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A Duel of Sorts - Part 2

Narrator: Welcome back! In a recap, Dannee has completed 1 mission every single turn, and is now at 18/19 EXP points, Iorek hasn't had the same fortune, and is at 11/18 EXP points, but with his lack of EXP he's made up for it by depleting his draw deck! We now return you to our game already in progress.

Incase you missed it, Part 1

Turn Ten

Dannee: Again, Apophis' ability to make the opponent lose power after the mission is worth enough to assign him, even if he doesn't have the skills to continue, and you never know when he'll pull an Olaf (Cimmerian Fighter) or something to stop you.

Dannee: But then, the rest of the mission I wait until he forces me to play. Save that valuable power.

Iorek: Well... This doesn't look so good... I mean 'Welcome back to the Iorek stompathon! I hope you've enjoyed the show! Next turn on the Iorek stompathon, Dannee plays Rodney McKay (Stargate Expert)!' Hey! don't give it away! ... So, doesn't that sound like it's over to you? yeah? Me too...

Turn Eleven

Dannee: Does that mean you're giving up?

Iorek: What? Yeah, it's over. Tanith (Lurker) just came fashionably late to the party, he's looking for some non-alcoholic beverages that are normally had at such 'adversary' parties.

Dannee: At first, when he played Tanith (Lurker), I thought he was giving up and the game was mine. After all, 4 power to play Tanith (Lurker) for the return of 2 difficulty at the culture mission isn't a very efficient use of power.

Iorek: ...

Iorek: Ok, maybe I had a secret plan from the start.

Iorek: ^^;; "oh no!"

Iorek: Success! By luring a false sense of security, Dannee ends up failing the mission!

Dannee: Ah, but he had an extra Tanith (Lurker) to discard. And just when I thought he might be out of ways to stop me, he plays Language Barrier to stop the mission. I played Rodney McKay (Stargate Expert) to take advantage of his skill boost, though in retrospect if I had waited until after he played Language Barrier McKay would have been even more powerful. As it was, Rodney had 5 science and 4 ingenuity, so for some odd reason I decided to continue. Normally this would be okay, since in this state he could complete a mission by himself and win the game, but with Nirrti (Goddess of Darkness) on the table and, after I give him a power, he can play two complications (with Tanith (Lurker) on the table) there's really no way I could have completed a mission.

Iorek: Going for a 2nd mission, McKay vs. Nirrti (Goddess of Darkness), with Tanith (Lurker) playing defense, I wasn't worried...

Dannee: And I find the next mission was Offworld Research. If I had my team ready for this mission, and Rodney and Keffler (Bioengineer) in hand, I might have been able to win next turn. But now I waste it trying to complete it with Rodney alone and Nirrti (Goddess of Darkness) on the table. Offworld Research goes on the bottom of the mission deck. It just goes to teach you, calculate before you decide whether you should go to another mission. (Well, if he didn't wipe my board of support characters earlier, I would have been able to win with Anise (Determined Archaeologist), too.)

Turn Twelve

Dannee: R & R proves to be a thorn in my side again. With R & R and an ingenuity mission next, there's no way I can stop him. At least this mission won't win it for him. Not yet, so there's always next turn. And I try to take comfort in the fact that, now, he's dangerously low on cards in his draw deck.

Iorek: better to have a low deck then lose the game!

Iorek: Even though he's not stopping me from completing the mission, Apophis (Enemy Reborn) costs 0 power to assign, and will keep removing my power, while retaining power to play more cards for a later mission. This is a great play, keeping a player (in this case, me) to a single mission.

Turn Thirteen

Narrator: AHEM!

Iorek: sorry!

Dannee: Iorek simply has too much power. Two Information Leak's in his hand assures him of being able to use one to move a glyph, despite Samantha Carter (Problem Solver)'s ability. At the end of this mission he has 4 power left. If Cross was still around, maybe I would have been able to complete the mission, if he only had complications left to play. Or if I had waited to play Rodney until this turn, or if I had waited to play Offworld Research. So many ifs tell us that hindsight is 20-20. I fail another mission thinking, maybe next turn.

Iorek: I'd like to note that at this time I have 0 cards remaining in my draw deck. So the Clock is ticking! But I know what mission is next... so I'm not concerned! Knowing your Mission pile, and keeping track of all the missions, is very important.

