Reaction Cards or an explanation.

Discussion in 'Feedback and Suggestions' started by orian34, Aug 28, 2015.

  1. orian34

    orian34 Orc Soldier

    After a little discussion we had on the World chat, i think it was worth bringing it here :
    First i wanted to ask something :
    we don't have any clear rules to define a type of card. We had some mainly similar PoV on the rules of some kinds but, example, why is Adaptable an armor when it has everything of a Reaction Card(or so called Boost card), and pretty much nothing of an armor(i know it's a balance issue, but that was for the example). And that's where i'm going. I'm asking you devs any way for us to get "official" rules about card types.
    I'll say my PoV on these rules :
    -Armor Cards : Defined by having a way of damage resistance, mostly with "armor x" or "immunity to x" keywords.
    -Assist Cards : Defined by having a beneficial effect for your party, mostly with "move x other team members", "heal x", "frenzy x" or "draw x cards"
    -Attack Cards : Defined by harming the target(if there is one) in a various kind of ways, mostly with dealing damage and passive harm effects.
    -Block Cards : Defined by countering a card and preventing his effects to be applied(exceptions are the "discard immediately" that can be saw as counterblock effects and "unblockable"). It uses "block x".
    -Boost Cards : Actually, they are traits, and passive cards that are used on reaction(traits being the same). Fact is, we have no way of interaction with Reaction Cards, perhaps a future addition will be focused on this(like having more passive Reaction Cards and ways to act against too)? who knows. They are mostly defined by being used on reaction, never on action(except if it also have another color but that's not bound to the same rules, color priority wise).
    -Handicap Cards : They are mostly in the same spirit as the attack cards, except that they are only targetting ourselves and mainly mandatory.
    -Movement Cards : Defined by always moving a character or changing it's facing(yes, move 0 is a thing).
    -Utility Cards : Defined by not being beneficial or harming. It does a neutral effect.
    -Hybrid Cards : I don't think they should be a card type but more a card that have 2 card types(and here comes the color priority). They are a bit complex because they are not based on anything i could understand(and perhaps the rules hammer will strike again, i hope). What i think would be the best(i think, nothing mandatory of course), is 1 color is the Active/Main effect(like step attacks being Blue/Red because the move is what is done then the attack is like a side effect) and the 2 color is the Minor Effect/Passive effect.

    Now, let's move on a little list of the cards i think have weird colors :
    Heavy Armor : Quite obviously, having encumber 1 as a boost colored effect is not something normal. Perhaps being Grey/Black like ill-fit armor would make more sense.
    Laser Spray : Why does it have black colors when it's mostly a flash of agony mandatory. Don't talk about the mandatory because impetuous blast is the same and doesn't have Black.
    Adaptability : I know it was an armour to allow us some interaction with it, but it has NOTHING to do as an armor. It has all the requirements for being a Boost/reaction Card and has nothing at all of an armor(and if saying that a card getting an attachement giving immunity is an armor, then genetic engeneering and forcefield are armor cards too?).
    Mad Dog : It's not a handicap, no matter what, a card that damages nearby people when you die can't be a handicap. Or it'll be spitting on mindless battlerage. Perhaps being Orange.
    But i guess making the list longer will be useless as long as we don't have set rules.

    So please! It may sound like old rambling, but i beg you! It creates a lot of confusion to undestand how works cards without having any stone fixed rules to use as a support.

    I guess it's all for now, thanks for reading, sorry for all the bad suggestions i do everytime :p
     
  2. Bandreus

    Bandreus Thaumaturge

    The color of the card is its type. Not sure you can get any simpler than that
     
  3. Fifjunior7

    Fifjunior7 Hydra


    Armour works as a reaction that triggers when the game has determined that a character will take damage. So in the case of Adaptable, it would indeed be an armour, as it applies an effect when damage is going to be applied to a character.

    Genetic Engineering and Forcefield are NOT armours, because unlike Adaptable, they are are boosts.

    Many handicaps can be beneficial to your team, and Mad Dog is one of them. =/
     
    Last edited: Aug 29, 2015
  4. Flaxative

    Flaxative Party Leader

    I think you'll confuse a lot of people with this, as neither Genetic Engineering nor Forcefield are Traits... :rolleyes:

    I've stated before, Adaptable should be a Boost (orange) not an Armor (gray) but we made it the way it is for the sake of counterplay/interactions.
     
    tolkien, doog37, Maniafig and 3 others like this.
  5. Flaxative

    Flaxative Party Leader

    Impetuous Blast doesn't lose you a turn. When you have a Laser Spray in hand, you lose your turn. That's the handicap.

