BB2016 to CRP Special Play Cards Comparison
Posted: Sat Dec 16, 2017 2:12 am
Hi All,
Currently released official BB2016 Special Play Cards:
-Random Events-
10 Core Box
2 Promo: Blitz-mania Event
1 Promo: White Dwarf December 2017
5 Team Card Pack - Elven Union
6 unknown
-Dirty Tricks-
10 Team Titans Pack
-Magical Memorabilia-
10 Hall of Fame Pack
-Heroic Feats-
16 Hall of Fame Pack
-Benefits of Training-
16 Team Titans Pack
-Miscellaneous Mayhem-
10 Core Box
1 Promo: Pre-order
1 Promo: Bugman’s Full Beard Cup 2016
3 Promo: Blitz-mania Event
1 Promo: Bugman’s Full Beard Cup 2017
5 Team Card Pack - Elven Union
6 unknown
I want to incorporate as much of the new stuff into our local league as possible, so this week I took it upon myself to do a cursory investigation on the new Special Play cards now that there is a price list for the cards in the Almanac. I have the two initial card packs and the core cards for BB2016. The intention is to allow coaches to choose as inducements either CRP cards or the new BB2016 cards. I went through each card and for the most part everything seems pretty good in comparison (you can find my comparison here: https://docs.google.com/spreadsheets/d/ ... sp=sharing, except for the following thoughts/concerns:
1) The Dirty Tricks deck is usually the go to for CRP at 50k with Trampoline and Pit Trap. The Dirty Tricks deck retained these two cards and did not get upped to 100k. This seems like an oversight.
2) Almost all of the cards in the 100k decks, Magical Memorabilia, Heroic Feats, and Benefits of Training seem like they are about on par with the CRP 50k cards with the exception of the following, which are all from the Benefits of Training deck: All-Out Blitz (Same as CRP Good Karma 100k card), Round the Clock Training (better than a RR), Team Talk (better than a RR), & Kingmaker Play (this is stupid overpowered see below).
3) Kingmaker Play: This card seems broken unless I am reading it wrong. Text: "Play at the start of any of your turns, before any of your players takes an Action. Pick a player on your team and make an Action with them. Each time you make a dice roll for that player this turn, you can choose the result instead of rolling (make any Armour rolls and Injury rolls as normal). However, you suffer a turnover immediately after that player finishes their Action." So in other words if you are within range of scoring and the ball is somewhere near you, you autoscore? That seems silly for 100k. Maybe this needs an errata or maybe they intentional put one incredibly powerful card in the Benefits of Training deck for some reason.
4) Burst of Speed is the only CRP holdover 200k card tuned down a bit and put into the Heroic Feats deck. It gives you +1 MA and Sprint for a turn. This can make a real easy 1 turner for a lot of teams. 100k card?
5) I only found one glaring error that seems to be in need of an errata. That is Inch-Perfect Kick from the Heroic Feats deck. Text in question reads (last sentence): "The ball will still bounce three times if it is not caught." I believe the card is trying to say instead of scattering as normal, use the Throw-In template to scatter 3 times, then the ball lands, if it is not caught it bounces as normal. So the errata would be to remove "three times".
6) I also got my hands on the Blitzmania cards, so I can make one obvious comment. Pampered Players is terrible for 200k as it is worse than having 2 Bloodwieser Babes.
So in conclusion, if I were to use the rules as written, I would buy 0-5 cards from the Dirty Tricks deck going for the two cards that can get the ball away from a player and Benefits of Training deck to get some undercosted cards and maybe the Kingmaker depending on how much moola I have.
Now how do I incorporate this into my league? We only use Special Play cards as costed inducements and we do not get any during Pre-Match step 4. I see a few approaches to adding them in:
1) Use the variant rules as written with the understanding that most decks will not get chosen.
2) Push all the decks to 50k to match their CRP brothers and remove the cards that are clearly undercosted.
3) Something else that you fine people will inform me on!
I would greatly appreciate any feedback, but a please don't comment "if you don't like them, don't use them." That's not really helpful.
