Blue Moon Fans

Unofficial Blue Moon - The Cabal

Bolga - Mi 25 Nov, 2015 03:38
Titel: The Cabal
Hi,

Martin and I are very happy to present The Cabal to you. We playtested them thoroughly and we are very confident that they are balanced in the out-of-the-box format. We are also quite confident they are balanced in constructed, but we wouldn't be too surprise if experience would show that there is an over-powered/under-powered card or two. We don't think so, but you never know...

Martin has designed many decks (me: only one) and our objective with all of them is the same: to include them as legal cards in our local tournaments.

The Cabal and all subsequent decks are very much a fan-made project that has the aim of providing all Blue Moon players with additional cards to play at home or in tournaments. Our decks will never officially be sanctioned by Fantasy Flight Games (FFG) and Reiner Knizia so they will never be part of a legal FFG events. They are to be used in friendly games at home and in tournaments.

We would very like to have an illustration for each of them, and standard graphic design. But we don't have the money to have all the cards illustrated, nor do we have the skills to have standard graphic design for them. If you like the cards and the decks and we would humbly ask for your help. It seems some of the users of this site have done beautiful work in the past to illustrate their cards.

So, let me go ahead and present The Cabal. I will separate the cards in different posts: Leader and Character cards, Booster and Support cards, Leadership phase cards, and out-of-affiliation cards (a fancy name for the 3 cards form other races). Those will all be the cards for the out-of-the-box/pre-built deck. All other Cabal cards available for constructed mode will be posted at the end.
Bolga - Mi 25 Nov, 2015 03:39
Titel:
We don't have a solid story for The Cabal yet. But we imagine them as secretive, mysterious, resilient and powerful. They live inside mountains and are rarely seen outside of them. They are said to have the ability of telepathy and use the power of their minds to control their enemies. It is all rumors though...

In game mechanisms term they are a "disrupt" deck. The power values of their cards are low but their special power text is strong. They shut down the enemy and frustrate them. Like the Flit, but even more intense. We have found that they very rarely win by having 4 dragons, but also very rarely lose by 4 dragons.

Their deck affiliation letter is C.

There are 1 or 2 cards that we are not sure of the moon cost. I'll point them out with an interrogation mark beside the moon value. Please provide feedback.

We don't have flavour text for the cards yet. We are not very good at that.

We qualify them as a difficult deck to play well. This is not a beginner deck. It will likely take you some time to learn to play them well and find them balanced. But maybe not. You guys are very experienced at the game and may master them quickly. We find them fun and quite intense to play and rewarding to master. Enjoy.

The Cabal have the DEBILITATE icon.

DEBILITATE: When you have an active card with the DEBILITATE icon and you don’t have an active booster card, your opponent on his turn cannot play booster cards. When you have an active card with the DEBILITATE icon and you don’t have an active support card, your opponent on his turn cannot play support cards.

LEADER of the CABAL

Codec
Focal Point Enabler of the Cabal
30 cards 10 moons
Cabal 00
C

CHARACTERS:

Sand Snake
Fire: 5
Earth: 3
No Special Power Text
Cabal 01
Moon value: 2
C

Falcon
Fire: 5
Earth: 0
No Special Power Text
Cabal 02
Moon value: 1
C

Wolf
Fire: 3
Earth: 2
Special Power Text: Now you must discard 2 cards from your hand, or retreat (in your Beginning Phase). If you don't have 2 cards in your hand you must retreat in your Beginning Phase.
Cabal 04
Moon value: 2
C

Note about Wolf: Yes, his text does mean that if you retreat during your Beginning Phase you cannot play Leadership Phase cards on your turn since the turn ends immediately when you retreat. You can still do other actions that are legal during the Beginning Phase, like Retrieve.

