[GB] Poseidon
Posted: Tue Jun 12, 2018 4:34 pm
I'm going to post up the Poseidon card list in this thread so we can all take a look at it and make adjustments. I already have some ideas of what to do, and Flame and I brainstormed a couple last night. I don't know if I'll get those thoughts down today, but I will try. So...on to the card list!
P-PRI-001 - Create Terrain - Place 2 water tokens adjacent to a hex already containing water terrain.
P-PRI-002 - Create Terrain - Place 2 mountain tokens adjacent to a hex already containing mountain terrain.
P-PRI-003 - Create Terrain - Place 1 water token in each of 2 adjacent hexes.
P-PRI-004 - Create Terrain - Place 1 mountain token in each of 2 adjacent hexes.
P-PRI-005 - Create Terrain - Place 1 water token in each of 3 contiguous hexes.
P-PRI-006 - Create Terrain - Place tokens of any one type of terrain of your choice in any 2 hexes.
P-PRI-007 - Create Terrain - Place terrain token of your choice in the hex with the Godball. If uncontrolled move the Godball 1 hex in any direction.
P-PRI-008 - Move Terrain - Select up to 3 contiguous hexes of the same type. Move all three terrain tokens 1 hex, all in the same direction.
P-PRI-009 - Move Terrain - Select target hex with hero and terrain. Move that terrain 1 hex in any direction. Move the hero 1 hex in the same direction.
P-PRI-010 - Move Terrain - Select target hex with water terrain. Move that terrain 2 hexes in any direction. Any hero on the original hex moves with the terrain.
P-PRI-011 - Move Terrain - Select target hex with mountain terrain. Move that terrain 2 hexes in any direction. Any hero on the original hex moves with the terrain.
P-PRI-012 - Create Terrain - Place a River token on any hex with mountain or forest terrain. That hex now also counts as a water hex in addition to its original terrain.
P-SEC-001 - Blessing - 0 HP - Play this card to either Shove or Throw. Shove: Adjacent Hero is knocked down and pushed back one hex. Throw: Knockdown target hero up to 3 hexes away. Discard after use.
P-SEC-002 - Direct - You may move a target hero from one water hex to another water hex, as long as those two hexes are connected by a contiguous path of water terrain.
P-SEC-003 - Blessing - 0 HP - Throw the Godball up to 3 hexes away from you. Discard after one use.
P-SEC-004 - Blessing - 2 HP - Throw the Godball up to 2 hexes away from you. Add 2 to the cost of an Intercept action on this throw. Discard after one use.
P-SEC-005 - Blessing - 2 HP - Kick adjacent uncontrolled Godball up to 2 hexes away from you.
P-SEC-006 - Blessing - 1 HP - Kick adjacent uncontrolled Godball up to 2 hexes away from you. If it lands in an occupied hex, that hero loses 2HP and drops Godball in an unoccupied hex adjacent to them. Discard after one use.
P-SEC-007 - Reaction - If your hero is knocked down: Play this card to cancel the knockdown.
P-SEC-008 - Reaction - When a Hero enters water terrain: That hero is knocked down and placed on an adjacent hex that does not contain water terrain.
P-SPE-001 - Pillar of Heaven - Move a Pillar of Heaven 1 hex in any direction. Place water terrain tokens in the hexes surrounding the Pillar of Heaven. Then move each token 1 hex away from the pillar.
P-SPE-002 - Pillar of Heaven - Place the Orichcalcum Pillar in a target unoccupied hex, removing any terrain or legends that may be present. This token counts as a pillar of heaven, and (after placement) it must follow all of the rules for a Pillar.
P-SPE-003 - Direct - Choose target hex. All heroes in that hex, and in adjacent hexes, are knocked down. They may defend against this effect, but their HP cost to defend is doubled.
P-SPE-004 - Create Terrain - Chose a target hex, and choose mountain or water terrain. Place tokens of that type in target hex and all adjacent hexes.
P-SPE-005 - Legend - Place the 5 Labyrinth tokens on any 5 contiguous hexes. There is no cost to enter a labyrinth hex, or to move from one labyrinth hex to another, but heroes must pay 3 hp hex cost to exit to a non-labyrinth hex.
