Card Ideas

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

  1. hello world

    hello world Hydra

    No, it has the drawback of only appearing on items with less than stellar cards.
  2. timeracers

    timeracers Guild Leader

    /Facepalm. That's not how it works.
    WexMajor, billiska and Pyrious like this.
  3. WexMajor

    WexMajor Thaumaturge

    Am I the only one who didn't understand the proposed card?
    ParodyKnaveBob likes this.
  4. timeracers

    timeracers Guild Leader

    Here is how I would format it:
    Bargain Bin
    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)
  5. Vlamona

    Vlamona Thaumaturge

    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.
    ParodyKnaveBob and billiska like this.
  6. BlackVoidDeath

    BlackVoidDeath Guild Leader

    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.


    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.
  7. hello world

    hello world Hydra

    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.
  8. Vlamona

    Vlamona Thaumaturge

    That's the idea.
    ParodyKnaveBob likes this.
  9. billiska

    billiska Ogre

    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:
    1. Color coded quality of the card (black,paper,bronze,silver,gold,emerald,...)
    2. 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.

    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.
    ParodyKnaveBob likes this.
  10. 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.
  11. Flaxative

    Flaxative Party Leader

    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 ;)
  12. WexMajor

    WexMajor Thaumaturge

    Ok, back to proposing cards.


    Armor 3 duration 2
    Roll 3+
  13. WexMajor

    WexMajor Thaumaturge


    Magic attack - Type arcane
    Range 1 - Damage 5
    Halt Stun Duration 3
    Save 4+
    Last edited: Jan 28, 2016
  14. WexMajor

    WexMajor Thaumaturge


    Magic assist
    Range 1
    Type holy
    Heal 6
    Remove all enemy controlled cards and all handicap cards from affected character.
    ParodyKnaveBob likes this.
  15. WexMajor

    WexMajor Thaumaturge

    Kick Back

    Melee attack
    Range 1 - Damage 3
    Type Crushing
    Slide Back 2
    Halt Duration 1
  16. Kalin

    Kalin Begat G'zok

    Battering Ram
    Gold Rare
    Melee, Crushing
    Damage 6, Range 1

    Cone. All affected tiles which are Blocked terrain become Breached terrain (Impassable, Duration 3).
    Maniafig likes this.
  17. Super4011

    Super4011 Lizardman Priest

    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.
    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.
    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.
    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.
  18. WexMajor

    WexMajor Thaumaturge

    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.
  19. WexMajor

    WexMajor Thaumaturge

    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
  20. Vlamona

    Vlamona Thaumaturge

    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.

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