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Heroes Community > Dimension Gates > Thread: Game issue? Taking over a different alignment's town
Thread: Game issue? Taking over a different alignment's town
Destroy89
Destroy89

Tavern Dweller
posted March 15, 2006 10:34 PM

Game issue? Taking over a different alignment's town

When you conquer someone else's town and you dont have any of those creatures in your deck, how do you properly defend the town and it's creatures?  Maybe if you could buy creatures from thier discard pile.


For instance, Necromancer VS a green deck.  I take over a green town.  How do I defend the town as effectively as my own?  I haven't played through one game yet (we're in the middle of a saved game because we ran out of time), so I haven't tried yet, but it seems like it could be tough.  

-Destroy
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Loco_Blutaxt
Loco_Blutaxt


Adventuring Hero
posted March 16, 2006 11:28 AM

Quote:
...Maybe if you could buy creatures from thier discard pile.
-Destroy


Again I'm not shure but I don't think that you may buy cards from someone elses discard stack. This would destroy the opponents deck and the balancing of the game!

Quote:
How do I defend the town as effectively as my own?
-Destroy


This town can not be defended as effectively as your own. Try moving armies from your towns to the new one (remember that armies do not need a hero to move) or build a creature generator near of the town where you can buy supplies.

Greetings
Loco

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Destroy89
Destroy89

Tavern Dweller
posted March 16, 2006 03:51 PM

Yea I agree.  Maybe you could use a house rule that would let you opt to draw from a sidedeck of that town's color when you take that town.  Could be cool.  

Or if you want, you could include cards from that town's color in your own deck if you know your opponents deck.


-Destroy

Quote:
Quote:
...Maybe if you could buy creatures from thier discard pile.
-Destroy


Again I'm not shure but I don't think that you may buy cards from someone elses discard stack. This would destroy the opponents deck and the balancing of the game!

Quote:
How do I defend the town as effectively as my own?
-Destroy


This town can not be defended as effectively as your own. Try moving armies from your towns to the new one (remember that armies do not need a hero to move) or build a creature generator near of the town where you can buy supplies.

Greetings
Loco

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TheFoeHammer
TheFoeHammer


Known Hero
posted March 16, 2006 05:56 PM

I think its just the nature of a CCG version of a computer game. If you wanted to build creatures at both your town and a captured town of a different alignment, your resources would be spread pretty thin. So if you wanted to be prepared to build at an enemy town you would have to seed your deck with creatures of other alignments, which is really a waste. In the computer game I tend to focus on building up towns of the same alignment and only build income generating features in the other towns.

The town can still serve many purposes though.

1. Its a source of income.
2. It denies your enemy a build location and a source of income.
3. Its a great place to retreat your army to for defensive purposes if another strong enemy comes by.

So for me it still works well.

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Destroy89
Destroy89

Tavern Dweller
posted March 16, 2006 06:17 PM

A new house rule? the colored side deck

True.  But, in the computer game, I would often start using the enemy castles as well, including the monsters and all it's benefits in order to defend that town better and such.  Monsters can be in short supply sometimes in the computer game.  

I think the only way to do it, would be to have 20 card side decks that become additional drawing decks once you conquer that town.  Could be kind of cool.  It'd be like an additional reward for capturing any town.  And it would make it a lot easier to play multiple color games, because you'd only have be able to draw cards applicable to the towns you control.  Perhaps the initial deck would still have to be 40, but then you could seed in extra towns of other colors in your initial deck to provide you room for growth in other areas.  I think I may try that out next.

-Destroy


Quote:
I think its just the nature of a CCG version of a computer game. If you wanted to build creatures at both your town and a captured town of a different alignment, your resources would be spread pretty thin. So if you wanted to be prepared to build at an enemy town you would have to seed your deck with creatures of other alignments, which is really a waste. In the computer game I tend to focus on building up towns of the same alignment and only build income generating features in the other towns.

The town can still serve many purposes though.

1. Its a source of income.
2. It denies your enemy a build location and a source of income.
3. Its a great place to retreat your army to for defensive purposes if another strong enemy comes by.

So for me it still works well.


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Loco_Blutaxt
Loco_Blutaxt


Adventuring Hero
posted March 20, 2006 05:18 PM

Quote:
...Perhaps the initial deck would still have to be 40, but then you could seed in extra towns of other colors in your initial deck to provide you room for growth in other areas...
-Destroy
Quote:


I don't agree with you.

1. The initial deck don't has to be 40 cards. The initial deck is 10 cards per tile used (and a minimum of 40 cards I think, 60 cards for tounaments).
2. One of the most interesting things  in the game is building your deck. Getting extra cards would give you too much advantage against your enemies. It would destroy game balance.
3. What if an enemie captures such a town from you. Would he also get extra cards? I don't think this is playable. More and more cards would be in the game - that's some kind of inflation!

Greetings
Loco

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Destroy89
Destroy89

Tavern Dweller
posted March 20, 2006 05:50 PM

Quote:
Quote:
...Perhaps the initial deck would still have to be 40, but then you could seed in extra towns of other colors in your initial deck to provide you room for growth in other areas...
-Destroy
Quote:


I don't agree with you.

1. The initial deck don't has to be 40 cards. The initial deck is 10 cards per tile used (and a minimum of 40 cards I think, 60 cards for tounaments).
2. One of the most interesting things  in the game is building your deck. Getting extra cards would give you too much advantage against your enemies. It would destroy game balance.
3. What if an enemie captures such a town from you. Would he also get extra cards? I don't think this is playable. More and more cards would be in the game - that's some kind of inflation!

Greetings
Loco



Well, I'll try it and let you know.  

-D

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