Jump to content

Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

What's up with Heads on Spikes?

- - - - -

  • Please log in to reply
210 replies to this topic

#21
ingsve

ingsve

    Advanced Member

  • Members
  • PipPipPip
  • 378 posts

just out of sheer curiosity, how do you balance a card game? normally things in digital games get nerfed or buffed, is there such a practice in LCGS?

 

the reason I am writing is that some plots seem rather useless and there is like a 10 plot group everyone seems to be using

 

is there a way to bring some cards back to being usable?

You can errata cards which means you change their wording slightly with new rules. This leads to a discrepancy between what the card actually says and it's new official text which is only in the rules text on the side. You can also change the overall rules in a way that makes certain cards stronger or weaker. Other than that cards can also get restricted or banned. Or you simply release new cards that better deal with strong cards or that make weak cards more useful.



#22
Kingsley

Kingsley

    Advanced Member

  • Contributor
  • PipPipPip
  • 1008 posts

Even if the enemy gets a super lucky Heads pull, it doesn't affect the board state. The worst case scenario is they pull your big character before you marshall on turn one - in reply, you play a higher income plot and have a stronger board.

 

You having one fewer card in hand and they having +2 power doesn't seem like it "doesn't affect the board state" to me, even if having an important character killed is irrelevant. Further, you don't get to reply to Heads knowing it is Heads, so you might well have selected a plot that Heads can screw over rather than one that lets you strengthen your board - A Noble Cause, for instance.


  • HidaHonk likes this

#23
mnBroncos

mnBroncos

    Advanced Member

  • Small Council
  • 3801 posts

heads on a spike is not overpowered it really isn't. Your far more likely to hit a weak chub character or a location/event than a key character. Also, some times since seems to be an early turn plot getting power isn't good since is just more power for your opponent to steal. I just don't like it because when you open with it and hit their Tyrion it just swings the game so much. It is not over powered in a tournament scene because 70% of the games it is just a free intrigue claim, but I just don't like it because 3 out of 10 games you do hit a big character that can carry a big swing for the whole game. Honestly I think that is one of the better things Greyjoy/Targ has going for them with having ways to get key characters back. 


  • szczudel likes this

#24
mnBroncos

mnBroncos

    Advanced Member

  • Small Council
  • 3801 posts

I wish Reinforcements had a higher initiative I could see that being a meta plot to get around Heads. 



#25
Kingsley

Kingsley

    Advanced Member

  • Contributor
  • PipPipPip
  • 1008 posts

heads on a spike is not overpowered it really isn't. Your far more likely to hit a weak chub character or a location/event than a key character. Also, some times since seems to be an early turn plot getting power isn't good since is just more power for your opponent to steal. I just don't like it because when you open with it and hit their Tyrion it just swings the game so much. It is not over powered in a tournament scene because 70% of the games it is just a free intrigue claim, but I just don't like it because 3 out of 10 games you do hit a big character that can carry a big swing for the whole game. Honestly I think that is one of the better things Greyjoy/Targ has going for them with having ways to get key characters back. 

 

Agreed. I should note that I don't think Heads on Spikes is overpowered, I just think it introduces a lot of variance into the game in a way that isn't great.


  • FedericoFasullo likes this

#26
Solaris

Solaris

    Advanced Member

  • Members
  • PipPipPip
  • 1246 posts

I think perhaps having this plot in the Core may not be such a great idea. Once the card pool increases, it might decrease the power of HoS. I just hope the threat of this card will not force players to go back to build a deck with low-cost non-unique characters that I heard defined the 1.0 environment. 



#27
mnBroncos

mnBroncos

    Advanced Member

  • Small Council
  • 3801 posts

I think perhaps having this plot in the Core may not be such a great idea. Once the card pool increases, it might decrease the power of HoS. I just hope the threat of this card will not force players to go back to build a deck with low-cost non-unique characters that I heard defined the 1.0 environment. 

 

that will all be determined based on how many are designed. If they limit the number available it doesn't matter what kind of effects are out there. RIght now you have to play the big guys because not enough little guys. Also, in 2.0 the big guys are what really hold down the game. 



