Author Topic: More and More and More Orange Ideas..  (Read 14061 times)

Offline 777Godspeed

  • Tournament Host
  • Trade Count: (+29)
  • *****
  • Posts: 1985
  • Breathe redemption into wasted life, Breathe deep
    • -
    • Northwest Region
More and More and More Orange Ideas..
« on: September 17, 2008, 07:58:20 PM »
0
Here are the 2 ideas that started it all. Thanks for making them more tangible Tim.
http://cactusgamedesign.com/message_boards/index.php?topic=12803.msg195586#msg195586

Traditions of Men
Orange Enh.
SA - Set-aside one hero in battle for 3 turns. If Son of God is not played while hero is set-aside, convert hero to brown brigade.
Colossians 2:8 "Beware lest any man spoil you through philosophy and vain deceit, after the tradition of men, after the rudiments of the world, and not after Christ."

Defile the Flesh
3/1 Orange Enh.
SA - Place one of your heroes on top of your deck to reveal the bottom card of your deck. If it is an Evil Dominant, place the next 2 cards from bottom of deck in hand. Cannot be prevented.
Jude 1:8 " Likewise also these filthy dreamers defile the flesh, despise dominion, and speak evil of dignities."

Hidden
3/2 Orange Curse
SA - If an opponent has a NT hero in play, you may reveal an Evil Dominant from your hand to place one of your lost souls on top of your deck or negate and shuffle one site into owner's draw pile. May be used twice.
Rev. 6:16 "And said to the mountains and rocks, Fall on us, and hide us from the face of him that sitteth on the throne, and from the wrath of the Lamb."

Mighty Wind
1/3 Orange Enh.
SA - If used by Demon behind the Idol, search discard pile for one orange enh. and place on a demon in your territory. The next time the demon blocks, enh. actvates immediately and is discarded.
Rev. 6:13 "And the stars of heaven fell unto the earth, even as a fig tree casteth her untimely figs, when she is shaken of a mighty wind."

Great things and Blasphemies
4/2 Orange Enh.
SA - Interrupt the battle and search bottom 6 cards of your deck for a demon */6 or less and add it to battle. Cannot be negated if a card depicting an idol is in play.
Rev. 13:5 "And there was given unto him a mouth speaking great things and blasphemies; and power was given unto him to continue forty and two months"

Deadly Wound
3/3 Orange Enh.
SA - Search discard pile for a demon */6 or less and place on bottom of your deck. Cannot be prevented if a human is in battle. May be used once per game.
Rev. 13:3 "And I saw one of his heads as it were wounded to death; and his deadly wound was healed: and all the world wondered after the beast."

Worship the Beast
2/1 Orange Enh.
SA - Interrupt the battle, demons ignore human heroes unless an Angel is in play.
Rev. 13:4 "And they worshipped the dragon which gave power unto the beast: and they worshipped the beast, saying, Who is like unto the beast? who is able to make war with him?"

War with the Saints
1/1 Orange Enh.
SA - You may place one lost soul from your Land of Bondage on top of your deck. If it is the James 1:15 "Demon Discard" lost soul, draw two cards from the bottom of your deck.
Rev. 13:7 "And it was given unto him to make war with the saints, and to overcome them: and power was given him over all kindreds, and tongues, and nations."

Image of the Beast
3/6 Orange EC
SA - Reveal the bottom card of your deck, if it is evil place in your hand and place one of your lost souls on top of your deck. If this causes your opponent to lose access, the battle immediatly ends in a stalemate.
Rev. 13:15 " And he had power to give life unto the image of the beast, that the image of the beast should both speak, and cause that as many as would not worship the image of the beast should be killed."

2 Demon ECs added.

The Worshipped Beast
9/6 Orange EC
SA - The Worshipped Beast has first-strike ability. Cannot be negated if Tartaros, The Pit, Demonic Stronghold or Spiritual Realm are in play.
Rev. 13:4 "And they worshipped the dragon which gave power unto the beast: and they worshipped the beast........"

