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Dec 22, 2009
Starcraft New Factions v1.0.pdf (6.70 MB) (Log in or Register to download.)
Additional Leadership cards for the "StarCraft: Brood War" boardgame, accomodated to the original layout of cards. The file contains also additional rules and FAQ.

You may find more information in the file.

Version 1.0.
Made by users: "cyb3k" , "theasaris".
Some card ideas are taken from user "TiredOfThis" from the FFG-Forums.
Downloads:973
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Vlad Lem


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Great! Let's take a look.

I do highly suggest to limit the ability of choosing leadership cards, just for the sake of Starcraft lore. In your case there might be even worse scenarios, like UED vs. Stukov or Artanis vs. Tassadar vs. Raszagal in any combination. After all, those protoss combinations are very contradictory.
First, Artanis only became Hierarch of the whole protoss race after Tassadar sacrificed himself to destroy the Overmind. He didn't have much power before that. In any case, Raszagal acted as part of the regime in Shakuras, so Artanis and Raszagal kind of can't be two seperate factions. Anyway, none of those factions would ever fight the other. That's why my idea was to make Tassadar be able to choose between his cards and Raszagal. Having three allied factions puts you in front of quite a problem.
Another problem would be Zasz. The Devouring One and Hunter Killer strains are part of Daggoth's brood only, and beside that, Zasz was killed by Zeratul quite early, before the fall of Aiur.
If those things are not an issue for you, whatever.


Now about the cards themselves.

Artanis

Great Special Victory card and Psionic Assault.
Swift Expansion is also really good, but unnecessarily complicated. "At the start of each Regrouping Phase, gain one ressource token for each supply module you own" would make it more simple, but doesn't actually change anything.

The Conquest Point in addition to the original Miscalculation card makes it a more useful card. It was underpowered before that.
Might widen the Recharge ability of Artanis to be used once, but in any skirmish, not necessarily by himself. That would make him rather interesting, in my opinion.

Well, Buying More Time sounds more like Hindering Tactic, preventing one single player from drawing event cards. Anyway, if the player who has to shuffle back his event cards into the deck has event cards from two different stages, what happens if in the next round on a very rare occasion, someone draws a stage 3 card, but during the Regrouping Phase the top card is stage 2?
Intervention of the Matriarch probably needs the "where you have a base" condition removed in order to make it more potent.

Raszagal

I don't think "level 3 building" is necessary for that Special Victory. If you imagine, taking the same card which I assigned to Kel-Morian Combine, you result in having 2 or 3 bases until stage 3, so that's 3 more Conquest Points than your enemy. That's quite a lot already, I think.
The other stage 1 cards are simply awesome, though the Dark Templar card might do better with only 1 Zealot instead of 2 considering balance, I'm not sure.
Seriously, there are too many awesome cards Raszagal might have!

The same hero unit for 2 different factions is rather boring in my opinion. The Dark Archon is really interesting, so I'd suggest you remove Raszagal herself (or make her a Corsair as I did).

Xel'naga Temple is great, but I really do not like the other card. I don't know, the name doesn't fit "+1 attack" at all.

Alexei Stukov
In general, he shouldn't be a seperate faction since he is part of the UED. Actually, the only terran faction beside the Kel-Morian Combine that might be introduced is the Umojan Protecrate.

Owning Strategic Areas is very overpowered. In most cases, there is only one such area in the game, making Stukov win controlling a single area.
"Foresight" would fit a protoss better, humans are blind compared to them.
In any case, I would definitely say that the terrans need a leadership card that provides 2 gas.

Considering Stukov as a hero unit, I'm all for "friendly or empty area" and "+2 attack and +2 health". Keep in mind that Ghosts are very weak in game. In my opinion, every Ghost combat card should have +1 attack, they are far too weak.
"Insight" needs a different name, just as Foresight doesn't fit.

Time is Relative is weird in the exact same way, but Advance Preparations is great on the other hand.

Infested Duran
He needs more cunning cards altogether, like Corruption and Hindering Tactic.

You know what I think about Overrun. That definitely isn't Duran's type of action.
The other stage 1 cards are fantastic, but Corruption is too severe. I suggest 2 cards below their final hand limit.

Great idea to simply make the Infested Command Center a stage 2 card, might change it myself.
Kukulza is a very interesting hero, but looking at Starcraft, he doesn't belong to Duran in any way, although that isn't important. Nothing says what Kukulza actually is, so whatever.

Hindering Tactic is very potent. It can get vital in some cases, mostly a better choice than +1 health.

Cerebrate Zasz
As I said, Zasz is definitely dead.

The Special Victory is contradictory when playing with Kerrigan and in any case very weird.
The other cards are OK, although for Garm Brood you should keep in mind that in this case the player may build no other units except Zerglings. I saw later that you are able to "build units at any time", so it works.

As I said, those strains are from Daggoth's Tiamat Brood. Otherwise those heros themselves are useful. I'm surely going to think about my stage 2 cards.

How do you add both technology cards to your hand? Find them in your combat deck and then reshuffle it?
Dead Draw. theasaris's original idea looked very weird, but this version is extreme. Probably the most awesome and cunning card ever. I'm shocked down to my very bones!



Well, all in all, the only real problem is that compatibility with the Starcraft universe. The cards are otherwise great in general. I only don't like Stukov.
If you can find some time, please take a good look at my cards, too.
 
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  • Edited Sun Jan 10, 2010 2:02 pm
  • Posted Thu Dec 31, 2009 12:21 am
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Regis Etienne


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Hello!

Great work!!!

I think three cards are underpowered...

Miscalculation: I would propose 2CP instead of 1CP. Otherwise I would almost always choose the Hero.

Exile: I would propose "during the 2 first planning phases of the game".

It is true that generally I play in 1v1 and I don't like to expand on my first turn in general... I prefer to build up... With the workers I have during my first turn I don't need to go to another planet...
So Exile played by my opponent is just useless...

Evolution: I would propose: You can choose to gain one free technology or to buy 2 technologies.

Tell me what you think...

 
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  • Posted Fri Apr 2, 2010 8:49 am
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Regis Etienne


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In my opinion, when for instance, you play a 2-player game featuring an historical battle, you don't especially expect that the historical winner actually wins... In which case what is the point of playing such a game if you know the winner in advance!?
My point is that you can consider that you play in an alternate reality!
Same for Starcraft! Plus here you don't make REAL historical facts become untrue! ;-))
 
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  • Posted Mon Apr 12, 2010 9:10 pm
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