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Wol and Poisoned Mushroom have kindly agreed to test out my arena! Wol will be playing Kajia and Poison Mushroom will be playing Voco (who has gotten quite popular this time of year)! This is the arena we'll be testing: Empire of Gesselheim Haunted Sewers Grey bricks crumble all around, occasionally broken up by large pipes. You come across a spirit in an open area; it seems startled and cowers down. Perhaps you can ignore it. Use the 7 space board. Players start one space from the edges. Place a shy ghost marker in the center space. Start of beat, after player start of beat effects, check the position of the shy ghost. If it is in between two fighters or on the space of a fighter, nothing happens. Otherwise, if it is adjacent to a fighter, that fighter loses 1 life; if it is not adjacent to a fighter, it moves 1 space towards the closest fighter, and if it ends adjacent to a fighter that fighter loses 1 life. If an attack that includes the ghost's space in its range misses, add one anger token a pool off to the side. If an attack hits a fighter that shares a space with the ghost, that fighter may choose to have the ghost soak 1 damage from the attack by adding an anger token to the pool. Turning point: When there are 3 or more anger tokens in the pool during the recycle phase, flip this card. Angered Spirits The spirit has had enough. It advances inexorably, attacking any who get in its way. Use the 7 space board. Players retain their positions, and the shy ghost token is replaced with an angry ghost token. Start of beat, after player start of beat effects, the ghost moves towards the nearest player if it is not already on or adjacent to a player. If there is a tie for nearest, the ghost moves towards the active player. After this movement, it deals 1 damage to any adjacent player. If it deals damage this way, remove an angry token from the pool. If an attack that includes the ghost's space in its range misses, add one anger token a pool off to the side. If an attack hits a fighter that shares a space with the ghost, that fighter may choose to have the ghost soak 1 damage from the attack by adding an anger token to the pool. When there are no more anger tokens in the pool, flip the card back. Players retain their positions and the angry ghost becomes a shy ghost again. I'm not good at graphics, but Wol has kindly made some Boo tokens! Comments from non players are welcome! Especially since this is a playtest, any comments on the mechanics are appreciated. Players submit starting discards and finishers! Sefer fucked around with this message at 16:15 on Oct 9, 2014 |
# ? Oct 8, 2014 21:23 |
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# ? Apr 20, 2024 03:06 |
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Bit of a hack job, but
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# ? Oct 8, 2014 22:17 |
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Oh dear. Voco is going to pick up a lot of Insect counters this game.
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# ? Oct 9, 2014 05:23 |
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Beat 1 Kajia Septie Salix 20 Life Discard 2: Burrowing Grasp Discard 1: Biting Mandibles Finisher: Imago Emergence Voco Astrum 20 Life Discard 1: Monster Grasp Discard 2: Thunderous Shred Finisher: The Wave Anger Tokens: 0 Kajia has priority 8. Voco has priority 2. Kajia is the active player! Start of beat, Kajia pulls Voco 3 spaces. Start of beat, the shy ghost is behind Voco! Voco loses 1 life and is at 19. After activating, Kajia advances 1. Abyssal Shot has a range of 3~8. At range 1, it misses, but some Zombies still think it rocks. Sefer fucked around with this message at 06:41 on Oct 14, 2014 |
# ? Oct 10, 2014 18:21 |
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Sefer posted:
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# ? Oct 14, 2014 05:43 |
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Advance 1. Come here, Voco! I wanna give you a bee hug!
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# ? Oct 14, 2014 06:26 |
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Beat 2 Kajia Septie Salix 20 Life Discard 2: Parasitic Dash Discard 1: Burrowing Grasp Finisher: Imago Emergence Voco Astrum 19 Life Discard 1: Abyssal Shot Discard 2: Monster Grasp Finisher: The Wave Anger Tokens: 0 Kajia has priority 5. Voco has priority -1. Kajia is the active player! Start of beat, Voco retreats 1 or 2. Start of beat, Voco retreats 1 and places a Zombie marker in ever space between him and Kajia. He's going to end up 2 back regardless, so I assume he picks the order with more zombies. Start of beat, the shy ghost is too shy to attack while on Kajia. Before activating, Kajia advances 1 or 2. I assume she wants the hit and advances 2. Stinging Drive has a range of 1. At range 1, it hits! On hit, an insect counter is added to Voco's attack pair. A zombie fan jumps in front of the attack, soaking 1 damage. Voco takes 2 damage and is at 17 life. Voco is stunned. End of beat, Kajia is chewed on by an overly enthusiastic zombie fan and is at 19 life. Sefer fucked around with this message at 23:42 on Oct 15, 2014 |
# ? Oct 14, 2014 06:42 |
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I somehow managed to unbookmark this.
