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Acree's Flex Cube, version 13.11

Posted: September 15th, 2012, 9:46 am
by sjacree
Acree’s Flex Cube, Version 13.11

Version 13.11 is a major upgrade from previous versions of the Acree’s Flex Cube, making only tweaks to the fixed cards but offering drastic differences in the draftable cards. The flex cube was originally created with the premise that it could be build for right at $100. This latest version breaks that mold by including naturally stronger cards that are considerably more expensive by comparison. However, should someone desire to build a cheaper cube, they can still do so by building a previous version or referencing the substitution list that offers cheaper alternatives to some of the more expensive cards (see “Appendix A” at bottom of post).

The goal for this version was to include a healthy mixture of strong, synergistic and “fun fred” cards so that anyone can enjoy the drafting portion of the cube. Card selection was also strongly influenced by the AE: Building Block so that owners of both the Base Set and Building Block can make a plethora decks for constructed play.

Setting Up: Each cube can support up to 10 players and those playing are divided into two “pods”, with each pod playing either light or dark. Shuffle the cards for each side (including Wild Karrdes if playing with them) and create “packs” of cards to draft from (five 9-card packs for each player). Players should not look at these packs until they are drafted from.

Drafting: Each player picks up one pack, picks one card from the pack, and passes the rest of the pack to the player to his left. Repeat this until all nine cards from the first pack have been drafted, then pick up another pack, passing the pack to the right this time. Alternate passing the packs left and right until all of the cards have been drafted. After each player has 45 cards (5 packs x 9 cards in each), exchange any drafted Wild Karrdes (optional) and pass out one set of fixed cards to each player.

Constructing Decks: Players have 20 minutes to make a 40-card deck (or 30 minutes if players drafted both sides). A player's unused cards (both drafted and fixed) can be substituted in and out of their decks between games.

Gameplay & Winning: Time limit for games is 40 minutes. Once time is called, the player who took the second turn of the game will finish his current turn (or start and finish his next turn if it is not his turn when time is called) so that each player will play an equal number of turns. Remaining life forces are counted and the player with the most is declared the winner.

Recommendations: It is recommended that fixed cards be marked in such a way that it is easily identifieable as a fixed card (but with no identifying marks visible when the card is face down). This is so fixed cards can be separated as the cube is being put away so that it will be ready for the next time.

Do not play with any special rules such as a mulligan, a once per game battleground pull or weapons do not reset forfeits to zero. With the synergy and strength of this cube, these are not needed.

Winston Draft Rules (2 player draft)
  • Randomly select 100 cards for each side from the cube to draft.
    Choose someone to draft first, then put the top three cards from the deck face down next to it as three new small piles of one card each.
  • The first player looks at the first small pile. He may choose to draft that pile or not.
  • If he drafts it, he replaces that pile with a new face-down card from the deck.
  • If he doesn't draft it, he puts it back, adds a new card from the deck face down, and moves on to the next pile.
  • He looks at that pile and decides to draft it or not, replacing it with a new card if he drafts it, adding a new card to it and moving on if he doesn't.
  • If he doesn't want to draft the third pile, he adds a card to it, then drafts a random card from the top of the deck.
  • Continue until all 100 cards have been drafted. Construct 40-card decks and play.
Scenario Format: In Scenario Format, players strive to accomplish certain goals. When goals are accomplished, it is recorded and player with the highest accumulation of points at the end of an event is the winner.

Code: Select all

Beginning Of Game                                                Frequency  Points  Trophy Name
Not playing a starting interrupt at the beginning of the game       OPG       1     Smuggler

Mid-Game                                                         Frequency  Points  Trophy Name
Opponent loses 5 or more force to battle damage in a single
battle                                                           Unlimited    1     Assassin
Retrieve 5 or more force at once                                 Unlimited    1     Tax Collector
Force drain for 5 or more in one turn                            Unlimited    1     General
Initiate a battle with less power than opponent                     OPG       1     Heroic
Draw The Bith Shuffle, Omni Box or any 6 or 7 for destiny           OPG       1     Scout
Lose Max Rebo (V) to opponent’s lost pile (which he does not
return to the original owner at the end of the game)                OPG       1     Gambler
Decline drawing battle destiny in a battle your opponent initiates  OPG       1     Scoundrel
Retrieve with All My Urchins or Scum And Villainy*                  OPG       1     Gangster
Match a "crop" destiny (as the Light Side player) OR match 2
"mine" destinies (as the Dark Side player)*                         OPG       1     Farmer/Miner
Steal an opponent's card                                            OPG       1     Thief
Cancel a card with Sense or Alter OR cancel Sense or Alter       Unlimited    1     Force Attuned
Flip your objective*                                                OPG       3     Council Member

