versions of each main, maybe have 2 vaders in premiere and 2 in ANH, 1 being uncommon other rare. Not that one is better than the other, just easier to pull 2. hahah they sucked so much, yep it literally costs a force in your deck, make it worth a force
Tracking destinies is a big part of the skill in winning SWCCG games. I'd be reluctant to remove it from the meta for the sake of streamlining. I think instead adding turn timers to competitive (non-casual) games or in tournaments instead, especially if it's like timed chess where taking a faster turn preserves the surplus time for one's total.
Hands & Draws: hands should be discarded down to 7 (discard to Used Pile), drawing at least one card per Draw Phase should be required, hands strictly under 5 can draw as many as they need to get to 5, no hand can be less than 3 (as cards in hand aren't considered in one's force circulation). The idea for hand size and discarding should set a faster pace to the game. Hands that are too big slow things down with players sitting and reading text too much.
One of the things I always wanted to do was have a stormtrooper deck, but they take up too much space. I really like what special edition did with x-wings, where a single card would replace 3 in the table and send those 3 to they used pile. That way it's not a reflections op stormtrooper garrison, because you still need the 3 out there, but you can consolidate them and have more per deck. Also, your floating ship thing made me think that I don't like floating ships, but I wouldn't be opposed to blasters staying on the table. If the dark side still had characters at the end of the battle, the blasters could be transferred to another character. Otherwise, the light side could steal them.
ooo yea, squadrons for all types of non uniques. lets you cycle, jawas, tusken raiders, rebel troopers, etc I like this idea, will have to explore it more And i dig the weapon rule, could make interesting fights. I dont care for the floating ship thing either, wish there was a simple fix.
For me #3 was a nightmare. Those cards were in my friends bounty hunter deck and you just never knew when he was coming and going. Scary days lol. I actually really like the epic event cards.
Here’s an idea for Revolution: subtract a Force icon on your new side if you flip a location. The game text can still help you out, but that would discourage you from flipping, unless you really need/want it.
I like it, but might still have the problem of forcing opponent to start with death star, since if you start with war room, (or any other 2 for you none for them) could get punished
Hmmm. I think ultimately, the main changes for me would be a wholesale 2.0, something in the vein of the updates WARS made. Recognizable system, but streamlined overall. Mostly same cards, but adjusted for Quality Of Life differences. I loved WARS and would have loved it more if it were Star Wars lol. For smaller scale, I think I agree with the Epic Events. I liked the idea of them, but there was just SO MUCH that I never really went that route. And got burned a few times, but still, lol.
haha same here, WARS is super fun to play, just thematically have have no idea whats going on. Some aliens and magic and stuff? Warhammer 40000ish Yea agree, the idea of EE are awesome, but such a pain in the ass to pull off
I have always thought that SWCCG would so heavily benefit from a second edition to streamline and clarify rules, cut down on the things needing a reference, etc. Bravo on you for essentially doing that here for Premiere/ANH. Idea that’s been nagging me: why aren’t all of the Star destroyers, especially unique ones, immune to attrition? It takes kamikaze antics after downing shields for a star destroyer to bite it in the movies, so how can 1 Star destroyer vs Boshek in a Y wing nearly always result in a Star destroyer lost to attrition? Walkers have immunity, Star destroyers should to
yea agree, like they did with stccg OHHH we've just begun to make changes, hopefully ready for play test by may for anyone interested. and funny you said that, just had that conversation with a friend about immune to attrition and walkers being and SD not. I guess from the "game" stand point, its 2 cards vrs one, but still..
Make Sense and Altar lost and cost two force to use. Sense cancelling a react is still helpful though. I like the way the pilots work right now, it's thematic and later cards have them built-in, problem already solved. You want the tension in the decision of where to play your mains, it's part of the game, at least for P-NH. I think force retrieval is needed, and the built in cost of needing to get all the cards to make it work usually was big enough. It's really probably just one or two cards in the early game that may have been too powerful, but easily fixed by halving the retrieval. Like for Kessel Run, X/2 instead of X. Overall I don't think it was that big of a deal and they add a lot of flavor. This game needs that thematic push, don't take it away. Elis and Nabrum could use a fix, but in a P-NH format, I think it should stay, otherwise you lose a lot of play between Death Star sites and Tatooine or Yavin 4. Even Yavin 4 to Tatooine would be painful enough to get to without those cards. That's where having Sense around still would be fine. Get rid of them and Death Star sites become even less useful. At most just limit to move phase. Revolution should be a limit one or two. The main thing worth fixing is the location problem. It's still great that you have 0 destiny in your deck, so I think they should be in your deck, but just more consistent in getting them. How did Wars solve that? I could see every turn searching your reserve deck once for a site at the start of your turn.
