Card Ideas

Discussion in 'Feedback and Suggestions' started by timeracers, Jan 2, 2015.

  1. timeracers

    timeracers Guild Leader

    I think that should be rated at Bronze+(C+ or 4)
     
    seth arue likes this.
  2. ParodyKnaveBob

    ParodyKnaveBob Thaumaturge

    Sir Veza, I actually originally envisioned this as a steal-only-from-teammates trait -- and I think at that time, I envisioned picking which card you wanted to steal.

    Even then, I just realized, the card probably needs wording to deal with empty hands...
     
    Sir Veza likes this.
  3. Sir Veza

    Sir Veza Farming Deity

    It's a great idea! If it was a one-shot and adjacent only, it would probably be ineffectual most of the time. Having it ranged might restrict its usage to wizards. I'm trying to think of a way to make it work well in a plausible fashion. Not that it would have to work well or be plausible to be in CH, I just have a foible that makes me desire such things.
     
  4. ParodyKnaveBob

    ParodyKnaveBob Thaumaturge

    Thank you. ~nodnod~

    re: ineffectual & CH+plausibility
    Heh heh, right.

    On that note, it's fascinating that both Leadership and ____, Team! require neither range nor LoS, but all the ____, Soldier! cards do. (Jump, Solider! is kind of its own beast of course, but still.) Advanced/ Battlefield Training kind of makes sense to need LoS, thematically, but again, ____, Team! doesn't? Mmm. It's stuff like that which makes it hard to determine what to do for something like Kleptomaniac.
     
  5. Lucky Dice

    Lucky Dice Thaumaturge

    I think nor Team nor Soldier should require LoS, because you're literally screaming at them, you don't need to see them
     
    WexMajor and ParodyKnaveBob like this.
  6. Lucky Dice

    Lucky Dice Thaumaturge

    Jump Back, Soldier!
    Range 5

    Push back 2 target. Cantrip.
     
  7. mikey76500

    mikey76500 Hydra

    More move cards:

    Team Shuffle

    Move card [Blue]
    Range: 1
    All of your allies Move 1, as well.


    Team Run

    Move card [Blue]
    Range: 3
    All of your allies Move 3, as well.


    Team Dash
    Move card [Blue]
    Range: 4
    All of your allies Move 4, as well.

    Team Scuttle
    Move card [Blue]
    Range: 2
    Free Move. All of your allies Move 2 with Free Move, as well.


    Team Scamper
    Move card [Blue]
    Range: 3
    Free Move. All of your allies Move 3 with Free Move, as well.


    Team Lookout
    Move card [Blue]
    Range: 0
    Change the facing of you and all of your allies.
     
    Last edited: Dec 30, 2015
  8. ParodyKnaveBob

    ParodyKnaveBob Thaumaturge

    Considering the nature of the Impetuous cards and the monkey thieving acts, Kleptomaniac should probably be an Attack after all instead of Utility.

    @mikey76500: Instead of "Group ____" it sounds like you want "Team ____" to match the move cards already in the game. Also, Group Team Lookout is interesting, but Team Spin Around sounds much nicer, eh? $;^ b Or, I suppose Elvish Spin Around could be an alternative...but eek, that'd probably have to affect enemy elves, too, hmmm. $F^ J Some interesting possibilities floating around all that.
     
  9. Also, Group Walk already exists as Team Walk.
     
  10. mikey76500

    mikey76500 Hydra

    @ParodyKnaveBob and @LieutenantCommanderData: Sorry. I had Team Shift on the mind when I made these. Completely forgot about these points you both brought up. Edited. Thanks. =)
     
  11. Lucky Dice

    Lucky Dice Thaumaturge

    Divine Layer

    Magic Holy

    Range 6

    Attach to target. Target gains Armor 1 and cannot be affected by Penetrating on attacks (any attack with Penetrating deals normal damage and can be absorbed by armor). Duration 3.
     
    Last edited: Jan 10, 2016
  12. timeracers

    timeracers Guild Leader

    I'm thinking Bronze+(C+ or 4)
     
  13. Deepweed

    Deepweed Thaumaturge

    Here are some new ideas for the new year:

    NEW MECHANICS:
    Splash 1. Applies all effects and deals half damage (rounded up) to characters in adjacent squares of the target square. Splash damage cannot be buffed by frenzies.
    Misfire 1. Roll a die. If you roll 1 or 2, target a random square adjacent to the target square instead.
    Misfire 2. Roll a die. If you roll 1 or 2, target a random square within two squares of the target square instead.

