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Reply: Sentinels of the Multiverse:: Variants:: Re: Custom Villain Six Shooter - Overtime Comics Expansion

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by FlatOnHisFace

It's late; I'm tired. Here's what I have. I want to play this a game convention this weekend, so I'm posting now.

I added an easy way to both keep track of the last gun type used and a real purpose to call it "Water" instead of just "ignore the effect" and that track interacts with the rule on the character card to make it way easier to fit on the card without using ambivalent terms.

I think I exhausted every image and quote of Six-Shooter by now. I know that some of the illustrations aren't perfect for the effect, but he only appears in one chapter and most of the time, he's out-of-frame or seen from behind. I did the best I could with what I had.

To Skippy's point awhile back, mixing how he picks targets and what he does to them is actually really easy and, since Trick Shot already does that, it makes a lot of sense to do it across the board. Otherwise, I see no easy way to word Trick Shot without stepping outside of game terms. So, now whatever target is shot can lose 3 Equipment cards--not just always the hero target with the highest HP.

It would be really easy to modify some of the target selections to include "the 2 hero targets..." or "the hero with the most cards in play" or "most Equipment cards in play" and so on. But I'd rather get this draft approved first and play him some before trying to gauge what functional changes the deck can withstand without becoming too crazy or difficult.

Other than mixing up the target selection, this is everything Godhead posted. Please print and run it through the paces (preferably 12 paces), and post feedback, corrections, and suggestions.

I, for one, can't wait to play. But first, sleep.

Here he is:


Enjoy!

Reply: Sentinels of the Multiverse:: General:: Re: Would anyone be interested....

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by DeePee

£1 would be a good price if you sell them to me. It would obviously include postage to Finland.

:whistle:

Reply: Sentinels of the Multiverse:: General:: Re: Would anyone be interested....

Reply: Sentinels of the Multiverse:: General:: Re: Would anyone be interested....

Reply: Sentinels of the Multiverse:: Variants:: Re: Tosx's SotM "The Cauldron" Expansion Tracking

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by Estelindis

I regret to report that there were a couple of mistakes in my order after all. Those mistakes came from the projects I modified, but I still apologise to everyone who used my links, and I still thank very much the people who put together the projects that I modified.

Firstly, the dividers order includes a needless second copy of the Matriarch Vengeance-style conversion. I saw that there was a second one in the previews, but I didn't read the text; I just assumed it was a promo version. Actually, they're both the same.

The second mistake is a mirror of the first: I didn't include the Vengeance-style conversion of the promo version of Tiamat that has six heads. Indeed, I didn't even realise there was a conversion of that promo until now. I just spent half an hour trying to figure out what the deal was with the head cards that are regular deck cards (i.e. the backs of these cards are the standard back image for Tiamat). Now I understand they're for the conversion. Here are links to the two images that should have been put in: http://cf.geekdo-images.com/images/pic1991267.jpghttp://cf.geekdo-images.com/images/pic1991274.jpg

Thirdly, a few promo cards are printed a little off-centre (from what I can see, these are all promos from the very end of Cauldron Part 4, Experimental). Giving everything a look-over to make sure that nothing was left out, this wasn't apparent, but looking back at those specific cards in the project, I can now see that the problem was with the images submitted, not the printing.

Anyway, nearly everything was perfect; I am just posting this so that future people who want to use my links can change those few things and get everything right. :)

Reply: Sentinels of the Multiverse:: Variants:: Re: Custom Hero Creation- My entire comic book line, help brainstorm!

Reply: Sentinels of the Multiverse:: General:: Re: Villains of the Multiverse is ready for your preorder!

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by Slathe

Just bumping this to see if >G is able to provide a response now that it appears (from today's update) that Christopher is back.

To reiterate my inquiries, I'm curious to know the exact layout of the oversized villain pack (how many cards total, how many completely new, how many errataed, how many just new art) and whether an upgrade pack at a lower cost is feasible given that there are a number of us who have all the oversized cards to date from being a previous supporter.

I know others have some questions or concerns as well that I hope will also be addressed but I'll let the thread speak for itself on those issues.

Reply: Sentinels of the Multiverse:: Variants:: Re: Tosx's SotM "The Cauldron" Expansion Tracking

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by Kaelistus

Hi Siobhan. Which Promos? And do you know if there are good versions of those?

Reply: Sentinels of the Multiverse:: Variants:: Re: Custom Villain Six Shooter - Overtime Comics Expansion

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by Godhead

Excellent work.

Top notch. Moving the (G) type to a keyword is inspired.

