View Full Version : Your Faction Ideas
Truth
12-01-2009, 11:46 AM
Hey guys, I've posted a thread over on Board Game Geek asking for faction ideas. I've done it over there to help shine attention on the game, and because I can give away Geek Gold over there. Just thought some of you might like to join in: http://www.boardgamegeek.com/article/4274224#4274224
Classicsmiley
12-01-2009, 12:44 PM
The ideas are flying fast and furious! (And I just got my first-ever GeekGold. Thanks, Truth!)
paradox22
12-01-2009, 05:56 PM
Great idea Truth! I'm on it!:D
I'm not a member of BBG (and I don't want to join at this time, so...), I will simply post here that I second Onacara's mention for some Minotaurs.
I think Minotaurs, perhaps Trolls, Gnomes (with some crazy wall-building contraptions!), and your base humans (maybe enraged Barbarians?) would be pretty cool and seem to keep the "flavor" of what you've already established in the two base starter sets.
Sorry I didn't post this over there.
Onacara
12-01-2009, 07:53 PM
Thanks for the support rym :)
To further touch on that...I think a cool mechanic to encorporate either with the commons or with a Champion would be a knockback mechanic where instead of inflicting wounds the charging minotaur can push an opponents card back 2 spaces to make their encroachment on the Minotaur Summoner take that much longer.
That's a crazy cool idea, Onacara. Jeez, truth, we need a rep system over here so I can give props to people for their wonderful ideas.
*nudges Onacara*
Onacara
12-01-2009, 09:04 PM
That's a crazy cool idea, Onacara. Jeez, truth, we need a rep system over here so I can give props to people for their wonderful ideas.
*nudges Onacara*
If they do that I will probably find some way to get mine reset again LOL
mrkurtb
12-01-2009, 09:58 PM
Fitting in with the Minotaur theme would be 2-3 Labyrinth event cards. I could see such a card allowing the Minotaur player to rearrange their walls. To further the theme, that faction should also be allowed 1-2 more wall cards.
Onacara
12-01-2009, 10:20 PM
I'm going to have to disagree on both ideas mrkurtb for the following reasons...
Adding more wall cards to their deck would actually hinder them more than help them if you are going to incorporate the knockback mechanic.
I am unsure how the ability to "rearrange" walls is Minotaur themed.
Yes I do understand the whole labrynth thinking but these two suggestion are not what i think of when ithink minotaurs.
Now the ability to move walls for say Giants...now that's a different story ;)
Now there's another nice idea, giants.
Being able to smash through walls? How cool would that be? :cool:
Or maybe having one extra movement because they are, indeed, giants.
DrLivingston
12-02-2009, 12:59 AM
Rearranging walls for a Minotaur army as an event card or summoner ability sounds both thematic and fun!
Sweetcurse
12-02-2009, 03:21 PM
Here's my idea. Wild Men (http://www.plaidhatgames.com/sum_forums/showthread.php?goto=newpost&t=97)
Quintaton16
12-02-2009, 05:01 PM
Not so much factions as mechanics: we need an all-melee faction! I also would like a faction with all expensive units; I noted with some custom 3-cost merc commons that they would not work as mercs because of the Reinforcement card, but I really like the idea as a faction since the summoner could just not have Reinforcement.
For faction ideas I second one of the BGG ideas. Elementals. Creatures made out of fire/etc. are awesome. They could even be combined all into one faction.
Cleon
12-03-2009, 03:12 PM
Centaurs are one creature type Heroscape has yet to do and it would fit nicely in Summoner Wars.
mrkurtb
12-03-2009, 03:20 PM
Centaurs are one creature type Heroscape has yet to do and it would fit nicely in Summoner Wars.
I agree with Cleon. Yes to Centaurs. An entire Grecian mythological faction would be great. Greece vs. Troy?
Trojan horses
Odysseus
Cyclops
Minotaurs
too many great heroes to list (Ajax, Agamemnon, Hector, Paris, my memory fails me)
Hydras
Scylla
Cereberus
and lots more...
ultimobean
12-11-2009, 01:18 AM
i actually kinda like that idea about rearranging walls as an event card. i would be a lot tougher for lets say the guild dwarves to attack them with there engineers and if you have a wall that is blocked off completely then you can move it to and open area and play reinforcements if that deck even has it. but i do believe that i would dumb down the labyrinth card to only one wall and possibly have just two of them in the deck.:D
Onacara
12-11-2009, 11:10 PM
i actually kinda like that idea about rearranging walls as an event card. i would be a lot tougher for lets say the guild dwarves to attack them with there engineers and if you have a wall that is blocked off completely then you can move it to and open area and play reinforcements if that deck even has it. but i do believe that i would dumb down the labyrinth card to only one wall and possibly have just two of them in the deck.:D
If you go to that thread Truth linked at BGG ...I actually gave a sceanrio where walls can be "moved" with some srt of Stone Golem army.
