In my top 3 of most egregious games ive watched. Classic case of players not understanding the board state and not recognising how bad it is to play intrigues to tie in combat.
@@BlackShadow993 These kinds of plays are nonsensical, what do you gain? Blue is essentially sacrificing a much more meaningful combat to tie a player in combat that gives little to no tempo. .
@@BlackShadow993 Interesting. Guess I've only seen the "may" clause of the rule and didn't know it popped up anywhere else(that's what I get for not having a physical copy). If you don't mind me knowing where's the conflicting part at? Also is there any reason to go with mandatory over optional in the meantime?
@@recantedforger5850 There's another rule about the spies somewhere in the middle of the book, has been confirmed the use of may on the other one was not correct. Don't have page numbers on hand.
The upper limit on guild spy is huge but you see players buy it and flounder with it for many reasons without being blocked. It could maybe cost more but tm and surgeon are better and far more boring
Guild Spy needs to be banned, at least from any competitive play. It's a broken card, costs too little to acquire. You don't need to plan your persuasion for it like Steersman or other strong cards, and it has the highest ceiling of any cards in the deck. You can just stumble into it and not even have to go too hard on it. It'll save you at least 2 actions at the worst and can score a ridiculous amount of vp. It's also pretty boring to play with or against and creates a really bad table experience.
It's situational. If the table is aware of GS and actively blocking it, it's not much of a threat - so id say at competitiveplay GS should not be an issue. BUT, if the table is not aware of GS and are not blocking Espionage/spy spaces, the game is paainful.
@shecaniahbarbarich1258 It is not situational. You can almost always just buy it when an unlucky soul just peeled it off, its just 3 persuation. The first spy you get for free. Rest of the table is now forced to alter their play to hold you in line. And you do not lose anything from this. You got a spy on a 3-cost, which is good value, you reveal for 2 persuation and have an amazing agent effect and spy access on a card that already places its own spy. Only bad thing about it is that players that have little experience with the card might mess up their whole game just trying to hard getting the effect off.
I know. even if its not an insta win, it demands that everyone at the table significantly modify the rest of their actions because of that card. And no other card does it as much.
Congrats Burnemdown - well played
Was it felkdav that once said "you get what you f'ing deserve"?
50:34 - 51:19 That is balanced gameplay for me 🤔
That is very absurd on how that has happened in such a fashion.
Not much comment to add that I didn't say in the video tbh.
One can argue lots of rng at play here as it took some work for him to set up a huge round.
In my top 3 of most egregious games ive watched. Classic case of players not understanding the board state and not recognising how bad it is to play intrigues to tie in combat.
Might have been a bit tilty of them to do it but I had a feeling they might.
Sometimes, it is better to concede a combat than to tie in order to impede another player.
@@ShadowFalcon19 Probably but some folks don't value the two sword cards much and maybe she had some designs on the faction. It happens.
Why is tying so bad?
@@BlackShadow993 These kinds of plays are nonsensical, what do you gain? Blue is essentially sacrificing a much more meaningful combat to tie a player in combat that gives little to no tempo.
.
Just a heads up. You shouldn't ping for spy placement as EVERY spy symbol in the game is optional. If it's forgotten that's not a mandatory play.
There's conflicting info in the rule book and am yet to hear clarification from DW.
Actually have confirmation from Paul Dennen that it is mandatory if you have spies in your supply.
@@BlackShadow993 Interesting. Guess I've only seen the "may" clause of the rule and didn't know it popped up anywhere else(that's what I get for not having a physical copy). If you don't mind me knowing where's the conflicting part at? Also is there any reason to go with mandatory over optional in the meantime?
Incorrect. Spy placement is mandatory.
@@recantedforger5850 There's another rule about the spies somewhere in the middle of the book, has been confirmed the use of may on the other one was not correct. Don't have page numbers on hand.
The upper limit on guild spy is huge but you see players buy it and flounder with it for many reasons without being blocked. It could maybe cost more but tm and surgeon are better and far more boring
Guild Spy needs to be banned, at least from any competitive play. It's a broken card, costs too little to acquire. You don't need to plan your persuasion for it like Steersman or other strong cards, and it has the highest ceiling of any cards in the deck. You can just stumble into it and not even have to go too hard on it. It'll save you at least 2 actions at the worst and can score a ridiculous amount of vp. It's also pretty boring to play with or against and creates a really bad table experience.
It's situational. If the table is aware of GS and actively blocking it, it's not much of a threat - so id say at competitiveplay GS should not be an issue.
BUT, if the table is not aware of GS and are not blocking Espionage/spy spaces, the game is paainful.
@shecaniahbarbarich1258 It is not situational. You can almost always just buy it when an unlucky soul just peeled it off, its just 3 persuation. The first spy you get for free. Rest of the table is now forced to alter their play to hold you in line. And you do not lose anything from this. You got a spy on a 3-cost, which is good value, you reveal for 2 persuation and have an amazing agent effect and spy access on a card that already places its own spy. Only bad thing about it is that players that have little experience with the card might mess up their whole game just trying to hard getting the effect off.
I’ve seen many games with Guild Spy player losing. It’s not an insta win.
I know. even if its not an insta win, it demands that everyone at the table significantly modify the rest of their actions because of that card. And no other card does it as much.
Mindless worm spam complaining about balanced gameplay lol
Red got so salty that his master plan of all in every round didn't work xD