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Thread: Alliances Remastered

  1. #1
    Join Date
    May 2015
    Posts
    2,855

    Default Alliances Remastered

    Iím going to attempt to polish the Alliances.
    - Iím going to attempt to balance them against each other in a no deckbuilding world so thereís basically a well-balanced box set thatís playable and balanced out of the box;
    - Iím going to attempt to deconvolute the Alliance summoners
    - result would be a vassal module, not physical cards
    - this wonít take away from my errata playtest

  2. #2
    Join Date
    May 2015
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    2,855

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    HOGAR

    - Hogar 3/6. Stockpile. During your Event Phase, you may place up to 1 card from your hand on top or at the bottom of your Draw Pile.

    - Rune Rules. An Event Card with the word Rune in its title is a Rune. Runes are placed under Units. Any number of Runes may be under a Unit. As long as a Rune is under a Unit, that Unit has the effects granted by that Rune. All Runes under a Unit are placed in that Rune owner's Discard Pile when that Unit is removed from the Battlefield.
    - Rune of Shackling x1. This Rune may be placed only under a Common Unit. Enemy Units adjacent to this Unit may not be moved.
    - Rune of Nullification x1. This Rune may be placed only under a Common Unit. Enemy Units adjacent to this Unit have no abilities.
    - Rune of Hail x1. After attacking with this Unit, you may remove 1 Wound Marker from a Wall you control within 3 spaces of this Unit and roll a die. On a result of 3+, place 1 Wound Marker on a Unit adjacent to that Wall.
    - Rune of Heroism x1. Add 1 to this Unit's Attack Value.
    - Rune of Power x1. When attacking with this Unit, die results of 5+ count as 2 Hits.
    - Master Rune x2. Search your Draw or Discard Pile for a Rune and place it into your hand.
    - Rune of Shielding x2. This Rune may be placed only under a Common Unit. Add 2 to this Unit's Life Value.

    - Raldag. 2/6/5. After attacking with Raldag, reveal the top card of your Draw Pile. If it's a Rune, immediately attack with a Common Unit you control.
    - Zuggdin. Before attacking with Zuggdin, reveal the top card of your Draw Pile. If it's a Rune, add 1 to each Common Unit during this turn.
    - Vognar. After attacking with Vognar, reveal the top card of your Draw Pile. If it’s an Ice Golem, place it adjacent to Vognar, if able.

    - Ice Golem. If this Unit is runed, add 1 to its Attack Value and it is considered to be a Wall.
    - Marauder. If this Unit is runed, it gains the Bow Symbol.
    - Scribe. Once per turn when you play an Event, draw up to 1 card for each Scribe you control. Place up to 1 card into your hand and the rest back on your Draw Pile in any order.
    Last edited by commandercool; 03-31-2018 at 02:40 PM.

  3. #3
    Join Date
    May 2015
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    2,855

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    Melundak

    3/6. Melundak. During your Summon Phase, you may summon a Common Unit adjacent to a Unit you control.

    - Satara. During your Movement Phase, Satara may move up to 2 additional spaces and through Units. When Satara moves off a Unit, roll a die. On a result 3+, that Unit receives 1 Wound.
    - Gargos.
    - The Child. During your Movement Phase, the Child may move up to 1 additional space. At anytime during your turn, you may return The Child to your hand.

    - Shadow. 1/1/0. At anytime during turn, you may place this Unit on your Magic Pile. When this Unit is destroyed, you may replace it with a Shadow from your hand.
    - Stalker. During the turn this Unit is summoned, add 1 to its Attack Value and when moving during your Movement Phase it may move 1 additional space.
    - Shaman. 2/1/1. During your Summon Phase, you may discard this Unit to choose a Common Unit you control within 2 spaces. Move the chosen Unit up to 2 spaces.

    - Consume in Darkness. Remove up to 1 Wound from a Unit you control and add up to 1 Wound to an adjacent Unit.
    - Track. Move each Unit you control up to 2 spaces if it ends its move adjacent to an enemy Unit.
    - Out of Shadows. During this turn, add 1 to the Attack Value of each Unit not currently adjacent to an enemy Unit.
    - Shadow Snare. Until your next turn, enemy Units adjacent to Units you control cannot be moved.
    Last edited by commandercool; 03-31-2018 at 01:47 PM.

  4. #4
    Join Date
    Apr 2014
    Posts
    688

    Default

    Quote Originally Posted by commandercool View Post
    HOGAR
    - Raldag. 2/6/5. After attacking with Raldag, reveal the top card of your Draw Pile. If it's a Rune, immediately attack with a Common Unit you control.
    - Zuggdin. Before attacking with Zuggdin, reveal the top card of your Draw Pile. If it's a Rune, add 1 to each Common Unit during this turn.
    - Vognar. After attacking with Vognar, reveal the top card of your Draw Pile. If it’s an Ice Golem, place it adjacent to Vognar, if able.
    Does this mean that if you have 1 card left in your pile (say, a rune of shackling that you placed into the "pile" with Hogar's power that you could use that single card with all the champions you summoned? Say you have Zuggdin and Raldag out and a marauder adjacent to Raldag and an enemy unit (Assuming everyone can attack something), you could 1) use Zuggdin's power to raise the Marauders AV by 1 and attack, then 2) attack with the Marauder, then 3) Attack with Raldag and then rerevealing the rune you revealed with Zuggdin to attack again with the Marauder?

    That sounds awesome and not nearly as ridiculous as it sounded in my head. Takes a lot of setup.
    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

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