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Thread: Unique Tactics

  1. Lightbulb Unique Tactics

    What about a cycle of tactics that are Unique- you can only play a tactic with that name once per game.
    They would be high cost and threshold obviously, but your opponent wouldn't be able to respond to them.
    In order to make multiple copies useful, you would be able to reveal face-down copies that were played as resources to amplify the effect or reduce the cost. For example:

    Überbattle
    Time's up, let's do this!
    Cost: 6
    Threshold:RRRRRR
    Warlord Tactic
    Unique Überbattle
    You may only play a tactic named Überbattle once per game.
    Your opponent may not respond to this tactic.
    Magnify (Reveal any number of face-down cards named Überbattle.)
    Cost Pay 6 - 2X. X is the number of times this tactic was Magnified.

    Characters you control get +5 Str and are unblockable this turn.



    OR

    Überstrike
    Sir, are we far enough away from the blast?
    Cost: 10
    Threshold: RRRRRR
    Warlord Tactic
    Unique Überstrike
    You may only play a tactic named Überstrike once per game.
    Your opponent may not respond to this tactic.
    Magnify (Reveal any number of face-down cards named Überstrike.)

    Inflict 5+5X damage to your opponent's faction. X is the number of times this was Magnified.

    Just push the button! We'll be farther away for the next one!




    Thoughts?
    Last edited by El Pez; 06-09-2012 at 11:14 PM. Reason: re-templated to match Magnify

  2. #2

    Default

    May not respond... Interesting^^
    This is the same with every tactic. He may response, but don´t have to.
    There should stand: Your opponent cannot response to this card. ;D
    But not response with SUCH a card is to overpowered...

  3. Default

    The purpose of the Unique tactics would be to effectively end the game. Them to not being able to respond is because you can only play the tactic ONCE. In the second example, you would have to have 10 resources, 6 rage, and 3 extra copies of the card as face-down resources to inflict 20 damage. Yes, the power level of the card is high, but not much worse than say, Degenerate Molestation.

    The main purpose of the post was the concept of Unique Tactics, not the card ideas per se.

  4. #4

    Default

    Unique Tactics sounds great. But 10 is not much^^
    I had in a game 2 days before 17 ^^

  5. Default

    I'm a bit scared that these will either be seriously game breaking or really really underpowered. I like the magnifying concept a lot though.

  6. Default

    That is a valid concern. I like the idea of Unique Tactics, but now I'm kind of running with Magnify. Magnify came from the necessity of having a reason to run multiple copies of a card in your deck when the tactic can only be played once per game. if you play 3 face down before you play the 4th, then the slots in your deck weren't wasted. If Unique Tactics can't be balanced enough to be playable, then maybe we can make them fun and Epic. Also, the alternate (or play test) name of "Magnify" would have to be "Engorge"

  7. #7
    Join Date
    Nov 2007
    Posts
    578

    Default

    I like the interaction between your Unique ability and Magnify. As you said, it makes for an interesting deck building / play tension.

    But I think it needs a different name, since Unique is already a keyword with rules associated with it, and it's very different to this. A character with Unique can be played any number of times in a game, as long as each one dies before the next one comes along. Maybe "Epic?"

  8. Default

    Epic already means that it isn't usable in tournament play. so if we can make it tourney-legal, we'll need to call it something other than that. Übertactic or something like it would work...

    Übertactic {Cardname}

  9. #9

    Default

    But I don´t like so game-break-cards...
    You may win the Game with only ONE card...
    Look this card:

    http://spoilsinventory.com/pics/SCL/...0Deed.full.jpg
    It only pick 2 Characters (with Flip-Up) and COST 9!!!

    So why should a card make up to 20 damage? For 10? Or maybe less?
    This is gamebreaking I think.
    You only play for Ressources and to look for this cards.
    This is no problem. A little bit control and you win the most games.

    I think, not only one card should decide about the game. (Or 4 with Flip-Up, but otherwise you CANT use it, so you have to I think)
    Maybe you can make it different.


    -->
    Catapult Force
    (7 Cost)
    [R][R][R][R]

    Übertactic - Catapult Force
    -----------------------------------------------
    COST: Discard a card named "Catapult Force" from your hand. Search your deck for a card named "Catapult Force" and put it into your discard pile.

    EFFECT: Your opponents faction loses 10-X influence, where X is the number of Locations your opponent controls. Inflict X damage to all Locations.
    -----------------------------------------------
    Flip Up - 9 [R][R][R][R]
    -----------------------------------------------

    So you have to look, that you can play your Tactic, if you need some conditions. So it won´t be so overpowered. Because I think no colour take the tactics back where you need them. Only in Multicolour. Or Banker alone if you have no more deck

  10. #10
    Join Date
    Nov 2007
    Posts
    578

    Default

    Quote Originally Posted by El Pez View Post
    Epic already means that it isn't usable in tournament play. so if we can make it tourney-legal, we'll need to call it something other than that. Übertactic or something like it would work...

    Übertactic {Cardname}
    "Epic" is not a term that's defined by the rules, it's just a rarity. (Cards with the Epic rarity also happen to have a line of rules text that says they're not legal in tourney play. Note the distinction; it's not the Epic rarity that makes them illegal.)

    But Übertactic is cool too, I'd be happy with that.

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