Thanks!
Glam
Currently released official BB2016 Special Play Cards:
-Random Events-
10 Core Box
2 Promo: Blitz-mania Event
1 Promo: White Dwarf December 2017
5 Team Card Pack - Elven Union
6 unknown
-Dirty Tricks-
10 Team Titans Pack
-Magical Memorabilia-
10 Hall of Fame Pack
-Heroic Feats-
16 Hall of Fame Pack
-Benefits of Training-
16 Team Titans Pack
-Miscellaneous Mayhem-
10 Core Box
1 Promo: Pre-order
1 Promo: Bugman’s Full Beard Cup 2016
3 Promo: Blitz-mania Event
1 Promo: Bugman’s Full Beard Cup 2017
5 Team Card Pack - Elven Union
6 unknown
I want to incorporate as much of the new stuff into our local league as possible, so this week I took it upon myself to do a cursory investigation on the new Special Play cards now that there is a price list for the cards in the Almanac. I have the two initial card packs and the core cards for BB2016. The intention is to allow coaches to choose as inducements either CRP cards or the new BB2016 cards. I went through each card and for the most part everything seems pretty good in comparison (you can find my comparison here: https://docs.google.com/spreadsheets/d/ ... sp=sharing, except for the following thoughts/concerns:
1) The Dirty Tricks deck is usually the go to for CRP at 50k with Trampoline and Pit Trap. The Dirty Tricks deck retained these two cards and did not get upped to 100k. This seems like an oversight.
2) Almost all of the cards in the 100k decks, Magical Memorabilia, Heroic Feats, and Benefits of Training seem like they are about on par with the CRP 50k cards with the exception of the following, which are all from the Benefits of Training deck: All-Out Blitz (Same as CRP Good Karma 100k card), Round the Clock Training (better than a RR), Team Talk (better than a RR), & Kingmaker Play (this is stupid overpowered see below).
3) Kingmaker Play: This card seems broken unless I am reading it wrong. Text: "Play at the start of any of your turns, before any of your players takes an Action. Pick a player on your team and make an Action with them. Each time you make a dice roll for that player this turn, you can choose the result instead of rolling (make any Armour rolls and Injury rolls as normal). However, you suffer a turnover immediately after that player finishes their Action." So in other words if you are within range of scoring and the ball is somewhere near you, you autoscore? That seems silly for 100k. Maybe this needs an errata or maybe they intentional put one incredibly powerful card in the Benefits of Training deck for some reason.
4) Burst of Speed is the only CRP holdover 200k card tuned down a bit and put into the Heroic Feats deck. It gives you +1 MA and Sprint for a turn. This can make a real easy 1 turner for a lot of teams. 100k card?
5) I only found one glaring error that seems to be in need of an errata. That is Inch-Perfect Kick from the Heroic Feats deck. Text in question reads (last sentence): "The ball will still bounce three times if it is not caught." I believe the card is trying to say instead of scattering as normal, use the Throw-In template to scatter 3 times, then the ball lands, if it is not caught it bounces as normal. So the errata would be to remove "three times".
6) I also got my hands on the Blitzmania cards, so I can make one obvious comment. Pampered Players is terrible for 200k as it is worse than having 2 Bloodwieser Babes.
So in conclusion, if I were to use the rules as written, I would buy 0-5 cards from the Dirty Tricks deck going for the two cards that can get the ball away from a player and Benefits of Training deck to get some undercosted cards and maybe the Kingmaker depending on how much moola I have.
Now how do I incorporate this into my league? We only use Special Play cards as costed inducements and we do not get any during Pre-Match step 4. I see a few approaches to adding them in:
1) Use the variant rules as written with the understanding that most decks will not get chosen.
2) Push all the decks to 50k to match their CRP brothers and remove the cards that are clearly undercosted.
3) Something else that you fine people will inform me on!
I would greatly appreciate any feedback, but a please don't comment "if you don't like them, don't use them." That's not really helpful.
Thanks!
Glam