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Alright let's play some EXCEED. This is going to be a tryout game of ActingPower and Andarel. If anyone is interested in playing after they are done, please bear in mind that you need PMs in order to play, there isn't any other way to play this game apart from PM without making it a hell of spoiler tags. First order of business, choose a character. I will list them below and include the passive the character has, since that usually showcases what kind of character you are dealing with. The rules for the game can be found here. Characters: Alic: When Alice's attack's Maximum Range is 3 or more, and her attack is at maximum range to an opponent, she has +2 Power. EXCEED (Cost 3): When Alice's Attack's Maximum Range is 3 or more, and her attack is at maximum range to an opponent, she has +2 Power and "Attacks do not hit you". Alice is the quintessential zoner/long range character. She doesn't have many specials that hit up close though so if someone gets into her face, she can struggle a lot. Baelkhor: Whenever Baelkhor hits an opponent, he may pay 2 life to seal the opponent's attack after the Strike (it is removed from the game and doesn't go to the opponent's Gauge). EXCEED (Cost 1): Baelkhor's attacks have +3 Power and +1 Speed of another attack with that name has been sealed (As an Action, Baelkhor may spend 1 Gauge to return to normal mode). Baelkhor is all about sealing away his opponent's normals and then using his own normals to make extremely damaging attacks. As such, he wants to go through his deck as quickly as possible after sealing as many cards as possible so that he has a chance to use his high-damage normals. Eva: After: You may return up to one of your in play Continuous Boosts to your hand. EXCEED (Cost 3): You may return up to one of your in play Continuous Boosts to your hand. Eva may play up to 2 Continuous Boosts as a single action. Eva is a boost-focused character that aims to upgrade herself with boosts and keep the better ones in play by recyling them into her hand. Her EXCEED mode allows her to use even more boosts, although this tends to make her hand economy suffer. Gabrek: Before choosing his attack during a Strike, if Gabrek is at range 1, he draws a card. EXCEED (Cost 3): If Gabrek initiates a Strike at range 1, his opponent must defend with a Wild Swing. If an opponent initiates a Strike at range 1, Gabrek draws a card. Gabrek is the grappler of the game. He gets close, he has excellent card economy, and once in EXCEED mode, you literally aren't able to choose your strikes. Gabrek has most of his specials at range 1, or used as a way to get into range 1. Heidi: Whenever Heidi resolves a Boost, she draw a card. EXCEED (Cost 3): Heidi has +2 Power of she has a Continuous Boost in play. Whenever Heidi resolves a Boost, she draws a card. Heidi Kaden: Whenever Kaden uses and EX attack, he draws a card. EXCEED (Cost 3): Whenever Kaden uses and EX attack, he has an additional +2 power, and he draws a card Kaden relies on his EX attack as a means to do a lot of damage. He has a bunch of specials that allow him to draw specific cards in order to fuel those specials as well. Lily: Lily's Normal Attacks have +0~1 Range. Lily pays 1 less total Force when retreating. EXCEED (Cost 3): Lily's Normal Attacks have +0~2 Range. Lily pays 1 less total Force when retreating. Lily is another zoning character that uses long-range normals in order to do her damage, along with relatively long range special attacks to push back her enemies. Mei Lien: If there is a copy of an attack in your Discard, other copies have +0~1 Range. If there is a copy of an attack in your Gauge, other copies have +2 Power. EXCEED (Cost 3): If there is a copy of an attack in your Discard, other copies have +0~2 Range. If there is a copy of an attack in your Gauge, other copies have +4 Power. Mei Lien's power curve is like a rollercoaster. At the start she is relatively weak, then she becomes powerful, then drops off at the reshuffle, only to become more powerful again. It's important to keep track of what