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Comments on Young Jedi Virtual Cards

Discussion in 'Archive: Games: CCG, TCG, and Boardgames' started by Artie-Deco, Jun 3, 2002.

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  1. Artie-Deco

    Artie-Deco Jedi Youngling star 3

    Registered:
    Aug 23, 2001
    Okay, here are my comments on the virtual cards themselves....


    Jar Jar Binks (JC#3) Good game text. Can?t use battlecards (that?s too bad) but can still use weapons and effects.

    Anakin Skywalker (JC#4) Good game text. Power bonus with Qui-Gon, or lets you pull a different Anakin when on Naboo; either way, very useful.

    Mace Windu (JC#7) Wow! A dueling machine, and retrieval too. A very powerful card.

    Queen Amidala (JC#9) Nice, pulling a battle card from draw deck.

    Ki-Adi-Mundi (JC#12) Nice defensive dueling text; will make it hard to defeat him.

    Depa Billaba (JC#14) Not enough to make her useful; damage is still too low for dueling (especially with There?s Always A Bigger Fish).

    Even Piell (JC#16) Very nice! A jedi that pulls a battle card. A very powerful card.

    Yareal Poof (JC#21) Wow! A power 4 character for a deploy of 2; all you need is one other Jedi Master, easy to do. Plus, a 1-in-3 chance of killing a duel. Powerful.

    Republic Pilot (JC#32) Nice.

    Obi-Wan Kenobi (JC#39) Power bonus with weapons is nice, but Obi-Wan?s biggest problem is his deploy cost. The dueling text isn?t enough to spend six counters on. Not very useful.

    Adi Gallia's Lightsaber (JC#42) Nice, although I don?t know why the limitation on droids.

    Fear Attracts The Fearful (MDM#53) This is not a good idea. An objective? This should have been an effect. For one card slot, I can limit opponent?s site bonuses to 1 for the entire game? That hurts the virtual Maul below even more. Since it is an objective, there is no way to kill it like other effects.

    There's Always A Bigger Fish (BON#61) Wild Card deploy cost is good, but why reduce Jedi Masters? damage? That makes no sense.

    Uh-oh! (BON#62) Nice card. Kills duels for one turn, then goes away. Could have been better, but still a nice card.

    We Don't Have TIme For This (JC#62) An interesting battle card. Wording is awkward; basically it lets your character/starship fight in the next attack ? don?t we have that card already?

    Radiant VII (JC#70) Semi-wild card? Need a rule to explain how that works. Seems an unnecessary complication to deck building. Game text is nice, though.

    Darth Sidious (JC#72) Good game text. Could see some use in decks now.

    Watto (JC#74) Wow! Very powerful. Holds his own against Jedi. Wording is a little unclear, though.

    Ben Quadrinaros (MDM#80) Still not useful in Boonta Eve Podrace, but would work well by himself or with other podracer pilots in battle at a site.

    Lott Dodd (JC#81) Nice, pulling a battle card from draw deck.

    Gragra (MDM#86) The dark side Jira? Very useful.

    Ratts Tyrell (JC#87) He can race in the Boonta Eve now, but only 1 handling number? Not enough for me to use him in a race.

    Galactic Delegate (JC#91) How does this work if he is still face down in the battle plan? Nice boost to dark side senators, but may be too confusing.

    Battle Droid: Pilot (JC#100) Nice.

    Neimoidian Aide (JC#104) Missing. Dark only has 15 new cards; light has 16. Is this a mistake?

    Darth Maul (JC#105) No weapon bonus like Obi-Wan? Only minor dueling help. Not very useful.

    After Her! (BON#129) See Uh-Oh.

    Sando Aqua Monster (BON#131) Wow! Much, much better than Bigger Fish, adding to Aurra?s damage making her more useful in dueling.

    We Have Them On the Run (JC#132) See We Don?t Have Time For This.

    Vile Gangsters (MDM#132) Not as bad as Fear Attracts Fearful, but still shouldn?t be an objective.

    Droid Control Ship (BON#137) Very nice! Does more for battle droids than Bombad General does for Gungans.

    Sith Infiltrator (JC#138) Minor power boost makes it marginally more useful.

     
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