yea thinking about this, and playing several P-ANH games the last few days, retrieval isnt as good as I thought without a sense and alter counter, Our most DH, and kessel run and DSP didnt get super powerful until dagobah came out Revolution I still think too good in the format, forces DS to start with death star or they lose turn 1 if opponent plays it Having played a few games of WARS recently too, they dont solve it that well, but better than SWccg I feel, - locations have destinies, locations are the same for both sides so there is no converting - - - I think having a side board of 5-10 locations and deploying 1 per turn, and then making some cards destiny 0, perhaps powerful interrupts, solves tracking
I just started to look at my old cards and realized in 2000 when I put my decks together they were made to be fun and copy the experience of the movies. Maybe you could limit the red cards with the most abuse to two a deck or one to use at will and another to use if the situation was a game ending situation to (save) the day. Maybe some variation of those limits. I imagine this would slow the game but then messing with anything can have odd game effects
Tracking cards, I feel is a boon to game. Very thematic that you able to manipulate the Force to your advantage. Sometimes it was the only thing you could do to stop someone's out of control Jedi. "Immune to alter
All great points. I'm not sure if you played LOTR TCG but I like the idea for how they use sites from outside the deck. I also really like that they have common and uncommon versions of main characters. That would really have enhanced gameplay and would have made mains more available for younger players at the time. As for ships maybe if druid aboard it applies power -1 and the ship still works as if piloted. Also Jek should have been destiny 6.
no never only played middle earth ccg - yep. 100% agree i just commented this to someone else "think there should be about 10 versions of each main, maybe have 2 vaders in premiere and 2 in ANH, 1 being uncommon other rare. Not that one is better than the other, just easier to pull" not bad idea for droids! I like it Jek should have been ultra glossy foal destiny 6!
very true its just different than land battle, its like, oops i drew a 1 battle destiny you have to lose pilot and ship (2 force basically), instead of just one character. haha I just really dont like the idea of having a ship in your hand that cant do anything without another card
For the ships, could give all permanent pilots, but let characters "replace" the permanent pilot. Because if you choose to replace it, but then lose the pilot it's kind of on you for replacing the permanent one trying to add bonuses. I just think there should be a consequence if you are trying to add extra power and ability.
I really like the solution. So how do you write it on the card so its succinct. "permanent pilot provides ability of 1. may add 1 pilot (permanent pilot canceled)" ? hmm
The permanent pilot issue should be solved by removing it entirely from the game. Likewise, starfighter's hyperspeed should be disabled by default until an astromech droid is deployed. It's rough but it's right. SWCCG is basically an RTS version of a competitive card game, so there needs to be higher tech levels that are gated out from early game. This is the way.
So many things; for starters: (1) require uncontested presence to drain at a location, (2) restrict deployment to at most 3 deployable cards per site, (3) restrict deployment to only uncontested sites, that is, sites without enemy presence, (4) make an exception: when replacing an enemy location with one's own, then and only then allow unlimited deployment for that turn at that location, (5) MtG's no more than 4 duplicates per deck.
Star Trek has a Seed Phase that I think would be nice to implement in SWCCG: each player should seed with 3 sites.
Systems should also be on a sideboard with at least one per parsec to avoid ships getting stuck.
Yes, of course, there should be a rule for returning cards from one's hand into the Used Pile: it's called discarding. Discards should go to Used, not Lost. It increases the duration of the game but I don't see that as a negative if battles can be so catastrophic.
Awesome video as always. So fun to watch!
Thanks Tom!
We all knew it would be Veers. Super Hunk of the Galaxy. Thanks for all the great swccg content. Looking forward to some more.
For Revolution definitely add a uniqueness dot so its only 1 on table at a time. Also, change Revolution so that it only deploys "on a battleground". No more spinning 2/0s around into 0/2s. Last, maybe it's canceled if DS controls the location.
Wow your 100% right. Deploy on battle ground. Canceled of opponent controls. Still keeps the spirit of the card without abuse. Thanks ! Let me know any more you have haha
Sense & Alter could alternatively be nerfed by making them equippables only on jedi that only work at related or even just local & adjacent locations. I like this more local approach as it makes force powers like these something like local SAM batteries to local effects.