End of Game                                                      Frequency  Points  Trophy Name
Having no cards in hand at the end of the game                      OPG       1     Accountant
Having more cards on the table at the end of the game               OPG       1     Commander
Timed Win                                                           OPG       5 (Dark) Jedi Knight
Full Win                                                            OPG       8 (Dark) Jedi Master
*asterisk indicates goal can only be completed when using the Theme Block expansion

Wild Karrdes: Wild Karrdes are added to the pool of draftable cards. After the drafting portion of a cube is over, any player with a Wild Karrde can choose to exchange their Wild Karrde with any undrafted card of the same designation. Players are limited to only being able to draft one Wild Karrde per side and the exchange order is the same as the order in which they were originally drafted. For these reasons, players must announce when they draft a Wild Karrde. It is recommended that cubes include 3 Wild Karrdes per side.

Note: Wild Karrdes should only be included when less that 5 players per pod are drafting (or less than 6 when the Xtra Player Block is included), otherwise, there will only be a maximum of 3 draftable cards to choose from in the kitty.

Sample Wild Karrde Text: Wild Karrdes are shuffled in with other cube cards before they are separated into draftable packs. When drafting this card, immediately reveal to other players. You may not draft more than one Wild Karrde per side. After drafting is complete, may exchange this card for any undrafted Dark Side card (exchange order is the same as the order drafted). May not be placed in reserve deck.

Acree’s Flex Cube, Base Set

The Base Set is designed for both the novice and veteran alike. It intentionally has only 8 different card types (locations, characters, starships, vehicles, weapons, devices, interrupts and effects) to help simplify the game for new or returning players. Mechanics such as capturing, missing, attacks, excluding from battle, immediately lost from battle and undercover spies have also been intentionally avoided along with certain NPE cards that can be found in some other cubes (i.e. Elis Helrot/Nabrun Leids, maintenance cards, full immunity characters).

Dark Side (12 cards x 5 sets)
Prepared Defenses (V)
Cloud City: East Platform
Cloud City: West Gallery
Executor: Docking Bay
Jabba's Palace: Audience Chamber
Nal Hutta
Spaceport Docking Bay
Tatooine (Prem)
Tatooine: Mos Espa
Tatooine: Mos Espa Docking Bay

Light Side (12 cards x 5 sets)
Heading For The Medical Frigate (V)
Cloud City: Guest Quarters
Cloud City: Platform 327
Home One: Docking Bay
Kashyyyk (V)
Spaceport Docking Bay
Tatooine: Docking Bay 94
Tatooine: Lar's Moisture Farm (V)
Tatooine: Mos Eisley

Dark Side
Locations: (12)
Coruscant (SE)
Death Star: War Room (V)
Hoth: Ice Plains (V)
Hoth: Wampa Cave
Jabba's Palace: Lower Passages
Jabba's Sail Barge: Passenger Deck
Tatooine: Jabba's Palace x2
Tatooine: Watto's Junkyard

