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Adrenaline» Forums » Variants

Subject: Additional Power Ups rss

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Tahsin Shamma
United States
Massachusetts
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To me it feels like the game is missing these Power Ups. These would be rare cards (maybe only 1 of each) in the deck...

Armor Vest (blue cube)
-Decreases any damage taken by one for the next three hits taken.

Haste (yellow cube)
-Move two spaces and grab stuff.

Health Pack (red cube)
-Remove the last two damage received.

Adrenaline Surge (grey [wild] cube)
-Use at the beginning of your turn. For the current turn, use the Final Frenzy side of your action tile.
 
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Paul Grogan
United Kingdom
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Health packs are a really bad idea for many reasons.
First, getting hurt doesn't harm you in any way. Even when you die, you just come back.
And removing two of someone else's damage really screws with the scoring system and causes king making potentially.
This was talked about a number of times during development - it got suggested a lot

The others, try them out. Haste is not good, since most of the time, players have that action anyway.
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Tahsin Shamma
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PaulGrogan wrote:
Health packs are a really bad idea for many reasons.
First, getting hurt doesn't harm you in any way. Even when you die, you just come back.
And removing two of someone else's damage really screws with the scoring system and causes king making potentially.
This was talked about a number of times during development - it got suggested a lot

The others, try them out. Haste is not good, since most of the time, players have that action anyway.


What about armor or other defensive abilities? Any of these I should know to avoid?

EDIT: Oh, and for Haste, it's an additional 1 action, not necessarily just an upgrade to the existing action. I guess it could just say: Take 1 additional action.
 
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