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Mr. Card Game» Forums » Rules

Subject: Class-Based Skills and Updating rss

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Jacob Ossar
United States
Massachusetts
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Last night our group tried a game with the character boards. Naturally, we all used the KoL class side rather than the Mr. Card Game side -- they had our names on them! So we used the supplemental rules for class-based skills. It's pretty clear how they're supposed to work, but we found them unsatisfying in practice. So this is less of a question about what the rules say than a gripe about the implications.

So, the way it does work is that you make one stack of skills for each of the six classes. Unlike the standard game, though, the skills do not cycle unless somebody buys one.

The supplemental rules on Class-Based Skills wrote:
If a skill card is acquired by a player, flip over the next card in that class skill pile whenever you update the map. Otherwise, the skill cards in the trainer area are not updated.


In our game we had a Turtle Tamer, a Seal Clubber, a Pastamancer, and a Sauceror. The Turtle Tamer got Hero on the Half-Shell right off the bat, so he was going for an Defense-based strategy. After one passive spell in each stack, the PM stack turned up with Tolerance of the Kitchen and the S stack turned up Elemental Saucesphere. Neither the PM nor the S were interested in the Defense strategy those skills support, especially with the TT in such a strong position to use it already.

The TT knew better than to buy the skills, even though they would be moderately helpful to him, because that would potentially open up much stronger skills for the myst class players. (Had one of us been playing as Mr. Card Game on the other side of the character board, this would likely have prevented that player from using the Short Attention Span ability to cycle those skills.) But buying the skills just to get rid of them set up a sort of prisoner's dilemma for PM and S, because a new skill wouldn't appear in the stack until the map is updated, which would give the other myst class player first crack at a useful skill if it turned up. Furthermore, it would cost meat.

The SC deck also quickly clogged with Northern Exposure. The SC was disinclined to buy it just to cycle the skills, for fear of letting the TT grab another useful muscle-class skill.

As it happened, the TT declared a March on the Tower prematurely and the S wound up winning thanks to a stock of combat items purchased from The Heap with meat that wasn't being used on skills. So I'm not saying the class-based skill rules are completely broken. But they did make for a very frustrating gameplay experience for the PM and S.
 
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Graydon Schlichter
United States
California
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Hi Jacob,

I hear your frustration. The class-based stacks is a bit more theme than mechanic for those who want that experience. Give it a try with the class boards, but use the normal rules for the skill trainer. I think you will find that a more satisfying experience.

Alternatively, try this - split the skills into stacks as you did. However, give each player a mandatory "short attention span ability" while using the class side of the boards. That way every turn one stack (chosen by the active player) will cycle. This as both offensive and defensive implications and will break up log jams as long as the cycle is mandatory.

Graydon
 
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