The Game


Babylon 5 was an incredible science fiction TV series that first aired in the late 90s. It had 5 successful seasons, several TV movies and a spin off series, Crusade. The series centered around the ambassadors of 4 major galactic powers, the "space UN" headquarters (space station: Babylon 5), and the men and women who ran this diverse city in space.

The CCG allows 3-7 players to recreate and retell their own possible Babylon 5 saga by allowing each person to either take on the role of one of the major political powers (either via their ambassador to B5 or their home faction) and attempt to dominate the other factions using diplomacy, intrigue, military, or access to fearful and deadly ancient powers. With several expansions, the CCG really is one of the best (if not the best) war/intrigue games ever made.

Showing posts with label Starting. Show all posts
Showing posts with label Starting. Show all posts

Tuesday, February 16, 2016

Back in the Saddle... or Meddling with Others


On a side note: shouldn't either "with" and "others" be capitalized, or neither?  There's not a proper noun "Others" involved here... okay, sorry, moving on.  I've tried to manipulate, cajole, and guide our little club into a new Babylon 5 CCG direction, and (with two of the return players chomping at the bit to go) we've finally assembled a new lunch crew.  I strongly encourage you, if starting a new persistent game, to find a place where the game can be left alone, declare who's playing what at the onset, and then go from there.

We started this first game playing just starter decks (I looked them up and built them as sold).  I think we're far enough in that we'll just stop the game (no one wins) and let everyone break out their custom built decks.  It looks like our new group with be me and another student running Narn, our 2 Minbari players from last year (yay!), a returning player now taking up the Earth/PsiCorps mantle, a non-aligned new player (I think he'll be quite good, already deck building in his free time), and another new Centauri player (Chaotic Neutral, but that works well with either Refa or Londo, so all good).



Here's our table at the start, but many of us are in the teens (yes I know we're using the wrong Refa and Neroon) and the mechanics are well taught.  I'm really thinking about going out and buying some plywood to make a bigger table this year... just so we can have 6 of us going with room to play.

If I have any concern, its the lack of aggression.  Yes, so a Narn player would always say, but its more than just throwing fleets out there.  They need to be willing to hurt each other a bit, work with each other a bit, get the game going.  Right now all the players are kinda just building on their own.  We need fleets striking, intrigue developing, diplomacy negotiating, etc.  Hopefully those with the lower influence this game decide to get things going in a big way next game.




Saturday, November 15, 2014

Gone too long. B5 CCG, Hello, Old Friend... let's talk starting hands


Ah, real life... two days of traveling for work that were separated by only one hour from two days of traveling with family.  Now I've returned to B5 CCG.  Schedules and my travels have conspired to leave us with no lunch games this week, but I've decided to continue my posts on tips and tricks for veterans players and also some advice for new players when it comes to choosing a starting hand.

This is part of the game that some seem to treat with only casual regard, "grab some good cards from your deck and off you go".  I, however, feel that you build your entire deck around your starting hand and your starting hand is chosen while considering every other card in the deck.  Now I'd encourage every group to have a standing policy of announcing your deck a day or two before playing... just let others know what faction/race and if there'll be Shadows, Vorlons, Drakh, Psi Corps, Home Faction, Crusade Pile, B4,  or Nightwatch featuring prominently in your deck.  I know some will disagree, but having two Shadow players show up and no one else thought that would happen, can ruin the fun of a game, as can 4 Minbari and no Humans, or the like.  In a ruleset where only 2 people can bring a certain faction to the table, communication is vital before the game even begins.  Nor do you want to play the shell game and ambush people with a deck that no one prepared for (like a B4 or Psi Corps) that can ruin wild if unchecked.



The Starting Hand

Of course, you need to put some heavy thought into this.  Here are a few things to consider in picking those 3-5 cards to accompany your ambassador


What does your ambassador do?
In looking at the ambassador you've chosen, what does he/she do best and what will he/she be doing at the end of the game.  Are they a filler while the Drakh run everything?  Are they an intrigue/diplomacy/leadership/Shadow War/psi/etc monster?  If your ambassador is going to figure heavily into your plan to win, do these cards support that end goal?  So often I see cool upgrades or a nasty event, or a powerful fleet included in a starting hard... but they don't directly help the deck/player win the game.  What a waste.  Cards either move you towards a win, keep someone else from winning, or take up space and dilute your deck.  No where is space more vital than the starting hand.  Fun cards are fine for friendly games, but if your experiences have been less than satisfying, look long and hard at how well your ambassador and your starting hand is working towards the same goal(s).

Are there cards you must have in hand to win?
If so, consider putting them into your starting hand.  Now, if there are 10 planets you need to win (Defense in Depth) or 2 different events that unlock other cards (any mark based deck), seeding multiples of them into your deck may be good enough.  But, if that one rare card that you only have two of will need to show up in 20 cards to win you the game, maybe you should have started with it. Yeah, it make take away your character enhancement/flagship/mean character/killer conflict, but if the goal is to get that card in play, don't take the chance of never seeing it, put it in your starting hand. I cannot count how many times a player looked at me and said "oh you're lucky, if I'd hand such and such in my hand, you couldn't have won".  Well if you could have anticipated that before the game began (and often you can't), maybe it wasn't luck that gave me the game.  Think about it.

