Author Topic: Battlefields  (Read 4428 times)

Offline Minister Polarius

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Battlefields
« on: March 15, 2012, 06:42:11 PM »
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Since all counters are rubbish and we won't be getting bans or upsized decks any time soon, it's time for seeded cards! Battlegrounds do not count for deck size and are seeded one per player face-down before the D8. Following the D8 (including any LS redraws) but before anything else can happen, the battlefields are flipped and activated in the same order of play as the normal game, then the first player begins his turn. I'll use Fortress icons for these, but they would be neutral and untargetable.

Sinai
Spoiler (hover to show)

Hebron
Spoiler (hover to show)
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Offline Alex_Olijar

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Re: Battlefields
« Reply #1 on: March 15, 2012, 06:44:54 PM »
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I don't understand how it would help anything or how they would work. Can I use 5 BGs and select one before the game? 1 per deck?

Offline Minister Polarius

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Re: Battlefields
« Reply #2 on: March 15, 2012, 06:55:07 PM »
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All that is in my description. These two would help in particular by getting Naz, Burial Shrout, LotS, HHI or RBD up before the game starts. They could also be used to make certain deck types more viable, such as Philistines being able to count on Ashdod, N.T. defenses having CP or Golgotha out all game, a Genesis offense getting 2 searches in the first 2 turns off Stone Pillar, Prophets getting 2 turns of DoN-free Hidden Treasures, etc.
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Offline Redoubter

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Re: Battlefields
« Reply #3 on: March 15, 2012, 06:58:37 PM »
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I actually really like this idea.  It is a very different card type that doesn't change the game completely (at least based on your two examples), but adds another layer to the game and makes it more interesting at the same time.

If I'm reading what you're saying right, each player would pick a battleground and place it in a pile, then one would be randomly selected?  Then it affects each player on their first upkeep?

I'd worry about some being too powerful and influencing things too much ("Ha! My battleground that lets me put 2 angels in play is selected and here comes Sam!", for example).  Otherwise, it could really help and also encourage certain cards be played.

For example, if the battlegrounds let you do something defensively (like the site one), decks would be encouraged to run it in case that battleground is chosen.  It could actually end up being a boost for defense, which is desperately needed.

Offline Minister Polarius

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Re: Battlefields
« Reply #4 on: March 15, 2012, 07:09:47 PM »
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I guess the description wasn't quite clear enough. Each player gets a battleground which they select (not at random) before the D8, then activate in order after the D8.

Player A selects Sinai as his battlefield and places it face-down on the table

At the same time, player B selects Hebron as his battlefield and places it face-down.

Decks are shuffled, and both players draw their opening hands, and player A draws the most souls.

Sinai is flipped over, player A searches deck for an Artifact and activates an Artifact and does whatever that Artifact says to do if it's one that has an "upon activation" ability. That artifact is protected from player B until player A's second turn (since battlefield activation happens before the upkeep phase).

Hebron is flipped over, player B searches deck for a Site, plays it, and puts a Lost Soul in it. If the Lost Soul has a "when placed in Site" ability, it activates and resolves.

Player A now begins his first turn.
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Offline Wings of Music

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Re: Battlefields
« Reply #5 on: March 15, 2012, 07:20:22 PM »
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I like this idea a lot to, it could solve Sam and FTM at the same time! Total win.
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Offline BubbleBoy

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Re: Battlefields
« Reply #6 on: March 15, 2012, 08:58:09 PM »
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Call me a n00b, but could you explain what "seeded" means?
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Offline Minister Polarius

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Re: Battlefields
« Reply #7 on: March 15, 2012, 09:15:38 PM »
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Seeded means played before the game start. Everything you'd need to know about these cards is in the explanation of how they work.
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Offline BubbleBoy

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Re: Battlefields
« Reply #8 on: March 15, 2012, 09:51:20 PM »
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Gotcha. Well, I heart the idea! I would like to submit the following as the Battlefield icon:



Another idea: "Search deck for a gold curse. Evil cards that discard from deck cannot be negated. Restrict players from protecting decks until your second upkeep."
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Offline Redoubter

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Re: Battlefields
« Reply #9 on: March 15, 2012, 09:56:58 PM »
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I kind of like the idea of things that happen and then don't affect the rest of the game.  Having a card that cannot be removed under any circumstances and doing something like adding CBN status, protection, or negation to anything the whole game would not be something I'd like to see.

Offline Asahel24601

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Re: Battlefields
« Reply #10 on: March 15, 2012, 10:08:00 PM »
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I like the idea, but there should be one to help the lesser-played cards.

Offline BubbleBoy

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Re: Battlefields
« Reply #11 on: March 15, 2012, 10:11:33 PM »
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For streamlining, I'd like to say 2 things: 1) "Battlefield" in the identifiers is superfluous if there is a battlefield icon, and 2) I think either there should be some concise non-ability indication somewhere on the card (identifier line perhaps) of how long the ongoing ability lasts, or there should be a rule that makes it always last until second upkeep.
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Offline Master KChief

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Re: Battlefields
« Reply #12 on: March 15, 2012, 10:35:31 PM »
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I love the idea behind the concept. Just a couple of different ideas I had:

1. Integrated as part of the deck.
2. Effect is always active while in play.
3. When a new Battlefield is put into play, it discards all other Battlefields in play.

Just thought that would fit the idea a lot better, as realistically battles are fought on only 1 battlefield at a time.
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Offline Josh

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Re: Battlefields
« Reply #13 on: March 16, 2012, 11:24:26 AM »
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I first started thinking the game needed exactly this a month or so ago.  I brainstormed a few ideas, but they were things like:

"Anytime a player uses a draw ability, he/she selects an opponent.  That opponent may discard a card at random from player's hand, or a card (except a lost soul) from player's territory."

I called these "Attributes", and they were to be active from the beginning of the game and untargetable.  They were designed to counter speed/TGT/whateverdecktypeeveryonehates, and to be active from the beginning so they could actually "counter" instead of sitting in deck waiting to be drawn.

In conclusion, I love this idea.  I think one per player is perfect.
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Offline Master KChief

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Re: Battlefields
« Reply #14 on: March 16, 2012, 10:07:15 PM »
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On a nostalgic note, this really reminds me of Field-spell cards from Yugioh. Good ole' Umi/Legendary Ocean. 8)

Thats the concept it would be most similiar too, which is why I suggested similiar mechanics. ;) Stadium cards from Pokemon as well.
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Offline Smokey

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Re: Battlefields
« Reply #15 on: March 18, 2012, 12:00:21 AM »
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I like this idea.

Offline sepjazzwarrior

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Re: Battlefields
« Reply #16 on: March 20, 2012, 08:50:12 PM »
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I like the idea, as long as they don't get too powerful and controll where the game goes.  Things like 1-time searches are cool, but it shouldn't be an ability that drastically affects the rest of the game.  Also, I would like to see then as non race/nationality-specific as possible.  We have enough cards in the game that can only be used by a certian race/nationality, I think it's better when a card can be used across as many decks as possible, giving the game more varity.  I like these 2 examples

Offline megamanlan

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Re: Battlefields
« Reply #17 on: March 21, 2012, 09:24:25 AM »
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This sounds a lot like what Bases are in a game that I made up. (They have inherent differences but it still sounds a lot like it)
I'm interested to see this kind of an idea, if that would help the game or not. It might be me, But I'd be a little sceptical of some card that would let something as crazy as Nazzy out 1st turn. I think the idea of Nazzy was that it was for more mid-game then the start of a game. But I also understand why people would want it out 1st turn too. I just think that we still need some counters to it.
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

Lamborghini_diablo

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Re: Battlefields
« Reply #18 on: March 29, 2012, 05:39:38 PM »
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Bit late on this one, but I really like the idea of seeded cards as well.

Quote
Each player gets a battleground which they select (not at random) before the D8, then activate in order after the D8.

Would the rest of the battlefield cards be thrown into the deck? If so, how would they work once a game has already started?

I wonder if they would work best as a sideboard essentially. You have your normal deck, and then a separate stack of say, 3-5 battlefield cards. You pick one of these and set the rest aside at the start of the game.

Chronic Apathy

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Re: Battlefields
« Reply #19 on: March 29, 2012, 06:39:22 PM »
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I'm mixed on this idea, but I have a few ideas that would really excite me for it. My main concern is that, as megamanlan mentioned, the idea of having Nazareth out on the first turn in every game a person plays seems a bit much. It would be an astoundingly huge counter to speed for sure, but I think it would force the game to go in a direction I'm not 100% comfortable with. My first idea is that Battlegrounds should be limited to one per deck, and that Battleground you chose for your deck is the one that's activated at the beginning of the game. My second idea is going to be controversial, but I think it's the only way I could get behind the idea: one of the Battlegrounds should be able to negate other Battlegrounds. Now to balance this, have other Battlegrounds that do a lot less than pull a site or artifact out of the deck, but are also CBN. I'm not sure where to draw the line on this, but I think it would be a good balancing act. Out of curiosity Pol, what are your feelings on characters or other cards being able to target Battlegrounds, especially if some Battlegrounds were printed with ongoing abilities? Here are a few ideas I had for Battlegrounds that might be fun; I didn't put much thought into them, so one or two are bound to be overpowered:

"Choose who will have the first turn of the game. If your opponent also has this Battleground activated, follow normal rules. Cannot be Negated."

"Protect your hand and deck from opponent's cards for the first 5 rounds of the game."

"Restrict all players from using draw and search abilities except for Battlegrounds for the first 3 rounds of the game."

"Draw three cards. Cannot be negated."

"Each time you draw a Lost Soul, draw a card."

"Negate all Battlegrounds, cannot be negated."

"If an opponent uses the "negate" Battleground, search their deck for a character and remove it from the game. Cannot be negated."

Actually, the more I think about this idea, the more I like it.

Offline faithraider

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Re: Battlefields
« Reply #20 on: March 29, 2012, 07:20:51 PM »
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Let me piggy back on this concept.  This is an  idea I had a while back its called  bounty.  Its placed in the middle of the table and its face down.  When a battle challenge or Taunt challenge happens:  the winner earns the right to flip the top "bounty card "in the bounty card pile.  there are 3 benefits listed.  Depending on how you won the battle challenge... i e  via SA discard or capture you collect 1 benefit.  If you win via numbers just because you were larger you get a different benefit. Each bounty card has random benefits listed that will put you in a better position for the next rescue.

IT gives you something else to do when  there are no lost souls to rescue, especially now with the DOM cap & new rescue rule.
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Re: Battlefields
« Reply #21 on: March 29, 2012, 07:23:15 PM »
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I created a tangent on another thread thanks for the inspiration Pol. I like the idea is solid.
« Last Edit: March 29, 2012, 07:50:27 PM by TheHobbit13 »

Offline Minister Polarius

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Re: Battlefields
« Reply #22 on: March 30, 2012, 05:35:34 AM »
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Quote
"Choose who will have the first turn of the game. If your opponent also has this Battleground activated, follow normal rules. Cannot be Negated."
Why wouldn't the opponent have a battleground? I don't see this card ever doing anything.

Quote
"Protect your hand and deck from opponent's cards for the first 5 rounds of the game."
Sure.

Quote
"Restrict all players from using draw and search abilities except for Battlegrounds for the first 3 rounds of the game."
Sure

Quote
"Draw three cards. Cannot be negated."

"Each time you draw a Lost Soul, draw a card."
Kind of defeats the purpose of Battlegrounds. On the second one, I don't really like the idea of battlegrounds that do stuff all game.

Quote
"Negate all Battlegrounds, cannot be negated."
Too much.

Quote
"If an opponent uses the "negate" Battleground, search their deck for a character and remove it from the game. Cannot be negated."
I get it, but I wouldn't want to introduce even MORE of a coinflip element to Redemption.
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Chronic Apathy

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Re: Battlefields
« Reply #23 on: March 30, 2012, 03:20:04 PM »
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Quote
"Choose who will have the first turn of the game. If your opponent also has this Battleground activated, follow normal rules. Cannot be Negated."
Why wouldn't the opponent have a battleground? I don't see this card ever doing anything.

The second part says, "this Battleground;" it's just clarification text that, if both players have that Battleground activated, normal rules are followed.

Regarding my idea of the Negate Battleground (and cards that would target people using it), I don't think it so much adds a coin flip element as it does a strategic element, something the idea currently lacks. I don't like the idea of having cards like Nazareth out first turn, and my feeling is there needs to be a way to stop that. However, I agree that simply having that is a bit much, and I think the best way to balance it would be to have cards that target the user of that Battleground. Alternatively, I suppose that Battleground could balance itself out, ("Negate all Battlegrounds. You may not start a battle for two rounds. Cannot be negated.") What do you think about something like that?

Offline Josh

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Re: Battlefields
« Reply #24 on: March 30, 2012, 09:55:04 PM »
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"Protect your hand and deck from opponent's cards for the first 5 rounds of the game."

This card should never ever be a Battleground.  A Sam deck/hand, or even a Disciples deck/hand, that is CBN protected from Naz/Mayhem/RBD/etc. for 5 turns gives it all it needs to search/draw like crazy.  The protection should last for 2, maybe 3 rounds at most.
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