Basically there would be a unit that could become a wall but an existing wall would then become the unit.
lildrummahboi34
12-11-2009, 11:23 PM
dinosaur like creatures
XCoconutMonkey06x
12-12-2009, 12:03 PM
I'd like to see like Japaneese themed army (more so that the PE) that has like Oni and such. Basically pulling a bit of inspiration for the Legend of the 5 Rings universe. Have tainted samurai and such.
I echo the Minotaur army as well. Or make it a tad more general with just Beastmen (or another similar name to avoid and legal complications from GW).
We have to have something with Ret-Talus soon as well. Can't toss his name out there like that without something to go with him, lol. Then, if you do Ret-Talus, you'll need one for Dane Lightbringer to counter.
Lizardmen would make for a neat one (as was mentioned on BGG).
This one may be way out of left field but when thinking about Lizardmen, it made me think about various other D&D monsters and Fungus Men kind of leap out at me. There is just something special about walking toadstools with spears, lol.
Reaper Crew
12-12-2009, 08:35 PM
May I add the idea of Merfolk?
Topless mermaids ahoy! :p
Onacara
12-13-2009, 12:16 AM
I echo the Minotaur army as well. Or make it a tad more general with just Beastmen (or another similar name to avoid and legal complications from GW).
:confused: No one has any sort of copyright on Minotaurs or Beastmen.
Creationist
12-13-2009, 06:55 AM
My two that Im thinking about are shades and a band of post-apocalyptic warriors (think Mad Max). The Shades would drain everything. The warriors(Association) would mess around with cards the whole time.
XCoconutMonkey06x
12-13-2009, 11:42 AM
:confused: No one has any sort of copyright on Minotaurs or Beastmen.
Yea, but I don't put much past Games Workshop to try and pull some BS on the word "Beastmen" :p Next thing you know, they'll claim they invented the Internet, lol
ultimobean
12-13-2009, 10:06 PM
well if they claim that al gore is gonna have a hayday.
Quintaton16
12-14-2009, 09:20 PM
Once again I second a couple ideas from the BGG thread.
Flock is genius. I love having a common unit that morphs into Blarf! I think this is ideal for the bug faction that has been tossed around. A swarm of Wasp commons would be about the only common unit I would think seriously about maxing out.
The blob/mutant/augmenter faction is a really cool idea. Blah commons that could combine in weird ways. I don't really know how that could work, but it would be really neat. Maybe give each common a specific attribute and then give the Summoner a "Fuse" ability to allow commons to stack, or ability events that last an entire game? I'm leaning toward different flavor combinations of commons, as that would be really easy to customize.
I also like the Elemental Golems idea. Especially if combined with Onacara's wall-morphing. Gargoyle Golems=:D. It would also have to include the other elements, like the previously mentioned basic but solid Adamantine Golems, and maybe a Fire Golem only as a Champion.
infamous1
12-26-2009, 02:45 PM
i like the idea of elementals, maybe the summonner could be a wizzard and the elemental creatures could be the result of his hightened power form the summonning stone, along those lines you could have a druid that summons plant creatures and animals, (something that could fly over or under units and walls would be cool) giants could be intresting, but don't make them slow and dumb, make them smart... there just like big people, cenators (i suck at spelling) is pretty origanal, i like that idea as well, a demon or oni army would be pretty bad ass too, you could also expand the merc's, besides rat people you could have lizzard people, (me personaly i don't like the idea of a whole race of lizzard people) winged type people, trolls, (with regen like trolls have) gnomes, some type of human like a ranger or a rouge, maybe even merc's that are elves or golbins, etc. that could get the faction bonous from there races event cards/abilitys if there fighting with there race, you could have commons, champions, and maybe down the road even a merc summoner, like a guild master or somthing, i guess when you think about it the only limit there is is your imagation, i think the key though is to try and look/think of things from a different angle that no one else has, i look forward to the future of this game and ideas you can and will expand on, i'm hooked and impressed so far and i haven't even played yet... i can't wait for my cpoys of the game to arrive!
draven_defay
03-11-2010, 05:21 PM
Don't plan on joining the Geek, so I'll post here:
LIZARDMEN!
Cultist Squidmen
Barbaric Beastmen
Insect Men
Tinker Gnomes w/ steam-powered constructs
Anavasoothed
03-11-2010, 06:58 PM
Sounds like some good ideas. A faction that I think needs to be fleshed out is Rat People. In the SW universe, we've already seen one, so we know they exist. The one we have is a cutthroat plague rat, likely why he's not with the other rats. Cultural personality? Splinter would be an awesome representative start :) I haven't thought on the mechanical functionality yet, but it's something to ponder. Just what were Khan Queso's brothers like?
