by knightkrawler » Tuesday July 7th, 2015 3:07am
Good you threadomance this. Might as well post my "Morcar cards" here, for anyone to draw ideas from them.
They are very beta, so take them with a grain of salt. Morcar may draw one if there is no monster on the board at the beginning of his turn.
He may then keep the card for later use or discard it immediately if he wants to play it. I haven't decided if discarded cards go back into the deck, which is to be mixed each time, or not.
Nothing
This card has no effect whatsoever. Just discard it. Or keep it to make a bluff.
Nothing
This card has no effect whatsoever. Just discard it. Or keep it to make a bluff.
Bloodlust Blades
All villains that may attack during this turn, may once roll 1 additional CD for their attack roll.
Dispell
The target hero shuffles their deck of undiscarded skill or spell cards and holds it spread out and with the card back towards you. You then draw a card and discard it.
No Escape
Discard this card to close an open door immediately. It cannot be opened until the beginning of your next turn. The contents of the room remain as they were before when the door is re-opened.
Undead Adventurer
Set up a Revenant on a square in an explored area. It may move and attack immdediately. It has a regular Revenant's stats, but it negates skulls by rolling hero shields with its Defend roll.
Raging Charge
Double the movement points for any one villain's next turn.
Raging Charge
Double the movement points for any one villain's next turn.
Ambush
Set up a villain of the type listed in the quest notes as Wandering Villain on a square in an explored area. It may move and attack immdediately.
Ambush
Set up a villain of the type listed in the quest notes as Wandering Villain on a square in an explored area. It may move and attack immdediately.
Vile Ambush
Set up two villains of the type listed in the quest notes as Wandering Villain on squares in explored areas. They may move and attack immdediately.
Monster Swap
Exchange the squares occupied by any two villains in explored areas.
Earthquake
Set up two pit trap squares anywhere in an explored area, but not in occupied squares.
Marauders
Set up three Goblins in an explored area, but outside the line of sight of any hero.
Marauders
Set up three Goblins in an explored area, but outside the line of sight of any hero.
Darkness
No hero may cast a spell or use a skill until the beginning of your next turn.
Darkness
No hero may cast a spell or use a skill until the beginning of your next turn.
Darkness
No hero may cast a spell or use a skill until the beginning of your next turn.
Rustbug
A Rustbug slithers out of the wallwork and touches a hero's equipment. The target hero must immediately discard one equipment card depicting a metal weapon, armor, or shield.
Crack
A hero of your choice cannot move until another hero ends their move in an adjacent square.
Alarm
Set up the contents of any one room that has not been explored by the heroes. You may immediately move and attack with all villains in that room.
Alarm
Set up the contents of any one room that has not been explored by the heroes. You may immediately move and attack with all villains in that room.
Alarm
Set up the contents of any one room that has not been explored by the heroes. You may immediately move and attack with all villains in that room.
Treasure Loss
The target hero must discard any one treasure card or 100 gold immediately.