PVP - this really ain't your brothers pokemon cards (thread 2.0)

Started by briggs, May 15, 2010, 05:29:06 PM

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briggs

It's Token Time with the Warlock class!

Ritual Tree:
(4) Ritual of Protection: Combat: Flip this > Place 2 Shield Mark on target. Add an additional Shield Mark for each Spell Buff on you.
(4) Ritual of Royal Blood: At the start of the game, Place 2 Health Marks on all allies. Add an additional Health Mark for each Spell Buff on you.
(4) Ritual of Desperation: Combat: Flip this > Place up to 4 Leadership Tokens on an ally, remove those tokens at the end of this combat. Add an additional Leadership Token for each Spell Buff on you.

Curse Tree:
(4) Curse of Suffering: At the start of the game, place a Fire Token on an enemy. At the start of your Power Up phase, deal 2 dmg to each enemy for each Fire Token on them.
(4) Curse of Weakness: Combat: Flip this > Target takes an additional point of dmg for every 2 dmg taken during this combat. Deal additional dmg at the end of the combat to that target for each Spell Buff on you.
(4) Curse of Mitigation: Combat: Flip this > Target cannot take more than 8 dmg during this combat, its allies take the remaining dmg (decided by the enemy).
(6) Damnation: Raid Combat: Flip this > Exert an enemy rune. The Boss may take 3 dmg to prevent this.

Obviously, lots of tokens here :D
The Ritual Tree uses runes that buff your team, while the Curse tree is for debuffs on your opponent.

Damnation is the free rune with a Raid only text showed so far, means you can only use it in a raid!

And to address concerns of "token" confusion, we decided to do a quick and easy fix.
All "tokens" that you would place on you or your allies are going to be called Marks, and "tokens" that are placed on enemies for your benefit are called Tokens.

They are both still little cardboard tokens that you use, but calling them different on the cards will help to avoid confusion.

I'll get into "buffs" in my next post

Dragoon

Aaarch... :o There are getting too much tokens, too much of them... 3 or 4 can I still know, but getting 7 or more...

Also, it doesn't feel much as a warlock to me...

briggs

After MUCH discussion and testing, we've managed to redo the trees to reduce the amount of tokens used.
There are now 3 types of tokens: Leadership, Spell, Strength. And 5 Marks: Holy, Frost, Fire, Nature, Shadow.

Marks are used for rune benefits only. Tokens are used to buff you or your allies.

And then of course, there are mana tokens. Which now play a much larger part in the game.

And with this, we shall begin spoilering the new classes :D

Paladin:
Holy Tree
[2] Holy Revitalization
(X) Flip this > Heal X dmg on target ally, or X dmg on two target allies if during combat. X is the amount of mana spent this way.

[4] Infusion
Power Up: Flip this > Roll a D6, gain X mana. X is the result of the die.

[12] Light of the Dawn
(5) Heal 7 dmg on target ally.

Defender Tree
[1] Rallying Call
(1) Place 2 Leadership tokens on you until the end of the next combat.

[5] Righteous Strike
Combat: (3) Flip this > Deal 4 holy dmg to the enemy tank and place 3 Leadership tokens on you until the end of the combat.

[12] Holy Crusade
Flip this > Pay X mana, you are health +1 for each mana spent this way until the end of the turn.

Mana regeneration will be modified on the printed character cards.
For instance, the Defender Paladin will regenerate 5 mana every turn for you to play with. While the Holy Paladin will regenerate 3 mana every turn.

Dragoon

Hurray! Less tokens! I liked the old mana regeneration of runes better than having it printed on character cards. Well, characters should have some basic mana regeneration, but modifiying it with runes. Just for more tuning fun :P

briggs

Bard:
[2] Scroll of Regeneration
Place this rune beneath an ally.
At the start of your Power Up phase, heal 2 dmg on bearer.

[2] Scroll of Knowledge
Place this rune beneath an ally.
Bearer gains an additional 2 points of mana each Power Up phase.

[2] Scroll of Limitations
Place this rune beneath an enemy.
Bearer is Focus and Control -3.

[2] Scroll of Weakness
Place this rune beneath an enemy.
Bearer is Strength -4.

[4] Scroll of Degeneration
Place this rune beneath an enemy.
Bearer is Health -4.

[4] Word of Truth
Exert this > Target gains 8 mana or Heal 12 dmg on it.

[4] Meditation
(4) > Heal 2 dmg on each ally for each Mark on them.

[8] Inscription
All allies are Health +4 and gain an additional point of mana each Power Up phase.

And no, these runes are not Unique, so you can use multiple of the scrolls. However, each character can only have 1 of each rune on them.

