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Old 08-08-2018, 06:21 AM   #1
Superfaab
 
Join Date: Aug 2018
Default One sided, boring, gameplay; Are we doing this right?

Hey All,

My wife and I recently bought Munching CCG to have fun with. We watched an intro video, read the quickstart guide and had the full rules on standby for playing our first games. The first one was very rough, trying to get a hold of the gameplay.

On our second game was what can only be described as extremely boring. The situation was as follows.

Me, playing Ranger. My wife Playing Warrior. Both standard decks from starter pack, not exchanged any cards from booster pack.

During play we went through the normal steps, playing cards that we could as the phases allowed.

The shuffling of the deck however resulted in both of our hands full of Monsters, and no weapons of allies up until level 5.
What this resulted in is that I could play a monster, lay down the required coins to pass the cheating check. My wife, having no allies or defence in play chose to run away. Fine the first time around.
The monster goes to the stash, and the coins I placed next to it back to my purse.

Then I get to continue my munchkiningphase, and I place another monster down. My wife still has no defense (or useable interrupts), so runs away again.

Repeat for the rest of the monsters in my hand (about 6), so 10 hero damage each turn (depending on the monster level and coins).
And when her turn comes, she could do the same to me.
Then when my turn comes, I collect the monsters from the stash and repeat.

Needless to say, this was a rather boring game and made me question a few things.
- Are we playing it right? Should the money on a monster be returned to my purse?

- Is there a limit to how many times you can attack? (doesn't seem that way from the rules).



It seems an extremely one sided aspect of the game that you basically have no defense to without the right RNG luck on card draws. I realize that RNG luck is what makes the games varied from one another, but this seems to me to be too one sided to remain 'fun'.
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Old 08-08-2018, 07:06 AM   #2
MIB.6361
 
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Default Re: One sided, boring, gameplay; Are we doing this right?

It sounds like you're allowing multiple "Run Away" uses per turn. You can only do it once, then you flip the token over to "Limp Away." Any time you use it after that on the same turn, you Limp Away which causes 2 damage to you.

You don't flip it back to "Run Away" until your next Warmup Phase.


Seems like you're handling the gold and DMZ right. And yeah, sometimes the shuffle will bring you a few turns of low to no activity.
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Old 08-08-2018, 07:52 AM   #3
Andrew Hackard
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Default Re: One sided, boring, gameplay; Are we doing this right?

Also remember that you're allowed to mulligan your starting hand once if you get a lousy draw.
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Old 08-08-2018, 12:51 PM   #4
Aleph
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Default Re: One sided, boring, gameplay; Are we doing this right?

Also, in that scenario, you can choose not to run away. Taking a single hit from one monster and forcing your opponent to actually pay the gold cost might be a better strategy than 4-5 Limp Away attempts.
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Old 08-09-2018, 12:41 PM   #5
Oldpreach
 
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Default Re: One sided, boring, gameplay; Are we doing this right?

Just got the game yesterday and I've only played 3 games with the kids so far. But, I can say that the first game started a bit slow, but then took off nicely. The third game was very interesting, as my cleric was pretty much dominating, but the the thief made an amazing come back. I was up their 18 damage to my 5 after using a healing salvo for a heal of 6. Two turns later I lose 19 to 20. That was a blast even though I lost.

Bad shuffle sounds like. That's easy if you just took the cards out of the box. Also, it took me all three games to stop getting things wrong about rules and procedures. In any CCG, it's also easy to have a bit of a bad card mix. This is where the thief special ability shines.

Try playing 5 or ten games, and get all three starter packs !
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Old 08-09-2018, 02:59 PM   #6
MIB.6361
 
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Default Re: One sided, boring, gameplay; Are we doing this right?

Quote:
Originally Posted by Oldpreach View Post
This is where the thief special ability shines.
In case you didn't see the change and still have old cards, the Thief ability now draws only one card instead of two.
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Old 08-12-2018, 11:07 PM   #7
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Default Re: One sided, boring, gameplay; Are we doing this right?

Quote:
Originally Posted by MIB.6361 View Post
In case you didn't see the change and still have old cards, the Thief ability now draws only one card instead of two.
Thanks for that. Yes, I saw the update after the first day of playing so I'm glad I saw it so soon before I started complaining about an overpowered thief :)
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Old 08-12-2018, 11:42 PM   #8
Superfaab
 
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Default Re: One sided, boring, gameplay; Are we doing this right?

Thanx for the replies all!

I guess we did it right then, but we can work on our strategy.
We'll play more games for sure to get a better feel for it.


Quote:
Also remember that you're allowed to mulligan your starting hand once if you get a lousy draw.
We did, and it was an improvement on the previous hand :).


Quote:
Also, in that scenario, you can choose not to run away. Taking a single hit from one monster and forcing your opponent to actually pay the gold cost might be a better strategy than 4-5 Limp Away attempts.
Right, yes that could help as well.


Quote:
It sounds like you're allowing multiple "Run Away" uses per turn. You can only do it once, then you flip the token over to "Limp Away." Any time you use it after that on the same turn, you Limp Away which causes 2 damage to you.

You don't flip it back to "Run Away" until your next Warmup Phase.
No, we did that correctly. 1x run away to limp away, and then take 2 damage upon subsequent 'run away'. We just kept running away instead of taking damage and taking gold out of the game.
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Old 08-13-2018, 02:59 AM   #9
philreed
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Default Re: One sided, boring, gameplay; Are we doing this right?

Quote:
Originally Posted by Superfaab View Post
No, we did that correctly. 1x run away to limp away, and then take 2 damage upon subsequent 'run away'. We just kept running away instead of taking damage and taking gold out of the game.
One tip: Don't stress over your life total. Only the last point of damage matters. Do, however, stress about your opponent's gold. Rather than limp away, it can be handy to face that incoming monster; better to take 3 damage from one monster than 6 damage from three limp aways.
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