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Epic Dice Tower Defense» Forums » General

Subject: Alternate Cards rss

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In future expansions, we have the option of releasing more cards for the same dice, to mix up the game a little. Here's your chance to throw out your unit ideas! Maybe you have a cool ability idea for trolls, or think it would be fun to have units of 10 goblins! Anything goes. As always, if we use your idea in the future, you get free stuff.

Keep in mind that new cards must work with the same die faces (trolls will always have two chances to use their ability, for example, since the same die is used for multiple cards).

Here's a couple examples. You could do simple changes like zombies not falling apart (balanced by smaller units), or something more complex like a new special ability (having to attack is bad, so I balanced it with an extra troll).



If you don't want to work with actual cards, please post your ideas in the following format: Name, unit size, special ability (if any), standard ability.

Orc Shamans - Unit size 2 - Cloud of Darkness: No other players may attack this lane for the remainder of the round.

Here's a PDF of blank cards, in case you'd like to use them: http://docdro.id/Z3XxTNR
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Jeffrey Hathorn
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I have been looking forwards to this for a while, so here we go.


This Dragon is a little less focused on getting to the enemy fortress, and is more inclined to lay waste to an entire lane of towers. As it could easily roll poorly and fall, to balance the low unit count, I have added armored scales to keep it safe from orcs.

This Spider is the undisputed champ of flying defense, Its webs catch all arial foes without fail. It is vulnerable to orcs and towers, but has evolved to leap over the towers and score without confronting the defenses.

We all know Giant eagles can carry a creature with relative ease, but instead of carrying your minions to distant towers, these are more inclined to bring the minions of your opponents back into your clutches, where you can press them into service.
(Depriving an opponent of a gold worth of minions is potent, but the odds are against the eagle being successful in this endeavor.)

Small tribes of goblins don't usually stay small. Through a rapid gestation period, these goblins will overrun your opponents with a little luck.

This bomb-toting Kobold uses the standard sapper tactic of running at a tower while screaming, but he turns at the last moment and runs into the enemy camp, usually leaving devastation and a lone survivor to tell the tale.

This breed of solitary Green Slime reacts with all living matter and makes it into more slime. While scary, the acid does nothing to non-living matter. This renders them useless against towers, and they cannot score against any opponent smart enough to own a pair of galoshes. However, if your opponents' minions are at all careless, they will become harmless non-scoring slimes, which may turn your minions into slimes, which will turn more of their minions...

Some Trolls smash towers with huge clubs, others make their foes flee using their foul body odor, these brutes use their bulk to shake the ground and weaken the foundations of all defensive towers in the immediate area.

These Ghouls are quite a bit tougher than the standard breed of Zombie. What is worse (for your opponent) is that their bite is highly infectious, and a short while after being bitten, their victims forget their previous lives, and become undead that crave living flesh.
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Potluck Games

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Interesting. We share some ideas. I had tested an "armored" special ability for a troll alternate that does the same thing.

I also considered a stomp ability, just by a different name.

I like the zombie infect idea. And it's interesting how easily the slimes can have a new function, given the dice sides. For example, it occurs to me that the slime symbol could actually produce a scoring effect, which would make them useless against towers, and basically reverse their utility.

Lots of cool ideas there.
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Overpopulate should put a unit of goblins in the defending player's wave slot, and they have to pay for it next round.
 
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Alternates Being Tested:

Trolls:
Ettins with Stomp (reduce all towers in lane by 1) and Slow (attacks after rest of wave)

Goblins:
Imps given Fast to be useful in 2-player games. Require rebalancing of ability and unit size.

Orc Raiders:
Orc Shamans create cloud of darkness to prevent other players from attacking a lane.

Zombies:
Testing Skeleton warriors with fear, skeleton archers (anti-air), and zombies with infect.

Dragon:
Zombie Dragon with sleep breath (a scoring ability) and potentially Fear.

Spider:
Anit-Air spider with nesting ability (delayed tower destruction).

Harpies:
Seraphs with Banish (best single target removal)

Kobold:
Kamikaze Kobold runs into enemy ranks.

Slimes:
Developing scoring variant (still support only, meaning it is useless if not paired)

Demon:
Devil - Weaker, flying version of demon

Were-Rat:
Testing versions of Bribe, and also testing a were-rat assassin.
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Jeffrey Hathorn
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You want a risk-reward strategy? How about dealing with this Devil, who loves breaking towers? Edit for clarity: (Your opponent can sick the Devil on your towers.)

Sneaky little Goblins don't want to fight through silly towers, sneaking around them is safer. These guys are prepared to throw themselves to harpies and orcs if it will protect your more valuable minions.