One-Eye
Fire: 3
Earth: 2
Special Power Text: The printed value in Earth of 1 of your active character cards reduce to 0, expect on active PROTECTED cards.
Cabal 05
Moon value: 2
C

Sting
Fire: 2
Earth: 3
Special Power Text: The printed value in Fire of 1 of your active character cards reduce to 0, expect on active PROTECTED cards.
Cabal 06
Moon value: 2
C

Zephyr
Fire: 2
Earth: 3
Special Power Text: Now I may discard 1 of your active cards that has special power text, except your last remaining active character card and active PROTECTED cards.
Cabal 07
Moon value: 2
C

Ringleader Echo
Fire: 3
Earth: 1
Icons: PAIR, DEBILITATE
No Special Power Text
Cabal 08
Moon value: 1
C

Ringleader Shadow
Fire: 1
Earth: 3
Icons: PAIR, DEBILITATE
No Special Power Text
Cabal 11
Moon value: 1
C

Ringleader Raven
Fire: 1
Earth: 3
Icons: PAIR, DEBILITATE
No Special Power Text
Cabal 12
Moon value: 1
C

Spring
Fire: 2
Earth: 2
Icons: DEBILITATE, RETRIEVE
No Special Power Text
Cabal 13
Moon value: 1
C

Draco
Fire: 2
Earth: 1
Special Power Text: On my turn, 1 of your active character cards of my choice is ignored, except Flit character cards.
Cabal 15
Moon value: 2 ?
C

Black Cat
Fire: 1
Earth: 2
Special Power Text: You may not play cards with icons.
Cabal 16
Moon value: 3
C
Bolga - Mi 25 Nov, 2015 03:40
Titel:
Here are the Booster and Support cards for the Cabal.

BOOSTERS:

Kilat for Pure Focus
Fire: 3
Earth: 3
Icon: PAIR
No Special Power Text
Cabal 17
Moon value: 2
C

Kilat for Clear Thought
Fire: 2
Earth: 2
Icons: PAIR, DEBILITATE
No Special Power Text
Cabal 18
Moon value: 2
C

Kilat for Mental Strength
Fire: 1
Earth: 1
Icons: PAIR, DEBILITATE
No Special Power Text
Cabal 19
Moon value: 1
C

Kilat for Tranquil Mind
Fire: 1
Earth: 1
Icons: PAIR, DEBILITATE
No Special Power Text
Cabal 20
Moon value: 1
C

SUPPORTS:

Kinesis Bolts
Fire: 2
Earth: 2
No Special Power Text
Cabal 21
Moon value: 2
C

Ether Wave
Fire: 2
Earth: 1
Special Power Text: Your Hyla and Interference cards are ignored.
Cabal 22
Moon value: 2
C

Note: Obviously made for constructing decks with. Just a plain 2/1 out-of-the-box.

Psi-Aura
Fire: 1
Earth: 0
Special Power Text: During my End phase, I may search through my discard pile, select 1 character card, reveal it to you, and shuffle it into my draw deck.
Cabal 23
Moon value: 1
C

Mind Shaft
Fire: 0
Earth: 1
Special Power Text: During your End phase, you may not have active cards in your combat and support areas with a total of more than 6 moons. If you do, you must discard cards in your combat and support areas until you have a total of 6 moons or less in those areas, or retreat.
Cabal 24
Moon value: 1 ?
C

Note: if your opponent discards cards in such a way that it reduces his total power below your current one it's ok. As long as in his Power Phase he at least matched your current total power, he has met the condition to continue the fight. This means that on your next turn you will only need to at least match your opponent's current total power to continue the fight.

Pain Shock
No power values
Special Power Text: Every time you play card you must beforehand discard another card from your hand, or retreat.
Cabal 25
Moon value: 3 ? (we debated a lot about this one: 3 or 4 moons)
C

Psychic Imprint
No power values
Special Power Text: Every time you draw cards from your draw deck you must draw one less card.
Cabal 26
Moon value: 1
C

Note: this card doesn't prevent the effect of letting you search through your draw deck and taking one or more cards into your hand.

Induce Unconsciousness
No power values
Icon: FREE
Special Power Text: Your cards with the SHIELD icon are ignored.
Cabal 27
Moon value: 1
C
Bolga - Mi 25 Nov, 2015 03:40
Titel:
Here are the Cabal Leadership cards.

