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-Fixed a weird Doomsayer / Carnaval interaction where Suspicious Body Double could move Doomsayer under it and immediately win:
-Suspicious Body Double now only works on non-indestructible targets, which was always the intent
-Doomsayer's Proclamations now prevent players from winning, so if players somehow cover him up with another card that works similarly, he'll end up in the trash but keep on going. It's not worth the trouble to keep him from being moved to the trash when he has enough effects that shuffle decks and pull out targets.
I want Suspicious Body Double to be usable on villain characters. I'm indifferent to it being used on hero character cards but want it to be usable on hero targets (e.g., Necro's undead). There might be a wording I can use to make it usable on villain characters and hero targets, but not hero character cards, but mostly it seems like it'd make the text confusing. I suppose I _could_ make it not usable on hero targets at all, but that seems weird to me with the potential design space custom decks might use.
One weird thing to keep in mind is that things that prevent damage after calculating damage totals clear "next damage taken" increases, so you can use that to reset her risk/reward allotment also by using other hero cards or effects to prevent damage dealt to her. Resets her damage output, though.
I'd say her core cards are Destroyer's Dirge, Measurer's Meter, and Weaver's Words (for the different power options), and Fortean Foe/Improbable Impediment, Dark Justice and Weird Luck, which are just always great.
Node is a good support, the connected mechanic is nice and flavorful.
Do you have any tips on playing the Fury? I'm having some trouble getting the gist of her deck.
I may have the interface for this updated but it's not a priority for now, since I have so many other decks to be implemented in digital.
I haven't tried Swarmeater with Eldrenwood, but I'm a bit surprised it's so tense with him. I generally find Eldrenwood to be really brutal with single target villains and much more ambiguous in target-rich environments. I've had many games with low-hp villain targets in play where it's been almost exclusively helpful. When playing against Windcolor Dendron, I was trying to find a way to keep them from shifting back when I was running out of Full Moon time.
As soon as I saw the new deck I went to play a round with it, without reading it's special rules or going through the gallery, only reading the cards as they were played.
For the first half of the game the deck only played villagers, so I thought this would be solely a "protect the helpful envrionmental targets" deck, with maybe an evil card or two.
There were maybe five villagers in play when the Full Moon came.
Cue the surprise, the cursing, the pause to finally read the rules and all the damaged that followed.
Also, I recommend playing this environment with Cauldron's Swarm Eater if you want a really tense game.
It really sells the feeling of being commissary Gordon and similar characters.