MJL, you kind of shot your argument in the foot with your second post because you essentially double-down on the same shitty concept. "You need cancel cards to deal with fuck you cards" implies that there are fuck you cards in the first place. That's essentially what Squigherder is talking about in the first place -- cards that let you just magically blow by everyone.
No, Squigherder was talking about something else entirely. He was talking about "Blue Shells."
In case you haven't played
Mario Kart, a blue shell is a weapon that's only available to the racer in dead last place, and when you fire it, it sends out a blue turtle shell that seeks out the racer in first position and knocks him off of the track (as well as anyone else who crosses its path). There's almost no way to avoid getting hit by it. It's a pure catch up mechanic. You can absolutely suck at the game, and still end up with decent placing at the end of the race because of this one weapon that's designed purely to dick whoever's winning.
It's been years since I played
Maul of America, and it was pretty crap, so I don't remember exactly how that teleport card would come up in that game. His
Road Kill Rally example, however, is totally a Blue Shell. It's a road tile, not a card that everyone has an equal chance of drawing from the deck, but something that you
have to encounter if it's in the stack above the finish line tile, and it simply takes the player with the worst standing in the game and gives him the
best.
To continue with the
Mario Kart analogy, "fuck you" cards are like all the other special items in the game; they're randomly distributed, they can give you an edge in the game, and they have nothing to do with your skill as a driver. If they were all offensive weapons, the game would be a mess. Even if you were a good driver, people could still hit you with shit and knock you back to last place without any way to defend yourself. Races would likely take too long, and go to the player who happened to get a break and open up a wide lead during a lull in the weapon pickups.
Of course, you could take all the silly powerups out of the game entirely, but the racing all by itself isn't that exciting in
Mario Kart, and the game would suffer for it. So, you put a bunch of weapons in there spice things up, but you also put a few defensive powerups so the game doesn't turn into a mess.
I've been considering trimming out some of the counterspells, and I ran across this post, and I'm curious to see what someone else who is a bit more familiar with the game thinks about that particular distribution.
Here's what you do:
Take the black cantrips out of the deck. That eliminates enough of your useful-but-uninteresting spells. Keep the VP for kills rule from FFG, and play with the original rules for everything else. Lasting spells can count against your hand limit if you want, but anything that puts a marker on the board goes there, and stays there until someone dispels it.
Feel free not to take this advice, but that's the way I've been playing the new game, and it feels pretty much like the old game that way. I hadn't been doing the "permanent obstacles" rule before Trashfest, but having done it, and then going back and taking the black cantrips out, I think the game is firing on all 8 cylinders this way.