Beast from the Earth (reprint)
5/7 Orange EC
SA- May band to Image of the Beast to search discard pile for an orange enh. or orange curse card and place it on the bottom of your deck.
Rev. 13:11-12  "[11]And I beheld another beast coming up out of the earth; and he had two horns like a lamb, and he spake as a dragon.[12] And he exerciseth all the power of the first beast before him, and causeth the earth and them which dwell therein to worship the first beast, whose deadly wound was healed."


Your thoughts?

Godspeed,
Mike

« Last Edit: February 09, 2009, 10:39:08 AM by 777Godspeed »
Divine mental biopsy reveals you need psychosurgery
When in doubt  D3.
I support Your Turn Games.

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: More Orange Ideas.....
« Reply #1 on: September 17, 2008, 08:13:20 PM »
0
Traditions of Men:

love it

Defile the Flesh:

Way underpowered. I'd say make it any Hero.

Hidden:

love it

Mighty Wind:

Good card, not super great but not unusable either.

Great things et al:

love it

Deadly Wound:

love it (and love the previous one even more)

Worshiping the Beast:

love it

War with the Saints:

ADORE it

Image of the Beast:

More than a little overpowered for T2.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline TheKarazyvicePresidentRR

  • Trade Count: (+4)
  • Hero Member
  • *****
  • Posts: 15781
  • Currently undead
    • -
    • Southeast Region
Re: More Orange Ideas.....
« Reply #2 on: September 17, 2008, 08:29:10 PM »
0
+1 what was said above.


Defile the Flesh
3/1 Orange Enh.
SA - Place one of your heroes on top of your deck to reveal the bottom card of your deck. If it is an Evil Dominant, place the next 2 cards from bottom of deck in hand. Cannot be prevented.
Jude 1:8 " Likewise also these filthy dreamers defile the flesh, despise dominion, and speak evil of dignities."

Maybe make this crimson/orange since lost soul manipulation works well with crimson?
Not quite a ghost...but not quite not.

Offline 777Godspeed

  • Tournament Host
  • Trade Count: (+29)
  • *****
  • Posts: 1985
  • Breathe redemption into wasted life, Breathe deep
    • -
    • Northwest Region
Re: More Orange Ideas.....
« Reply #3 on: September 18, 2008, 09:50:49 AM »
0




Great things et al:

love it

Deadly Wound:

love it (and love the previous one even more)



Image of the Beast:

More than a little overpowered for T2.

Great things and Blasphemies and Deadly Wound were designed to work together to recur a demon from your discard pile and get it back into play and keep with the Orange theme of placing cards on the bottom and not be too overpowered. I'm glad to see that they are liked.

Image of the Beast   was designed to take advantage of the Orange theme of revealing cards from the bottom of your deck, but I wasn't thinking about how it would actually work (be abused) in T2. What if it were changed to a 2 color EC, say Orange and Brown. It would then help the Brown sitelock theme also.


Godspeed,
Mike
Divine mental biopsy reveals you need psychosurgery
When in doubt  D3.
I support Your Turn Games.

Offline Arch Angel

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 1235
    • -
    • Northeast Region
Re: More Orange Ideas.....
« Reply #4 on: September 19, 2008, 08:13:57 AM »
0
please do want. :O These are awesome. I especially like Traditions of men.

Offline 777Godspeed

  • Tournament Host
  • Trade Count: (+29)
  • *****
  • Posts: 1985
  • Breathe redemption into wasted life, Breathe deep
    • -
    • Northwest Region
Re: More Orange Ideas...+ 2 ECs added
« Reply #5 on: September 19, 2008, 08:47:06 PM »
0
2 Orange ECs added to the list.


Godspeed,
Mike
Divine mental biopsy reveals you need psychosurgery
When in doubt  D3.
I support Your Turn Games.

Offline TheKarazyvicePresidentRR

  • Trade Count: (+4)
  • Hero Member
  • *****
  • Posts: 15781
  • Currently undead
    • -
    • Southeast Region
Re: More Orange Ideas...+ 2 ECs added
« Reply #6 on: September 19, 2008, 08:53:46 PM »
0
Oooh Nice.
Not quite a ghost...but not quite not.

