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Here you go...The whole set of sixteen is pretty awesome, so it was hard choosing six that we would be willing to part with. But here they are, the six that we agreed we could manage to play without:1. Wrong Place. While we found this card very humorous (it got played in two games), we agreed it has great potential to force a seventh turn or simply deny a play for a Plot Point and change a game with one card. Red Herrings already provide a similar effect but they do it better as the potential is known up front and the risk is shared between all players.2. Give or Take. We felt that the effect was just too subtle. The Challenge portion is a 2-success w/ one skill, so harder than usual and that makes the card tempting to hold on to.3. Fightin' Dirty. Again, a subtle effect for a card with such a great name.4. Switcheroo. Is this a card you would hold in your hand, or simply cycle through and only use the effect occasionally? The Challenge portion could be more dramatic to make it more of a 'holder'... If this card makes it into the final selection, it was suggested to add "immediately" to the wording to make the timing of play as clear as possible.5. On a Roll. Potentially a great card, but we didn't manage to use its effect. At this point we are eliminating cards to get six candidates, this was a hard choice. I bet it will prove popular in play-testing.6. Shenanigans. What a great name! Like 'On a Roll', this ended up on our discard pile only because there were so many other great cards. An improved Challenge would make this a keeper for sure.
I had some concerns about the card too, but it was more a logistical one of what to do if terrain conflicts with the move (which is not impossible to resolve, but maybe precludes it being on a card).
Started by d phipps Pulp
Started by d phipps « 1 2 3 4 » Pulp
Started by Chris Abbey Pulp
Started by pixelgeek Fantasy Adventures