Sensing the Tide
Special Power Text: If I do not have at least 1 dragon on my side, I may now attract 1 dragon.
Cabal 28
Moon value: 4
C

Unrelenting Control
Special Power Text: If I retreat in my Engagement phase, I may keep any number of my active support cards in my support area instead of discarding them.
Cabal 29
Moon value: 3
C

Anticipating the Outcome
Special Power Text: If I retreat in my Engagement phase, I may beforehand retrieve up to 2 cards from my combat and support areas and take them into my hand.
Cabal 30
Moon value: 2
C

The last Leadership card of the Cabal may not be well received since it creates a big exception to an existing rule. Martin and I like to push the limits of existing rules in our race designs, as you probably noticed already. We enjoy fresh ideas. But we aim to not over-complicate things. Yes, more things are required to keep track of, but our objective is to make it clear on the cards.

Manipulating the Gullible
Special Power Text: This card remains active until the next time your announce your total power. If you announce a total power of 3 or less, I immediately attract a dragon. Then this cards stops being active.
Cabal 31
C

Note: despite its exception to the Leadership cards not being active beyond the turn it is played, it is the weakest of the Cabal leadership cards and not super exciting to play. Really only useful in out-of-the-box format.
Bolga - Mi 25 Nov, 2015 03:41
Titel:
Reserved for the 3 out-of affiliation cards.

Here are the 3 out-of-affiliation cards in the Cabal standard deck:

Imp Bomber
Fire: 0
Earth: 0
Icon: (blue) GANG
Special Power Text: Now I may force you to discard 1 card from your hand for each of my active character cards with a GANG icon.
Girga 14
Moon value: 2 ? (only strong when in a deck with other cards from the blue gang. How do you evaluate such a card then?)
C

Coronel Ramos (temporary name)
Fire: 3
Earth: 2
Special Power Text: Now I may add 1 power token to 1 of my active Campesino in my influence area.
Rouser 06
Moon value: 1
C

Note: The name of "Campesino" for this type of Rouser cards is also temporary.

Daisuke the Great
Fire: 3
Earth: 3
Icon: LANCE
No Special Power Text
Kazuko 02 (the name "Kazuko" is very likely temporary)
Moon value: 1
C

Definition of the LANCE icon: Each character card your opponent plays on his turn must at least equal the total printed power in the current element of the fight of all your active cards with the LANCE icon in your combat area, or retreat. Each character your opponent plays in a turn is checked in such a way before playing his next one.
Bolga - Mi 25 Nov, 2015 04:43
Titel:
There are 5 Cabal cards not in the standard deck available for constructing decks:

CHARACTERS:

Scorpion
Fire: 4
Earth: 3
Special Power Text: You may not play cards that have more than 2 moons.
Cabal 03
Moon value: 3
D

Ringleader Winter
Fire: 3
Earth: 1
Icons: PAIR, DEBILITATE, LANCE (see above for the definition of the LANCE icon)
No Special Power Text
Cabal 09
Moon value: 2
He (temporary letters)

Ringleader Tempest
Fire: 2
Earth: 2
Icons: PAIR, DEBILITATE
No Special Power Text
Cabal 10
Moon value: 1
Ka (probably temporary letters)

Ringleader Bull
Fire: 1 (Shield)
Earth: 1 (Shield)
Icon: PAIR
No Special Power Text
Cabal 14
Moon value: 1 ?
C

LEADERSHIP:

Chosen of Manipulation
Special Power Text: Now you look at the cards in my hand and discard a card of your choice. Then I look at the cards into your hand and discard a card of my choice.
Cabal 32
Moon value: 0
C
Helios - Mi 25 Nov, 2015 08:09
Titel:
It looks very interesting! Just one quick question before you continue and we give feedback: Isn't there missing a 3/1 Ringleader?
Bolga - Mi 25 Nov, 2015 15:45
Titel:
Good catch Helios. Yes, there is a 3/1 Ringleader. It is not in the pre-built deck. It is a card that I think is in another race and is available for constructed play. I will include it at the end.
erml - Mi 25 Nov, 2015 19:33
Titel:
There are some interesting ideas coming along with the Cabal Characters.