Offline 777Godspeed

  • Tournament Host
  • Trade Count: (+29)
  • *****
  • Posts: 1985
  • Breathe redemption into wasted life, Breathe deep
    • -
    • Northwest Region
Re: More Orange Ideas...+ 2 ECs added
« Reply #7 on: September 19, 2008, 09:21:06 PM »
0
uh huh. Did you notice how Beast of the Earth reprint bands to Image of the Beast to take from your d/c and put on bottom for IotB to immediately reveal to start its SA?  Might be OPd, but it would be fun


Godspeed,
Mike
Divine mental biopsy reveals you need psychosurgery
When in doubt  D3.
I support Your Turn Games.

Offline TheKarazyvicePresidentRR

  • Trade Count: (+4)
  • Hero Member
  • *****
  • Posts: 15781
  • Currently undead
    • -
    • Southeast Region
Re: More Orange Ideas...+ 2 ECs added
« Reply #8 on: September 19, 2008, 09:27:13 PM »
0
Yes I did, tis awesome. I like the idea of ls cooperating
Not quite a ghost...but not quite not.

Offline 777Godspeed

  • Tournament Host
  • Trade Count: (+29)
  • *****
  • Posts: 1985
  • Breathe redemption into wasted life, Breathe deep
    • -
    • Northwest Region
Re: More Orange Ideas...+ 2 ECs added
« Reply #9 on: September 20, 2008, 08:40:32 PM »
0
2 more cards added to list.

Herd of Swine (Beast, Demon)
5/1 Orange EC
SA - Holder may search discard pile for Two Possessed by Demons and place on bottom of draw pile to discard Herd of Swine and protect holders lost souls from rescue until end of this turn.
Matt. 8:31-32 "[31] So the devils besought him, saying, If thou cast us out, suffer us to go away into the herd of swine.
[32] And he said unto them, Go. And when they were come out, they went into the herd of swine: and, behold, the whole herd of swine ran violently down a steep place into the sea, and perished in the waters."


Tombs of the Gergesenes
Evil Fortress
SA - Set-aside 2 NT evil characters in this fortress, with */6 or less and no special ability, during holders Prep Phase. After 2 turns, NT evil characters set-aside here gain Orange Brigade and band together into battle anytime holder chooses. Regardless of battle outcome, fortress and NT evil characters from this fortress are immediately discarded to place one lost soul from Land of Bondage on top of holders draw pile.
Matt. 8:28 " And when he was come to the other side into the country of the Gergesenes, there met him two possessed with devils, coming out of the tombs, exceeding fierce, so that no man might pass by that way."

Are these outta pocket or will they make the cut?


Godspeed,
Mike
« Last Edit: September 20, 2008, 08:48:12 PM by 777Godspeed »
Divine mental biopsy reveals you need psychosurgery
When in doubt  D3.
I support Your Turn Games.

Offline TheKarazyvicePresidentRR

  • Trade Count: (+4)
  • Hero Member
  • *****
  • Posts: 15781
  • Currently undead
    • -
    • Southeast Region
Re: More and More and More Orange Ideas..
« Reply #10 on: September 20, 2008, 09:09:22 PM »
0
herd of swine is pure wyn.

tomb seems a bit under powered considering they die on one block.
Not quite a ghost...but not quite not.

Offline 777Godspeed

  • Tournament Host
  • Trade Count: (+29)
  • *****
  • Posts: 1985
  • Breathe redemption into wasted life, Breathe deep
    • -
    • Northwest Region
Re: More and More and More Orange Ideas..
« Reply #11 on: September 20, 2008, 10:12:49 PM »
0
What is using Tombs allowed you to place 2 lost souls at the cost of you 2 ECs? Would that help to balance it?


And here is  a variation for Tomb of the Gergesenes.

