rec.games.trading-cards.jyhad

some new card ideas

9 messages from 6 participants · 20 November 2002
original thread on Google Groups

Chris.QJ

hi everybody some card ideas i had last night while once again not being able to sleep thinking about cards, decks, strategies, the upcoming EC and generally everything vtes related ;-) --- Denial of Resources Unique Master 1 Pool Put this card in play and choose a location. Tap that location. As long as this card is in play the chosen location does not untap. During your Influence phase burn one pool or burn this card. too powerful ? add a (D) action burn clause or make it a unique location and call it "Mayors Office" -- Sunny Boy Mortal Ally 1 Pool 1 life 0 bleed 0 strength Sunny Boy may not bleed, and cannot strike during combat. Sunny Boy can not be blocked by vampires. Every minion controled by another methuselah may enter combat with Sunny Boy as a +1 stealth (D) action. Burn Sunny Boy if he takes a successful action. balanced i think -- (no cool idea yet) (maybe the phonetic of the sound a bastard sword makes when thrown, like: whhho whhhho whhhho thuck) Combat Potence & Celerity 1 blood Only usable at long range. only usable if this minion is equipped with a melee weapon. inf : Strike: X R damage, where x is the amount of damage this weapon would do (used by the striking minion) if used at close range . Burn the melee weapon after this strike is announced. sup : as above, but with + 1 damage maybe to powerful? inf x -1 damage? sup x damage? -- Dodge this! Combat Only usable at close range. Only usable if this minion is equipped with a weapon : gun. Strike: make a gun strike, and this strike cannot be dodged. No ammo cards may be used on this gun for this strike. mostly a theme thing ;-) -- thoughts? as usual: all rights relinquished, use it if you like it. regards Chris.QJ

Halcyan 2

>Denial of Resources >Unique Master >1 Pool >Put this card in play and choose a location. Tap that location. As >long as this card is in play the chosen location does not untap. >During your Influence phase burn one pool or burn this card. > >too powerful ? >add a (D) action burn clause >or >make it a unique location and call it "Mayors Office" Many locations don't care if they're tapped or not (i.e. Hunting Grounds, Ankara Citadel, etc.). Tapping them really wouldn't do much. It can be a bit too powerful to completely nullify a location like that though. I think Zoning Board already simulates this pretty well... >Sunny Boy >Mortal Ally >1 Pool >1 life >0 bleed >0 strength >Sunny Boy may not bleed, and cannot strike during combat. >Sunny Boy can not be blocked by vampires. >Every minion controled by another methuselah may enter combat with >Sunny Boy as a +1 stealth (D) action. >Burn Sunny Boy if he takes a successful action. Um...so what does he do again? The only real thing I can think of is Arsoning locations or recruiting allies without worrying about most blockers. Anyway, as soon as he's recruited, it shouldn't be hard to send a single minion to go over and kill him. >(no cool idea yet) (maybe the phonetic of the sound a bastard sword >makes when thrown, like: whhho whhhho whhhho thuck) >Combat >Potence & Celerity >1 blood >Only usable at long range. only usable if this minion is equipped with >a melee weapon. >inf : Strike: X R damage, where x is the amount of damage this weapon >would do (used by the striking minion) if used at close range . Burn >the melee weapon after this strike is announced. >sup : as above, but with + 1 damage Really sucks if the weapon is burned after the strike is announced. Burning during resolution like Dragon's Breath Rounds seems much more appropriate. Also week since melee weapons aren't used too much anyway. You should also use the term "regular strike". >Dodge this! >Combat >Only usable at close range. Only usable if this minion is equipped >with a weapon : gun. >Strike: make a gun strike, and this strike cannot be dodged. No ammo >cards may be used on this gun for this strike. Don't see why we need a discipline-less anti-dodge card for gun-users. Sees way too corner-case and limited. Also, what happens if an ammo card was used earlier? Is the ammo ignored for this one strike? Or can you not play this card? Halcyan 2