Characters: (95)
4-LOM With Concussion Rifle
Admiral Motti
Admiral Ozzel
Admiral Piett
Arica (V)
Aurra Sing
Bane Malar (V)
Bib Fortuna (Ep1)
Boba Fett, Prepared Hunter
Boba Fett, Relentless Bounty Hunter
Bossk With Mortar Gun (V)
Brangus Glee
Captain Mod Terrik
Colonel Davod Jon
Commander Igar (V)
Commander Merrejk
Commander Praji (V)
Danz Borin (V)
Darth Maul With Lightsaber (V)
Darth Vader (V)
Darth Vader With Lightsaber
Darth Vader, Betrayer Of Jedi
Dengar With Blaster Carbine (V)
Elite Squadron Stormtrooper (V) x3
Ephant Mon
Galen Marek, Starkiller (AI)
Gardulla The Hutt
Garindan (V)
Gela Yeens (V)
General Nevar
Grand Admiral Thrawn
Grand Moff Tarkin (V)
Greedo With Blaster Pistol
Grievous, Hunter Of Jedi
Imperial Pilot (V) x3
ISB Sector Commander
Jabba The Hutt (V)
Jango Fett, The Assassin
Janus Greejatus
Jodo Cast
Juno Eclipse, Black Leader (AI)
Ket Maliss, Shadow Killer
Kir Kanos With Force Pike
Kitik Keed'kat (V)
Lady Valarian
Lando Calrissian (V)
Lieutenant Arnet
Lieutenant Cecius (V)
Lieutenant Commander Ardan
Lieutenant Grond (V)
Lieutenant Watts (V)
Maarek Stele, The Emperor's Reach
Major Marquand
Mara Jade With Lightsaber
Mercenary Shadow Pirate x2
Myn Kyneugh (V)
Officer Evax
OOM-9 (V)
Outer Rim Scout x3
Ponda Baba (V)
Prince Xizor
Prophetess (V)
R2-A5 (Artoo-Ayfive) (V)
Rachalt Hyst
Rodian (V) x2
Saber Squadron Pilot x3
Sergeant Barich
Sergeant Irol (V)
Sim Aloo
Veers (V)
Velken Tezeri (V)
Vigo (V)
Watto (V)
Wooof (V)
Ysanne Isard (AI)

Starships: (35)
Black 2 (V)
Black 3 (V)
Obsidian 10 (V)
Boba Fett in Slave 1 (V)
Conquest (V)
Dominator (V)
Dreadnaught-Class Heavy Cruiser
Elis In Hinthra
Jabba's Space Cruiser (V)
Maul's Sith Infiltrator
Onyx 2 (V)
Raider Craft x3
Rogue Shadow
Saber Squadron TIE x3
Slave One, Symbol Of Fear
TIE Avenger (V) x3
TIE Interceptor x3
TIE Scout x3
Vader's Personal Shuttle (V)

Vehicles: (15)
Blizzard 1 (V)
Blizzard 2 (V)
Blizzard 4 (V)
Blizzard Scout 1 (V)
Cloud Car x2
Combat Cloud Car x2
Imperial Walker x2
Jabba's Sail Barge (V)
Tempest 1
Tempest Scout 1
Tempest Scout 3
Tempest Scout 6

Weapons: (14)
Blaster Rifle (V)
Concussion Missiles (V) x3
Dark Jedi Lightsaber x2
Laser Cannon Batteries x2
Naboo Blaster x3
Naboo Blaster Rifle x3

Devices: (2)
Jet Pack (V)
Mandelorian Armor (V)

Interrupts: (44)
A Dark Time For The Rebellion (V) x2
Abyssin Ornament
All Power To Weapons x2
Alter (V)
Close Call (V)
Combat Readiness (V)
Comscan Detection (V) x3
Control & Set For Stun
Force Push (V)
Ghhhk & Those Rebels Won't Escape Us
I Can't Shake Him (V)
Imbalance & Kintan Strider
Imperial Artillery
Imperial Barrier x2
Imperial Command x2
Imperial Reinforcements (V)
Lana Dobreed & Sacrifice
Lightsaber Deficiency (V)
Masterful Move & Endor Occupation
Omni Box
Omni Box & It's Worse
Operational As Planned (V)
Outflank (V)
Scanning Crew
Sense (Premiere) x2
Short Range Fighters & Watch Your Back! X2
Sith Fury & End This Destructive Conflict
Sneak Attack (V)
Surface Defense (V)
Watch Your Back (V) x2
Weapon Levitation x2
Why Didn't You Tell Me? (V)