Tombs of the Gergesenes
Evil Fortress
SA - Set-aside 2 NT evil characters in this fortress, with */6 or less and no special ability, during holders Prep Phase. After 2 turns, NT evil characters set-aside here gain Orange Brigade and band together into battle anytime holder chooses. Regardless of battle outcome, fortress is discarded to place one lost soul on top of holders draw pile and Evil Characters are converted to (still thinking) brigade heroes with no special abilities.
Matt. 8:28 " And when he was come to the other side into the country of the Gergesenes, there met him two possessed with devils, coming out of the tombs, exceeding fierce, so that no man might pass by that way."

The thought behind this variation was for the ECs to be of use for Windows of Narrow Light decks. (cause you know they are coming)


Godspeed,
Mike
« Last Edit: September 20, 2008, 10:18:17 PM by 777Godspeed »
Divine mental biopsy reveals you need psychosurgery
When in doubt  D3.
I support Your Turn Games.

Offline Alex_Olijar

  • 16plus
  • Trade Count: (+15)
  • *
  • Posts: 8124
  • This guy is my mascot
    • -
    • Northeast Region
Re: More and More and More Orange Ideas..
« Reply #12 on: September 20, 2008, 10:25:56 PM »
0
What is using Tombs allowed you to place 2 lost souls at the cost of you 2 ECs? Would that help to balance it?


And here is  a variation for Tomb of the Gergesenes.

Tombs of the Gergesenes
Evil Fortress
SA - Set-aside 2 NT evil characters in this fortress, with */6 or less and no special ability, during holders Prep Phase. After 2 turns, NT evil characters set-aside here gain Orange Brigade and band together into battle anytime holder chooses. Regardless of battle outcome, fortress is discarded to place one lost soul on top of holders draw pile and Evil Characters are converted to (still thinking) brigade heroes with no special abilities.
Matt. 8:28 " And when he was come to the other side into the country of the Gergesenes, there met him two possessed with devils, coming out of the tombs, exceeding fierce, so that no man might pass by that way."

The thought behind this variation was for the ECs to be of use for Windows of Narrow Light decks. (cause you know they are coming)


Godspeed,
Mike


Reword:

SA - Set-aside two NT human Evil characters of */6 or less with no special ability during holders Prep Phase. After 2 turns, they gain orange bridage and the ability "May band to any Orange brigade human.". When they participate in battle, regardless of battle outcome, discard this fortress after battle to place one lost soul on top of holders draw pile and convert any evil characters who were set aside here to White brigade heroes.

Offline 777Godspeed

  • Tournament Host
  • Trade Count: (+29)
  • *****
  • Posts: 1985
  • Breathe redemption into wasted life, Breathe deep
    • -
    • Northwest Region
Re: More and More and More Orange Ideas..
« Reply #13 on: September 20, 2008, 10:49:55 PM »
0

Reword:

SA - Set-aside two NT human Evil characters of */6 or less with no special ability during holders Prep Phase. After 2 turns, they gain orange bridage and the ability "May band to any Orange brigade human.". When they participate in battle, regardless of battle outcome, discard this fortress after battle to place one lost soul on top of holders draw pile and convert any evil characters who were set aside here to White brigade heroes.

Well, the one problem I see with the reword is Orange Brigade has no humans, it is the demon brigade. That is why they gain Orange brigade and the onetime ability to be banded into battle from the fortress anytime holders chooses during a RA.
Secondly, only 2 NT ECs of */6 or less with no special ability may be placed in the fortress. After the set-aside ability of the fortress is used the fortress is discarded.
Thirdly, the original wording keeps the fortresses SA close to the scripture referenced.
Out of curiousity, why converted to White Brigade?


Godspeed,
Mike
Divine mental biopsy reveals you need psychosurgery
When in doubt  D3.
I support Your Turn Games.