Chris.QJ

halc...@aol.com (Halcyan 2) schrieb: >>Denial of Resources >>Unique Master >>1 Pool >>Put this card in play and choose a location. Tap that location. As >>long as this card is in play the chosen location does not untap. >>During your Influence phase burn one pool or burn this card. >> >>too powerful ? >>add a (D) action burn clause >>or >>make it a unique location and call it "Mayors Office" > > >Many locations don't care if they're tapped or not (i.e. Hunting Grounds, >Ankara Citadel, etc.). Tapping them really wouldn't do much. think intercept locations, chantry, barrens, fraggie, dreams,..... > >It can be a bit too powerful to completely nullify a location like that though. therefore i suggested possible changes to make it weaker, easier to counter/destroy. and don't forget the pool cost! >I think Zoning Board already simulates this pretty well... it is similar, but i think it is sufficiently different. > >>Sunny Boy >>Mortal Ally >>1 Pool >>1 life >>0 bleed >>0 strength >>Sunny Boy may not bleed, and cannot strike during combat. >>Sunny Boy can not be blocked by vampires. >>Every minion controled by another methuselah may enter combat with >>Sunny Boy as a +1 stealth (D) action. >>Burn Sunny Boy if he takes a successful action. > >Um...so what does he do again? The only real thing I can think of is Arsoning >locations or recruiting allies without worrying about most blockers. Anyway, as >soon as he's recruited, it shouldn't be hard to send a single minion to go over >and kill him. maybe i made him too weak, lest he be too powerfull/broken?! but he could be adapted to a better power/cost ratio, like removing the last two clauses ( the enter combat action and the burn after action thing)? also a good path-burner > >>(no cool idea yet) (maybe the phonetic of the sound a bastard sword >>makes when thrown, like: whhho whhhho whhhho thuck) >>Combat >>Potence & Celerity >>1 blood >>Only usable at long range. only usable if this minion is equipped with >>a melee weapon. >>inf : Strike: X R damage, where x is the amount of damage this weapon >>would do (used by the striking minion) if used at close range . Burn >>the melee weapon after this strike is announced. >>sup : as above, but with + 1 damage > >Really sucks if the weapon is burned after the strike is announced. Burning >during resolution like Dragon's Breath Rounds seems much more appropriate. Also >week since melee weapons aren't used too much anyway. You should also use the >term "regular strike". burn after resolution : good idea and i did intentionally not use the "regular strike" prhase to simulate that a stronger vampire also throws harder than a weaker one. > >>Dodge this! >>Combat >>Only usable at close range. Only usable if this minion is equipped >>with a weapon : gun. >>Strike: make a gun strike, and this strike cannot be dodged. No ammo >>cards may be used on this gun for this strike. > >Don't see why we need a discipline-less anti-dodge card for gun-users. Sees way >too corner-case and limited. as i said in the original post : this is a theme card (matrix) and added a smiley to indicate that this is not really in earnest > >Also, what happens if an ammo card was used earlier? Is the ammo ignored for >this one strike? Or can you not play this card? as i see it, an ammo card can be used only after the announcement of the strike, and before the resolution, so it is impossible to play an ammo card before this strike is announced. >Halcyan 2 Chris.QJ

Thomas Pichler

"Chris.QJ" wrote: > some card ideas > > --- > Denial of Resources > Unique Master > 1 Pool > Put this card in play and choose a location. Tap that location. As > long as this card is in play the chosen location does not untap. > During your Influence phase burn one pool or burn this card. > > too powerful ? Don't think so. Far more expensive than Suddening a location when it is being played, but easier to do (eventually). Doesn't even affect things like hunting grounds, either. > -- > Sunny Boy > Mortal Ally > 1 Pool > 1 life > 0 bleed > 0 strength > Sunny Boy may not bleed, and cannot strike during combat. > Sunny Boy can not be blocked by vampires. > Every minion controled by another methuselah may enter combat with > Sunny Boy as a +1 stealth (D) action. > Burn Sunny Boy if he takes a successful action. > > balanced i think > Because he actually does what exactly? Unless you're playing a deck with intercept (an, quite possibly, Wakes/Foreds) to spare, die before he even gets a turn. And even if he survives, what are his options? Cannot bleed, any equipment or retainer would be burned alung with him. Recruit a valueable ally? Not hardly, those do tend to require vampires of certain clans. All I can think of is Arsoning one location (cornercase) or calling one referendum (which would still be voted on). Unless I've overlooked something major, he's pretty much useless at a cost of one action and a pool. > -- > (no cool idea yet) (maybe the phonetic of the sound a bastard sword > makes when thrown, like: whhho whhhho whhhho thuck) > Combat > Potence & Celerity > 1 blood > Only usable at long range. only usable if this minion is equipped with > a melee weapon. > inf : Strike: X R damage, where x is the amount of damage this weapon > would do (used by the striking minion) if used at close range . Burn > the melee weapon after this strike is announced. > sup : as above, but with + 1 damage > > maybe to powerful? Cornercase and destroys the weapon, regardless of whether the strike even takes effect. Definitely not too powerful. > -- > Dodge this! > Combat > Only usable at close range. Only usable if this minion is equipped > with a weapon : gun. > Strike: make a gun strike, and this strike cannot be dodged. No ammo > cards may be used on this gun for this strike. > I can see what kind of deck might inspire this, but it'd still be a cornercase card, because more often than not, it won't make a difference. IG prevents it, SC:E is unaffected, aggropokey is happy to be at close and willing to take the bullet, anyway, etc. Thomas