Effects: (23)
A Day Long Remembered (V)
A Sith's Plans
Ability, Ability, Ability (V)
Battle Order
Colo Claw Fish
Combat Response (V) x2
Establish Control (V)
Endor Shield (V)
First Strike
Gift Of The Master
Imperial Arrest Order x2
Imperial Propaganda (V)
Imperial Stockpile
Inconsequential Losses (V)
Jabba's Haven
Ni Chuba Na?? (V)
Search And Destroy
Something Special Planned For Them (V)
Tatooine Occupation x2

Light Side
Locations: (12)
Alderaan (Blown Away)
Coruscant: Jedi Council Chambers (V)
Home One: War Room
Kashyyyk: Forest Depths
Kashyyyk: Wookiee Haven (Forest)
Tatooine: Cantina (V)
Tatooine: City Outskirts
Yavin 4: Massassi Throne Room
Yavin 4: Massassi War Room (V)

Characters: (95)
Aayla Secura
Admiral Ackbar (V)
Anakin Skywalker, Padawan Learner
Arliel Schous
Bail Organa, Father Of Rebellion
Biggs, Rogue Legend
BoShek (V)
Brainiac (V)
Bron Burs (V)
Caldera Righim
Captain Antilles
Captain Rex, 501st Legion
Captain Yutani With Blaster Cannon
Chewbacca, Protector
Chewbacca, Walking Carpet
Chewie, Enraged (V)
Clone Pilot x3
Commander Narra
Commander Wedge Antilles (V)
Corporal Beezer (V)
Corran Horn
Dack Ralter (V)
Dash Rendar (V)
Debnoli (V)
Derek 'Hobbie' Klivian (V)
Figrin D'an
Foul Maudama
General Bel Ibis
Gungan General x2
Han Solo With Heavy Blaster Pistol
Han Solo, Innocent Scoundrel
Harc Seff (V)
Jedi Pilot x3
Jek Porkins (V)
Kebyc (V)
Keir Santage
Kyle Katarn (AI)
Lando Calrissian, Unlikely Hero
Lando With Blaster Pistol
Leesub Sirln (V)
Leia, Optimistic Leader
Lieutenant Blount
Lieutenant Greeve
Lieutenant Tarn Mison
Lobot (V)
Luke Skywalker, Rebel Hero
Luke Skywalker, Strong in The Force
Luke With Lightsaber
Maris Brood, Fallen Jedi
Max Rebo (V)
Melas (V)
Mirax Terrik
Neb Dulo (V)
Obi-Wan Kenobi (V)
Obi-Wan With Lightsaber
Orrimaarko (V)
Owen Lars & Beru Lars
Owen Lars (V)
Padme Naberrie (V)
Phylo Gandish
Princess Leia (V)
Pucumir Thryss
Qui-Gon Jinn With Lightsaber
R5-M2 (Arfive-Emmtoo) (V)
Rahm Kota, Blind Jedi
Republic Trooper With Blaster Rifle x2
Romas "Lock" Navander (V)
Senator Mon Mothma (V)
Sergeant Doallyn (V)
Sergeant Edian (V)
Talon Karrde
Tamazander Ray (V)
Tanus Spijek (V)
Tarfful, Wookiee Insurgent
Tawss Khaa (foil)
Ten Numb (V)
Threepio With His Parts Showing
Tycho Celchu (V)
Uutkik (V)
Veteran Rogue x2
Wes Janson, Veteran Rogue
Wookiee (V) x3
Zev Senesca

Starships: (35)
Acclamator-Class Assault Ship x3
Artoo-Detoo In Red 5
Booster In Pulsar Skate
Bravo Fighter (V)
Corellian Corvette x3
Errant Venture (AI)
Gold Leader In Gold 1 (V)
Home One
Lady Luck
Medium Bulk Freighter x3
Millenium Falcon
Nebulon-B Frigate x2
Radiant VII
Red 6
Red 8 (V)
Red Squadron 7 (V)
Republic Starfighter x3
Rogue Squadron X-Wing x3
Tantive IV (V)
Y-Wing x3

Vehicles: (15)
AT-RT Walker x2
Cloud Car x2
Dash In Rogue 10
Low-Altitude Assault Transport x2
Luke's T-16 Skyhopper
Rebel Snowspeeder x2
Republic Gunship Wing x2
Rogue 1
Rogue 3
Snowspeeder Garrison