In this way, table-wide effects are pretty much immune to Sense & Alter unless say the jedi is at a special location, such as a meditation chamber.
I would also allow sacrificing unique gear, weapons, ships or vehicles to the Lost Pile in order to retrieve their matching unique characters from the Lost Pile into the Used Pile. Unique characters are a big part of the fun of the game, equipping them with their unique gear should be very powerful like a good hand in Poker, so being able to retrieve them for future play makes unique characters see more action without overpowering them. Because of the drain mechanic, having one's best uniques that one's whole deck is built around is just too random. Likewise, sacrificing their matching gear keeps those unique characters in the game while keeping them balanced. It's also a lot better than the latter editions pairing of unique characters with their ships or weapons, which I regard as extreme power-creep.
I honestly never understood why people liked Utinni Effects. They were strong, but required so much setup and effort to execute them, that you needed basically draw it turn one.
our most desperate hour can be an absolute beast! death star plans too, but harder too pull off. Kessl run can be amazing but also punished. But ya. lot of uttinni effects are terrible lol
Shuttling with vehicles or docking bays is a core feature of SWCCG that needed to be expanded upon and encouraged, not bypassed. I would ideally prefer the game space to fill up large poker tables when played at home in person, rather than GEMP.
I would go the other way; remove permanent pilots entirely: no ships nor vehicles should have pilots by default. Instead, ships & vehicles should be more like upgrades to characters who pilot or drive them. By contrast, ships & vehicles should have higher destiny values. The idea here is for ships & vehicle combat to accelerate mid to late game battles, much like how in RTS games the ships & vehicles require going up the tech tree (e.g. Starcraft 2).
Feeling the Jar Jar love. Can’t wait!
oh I can't either, hopefully I can get 150 tatooine jar jars by then
Another great video! And congrats to Veers for taking home the trophy
our boy is all grown up! so proud of veers
More of this! Fixing old stuff makes it so much smoother to play themed decks or have fun with cool strategies.
For sure, everyone has house rules it seems to pull locations every turn, and having traffic control automatic lol
Give all weapons, equipment and gear Deploy & Forfeit stats, just like with characters, ship or vehicles, except with much lower Forfeit values. Attrition is too OP of a mechanic not to have equippables buffer its devastation.
Something like Commander Rules from MtG would be fun if incorporated into Objectives.
I like the rule in GEMP sealed where you can pull one battleground per game. I think that’s a nice fix! Thank you for these videos!!
I do like that rule, really seems to fix a lot of issues!
Nice "season 1" finale! Thanks for all your videos, they've been great.
Decided to finally open my starter the other day. No regrets - it had a Vader!
Fantastic that formats are being promoted like the retro formats and Cloud City tournament. Limited formats weren't really common in the Decipher era, so great to see now since they really keep the game fresh.
One of my top ones would be a better design for non-lightsaber weapons. Listened to a Chuck Kallenbach interview where he said weapons weren't actually in the first pass they made of the game, which is why they were always so awkward. Not sure what the answer would have been. For sure the deploy + targeting costs of early weapons were prohibitive. Otherwise, between higher destinies, better effects for carrying, better effects for hitting, take weapon destiny into hand, having forfeit values, it seems like there was enough there that something that could have done been to make them more interesting.
And in general, I think everyone wishes most special rules were either spelled out on the cards or just not added. Just in A New Hope we got "blown away", Bluff rules, creature rules, Dejarik rules. Like I didn't mind Epic Events, but if they're going to write a book on a card they can't still leave off a few chapters on what "blown away" means.
I still have no idea how to calculate force loss when something is blown away.
HOLY SHIT BRO, nice pull! I cant believe it, I gave a few of the starters out to friends/family for xmas all that was pulled were crap, so you got the good starter deck!
Yea there is so much you can do with the limited formats, havent even really started to explore it yet, maybe only yavin4 death star would be cool
And yea that interview was super interesting, good ideas for weapons, higher destinies for sure, forfeit values, maybe just have a forfeit and deploy icon like charaters
that so many rules, didnt even think to mention all those.. where the bluffs just say "bluff rules in effect"... probably why the rule book now is 100 + pages
@@xrideforthebrandx 😂😂I always have to look in to book, if death star blows something away, its no force loss unless its a rebel base, then 2 force for every light icon.. or 1. so confusing
Retrieval is a great mechanic for comebacks that rubber-band a losing player to still be competitive to get back into the game if they're lucky. Keep retrieval as a mechanic but restrict to only be usable by whichever player is losing, that is, only if the player has the larger Lost Pile.
