Yet eight more refreshed cards! The train keeps on rollin'...
Click to see bigger if you wanna. |
Twister
loses the funny way I put the text in the previous version (looking
like a twister itself), but it gains clarity in the picture, and now
you can see a lot better that there's two little people huddled by
the twister! Also, I reduced the Endurance stat on it by one. I
think of the rules text as a good thing for Red and a bad thing for
his opponent, although there are particular circumstances where it
would be beneficial for the Opponent to discard a card. In any case,
the total of an average card with no flavor text is eight (Servants,
for instance), so I usually lower the stats on a Crusader with a good
bonus. This probably won't hold true forever, especially with some
rules being subjective in how good they are, and not all the stats
are quite created equal in the first place (you'd want to avoid
Killing when you can, and be very careful when Tormenting).
Originally
special rules text that made you pay attention in odd instances had
the text color altered, so since Starving requires players to play
attention when Enlisting, the text color was green. The text color
might not be noticeable to color-blind players, it looked ugly, and
green is a faction color, so there was plenty to be confused about.
I didn't want to have a keyword like Magic: The Gathering does for
common rules, so I've instead opted for a new icon. The icon on
Starving in the rules text shows a card being drawn off a deck, which
is precisely what Enlistment is, so it works. Hopefully the icon is
large enough to catch a player's attention, but playtesting will see
to that.
With
the Fishes and Path of the Righteous get simple refreshes. Nothing
to report except that I'm happy Location card art gets so much more
room to shine.
Similarly,
Prophet of Prophets gets a new icon for when to pay attention to it.
Originally red text meant to pay attention during a Crusade, so now
I've made that a winged sword. Crusades, like Rogations, are kind of
difficult to come up with an icon for, so hopefully that makes sense.
I also upped the Endurance stat of Prophet of Prophets by one. I
think it's important to give the card a hair of longevity if you're
going to try to play it, so giving it a chance to survive a round is
important, at least long enough for a Frenzy to get stuck on it.
Earthlings
was quite difficult to get the text just right (and I don't think it
is; it's pretty clumsy, much like this sentence). I opted to remove
the Solidity icon from the special rules and just put the word
'Solidity' instead. This card is also particularly tough to balance.
A card that becomes more powerful in another player's Field is a
tricky card to even desire to play, but I kind of think I want that
to be a theme of Yellow, in fact that already is the theme of Yellow
on other cards. Crusaders actively flee Yellow, and
thematically, and in a story sense, that's pretty neat. But we'll
see how playability factors into things.
Dichotomous
and Cavernous get simple refreshes. I feel like Dichotomous is
particularly powerful, and Cavernous is particularly weak, but I
guess it all depends on the Frenzy that gets used with it. I can't
wait to playtest this stuff.
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