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menace64 |
Posted: Fri Dec 08, 2006 2:06 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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I think that’s an interesting concept, but it still doesn’t fit quite right with the Coomb Spores.
I know it’s got to be a transferring condition, but it needs to reflect a gradual death. I just don’t want it to be a rip-off of Blade Tip (like I currently have).
Hmm. It’s gonna be tough. |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
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sickofpalantirs |
Posted: Fri Dec 08, 2006 3:45 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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how about when bearer is exhausted each time he is about ot take a wound add 2 burdens? that we cause gradual death. |
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"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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menace64 |
Posted: Sat Dec 09, 2006 5:08 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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I like that idea. I’ll keep thinking along those lines.
And now, the Republic Clones!
These guys are elite soldiers. They’re cheap, they’re strong, but they lack corruption control (to the contrary, a lot of their cards will add burdens) and are generally subpar at getting rid of Dark Side cards (besides minions, of course).
Here’s what I’ve got so far:
•An Army of One [Republic]
Condition • Support Area
Each time a [Republic] Clone wins a skirmish, you may add a [Republic] token here.
Skirmish: Add a burden and remove X [Republic] tokens here to make a [Republic] Clone strength +X.
1R210
Attack of the Clones [Republic]
Event • Skirmish
Make a [Republic] Clone strength +2 (or +3 and damage +1 if that Clone is unwounded).
1U211
•Bly, Clone Commander [Republic]
Companion • Clone
Strength-7
Vitality-3
Resistance-6
While in your starting alliance, Bly’s twilight cost is -1.
Skirmish: Exert Bly and spot another [Republic] Clone assigned to a skirmish. During that Clone’s skirmish, no Dark Side player may play skirmish events.
1C212
Clone Soldier [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-5
While you can spot a [Republic] Clone, this companion is twilight cost -1.
Each time the alliance moves, if this companion has more than 1 wound, add .
1C214
•Cody, Clone Commander [Republic]
Companion • Clone
Strength-7
Vitality-3
Resistance-6
While in your starting alliance, Cody’s twilight cost is -1.
At the start of each [Republic] Clone’s skirmish, you may exert Cody to make that Clone strength +2.
1C215
Raised for War [Republic]
Condition • Support Area
Skirmish: Discard this condition to make a [Republic] Clone strength +1 for each of the following that is true: He is at a battleground site; he is bearing a weapon; he has strength 8 or more; you can spot 2 other companions assigned to skirmishes.
1C238
Republic Concussion Grenade [Republic]
Possession • Hand Weapon
Bearer must be a [Republic] Clone.
Skirmish: Exert bearer and discard this possession to wound each minion skirmishing bearer twice.
1R239
More to come! |
Last edited by menace64 on Thu Dec 14, 2006 1:56 am; edited 1 time in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
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CarpeGuitarrem |
Posted: Sat Dec 09, 2006 7:26 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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menace64 wrote:
 •An Army of One [Republic]
Condition • Support Area
Each time a [Republic] Clone wins a skirmish, you may add a [Republic] token here.
Skirmish: Add a burden and remove X [Republic] tokens here to make a [Republic] Clone strength +X.
1R167
Heehee...I’m lovin’ that card title! Are you attempting to draw parallels with the US military? That aside, I like this one. The burden cost is good, and makes you think about how many tokens you want to take off. Will 3 work, or do you need 4? You really can’t afford to under-bonus.
 Attack of the Clones [Republic]
Event • Skirmish
Make a [Republic] Clone strength +2 (or +3 and damage +1 if that Clone is unwounded).
1U168
Nice title! I like that bonus, too.
 •Bly, Clone Commander [Republic]
Companion • Clone
Strength-7
Vitality-3
Resistance-6
While in your starting alliance, Bly’s twilight cost is -1.
Skirmish: Exert Bly and spot another [Republic] Clone assigned to a skirmish. During that Clone’s skirmish, no Dark Side player may play skirmish events.
1C169
Ah, like a Faramir, Son of Denethor! Good and solid, although for a Common, might be a little too involved with abilities. Commons are typically more simple, like "strength +3 when blah blah blah"...
 Clone Soldier [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-5
While you can spot a [Republic] Clone, this companion is twilight cost -1.
Each time the alliance moves, if this companion has more than 1 wound, add  .
1C171
Whoa! This means you can start one of these guys, and then fit three more in! That leaves you to work with! I think you should just say "Each time the alliance moves, add ." Compare to Aragorn, Strider.
 •Cody, Clone Commander [Republic]
Companion • Clone
Strength-7
Vitality-3
Resistance-6
While in your starting alliance, Cody’s twilight cost is -1.
At the start of each [Republic] Clone’s skirmish, you may exert Cody to make that Clone strength +2.
1C172
While I don’t like the name very much (a clone trooper named Cody??), I like the ability. Very straightforward.
 Raised for War [Republic]
Condition • Support Area
Skirmish: Discard this condition to make a [Republic] Clone strength +1 for each of the following that is true: He is at a battleground site; he is bearing a weapon; he has strength 8 or more; you can spot 2 other companions assigned to skirmishes.
