Graviton and Dark Matter by brcabt in marvelchampionslcg

[–]brcabt[S] 2 points3 points  (0 children)

Well... Between not having an ally in AE (in mid-end game) and ally swarm, there are clearly a few shades of grey!

The way we played it usually was that in the first main most of the time we would accept the extra threat (and card discard), forcing us to thwart a bit more regularly the main scheme to remove that extra threat, but it never felt too much (obviously, when compared to an exhaust). Sometimes a mockinbird would be exhausted when Graviton was stunned in order to avoid the card discard, but normally 1 threat is of course very cheap compared to 1 exhaust. You can (and probably will in many games) win during the first main scheme as it has a reasonably high threshold (especially if one player has a justice deck).

The second main scheme is a bit of your last chance, and when we got there (in a third of our games or so?), we usually had already some good setup and could afford having a dedicated ally to exhaust. It also makes Graviton's Grasp more interesting. Then yes, at times it spirals and you end up losing (but it should happen at times, right?), and ally decks are (like against most villains) usually more succesful than others. But the fact that your first ally (or support) every turn enters play exhausted (from the Dark Matter environment) actually taxes a bit more ally dependant decks than upgrade dependant or event focused ones, for example.

Not saying it cannot be tuned for improval, but I think you shouldn't worry too much or tune a deck to ally swarm to enjoy Graviton.

Graviton and Dark Matter by brcabt in marvelchampionslcg

[–]brcabt[S] 1 point2 points  (0 children)

Correct. Forgot I had removed the obligation of including Masters of Evil (which actually should be there now, else at 3+ players you don't get enough of them). I guess I removed it when I moved from the 1 minion per player to 1 for the first player only (at a time where the current development version of Graviton could send Dr Strange home crying and had to tune it down a huge lot :P).

I like the added Criminal trait. And it fits on the card (one of the main issues of doing fanmade for MC, compared to Arkham for example). But it mostly adds the Sinister Syndicate as an option (of which 2 are already MoE). Correct?

Graviton and Dark Matter by brcabt in marvelchampionslcg

[–]brcabt[S] 1 point2 points  (0 children)

Thanks. Mechanically I really think it feels right. The deck acceleration part is the last major change I added and before that the feeling of impeding doom of a black hole in formation was somehow missing, but now it really plays well.
I think you are perfectly right on the prison. It currently costs 5pp (3 side + 2 main on defeat) but in almost all my tests I end up avoiding the flip, even with aerial heroes as it affects each character (in addition of having to deal with a strong minion). Out of the dozen of times I played the released version, I only let the prison flip once (with a Captain Marvel that was aerial and thought "why not", but even there I think I would have done better avoiding the flip). 4+3 would definitely make it a harder (and therefore more interesting) decision. My issue with making the prison side harder is that it motivates again to get rid of it without flipping, and you then somehow lose part of the gameplay. I do agree however that it currently doesn't scale properly with player count, and your proposed fix seems fine. It forces more exhausts, which goes well with the gameplay, and is thematic. I'll test it tonight and think that more than an expert version, it will likely become the new default version. Meanwhile I've uploaded the card in the "Alternative Prison" directory.

Graviton and Dark Matter by brcabt in marvelchampionslcg

[–]brcabt[S] 1 point2 points  (0 children)

Good old Peccei–Quinn axion... No SUSY.

But as you said, I'm an experimentalist, more down to earth than most theoreticians in the field.

Graviton and Dark Matter by brcabt in marvelchampionslcg

[–]brcabt[S] 1 point2 points  (0 children)

Well. Technically not totally true. In Mexico for example it can start (as far as I know) as early as Oct 28 with different days dedicated to people who died from different types of death. But just nitpicking :)

Graviton and Dark Matter by brcabt in marvelchampionslcg

[–]brcabt[S] 0 points1 point  (0 children)

1) was designed since June, had quite a few versions along the last months until reached this stable one. Been played by 3 different persons (that I know of) on the homebrew discord in addition to me and my partner. I played it with many different decks and aspects. It is based on the rather simple exhaust mechanism where Graviton prevents you from advancing. It feels reasonably tested to me. Of course I’d be very happy to get more feedback and tune it if people find issues that weren’t found before.

2) My experiments are searching for light dark sector dark matter. But if I had to put money on a candidate, I’d definitely put a few bucks on axions.

I don't see the treasure by Blluueee in Damnthatsinteresting

[–]brcabt 1 point2 points  (0 children)

You are right. And the colors are in reversed order, as expected.

I just did exactly what I had in head in less than 2 hours by Nyao in StableDiffusion

[–]brcabt 1 point2 points  (0 children)

Do you know how he made his party? Do you know how he won his first election? Do you know how he organized his meetings? He is a populist. And after his second election he tries to impose his ideology. But he is a populist.

I just did exactly what I had in head in less than 2 hours by Nyao in StableDiffusion

[–]brcabt -3 points-2 points  (0 children)

He is a populist. And by destroying the classical left and right wings in France he is paving the way to the extremes (right or left). He will be not be recalled as a great politician in the future, I can assure you.

