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Nerd Pride Radio • Playtest suggestions
Page 1 of 3

Playtest suggestions

Posted: Sat Nov 25, 2017 8:43 pm
by Mike
Grab an ankle clarification. Later.

Re: Playtest suggestions

Posted: Sat Nov 25, 2017 8:53 pm
by Mike
H-gp2-003

Re: Playtest suggestions

Posted: Sat Nov 25, 2017 9:02 pm
by Mike
Terrain on a temple?

Re: Playtest suggestions

Posted: Sat Nov 25, 2017 9:05 pm
by Mike
Move onto temple.
Drop Godball onto temple.

Re: Playtest suggestions

Posted: Sat Nov 25, 2017 9:42 pm
by FlameBlade

Re: Playtest suggestions

Posted: Sat Nov 25, 2017 9:43 pm
by FlameBlade

Re: Playtest suggestions

Posted: Sat Nov 25, 2017 9:45 pm
by FlameBlade

Re: Playtest suggestions

Posted: Sat Nov 25, 2017 9:51 pm
by FlameBlade

Re: Playtest suggestions

Posted: Sun Nov 26, 2017 1:06 am
by Eliahad
H-GP2-003 is actually:

"Target Hero does not discard HP until the end of the round."

This might be more clear:

"God Powers that discard HP do not affect target Hero until the next refresh phase."

Closer anyway.

Re: Playtest suggestions

Posted: Sun Nov 26, 2017 1:07 am
by Eliahad

Re: Playtest suggestions

Posted: Sun Nov 26, 2017 1:08 am
by Mike
Grab an ankle needs to be clarified to say "Hero pays 1 extra HP to move AND last attacker to grab an ankle is dragged into the vacated hex."

Right now it says OR which implies you can shake them off for 1HP. Which is not true. It cost 2HP to reduce the attack to zero.

Re: Playtest suggestions

Posted: Sun Nov 26, 2017 1:10 am
by Mike
Grab an ankle may be too complicated, but I still like it a lot.

Re: Playtest suggestions

Posted: Sun Nov 26, 2017 1:12 am
by Eliahad

Re: Playtest suggestions

Posted: Sun Nov 26, 2017 1:14 am
by Mike
Maybe Noah read me the wrong card number. This was a Hera card that said something about Hero pays no HP costs til the end of the round, which they all thought meant they could do ANYTHING for free. The intent is to protect the hero from HP draining effects. We'll fix it.

Re: Playtest suggestions

Posted: Sun Nov 26, 2017 1:24 am
by Mike
Yeah, my gut at first says Temples should be treated like any other hex. Anyone can move in. You can put terrain ans barriers on it. Etc. But in play it seemed unfair.

The kids and I agreed that for the game we played, moving into someone else's temple was off-limits. It'd be like sitting in the opposing team's goal net in soccer. Once we determined that, Eli had the strategy of forcing the ball to drop in his own temple, ensuring him the win.

Re: Playtest suggestions

Posted: Sun Nov 26, 2017 1:27 am
by Eliahad
Okay, these are all good things to consider. I'm amazed someone scored a point! And it seemed like a relatively quick game, too! Did you have a sense of how long it was?

Re: Playtest suggestions

Posted: Sun Nov 26, 2017 1:34 am
by Mike
Standing in an opponent's temple and/or loading it up with barriers is a pretty effective strategy for stopping someone. Simply make the single winning move prohibitively expensive.

Re: Playtest suggestions

Posted: Sun Nov 26, 2017 1:35 am
by Mike
Also need consistent rules for what effect there is on a hero when a barrier or terrain is created ON the hex they occupy or moves onto a hex they occupy.

Re: Playtest suggestions

Posted: Sun Nov 26, 2017 1:37 am
by Eliahad

Re: Playtest suggestions

Posted: Sun Nov 26, 2017 4:55 am
by FlameBlade
Oh. I was thinking of middle as a temple, and places at edges as shrines.

Never mind.