Just what were Khan Queso's brothers like?You mean Khan Carney and Khan V'Icht? Don't mess with them...
Pickledpie
03-12-2010, 08:42 AM
I like the faster movement idea, but thematically you kind of see giants as huge and slow. Maybe snakes or raptors?
Fast moving snakes... where have I heard that before? ;)
draven_defay
03-12-2010, 04:22 PM
I just wanted to add ideas for Lizardman rules. They should have a Champ that is a big angry lizard-monster thing that can heal himself by killing allies. They should also have event cards called bogs that only Lizardmen can move through. Lastly, I suggest that their archers be blow dart wielders with the special ability Poison: On any attack the Darter makes in which it gets at least 1 hit, if the defender does not have a poisoned marker already on it, place 1 poisoned marker on the defender. Each time a card with a poisoned marker attacks, after the attack is resolved, place one poison damage marker on the card. When a card has poison damage markers on it equal to or exceeding it's starting HP, it is destroyed and sent to the magic pile of the player who poisoned it. You may pay 2 magic to remove a poisoned marker, but poison damage markers remain.
Tidus
03-18-2010, 06:33 PM
How about something like ''The Plagued'' or ''The Forgotten''
The Plagued
Things that are like mutated from.... radiation maybe? From all the war,
and they all gather together forming an army against the rest of the ''Normal'' Summoners...
They would have like infecting abilities kind of like khan queso.
They could also maybe use magic points to heal themselves for like the champions.
The Forgotten
could be a race of maybe serpenty lizard like creatures from like prehistoric times that found a summoning stone and gained powers from it bringing them to the other summoners.
They could have like flying over walls or maybe regenerating abilities that lets them heal after each turn....
Just some ideas.
maybe a druid or nature army also like the Oakheart Army, Or.... a a race of humans with bird characteristics like bird feathers but can talk, almost like gorrillas but with feathers, and they would be more human like height with hands and armor, they could have like dual swords and fast wielding weapons and abilities like quick draw.
If there were druid like things there could be like forest events that could represent walls but have no life and the only way they could be removed is by your opponent spending magic to have forces cut the forest down that would be kind of cool.
Lord_AndraK
03-25-2010, 05:27 AM
Some Classic Fantasy Races
Reptilian, Demon, Beasts, Werewolves, Vampires, Rats/Vermin
theres just so many different fanasty races, with the flexibility of this game it could do any of them.
Ill do some customs on some later and post my ideas.
Lord_AndraK
03-26-2010, 07:46 AM
Hey guys, I've posted a thread over on Board Game Geek asking for faction ideas. I've done it over there to help shine attention on the game, and because I can give away Geek Gold over there. Just thought some of you might like to join in: http://www.boardgamegeek.com/article/4274224#4274224
Iv put a whole lot of faction and ability sugestions in to the thread on pg 7-8
hope you like them, tell me what you think and if youve actually read them thx.
Phoenixio
05-09-2010, 06:08 PM
The idea was mentionned, but not in the same direction:
A nature army, one with living trees (huge commons with lots of life points, tremendous attacks, but limited to a movement of 1, or something along those lines).
Dryads which would be quick and ranged fighters to support the slow moving units.
Events that would be Wall-like, and could be placed on the opponent's side, but that wouldn't allow summoning (or might if the movement restriction is used a lot).
Ohter Events that would simply count as mana to speed the arrival of the Treants.
Wisps as a free third common unit (just as an idea of a very fairy-like wood faction).
Three champions, one of each of the common races, that would push the fore mentioned units to their limits.
And the summoner... some kind of Greater Druid, would greatly fit in the feeling of the game.
Of course, this is only an idea, with absolutely no playtesting or tweaking made. I do hope Colby will find some inspiration with them.
Targanth
05-15-2010, 10:22 AM
I've not have Summoner Wars for very long, but am enjoying the game and the design point - expandable but not blind purchase. I had a faction idea and read through the 'contest' entries here and on BGG but didn't see anyone proposing this type of faction, so here goes with a bit of a backstory. Some younger people may need to look up TV references (sorry, I'm old).
Everyone in the village knew of the constant wars against Ret-Talus and his summoned hordes. Not from first hand battle of course, but by the constant flow of armies looking to conscript local folks into the battle. Even Ret-Talus had sent champions to the village to ensure that there was no opposition.
