Again, the key here is that the addition of the win condition was in response to a problem with a game dragging on and allowed for additional strategy that could work in conjunction with the regular win conditions in stead of working against the games underlying game mechanics. as an example, years ago, Similar mission based win conditions were added to RISK and it help reinvigorate a game that was known to drag on and become stale. I'm not against the over all idea of missions in games. What Star Wars TDG innovates on from the Realms format: Players can only buy cards from their faction, or the neutral faction. If your mission card condition is to play 3 cards of different factions in one turn then it means you have to spend at least on round not focusing on building out your faction. All of the multitude of expansions and promos for the Realms series also just seemed to dilute the differences between factions until gameplay felt samey. I have 2 base, 2 colony wars, 2 crisis expansions and one frontiers. The Command Decks can be fun if you want to add 'characters' to your games. I also feel like it takes away from the games core mechanic which is about card synergy. 0.01 GeekGold 0.02 GeekGold 0.05 GeekGold 0.25 GeekGold 1 GeekGold 5 GeekGold Other. "using x number of abilities in a turn" or "gain x amount of authority and doing x amount of damage in a turn"īy completing those goals you gain a bonus and if you complete three then you win the game.Īdding additional win condition seems unnecessary given how quick the matches already go. It adds, win conditions by completing "secret missions" e.g. The only expansion that I'm not a fan of is Missions.
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