MArcomage

Free multiplayer on-line fantasy card game

Please log in

DPsycho on 13:37, 4. May, 2014
Gnome farm, Common 1b1r
Alliance. Runic.
Wall: +2
If tower is divisible by N
get N random resources
N = selected mode
(1-8)


Interesting. Throw a simple math quiz into the game. ;)

The only problem I foresee is that some player will ultimately try to take the Runic effect into account and then be upset that it didn't work (since any Runic-added tower will occur after the card effect is complete). Granted, this is better than the opposite scenario where a keyword effect doesn't trigger due to card effect going first, but it's still a situation you might want to avoid by removing Runic from it. But on the other hand, this seems like it SHOULD be Runic. So... just some things to consider.

I also wonder whether it's necessary to have the player set the divisor. I suppose it could be useful in setting one's recruits to a specific (non-maximum) value, but in most situations I figure you could let the card effect determine the largest divisor and reward that many recruits.
Fithz Hood on 16:29, 4. May, 2014
DPsycho wrote:
Gnome farm, Common 1b1r
Alliance. Runic.
Wall: +2
If tower is divisible by N
get N random resources
N = selected mode
(1-8)


Interesting. Throw a simple math quiz into the game. ;)

The only problem I foresee is that some player will ultimately try to take the Runic effect into account and then be upset that it didn't work (since any Runic-added tower will occur after the card effect is complete). Granted, this is better than the opposite scenario where a keyword effect doesn't trigger due to card effect going first, but it's still a situation you might want to avoid by removing Runic from it. But on the other hand, this seems like it SHOULD be Runic. So... just some things to consider.


Well, Runic brings the same confusion in any card, I don't see this as a real problem. And yes, this should be Runic; I want to introduce the gnome race as a bridge between alliance and runic.



I also wonder whether it's necessary to have the player set the divisor. I suppose it could be useful in setting one's recruits to a specific (non-maximum) value, but in most situations I figure you could let the card effect determine the largest divisor and reward that many recruits.


well, it's more fun this way and it's easy to write.