New Card Type - Tactic: Defend

Started by teesaw, December 09, 2013, 12:46:04 PM

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teesaw

I was thinking about new card types over the weekend, and I came up with something that I thought could be fun - a defense only card.

Anyone have any thoughts on this:

# (Attribute-A) To Use (6, 7, or 8 )
Acts as a 6 (Attribute-A) Power Card to defend
same structure as the first line of a teamwork card

Teammate with 4 (Attribute-B)
Effect may be increased by # (2, 3, or 4) for each card discarded by Teammate with a (Attribute-B) Icon

This card may be used by a single character to defend multiple attacks


Discard Rule - Tactic: Defend cards are duplicates if they have identical Type and Value for use.

Meta Rule #1 - For Tactic: Defend, the discard must be a card which would be otherwise playable on the next turn by the teammate, which is placed or in the player's hand.  Characters temporarily affected by a special card which restricts the use of a card for the remainder of the battle, may not discard that card.

Meta Rule #2 - For the purpose of choosing a discard for Tactic: Defend cards, 5 Multi-power cards are considered playable as long as the character has one attribute greater than or equal to five, even if that is not the type of discard indicated on the Tactic: Defend card.

I'm not sure that I've thought of everything on this card type: let me know what you think about playability.  Would you use a card like this?  Do you think it would be too strong?  Too weak?

What are some ways it could be exploited?

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BasiliskFang

Maybe a draft or pic would help...or maybe I'm too tired.

Sounds cool. Max 6es need more Defend options.

teesaw

#2
Something like this?

I've never designed a card before and I did this in MSPaint so please excuse the quality.

The +2 in the description would be a +3 for a Requires 7, and a +4 for a requires 8. 

Basically, the idea is that if you've got an 8-grid character, and you use this card + 1 additional card, you're able to put up 10 defense.  If you've got one of those pesky 11 or 12 cards, you can easily double up, and use 3 cards to defend.

Something else that this does is it adds viability to BU and Training cards in deckbuilding, because now an "extra" BU or Training card can be a useful feeder for a Defend card.
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gameplan.exe

So, this would work like an Artifact, remaining in play throughout a battle (or possibly multiple battles)?
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teesaw

The idea is that it's duration would be one turn, ideally breaking up little combos and stopping teamwork cards.

My feeling is that the 8 card draw from the original game handicaps players that wish to have a diverse deck, which creates imbalance in the card types, and their relative value in deck building.

We'll say you attack me with a teamwork card, the first attack is a 6.   I pull out a defend card, and the first defense is a 6 (note, "teammate MAY" use, so these will stand alone), I've negated the first attack, similar to an avoid or a 6 PC, 4+2, etc.

Here's where your question gets answered:  the next attack is weak, it's a throw away 2+1 or something, which I can defend in the normal course.  Now with this new mechanic, I can cash in a "feeder" card from my teammate, and block this attack - now (assume that it was a sk8 card so each contribution is +4) - now my 6 becomes a 10, blocks the original 6 and the +3, with one additional point left over for the next attack from the teamwork card if needed.

Lets take the example of an 11 attack (ie magneto) - I've got a sk6 defend card, and it takes that card plus 3 feeders to stop that attack - is it worth four cards to defend? Maybe or maybe not.

another example would be a 4-4-4 chain like war machine's or banshee.  a whole chain could be stopped by a single "move".

The other advantage of this is it allows for more playability of some of the cards in your deck.  Low level power cards now pack more punch on defense, and a BU, or TW card doesn't get stranded in place because you can't pull a power card to go with it.
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Jack

You're missing an important detail, chain attacks are not limited to one target.

The follow ups from Teamworks can be played onto other targets.
Same with AA chains and Ally starting chains.

teesaw

Quote from: Jack on December 15, 2013, 12:41:18 PM
You're missing an important detail, chain attacks are not limited to one target.

The follow ups from Teamworks can be played onto other targets.
Same with AA chains and Ally starting chains.

Thanks for the feedback, Jack - If that's the only thing the card is missing, then I'd say we've got a solid premise for a new card type. 

I think I may have misspoke in my previous post.  The primary objective of this card type would be to stop a single large attack, and while I agree that the opponent might not send his follow-up attacks at the character that's playing the Defend card, to a certain extent, that's kind of the point. 

It disrupts the opponent's offensive scheme, and perhaps causes them to attack someone they didnt want to attack (maybe sending a specific-alignment attack to a hero that cant be SKO'd by that type). 

I think it would make for an interesting showdown scenario:

I play a teamwork card 8/6 - first attack for 6.
You play a Defend card to defend it for 6
I play back at you with 2+2 is 4
You discard one card and block the 4 (at this point, you're in the same position you would have been in before)...
I come over the top and play an 8+3 is 11
You now need to decide if it's worth 3 cards to keep 8 venture points off the board.  Is the 8 going to KO your hero?  do those three cards make for more than 8 venture points on the next play? etc.

I think it just adds another layer of strategy to the game.  I think the game was lacking a big defensive card, and I also found it strange that there were only two cards (completely unrelated cards, I suppose) that were branded as tactics cards - haha.

Is there anything else you can see about this mechanic that's broken?  Please let me know - I'd appreciate the feedback. 

If I had one of these in my deck, I think I'd get some use out of it, but then again - I'm no pro player either.
"I could almost taste the victory...but ultimately it was denied, as is usually the case." - Nate Grey

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