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 JUSTINHEYES@SBCGLOBAL.NET
There are no statistic limits. Most of the cards have 20 or less health. Other cards have higher, and once you mix it up a battle is won and lost and this style of game is alot of fun. Make sure if you are a beginner to grab some flexible cards from the WHAT YOU NEED list. If you have a billion health and someone doesn't, maybe we can work something out, otherwise we are good to go.
As I mentioned at the very bottom of the last page, an engineer style(need help specifying) character can beat an obstacle type of card that shows no health, if it's owner has little or no mana left in the tank. Example: Character x goes face to face with a XX card that shows nothing except a pic of XX and a damage +2 stat. This players opponent has tapped 7 mana cards in the previous round. That XX card has a 3 health until the next round. Simple? Again, one space per row must be open for traffic. My friend who I started this with asked me why when I can just play defense? Teleporters, droids, and other characters make the early going great. The teleporters can stand on a booby trap to face another enemy after one round in the starting row. They are good cards but most have low health and experience points. However,if you can get lucky on a few rolls in a row, it could change the game. You could always use teleporters to make something like a path to hold on as long as they can, not giving the opponent position, and arriving in time to queen a character.
I know that there are plenty of flying creature cards out there and they could be used, mostly sticking to agreed rules and stuff. If you think they should be used maybe we can.
I usually have fake sandbags and other outside obstacles I place on the board so everyone is blocked in five or six squares fairly. Not in any special type formation, just spread out. If the board is crowded when a teleporter is attacking, the old golf system checks in. Removing a players card, placing something like a penny or nickel, in it's place should work. If not in a "pink" game, cards are returned to owners deck and may be used again. Many of the cards on the support side, have the ability to return weapons or spells to owners hand. If you have a starting health of 5, a support card that increases that health by 4, and your health die or dice shows the total, the card goes back to the owner and nothing else changes.
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