Should you be using an early game agenda?
There are so many agendas that can give a strong deck a serious early game boost.  Whether that's sponsoring cards without tapping others, giving marks vital for the late game, providing win-able conflicts early one, letting you pull other cards into your deck, or reducing the cost of necessary pieces to your supporting cast, agendas need a long hard look for a starting hand.  So many of these starting hand agenda won't win the game, but they'll give you a huge lead and build up your spending pool/ supporting cards quickly.  Build Infrastructure is one of those cards, as is Military Buildup. Now you may need to seed 6 more agenda cards into deck to remove these once you've used them, but you should at least consider building your deck and starting hand around an agenda or two... one of which might need to be in your starting hand.



How soon can you get that card into play?
Just ask, speed matters.  Think long and hard about that 12 point card you put into your starting hand. It might be the right move, but how easy is it for you to get your influence (or at least your spending pool) up to that level?  Some decks fly to the early teens, others plod along and then use other means to win.  If that's the case with your deck, that starting hand card that ends the game still in hand may not have been the best move.  Starting hand cards are taking precious space.  I firmly believe that if a card isn't in play in about 13 turns (or you're waiting to put it into play then), it really needs to go somewhere else.

How reliable is that card in your meta?
You're looking at this great card, it really helps your cause, and it seems to easy to get into play.  But that Narn player over there reliably removes one enhancement a game and its an enhancement... so either have a plan, or find a card that actually gets into play.  Cards that are nerfed in your meta really don't serve a purpose.



Does this card need other cards to work?
Don't put Lorien on your starting hand without a plan.  No point.  I, for example, put Councilor Na'Far and the Euphrates Treaty in one of my starting hands.  Turn one, sponsor the conflict, gain 1 influence (no Centauri starting ambassador can stop it... and it doesn't hurt them), meet the requirements for the Councilor, upgrade for free, play aftermath of choice, and bam! a monster for the early game conflicts.  However, looking up a question, if someone decides its too big of a head start for the Narns, they could start packing a starting hand card that removes the conflict, or the like, and I've wasted a turn for nothing.  If that happens, new starting hand.  Vorlon Space or a Z'ha'dum are simple musts for starting hands using Vorlons/Shadows.  You need those marks for so many other cards.  Either seed your deck with cards that unlock your starting hand choices (which is a valid approach) or just put those other cards in hand.

In looking at a given type, which card is the most vital to have?
You love this one character.  However, you only get one character (besides your starting ambassador) in the starting hand.  Maybe that fun media character or that trolling Zathrus just isn't the best character for the starting hand.  Believe me, there have been many times I've stared at two cards of the same type, feeling like I need/want them both for my starting hand.  Tough choices, but the wrong one can bite you early and often in a game.

Is there synergy among your starting cards?
One card boosts your ambassador, another gets you cheaper fleets, the third helps you with conflicts. Well that's nice, but this game rewards decks that chain fire strong cards.  A starting hand that makes your ambassador Godzilla among bunnies, or instead makes your Mil 7 fleets recycles, or instead lets you spawn win-able conflicts at will is much much better.  You get exponential results from boosting boosts.  For the B5 CCG three cards that boost different things by two gives you one +2 boost at a time (nice, but meh).  However a +2 that improves a +2 that improves a +2 is like a +16 boost that drops like a hammer every turn.  One Chuck Norris is better than three Ralph Macchios (no offense Ralph).



Does this card count as a one of your starting cards?
There are cards (Crusade for a... Drakh Ambassadors, Non-Aligned second team, etc) that you can put in your starting hand, but don't count as one of those 3 choices.  Be sure you're aware of these and know when they run best in your deck/hand.  Also consider maybe using a Crusade Pile or a Drakh 5th column in your deck if they align well with what you're already doing/trying to do.

Is there a better ambassador for your deck?
With Severed Dreams and Wheel of Fire the amount of alternative ambassadors exploded.  Maybe a slightly weaker ambassador but a bonus card is better for you.  Maybe one of the Home Faction ambassadors runs your deck better than the B5 one.  Maybe your starting hand isn't helping much and Londo the Gambler is better for your Centauri deck.  Maybe all the hoops your jumping through to get President Sheridan in, just aren't working/worth it and Sinclair is the better choice.  Look your ambassador square in the eyes and see if they're the right one for you (well, eye contact with the Drakh can be unnerving, careful).

