I struggled for quite some time to get a deck together for dagobah Luke/Yoda and never could figure it out because I always tried to get Yoda some action as well but this proved to be too ambitious. I love your take on the whole matter though and am pretty sure they will end up in my next print run. I love ACPOV by the way. Great interpretation!
Absolutely agree on FEROCITY FORM. That is a really cool card. Would love to see it in that deck as well.
I feel that MODERATION FORM and LIGHSTABER FORM MASTERY have pretty similar effects. Maybe leaving one of them out or kinda combining the effect would give us room to integrate FF somehow.
I love all the Minion cards you put in as they are pretty fitting but agree on your assesment that they maybe still under represented for their depth.
FORCE WOUND is another card I feel works great for Meetra.
I feel like Dbl BLADED MASTERY would work as a an 3xA3 and 2x A4/D4 MODERATION with the effect lasting until your next turn would be a good base for her and like I said would probably make LIGHTSABER FORM MASTERY obsolete.
This would create space for 1x FF and 2 more cards for the minions as they still could use some punch. Either something to attack or maybe some variation of AGGRESSION STRIKE to reflect her leadership and role as General during the Mandalorian wars.
Maybe something like:
Move each minion up to 3 spaces. Then each minion attacks a character they can attack with an attack value of 5. This attack cannot be increased by cards in the discard pile. Then you may put this card on the bottom of your discard pile.
Uhhh…you did it: a fresh version of The Exile! That in itself is awesoem!
A few questions remain though:
FORCE INFLUENCE: I BELIEVE I know what the purpose is but I don’t 100% understand the card. What is meant by “the chosen minor may use the discard pile as his own” does it say the minor can use the effects of the top discard pile for his cards? Any other effect becides that coming with it?
MODERATION FORM: The effect can only be used against one attack, as after the defense there is a new card on top of the pile because it isn’t your turn anymore, correct? Wouldn’t it be better to lengthen that effect like you did with RESILIENCE FORM? So it would last more than one attack.
I really like the way you used FORCE INFLUENCE to make use of her ability to have a high (poitive) influence on her followers but are you sure this one card is enough to justify two generic-personality minors that can’t do anything besided that? Maybe 1 or 2 less forms and something for those minors would give them more reason to be?
When you play DOUBLE BLADED MASTERY what about any “form” effects are they also active for the second attack that the card grants? For example if you played CONTENTION FORM before, is she than attacking A5 twice or A5 and the second attack stays an A3?
Thanks again for taking the time to create a new Exile deck 🙂
I remember the days of Xcom and discworld on the pc plus still one of my favs the original Diablo and Starcraft… however these are still modern ish games.. loved
Inspired by Unmatched: Bruce Lee, I made a “Bruce Lee” fighter and uploaded it to BGG last September.
https://www.boardgamegeek.com/filepage/208726/bruce-lee-cage-match
I was thinking Sniper Shot could be comboed with the “upgraded” flamethrower though I don’t know if it would always work that way in a game. But that was the idea.
Flamethrower at 3 spaces would be hard to play if you didn’t combo it with another card. Because the melee opponent (I guess its different if you play it against another shooter, but oh well) can usually just close the distance and hit Jango twice (4 times in 2 v 2). I was thinking the 6 spaces would allow the card to be a viable hit and run card in its own right, and also could be comboed with Sniper Shot for a big attack.
3 copies of that SNIPER SHOT to go with 1 copy of the FLAMETHROWER will result in a pretty weak Zam most of the time. Then you go Separatist’s route of 2 FLAMETHROWERS and 2 FUTJ and drop the WRIST CABLES, and I would go 4 damage and 6 movement on the FTs. Your opponents will have more cards than you much of the time, because you’re spending no action cards, or doing direct damage without forcing them to discard. Could still be fun though and at least a little dangerous.
[…] the decks from the original game tie into the system (IMO). I’d also strongly suggest reading Geektopia page on power level, which has a lot of really good stuff on power levels in Epic […]
Just a conceptual thought since I haven’t had a chance to play this in a really long time, but I’m curious if it would be possible to make Jango’s hit and run game actually work, as opposed to your tweak which makes him a lot like Boba.
I’m just curious conceptually how you think the following tweak might work, compared to yours.
x3 Rocket Retreat- A4 After attacking, move Jango to any open space.
X2 Fire Up the Jet Pack- Move Jango Fett to any open space. Playing this card does not count as an action.
X2 Flamethrower- Move all enemy characters adjacent to Jango Fett up to 6 spaces each. Each affected character receives 3 damage.
x1 Missile Launch- A7 Draw 3 Cards.
Zam Talent Cards
x3 Sniper Shot- A1* Add 1 to the attack value of this card for each open space separating Zam from the target.
X1 Assassination- A7 After attacking, move Zam to any open space.
