Gorknor's Blessing Boost/Handicap Trait. Attach this card to yourself. Melee Frenzy 6. Duration 1. If you deal damage to another character, remove this attachment and put it on the top of your deck. At the start of each round, if this card expires this round, you take 4 unpreventable Unholy damage. "The followers of Joleph and Gorknor used to have long theological debates whether it is technically a blessing or a curse. Eventually, arguments turned into violence, with rather predictable results. Now it is called a blessing."
Prehensile Tail Boost Trait. Attach this card to yourself. Draw a card at the beginning of the turn. All your cards gain Free Action. Duration 3. I thought I was shaking his hand and then I realized, that's not his hand and then I realized he was shaking me.
Pack Mule Boost/armor Armor 1. All your cards gain Free Card. Roses are Red. Violets are Brass. If you've too much to carry, get a pack....mule.
Thanks for the reminder, @ParodyKnaveBob - corrected. In the meanwhile, another, admittedly wacky one: Arcane Conduit Assist, Magic Arcane, Range 4 Attach to target ally. When you play a Magic card, you may measure range and draw line of sight from the character this card is attached to. Duration 2. "Some might think that being a channel for your spells is not what 'glorious destiny' stands for. They're wrong." Might deal damage to target for each card being cast through them, I don't know. It was a sudden idea. I guess it could work as a terrain attachment, Spell Beacon or something.
Retribution Attack, Melee Holy, Damage 2, Range 1 When this card does damage, increase its damage by 6 for each dead party member you have. "Evildoers always meet justice eventually, but sometimes you just don't want to wait." Note: Damage type was just a random decision that felt thematic to me. Blessing of the Vengeful Assist, Melee Holy Attach to all allies (including you). Whenever a character with this card attached deals damage, add 3 to that damage for each dead party member they have. Duration 2. "Do not look down on those who have the will but lack the power to avenge their fallen. Vengeance is sacred." Survival Instinct Boost Trait. Attach this card to yourself. Add 1 to all your die rolls as long as you're below half health. Duration 3. "You'd be surprised at how well you can dodge if you know the next strike is going to kill you."
Zap, soldier! -- same as attack/block soldier except creates a "zap" card Heal, soldier! -- see above Bare skin -- handicap, attach to self, duration 2. Your armor cards do not trigger. Shieldless -- handicap, attach to self, duration 2. Your block cards do not trigger.
this is way too overpowered, even as green. I'm not even sure it'd be fair as a purple quality card...
Goodwin, it's very powerful, but notice the armor 1 doesn't roll and isn't keep so as soon as you get hit...your pack mule runs away.
Ok, now some monster cards. Aura of pain Boost Duration 4 At the beginning of your turn, all enemies within 3 squares from you recieve 2 Penetrating psychic damage Acidborn Boost Duration 4 Immunity to acid. When you take damage, a random square within 2 squares becomes Acid Terrain. Firetrail Move 4, move only in a straight line. Immunity to fire. When you move, create Fire Terrain on all squares you moved. Icebranded Boost Duration 4 At the beginning of your turn, all enemes within 3 squares from you recieve 2 cold damage and Shivering card (encumber 2 - duration 1)
Easy Block 1+ Block any attack from one range. (will block step attacks) New beginning Golden quality discard all the cards in your hand, then draw as many cards as you discarded got this idea to being the opposite of Resurrect Decimate Gold quality Range 5 magic projectile You can only play this if you have 5 or more cards in your hand. Discard all the cards in your hand, then reduce the target's health to 5.
Favourite Weapon Melee attack - Type slashing Damage 5 - Range 1 This card is discarded on the top of the draw pile. Free Card. Whim of the Gods Magic assist - Type holy Range 4 Heal special (roll one dice) If this card is discarded, draw a card.
fave weapon isn't very well described, it gives the illusion that you will never ever be able to put it in your hand, since if it is on the top of the draw pile, it will be discarded.