Weapons: (14)
Elegant Lightsaber
Enhanced Proton Torpedoes (V) x3
Jedi Lightsaber x2
Naboo Blaster Rifle x3
Naboo Security Officer Blaster x3
Quad Laser Cannon x2

Devices: (2)
Mercenary Armor (V)

Interrupts: (44)
All Wings Report In & Darklighter Spin x2
Alter (V)
Antilles Maneuver (V)
Antilles Maneuver & Rebel Reinforcements
Blaster Deflection
Careful Planning (V)
Control & Tunnel Vision
Corellian Retort (V)
Darklighter Spin (V) x2
Desperate Reach (V)
Don’t Tread On Me (V)
Either Way, You Win (V) x2
Escape Pod (V)
Found Someone You Have & Higher Ground
Houjix & Out Of Nowhere
It’s A Hit!
It's Not My Fault (V)
Jedi Levitation (V)
Let The Wookiee Win (V) x2
Nar Shaddaa Wind Chimes & Out Of Somewhere
Odin Nesloor & First Aid
Organized Attack x2
Rebel Artillery
Rebel Barrier x2
Rebel Leadership (V) x3
Sabotage (V)
Sense (Prem) x2
Slight Weapons Malfunction
Sorry About The Mess
The Bith Shuffle
The Bith Shuffle & Desperate Reach
Weapon Levitation x2

Effects: (23)
A Jedi’s Plans
Battle Plan
Civil Disorder (V)
Cloud City Celebration x2
Colo Claw Fish
Down With The Emperor (V)
Draw Their Fire
Get To Your Ships! x2
Grappling Hook
I Hope She's Alright
I Must Be Allowed To Speak (V)
Imperial Atrocity (V)
Insurrection x2
Quick Draw (V)
Rebel Gunrunner
Republic Logistics
Rogue Squadron Tactics
Strikeforce (V)
Superficial Damage (V)
Wokling (V)

Advanced Expansion: Xtra Players Block

The Xtra Players Block is designed to, you guessed it… expand the flex cube to be able to support 2 additional players (for a total of 12). Its contents are specifically designed to complement the Base Set without adding more rules or card types, and can be something that players chose to include in a draft just to add more variety in cards when drafting with ten or fewer players.


Advanced Expansion: Theme Block

The Theme Block is designed to be used only when all players have a decent grasp of the game and adds more card types to the fray (i.e. Missions, Epic Events, Objectives). Shuffle cards by designation and deal 2 to each player to add to their first draftable pack. After drafting has occurred, players are given the additional cards that come with those already drafted. Players build a 45 card deck and play 45 minute games.

Card List
Light Side:
Hidden Base (comes with Rendezvous Point + Corulag)
Quiet Mining Colony (comes with Keeping The Empire Out Forever + All My Urchins & Cloud City Celebration)
Agents In The Court (comes with Jabba's Palace: Antechamber + Tatooine: Hutt Trade Route)
Communing (comes with Obi-Wan With Lightsaber + Tatooine: City Outskirts)
Hidden Base (V) (comes with Rebel Cell - Hidden Landing Site + Uncharted Settlements)
Restore Freedom To The Galaxy (comes with Yavin 4 (V) + Yavin 4: Massassi War Room (V))
Lar's Hydroponics Station (comes with Harvest (V) + Lar's Vaporator)
Boonta Eve Podrace (comes with Podrace Prep + Tatooine: Podrace Arena)
Rebel Aces (comes with I’ll Take The Leader + Squadron Assignments)
It Is The Future You See (V) (comes with Do, Or Do Not & Wise Advice + Battle Plan & Draw Their Fire)

