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#1741
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Re: Summoner Wars by Plaid Hat Games
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Right now there is only one reinforcement pack per faction, so it's pretty easy to keep it cheap if you only care about certain factions. You can also do just fine with a single reinforcement pack as well. There is a possibility that you would really want 2 packs worth of a certain common but honestly IMO there is only 1 unit (Thwarters for the Tundra Orcs) that would be worth that, and even then that is highly debatable between other SWers. Bottom line is that if you want to have a fun, complete game, and possibly even competitive in tourneys if you are into that, then buying just the master set(s) would be fine. Get the reinforcements if you really want to, but try the game out first to see if you see a reason too. |
#1742
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Re: Summoner Wars by Plaid Hat Games
Eh, I don't think it's much of a money sink. With the exception of the Master Set (which is a great value anyway), all the releases have been two factions or renforcement packs at a time. At full price of $11ish each or online discounter at $7ish, it's really not that big an investment each time there is a release.
As for the reinforments packs themselves. I have everything to this point, but have yet to bust them out. I'm having too much fun with the base cards for each faction. At some point they'll get used but I think that says a lot about the base armies. -insert signature here- |
#1743
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Re: Summoner Wars by Plaid Hat Games
Remember also that each reinforcement pack provides reinforcements for 2 specific separate factions as well as providing mercenaries that can be used with any faction.
Last edited by Targanth; November 7th, 2011 at 09:21 AM. Reason: fixed the wording |
#1744
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Re: Summoner Wars by Plaid Hat Games
If you were to pay full retail for each of the base factions so far...
It'd come to: 2x $25 for the two starter sets (PE/TO and GD/CG) 1x $50 for the Master Set 4x 10 for the Faction Decks (FK, VG, CL, JE) That's 140 bucks. There are only 4 Reinforcement packs out so far, which would bring it up to 180. You can multiply that figure by about 70% if you pick it up from online discounters, so about... 130 bucks. Not bad if you ask me. I wouldn't start with that though. Grab a master set for 35 bucks from some e-tailer (or send $50 Colby's way and grab a promo with it), and see if it's worth your while. Deck building/army construction is much much less important than in games like Heroscape or Magic. |
#1745
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Re: Summoner Wars by Plaid Hat Games
Although army building is one thing I love about Heroscape and other miniature games, for some reason I am turned off by deck building for Summoner Wars as it seems like more effort than it is worth an honestly a waste of $. This is because, unlike heroscape where I can use each figure in some army, most of the time I would not use 90% of the cars in reinforcement decks or second starter/master sets. I guess it is kinda like if you got Heroscape waves in exact multiples just to get the desired number of the most needed squad, such as getting 5 of each Wave 9 pack just to get 5 of the 10th, you would have 4 of each hero pack and some extra commons you are wasting - similar to getting reinforcement packs.
I bought 1 each of the starter sets, master set, and faction decks, but I bought them all at Origins and Gencon so got a good deal with no shipping and including promos and 100% of the $ went to PlaidHat. I could afford the reinforcements but figured it is not for me and have enough fun with it. C3V/SoV cards @ 3/page PDF / LeftOn4ya's Customs (including Jurassic World) / Competitive Unit Alters / New? Start Here! Unit Debates REVIVED - #76 Tandros Kreel vs Torin "Today is a good day to die... but the day is not yet over"
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#1746
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Re: Summoner Wars by Plaid Hat Games
The reinforcements mostly address weaknesses in the original decks, or offer different playstyles, or address weaknesses vs. certain factions.
Now through May 28th, the Louisville region is in desperate need of platelets - call the Red Cross if you are interested in donating! |
#1747
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Re: Summoner Wars by Plaid Hat Games
I've skipped on the reinforcements for now as well. The deckbuilding didn't appeal to me either. I figure I will pick them up if I ever get to the point that a specific faction has become boring to me. But until then, there is enough variety in the 14 or so factions out that I don't need them yet.
I also like the ease of just picking up a deck and playing with no army building. |
#1748
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Re: Summoner Wars by Plaid Hat Games
I think that's why I've yet to open up mine at this point.
-insert signature here- |
#1749
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Re: Summoner Wars by Plaid Hat Games
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#1750
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Re: Summoner Wars by Plaid Hat Games
Wow, a lot of conversation since I posted about my sell out yesterday. I ended up selling off my personal Summoner Wars collection because I was out of starter sets at the time and I figured enough of my customers were into it to cover the demo's of it for me. If I could afford to get it again I would most likely just get the master set and nothing else. That still has something like 36 different ways to play (I'm sure someone around here knows the exact number).
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#1751
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Re: Summoner Wars by Plaid Hat Games
Master Set Alone: 6*5 = 30 matchups
Master + Starters: 10*9 = 90 matchups All Factions (no reinforcements): 14*13 = 182 Matchups All Factions (w/ reinforcements): 14*13*[4-1000]* = 728+ Matchups *Not sure how to calculate some of the factions having deck combos, but realistically there are probably only 3 or 4 different decks you would want to play. For most people the Master and starter sets are enough. Heorscape had even more matchups. Lets say (218!)^2, = 2.247 * (10)^833, which is more then Skewes' number. C3V/SoV cards @ 3/page PDF / LeftOn4ya's Customs (including Jurassic World) / Competitive Unit Alters / New? Start Here! Unit Debates REVIVED - #76 Tandros Kreel vs Torin "Today is a good day to die... but the day is not yet over"
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#1752
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Re: Summoner Wars by Plaid Hat Games
I might be the only person alive that likes the deck building for summoner wars. I think you just have to realize that the reason you do it is a bit different than for other games.
I'm of the opinion that each faction has a certain "feel" to it, and functions best when played with that "feel" in mind. Most, if not all, of the starter decks already do this. So the reason to deck build from there is to enhance that feel if possible, or to just get rid of a crappy unit. For instance, with Guild Dwarves I always nix the Engineers in favor of something else - they're just a bad unit usually. Same with the Deep Dwarves Miners. I don't think either unit works as well with the "feel" of the decks as their other faction counterparts. Another thing to decide is if you want to go "bland", meaning loading up on 1 or 2 choice commons, or "splashy", meaning playing some of all of them. There's been quite a bit of debate about which is better. I'm usually a bland player because I feel I can plan better for what's coming. However, factions like Cloaks and Fallen Kingdom especially reward splashy styles. Lastly deck building can allow you to change a faction to fit your playstyle or address a certain weakness. I normally don't like to do thy because j feel like it makes the deck sub-par, because I feel the factions are all better at doing what they were meant to do. For instance, I've tried to play an agressive Vanguard deck with Angela and Cav Knights and such, and just did terrible. It can be done, though. I could write a while article on this... Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
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