Season 2 is not strongly underway and we have a new set of 12 Guild Plots to pick from. The new plot cards have shifted in a couple ways from Season 1 and the focus is different. They fulfill the same role, but with an arguably less and definitely different impact to the game. It's time to jump in and take a look at what we have and share my opinions on the best and worst to choose.
Season 2 Guild Plot OverviewI recommended that the Season 1 plot cards be added to the game once a new player has 3-4 games of experience and I continue to believe this is the best time to add them. Complicating the game for new players is not necessary or encouraged, and Guild Plots add both complexity and new tactical choices.
We see a design shift in the season 2 plot cards nearly removing two common aspects we saw in during Season 1. First is the dodging and extra movement we saw with cards such as "Don't Touch the Hair" and "Knee Slider". We also see a near removal of the recovery style cards with the exception of "Husbandry", which is adjusted to return a Mascot but only at 1 health box. The Season 2 cards have shifted focus toward bonus's when played in response to opponent actions instead of on-table direct reactions such as movement or extra healing.
Another design decision was made to create cards with little or no way to counter what they do. Few of the Season 2 plot cards are triggered by actions that can be avoided in a successful game. There are also few (only 1) cards which can be countered by increased range models bring the target of the card. Overall there is very little that can be done in Season 2 to mitigate the use of a plot card.
The season 2 Guild Plots can be roughly split into three categories plus Husbandry:
- Momentum: Immediate Response, Get it Back, Home Crowd
- "Free" abilities: Too Flash, Steamroller, Nuts!, One Touch Football, Tracking Back
- Bonus: Give as Good as You Get!, Damage Sponge, Tap In
- Other: Husbandry
Momentum Guild Plots
In the event this is not in your hand you should assume it's one that your opponent has chosen. That said, unlike the Season 1 plot cards, there is nothing you can do to counter this. Be aware that at some point your opponent could make a 2 MP jump in response to you earning VP and move on with your game. I do not recommend factoring this heavily into any plans aside from awareness.
Selection Priority: Tier 0 - always choose
This is another card where the only response is awareness. It should not influence your plans for tackling the ball from your opponent, and will not directly respond to that Tackle.
Selection Priority: Tier 2 - I often choose this card when its available
Sticking with the theme of the Season 2 plot cards, there is nothing you can do to counter this. You should assume that if it was not in your selection then your opponent has chosen this card. Keep a watch for oddly placed goal-threat models holding the ball at the start of a turn. A goal-threat holding the ball without a direct path to generate momentum then score is typically a sign that you're opponent is waiting to play this card. Aside from that, be aware that getting initiative during a turn may not make you immune to counter-attacks for an activation, possibly shifting your plans for the first activation.
Selection Priority: Tier 0 - always choose
"Free Abilities" Guild Plots
Be aware that Too Flash could be in your opponents hand if it was not one of your choices. Using the Teamwork action on a model with "Unpredictable Movement" or a high defense is typically the best choice in countering this card. Be aware of your opponent holding onto a card if you're not using many teamwork actions, that's a sure sign they chose this plot and are waiting for the best target to put it onto.
The section priority for this plot is going to be completely dependent on your opponents skill level in the game. The greater the skill of your opponent the more often they will use teamwork plays to position their players. Don't jump at the first opportunity to use this plot card, instead carefully target the players you will benefit the most from having a free charge against.
Selection Priority: Tier 1 - when playing a more experienced player or in a tournament
Tier 3 - when playing a less experience player
Selection Priority: Tier 1 - one of the best plot cards to choose regardless of play style
Selection Priority: Tier 3 - Ok to play around with, possibly good with a specific plan.
Selection Priority: Tier 2 - really good card when you have at least 2 reliable kicking models
Selection Priority: Tier 2 - better when facing a goal-scoring team
Bonus Guild Plots
Selection Priority: Tier 3 - good card but very dependent on the skill of your opponent.
Selection Priority: Tier 1 - almost always choose
Selection Priority: Tier 2 - Good card, but situational and tough against the competition of other good Season 2 cards.
Other Guild Plot
Selection Priority: Tier 4 - no matter what your plan is (i.e. loved creature) it's not worth it
Final StandingsThere's my thoughts on the Season 2 plot cards. As before, my ratings start at Tier 0 rating for an always choose to a Tier 4 rating, with the lower rating being more desirable. As a quick summary, here is how the ratings came out:
- Tier 0 - Immediate Response, Home Crowd
- Tier 1 - Too Flash*, Steamroller, Damage Sponge
- Tier 2 - Get it Back, Tracking Back, One Touch Football, Tap In
- Tier 3 - Too Flash*, Nuts!, Give as Good as You Get,
- Tier 4 - Husbandry