Drew Hicks
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Seems to me like removing 1/2 of the base game cards without affecting the expansion cards will weaken the old lords while leaving the new ones alone. I feel like shuffling all the cards together before removing the recommended amounts would give an equal chance at being messed over to any of the lord cards.

This might not be true, though. Any thoughts?
 
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Gamer D

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Removing half the base cards before the game when you play with both modules not only helps balance the new lord cards but it also makes sure you have enough corruption cards and buildings in the mix. Too few corruption cards and buildings in the decks might mess up his often players can gain or lose corruption (hard to say what the exact effect would be but it seems likely it would impact corruptions feel or balance somehow.)
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Gary Duke
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No. The base game has 60 quests: 12 of each type. So 40% will match each base game Lord (ignoring Larissa, who doesn't care about quests).

Each expansion module has 30 quests, 6 of each type. So merging in either on its own keeps 40% matching each base Lord, and 33% from the expansion module for the Lord who needs quests from that module. [Edit: Note that these two Lords also get points for expansion buildings, which makes up for there being fewer quests for their bonuses.]

When you discard half the base quests and add both modules, there will be between 12 and 24 quests of each type in a deck of 90. So the number matching a given base Lord could range from 24 to 48, and the number from each module is guaranteed to be 30. So base Lords get between 27% and 53%, while the two expansion-specific Lords continue to get 33%.

If you remove quests after mixing everything in, the number of each type will range between 0 and 24, so each base Lord gets between 18 (it's not possible to remove all of two types!) and 48, i.e. 20% and 53%, and the expansion Lords get between 0 and 30 from their module, which is 0% to 33%. Which definitely means that any Lord could get very badly weakened, whereas removing base quests before mixing leaves the expansion Lords unaffected while limiting how badly the base Lords could be hit.
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Eugene Spears
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If you're *really* worried about weakening the base game lords, then just separate the base quests into 5 stacks and remove a random 6 of each.
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Drew Hicks
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Gary Duke wrote:
No. The base game has 60 quests: 12 of each type. So 40% will match each base game Lord (ignoring Larissa, who doesn't care about quests).

Each expansion module has 30 quests, 6 of each type. So merging in either on its own keeps 40% matching each base Lord, and 33% from the expansion module for the Lord who needs quests from that module.

When you discard half the base quests and add both modules, there will be between 12 and 24 quests of each type in a deck of 90. So the number matching a given base Lord could range from 24 to 48, and the number from each module is guaranteed to be 30. So base Lords get between 27% and 53%, while the two expansion-specific Lords continue to get 33%.

If you remove quests after mixing everything in, the number of each type will range between 0 and 24, so each base Lord gets between 18 (it's not possible to remove all of two types!) and 48, i.e. 20% and 53%, and the expansion Lords get between 0 and 30 from their module, which is 0% to 33%. Which definitely means that any Lord could get very badly weakened, whereas removing base quests before mixing leaves the expansion Lords unaffected while limiting how badly the base Lords could be hit.


You are very very right. I had indirectly assumed that the lords were closer to even to start with. That very much does change things. How frustrating.
 
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