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Etaywah

The 1 plot card you would like to see?

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Mine would be:

2  character points 

neutral

grey

Lukas You’re Not My Father

Your shields cannot be ignored or bypassed by other card effects.

Flavor text: ”Why make a game mechanic if you’re just going to take a crap on it.”

 

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That's a great idea, although I'd meld it with the condition from Indomitable:

"The Force Is With Me" 1 Character Point, Neutral, Gray: While you have exactly one character your shields may block unblockable damage.

So it's not just an instant screw-you to the Vibroknife, but rather a change that requires the Vibro player to choose his primary target wisely, or play a very finicky game of damage allocation that will kill one guy while leaving the other just a moment from death. It turns the Vibroknife from a shield-ignoring beatstick to a more civilised weapon, for a more civilised age. Plus one character decks (like Emps) get a shot in the arm, which it really needs.

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I’m pretty sure “the Force is with me” has to be the name of something that accidentally forms a hyperloop with One With the Force so you can just sit there going “I am one with the Force and the Force is with me and I am one with the Force and the Force is with me and I am one with the Force and the Force is with me and I am one with the Force and the Force is with me...” :P

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22 hours ago, Ajones47 said:

That's a great idea, although I'd meld it with the condition from Indomitable:

"The Force Is With Me" 1 Character Point, Neutral, Gray: While you have exactly one character your shields may block unblockable damage.

So it's not just an instant screw-you to the Vibroknife, but rather a change that requires the Vibro player to choose his primary target wisely, or play a very finicky game of damage allocation that will kill one guy while leaving the other just a moment from death. It turns the Vibroknife from a shield-ignoring beatstick to a more civilised weapon, for a more civilised age. Plus one character decks (like Emps) get a shot in the arm, which it really needs.

Very nice understanding of the game, not too powerfull, but still usefull.

21 minutes ago, Alphastealer said:

2 point neutral blue - Bacta tank - heal 1 damage from one of your characters at the start of each round.

I think too strong, maybe something like: "Each of your characters starts with +1 health"

Also, i'm looking for:

2 points: "If your characters take "splash damage" (Damage to multiple characters at once, but not indirect fire or "distribute as you wish"), then each characters receive 1 less damage"

Also:

7 points: "Use only if you start the game with only 1 character: Your character have +5 health and starts with any upgrade that cost exactly 1 played on it for free"

(Not strong, but funny if you want to play "historically" lonely character like IG-88 or darth Vader)

Chak

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It could be interesting to see one with a die:

"Covert Network" 

- Your first action of each round must be to roll this die into your pool.

- Special: Perform the special ability of one of your characters in play.

- die: 0 melee, 0 range, 0 splash, special (cost 2), blank, blank.

It doesn't do anything by itself but it enables a resolving modified damage and a whole bunch of other things.

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Bothan Spy Network

Flip your opponents deck over, cards show face up.

Cost 6

or 

Drawn cards must be placed face up for your opponents to see.

Cost 4

 

Edited by Piscettios

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12 hours ago, Alphastealer said:

2 point neutral blue - Bacta tank - heal 1 damage from one of your characters at the start of each round.

From the two shown it seems like plots effect the first round/pregame and not every round. Thats not to say they wont but the two we saw only effect the game start.

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26 minutes ago, Mep said:

What we have seen so far is rather underwhelming. 1 pt to mill 1 card. 3 pts for 1 resource. Plots are meant to be filler not game changing.

So my guess, 2 pts, Gain 1 shield at the beginning of the game.

Also as I noted both shown so far occur at the beginning of the game not during successive rounds. Id bet that all the plot cards will modify how you start, like starting with a 6 card hand, or allowing you to play a 2 cost upgrade for free before the first round.

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3 hours ago, Mep said:

What we have seen so far is rather underwhelming. 1 pt to mill 1 card. 3 pts for 1 resource. Plots are meant to be filler not game changing.

So my guess, 2 pts, Gain 1 shield at the beginning of the game.

