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  1. Yes, each of the existing heroes all have 15 signature cards. The question was whether all heroes made in the future will follow that pattern, or do something else? After all, as was mentioned, each of the starting Arkham Horror investigators had 30 card decks with a single signature weakness card, and while most investigators still stay near that, it's not something that's locked in without any variation.
  2. Did they say anywhere that every hero is going to have fifteen signature cards, and each nemesis set will be five cards? Just because that's the way the base set works, there's no reason to believe they all will be the same. Arkham investigators, for instance, all started with a thirty card deck and a single weakness card, but didn't stay that way long.
  3. Yeah, but when I get a card from the mansion, I'm just as likely to be discarding it to pay for something else. Helicarrier just cuts out the middleman. It goes into essentially all my decks, along with mansion.
  4. Before I begin, I'm really hoping that more people will chime in here on the topic, either for, against, or whatever. So far, you only have me and Jukey responding to this, and while I get strong opinions on a subject, that doesn't always make me right. But, my take on it: Placing tokens beyond range 1 of terrain isn't the problem. The problem, for me, is having multiple evil spots, scattered across the map. There are two reasons for this: first, as mentioned, is thematics. Having an area where evil lurks fits thematically. Having four areas on the map doesn't fit my notions of how it should work. If there is some release of magical energy in the world that scattered unhallowed energy everywhere, then logically it should have scattered large amounts of other types of energy—bestial fury energy helping the Uthuk, hallowed energy helping the Daqan. And that's not something I think would be good for the game. The other reason is for gameplay: this is very close to the Larari's Overgrown abilities. And while I don't think that any one faction "owns" a particular mechanic, I think that if you're replicating any signature mechanic, it's a good idea to give the new mechanic enough differentiation that it actually feels different. Moving the location out of the terrain into the open doesn't change the mechanic all that much. Making the tokens cluster together, or something else that is noticeably different than Overgrown, would be good. I liked Jukey's idea of having unholy units, as well. My idea of having unhallowed terrain was just throwing out ideas, and trying to explain what I was talking about, not something I'm pushing hard to get. I like the idea conceptually, but understand wanting to keep down the clutter. For me, the sticking point is scattering the tokens around the board. Adding the graveyard is fine; adding to other terrain would make it even closer to Overgrown than it already is. I would rather see it be something like: "Add the graveyard to play, then everything at range 1-X of the graveyard is considered Unhallowed, where X is the number of unhallowed tokens on the graveyard." And, of course, the Waiqar player is the one who gets to place the graveyard. But, I'm also interested in seeing if other players have any other ideas. Like I said, I think Jukey's idea of having units being unhallowed has some good potential, too.
  5. All right, coming back and going through Waiqar: Meta: I dislike the way Unhallowed works, on thematic grounds. Why is there, randomly scattered through the battlefield, a bunch of spots that are evil? Unhallowed grounds tend to be associated with ceremonies performed at a specific location. In other words, the tokens should cluster around a specific evil spot, not scatter across the battlefield—or, alternately, instead of placing tokens, the player would be able to place actual Unhallowed terrain (which is not available normally—things like graveyard, ritual altar, hanged man's copse, or the like) after the regular terrain placement has happened. Unfortunately, most of the cards using Unhallowed do it in a way that implies a battlefield with scattered evilness, so I'm having a real hard time warming to the Waiqar part of this thing. Individual cards: Runic Siphon: the wording on this is a bit awkward. And you might want to swap "perform a rally" for "gain 1 inspiration token".
  6. Hulk is an amazing damage sink. Let him speak up a bunch of damage before trying to use his ability, if you ever bother to risk him going berserk.
  7. Aren't mansion and helicarriers limited to one per deck? And I'm in the "Nick Fury is optional camp. The cost-to-return isn't there, much of the time.
  8. Xelto

    Keyforge Lore

    They're doing a roleplaying expansion for their Genesys system, and I will be very surprised if we don't see a board game or the two soon.
  9. Well, there's absolutely nothing preventing you from making cavalry figure upgrades, as well, and releasing two or more versions of the same card. We may not have dedicated figures for cavalry upgrades, but that doesn't mean that one couldn't be painted differently, or modified, or something like that.
  10. Meta stuff: Modification cards, in general: that's a lot of stuff that you're changing, and it's easy to miss out on what changed. I mean, it's easy enough as it is to forget what upgrades a unit has, let alone a whole card full of them. It would be better to simply make new unit cards. RuneWars standard wording is that a unit "receives" tokens, rather than "is assigned". It's a small thing, but one of those things that helps smooth transitions. Also, "[unit type] only" text usually received its own line. On the other hand, if you want to make an improvement to the cards over what FFG had, and if you're sizing these similar to the full-sized cards that FFG switched to (probably something you want to do, just for the amount of text you can put on them), then I always thought it would be nice to have the card name across the top of the card, for those times when you're stacking everything up to make extra room. I didn't quite follow the explanation for Command. If I understood it properly, it acts as a signal booster for other units' abilities, right? So, for instance, if the command unit is at distance 1-3 of a dispatch runner-equipped card, you could have the command unit "pass along" the dispatch runner ability, up to its command range. It's sort of disappointing that few, if any, of the musician/banner/etc cards require figure upgrades. Personally, I think that more of the existing ones should have had figures. (Dispatch runner comes strongly to mind here: it should have been snipeable.) You definitely have some cards with cost imbalances, but I think you knew that (compare Runebreaker with Malcorne's Bequest, for instance.) Bane removal, in particular, seems incredibly inexpensive. Individual cards: Orderly Withdrawal doesn't have anything to indicate what triggers it. Rune-crafted Pennant: I assume that first ability (the one after the skill icon) is supposed to be a shift-1, right? Betrayers of Carthage should be spelled "Carthridge". Also, most "it's" on the cards should be "its". I didn't get around to looking at Waiqar, because I hit the My Eyes Glaze Over stage before I got that far.
  11. Half a year between releases is the planned schedule. That seems to be a reasonable balance between too fast and too slow. I might have gone with an 8-month release cycle, myself, but six months makes scheduling easier all around, I expect. And the announced new mechanics—exalt, enrage, and ward—don't seem to be terribly difficult to explain.
  12. I'm not going to hold my breath. The first image has stuff that's Runewars, but I think I recognize most of it. The third one is obviously Star Wars. The fourth one looks interesting, but the ones with bases don't match Runewars' silhouettes—more oval than rounded rectangle. Something's tickling my mind about it, but for the life of me, I can't figure out what. The second one I can't place at all. But I also don't see anything in it that screams out 'Runewars'.
  13. A lot of it comes down to how important the test is to pass. For instance, if you need only one clue to advance to the next stage, it may well be worth taking a lower-probability shot at it. Under most circumstances, though, going for clues aren't worth it unless you've got near a 50% chance, and 66% is better.
  14. I imagine that if that shows up as being a problem—and that's something that would definitely need testing—the unit could be made unique. I had even considered doing that already, but wasn't sure I wanted to go that far yet. Technically, it can take one of the white modifiers, but unless you've got some way to increase the range of the unit's shift, then the negative modifiers on the turns make that a 0. This unit wants, at all costs, to avoid contacting an opposing unit's forward facing. Thematically, spies and saboteurs don't usually get much combat training—they're more into dodging in, doing their thing, and then getting out. Maybe quick attacks of opportunity. If they end up on the front ranks, they're mostly speed bumps.
  15. It's got a once-per-game effect. Max 15 points.
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