Author Topic: New Concept - Pregame Cards  (Read 3111 times)

Offline Gohanick

  • Trade Count: (0)
  • Full Member
  • ***
  • Posts: 334
New Concept - Pregame Cards
« on: March 18, 2009, 05:08:09 PM »
0
Pregame Cards
Only 1 Pregame Card allowed per deck
Cards are both good and evil (maybe neutral?)

Before the game begins, you can present your pregame card and place it in your territory.
Its effect remains active until your first draw phase. When your first draw phase begins, you removethe pregame card from the game and it's ability is negated.

Here could be some example abilities:

Good Pg Card - Reveal your hand. If there are no characters in your hand, you may draw 2 cards.

Good Pg Card - An opponent must play with hand revealed.

Evil Pg Card - Discard the top card of a deck. If it is a character, add it to your territory. If it is a lost soul, put it in holder's territory.

Evil Pg Card - If you haven't made a rescue attempt, you may discard an evil card from hand to protect all lost souls from rescue this turn.

Neutral Pg Card
When a character would be put in your territory, you may put it in your territory face down.
« Last Edit: March 18, 2009, 05:28:49 PM by Gohanick »

Offline Colin Michael

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 3636
Re: New Concept - Pregame Cards
« Reply #1 on: March 18, 2009, 05:55:13 PM »
0
Hm... Perhaps instead they could be an way to change the way the game works before it starts. The cards should be enough of a disadvantage that only specific strategies would benefit; they would never be "staples".

Examples:

"Your draw phase occurs following your discard phase".

"You may not play cards during your site maitinence phase. Take an additional artifact activation phase after your discard phase".

"All of your fortress cards are treated as artifact cards. You may discard an active artifact card to search your drawpile for an artifact or fortress card and activate it. Artifacts effect is suspended until your next turn".

"You may have 4 copies of any character or enhancement in your deck. Draw one card per turn during your draw phase".


Also, there could be cards like this:

Melchisedech's Temple: "May hold one active Genesis or N.T. artifact. Protect all of your priests from the order of Melchisedech from conversion. Upon discard, shuffle your priest from the order of Melchisedech back into discard. If you lose this game by a differential of three or more, place this card into play as a pregame card in the next game you play against the same opponett".
αθαvαTOι θvηTOι θvηTOι αθαvαTOι ζwvTεs TOv εKειvwv θαvαTov Tov δε εKεivwv βιOv TεθvεwTεs -Heraclitus

Offline TheKarazyvicePresidentRR

  • Trade Count: (+4)
  • Hero Member
  • *****
  • Posts: 15781
  • Currently undead
    • -
    • Southeast Region
Re: New Concept - Pregame Cards
« Reply #2 on: March 18, 2009, 07:44:03 PM »
0
Quote
"You may have 4 copies of any character or enhancement in your deck. Draw one card per turn during your draw phase".

Wow, No.
Not quite a ghost...but not quite not.

Offline Colin Michael

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 3636
Re: New Concept - Pregame Cards
« Reply #3 on: March 19, 2009, 10:15:42 AM »
0
Quote
"You may have 4 copies of any character or enhancement in your deck. Draw one card per turn during your draw phase".

Wow, No.
It was an illustration and an allusion to magic.
αθαvαTOι θvηTOι θvηTOι αθαvαTOι ζwvTεs TOv εKειvwv θαvαTov Tov δε εKεivwv βιOv TεθvεwTεs -Heraclitus

Offline TheKarazyvicePresidentRR

  • Trade Count: (+4)
  • Hero Member
  • *****
  • Posts: 15781
  • Currently undead
    • -
    • Southeast Region
Re: New Concept - Pregame Cards
« Reply #4 on: March 19, 2009, 03:22:12 PM »
0
Yeah but knowing the people who are on here, I do not want an uprising of WE WANT 4 SOGS! ;)
Not quite a ghost...but not quite not.

Offline Colin Michael

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 3636
Re: New Concept - Pregame Cards
« Reply #5 on: March 19, 2009, 05:46:26 PM »
0
Yeah but knowing the people who are on here, I do not want an uprising of WE WANT 4 SOGS! ;)
Well, what if there was a card that changed the rescue amount needed to 20 instead of five and that you could make one rescue per tern per hero/lost soul? That'd make that fair, wouldn't it? (Post-modernism applied to Redemption equals fun).
αθαvαTOι θvηTOι θvηTOι αθαvαTOι ζwvTεs TOv εKειvwv θαvαTov Tov δε εKεivwv βιOv TεθvεwTεs -Heraclitus

Offline TheKarazyvicePresidentRR

  • Trade Count: (+4)
  • Hero Member
  • *****
  • Posts: 15781
  • Currently undead
    • -
    • Southeast Region
Re: New Concept - Pregame Cards
« Reply #6 on: March 19, 2009, 05:50:09 PM »
0
Wow, Just wow. Lol
Not quite a ghost...but not quite not.

Offline Colin Michael

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 3636
Re: New Concept - Pregame Cards
« Reply #7 on: March 19, 2009, 05:52:11 PM »
0
Wow, Just wow. Lol
See, I just got out of a class talking about Wittgenstein's theory of the "language game". I figured it'd be fun to apply it to other games.
αθαvαTOι θvηTOι θvηTOι αθαvαTOι ζwvTεs TOv εKειvwv θαvαTov Tov δε εKεivwv βιOv TεθvεwTεs -Heraclitus

Offline Gohanick

  • Trade Count: (0)
  • Full Member
  • ***
  • Posts: 334
Re: New Concept - Pregame Cards
« Reply #8 on: March 20, 2009, 12:58:11 AM »
0
can we keep the discussion to the idea of pregame cards?

Offline Colin Michael

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 3636
Re: New Concept - Pregame Cards
« Reply #9 on: March 20, 2009, 01:02:15 AM »
0
can we keep the discussion to the idea of pregame cards?
This is on the topic of pre-game cards.
αθαvαTOι θvηTOι θvηTOι αθαvαTOι ζwvTεs TOv εKειvwv θαvαTov Tov δε εKεivwv βιOv TεθvεwTεs -Heraclitus

 


SimplePortal 2.3.3 © 2008-2010, SimplePortal