That said, much like how you shouldn't be able to use a genie's lamp to wish for more wishes, retrieval should be once per game per card, which means those cards when used should be removed from the game.
Call me a sadist, but I think SWCCG Premiere / ANH is just about perfect. I cannot think of anything significant I would change, other the maybe monnok/grimtaash being immune to sense so they can counter decks with heavy sense/alter. I even love the flavor of all the extra "rules" that seem unnecessary (dejarik rules, trench rules, "mining", bluff rules).
I can get on board with that, because you can obi-hut starting location, and then plop down obi turn one and if you have sense, no more monnok!
@@fatty777lol. I love how you’re like, “No, that’s bullshit. You can’t deploy Obi-Wan on the first turn in Obi-Wan’s Hut and then just Sense everything.” I can see how that would completely break the game. Now the player can no longer get Darth Vader with the Empires Back. The games over in the second turn.
@@mopbrothers All the championship decks back in 1995 were all x6 vader/obis. and 10 sense and alter, because the only thing that beats sense and alter is... MORE SENSE AND ALTER. really didnt think that through did they ha
@@fatty777 I would have loved to have seen Premier-New Hope championship decks back in 1996. A bunch of wealthy guys who could afford boxes or cards and had multiple copies of the mains; Obi-Wans/Darth Vaders/Tarkins/Lukes/Hans/R2-D2s. I'm guessing every LS player used Obi-Wan's Hut as their starting location and every DS player used the Death Star as theirs. LS worries that DS has The Tonika Sisters and DS worries LS has Tative IV. The game probably got extremely predictable after a few months. Then Hoth comes out and changes everything.
Mulligans should be allowed at the expense of reducing max hand size by -1 per mulligan with no limit on number of mulligans.
Players shouldn't be able to drain from their own locations. As a card game version of an RTS, it makes more sense treating enemy locations as capture points. Likewise, enemy locations shouldn't give you force points unless you have an uncontested presence there.
Great to see Veers coming in first!
For Revolution, I think you can keep the card as is, just make it unique so they can only revolve one location per game.
Still have to start with the DS as starting location !
Great job, and thanks again for showing the CCG some love. Look forward to the future videos. Am I alone here, or was being stuck inside during the 2020 lockdown and having nothing to do but go through boxes of old stuff the reason for the resurgence of interest in this game?
For sure - I think that and lots of people being at the age where their kids could start playing, plus its such a fun game
great perspective
Some of the item you mentioned as "unfun" or need fixing would probably be less of an issue with a copy limit in constructed deck building. Even Magic wasn't released with a copy restriction. The 4 of copy restriction for non basic land cards came between Beta and Unlimited as a response to some oppressive decks that used way more than 4 copies of certain spells. Would Sense/Alter feel as bad if the card stayed as printed but you could only have a max of 3 copies?
For the location comments - that area feels more deck building consideration than anything else to me. If you built your deck as location light and have games where your force generation is not what you feel it needs to be then go evaluate what went well and what did not to make a call on if you need to change something up in the build. There will always be some games where variance gets you and we tend to remember those "feel bad" moments. At the same time we tend to forget the cases where we benefitted from the opponent being on the wrong side of variance. There is skill in building your decks in a way that limits that variance.
Mulligan rules - I am all for those. My kitchen table playing allows for 1 mulligan if you want and move along.
hmmm very good points, sense alter wouldnt be near as oppressive, but they would be "must includes" in every format up to dagobah.
Yes makes you balance your deck more, and add appropriate amount of locations. Every single good deck special edition onward has location pulling, I cant think of one that doesnt
Love these videos!!
Thanks!
That's news to me they errataed the astromech rule. I love that change. I tell you you're out for a little while and everyone gets delusions of grandeur.
hahahaha classic three-pea-0
1. I agree sooooooo much. These completely suck the fun out of any cool deck. Jerry Darcy talked about spending so much effort after these came out to tame them down, and it really wasn't until P-DSII or RefII when you could pull three effects that I think they finally got a handle on the problem. Awful, awful cards.
2. I like your solution, but I think I'd prefer the matching pilot just gets downloaded during deploy.
3. I agree with these also. It always bugged me that such a powerful card is just some random dude in the cantina that can take you anywhere and deliver you inside the Death Star. Thematically, it is just not Starwarsy at all.
