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New Rulebook in progress....
Forum: Judge Dredd: Block War
Last Post: herb_ferman
01-18-2019, 11:59 PM
» Replies: 15
» Views: 432
Foam
Forum: Judge Dredd: Block War
Last Post: herb_ferman
01-16-2019, 09:28 PM
» Replies: 3
» Views: 65
First playthrough
Forum: Judge Dredd: Block War
Last Post: jeffersonpowers
12-24-2018, 10:59 PM
» Replies: 3
» Views: 75
Where is everyone getting...
Forum: Judge Dredd: Block War
Last Post: herb_ferman
12-21-2018, 03:39 PM
» Replies: 6
» Views: 130
Hey There!
Forum: Judge Dredd: Block War
Last Post: herb_ferman
12-05-2018, 03:08 PM
» Replies: 0
» Views: 46

 
  Foam
Posted by: Macguffin - 12-28-2018, 08:42 AM - Forum: Judge Dredd: Block War - Replies (3)

Hi just wanted to clarify some stuff about foam. 

I get that the gate is disabled when foamed. Can you spend the 3ap to remove this any subsequent turn or can it only be removed immediately?

If it can be removed at any turn what is to stop you from leaving a gate foamed (essentially protected as it cannot be attacked) until all your opponents gates have been destroyed and then un-foaming it to win the game?

Thanks  Smile

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  First playthrough
Posted by: jeffersonpowers - 12-23-2018, 09:23 PM - Forum: Judge Dredd: Block War - Replies (3)

Armed with what I think is a fair understanding of the rules, my wife and I finally got a chance to play the game yesterday. As much as we want to like this game, we found it to be unplayable.

The problem is that there is very little incentive for either player to open their gates, and without open gates, nothing happens. The only time I want to have an open gate is if there is a Judge facing my opponent's open gate, and both the Judge and my opponent's unit will be destroyed in combat, clearing the way for my unit to destroy my opponent's gate. So why would my opponent ever leave her gate open in such a situation?

It seemed to us after playing that the ONLY viable play on a given turn was this:

  1. Identify a Judge who will kill AND be killed by an opponent's unit in the same row.
  2. Play Flashbang to ensure that the Judge is facing the opponent's gate, if it's not already.
  3. Play a Perp to my gate in the same column.
  4. Open my gate.
  5. Play Hack to open my opponent's gate.
Then combat resolves: the Judge and my opponent's Perp kill each other, and I destroy my opponent's gate.

A variation on the above would be to play Boing to remove a Judge in front of an opponent's unoccupied gate, then play Hack to open the gate, as long as I have an open, occupied gate opposite.

The only other way to actively destroy an opponent's gate is to play Stub Gun or High Explosive, both of which seem like cheap shots since there's no defense against them.

The only other way to force an opponent's gate open is to hope that Tek Judges show up in the right place at the right time, something that neither player has any control over.

Player turns quickly devolve into closing all gates and just drawing cards until you draw a Hack and a Flashbang, which is pretty tedious and creates another problem: with all the gates closed, Judges don't go anywhere. I couldn't find anything in the rules that cycles Judges out if the street is still full at the end of a turn.

Another issue we ran into is that, with this lack of combat (and especially after a few of your gates get destroyed) Perps get stuck at locations with nowhere to go. There doesn't seem to be a way to discard a Perp from play to make way for a better card, short of opening a gate and letting a Judge take it out, which leaves you too vulnerable to having the Judge or your opponent destroy that gate on the following turn.

We also noticed that once one of your gates is destroyed, it is virtually impossible to destroy the opponent's gate in the same column. This means that as soon as each side has lost one gate, the end game condition (one player losing all five gates) is not likely to ever be triggered, as long as players defend their gates from Judges by keeping them closed and occupied. You're back to needing Stub Gun or High Explosive, 3 cards total in a deck of 46.

Please don't get me wrong, I really like the idea of this game and want to enjoy it. Am I missing something about the way the game is played that would negate any of my comments above?

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  New Rulebook in progress. File link added!
Posted by: herb_ferman - 12-21-2018, 03:20 PM - Forum: Judge Dredd: Block War - Replies (15)

https://drive.google.com/open?id=1XXXo7r...TW_L2YmoHZ
Updated 1/18/19
pages 1-9 have been (very close to) finalized. Tonight and tomorrow I hope to crack the combat issues.

please take a look, hopefully this clarifies a lot of things.

Remember, this is a WIP and suggestions are appreciated.

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  Where is everyone getting stuck in the rulebook?
Posted by: herb_ferman - 12-13-2018, 02:11 AM - Forum: Judge Dredd: Block War - Replies (6)

I understand that I made a few mistakes in the rulebook. It would help if you could let me know where you are having problems.

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  Hey There!
Posted by: herb_ferman - 12-05-2018, 03:08 PM - Forum: Judge Dredd: Block War - No Replies

Post your gameplay questions, card suggestions, action photos, JD cosplay, or whatever...

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