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 Post subject: Bubbles' Terrain Cards
PostPosted: Sun Oct 24, 2010 7:24 pm 
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Joined: Mon Mar 29, 2010 7:32 pm
Posts: 2829
Location: Louisiana, U.S.
Ascend
Rare
40g
Raise one uninhabited, zero-elevation hex up 1 elevation
*You don't want this to work for hexes elevated 1 hex because then if a ress is on an elevation 1, that would make it unaccessable

Descend 1
Ultra Rare
40g
Lower one (uninhabited?) hex's elevation by one

Descend 2
Rare
55g
Lower one (uninhabited) hex's elevation by two

Drought 1
Uncommon
25g
Convert 1 water hex into a normal hex that ground units can pass through

Drought 2
Rare
40g
Convert 2 water hexes like Drought 1

Chemical Warfare (or "Biohazard")
Rare
30g
Contaminate 3 hexes with deadly chemicals that damage infantry for 8 per turn for 4 turns and ground units for 20 damage per turn, for 4 turns. Any heal cards used on a unit cleanses chemicals

Timber!
Rare
60g
Convert one tree hex into an inhabitable ground hex

As y'all can see, i would like to see a section of cards for "Environment" that effect the board itself :)

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 Post subject: Re: Bubbles' Terrain Cards
PostPosted: Wed Jan 12, 2011 12:28 am 
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Joined: Thu Dec 09, 2010 6:37 pm
Posts: 56
=__= the game Fracture comes to mind. While i like the concept, im not sure how practical it woud be for this game. Being able to alter the map so cheaply would seem to completely alter the dynamic of this game.. (working with a symmetrical map) Also, what happens when you elevate a tile w/ a non elevatable unit. Can you elevate a tank?

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 Post subject: Re: Bubbles' Terrain Cards
PostPosted: Wed Jan 12, 2011 8:26 am 
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Joined: Mon Mar 29, 2010 7:32 pm
Posts: 2829
Location: Louisiana, U.S.
edited OP to add "uninhabited hex"
or should it be allowed for hexes with your units, just not enemy?

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