    ROCKET LAUNCHER
    Gold+ Boost/Handicap
    Effect 1: Encumber 2.
    Effect 2: At the start of each round, create an Armed Rocket card and place it in your hand.

    ARMED ROCKET
    Silver= Attack
    Misfire 1, Splash 1.
    Damage: 6 (Magic Explosive)
    Range: 5

    HEAT SEEKER
    Silver+ Attack
    Target the closest character in front of you (ties are settled randomly). Misfire 1, Splash 1.
    Damage: 7 (Magic Explosive)
    Range: Unlimited

    AIRSTRIKE
    Emerald= Attack
    Target any three adjacent squares. Misfire 2 (rolled for each square).
    Damage: 8 (Magic Explosive)
    Range: Unlimited

    SCOPE ATTACHMENT
    Gold= Boost/Armor
    Effect 1: Armor 1. Keep. (4+ roll)
    Increases the range of any Magic Explosive or Magic Laser attack by 1. Keep.
     
  14. Deepweed

    Deepweed Thaumaturge

    New ideas have come to me, and these are closer to the current game and were designed to counter current meta strategies and add new options that I think should already be in the game.

    OVERLOAD
    Silver= Attack
    Discard the oldest card attached to the target. Increase this card's damage by 2 for each card attached to the target. Hard to Block 2.
    Damage: 1 or 2 (Magic Electrical)
    Range: 6 or 8

    The number of cards attached are counted after discarding the oldest attachment. Warriors are given Purging Strike, so wizards should have this. It's also one way of putting Electrical effects on wizards.

    CHANGED MUSCLE THROUGH (Could also be called POWER THROUGH)
    Move (Gold=)
    Free Move. Slide Back 2 all adjacent characters at the end of this move.
    Move Points: 3

    HALLUCINATION
    Boost (Bronze+ or Silver-)
    Trait. At the end of each round, discard a random card then draw a card, Free Draw. Duration 2.

    Flavor text: "I was pretty sure I had a sword, not an axe, a while ago..."

    It increases passive deck cycling without consuming card draw, which is something I believe the game must have. It can also be used for an extra, free draw the next round if you are out of cards. Cannot be used for AoA and similar decks so this balances that aspect.

    TEAM SHIELD
    Assist (Silver= or Silver+)
    Attach a copy to all allies within 2 squares, including yourself. You are immune to one source of damage. Duration 1 or until triggered.

    The perfect counter to Savage Cursed burst.

    VALIANT MOVE
    Move (Silver=)
    If you end this move behind an enemy character, Keep.
    Move Points: 2

    The existence of this card would help counter unreasonable dwarf/Nimble Strike usage.

    REJUVENATING MAIL / NANOBOT ARMOR (depending on the flavor)
    Boost/Armor (Bronze+ or Silver-)
    Effect 1: At the start of each round and when you draw this, Heal 2.
    Effect 2: Armor 2, 4+ roll.

    SLYNESS
    Trait. Keep one more card at the end of the round if all three cards kept are different. Duration 3.

    As a side note, what do you guys think about me making a guide for fire wizards? I've played with fire wizards in countless ways now, so I think I have reasonable experience to be able to contribute to the community. Would it be a good idea?
     
  15. visak13

    visak13 Ogre

    Card Name: Download
    Type: Human Sill
    Non-trait.
    Description: Create 3 Random Boost Cards. Discard 1.
    Secondary action: None
     
  16. BlackVoidDeath

    BlackVoidDeath Guild Leader

    I am guessing that the 3 Boost Cards are all traits or mandatory and are all attached to you so that the player cannot draw things like Enlarge, Fork and Empower. And also so that the player cannot draw extra cards traits.
     
  17. visak13

    visak13 Ogre

    I was thinking of the current MP traits as well.
     
  18. j3st3ri

    j3st3ri Thaumaturge

    Purging Protocol

    Discard all cards attach to yourself. Mandatory Action.
     
  19. WexMajor

    WexMajor Thaumaturge

    Chaos Bolt (new mechanic: Chaos - roll a die for type of damage - 1 fire, 2 acid, 3 laser, 4 piercing, 5 cold, 6 holy)

    Magic attack
    Type Special
    Damage 1 Range 5
    Major Erratic Damage
    Chaos
     
  20. WexMajor

    WexMajor Thaumaturge

    Smite

    Magic attack
    Type Holy
    Damage 3 Range 3
    Stun Duration 1
     
    Last edited: Jan 9, 2016
    ParodyKnaveBob likes this.

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