Tabletop Simulator

Tabletop Simulator

Ivion: Deckbuilder
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Update: 12 Feb, 2024 @ 3:55pm

Update: 14 Dec, 2023 @ 2:13pm

Patch 0.9.9! Nearly there!

Every illustration has been added in its final form, including polish touch-ups for each. This patch also comes with many finalized wording adjustments and some redesigns of a few key cards we think needed some love. If you have feedback on cards, any kind of nitpick--grammar, typos, etc.--speak now or forever hold your peace!

BRIGAND
Waylay - Redesigned into an amalgamation of various forms its taken. -2 +2, rangeless. Travel one tile towards target enemy. Then, if you're near them, stun and attach to them. Your attack cards targeting them deal 1 more damage.

RUFFIAN
Loose Coins - Now properly affected by disarm and only disarm.

BARON
Monologue - Now poisons each opponent and does not target.

FRIAR
Health increased from 36 -> 38. Friar has almost always been quite weak, and we think a HP bump may help them get the last bit of 'oomf' they need to compete.
Belfry - Redesigned. -2 +3 r2. Flip a luck from the supply and then attach to target empty tile with the result (also add the result to good spirits). While near Belfry, your matching tokens on your Good Spirits are twice as effective.

TRAITS
Lucky Coin - Redesigned. -1 +1, rangeless. Flip a luck from the supply and call Clover or Rooster. If you win the flip, gain a luck that is guaranteed to flip that result.
- Added Ironroots
- Added Savant

Update: 28 Nov, 2023 @ 1:06pm

Update: 27 Nov, 2023 @ 3:05pm

Update: 24 Nov, 2023 @ 1:35pm

Update: 21 Nov, 2023 @ 12:44pm

Patch 0.9.8! Or something! Sounds right. We're very close to being done!

ART UPDATES - Foray, Haymaker, Horseshoe, Tussle, Kidnap, Quip, Stumble, Thwack, Hopetaker, Reflex, Sting, Strafe, Stagger.

BRIGAND
The Shakes - reverted change. Poisons twice again. We reverted this change as we think it was a bit too reactionary. We want The Shakes and Dukebane to be strong build arounds that are worth playing.
Waylay - Redesigned. -2 +2, rangeless. Travel one tile towards target opponent, then if you're near them, stun and slow 3 them. We don't want Brigand to have strong movement as they're powerful in other ways, but we felt this could be an interesting option for them to slow their opponents. We liked the flavor of the Brigand 'jumping out from behind the bush' to waylay their opponent by travelling one tile towards them.

YEOMAN
Dukebane - Same as The Shakes.
Rain of Arrows - Redesigned. -2 +2 r2. Attach to empty tile. At the start of your turn, deal 3 to each enemy near RoA. Once per turn, after you successfully and precisely attack an enemy, reattach RoA to a tile near them. Rain of Arrows wasn't performing well in its current iteration, so we saw an opportunity to infuse some more precision flavor and a renewed purpose for the card.
Throat Shot - Damage reduced from 4 to 3. We're adopting new guidelines for what kind of power classes versus specializations at various ranges are allowed to have. Throat Shot being brought down to 3 damage is in line with this new vision.
Volley - Cost changed from -1 -4 to -2 -2. This is another really sweet card that we want to be played. Its power cost was quite prohibitive, and at two actions it still provides action economy.

PEASANT
Barter - Wording adjustment. Should be more clear and less wordy now.
Farmland - Properly affected by Disarm.
Grumble - Now draws you a card as well as gains a luck, but only if they pay. The flavor of Grumble is that they're probably going to do what you don't want them to anyways, and we wanted to buff it. Our solution was to grant rewards if they do pay, fulfilling the flavor of the card.
Rest - End turn reminder text now specifies core action instead of game action
Watchtower - Targets a single enemy. Can't target underneath itself. Watchtower could create a frustrating amount of control over the board, and now there is flavorful counterplay besides running a marathon or destroying the card.

BARON
Catalyst - Poisons three times up from two. This is another premier card we need to be powerful and fun. We're experimenting with this to give it more oomphf.
Kidnap - Reverted. This was very fun as it was, and we want to respect the fun it brings to Baron.
Manipulate - Now worded in a way that this can trigger Black Death.
Monologue - Reverted. Monologue was already a decent card, and poisining twice rangelessly along with drawing two cards was just a tad much.
Stiletto - Damage increased from 6 to 7. This card wasn't packing quite enough punch to be worth it, and we'd like to see it make melee Baron a viable alternative to attach Baron.
Trapdoor - Now heroic and rangeless, attach to a tile without another card attached, the range of cards of opponents in trapdoor is reduced by one. We loved the original gameplay of Trapdoor, but the instant element could be too oppressive. Now, it has that element, but without the instant part.