Dark Side:
Ralltiir Operations (comes with Insignificant Rebellion (V) + Ralltiir)
Court Of The Vile Gangster (comes with Tatooine: Great Pit Of Carkoon + Jabba's Palace: Dungeon)
Imperial Entanglements (comes with Devastator (V) + Tatooine: Imperial Vanguard Camp)
My Kind Of Scum (comes with Tatooine: Desert Heart + Scum And Villainy)
Spice Mine Operations (comes with Kessel: Spice Mines - Administrator's Office + Kessel: Spice Mines - Extraction Facility)
Galactic Domination (comes with Executor: Mediation Chamber + Executor: Holothreater)
ISB Operations (comes with Coruscant (SE) + Tarkin (V))
Boonta Eve Podrace (comes with Start Your Engines + Tatooine: Podrace Arena)
Imperial Aces (comes with Fighters Coming In + Combat Response (V))
No Money, No Parts, No Deal (comes with Watto (V) + Tatooine: Watto’s Junkyard)

Advanced Expansion: Building Block

The Building Block is a set of 600 cards that is to accompany a standard build of Acree’s Flex Cube of the same version number. By constructing both this and the flex cube, decent builds of most common decks can be constructed from this limited card pool. This card pool can then be its own format and/or the basis for a minimal playable collection for either a new or casual player. It is recommended that owners sleeve the Building Block in sleeves identical to that of their respective designation in the Flex Cube Base Set and then mark all cards in the building block (not on the backs of the sleeves) so that they can easily be separated from the base set. Owners can also substitute or add to the building block to satisfy their specific deck preferences.

Note: All the cards needed for the Theme Block and Xtra Players Block (including the extra sets of fixed cards) are already included in the Building Block. As such, there is no need to make these Expansions separately once the Building Block is constructed. Simply mark the cards in each expansion so that they can easily be identified and pulled out prior to an event.

Sample Building Block Constructible Decktypes:

A Stunning Move
Agents Of The Black Sun
Agents Of The Black Sun (Mistryl)
Carbon Chamber Testing (Iggy)
Court Of The Vile Gangster
Endor Operations (Damp Toes)
Endor Operations (AT-STs)
Hunt Down And Destroy The Jedi (V)
Imperial Entanglements
Imperial Occupation (V) (a.k.a. Walkers)
ISB Operations
Let Them Make The First Move (a.k.a. Lightsaber Combat)
My Kind Of Scum
No Money, No Parts, No Deal! (a.k.a. Watto)
Ralltiir Operations
Set Your Course For Alderaan
Spice Mine Operations
Wookiee Slaving Operation (a.k.a. Slavers)

Agents In The Court
Communing (Speeders)
Communing (Chew-munning)
Center Of Tyranny (a.k.a. Rogues)
Hidden Base
Hidden Base (V) (Speeders)
Infiltration (a.k.a. Scoundrels)
Quiet Mining Colony
Quiet Mining Colony (Urchins combo)
Restore Freedom To The Galaxy
Throne Room Mains
Watch Your Step
Watch Your Step (Raiders)
Watch Your Step (Scoundrels)
Watch Your Step (V)
Watch Your Step (Back Door Mains)


Appendix A

Links to Cube Resources
Basic SWCCG Rulebook (sufficient for cube play)
Advanced Rulebook
SWCCG Tournament Guide
Custom .pdf of Base Set (version 13.11) v-slips
Custom .pdf of Advanced Expansions (version 13.11) v-slips
Custom .pdf of Wild Karrde v-slips
Command Cards with Scenario Format
Previous version of flex cube: Acree’s Flex Cube, version 13.5
Base Set (version 13.11) Substitution List

Re: Acree's Cube

Posted: February 7th, 2013, 4:16 am
by gossuii
We played Acree's Cube last Sunday and it was really fun. Our playing group has a few returning players, so this cube was a good 'first step' towards virtual cards for them.

We made a few alterations to your card list, because we felt that characters with full immunity to attrition would be too strong. Also, the fact that Yoda GW could also cancel an interrupt (besides being fully immune) and add a BD with Wookiees, seemed overpowered. We changed the Premiere Sense's to Coruscant ones, because those are lost instead of used (although more expensive).

All in all, we made the following changes:
4 Sense (premiere) LS and DS > 4 Sense Coruscant LS and DS
2 Sidious > 1 Darth Vader and 1 Mara Jade with Lightsaber
2 Yoda GW > 1 Obi Wan Kenobi (V) and 1 EPP Qui Gon

I understand that your aim was to have a cube under $100, but we felt this more balanced. In the end, everyone had a blast playing with it. Thanks for all the effort for creating this cube!

