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Human Building Parts http://thefarwilds.com/forum/viewtopic.php?f=3&t=821 |
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Author: | mindstheatre [ Wed Apr 08, 2009 1:42 pm ] |
Post subject: | Human Building Parts |
New Card Concept: Building Parts Assume that Human buildings have no special abilities, or very limited abilities. They are naturally cheaper than the other races’ buildings, but lack power. The cards below are a new type of cards – “Building Parts” – that would function as an Enchant Building for the most part. However, Building Part cards have the following two qualifications. 1) They aren’t subject to disenchants. This is true even though the language refers to “enchanted building” 2) “Every time damage is done to enchanted building, a Building Part on that building is removed at random.” Sanctuary Cost: HX2 Building Part Creatures adjacent to enchanted building are healed at the beginning of every turn Barracks Cost: H4 Building Part Barracks can only target a Base Building. Creatures cast adjacent to enchanted building cost 1 less flux. Blacksmith – Armory Cost: H3 Building Part Blacksmith can only target a Base Building. Creatures cast adjacent to enchanted building come into play with Armor[1] (this effect cannot stack) (Dim): Replace Blacksmith – Armory with Blacksmith – Weaponry Blacksmith – Weaponry Cost: H3 Building Part Blacksmith can only target a Base Building. Creatures cast adjacent to enchanted building come into play with a +1 Attack Token (this effect cannot stack) (Dim): Replace Blacksmith – Armory with Blacksmith – Armory Fletcher Cost: H1 Building Part Upkeep: 1 flux Fletcher can only target a Base Building Creatures cast adjacent to enchanted building with range greater than 0 gain a +1 Range Token Merchant Cost: H4 Building Part Gain an additional flux at the beginning of every turn (Dim): Transfer Merchant to another building you control Town Guard Cost: H2 Building Part Enchanted Building gains +2 attack and can battle back Arrow Slits Cost: H2 Building Part Enchanted Building gains +1 attack and +1 range |
Author: | MistStlkr [ Wed Apr 08, 2009 5:05 pm ] |
Post subject: | Re: Human Building Parts |
Really, really like the idea. Jed, will you give this person a job already?? |
Author: | mindstheatre [ Wed Apr 08, 2009 5:06 pm ] |
Post subject: | Re: Human Building Parts |
Hah, too kind Mist. I do what I can. |
Author: | Sunyaku [ Tue Apr 14, 2009 1:23 am ] |
Post subject: | Re: Human Building Parts |
I'd like to build on this a little more... what if there were a class Human creatures... let's call them "templar"... and whenever one of them came into play, you got to add an ability token to target creature (maybe only human?).... and then you could have templar for each stat (attack, max HP, vision, speed, range) ... and depending on the ability, the overall cost and of these templar would be cheap... i.e. they wouldn't be that great on their own, but could be used in conjunction with other cards to be awesome. |
Author: | mindstheatre [ Tue Apr 14, 2009 3:38 am ] |
Post subject: | Re: Human Building Parts |
Sounds hot, Suny, but I'm confused about the application. Maybe make an example card so we can see how it works in practice? |
Author: | Sunyaku [ Tue Apr 14, 2009 4:29 am ] |
Post subject: | Re: Human Building Parts |
Clairvoyant Templar Creature: Human Templar Cost: 2H Rarity: Common Attack 1, HP 1, Speed 3, Sight 3, Range 0 When Templar comes into play, add a permanent +1 vision token to target (human?) creature. Look beyond what you see, and see what is not there. Enduring Templar Creature: Human Templar Cost 2H Rarity: Common Attack 1, HP 1, Speed 3, Sight 3, Range 0 When Templar comes into play, add a permanent +1 max HP token to target (human?) creature. A little bit of exercise never hurt anyone. Nimble Templar Creature: Human Templar Cost 3H Rarity: Uncommon Attack 1, HP 2, Speed 4, Sight 3, Range 0 When Templar comes into play, add a permanent +1 speed token to target (human?) creature. Jack be nimble-- and you will be too. Mighty Templar Creature: Human Templar Cost 3HH Rarity: Uncommon Attack 2, HP 3, Speed 3, Sight 3, Range 0 When Templar comes into play, add a permanent +1 attack token to target (human?) creature. Flying Dagger Templar Creature: Human Templar Cost 2H Rarity: Common Attack 1, HP 1, Speed 3, Sight 4, Range 2 When Templar comes into play, add a permanent +1 range token to target (human?) creature. Templar of the Ancestral Vortex Creature: Human Spirit Templar Cost 4HHX Rarity: Rare Attack 1, HP 1, Speed 1, Sight 1, Range 1 When Templar comes into play remove all Templar you control from the game. Templar of the Ancestral Vortex gains ability tokens equal to all creatures removed in this way, as well as any ability tokens on those creatures. Does not undim as normal. 0: Remove an ability token to undim. Cannot be the target of spells or enchantments. |
Author: | mindstheatre [ Tue Apr 14, 2009 12:46 pm ] |
Post subject: | Re: Human Building Parts |
Some things which follow... Cathedral Cost: HH5 Building Part Templar that come into play under your control have twice as many tokens to distribute as they would normally Recruitment Cost: H2 Spell Dim target templar you control. Cast a templar from your hand with flux cost less than or equal to dimmed templar at no cost to you. Tax Day Cost: HHX Spell Remove all tokens on X creatures you control. Gain flux equal to the number of tokens you remove in this way. |
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