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Thread: Simplifying Alliance design

  1. #1
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    Default Simplifying Alliance design

    Awhile back, I wanted to rewrite the text on the Alliance cards to show how their text could have been simple. It's basically just at thought exercise to show that their designs weren't complicated (maybe iElien was still complicated), but the text was way more complicated than it should have been.

    So here's the first one.


    Immortal Elien
    - Immortal Elien. After rolling dice during your Attack Phase, spend up to 3 Magic Points to increase 1 of those die results by 1 for each Magic Point.
    - Burning Skeleton. When this Unit is destroyed, roll a die. On a 4+, place this Unit in your Conjuration Pile and discard 1 card from the destroying player's Magic Pile.

    - Burnt Sacrifice. Destroy a Unit you control. Reveal a discarded Immortal Elien Event Card and place it into your hand.
    - Forced Conversion. Destroy a Cultist you control and choose an enemy Common Unit that was adjacent to it. During this turn, you control that Unit and it gains the ability PRECISE.
    - From the Ashes. This card may be played only when a Fallen Phoenix Unit you control destroys an adjacent enemy Unit. Place a discarded Fallen Phoenix Common Unit in the space that Unit occupied.
    - Purge. Destroy a Wounded Common Unit you control. Then, place 1 Wound on each card that was adjacent to it.

    - Helkar. Add 1 to the Attack Value of adjacent Cultists you control. After moving Helkar, you may place 1 Wound on Helkar to place a Cultist you control adjacent to Helkar.
    - Hellfire Drake. Instead of attacking with this Unit, you may place 1 Wound on each adjacent Unit.
    - Karthos. Instead of attacking with Karthos, you may summon 1 Common Fallen Kingdom Unit from an opponent's Discard Pile. During this turn, it has the ability PRECISE.

    - Cultist. When this Unit attacks a Unit, for each die result of 6, place up to 1 Wound on this Unit to place 1 Wound on the attacked Unit.
    - Warrior. After attacking with this Unit, roll a die. On a result of 4+, you may place this Unit adjacent to a Unit you control.
    - Harbinger. When this Unit destroys an enemy Unit, roll a die. On a result of 4+, place a card from your Conjuration Pile on the space that Unit occupied.
    Last edited by commandercool; 08-18-2018 at 06:45 PM.

  2. #2
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    Marek
    - Marek. Once per turn during your Movement Phase, choose a Sand Cloak Unit you control. Until your next turn, that Unit gains Marek's Event Ability.
    - EAs. Can't simplify unless i were to reword abilities that existed prior to Marek.

    - Barston. After attacking with Barston, choose a Common Unit you control within 2 spaces of Barston. Move that Unit up to 2 spaces.
    - Fink. At the beginning of our turn, choose a Unit within 3 spaces of Fink. Until your next turn, Fink gains that Unit's Event Abilities.
    - Bauble. When Bauble would be attacked, you may discard a card under Bauble to ignore any Wounds Bauble would receive.

    - Hunter. When this Unit has a card under it, add 1 to its Attack Value and Hunters you control gain this Unit's Event Abilities.
    - Scholar. During your Event Phase, you may remove 1 Event Ability under a Unit you control and place it into your hand or spend 1 Magic Point and place an Event Ability from your Discard Pile into your hand.
    - Tinkerer. During your Event Phase, you may choose an enemy Common or Champion Unit within 3 spaces. Until your next turn, it has no Abilities.
    Last edited by commandercool; 08-18-2018 at 06:46 PM.

  3. #3
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    Glurblub was already pretty concise

    Glurblub
    - Glurblub... Glurblub does not have to roll to move off a Vine wall.
    - Spore Carriers. Destroy up to 2 Units you control to place a Vine Wall in the space each occupied.
    - Vine Lash. Add 1 Wound to each enemy Unit adjacent to a Vine Wall you control.
    - Swamp Dominion. During this turn, add 1 to Glurblub's Attack Value for each Vine Wall you control, up to +5.
    - Vine Bind. Until your next turn, enemy Units adjacent to Vine Walls cannot move.

    - Mik. Mik's Attack Value is equal to the number of Vine Walls Mik is adjacent to. Mik does not have to roll to move off a Vine wall.
    - Prong. Once per turn when Prong would be Wounded, you may destroy an adjacent Vine Wall to ignore those Wounds. Prong does not have to roll to move off a Vine wall.
    - Turt. Turt cannot move 2+ spaces per turn. When dice are rolled to attack Turt, Turt only receives Wounds from die results of 5+

    - Boarboon. During the turn this Unit is summoned, add 1 to its Attack Value.
    - Swamp Rat. After attacking with this Unit, you may place it adjacent to a Wall you control within 2 spaces. Place 1 Wound on that Wall. This Unit is discarded when attacked by a friendly Unit.
    - Swordsman. This Unit may move through Units. It does not have to roll to move off a Vine Wall.
    Last edited by commandercool; 08-18-2018 at 06:45 PM.

  4. #4
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    Melundak
    - Melundak. Once per turn, you may summon a Common Jungle Shadow Unit adjacent to a Jungle Shadow Unit you control.
    - Consume in Darkness. Place 2 Wounds on each enemy Unit adjacent to Melundak. If 1+ Unit was destroyed, remove 1 Wound from Melundak.
    Out of Shadows. During this turn, each Jungle Shadow Unit with no enemy Unit adjacent to it gains the following ability: THRUST...
    Shadow Snare. Until your next turn, enemy Units adjacent to a Jungle Shadow Unit you control cannot move.
    Track. Move each Jungle Shadow Unit you control up to 2 clear spaces if it would end its move adjacent to an enemy Unit.

