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Doctor Lucky

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Everything posted by Doctor Lucky

  1. First sorry for the two accounts. I made a new one when I couldn't get access to this one. The website had no record of my email at the time. And now it started working again. I finally got my second crew done! Which means I ALSO got to play my very first game!!! I'm a big fan of puppet wars, so I assumed I would like Malifaux. I loved it. I love the skirmish. The varied schemes and that it isn't just about murdering. I had a BLAST. I'll write up my first experience next. I don't have access to a nice camera right now so I had to use an old sony digital. Tips and critiques appreciated! I followed the magnet tips for the spiders. I used blue and brass to tie the crew together. I haven't done much source lighting before, so that was a challenge. Some turned out better than others. I wish I fit our many legged friends together on the base when I assembled. Brass arachnid was a pain. And H. Langston sits too low for my liking.
  2. I am almost done with my second crew, and was wondering if there is anyone in my area that plays? I have a couple friends interested, but I was hoping to connect with other local players. Local stores don't have anyone that I've seen, and since 2E came out, they've stopped carrying the product. I've been playing puppet wars for a while, and just started wanting to get into Malifaux. Love puppet wars, can't wait to play malifaux. Thanks!
  3. I would keep it to 5 puppets for people's first game (Depending on the players. See below). The lists above are fine. They give a taste of the factions and are pretty straightforward. In fact, I would just have a master and a sidekick if you want people to learn the basics. I've found that (well besides how awesome unstitched is (I like the original rules a little better (but have pretty much just added some of the old rules to the new (like some hybrid freak rules baby)) but the unstitched rules are fine as is (yay nested (did I do it right?) parentheses!)) this game is more about how the players act and how well they understand their master more than what is in your toybox. So I've now just taught new players with a master and sidekick so they can understand how their master works, how the game works, how their master can deal with situations, and how to work as a cohesive team. Then add more puppets. Then add enough that they can not feel bad about murdering them for the upgrade. This game is so thick with theme and subtle strategies (which is why I like some of the original rules more) that with too much going on, players get muddled.
  4. Basically they streamlined the 1st edition puppet wars (metal puppets) and made it Puppet Wars: Unstitched (plastic). The plastic pieces are a little bigger and generally are better. There are two different sets of rules. The booster packs all have the old rules, and are not supported by the new rules. I am sure they will be eventually. A lot of the booster pack puppets are in the beta teaser thing they have going on the website. So if you buy the old puppets you will be OKAY. You would need to print off new cards for them is all. But they will be coming out in plastic eventually anyways. Savvy?
  5. Checked out the VASSAL- pretty awesome. I can't wait to play the heck out of it next week. Love me some puppet wars. I can tell there will be a bit of a learning curve, but I'm sure everything will go smooth after a play or two. Now I just need to familiarize my self with the new rules. Or talk someone into playing the old ones
  6. Challenge Accepted! I have a big test next week, after that I'll need to learn how Vassal works and then I would love to play some games with you. I prefer the old rules but I probably should learn to like the new ones.
  7. erm sorry, for unstitched or original. In the original you use the blocking rule. And don't leave your workbench. For the new one, I haven't read the rules for a bit, but I am then assuming that you can't leave your master on the workbench?
  8. Wyrd announced it, yes. No other info has been released at this time from what I have seen. Judging on how Unstitched beta went, they'll ask what people think, and then produce what they've put up. Only a couple new puppets that we haven't seen before, but I'm sure it will be worth it. The unstitched sculpts are great.
  9. I'm happy, will gladly buy, and try to house rule for 1st edition as I like the rules better
  10. From my understanding, it was a special sale. Perhaps will be available in the future, probably depending on their stock. I'd like to see it again, would definitely drop too much on them again Course, I've yet to receive them, but I hope they're coming! (slight packaging error :Stuck_Puppet:)
  11. This forum should be blowing up! Wyrd added a Vassal module and released NEW PUPPETS on the website!!! Very awesome! https://www.facebook.com/pages/Wyrd-Games/77192606438
  12. please tell me they had the foresight to have enough room for future expansions in the new base game.....I don't wanna make another box no matter how much I like the one I made. I disliked the beta rules, for reasons I gave in the play-test thread. There were a few redeeming factors that I really liked, so I will be playing with the old rules while adopting the two changes that make the game flow better. IMHO without the blocking rule alone, its an entirely different game. I really admire the brilliance of the chess-like thinking mechanics that the old rules have. Without the blocking rule a lot of that is missing- a lot of the elegance is lost, so I hope they at least leave up the old rules online as an option to new players.
  13. I got two more Unstitched games in over break, and I think I will adopt some of the rules I like listed above and keep the rest of them and the stat cards the old way. The new stuff just didn't grow on me.