#28
Masterdinadan

Masterdinadan

    Advanced Member

  • Members
  • PipPipPip
  • 268 posts
Losing an expensive character to HoS isn't that big a deal.. Because you haven't paid for that character yet.
Really, a deck with a lot of expensive cards which only marshals a few each turn isn't going to mind having cards plucked from his hand because he always has plenty to spare. It reduces my options but not my "throughput"
Someone who runs cheap cards and tries to martial a whole lot every turn is going to have few cards left in hand and losing them will have an actual impact on their throughput.

#29
Mulletcheese

Mulletcheese

    Advanced Member

  • Members
  • PipPipPip
  • 1051 posts
I don't have a problem with the plot.

When the cardpool expands it will get weaker anyway, now with so few key characters and lots of dupes you are far more likely to hit the lynchpin of their deck.

It's in the core set because FFG don't want this to rotate out.

#30
ojimijam

ojimijam

    Advanced Member

  • Members
  • PipPipPip
  • 192 posts
It's numbers are average, and it pulls a card from their hand with a conditional (id say less than 50% as characters are less likely to sit in hands) power gain. Sometimes it will hit a 3x unique and that's sad. That doesn't mean it's disgustingly over powered.

#31
Gamaran

Gamaran

    Advanced Member

  • Members
  • PipPipPip
  • 365 posts

I think people are judging this plot for the 2 games it took a massive character away and set you behind, and not for the other 8 games it didnt do much.

 

Big play cards like that, which rely on luck to hit big are the easiest ones to hate right away.


  • JCWamma and Zouavez like this

#32
szczudel

szczudel

    Advanced Member

  • Banned
  • PipPipPip
  • 370 posts

There is about 25% that in case of running two HoS plots you can gain 4 power without throwing a single challange. 

 

I was hit with HoS about 20 times - maybe 3 of those were not characters.



#33
Gamaran

Gamaran

    Advanced Member

  • Members
  • PipPipPip
  • 365 posts

There is about 25% that in case of running two HoS plots you can gain 4 power without throwing a single challange. 

 

I was hit with HoS about 20 times - maybe 3 of those were not characters.

 

Oh no, dont get me wrong. Head on Spikes does often gets characters, but big characters that leave you open during marshaling that same phase? i bet your number of 20 goes down by a lot in that scenario.

 

As far as the power, having Power tokens from turn 1 before marshaling isnt always the best thing.



#34
ScionMattly

ScionMattly

    Advanced Member

  • Members
  • PipPipPip
  • 1281 posts

There is about 25% that in case of running two HoS plots you can gain 4 power without throwing a single challange. 

 

I was hit with HoS about 20 times - maybe 3 of those were not characters.

Kingslayer experiences are most likely not representative of actual gameplay experiences.
Kingslayer decks will be more character dense than the average deck.



#35
szczudel

szczudel

    Advanced Member

  • Banned
  • PipPipPip
  • 370 posts

I am not talking KS Experience :>. Something more octagonal :P

 

You will always have about 50% of chracters.



#36
VonWibble

VonWibble

    Advanced Member

  • Members
  • PipPipPip
  • 2996 posts
True enough. And this is why I don't think Heads on Spikes is necessarily an early game plot. Getting 2 power early can be a disadvantage, getting it late can win you the game.

#37
szczudel

szczudel

    Advanced Member

  • Banned
  • PipPipPip
  • 370 posts

And how about when game will receive plot changing mechanic. 

Player could hit with it twice in one round. Never mind the killing but two cards are out of hand and 25% of getting 4 power. all this without throwing a single challange.

 

This card will have "Limit one per deck" sooner or later.



#38
VonWibble

VonWibble

    Advanced Member

  • Members
  • PipPipPip
  • 2996 posts
Lets hope they don't do plot cycling for a long time, and that it is very restricted in its use when it hits.

#39
OldShrimpEyes

OldShrimpEyes

    Advanced Member

  • Small Council
  • 404 posts
Don't pack your decks out with unique characters.
  • FedericoFasullo likes this

#40
ojimijam

ojimijam

    Advanced Member

  • Members
  • PipPipPip
  • 192 posts
While deck composition has around 50% characters they should normally be on the board. So 17/20 hitting characters is really unfortunate.

While it's a good plot there is also an opportunity cost to running it, especially 2x. There are times when more gold, kneel, discard etc will help more.

Using the argument that plot cycling breaks it is silly. For one we have no knowledge it exists, 2 it effects all when revealed plots. 2x marched is painful, as is 2x kneel plot.