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Boots

Discuss card making and cards you have made.

Re: Boots

Postby mitchiemasha » October 12th, 2015, 5:51 am

And no ones said it... MAM. Man it's all I ever go on about on here. Move the movement of 1 dice, attack, move the movement of the other. Or, if you want to limit it, the effect is only usable on rolling doubles. These would be some sort of 'agility' boots, can't remember if we ever named them in other threads.

Swift shoes would be a good name for a speedy set.
Some kind of jumping pits boots.
Sneak shoes... win a Test of mind, Monster can't attack that character that go.

I have 2 options for a test of mind. More playtesting is needed to see which is the best. Pick one and use it for all Test of Mind situations.

1 Subtract the mind value of the Monster from the Hero and the Hero must roll equal to or lower than that value.
2 Both players must role equal to or lower than their Mind points.

To explain the second more, to pull off sneak the Hero needs to successfully pass an MP test and the monster needs to fail an MP test. If the monster passes and you pass it's still a fail. Making sneak hard for the bulky Barbarian but easy for the Elf, with the Undead easy to pass and the Wizard would be presumed to be using some kind of magic. Also brings in a new class, the thief, high MP (4 or 5) but no magic, comes with sneak shoes as standard.

I think I prefer the second. A lIl harder to explain but works so simply in game.


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Re: Boots

Postby The Road Warrior » October 12th, 2015, 6:13 am

knightkrawler wrote:
The Road Warrior wrote:I was considering 'Boots of Estalian Leather'

cookie for the first person to get the reference...


Is Spanish leather a thing. I thought Italian was. And the Old World's version of Italy is Tilea, while Estalia is close to Spain, in GW's weird way of using clichés.


Close, but no cookie. 'Boots of Spanish Leather' is definitely a 'thing'.

mitchiemasha wrote:And no ones said it... MAM. Man it's all I ever go on about on here...


Interesting ideas. I always thought to add MAM as a class ability. It may actually replace the Elf's spell set in my game, with the Wizard taking all 4 spell sets.
The sneak shoes sound fun, I'm not sure which of your 2 options for a test of mind.
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Re: Boots

Postby Goblin-King » October 12th, 2015, 7:21 am

For for all of us Euro players...

Boots of the Tracker
These boots allow you to move into empty square, even though you already moved through that square during this turn.


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Re: Boots

Postby Anderas » October 12th, 2015, 3:10 pm

Goblin-King wrote:For for all of us Euro players...

Boots of the Tracker
These boots allow you to move into empty square, even though you already moved through that square during this turn.

hahaha, i've never understood this rule :)
Thanks for the Name ideas
Sandals, Leather boots, greaves, plated boots, War Boots, Orthopedic shoes.

I like the last name best! |_P


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Re: Boots

Postby knightkrawler » October 12th, 2015, 4:20 pm

The Road Warrior wrote:Close, but no cookie. 'Boots of Spanish Leather' is definitely a 'thing'.


But Spanish Leather is a perfume. For leather, yes, but it is not leather in itself.
And in my post was included that I did know what you were referencing, I was just wrongfully second-guessing the applicability.
Ah well, that's OK, I'll take :cheese: and a |_P ;)

Anderas wrote:hahaha, i've never understood this rule :)


It's not that they didn't know from playtesting how players would block doors once they've opened it. I think this rule was written to speed up the game essentially, by luring heroes into direct attacks and keeping them from fleeing back outside the rrom, setting up the Phallic Phalanx.
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Re: Boots

Postby Goblin-King » October 12th, 2015, 4:50 pm

I think it's a good rule actually.
Thematically it might not make that much sense, but as a gameplay mechanic it works great.
It kinda forces players to be more confrontational.


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Re: Boots

Postby knightkrawler » October 12th, 2015, 4:57 pm

Goblin-King wrote:I think it's a good rule actually.
Thematically it might not make that much sense, but as a gameplay mechanic it works great.
It kinda forces players to be more confrontational.


Exactly.
I replaced it with this optional rule, as a compromise:
Villain Surprise
Immediately after a hero has opened a door and ended their turn, one of the villains just set up may move and attack. It has regular turns from your next turn on.
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Re: Boots

Postby Anderas » October 13th, 2015, 12:48 am

Sounds like the EWP Deck card "Interrupt"

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:)


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Re: Boots

Postby mitchiemasha » October 13th, 2015, 7:38 am

The Road Warrior wrote:Interesting ideas. I always thought to add MAM as a class ability. It may actually replace the Elf's spell set in my game, with the Wizard taking all 4 spell sets.
The sneak shoes sound fun, I'm not sure which of your 2 options for a test of mind.


Even better give him the bow and use the AHQ mini. Elf Archer Hero, no spell set, MAM.


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Re: Boots

Postby knightkrawler » October 13th, 2015, 5:08 pm

I used this rule for an assassin. It's slightly overpowered, especially against Undead.
If availability is limited, like 1 card = 1 instant of MAM and it's used like a spell, then you're good to go.
I just wrote it as my first training card, where the 1 instant costs 150 gold and the card is retained permanently (1 use per quest, 6 cards available for 4 heroes). That's my first draft, don't know yet if it makes sense.
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