I'm gonna throw this out in the open, but I think Purple bars means stupidly powerful items. I mean, it's just a guess, but I think we should throw a poll up. Also, love the mechanics. And this card sounds like the bane of the warrior's existence. Just saying. EDIT: I had to edit this like 8 times for minor grammatical/punctuation errors. I feel like a failure. >.>
In the diary it is mentioned that each square can only have a single terrain modification attached to it. That's fine. My question is, what happens if I try to play an Acid Pool atop a Consecrated Ground? Or a Consecrated Ground atop a Lava Pool? Is the existing terrain modification destroyed (as they can not stack), or is that square (and adjacent squares, as with Acid Pool) simply not a valid target for the new card?
The new terrain replace the old. So Lava Pool is an effective way to "drown out" a Consecrated Ground, for example.
New question then for me. Since Acid pool affects 9 squares, what happen if I put a consecrated ground on one of them? Do all of them go away for just the one I put it on top of? Also, if I put it in the center, does it destroy the main card and send it to the graveyard but keep the copies? So theoretically I could destroy my own main acid pool card, send it to my graveyard, and play a card to get it back into my hand? questions, questions, questions....
Assuming the tiles work like this The squares affected by concecrated ground would be replaced, anything else would remain the same
Exactly. There is the slightly tricky issue of where the original card goes and where the copies are. I think what we do is put attach the original to the centre square and the copies to any "bursted" squares. I'd have to check the code though!
Ah so the code isnt completely set so that sometimes if the origin square is destroyed the rest of it goes with it? I'm sure you can iron out the bugs and "trick" the game to think the card is being duplicated into each individual square without problem.
Hmm, interesting. You could exploit the 'one card effect to a square' by having your priest drop a Consecrated Ground spell onto that patch of magma, clearing a path through it, which seems counter-intuitive. I'd think that the consecration wouldn't be a physical manifestation, but an over/underlay to a physical barrier, i.e. you have some holy magma, it'll heal you at the same time it licks your boots away...
Although, by the same accord, the magma was placed there by magic, so the priest might just be overriding the "evil" magma magic with his holy power.
Ya, adding too many arbitrary rules to tile placement through magic would get too complicated if rules were added like "cannot be placed over lava, acid" when they have it setup where they can add attachment effects at their will. This current way is simple enough so anyone can jump in and say "I want to put my concencrated ground on the lava to make it better positioning" or vise virsa. Good 'ol acronym KISS. Keep it simple stupid. Helps to integrate new players into thinking strategically
I second this. This set of rules makes perfect sense to me. Besides, this isn't "CardHunter - Quantum Dynamics Edition." Make things too confusing and it'll be like watching the final face off between #1 and #2 in the national MTG competition. The horror....
"Gol dang it, I'm trying to get my particles into play QUICKLY, but I don't know where they ARE!!" "See, that's the thing . . . "
When i first read this i remembered being huge into magic and thinking it wasnt too bad, till i watched it just recently and i had no idea what any of the new cards did.
There are a lot of times when making this game where we've had to make a decision between something more "gamey" and abstract and something that is more "realistic" or "simulational" (I put those words in quotes since I don't know that I'm using them very accurately, but hopefully you get my meaning). Most, but not all, times we've come down on the gamey side of those decisions. One terrain tile per square is a good example of such a decision. It does mean you can do some things that might seem a bit odd (like using Consecrated Ground to clear Acid Pool), but I think the net gain in simplicity is worth the slight oddity here and there. If we had more than one terrain type per square I think it would get very hard to represent what was going on. On the other hand, when dealing with character attachments, we made the opposite decision so that you can have multiple attachments per character. We felt it just would have been too odd if, for example, getting poisoned cured you of being stunned, or vice-versa.
No, the only difference between clearing the square that the original card is attached to and clearing a square that a copy is attached to is whether the original card goes back into your discard pile or not. Copies can hang around after the original has been discarded.
I agree, tho' it's just as simple to say that only one terrain mod at a time could be in force on a tile, so you'd have to wait for the magma to cool before throwing down your consecration, for example.