Re: Acree's Cube

Posted: February 7th, 2013, 11:52 am
by sjacree
Thank you for the feedback! I was beginning to wonder if eveyone wrote this off as inferior to other cubes just because it intentially omits certain, more expensive cards from inclusion. I have spent a lot of time making this affordable, fun and fresh (up-to-date) while incorporating themes and synergy for the novice and veteran alike.

Tweaking the cube yourself is awsome. Making it your own adds to the level of fun that you can have with it. As you mentioned, those card I included help keep the cost down, so I will look at your changes and see what can be done to make that aspect of it more balanced.

Several updates are in the works for the Themes Block expansion and Senario format command cards. I will post those things here when ready, so stay tuned.

Re: Acree's Cube

Posted: February 8th, 2013, 4:01 am
by gossuii
I haven't tried another cube before, so I am not able to judge if it's inferior to others or not, but based on the fun and versatile games we played with it, I can definitely recommend building this cube to anyone thinking about building / acquiring one.

Another thing that we were all wondering about, is that the Tatooine system location was not included in the fixed locations (when building decks after drafting, one after the other would say: "hey, where is the Tatooine system?"). Was this on purpose? Everyone felt that premiere Tatooine should be a fixed location, not only because of the synergy with all the Tatooine fixed sites, but also because Tatooine brings that star wars feeling to the game :)

Re: Acree's Cube

Posted: February 8th, 2013, 11:25 am
by sjacree
gossuii wrote:Another thing that we were all wondering about, is that the Tatooine system location was not included in the fixed locations (when building decks after drafting, one after the other would say: "hey, where is the Tatooine system?"). Was this on purpose? Everyone felt that premiere Tatooine should be a fixed location, not only because of the synergy with all the Tatooine fixed sites, but also because Tatooine brings that star wars feeling to the game :)
One thing is was trying to minimize was the amount of convertible locations included in the cube's base set, especially since past cube rules allow for one battleground pull, once per game. Currently only Bespin and the Spaceport Docking Bay are the only potential locations that can be converted. This may not be a good enough reason to exclude Tatooine from the fixed lists and in fact, you mentioned a few good reasons for including Tatooine. Synergy and Thematic Elements add enjoyment to the game, so your feedback will like result in the addition of Tatooine to at least one side of the force if not both. I'd like to get some more feedback from the community on what can be done to avoid or minimize converting locations.

Re: Acree's Flex Cube

Posted: May 29th, 2013, 8:13 am
by DutchVader
Last weekend, Gossuii, FlorisV and I played some games with the Acree Cube, with the minor alterations mentioned by Gossuii above. As there were only three of us, we did a Winston draft, with all three of us making both a light and a dark deck of 45 cards. It was great!

I can confirm that including Tatooine system increases synergy. It gives the possibilty to take off or shuttle up. Or, as happened in one of my games, to add power in battles on Tatooine sites.

In my opinion, conversion of Tatooine system is not a real problem, as the activation with all the light and dark battlegrounds with icons on both sides is more than enough in this Cube.

Seth, looking forward to your themed Cube lists!

Stefan, DutchVader

Re: Acree's Flex Cube

Posted: May 29th, 2013, 11:09 am
by sjacree
Actually, I have been putting a lot of time into updating my cube lately. The "advanced expansion: theme block" is complete with instructions (just follow the link in the op). I have already made many changes based on the aforementioned feedback and soon I'll post a cleaned-up .xls version for download.

Re: Acree's Flex Cube

Posted: May 29th, 2013, 11:02 pm
by sjacree
OP updated with card list and Theme Block. Enjoy!

Re: Acree's Flex Cube

Posted: May 29th, 2013, 11:30 pm
by matt4mat
Thanks! I may have this as a sideboard for our regional/state weekend.

Re: Acree's Flex Cube

Posted: May 29th, 2013, 11:32 pm
by Bane Slader
matt4mat wrote:Thanks! I may have this as a sideboard for our regional/state weekend.