attacks you have used in order to get the most out of her, and she almost never uses EX attacks. Miska: As an action, you may place your Bear Marker onto the board, in any space, or move it to any space if it is already on the board. EXCEED (Cost 3): Flip bear. Bear: Bear may share a space with another Character. When you place a Normal Attack to Strike, you may pay 2 Force to declare that you will calculate its range from Bear's position. EXCEED: When you place a Normal Attack to Strike, you may declare that you will calculate its range from Bear's position. Miska uses Bear (a wolf) as a means to stay away from her enemies, use her long range specials to strike while still being able to use short-range normals. She has a low card economy until she enters EXCEED mode, however. Morathi: When you use a Wild Swing, look at the top card of your deck, you may draw it or put it back, then perform the Wild Swing. EXCEED (Cost 3): When you use a Wild Swing, you may pick up 3 Cards from the top of your deck: Choose one to be your Wild Swing, add one to your hand, and discard the last one. Morathi is a crazy fighter that uses Wild Swing in order to improve his card economy. His EXCEED mode allows him unprecedented power in choosing what card he uses in his wild swings as well. Nehtali: As an action, Nehtali may put the top card of each player's discard into that Player's Gauge. EXCEED (Cost 3): As an action, Nehtali may put the top 2 cards of her Discard into her Gauge and the top card of her opponent's discard into her Gauge. Nehtali's power is a double edged sword: you can potentially help yourself, especially if you place an Ultra attack on your gauge, but is it worth the cost if your opponent gets Gauge as well? Her EXCEED mode allows her to just keep churning out her Ultras with easy access to Gauge. Reese: Whenever Reese stuns an opponent, he may pay 1 Gauge to get Advantage (He takes the next turn, regardless of who initiated the Strike). EXCEED (Cost 3): Whenever Reese stuns an opponent, he gains Advantage.. Whenever Reese initiates a Strike in the first turn after a Strike, he gets +2 Power. Reese is a vortex character that can exert extremely good corner pressure. If he gets you in a corner and you have a low card hand, he can just pummel you into submission and prevent you from getting any cards at all. Satoshi: Whenever Satoshi initiates a Strike, he has +2 Power if he has more cards in hand than the opponent (Before choosing his attack). EXCEED (Cost 3): Whenever Satoshi initiates a Strike, he has +4 Power if he has more cards in hand than the opponent (Before choosing his attack) Satoshi relies on good card economy and lowering the amount of cards his opponent has. He also rewards an aggressive style that favours attack over defence. Ulrik: As an action, Ulrik may close or retreat 1 space, then Strike. EXCEED (Cost 3): As an action, Ulrik may close or retreat 2 space, then Strike. Ulrik has extremely good mobility, allowing him to set range and stay from enemies (or close up with them) extremely well. He is extremely hard to shake off and some of his attacks are extremely powerful one boosted. Vincent: When Choosing cards for a Strike, Vincent may pay up to 3 Force for +2 Guard per force spent. EXCEED (Cost 3): When Choosing cards for a Strike, Vincent may pay up to 3 Force for +1 Armour and +2 Guard per force spent. Vincent just shrugs off attacks, and his hard hitting but low priority specials bring the hurt. Vincent is almost immune to stun, and can use his Gauge to fuel his passive without having to discard cards. Zoey: After: If your attack hit, you may add the top card of your Discard to your Gauge and return your attack to your hand. EXCEED (Cost 3): If your attack hit, you may add the top card of your Discard to your Gauge and return your attack to your hand. When you spend Gauge, add the spent cards to your hand. Zoey relies on recycling her more powerful attacks and having excellent card economy once she enters EXCEED mode. Her repeating attacks can cause issues for her opponent as they become trapped as mauled again and again!