I have to say I still don't understand Skippy's position, that you've repeated and acted on, that moving the target to the rules portion of the card rather than the (G) portion makes it more random.

I can see why you did it, as far as spacing and simplicity is concerned, but I think it's actually made it more predictable.

Under my version, if he drew a Big Shot, that Big Shot could hit any target, depending on what the card revealed stated. So you could get a Fire card that hit highest. Or an acid card that hit second highest, or a fire card that hit lowest. Because of the way the (G) cards were weighted, highest had a 2/5 chance, while second highest, second lowest and lowest each had a 1/5 chance.

The way it is under this proposal, 1/2 of the Big Shot cards will hit the lowest, 1/4 hits second lowest and 1/4 hits highest. It's now impossible to hit second highest, and overall, the statistics are weighted too heavily against lowest.

Now, that might be a typo, because it's easy enough to balance them each to 1/4, which it looks like you did on the others. But...

There's an even bigger problem with the ongoings. You've fixed it on Random Reaction and Counterfire, by having them target the Highest HP every time, but that's not very random. Gunslinger remains broken, because although you say to "resolve the (G) of that card, where that card's text defines (+)", but a few of his ongoings (Duel, I Invented These! and Seek Cover) don't define (+). This similarly breaks his end of turn ability on his front side. If you revealed Duel, I Invented These! or Seek Cover with his end of turn ability or with Gunslinger, he wouldn't know how to resolve it.

I don't like this because Random Reaction and Counterfire are much less random than before, and Gunslinger and his end of turn ability are broken entirely (though they could probably be salvaged with a similar set target).

I really do think that in order to maximize randomness, his target needs to be in the (G) text, since every card has a (G), but not every card defines a target (unless we go out of our way).

As such, I suggest moving back to something more similar to the initial proposal, but using the (+) terminology, which I really like.

Single Shot
One-Shot, Ice
Reveal the top card of the villain deck. Resolve the revealed card’s (G) and then discard it.

(G) Six Shooter deals (H) minus 1 cold damage to (+) The hero of that deck cannot use powers during their next turn.
(+) = the hero target with the lowest HP.

etc.

Trick Shot could be worded as follows:
- Reveal the top card of the villain deck. Resolve the revealed card’s (G), replacing its (+) with 'all hero targets,' then discard it.

Reply: Sentinels of the Multiverse:: Variants:: Re: Custom Villain Six Shooter - Overtime Comics Expansion

Reply: Sentinels of the Multiverse:: Variants:: Re: Custom Villain Six Shooter - Overtime Comics Expansion

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by Phantaskippy

Great job with the cards.

One problematic thing I see is how the effects are paired up.

Putting the type, damage and effect on the same card, with the other providing the targets and extra effects makes it not only a bit confusing, but capable of some pretty huge results.

For example:

Trick Shot + Fire when (H)=5 leads to 7 damage to all hero targets and +1 to the next damage dealt to all of them.

Rapid Shot + Toxic + Fire would deal 14 damage to one target and destroy equipment cards.

Take Big Shot and Fire, when you double numerics, how does that work with (H)?
It may not be confusing to me, but it is needlessly complicated.

Putting the damage amount on the card that designates the # of targets is a much better way to deal with this, since you don't need to adjust the results with effects like Big Shot has. Big shot can give the amount of damage and the target, the (G) text can give the type of damage and the effect it deals.

That makes it easier to follow directions, far less fiddly, and more accessible to casual gamers, of whom SotM has a lot.

Flip Mechanic:

Flipping when the deck is shuffled is fine, but that mechanic isn't a good "Desperation mode engage" type of mechanic. If Six-Shooter is mopping the floor with the heroes why does he suddenly become desperate?

Those types of flips usually involve HP, or a loss of minions as the flip determiner.

Also on his second side he lets up, he doesn't go after the heroes nearly as much as he does on his front side, he also only heals when he fails to deal damage, which limits his villain turn to either one damage combo or heal.
On his front side he does 2 damage combos.

Since his damage combo's are how he destroys cards, protects himself and progresses towards winning, replacing them with a potential heal is a serious nerf.

So gameplay wise the first time through his deck, which at at least 4 cards per turn means round 7 he should flip.

So you have 6 rounds of a guy shooting the lights out, messing with your hero's cards, denying card play, dealing damage, etc. Then he flips and does half as much each turn.

It just isn't a good flip right now.

Also the front side end of turn reveal, activate, discard is just an overly complicated "Play the top card of the villain deck"

The water gun mechanic is also kind of sad. I think the healing could be tied into the water mechanic to make it more dynamic, and the tracking could be simplified even more.