I like the debilitate icon. It is quite powerful, maybe too powerful.
Spring, the 2/2 Char with debilitate and retrieve, is "undermooned" in my opinion, i would give him at least 2 moons.

Wolf: You are changing the concept of retreating, that could be tricky/dangerous with some other rule interpretations (without having a concrete example in mind). Normally you retreat in your retreat phase, with one exception, the floods. Maybe it works fine. You obvioulsy have a reason for this.
I'm a little unhappy with the formulation, because it differs from the usual blue moon wording. I would propose to use the wording of the caterpillars: Now you must discard 2 cards from your hand, or retreat (in your beginning phase).

Zephyr
Fire: 2
Earth: 3
Special Power Text: Now I may discard 1 of your active cards that has special power text, except your last remaining active character card and active PROTECTED cards.
Cabal 07
Moon value: 2 ?
> Probably 1 moon is enough.

Black Cat
Fire: 1
Earth: 2
Special Power Text: You may not play cards with icons.
Cabal 16
Moon value: 3
> Probably 2 moons are enough.

Curious about the next cards Smile
Mobbi - Do 26 Nov, 2015 08:43
Titel:
First of all, I am pretty impressed that you two guys are playing and testing your decks this consequently. One year of weekly testing, great. As consequence you've created a new people, that doesn't seem to be overpowered. That's not easy, because nearly everyone tends to overpower his own people. Question: What is your premise? Standard or profi?

Second: I asked myself how you are playing? Do you have blanko-cards only with values and text when you are testing the cards?

Third: What do you think: On which level are your general deck-building abilities? Are you playtesting your own people all the time or are you building different decks with the official cards too? It is very important (if not necessary) to understand the game as whole and the strength of all cards in all variaties. Synergy is the keyword here. We had tons of guys in the past who build one people after another without understanding the game in its deepest depths. I have the feeling that you know what you are doing, but I am curious about your general Blue Moon skills. Could you post one or two decks you've created with the official cards? I am only curious. Wink

Fourth: To say the truth, I am probably the guy here who has the smallest ambitions in playing with fan-decks. I am are pure tournament player with a lot of competition in my blood. Very Happy
So I am in general sceptical about unofficial cards and rule changing aspects. Nevertheless I appreciate it, when someone spends time and thought in such projects.

Fifth: Some words to your cards/ideas:

Debilitate: This could be a strong icon when you start the fight. And it could weaken rush-decks and strengthen slower decks what's not bad at all. I find this idea interesting but without experience it is hard to estimate it.

Wolf: I am sceptical about this card in questions of its moon value. Only the second sentence could make this card interesting. But this part of its function will work very seldom. Compare it with Sarogakanas the Ancient. This card is much more interesting because it doesn't give you the possibility to choose the cards that are discarded. Ok, Wolf has higher values, but for me it isn't worth 3 moons. In fact I can imagine many situations where this special ability is weaker than Sarogakanas'. I come to the conclusion, that this card is only worth 1,6 or 1,7 moons and has to be rated with 2 moons.

Zephyr: Because this card allows to discard every type of card (characters, boosters and supports) I would give it 2 moons.

Draco: Why not Flit? What about protected cards? And compare it with Highchirp, who is able to discard one character, even Flit. Moon value 1.

Black Cat: 2 moons are enough imo.


All the best and rock on!
Bolga - Do 26 Nov, 2015 15:29
Titel:
Thank you for all your comments. We appreciate them. I was too sick last night to post the Booster and Support cards. I hope to do that tonight.

I will also address the issues you raised later on. But I want to address two things right away.

First, we will change Wolf's text to reflect the suggestion. It's a good one.

