Agreed. I'd need to see more examples of cards to judge game balance.IVhorseman wrote:Again, nothing wrong with a stupidly powerful set. We'd just want to make sure other cards are on the same level, which could be difficult if it turns out that Zeke and Magnus are even heavier hitters than they appear.
I don't know. Trample is more about overwhelming force than anything. Tank shot fits that descriptor. But I suppose putting a gateway ability there is a better option. You can kit it out with different end effects based on the tank. Like maybe an AoE that allows you to deal damage to a target creature if you damage the player or something.Battlegrinder wrote:IVhorseman wrote:
Unrelated: should tanks have trample?
I don't think they normally should, given that most of the time tanks will be shooting at enemies rather than running them over. Setting it up so you can kick them and trade out some of their power for trample might work though.
Also, I'm going to suggest we use "creation" in place of "creature" for these cards, since its a little more in line with the Lego theme.
Also, I wouldn't use creation in place of creature. New card type at the base level screws around with all sorts of things. Instead, consider using creation as an expanded card type: Artifact -- Creation. Similar to how Kamigawa introduced "Sorcery -- Arcane." Let's you add new rules without having to revise the existing ones. Also, minifigs in the context of the universe are definitely creatures. The stuff they build are creations. But you could easily go overboard with that, so maybe consider just using it on vehicles (tanks, starships, ground and atmo).
I like the idea of equipping equipment. It's gratuitous. Is there anything like that already? It's been awhile.IVhorseman wrote:Of course the other option is to just have "technic tank treads" as an artifact that gives trample.