N18 Minimum number of tactic cards?

Rommero

Juve
Sep 4, 2018
11
3
3
Russia
Is there a minimum number of tactic cards to use for your gang? Some of the scenarious (6 in defense, 3 for all sides, 9 total) require the tactic cards to be chosen randomly from you deck. But I haven't found any wordings related to the minimum number of tactic cards the deck should consist of.
 
The issues is that I like some of the gang tactics cards that are not in my gang pack (Goliath) and would be happy to use them (as long as they are gang tactics) too for my gang
 
There are no deck-building rules to speak of in the new rulebook. It kinda assumes that you own every tactics card available to your gang (except for special event ones) and use all of them.
GW4 used 8 as the minimum because it's the number of unique gang tactics in the Underhive box.
 
How about just bring the cards you got and play with them? Is this a question motivated by 'gaming' the system by making a tiny deck of the most powerful cards or what?

My deck only consists of 3 cards, Unstoppable Behemoth, Click and Dangerous footing.... GTFO!
 
How about just bring the cards you got and play with them? Is this a question motivated by 'gaming' the system by making a tiny deck of the most powerful cards or what?

My deck only consists of 3 cards, Unstoppable Behemoth, Click and Dangerous footing.... GTFO!

Or I have multiple gangs and own double of all the cards! These cards are for the goliath, these four the escher etc. Could be gamed.

I'm in a weird spot personally I built two complete sets so that my opponent and I would have access to the same cards but they became too big to even matter really.

I wish they had considered this possible future problem and stole a solution from nightmare chess. Assign each card a points value based on strength click 3, unstoppable behemoth 4, frag trap 1, etc. Then we could build decks to a points value who cares about size! (Also have more "balance" to complain about :whistle:)
 
How about just bring the cards you got and play with them? Is this a question motivated by 'gaming' the system by making a tiny deck of the most powerful cards or what?

My deck only consists of 3 cards, Unstoppable Behemoth, Click and Dangerous footing.... GTFO!

No need to jump into some decisitions that fast. It's truly a question of optimal deck size. I have 3 gang packs and I may really need some cards for one gang which give nothing for another gang and vice versa. And yeah, I surely want my campaign deck to consist of cards I can really use and which may help me in battle. Some early skirmishes with decks from starter box were really frustrating with smth like Hidden Passage which we found no use throughout like 30 games
 
I wish they had considered this possible future problem and stole a solution from nightmare chess. Assign each card a points value based on strength click 3, unstoppable behemoth 4, frag trap 1, etc. Then we could build decks to a points value who cares about size! (Also have more "balance" to complain about :whistle:)
I care about size. There is a reason any self-respecting deck-building game uses a minimum deck size and a maximum number of copies to control the probability of a given card being drawn: it works.
By all mean, give each card a point value to account for the widely different utilities of tactic cards, and make the player pay some kind of resource to select and/or play them, but don't use this value for deck building purposes.
 
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We've started using a minimum size of 30 with the basic 10 from the box set as mandatory includes. What's everyone else doing?
 
I care about size. There is a reason any self-respecting deck-building game uses a minimum deck size and a maximum number of copies to control the probability of a given card being drawn: it works.
By all mean, give each card a point value to account for the widely different utilities of tactic cards, and make the player pay some kind of resource to select and/or play them, but don't use this value for deck building purposes.

You are probably right for this, but I do like the mechanic for nightmare chess, there are fewer cards overall and you get way different utility out of them. The problem with minimum as it stands is amount of good cards. As goliath I feel I could fill good number of slots with all the cards I have... any initial thought on size? I haven't counted what I'd take and be happy with yet but love the idea of a deck construction rule or two.
 
I'm also a fan of sharing a single deck between both players, but we also use "draw 5, pick 2" in place of free choice. I really don't want a deckbuilding mini game in Necromunda and this has worked out well for us. The deck is currently pretty thick with the double set of generics from the box and all the generics and gang cards from the extra set, but you still have a good chance to get useful cards each game.
 
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Besides the 'draw 5, pick 2' rules, we follow the description in the rulebook: Take all cards you posess (execept those your gang cannot use) and put them into one deck.
 
For a completely different approach, here is a first draft for deck building rules:
  • each card is given a point value between 1 and 4 depending on their power-level (most cards should cost 2 or 3 points, with 4 being reserved for the utterly broken cards and 1 for the very bad ones)
  • A tactics card deck must consist of at least 30 cards. Each card in the deck must be unique. The total point value of all the cards in the deck must not exceed 70.
  • When instructed to "choose up to [n] tactics cards", a player must instead choose any number of cards whose total point value does not exceed [2*n] (i.e. instead of choosing 2 cards you must choose a single 4 point card, or two 2 point cards, or one 2 point card plus two 1 point cards, etc.)
  • When instructed to "draw [n] tactics cards at random ", [n] tactics cards are drawn randomly as normal (this means drawing a card from an optimized deck gives you a slightly better average value (2.3 pts) than choosing from it (2 pts) — it's intentional)
 
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We require the deck to include all your Gang-specific cards (12, right?) and at least an equal number of generic Gang Tactics cards of your choice. So I'd have 24+ cards total: 12 Goliath Tactics cards, 12+ Gang Tactics cards.

When it's random selection, we just randomly deal that number of cards. When it's custom selection, we deal out twice the number of cards and then we select which of those we want to use.
 
Sounds like a great bonus to Orlock who only has 8 gang cards, and therefore can limit the overall card count?
 
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We played with a minimum of 20 cards in the deck, only one of each allowed and we limit certain cards to being only available when chosen at random like lucky find/click, the one that make a hole under a fighter, etc
 
We played with a minimum of 20 cards in the deck, only one of each allowed and we limit certain cards to being only available when chosen at random like lucky find/click, the one that make a hole under a fighter, etc
That means all those scenarios that have custom selection, no player can use the OP cards?