Second, the DEBILITATE icon. In our experience it's not overpowered. It self-balances itself since in order to take the most advantage of it you can't have active support and/or booster cards. The DEBILITATE icon is indeed stronger at the start of a fight; good observation Mobbi. It's weaker as the fight drags on. Plus, there aren't many character cards with the icon. It works out.

Take Spring for example. He's strong when he doesn't have a booster and a support card and when you start a fight. But he only throws 2 power at you. And if you do have an active support and/or a booster card, he's much weaker.

We find the DEBILITATE icon to be has powerful as the GANG and RETRIEVE ones. Not more. Try it, you'll see.


The rest of the cards should put the whole deck in perspective.
Bolga - Fr 27 Nov, 2015 04:25
Titel:
The Cabal Booster and Support cards are up.
Helios - Fr 27 Nov, 2015 14:16
Titel:
I'm still very impressed by your creativity. But I still have two questions:
1) Ether Wave has 2/1. Why? Will there come a support-Card with 1/2?
2) Induce Unconsciousness: How can I lose my Protection when im unconsious?
Dwragon - Fr 27 Nov, 2015 16:37
Titel:
I like the concept, but I want to see all the cards before I give my opinion. 12 Chars seems rather few and a few numbers are still missing.
erml - Fr 27 Nov, 2015 18:12
Titel:
@ Zephyr:
Similar cards are Cinder and Top Dog.
Cinder discards a Booster or Support card. There are 85. Without the Cabal ones. 1 Moon.
Top Dog discards a Character, Booster or Support card with icon. There are 31 Booster and Support cards with icon and 100 Character cards with icon, but there is to consider the restriction of the last Character, that has to remain. 1 Moon.
Zephyr discards a Character, Booster or Support card with special text. There are 49 Booster and Support cards with icon plus 78 Character cards with icon (with restriction). Its earth value is 1 higher.
My suggestion is still 1 Moon.
Top Dog has the gang symbol, which is advantage (special function can be used more turns) and disadvantage (vulnerability) at the same time.

Mind Shaft
Fire: 0
Earth: 1
Special Power Text: During your End phase, you may not have active cards in your combat and support areas with a total of more than 6 moons.
Thats a little bit tricky. It has to be defined more precisely.
What if the opponent has already more than 6 moons in his support area? Is he forced to retreat or is he allowed to discard support cards? The latter would be a new concept in blue moon.
A powerful card imo. 2 moons.

Induce Unconsciousness
The moons are missing. Maybe 2?
Bolga - Mo 30 Nov, 2015 05:48
Titel:
Thank you for all your comments so far. Here's our take on them.

First, we re-numbered the Cabal cards because we had not done it well. The current numbers are the correct ones.

1. Thank you erml and Mobbi for your rationale about Zephyr. We will keep Zephyr at 2 moons because a) he has 3 earth, b) he can discard an active Hyla card, and c) he can discard an active Buka ship. And since all cards on a Buka are also discarded when a ship is discarded, it's powerful against the Buka.

2. Anyone else believes Black Cat isn't costed well in terms of moons? We think he's worth more than 2 moons, but maybe not 3. And in such cases we round it up. We lean towards keeping him at 3 moons but we could be swayed if other people don't agree.

3. To Helios: there isn't a 1/2 Support card for the Cabal. I believe there is one in another race we created.

4. Induce Unconsciousness: maybe not the best name for the card. But when you are unconscious you can't protect, right? Induce Paralysis instead? Or Induce Weakness?

We cost it at 1 moon.

5. Mind Shaft: when I first read the card I thought it would be quite good. But when we playtested it in out-of-the-box format we hardly find it useful. Quite weak actually because it almost never happened that the opponent we going past to 6 moons and up. We thought about changing it to saying 5 moons instead but then was too strong in constructed play. But even in constructed 6 moons was easy to go below and still compete in almost all the fights. So not a good of a card as it first seems since in practice it rarely makes a big difference. Definitely 1 moon in our opinion.

