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.
[GB] Poseidon
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[GB] Poseidon
"What are you going to do?"
"I'm going to roll an 8."
"I'm going to roll an 8."
- Eliahad
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Re: [GB] Poseidon
First thoughts:
Combine all of the create terrain cards so they are:
Place x Mountain /or/ x Water
Combine all the move terrain cards in the same way.
This frees up 3 card slots that can be filled with more interesting terrain manipulation cards. Maybe not knockdown...but maybe things that mess with favored terrain or other effects.
For example:
Charybdis - legend - Place Charybdis in target water hex. Any heroes that move into a hex adjacent to charybdis must make a defend action or be knocked down and pulled into Charybdis' hex. Ignore this effect if Charybdis' hex is occupied or if you leave Charybdis hex on your turn.
Drought of Athens - create terrain/legend - Place desert tokens in 2 contiguous hexes. Desert tokens count as terrain and are unfavored by all heroes.
Salt Water Spring - Legend - Place a spring token in any hex. Heroes may not take the rest action in a hex with a salt water spring. If this token is adjacent to the River token, the river token also counts as a Salt Water Spring.
Direct - Change Favored Terrain. Place a terrain token on target hero board. That terrain is now that heroes favored terrain.
Move - Curse - 0 HP + Special - All hexes that are not your favored terrain have a +1 hex cost.
A general comment: Some of the 'move terrain' cards have text that is now redundant. The rule is now: 'move' terrain cards move the occupants of the hex with the terrain token.
A couple specific things.
P-SPE-001 - The 'move away' part of this card should go away. It should just be the terrain creation.
P-SEC-007 - Reaction - This doesn't feel very thematic to Poseidon. I suppose I was thinking that it would be a blessing of strength to resist being knocked down. I think this should be replaced.
Combine all of the create terrain cards so they are:
Place x Mountain /or/ x Water
Combine all the move terrain cards in the same way.
This frees up 3 card slots that can be filled with more interesting terrain manipulation cards. Maybe not knockdown...but maybe things that mess with favored terrain or other effects.
For example:
Charybdis - legend - Place Charybdis in target water hex. Any heroes that move into a hex adjacent to charybdis must make a defend action or be knocked down and pulled into Charybdis' hex. Ignore this effect if Charybdis' hex is occupied or if you leave Charybdis hex on your turn.
Drought of Athens - create terrain/legend - Place desert tokens in 2 contiguous hexes. Desert tokens count as terrain and are unfavored by all heroes.
Salt Water Spring - Legend - Place a spring token in any hex. Heroes may not take the rest action in a hex with a salt water spring. If this token is adjacent to the River token, the river token also counts as a Salt Water Spring.
Direct - Change Favored Terrain. Place a terrain token on target hero board. That terrain is now that heroes favored terrain.
Move - Curse - 0 HP + Special - All hexes that are not your favored terrain have a +1 hex cost.
A general comment: Some of the 'move terrain' cards have text that is now redundant. The rule is now: 'move' terrain cards move the occupants of the hex with the terrain token.
A couple specific things.
P-SPE-001 - The 'move away' part of this card should go away. It should just be the terrain creation.
P-SEC-007 - Reaction - This doesn't feel very thematic to Poseidon. I suppose I was thinking that it would be a blessing of strength to resist being knocked down. I think this should be replaced.
"What are you going to do?"
"I'm going to roll an 8."
"I'm going to roll an 8."
- FlameBlade
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Re: [GB] Poseidon
Probably too complicated, but hybrid terrain. Select 2 different terrains and place both on a single hex (or a few hexes). A simple terrain creation can destroy it. If a hero is not favored for either, cost 2 to go thru. Otherwise, 1 hex.
Heracles. Fists. Pantheon.
Clue in ancient Greece.
Clue in ancient Greece.
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Re: [GB] Poseidon
I don't think that's too complicated, it just takes the right wording, and maybe a special token!
"What are you going to do?"
"I'm going to roll an 8."
"I'm going to roll an 8."
