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Reply: Sentinels of the Multiverse:: General:: Re: Creating your own cards. New heroes join the battle...

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by Stryker1979

riddell wrote:

Think of what would make your heroes special and stand out from other heroes in the game. One ideas with TMNT is that you could focus on teamwork and make some of the cards specifically reference other turtles in the game or the other turtle's cards since most likely they would all be played in the game. For instances if Mikey has his nunchucks in play then Donny can get extra power from his kick since he can grab on to the end of one of the nunchucks and Mikey can swing him into the target.

For numbers of card types in the game I would take a rough average of types of cards from some of the other heroes from the game and start there.


Actually, this is a really interesting idea - the trick would be to not neuter a character when there aren't any other characters from the team in play. One way to do this might be to add a new modifier - TEAM.

A couple of possible examples:

Jumpkick - ONGOING,TEAM
When jumpkick enters play deal 1 target 1 melee damage. (No ONGOING effect)

Finishing Move - ONESHOT
Deal X melee damage to one target where X is the number of TEAM cards currently in play. Destroy all TEAM cards.

This would allow you to build up faster with more members in play, but provide the same level of damage regardless of how many players have this type of card.

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