fluger Posted March 13, 2019 Report Share Posted March 13, 2019 I don’t get how to create tactics cards decks? Do I… 1. Make One Deck of all generic tactics that each player draws from, PLUS their own house deck to draw from. 2. Each player has their own deck of ALL generics + their house cards. I found a resource on YakTribe with all the tactics cards, just need to know how to use them. They seem like a great way to balance out Gang imbalances. 1 Quote Link to comment Share on other sites More sharing options...
scotthartman Posted March 13, 2019 Report Share Posted March 13, 2019 Normally each player has a set of cards either from the generics or their gang choice. In our current campaign we made a deck of 12 for each player so that they are somewhat tailored to the gangs. 1 Quote Link to comment Share on other sites More sharing options...
fluger Posted March 13, 2019 Author Report Share Posted March 13, 2019 So you can essentially deck build ala Netrunner? Quote Link to comment Share on other sites More sharing options...
scotthartman Posted March 14, 2019 Report Share Posted March 14, 2019 5 hours ago, fluger said: So you can essentially deck build ala Netrunner? Pretty much. You usually only get a few cards in a game. Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted March 14, 2019 Report Share Posted March 14, 2019 7 hours ago, fluger said: So you can essentially deck build ala Netrunner? It is up to the players/ arbitrator. The rules just say make a deck of all available cards. There are some pretty obvious power cards but if you are doing the scenario selection more or less as presented it is a great balancer as long as your deck isn't too big. Seems to work best as generic or a full gang box. Some mix and match ala netrunner is super fun. Just look out for that guy and you'll be fine. Well prepared counters click... initiative advances on key models or just not relying on single models helps with others. Quote Link to comment Share on other sites More sharing options...
fluger Posted March 14, 2019 Author Report Share Posted March 14, 2019 10 hours ago, VonVilkee said: It is up to the players/ arbitrator. The rules just say make a deck of all available cards. There are some pretty obvious power cards but if you are doing the scenario selection more or less as presented it is a great balancer as long as your deck isn't too big. Seems to work best as generic or a full gang box. Some mix and match ala netrunner is super fun. Just look out for that guy and you'll be fine. Well prepared counters click... initiative advances on key models or just not relying on single models helps with others. OK, makes sense, that's why no hard and fast rules. I'm mostly going to be playing with my son, so no big deal. Quote Link to comment Share on other sites More sharing options...
ninefinger Posted March 21, 2019 Report Share Posted March 21, 2019 In one off games I’ll just typically grab a few random cards and see what happens. As Scott said, we’ve built decks for our gangs that stay consistent throughout the campaign. I’m definitely regretting not taking a “...click” one option I’ve seen online is a group that allows you to add one card to your deck each time you hire a new member. They’ve been drawing out of a master stack with all the cards. I may steal this idea someday in the future. Quote Link to comment Share on other sites More sharing options...
Koyote Posted March 24, 2019 Report Share Posted March 24, 2019 P.118 of the Necromunda Rulebook provides some guidance. “By default” a deck is comprised of “one of each Gang Tactics card, plus any House Tactics cards relating to their gang’s House[.]” Quote Link to comment Share on other sites More sharing options...
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