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Rothmorthau
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Post subject: New Card Ideas: Flags Posted: Wed Jan 05, 2011 3:05 pm |
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Joined: Fri Dec 03, 2010 3:56 pm Posts: 368 Location: Kent, Ohio
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Battle Standard of Initiative Type: Special Duration: Permanent Cost: 75g? Text: Place a flag on the battlefield adjacent to a friendly unit. [40hp, counts as building]. All friendly units within three hexes of it automatically win coin tosses.
Battle Standard of Alacrity Type: Special Duration: Permanent Cost:75g? Text: Place a flag on the battlefield adjacent to a friendly unit. [40hp, counts as a building]. Each hex within three hexes of it require .5 less movement for friendly units.
Battle Standard of Entreanching Type: Special Duration: Permanent Cost:75g? Text: Place a flag on the battlefield adjacent to a friendly unit. [40hp, counts as a building]. Each hex within three hexes of it require .5 more movement for enemy units.
Battle Standard of Attrition Type: Special Duration: Permanent Cost:75g? Text: Place a flag on the battlefield adjacent to a friendly unit. [40hp, counts as a building]. All enemies within three hexes of it take 5 damage at the start of each turn.
Battle Standard of Morale Type: Special Duration: Permanent Cost:75g? Text: Place a flag on the battlefield adjacent to a friendly unit. [40hp, counts as a building]. All friendly units within three hexes heal 5 damage at the start of each turn.
Battle Standard of Pestilance Type: Special Duration: Permanent Cost:75g? Text: Place a flag on the battlefield adjacent to a friendly unit. [40hp, counts as a building]. All resources within three hexes do not provide gold.
Battle Standard of Abundance Type: Special Duration: Permanent Cost:75g? Text: Place a flag on the battlefield adjacent to a friendly unit. [40hp, counts as a building]. All resources within three hexes provide 10 more gold each turn.
Battle Standard of Diversion Type: Special Duration: Permanent Cost:75g? Text: Place a flag on the battlefield adjacent to a friendly unit. [80hp, counts as a building]. Enemy units without a priority target will preferentially target this flag.
Just as a side note, 3 hexes may have to change to 2 for some of these. Also I had no idea on what cost should be.
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Bubbles
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Post subject: Re: New Card Ideas: Flags Posted: Thu Jan 06, 2011 11:44 am |
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Joined: Mon Mar 29, 2010 7:32 pm Posts: 2828 Location: Louisiana, U.S.
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read a couple of em, Interesting idea, but idk how itd work.. If 2 fighting units BOTH auto-win coin toss, then the result would be a 2nd coin toss.. lol
_________________ Living goes by fast, catch your breath and it'll pass you by. And it won't last to sulk in the memories you hold.
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Rothmorthau
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Post subject: Re: New Card Ideas: Flags Posted: Thu Jan 06, 2011 1:00 pm |
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Joined: Fri Dec 03, 2010 3:56 pm Posts: 368 Location: Kent, Ohio
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Well the intent is for friendly units to win coin tosses against enemy units. Probably needs rewording though.
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doominator10
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Post subject: Re: New Card Ideas: Flags Posted: Wed Jan 12, 2011 12:24 am |
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Joined: Thu Dec 09, 2010 6:37 pm Posts: 56
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i dunno squat about coin tosses (gambling?)
wut i do know is that i nearly crapped myslef when i saw standard of pestilence and standard of abundance. Those should be in the ultra rares and im raising 130g-180g on each of those flags. (stop an enemy from getting resources without capping = OP It would have been higher if it had not been for the fact that the flags counted as buildings and could be destroyed
_________________ Your DOOM has arrived!... and is handing out cookies....
OF PAIN!
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