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 Post subject: New Card Ideas: Flags
PostPosted: Wed Jan 05, 2011 3:05 pm 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
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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 Post subject: Re: New Card Ideas: Flags
PostPosted: Thu Jan 06, 2011 11:44 am 
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Joined: Mon Mar 29, 2010 7:32 pm
Posts: 2829
Location: Louisiana, U.S.
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

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 Post subject: Re: New Card Ideas: Flags
PostPosted: Thu Jan 06, 2011 1:00 pm 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
Well the intent is for friendly units to win coin tosses against enemy units. Probably needs rewording though.


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 Post subject: Re: New Card Ideas: Flags
PostPosted: Wed Jan 12, 2011 12:24 am 
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Joined: Thu Dec 09, 2010 6:37 pm
Posts: 56
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

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