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Thread: killercactus' Custom Factions

  1. #91
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    Quote Originally Posted by killercactus View Post

    Nagini
    Champion of the Death Eaters
    Attack: 3 (Melee)
    Life: 3
    Summon: 7
    Horcrux: When Nagini is summoned, if Lord Voldemort has less than 5 Wound Markers on his card, place 1 Wound Marker on Lord Voldemort, and you may place Nagini adjacent to Lord Voldemort instead of a Wall. When Nagini is adjacent to Lord Voldemort, she only receives Wounds from die results of 5 or higher. While Nagini is on the battlefield, Lord Voldemort cannot have more than 5 Wound Markers on his card.
    The way Nagini's ability is worded fits well with the story. However, in gameplay, it would be very easy to abuse. The death eater's player could just put Nagini in a corner with Voldemort on one side and a wall on the other, thus becoming practically impossible to kill. To make it more playable, you may want to reword to something more like this:

    Horcrux
    While Nagini is on the battlefield, any wound markers that would be placed on your summoner may be placed on this card instead.

    Other than that, I really enjoy the ideas here. Of all the custom factions that I've browed, this one looks like the most fun to play with.

  2. #92
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    Quote Originally Posted by killercactus View Post
    I still need to apply Jexik's formula to these guys to see if they pass.
    I just noticed this post. The search function is being... difficult. Would you mind directing me to this formula?
    Keep your friends close and your enemies closer...

  3. #93
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    Jexik's formula is as follows:

    A + R + L +S - 2(3 for champ) = M

    A = Attack value
    R = Range (0 for melee, 1 for range, 2 for range + AV higher than 2)
    L = Life
    S = Special Ability modifier (usually the "plug")
    M = Magic Cost

    For example, My old Nagini is a "+4", meaning that her ability is worth 4 magic, which is crazy. Most units are 0's, with some +1s (see TO Fighter, Gror) and a couple +2s (Silts), and some negatives for bad abilities (Blagog is a -1 for instance).

    I'm gonna have to change up the whole Horcrux mechanic - you can do the same thing with the Events. I think the answer might be giving Voldy like, 4 life and 3R attack, and changing his ability do that when he dies, if there's a card with the Horcrux ability on the table, the game continues until there aren't any, and he can come back by rolling a 6 and discarding a card with the Horcrux ability at the end of your turn whenever he's not on the battlefield. Then I can turn Avada Kedavra into a 1x Event, make Crucio and Imperio 1x as well, and then add an Event he can used while destroyed, like Possess Body or something, like he did to Quirrel in Sorcerer's Stone.

    I think I'll go that route.
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  4. #94
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    Changed up the Death Eaters again thanks to Zee's comment, and a couple more balance adjustments. I didn't want Bella to be able to 1-turn a summoner by herself. Also toned down Dementors a bit again and changed the Diadem to be like meditate, since I think this deck is going to be even more magic strapped now.
    Quote Originally Posted by killercactus View Post

    Lord Voldemort (gasp!)
    Summoner of the Death Eaters
    Attack: 3 (Ranged)
    Life: 4
    Summon:~
    Divided Soul: When Lord Voldemort is not on the Battlefield, you may not summon or play Event cards, and the game ends when no cards with the word "Horcrux" in their ability name are on the battlefield, and at the end of each of your turns, roll a die. If you roll a 6 or higher, you may remove all Wound Markers from this card, discard 1 card with the word "Horcrux" in the ability name on the Battlefield, and place this card on that space.

    --All of the Event cards with Life also have the following ability in addition to their text:

    Horcrux: This card only receives wounds on die results of 6 or higher. When this card is on the Battlefield and Lord Voldemort is destroyed, the game continues. Units may move onto and off of this space. When a Unit moves off of this space, that Unit may choose to keep this card under it. If this card is under a Unit, that Unit is considered adjacent to this card, and if that is destroyed, this card remains on the space the destroyed Unit occupied.

    Quote:
    Tom Riddle's Diary x1
    Life: 1
    When played, place this card on an empty space on your side of the battlefield. At any time during your turn, you may choose a Common Unit adjacent to Tom Riddle's Diary and spend Magic Points equal to that Unit's summoning cost to take control of the chosen Unit.

    Quote:
    Slytherin's Locket x1
    Life: 1
    When played, place this card on an empty space on your side of the battlefield. When Slytherin's Locket is destroyed by an attack from a Common or Champion Unit, place 2 Wound Markers on that Unit.

    Quote:
    Hufflepuff's Cup x1
    Life: 1
    When played, place this card on an empty space on your side of the battlefield. At the end of your turn, place 1 Wound Marker on each Unit adjacent to Hufflepuff's Cup.

    Quote:
    Marvolo Gaunt's Ring x1
    Life: 1
    When played, place this card on an empty space on your side of the battlefield. When this card is adjacent to Lord Voldemort, instead of attacking with Lord Voldemort, you may spend 3 Magic Points to place a Common Unit from your Discard pile adjacent to Marvolo Gaunt's Ring.