Dragoon

Scrolls are very interesting.. However, no different trees for the bard?


briggs

Bard promos :D

[2] Scroll of Valiance
Place this rune beneath an ally.
Bearer is Leadership +3.

[4] Prayer of Mending
At the start of your Power Up phase, heal 3 dmg on all allies.

[2] Sanctified Scroll of Knowledge
Place this rune beneath an ally.
Bearer gains an additional 4 points of mana each Power Up phase.


[ 0 ] ?Regriance The Truth Seer (Legendary Weapon)
Place this weapon beneath you.
At the start of each Combat, heal 2 dmg on all allies.

Sanctified Runes are rare modified versions of already printed runes. They will randomly replace a promo rune in raid encounter sets.

Legendary Weapons are extremely rare. They will be inserted into about one in every 30 raid expansion boxes. Each raid will get one Legendary Weapon.
Also, Legendary Weapons cannot be used in actual PVP matches, just raids.

Dragoon

 :o Legendary Weapons... are powerful.... Are the class restricted?

Are there any pics yet?

briggs

Yes they're class restricted.
Not all classes have one yet, only 6 out of 8.

briggs

Cleric:
[4] Healing Enchantment
(2) > Heal 3 dmg on target.

[4] Invigorate
Exert this > Gain 4 mana.

[10] Ritual of Healing
( 8 )  > Heal 6 dmg on each ally.

[6] Disruption
Interrupt: (4) Flip this > Flip a rune that is about to be used.

[4] Hex
Combat: (3) > Reduce the stat bonus and effect bonus of target rune by 2 until the end of the combat.

[4] Delusion
Combat: (3) > Change all Marks on target ally to another kind of Mark.

Promos:
(0) Improved Invigorate
You gain an additional 3 mana when you use Invigorate.

[2] Rejuvenation
Place this rune beneath an ally.
At the end of each Combat, heal 2 dmg on bearer.

[10] Sanctified Ritual of Healing
(6)  > Heal 6 dmg on each ally.


[3] Disenchant
(4) Flip this > Target loses 4 mana until the end of the next Combat.

[4] Shock
Place this rune beneath an enemy.
At the start of bearers Power Down phase, deal 3 Nature dmg to it.

[4] Sanctified Delusion
Combat: (2) > Change all Marks on all allies to another kind of Mark.



Berserker:
[9] Barbarism
Health +2
Combat: Flip this > You are Leadership +4.
Combat: Flip this > You are Strength +2.
Combat: Remove 2 tokens from Barbarism to ready it.

[3] Enrage
Health +3
Combat: Flip this > You are Leadership +1 for each token on Barbarism.

[3] Battle Fury
Combat: Exert this > Roll a D6, place X tokens on Barbarism. X is the result of the die.

[3] Shield Block
Combat: Exert this > You are health +6.

[3] Heart Strike
Strength +1
Combat: Flip this > You are Strength +1 for each token on Barbarism.

[3] Battle Cry
Combat: Exert this > All dmg dealt by you is doubled during this combat.

We've not yet finalized the Berserker Promo cards.

Dragoon

Damn, no differnent trees for berserker & cleric...

Also, why an different card called "improved Invigorate" instead of a "sanctified Invigorate" version?

Berserker promo card

[9] Berserk
Flip this, remove it from the game > You can't die this turn.

briggs

There are 2 trees in both of them actually. I just forgot to separate them!

Clerics have a healing tree, and a buff/debuff tree.
Berserk has a tank tree and a melee tree.

Improved Invigorate is a separate rune to improve the normal invigorate.

And that's an interesting rune idea...

briggs

Up today is one of the bosses from the first Raid Encounter!

Odier The Soul Capturer:
Strength: 9
Health: 260
Game Text: At the start of each Combat, take control of the enemy with the most Leadership and place a Shadow Mark on it.

Each time you take control of an enemy character, deal 10 Shadow dmg to each other enemy.

Characters with 2 or more Shadow Marks cannot be taken control of.
All dmg dealt to you by enemies with a Shadow Mark is ignored.

_____________

Marks play a huge part in almost every Raid fight, that's why Clerics are so important to the game. However, they're not always strong enough (healing wise). So you have to put your team together just right.

You cannot change your team or runes until you have killed the final boss or you give up and restart.
Raids Teams will be teams of 5 characters (a tank, a healer and 3 dmg dealers, or however you want to do it. Perhaps a tank, a healer, 2 dmg dealers and a cleric or bard, depends on your raid makeup.)

Cyrus

Quote from: briggs on August 28, 2010, 04:10:18 PM
Characters with 2 or more Shadow Marks cannot be taken control of.

I think this should be written "You cannot take control of Characters with 2 or more Shadow Marks on them."

Besides that, this game is coming together interestingly. I think I'd have to play it/see it played to fully grasp it and make a fair judgment on it.