Offline Alex_Olijar

  • 16plus
  • Trade Count: (+15)
  • *
  • Posts: 8124
  • This guy is my mascot
    • -
    • Northeast Region
Re: More and More and More Orange Ideas..
« Reply #14 on: September 20, 2008, 10:55:23 PM »
0
Well, the one problem I see with the reword is Orange Brigade has no humans, it is the demon brigade. That is why they gain Orange brigade and the onetime ability to be banded into battle from the fortress anytime holders chooses during a RA.
Secondly, only 2 NT ECs of */6 or less with no special ability may be placed in the fortress. After the set-aside ability of the fortress is used the fortress is discarded.
Thirdly, the original wording keeps the fortresses SA close to the scripture referenced.
Out of curiousity, why converted to White Brigade?

1. I know Orange has no humans, but if they gain orange, then they can band to each other.

2.Regardless of battle outcome, fortress is discarded to place one lost soul on top of holders draw pile and Evil Characters are converted to (still thinking) brigade heroes with no special abilities.

I dont see how that says what you said in the second post, explain please.

3. Well, when people are cleansed of demons, they seem like they'd be cleansed, so white as snow seemed a good enough brigade for me. I don't have a preference, I jsut like defining stuff.

Offline 777Godspeed

  • Tournament Host
  • Trade Count: (+29)
  • *****
  • Posts: 1985
  • Breathe redemption into wasted life, Breathe deep
    • -
    • Northwest Region
Re: More and More and More Orange Ideas..
« Reply #15 on: September 20, 2008, 11:05:54 PM »
0

1. I know Orange has no humans, but if they gain orange, then they can band to each other.

2.Regardless of battle outcome, fortress is discarded to place one lost soul on top of holders draw pile and Evil Characters are converted to (still thinking) brigade heroes with no special abilities.

I dont see how that says what you said in the second post, explain please.

3. Well, when people are cleansed of demons, they seem like they'd be cleansed, so white as snow seemed a good enough brigade for me. I don't have a preference, I jsut like defining stuff.

Answer to #1.
The fort gives them the SA to be banded together into the battle that holder chooses. After that they are either converted or discarded, depending on which variation of Tombs of the Gergesenes you are looking at.

Answer to #2.
I'm not understanding what you are specifically asking me to explain . So I won't answer that yet, until I understand what you are wanting me to explain. Just trying to prevent further confusion.

Answer to #3.
Ok, fair enough. I was gonna do a little more background investigation to find out how many heroes with no SAs were distributed between the good brigades before posting which brigade they would convert to. Also, they could be of help to Windows of Narrow Light decks.


Godspeed,
Mike
Divine mental biopsy reveals you need psychosurgery
When in doubt  D3.
I support Your Turn Games.

Offline Alex_Olijar

  • 16plus
  • Trade Count: (+15)
  • *
  • Posts: 8124
  • This guy is my mascot
    • -
    • Northeast Region
Re: More and More and More Orange Ideas..
« Reply #16 on: September 20, 2008, 11:17:13 PM »
0
1. Converted version. My word gave them the same ability in a less confusing way I thought, since they wil lnot be any other orange huamns I think, but apparently not, haha.

2. i dont see how this

Regardless of battle outcome, fortress is discarded to place one lost soul on top of holders draw pile and Evil Characters are converted to (still thinking) brigade heroes with no special abilities.

means this

Secondly, only 2 NT ECs of */6 or less with no special ability may be placed in the fortress. After the set-aside ability of the fortress is used the fortress is discarded.

mainly about when the fortress gets discarded. How is it exactly supposed to work?

Offline 777Godspeed

  • Tournament Host
  • Trade Count: (+29)
  • *****
  • Posts: 1985
  • Breathe redemption into wasted life, Breathe deep
    • -
    • Northwest Region
Re: More and More and More Orange Ideas..
« Reply #17 on: September 20, 2008, 11:50:56 PM »
0

2. i dont see how this

Regardless of battle outcome, fortress is discarded to place one lost soul on top of holders draw pile and Evil Characters are converted to (still thinking) brigade heroes with no special abilities.

means this

Secondly, only 2 NT ECs of */6 or less with no special ability may be placed in the fortress. After the set-aside ability of the fortress is used the fortress is discarded.

mainly about when the fortress gets discarded. How is it exactly supposed to work?