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# ? Oct 15, 2014 22:41 |
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Sefer posted:
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# ? Oct 15, 2014 23:19 |
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Sure, why not.
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# ? Oct 15, 2014 23:29 |
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Beat 3 Kajia Septie Salix 19 Life Discard 2: Stinging Drive Discard 1: Parasitic Dash Finisher: Imago Emergence Voco Astrum 17 Life Discard 1: Hellraising Burst, 1xInsect Discard 2: Abyssal Shot Finisher: The Wave Anger Tokens: 0 Kajia has priority 0. Voco has priority 9. Voco is the active player! Start of beat, Kajia retreats 1. Start of beat, the shy ghost is behind Kajia! Kajia loses 1 life and is at 18. Before activating, Voco advances 2, leaving zombies in his wake and gaining an insect counter. After activating, Voco retreats 3, leaving zombies in his wake and almost selling out the arena. Swarming burst has a range of 2~5; at range 4, it hits! Two zombie fans leap in the way of the attack, soaking 2. Voco takes 1 damage and is at 16 life. Voco is stunned. Sefer fucked around with this message at 21:06 on Oct 22, 2014 |
# ? Oct 15, 2014 23:43 |
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Sefer posted:
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# ? Oct 21, 2014 00:30 |
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Just the one!
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# ? Oct 21, 2014 03:47 |
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Advance a total of 5. Zombies!
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# ? Oct 21, 2014 03:52 |
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Poison Mushroom posted:Advance a total of 5. Zombies! So, advance 2 before activating and retreat 3 after, to get on the other side of the arena, right?
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# ? Oct 21, 2014 05:18 |
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Beat 4 Kajia Septie Salix 18 Life Discard 2: Swarming Burst Discard 1: Stinging Drive Finisher: Imago Emergence Voco Astrum 16 Life Discard 1: Metal Dash, 1xInstect Discard 2: Hellraising Burst, 1xInsect Finisher: The Wave Anger Tokens: 0 Kajia has priority 2. Voco has priority 3. Voco is the active player! Start of beat, Kajia pulls Voco exactly 3 spaces. Start of beat, the shy ghost is on a player's space and does not act. Before activating, Voco advances 2 space, gaining an insect counter. Before activating, Voco advances 1, and is not in a space with a zombie so can't repeat the effect. Monster Drive has a range of 1. At range 1, it hits! Kajia takes 3 damage and is at 15 life. Kajia's stun guard holds! Parasitic Strike has a range of 1~3. At range 1, it hits! Voco takes 4 damage and is at 12 life. Voco is stunned. During recycle, Voco loses a life to an insect and is at 11. Sefer fucked around with this message at 23:10 on Oct 22, 2014 |
# ? Oct 21, 2014 05:28 |
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Were the zombies that were adjacent to Kajia lost to Soak?
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# ? Oct 22, 2014 20:46 |
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Poison Mushroom posted:Were the zombies that were adjacent to Kajia lost to Soak? Yes, though I realized I accidentally had the post-soak state of the board in there twice, once before they were actually gone. Fixed now. But since you didn't change sides with the Dash movement, you were hit and lost zombies adjacent to Kajia to soak.
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# ? Oct 22, 2014 21:07 |
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Sefer posted:
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# ? Oct 22, 2014 21:13 |
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I don't remember if I'm allowed to do this as two distinct effects or not. If so, advance 2, then advance 1 the other direction. If not, advance 2, hit wall, be sad.
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# ? Oct 22, 2014 21:57 |
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You must do them as two distinct effects.
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# ? Oct 22, 2014 21:59 |
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Excellent. Advance 2, turn around, advance 1, trade blows.
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# ? Oct 22, 2014 22:00 |
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Beat 5 Kajia Septie Salix 15 Life Discard 2: Parasitic Strike Discard 1: Swarming Burst Finisher: Imago Emergence Voco Astrum 11 Life Discard 1: Monster Drive, 1xInstect Discard 2: Metal Dash, 1xInsect Finisher: The Wave Anger Tokens: 0 On reveal, Kajia gains +2 power and priority. Kajia has priority 5. Voco has priority 1. Kajia is the active player! Start of beat, Voco retreats 1 and places a zombie. Start of beat, the shy ghost is behind Kajia! She loses 1 life and is at 14. Before activating, Kajia advances 1 space. Before activating, Kajia pulls Voco 1 space; Voco switches sides and gains an insect counter. Burrowing Drive has a range of 1; at range 1, it hits! On hit, a zombie fan jumps in the way of the blow, soaking 1. Voco takes 4 damage and is at 7 life. Voco's stun guard holds! Hellraising Strike has a range of 2~3; at range 1, it misses. During recycle, Voco loses 1 life to an insect and is at 6. During recycle, does a zombie dances around Kajia rather than chomping her. Sefer fucked around with this message at 17:16 on Oct 23, 2014 |
# ? Oct 22, 2014 23:11 |
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Sefer posted:
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# ? Oct 23, 2014 00:44 |
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I'm not sure why it matters? It ends the same, either way, right?
