Armus wrote: ↑Wed Mar 02, 2022 2:52 pm
Case in point: This Argument ^^^
Strongly implies that you prefer the "original intent" of being able to steal your opponent's missions as superior to any future card- or rules-based limitation that came along later.
Am I misunderstanding you?
That's an extreme interpretation.
I don't mind potential card-based limitations as a counter if a strategy becomes super powerful. For instance, a card that stopped away teams/crews that attempted enemy missions would be a "card-based limitation" and I could get behind that. It leaves them vulnerable to being attacked by a defending opponent, for instance.
However, there's a difference between "limitation" and "shutting down," and "Fair Play" (as either a card or a rule) crosses the line into "shutting down." Realistically, people aren't playing stealable missions
specifically because of this card/rule, so functionally, it's been shut down by that card/rule - and their choice not to play stealable missions isn't even at a cost, since 1-mission wins were never really feasible, and they're able to easily pull off 2-mission wins without stealable missions (thanks to things like AMS, which they
probably would be using anyway since it lets you start off with two free personnel in play).
Assuming I'm correct, you next argument seems to imply something along the lines of "yeah, you should have , , etc. cards and *they* should be able to steal missions too!
How am I doing so far?
Fine.
The problem is your initial response implied that if I want the "original thing" (mission stealing), then I have to reject
any future innovation (new affiliations, card types, etc.), and that's not a defensible position. Maybe you didn't mean to imply that, or maybe you've accepted that that's a ridiculous position to take, in which case I don't see the disagreement.
Then my response is that there's no objective reason why your game is necessarily better than the game as it exists today. It's a matter of personal preference.
This is a tautology. Your opinion differs from mine. All of us have different opinions. Do you have a point?
Having played this game since the beginning, I've seen it all, and I actually thought that the Fair Play middle ground *was* a good solution, and *did* account for original intent, as it still allowed mission stealing (the rule never changed), but also gave players the option of building their decks in a way that shut that strategy down
Did anyone realistically play Espionage mission-stealing decks after "Fair Play?" What about after "Q the Referee" further enhanced it?
If not, then no, it functionally wasn't a "middle ground."
and, sorry, but any strategy that involves winning without going through your oppionent's dilemmas doesn't get any sympathy from me when it gets punched in the dick
If I played a mission-stealing deck and I stole your your missions and I didn't go through any of your dilemmas, that's not my fault. That's yours.
Nobody put a gun to your head and said you
must seed all your dilemmas under
my missions.
You just got greedy and decided to count on my not stealing your missions. Your bad strategy is on you, not on me.