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karavak

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Posts posted by karavak

  1. I would recommend sleeves for the puppet deck BUT this is based off of my experience with the first puppet decks they released. I don't know if the quality has improved since then.

    I made heavy use of my puppet deck and then at GenCon one year I asked them if my decks was supposed to look this way.. faded, the grey rubbing off, etc. And I was told that is just normal wear and tear. And I was also told that in the condition my deck looked it would almost be considered a marked deck. Now this was a deck that got very heavy use and, again, it was the first runs of those decks. It might have improved since then.

  2. Yeah, there has to be a fine line on how that would be adjusted but I agree. I think that is something that should be looked at at some point.

    But for armies that actually make use of sacrificing models (ie, Kirai) it would be very tricky to balance I think.

    But there is an easy fix for Kill Protegee. Don't announce it.

  3. I'm in the camp that a RJ on a negative flip should not be as powerful. Just severe I'm ok with but the extra flip tends to tip it.

    The way that it works, IMHO, is if you are going against something that is H2W then you don't want to hold the red joker in your hand. You want it back in your deck so you get a chance for it to come up in the negative flips because otherwise, assuming you are getting at least one :-fate, it doesn't help you. And at that point you actually don't want a good result because you have better luck getting the RJ with a :-fate :-fate than with just a :-fate. And to me that logic does seem a bit odd. But as others say, it's the luck of the draw.

  4. Hello all,

    After a great deal of pressure, wheedling and cajoling, Bill (better known as Nix here on the forums) was finally able to get me to give Malifaux a try. I must say I thoroughly enjoyed my two games with him and I want more.

    I'm armed with a rules manual, a Fate Deck a Sonia Criid crew in dire need of painting and a burning desire to play a lot more. I'm living in Northern Maryland in Abingdon. Who wants to give me a reason to paint these beauties up so I can put them on the table?

    Abingdon I think is a bit outside my normal travel range but if you find yourself down near Columbia or DreamWizards or Games and Stuff let me know and we can see about setting up a game.

  5. If the person likes the dreamer fluff and models, they should play him. As for it causing nothing but negative play experiences....that's a load of garbage! If you simply play with the right attitude (the patented "don't be a dick" approach) then your opponent will be in the game and has every chance of winning. You'll certainly both have fun.

    I agree with both statements. I started Malifaux by picking up Pandora, but really jumped in when I started reading the Dreamer. I just don't want to take him for tournaments since I'm at the point that if I see a lot of dreamer/pandora crews I'd rather go find some more variety. But I still keep him in my friendly game rotations.

    But back on topic:

    I don't think you need Rising Powers to play the Dreamer if you have the cards. You will need the Rules Manual for sure to understand the rules that are not explained in detail.

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