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# ? Oct 23, 2014 01:52 |
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No, it's either kvo or okv. In the latter, Voco is the one switching sides, so he gains an insect counter.
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# ? Oct 23, 2014 02:08 |
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Yeah, advance 1 then pull 1. Chtchtchtchtchtchtcht
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# ? Oct 23, 2014 06:28 |
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Sefer posted:
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# ? Oct 23, 2014 17:10 |
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It does not.
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# ? Oct 23, 2014 17:13 |
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Beat 6 Kajia Septie Salix 14 Life Discard 2: Burrowing Drive Discard 1: Parasitic Strike Finisher: Imago Emergence Voco Astrum 6 Life Discard 1: Hellraising Strike, 1xInstect Discard 2: Monster Drive, 1xInsect Finisher: The Wave Anger Tokens: 0 Kajia has priority 2. Voco has priority 9. Voco is the active player! Start of beat, the shy ghost is behind Voco! Voco loses 1 life and is at 5. Before activating, Voco tries to advance 2 but does not have room to. (Double check me on this- it's my understanding that if it gives you an exact number and there isn't room, you can't move at all) After activating, Voco retreats 3, leaving zombies in his wake. Before activating, Kajia advances 1. Swarming Mandibles has a range of 1~4. At range 3, it hits! On hit, two zombie fans leap in the way of the attack, soaking 2. On hit, Voco is pulled 1. Voco takes 1 damage and is at 4 life. Voco is stunned, twice. After activating, Kajia advances 1. End of beat, Kajia is adjacent to Voco and gives him an insect counter. During recycle, Voco loses 1 life to insects, and is at 3. Sefer fucked around with this message at 20:47 on Oct 23, 2014 |
# ? Oct 23, 2014 17:18 |
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Sefer posted:
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# ? Oct 23, 2014 20:04 |
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Argh! Advance 1, I suppose.
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# ? Oct 23, 2014 20:14 |
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Wait, no, that's dumb. Retreat 3.
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# ? Oct 23, 2014 20:15 |
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Beat 7 Kajia Septie Salix 14 Life Discard 2: Swarming Mandibles Discard 1: Burrowing Drive Finisher: Imago Emergence Voco Astrum 3 Life Discard 1: Metal Dash, 1xInsect Discard 2: Hellraising Strike, 1xInsect Finisher: The Wave Anger Tokens: 0 Kajia wins by concession! Congrats, Wol! Sefer fucked around with this message at 20:54 on Oct 23, 2014 |
# ? Oct 23, 2014 20:47 |
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poo poo, forgot about the move and pull. Concede.
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# ? Oct 23, 2014 20:50 |
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Sefer posted:
How did you feel about the arena? Were either of you trying to position the other for life loss, or was it mostly just a happy side effect? I'm a bit disappointed that the ghost didn't receive any anger tokens. Was it to hard to do so, or was it something you were avoiding? I'm considering changing it so that any hit that includes the ghost in its range gives the player that got hit the option to soak for an anger marker, rather than just hits where the ghost is in the player's space.
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# ? Oct 23, 2014 20:58 |
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It's hard to hit the ghost, intentionally or otherwise, and there's no motivation to do it. I like the soak idea. I think part of the issue was that we both picked characters who are kind of non-standard attackers.
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# ? Oct 23, 2014 21:00 |
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# ? Apr 20, 2024 03:06 |
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Sefer posted:How did you feel about the arena? Were either of you trying to position the other for life loss, or was it mostly just a happy side effect? Honestly? I played as if the ghost didn't exist. The nature of this particular matchup is that Voco will give himself Insect tokens all the time, so Kajia's job is just to chill, make sure you never let him get away with a move that ends with him unbugged, and let your termites gnaw him to pieces. Voco's win condition is ??? - it's an incredibly hard one but I think he's basically supposed to try and keep the arena flooded and manipulate Kajia into some beefy Shreds. Like Poison said, it's kind of a non-standard game plan. It's also a very heavy mismatch in Kajia's favour. I definitely agree with the idea that you should get the option to soak for anger if the ghost is anywhere within your range. Basically anything that makes the ghost more important is good.
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# ? Oct 23, 2014 21:41 |