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# ? Jul 18, 2016 00:18 |
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# ? Apr 26, 2024 20:28 |
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Actions: Prepare: Draw an Extra Card Move: Spend Force to move around the board. Boost: Play a card for its Boost effect. Change Cards: Spend Force to draw cards. Exceed: Spend Gauge to power up into EXCEED mode. Reshuffle: Reshuffle your Discard and Draw to form a new Draw Deck. Only once per game. If you did not Strike, draw a card. Normals: Spike: Range: 2~3 Power: 5 Speed: 3 Guard: 4 Ignore Guard, Ignore Armour Boost: Cost 0 Continuous: +1 Armour and +3 Guard Dive: Range: 1 Power: 5 Speed: 4 Before: Advance 3 spaces. Of ypu switched sides, you cannot be hit. Boost: Cost 0: Choose and discard a Boost in play. Assault: Range: 1 Power: 4 Speed: 5 Before: Close 2 space. Hit: Gain Advantage. Boost: Cost 0: Retreat up to 4 spaces. Cross: Range: 1~2 Power: 3 Speed: 6 After: Retreat 3 spaces. Boost: Cost 0: Advance up to 3 spaces. Grasp: Range: 1 Power: 3 Speed: 7 Hit: Move the opponent 1 or 2 spaces. Boost: Cost 0 Continous: +2 Power. Block: Range: N/A Power: N/A Speed: 0 Armour: 2 Guard: 3 When you are hit (after hit effects) spend force for +2 Armour per Force spent. After: Add this card to your Gauge at the end of the Strike. Boost: Cost 0: Name a card: Your opponent must discard a copy of that card, or show you a hand without any. Focus: Range: 1~2 Power: 4 Speed: 1 Armour: 2 Guard: 5 Opponents cannot move you. After: Draw a card. Boost: Cost 0: Name a Normal Attack and Strike. The opponent must Strike with that card or reveal a hand without it. Sweep: Range: 1~3 Power: 6 Speed: 2 Guard: 6 Hit: Your opponent must discard a card at random. Boost: Cost 0: +2 Speed. Tekopo fucked around with this message at 00:35 on Jul 18, 2016 |
# ? Jul 18, 2016 00:19 |
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I'll grab flailmaster Morathi.
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# ? Jul 18, 2016 01:11 |
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I always like extra range. Can I be Lily?
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# ? Jul 18, 2016 02:45 |
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To make things easier, I'm going to write your specials/ultras here. Your PM is only going to have the names of the card. If you don't like this, please let me know. You get two of each card (normals, specials and ultras). Lily Specials Double Tap: Range: 1~2 Power: 2 Speed: 6 Ignore Armour Hit: Push the Opponent 4 spaces. Boost: Cost 2: If you are at range 1, push the opponent 4 spaces. Hair Trigger: Range: 2~6 Power: 3 Speed: 6 After: Move 1 Space Boost: Cost 3: Discard your hand, then draw until you have 6 cards in your hand, then Strike. Mug Shot: Range: 4~5 Power: 4 Speed: 4 Before: Move 4 spaces. Boost: Cost 1: Move 5 Spaces Excessive Force: Range: 1 Power: 2 Speed: 7 Hit: Push the Opponent 3 spaces. Boost: Cost 0 Continuous: -2~0 Range Bullet Barrage: Range: 3~6 Power: 3 Speed: 4 Hit: You may discard up to 2 additional attacks that include your Range to the opponent for +2 Power each. Boost: Cost 2: Discard your hand, then draw until you have 6 cards in hand. Lily Ultras The Wild Bunch: Gauge Cost: 3 Range: 3~6 Power: 3 Speed: 4 Hit: You may discard up to 3 additional attacks that contain your range to the opponent for +3 Power each. Boost: Cost 0 Continuous: Each time the opponent moves, they take 1 damage per space moved. This damage does not stun. The Magic Bullet: Gauge Cost: 2 Range: 4 Power: 7 Speed: 7 Before: If you used this as a Wild Swing or you have no other cards in your hand, the range of this attack becomes 2~6. Boost: Cost 0 Continuous: +0~3 Range and +1 Speed. Morathi Specials Ivory Ghost Charge: Range: 1~2 Power: 5 Speed: 3 Guard: 5 Before: If you were hit during this strike, close 3 spaces. Boost: Cost 0 Continuous: +2 Power Neck Snapper: Range: 1 Power: 4 Speed: 5 Before: Discard up to 3 cards at random. Close 1 space per card discarded this way. Hit: The opponent must discard 1 card per card you have discarded during this Strike. Boost: Cost 1 Continous: +1 Power and +1 Speed Gyro Chain Gash: Range: 1 Power: 2 Speed: 3 Guard: 5 Before: Close 2 Spaces Hit: Discard up to 3 cards at random. For each card discarded this way, +1 Power and the opponent must discard a card. Boost: Cost 2 Continous: Rearrange the top 3 cards of your deck. +1 Power and +1 Speed. Revenger: Range: 1~3 Power: 5 Speed: 1 Guard: 7 Hit: The opponent discards 2 cards at random, then add the top card of your Discard to your Gauge. Boost: Cost 3: Strike. Both players must declare Wild Swings. Ivory Ghost Impalement: Range: 1~3 Power: 4 Speed: 2 Guard: 5 Before: If you were hit during this Strike, +3 Power. Boost: Cost 0 Continous: +2 Speed. Morathi Ultras God of War: Gauge Cost 3 Range: 1~2 Power: 7 Speed: 4 Guard: 6 Before: Close 2 spaces. Hit: Both you and the opponent discard 3 cards at random. Boost: Cost 3 Continous: +3 Power and +2 Speed. Shadow of Death: Gauge Cost 8 Range: 1 Power: 15 Speed: 8 If you do not have enough Gauge to use this attack after it is revealed during a Wild Swing, add it to your hand and add the top 2 cards of your Discard to your Gauge. Boost: Cost 3: If you are at range 1, both players must discard their hands.