    I highly doubt that the color of monster cards matters that much.
     
    orian34 likes this.
  6. Sir Veza

    Sir Veza Farming Deity

    It all depends on where you're standing.
     
    wavy and timeracers like this.
  7. orian34

    orian34 Orc Soldier

    And that's when i say : WRONG! :p
    You're right for the timing of the armor cards : they activate right before taking damage. Too bad Adaptable does absolutely not work that way.
    Adaptable is a card that stays in hand and reacts whenever you take damage and gives an attachement (boost card btw) that gives immunity to the kind of damage you took. If it worked the way you said it was working, this would mean being invincible :p(cause getting the immunity before taking damage is...kinda what people want :p).
    In fact, adaptable doesn't have any usual effects of an armor card(activates before taking dmg, reducing dmg) and everything of the Boost/Reaction card(activates on reaction of a given criteria and does a random effect, here being getting immunity traits).
    So, i'm still on my position for that card.

    PS : Also, as i said before : "if saying that a card getting an attachment giving immunity is an armor, then genetic engeneering and forcefield are armor cards too?". I didn't said they were armor cards(because quite obviously, they are Assist cards 100%), it's a tricky example, i admit it because they are not the same kind of cards(armor/boost cards being passive when assist are active). But they are NOT traits by any means. Traits are mandatory cards that gets you draw a cards after you play them, most of them gives an attachement, but i think you're confused about traits and attachements. Attachements comes from almost every type of cards, traits are restricted(no block, move or armor cards can be traits).Example(always this card it seems :p) : impetuous blast.
    It's a trait, it acts like flash of agony and it's a trait. Where's your attachement here?

    And the last bit of annoying talk(mine, don't worry :p) : "Many handicaps can be beneficial to your team, and Mad Dog is one of them."
    I am not talking about the fact that handicap cards can be beneficial sometimes, but about the fact that a trait that activates on death and that deals damage around you is a handicap card.
    Let's do it stage by stage :
    Why would this card be handicap(passing on the point that handicap cards are always self harming in a sort of way)?
    -Because it activates on death
    -Because it deals damage to everyone(including party members) in a range of 1.

    If a card activating on death was an handicap card, why would(while staying only with traits to stay on topic)the oozes traits not be an handicap? Because it heals instead of doing damage in a neutral way? Ok, so that would mean that if a card activates on death isn't always a handicap card, then that means that it's his other effect that determines his color. Here, it does mindless damage around you, like berserk spin or impetuous blast? But aren't they Attack cards? So that would mean, if the oozes trait is a boost card because it heals, then mad dog should be an attack card because it does damage. In the same way that superstitious activates when a character dies and makes you discard all your hand(a self harming card) so it's a handicap card, when mindless battlerage have the same trigger that uses superstitious and does the same effect of mad dog(mindless damage around you), that gives him to be a boost card. So there is a few possibilities : mad dog becoming red, orange or red/orange card. Anyway, i still don't understand why mindless battlerage is a boost when mad dog is a handicap).

    Anyway, nothing prevents me to have fun, but it's still a problem.
     
    Last edited: Aug 29, 2015
    Magic Elves likes this.
  8. orian34

    orian34 Orc Soldier

    That makes a high amount of sense, mandatory giving a handicap part in the card. Then everything is fine.

    Also, the color of monster cards matters when you can get them on your characters(from genetic engeneering), and who knows? maybe on the future, monster cards will be used on items.
     
  9. Fifjunior7

    Fifjunior7 Hydra

    Derp! You're absolutely right! I have no idea why I thought that was the case. :confused::confused:
    I've edited the original post to be accuate
     
    Last edited: Aug 29, 2015
  10. Flaxative

    Flaxative Party Leader

    Whenever we add monster cards to player items we make sure the card-type interactions make sense/work well.
     
  11. doog37

    doog37 Hydra

    I think that the card type information is clear enough and can become clearer with playing.
    I agree with the feeling that Adaptable does not fit the mold of an armor, but as Flaxative said this was an intentional choice to allow for counterplay (and I would imagine as a game mechanic, since the immunity trait cards would potentially knock-off the Adaptable hindering it's effectiveness).

    I think you have an interesting point on the Hybrid cards, but it is such a small detail that I would not have ever thought of it unless it was raised, as a step attack is in fact primarily a move since you must use the move element and the attack is secondary and optional.
    Otherwise the only thing that matters is that you can know what type a card is which with the coloring system is clear. I did have a problem with Toughness being an armor since penetration didn't matter, but it was clarified that penetration doesn't pass through an immunity.
    It is only on very rare occasion that card type even matters (one to note Fright doesn't prevent you from playing utility so Telekinesis for example is still usable).
     

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