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Re: Card Rewrites

Posted: Wed Dec 23, 2015 8:48 pm
by jack1974
Ah ok, will check it :)

Re: Card Rewrites

Posted: Wed Dec 23, 2015 9:56 pm
by Franka
The Mira unit says that she takes control a stunned enemy. However, she only seems to take control of enemies that the Galina unit stunned. If I use, fx, the Stun card to stun someone else, she can't take control of them.

Is this intended (in which case I shall rewrite the card text)?

Re: Card Rewrites

Posted: Wed Dec 23, 2015 10:17 pm
by jack1974
For the Arnox, I fixed the behavior and changed the text (you'll do it better but for now): "Whenever a friendly unit is killed, the sentinel retaliate dealing 2 damage to a random target."
For Mira, yes I remember I used that specific combo, since with generic stunned enemies wasn't working correctly.
I plan to have another version of Mira in the DLC doing a different thing, but there's time for that :)

Re: Card Rewrites

Posted: Wed Dec 23, 2015 10:25 pm
by Franka
Shouldn't these "Light-Cyborg" units just be "Cyborg"? Light-Cyborg sounds strange (to me).

Re: Card Rewrites

Posted: Wed Dec 23, 2015 10:27 pm
by jack1974
It's because there are other more "heavy armored" cyborgs too. I don't remember if I added them in the game or not though (maybe I saved them for the DLC).

Re: Card Rewrites

Posted: Wed Dec 23, 2015 11:23 pm
by Franka
Apex Skull Totem gives Matrick Soldier +1/+1??

I finally unlocked the last of Alex' cards, which means I can complete the rewriting of the player cards.

Just one question on Reinforcements: It adds starting Hit Points. Shouldn't it add current Hit Points?

Also, Rocket Battledroid + Reinforcements + Alien Scavenger = MGRLB!

Image

Re: Card Rewrites

Posted: Thu Dec 24, 2015 5:57 am
by jack1974
Yes should be the current hit points, I've fixed it now :)
Haha that card is quite powerful!

Re: Card Rewrites

Posted: Thu Dec 24, 2015 9:55 am
by Franka
Right, let's get to the meat of it then.

In the rewriting, I've tried to keep three major things in mind:

- When does the effect happen?
- Who is the target?
- When does the effect end?

Other than that, I've done my best to use the same terminology for cards that do (essentially) the same thing.

I've chosen to write out abilities on most Common and some Uncommon cards, but as rarity increases I expect people to know what "Breach" and "Charge" means, fx.

As much as I've tried to explain all cards on themselves, sometimes you may have to look something up in the rule book to fully understand every detail. But using the rule book + the card, you should always know how the card is expected to work.

In order to conserve card space, instead of writing with/without the "XXX" trait, I've just written with/without "XXX", but I always put references in quotes. That should still be easy to understand.

I haven't written anything for tag lines (such as Regular Infantry's text), or corrected them if they had bad Engrish, but I suggest that you put tag lines in italics and at the bottom of the text area, to avoid confusion with game text. We can come up with cool tag lines for cards that still have free space.

If you approve of these changes, let me know if any of them can't fit, and I'll see what I can do.

Only cards from the deck builder is covered in this first batch, enemy cards and guest cards will come later (when I've finished the game again).

Empire Cards
Spoiler:
Regular Infantry:

Wall: Wall: Enemies must attack a card with the "Wall" trait, unless they have "Flying" or "Breach". Cannot attack.

Scout: On Summon: A random enemy with "Invisible" loses that trait.

Automated Repair Device: Owner heals 2 Hit Points at the end of owner's turn.

Laser Turret: Wall. Anti Robotic: Deals double damage against enemies with "Robotic".

Battle Drone: Flying: Does not have to attack units with "Wall". Force Shield: Negates all damage to this card once.

Cannon Turret: Wall.

Flamethrower Turret: Wall. Anti Organic: Deals double damage against enemies with "Organic".

Assault Infantry: Charge: Can attack on the turn it is played.

Missile Turret: Wall. Anti Flying: Deals double damage against enemies with "Flying". Deals 1 damage to a random enemy unit at the start of owner's turn.

Robo-Ant: Double Attack: Can attack twice on owner's turn.

Grenadier Unit: On Summon: Deal 2 damage to target enemy unit.

Laser Squad: Charge. Anti Robotic.

Artillery Tank: Deals 1 damage to two random enemy units at the start of owner's turn.

Machine Gun Infantry: Charge. Anti Organic.

Hover Tank: Charge.
Charlotte Cards
Spoiler:
Recruit: A random allied "Organic" unit gains "Discount Organic": Units with "Organic" cost one less of each Resource (except Credits) to play.