Turn Fourteen

Iorek: What a close game!

Dannee: With Olaf (Cimmerian Fighter) blocking Nirrti (Goddess of Darkness), and so many science support characters coming that I didn't have a chance to kill with Nirrti (Goddess of Darkness) earlier in the game, I don't have a chance at this mission. Iorek wins with 18 out of 18 experience needed, and me with 18 out of 19 experience. A number of factors went into my loss, though. If Conduct Repairs was a 3 experience mission, instead of 2, I might have won. If I didn't draw just the right missions for Nirrti (Goddess of Darkness) to destroy all my support, I might have won. But most importantly, if I had saved Rodney McKay (Stargate Expert) and Offworld Research for the next turn, I might have won.

Iorek: I think now would be a good time to point out the difference between 18 Experience and 19 Experience. That single point difference ends up meaning everything. With me at exactly 18/18 and with Dannee at 18/19, we both accumulated the same amount of experience, and even though Dannee did it faster, that extra 1 EXP requirement...

Dannee: Well, you could look at it that way, or you could just see that I made a major mistake going for a second mission with just Rodney McKay (Stargate Expert) versus Nirrti (Goddess of Darkness) and a complication or two. I wasted my Offworld Research without even making the calculation of whether I would be able to complete a second mission. I got too greedy and wanted to end the game too fast. But it's true, if I had another mission with experience 3 instead of 2 I would have won. Science missions are easy enough anyways, with all my science support (and Frank Simmons (Government Adversary) not being able to be played on science) that I figure switching in Survey Goa'uld Pleasure Palace instead of Conduct Repairs is fine. Keffler (Bioengineer) and Kendra (Child of Jebanna) will hopefully counteract the negative complication effect. Expose Blackmail I'm leaving in there because (a) I only have 7 ingenuity, so I need the mission to be easier and (b) I want the Triangulum glyph for Carter or Daniel.

I'll take this moment to also note what seems to be the benefits of a Jack deck versus a Daniel deck. The Jack team is able to be high in combat, at 9 with a team like Jack O'Neill (SG-1 Commander), Aldwin (Tok'ra Agent), Charles Kawalsky (Good Soldier), and Samantha Carter (Problem Solver). The Pacifist team can only really reach 9 if you put in Thor (Asgard Ally), which lowers your experience considerable, or double on science with Samantha Carter (Problem Solver) and Janet Fraiser (Field Medic), which lowers your culture (and with Language Barriers and Frank Simmons (Government Adversary), you need your culture). Going along with this, the Jack team has access to several 6 cost team characters. Charles Kawalsky (Good Soldier) and Aldwin (Tok'ra Agent) have skills in all the desired areas. Ishta has combat and ingenuity. If I tried putting Ishta or Rak'nor in a Pacifist deck their 2 Combat would go to waste and I'd end up with a character that has only 3 usable skills. Finally, Frank Simmons (Government Adversary) has both difficulty in skills the Pacifist need to complete, so Frank will be useful 2/3 of the time against the pacifists, but only 1/3 of the time again Jack. Along with that we have the other Political cards like Stonewalled and Information like that, I'm afraid, may usually keep the Pacifist deck off Tier One in the tournament scene.

Iorek: Unlike Dannee, I think the decks are well matched. Where each deck has weaknesses, the other has strengths. Looking at the Jack deck, you can see the obstacles like Serpent Guards and Lack of Experience will be able to add free difficulty to the missions. And leaving the Culture missions open means that you can be hit by Information Leak, Senate Expense Review, Caulder (Administrator), and Loss of Funding. Where as the Pacifists can be hit by Mind Probe, Shock Grenade, Parasitic Insects, and Forced Labor Camp. Each of these can be a hustle, but can be worked around.

The strength for the Pacifist is in Science, getting the Scorpius glyph for Harold Maybourne (Ally of Opportunity) Early, which provides a nice boost to get later missions. Where as the Jack deck seems not to use the glyphs as much, this is both good and bad. It means the deck is less susceptible to glyph moving, but it also means it won't gain in strength over the course of the game. Though sometimes you can stack them all on Aldwin (Tok'ra Agent) or Charles Kawalsky (Good Soldier) to allow a double move later in the game. All in All, A good match up!

Dannee (to Iorek): GG Iorek.

Iorek (to Dannee): Very well played Dannee! GG!

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