    Quote:
    The Diadem of Ravenclaw x1
    Life: 1
    When played, place this card on an empty space on your side of the battlefield. When this card is adjacent to Lord Voldemort, instead of attacking with Lord Voldemort, you may place the top card of your Discard Pile on top of your Magic Pile.

    Quote:
    Imperio x1
    Whenever a Common or Champion Unit is wounded by Lord Voldemort, a Death Eater Champion other than Nagini, or a Loyal Death Eater this turn, you may spend Magic Points equal to that Unit's summon cost to take control of that Unit and remove all Wound Markers from its card. If the chosen Unit is a Champion, roll a die at the end of each of your turns. If you roll a 1 or 2, control of the Champion returns to the opponent.

    Quote:
    Crucio x1
    Whenever a Common or Champion Unit is wounded by Lord Voldemort, a Death Eater Champion other than Nagini, or a Loyal Death Eater this turn, you may spend 2 Magic Points. Place 2 additional Wound Markers on that Unit's card and that Unit and may not move or attack until the beginning of your next turn.

    Avada Kedavra x1
    Whenever a Common or Champion Unit is wounded by Lord Voldemort, a Death Eater Champion other than Nagini, or a Loyal Death Eater this turn, you may spend 4 Magic Points to immediately destroy the wounded Unit.

    Possess Body x1
    This card can only be played when Lord Voldemort is not on the Battlefield. When Lord Voldemort is destroyed and this card is in your Discard Pile, you may place it into your hand.

    Choose one Common or Champion Unit on your side of the Battlefield and spend Magic Points equal to that Units Summon Cost, unless it is a Death Eater Unit, and place this card under the chosen Unit. Take control of the chosen Unit and add 1 to its Attack Value. The Unit is now considered to be a "Loyal Death Eater". When the chosen Unit is destroyed, place this card into your hand. When both this card and Lord Voldemort are on the Battlefield, discard this card and the control of the chosen unit returns to its original owner.

    Bellatrix Lestrange
    Champion of the Death Eaters
    Attack: 2 (Ranged)
    Life: 5
    Summon: 7
    Crazed Assault: Whenever Bellatrix Lestrange wounds a Common or Champion Unit, she may immediately attack again with 1 die. Bellatrix may continue attacking until she does not inflict a wound.

    Lucius Malfoy
    Champion of the Death Eaters
    Attack: 2 (Ranged)
    Life: 6
    Summon: 4
    Second Thoughts: At the end of your turn while Lucius Malfoy is on the battlefield, roll a die. If you roll a 1, discard this card.

    Nagini
    Champion of the Death Eaters
    Attack: 3 (Melee)
    Life: 3
    Summon: 7
    Horcrux Familiar: When summoning Nagini, she may be placed adjacent to Lord Voldemort instead of a Wall you control. When Nagini is adjacent to Lord Voldemort, she only receives Wounds on due results of 5 or higher. While Nagini is on the Battlefield, if Lord Voldemort is destroyed, the game continues.

    Dementor (x5)
    Common of the Death Eaters
    Attack: 1 (Melee)
    Life: 2
    Summon: 2
    Aura of Despair: Enemy Units adjacent to this Dementor may not move and roll 1 fewer die when attacking, to a minimum of 1 die.

    Giant (x5)
    Common of the Death Eaters
    Attack: 3 (Melee)
    Life: 3
    Summon: 4
    Wild Swing: Before attacking with this Giant, roll a die. If you roll a 4 or higher, all cards adjacent to this Giant are affected by the attack.

    Loyal Death Eater (x8)
    Common of the Death Eaters
    Attack: 2 (Ranged)
    Life: 1
    Summon: 2
    Dark Mark: After moving this Loyal Death Eater, you may spend 1 Magic Point to place 1 other Loyal Death Eater, Death Eater Champion other than Nagini, or Summoner you control adjacent to this Loyal Death Eater. A Unit may not move after being placed with Dark Mark.

    Starting setup for Lord Voldemort:

    S = Voldemort
    A = Dementor
    B = Giant
    C = Loyal Death Eater
    W = Wall

    [A] [X] [X] [X] [X] [B]
    [X] [X] [X] [W][X] [X]
    [X] [X] [X] [C] [X] [X]
    [X] [X] [X] [S] [X] [X]
    Last edited by killercactus; 10-08-2012 at 02:25 PM.
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  5. #95
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    Quote Originally Posted by killercactus View Post
    S = Special Ability modifier (usually the "plug")
    Could you explain this a bit more? Thanks for your help, and I love the Death Eaters by the way, you've got some really interesting mechanics going here.
    Keep your friends close and your enemies closer...

  6. #96
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    Quote Originally Posted by Shockma Ranyk View Post
    Could you explain this a bit more? Thanks for your help, and I love the Death Eaters by the way, you've got some really interesting mechanics going here.
    Basically, you can plug everything else into the formula to solve for S, and S will then tell you what the summon cost is being increased (or decreased) by because of the Units Special Ability.