That the village had not simply been killed off was a tribute to one older woman. The villagers simply called her Granny, and it was due to her efforts that those that had been left behind - the old men and women, the children, and the mothers of those children - managed to raise and harvest enough food to live from season to season.
Granny had been at the river doing her wash. As usual she had been kneeling along the river bank. The river was much lower than usual so she was in what would normally have been the river bottom. As she moved, her knee came down on a rock, causing a sharp sensation. She looked down and was surprised to see a smooth stone rather than the sharp stone she had expected. As she finished her laundry she reached down, picked up the stone and put it in her pocket.
Only a few weeks had gone by when another army came through the village. They too were on their way to battle Ret-Talus, but this army was different in that they were not trying to find fighters to recruit. They were simply looking for shelter on their way to the battle. The leader of this army had a Summoning Stone, like the one Ret-Talus had used to hold power for so many years.
After the army left (and none too quickly for Granny and the villagers) Granny took a long look at the new stone she had found in the river. As she wondered how anyone would know a Summoning Stone from a regular stone, she began to get a sensation in the hand that held the stone. The answer was clear now - the stone had told her.
But Granny had no ambitions. She wished to see her village live in peace and to avoid the constant effects of the war. Could the Summoning Stone help?
The Home Town faction. Note that this faction could be a village from any of the faction races. All ideas contained in this post are provided under the same sharing guidelines as the BGG Faction contest Truth created.
Walls - Instead of normal summoning walls, the Home Town faction has pictures of houses.
Summoner - Granny
The image Granny brings to mind is that of Granny from the TV show 'The Beverly Hillbillies'. I see Granny running around with her frying pan, knocking enemies in the head with it. Frying Pan Attack - perhaps if Granny hits with her initial frying pan attack in a round, she is immediately allowed to roll one more attack die.
Champion - Old Man Mervin
Old Man Mervin is something of a cross between Uncle Joe from the TV show 'Petticoat Junction' and Grandpa McCoy from the show 'The Real McCoys'. Talks a good fight but too old and slow to be a physical threat. Pretends to know everything about everything. His ability is misdirection - perhaps if a card adjacent to Old Man Mervin is attacked by an opponent, before the die roll Old Man Mervin can choose to be the target of the attack.
Champion - The Widow Barns
Widow Barns is the master of 'The Look'. Think actress Betty Davis here. If looks could kill, you'd be dead by now. Perhaps her attack is 2 dice ranged that allows her to attack any space she could move to (if it were unoccupied) so for example one space over and one space up would be in range.
Champion - Granny's Cat
Granny's cat would of course have nine lives and perhaps 3 attack dice. I've considered a Scratch attack that allows Granny's Cat to divide the 3 attack die up between up to 3 adjacent opponents. It would still be a maximum of 3 attack dice no matter if 1, 2, or 3 opponents were Scratched. (This character is probably too powerful.)
Commons - Slinger
The Slingers are the little scoundrels with Sling-Shots (Our Gang or Little Rascals) that can really frustrate a grownup. I could see these eight year old boys having a power called 'If at First'. Maybe a ranged attack of 1, but for each Slinger each round if their first try misses, the Slinger can try a 2nd attack against the same card.
Commons - Mommas
The Mommas are old time Mommas, mid 30's in age. If the kid did something wrong, Momma would make the kid pay for it. However, if someone else tried to administer justice to their kid, better look out. I see her with 1 attack die and a power like 'Don't You Dare', where if Momma attacks a card that is adjacent to a Slinger card, Momma gets one additional attack die.
Commons - Critters
Critters are something much different. Back to the Beverly Hillbillies, Ellie Mae always had a bunch of critters around. So the Critters common might be a different Critter every round, but the card has only 2 life no matter what Critter is rolled. For example, before attacking for a die to see what Critter had popped up.
On a 1, it is a Squirrel with 1 attack die but only hits on a 4 or higher.
On a 2 or 3, it is a Large Dog with 1 attack dice.
On a 4 or 5, it is a Skunk. The Skunk does not roll attack die, rather any opponents cards adjacent to the Skunk may be moved one space. Cards may be moved adjacent to another card that you control.
On a 6, it is a Bear with 2 attack dice who hits on a 2 or higher.
Event - Line of Laundry
Line of Laundry has 3 hit points (like an Ice Wall). Cards may only be summoned in front of or behind the Line of Laundry (not on the sides). Members of the Home Town faction can walk through the Line Of Laundry with no penalty. Opponents that wish to move through the Line of Laundry have their move reduced by 1 space when walking through.
As you can tell, the concept here is a faction made up of those that war has left behind, abused and taken for granted. Granny does not want power, only peace. And she'll make you pay if you try to break up the peace. As mentioned earlier, this village faction could be linked to almost any race of characters.