...wait for it ...wait for it


Is this better than your homeworld?
After you've come up with the perfect starting hand... are every one of those cards better than your homeworld?  Its the perfect parking spot for enhancements, gives you an extra +1 on influence gains from conflicts, and it can take the homeworld out of play for another faction of your same race.  Homeworlds are the golden standard that all other cards must be held to in a starting hand.  Often the answer is "yes, this card is better than that dumpy old planet", often its not.

Is this better than an upgrade to your ambassador?
After the homeworld test, I often add another one... is it better than a better version of your ambassador.  Transformer Delenn and Signs and Portents takes a starting hand from 3 cards to 7. That's huge.  As in look down your Minbari nose at everyone else and pity their backwater planets and miserly forces huge.  Many other variations of ambassadors can do other (though less horrific) things to the competitive balance of the game.  Consider them carefully.





Monday, November 10, 2014

Babylon 5 CCG: Getting Started


Looking around the old interwebz, so many think that the B5 CCG sounds fun (or they have fond memories) but that its just too difficult or cost prohibitive to get into the game now.  I've put together this little post to show you that its surprisingly easy and truthfully fairly affordable to get back into this game even 15 years down the road.

This assumes that you get a group of four together and split boosters from boxes (easiest way to make it affordable).  How you divide up boosters is, of course, up to you. All hyperlinks following will take you to presorted and filtered eBay searches.  Besides these, I'd recommend occasionally checking generic Babylon 5 eBay auctions and looking for entire collections or sets being auctioned off.  I usually see one or two still trickle by a month, and usually one of them is a ripoff and the other a steal.  If you think you've found something good, feel free to ask here and I'll give you my honest opinion on the auction.



Launching the Ship:

First thing you need is a starter set for each player (I'd just go Minbari, Narn, Centauri, Human at this point).  Here are some Starter sets on eBay.  As you can see they go for around $10 apiece and are 60 card decks that are more or less ready to go.  I'd then recommend going to Vorlon Space and grabbing the final ruleset.  Play a game or two with your palls for fun.  Get the mechanics down, and have and idea of where you'd like to go from there.

Improving the Game:

After you've had a little experience with the starter decks, next you need some boosters.  If buying by the box (and you should) I'd highly encourage you to get at least a couple Deluxe booster boxes on eBay and if your feeling up to it, I'd then look at Great War booster boxes on eBay.  Each box runs about $25 if you're patient.  If you get two, that's another $13 a person.  With two boxes of boosters, starter decks, and a good group of friends, your final cost (per person) would be $23.  I dunno about you, but in my gamer circles, that's a steal.  If you're a patient and wily eBay buyer, you could even cut that in half!

If you find that you want to explore the Shadow War mechanic, Shadows booster boxes on eBay are extremely cheap.  This expansion was overproduced and really a little shallow in its selection.  However, if going the Shadow War route, its a must.


Expanding and optional factions:

If you get more than 4 players interested, and everyone wants to play unique factions, have additional players either grab a Non-aligned starter deck on eBay (a later, fifth faction) or a Psi Corps starter deck on eBay (alternate Human sub-faction) or another one of the core factions and then a Home Faction (Opposition) starter deck on eBay (this allows two of each faction in the game at the same time).  It is possible to have three Human players, and two of each of the others... but I'd not recommend it, unless you've all played before and are freeing up an entire day to play this mega game out.

After this, hunt for individual cards or look at the more rare and more expensive later expansions (Wheel of Fire and Crusade are a blast... but hardly needed to win the game, and probably not worth it if you game on a budget.  Severed Dreams is really only worth it for all the alternative variants of the ambassadors... and I'd just get them as single auctions, that'll save you frustrations and money).


ENJOY!



Sunday, September 14, 2014

Just getting started here: an introduction to the discontinued CCG, Babylon 5



   Back in the day, my good pals would sit around and watch the Babylon 5 TV series.  While the first season certainly showcased the greener qualities of the cast, by the end if, we were hooked.  Seasons 2-3.5 were incredible.  The acting got better, the special effects smoother, and the story line more and more compelling.

  Somewhere along the way, we discovered the CCG (collectible card game for those not into Magic or the like).  I wanted to be Earth or Minbari, but we all thought it would best for both collecting ease and the sharing of boosters to split cards and each play a separate faction.  So I took the Narn (I think I would have happily played any of the main four, Centauri being the forth).  We played on and off, but I truthfully can only remember at most a dozen games.

  For whatever reason I got the collecting bug on this one and slowly built up a sizable collection. While Narn synergy cards still dominated my collection, I soon went after trying to get them all.  I'm still not there, but I'd guess I'm past 75% percent of the way there.  Sometime around 2001 I stopped collecting.  Until about a month ago.  I found my old cards, was looking for something else to do with my weekly Warhammer 40k crew (great game, BTW), and I'm slowly trying to lead a B5 CCG revival.

  I plan for this blog to be a journal of my B5 CCG experiances.  I'll refer to my players by their ambassador (for internet anonymity) and post AARs (After Action Reports) of each game and a few objective but kind comments as we go.

Go Here: Vorlon Space, for all B5CCG needs