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# ? Jul 18, 2016 10:30 |
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Andarel goes first and draws 5 cards. ActingPower is second and draws 6 cards. Only pic of the mat I could find Morathi: Life: 30 Hand: 5 Gauge: When you use a Wild Swing, look at the top card of your deck, you may draw it or put it back, then perform the Wild Swing. EXCEED cost 3. Discard: Lily: Life: 30 Hand: 6 Gauge: Lily's Normal Attacks have +0~1 Range. Lily pays 1 less total Force when retreating. EXCEED Cost 3. Discard: Action Queue: -- Andarel: Action/Strike
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# ? Jul 18, 2016 10:42 |
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I've decided it is easier for me to give you your card text in the PM than for you to cross-reference. Enjoy!
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# ? Jul 18, 2016 11:10 |
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Discard Block, Dive, and Neck Snapper to advance 3 spaces. (Draw at end of turn.)
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# ? Jul 18, 2016 14:30 |
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I'm going to discard Spike and Magic Bullet to advance 3.
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# ? Jul 18, 2016 18:20 |
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Morathi: Life: 30 Hand: 3 Draw Deck: 24 Cards Gauge: When you use a Wild Swing, look at the top card of your deck, you may draw it or put it back, then perform the Wild Swing. EXCEED cost 3. Discard: Block, Dive, Necksnapper Lily: Life: 30 Hand: 5 Draw Deck: 23 Cards Gauge: Lily's Normal Attacks have +0~1 Range. Lily pays 1 less total Force when retreating. EXCEED Cost 3. Discard: Spike, The Magic Bullet (Ultra) Action Queue: -- Andarel: Action/Strike Tekopo fucked around with this message at 18:31 on Jul 18, 2016 |
# ? Jul 18, 2016 18:28 |
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Remember that moving past opponent with Move costs an extra Force.
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# ? Jul 18, 2016 19:05 |
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Oh yeah, advance threw me off, do you still want to move that way?
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# ? Jul 18, 2016 19:16 |
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Oops, that's right. Well, that's fine. My original plan was to only move 2 anyway.
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# ? Jul 18, 2016 19:20 |
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Sounds good. I will Strike.
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# ? Jul 18, 2016 19:25 |
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PM me the cards you wish to play and announce if you will play from hand, EX or wild swing, attacker first.
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# ? Jul 18, 2016 19:34 |
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Sorry, I had categorized it as: Strike Strike with a Wild Swing Strike with an EX Attack I am playing a single card.
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# ? Jul 18, 2016 19:51 |
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Waiting on ActingPower to send his card.
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# ? Jul 18, 2016 23:00 |
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You both submitted, but one question that I couldn't find an answer to: If a card says 'Retreat 3 spaces' does that mean 3 or less or exactly 3 (without counting the board edge)? I'm assuming not, since there are cards that say "up to".