4. I don't see much retrieval in P-ANH outside of Figrin D'an. I think with Sense and Alter, it is pretty hard to pull off. It does exist, but I don't know if LS has a massive advantage because of it.
5. I agree that something could have been done, and many a game has been won in the first few turns with a revolution that completely chokes the Dark Side in the first few turns. I've adapted to the gameplay, so I am at peace with working with the status quo, but it is still frustrating. Light Side has How Did We Get Into This Mess, which helps a ton, but DS has nothing.
6. Epic Events are great. Love the look, love how complicated they are, love how hard they are too pull off, hate that you can't win with them. I can pull off a P-ANH attack run no problem, but I still lose the game every time.
7. I think making Grimnok lost cost 7 force or lose 2 or three to play would fix all the problems. Both used and lost functions are important for the game.
8. I love Miyoom Onith.
9. I like Revolution. Evader is a pretty good counter, it just needs to be immune to Sense.
10. I've never played any real players in real life, so no opinion about the fact that tracking slows things down. Tracking is very very important to the beauty of the game. Being able to "control your destiny" is literally the most thematic part of the game.
11. Reactor Terminal is awesome.
12. Nightfall not being immune to Alter is a travesty.
13. You can't blame Decipher for useless cards - they had no idea what they were doing and just making stuff up to see what would stick.
Thanks for the helpful comment good stuff
2. I think that might be the solution, just dont like the idea of having a ship in your hand, and it being completely worthless without a pilot, just like a weapon in the hand is worthless without a warrior..
3. lol classic, and during battle phase
4. friendly disagreement OMDH, is the most broken card - just between us, I dont think anyone else will read this, but for this GEMP tournament, you can just control kessel, alderaan and Tatooine and win the game, flying your falcon back and forth, filled with luke, obi, boshek.. etc, then run about 7 sense, canceling monnok and alter. LS space is so much stronger than DS
5. good point about how did we get into this mess, very useful overlooked card, actually some of the top decks back in the day would run 1 or 2, along with that other interrupt that halves all force lost for the turn if you have 15 or less lifeforce
6. oh yea they are so sick!! haha and yea I agree, always loose the game
7. 7 might be a good number, or lose some, real cost to play, used is important. ORR just had this idea, only gets ride of unique duplicates
8. same
10. disagree, I hate it! control your destiny by looking at all your cards and picking higher destinies for your deck
12. :(
13. really cant! they did a heck of a job for sure
Enjoyed the video and reliving some memories of this game when it first came out.
Changes I'd make are around reducing the complexity of the game:
1) Simplify movement rules. Does the game really need to distinguish between open/enclosed vehicles, embarking rules, shuttle rules, docking bay transit, etc? Why have all that when I can just Nabrun Leids from the Dune Sea to the Death Star Control Room basically whenever I want?
2) Figure out a way to prevent the game from expanding all across your game table. This adds to a much more complicated game state that new players can struggle to understand and overcome. Maybe your deck can only deploy locations related to 2 different systems instead of having unlimited systems that your locations are related to. I also like the idea of DS/LS locations being identical. This would help with this issue too.
3) Rename "Utinni Effect". They are basically mini-objectives that you have to setup and accomplish, but the name doesn't do anything to convey that.
4) Reduce the number of card types. The game would be just fine without Devices, Creatures, and Epic Events.
5) Add rule for max hand size of 8 at end of your turn. Extra cards go to used pile, you choose. Removes need for Reactor Terminal/Traffic Control.
Thanks for the insight and great comment!
1. 100% agree, the rules for movement are so arcane and cumbersome, could be streamlined
2. hmm never thought of this, that is really cool idea might have to explore, or perhaps effects and interrupts if you only have certain locations deployed. have to think about it - also im totally convinced same locations for both sides is the way to go
3. haha yep, i was convinced utinni was an actual English word for about 10 years
4. Devices are just effects or weapons - creatures are just characters (just make them have special game text, not something you have to pull the rule book out for everytime cause know one can remember how they attack/move/deploy...) - EE are just interrupts/effects! - - - - - agree with you there !
5. I like it, maybe 8-12? sweet spot is somewhere there
These seem like really bad ideas
The mechanical depth of the game had to be increased to avoid useless cards. I think nerfing deployment rules for uniques would not only indirectly buff generics like troopers more while encouraging more traversal, which makes SWCCG so singular as a competitive card game.
Excellent list - I think you nailed most of the points I'd make about P-ANH.
