Card idea: Pawn influence
15 Feb 2012 23:58 #23276
by mika
Card idea: Pawn influence was created by mika
Name: Pawn influence
Type: Master
Card text: Choose a ready vampire you control and older vampire in your uncontrolled region. Burn one blood from the chosen vampire in your ready region and then move up to 3 blood from that vampire to the vampire in your uncontrolled region. Only one Pawn influence may be played in a turn.
"To understand the nature of the people one must be a prince, and to understand the nature of the prince, one must be of the people.
- Niccolo Machiavelli
What do you think? Maybe this could diversify influence strategy
Type: Master
Card text: Choose a ready vampire you control and older vampire in your uncontrolled region. Burn one blood from the chosen vampire in your ready region and then move up to 3 blood from that vampire to the vampire in your uncontrolled region. Only one Pawn influence may be played in a turn.
"To understand the nature of the people one must be a prince, and to understand the nature of the prince, one must be of the people.
- Niccolo Machiavelli
What do you think? Maybe this could diversify influence strategy




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16 Feb 2012 04:13 - 16 Feb 2012 04:14 #23289
by jAvel
Replied by jAvel on topic Re: Card idea: Pawn influence
Too good, imho. Some drawback(s) should be added.
eg. "Tap the chosen vampire" or "During next influence phase you get 2 less transfers" and/or "choose vampire of the same clan"
eg. "Tap the chosen vampire" or "During next influence phase you get 2 less transfers" and/or "choose vampire of the same clan"
Last edit: 16 Feb 2012 04:14 by jAvel.
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16 Feb 2012 08:48 #23312
by mousnich
Replied by mousnich on topic Re: Card idea: Pawn influence
or may be do the same, but tap the ready vampire and of course, he has to be of the same clan.
And i like the idea of two less transfer during the next turn
And i like the idea of two less transfer during the next turn
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16 Feb 2012 09:04 #23318
by mika
Replied by mika on topic Re: Card idea: Pawn influence
Why is that too powerful? There are plenty on better master cards and for giants there is always better to use info highway or zillah's valley. Tapping the minion could be another cost but having to burn blood ensures that you 'lose' when using it...



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16 Feb 2012 09:39 - 16 Feb 2012 09:48 #23322
by Jussi

----
Banging trashcans, breaking windows
We'll wake you up tonight
We like the good time, we scream and shout
And that's what fun's about
Replied by Jussi on topic Re: Card idea: Pawn influence
I like the idea a lot! Having a (slightly less efficient) Villein+Zillah's valley combo is still quite strong, so perhaps some limitations would be in order.
Name: Pawn influence
Type: Master
Card text: Choose a ready vampire with capacity less than 6 you control and older vampire of the same clan as the chosen vampire in your uncontrolled region. Burn one blood from the chosen vampire in your ready region and then move up to 2 blood from that vampire to the vampire in your uncontrolled region.
Reasoning is something like: Grooming the Protege moves up to 3 blood, so Pawn Influence should be less efficient - hence only two blood. Also, adding clan limitation is an imitation from Grooming. I also added a capacity limitation, so the text fits the theme slightly better.
Oh, yeah, to Mika's last question: Pawn Influence - total of couters used/transferred: 2-4, Zillah's valley 5. Since you almost need to combine Zillah's valley with Villein to regain lost pool, Pawn Influence as original design is quite powerful master module wise.
Reasoning having a limitation with a crypt accelerator master is, that every other card has one as well. I just don't think, that "only usable once per turn" in a master card is an actual limitation
Name: Pawn influence
Type: Master
Card text: Choose a ready vampire with capacity less than 6 you control and older vampire of the same clan as the chosen vampire in your uncontrolled region. Burn one blood from the chosen vampire in your ready region and then move up to 2 blood from that vampire to the vampire in your uncontrolled region.
Reasoning is something like: Grooming the Protege moves up to 3 blood, so Pawn Influence should be less efficient - hence only two blood. Also, adding clan limitation is an imitation from Grooming. I also added a capacity limitation, so the text fits the theme slightly better.
Oh, yeah, to Mika's last question: Pawn Influence - total of couters used/transferred: 2-4, Zillah's valley 5. Since you almost need to combine Zillah's valley with Villein to regain lost pool, Pawn Influence as original design is quite powerful master module wise.
Reasoning having a limitation with a crypt accelerator master is, that every other card has one as well. I just don't think, that "only usable once per turn" in a master card is an actual limitation






----
Banging trashcans, breaking windows
We'll wake you up tonight
We like the good time, we scream and shout
And that's what fun's about
Last edit: 16 Feb 2012 09:48 by Jussi.
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16 Feb 2012 11:42 #23324
by Boris The Blade
Replied by Boris The Blade on topic Re: Card idea: Pawn influence
What problem is that card supposed to solve? Do you really think the game needs more masters? More bloat? Besides, a balanced version of your card has already been printed:
Social Ladder
Master
Master.
Put this card on a ready vampire you control. During your influence phase, remove this vampire from the game and move all the blood counters from that vampire to an older vampire in your uncontrolled region.
Social Ladder
Master
Master.
Put this card on a ready vampire you control. During your influence phase, remove this vampire from the game and move all the blood counters from that vampire to an older vampire in your uncontrolled region.
The following user(s) said Thank You: Juggernaut1981, Dorrinal
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