    Gargos. During your Movement Phase, you may spend 1 Magic Point. Then, during this turn, Gargos may move through cards, and after attacking with Gargos, you may move Gargos up to 2 spaces.
    Satara. Satara may move through Units and during your Movement Phase move up to 2 additional spaces. Immediately after moving through a Unit, roll a die. On a result of 3+, that Unit receives 1 Wound.
    The Child. During your Movement Phase, The Child may move 1 additional space. At anytime during your turn, you may place The Child into your hand.

    Shadow. At anytime during your turn, you may place this Unit into your hand. When this Unit is destroyed, you may summon a Shadow from your hand in the space it occupied.
    Shaman. During your Event Phase, you may spend 1 Magic Point to move a different Common Jungle Shadow Unit you control within 2 spaces up to 2 spaces.
    Stalker. During your Event Phase you may spend 1 Magic Point. Then, during this turn, add 1 to this Unit's Attack Value and during your Movement Phase it may move 1 additional space.
    Last edited by commandercool; 08-19-2018 at 07:23 AM.

  5. #5
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    Hogar is, unfortunately, a mess. Everything is the same except Raldag would slightly boost Fighter.

    - Hogar. Walls you control receive Wounds from die results of 4+.
    - Rune Rules. Events in this set with the word Rune are a Rune Event. Rune Events are placed under Units. While a Rune Event is under a Unit, that Unit has that Rune Event's effect. A player may spend 2 Magic Points during his Event Phase to discard all Rune Events from under a Unit. A Rune Event that was under a Unit removed from the Battlefield is discarded.
    - Rune of Heroism. This Unit gains 1 Attack Value.
    - Rune of Nullification. This may be played only on an enemy Common or Champion Unit. This Unit has no ability.
    - Rune of Power. This Unit gains the ability: POWER SURGE.
    - Rune of Shackling. This Unit cannot attack on a turn it moves 2+ spaces unless its controller spends 1 Magic Point.
    - Rune of Shielding. This may be played only on a Common Unit. This Unit gains the ability: ICE SHIELD.

    - Raldag. During your Attack Phase, adjacent Common Units you control add 1 to die results.
    - Vognar. After attacking with Vognar, reveal the top card of your Draw Pile. If it has the ability BUILT, place it adjacent to Vognar. Otherwise, put it at the bottom of your Draw Pile.
    - Zuggdin. Before attacking with Zuggdin, reveal the top card of your Draw Pile. If it's a Rune Event, add 1 to Zuggdin's Attack Value.

    Ice Golem. This Unit has the BUILT but may move. If this Unit has a card under it, it's an Ice Wall that may move and attack.
    Marauder. If this Unit has a card under it, it gains the Bow Symbol.
    Scribe. When you place a card under a Unit, draw 1 card for each Scribe you control. You may place 1 drawn card into your hand and the rest onto your Draw Pile in any order.
    Last edited by commandercool; 08-18-2018 at 09:14 PM.

  6. #6
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    Moyra
    - Moyra. At the beginning of your turn, move a Common Unit you control within 2 spaces of Moyra up to 1 space. During this turn, add 1 to its Attack Value.
    - Blinding Light. Until your next turn when dice are rolled to attack Moyra or Units you control within 2 spaces of Moyra, they receive Wounds from die results of 5+.
    - Change Form. Choose a Common Vargath Vanguard Common Unit in your Discard Pile. Until your next turn, Moyra gains its Name and Ability.
    - Divine Intervention. This card may be played only when a Common or Champion Unit you control would be Wounded. Ignore those Wounds and place 1 Wound on Moyra.
    - Lightning Strike. Place 2 Wounds on a Champion or Common Unit within 3 spaces of Moyra, or 4 Wounds on a Wall within 3 spaces of Moyra

    - Father Benjamin. During your Event Phase you may reveal this card from your hand to place it at the bottom of your Draw Pile. When an enemy destroys this Unit, spend up to 4 Magic Points to remove an equal number of Wounds from your Summoner.
    - Korbolden. When Korbolden wounds an adjacent Unit, discard a card from your hand to place 2 wounds on that Unit.
    - Qayla. At the beginning of your Movement Phase, you may place 1 Vargath Vanguard Common Unit you control adjacent to Qayla.

    - Cherubim. This Unit may move through cards and up to 1 additional space.
    - Crusader. Add 1 to the Attack Value of Units you control with the word Light in their Ability Name if they are within 2 spaces of a Crusader you control.
    - Defender. If this Unit is adjacent to a Unit you control, add 1 to the die result needed to roll a Hit against that Unit by 1 for each Unit you control adjacent to that Unit.
    Last edited by commandercool; 08-18-2018 at 10:38 PM.

  7. #7
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    Quote Originally Posted by commandercool View Post
    - Immortal Elien. After rolling dice during your Attack Phase, spend up to 3 Magic Points to increase 1 of those die results by 1 for each Magic Point.
    But that way you can't use it to channel the abilities of Burning Skeleton, FP Warrior, Reaver etc. That seems like a big hit to those units. You sure you don't mean 'after rolling dice during any Attack Phase'?
    Shard the Void Mutant in The Dance of Devils
    Nicholas the Honor Guard in Light's Corruption
    Talu the REAL TWIN in The Ice Wedding

  8. #8
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    Ah you’re right, my mistake. Thanks. Nice catch

    I should have put “an Attack Phase.”

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