I wouldn't get rid of Epic Events though - I think they're too cool of a concept, and since they're such, well, Epic Events, they deserve a different card type to make them really stand out. But they certainly needed to be way easier to run out of the box when ANH was released, as you note.
Also, I think the starships without included pilots situation is really difficult. Separate pilot cards are so cool and versatile, but I don't particularly like the replaceable generic permanent pilot idea, since it doesn't make sense as you note. I find that deploying matching pilots from the deck (or searching the deck at all) makes the game slow down way too much, so I wouldn't want to incorporate it, either.
I did think about how you could make the permanent pilot the matching persona right out of the box, but still allow them to be replaced. But that may disincentivize matching pilots too much. Maybe make the permanent pilot a generic one as you have suggested, but if one or more pilots are added, if all added pilots are forfeited, the starfighter is also lost. But then that makes it really hard to come back of you lose a battle or two, so I don't know if that's really a good idea. Maybe your suggestion is best, after all.
Also, for the Sense/Alter wars, I'd make them lost of course, and I might make them limited to 3/player/turn, add Control in, add a one force cost, and if successful, give the losing player the choice of putting the canceled card in their used pile, or making the Sensing player lose two cards from their life force.
That brings me to Grimtaash/Monnok - I think the lost function is fundamentally a good idea, but perhaps it should be altered somewhat to tone it down. Maybe make half of any duplicate cards go into the used pile, and the other half into the lost pile? You could ever add a round up/down mechanic by one of the dejarik effects, to allow a non Sense/Alter counter.
I'm surprised you didn't mention Scanning Crew; Mii'yoom Onth's interrupt counterpart. It should be a lost effect at best - it works too well in concert with her. And to top it off, light side's counterpart is nearly useless.
Your suggestion on a site pulling mechanic is spot on - maybe to avoid deck searching and shuffling while retaining zero destinies in the deck, another card class could be made zeroes? Mains, maybe? That seems harsh though.
Oh, and I get that 1 destiny stormtroopers is kind of a joke about their accuracy - and something to keep them from being overpowering - but I'd make them (and rebel troopers) at least a 2, if not a 3. That would make them far more useful as filler. Maybe nerf the deploys free text to avoid overpowering them.
One other thought: to mitigate card counting, instead of shuffling, you could have the opposing player cut the deck instead. It wouldn't take so much time. Another option, which would go along with the trooper destiny increase and is much the same as (or a complementary idea to) flipping effect destinies with interrupt destinies, would be to increase the destiny of pretty much every non-main character by 1 or 2. With decreased interrupt destinies and increased effect destinies, that would balance the game more towards playing lots of characters (and thus battling frequently) more than playing tons of interrupts to control the game.
Finally, it definitely made me laugh out loud when you said there are literally hundreds of useless cards! That's literally true - there are probably close to 200 useless cards in P-ANH - though I'm surprised you didn't use Tusken Breath Mask as another example card! I think the concepts of a lot of those cards are okay - but they need way more of an effect to be useful, and/or they need to be much easier to deploy and use. Light Repeating Blaster Rifle, for example, shouldn't need a power droid to fire, at least for the first time.
On the other hand, seekers and mines probably should just be thrown out completely. They could be fixed, but why bother? They don't contribute at all to SWCCG feeling like being in the Star Wars universe.
P.S. If it could be done over, the image for Obi-Wan's Lightsaber ought to be fixed. It's not even close to being the right lightsaber hilt!
Thanks for the great comment appreciate it a lot
1. Epic events are so cool I agree you dont have to get rid of them, but you dont need special rules either
2. Perm. Pilot is difficult to find a solution, because you dont want to make it so strong, but then again how do you make it not punishing if they have to lose a little attrition?!
3. ohh I like it , having sense/alter lost and 3 unique and cost a force
4. hmmm maybe Monnok works the same but doesnt affect non-unique characters and weapons, and locations. so It punishes super heavy mains and interrupt spammers (sense)?
5. I completely forgot that card, playing a lot of P-ANH last few days has made me all to familiar with it, probably should be lost and cost 3 force!
6. Yea making mains 0 is harsh, but maybe the solution. Maybe having locations be destiny 2-4 (or in a side board) and having all good interrupts be destiny 0, solves tracking, effects and weapons would be the big destinies
7. lol stormtroopers are so weak! youre right, need a buff, or maybe more cards that buff them
8. haha so many useless cards. You could literally make Tusken mask +4 power, maybe minus 2 from weapon destinies targeting wearer, and immune to
I might make it to the CC event, it will be the first SWCCG I've played against another person in 20 years. I just need to build decks for the first time in 20 years as well.
