Wanted to get some feedback from ML on objective cards and the Maelstrom missions. I am considering them for the Hobby Shop tourney on 11/8. I like the concept to create a dynamic game, but I have not seen them play well. I think they add some unpredictability to game, but I don't like the randomness. In my second round at EGC last month, I had a hand with 2 objectives nearly impossible to achieve. They definitely cause players to think through each turn as opposed to how they plan to seize objectives at the end of the game. D3 VP can be frustrating. I had two of these in the first round at the EGC tournament. I would have won my the game had I not rolled a 1 on both
. I just needed a single 2!
I saw these suggestions from 3++
- Each player draws up to three Maelstrom missions each controlling turn; up to three (opponents can see these cards)
- Upon drawing a card, any player may discard up to any number of their cards and re-draw once per turn
- Any cards that are not achievable may be discarded and re-drawn for free
- All references to D3 Vp are replaced with “two VP”
- Upon completing the Maelstrom requirements, place this in an “achieved” pile and calculate VP at end of the game
- If a game has a limited amount of objectives, Randomly assign Maelstrom objective numbers and automatically discard any objective cards greater than the set number (i.e. if four objectives are used; randomly assign 1,2,3,4 and discard any cards with references to objectives 5,6)