Re: [GB] Poseidon
Not just a mountain... a volcano. Mountain river with giant falls. A quicksand swamp. Special Tokens that are 2-cost "terrains". And maybe the right favored terrain lets you reduce that cost by one.
All I know is my food tastes better when I take my food-tastes-better pill.
- Eliahad
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Re: [GB] Poseidon
That's already cooler. And a good riff on his theme.
"What are you going to do?"
"I'm going to roll an 8."
"I'm going to roll an 8."
- Eliahad
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Re: [GB] Poseidon
https://docs.google.com/spreadsheets/d/ ... sp=sharing
I made a new iteration of Poseidon in the Powers Playground. Take a look if you like. Click on the Poseidon 1.1 sheet at the bottom of the doc.
Notes: I reduced the number of create terrain cards by half. Changing out some of the create terrain cards for unusual terrain cards instead.
I figured Charybdis was a Special level card, so I removed a redundant "PUT WATER TOKENS IN ALL OF THESE HEXES M'KAY." card.
Earthquake is now a Volcano.
The Horse. I added a horse, because that was, in some stories, Poseidon's gift to Athens. If you are in the same hex as the horse you can, as part of your move action, pay 1 hp to ignore the hex cost of the destination hex.
I made a new iteration of Poseidon in the Powers Playground. Take a look if you like. Click on the Poseidon 1.1 sheet at the bottom of the doc.
Notes: I reduced the number of create terrain cards by half. Changing out some of the create terrain cards for unusual terrain cards instead.
I figured Charybdis was a Special level card, so I removed a redundant "PUT WATER TOKENS IN ALL OF THESE HEXES M'KAY." card.
Earthquake is now a Volcano.
The Horse. I added a horse, because that was, in some stories, Poseidon's gift to Athens. If you are in the same hex as the horse you can, as part of your move action, pay 1 hp to ignore the hex cost of the destination hex.
"What are you going to do?"
"I'm going to roll an 8."
"I'm going to roll an 8."
- Eliahad
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Re: [GB] Poseidon
Poseidon's Trident I changed the cost to 1 HP, so you can't knock someone down and also rest in the same turn, that seemed excessive to me.
"What are you going to do?"
"I'm going to roll an 8."
"I'm going to roll an 8."
- Eliahad
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Re: [GB] Poseidon
(And I found clipart for all the new tokens we might use!)
"What are you going to do?"
"I'm going to roll an 8."
"I'm going to roll an 8."
- FlameBlade
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Re: [GB] Poseidon
Analysis of Poseidon. In 1 v 1, Poseidon dishes out approximately 2 AP worth of whoopass every turn.
However, in 1v1v1, that drops quickly to 1 AP/turn, assuming whooping one hero at a time. In 4 way, less than 1 AP/turn.
That's just talking about terrain. Basically, an illustration why Poseidon is so powerful in duels, but average in 3 way FFA.
However, in 1v1v1, that drops quickly to 1 AP/turn, assuming whooping one hero at a time. In 4 way, less than 1 AP/turn.
That's just talking about terrain. Basically, an illustration why Poseidon is so powerful in duels, but average in 3 way FFA.
Heracles. Fists. Pantheon.
Clue in ancient Greece.
Clue in ancient Greece.
- FlameBlade
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Re: [GB] Poseidon
Already mentioned to E, but I might have came into a solution.
Poseidon expends terrains to have some effect.
Example- Rockslide: destroy a mountain to shove adjacent heroes away
Destroy a forest to 'grab' target or adjacent hero.
The idea being, you balance the deck with terrain creation with terrain destruction to a degree. Each terrain creation is like a trap waiting ro be sprung.
Poseidon expends terrains to have some effect.
Example- Rockslide: destroy a mountain to shove adjacent heroes away
Destroy a forest to 'grab' target or adjacent hero.
The idea being, you balance the deck with terrain creation with terrain destruction to a degree. Each terrain creation is like a trap waiting ro be sprung.
Heracles. Fists. Pantheon.
Clue in ancient Greece.
Clue in ancient Greece.
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