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4021. Punisher question - in CCG Rules Q&A [original thread]
just want to be sure Ive got the punisher's rules correct. I have 1 punisher in a region, set to 'patrol'. my opponent warps in 5 ships in to attack. Using its patrol ability I select a 1/3 ship during the target step that must target the punishe...
- by Cailais - at 2006.08.08 00:30:00
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4022. Amarr 'forsaken juggernaut' (control)- help needed! - in CCG Deck Discussions [original thread]
Edited by: Cailais on 08/08/2006 00:33:08 Edited by: Cailais on 08/08/2006 00:19:02 1 Empiric tower 1 The tierijev pocket 1 The khanid kingdom 1 metropolis 2 Mercoxit (I like its offensive potential tbh) 4 pyroxeres 4 hemorphite 4 veldspa...
- by Cailais - at 2006.08.08 00:07:00
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4023. Amarr 'forsaken juggernaut' (control)- help needed! - in CCG Deck Discussions [original thread]
Edited by: Cailais on 08/08/2006 00:33:08 Edited by: Cailais on 08/08/2006 00:19:02 1 Empiric tower 1 The tierijev pocket 1 The khanid kingdom 1 metropolis 2 Mercoxit (I like its offensive potential tbh) 4 pyroxeres 4 hemorphite 4 veldspa...
- by Cailais - at 2006.08.08 00:07:00
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4024. Caldari Decks - in CCG Deck Discussions [original thread]
Hmm, I havn't tested it tbh - the basic concept was to maximise the chance of getting multiple bomb threats in hand and using Moa and black ops command (especially) for a touch of removal. With your opponents ships gone, and the cost of bomb threa...
- by Cailais - at 2006.08.07 22:15:00
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4025. Idea for Future Expansions - in CCG Chat [original thread]
Edited by: Cailais on 07/08/2006 21:59:46 I wouldn't change to much about the game as it stands - it seems pretty good as it is, and I think its pretty cruical it does not become so complex that new to CCG players are put off. Perhaps some of...
- by Cailais - at 2006.08.07 21:59:00
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4026. "Counterspell" questions, cards #195 and #214 - in CCG Rules Q&A [original thread]
the way I read Mind Control is that it can destroy a card on the pile. e.g I pay Information at any cost. Before it resolves you may play a 'counter' news. You play Mind Control. Mind control resolves destroying Information at a Cost - before it ...
- by Cailais - at 2006.08.07 20:43:00
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4027. Caldari Decks - in CCG Deck Discussions [original thread]
Edited by: Cailais on 07/08/2006 20:31:17 Thanks Storm some good points - I should clarify my comments next to the card are the bonus I see them carrying - i wouldnt use a Badger for card drawing on turn 2 for example (just if I was loaded wit...
- by Cailais - at 2006.08.07 20:31:00
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4028. Amarr Deck - in CCG Deck Discussions [original thread]
Actually this deck isnt as great as I hoped, its got some 'issues' - any way, have a look - might spark a better idea:) Amarr Deck - Empiric Tower The Tierijev Pocket Sansha's Nation Heaven 2 x Arbitrator 4 Executioner 4 Hoarder 4 Cruci...
- by Cailais - at 2006.08.07 20:15:00
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4029. Amarr Deck - in CCG Deck Discussions [original thread]
Actually this deck isnt as great as I hoped, its got some 'issues' - any way, have a look - might spark a better idea:) Amarr Deck - Empiric Tower The Tierijev Pocket Sansha's Nation Heaven 2 x Arbitrator 4 Executioner 4 Hoarder 4 Cruci...
- by Cailais - at 2006.08.07 20:15:00
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4030. Caldari Decks - in CCG Deck Discussions [original thread]
Edited by: Cailais on 07/08/2006 20:52:08 Edited by: Cailais on 07/08/2006 20:33:15 Edited by: Cailais on 07/08/2006 20:18:27 Edited by: Cailais on 07/08/2006 20:18:02 You need 4 cards of your 'key' game winners - to ensure you dra...
- by Cailais - at 2006.08.07 20:07:00
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4031. Instas, factions and stuff - in Features and Ideas Discussion [original thread]
Agreed, I think the faction link would result in mission grind - in retrospect not a good thing. do you have a proposal Maya - I'd like to give it a read.
- by Cailais - at 2006.08.07 19:50:00
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4032. Instas, factions and stuff - in Features and Ideas Discussion [original thread]
Having read another post here, I get an impresion there are some similiar thoughts - or at least variations on a theme (see Spoonthumbs post Linkage ) ensuring the 'neutral' player does not suffer would be the key so i would suggest factional al...
- by Cailais - at 2006.08.07 18:56:00
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4033. No subject - in Features and Ideas Discussion [original thread]
Edited by: Cailais on 07/08/2006 18:55:22 Edit - sorry started a new post in error - please delete.
- by Cailais - at 2006.08.07 18:53:00
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4034. Instas, factions and stuff - in Features and Ideas Discussion [original thread]
I have written in gen chat with this idea, I guess its been posted before but I hope it will add a bit of new spin. The concept is pretty simple - the range that you warp to a gate from depends on a couple of factors. These are: BMs cannot be pl...
- by Cailais - at 2006.08.07 17:50:00
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4035. Instas: The Problem - in EVE General Discussion [original thread]
Sorry - just realised I aught to clarify a couple of points to my post above. In order for "Sec Level Warping to gate distances" to work, gates act rather like 'bubbles' - you cant warp closer than the sec level permits (in other words your buddy...
- by Cailais - at 2006.08.07 12:59:00
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4036. Instas: The Problem - in EVE General Discussion [original thread]
Edited by: Cailais on 07/08/2006 12:19:12 I have tried looking at this 'problem' in terms of fundamentals. Please read this in terms of 'all things being equall - rather than simply saying that won't work because module 'x' does 'y' etc. gate...
- by Cailais - at 2006.08.07 12:18:00
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4037. Frontline Intelligence Question - in CCG Rules Q&A [original thread]
As I understand it Storm, you can set any of your commands in your Management phase. Once the Battle pahse has been entered you can't (as you are in the next phase). Frontline Intelligence means you can say swap a ship from mining to ambush for e...
- by Cailais - at 2006.08.06 23:03:00
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4038. Arbitrator Question - in CCG Rules Q&A [original thread]
Thanks Hunter, thats what I thought it did :) Makes it an awesome card!
- by Cailais - at 2006.08.05 18:58:00
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4039. Arbitrator Question - in CCG Rules Q&A [original thread]
The arbitrator's ability is as follows: pay 2: Arbitrator deals 1 damage to target ship or starbase in this region. play this ability only during a result step. Q: Does this mean a player can pay 10isk and do 5 damage? If so can he pay 2 isk and...
- by Cailais - at 2006.08.05 17:34:00
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4040. Arbitrator Question - in CCG Rules Q&A [original thread]
The arbitrator's ability is as follows: pay 2: Arbitrator deals 1 damage to target ship or starbase in this region. play this ability only during a result step. Q: Does this mean a player can pay 10isk and do 5 damage? If so can he pay 2 isk and...
- by Cailais - at 2006.08.05 17:34:00
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