It's funny you asked the question erml about what happens you already have 6 moons or more because it actually never happened that when we played Mind Shaft the opponent had at least 6 moons. In the 70+ hours of playtesting, not once. But your question is very valid and we added text to the card to address that situation.

6. Draco: why against Flit character cards? To balance the Cabal out against the Flit. We added the exception about protected cards. Thank you for pointing that out Mobbi.

7. Wolf: he is quite powerful. Very annoying. The threat of possibly having to retreat is more powerful than you may think. Combined with his higher values, we feel very confident that he's worth 3 moons. Try it out and you will see for yourself. He may not be worth 3 moons, but definitely at least 2 moons and quite possibly 2.5-3. That's why we rounded them up to 3.

8. To Mobbi: what does Standard and profi mean? For playtesting the cards we printed them out, cut them and sleeved them. Cards have their values, icons and text printed out to test. Very easy to do. We're using Powerpoint to format our cards for our playtesting needs.

As for our experience with the game, we have a lot. We have built many decks in the past. Both for playing for fun and for tournaments. We never recorded the decks down, except for the decks Martin and I built for our latest tournament. You can see them in this session report:
http://boardgamegeek.com/thread/876984/our-third-friendly-evening-tournament-6-players-6

When we playtested the Cabal and the Girga in constructed play we used the Mimix and Pillar decks in the session report, and other decks that we found good in the past. Martin created a really fast and efficient Buka deck that we playtested against. We also created Cabal and Girga constructed decks to test against, using our various strong constructed decks from the past. Our playtesting didn't show broken and overpowered combos.

Cheers.
Bolga - Mo 30 Nov, 2015 05:48
Titel:
Leadership cards are posted. And 1 out-of-affiliation card.
Mobbi - Mo 30 Nov, 2015 10:34
Titel:
Bolga hat folgendes geschrieben:

5. Mind Shaft: when I first read the card I thought it would be quite good. But when we playtested it in out-of-the-box format we hardly find it useful. Quite weak actually because it almost never happened that the opponent we going past to 6 moons and up. We thought about changing it to saying 5 moons instead but then was too strong in constructed play. But even in constructed 6 moons was easy to go below and still compete in almost all the fights. So not a good of a card as it first seems since in practice it rarely makes a big difference. Definitely 1 moon in our opinion.

It's funny you asked the question erml about what happens you already have 6 moons or more because it actually never happened that when we played Mind Shaft the opponent had at least 6 moons. In the 70+ hours of playtesting, not once. But your question is very valid and we added text to the card to address that situation.


Ermls question was the first thing that came to my mind when I read about the card. I would say, that in games with constructed decks, there are tons of situations, where the opponent has at least 6 active moons in combat and support-area! In standard-game, you could be right, but even there the situation is possible, so it has to be defined. You've done this now. For me at least 2 moons, I tend to 3 moons, because in epic fights, this card is a killer!

Bolga hat folgendes geschrieben:

7. Wolf: he is quite powerful. Very annoying. The threat of possibly having to retreat is more powerful than you may think. Combined with his higher values, we feel very confident that he's worth 3 moons. Try it out and you will see for yourself. He may not be worth 3 moons, but definitely at least 2 moons and quite possibly 2.5-3. That's why we rounded them up to 3.


Situation 1:
You play Wolf. I have 6 cards in hand.
Case 1: I want to continue the fight, because I'm convinced, I can win it. I choose two cards (the ones I need least or perhaps I don't need at all), discard them an continue fighting. After this, I have again 6 cards in hand (in general).
Case 2: I could but I don't want to continue the fight, because I don't want to sacrifice two cards. I retreat.
Case 3: I cannot continue the fight.

Situation 2:
You play Sarogakanas the Ancient. I have 6 cards in hand.
Compare this with wolf's cases:
Case 1 is stronger here. Perhaps I want to continue the fight, but I cannot be sure, that I will be able to. Because YOU can discard 2 cards. Perhaps you discard one or even two cards I need for further fighting. Perhaps you discard one or two cards that are needed in the later game. In case 1 (I want to continue fighting) here I cannot be sure, that I will be able to at all.
Case 2 the same and even more. When I decide to retreat anyway and I have the option, to keep two cards than this is much better than here, where I lose two cards in any case.
Case 3 forces me in the same way as above to retreat.