And the 5 utility cards that all Gods get and won't change, unless they change for everyone.
P-PRI-001 - Create Terrain - Place 2 water tokens adjacent to a hex already containing water terrain.
P-PRI-002 - Create Terrain - Place 2 mountain tokens adjacent to a hex already containing mountain terrain.
P-PRI-003 - Create Terrain - Place 1 water token in each of 2 adjacent hexes.
P-PRI-004 - Create Terrain - Place 1 mountain token in each of 2 adjacent hexes.
P-PRI-005 - Create Terrain - Place 1 water token in each of 3 contiguous hexes.
P-PRI-006 - Create Terrain - Place tokens of any one type of terrain of your choice in any 2 hexes.
P-PRI-007 - Create Terrain - Place terrain token of your choice in the hex with the Godball. If uncontrolled move the Godball 1 hex in any direction.
P-PRI-008 - Move Terrain - Select up to 3 contiguous hexes of the same type. Move all three terrain tokens 1 hex, all in the same direction.
P-PRI-009 - Move Terrain - Select target hex with hero and terrain. Move that terrain 1 hex in any direction. Move the hero 1 hex in the same direction.
P-PRI-010 - Move Terrain - Select target hex with water terrain. Move that terrain 2 hexes in any direction. Any hero on the original hex moves with the terrain.
P-PRI-011 - Move Terrain - Select target hex with mountain terrain. Move that terrain 2 hexes in any direction. Any hero on the original hex moves with the terrain.
P-PRI-012 - Create Terrain - Place a River token on any hex with mountain or forest terrain. That hex now also counts as a water hex in addition to its original terrain.
P-SEC-001 - Blessing - 0 HP - Play this card to either Shove or Throw. Shove: Adjacent Hero is knocked down and pushed back one hex. Throw: Knockdown target hero up to 3 hexes away. Discard after use.
P-SEC-002 - Direct - You may move a target hero from one water hex to another water hex, as long as those two hexes are connected by a contiguous path of water terrain.
P-SEC-003 - Blessing - 0 HP - Throw the Godball up to 3 hexes away from you. Discard after one use.
P-SEC-004 - Blessing - 2 HP - Throw the Godball up to 2 hexes away from you. Add 2 to the cost of an Intercept action on this throw. Discard after one use.
P-SEC-005 - Blessing - 2 HP - Kick adjacent uncontrolled Godball up to 2 hexes away from you.
P-SEC-006 - Blessing - 1 HP - Kick adjacent uncontrolled Godball up to 2 hexes away from you. If it lands in an occupied hex, that hero loses 2HP and drops Godball in an unoccupied hex adjacent to them. Discard after one use.
P-SEC-007 - Reaction - If your hero is knocked down: Play this card to cancel the knockdown.
P-SEC-008 - Reaction - When a Hero enters water terrain: That hero is knocked down and placed on an adjacent hex that does not contain water terrain.
P-SPE-001 - Pillar of Heaven - Move a Pillar of Heaven 1 hex in any direction. Place water terrain tokens in the hexes surrounding the Pillar of Heaven. Then move each token 1 hex away from the pillar.
P-SPE-002 - Pillar of Heaven - Place the Orichcalcum Pillar in a target unoccupied hex, removing any terrain or legends that may be present. This token counts as a pillar of heaven, and (after placement) it must follow all of the rules for a Pillar.
P-SPE-003 - Direct - Choose target hex. All heroes in that hex, and in adjacent hexes, are knocked down. They may defend against this effect, but their HP cost to defend is doubled.
P-SPE-004 - Create Terrain - Chose a target hex, and choose mountain or water terrain. Place tokens of that type in target hex and all adjacent hexes.
P-SPE-005 - Legend - Place the 5 Labyrinth tokens on any 5 contiguous hexes. There is no cost to enter a labyrinth hex, or to move from one labyrinth hex to another, but heroes must pay 3 hp hex cost to exit to a non-labyrinth hex.
And the 5 utility cards that all Gods get and won't change, unless they change for everyone.