Card Ideas

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

  1. Super4011

    Super4011 Lizardman Priest

    Some more random ideas:

    Head Bash

    Attack, melee crushing, 5 damage, 1 range, warrior card. Slide Back 1, discard all cards with the trait effect that is attached to the target, if no cards are discarded this way, target discards a random card.

    Swift Ram

    Attack, melee crushing, 6 damage, 1 range, warrior card. Step 1, hard to block 2, slide back 1.

    Ignite Weapon

    Support, magic fire, wizard card. Attach to target, duration 1: Whenever the target character deals melee damage to another character, attach to that other character: burning 2, duration 2.

    Freezing Beam

    Attack, magic cold, 6 damage, 6 range. Attach to target: Encumber 5, duration 1.

    Holy Pulse

    Attack/Support, magic holy, 5 damage, priest card. Effects yourself and all adjacent squares, if yourself or any ally characters would take damage from this, the heal that amount instead.

    Demonic Fear

    Attack, magic unholy, 1 damage, 2 range, priest card. Immediately take 5 unpreventable unholy damage, effects all characters within 2 squares and you have line of sight of other than yourself, attach the wimpy card and 2 other random handicap cards to affected players
     
    Last edited: Aug 6, 2016
  2. WexMajor

    WexMajor Thaumaturge

    Curse of the Blank Mind

    Magic attack - Type unholy
    Range 4 - Damage 0
    Attach to target - Duration 1
    At the beginning of the next turn, target only draws his racial move card.
     
    Sidi Scapin likes this.
  3. Fanturluche

    Fanturluche Thaumaturge

    Swim

    Move 4. You may only cross impassable terrain with this. (You must still end your move on land terrain)
    You can swim in lots of things, but the floor is not one of them.
     
  4. BlackVoidDeath

    BlackVoidDeath Guild Leader

    So this means that you can "Swim" in lava and "Swim" over giant hole in the ground.
     
    WexMajor and timeracers like this.
  5. WexMajor

    WexMajor Thaumaturge

    Or swim trough a stone wall!
     
  6. timeracers

    timeracers Guild Leader

    Wrong, Stone Wall is blocked, Flash Flood is impassable.
     
  7. seth arue

    seth arue Thaumaturge

    Lava isn't impassable, tho.
     
  8. Lord Feleran

    Lord Feleran Guild Leader

  9. BlackVoidDeath

    BlackVoidDeath Guild Leader

    Yeah I was thinking about that too -
    The lava tile that comes with a map is usually impassable terrain ~ but lava, volcano or any fire terrain in general that you use a card to lay down is open terrain.
     
  10. Rohndil

    Rohndil Hydra

    Name: Teleporter
    Quality: ?
    Rarity: ?
    Color Class: Boost
    Play effect 1: Trait
    Duration: 2
    Reaction 1: Telekinesis, Whirlwind, Gusts of War and the likes gain Teleport.
    Keep: Yes

    Born while thinking of the Telekinesis nerf.
     
  11. WexMajor

    WexMajor Thaumaturge

    Demonic Possession

    Magic attack - Type unholy
    Range 4 - Damage 1
    Attach to target - Duration 1 or untill triggered
    Target uses an attack card on the closest character; if this card is discarded without triggering, target recieves 5 unpreventable unholy damage.
     
  12. Solip

    Solip Orc Soldier

    Card: Jump. If there's a terrain placement where you are standing, cancel that terrain's damage and/or effects. | Now, we all need to jump. this game's nothing without jumps. well...there's jump soldier but can't we just jump without a command? :p
     
    tolkien likes this.
  13. BlackVoidDeath

    BlackVoidDeath Guild Leader

    Uh so how does this work sorry - you jump and it cancels the terrain attachment?
    So if there are Stone Spikes and you jump, you dont get impaled?
     
  14. WexMajor

    WexMajor Thaumaturge

    Mental Breakdown

    Handicap
    Mandatory action
    You lose your turn, you don't draw another card.
     
  15. timeracers

    timeracers Guild Leader

    This card already exists (Prestidigitation)
     
    seth arue likes this.
  16. WexMajor

    WexMajor Thaumaturge

    Dumb new cards stealing perfectly good ideas... :D
     
  17. PicnicpieTP

    PicnicpieTP Kobold

    We need more drunk dwarfs !

    Drunk Dancer

    -Boost. Trait.
    At the start of each round, create a Quickstep in your hand. Keep. Duration 2.

    Unpredictable Technique
    -Attack. Melee. Crushing.
    -Damage: 6
    -Range: 1
    -This card can't be blocked.
    "I can't predict his movements, maybe... neither can he ! "

    One for the team!

    Heal 6 yourself. Discard 1 card.

    "Now THAT is medicine"

    :cool:
     
    WexMajor likes this.
  18. WexMajor

    WexMajor Thaumaturge

    Mind Intrusion

    Magic attack - Type arcane
    Range 3 - Damage 3
    Target reveals his hand
     
    PicnicpieTP likes this.
  19. WexMajor

    WexMajor Thaumaturge

    Armor of Ignorance - Mage only -

    Armor/handicap
    Armor 2 - Roll 4+
    At the beginning of your turn, discard your oldest magic card, draw another card and discard that card unless it is not a magic card.
    Repeat until you have drawn not a magic card or drawn two cards.
     
  20. Super4011

    Super4011 Lizardman Priest

    More Ideas (Some might be OP):

    Shattering Strike
    Attack, melee piercing, 3 damage, 1 range, Warrior card. Target discards all armor cards, if this card is blocked, target discards all block cards instead.

    Defensive Stance
    Utility, Warrior card. Draw a card, then discard all movement cards, then draw a card for each card discarded this way.

    Charge Electricity
    Utility, Wizard card. Attach to yourself, Duration 1. When this card expires, place two random magic electric cards into your hand.

    Project Boulder
    Attack, projectile crushing, Wizard card. Characters in adjacent squares take 2 crushing damage, this card deals 2 extra damage to all effected characters if you played this card while on difficult terrain, target square and a random square adjacent to you become difficult terrain (Stop, Duration 2)

    Demonic Armor
    Armor/Handicap, Priest card. Armor 6 (roll 4+), after you roll, take 2 unpreventable unholy damage.

    Demonic Transport
    Utility/Handicap, Priest card. Deal 6 unholy damage to all allied characters, adjacent allied characters Move 3 Teleport, allied characters not adjacent to you are moved to a random square that is as close to you as possible.
     

Share This Page