RicardoRix wrote: ↑13 February 2025, 16:02
alexwjb wrote: ↑13 February 2025, 15:41
IThis is particularly true in lower draft count games (draft 7 or draft 8). The relevant point is towards the end of the draft, it becomes quite common to have 2 or 3 awful cards left. For those that want the option not to have those situations, why not?
If you ban 5% of the cards, then it won't be 2 or 3 awful cards, on average it will be maximum of 1.
That 1 still doesn't get played either way.
You're making up situations. And irrelevant situations at that.
There might just be the very slim outside chance that one of those cards can be playable in a highly skilled mind. Board games are all about decisions. The more decisions to make the higher likelihood is that a good player can shine.
If you roll a D20 die 8 times, the probability you get at least two 20s is 5.72%.
Equivalently, if you are dealt a hand of 8 occupations, the probability you get two cards in the bottom 5% of strength is 5.72%.
That is roughly 1 in every 17 deals of 8 occs. There are four occupation deals per 4-player game (one to each player). So roughly 1 in 4 draft-8 games will have this situation occur.
So it's not as unusual as you are making out. (And I haven't included the minors in that analysis.)
That also isn't the only point. Even having one such card in a pack limits the strategic options towards the end of the draft.
Also - it is not the case that Draft 7/8 with a weak banlist is equivalent to Draft 7/9 with no banlist. Apart from anything else, moving from 8 to 9 cards is adding 12.5% more cards to the draft. The weak card banlist removes 5% (or a bit less). And that's without considerations of how much more likely it is you get combo cards together when you increase the draft count. Some players want the option to avoid the weak banlist cards without having to raise the draft count and thus change the game in other ways.