1) Add much much more MOVEMENT and LEFT/RIGHT side effects (all factions)
-- it would greately improve the importance of placement and players would need to take into account future position of each unit
A) move self to the left
B) move self to the right
C) move self to the opposite row (opponent)
D) move self to the other row (just own other row)
E) Boost the unit on the left
F) Boost the unit on the right
G) Damage opposing unit. If the number of opposing units is eg. 1:2, 2:3, 2:5 then....
H) Damage unit to the left every round (spy)
J) Damage unit to the right every round (spy)
2) formations... many people have suggested it. My opinion, it would add more interaction. Now each player just plays in pre-invented order which is known once the hand is seen, and not much can change it. Even if you LOCK or kill a unit, still the rest of the SEQUENCE is the same.
Formations would improve messing with opponent's plans and changing own plans.
... so you might think 2-3 turns ahead and count up to 20, instead of thinking 0-1 rounds ahead and counting up to 12...
My favourite card game ever (now bankrupted and deleted) Nightbanes had a lot of it, so you had to actually think of various ways to make your units survive and move to the right spot on the right round.
G) Damage opposing unit. If the number of opposing units is eg. 1:2, 2:3, 2:5 then....
there is a problem. I think it should be handled like Assasination is: damage is reduced for each more units the opponent has on a particular row. So you would need to put more supporting units adjecent to major units even if they don't have any 'adjecent' effects - just so it would be more difficult to get them, like in a real battlefield.
-- it would greately improve the importance of placement and players would need to take into account future position of each unit
A) move self to the left
B) move self to the right
C) move self to the opposite row (opponent)
D) move self to the other row (just own other row)
E) Boost the unit on the left
F) Boost the unit on the right
G) Damage opposing unit. If the number of opposing units is eg. 1:2, 2:3, 2:5 then....
H) Damage unit to the left every round (spy)
J) Damage unit to the right every round (spy)
2) formations... many people have suggested it. My opinion, it would add more interaction. Now each player just plays in pre-invented order which is known once the hand is seen, and not much can change it. Even if you LOCK or kill a unit, still the rest of the SEQUENCE is the same.
Formations would improve messing with opponent's plans and changing own plans.
... so you might think 2-3 turns ahead and count up to 20, instead of thinking 0-1 rounds ahead and counting up to 12...
My favourite card game ever (now bankrupted and deleted) Nightbanes had a lot of it, so you had to actually think of various ways to make your units survive and move to the right spot on the right round.
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G) Damage opposing unit. If the number of opposing units is eg. 1:2, 2:3, 2:5 then....
there is a problem. I think it should be handled like Assasination is: damage is reduced for each more units the opponent has on a particular row. So you would need to put more supporting units adjecent to major units even if they don't have any 'adjecent' effects - just so it would be more difficult to get them, like in a real battlefield.
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