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Nightfall: The Coldest War» Forums » General

Subject: power and glory too powerful? rss

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Kurtis Swekla
Canada
Saskatoon
Saskatchewan
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We have played a few games now and both times that power and glory has come out in private archive that person wins by a mile. Anyone else find this card to be unbalanced?
 
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Matt Evans
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New Hampshire
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While I agree the card is pretty powerful, the mechanics of the game are great in that they allow you to squash the "leader" by ganging up on them for a few rounds. As long as you're playing with 3 or more players (which I think is the only way to play this game) you have pretty good control on stopping runaway victories.
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Francis K. Lalumiere
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Brossard
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mattamd wrote:
While I agree the card is pretty powerful, the mechanics of the game are great in that they allow you to squash the "leader" by ganging up on them for a few rounds. As long as you're playing with 3 or more players (which I think is the only way to play this game) you have pretty good control on stopping runaway victories.

It's a rare thing to see a "gang up on the leader" mechanic lauded, but in this case it's fully justified.

And I agree that the game stinks with only two players. As soon as there's a breach in the defenses, one of the players gets clobbered to no end.
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Mark Wootton
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weishaupt wrote:
mattamd wrote:
While I agree the card is pretty powerful, the mechanics of the game are great in that they allow you to squash the "leader" by ganging up on them for a few rounds. As long as you're playing with 3 or more players (which I think is the only way to play this game) you have pretty good control on stopping runaway victories.

It's a rare thing to see a "gang up on the leader" mechanic lauded, but in this case it's fully justified.

And I agree that the game stinks with only two players. As soon as there's a breach in the defenses, one of the players gets clobbered to no end.


I think it depends on your tastes. I prefer Nightfall as a two-player, as do many of the people I play with. The game seems to go one of two ways:

1) It is nip and tuck with people sneaking wounds in, or trading moderate wound numbers at least.
2) It is cagey and careful with each player looking for that one big unload, which, although very difficult to pull off when two competent players are both trying to wrangle that opening, as you point out, will usually be devastating. In this kind of game the tension is about creating the opening rather than in counting the wound totals at the end of the game (which can be quite disparate).

In either case the guys I play with enjoy the fun, banter and strategy of multiplayer, but most of us prefer the "win entirely on your own merits" of one vs. one, whichever kind of game we get.

Mark
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