FLETCHER
Bravado - Now does not trigger if you're controlled at all at the start of your turn. This card is very powerful and while the original Silence prevention was intended as a flavor insert, we'd like to try it as a minor tool to bring it down a notch.
Finch - Now has an unfilled control banner to show that it is affected by control but that finch does not contribute any control types to the master arrow it is part of.

POACHER
Quail - Now only cares about Terrain instead of Traps specifically. The Counter result was changed to travelling them one tile. In Ivion, we try to make archetypes that care about terrain homogonous with each other--as in, they can benefit and synergize from any type of terrain. While Poacher has a unique terrain type in that it owns the terrain, it should be no exception--so Quail can trigger off of any terrain now.

FRIAR
Bless - Now properly rangeless.
Drink - Now properly only affected by Disarm.
Parable -> Parables - Redesigned. 0 -1, rangeless. Gain luck, then attach to yourself. Once per turn, you may flip a luck token as a reaction to an opponent playing *any* card. We were finding that with the removal of all cards from Friar that flip their own luck, Friar was oftentimes over generating luck and not benefiting enough from their ultimate against certain specs. We wanted to find a way for luck to be expended and for it to stay a threat against decks that don't target the Friar. Parables is the solution!

Stumble - Redesigned. 0 -1, rangeless. Flip a luck from the supply. On clover: Travel one tile forward or backward. On rooster: Travel one tile to the left or right. This is a simple and elegant solution that evokes the same feeling that we're looking for in Stumble. I believe this was suggested by a member (or multiple members) of the community at some point--thank you!
Sweep - Redesigned / reverted. 0 -2. R1 with Reach. Deal 4 damage to target enemy. Slow 2 them. Instant. This is a fun card slowing at instant speed, and has more play than we gave it credit for, especially by Slowing them 2.
Wallop - No longer attaches, the effect simply persists. Originally, we were scared of creating any effects that simply 'persisted' as opposed to attaching for memory reasons. We've since loosened our grip on that a bit and like simplifying cards like this by making them persist. This strategy also separates cards that have a temporary effect from cards that have a permanent effect and attach. This helps folks better understand what's attached to them at a glance--they'll almost always be permanent effects that they'll need to destroy to remove.

EXECUTIONER
Stare - Wording alteration to work within the game rules

TRAITS
Lucky Coin - Redesigned. 0 +1. One charge. Flip, call the flip. If you win, add a charge to Lucky Coin. This card can theoretically go on forever, but of course, it won't. Pair with Optimistic for a good amount of free power in the feat zone!
Dastardly - Properly states fewer as opposed to less.
Strafe - Can only trigger if you're not affected by Disarm. We realized this can and should follow the same rules as cards like Reflex--only triggering if you're not affected by the type of control that would prevent the effect it creates.
Tourneygoer - Now specifies specifically after you draw your opening hand. This is to prevent weirdness with effects like Indecisive.
Barleychew - Charges reduced from three to two. This was a bit too much power for free for a single color pip (and heroic to boot), so we knocked it down a notch.
Scrappy - Properly states fewer as opposed to less. We were considering reverting the change we made to this card, but realized it was, yup, still too good :)
Local - Now specifies 'differently named cards' as opposed to 'unique cards'.
Disorient - Can now trigger off of applying any kind of token to an opponent. Poison, here we come!

TRAIT PACK
Nemesis - Redesigned. Literally ran out of characters for patch notes so you'll have to read it yourself. Change was made so it doesn't step on the toes of a future trait and because it was weird!
Dreadful - Now additionally Slows 1 nearby enemies at the end of your turn. This card is a fun idea, but needed a bit of a push to be good enough. Maybe more of a shove is accurately brutish enough for how much stronger this card needed to be.
Earthquake - Damage reduced from 4 to 3. Now can only destroy cards attached to tiles near it. This card needed to be significantly toned down, so it provides less inevitability on both fronts now.
Bladefolding - Wording changes.

Update: 6 Nov, 2023 @ 3:06pm

Update: 28 Oct, 2023 @ 3:22pm

Update: 28 Oct, 2023 @ 12:22pm

Update: 28 Oct, 2023 @ 12:08pm