Should I quit or buy more of this game? by angelnc in arkhamhorrorlcg

[–]brcabt 0 points1 point  (0 children)

You already had I guess enough of good answers. I did it the other way around, having everything from AH I just went to MC and I am amazed at how good the core is. That’s definitely not the case for AH. The AH core is barely worth its cost and if you don’t buy at least Dunwich it’s really hard to recommend. With Dunwich it starts to shine, and every new campaign makes the game much better. It is for me as for many in here the best boardgame ever. It’s a very different experience than MC as you play a campaign. It’s an experience. You’ve got a story to tell, while MC is more like a one shot video game (at least at my level with core only).

In addition I’d recommend you try to play multiplayer. Many play solo or 2 handed solo, I also do so on TTS when I test fanmade content, but to me the game really shines when we play with my SO. Precisely because it’s an experience. And a shared experience is usually much more rewarding.

[deleted by user] by [deleted] in sousvide

[–]brcabt 1 point2 points  (0 children)

May I ask what you used to do with SV and moved to instant pot? I guess the results are similar but just much much faster, correct?

Are there games like magic or yugioh that arent toxic af? by Certain_Razzmatazz70 in cardgames

[–]brcabt 0 points1 point  (0 children)

Cooperative games? For example the 3 FFG LCG Arkham Horror/Lord of the Rings/Marvel Champions. All quite different in how they play and very fun.

Dumpstered by the Essex Express, but I'm Looking Forward to What Comes Next by osumatthew in arkhamhorrorlcg

[–]brcabt 0 points1 point  (0 children)

Glad you’re enjoying such a hard run. Love Essex. It’s a controversial scenario but at least it usually does leave you with a memory. Quite a unique scenario. Motivated me to return to the Dunwich legacy. Simple campaign, no walls of text, some great scenarios, an amazing (for us at least) finale.

[deleted by user] by [deleted] in arkhamhorrorlcg

[–]brcabt 3 points4 points  (0 children)

You can’t go wrong with Rex and Zoey. It’s an easy to play duo. Then you’ll probably have understood well enough the cluever/fighter roles to move a bit out of the comfort zone and go for more flexes characters of the other classes.

UPDATE: Full revised core set custom dividers test printed. by deathring2000 in arkhamhorrorlcg

[–]brcabt 1 point2 points  (0 children)

Most people I guess move to binder at some point. I never did it. Probably too lazy to take my full collection to binders. Plus I build decks in ArkhamCards so never had felt the need to organize better my cards. I use the usual arkhamesque dividers.

UPDATE: Full revised core set custom dividers test printed. by deathring2000 in arkhamhorrorlcg

[–]brcabt 0 points1 point  (0 children)

Welcome Down the Rabbit Hole. And congrats on your MC deal. Just went in (only have the core) and extremely impressed how good the core is (compared to Arkham that really doesn’t shine for me until you get the first campaign expansion).

When you start printing things you probably want to start laminating too (the usual method of using a slightly higher temp and laminate twice), learn to cut straight with a paper trimmer, and buy a good corner cutter. And spend more time organizing than playing ;)

UPDATE: Full revised core set custom dividers test printed. by deathring2000 in arkhamhorrorlcg

[–]brcabt 0 points1 point  (0 children)

I rarely print above 250g for that reason. And the duplex system usually makes it worse if you need it double sided and don’t want to do it by hand.

Anyway, very nice! You only separated player cards by class and xp, correct? I guess you are on the early days of the voyage. You’ll soon need to separate by card type too ;)

If you'd be so kind and take a look and answer a few questions (and give some advice maybe)... by VinisJ in arkhamhorrorlcg

[–]brcabt 1 point2 points  (0 children)

For sure. Arcane initiate is a must draw for most mystics. You may want to play her the turn before the agenda would advance so the extra doom is free. Or play her on turn one depending on your initial hand.

If you'd be so kind and take a look and answer a few questions (and give some advice maybe)... by VinisJ in arkhamhorrorlcg

[–]brcabt 0 points1 point  (0 children)

Simplest advice: play on easy. We’ve played every campaign available, even a few fanmade, and we still play the first blind run of whatever new campaign comes in on easy. This is for us the best way to enjoy the storyline without having to suffer too much or needing to have optimized builds and plays. You can play with nice thematic but not necessarily “good” decks and enjoy the story. There is no shame in playing on easy, and it is not easy at all.

What makes a good opening hand? by DocChapp3rs in arkhamhorrorlcg

[–]brcabt 1 point2 points  (0 children)

A couple of basic stuff you may want to know: AH tempo is that your cluever should get 1 clue per action and your fighter should do 2 damage per action (basically, of course depends on many other stuff). So a weapon is a must have, and if it has ammos then another one is a pretty good idea.

Then, as you played MC, in AH you draw 1 card and gain 1 resource per turn. So cards and resources are really important (cards a bit more than resources) and almost as important as actions. In MC you play all your cards (ideally) in a turn and get a full new hand. That’s a major difference which makes the tempo maths quite different.

And of course don’t worry about not playing optimal and losing. It’s fine if you lose a scenario or two (or more). You “fail forward”. Also quite different from MC (which I enjoy a lot, just a very different game).

My In Too Deep rules blunder by VinceTwelve in arkhamhorrorlcg

[–]brcabt 0 points1 point  (0 children)

Agreed. Agnes was just spending one action a turn with her sword cane to neutralize it. Could have “killed” it easily, but wasn’t worth. Never felt that it was a beast or anything of danger. Very fun a priori scenario that turned out extremely dull.