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Robin Hoof

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Everything posted by Robin Hoof

  1. 1: yup he could indeed play finish line. 2: don't quite understand what you are saying but I the following should help: Score phase: first you check to see if you successfully confront the problem. Second you score your points for confronting the problem. Third you see if you rooponent also has the power needed to confront the problem. If they do have it at that time then there is a face off. It does not matter if they confronted it last turn and now do not he the power, they must hc e the power during the score phase that a problem is successfully confronted. Previous turns do not matter.
  2. Nope but as for the color combo cards: . Sadly there should be 11 permutations of that color combo card and we only have 5 i think. so you probably won't get what you need in this set. What we have: Yellow / orange Blue / pink White / blue Yellow / purple Orange / purple White / pink
  3. Villains are played the same as other trouble makers with the following additions: 1: when a villain is flipped over it is placed over both sides of a problem. This means it affects the player who plays it as well, that person can also defeat it. 2: when flipped all friends at that problem are scared ( this means they get flipped over. You can flip them right side up during your mane phase for 2 ap each) 3: all other face down trouble makers at that problem are dismissed. 4 the trouble ,maker effects apply to all players unless stated otherwise. Also thanks for checking out my blog. Hope this helps too.
  4. My personal preference is about 5. Ahi isn't all that great but you might keep one of him if you want. A yellow para sprite or two (or three) is always good as well and is certainly good against the current meta of rarity decks. I have not had a chance to try out the para sprite swarm but I can see them being as good as manticores.
  5. I was just suggesting what to put into your deck. If you have a high.mobility you don't really have to counter high mobility. This combo will help you against the inevitable rarity deck though. Using holly dash and wildfire to move other for free will help minimize the damage a flipped rarity will do. It will also allow you to overwhelm her as well so that even if you flip that 1 on the face off your still in good shape. Just my opinion though. There are many good combos with fluttershy, the only one I would not go with is honesty. Fluttershy already has enough power, she needs some different tricks the other 4 colors will help with.
  6. I suggest taking a loyalty off suit and focus on high mobility with holly dash, wildfire,face your fears and swit ponies.
  7. You can also check out heart of the cards for all card info and list (even has pinky pie and fluttershy mane cards): http://www.heartofthecards.com/code/mlpcardlist.html?cardnum=3 Also thank you for that link.
  8. 1: you got it right. That is how much of that color you need in play to be able to put that card into play. So a character who is worth two of a color will let you play a card requiring two of that color in play. 2: face offs: they only happen if one player confronts both problems in one turn or if one player confronts a problem and the opponent can also confront that problem. Problems are only flipped after a face off. The power value of a card is only used when flipping a card for a face off (unless that card is a friend then it does contribute). Resources and events do not add their power value unless they are the card flipped for the face off. Once a card is flipped for a face off it goes on the bottom of the deck. If ther there a tie in the face off you flip another card and add that to the tied number, 3: first off all the only time you resolve a problem is when you have a face off at that problem. Otherwise it is called confronting. The number with the red line through it means you need that number of power that is not in the indicated color. So for "it's alive" you need 1 purple and one not purple power. For those problems you always need at least two ponies to confront it. 4: you only ever get one mane character. These characters do not count as friend so they cannot have certain cards played on them. You start with these characters at your home on their starting face. They never go into your deck. Hope that helps. Also my blog might illuminate a few things about the game if you want to check it out: http://livininagamerparadise.blogspot.com/
  9. And color because I can not sleep!
  10. Probably my ipad freaking out. Anyway here is the black and white for you. I will see what I can do about coloring it for you.
  11. Hey I'd be happy to draw him for you, however I cannot see your picture. Could you give me a description or another link?