Answer to #2
This is the last sentence on the fort and it is a standalone Special Ability.
Regardless of battle outcome, fortress is discarded to place one lost soul on top of holders draw pile and Evil Characters are converted to (still thinking) brigade heroes with no special abilities.

You had posted this in the reworded SA -
When they participate in battle, regardless of battle outcome, discard this fortress after battle to place one lost soul on top of holders draw pile and convert any evil characters who were set aside here to White brigade heroes.

I answered with this -
Secondly, only 2 NT ECs of */6 or less with no special ability may be placed in the fortress. After the set-aside ability of the fortress is used the fortress is discarded.

I was simply specifying which types of ECs may be placed in the fort and that there can only ever be 2 placed there. The wording of When they participate in battle is unnecessary and wordy. The SA on the fort already describes when they may enter battle and what happens immediately after battle. The use of the word "any" is not needed and leaves openings for misinterpretation.

I did not intend for the second to mean the first. The second was simply defining the only 2 ECs that may ever be set-aside in the fort.

Hope that clears things up a bit.


Godspeed,
Mike



Divine mental biopsy reveals you need psychosurgery
When in doubt  D3.
I support Your Turn Games.

Offline Alex_Olijar

  • 16plus
  • Trade Count: (+15)
  • *
  • Posts: 8124
  • This guy is my mascot
    • -
    • Northeast Region
Re: More and More and More Orange Ideas..
« Reply #18 on: September 21, 2008, 12:28:33 PM »
0
Oh, you mean, they can be in there and enter battle? Oh, ok. I was working this like a set aside, but a fortress. Gotcha.

Offline 777Godspeed

  • Tournament Host
  • Trade Count: (+29)
  • *****
  • Posts: 1985
  • Breathe redemption into wasted life, Breathe deep
    • -
    • Northwest Region
Re: More and More and More Orange Ideas..
« Reply #19 on: September 21, 2008, 12:50:49 PM »
0
Oh, you mean, they can be in there and enter battle? Oh, ok. I was working this like a set aside, but a fortress. Gotcha.

Yeah, it is a set-aside fortress. After the 2 turns they are set-aside, they can be banded into battle from the fort. At the end of that battle the fort is immediatley discarded to finish its SA and the  2 NT ECs of */6 or less with no special ability that were set-aside in the fort are converted.


Godspeed,
Mike
Divine mental biopsy reveals you need psychosurgery
When in doubt  D3.
I support Your Turn Games.

Offline galadgawyn

  • Trade Count: (0)
  • Sr. Member
  • ****
  • Posts: 936
    • -
    • Midwest Region
Re: More and More and More Orange Ideas..
« Reply #20 on: October 05, 2008, 12:57:30 AM »
0
Maybe some potential with Gergesenes but there are some problems I see:

1. Since you can only put evil characters with no s.a. in the fortress, I don't think you need to specify no s.a. on the part that converts them to heroes.

2. I think the requirements of setting aside 2 NT no s.a. characters for 2 turns would be too high to make this useful on a normal basis but there is also some potential for this to be abused.

3. The way it is currently worded you could make a R A and add the evil characters before your opponent blocks for a free choose the blocker or add them after for really good init and you don't lose the characters either way.  I don't think we need either in the game right now.

4. Since it doesn't specify setting aside humans, currently you could place demons in there and have them end up being converted to heroes.  Not good.

5. Even if you specified setting aside humans, you could play Seven Wicked Spirits while the other characters are set-aside and switch the demon in. 

Offline 777Godspeed

  • Tournament Host
  • Trade Count: (+29)
  • *****
  • Posts: 1985
  • Breathe redemption into wasted life, Breathe deep
    • -
    • Northwest Region
Re: More and More and More Orange Ideas..
« Reply #21 on: October 05, 2008, 12:11:57 PM »
0
Maybe some potential with Gergesenes but there are some problems I see:

1. Since you can only put evil characters with no s.a. in the fortress, I don't think you need to specify no s.a. on the part that converts them to heroes.

