Editing Empires
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- Each other player reveals 2 cards from their hand, trashes one you choose, gains a replacement to their hand with the same cost, also your choice. Attacks are hard. | - Each other player reveals 2 cards from their hand, trashes one you choose, gains a replacement to their hand with the same cost, also your choice. Attacks are hard. | ||
− | - Ah yes, so many cards tried out for {{Card|Engineer}}'s slot. Here's an {{Card|Expand}} with on-use {{Debt}} that tried to dodge {{Card| | + | - Ah yes, so many cards tried out for {{Card|Engineer}}'s slot. Here's an {{Card|Expand}} with on-use {{Debt}} that tried to dodge {{Card|Rempdel}}/Debt issues by doing something different if you had any {{Debt}}. A +{{Cost|1}} {{Card|Remodel}} that had you draw 2 cards when you gained or trashed it; I still like the idea of a {{Card|Remodel}} that does something when gained/trashed. A +{{Cost|5}} Remodel that, when trashed, gave you a {{Cost|5}}. Yowza. Another one of these, gaining you a copy of a card in play with some limits to try not to go nuts. Another one with different limits, man. Okay here are 3 that involve putting {{VP}} on the pile. One is just a {{Card|Workshop}} that accumulates {{VP}} you can trash it to get; one counts down, it's reset to 5{{VP}} when a copy is gained, and when played gains a card for the number of {{VP}} on the pile and then gives you a {{VP}} from the pile, that was fun to try; and a {{Card|Workshop}} that adds or takes {{VP}} based on how much the card you gained cost. Finally, the one that held the slot for the longest out of these, a {{Card|Workshop}} that turns into {{Card|Remodel}} if a pile is empty. That seemed okay and like I could live with it if I couldn't do better, but I like {{Card|Engineer}} better. |
Landmarks outtakes: | Landmarks outtakes: |