I have two other ideas for changes.
1. Is just the rarity-gating of mains. Decipher learned by the time of their LotR game to at least print more common and uncommon mains.
2. Weapons. Aside from lightsabers, they sucked. Weapons should give some type of power boost as well as firing. Make the extra card more worth it.
dude awesome hope to see you there, dont worry about the decks, one of mine is really silly,
1. Def agree, also think there should be about 10 versions of each main, maybe have 2 vaders in premiere and 2 in ANH, 1 being uncommon other rare. Not that one is better than the other, just easier to pull
2. hahah they sucked so much, yep it literally costs a force in your deck, make it worth a force
Tracking destinies is a big part of the skill in winning SWCCG games. I'd be reluctant to remove it from the meta for the sake of streamlining. I think instead adding turn timers to competitive (non-casual) games or in tournaments instead, especially if it's like timed chess where taking a faster turn preserves the surplus time for one's total.
Where are you from in Minnesota?
Hands & Draws: hands should be discarded down to 7 (discard to Used Pile), drawing at least one card per Draw Phase should be required, hands strictly under 5 can draw as many as they need to get to 5, no hand can be less than 3 (as cards in hand aren't considered in one's force circulation). The idea for hand size and discarding should set a faster pace to the game. Hands that are too big slow things down with players sitting and reading text too much.
One of the things I always wanted to do was have a stormtrooper deck, but they take up too much space. I really like what special edition did with x-wings, where a single card would replace 3 in the table and send those 3 to they used pile. That way it's not a reflections op stormtrooper garrison, because you still need the 3 out there, but you can consolidate them and have more per deck.
Also, your floating ship thing made me think that I don't like floating ships, but I wouldn't be opposed to blasters staying on the table. If the dark side still had characters at the end of the battle, the blasters could be transferred to another character. Otherwise, the light side could steal them.
ooo yea, squadrons for all types of non uniques. lets you cycle, jawas, tusken raiders, rebel troopers, etc I like this idea, will have to explore it more
And i dig the weapon rule, could make interesting fights. I dont care for the floating ship thing either, wish there was a simple fix.
For me #3 was a nightmare. Those cards were in my friends bounty hunter deck and you just never knew when he was coming and going. Scary days lol. I actually really like the epic event cards.
haha I know right? so OP, moving, and not even in the move phase, into the heart of the death star
Here’s an idea for Revolution: subtract a Force icon on your new side if you flip a location. The game text can still help you out, but that would discourage you from flipping, unless you really need/want it.
I like it, but might still have the problem of forcing opponent to start with death star, since if you start with war room, (or any other 2 for you none for them) could get punished
Hmmm. I think ultimately, the main changes for me would be a wholesale 2.0, something in the vein of the updates WARS made. Recognizable system, but streamlined overall. Mostly same cards, but adjusted for Quality Of Life differences. I loved WARS and would have loved it more if it were Star Wars lol.
For smaller scale, I think I agree with the Epic Events. I liked the idea of them, but there was just SO MUCH that I never really went that route. And got burned a few times, but still, lol.
haha same here, WARS is super fun to play, just thematically have have no idea whats going on. Some aliens and magic and stuff? Warhammer 40000ish
Yea agree, the idea of EE are awesome, but such a pain in the ass to pull off
I have always thought that SWCCG would so heavily benefit from a second edition to streamline and clarify rules, cut down on the things needing a reference, etc. Bravo on you for essentially doing that here for Premiere/ANH.
Idea that’s been nagging me: why aren’t all of the Star destroyers, especially unique ones, immune to attrition? It takes kamikaze antics after downing shields for a star destroyer to bite it in the movies, so how can 1 Star destroyer vs Boshek in a Y wing nearly always result in a Star destroyer lost to attrition? Walkers have immunity, Star destroyers should to
yea agree, like they did with stccg
OHHH we've just begun to make changes, hopefully ready for play test by may for anyone interested.
and funny you said that, just had that conversation with a friend about immune to attrition and walkers being and SD not.
I guess from the "game" stand point, its 2 cards vrs one, but still..
Make Sense and Altar lost and cost two force to use. Sense cancelling a react is still helpful though.
I like the way the pilots work right now, it's thematic and later cards have them built-in, problem already solved. You want the tension in the decision of where to play your mains, it's part of the game, at least for P-NH.
