file Thought Experiment in 3-Way Anarch Cards

17 Nov 2014 08:12 #67467 by Juggernaut1981
Thinking more about Anarch 3-Way cards... and out of it comes a little thought experiment.

1) No restriction on the disciplines used (i.e. all three should be usable in the one action)

2) All three effects must fit a similar theme (i.e. all avoid blockers, all empower a (D) action, all destroy a card in play, all prevent/reduce damage, etc)

3) Disciplines chosen should have 2-disciples from a "Clan Set" for multiple clans (i.e. obf pot pre fits Guruhi/Brujah/Nos/Settites)

Example:

Combat card themed around avoiding damage.
Ani For = Gangrel, Akunanse
Ani Pre = Guruhi, Ahrimanes
For Pre = Ventrue, Ishtarri

Inner Force
Combat
Requires an Anarch. You can only play this card once at each discipline each round.
:ani: Opposing minions has -1 strength
:for: Prevent 1 damage and an optional press
:pre: Strike: Dodge and untap, if ready at the end of combat

:bruj::CEL::POT::PRE::tha: Baron of Sydney, Australia, 418

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09 Dec 2014 01:56 #68049 by direwolf
Purportedly, three-way cards are supposed to be versatile. Giving them potentially three different uses in one card seems a little but too powerful.

Perhaps anarchs should have the option of burning a blood to use multiple effects of a card?

Skullduggery reads:

Requires a ready anarch.
[obf] (D) Bleed at +1 stealth, with an optional maneuver in the resulting combat if the action is blocked.
 (D) Bleed at +1 bleed.
[pro] (D) Bleed at +1 stealth.

An anarch with pre and pro might burn a blood when announcing the card to bleed at +1 stealth and bleed. Another with obf and pre could do the same, with a maneuver if blocked.

In the case of a combat card or action modifier, the blood would be burned when the effect is used, and if effects are required to happen at the same time they would have to burn the blood at the same time.

Anyway, that's my two cents. Great idea Jug, but my thoughts on giving it a leash. In order to have a no-cost option, the individual discipline effects should be relatively weak.

:tore: :pre: :tem: :aus: Independent Futurist. Contrarian (titled, X votes where X is the number of votes as the acting minion.) Target Vitals is always the better combat card.

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09 Dec 2014 20:19 #68072 by Juggernaut1981
@Direwolf:
The problem with most of the current Anarch cards is that you rarely use them at more than one discipline. This tends to reduce a lot of anarch decks to effectively "inferior discipline" decks.

So the whole idea of the thought experiment is to get a few effects that have some synergy AND have some discipline synergy.

Skullduggery is a great example of why the older ones are kind of tripe...
At [obf] if gives stealth, and maybe a maneuver... on what is not even a Computer Hack
At
 it is Enchant Kindred at 
 but only playable by Anarchs
At [pro] it is not even a Computer Hack.

So IF you had [obf]
[pro] then it MIGHT be worth the Anarch cost (getting a +1 bleed at +2 stealth)...


So the idea is instead to create a card that would be:

Action Delivery Card
Action Modifier
Requires Anarch. Text to let you use any or all disciplines.
[A] Effect that will help get past blockers
Effect that might punish blockers
[C] Effect that might limit the choices for blockers

Combat Awesome Card
Combat
Requires Anarch. Text to let you use any or all disciplines.
[A] A strike
An increase on another strike
[C] An alternative target for the strike (i.e. retainers, equipment)

:bruj::CEL::POT::PRE::tha: Baron of Sydney, Australia, 418

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