I think two is too small a sample size to say definitively what plots will or won't be. That being said, I've always felt that there's very little power difference between a good 28 point team and a good 30 point team. It's almost more of a psychological disadvantage than an actual disadvantage. So they'll need to be careful not to make plots too powerful - an impulse that might make the first wave of plot cards underpowered.

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I would like a plot card that allows play of both villain and hero in the same deck.

'Balance to the force'

The point cost of any hero or villain may not exceed half of the maximum point total.

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The Plot cards are an ideal device to help some of the high costed characters be more competitive. For example, a Plot that works a bit like Second Chance:

- May only be used with a single Character deck. When that Character would be defeated instead remove this Plot from the game and reset the Damage on the Character to five less than its health. Cost 2.

Edited by Joelist

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2 hours ago, Joelist said:

The Plot cards are an ideal device to help some of the high costed characters be more competitive. For example, a Plot that works a bit like Second Chance:

- May only be used with a single Character deck. When that Character would be defeated instead remove this Plot from the game and reset the Damage on the Character to five less than its health. Cost 2.

so 25 health Palpatine? Can I have some of whatever it is you're smoking? ;)

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6 minutes ago, Joelist said:

Actually 20 health Palpatine. It's a one shot Second Chance. 

If you reset it to five less than it's Health (which is 15 in the case of Palpatine), it would be 10 right? So 15 + 10 = 25. If you would like to do the same thing as Second Chance it should heal 5, but then you'd have an autoplay Second Chance that isn't taking up deck space and can't be interacted with by your opponent in anyway. That is still WAY too strong.

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I’d create an event or upgrade for “big” characters (let’s say more than 17 character points) that allows you to use one of the other faction characters (let’s say 12 or less) somehow. 

 

Like saying, he’s such a good leader that he can turn ones will

 

what do you think?

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14 hours ago, Mep said:

Plots are meant to be filler not game changing.

Why? Where is that stated? Just cause we saw only 2 that are indeed fillers makes you say that..?

I would be really nice twist to have some that costs as much as a full fledged character but gives equally much. I would love to see ten-ish plot for the lone wolfs or 5+ "entrenched" style that reduces the damage you receive by 1 or 2 for the first round or two of the game to stop some aggro.

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On 10/9/2017 at 6:43 AM, Chakan99939 said:

7 points: "Use only if you start the game with only 1 character: Your character have +5 health and starts with any upgrade that cost exactly 1 played on it for free"

(Not strong, but funny if you want to play "historically" lonely character like IG-88 or darth Vader)

 

I love this one. I think turning certain metas on their ear with very strong, non-character options could be amazing. Think about Rey with this Plot. She can run defiance, lone operative, second chance and tenacity and you can have a full-out healing deck with a single character.

Running heavy control events and stuff like tenacity she can be exhausting opponent's characters, controlling dice, attacking, claiming quickly due to only having a single character to activate. She would be a little healing assassin with enough HP to take a hit and still get her healing abilities off.

Edited by Etaywah

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i wouldnt flatout negate shield ignoring effects but limit it

1pt, call it "Proficient Shielding" -> When defending, the first time each round you suffer unblockable damage you may block 1 damage with one of your shields.

Doesnt completely negate shield pen, otherwise we go right back to day1 where shield gen was a massive problem, but on the same token it doesnt make shields feel pointless. Effects that just remove shields still would work though, such as Intimidate, Vibroaxe, etc.

i'd like to see something that takes resources for another effect. Such as spend 1 resource to draw 1 card, or spend 2 resources to mod a die to any dice.

really dont want plots to be the biggest problem in a deck. If it synergizes with certain cards to get kinda silly, thats fine because its a card game that happens anyway. But i dont want to see plots become as severe a problem that simply SEEING the plot makes you cringe when you realize what deck you brought. Plus, that would enforce anti-plot cards, making the decks even more bloated and make me wish it was higher than 30 card limit.

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