C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT (Puppet Master)
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them.
?Pass
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
?Pass
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding.
?Pass
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak.
?Pass
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any.
?Pass
- FUN TEST/ Consider whether or not the design was fun to play.
?Pass barely but I am not a fan of pods. I think I would like him more as an extra then the main feature.
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
?Pass again barely. As Viegon mentioned there is some interesting strategy that goes on in solo play. I can see it being very frustrating to get String Pulled repeatedly.
- DRAFTING TEST/ Consider whether or not this design is worth drafting.
?Pass
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
?Pass
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
?Pass It is probably good practice for every tester to have some experience playing with and against pod armies like this.
Angel and Beat Cops is very effective. Any future design that further boosts pods may require extra scrutiny. _____________________________________________________________
STRING PULL 16
After revealing an Order Marker on this card and taking a turn with Puppet Master,
if he is unengaged, you may choose a Unique Hero
within 8 clear sight spaces of Puppet Master. Roll the 20-sided die. If you roll
16 or higher, take temporary control of that hero and immediately take a turn with the chosen Hero. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the String Pull. All Order Markers that were on the chosen Hero's card will stay on the card. After using String Pull, you may use it one additional time.
Army Test
- Does it pass, Yes or No? Yes.
- What should be the unit's point value? 140.
- Give a brief overview. Puppet Master and his pod vs. Mr. Fantastic's leading ladies.
Map:
Fulcrum.
Units:
Puppet Master, Meteorite, Bizarro, Green Arrow(150), &
5th Precinct Beat Cops(x2) vs. Mr. Fantastic, Invisible Woman, Jocasta, & She-Hulk {960 each}.
_____________________________________________________________
Army Test
- Does it pass, Yes or No? Yes.
- What should be the unit's point value? 140.
- Give a brief overview. Puppet Master vs Creature comforts. Frankenstein is MVP for both teams.
Map:
Fulcrum.
Units:
Puppet Master, Green Arrow(130), Weather Wizard, Angel, Green Lantern(340) & 5th Precinct Cops(x3){995} vs. Frankenstein, Wendigo, & Abomination(320){990}.
Spoiler Alert!
UNIT SUM-UP
Damage:
Normal Attack:
String Pull 16: 16 total
1 Arrow vs Frank
4 Frank vs Abom
2 Frank vs Abom
1 Frank vs Abom
1 Frank vs Abom
1 Frank vs Wendigo
2 Frank vs Wendigo
2 Frank vs Wendigo
2 Frank vs Wendigo
Power Usage/Effectiveness:
String Pull 16: (14 of 36)
Reactive Mind Control 8: (0 for 1)
(summary)
Round 1: Wendigo Leaps to the top of a large hill. Beat Cops form a ring two deep around Puppet Master. Abom Leaps near Wendigo both well out String Pull range. Green Lantern Basket Carries three Cops to the top of the other large hill, nearest PM. Frankenstein lumbers forth. Green Arrow moves in and misses Frank.
R2: Wendigo moves in behind a ruin. Puppet Master String Pulls(19) Green Lantern who Basket Carries the Cops between Green Arrow and the rest of the group. Puppet Master String Pulls(18) Green Arrow who wounds Frank. Abom moves to the edge of String Pull range. PM double fails SP(4)(9). Frank moves next to Abom. PM double fails SP(15)(11).
R3: PM double fails SP(2)(6). Frank moves in next to Angel and destroys a Cop, Angel flies next to Green Lantern, thwarting Creature Command. Puppet Master SPs(18) Frank and sends him after Abom inflicting 4wounds. PM SPs(16) Frank again who takes high ground this time and dishes out 2 more wounds to Abomination. Frank moves down and destroys a Cop, Angel moves Green Arrow. PM double fails SP(14)(6). Frank steps in and continues to swing death, forcing a Cop to Protect and Serve, Angel flies away with Green Lantern.
R4: Frank moves in and destroys a Cop, Angel moves Green Arrow.
Puppet Master SPs(20) Frank who moves back and wounds Abom. PM SPs(16) Frank who destroys Abomination. Frank shoots through Fog Cover(7) and destroys a Cop, Angel moves another to take his place. PM double fails (13)(2). Frank moves in and and engages four enemies at once(gotcha) and splits a Cop in half, Angel moves Green Lantern to replace the fallen Cop, leaving Weather Wizard alone engaged with Frank, activating Creature Command(finally). Abom Leaps in and destroys a Cop, Angel moves Weather Wizard to fill the gap. PM double fails SP(1)(15).
R5: Green Lantern destroys Abomination. Wendigo charges in from his hiding spot and misses Green Arrow. Puppet Master double fails SP(15)(3). The Sword of Archangel Michael is moving with a life of its own as it 3wounds Green Lantern. PM String Pulls(16) Frank who wounds Wendigo. PM String Pulls(17) Frank again who 2wounds Wendigo.
R6: Frank 2wounds Green Arrow, Wendigo misses GA. PM double fails SP(13)(10). Frank destroys Green Arrow. PM SPs(18) Frank who misses Wendigo. PM fails SP(7). Frank forces Lantern to Shield Strike him, Wendigo forces a Shield Strike. PM fails SP(15). PM SPs(18) Frank who 2wounds Wendigo.
R7: PM fails SP(13). PM String Pulls(18) Frank who destroys Wendigo.
Frank misses Green Lantern. PM double fails SP(11)(5). Frank forces Green Lantern's final Shield Strike. PM double fails SP(2)(1). Frank 2wounds Lantern.
R8: Weather Wizard wounds Frank who destroys Green Lantern. WW misses Frank who moves down and 3wounds WW. PM fails SP(5). Puppet Master SPs(17) Weather Wizard who wounds Frank. Bolts forces the last Cop to Protect Weather Wizard.
R9: Frank destroys Weather Wizard and OM1, Angel moves PM. Frank 2wounds PM who fails Reactive Mind Control(7), Angel flies PM across the river to the big hill. Frankenstein takes a swim. Angel wounds Frank.
R10: Angel destroys Frankenstein.
.
Who won and how many wounds did they have?
Angel(Full) & Puppet Master(2wounds, 1 Life left).
Looking back on the first test PM really underwhelmed. 3 wounds inflicted from String Pull. This could have been better though if I chose better victims. 2 of the wounds were meant for Sue but Jocasta took them instead.
In game two I was going to assault the Creatures with Green Lantern with Beat Cops in tow. (This looks evil, Basket Carry meat shields). I changed my mind and decided to focus more on PM and pulled back Lantern into a defensive role. I was getting worried at one point that the Puppet Master army would have nothing left in the end to take out Wendigo. Earlier I thought the creatures were going to get routed. I was really surpriser how close it was. Frankenstein was a killing machine. His holy sword was fully flamed. I do not think I ever rolled so well for a figure. Until he attacked Puppet Master and got two skulls.
OK, I believe the discussion goes back to the Reevaluation thread.