    Let's take Silts as an example. Adding up his AV, Life, and 0 because he's melee, you get 8. Subtract 3 because he's a champion, and you're at 5. His summon cost is 7, which means S = 2. Therefore, Cunning is a "+2" ability.
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  7. #97
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    More Potter - The Ministry of Magic.

    This is meant to be an "evil" version of the Ministry - like book 5ish, since I have 3 "good" Potter factions. I'll finish up later.

    Cornelius Fudge
    Summoner
    Attack: 2
    Ranged
    Life: 6
    Arrest: After your Attack Phase, you may choose an Enemy Common or Champion Unit adjacent to a champion, Auror, or Official you control within 3 clear straight line spaces of Fudge and roll a die. If you roll a 5 or higher, place the chosen Unit on an empty space on the back row of your side of the battlefield. The chosen Unit may not move or attack until a friendly unit becomes adjacent to it.

    Events for Cornelius Fudge:

    Wanted Poster x3
    When played, place this card under an Enemy Unit on the Battlefield. When rolling for the Arrest ability on this Unit, add 2 to your die roll.
    Legal Decree x3
    When played, place this card under your Summoner. Your opponents must pay 1 Magic Point each time they play an Event Card for each card titled Legal Decree under your Summoner.
    Floo Powder x2
    Choose one Ministry of Magic Unit you control that is adjacent to a Wall. Instead of moving that Unit this turn, you may place it on an empty space adjacent to any Wall on the Battlefield.
    Trial x1
    Choose one Enemy Common or Champion Unit in the back row of your side of the Battlefield. Add 1 to your roll for every Auror, Official, or Champion you control adjacent to the chosen Unit. Subtract 1 from your roll for every Enemy Unit adjacent to the chosen Unit. If you roll a 6 or higher, destroy the chosen Unit and place up to 4 cards from your opponent's Magic Pile into your Magic Pile. If you roll less than 6, shuffle this card into your Draw Pile.
    Dolores Umbridge
    Champion
    Attack: 2
    Ranged
    Life: 5
    Summon: 5
    Punish: Whenever Dolores Umbridge ends a turn adjacent to an Enemy Unit that is in your back row of the Battlefield, place 1 Wound on that Enemy Unit. You may then take one card from that opponent's Magic Pile and place it in your Magic Pile.

    Dawlish
    Champion
    Attack: 3
    Ranged
    Life: 6
    Summon: 6
    Confunded: Before attacking with Dawlish, roll a die. If you roll a 1, Dawlish may not attack this turn.

    Yaxley
    Champion
    Attack: 2
    Ranged
    Life: 5
    Summon: 7
    Imperio: When Yaxley wounds an Enemy Unit, you may spend Magic Points equal to that Units Summon Cost to take control of that Unit. At the end of each of your turns, roll a die for each Champion you control by way of this ability. If you roll a 1 or 2, control of that champion returns to your opponent.

    Auror
    Common
    Attack: 2
    Ranged
    Life: 1
    Summon: 2
    Stupefy: When an Auror wounds an Enemy Common or Champion Unit, you may spend magic points equal to that Unit's summon cost to return it to its controller's hand.

    Unspeakable
    Common
    Attack: 1
    Ranged
    Life: 1
    Summon: 2
    Mysterious Knowledge: When at least one Unspeakable is on the Battlefield, your opponent plays with his hand revealed.

    Official
    Common
    Attack: 1
    Ranged
    Life: 2
    Summon: 2
    Guard Post: When this Official is adjacent to an Enemy Unit that is on the back row of your side of the Battlefield, add 1 to its Attack Value and Champions or Summoners you control adjacent to this official only receive Wounds from die results of 4 or higher when attacked by an Enemy Unit.

    Starting Setup for Fudge:

    S = Cornelius Fudge
    O = Official
    A = Auror
    W= Wall

    [X][X][X][X][X][X]
    [X][X][W][X][X][X]
    [X][X][A][X][X][X]
    [X][O][S][O][X][X]
    Last edited by killercactus; 08-14-2012 at 10:27 AM.
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  8. #98
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    Quote Originally Posted by killercactus View Post
    Basically, you can plug everything else into the formula to solve for S, and S will then tell you what the summon cost is being increased (or decreased) by because of the Units Special Ability.

    Let's take Silts as an example. Adding up his AV, Life, and 0 because he's melee, you get 8. Subtract 3 because he's a champion, and you're at 5. His summon cost is 7, which means S = 2. Therefore, Cunning is a "+2" ability.
    Ah, thanks. I will use this on a couple of my recent customs. ^_^
    Keep your friends close and your enemies closer...

  9. #99
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    Finally finished my Ministry of Magic faction. Also, I'm still looking for playtesters for my "Master Set" (includes Ocean Mermidons, Mountain Faeries, Enlightened Ones, Necrotic Warriors, Vulcan Goblins and Dwarven Craftsmen - the last 2 of which aren't posted yet), as well as my other factions. Let me know if you're interested.
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  10. #100
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    I would be interested to play test your factions! So if I am qualified...

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