So I was looking over dnd 5e spells and thought of the following (if any are copyright issues just change the name.) Thaumaturgy Emerald Quality Magic Arcane. Create a Prestidigitation card in each opponent's hand. Bane Paper Quality Magic Unholy. Range 6. Attach to target. Duration 3 or until triggered.trigger must make a saving roll for their next action. 4+ False Life Paper Quality Magic Holy. Heal allies 8. _____________________________ Attach to allies. Duration 2. When this card is discarded, take 8 unpreventable holy damage. Guiding Bolt Silver Quality Magic Arcane. Range 10. Attach to target. Duration 1. The next time target takes damage, double it. Discard after use. Hell Block Silver Quality Block Any. 2+ Attach to opponent. Burning 3. Duration 1. Longstrider Bronze Quality Magic Holy. Range 1. Attach to target. Duration 1. Increase range of each move played by 2. Protection Paper Quality Magic Holy. Range 6. Attach to target. Discard any cards that would be attached to target. Duration 2. Sleep Magic Arcane. Range 1. Attach to target. Duration 1. Stun. Discard if target takes damage. Blur Hybrid assist/boost Magic Arcane. Attach to self. Duration 1. Block any. 4+. Keep. Mirror Image Magic Arcane. Attach to self. Duration 1. Opponents' cards targeting you fail. Saving roll 3+. Gaseous Form Gold quality Magic unholy. Range 6. Damage dealt to target is reduced to 0. Target's moves gain fly. Stun. Duration 2. Guardian of Faith Magic Holy. Range 4. Target square becomes Faith Guardian terrain. Characters in target square are immune to damage. Duration 1. Trap Projectile. Range 4. Targets in this square gain halt. Duration 1. Petrify Range 6. Magic Holy. Target counts as blocking terrain and is immune to damage. Duration 1. Meteor Emerald Quality Magic Arcane. Target square becomes lava terrain (duration 2) and occupant takes 8 fire damage immediately. Geas Projectile Sonic. Range 5. Attach to target. duration 1. Each time target plays a card it takes 10 unpreventable psychic damage. Mind Blank Amethyst Quality Magic Arcane. Range 6. Target discards their hand. Enflame blade Gold Quality Assist. Create 2 Burning Blade cards in your hand. Cantrip. (Weapon slot only) Enfrost blade Amethyst quality Assist. Create 2 Freezing Blade cards in your hand. Cantrip. (Weapon slot only)
Basic Tactics Bronze human skill 5 range projectile Target an ally and choose one of the following: -put a weak chop (damage 2 range 1 slicing, may target 2) in hand -put an rusty armor in hand (armor 3 roll 4+) Free Card Tactics Silver human skill 5 range projectile Target an ally and choose one of the following: -put a lucky charm (block any roll 4+, free card) in hand -put two officer's harness (armor 1, roll 4+, free card) in hand Armorer Gold human skill 4 range projectile Target an ally and choose one of the following: -put reliable mail (armor 2) in their hand -put Heavy armor (armor 3, roll 2+, encumber 1) in their hand Wrestle, soldier! Emerald human skill 4 range projectile Target an ally and choose one of the following: -put Muscle through (free move 3, at end move each adj. character one, unblockable) in their hand -put Violent Spin (move 3, at begin move each adj. character two, unblockable) in their hand Defensive move gold quality move 2. While this card is in your hand, it prevents one damage from all attacks.
This thread needs more Jeweler cards. Let's fix that, by introducing a new line of Gold cards, because why should Silver have all the fun? Scorched Earth Policy Magic Fire, Utility Turn all terrain in your square and surrounding squares into open terrain. This card does not affect Blocked terrain but does affect Victory Squares. Duration 3. "If I can't have it, neither should you." Buy-Out Projectile Gold, Utility Target Victory Square becomes a Hotel Square (both allies and enemies standing on this square count towards earning the possessor victory stars at the end of the round). Duration 2. Range 4. "I learned this trick from an old board game." Bribe Projectile Gold, Attack Attach this card to the target. Unblockable. When that target plays a card that deals damage, substract 2 damage. Duration 2. Range 1. "I'm gonna make him an offer he can't refuse." Speculate Magic Gold, Assist/Handicap Gain 1 Victory Star. Lose 2 Victory Stars. Saving Roll 4+. Health Insurance Gold, Boost Heal yourself for an amount equal to damage taken. "The best healthcare coin can afford." Number One Dime Gold, Boost When you roll a die, add 1 to that die. Keep. Highly valued among witches. Limited Liability Armor Reduce damage taken by half, damage taken is rounded up. 3+. Shell Corporation Block Block 4+. When this card is discarded, draw a card. Discard that card unless it is a Shell corporation card. Repeat until you have drawn a Shell Corporation card or drawn 4 cards. Jewelers have a twisted idea of what a 'shell game' is. Tax Haven Gold, Magic Target square becomes Tax Haven terrain (occupant gains 3 armor). No taxation without representation. Let's just forget about the representation part though. All That Glimmers Boost Draw a card. Discard that card unless it is a Gold or Silver card. Repeat until you have drawn 2 Gold or Silver cards or drawn 5 cards. Gold Rush Boost All characters draw a card, discarding that card immediately if it isn't a Gold card. Unblockable. Coin Sack Melee Gold, Attack Add 2 damage for every Victory Star you own. Damage 3, range 1. They all laughed at grandma's coin purse, then they found out grandma is quite rich and the laughter stopped. Hostile Takeover Melee Gold, Attack Add 8 damage if the target is standing in a Victory Square. Damage 5, range 1. Money Talks Magic Psychic, Attack Target takes 2 Psychic damage for every Victory Star they own. This damage cannot be reduced by Armor. Range 4. White Knight Boost If you are targeted by an attack and there is an ally in an adjacent square with more HP, redirect that attack to this ally. 3+. Shareholder Meeting Assist Place every ally in a random square within two tiles of your position. Set each ally's facing towards you. Revolution Utility/Handicap Mandatory Action. Redistribute both player's victory stars equally. Greed Boost/Handicap Trait. Attach this card to yourself. When standing in a Victory Square, Frenzy 3 and Armor 2. At the start of each round, take 2 unpreventable Psychic damage for each victory star you own. Duration 3. "MORE! MORE! MORE!" -Eugene Crabs Envy Boost/Handicap Trait. Attach this card to yourself. Frenzy 1 for every Victory Star the enemy has more than you. Your character is not weighted when counting characters standing on Victory Squares at the end of a round. Duration 3. "The seeker's curse, forever longing but never finding." Bankrupt Boost Trait. Attach this card to yourself. When you die, the enemy gains no Victory Stars for it. Duration 3. "A debtor? Take a number." -The Liquidator Monopoly Boost Your character is weighted as two characters when counting characters standing on Victory Squares at the end of a round. Duration 2. Tiebreaker Boost Trait. At the end of the round, if both players have an equal amount of characters standing on victory squares, you gain a Victory Star. If another Tiebreaker is in play when this card is attached, discard that other Tiebreaker. Unblockable.