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# ? Jul 19, 2016 10:30 |
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I found the answer on BGG, it is maximum possible movement if there isn't any 'up to'. Morathi plays: Ivory Ghost Charge: Range: 1~2 Power: 5 Speed: 3 Guard: 5 Before: If you were hit during this strike, close 3 spaces. Boost: Cost 0 Continuous: +2 Power Lily plays: Cross: Range: 1~2 Power: 3 Speed: 6 After: Retreat 3 spaces. Boost: Cost 0: Advance up to 3 spaces. Lily has priority and does 3 damage to Morathi! Morathi has 5 Guard and is not stunned. Cross goes into Gauge. Lily retreats 3 spaces! Morathi has been hit and closes 3 spaces. Morathi does 5 damage to Lily! Ivory Ghost Charge goes into Gauge. Will update map tonight. but should be -L-M----- Morathi: Life: 27 Hand: 2 Draw Deck: 24 Cards Gauge: Ivory Ghost Charge When you use a Wild Swing, look at the top card of your deck, you may draw it or put it back, then perform the Wild Swing. EXCEED cost 3. Discard: Block, Dive, Necksnapper Lily: Life: 25 Hand: 4 Draw Deck: 23 Cards Gauge: Cross Lily's Normal Attacks have +0~1 Range. Lily pays 1 less total Force when retreating. EXCEED Cost 3. Discard: Spike, The Magic Bullet (Ultra) Action Queue: -- ActingPower: Action/Strike Tekopo fucked around with this message at 15:47 on Jul 19, 2016 |
# ? Jul 19, 2016 13:12 |
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I'm gonna Strike again, actually.
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# ? Jul 19, 2016 20:49 |
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I will react with a Wild Swing, using my ability.
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# ? Jul 19, 2016 21:03 |
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Card sent, here's the current map:
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# ? Jul 19, 2016 22:49 |
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Morathi keeps the top cards and draws another: God of War (Ultra): Invalid attack, discarded. Dive: Range: 1 Power: 5 Speed: 4 Before: Advance 3 spaces. Of ypu switched sides, you cannot be hit. Boost: Cost 0: Choose and discard a Boost in play. Lily plays: Dive: Range: 1 Power: 5 Speed: 4 Before: Advance 3 spaces. Of ypu switched sides, you cannot be hit. Boost: Cost 0: Choose and discard a Boost in play. Speed tied! Attacker goes first! Lily advances 3 and cannot be hit! Dive has range 1~2 due to passive and hits for 5 damage! Dive goes into Gauge! Morathi is stunned! Dive discarded. Morathi: Life: 22 Hand: 3 Draw Deck: 21 Cards Gauge: Ivory Ghost Charge When you use a Wild Swing, look at the top card of your deck, you may draw it or put it back, then perform the Wild Swing. EXCEED cost 3. Discard: Block, Dive, Necksnapper, God of War (Ultra), Dive Lily: Life: 25 Hand: 3 Draw Deck: 23 Cards Gauge: Cross, Dive Lily's Normal Attacks have +0~1 Range. Lily pays 1 less total Force when retreating. EXCEED Cost 3. Discard: Spike, The Magic Bullet (Ultra) Action Queue: -- Andarel: Action/Strike
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# ? Jul 19, 2016 23:31 |
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I Strike with an EX.
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# ? Jul 19, 2016 23:55 |
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Morathi plays: Assault EX: Range: 1 Power: 4 + 1 Speed: 5 + 1 Guard: 1 Armour: 1 Before: Close 2 space. Hit: Gain Advantage. Boost: Cost 0: Retreat up to 4 spaces. Lily plays: Spike: Range: 2~3 Power: 5 Speed: 3 Guard: 4 Ignore Guard, Ignore Armour Boost: Cost 0 Continuous: +1 Armour and +3 Guard Morathi goes first. Morathi closes 1! Morathi does 5 damage and stuns! Assault goes into Gauge! Spike discarded. Morathi: Life: 22 Hand: 1 Draw Deck: 21 Cards Gauge: Ivory Ghost Charge, Assault When you use a Wild Swing, look at the top card of your deck, you may draw it or put it back, then perform the Wild Swing. EXCEED cost 3. Discard: Block, Dive X2, Necksnapper, God of War (Ultra), Assault Lily: Life: 20 Hand: 2 Draw Deck: 23 Cards Gauge: Cross, Dive Lily's Normal Attacks have +0~1 Range. Lily pays 1 less total Force when retreating. EXCEED Cost 3. Discard: Spike X2, The Magic Bullet (Ultra) Action Queue: -- ActingPower: Action/Strike Tekopo fucked around with this message at 07:22 on Jul 20, 2016 |
# ? Jul 20, 2016 07:17 |
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I have Advantage from Assault. I will Strike with a Wild Swing.
