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SalTheChin
Last seen 7 years ago
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Archive

2016

2016-01-31 06:31:29
rating 3
2016-01-29 05:48:54
rating 2.8
2016-01-26 06:01:17
rating 3.6
2016-01-17 04:43:38
rating 3
2016-01-15 05:45:37
rating 3.4
2016-01-13 05:19:33
rating 3.1
2016-01-11 05:18:33
rating 4.3
2016-01-10 04:43:18
rating 3.9
2016-01-08 05:52:36
rating 4.4
2016-01-06 05:57:50
rating 3
2016-01-04 04:29:11
rating 4.9
2016-01-01 05:59:42
rating 2.9

2015

2015-12-30 06:06:46
rating 4.8
2015-12-27 06:25:22
rating 5.3
2015-12-25 07:02:56
rating 3.8
2015-12-23 06:27:43
rating 4.4
2015-12-21 06:21:00
rating 4
2015-12-20 06:21:28
rating 4.1
2015-12-18 05:49:01
rating 3.8
2015-12-16 06:10:33
rating 3.5
2015-12-14 05:52:04
rating 4.8
2015-12-13 01:45:28
rating 4.3
2015-12-11 06:18:57
rating 3.7
2015-12-09 04:58:50
rating 3.9
2015-12-07 05:38:48
rating 5.4
2015-12-06 03:55:35
rating 3.8
2015-12-04 05:41:11
rating 3.9
2015-12-02 05:59:35
rating 3.2
2015-11-29 17:50:52
rating 4.6
2015-11-29 00:05:52
rating 5.4
2016-01-11 05:18:33
3 votes, rating 4.3
Card Value
After looking at inducement recommendations, I have found that special play cards are almost universally not recommended. Let's try to figure out why this is.

While there are often a few cards that might be useful for a given matchup, most are difficult to get full value when compared against a babe, bribe, or wizard. Some cards have powerful effects but are symmetrical like Eclipse. Other cards only benefit the coach that plays them, but they are usually situational like Greased Shoes.

Within each deck, there is considerable variation on often a particular card will be useful. The Chainsaw card costs 100k and requires you to give the secret weapon to one of your players, but the star player costs about that. Obviously, Chainsaw is a terrible value compared to the star player. Extra Training is no different in cost or effect compared to the inducement of Extra Team Training. Clearly the value of another reroll is known, but why not just buy directly?

For the more expensive cards (200k and 400k), the wizard at 150k is at least as good any of them (if the spell doesn't fizzle). For the 50k cards, the comparison is the Bloodweiser Babe which provides consistent value. Clearly, to maximize value special play cards should be ignored. Even the worst star players provide a greater contribution than most cards of similar value.

Of course, I haven't had a chance to use many of these cards, so I may be missing a few really good draws in the midst of all the mediocrity. Can anybody point out a card they would rather have over a similar value of babes, bribes, star players, and wizards?

Sal-utations
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Comments
Posted by RedPuma on 2016-01-11 06:02:04
I'd say the value of the cards also depends on what effect you are looking for. If it's all about effectiveness and getting the best possible for your money, you might be better off with babes. But just for the fun of it, I'd spend all my inducements on dirty trick cards :D I enjoy the randomness - not knowing what you'll get and not knowing whether it'll actually be useful - and the wacky effects of them.
That being said, I have only ever used the dirty trick cards; the item cards never looked too interesting and I never got the chance to try the other decks in TT.
AND I'm also terrible at using them effectively: just last game I used the exploding runes card in turn 8, 1st half ^^'
Posted by zakatan on 2016-01-11 06:35:58
I guess cards aren't considered universally as inducement options in FUMBBL because they really aren't an option.

For the ones I'm familiar with (Dirty Tricks and Magic Items), it's too much of a gamble for the possible outcomes. I would only consider a card over a babe in a game I'm expected to be bashing hard, where the value of the babe diminishes considerably.

The rest of the decks I don't even know what they do...
Posted by pythrr on 2016-01-11 06:52:54
dirty tricks are ok. there are some decent ones.

the other deck is pretty sad.
Posted by Munga on 2016-01-11 07:22:44
If I only have 50k, I'll think about it. But if I have 80 or more, I'm going to hire a player. The cards have a tendency to be exactly what I DON'T need.
Posted by Chainsaw on 2016-01-11 11:00:48
The cards can be game changing.

I think it depends on your match up. I just played a HE vs HE match with 50k of inducements. What's the point in a babe? I was more likely to get a match changing event with a card. In the end I got exploding runes, had a 12th player and a rookie thrower (i.e. pass) to give it to. I thought that was quite good.
Posted by ArrestedDevelopment on 2016-01-11 13:16:44
Pit trap can be as good as a wizard for 50k.
Posted by bghandras on 2016-01-11 13:29:21
Dirty trick deck is at similar power level as the babes. Actually if you have a very rookie team, the dirty trick deck is probably over the babe. On the other hand, if you have a perfectly stacked high TV team, the babe is over the dirty trick deck.
Even the worst ones, like grased shoes do have some value, as it makes sure the opponent does not 1 turn TD.
On the other hand, some of them are fantastic, like pit trap, trampoline trap, or even custard pie or illegal substitution. (I have won all games recently with illegal substitution, i feel this one as the strongest at the moment.)
Posted by Kaiowas on 2016-01-11 17:20:42
inducements are definitely something that could be smartened up by GW, the decks are a bit worthless and the rest of them are so so for what you "pay". seeing that they have not previously provided cards with the set to accommodate them, perhaps they get a revamp or chopped altogether.
Posted by ArrestedDevelopment on 2016-01-11 18:16:28
Another thing about the dirty trick deck is that it can be pretty useful to psych out your opponent with it - pretending to use the card at key moments can quite easily get inside people's heads and have them wondering exactly which card you've got. Don't move a player on the odd turn and then pretend to play a card and they'll soon be wondering if you've got chopblock for example.

Since Pit trap can force even a lone ballcarrier on the endzone to have to roll a pickup (and possibly ag3 with no sure-hands and no team rerolls), the threat of such a card being played just before t16 can force an early score in the right circumstance (I've had a coach fake me out in a game which I managed to hold on to, but it gave him a shot at the tie... and the chance to gleefully show me it was actually stolen playbook ^^).

Custard Pie practically guarantees a 2 turn score with a sideline cage for a lot of teams.