And even when you have only one card in hands, Saro is better than Wolf, because Saro discards it while Wolf gives me the chance to choose if I want to keep it or not. In both cases I have to retreat.

There is no situation in the game where the special power of wolf is better than Saro's. But there are many situations in which Saro's special power is much better than wolf's. Saro has 1 moon, Wolf shall have 3? The higher values of 3 F and 2 E aren't worth two moons imo. Of course this is just my point of view.

Bolga hat folgendes geschrieben:
8. To Mobbi: what does Standard and profi mean?

With "profi" I mean constructed decks.

Bolga hat folgendes geschrieben:
We never recorded the decks down, except for the decks Martin and I built for our latest tournament. You can see them in this session report:
http://boardgamegeek.com/thread/876984/our-third-friendly-evening-tournament-6-players-6


Thanks for the link. That's very interesting. The Pillar-Deck seems to be much fun to play. Wink
Many questions come to my mind while considering the deck and I think the deck wouldn't stand the test of time in our tournaments, but it shall be able to crush down the opponent sometimes.

All the best and rock on!

P.S.: Sorry for language, it isn't always easy to write down thoughts not in mother tongue. I hope you are able to follow my thoughts.
Dwragon - Mo 30 Nov, 2015 19:17
Titel:
So I finally got to see the whole deck. I think it works better in standard than in constructed, but there are new nice ideas.

Now my thoughts on them:
Chars: Shadow,Raven they are both the same, I' don't like identical cards in the same Deck. Maybe make one of them 2/3?

Wolf: I don't like the formulation. I think something like the caterpillars is more in line with the gaming concept: "Until the end of your next Leadership-Phase you have to discard 2 cards or you must retreat."
This way you can counter it with leadershipcards, but not with characters and it's more in line with the rules.
It harmonizes well with Enough of it!, and it is very much like Bashdin. It's harmonizes well with the Caterpillar, because they have to be different cards. 2 moons should be enough so.


Boosters:
Mental strength / Tranquil Mind: maybe change one of them to 2/1 and change claer thought to 1/2? seems to be nicer.

Support:
I'd like the idea of a support card with debilitate. Would be nice vs Flit.

7 supports and 4 boosters seems rather many, maybe 1 support card less and 1 char more?

Psi-Aura: It's slow, but can be powerful. For 1 Moon I would take the 1 Fire away, else I'd give it 2 moons. (2nd Ferro+2nd HackerHank can be painful)

Mind-Shaft: It works like Mena Marn, so you don`t have to write more than: "You may not have active cards with more than 6 moons at the end of you turn."
It can be powerful, but like all other Supports it's hard to get out in this deck, because the chars have not much values. In constructed in can be more interesting against hoax for example. I think it should have 2 moons therefor.

Psychic Imprint: A better candidate for 1/0 than Psi-Aura in my eyes.

Induce Unconsciousness: Not very strong, but at least free. Can not see the card getting picked up in constructed. It could get the debilitate icon.

Leadership cards:
Sensing the Tide: Strong Leadership cards seem to be necessary for this deck. One free dragon seems quite strong in the end. Maybe weaken it a bit? "If you control atleast a dragon, I now attract one Dragon." Else you get a free Dragon just for having it in your starthand.

Unrelenting control: Quite powerful, but I like it very much.

Anticipating the outcome: Seems ok, powerful.

Manipulating the Gullible : A second dragon manipuator as leadership card. I honestly don't like the idea of stretching the rules this much. The special text would be a nice addition for a booster card.