Re: Acree's Flex Cube

Posted: May 30th, 2013, 4:48 am
by gossuii
These Theme Blocks sound like a lot of fun, I will definitely add them to our cube. Thanks for all the effort in creating all this

Re: Acree's Flex Cube

Posted: May 30th, 2013, 3:43 pm
by DutchVader
Seth, I really like the theme blocks you introduced! Just three cards can make an entire theme!
As Gossuii stated, we will definately need to add them to our Cube!

Stefan, DutchVader

Re: Acree's Flex Cube

Posted: May 30th, 2013, 6:12 pm
by sjacree
DutchVader wrote:Seth, I really like the theme blocks you introduced! Just three cards can make an entire theme!
The great thing about it, is that you get to draft a theme before drafting the rest of your decks, and you get your pick of 3 themes per side to chose from (the 2 you are initially dealt and the one passed to to you). This is unlike previous cubes where you have to hope you draw into a key theme card during the draft or have a terrible deck if you miss it.

The reason that these themes are in a separate expansion instead of part of the cube's base set, is so that players can customize their gaming experience to cater to the skill level of those participating (i.e. players new to the game might get overwhelmed with Missions, Objectives and Epic Events) and to keep the cost down for the base set so that anyone can afford to make it.

Re: Acree's Flex Cube

Posted: June 4th, 2013, 11:18 pm
by matt4mat
So I'm reading your document, and what is the "mulligan" taken at the beginning of the game in the scenario format points? Thanks!

Re: Acree's Flex Cube

Posted: June 5th, 2013, 9:36 am
by sjacree
matt4mat wrote:So I'm reading your document, and what is the "mulligan" taken at the beginning of the game in the scenario format points? Thanks!
When I was taught how to play cube format, one of the rules that we used, was that one can redraw their starting hand once per game. This is defined as a mulligan.

Because traditional cube decks present far less synergy than a constructed deck, a mulligan could be used to prevent players from losing just because they got a bum hand. If one's second starting hand is also bad, then the problem is likely a drafting/construction error more-so than bad luck.

In my cube, I am evaluating whether to prohibit the use of an optional mulligan since this cube has so much synergy already. If I were to recommend no mulligans in the recommendations section of the document, I will likely leave the leader trophy as part the the scenario format list so that those opting to still use it will benefit from it (and when prohibited, it offers no advantage/disadvantage if everyone gets it every round of a scenario format tournament). I may just recommend no mulligans when using the theme block, not sure yet.

Re: Acree's Flex Cube

Posted: June 5th, 2013, 2:17 pm
by matt4mat
Thanks! Do you reshuffle your deck, or do you just draw 8 new cards?

Re: Acree's Flex Cube

Posted: June 5th, 2013, 2:45 pm
by sjacree
matt4mat wrote:Thanks! Do you reshuffle your deck, or do you just draw 8 new cards?
You reshuffle and then redraw.

Re: Acree's Flex Cube

Posted: August 22nd, 2013, 11:59 pm
by Cam Solusar
I was wondering if anyone could comment on the LS/DS starship and vehicle selections in this cube; it seems to me that the balance greatly favors DS, but I was wondering if anyone could provide input that might convince me otherwise. I haven't yet played any games with this cube, but have studied the list and have assembled all but a few of the cards, but I wanted to try to refine it a bit before I start cutting out v-slips.

Re: Acree's Flex Cube

Posted: August 23rd, 2013, 5:08 am
by gossuii
For LS, the jedi pilots work really well with the republic cruiser or republic corvette (V). Most games, I find these sufficient to hold one or two systems with random ships as backup.

Re: Acree's Flex Cube

Posted: September 21st, 2013, 9:48 pm
by Cam Solusar
Seth, can you comment on alternate possibilities for the Yavin IV locations? I feel like LS has less synergy overall with its activation, as DS has the readily available ComScan Detection v for pulling its three twixes. Only similar alternative for LS is Rebel Leadership v, which is expensive.

It seems like LS players are going to want to start Kashyyyk v and use it to pull whatever Kashyyyk locations they drafted, and DS players are going to want Jabba's Palace + JP sites.

I'm trying to figure out a way to encourage more location interaction and movement in the form of DB transit and shuttling. I'm thinking using the house rule of -1 to drain at Tatooine and Bespin might be good for this?