Combat Cards


Long Odds by docboffin
8 +00002008-02-28T22:30:01+00:00292008bUTCThu, 28 Feb 2008 22:30:01 +0000 2006, 10:30 pm
Filed under: Balancing, Doc Boffin, Game Design, New Cards

A big fantasy gamble. Up to 40 damage for a 2 turn combo. Up to 28 health loss if you lose. Lose the card whatever happens. A definite game changer.

longodds.jpg

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Tails I Win by docboffin
8 +00002008-02-27T23:26:42+00:00292008bUTCWed, 27 Feb 2008 23:26:42 +0000 2006, 11:26 pm
Filed under: Balancing, Doc Boffin, Game Design, New Cards

Another fantasy gamble. You pay a hefty price: 20 health and the current card, but if you’re lucky you cause your opponent to discard their current card and 2 others. Play it at the correct point in your opponent’s one big combo to mess up their hand and swing the game in your favour despite the sacrifice.

tailsiwin.jpg



Great Dread by docboffin
8 +00002008-02-27T22:55:38+00:00292008bUTCWed, 27 Feb 2008 22:55:38 +0000 2006, 10:55 pm
Filed under: Uncategorized

Possibly the biggest gamble yet: a huge 28 health sacrifice, but one that can be blocked by your opponent. Guess right and your opponent blocks your sacrifice and you gain 22 health while they lose 22 health. Guess wrong and you lose 28 health. Either way you lose the current card.

greatdread.jpg



Heads You Lose by docboffin
8 +00002008-02-27T22:03:48+00:00292008bUTCWed, 27 Feb 2008 22:03:48 +0000 2006, 10:03 pm
Filed under: Balancing, Doc Boffin, Game Design, New Cards

A fantasy big gamble card and the stakes are even higher: you always lose 20 health and the current card when you play it, but the payoff if it goes right is huge: 36 damage to your opponent for a 2 card combo. It’s risky though, although you can do 36 damage, because the damage is spread over 2 effects, your opponent only needs an 18 block to reduce the damage to 0.

headsyoulose.jpg



Moon Shot by docboffin
8 +00002008-02-27T21:58:05+00:00292008bUTCWed, 27 Feb 2008 21:58:05 +0000 2006, 9:58 pm
Filed under: Doc Boffin, Game Design, New Cards

Another horror big gamble card: this time your opponent loses 3 cards if you win, otherwise you lose 20 health and Moon Shot itself.

moonshot.jpg



Tainted Love by docboffin
8 +00002008-02-22T01:44:03+00:00292008bUTCFri, 22 Feb 2008 01:44:03 +0000 2006, 1:44 am
Filed under: Balancing, Doc Boffin, Game Design

What happens when Cupid becomes horrific? What happens when love goes bad? Tainted Love: your opponent loses health but you lose more. When love goes wrong, everybody loses.

taintedlove.jpg

Tactically this card is a no brainer: if you have more health than your opponent, you can play this card repeatedly to end the game quickly and there is very little your opponent can do about it as the damage is unblockable. Strategically Tainted Love is more complicated: can you afford room in your deck for a card that combines with no others and is only useful when you’re already winning?



The Big Gamble by docboffin
8 +00002008-02-17T23:30:41+00:00292008bUTCSun, 17 Feb 2008 23:30:41 +0000 2006, 11:30 pm
Filed under: Balancing, Doc Boffin, Game Design

Here’s the first in a series of big gamble cards: Arachnophobia. If you’re lucky you get to do 30 damage from a 2 card combo. If you’re unlucky you do no damage and lose 20 health. In either case the card is discarded.

arachnophobia.jpg

The discard symbol with an exclamation is a new “Discard Now” effect: if the exclamation is black, the card you are playing now is discarded, if the exclamation is white the card your opponent is playing is discarded.

The idea behind the big gamble cards is that if you’re in a situation where you know a long slow grinding loss is ahead of you, you may as well gamble and either end the game quickly or turn it around and give yourself a chance to win. There are more big gamble cards in the pipeline and I hope that when they’re widely used, games of Combat Cards will be even more exciting and unpredictable!