1C196
Nice! This one’s good.
 Republic Concussion Grenade [Republic]
Possession • Hand Weapon
Bearer must be a [Republic] Clone.
Skirmish: Exert bearer and discard this possession to wound each minion skirmishing bearer twice.
1R197
Pretty spiffy, and a good rare! Reminds me of Frying Pan, but more balanced.
More to come!
Is it just me, or are there a lot of Clone Commons? |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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menace64 |
Posted: Sat Dec 09, 2006 7:54 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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The common Clones was done deliberately to enhance the "they’re everywhere!" feeling someone would get upon opening a pack.
And being able to start 6 Clones in your deck was also deliberate. That goes more with cultural strength. Like in the movies, the Clone Army struck hard, then continued to be hard throughout the war. There wasn’t really a gradual buildup anywhere.
I like your idea for the Soldier, but I think he’ll stay the way he is. After all, Aragorn is *much* better than he is, so Gorn’s penalty should always be active.
I’ll get some more Republic cards up in a bit. |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
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menace64 |
Posted: Sun Dec 10, 2006 6:55 am |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Oh my... I’m so jazzed with this next batch.
To be honest, I haven’t worked on the Republic culture much because I haven’t felt much uniqueness coming from it. It all seemed very bland to me.
But after coming up with those sweet Clones, I had another epiphany, this time for the Naboo guys (Padme and company).
This subculture is all about bouncing companions around. If your companion is losing the skirmish... don’t worry about it! Just send the minions to a stronger companion.
•Amidala’s Blaster [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a [Republic] companion.
Each time bearer replaces a companion in a skirmish, you may wound a minion (except one assigned to the Apprentice).
Regroup: If bearer is Padme, exert her to reveal 4 cards at random from a Dark Side player’s hand. That player discards a revealed Dark Side card.
1R209
Clever Gamble [Republic]
Event • Skirmish
Make a [Republic] companion strength +2 (or +4 if that companion replaced another companion in a skirmish at this site).
1C213
Noble Sacrifice [Republic]
Event • Skirmish
Exert a [Republic] companion to have him or her replace another companion (except the Apprentice) in a skirmish. At the end of that skirmish, discard each minion involved and wound the [Republic] companion 3 times.
1R233
•Padme, Courageous Leader [Republic]
Companion • Human
Strength-6
Vitality-3
Resistance-8
Each companion that replaces Padme in a skirmish is strength +3.
1P234
•Panaka, Protector of the Queen [Republic]
Companion • Human
Strength-7
Vitality-3
Resistance-7
While you can spot a [Republic] Human, Panaka’s twilight cost is -1.
At the end of Panaka’s skirmish, you may exert him to replace a [Republic] companion in a skirmish.
1C237
•Sabe, Queen’s Handmaiden [Republic]
Companion • Human
Strength-5
Vitality-3
Resistance-7
If Sabe replaces a companion in a skirmish, she cannot take wounds during that skirmish.
Skirmish: Discard 2 [Republic] cards from hand [or remove 2 [Republic] tokens) to have Sabe replace a [Republic] companion in a skirmish (limit once per site).
1R242
There ya go! |
Last edited by menace64 on Thu Dec 14, 2006 1:58 am; edited 3 times in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
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sickofpalantirs |
Posted: Sun Dec 10, 2006 8:34 am |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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menace64 wrote: Oh my... I’m so jazzed with this next batch.
To be honest, I haven’t worked on the Republic culture much because I haven’t felt much uniqueness coming from it. It all seemed very bland to me.
But after coming up with those sweet Clones, I had another epiphany, this time for the Naboo guys (Padme and company).
This subculture is all about bouncing companions around. If your companion is losing the skirmish... don’t worry about it! Just send the minions to a stronger companion.
 •Amidala’s Blaster [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a [Republic] companion.
Each time bearer replaces a companion in a skirmish, you may wound a minion.
Regroup: If bearer is Padme, exert her to reveal 4 cards at random from a Dark Side player’s hand. Discard a revealed Dark Side card.
1R166
OK this needs a little tweaking, make the first ability so thatit doesn’t apply to minions skirmishing the apprentice. otherwise good though
 Clever Gamble [Republic]
Event • Skirmish
Make a [Republic] companion strength +2 (or +4 if that companion replaced another companion in a skirmish at this site).
1U170
works for me
 Noble Sacrifice [Republic]
Event • Skirmish
Exert a [Republic] companion to have him or her replace another companion (except the Apprentice) in a skirmish. At the end of that skirmish, discard each minion involved and wound the [Republic] companion 3 times.
1R190
interesting so essentially you kill a companion to save another companion and kill some minions? seems good
 •Padme, Courageous Leader [Republic]
Companion • Human
Strength-6
Vitality-3
Resistance-8
Each companion that replaces Padme in a skirmish is strength +3.
