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Topics - TheDOMINATOR

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General Questions / Tainted
« on: December 06, 2013, 12:12:26 PM »
Hello all. I recently picked up the DVN set and have been having a blast. The tainted condition confuses me though. In the codex, one sentence states tainted counts as damage that cannot be healed or regenerated. Then, one or two sentences later (I don't have it in front of me at the moment) it says that tainted does not count as damage dealt by the attack. This seems contradictory to me. So how does tainted work?

Say I attack your creature with a venomous zombie and deal 2 damage. I roll for tainted and get it. Is this an additional three unhealable damage in conjunction with the two normal damage I dealt with my attack, or is the two normal damage converted to tainted, and instead of the creature taking the two damage I simply put a tainted token on them?

Thanks for any help. I apologize if this has been asked and answered before.

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Alternative Play / Capture the Flag - Variant Game Scenario
« on: October 19, 2013, 08:36:54 PM »
Hello, everyone. Let me preface this topic by saying that I love this game; my girlfriend and I play it regularly, nearly every week, and have for quite a few months now. We're pumped about the upcoming DvN expansion pack.

Recently, I had this idea: what if there was another objective in the game other than destroying the enemy mage? What if there was another way to win? The thought was inspired by reminiscing about the old customizable board game HeroScape I used to play, with its many various ways to play and scenarios to choose from. I used to play HeroScape capture-the-flag style all the time and I loved it, and it dawned on me that this might be an interesting way to play Mage Wars too.

My thoughts right now are that this would be one-on-one, two full game boards put together side by side to make one massive arena. One mage would start at one end and the other mage at the other end (long ways on the board). In the first planning phase, each player would choose a flag represented by a card agreed upon, one that you don't normally use anyway (my girlfriend and I almost never use Mana Flowers; we're much bigger fans of the crystals), and you would also each pick two other additional cards, enchantments, at this time and the two players would place these three cards near their starting point, face down, in any of the six zones closest to them. This way, your opponent has an idea of where your flag is but doesn't know for sure - it'll be a fun little guessing game for later. These three cards, the "flag" and the other two cards (be they Hellfire Traps or Sacred Grounds or whatever), would not go against your spell point total - they would be "free cards" that each player is entitled to. And the objective, obviously, would be to capture the flag with a creature and bring it back to the player's respective starting zone and they win the game, or if you kill the opposing mage you win the game as well.

Now, we haven't fleshed out the rules yet (we haven't even tested this yet), but that's partly why I'm posting this on the forum. We're sort of looking for suggestions and feedback. I'm thinking that only Legendary creatures and the mages themselves have the ability to "capture" the flag, and if a creature that holds the flag is destroyed, the flag teleports back into the zone it started in. I'm also considering giving the flags the magical property of granting their controlling mage +30 spell points during spell book creation. 120 spell points just doesn't seem like quite enough for this type of game. I'm also considering giving the flag the trait "Heavy" I created, which makes the flag carrier Slow and causes Flying creatures to lose the Flying trait.

What do you think? Thoughts? Ideas? Any suggestions or feedback is appreciated. We really can't wait to try this out. It sounds cool in theory anyway. Thank you.

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