2. I think the requirements of setting aside 2 NT no s.a. characters for 2 turns would be too high to make this useful on a normal basis but there is also some potential for this to be abused.

3. The way it is currently worded you could make a R A and add the evil characters before your opponent blocks for a free choose the blocker or add them after for really good init and you don't lose the characters either way.  I don't think we need either in the game right now.

4. Since it doesn't specify setting aside humans, currently you could place demons in there and have them end up being converted to heroes.  Not good.

5. Even if you specified setting aside humans, you could play Seven Wicked Spirits while the other characters are set-aside and switch the demon in. 

I'm going to add/subtract and manipulate the wording to see if we can't address those concerns.

Tombs of the Gergesenes
Evil Fortress
SA - Set-aside 2 NT human evil characters in this fortress, with */6 or less and no special ability, during holders Prep Phase. After 2 turns, characters gain Orange Brigade and band together into battle anytime holder is blocking. Regardless of battle outcome, fortress is discarded to place one lost soul on top of holders draw pile and the Evil Characters are converted to White brigade heroes.
Matt. 8:28 " And when he was come to the other side into the country of the Gergesenes, there met him two possessed with devils, coming out of the tombs, exceeding fierce, so that no man might pass by that way."

1. corrected
2. would 1 turn be a better option?
3. corrected
4. Game rules prevent demons from being converted, but added human into first sentence for clarification.
5. The 2 in the tombs were possessed by demons, so I don't see this a problem. Although you might get frustrated when you opponent switches SWS for your 2 ECs in the fort.

Unless I'm missing something, this seems to be a better version for Tombs. Any other thoughts?


Godspeed,
Mike
Divine mental biopsy reveals you need psychosurgery
When in doubt  D3.
I support Your Turn Games.

Lamborghini_diablo

  • Guest
  • Trade Count: (0)
Re: More and More and More Orange Ideas..
« Reply #22 on: October 05, 2008, 01:15:22 PM »
0
One last concern.

How do you plan on fitting that all onto a card?  :D

Offline JSB23

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 3197
  • Fun while it lasted.
    • -
    • East Central Region
Re: More and More and More Orange Ideas..
« Reply #23 on: October 05, 2008, 03:58:49 PM »
0
All nice, especially herd of Swine
An unanswered question is infinitely better than an unquestioned answer.

Offline galadgawyn

  • Trade Count: (0)
  • Sr. Member
  • ****
  • Posts: 936
    • -
    • Midwest Region
Re: More and More and More Orange Ideas..
« Reply #24 on: October 06, 2008, 09:15:01 PM »
0
Quote
1. corrected
2. would 1 turn be a better option?
3. corrected
4. Game rules prevent demons from being converted, but added human into first sentence for clarification.
5. The 2 in the tombs were possessed by demons, so I don't see this a problem. Although you might get frustrated when you opponent switches SWS for your 2 ECs in the fort.

Unless I'm missing something, this seems to be a better version for Tombs. Any other thoughts?

I do think that is better.  My concern with 5. was the idea of having a demon be available to be converted.  If you're sure that game rules will not allow this then maybe it is not a problem.  Otherwise you could word it "the Human Evil Characters are converted to White brigade heroes". 

2.  No, I think you need the 2 turns.  1 turn means effectively 0 turns.  Maybe you could loosen the restrictions to allow N.T. human evil characters WITH s.a.'s and/or allow higher */*s?  That way you're not wasting the 2 spots with weak evil characters.  I would still have them convert to White brigade heroes with no s.a. 

Another option would be to reword the card this way:
"Set-aside here 2 NT human evil characters of *6 or less.  After 2 turns, they gain Orange Brigade and they may be chosen to block together any opponent's rescue attempt.  After their battle, you may discard this fortress to place one lost soul on top of holders deck and convert those Evil Characters to White brigade heroes with no special ability."

I like the discard to be optional and the ability to block in multiplayer.
I also tried to condense some of the wording. 

 


SimplePortal 2.3.3 © 2008-2010, SimplePortal