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Ascension: Deckbuilding Game» Forums » Variants

Subject: Ascension: Campaign Mode rss

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Heidi Stewart
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Ever wanted to create your own starting deck for Ascension? Well now you can in "Campaign Mode."

You start off with the normal starting desk and play one game of Ascension as normal. You then take the gems/honor you have earned and put them to the side to be counted later. You take the deck of cards you have collected for the game and choose cards to be your new starting deck.

Your starting deck can be no higher than an honor of ten. This means, you must consider the star value marker in the lower left corner of each card. The cards you include in your deck can be any combination of values but cannot go over ten total honor. For example, your deck can include a 3 honor card, two 2 honor cards, and three 1 honor cards. Your deck could also consist of one 4 honor card and six 1 honor cards. You could have ten 1 honor cards. And so on. Whatever combination so long as it equals ten in honor.

You must have ten cards in your starting deck. Say you went with one 3 honor card, two 2 honor cards, and three 1 honor cards. You've reached the ten honor limit, but you only have six cards. You would then add zero honor cards to your deck to reach ten cards (meaning you would use the apprentices and militia from your original starting deck). Thus, you would have one 3 honor card, two 2 honor cards, three 1 honor cards, and 4 apprentices. Or 3 apprentices and 1 militia. Or whatever combination you would like.

You must have at least 2 power in your starting deck. You cannot have a deck that is all runes. It is acceptable for this 2 power to come from one card.

Other players can veto cards you have chosen. That 3 honor card is looking pretty powerful, so your gaming partner tells you that it can't be used. You can either accept this and choose a different card (either another 3 honor card, or a 2 honor card and a 1 honor card, or whatever) or you can bargain: "If you let me keep this card, I'll let you use that card you have." Ultimately, all players must agree on everyone's starting deck.

Once all starting decks have been finalized, all remaining cards from the previously collected decks are put to the side to be counted later for points, and another game of Ascension is played. Once that game is over, gems/honor are put to the side, new starting decks are chosen, remaining cards are put aside, and the game is played a third time. Usually, this is considered a good campaign length, but the game can continue as long as there are more gems/honor and more cards in the overall game deck.

Once the campaign is over, all gems and cards from previous games are counted up and points are scored.




This campaign mode has been play tested many times and works great with two players. Agreeing on starting decks with more players also seems to work well, although agreeing to continue the game for more and more rounds is more difficult. Obviously, Campaign Mode works best for Ascension decks with multiple expansions.
 
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Some of the strongest cards in the game is where the rune to honor ratio is very high, like Arbiter Of the Precipice (v/h, 4/1), or All-Seeing Eye (e/c, 6/2). Wouldn't people just always go for those?
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Benj Davis
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It does seem like it would be better to go for Rune cost, rather than Honour value.
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Heidi Stewart
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ackmondual wrote:
Some of the strongest cards in the game is where the rune to honor ratio is very high, like Arbiter Of the Precipice (v/h, 4/1), or All-Seeing Eye (e/c, 6/2). Wouldn't people just always go for those?


People do tend to try going for the more powerful cards. But other players will veto them unless they feel they have an equally powerful card. This helps keep the play balanced between players. You can't just use whatever cards you wants. Your co-players have to agree to let you use them. That way you don't have one person dominating through the whole campaign. The strength of one person's deck varies depending on the cards they gain and choose to use for their next deck.

Jlerpy wrote:
It does seem like it would be better to go for Rune cost, rather than Honour value.


We haven't tried this. But so far, the honor ratio seems to be enough of an accurate measure of how powerful the card is. It also helps to balance out the deck. Once you reach so much honor, you have to use your basic starter cards. I'm not sure how one would regulate balance by going with rune cost.
 
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