1P191
nice very nice
 •Panaka, Protector of the Queen [Republic]
Companion • Human
Strength-6
Vitality-3
Resistance-7
At the end of Panaka’s skirmish, you may exert him to replace a [Republic] companion in a skirmish.
1C194
he needs to have more strength make him 7 and up hsi twilight cost
 •Sabe, Queen’s Handmaiden [Republic]
Companion • Human
Strength-5
Vitality-3
Resistance-7
While in another companion’s skirmish, Sabe may not take wounds.
Skirmish: Discard 2 [Republic] cards from hand [or remove 2 [Republic] tokens) to have Sabe replace a [Republic] companion in a skirmish (limit once per site).
1R199
um that first part might need rewording. don’t know how though ask a rules guru or something
There ya go! |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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sickofpalantirs |
Posted: Sun Dec 10, 2006 8:39 am |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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menace64 wrote: Long Range is just a rename of Archer.
I went ahead and made the changes you suggested. On the topic of Coomb Spores and Nom Anor, I don’t really like what I came up with (like you said, a reprint of Blade Tip). If I think of something better, they’ll change.
Here are a few cards I’ve wanted to do for a while: Separatist Beasts!
I was going to save this keyword for my expansion (the name of which is not yet decided), but with these guys I’ll need to use it.
Savage (This character may not bear possessions.)
It’s simple enough. Enjoy.
 Acklay, Bred for Battle [Separatist]
Minion • Acklay
Strength-16
Vitality-4
Roaming-4
Fierce. Savage.
Each time this minion takes a wound, you may exert a companion (except the Apprentice).
1R206
perfect I wuv it.
 Nexu, Bred for Battle [Separatist]
Minion • Nexu
Strength-10
Vitality-3
Roaming-4
Fierce. Savage.
Response: If this minion’s skirmish is about to end, exert this minion to discard a possession borne by the companion it is skirmishing.
1R230
OK I have never figured this out. Is a skirmish about to end when it has been resolved but no wounds have been placed? or is it wounds have been placed and then it is about to end?
 Petranaki Driver [Separatist]
Minion • Geonosian
Strength-6
Vitality-2
Roaming-4
Shadow: Exert this minion to take a savage [Separatist] minion into hand from your discard pile.
1C232
nice ability Ok stats perfect common (oh and if you keep them coming I will send some GP youy way)
 Petranaki Handler [Separatist]
Minion • Geonosian
Strength-9
Vitality-2
Roaming-4
Each savage [Separatist] minion you play is twilight cost -2.
1R233
OK first with that ability cut his stats a bit minus a twilight mius 2 strength, cause that ability kills.
 Reek, Bred for Battle [Separatist]
Minion • Reek
Strength-13
Vitality-3
Roaming-4
Savage.
This minion is damage +1 for each wound it has.
1R237
perfect.
this batch of cards was just total sweetness congrats M64 |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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sickofpalantirs |
Posted: Sun Dec 10, 2006 8:45 am |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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menace64 wrote: For the next couple posts, I’m going to be working with Imperials and Republic - two cultures that I don’t think have had a lot of creative development.
I think the Imperial culture will be the best at taking sites. Let’s keep going on that theme and see where we end up.
 Assault Rifle [Imperial]
Possession • Ranged Weapon
Strength +1
Bearer must be an [Imperial] minion. Bearer gains long range.
Bearer is strength +1 for each site you control.
1C47
thats to good for an uncommon IMO.
 •Bombing Run [Imperial]
Condition
To play, spot an [Imperial] minion bearing a ship. Plays on the current site.
At the end of each phase, the Light Side player must add  or exert a companion.
At the start of the regroup phase, spot an [Imperial] minion bearing a ship to take control of a site. Discard this condition.
1C49
nice it should be condition support area
 •Executor, Imperial Command Ship [Imperial]
Condition • Support Area
Capital. To play, spot 3 [Imperial] cards.
Each time you take control of a site, play an [Imperial] capital, or play an [Imperial] ship, add an [Imperial] token here.
Skirmish: Remove 2 [Imperial] tokens here to make a companion skirmishing your [Imperial] minion strength -1 for each site you control (limit once per skirmish).
1R56
I like it
 •Stormtrooper Champion [Imperial]
Minion • Human
Strength-12
Vitality-3
Roaming-4
Damage +1. To play, spot an [Imperial] minion.
Each time Stormtrooper Champion wins a skirmish, you may take control of a site.
1R75
ah so controlling sites is these guys main thing? subtract a strength and he is good
 TIE Bomber [Imperial]
Possession • Ship
Strength +2
Vitality +2
Bearer must be an [Imperial] minion.
Bearer may not take wounds during the maneuver phase.
Each time you take control of a site, you may make bearer fierce until the regroup phase or take 2 [Imperial] cards into hand from your discard pile.
1C82
again to good for an uncommon subtract onefrom each of those stats boosts
Well, I think that added some nice depth to the Imperials. |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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sickofpalantirs |
Posted: Sun Dec 10, 2006 8:47 am |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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there every oen of your cards are reviewed.
hew. |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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