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 Maelstrom of War Missions

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dewen
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Join date : 2011-03-07

PostSubject: Maelstrom of War Missions   Tue Oct 21, 2014 1:47 pm

Wanted to get some feedback on objective cards and the Maelstrom missions.  I am considering them for the Hobby Shop tourney on 11/8.  I like the concept to create a dynamic game, but I have not seen them play well. I think they add some unpredictability to game, but I don't like the randomness. In my second round at EGC last month, I had a hand with 2 objectives nearly impossible to achieve. They definitely cause players to think through each turn as opposed to how they plan to seize objectives at the end of the game. D3 VP can be frustrating. I had two of these in the first round at the EGC tournament. I rolled a 1 on both Mad .

I saw these suggestions from 3++

- Each player draws up to three Maelstrom missions each controlling turn; up to three (opponents can see these cards)

- Upon drawing a card, any player may discard up to any number of their cards and re-draw once per turn

- Any cards that are not achievable may be discarded and re-drawn for free

- All references to D3 Vp are replaced with “two VP”

- Upon completing the Maelstrom requirements, place this in an “achieved” pile and calculate VP at end of the game

- If a game has a limited amount of objectives, Randomly assign Maelstrom objective numbers and automatically discard any objective cards greater than the set number (i.e. if four objectives are used; randomly assign 1,2,3,4 and discard any cards with references to objectives 5,6)
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Makari
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Posts : 3251
Join date : 2007-11-10
Age : 38
Location : Milford, OH

PostSubject: Re: Maelstrom of War Missions   Wed Oct 22, 2014 11:28 am

Those are some good suggestions.  I think the maelstrom cards are really good but the missions need tweaking to help keep things from getting out of hand.

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Redbeard
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Join date : 2014-05-27

PostSubject: Re: Maelstrom of War Missions   Fri Oct 24, 2014 7:11 pm

I think the tactical objective cards really add a lot to the game.

At first, I was VERY skeptical. I didn't like the idea of more randomness determining a game's outcome. However, the more I play with tactical objectives, the more I enjoy them. The one house rule we always employ is one that you mentioned: If a card drawn is impossible to ever achieve in your particular game, it is discarded and redrawn for free. For instance, if the card requires you to kill a flyer and your opponent's list does not have a flyer, the free redraw rule would apply.

Other than that, we've been playing them pretty much as written and it's a lot of fun. I say go for it.
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justin.cress
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Join date : 2012-03-05

PostSubject: Re: Maelstrom of War Missions   Mon Dec 15, 2014 4:14 pm

dewen wrote:

- Upon drawing a card, any player may discard up to any number of their cards and re-draw once per turn


Why? Anyone can discard anything and draw again?

I understand auto-discarding things that are completely unattainable (kill a MC, opponent has no MC..), but why would 3++ recommend just letting people discard anything?

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PostSubject: Re: Maelstrom of War Missions   Today at 5:18 pm

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