| Author | 
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| Anonymous Prodigy | 
 Posted: Thu May 18, 2006 1:37 pm | 
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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  The Trainman, Minion of the Merovingian
 
Culture: M Program
 
Minion: Program
 
Strength: 10
 
Vitality: 4
 
Site Number: 5
 
Damage +1.
 
Maneuver: Exert The Trainman to make Neo strength -1 until the regroup phase (limit 2).
 
 
  The Merovingian, Owner of the Keymaker
 
Culture: M Program
 
Minion: Program
 
Strength: 6
 
Vitality: 3
 
Site Number: 5
 
Maneuver: Exert The Merovingian to make every human strength -2 until the regroup phase (limit 1).
 
Regroup: Exert The Merovingian to discard every exhausted companion.
 
 
  The Keymaker, Handy Program
 
Culture: ZC Program
 
Ally: Program
 
Strength: 4
 
Vitality: 2
 
Signet: Trinity
 
Skirmish: Discard The Keymaker to make every human strength +2.
 
 
  There Is No Spoon
 
Culture: Human
 
Condition
 
Regroup: Discard this condition to exhaust any minion.
 
 
  Room 303
 
Culture: Human
 
Condition
 
Skirmish: Exert Neo to cancel a skirmish involving him.
 
 
  The Nebuchadnezzar
 
Culture: Human
 
Possession: Support Area
 
Bearer must be Morpheus, Trinity, or Tank. 
 
Bearer is damage +2, fierce, and strength +2.
 
 
  Show Me
 
Culture: Human
 
Condition
 
Maneuver: Exert Morpheus to make Neo strength +2 until the regroup phase.
 
 
  Temet Nosce
 
Culture: Human
 
Condition
 
Skirmish: Every human is strength +2.
 
 
  Trinity, Defender of Zion
 
Culture: Human
 
Companion: Human
 
Strength: 8
 
Vitality" 4
 
Signet: Morpheus
 
Skirmish: Exert Trinity to make her strength +2.
 
 
  Neo, The One
 
Culture: Human
 
Companion: Human
 
Strength: 12
 
Vitality: 4
 
Signet: Morpheus
 
Maneuver: Exert Neo twice to remove any companion from the dead pile and take it into your hand.
 
 
   Agent Smith, Enemy of Mr. Andersen
 
Culture: M Program
 
Minion: Program
 
Strength: 19
 
Vitality: 5
 
Site Number: 3
 
Fierce. Damage +1. 
 
Skirmish: While skirmishing Neo, Agent Smith is strength +2.
 
 
  Morpheus, Captain of the Nebuchadnezzar
 
Culture: Human
 
Companion: Human
 
Strength: 8
 
Vitality: 4
 
Signet: Neo
 
Maneuver: Exert Morpheus to make every minion lose strength bonuses from weapons until the regroup phase.
 
 
  Cypher, Envious of Neo
 
Culture: M Human
 
Minion: Human
 
Strength: 7
 
Vitality: 3
 
Site Number: 4
 
Skirmish: Exert Cypher to make him strength +1. | 
 
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| sperzdechly | 
 Posted: Thu May 18, 2006 5:57 pm | 
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Joined: 05 May 2006
Posts: 131
Location: Warsaw (Poland)
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I love these cards. I started wonder why there is no Matrix card game? Or did I missed something? 
 
Anonymous Prodigy wrote:   The Nebuchadnezzar
 
Culture: Human
 
Possession: Support Area
 
Bearer must be Morpheus, Trinity, or Tank. 
 
Bearer is  damage +2, fierce, and  strength +2. 
 
Support area possesion with bearer? Somthing is wrong.
 
 
How would you show difference between the matrix and the real world? Maybe something like inverters in WARS (are you familiar with this idea?)? | 
 
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| Anonymous Prodigy | 
 Posted: Thu May 18, 2006 6:44 pm | 
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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[quote="sperzdechly"]Support area possesion with bearer? Somthing is wrong.quote]
 
 
My bad, sperzdechly.
 
 
 
  
 
Regarding the difference between the real world and the Matrix, it is almost clear; every Battery card (I chose the name for this culture becuase every card in this culture will be of someone who has not been unplugged or a card helping them). I suppose I could change the keywords from plugged and unplugged to Real World and Matrix, but, you tell me.    | 
 
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| sperzdechly | 
 Posted: Thu May 18, 2006 6:57 pm | 
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Joined: 05 May 2006
Posts: 131
Location: Warsaw (Poland)
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I think that inverter is good idea. Is done like that - you have another stats and another game text printed upside down on a card. So when you twist it by 180 degrees you can use this second part. For example:
 
 
  Neo, The One
 
Culture: Human
 
Companion: Human
 
[normal]
 
Strength: 12
 
Vitality: 4
 
Signet: Morpheus
 
Maneuver: Exert Neo twice to remove any companion from the dead pile and take it into your hand. 
 
Maneuver: Exert Neo and add   to plugg him into Matrix until the start of the regroup phase..
 
[inverted]
 
Strength: 20
 
Vitality: 4
 
Signet: Neo
 
Skirmish: Exert Neo to wound each minion he is skirmishing | 
 
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| Anonymous Prodigy | 
 Posted: Thu May 18, 2006 7:53 pm | 
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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Good suggestions.
 
 
  Uzi
 
Culture: Human
 
Possession: Hand Weapon
 
 
 
Bearer must be Neo or Trinity.
 
Bearer gains damage +1. | 
 
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| syndrome | 
 Posted: Thu May 18, 2006 8:11 pm | 
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Joined: 20 Jul 2005
Posts: 423
Location: A cold place.
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| Anonymous Prodigy | 
 Posted: Fri May 19, 2006 1:08 pm | 
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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| Great suggestion, Phaz. | 
 
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| Anonymous Prodigy | 
 Posted: Tue May 23, 2006 4:54 pm | 
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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  Ignorance Is Bliss
 
Culture: Human
 
Minion: Human
 
Skirmish: Discard this condition to make Cypher damage +1 and strength +3. | 
 
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| Anonymous Prodigy | 
 Posted: Mon May 29, 2006 4:18 pm | 
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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  Beginning To Believe
 
Condition - Human
 
Skirmish: Neo is strength +1. This condition is discarded at the end of the regrup phase.
 
 
  B-212 Helicopter
 
Possession
 
Bearer must be Trinity. While in a fierce skirmish, Trinity is damage +2. Discard this possession to heal Trinity. | 
 
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| Anonymous Prodigy | 
 Posted: Mon May 29, 2006 9:21 pm | 
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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  Steel Pole
 
Possession - Hand Weapon
 
Bearer must be Neo. He is strength +3 and damage +1. | 
 
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