MArcomage

Free multiplayer on-line fantasy card game

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jakewaste on 13:14, 14. Apr, 2009
first up
"Production system refined. Now cards that give production bonus to only one facility can be combined with keyword side-effect production bonus in a correct way (2 x 2 = 4, not 3)"
That entire rule makes no sense whatsoever to me, since the card boosting your productíon and the alliance ability should stack to become production x3 + production x2 = production x4, since you already have prod x1, and the x2 and x3 really just are bonuses.
Not a big issue though, but it bugs me as hell.
Secondly
Hungry dead needs revising. "Brigand. Undead. Durable. Enduring (10). If New Enemy wall: -5
else Stock: +4 Enemy stock: -4". The "if new" part of this card makes it really overpowered, if you draw a second one, which isn't even that unlikely after say 30-40 rounds of play.
third
The changes made to quick and swift are a nice addition to the game, but Militia doesn't follow the rules properly. F.e. I was playing against my friend, who played an alliance deck. In round, say, 35 we're more or less tied, and I'm fronted with the decision to either build my wall higher or raise my dungeon. Seeing as he's got no cards on his hand that could really hurt me more than 3-5 points and since Militia ISNT supposed to be able to draw anything higher than uncommon, I raise my dungeon. He plays to militiacards draws a mountain king and kills me. I discussed this with him, and he says that the new rule about quick n swift doesn't apply to the discard part of it.

I don't know if anyone agrees with me, but I think that it's important that the intended effect of a card is the actual effect of a card, if for nothing else to avoid these kind of misunderstandings.

Thanks½
Progressor on 13:24, 14. Apr, 2009
The update indeed says:
It is now impossible to draw a rare card (by normal drawing) after Quick or Swift card is played.
I repeat: (by normal drawing)

The card you draw instead of the discarded card, is not drawn by normal drawing.

(PS Id prefer the possibility to make text bold or something rather then repeating it for emphasis.)
Mojko on 13:33, 14. Apr, 2009
Production system:

Production X2 means that your production doubles. That means if your facilities are 3/3/3 for example, you get 6/6/6 resources. But what would happen if a card effect and a keyword side-effect would have both production X2?

Initial production is 3/3/3, when doubled it is 6/6/6, and when we double it once more it is 12/12/12. So in the end we have Production X4 effect. I think it's quite intuitive how this works.

We have cards such as foundry, which have only partial production boost - recruits only in this example. Before this update, effect of this card was faked, i.e. "Recruits production X2 was coded" as "add #Dungeon to the recruits". What would happen if such card would be combined with keyword side-effect that has Production X2?

If you had facilities 3/3/3 in this situation you would get 6/6/9. So instead of multiplying it only adds. Now, after the update the result would be 6/6/12.

Summary: Now the system works this way: each facilitiy has it's own production factor, which is by default 1. At the end of turn production is computed this way:

#Resource += #Facility * corresponding production factor

Some card effects or keyword side-effects may modify the production factors of some facilities. Production X2 effect modifies all facilities production factors. Recruits production X2 modifies only Dungeon production factor.

The main difference is that instead of adding, the factor now multiplies.

Hungry dead:

I plan to make an after-patch and this card will be revised.

Militia doesn't follow the rules properly:

Actually, It does. "It is now impossible to draw a rare card (by normal drawing) after Quick or Swift card is played.". The card that is replaced by militia (the selected one) is replaced by card effect, not by nromal drawing. The other card, that is placed instead of Militia is drawn by normal drawing.
Myschly on 14:46, 14. Apr, 2009
I think the "swift/quick"-rule works perfectly. Militia is nerfed a lot because of it, but nerfed even more in that way would make it pretty damn shitty. It used to be the best card in the game (IMO), now it's still good, but it's balanced.

The Alliance-production is a nifty little improvement, which allows you to really use the Token-system. I e I played Darkforge when I was gonna get 100 Alliance-tokens, really sweet deal. But because it was early game, I got 60 recruits, and in the end, it didn't matter, because I had like 120 recruits and then thanks to militias discard, got the Mountain King.

I think it makes 100% sense. Because it's (1 X 2) X 2. It's the only way it can work. They are two seperate instances, ergo the effect is cumulative. It's the same way it'd work in Magic: The Gathering (the card game). I used to be a Magic-geek, and it got really gay in the end of my playing, because of all the updates which ended up with us having to teach noobs to the game "well see this happens, in this instance, before this instance, and because of that event, this instance does this to that instance instead".
The Alliance-production thing is however perfectly logical, and makes sense, and it's like early Magic. I know the perils of too many updates, new cards, new features, but we're nowhere near on any of the cards or abilities or rules.

On to Hungry Dead: There's already a thread about it.
ben on 15:32, 14. Apr, 2009
I have a question about the swift/ quick mechanic. Does it make it impossible to draw a rare card the same turn you play a quick or swift card, or is it only the next card effected? For example, if I play Sorceress, Knight of Time, and Knight, would I be able to draw a rare card after the knight? or would that be impossible because I played the swift cards that turn?
Progressor on 15:34, 14. Apr, 2009
Only directly after Id say.
Mojko on 15:42, 14. Apr, 2009
It applies to swift and quick cards only, so in your example - yes you are able to draw a rare card after you play the Knight. The whole idea behind it is, that you can have only one draw with rare card per round.
Progressor on 20:05, 14. Apr, 2009
Im suprised to hear nobody about Ice queen.
It hurts badly.
The Mage player all of a sudden is in a strong defensive position with good prospects of paying offensive Legends and Mages.
Sundancer on 05:28, 15. Apr, 2009
I'm playing a mages deck ( one of those supposed to bring the opponent down in under 20 turns ) and Icequeen is of almost no use since It discards my very important offensiv cards.

What are bricks made for ? I don't play Unliving so I barely use them to attack, except the Clay Golem.
Fithz Hood on 07:40, 15. Apr, 2009
About Ice queen: in my mage deck there are lots of almost useless common mages so this card is very good letting me discard those mages to have wall, stock and new cards. I think it's powerful but there are lots of other uncommon more powerful (mountain sentry, mud wall... )

Another minor problem with the new "banish": there are 3 common banish cards and only one durable common card (priest (does anyone use this card?)). Maybe common banish cards should discard also uncommon durables.
Progressor on 11:56, 15. Apr, 2009
Each player gains 5 gems, 5 tower and 10 wall for each card discarded from his hand

What bricks are you talking about, Sundancer?

My point is you are likely to get AND be able to pay some more expensive Mages & Legends AND don't have to worry about your defences.
Of course you'll dump some good ones in the process. Collateral damage, easily outweighed by the chance of getting them, or better ones back.

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I agree about the Banish part. I feel Banish, in order to be really useful, should at least discard 1 rarity higher then it's own.