These Avians are messy, hindering towers' effectiveness, and it takes extra effort to clean the area before you can build in those spots. Hope you didn't just wash your car.

If these guys can get through, they may give you a slew of points, but the more towers in the way, the less likely they get a chance to score. At least they'll thin your opponents horde a bit if they fail.
(Note: The VP gain is cumulative as Slime symbols are rolled on the attack, but when they are scoring, you only gain the VP one time, regardless of how many symbols are rolled, as the minions are returned.)

The Orc General orders the troops forwards, and can call reinforcements mid wave.

This Saboteur will sneak off and remove key supports causing a tower to collapse.

Young Kobold Sappers practice running with smoke bombs, and the obscuring clouds can let your troops get by unhindered. Of course, your opponent's towers still stand in your way when the smoke clears.

Chronomancy gives the option of buying first or attacking last in the next round. If multiple players buy a 7 or opt to go last, they roll off as normal to see which effect works.
The Juggernaut marches in a line, and only stops when the rubble of an entire tower is dropped on his head.
Summoning a deep bog will prevent your opponents minions from attacking as one army. You get to slow one set of minions such that they will only be a factor once all of their comrades are deceased.
 
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Jeffrey Hathorn
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These spells still use the format: one spell is an attack effect, one a defense option, and the last is a delay for a benefit in the next round.

Haste becomes Dodge, which can passively protect your units from predations of orcs and harpies, or can be traded in to save a wave from a bad roll, letting them return to harass later.

Animating your towers to rearrange them is nice, but having your opponents defenses defect to your side is a fine use of magic. Of course, they might animate them right back to steal them away from you. Still the benefit you get in the next round is two-fold.

Touching an opponents minion to turn it into goo is a horrific experience, just look at the expression on that melting zombie! This passively thins the hordes coming at you, or can be used to wipe out a particularly nasty minion in a pinch.
 
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Jeffrey Secrest
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Hobgoblins (5) - Spawn: If you scored from a wave slot that contains or contained Hobgoblin minions this round add Hobgoblin minions to your reserve wave from the supply equal to the victory points scored.

Harpies (3) - Flying, Roost: Place this minion on one of your forward most towers. When this tower is attacked roll this minion. It must be destroyed before die results can be applied to this tower. If an icon is rolled attach it to the next tower in that lane.

Zombies/Skeleton Avengers (3) - Regenerate: If a tower would be destroyed reroll all destroyed Skeleton Avengers.

Giant Spider (1) - Web Bridge: Advance this minion to the next tower in either lane. If it is at the final tower score it instead.

Orc Raiders/War Drummers (3) - Fear and Fury: One of your minions joins this wave from another and is immediately rolled or one of your opponent’s minions moves to their reserve wave from another wave.

Trolls (4) - War Cry: Turn any single minion die in this wave to it’s icon face.

Dragon/Wyvern - Flying, Tail Lash: When the Wyvern is returned to the supply choose an opponent’s minion and return it to the supply.

Slimes/Enveloping Blob (4) - Replicate: Take a Enveloping Blob minion from the supply and add it to this wave. If this minion is scored the opponent instead looses a victory point.

Construction/ Moat (1, cost 1G) - Non-Flying minions may not attack you unless the attacking player returns a unit of minions to the supply, bridging (destroying) the moat.

Demon/Devil (1) - Flying, Brimstone: The opponent’s towers are weakened by 1 and may not be rerolled the following turn.

Kobold Sapper (1) - Time Bomb: If a tower is not destroyed roll a scoring die and place that many fuse tokens beside the tower. After each players turn remove a fuse token. When the last token is removed destroy that tower. That construction site cannot be built upon next turn.

Giant Eagle (1) - Flying, Wing Buffet: Roll after an opponent declares an attack against you. Place an attacking unit into the reserve wave. If a 1 or 2 is rolled return Giant Eagle to the supply otherwise place it in any wave.

Were Rat (1) - Contagion: If the Were Rat scores, that opponent gains 1 fewer minion of each unit they hire next turn.

Spells:
Haste/Demonic Gale: Target Player goes last.
Summon Golem/Living Wall: Choose your front-most tower and add it to a wave. Towers score on a 5 or 6. If it is not destroyed, reroll it and return it to it’s original position.
Necromancy/Quicksand: Choose an opponent, their non-Flying minions may not attack you this ROUND.

Spells:
Rage/Cannibalism: Choose a wave containing two different units. Return unit A to the supply and then replace it with an additional unit B from the supply.
Protection/Dragon Hide: Choose an attacking unit. Minions within that unit cannot be destroyed when attacking the next tower.
Midas Touch/Gold Lust: Choose a unit. Players must bid gold to hire this unit, starting bid - 2 Gold.
 
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