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Subject: Adding Promo Cards rss

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A Frag
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This may have been covered or mentioned during the Kickstarter campaign, but I can't bare to comb through 1400 comments to find out. My questions are as follows:

1.) Is there a rule of thumb when it comes to adding in the promo cards from this campaign?

2.) Is it wise to add them all or will that dilute the carnivore cards?

3.) Can they all be played together or are there some cards that should not be played with others?

4.) When playing with the promo cards should we remove more cards from play (beyond the stated 40)?

I suppose that's it. Thanks in advance for the answers!
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Byron S
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There's answers in a few places around here on the forums. The official answer is to remove one base trait for each promo that you add in so that the deck stays the same size, and maintains the correct ratio of carnivores.
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A Frag
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Thanks Byron, although, that does pose other questions and concerns. For example, if you decide to elimate Warning Call, wouldn't that also make Ambush obsolete, I suppose you could remove both, but then it also reduces the effectiveness of Flight.

I suppose those types of issues can always be overcome, but it seems like you would need to be very careful when selecting the cards to replace so as not to disrupt the delicate balance of the game...
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Dominic Crapuchettes
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afrag wrote:
Thanks Byron, although, that does pose other questions and concerns. For example, if you decide to elimate Warning Call, wouldn't that also make Ambush obsolete, I suppose you could remove both, but then it also reduces the effectiveness of Flight.

I suppose those types of issues can always be overcome, but it seems like you would need to be very careful when selecting the cards to replace so as not to disrupt the delicate balance of the game...


You're thinking about the exact right types of things! As for Warning Call and Ambush, if you take one out make sure to take out the other.
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Doc Jones
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domcrap wrote:
afrag wrote:
Thanks Byron, although, that does pose other questions and concerns. For example, if you decide to elimate Warning Call, wouldn't that also make Ambush obsolete, I suppose you could remove both, but then it also reduces the effectiveness of Flight.

I suppose those types of issues can always be overcome, but it seems like you would need to be very careful when selecting the cards to replace so as not to disrupt the delicate balance of the game...


You're thinking about the exact right types of things! As for Warning Call and Ambush, if you take one out make sure to take out the other.


And put in something else (e.g. if you're subbing in "Sharp Teeth" for "Warning Call", sub in "Quills" for "Ambush") to help maintain the Carnivore/other-trait balance
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Jeff Pratt
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domcrap wrote:
afrag wrote:
Thanks Byron, although, that does pose other questions and concerns. For example, if you decide to elimate Warning Call, wouldn't that also make Ambush obsolete, I suppose you could remove both, but then it also reduces the effectiveness of Flight.

I suppose those types of issues can always be overcome, but it seems like you would need to be very careful when selecting the cards to replace so as not to disrupt the delicate balance of the game...


You're thinking about the exact right types of things! As for Warning Call and Ambush, if you take one out make sure to take out the other.


We really need a more elegant solution for set-up. You can't expect your average game group to have explored the game long and deeply enough to work out that sort of thing. If we want this to be a "system" and not a one-off game, I think better controls need to be in place. If it is supposed to be "Smash Up", where you draft pairs of traits at set-up, so be it...but there needs to be something on the cards linking them, so you can set-up a balanced game without having had to master it. If it's going to be a completely random environment made up of a random selection of cards, like BiosMegafauna, then the cards need to be designed accordingly, so that there are multiple counters and not just one, which is what creates the imbalances.
 
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Doc Jones
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vladdswrath wrote:
We really need a more elegant solution for set-up. You can't expect your average game group to have explored the game long and deeply enough to work out that sort of thing. If we want this to be a "system" and not a one-off game, I think better controls need to be in place. If it is supposed to be "Smash Up", where you draft pairs of traits at set-up, so be it...but there needs to be something on the cards linking them, so you can set-up a balanced game without having had to master it. If it's going to be a completely random environment made up of a random selection of cards, like BiosMegafauna, then the cards need to be designed accordingly, so that there are multiple counters and not just one, which is what creates the imbalances.


As Dom and others have stated elsewhere, the promo cards are exactly that: promos. They are not (and probably never will be) part of the official game, so I doubt they're going to go back and do reprints of all the original and flight cards to add markers linking traits. With the normal game/expansions, you simply add/remove the entire expansion, so there's not really anything else to keep track of (I believe Dom has commented somewhere that future print runs of flight will probably have a flight expansion marker to make it easier to pull them out when removing the expansion from the base game; there is another thread somewhere about how to address this yourself in the meantime).
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