Daniel Lepage on 15 Sep 2003 16:08:11 -0000 |
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Re: [spoon-discuss] Tunnelers RC |
On Monday, September 15, 2003, at 12:45 AM, Baron von Skippy wrote:
I have another suggested Tunneler's Rule Change, namely that we add the-Generally not. Right now, however, I think this looks good - it makes the X cards useful - except for one thing; no one will ever manage to accumulate 5 X cards without some crazy focus on that goal, and it's not worth the effort for the result offered. Now, I'd go for that combo if the effect were more along the lines of "take two extra turns after this one..."-following card combos: (note: when I say 'target mole' I really mean 'the mole in target square, if there is one'; if nobody's there, just lose the cards and have no effect) XXO - swap places with any square XXT - do 1 damage to target mole XXS - target mole gets no movement points during eir next turn XXQ - target mole cannot attack during eir next turn Note: All of these can only target squares within three of your location. Another Note: by swap squares, I mean trade the contents of those squares - swap places with moles that are there; bring the dirt to where you were if the target's full, etc. And finally:XXXXX - draw seven cards; at the end of your turn, discard down to two.Anyone have any thoughts?
Then it'd be too powerful -- two turns is enough to guarantee an instant kill of any level one mole.
How about: XXXXX: increase each of your max stats by 1, then draw five new cardsBasically, it becomes the equivalent of playing OOOOSSSSQQQQTTTT in quick succession.
Oooh... and maybe also: XXX - trade hands with target mole -- WOnko _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss