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#21
Custom Cards / Re: DC Teen Titans/Young Justi...
Last post by justa - December 27, 2023, 09:48:19 PM
i must admire the dedication involved in typing this all up.  sota gathering it all for "public viewing", so to speak.  i've been keeping up in the "lots & lots" google drive link & the ATL, so i seem to have seen these all already.  and as always, i much admire the thought and effort involved.  great work, fenn!
#22
Custom Cards / Re: DC Teen Titans/Young Justi...
Last post by fennshysa - December 27, 2023, 10:08:46 AM
You may have noticed a theme with Training cards for the Young Justice members and Doubleshot for the Teen Titans. The locations pull them together.

Happy Harbor   
Arrowette   
Impulse   
Robin   
Secret   
Superboy   
Wonder Girl   
Happy Harbor team may draw 1 card from top of Draw Pile after playing a Universe: Training card. Discard duplicates.


Titans Tower   
Beast Boy   
Cyborg   
Donna Troy   
Nightwing   
Raven   
Starfire   
Titans Tower team may draw 1 card from top of Draw Pile after playing a Tactic: Doubleshot card. Discard duplicates.
#23
Custom Cards / Re: DC Teen Titans/Young Justi...
Last post by fennshysa - December 27, 2023, 09:56:17 AM
Arrowette-Bushwack

Arrowette-Grit   
Play during battle. In the battle that Arrowette is KO'd, Arrowette may continue to fight and is not discarded until Arrowette has taken 1 additional Hit, or until the end of the battle.

Arrowette-Nimble   
Avoid 1 attack with a Fighting icon. Arrowette may draw 1 card from the top of the Draw Pile. Discard duplicates.

Arrowette-Pinpoint Accuracy   
Acts as a level 6 Fighting attack. May be used against Character in Reserve, who may defend.

Arrowette-Triple Shot   
Acts as a level 2 Fighting attack. May make up to 2 additional Fighting attacks.

Arrowette-Young Justice    Acts as a level 4 Energy, Strength or Intellect Power card. May be used to attack or defend. May combine with a Universe: Training card.


Arsenal-Return Fire   
Avoid 1 attack made with a Power card. Arsenal may draw 1 card from the top of the Draw Pile. Discard duplicates.

Arsenal-Loaded For Bear   
Sort through Power Pack card by card. Put the first 3 cards with Fighting icons in Hand. May keep duplicates. Reshuffle Power Pack.

Arsenal-Quiver   
Choose one Arsenal Special from Draw Pile and immediately place it. Cannot be a duplicate. Reshuffle. Arsenal may have an unlimited number of Special cards Placed on him until Arsenal is KO'd. Specials may not be duplicates.

Arsenal-Speedy   
Acts as a level 2 Fighting attack. May make up to 2 additional Fighting attacks.

Arsenal-Titans
Together    Acts as a level 5 Fighting attack. If successful, Arsenal may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.

Arsenal-Trick Shot   
Acts as a level 4 Energy, Fighting, Strength, or Intellect attack. May be used against Character in Reserve, who may defend.


Beast Boy-Animal Stamina   
Cards with a Strength icon do not count toward Beast Boy's Spectrum or Cumulative KO for remainder of game.

Beast Boy-Gorrilla Morph   
Acts as a level 7 Strength attack. If successful, Beast Boy's Strength Power cards are +2 for remainder of battle.

Beast Boy-Metamorph   
Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.

Beast Boy-Shift Form   
Choose 1 Beast Boy Special from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile. Beast Boy's Fighting Power cards are +2 for remainder of battle.

Beast Boy-Titans Together   
Attack made on teammate is now made on Beast Boy, who may defend it. If successfully defended, Beast Boy may draw 1 card from Draw Pile. Discard duplicates.

Beast Boy-Rapid Shift   
Avoid 1 Attack. Opponent must discard 1 card from Hand. Opponents choice.


Blackfire-Backstabber   
KO any one of Blackfire's teammates. All of Teammate's Hits from Current Battle are discarded and do not get added to Venture Total for this battle.

Blackfire-Blackbolt   
Acts as a level 7 Energy attack.

Blackfire-Childhood Envy   
Discard 1 Intellect Power card usable by Blackfire. Blackfire is +2 to all Power card attacks against Target Character for remainder of game.

Blackfire-Citadel Training   
Acts as a level 4 Fighting or Intellect attack. May make 1 additional attack.

Blackfire-False Alliance   
Attack made on Blackfire is now made on teammate of her choice, who may defend. If successfuly defended, teammate may draw 1 card from Draw Pile. Discard duplicates.

Blackfire-Ultraviolet Absorption   
Sort through Power Pack card by card. Put the first 3 cards with Energy icons in Hand. May keep duplicates. Reshuffle Power Pack.


Cheshire-Blademaster   
Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.

Cheshire-Deadly Assassin   
Acts as a level 7 Fighting attack. If Target Character is K.O.'d by this Hit, Cheshire may move 1 Mission card from the Defeated Pile to the Completed Pile.

Cheshire-Paralytic Toxin   
Target Character may not attack or play Special cards for remainder of battle.

Cheshire-Poison Claws   
Target Character's Hits to KO number is decreased by 5 points for remainder of game.

Cheshire-The Ravens   
Acts as a level 5 Strength attack. Cheshire may play 1 additional Special card.

Cheshire-Narrow Escape   
Avoid 1 attack.


Cyborg-Adaptive Learning   
Avoid 1 attack made with a Power card. Cyborg may not be attacked by a Power card with the same value for remainder of game.

Cyborg-Repair & Upgrade   
Remove 1 hit from Cyborg's Permanent Record. Choose 1 Basic Universe card from the Draw Pile and immediately Install it. Reshuffle Draw Pile.

Cyborg-Sonic Cannon   
Acts as a level 6 Energy attack. If successful, opponent may not play any Activator Cards for remainder of battle.

Cyborg-Systems Morph   
Acts as a level 5 Fighting attack. May not be defended with a Special card.

Cyborg-Tech Interface 
Draw 3 cards. Discard duplicates. If any drawn cards are Basic Universe cards you may place or Install them (if possible) and Draw another.

Cyborg-Titans Together   
Play during battle. For remainder of game, +1 to Venture Total for each "Titans Together" Special card and Tactic: Doubleshot card played that battle.


Donna Troy-Amazon Armor   
Donna Troy is +1 to defense (+2 when defending with Fighting Power cards) for remainder of game.

Donna Troy-Amazon Legacy   
Donna Troy's "Strength Of The Amazons", Wonder Girl's "Themysciran Training", Wonder Woman's "Bullets & Bracelets" and "Gift Of Flight" become Any Character Specials for remainder of game.

Donna Troy-Finish it   
Acts as a level 5 Fighting attack. If successful and Target has Hits totaling 15 or more, then Target is KO'd regardless of Inherent Abilities and other Special cards.

Donna Troy-Lasso of Persuasion   
Acts as a level 6 Energy attack. If successful, opponent must reveal all cards playable by Target Character and play them open-handed for remainder of battle.

Donna Troy-Strength Of The Amazons   
Acts as a level 7 Strength attack.

Donna Troy-Titans Together   
Acts as a level 4 Any-Power card. May be used to attack or defend. May be combined with any Tactic: Doubleshot card played by teammate.


Dove-Peace & Order   
Play during battle. For remainder of battle, no Special cards that act as an attack may be played. Other Special cards may be played.

Dove-Concentrated Radiance   
Acts as a level 5 Energy attack. If successful, opponent must immediately discard all Special cards in play that affect the "remainder of battle" or the "remainder of game".

Dove-Danger Sense Transformation   
Choose One Dove Special card from the Draw Pile and play it immediately. Reshuffle Draw Pile. May be played defensively.

Dove-Hyper Vigilance   
Avoid 1 attack.

Dove-Loyal Teammate   
Teammate may avoid 1 attack made with a Power card. Dove may draw 1 card from top of Draw Pile. Discard duplicates.
 
   
Fearsome Five-Out For Revenge   
Target Character's Team is -10 to Venture total this battle.

Fearsome Five-Gizmo   
Fearsome Five's team's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.

Fearsome Five-Jinx   
Anytime opponent chooses/draws cards from the Draw Pile outside of the Draw Phase, you may look at the drawn cards and choose to let your opponent keep them or make them shuffle them back into their Draw Pile and draw an equal number of cards. (May not look at redrawn cards.)

Fearsome Five-Mammoth   
Acts as a level 7 Strength attack.

Fearsome Five-Psimon   
Acts as a level 5 Energy attack. If successful, may immediately make an additional attack against target's teammate using any card placed to target.

Fearsome Five-Shimmer   
Negates the effect of any one Special, Aspect or Tactic card played by opponent. Negated card is returned to opponent's Hand next Draw Phase. OR Target Character loses Inherent Ability and is considered to have no Inherent Ability for remainder of battle.


Hawk-Angry Partner   
Acts as a level 8 Strength attack +1 for each hit on Target Teammate's Permanent Record.

Hawk-Chaos & War   
Play during battle. For remainder of battle, any Special card played must be a Special card that acts as an attack. Other Special cards may not be played.

Hawk-Danger Sense Transformation   
Choose one Power card from the Power Pack playable by Hawk and play it immediately. Reshuffle Power Pack. May be played defensively.

Hawk-Fueling The Anger   
Remove 1 Hit from Hawk's Hits to Current Battle. Hawk may make 1 attack with any card, usable by Hawk and in Hand, of equal or less Value than removed Hit.

Hawk-Talon Strike   
Acts as a level 4 Fighting attack. If successful, opponent must discard 1 card of opponent's choice from hand.

Hawk & Dove-Strike A Balance   
Hawk and Dove may defend any Front Line Teammate for remainder of game. Power cards are +2 to defense if defending each other.


Impulse-Young Justice   
Choose 1 non-duplicate Universe: Training card from Draw Pile. Reshuffle. For remainder of game, MultiPower Power cards may be combined with Universe: Training cards.


Raven-Astral Projection   
Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.

Raven-Empathic Healing   
Remove up to 2 hits of 5 or less from one teammate's Permanent Record.

Raven-Empathic Response   
Play during battle. Raven is +1 to all actions vs opponent's characters for each of that character's Special cards in Raven's Hits to Current Battle and Permanent Record.

Raven-Rebirth   
Play during battle. On your turn, after Raven is KO'd, discard this Special to move Raven from Defeated Characters Pile to Reserve. Play as normal.

Raven-Titans Together   
All Tactic: Doubleshot Card Hits on Target Character are doubled when determining Cumulative K.O. for remainder of game. Does not count toward Venture Total.

Raven-Trigon's Daughter   
Acts as a level 13 Any-Power attack. If successful, Raven or Raven's teammates may not defend Raven with Special cards for remainder of game.


Red Tornado-Air Elemental    Avoid 1 attack with an Fighting icon. Red Tornado may draw 1 card from the top of the Draw Pile. Discard duplicates.

Red Tornado-Android Body   
Avoid 1 attack with a Strength icon. Move all hits from Red Tornado's Hits from Current Battle into Permanent Record. Affects Venture Total.

Red Tornado-F5 Class Winds   
Acts as a level 7 Any-Power attack. +3 when used to attack a Battlesite. Bonus counts toward damage.

Red Tornado-Blow Back   
Acts as a level 5 Energy attack. If successful, target character must discard 2 cards or move into Reserve for remainder of battle. Opponents choice.

Red Tornado-Young Justice   
Play during battle. For remainder of game, +1 to Venture Total for each "Young Justice" Special card and Universe: Training card played that battle.

Red Tornado-Whirlwind   
Discard any number of cards from Hand to appropriate Discard Piles. Sort through Power Pack and draw an equal number of cards. May not be duplicates.


Robin -Young Justice   
Choose 1 non-duplicate Universe: Training card from Draw Pile. Reshuffle. Robin's team's Universe: Training cards used to attack count toward Venture Total for remainder of game.


Secret-Concealing Mists   
Team gains +2 to defense for remainder of battle.

Secret-Ethereal Attack   
Acts as a level 4 Intellect attack. May make 1 additional attack.

Secret-Intangible   
Secret may avoid any numerical attack.

Secret-Manifest Form   
Acts as a level 6 Strength or Intellect attack.

Secret-Warder   
Play when teammate is K.O.'d. You may remove any cards from Secret's Draw Pile that are playable by K.O.'d teammate and discard into Dead Pile. Reshuffle Draw Pile.

Secret-Young Justice   
Acts as a level 6 Any-Power attack. If successful, Secret may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.


Starfire-Hot Temper   
Play during battle. In the battle that Starfire is KO'd, Starfire may continue to fight, is +2 to attacks and is not discarded until Starfire has taken 1 additional Hit, or until the end of the battle.

Starfire-Energy Absorption   
Avoid 1 Energy attack. Remove all Hits with an Energy icon from Permanent Record of Starfire and Starfire's team.

Starfire-Fiery Flight   
Avoid 1 attack.

Starfire-Solar Fury   
Acts as a level 11 Energy attack, Starfire may not attack for remainder of battle.

Starfire-Starbolt   
Acts as a level 5 Energy attack. May not be defended with a Special card.

Starfire-Titans Together   
Choose one Tactic: Doubleshot card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile. For remainder of game, Starfire's team's Power card contributions to Tactic Doubleshot actions are +1.


Superboy-Young Justice   
Choose 1 non-duplicate Universe: Training card from Draw Pile. Reshuffle. For remainder of game, when a Universe: Training card is used to defend, a teammate may make 1 attack with the unused Power type.


Teen Titans Go!-Beast Boy   
Avoid 1 attack

Teen Titans Go!-Cyborg   
Sort through Power Pack card by card. Put the first 3 cards with MultiPower icons in Hand. May keep duplicates. Reshuffle Power Pack.

Teen Titans Go!-Raven   
Negates the effect of any 1 Special card played by opponent.

Teen Titans Go!-Robin   
Acts as a level 6 Fighting attack. Each Front Line teammate may make 1 additional Fighting attack.

Teen Titans Go!-Silkie   
Opponent must discard top 5 cards from Draw Pile into Dead Pile.

Teen Titans Go!-Starfire   
Acts as a level 6 Energy attack. If successful, opponent -4 to Venture total.


Tempest-Aquamancy    Acts as a level 5 Energy attack. If successful, Tempest may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.

Tempest-Atlantean Strength   
Acts as a level 8 Strength Power card. May be used to attack or defend. May not be combined with Universe cards.

Tempest-Boil And Freeze   
Acts as a level 6 Energy or Fighting attack. Each Frontline Teammate may make 1 additional attack with a card with more than 1 icon.

Tempest-Idylist Heir   
Add 6 to Venture total for this battle.

Tempest-Ocean Sense   
Acts as a level 3 Intellect attack. If successful, Tempest may immediately draw 2 cards from top of Draw Pile. Discard if duplicate.

Tempest-Titans Together   
Choose one Tactic: Doubleshot card from Draw Pile and place in Hand. Reshuffle Draw Pile. Do not discard duplicate Tactic: Doubleshot cards for remainder of game.


Terra-Accomplished Actress   
Avoid 1 attack. May not be attacked for remainder of battle.

Terra-Earth Power 
 
Terra-Geokinetic   
Acts as a level 4 Energy attack. May combine with 1 of opponent's placed Power cards for a single attack. May be blocked as a whole or in parts.

Terra-Sowing Distrust   
Avoids all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card.

Terra-Titans Betrayed   
Move all of target opponent's Hits from Permanent Record into Hits from Current Battle. Affects Venture total.

Terra-Tower Destroyed   
Target Battlesite must discard 1 Placed card chosen at random. If discarded card has a numerical attack value, it is added to Terra's Venture Total for this battle.


Wonder Girl-Daughter Of Zeus   
Avoid 1 attack.

Wonder Girl-Indomitable Spirit   
Acts as a level 5 Energy, Fighting, Strength, or Intellect attack, +1 for each Mission card in opponent's Completed Missions Pile.

Wonder Girl-Lasso Of Ares   
Acts as a level 2 Fighting attack. If successful, acts as a level 8 Energy Power card.

Wonder Girl-Never Giving Up   
For remainder of game, if Opponent draws cards during battle, Wonder Girl may draw an equal number from Draw Pile. Wonder Girl must show drawn cards. May not keep duplicates.

Wonder Girl-Themysciran Training   
Acts as a level 4 Fighting attack. May make 1 additional Fighting attack against a different opponent.

Wonder Girl-Young Justice   
Choose 1 non-duplicate Universe: Training card from Draw Pile. Reshuffle. For remainder of game, when a Universe: Training card is used to attack, a teammate may make a follow up attack with the unused Power type.
#24
Custom Cards / Re: teamwork project - justa f...
Last post by justa - December 22, 2023, 07:04:45 PM
no "work" at all, my friend.  justa ME having fun (there's a pun in there somewhere).
I thought the "A" option was only appropriate, considering the discussion above.
#25
Custom Cards / Re: teamwork project - justa f...
Last post by fennshysa - December 22, 2023, 03:46:51 PM
My goodness! That's a lot of work. I really like the ones with the 0 Anypower options.
#26
Custom Cards / Re: teamwork project - justa f...
Last post by justa - December 21, 2023, 08:36:08 PM
Thanks for the feedback.  I'm not worried at all about play testing.  These cards can't be "broken" because they are no different than the existing TW cards.  And the rules regarding duplicates based on "to-use" requirements are unchanged.  justa extra way to fine-tune a deck for the desired effect.

and of course, a kudo to you for keeping this site up & running.
#27
Custom Cards / Re: teamwork project - justa f...
Last post by Palatinus - December 21, 2023, 07:02:01 PM
Looks really cool. I love the variety. I worry about how they will perform in actual playtesting, but I think they've been pretty well thought out.
#28
Custom Cards / teamwork project - justa for f...
Last post by justa - December 21, 2023, 04:30:15 PM
I didn't think I'd finish this project until after New Year's, but here we are.  Merry Christmas!

A while back in a discussion about OP, and teamwork (TW) cards in particular, the following was noted:

Legacy TW cards (except 1 – I'll get to that later) are all Type A to-use, with Type B & C follow up attacks.  This is fine and well, as it promotes SKO.  Yet most successful teams are built around 1 or 2 primary power types.  Why can't one of the follow up attacks be Type A?  Think of some of your favorite teams and imagine the possibilities...  This adaptation could promote CKO, in that primary power types should have higher value Power cards available.  (I've seen TW cards created with different attack and/or bonus values, and some with additional effects involved.  These are great explorations, but I am sticking to the legacy format with this project.)

   This resulted in 3 new TW cards for each to-use level (3) in each power type (4), for a total of 36 new TW cards.

Then the question came up of why can't BOTH follow up attacks be of the same Power Type as the TW card?  Well, that just shatters the legacy format of different power types for the follow up attacks.  But what about that other TW that doesn't match the usual format: 6A + 0A 0A?  (I've seen level 7&8 versions of this card, as well as versions of all 3 with the regular bonuses.)  The +0 bonus seemed to be an appropriate penalty to pay for getting to choose your power type (any usable Power card will do), but limiting its use to just that 1 card seemed restrictive.  Adding an AnyPower option to the mix will allow all 3 attacks from 1 TW card to be of the same power type, with 1 follow up getting no bonus.

   This resulted in 4 new TW cards for each to-use level (3) in each power type (4), for a total of 48 new TW cards.

But the 6A + 0A 0A TW was still a bother.  With a "wild card" requirement to-use, why not give it the same follow ups as the other power types?  Bonuses for AnyPower would still be +0, but bonuses for Energy, Fighting, Strength, & Intellect would be the appropriate level for the to-use requirement.  That means follow ups of EF, ES, EI, EA, FS, FI, FA, SI, SA, & IA.

   This resulted in 10 new TW cards for each AnyPower to-use level (3), for a total of 30 new TW cards.

Add it all together and you get 114 new TW cards.  Some people may find them useful and fun; some may consider them useless and a waste of time.  I enjoyed spending my spare time creating them, and that's enough for me. 

You can see them here:  new Teamwork cards

Since I used Marvel characters for the 2-type MultiPower cards, I chose to use DC groups for this project.  Some are pretty old, and may not be remembered.  All are identified under the cards.
#29
Custom Cards / Re: TMNT
Last post by justa - December 21, 2023, 04:25:22 PM
not bad at all!  great to see new creators take a swing.
#30
Forum Management / Re: Major Forum Upgrade
Last post by Palatinus - December 19, 2023, 03:59:21 PM
Quote from: Dog on December 18, 2023, 04:37:58 PM
Quote from: Palatinus on December 10, 2023, 07:01:50 PM
Quote from: AO user on December 10, 2023, 06:37:18 PMAre you accepting new members? Where on site can you change password?

Yes, new people can sign up.

You should be able to change your password under account settings.
I've heard from one person who said they just tried resetting their password, and got an "invalid passcode" notification.  :-\
If I knew which account it is, I can work to resolve it. Or they can email me at palatinus@beenhereandthere.com