Parking Garage

LOCATION - No player may roll to recover his weapon while in the Parking
Garage.  (errata'd text)

Parking Garage tends to be an overlooked Location.  It's not a powerhouse
Location (Battlefield, Lighthouse) or one that imposes a major restriction on
an opponent (Catwalk, Ruins).

The first thing to keep in mind when looking at Parking Garage is that it is a
member of a subcategory of Locations which, for lack of a better phrase, "have
initiative."  This means that they will occur at the beginning of your turn as
a "must do" or "may do" effect, before you can deal with them (except with
Reconnaissance).  Just as with Desert, Watcher Regional HQ, and Battlefield,
you are the target of these Locations' effects _before_ you can play a
Location to remove them, or Get Away From It All, or TSC Troopers.

This also means that on the turn you play them, you gain no benefit or
hindrance from them.  Play a Watcher Regional HQ on your turn, and your
opponent will draw first (if appropriate).  Play a Desert and he'll lose two
cards first.

This "initiative" benefit also means if you play such a Location on your turn,
and your opponent removes it on his turn, he gets messed up, but you don't.

This isn't as important for Parking Garage as for the other three Locations,
but it is important to keep in mind.

Parking Garage does one thing, but it does it well.  It keeps an opponent from
rolling to regain their weapon.  So what does that mean?

In essence, it is the equivalent of your opponent having a broken weapon.  So
what happens when you have a broken weapon?

Well, for starters, you can't reroll to regain your weapon.  You can't play
Recover Weapon.  You can use Extra Weapon and Watcher/Fair Fight.  You can
still take a weapon from your opponent using the various Master's Disarms for
Connor, Nakano, and the Kurgan.

The _only_ difference between the above, and what happens if you are
"normally" disarmed in the Parking Garage, is that while in the PG you _can_
play Recover Weapon.  Since most competitive decks don't use Recover Weapon,
this is really a very minor disadvantage in Parking Garage's favor.

So how do you use Parking Garage in a disarm deck?  Real simple.  Disarm them,
and keep this Location down.  Unless they play Reconnaissance, even if they
play a Location on their turn or otherwise remove your Parking Garage they
_still_ can't roll to rearm until their next turn.  Giving you another turn to
put down a new Parking Garage.

Reconnaissance is helpful against Parking Garage.  In the current competitive
environment, it is likely your opponent will be using Locations.  Even if she
isn't, as long as you're using a Location you always have something to play
Reconnaissance on.

But Reconnaissance is not as helpful as one might think against Parking
Garage.  It only allows your opponent to roll the turn he plays it.  His
chance is probably going to be a mere 1-in-6, unless he is using a die-rolling
strategy of his own (disarming, Mugging, etc.).  So at best, he's buying
himself a one-turn shot at rearming.

Forged Steel is probably the best, most reliable way to disarm an opponent
(see Break Weapon, CotW #50).  However, that doesn't make Parking Garage
useless.  Just use it in conjunction with your Forged Steel/Disarm strategy.
If you don't want to wait to play Forged Steel, or your opponent Misfortunes
it, you can still effectively "break" their weapon unless they're using
Recover Weapon.

As always, supplement your disarm strategy with anti-dodge cards.  Using
Parking Garage means you probably won't be using an anti-dodge Location like
Catwalk or Dead End Alley.  Use Master's Advance and Lunge instead.

If nothing else, Parking Garage removes an opponent's Location from play.
Play it early in the game and you can watch the look on their face as they
scramble to get those Extra Weapons and Watcher/Fair Fights down.

A final element to look at is Parking Garage's "associated" card, Slippery
Footing.  Frankly, I'm not that impressed with it.  Rush will just as neatly
remove Standing Defenses, and give my opponent a point of damage to worry
about as well.  Cheesy, but effective.

So overall, Steve gives Parking Garage a _6_.  It doesn't do much, but it does
it very well.  A strategy that "breaks" an opponent's weapon is one that gives
you a higher than average probability of taking an opponent's head.  That
right there kicks it up a step or two.

What Our Other Raters Say:

Jeff - The Location of choice if you're playing a Disarm strategy.  Not really
a lot more to say about it.

Rick - Abstain

Hank - A very useful Location for Disarm decks.  I've used it before, it's a
nice Location.

Alan - A must-have Location for Disarm decks (duh!), for Location control, if
nothing else.  The only real downside to this Location is that it,
unfortunately, telegraphs your strategy to your opponent.

Jim - A wonderful Location for disarm decks.

Wayne - Decent location for disarm decks.  With Lighthouse now available, I
would probably prefer Lighthouse to Parking Garage and simply play Forged
Steel in it's place.

Prodipto - An obvious location for Disarm oriented decks.  Not really useful
in any other circumstances.

Allen - The element for Parking Garage is the disarm deck.  In it's element it
is king; outside of it's element it is worthless.  Like many Locations there
is nothing subtle going on here.  Parking Garage also has the distinction of
having a fairly useful associated event (Slippery Footing).

Ratings Overall:

Steve                   6
Jeff                    5
Rick                  N/A
Hank                    7
Alan                    6
Jim                     3
Wayne                   4
Prodipto                3
Allen                   7

Average:                5.13

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