Any thoughts?
gamjuven
07-30-2010, 12:42 AM
I've liked several of the ideas already posted here, including the elementals idea, ratmen, and lizardmen. Since you have the good elves I'd say to get some bad elves in there, they're always fun. I'd like to see some evil humans too. Just some mutated men or guys that are spiked viking looking dudes or something.
I am also advocating for "Lair" like scenarios where a faction is pitted against a giant monster or hero. Like fighting a giant hydra or demon. The bad guys could be put on regular size cards or maybe even larger cards that take up like 4 spaces. They could have their little minions as well and players could team up or go solo against them. Depending on the number of players the evil creature would have a certain handicap or something. Just a different way of playing that I think would be fun.
Alongside those ideas would be ship to ship fighting. It would require a water board, and maybe some ship cards or again maybe the extra big cards as being the ships with spaces on them. Perhaps there could be some on deck weapons like harpoons that the crew can fire. Objective is to kill the opposing team or sink their ship. All of the factions would get a little help and maybe each have a ship. Could be cool, lots of ways to expand that (including fighting a giant sea monster like the "lairs" explained above). Plus, we could get a pirate faction :).
Castle scenarios or siege warfare could also be fun. Just like the fluff talks about the goblins can be trying to tear down the front gate and then when they do the new mounted goblins storm through to massacre everyone. Could be a ton of fun too.
I just think there are tons of ways to go about playing this game and it has a great base to expand how you play.
Oooo, just thought of another faction: Giant Ogres. Grinding humans to make their bread and all. As well as a werewolf faction.
Hope I inspire Truth to use my ideas.
lildrummahboi34
07-30-2010, 11:31 AM
im really liking the "Lair" idea mentioned above. very intriguing
Quintaton16
07-31-2010, 05:33 PM
The ship-to-ship combat seems far too complicated. I'm skeptical of the terrain rules, so I guess I'm right of center when it comes to customization, but any time a variant includes more additional rules than the normal game, I think it's excessive.
We could still do pirates, though. Like the Umbarians from GW's Lord of the Rings games. You can have cutlass-and-parrot-toting, bandanna-and-puffy-shirt-wearing, arrrr-exclaiming individuals without the ships.
gamjuven
08-06-2010, 11:10 AM
The ship-to-ship combat seems far too complicated. I'm skeptical of the terrain rules, so I guess I'm right of center when it comes to customization, but any time a variant includes more additional rules than the normal game, I think it's excessive.
We could still do pirates, though. Like the Umbarians from GW's Lord of the Rings games. You can have cutlass-and-parrot-toting, bandanna-and-puffy-shirt-wearing, arrrr-exclaiming individuals without the ships.
Understandable. Yeah good call on the Umbarians. Although we can credit Tolkien rather than GW (although the models and the characters in the movies were cool, let's face it, Tolkien created all of that).
What do you think of the lairs idea? Not a change to rules really. Just a giant/powerful character to kill that can allow for a 2 on 1 game or something. Could ll ow for a big gigantic card that I think would be cool. Kinda like the character cards from WoW TCG.
Quintaton16
08-06-2010, 04:34 PM
we can credit Tolkien rather than GW (although the models and the characters in the movies were cool, let's face it, Tolkien created all of that).
I was quoting the GW version to cite a game that uses pirates without ship-to-ship rules, but I get the point.
I like the lair idea, as I'm itching for some sort of solitaire variant. A multi-space card would be fun, and open up cool possibilities, like a Hydra made up of three cards, one of which is the head/s and with the other two trailing behind. There's a lot that can be done with this idea.
Codeman
07-16-2011, 07:44 PM
Truth / Colby:
I think Ground Hogs, Chipmunks, and Wood Chucks don't get the respect they deserve in the gaming world. Obviously instead of vine walls they may need to build dams but I think it would add al ot to an already great game.
http://i108.photobucket.com/albums/n1/Codeman1957/groundhogWmachinegun.jpg
The obvious release date would be Ground Hogs day ... hope it happens.
esper88
07-17-2011, 12:50 AM
I have been fleshing out the idea of a faction based around walls. As in Earth Elementals of some sort.
Rubble Warriors are a common that would be the heart of the deck. Basically, whenever a wall is destroyed that you control, you can place a Rubble Warrior from your discard where the wall was. 1 attack 2 life 1 cost, just basic stuff.
Earth Walls would be an event wall that would grant an attack bonus to adjacent units. This gives the opponent incentive to destroy them, thus creating Rubble Warriors.
The behemoth of the deck would be an 8 cost walking wall. 2 attack, 9 life, and the ability to summon off of him as if he were a wall. A Rubble Warrior spawns when he is destroyed.