  12. You get a city built on Rock and Roll. I insert Ah-Ha.
  13. This thread Needs more posts! So here are a few thoughts on OPENING MOVES I have been playing quite a bit recently and teaching people the game as well. The opening of the game is incredibly important. Here are a few basic things to keep in mind during the first three turns. 1: Your primary objective during this part of the game is going to be flipping your mane character. While it is not impossible to win without a flipped mane it is highly unlikely. 2: Stopping your opponent from flipping their mane. 3: Make sure you have the right cards on your first hand. Lets start with three. What should you be looking for in an opening hand? You should have at least one friend that is the off color in your deck that you can immediately play. If you don't have this you should probbaly mulligan that hand. In adition, if you are playing Rainbow Dash you should consider mulliganing if you do not have a trouble maker in your hand. All these things are actually going to relate back to objective number one; flipping your mane character. Flipping your mane: So we want to do it, but how is it giong to happen. With all the manes out and even those not out, it generally comes down to confronting problems. The one exception is twilight who i will talk about later. All the other require you to simply confront a problem under certain conditions. These conditions cannot usually be met on turn one so you have to think about what you will be doing. Rarity: You should not immeadiatly solve your starting problem. You have to slow play into turn two since she needs 2 points in one score phase to flip. This means banking your action tokens. Rainbow: Simply need a FACE UP trouble maker on your opponents side when you confront a problem. This means you will have to wait until turn 2 as well. But unlike rarity where you might be able to bank an action point on turn one, rainbow cannot since she will need an off color friend and a trouble maker played on the first turn (unless a friend on the second turn. Applejack: She needs to solve a problem with excessive force. This means playing those 2 power 2 cost ponies or simply throwing two friends onto the problem first turn. She is pretty easy to flip though some would argue she is not all that great ( i am not one of those people). Pinky: She just needs to confront a problem with no other opponents at that problem. Since she isnt out yet i havent played her, i suspect she will not be too hard to flip but there are some obvious blocking techniques for her. Though i do not think you will be able to completely stop her flipping like you can with some other manes. Fluttershy: She just needs a critter at the problem she is at and she flipps. This is about as easy as apple jack so i suspect she will operate in much the same way. Twighlight: She is the hardest to flip. You are going to have to actually move her towards the problem you opponent is at to get into that face off early. This will end up delaying you a few turns. Keep in mind, she is the only mane where it is to your benefit to go second and not first. All other manes really need to go first (with the possible exception of pinky). So what can i do to stop my opponents from flipping? Troublemakers. These things are real game changers. having two good trouble makers in your opening hand can be devastating to your opponent, especially if you go first. A two trouble maker opening play will not only help you stop your opponent from flipping your mane but also buy you lots of time to A: recover from a poor mulligan hand B: score points to get ahead. So what troublemakers are worthwhile ( I am only talking about non villains here, villains are a whole other store). Yellow Parasprite: Putting down a double yellow parasprite is going to end up effecting your opponent almost the whole game. These things are crazy. Putting two of these guys out on turn one is going to end up sapping your opponent of two cards for at LEAST 2 turns (unless they are very lucky and reckless). This is a devestating effect. Even one of these guys is brutal. Purple parasprite: What you say? that guy sucks. Nope, not if you put down two in one turn. I have been on the recieving end of this and it can be MORE devestating than his yellow brother. Manticore: These guys are just solid, one or two doesn't matter. Throw it at your opponents starting problem and they are going to have a bad day. Flam: His real drawback is that he is can be an easy defeat for 2 victory points. However, he ofter buys you the time you need to do stuff and is great even if you just drop one of him. WHere are the timber wolves you say? Well here is the thing about them, they will cost you almost as much time as your opponent and if you win against them that is 3 points. Im not saying dont use them, but they take up valuable deck space. They will end up costing you a total of 3 ap to get out. This is a turn and a half in those key opening turns and a whole turn after someone scores. Thats gonna set you back a little while letting your opponent reposition and adapt to the new threat of wolves. They certainly have their uses though, but in practice i have just not seem them perform the way the other trouble makers i mentioned have. Finally what do you do after the trouble makers? Well assuming you have not been subjected to those same trouble makers, you wait until your opponent is about to get rid of those trouble makers and then you double face off. This is brutal and will not only set your opponent back but will also keep them from flipping their mane. Remember, all mane characters require them to confront a problem in order to flip. If there is a trouble maker they cannot flip on that problem (unless it's twighlight who seems to defy most blanket strategy claims. SO one last peice of advice: When playing against twighlight, do NOT play trouble makers for her. This is an easy way for her to flip. Just an FYI. You really need to be confident that she will not beat whatever you put down if you want to play one against her. She is a good anti rainbow dash mane since she really likes those trouble makers. Thats all i got today hope it was helpful. I have some thoughts on villians i will save for another time. Suffice to say i love using them.
  14. Another addition to my card box:(for some reason it keeps uploading upside down).
  15. If anyone is curious about what cards do you can surf ebay (mlp ccg) and check o it the cards. It's s good way to get the lay of the land And check out cards you don't have / haven't seen.
  16. Actually you are required to take multiple "colors" . If you dont, you will not be able to solve your problem deck. And while it might be similar to that horrible Buffy game it seems to do everything right as far as game play goes (though it does have ràndom discard elements which can be a bummer)
  17. Colored this for the EQ daily drawy thing.i did not draw it, just added color.
  18. The game is surprisingly good (so much so that my grou recruits many just by playing it). Equestria daily posted up the official rules and my blog has a break down of rules: http://livininagamerparadise.blogspot.com/
  19. Another OC request. This one was a little bit different.
  20. Everything you said is correct with the exception that this ability applies to the resource "marvelous chapeau" or marvelous hat. This errata is not official but as far as I'm concerned, is what that card is suppose to do. Otherwise that resource is not only game breaking but no fun to play against. Once we applied this everything was a lot more fun too. Again though, not official errata.
  21. Opals ability only triggers when you move her, not when you play her. You are correct about Granny Smith, she is very powerful. Also the rarity hat may have some errata to it. The hat may just subtract 1 from your opponents problem requirement. This hasn't been for sure confirmed but it certainly makes the hat what it should be . Also no worries about the applejack thing. I thnk that is everyone's reaction to her in light of the other ponies. I look forward to further discussion and exploration of this game. Wen I played last night we defiantly brought some people into the herd through demoing.
  22. That is holly dash's ability (don't know if that is what was asked). Rarity's power up ability is that you have to pay 1 ap extra to move a friend to her problem.
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