Author Topic: Playing Cards  (Read 996 times)

Offline Professoralstad

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Playing Cards
« on: January 11, 2010, 08:12:09 PM »
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So my fiancee's family plays a lot of card games, as does my mom's side of my family, so needless to say I played a lot of cards over the holiday season (none of them being Redemption, unfortunately). That kind of got me thinking: if playing cards had Redemption special abilities, what would they be? Here's where you can post your ideas. I'm looking for abilities that are more creative than the four of clubs making a hero gain 4/4 or something lame like that. I would definitely be interested in abilities that utilize one of that card's features in a game it is featured in. For example:

Queen of Spades

12/10 Black Evil Character
"When blocking, selected Hero in battle gains 13/13 until end of turn. This ability and the next enhancement played this battle cannot be prevented."

The reason should be obvious to those who play Hearts, as the person who gets the Queen of Spades "gains" 13 points, though they don't want them. Similarly, this ability gives 13/13 to your opponent, who probably won't want them, considering the next enhancement played on either side is CBP, and the Queen basically gives herself initiative. However, such a play can backfire, in Hearts if your opponent shoots the moon, or in Redemption if your opponent is able to interrupt your next enhancement and you now have to overcome an extra 13/13.

So if you have ideas, post them here. If the ability references a game that is not very well known, then maybe you could explain it a bit. Otherwise, have fun!

Here's a few others:

Ace of Clubs

0/1 Black EE
"If a Jack is in battle, this card is worth 0/11. Opponent must discard cards from hand or battle with combined strength (*/) and toughness (/*) equal to 21, or battle immediately ends. Cannot be negated." (Blackjack/21)

Five of Diamonds

3/2 Red WC GE
"Holder gains 2/2 for every King, Queen, or Jack in play." (Cribbage)

Eight of Hearts:

5/3 Multi GE
"When attacking, select an evil brigade in battle. Opponent must reveal cards from deck until a card from that brigade is revealed or there are no cards left in that deck. All revealed Lost Souls are placed in opponent's land of bondage. All other cards return to the bottom of deck in the order holder chooses. (Crazy Eights)





Press 1 for more options.

Lamborghini_diablo

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Re: Playing Cards
« Reply #1 on: January 11, 2010, 08:18:03 PM »
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Two of Clubs, not sure of brigade or ec/hero... - Play the next enhancement.

Obvious for hearts as well, since whoever has that goes first.

Offline TheKarazyvicePresidentRR

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Re: Playing Cards
« Reply #2 on: January 11, 2010, 08:25:22 PM »
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Flush Multi GE/EE (Can be held by a playing Card)
If 5 heroes of the same brigade are in battle all enhancements in battle are negated. CBN
Not quite a ghost...but not quite not.

browarod

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Re: Playing Cards
« Reply #3 on: January 11, 2010, 08:39:39 PM »
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Tableau Pile
Neutral Fortress [Holds up to 13 cards]
You may place Playing Card cards on this fortress if the bottom card is a King and the remaining cards are in order descending and alternating colors.


Not quite sure on how to word it, but yeah :P

Offline Minister Polarius

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Re: Playing Cards
« Reply #4 on: January 11, 2010, 09:24:00 PM »
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Ace of Spades
0/0 Black Evil Character
"Loses 1/1 following battle. Flip a coin. If heads, protect all Lost Souls from Rescue, draw five cards and end the battle. If tails, opponent draws five cards to Discard all Evil Characters in battle."
~I know I'm going to lose/ and gambling is for fools/ but that's the way I like it baby/ I don't want to live forever! - Motorhead
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

 


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