The summoner would have 1 attack, melee, 2 life. His ability: He cannot be moved while you have a deck. He cannot be wounded while you control a wall. His powers cannot be negated (JE would decimate otherwise). So end game the opponent would be forced to tear down your walls and produce more rubble warriors to defend him.
The rest still needs to be fleshed out, but I think a deck built around walls would be pretty cool.
Killer Lawnmower
07-17-2011, 09:37 AM
That sounds amazing, but extremely over-powered. But it sounds like it could work.
Sera Eldwyn's boyfriend
07-17-2011, 11:21 AM
Yo, love the idea Esper, very inventive. Now let's wait and see if any more feedback comes, one thing though, like KL said, parts do seem overpowered.
Klaxas
07-17-2011, 02:15 PM
I wouldnt mind seeing elemental factions. maybe they dont have a summoning stone, but are just naturally magical. like a force of nature. not sure how that fits into colbys idea for a world or not.
i could see a water elemental faction having a lot of 0 cost commons then paying magic to merge and combine them into more powerful versions. then when you kill them they split back to thier 0 costers
Sauam
07-17-2011, 02:31 PM
The behemoth of the deck would be an 8 cost walking wall. 2 attack, 9 life, and the ability to summon off of him as if he were a wall. A Rubble Warrior spawns when he is destroyed.
I like this one quite a lot, but it should be treated as wall as well so GD's BtW and Engineer can have a wack at it, and you can summon a Stonecloak from it!
Or make it into a Merc so it can combo with so many stuff out there! SG's Mirage can heal it and move it, Grogneck can ice shard from it turning it into a walking ice wall haha, Sprog can reconstruct him and so on... too cool... of course if its a Merc, it need to be much lower in attack, perhaps 1/9//8 ?
esper88
07-17-2011, 04:01 PM
Thanks for all the feedback, guys!
I like this one quite a lot, but it should be treated as wall as well so GD's BtW and Engineer can have a wack at it, and you can summon a Stonecloak from it!
Yeah, that's the idea with that champion. He is treated as a wall for all classification purposes, as well as a unit. The deck would also have events that pertain to walls which would affect him.
As for being overpowered... I doubt these units would be too hard to tweak and be made balanced. Rubble Warriors are weak and give your opponent that much more magic, so it's not overpowered much at all.
I've been thinking about another common for the deck:
Stone Lobbers: 1 Attack 2 Life 1 Cost Melee (Kinda) This unit can attack any card within 2 spaces of it.
The idea is that these guys could hide behind walls and throw stones, forcing the opponent to break through your walls/Earth Walls in order to get at them. And of course, this would lead to more Rubble Warriors.
I just wish I had access to solid artwork, because it doesn't seem like I would be able to actually make this custom deck without artwork. But who knows, maybe Truth will read this and want to actually bring it into existence. A girl can dream, can't she?
thenightsshadow
07-17-2011, 04:50 PM
Realistically, only my Urban Goblin and Forest Manyaro custom factions are doable. I prefer esper's idea of treating Units as Walls compared to my own Scrap Machines, Bladed Elves are just broken, Bedouin Orcs are just gimmicky (all Champions have the same name since they're sextuplets, and events follow naturally), Guardian Dwarves have a potential Mercenary Unit (one that I really like, actually) as part of their initial build, the Brotherhood feel redundant in the face of the Benders and the Living Weapon ability is gimmicky, and the Wild Krackits are just another failed attempt to make a low life common summoner.
I'll post them as they are right now, but definitely there's a lot more feedback they could use.
Urban Goblins ver. 2.04
Summoner of the Urban Goblins - Krassi
Attack - 3 (Melee)
Health - 8
Ability: Manager
- Skip your draw phase. Whenever an opponent draws any amount of cards, you draw that many cards.
Champion of the Urban Goblins - Makks
Attack - 2 (Melee)
Health - 5
Summon Cost - 4
Ability: Tackle
- During your Movement Phase, instead of moving Makks, you may choose a card adjacent to Makks. If you do, place 1 Wound Marker on that card.
Champion of the Urban Goblins - Shill
Attack - 1 (Ranged)
Health - 6
Summon Cost - 5
Ability: Cross Hatch
- After your Movement Phase, if Shill wasn't moved this turn, you may choose a Unit 2 spaces away from Shill. If you do, Shill and the chosen Unit exchange places, then place 1 Wound Marker on the chosen Unit.
Champion of the Urban Goblins - Brosk
Attack - 2 (Melee)
Health - 4
Summon Cost - 6
Ability: Explosion
- At any time, you may discard Brosk to place 9 Wound Markers on each Wall you control and each adjacent space to those Walls.