So I guess the one thing that really stretches the definition of “tweak” is Sniper Shot since that card does something completely different than in the Hasbro version, which combos with Flamethrower or Assassination. I upped flamethrower to 3 damage to keep the DD the same as the Hasbro version despite getting rid of Wrist Cable entirely (a card which is already identical to a Boba Fett card and let’s face it, Hasbro Boba is at least much closer to working than Hasbro Jango.)
Jango still doesn’t have a lot of kill power, but his number of keep away cards is almost doubled to 7. I’m curious if you think that would help him to win enough more games, or if you still think he’d be too weak.
Interesting and I like seeing FUTJ in it twice. If you make FLAMETHROWER really nasty like 3 damage to all adjacent enemies (with less movement like 3) then that might be just enough offense if you also up Zam’s offense. We used to have that effect for Zam’s SNIPER SHOT but it’s not really that good. You’re right ours is a lot like Boba, maybe we should give him a FLAMETHROWER card but then again, he’s the one that we actually see using a dart!
Awesome insightful post. How far are you along with the project of your very own space pirate game? To finally have a game in that genre which eliminates all the flaws you mentioned would be great.
Thanks so much for your interest. If I can pull this off, this will be the greatest thing I’ve ever created with the possible exception of my daughters.
On the one hand, I’m far along. I’ve got a pretty nifty digital prototype at screentop.gg. On the other, there’s still a long way to go. It’s not quite playable just yet beyond the combat system (which I think is quite good).
Here’s the big question I’m currently wrestling with: Do you want to explore the 90-200 stars closest to Sol, basically explore our little tendril of the Milky Way Galaxy? Truth be told there probably isn’t much there in terms of life or technology or it would have found us by now, but it would be steeped in the latest science.
Or, do you want to go through wormholes (possibly natural, possibly alien-made) that will transport you to a far away star system, but one that could potentially hold technologically advanced alien life? This is less science and more science fiction, but if you can accept the wormholes, it opens up all the possibilities of space in a believable way.
I like the concept in general but INSTILL COURAGE is something I would avoid playing as it reduces the number of PERSITANCE attacks you could play. I also don’t get why a 2nd one is considered better by you?
Maybe a big card (maybe an attack) that allows/forces you to reshuffle the discard pile into the draw pile would help? This way you could load up PERSISTANCE for a big attack and than shuffle those attacks back into your draw pile maybe for more smaller attacks…?
Yeah I’d like for INSTILL COURAGE to interact with PERSISTENCE but the current effect probably isn’t the right one. Maybe look at your top 3 cards and if there’s a PERSISTENCE then put it in your hand? Still probably only one of these IC cards, and then he could have another version of NAUTOLEAN INSIGHT or something else entirely. It should probably be pretty weak though, because he’s a sturdy duelist right now, can dish it out and take it.
First, let me say that this is probably my favorite version of any of the Kit Fisto decks you’ve done. I was thinking the same as you about having a second IC, but I think Umondy’s right here. I also like the idea of IC interacting with PERSISTENCE, but I can’t think of anything other than making it a WOOKIEE INSTINCTS (NAUTOLEAN INSTINCTS?), but that sounds redundant when you already have 4 copies of it.
Also, I think another Kit Fisto deck does this, but what do you think of changing CLONE CHARGE to ATTACK OF THE CLONES? (Unless you think that’s too cheesy. :p)
Ha! Well, in deference to the old deck by PD Magnus I’d like to leave it as CLONE CHARGE, a good name itself.
We just need to figure out something for those last 2 card slots. At least one movement card, possibly 2. Like I said, he’s already pretty strong so if the secondary effect is weak it’s fine, I just don’t want “draw a card”.
Looks cool, my concern though would be that as an opponent I would never attack his weak minors, keeping him weak as well. Do I miss something or is this really the big weak spot of the deck?
Just found this page. I’ve been working on a game that looks almost the exact same! I have my prototype of 91 hexes, and a separate mini hex map (although I use mine for a different purpose that you do). I’ll give your game a whirl. If it scratches the itch that made me start designing mine, I’ll just stick with yours 🙂
Hey Phil! Thanks for your interest. Yes, I am working on it. You can see the prototype on screentop.gg. Still has a long way to go, so if you’ve got the ideas, go for it and maybe we’ll publish yours! Or, maybe we can collaborate because there’s so much that needs to be done. The map wasn’t that hard and the ships are looking interesting. Now it’s about giving the different sectors of the galaxy their own unique feel, and about adding some mysteries to be solved as you explore deep space.
Hello. Loved this post. Did you go forward with working on this game? I just found this blog post after having the exact same thoughts, and started working on my own game which is very similar to what you describe here.
But if you’re already in middle of the process, I’ll probably just stop working on mine!
I think Mind Probe and Focused Rage are a bit overpowered.
I will probably change Focused Rage to a Direct Damage card of say 3 from range like a blaster. As for Mind Probe, go from 2 cards to 1 and Force Restrain from 2 to 3.
You know I think it’s probably a good idea to change it to 18 so she matches the other major characters from the original set. With such a fragile minor it’s not like she’ll be too tough to bring down.
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