Spiked Iron-Vines: Wall. Heals 1 Hit Point at the start of owner's turn. Cannot exceed starting Hit Points.

Emergency: Put 2 random Bronze grade common or uncommon units with "Infantry" into play (On Summon abilities do not trigger).

Recruiter: Gain 1 Population Resource at the start of owner's turn.

Riot: Choose a random target. All units in play, except the target, are killed.

Volunteers: On Summon: Put 2 additional Volunteers of the same grade into play.

Spy: Double Attack. On Summon: All enemies with both "Invisible" and "Organic" lose "Invisible".

Support Request: Gain 3 Resources of the same type, except Credits, chosen at random. Draw a card.
Mizuki Cards
Spoiler:
Force Field: Wall. Any unit attacking Force Field is stunned: Cannot attack until after its owner's next turn.

Optimization: Target allied unit with "Robotic" gains +3 Attack until the start of your next turn.

Hacker: Deals 1 damage to a random enemy unit with "Robotic" at the start of owner's turn.

Unoptimal Balance: Target allied unit with "Robotic" gains +2 Attack and -2 Hit Points, permanently.

Robo-Replicator: On Death: Put a new Robo-Replicator without this ability into play.

Electrocute: Deals 1 damage to all enemies, 2 damage to enemies with "Robotic".

Robobrain Mind Stealer: On Summon: Move a random common or uncommon unit with "Robotic" from the enemy unit row to yours.

Overcharge: All allied units with "Robotic" gain +2 Attack until the start of your next turn.
Christophe Cards
Spoiler:
Excavation: Put 2 Crater units into the enemy unit row. These take up space and may last as long as 3 turns.

Crater: Stationary. Takes 1 damage at the end of owner's turn.

Matrick Mercenary: On Summon: Deal 1 damage to allied units in the spaces next to it in the unit row.

Gambling: Gain 1-3 Credit Resources at random.

Apex-Rahn Berserker: Gains +1 Attack whenever it deals damage to an enemy unit.

Collapse Ground: Kill one random enemy unit that does not have "Flying".

Observer: Breach. Gains 1 Hit Point at the start of your turn, to a maximum of 8 Hit Points.

Shady Figure: On Summon: Kill a random common or uncommon enemy unit without "Wall".

I Have My Ways: Draw 3 cards.
Samuel Cards
Spoiler:
Domesticated Boragrub: On Death: Deals 1 damage to a random enemy unit.

Steroids: Target allied unit with "Organic" heals 3 Hit Points and gains "Double Attack": May attack twice on owner's turn.

Vaccine: All allied units with "Organic" gain 1 Hit Point permanently (can exceed starting Hit Points).

Doctor: One random allied unit with "Organic" heals 1 Hit Point at the end of owner's turn.

Domesticated Yalangur: On Summon: May kill any common or uncommon unit with "Organic", gains +1 Attack and +2 Hit Points if it does.

Critical Hit: Target enemy unit loses half its Hit Points (rounded up).

Adrenaline Injection: Target allied unit with "Organic" gains +2 Attack and +2 Hit Points until the start of owner's next turn, and gains "Double Attack" and "Charge", permanently.

Triage: All allied units with "Organic" heal 1 Hit Point at the end of owner's turn.
Mario Cards
Spoiler:
Rebuild: Put a new copy of target allied unit with "Wall" into play, same grade as original. Has no effect on the "Bunker" card.

Reinforced Wall: Wall: Enemies must attack a card with "Wall", unless they have "Flying" or "Breach".

Demolition Squad: On Summon: Kill target enemy unit with "Wall".

Hard Discipline: Deal 1 damage to an allied unit with "Organic", it gains +3 Attack. Cannot be played on units with "Wall".

Spiked Wall: Wall.

Suppress Fire: Target enemy unit loses half its Attack (rounded up) permanently.

Bunker: Wall. Building. When Bunker takes damage, its owner heals 2 Hit Points. Owner draws a card at the start of his/her turn.

Fortify: Put 2 random Bronze grade common or uncommon units with "Wall" into play.
Xavier Cards
Spoiler:
Assault Biker: Charge: Can attack on the turn it is played. Breach: Does not have to attack units with "Wall".

Customize: Target allied unit with "Robotic" heals 3 Hit Points and gains +1 Attack permanently.

Reinforce: Target allied unit with "Robotic" gains +2 Hit Points (can exceed starting Hit Points).

Engineer: A random allied unit with "Robotic" or "Wall" heals 1 Hit Point at the end of owner's turn.