(quote)When the (G) and (T) cards both have the same icon, discard both cards without resolving them, then Six Shooter regains (H) hp.(/quote)

That stops you from having to track icons across rounds, and incorporates healing into the game in a more dynamic way.

Reply: Sentinels of the Multiverse:: General:: Re: Villains of the Multiverse is ready for your preorder!

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by grysqrl

Slathe wrote:

Just bumping this to see if >G is able to provide a response now that it appears (from today's update) that Christopher is back.

To reiterate my inquiries, I'm curious to know the exact layout of the oversized villain pack (how many cards total, how many completely new, how many errataed, how many just new art) and whether an upgrade pack at a lower cost is feasible given that there are a number of us who have all the oversized cards to date from being a previous supporter.

I know others have some questions or concerns as well that I hope will also be addressed but I'll let the thread speak for itself on those issues.


One suggestion; I would imagine that >G's customer service communications priorities might look something like this:
1-Responding to direct communication (emails/phone calls)
2-Responding to posts on their forums (there are probably several eyes on most posts there)
3-Monitoring threads on peripheral forums that they don't control for questions and responding to those.

I'm not in any way saying that your questions aren't valid, just that you might be better off asking them directly and then posting what you learn here, rather than hoping that they happen to be reading this thread.

Reply: Sentinels of the Multiverse:: Variants:: Re: Tosx's SotM "The Cauldron" Expansion Tracking

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by Estelindis

Firstly, I'm an idiot: the Tiamat promo conversion just slipped into a weird place in the box where I'm storing the Cauldron. It's totally there. Sorry. I'll edit my post regarding that.

Secondly, I was wrong about the slightly-off-centre promos all coming from one project; they actually come from two projects. Also, trying to put together a list for you, I find that I'm no longer so sure that the problem was just with the images. :/ An example of a card that printed slightly off-centre for me is Siege-Breaker Bunker. When I looked at this card in the project, I saw that it appeared slightly off-centre there. See below:



From this, I assumed that the mistake was in the project for all the cards that printed slightly off-centre. However, I just looked at the others,and I don't see the mistake in any other previews. For example, see below the PS preview of another promo which printed slightly off-centre for me:



I wonder what happened... Anyway, it means that I can't give you a completely helpful answer. However, for the record, regardless of what caused it, I'll tell you the cards that printed slightly off-centre for me. (Of course, they're still perfectly playable; it's just nice to have everything exactly right.) Here are the promos:

Bunker, Engine of War

The Knight promos (both the Fair Knight and the Berserker Knight)
Lady of the Wood promo
Malichae promo
Necro promo
Starlight Genesis promo (but not the Nightlore Council promo)
The Stranger promo
Tango One promo
Vanish promo

Anathema promo

Reply: Sentinels of the Multiverse:: Variants:: Re: Custom Villain Six Shooter - Overtime Comics Expansion

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by Godhead

Phantaskippy wrote:

Great job with the cards.

One problematic thing I see is how the effects are paired up.

Putting the type, damage and effect on the same card, with the other providing the targets and extra effects makes it not only a bit confusing, but capable of some pretty huge results.

For example:

Trick Shot + Fire when (H)=5 leads to 7 damage to all hero targets and +1 to the next damage dealt to all of them.

Rapid Shot + Toxic + Fire would deal 14 damage to one target and destroy equipment cards.


Yup, that's all intended. He can do scary burst damage, either to a single target, or to all targets. This is compensated by the water gun.

Take Big Shot and Fire, when you double numerics, how does that work with (H)?
It may not be confusing to me, but it is needlessly complicated.
I thought my language was a little clearer. It appears to have been edited for space.

Putting the damage amount on the card that designates the # of targets is a much better way to deal with this, since you don't need to adjust the results with effects like Big Shot has. Big shot can give the amount of damage and the target, the (G) text can give the type of damage and the effect it deals.


In my discussions with Chris, he explicitly didn't want that. Then you get into scenarios where the Fire gun does as much damage as the Acid gun which does as much damage as the Force Field Gun, which does as much damage as the Ice Gun, etc. In my version the Force Field doesn't (and shouldn't) even do damage at all.

Flip Mechanic:

Flipping when the deck is shuffled is fine, but that mechanic isn't a good "Desperation mode engage" type of mechanic. If Six-Shooter is mopping the floor with the heroes why does he suddenly become desperate?

Those types of flips usually involve HP, or a loss of minions as the flip determiner.


