PDA

View Full Version : Dugalla



nemean
03-25-2012, 02:31 AM
I actually just heard about this game yesterday, and was considering getting a few factions. I was really hoping there would be a rat faction. Not having one is a bit of a bummer, but there are two in the mercenary faction. So the possibility is higher for the future. Until then, I guess I'll have to imagine my own faction. Since I have no idea about balance yet, these are bound to be a little off.

The Urban Dugalla
Units

Fremel
Summoner of the Urban Dugalla
Attack: 2 Ranged
Life: 5
Nest - When you summon, you may place the summoned unit in an empty square adjacent to Fremel.

Snicher
Champion of the Urban Dugalla.
Cost: 5
Attack: 2 Ranged
Life: 2
Hide—Snicher may move onto walls. When an opponent rolls to attack Snicher, if Snicher is on a Wall, it only receives Wound Markers from die results of 6 during that attack.

Gulpir
Champion of the Urban Dugalla
Cost: 6
Attack: 2 Melee
Life: 6
Swarm—When Gulpir attacks, for each unit you control within three spaces of the attacked card, add 1 to Gulpir’s Attack Value during that attack, up to a maximum of +3.

Swalo
Champion of the Urban Dugalla
Cost: 7
Attack: 3 Ranged
Life: 4
Great Escape— When moving Swalo during your movement phase you may move him 1 additional space. After Swalo attacks, you may spend 1 Magic Point to immediately move him up to 3 spaces.

Scout
Common of the Urban Dugalla
Cost: 1
Attack: 1 Melee
Life: 1
Hide—This Scout may move onto walls. When an opponent rolls to attack this Scout, if this Scout is on a Wall, it only receives Wound Markers from die results of 6 during that attack.

Scavenger
Common of the Urban Dugalla
Cost: 2
Attack: 1 Melee
Life: 3
Scrounge—Whenever a unit dies, if this Scavenger did not move during your previous movement phase, you may put a card from your discard pile under him. For every card under this Scavenger, add 1 its Attack value.

Nibbler
Common of the Urban Dugalla
Cost: 1
Attack: 1 Ranged
Life: 2
Chew Stockpile—After wounding a unit with an attack from this Nibbler, immediately roll a die. On a result of 4 or higher, you may put the top card from that unit's controller's Magic Pile into his or her Discard Pile.

Events

Reinforcements

Empty stores—Choose an opponent. If you have fewer Units on the battlefield than that opponent does and you did not summon any units this turn, you may spend up to an amount from that opponent’s Magic Pile equal to the number of units he or she controls to summon 1 Unit. End your turn.

Hidden Passage— You may move a common unit you control to an empty square adjacent to a Wall.

Scamper—At the end of your turn, choose up to three Common Units you control. You may move each of those units up to two spaces.

Since factions seem to come in pairs:

The Savannah Vargath
The Units

Gwell
Summoner of the Savannah Vargath.
Attack: 3 Ranged
Life: 6
Lonely—If you control no other units, you may summon units for half their costs rounded up. Units cannot cost less than 0.

Novin
Champion of the Savannah Vargath
Cost: 5
Attack: 4 Ranged
Life:4
Conserve—When you play an event card, if it would go to your discard pile, put it into your Magic Pile instead.

Duerger
Champion of the Savannah Vargath
Cost: 6
Attack:4 Melee
Life: 6
Show off—When moving Duerger during your movement phase you may move him up to n spaces, where n is the number of units you control.

Vorim
Champion of the Savannah Vargath
Cost: 8
Attack: 3 Ranged
Life: 5
Dirge – The first creature that dies each turn is put into your Magic Pile.

Soldier
Common of the Savannah Vargath
Cost: 5
Attack: 3 Melee
Life: 3
Join Horde—This Soldier costs 1 less for each unit you control. This Soldier’s cost cannot be below 0.

Avenger
Common of the Savannah Vargath
Cost: 4
Attack: 3 Ranged
Life: 3
Brother’s Cry – Whenever a Unit you control dies, you may immediately summon this Avenger for half its cost rounded up.

Apprentice
Common of the Savannah Vargath
Cost: 0
Attack: 0 Melee
Life: 0
Training – When you summon this Apprentice, you may spend up to 3 Magic points. Put the spent cards under this Apprentice. For every card under this Apprentice, it gets add 1 to its life points and 1 to its attack value.

The Events

Superior Planning

Blood Related— Search your draw or discard pile for a common unit with the same name as a unit you control. Summon the revealed card without paying its Summon cost and shuffle your library.

Run over – Choose a Common or Champion unit. Put a wound counter on that unit for each unit you control.

Home Remedy – Choose a Unit. Remove a wound counter from that unit for each unit you control.

Moon_Knight
03-25-2012, 08:24 AM
The first faction seams fine with some modifications
Fremel
Summoner of the Urban Dugalla
Attack: 2 Ranged
Life: 5
Nest - When you summon, you may place the summoned unit in an empty square adjacent to Fremel.

This guy seams fine too me the ability seams fine he is a moving wall.

Gulpir
Champion of the Urban Dugalla
Cost: 6
Attack: 2 Melee
Life: 6
Swarm—When Gulpir attacks, for each unit you control within three spaces of the attacked card, add 1 to Gulpir’s Attack Value during that attack.
This guy needs a maximum attack value of 5 in total or something I think.

Nibbler
Common of the Urban Dugalla
Cost: 1
Attack: 2 Ranged
Life: 1
Chew Stockpile—After wounding a unit with an attack from this Nibbler, immediately roll a die. On a result of 4 or higher, you may put the top card from that unit's controller's Magic Pile into his or her Discard Pile.

Exchange the attack and life value and I think its ok need play testing too be sure.

Hide—Snicher may move onto walls. When Snicher is on a wall, it cannot be attacked (The wall can still be attacked.).

This ability is too good not being able to attack guys are to powerful. You can make them harder to hit but not invincible.

Hidden Passage— You may move a unit you control to an empty square adjacent to a Wall.

Make that wall you control and its fine.

Scamper—At the end of your turn, choose up to three Units you control. You may move each of those units up to two spaces.

Its ok if you make that common units that you control

Empty stores—Choose an opponent. If you have fewer Units on the battlefield than that opponent does and you did not summon any units this turn, you may spend that opponent’s Magic Pile to summon 1 Unit. Skip your movement and attack phases.

This card is to powerful with the potential of 13 magic gain by taking 7 magic from your opponent and getting out the best champ in the deck -1 for the card you could have built like magic I suppose. (that’s 15 if you get Hugo from the merc.) And 13 (15) magic gain is too good for any card in the game no matter the drawback.