The four winds, some thoughts
baz at thedragonclan.com
Wed Jul 4 16:14:03 EDT 2001
One of the major changes in gold is the breaking of
the favour into the four winds. There also has been
a change in the taking of the favour, namely that if
you are on the highest honour you can lobby and
automatically take the favour. This change made a real
difference in the games I played last night at our
local tuesday night l5r session. I played against a
crane deck and twice against a unicorn deck, both decks
were similar in certain ways. Challenges, Arts, Secrets
on the wind, Judgement, Bitter, Honourable, Shames.
A style I was also playing, the crane also had the
advantage of having suspicions and shizue. My deck
and the crane both played Miya Yemi while my deck and
the Unicorn shared the emperors underhand. The Crane
player used Hantei Naseru as his wind, the Unicorn used
Toturi Sezaru while I used Toturi Tsudao. Didnt see
Toturi Kaneka in play. For those who dont know
Hantei Naseru: Honour manipulation
Toturi Sezaru: Draw card
Toturi Tsudao: Send home attacker
Toturi Kaneka: Dynasty Manipulation
One of the major changes was that the Favour changed
hands much more often. In nearly all of the games
it was possible to gain enough honour through holdings
to be on highest honour, take the favour and use it.
Then your opponent does the same.
Both Sezaru and Kaneka are usefull in this respect as
they can be used directly after gaining it whereas
Naseru requires having the favour till the begining of
your next turn or untill an honour loss occurs and
Tsudao requires having the favour while your opponent
attacks. Not once did I use Tsudao to send anyone home
but on numerous occasions used her favour for either
Miya Yemi or the Underhand.
Once my crane opponent eventually got ahead of me
such that I could not take the favour (there was a
shame involved I recall) he immeditely used Naseru
to half all my honour gains during the action phase.
An act which cut my honour gains from 5 to 2! Possibly
a reason not to play Kabuki Theatre troubes as the
1 honour gain dissappears.
Due to this Gain favour/ use favour trend Id advise
playing either Sezaru or Kaneka as against most clans
its highly unlikely well be able to keep the favour.
We do also seem to suffer from a weakness in honour
running, although Ill concede I was shamed in nearly
all my games and still managed to recover. Hoshi was
a God taking 2/3 provinces in all the games and
consistantly having the celestial sword and hummingbird
tattoo. Another point that was sorely missing in my
deck was that I need the winds truth, especially as
with Hoshi I can refuse challenges and get shamed with
impunity. But even with all my provinces both unicorn
and crane seemed to have higher personal honours across
the board when compaired to the dragon, and hence are
capable of honour running that little bit faster.
Have to see how things go.
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