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# ? Jul 20, 2016 13:43 |
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Oh yeah, sorry, I missed the hit condition.
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# ? Jul 20, 2016 13:47 |
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(Which triggers my flail-better ability.)
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# ? Jul 20, 2016 14:07 |
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Andarel keeps the card and draws another for the Wild Swing. ActingPower: Submit card.
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# ? Jul 20, 2016 19:26 |
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Ugh. I've got to Wild Swing, too. I'm getting crushed, here.
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# ? Jul 20, 2016 19:34 |
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Morathi plays: Ivory Ghost Charge: Range: 1~2 Power: 5 Speed: 3 Guard: 5 Before: If you were hit during this strike, close 3 spaces. Boost: Cost 0 Continuous: +2 Power Lily plays: Focus: Range: 1~2 Power: 4 Speed: 1 Armour: 2 Guard: 5 Opponents cannot move you. After: Draw a card. Boost: Cost 0: Name a Normal Attack and Strike. The opponent must Strike with that card or reveal a hand without it. Ivory Ghost Charge hits and does 3 total damage! Ivory Ghost Charge goes into Gauge! Focus hits and does 4 total damage! Focus goes into Gauge! Lily draws a card! . Morathi: Life: 18 Hand: 2 Draw Deck: 19 Cards Gauge: Ivory Ghost Charge X2, Assault When you use a Wild Swing, look at the top card of your deck, you may draw it or put it back, then perform the Wild Swing. EXCEED cost 3. Discard: Block, Dive X2, Necksnapper, God of War (Ultra), Assault Lily: Life: 17 Hand: 3 Draw Deck: 21 Cards Gauge: Cross, Dive, Focus Lily's Normal Attacks have +0~1 Range. Lily pays 1 less total Force when retreating. EXCEED Cost 3. Discard: Spike X2, The Magic Bullet (Ultra) Action Queue: -- ActingPower: Action/Strike
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# ? Jul 20, 2016 19:41 |
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That Wild Swing worked out pretty well for ya.
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# ? Jul 20, 2016 19:53 |
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It really did! I actually came out ahead on it. I can back up 1 for free, right? Let's do that. I need breathing room!
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# ? Jul 20, 2016 19:58 |
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I'll burn all my Gauge to activate Exceed mode and pick up the end of turn card.
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# ? Jul 20, 2016 20:00 |
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Lily retreats 1 space for 0 force and draws a card! Morathi EXCEEDs and draws a card! . Morathi: Life: 18 Hand: 3 Draw Deck: 18 Cards Gauge: EXCEED MODE. When you use a Wild Swing, you may pick up 3 Cards from the top of your deck: Choose one to be your Wild Swing, add one to your hand, and discard the last one. Discard: Block, Dive X2, Necksnapper, God of War (Ultra), Assault X2, Ivory Ghost Charge X2 Lily: Life: 17 Hand: 4 Draw Deck: 20 Cards Gauge: Cross, Dive, Focus Lily's Normal Attacks have +0~1 Range. Lily pays 1 less total Force when retreating. EXCEED Cost 3. Discard: Spike X2, The Magic Bullet (Ultra) Action Queue: -- ActingPower: Action/Strike
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# ? Jul 20, 2016 20:05 |
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Just waiting on ActingPower now then.
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# ? Jul 21, 2016 09:59 |
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Oop, sorry. Let's Strike one more time.
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# ? Jul 21, 2016 21:05 |
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Defender to send card.
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# ? Jul 21, 2016 21:11 |
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Defender swings wildly.
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# ? Jul 21, 2016 22:49 |
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# ? Apr 26, 2024 20:28 |
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Not applicable anymore
Tekopo fucked around with this message at 23:19 on Jul 21, 2016 |
# ? Jul 21, 2016 23:12 |