Thematically, that's probably true, but in gameplay, that's never been the case in my playing. He never mops the floor with the heroes, and has always taken very significant damage by the time he flips. The reveal/discard mechanic is central to his deck and I wanted the flip to be based off of how quick he is running through it.

Also on his second side he lets up, he doesn't go after the heroes nearly as much as he does on his front side, he also only heals when he fails to deal damage, which limits his villain turn to either one damage combo or heal.
On his front side he does 2 damage combos.

Since his damage combo's are how he destroys cards, protects himself and progresses towards winning, replacing them with a potential heal is a serious nerf.


This is simply incorrect.

You've missed that he has a complete end of turn PLAY on his flip side.

So Front side it is:
Start of Turn Play
End of Turn Resolve

But on the Flip side it is:
Start of Turn Play
End of Turn Play
End of Turn Heal if he didn't deal damage

It's actually ~33% more damage because resolving a big shot or a trick shot deals more damage than simply reveal and resolve (which is essentially equivalent to a Single Shot), and it lets him bring more ongoings into the mix.

Also the front side end of turn reveal, activate, discard is just an overly complicated "Play the top card of the villain deck"


The reason I went that way is to have the "play the top card" on the flip side act as a power increase.

Reply: Sentinels of the Multiverse:: General:: Re: Would anyone be interested....

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by jsdougan

SimonRoadhouse wrote:

Hey, not sure if this is the right place, if not tell me and I'll move it to the right place;

I have got a set of the Prime Wardens & K.N.Y.F.E Rogue Agent Promo cards and as I don't have the complete collection of promo cards, these are surplus to requirements. So, is there any interest in them, what price should I be looking for and where is the best place to sell them?

Any help would be appreciated

Simon


You might also enjoy knowing that a) the GtG crew has given an OK to people printing copies of promo heroes for their own use and b) they intend to release an unlimited set some time after the completion of the card game's story.

Reply: Sentinels of the Multiverse:: General:: Re: Would anyone be interested....

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by SimonRoadhouse

Yeah, I've just read that they don't mind. It's a possibility, although my thought was I could sell these and purchase another SotM expansion :cool:

Reply: Sentinels of the Multiverse:: Variants:: Re: Tosx's SotM "The Cauldron" Expansion Tracking

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by tosx

I do see a problem with the centering in Siege Breaker Bunker's image, I'll reupload it soon.

The rest of those images I know to be fine, my guess is it's just PS's quality control. We've had whole decks arrive with varying degrees of off-centerness in all directions. I sent them pictures and they reprinted those cards for free.

(Example here: the green-green card front/center with the woman on it, you can see the top and right borders are much too thin.)

Reply: Sentinels of the Multiverse:: General:: Re: Would anyone be interested....

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by dthurston

SimonRoadhouse wrote:

Yeah, I've just read that they don't mind. It's a possibility, although my thought was I could sell these and purchase another SotM expansion :cool:
I don't think you'll be able to get that much for these promos. The earlier promos go for much more (despite what Jeff Dougan wrote), as they are much rarer.

Reply: Sentinels of the Multiverse:: General:: Re: Fighting The Chairman with 3 Heroes

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by grendelsbayne

I actually came on here to ask basically the same question as the op: just played my first game against the Chairman and kept it to 3 heroes to keep it a little shorter. Between the lower number of heroes and reading through his abilities before I started I honestly didn't expect to win, but I was really kind of shocked by how unbelievably overwhelming it was. I was dead in, I think, 6-8 turns or so, there were 3 underbosses in play and only 1 in the trash and the operative still had 30+ hit points.

I understand now that he's an extra tough villain to start with, especially with 3 heroes, and that Rook City (the environment I played) probably helps him be even worse. But looking at that stats site, my three heroes (Wraith, Parse and Expatriette) seem to be reasonably good against him, so I'm still not sure if getting such an epic beatdown was to be expected.Did it really come down to a bad combination, or more to bad luck?

What are the most important tips to beating the chairman? I figured it was important to not kill the underbosses too fast and get the operative lower before the chairman flips, but I was so swamped with thugs (especially the ones lowering damage on underbosses/operative) that I could barely ever attack her. I didn't realize the importance of clearing the villain trash until reading this thread, but I don't think I really had many opportunities to do that anyway.

Reply: Sentinels of the Multiverse:: Variants:: Re: Tosx's SotM "The Cauldron" Expansion Tracking

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by Faceontoast

Hi!

While not the Cauldron I just sent in an order for a large amount of decks from the various threads here. I'll post the links to and list of what is being printed in a separate thread.

Seamus
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