MArcomage

Free multiplayer on-line fantasy card game

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garbageonly on 21:22, 22. Jul, 2008
I don't know if this doable in the code right now.
The concept of Gamble keyword is all about being random.
So it's possible to put Tribute / Blackmarket into Gamble in the future!
garbageonly on 21:22, 22. Jul, 2008
Lucky Charm:
Common
Cost: 0
Randomly +5 Bricks or Gems or Recruits(33% each)
Keyword: Gamble

Lottery:
Common
Cost: 3 each
Your stock + 0 ~ 9 (10% chance for each figure)
Keyword: Gamble

Random Aim:
Common
Cost: 1 each
Your tower -3 or Enemy tower -6 (50%)
Keyword: Gamble

Coin Flipper:
Common
Cost: 1 each
You take 4 damage or Enemy takes 8 damage (50%)
Keyword: Gamble
garbageonly on 21:23, 22. Jul, 2008
Wheel of Fortune:
Uncommon
Cost: 0
Randomly swap 2 resources among both players
Keyword: Gamble
(Suppose to support the possibility to swap 2 of your own or even 2 of enemy's)

Addiction:
Uncommon
Cost: 0
Replace your hand with random Gamble cards
Keyword: Gamble

Gambler:
Uncommon
Cost: 3 each
Attack: 3*N
N = #Gamble cards in game
Keyword: Gamble

Lady Luck:
Uncommon
Cost: 0
Each player's Stock +N where N=#Gamble cards in his or hers hand
Keyword: Gamble

All or Nothing:
Rare
Cost: 0
Your wall = 20 tower = 30 and Enemy wall & tower is halved (10%) Or Your wall = 0 tower = 1 (90%)
Keyword: Gamble
DPsycho on 22:49, 22. Jul, 2008
Gah, I don't like the prospect of "All or Nothing" at all. It doesn't seem right that an entire match can be played just to have it decided by a D10 roll when one player is finally backed into a corner. Desperation moves like discarding everyone's hands or trading cards at random can be exciting, but not this. It would be a pyrrhic victory for either side -- a successful play of it would be a win that wasn't earned, and the more likely losing gambit would rob the opponent of the final, crushing play.

There are also the proposed changes to consider regarding points earned through a game. What classification of victory is this and worth how much?
DPsycho on 22:49, 22. Jul, 2008
(continued)

I know that there are cards that grant instant victories, but the conditions for their uses are so specific or expensive that the opponent has several ways to prevent their use aside from a forced discard. The same goes for Last hope and its resource comparison conditions.

I don't mind the Gamble keyword suggestion as a whole. It could certainly make for an unpredictable match. I just don't think that one free card should have the power to decide the game without any influence from the status of both players.
Fithz Hood on 09:52, 23. Jul, 2008
I like this idea, also golden scepter and magic lamp could be considered "gamble".
I agree with DPsycho about "all or nothing", what about something like "90% defeat, 10% tower = 30 wall = 20" ?
Progressor on 13:11, 29. Jul, 2008
It's funny.

If ever implemented it will need some more thinking and ballancing, but...

It's funny. ;-)
Djinn on 19:16, 31. Jul, 2008
Could you clarify the Wheel of Fortune effect?
garbageonly on 19:26, 31. Jul, 2008
The function for Wheel of Fortune is to randomly swap/exchange 2 stock(bricks, gems, recruits from both players)
So basically there are 3 functions include:
Swap one of your stock with opponent stock (say exchange your bricks for opponent gems)
Swap two of your stock (say exchange your own bricks for your own recruits)
Swap two of opponent stock (say his exchange his own gems for his own recruits)
I hope it makes sense
arrataz on 09:28, 1. Aug, 2008
In order to make these cards worth it, the effect for you has to be worth about twice (or more in some cases) what you're paying for it. For example, your small tower adjustment card should look more like:

Free:
50/50 chance: -5 your tower or -10 opponents tower.

Arrataz
arrataz on 15:18, 1. Aug, 2008
(double posted accidentally)