Mobile Factory: Discount Robotic: Units with "Robotic" cost one less of each Resource (except Credits) to play.

Grenade: Deals 2 damage to target enemy unit and 1 damage to units on either side of the target.

Supply Hovercraft: Gain +1 Materials Resource and its owner heals 1 Hit Point at the end of owner's turn.

Plated Armor: Target allied unit with "Robotic" gains +5 Hit Points permanently. Draw a card.
Graciela Cards
Spoiler:
Stun: Target enemy unit, as well as units on either side of it, are stunned: They cannot attack until after their owner's next turn.

Recon Unit: Charge. On Summon: All enemy units with "Invisible" lose that trait. It gains +1 Attack and +1 Hit Point for each unit affected.

Clear Vision: Target unit has its Attack reset to its starting value and loses "Double Attack" and "Force Shield". Draw a card.

Mindcontrolled Elk: Charge. Any unit, without "Wall" or "Flying", that this card attacks and does not kill, is returned to the top of its owner's deck.

Psionic Blast: Deal 1 damage to all enemy units, 2 damage to units with "Organic".

Robo-Ant Protector: On Summon: Target allied unit gains "Force Shield".

Psionic Initiate: Any enemy unit this card attacks and does not kill is stunned. Gain +1 Energy Resource at the end of owner's turn.

Inner Force: Target allied unit with "Organic" doubles its Attack value until the start of your next turn.
Galina Cards
Spoiler:
Mine Field: Any enemy unit without "Flying" that attacks this card is killed.

Covert Operations: Two random allied units without "Wall" gain "Breach": Does not have to attack units with "Wall".

Alien Scavenger: At the start of owner's turn, a random allied unit without "Wall" gains 1 Hit Point and owner gains 1 random Resource (except Credits).

Bounty: Target enemy unit gives double its Bounty Value (Credits) when killed. Put an allied "Renegade Sniper" unit into play.

Renegade Sniper: Invisible. Deal 1 damage to the enemy player when they Summon a unit.

Snap Shot: Deal 3 damage to target enemy unit without "Wall" and stun it.

Outpost Ninja: Force Shield. On Summon: Target enemy unit without "Wall" gains -2 Attack, permanently.

Master Assassin: Invisible. Double Attack. On Summon: All other allied units with "Invisible" gain +1 Attack and +1 Hit Points.

Coin Flip: One random enemy unit has its Attack value halved (rounded up). One random allied unit gains Hit Points equal to half its current value (rounded up). Draw a card.
Diana Cards
Spoiler:
Take Cover: Target allied unit with "Organic" gains "Force Shield": Negates all damage to this card once.

Sharpshooter: Invisible. Deal 1 damage to a random enemy unit without "Wall" or "Building" at the start of owner's turn.

Marksman Team: Invisible. Gains +1 Attack, to a maximum of 4, at the start of owner's turn.

Assault: Target allied unit without "Wall" or "Building" gains +2 Attack, permanently. Draw a card.

Snipe: Deal 4 damage to target enemy unit without "Wall".

Agent Zero: Breach. Invisible. Force Shield.

Assault Hovercraft: Flying. Every time this card takes damage, put a Bronze grade "Regular Infantry" unit into play.

Kamikaze: Target allied unit is killed. Deal its Attack value in damage to all enemy units.
Alex Cards
Spoiler:
Rally: Target unit without "Wall" or "Building" gains "Charge": Can attack on the turn it is played.

Veteran:

Alpha Team: On Summon: All allied units with "Organic" heal 1 Hit Point.

Hold Position: Target allied unit without "Wall" or "Building" gains +2 Hit Points, permanently. Draw a card.

Barrage: Deal 1 damage to all enemy units.

Sergeant: On Death: A random allied unit with "Organic" gains +2 Attack and +1 Hit Point.

Rocket Battledroid: Anti Wall. Deal 2 damage to target enemy unit at the start of owner's turn.

Reinforcements: Target allied unit without "Wall" or "Building" gains Hit Points equal to its current Hit Points.

Re: Card Rewrites

Posted: Thu Dec 24, 2015 11:17 am
by jack1974
Thanks, I will have the writer check them for English when she does have time :)
About tag lines yes, I only put them for cards that had no ability, just to have something. I could always do like in Hearthstone and put nothing if they have no ability.

Re: Card Rewrites

Posted: Fri Dec 25, 2015 10:29 am
by Franka
Paralyzing Chant affects even Invisible enemy units. Is that really intended? I think Riot probably is the only other card that does, though it's harder to test player cards since the AI rarely has Invisible units.