Common of the Urban Goblins - Civilian (x6)
Attack - 0 (Ranged)
Health - 1
Summon Cost - 1
Ability: Morale
- At the beginning of your turn, choose a Champion or Summoner Unit. Add 1 to the chosen Unit's Attack Value for every 2 Civilians you control until the beginning of your next turn.
Common of the Urban Goblins - Fighter (x6)
Attack - 2 (Melee)
Health - 2
Summon Cost - 1
Ability: Slow Start
- This Unit cannot attack the turn it is summoned.
Common of the Urban Goblins - Worker (x6)
Attack - 1 (Melee)
Health - 1
Summon Cost - 1
Ability: Tireless
- This Worker does not move during your Movement Phase. Instead, after your normal Movement Phase, you may move up to 2 Workers 3 spaces.
Event - Unequal Opportunity (x3)
- Choose an opponent. If you have the same amount of Units on the Battlefield as that opponent, remove up to 2 Urban Goblin Common Units from your discard pile and place them at the bottom of your deck.
Event - Rally Cry (x2)
- Choose an Urban Goblin Unit you control. The chosen Unit may move up to 2 additional spaces during your Movement Phase, but must end its movement adjacent to a Wall card or a Unit you control.
Event - Shill Cry (x2)
- Shill gains the following ability until the end of the turn:
BATTLE READINESS
- Moving Shill doesn't count as moving Shill this turn.
Event - Riot (x1)
- Civilians you control add 2 to their Attack Value and may move up to 1 additional space during your Movement Phase. At any time, you may pay 4 Magic Points to return this Event Card from your discard pile to your hand.
Event - Second Chance (x1)
- Whenever you roll a 1 this turn, you may choose any number of dice rolled, ignore their results, and re-roll them.
Initial Set-Up (A - Civilian, B - Fighter, C - Worker, W - Wall, S - Krassi)
[X][B][X][X][X][X]
[X][S][W][X][X][X]
[X][X][X][X][X][C]
[A][X][X][X][X][A]
Forest Manyaro ver. 1.73
Summoner of the Forest Manyaro - Sirius
Attack - 3 (Melee)
Health - 6
Ability: Agility
- At the beginning of your movement phase, you may any number of Magic Points. For each Magic Point you spend, choose up to 3 Forest Manyaro Commons or 1 Forest Manyaro Champion you control. The chosen Units may move 1 additional space this turn.
Champion of the Forest Manyaro - Missi
Attack - 1 (Melee)
Health - 7
Summon Cost - 5
Ability: Aggravate
- If Missi is able to be attacked by another Unit during an Attack Phase, it must do so. All Units attacking this Unit lose their abilities until the end of your next turn.
Champion of the Forest Manyaro - Xaria
Attack - 2 (Melee)
Health - 5
Summon Cost - 6
Ability: Power Claw
- Every time you roll a 6 when attacking an enemy Unit with Xaria, increase Xaria's Attack Value by 1.
Champion of the Forest Manyaro - Galenda
Attack - 2 (Ranged)
Health - 6
Summon Cost - 8
Ability: Feral Instinct
- When Galenda is attacked, die results of 2 are treated as a Hit, and die results of 5 and 6 are treated as a Miss. Galenda may move an additional space during your movement phase.
Common of the Forest Manyaro - Vanguard (x8)
Attack - 1 (Ranged)
Health - 1
Summon Cost - 0
Ability: Spear Throw
- This Unit may only attack Units that are two clear straight line spaces away.
Common of the Forest Manyaro - Spearman (x6)
Attack - 1 (Melee)
Health - 2
Summon Cost - 1
Ability: Flanking Spear
- When attacking with this Spearman, you may instead choose a Unit or Wall two spaces to attack if that Unit or Wall is adjacent to a Unit you control.
Common of the Forest Manyaro - Spear Archer (x4)
Attack - 2 (Ranged)
Health - 2
Summon Cost - 3
Ability: Hail of Spears
- When this Spear Archer attacks, add 1 to its Attack Value during that attack for each other friendly Spear Archer adjacent to this Spear Archer.
Event - Revenge (x3)
- Choose a Forest Manyaro Unit you control. That Unit may move an additional space this turn and add 1 to its Attack Value until the end of the turn if a Forest Manyaro Unit was destroyed during your opponent's last turn.
Event - Super Strike (x3)
- You may move with and attack with up to 4 Units this turn.
Event - Reinforcements (x2)
- Choose an opponent. If you have fewer Units on the Battlefield than that opponent does, you may immediately summon up to 2 Common Units to the Battlefield without paying their Summon Cost.
Event - Healing Powder (x1)
- Remove 1 Wound Marker from each Unit you control. All Forest Manyaro Units you control gain the following ability until the end of your turn.
