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 Post subject: Dwarven War Sled
 Post Posted: Tue Apr 14, 2009 8:34 pm 
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Joined: Sat Apr 11, 2009 3:40 am
Posts: 31
Dwarven War Sled
Creature Dwarft
MX 4

Atk: 1
Hp: 5
Move: 2
Sight: 3
Range: 0

If it starts the round on a mountain gains +2 Atk +3 Move


Kind of a silly card, but I like the flavor.


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 Post subject: Re: Dwarven War Sled
 Post Posted: Tue Apr 14, 2009 9:27 pm 
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Joined: Sat Feb 28, 2009 4:57 pm
Posts: 40
I like it somehow but it can't even start climbing any mountains with movement 2 :P


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 Post subject: Re: Dwarven War Sled
 Post Posted: Tue Apr 14, 2009 11:46 pm 
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Joined: Fri Apr 10, 2009 5:00 pm
Posts: 38
it needs mountainstride


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 Post subject: Re: Dwarven War Sled
 Post Posted: Wed Apr 15, 2009 12:33 am 
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Joined: Wed Mar 04, 2009 7:47 am
Posts: 23
Give it high movement (5 or 6), no attack value, and the ability to teleport friendly creatures to it once per round for a flux cost and you're in business.


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 Post subject: Re: Dwarven War Sled
 Post Posted: Wed Apr 15, 2009 3:52 am 
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Joined: Wed Feb 04, 2009 9:47 pm
Posts: 86
needs mountain stride becouse with movement of 2 it cant get over any mountain


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 Post subject: Re: Dwarven War Sled
 Post Posted: Wed Apr 15, 2009 4:07 am 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
I've been wanting to see a card who's movement rate is related to it's current "altitude"... ie\\ it rolls downhill and the higher it starts from the further it can go. This would be a cool card to do that with...

Plains = 1
Hills = 2
Mountains = 3

so something like:

===


Dwarven War Sled
Creature Dwarft
MX 4

Atk: [terrain value - 1]
Hp: 3
Move: [terrain value + 1]
Sight: [terrain value + 2]
Range: 0


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 Post subject: Re: Dwarven War Sled
 Post Posted: Wed Apr 15, 2009 5:20 am 
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Joined: Sat Apr 11, 2009 3:40 am
Posts: 31
Oh, I like changing the sight based on terrain.


However, what do you mean by terrain value? Wouldn't that mean forests also somehow give it more movement? Or is that just elevation?


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 Post subject: Re: Dwarven War Sled
 Post Posted: Wed Apr 15, 2009 6:15 am 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
I was just referring to elevation, using the plains/hills/mountains "chart" above the card description for values of 1, 2 and 3 respectively. Forests, inf anything, should count as base terrain -1, but I don't think we need to complicate it that badly... just use base elevation and be done with it. Perhaps oceans have elevation of 0, which would mean if they end up in an ocean space they can only move out onto a plains hex, can't see out of the ocean [too busy swimming? :-P] and can't attack at all either.


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