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Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => New Card Ideas => Topic started by: browarod on April 15, 2013, 09:35:24 PM

Title: Time and Chance
Post by: browarod on April 15, 2013, 09:35:24 PM
Time and Chance
Artifact
-May be activated in your territory, X=# of counters here + 1-
"Each upkeep, roll a 6-sided die. 1 or 2: Each player draws X. 3 or 4: Each player discards X from hand. 5 or 6: Place a counter here. When this has 4 counters, discard it."
~Ecclesiastes 9:11

Game rule addition: All special abilities that call for a die to be rolled must use a standard, numbered die with the correct number of sides as called for by the special ability.
Title: Re: Time and Chance
Post by: browarod on April 16, 2013, 08:22:37 AM
Not really sure what to think of this ability. Potential for crazy draws if you roll luckily, and I'm not really sure how well dice rolling or coin flipping would fit into the Redemption style.
Title: Re: Time and Chance
Post by: Professoralstad on April 16, 2013, 12:54:57 PM
Time and Chance
Artifact
-X=# of counters here + 1-
"Each upkeep, roll a standard, six-sided die. 1 or 2: Each player draws X. 3 or 4: Each player discards X from hand. 5 or 6: Place a counter here. When this has 4 counters, discard it."
~Ecclesiastes 9:11

Fixed that for you, since you didn't specify what to do if I roll a 20...;)

It'd be interesting, but I don't know if it would be worth it for most players.
Title: Re: Time and Chance
Post by: TheJaylor on April 16, 2013, 01:08:58 PM
Wouldn't you be able to deactivate it cor a turn once it has 3 counters and the counters would be removed? Might have to reword it so they stick.
Title: Re: Time and Chance
Post by: Master KChief on April 16, 2013, 01:21:25 PM
'Standard' is redundant if you already have 'six-sided'.
Title: Re: Time and Chance
Post by: Captain Kirk on April 16, 2013, 01:41:19 PM
I think if it had an identifier that it could be activated in territory then it would be used in more decks.

Kirk
Title: Re: Time and Chance
Post by: Professoralstad on April 16, 2013, 01:53:38 PM
'Standard' is redundant if you already have 'six-sided'.

Cities and Knights has a six-sided die with castles and barbarians, Redemption: City of Bondage has six-sided dice with Dragons, Lambs, and Crosses, and I'm sure there are dozens of other games that have non-standard six-sided dice.

There are enough rules lawyers that play this game to ensure that something could be abused if it's not spelled out.
Title: Re: Time and Chance
Post by: browarod on April 16, 2013, 02:06:00 PM
Updated the ability to specify 6-sided, also added a game rule addition (if die roll cards were added to the game) that would squash the creative people Prof Alstad was referring to. :P

Also added an identifier to allow it to exist in territory.

Wouldn't you be able to deactivate it cor a turn once it has 3 counters and the counters would be removed? Might have to reword it so they stick.
Artifacts don't reset when turned face-down (as evidenced by ones with limited uses, i.e.: CA, HG, etc.) so it would retain the counters if deactivated.
Title: Re: Time and Chance
Post by: Josh on April 19, 2013, 08:40:17 AM
You could even make this a dominant that places itself in territory.  Maybe a dual dominant?  Or a two-sided dominant that you choose whether it is good or evil when you play it?
Title: Re: Time and Chance
Post by: browarod on April 19, 2013, 12:46:10 PM
You could even make this a dominant that places itself in territory.  Maybe a dual dominant?  Or a two-sided dominant that you choose whether it is good or evil when you play it?
I had thought about making it a dominant, maybe I shall change it.
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