  14. After a second game, I have decided that I like the old rules. The new way is too vanilla. Rule changes I like: draw activation into hand, WPBYH, Exhaust when action taken, Masters start off WB None of the others do it for me. Especially the re-work of puppets. So many interesting combos and nuances are gone. That was a lot of the fun for me- thinking about how to pull off some sweet stuff. I'll keep trying the new rules, maybe they will grow on me. Maybe include advanced rules as an option in the new set?
  15. From what I've seen the developers post, no. Unless they plan to do the mispack thing again.
  16. I think that the rules went over quite well. There was a few "oops missed that" moments. My strategy of putting Seamus into the fray backfired quite well when Austringer was in the aura of Lady J. The game went quick and I can see Workbench victories happen more often. With the blocking rule gone it is extremely easy to reach your target. Need to play more! At this point I like the old rules better. Unstitched and version one feel like completely different games.
  17. Doctor Lucky: Seamus, Bette Noir, Hooded Rider, Rotten Belle, Punk Zombie, December Acolyte, Razorspine, Silurid, Ronin
  18. If you are looking for honest feedback, here is mine. Puppets: I like the changes overall to the stat cards. There are some abilities I was sad to see go. There were some really neat nuances with the original rules. So now it looks like each suit has a really simple minion- I.E. Rotten Belle, Death Marshal and Ronin. I get this. But still, sad. Masters: Each master is scaled back, This is good and bad to me. I like that therer is a benefit to staying near your master, but at the same time, they ARE masters. They are lacking oomph now. Also I see more turtle strats with the new format. Seamus: Has two AOE leadership abilities while the other two masters have one attack and one AOE leadership ability. I think that Seamus should get his +1 rip to exhausted puppets ability back ( I main Seamus and its my favorite ability ever) and give the other two masters another AOE leadership ability. This would give them the more oomph they are somewhat lacking now. Sidekicks: I like the changes on all except to Misaki, I just think she is pretty powerful now without a cost to using her. Rams: Good move on the Guild Austringer. Love the new executioner. Crows: Rotten Belle: Sad that she has no abilities. Also sad that Seamus can't bring her back from the dead. But it was overpowered, so its k. Nurse: Good work making her feel like a nurse. Love the upgrade. I used her as a counter to counter stackers. She has lost that ability, and I assume there won't be any snowballing puppets. Suggestion- don't call it bath time now. Doesn't make sense now. Masks: Cherub: Not as good anymore with so few actions available to control. This is sad. Silurid: SO EXPENSIVE compared to Misaki who has so much more presence with an additional ability to boot. Camo made him be able to get in the front lines in the first place. Tomes: I like both the re-works. No Suit: I always thought Ronin was meh, Now she's more meh. Yeah she has mv 3, but she has nothing else going for her. Basically I would use her to get the first workbench and then immeadiatly WPBYH her. Rules: I like the overall re-work of the rules. I think it was needed, badly. Now things are much more simple, which is good for new players, but I thought the old rules were great. Sad to see some of the complexity go. With it there was some neat nuances. But I agree, this way there is a FAR FAR lower learning curve. I like the new actions, especiially the re-work of WPBYH. I feel okay about losing sprint since you only become exhausted when performing an action now. I did like discarding a card and then performing a free action or 1 space move on any puppet from the old rules though. Maybe I won't miss it. Aces were kinda fun, but I guess it is easier now. But still, sad. I REALLY LIKE how you take the card into your hand and then pick from the available cards for animating. Makes it go quicker and thats how I first played when reading the rules the first game I did. I liked that. Now I like this. I know it is in red, and mentioned twice in the rules, but I would do a graphic box like you did for dodging on the fact that you have to do step two 5 times. When I first learned the rules to PW I missed that like 10 times when reading the rules. TL;DR Overall, I am happy to say I will play this game with the new rules and I am really happy with the figures themselves. I won a demo copy from Gen Con, and they are just fantastic. The new rules will be a great addition and will hopefully get more people to play and invest in this fantastic game. I am a HUGE boardgame guy. I have tons of games and have played all the hotest games. This is one of my top 3 favorite games. If I could change one thing: Make the Masters more bad-a$$. That was part of the fun, that you had this very unique persona that you became and wreaked havoc with. I feel that they have lost character. Lost oomph. Getting a game in next week, I will update on how I feel then!
  19. I have one scheduled via skype with sssk next week! Can't wait!
  20. sadly, I have a huge exam coming up and have not had time to play play with ssk! It was a lot of fun!
  21. Yeah it's real easy, and I already did on the first page Here it is more clearly: Abrv. Master's Name, Letter of the Board from left ot right, Number from closest to you to other side, action, turn end. I.E. SA3 to SB4, MINE!, end. If you are Lady J, LA3 to LB4, MINE!, end. You letter the board from your left to your right. Your opponent from his left to his right. To discern it, you use the master's initial. Then you number the board from closest to you, towards your opponent. It helps to double check placement at the end of round 5. It gets really easy when fighting. IE.. Rotten Belle attacks Punk Zombie. Dodge?.....Flipping 2......10 masks, 4 crows, hit!
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