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Whats next for Star Wars: Destiny, a wish and hope list…..

Star Wars: Destiny has been out for several weeks right now, and I totally love the game.  It has revitalized my interested in CCG games, which I haven’t played since Decipher’s Star Wars CCG.  While I have played A Game of Thrones LCG since the second edition, I haven’t found a T(C)CG that I liked until Destiny came along.  But, like any good game out there, there is always speculation of things to come, things that can be done better.  This is my list of such things.

The first thing I would love to see are starting Support, Event, and Upgrade cards.  Using Character points, it would be a great edition to the game to start with additional cards in play, and not go against the 30 cards in a players draw deck.  Consider this, how much different a game were to go if Black Market (AW64) could be included in your initial setup for 3 Character points?  Or, having a starting Event for 1 or 2 points that allows you to start with 1 or 2 extra resources? Or, having an Upgrade (weapon or ability) on a Character at the start of the game (with or without a die)?

And, there are some clues that something like this might happen.  Elite Palpatine (SR11) costs 28 points.  Why not go to 30?  Why keep it at 28?  Fantasy Flight Games does this with Imperial Assault with their Skirmish Upgrades.  A Game of Thrones LCG has “The Rains of Castamere” Agenda that allows the player to have more Plot cards than normal.  I fully expect something like this to happen, I just don’t know in what form it will take.

Another thing that I think that will happen are cards that directly mess with your opponent directly in ways that don’t use their dice.  Like, right now the Villains have the Local Garrison (AW77) support that reduces opponents Resources each turn by 1.  Why not have an “Upgrade” that deployed on opponents characters that has negative effects.  For example, there might be a Heavy Load upgrade that deployed on an opponents character, with a die, that has negative bonuses instead of positive ones.  Or, Upgrades that can be played on an opponents Character that take up one of their three Upgrade slots, and can’t be removed.  Again, something I can see happening, but not for some time.

I would also love to see a type of card that can be played during your opponents turn and not take up your action.  An “instant” type effect.  Everything in the game has a counter to it, even if you don’t put it in your deck.  This type of card would be considered the counter to the Ambush keyword.  It could have various effects like stopping your opponents Characters from activating, or countering an event, support, or upgrade, or even stop abilities from working.  Granted, as they break the big rules of the game, I could see them costing more than normal to make up for that advantage.  While I would love these in the game, I don’t know or think that they would ever happen.
Finally, I would love to see more cards that bring in outside cards and dice.  Director Krennic (SR3) does this with his ability, Hyperspace Jump (AW129) allows the Battlefield to be switched.  Adding more randomness to the games only makes for a more varied game.  How about a variant on the Hyperspace Jump that costs 1 point, but instead of swapping the battlefield, you randomly pick a battlefield from all available?  Or a card with an X + 1 variable.  Anything that breaks the established rules in fun and exciting ways is a good thing, as long as it isn’t overtly powerful.  Jango Fett (AW21) is almost broken in his power, but the Tusken Raider (AW22) making you discard a card to instantly resolve a single die is both potent and non game breaking.

 


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