Darboh pisze:oskaros88 pisze:
Mam też to szczęście że Pridebowl bardzo fajnie i na spokojnie rozkręca scenę Podboju naszą lokalną, przez co łatwiej mi w nią wejść bez większego ryzyka
DZIĘKI !!! Za ten wpis też dałbym plusa
![Smile :)](./images/smilies/icon_smile.gif)
A tak serio to jet merytoryczny wpis kogoś, kto zagrał a ma doświadczenie w innych karciankach. Myślę, że tak odbierze też grę, grupa osób, która nie napalała się na Conquesta, a wręcz uważała, że gra jest zbędna na rynku.
Też jak będe miał chwile wysmaruje wpis, co prawda bardziej pozytywny, bo uważam że gra jest dobrze dopracowanym produktem FFG. Póki co pozwolę sobie wkleić opinię z
http://boardgamegeek.com/thread/1248780 ... hess-match
This is a game that takes minutes to learn but a lifetime to master.
I see a lot of people making, and asking for comparisons of Conquest with the other LCGs. Some are worried that, based on how it looks, Conquest is too similar to the other LCGs. Rest assured, not only is this game NOT some hybrid of the other LCGs; in my opinion it's the best LCG design to date!
If I had to describe the gameplay of Conquest in one word, that word would be "non-trivial" (is that one word?).
It is hard to proclaim the gameplay of any LCG as trivial, but having tried each and every one of them, Conquest does seem to rise above the rest of them (yes, including Netrunner..). The staggering depth of foresight, cost-benefit analysis, opponent reading, and on top of all this, the necessary mental strength to execute an all-important BLUFF in order to surprise your opponent, has never yet been required at this level in any of the other LCGs (yes, including Netrunner..). This, contrasted by an amazingly intuitive and simple rule set, makes this game both approachable to casuals, and impossible to master by experts. I don’t believe I’ve ever tried a game that seemed to hold within it so much potential, on both a scale of fun, and competition.
I won’t go into an elaborate description of the game here, I’ll just make a few comments as to why I believe this to be so. This in the context of the other LCGs that I think most readers have tried to some degree over the last 5 years.
Start up:
Starting with your best unit (your warlord) already in play and ready to go is in stark contrast to many of the other LCGs. This coupled with having 7 resources right off the bat to buy cards with DRASTICALLY decreases the stochasticity experienced on first turns in other card games. The inherent luck attached to initial card draws of nearly every strategy card game including Magic is NOT A GOOD THING. Having your Warlord out and a high starting resource count overpowers a lot of the start by start variation in strength that few resources coupled with random draw create. You will be so pleased after a few games, when you realize that in every game both you and your opponent had a nice, choice-driven start. Yaaay non-trivial!
Deployment phase (purchase phase):
This is where Conquest really starts to shine. Now that I’ve experienced the alternating purchase phase that Conquest demands, I don’t know if I can go back to the full turn by turn based design of most other 1vs1 games. Alternating deployment is the perfect balance between total uncertainty of your opponent’s designs, and the helpless observation of his entire purchase during his “turn”. What alternating deployment does is open up layers upon layers of evolving strategy that feels extremely organic and realistic. Your plan at the beginning of the Deployment Phase has almost always changed by the end of the Deployment Phase. Thus how you interpret, and improvise with your opponents apparent unfolding strategy is of the utmost importance.
Almost every play is a head-scratcher because you’re trying to factor in what your opponent’s plays thus far are telling you about his designs, and thus your strategy to counter him must evolve. My only gripe is that there is not enough time to make these decisions! (not really a gripe
![Wink ;-)](./images/smilies/icon_wink.gif)
) And of course these decisions are made even more complicated because you have to balance resource intake (via the on-coming command struggles), with combat preparation. It really does make you feel like some up-start general in way over his head, who’ll probably end up back in the mines if he sends his champions into a bloodbath. Fantastic..
Also, it must be pointed out that having the initiative in this phase (which is an advantage in the coming combat phase) is a DISADVANTAGE during deployment (as you must deploy first). What a great way to nullify most of the first-initiative advantage. Well done designers!
Command phase:
The simultaneous assignment of Warlords is just the icing on the cake of everything that’s great about how the Devs structured the Deployment Phase. Warlord deployment is especially awesome though because you can DECIDE to initiate battles in places where it’s unexpected. I love the idea of not knowing where, and how many battles will take place in a round. So much uncertainty, so many hard decisions… The only certainty is that there will be blood.. Oh ya, and if your Warlord bleeds to much, you lose. “Does my opponent WANT me to drop in on the 2nd planet?! This must be a trap! Ughhh!”
The command struggles in this phase are the culmination of your good or bad decisions during Deployment. The great thing about this system is that it adds a high level of uncertainty in the amount of resources and cards you are going to have available going into combat (for use on much needed combat actions and shields), and into the next rounds. In most other games you have a pretty good idea of the resources you’re going to have to work with in combat, but this uncertainty puts all of that into question. Are you going to play it safe or count on that much needed token from the 4th planet? “Ugh the mines, not back to the mines..”
Combat phase:
The Devs adhered to the same principle of alternating moves in Combat and it paid off huge again. The layers of strategy in the sequence of your attack, and the uncertain sequence of your opponents attacks, leads to an array of possible outcomes. This is compounded when considering those nasty events lingering in your opponent’s hand, and those annoying shields he might use as well.
It’s rare in this game to be certain your attack is going to kill a unit, conversely it’s rare to be certain your unit will survive. And once something doesn’t go your way, god knows, your plan has to change fast. Again I must repeat, there are no trivial decisions in this game, you’ll be thunking your head on the table in the first round. Glorious.
Headquarters phase:
Chances are come the HQ phase you’ll either be exhausted from a brutal unexpected beat down, or berating your opponent for trying to pull such an insolent battle tactic against the might and cunning of your armies.
There are a couple things though that I must complement about this simple phase as well. The acquisition of 4 resource tokens and 2 cards is a very welcome, guaranteed high level of intake compared to many other card games, particularly the double card draw. Through the games I’ve played I have to say that cards, as a whole, seem less scarce in this game than any other strategy card game I’ve played. This is a GOOD THING, especially because the shield system allows an outlet for these cards, in addition to the added level of choice it garners.
I never understood why it was the norm of the strategy card game genre to make card draw so scarce! It inhibits the level of choice, and thus the amount of strategy a player can carry out to such a high degree. Thus I’m THRILLED to see a game that seems to have built the tighter bottleneck around resources, which makes the CHOICE of purchase that much more meaningful! There’s nothing more trivial than playing one card, because it’s the only damned card in your hand, and this game seems to avoid that scenario unless you deserve it. So Bravo to the Devs again!
All in all, put together, this game feels like a future classic of the genre. Don’t get me wrong, I love the other LCGs (and probably other CCGs if I didn’t avoid them on principle), but a week in I really get the feeling that this one is exceptional. It reminds me of those chess matches against my dad as a kid when I had no idea if a move was going to pay off, if I was falling into a trap, or if I was actually, for real, pulling off a bluff for the ages!