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Ideas for a William Birkin
I think it would be nice to have a Birkin that mutates as the game goes on.
It could look like:
William Birkin (mutation A)
60 health
60 damage
6 decorations
If William Birkin is not defeated shuffle, William Birkin (mutation B) into the mansion.
William Birkin (mutation B)
70 health
60 damage
7 decorations
If William Birkin is not defeated, shuffle William Birkin (mutation C) into the mansion.
William Birkin (mutation C)
80 health
70 damage
8 decorations
If William Birkin is not defeated, shuffle William Birkin (mutation D) into the mansion.
William Birkin (mutation D)
90 health
70 damage
8 decorations
If William Birkin is not defeated, shuffle William Birkin (mutation D) into the mansion.
What do you think?
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it should be whenever the next one get shuffle
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I think its good but the not defeated part should be when defeated just saying
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There is way too many medals for a match to snowball to the winner if you add the "When defeated" text. I think When this infected is not defeated replace it with the next level and shuffle is good. It can make games short if someone splashes out and gives more incentive to go exploring with less threat management. The only issue would be if he was revealed quite late as he would pose no threat after about 8 turns.
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Thus the low decoration count. I think the problem with the mansion ''the cult'' is that there are only 2 minion worth more than 2 decorations, one being the chicken and the other the red executionner. Basicaly in the cult, the player lucky enough to reveal the red executionner wins most of the time because of this huge gap. That was the idea behind it, to have a boss that grows as the game goes on.
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I like this idea, though i think that mutations A-C should not give any decorations, but a beneficial bonus effect, then the next mutation is shuffled in its only Mutation D that would give decorations and if William is the Boss card then Mutation D's defeat would signal the end game.
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I like the idea of bonuses. Here are what bonuses I came up with instead of decorations for infected A to C
All ressources costs -10 to buy
All weapons require -10 ammo
All weapons get +5 damage
you get +1 action
you get +1 buy
you get +1 card
1 weapon with cost 40 or less can be used twice (once per turn)
Reduce all damage you take from infected by 5
Reduce all damage you take from infected by 10
Tell me what you guys think would be more balanced, and which should be used for A, B and C respectively. Thank you for your help.
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