LSJ

"Chris.QJ" wrote: > halc...@aol.com (Halcyan 2) schrieb: > >Many locations don't care if they're tapped or not (i.e. Hunting Grounds, > >Ankara Citadel, etc.). Tapping them really wouldn't do much. > > think intercept locations, chantry, barrens, fraggie, dreams,..... Dreams of the Sphinx is not a location. Fragment of the Book of Nod is not a location. -- LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc. Links to V:TES news, rules, cards, utilities, and tournament calendar: http://www.white-wolf.com/vtes/

Chris.QJ

LSJ <vte...@white-wolf.com> schrieb: >"Chris.QJ" wrote: >> halc...@aol.com (Halcyan 2) schrieb: >> >Many locations don't care if they're tapped or not (i.e. Hunting Grounds, >> >Ankara Citadel, etc.). Tapping them really wouldn't do much. >> >> think intercept locations, chantry, barrens, fraggie, dreams,..... > >Dreams of the Sphinx is not a location. >Fragment of the Book of Nod is not a location. *slaps his head* i should think before i post... thanks Chris.QJ

Chris.QJ

Thomas Pichler <tom.p...@aon.at> schrieb: [snip] >Thomas see my reply to halcyan2 regards Chris.QJ

berni...@attbi.comholdlespam

On Wed, 20 Nov 2002 09:22:22 GMT, Chris.QJ <ro...@gmx.at> wrote: >hi everybody > >some card ideas i had last night while once again not being able to >sleep thinking about cards, decks, strategies, the upcoming EC and >generally everything vtes related ;-) Here's some thoughts after reading through the existing thread. >--- >Denial of Resources >Unique Master >1 Pool >Put this card in play and choose a location. Tap that location. As >long as this card is in play the chosen location does not untap. >During your Influence phase burn one pool or burn this card. > >too powerful ? >add a (D) action burn clause >or make it a unique location and call it "Mayors Office" Even more fun, make it a "Seeds of Corruption" for locations. Denial of Resources Master 1 Pool When Denial of Resources is played, choose a location controlled by another Methuselah. Place this card on the targeted location. This location cannot use it's special abilities nor generate effects. Any vampire(s) may burn this card with two +1 Stealth (D) actions.. >-- >Sunny Boy >Mortal Ally >1 Pool >1 life >0 bleed >0 strength >Sunny Boy may not bleed, and cannot strike during combat. >Sunny Boy can not be blocked by vampires. >Every minion controled by another methuselah may enter combat with >Sunny Boy as a +1 stealth (D) action. >Burn Sunny Boy if he takes a successful action. > >balanced i think Um, Ditch the enter combat portion and the burn result and you have something somewhat useable. Would think that his primary use would be to scavenge equipment. If he's too strong (being unblockable by vamps), then either go Unique or make burnable by vampires as a (D) Action (no stealth). >-- >(no cool idea yet) (maybe the phonetic of the sound a bastard sword >makes when thrown, like: whhho whhhho whhhho thuck) >Combat >Potence & Celerity >1 blood >Only usable at long range. only usable if this minion is equipped with >a melee weapon. >inf : Strike: X R damage, where x is the amount of damage this weapon >would do (used by the striking minion) if used at close range . Burn >the melee weapon after this strike is announced. >sup : as above, but with + 1 damage > >maybe to powerful? >inf x -1 damage? >sup x damage? Here's my take on the following. Pretty close to what you had, though was thinking if you're throwing your weapon at someone that they should be able to keep it. Only other thing is that the cost may need to be bumped up to 2 blood (maybe) I'll even give the card a name ;-) NO PLACE TO RUN Combat Potence / Celerity 1 blood Only usable at Long Range, and only if this Vampire is equipped with a melee weapon. pot cel: Strike: Ranged. This vampire's melee weapon strike resolves as if the strike were resolved at Close range. After strike resolution, transfer this Melee Weapon to the opposing minion (if the minion is still ready). POT CEL: As above, but with First Strike >-- >Dodge this! >Combat >Only usable at close range. Only usable if this minion is equipped >with a weapon : gun. >Strike: make a gun strike, and this strike cannot be dodged. No ammo >cards may be used on this gun for this strike. As this is a Matrix riff, how about the following; Dodge This! combat Only usable before range is determined on the first round Damage from this strike may not be dodged by minions without Celerity. Ended up dropping the gun restriction as I thought it was pretty cool as stands above. >thoughts? > >as usual: all rights relinquished, use it if you like it. > >regards >Chris.QJ Way to go Chris.. Cool stuff.. BernieTime Lansing, Michigan

