Plain Move cards are underwhelming in comparison to Step Attacks and Team Moves. Because of this, Elves are an underwhelming class and many power token Boots are never seen in MP. I believe that if quality Move cards had chance to "Dodge" frontal attacks, they would be a potent, safe and healthy answer to the other forms of movement in the Card Hunter metagame while having sufficient counters of their own and that they would bring about new and exciting elements to MP and SP alike. Example: Give Dash and Sprint a Boost ability to Move a unit 4 or 8 squares (respectively) on a roll of 5+ before a frontal attack would hit them. They would be hybrid Move/Boost cards, akin to Dodge or Jump Back but without the Keep keyword. Pros: Buffs to sub-par elements of the game; more viable elements for everyone to play with! This would give more power to the quality Move cards in order to bring them closer in power to the quality Step attacks, so Elves and power token Boots would have much more use in MP. Also, Dodge chance is flavorful for the Elves of course, and their racial Move card would have tons of synergy with the other Dodge cards from their Elf Skills, making this more potent of a buff for them than it would be for any other race. I can almost guarantee that this would bring about a healthier Card Hunter in the long run. Cons: People won't beat Elves in multiplayer as easily anymore, and powerful Step cards on Dwarf/Human Warriors won't be as good for hunting down softer targets as they are now. This will drive away some of the customers that play with all-Human and Dwarf teams and enjoy these perks. Despite all of the potential that I see that this change has to offer Card Hunter, I'm compelled to warn anyone at Blue Manchu that reads this (in my dreams!), that quality Move cards need to stay strictly worse than quality Block and Armor cards at avoiding damage! If Sprint's chance to Move 4 on a "dodge" was a roll of 2+ instead of the 5+ from my example, or if it had the Keep keyword, it would change from being an exciting, unexpected long-distance Move card with a nifty fallback ability, to being a frustrating and "un-fun" card to play against, which is something this game is most certainly above having. As always, Thanks For Reading!
Sounds too complicated. I'd rather just see Elves get their cards buffed. I also wouldn't want to see SP enemies with this.
Edited the example to Sprint/Dash moving 4/8 with the Boost effect respectively, rather than 2/4, to help my Boost effect example be more sensible and less complicated. Right you are! Getting to Keep both a Dodge and this version of Dash or Sprint every turn would be ridiculous for Elf Warriors haha. I just went and made it more clear in the example that the "Keep" keyword isn't involved.
Even if it doesn't have the keep keyword, it would be quite similar to Hard to Pin, which is a ridiculously good card as well.
Hard to Pin is ridiculously good, but mostly in part that you block the damage regardless of where you move (or if you CAN even move), and that you merely have to roll a 3+ to do so. Dash/Sprint would indeed become more similar to Hard to Pin, but not in the ways that made Hard to Pin the Swiss Army knife Block card that it is.