MAGICAL RESIDUE
When an opponent rolls to attack this Forest Manyaro Unit, this Forest Manyaro Unit only receives Wound Markers from die results of 4 or higher during that attack.
Initial Set-Up (A - Vanguard, B - Spearman, C - Spear Archer, W - Wall, S - Sirius)
[X][X][X][X][X][X]
[X][X][A][W][B][X]
[X][A][C][X][X][X]
[X][X][X][S][X][X]
gamjuven
07-20-2011, 12:28 PM
I was thinking of a different type of faction. With the onset of the new Master Set and the knowledge of the factions yet to come (:D), we are getting factions that just play the game differently. We have the Swamp Orcs that have a little mini deck with vine walls, we have the Shadow Elves that can play an event on the opposing player's turn, and we will soon have factions that make the game different in other ways.
Back when I was doing stuff for my Lair idea, I came up with a boss that had a unique type of deck. After thinking about it, I now think it would make for an interesting faction.
My idea is for a Dragon deck. The summoner is an ancient dragon of immense size. The faction is based around his domain and his little underlings. Commons would be the zealots and dragon worshippers, and perhaps little wyrmlings as well.
The theme behind the deck that would drive the card design is the premise that you would be fighting with your summoner a lot of the time. Like the Swamp Orcs you would have a side deck that comprises of abilities that your dragon summoner can learn/acquire/evolve into. These abilities would have a cost to go with them and once played, would go to the side of the board as reference and they would basically grant your dragon summoner with additional abilities. Examples of abilities would be something similar to Greater Flight (3 movement with the ability to move over units/walls), Breath of Flame (think Fire Drake), maybe Ball of Flame (grenade like ranged attack from Heroscape), Armoured Hide (Tough - making hits against have to be 4+), and many other abilities.
The commons would be fairly weak and used basically as fodder for their dragon lord. Some of them might make the dragon abilities cheaper, protect their lord by jumping in front of attacks, or something like that. An example of a dragon event card would be High in the Air (Until the start of your next turn, the Dragon Summoner may only be targetted by bow symbol attacks), this would obviously be an event where the dragon flies into the air and cannot be reached by swords and such. I also think that there should be an event called Consume, where you dragon can consume commons (not sure if it would be friendly, enemy, or both), and gain some life points back. This I think would be needed since you would be attacking with your summoner a lot of the game.
So that's the basic concept of the faction. I have some name ideas but left them out of this basic post since designers like to come up with their own. Color ideas would be lava, lol. A nice mix of reds, oranges, and blacks to signify the magma and volcanic nature of the faction.
I would appreciate feedback. Hopefully someday something like this will be made. My craving for more dragons in summoner wars was not sated by the Fire Drake.
prometheuslkr
07-20-2011, 01:07 PM
I had a couple of ideas: one that I am actively working on myself, a demon-cult faction that gains power from hurting themselves. But I think that might end up too similar to the Filth.
The other is a wizard faction that introduces a new class: wizards. Your deck has four wizards: one that serves as the summoner, three as champions. the faction has one starting set-up with the spot where the 'summoner' starts and instead of having commons it could have one champion on the field as well. the faction has one constant event card: a hero is born. Then each wizard has 2 event cards that can only be played while they are on the field, one of which would be a structure (earth wall, dark shrine, etc.) from which their respective elementals would be summoned, Holleas style. Their commons would work around them as well, perhaps drawing events from the draw pile or protecting the wizards admiral-style.
wyrm187
07-21-2011, 10:02 AM
personally I would like to see the enviorments played out a bit more ... how about some Tundra Elves, Mountain Orcs, and Sand Dwarves?
you could make some really cool factions with the races and enviorments that already exist
GeneralRolando
07-23-2011, 07:02 PM
In my own humble opinion, I don't really want more factions at this point. I would prefer even more reinforcement packs and even more summoners to go with the reinforcements. I enjoy much more playing different versions of the same deck rather that 4 different decks. But that's just me.
As far as faction ideas go, I would definitely like to see something like reptile creatures or lizard men or poison snakes and that sort of thing.
gamjuven
08-11-2011, 02:14 PM
I posted this over at boardgamegeek but I figured I'd put it here as well.
I just had an idea that works off of the Swamp orcs. The SO have a separate deck made of vine walls, well what about a faction that has a separate deck that is full of ghost/demon units? Whenever they get placed they stay put, or perhaps you can move them as well, but whenever a unit moves on top of them, the demon "possesses" them, and either lowers their attack or increases the chance of hitting them. The ghosts/demons have 2 life. I think it would be kinda cool. The faction could be a conjurer theme where they summon various ethereal spirits to the board or something like that.
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