I don't like it that the card stays active after someone retreats.
erml - Mo 30 Nov, 2015 20:46
Titel:
Bolga hat folgendes geschrieben:
1. Thank you erml and Mobbi for your rationale about Zephyr. We will keep Zephyr at 2 moons because a) he has 3 earth, b) he can discard an active Hyla card, and c) he can discard an active Buka ship. And since all cards on a Buka are also discarded when a ship is discarded, it's powerful against the Buka.

In this case 2 moons are definitely justified.
Here you are in uncharted water. It's the only card able to discard Hyla and (loaded!) ships.

Bolga hat folgendes geschrieben:
Manipulating the Gullible
Special Power Text: This card remains active until the next time your announce your total power. If you announce a total power of 3 or less, I immediately attract a dragon. Then this cards stops being active.

Here you are pushing the limits of the rules to far, imo. For now, Leaderships are active at most the turn they are played, never longer. This card not only is active in the opponents turn, but eventually even after a retreat of the opponent.

Bolga hat folgendes geschrieben:
Sensing the Tide
Special Power Text: If I do not have at least 1 dragon on my side, I may now attract 1 dragon.

Like Dwragon I would tighten the condition of attracting a dragon a little bit.
Just an idea: Now I must discard an active support card to attract one dragon.

Keep on rocking! Smile
Bolga - Di 01 Dez, 2015 05:13
Titel:
The rest of the non-affiliation cards and all the other Cabal cards available for building decks with are posted.
Bolga - Di 01 Dez, 2015 05:38
Titel:
Thank you guys for your comments.

You make a good case for reducing Wolf's moons to 2 Mobbi. I will change it to reflect that. Thank you.

Mind Shaft needs the extra text that Mena Marn doesn't have because all cards in the combat AND support areas count towards the total. Since it is possible to play Mind Shaft when your opponent has at least 6 moons in those 2 areas and that it is checked in the End phase, the text is necessary in my opinion.

We appreciate all the other comments and suggestions about the cards. You guys should have been by our side when we were facing challenges in balancing the deck and looking for ideas to modify it. You are good at suggesting ideas.

At this point our objective is not to change the values and/or the spirit of the special power text of some cards. We don't want to do that and playtest again changes we would make. The race is balanced as it is from all the playtesting we did. We are presenting it to you as a finished race and are looking only to finalize the moon values and to clarify the special power text of the cards. I probably should have more clear about our objective. My fault.

But we would like to tap into your ideas in the future when we will be stuck with our playtesting on another race. For example, we just started playtesting our third deck, The Rouser, and no doubt we will need to tweak some cards and will be looking for ideas.
Dwragon - Di 01 Dez, 2015 23:40
Titel:
Zitat:
Mind Shaft needs the extra text that Mena Marn doesn't have because all cards in the combat AND support areas count towards the total. Since it is possible to play Mind Shaft when your opponent has at least 6 moons in those 2 areas and that it is checked in the End phase, the text is necessary in my opinion.


Ok, you have to write that only cards in the combat and support area counst because of the ships.

But you don't have to add that you have to discard cards to achieve this. That is not added on Mena Marn (at least on the old cards, if it's added on the new ones forget my comment) and everyone understands ist right.

I understand your position. You asked for our position and we offered it, you can keep your decks the way you want it.

We play this game for more than 10 years now and have seen many unofficial decks, many which are only available in German.

Here is a link to our unofficial expansion set:
http://blue-moon-fans.com/viewtopic.php?t=6486&start=0

We got many ideas and maybe even have a greater understanding as the game creator considering moons and balance.

But to be honest we rarely play unofficial decks, so we rarely use our own ideas. We like to help you with your new races and can give you a lot of input.


So I think we wold be more interested in seeing your third race and mind craft around it Very Happy
Mobbi - Mi 02 Dez, 2015 08:01
Titel:
@Mind Shaft
Hm, I think Bolga had to add the discard-part. You cannot compare this with Mena Marn. Mena Marn refers to character-cards. At the beginning of your turn, you always have the option to play only one character and make e.g. gangs inactive. Supports never become inactive. What to do, when there are 7 moons in the support area? This has to be managed, so he needs the extension in the text.
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