Here is how I would format it: Bargain Bin Trait Black(-3, E) card Not set(They didn't say what type of card this is(like handicap or boost or armor)) PS: Now that I think of it this card shouldn't exist as it would have no card type(it doesn't follow the rules for any type)
Teleport Platform Your square becomes Teleport Platform Terrain. Duration 3. Create a "Teleport Home" card and put it in your hand. Teleport Home Choose any square with Teleport Platform Terrain. Move your character there.
This would not make sense in game because the characters can just move off of the Teleport Platform and use their Teleport Home later. Also, the Teleport Platform Terrain does nothing, I propose: Teleport Platform Range: 8 Select a square to become Teleport Platform Terrain. Duration 3. At the start of the round if any character is standing on this terrain, teleport them to a random other Teleport Platform Terrain. OR Teleport Platform Range: 8 Select a square to become Teleport Platform Terrain. Duration 3. At the start of the round if any character is standing on this terrain, create a Teleport Self card and place in the character's hand.
Why not? You build your deck with items,not cards, nearly any card can be properly balanced by putting it with other cards that are overcosted and/or useless enough.
Not to say that your idea isn't good. It's just not how the game inner mechanism is implemented. Here is a summary of how it works: At the bottommost level, each card themselves has a quality rating according to how strong the card is. This number is then used to determine many other things including: Color coded quality of the card (black,paper,bronze,silver,gold,emerald,...) The level and power token requirement of item. (according to the sum of quality number of each cards on the item) So, when designing a card, think about how strong the card is individually and give it a quality rating (or a color code). Everything else will follow automatically. Spoiler: For more details It isn't something player needs to know; I assume the dev don't suppose any player should know; but a large number of players do know. @timeracers do know more than me, and I suppose this time he is slightly not in the mood to explain it over again.
To play devil's advocate, there is an example that supports his theory: Raging Strike appears to be deliberately overcosted to water down otherwise strong items.
I'll step in briefly to remind everyone that an item's actual strength to quality ratio varies is not static; it is affected by a lot of factors, including but not limited to itemization (which other cards are on the same item) and environment (ranked boards & metagame). A gold card isn't a gold card isn't a gold card. We definitely use quality as a guide when designing new cards, but if you think that it's even possible for every card at a certain quality to have the same actual strength you've got a lot to learn still about game design So of course there are some weaker and stronger cards at a given quality—and we DO tend to balance them via itemization foremost. No comment on the actual card ideas at this time
Renew Magic assist Range 1 Type holy Heal 6 Remove all enemy controlled cards and all handicap cards from affected character.
Battering Ram Gold Rare Attack Melee, Crushing Damage 6, Range 1 Cone. All affected tiles which are Blocked terrain become Breached terrain (Impassable, Duration 3).
Tried to balance these more considering that my last post had a lot of unbalanced cards. Underdog's Bash Attack, melee crushing, 3 damage 1 range, warrior card. Slide back 1, if this attack deals damage to an enemy with more health than you, increase the damage of this attack by 4. Rage-Creating Strike Attack, melee slashing, 1 damage, 1 range, warrior card. Penetrating, Immediately attach to yourself: Melee Frenzy 2, duration 2. Inaccurate Bolt Attack, magic arcane, 7 damage, 6 range, wizard card. This attack hits a random character other than yourself that you have line of sight of and is within 2 squares of the target spot. Geyser Attack, magic cold, 4 damage, 6 range, wizard card. Target moves 1 randomly, if they move off their square, target square becomes flash flood terrain. Holy Channelling Support, magic holy, 0 range, priest card. Attach to yourself: Stun, Halt, whenever any character within 5 squares of you plays a card, all allies heal 1 and you heal 2, duration 1. Divine Strike Attack, melee holy, 5 damage, 1 range, priest card. Penetrating, if this card is blocked, deals 2 holy damage to the target, if this card is not blocked, heal 2. Reckless Running Move. Move 6, for every square distant from your starting square, take 1 crushing damage. Stone-Hard Armor Armor. 1.Armor 3 (roll 3+). 2.Armor 2 (roll 5+), This armor can, but will only prevent penetrating damage. Glass Shield Block/Handicap. 1.Block any (roll 2+). 2.If taking crushing or penetrating damage, immediately discard this card before this block can trigger and take 4 piercing damage. Swift Boost. Trait, attach to yourself: When you play a move card, add 1 to the move points, this does not affect step attacks, duration 2. Lazy Handicap. Trait, attach to yourself: Encumber 1, when you play an attack card, add 2 to enemy blocks, when attacked, subtract 2 from your blocks, duration 2.
Second Chance Magic Assist Type holy Range 4 - Duration 3 Any time you have to roll one die, you roll twice and choose the result.
Flaming Touch Magic attack Type fire Range 1 - Damage 3 Burning 3 Duration 3 Frozen Touch Magic attack Type ice Range 1 - Damage 2 Encumber 4 Duration 2 Shocking Touch Magic attack Type electrical Range 1 - Damage 4 Choose up to 3 Different targets for this attack, they must be within 1 squares of another. Hard to block 1
For shocking touch, what if it is range 3. And it says: Choose up to 3 Different targets for this attack, they must be within 1 squares of another. One target must be within 1 square of you.