First game and problems...
Posted: Sat Jan 20, 2018 4:34 am
I missed the KS, but saw a link on one of the Traveller FB groups to a late pledge. I had enough cash at the time to get the 2 Player Starter Box, the Subsidized Merchant and the Far Trader. So I have all 4 pre-made decks.
Although I've not played many card games recently (Gates of Antares, Traveller RPG and Pathfinder RPG have stolen my time/money), I am a veteran of many old collectable card games, starting back with games like Decipher's Star Trek and Star Wars CCG, Magic the Gathering, Middle Earth CCG and 7th Sea.
The size of the rulebook for Traveller CCG was rather gobsmacking when I opened the package, but I read it through, getting as accustomed as possible to the icons and gameplay phases. My opponent is my wife and I know for most board/ccg/tabletop games with her, if game one runs smoothly, we'll keep on playing it. If it goes terribly, it'll be consigned to the shelf.
I love Traveller RPG (having played it since the early 80's) and wanted this game to go well. After reading the rules, the inserts in the extra deck boxes seemed a fantastic summary of how to play and the card structure. So we worked our way through them last night having our first game...
We decided to avoid piracy and learn the adventure completing side of the game rather than being offensive to each other.
After 3 hours playing, we halted the game. My wife was getting bored. The score at the time was me on 8 , she still had 0 . I dread to think how long it would take to get to 20. In fact, we'd never get to 20. We were getting close to the bottom of our captain decks, and I couldn't see a rule about re-shuffling them, so we assumed no deck and no cards in hand would mean eventual bankruptcy. Our Adventure decks were also getting close to being finished. Do these get reshuffled?
Anyway, here's a bunch of questions/problems we had...
1. When Captain decks run out, are they reshuffled from the discard pile? We assumed not.
2. When Adventure decks run out, are they reshuffled from the discard pile? If they don't, how does the game go on?
3. Lots of and had circle (eg ) skill requirements. After 3 hours of play, we found no way to get a circle skill on any crew or found any crew with a circle skill. Any hints? Do we need KS exclusive crew to do these or buy boosters from somewhere?
4. At one point in the game all 4 adventures in play had 2 capability tokens as requirements. The Scout only makes 1. Except for 4-5 cards in it's deck to create another, is the only option to go to one adventure. Next turn abandon it and hope the next one that replaces it isn't 2 capability? You can't save tokens as they all get removed at the end of the turn.
5. In the Adventure phase when you peak at a complication and put it on an adventure, if the adventure is already full of complications, you replace one with the new card. Can this be done to replace a complication you are struggling to overcome (ie. one that is face up already)
6. All our cards are in sleeves, whilst playing it became impossible to remember whose adventure card was whose, there were piles of complications on people's adventures and we lost track of which. What's the best way to deal with this? Have one person's adventure cards in a different type of sleeve?
7. One complication my wife came across was Buccaneer, Defeat Enemy Ship (1 1 1 ). We weren't sure how to deal with that. Did she automatically get in the fight with that ship in her Free Trader and lose? Did she only fight it when she wanted to overcome it? In the end she couldn't overcome it, so it was yet another adventure she had to abandon and move elsewhere.
8. Is it common to spend most of the game time abandoning adventures because the complications can't be overcome?
9. We understand it's 'customizable', but we were hoping to get a game with the pre-made decks rather than having to purchase multiple sets and spend hours constructing and min/max combo hunting to be able to get a deck that plays.
10. Do people use a token ship to put next to or on the adventure they're currently pursuing.
Hopefully, some of the answers will help me out as it's going to be hard to persuade my wife to play again. (Especially since she's become addicted to Star Realms)
Although I've not played many card games recently (Gates of Antares, Traveller RPG and Pathfinder RPG have stolen my time/money), I am a veteran of many old collectable card games, starting back with games like Decipher's Star Trek and Star Wars CCG, Magic the Gathering, Middle Earth CCG and 7th Sea.
The size of the rulebook for Traveller CCG was rather gobsmacking when I opened the package, but I read it through, getting as accustomed as possible to the icons and gameplay phases. My opponent is my wife and I know for most board/ccg/tabletop games with her, if game one runs smoothly, we'll keep on playing it. If it goes terribly, it'll be consigned to the shelf.
I love Traveller RPG (having played it since the early 80's) and wanted this game to go well. After reading the rules, the inserts in the extra deck boxes seemed a fantastic summary of how to play and the card structure. So we worked our way through them last night having our first game...
We decided to avoid piracy and learn the adventure completing side of the game rather than being offensive to each other.
After 3 hours playing, we halted the game. My wife was getting bored. The score at the time was me on 8 , she still had 0 . I dread to think how long it would take to get to 20. In fact, we'd never get to 20. We were getting close to the bottom of our captain decks, and I couldn't see a rule about re-shuffling them, so we assumed no deck and no cards in hand would mean eventual bankruptcy. Our Adventure decks were also getting close to being finished. Do these get reshuffled?
Anyway, here's a bunch of questions/problems we had...
1. When Captain decks run out, are they reshuffled from the discard pile? We assumed not.
2. When Adventure decks run out, are they reshuffled from the discard pile? If they don't, how does the game go on?
3. Lots of and had circle (eg ) skill requirements. After 3 hours of play, we found no way to get a circle skill on any crew or found any crew with a circle skill. Any hints? Do we need KS exclusive crew to do these or buy boosters from somewhere?
4. At one point in the game all 4 adventures in play had 2 capability tokens as requirements. The Scout only makes 1. Except for 4-5 cards in it's deck to create another, is the only option to go to one adventure. Next turn abandon it and hope the next one that replaces it isn't 2 capability? You can't save tokens as they all get removed at the end of the turn.
5. In the Adventure phase when you peak at a complication and put it on an adventure, if the adventure is already full of complications, you replace one with the new card. Can this be done to replace a complication you are struggling to overcome (ie. one that is face up already)
6. All our cards are in sleeves, whilst playing it became impossible to remember whose adventure card was whose, there were piles of complications on people's adventures and we lost track of which. What's the best way to deal with this? Have one person's adventure cards in a different type of sleeve?
7. One complication my wife came across was Buccaneer, Defeat Enemy Ship (1 1 1 ). We weren't sure how to deal with that. Did she automatically get in the fight with that ship in her Free Trader and lose? Did she only fight it when she wanted to overcome it? In the end she couldn't overcome it, so it was yet another adventure she had to abandon and move elsewhere.
8. Is it common to spend most of the game time abandoning adventures because the complications can't be overcome?
9. We understand it's 'customizable', but we were hoping to get a game with the pre-made decks rather than having to purchase multiple sets and spend hours constructing and min/max combo hunting to be able to get a deck that plays.
10. Do people use a token ship to put next to or on the adventure they're currently pursuing.
Hopefully, some of the answers will help me out as it's going to be hard to persuade my wife to play again. (Especially since she's become addicted to Star Realms)