Raveen wrote:Is it that with the cards (and I don't know the rulespack here specifically so I may be wrong as wrong can be) there are so many permutations that you can't possibly plan for them and you're unlikely to get balance without playing many many games with the same rule set. The kick-off table on the other hand is a constant, yes you'll occasionally get f***ed over but it's a known list of results of which only 3 or 4 will massively screw you and, because it's more constant, it'll balance out more often.
Well, it's a matter of design really. Cards are more difficult to balance, but it's possible.
And the argument of it “balancing out over time” is a bit misleading, as it does nothing for the coach who gets massively screwed that one game.
From "permutations and balance issues (too many variables)" to "balanced by applying constantly", is a bit of a leap, that doesn't really make sense. How does "everyone gets screwed in turn" make the effect balanced? Shouldn't that be rather acceptable? As it's not balanced when it applies.
Besides, cards can be balanced, there are many trading card companies who work on balancing such scenarios. It really should only be a matter of ingenuity.
Imo, the kick-off table is taken in strides by coaches because of its nature, i.e. it's more psychologically different, than better balanced. And I think that's what card design needs to take into account, it needs to become psychologically acceptable.
As said:
birdman37 wrote:Another aspect to consider: when Throw a Rock happens, it's the will of Nuffle, and completely out of both Coaches' control. It might ruin your drive, but your opponent didn't specifically cause it to happen. Cards are very specifically played by your opponent, and usually at the worst/best possible time, and I expect that carries an emotional impact with it, particularly with the cards that are of a "take that" nature. It would be hard not to feel a bit put-upon when your opponent deliberately compounds an unfavourable kick-off result with a take-that card.
Which I believe is exactly an effect cards need to avoid, or it needs to be designed like the Wizard. There are many other elements, like BB being a very strategic game, and an element, like cards, that hits a coach by surprise and messes up all the planning is terrible. It can feel intrusive. Another aspect the kick-off table avoids as it's outside of regular play.
All it really needs is better design to fit it into the game better.
I believe cards can be used competitively and I believe they could add fun (actually "variation" may be a better word) in campaign games. However, I don't think either has ever been the case. To me cards are mostly potential, that has never been fully explored.