Snapcase

Chris.QJ <ro...@gmx.at> wrote in message news:<jrpmtusmvk98u3aok...@4ax.com>... > halc...@aol.com (Halcyan 2) schrieb: > >>Denial of Resources >>Unique Master >>1 Pool >>Put this card in play and choose a location. Tap that location. As >>long as this card is in play the chosen location does not untap. >>During your Influence phase burn one pool or burn this card. > think intercept locations, chantry, barrens, fraggie, dreams,..... All of which can be gotten rid of permanantly with Unnatural Disaster for 1 more pool. UD has the added benefit of nuking Hunting Grounds, loquipment, etc. Dreams and Fraggie aren't locations, last I checked. > >>Sunny Boy > >>Mortal Ally > >>1 Pool > >>1 life > >>0 bleed > >>0 strength > >>Sunny Boy may not bleed, and cannot strike during combat. > >>Sunny Boy can not be blocked by vampires. > >>Every minion controled by another methuselah may enter combat with > >>Sunny Boy as a +1 stealth (D) action. > >>Burn Sunny Boy if he takes a successful action. > maybe i made him too weak, lest he be too powerfull/broken?! > but he could be adapted to a better power/cost ratio, like removing > the last two clauses ( the enter combat action and the burn after > action thing)? > > also a good path-burner Still a bit cornercase. If you take out the burn action and the rush option, and make him cost 0 pool, he'd be good as an arson machine (for whatever decks use that many arsons). >>Combat >>Potence & Celerity >>1 blood >>Only usable at long range. only usable if this minion is equipped with >>a melee weapon. >>inf : Strike: X R damage, where x is the amount of damage this weapon >>would do (used by the striking minion) if used at close range . Burn >>the melee weapon after this strike is announced. >>sup : as above, but with + 1 damage Still extremely weak. Why not just stay at close and thwak them there? You don't lose the weapon then. What about something like this: pot/cel: Only useable at the end of a round. Only useable if this vampire inflicted no unprevented damage to the opposing minion. Choose a melee weapon this vampire posseses that does damage based on strength. This vampire inflicts X ranged damage to the opposing minion, where X is the amount of damage this weapon would inflict with a regular strike. Burn the chosen weapon. POT/CEL: as above but with an additional +Y-1 damage, where Y is the current minion's strength. >>Dodge this! >>Combat >>Only usable at close range. Only usable if this minion is equipped >>with a weapon : gun. >>Strike: make a gun strike, and this strike cannot be dodged. No ammo >>cards may be used on this gun for this strike. > as i see it, an ammo card can be used only after the announcement of > the strike, and before the resolution, so it is impossible to play an > ammo card before this strike is announced. What if it's not the first strike of the combat? I shoot with a .44, play Manstopper Rounds. Blur, play Dodge This!... The world explodes. -Snapcase