Curse of Transience Attack, Magic Unholy, Range 4 Attach to target. All cards in target's hand lose all instances of the Keep keyword. Duration 1. "Nothing lasts forever." Eternal Curse Drawback, Magic Unholy You take 5 unpreventable Unholy damage. If this card is discarded, put it onto the top of your deck instead. "No matter how fast you run, it catches up in the end." Delay the Inevitable Assist Draw a card for each Drawback card in your hand, then put all Drawback cards from your hand onto the top of your deck in a random order. You may play this card before you play any other card. "Oh, that curse of bad luck? I'll deal with that tomorrow." - Collection of Frequent Last Words Cursebringer Boost Trait. Attach to yourself. Whenever you play a card with Curse in its name, if it attaches to a character, create and attach a copy of that card to a random enemy within range and line of sight. If it doesn't, create a copy of it and put it into a random enemy's hand within two squares. "They kept cursing at me, so I decided to return the favor." - Vek the Vile Soften Metal Attack, Magic Fire, Range 6 Attach to target. Whenever an armor card in target's hand prevents damage, it prevents one fewer point of damage. Whenever an armor card prevents damage from a melee attack played by target, it prevents one additional point of damage. Duration 3. "Just be glad it's not molten." - Akon the Pyromonius Exploit Weakness Boost Trait. Attach this card to yourself. Armor that doesn't prevent at least one type of damage doesn't prevent any damage from attacks you play. Any card that increases any type of damage taken also increases the damage dealt by your attacks. Duration 2. "It's not hard. Just shoot an arrow between the third and fourth scales above its right eye, its skin is a bit thinner there..." - Ranjyn the Hunter Note: Slightly reworked version of an earlier, similar idea. Mark for Death Attack, Magic Unholy, Range 3 Attach to target. Damage dealt to target cannot be prevented. Duration 1. "You're dead. You just don't know it yet." Redirect Missile Block, 3+ Block Magic. Block Projectile. Take the blocked card into your hand. It gains Mandatory Action and Cantrip. "I thought of just knocking it aside, but that's such a waste..." Hex Attack, Magic Unholy, Range 2 Attach to target. Whenever target plays a card, they roll a die and take unpreventable Unholy damage equal to half of the result, rounded up. Duration 2. "Be still, or be hurt." Reckless Abandon Attack/Assist, Magic Unholy, Range 6 Attach to target. Melee Frenzy 3. Target retains one fewer card at the end of each round. "Patience and fury don't go hand in hand." Staggering Strength Boost Trait. Attach this card to yourself. Melee attacks you play deal half damage when blocked. Duration 1. "I'd say that you need to think outside the box... But unfortunately, I smashed the box yesterday." - Grugg Axbreaker Infernal Surge Boost/Drawback Trait. Attach this card to yourself. At the start of each turn, you take 2 unpreventable Unholy damage, Move 1 and draw a card. Duration 2. "If the price of power is my soul, then be it." - Obros Skullhome
Beg Attack, Sonic Projectile, Range 2 Target chooses a card. Remove that card from the target's hand and place it in your hand. "Never be too proud to accept a new avenue to revenue." Pay to Play Assist, Gold Magic, Range 2 Lose a Victory Star. Target draws 2 cards. You can only play this card if you have at least one Victory Star. Love Assist, Psychic Magic, Range 10 Heal 6. This Attack is not stopped by Blocked terrain. "The most potent healing force of all." Cone of Confusion Attack, Psychic Magic, Range 4, Duration 2 Cone. Attach to target. After moving, Move 1 randomly. Siren's Song Utility, Sonic Projectile, Range 6 Slide 3. Target cannot end this move further away from you.