I think force retrieval is needed, and the built in cost of needing to get all the cards to make it work usually was big enough. It's really probably just one or two cards in the early game that may have been too powerful, but easily fixed by halving the retrieval. Like for Kessel Run, X/2 instead of X. Overall I don't think it was that big of a deal and they add a lot of flavor. This game needs that thematic push, don't take it away.
Elis and Nabrum could use a fix, but in a P-NH format, I think it should stay, otherwise you lose a lot of play between Death Star sites and Tatooine or Yavin 4. Even Yavin 4 to Tatooine would be painful enough to get to without those cards. That's where having Sense around still would be fine. Get rid of them and Death Star sites become even less useful. At most just limit to move phase.
Revolution should be a limit one or two.
The main thing worth fixing is the location problem. It's still great that you have 0 destiny in your deck, so I think they should be in your deck, but just more consistent in getting them. How did Wars solve that? I could see every turn searching your reserve deck once for a site at the start of your turn.
yea thinking about this, and playing several P-ANH games the last few days, retrieval isnt as good as I thought without a sense and alter counter, Our most DH, and kessel run and DSP didnt get super powerful until dagobah came out
Revolution I still think too good in the format, forces DS to start with death star or they lose turn 1 if opponent plays it
Having played a few games of WARS recently too, they dont solve it that well, but better than SWccg I feel, - locations have destinies, locations are the same for both sides so there is no converting - - - I think having a side board of 5-10 locations and deploying 1 per turn, and then making some cards destiny 0, perhaps powerful interrupts, solves tracking
@@fatty777 good point on Revolution. Errata could be limit one, cannot play on starting location.
I just started to look at my old cards and realized in 2000 when I put my decks together they were made to be fun and copy the experience of the movies. Maybe you could limit the red cards with the most abuse to two a deck or one to use at will and another to use if the situation was a game ending situation to (save) the day. Maybe some variation of those limits. I imagine this would slow the game but then messing with anything can have odd game effects
Tracking cards, I feel is a boon to game. Very thematic that you able to manipulate the Force to your advantage. Sometimes it was the only thing you could do to stop someone's out of control Jedi. "Immune to alter
All great points. I'm not sure if you played LOTR TCG but I like the idea for how they use sites from outside the deck. I also really like that they have common and uncommon versions of main characters. That would really have enhanced gameplay and would have made mains more available for younger players at the time. As for ships maybe if druid aboard it applies power -1 and the ship still works as if piloted. Also Jek should have been destiny 6.
no never only played middle earth ccg - yep. 100% agree
i just commented this to someone else "think there should be about 10 versions of each main, maybe have 2 vaders in premiere and 2 in ANH, 1 being uncommon other rare. Not that one is better than the other, just easier to pull"
not bad idea for droids! I like it
Jek should have been ultra glossy foal destiny 6!
For the ships, you can't deploy an unpiloted ship by itself, so I think if there are no more pilots, the ship crashes too.
very true
its just different than land battle, its like, oops i drew a 1 battle destiny you have to lose pilot and ship (2 force basically), instead of just one character. haha I just really dont like the idea of having a ship in your hand that cant do anything without another card
For the ships, could give all permanent pilots, but let characters "replace" the permanent pilot. Because if you choose to replace it, but then lose the pilot it's kind of on you for replacing the permanent one trying to add bonuses. I just think there should be a consequence if you are trying to add extra power and ability.
I really like the solution. So how do you write it on the card so its succinct. "permanent pilot provides ability of 1. may add 1 pilot (permanent pilot canceled)" ? hmm
How do you remember if you replaced the pilot or not though?
Veeeeeers!! 😎😎😎
Hmmm no mention of snootles in the favorites. I see... Ha!
I had it written down, I missed it (and a few other..) because it was so small! just wrote "sy"
@@fatty777 truthfully the card sucks...but im obsessed with sy snootles. I wish they made a JP version of the og puppet tho
KFC!!!
Premiere or New Hope would've been much better sets if they'd printed blizzard 4 in one of them 🤣
hahahaha, wouldnt that have been hilarious, any of the upkeep cards
General Grand Maester Pycelle was the best!
The permanent pilot issue should be solved by removing it entirely from the game. Likewise, starfighter's hyperspeed should be disabled by default until an astromech droid is deployed. It's rough but it's right. SWCCG is basically an RTS version of a competitive card game, so there needs to be higher tech levels that are gated out from early game. This is the way.
neat