Expansion items I want to see for Mage Wars
Michael Leibig
United States
Golden Valley
Minnesota
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Hi! My name is Joey Leibig. I am using my dad’s board game geek account because I am not old enough to get my own. I am a fan of the game Mage Wars because it has a well thought-out magic system. My dad and I love to think of new mages, monsters and spells.
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1. Board Game: Mage Wars Arena [Average Rating:7.73 Overall Rank:148] [Average Rating:7.73 Unranked]
Michael Leibig
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Golden Valley
Minnesota
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What an awesome games! The magic system is so smooth it just cries out for more, MORE! MORE!
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2. Board Game: FlowerFall [Average Rating:6.04 Overall Rank:3955]
Michael Leibig
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Golden Valley
Minnesota
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I was talking to my dad and said “You know, they should make a wizard who is all about plants.” We did some brainstorming and came up with some epic ideas. We thought that they don't need spawn points, but we could allow the wizard to create a plant type creature in any space adjacent to a space with a plant creature in it. We thought that this wizard could have a spore attack spell. When we got home, we went to board game geek and looked at what variants had already been discussed. We found this post. On the bright side, it means our first idea was pretty good.
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3. Board Game: Thunderstone: Wrath of the Elements [Average Rating:7.55 Unranked] [Average Rating:7.55 Unranked]
Michael Leibig
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Minnesota
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We brainstormed some more, and we came up with an expansion called "The Elements." It would have four different mages, one for each element (earth, air, fire and water). The mages would be sort of elemental creatures. This would be kind of a large expansion and would include major new mechanisms, such as tunnels, raising and lowering the height of the zones of the arena, water and persistent weather effects that fill a square.
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4. Board Game: Rolling Rocks [Average Rating:4.00 Unranked]
Michael Leibig
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Golden Valley
Minnesota
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Terrus - Earth Elemental
Health: 38
Channeling: 10
Armor 3
School: Earth (cannot get equipment and air spells are triple)
Powers: Tough -2, may lower or raise a level for 6 mana in a range of 0-1, non magical range attacks -5, slow, the earth elemental is considered a creature and a conjuration for purposes of attacks,
Basic melee attack: 5 dice

Levels
Levels is the idea that zones can be of different heights. For example, a level minus one is below the rest of the board. Level minus one is the lowest it goes. A level +1 sort of like a hill. And a region which has Level +2 is completely filled to the roof with earth (or other material). No creature or conjuration can exist at level 2. If a creature is in the space as it becomes level 2 (e.g by being raised using a spell) all non-elusive enemies are attacked by direct 4 dice damage. If you are slow, it is six dice instead. After the attack, roll the yellow die consulting the compass rose as to where the creatures go. If the direction you go is blocked (e.g. by a wall) the creature receives the buried trait (see tunneling, below) Any conjuration in the level two space is destroyed. It takes a full action to move between a lower level and a higher level. Non-flying creatures cannot move up two levels. Non-flying creatures that move down two levels, must take two dice direct damage. Levels can go up by enchantments or incantations. The level of a space is shown by oversized cards. The level 1 card should have a picture of a hill, level 2 (the back of the level 1) is black with maybe some dirt on the edges. A level -1 has a sort of top down perspective on a pit. The back of the level -1 shows water filled space (see Water elemental below).


Tunneling
Tunneling creatures may tunnel through the earth. They are adept at getting around battles. How tunneling works is that a creature with tunneling may, for a move action, create a tunnel (which will be a token) in a zone and then move into that space underneath that token to show it is in the tunnel. If a tunneling creature creates a tunnel from the surface, the player will also place a tunnel mouth on that space. (My dad will make add a comment to this section that will explain the exact way tunnels work) A tunneling creature may move through a level two zone by making a tunnel through it. Tunneling creatures may not make tunnels in a level 1 zone. All tunneling creatures have night vision. A fast-tunneling creature may make two tunnels for one move action.

Darkness
Tunnels have the darkness trait. (A mage may also cast a spell that makes a room dark.) A creature in a dark space cannot attack and is hindered. A character may ignore darkness if they have night vision or if there is an incantation or enchantment that has the "light" trait.

Buried Condition
Any creature who is buried at the end of its action must take 5 damage. The only way to get rid of the buried condition is to reach the surface of a zone or to reach a tunnel space that connects to a tunnel mouth.

Attack Spell - Rolling boulder
Attacks all creatures in straight line between two opposite outer walls. The mana cost is x. x equals how much mana you are going to pay. The attack gets one dice for every two mana used. Every creature gets a defense roll: 8+ and they dodge the attack. If the creature is elusive its 6+. If the creature is slow its 10+.

Fodere - The Giant Mole
Legendary
Level: 3 2 nature 1 earth
Attacks: claws 4 dice, +2 if in tunnel
Powers: fast-tunneling, can only attack in the dark

Incantation - tunnel collapse
All tunnels in target space are collapsed. All creatures in the tunnels receive the buried trait.
 
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5. Board Game: The Great Fire of London 1666 [Average Rating:6.53 Overall Rank:1920]
Michael Leibig
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Golden Valley
Minnesota
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Ignus the Fire Elemental
Health: 30
Channeling: 10
Incorporeal
School: fire (no equipment and triple water)
Powers: Room of Fire - for six manna, the mage can make the room he is in full of fire, Damage Barrier: 2 dice critical damage
Melee attack: fire type 4 dice, effect: 8+ burn

Conjuration: Fire Room
This zone is filled with fire. Place an oversized fire card on this space. This spell has upkeep 2. Any creature in the room at the end of their action must take a 5 dice fire attack, effect: 6-9 burn ,10+ 2burn


Lava Monster
Health: 16
Armor: 0
Attack: 4 dice, effect: 5-8 burn 9-11 2burn 12+ 3 burn
Damage barrier: 2 dice critical damage8+ burn
regenerate 2,
incorporeal, damage barrier, slow, nonliving.


Fire Golem
Health: 20
Armor: 2
Level: 4 creature 2 in fire 2 in earth
Attacks: 4 dice 10+ burn and stun
Full action: attack (does not hurt fire golem) 3 dice 10+ Slam
nonliving, slow

Fire Pixie
Health: 7
Armor: 1
Level: 2 fire creature
Attacks: quick action, fire touch 2 dice 9+ burn
full action, fire balls, range 0-2 3 dice sweeping
Flying, Pest
 
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6. Board Game: Prophecy: Water Realm [Average Rating:7.03 Unranked] [Average Rating:7.03 Unranked]
Michael Leibig
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Golden Valley
Minnesota
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Aquus the Water Elemental
Health: 30
Armor: 0
School: Water (cannot have equipment, Fire is triple)
Powers: become mist - for two mana the mage becomes and mist a mist which may move through any physical wall, gains elusive, incorporeal. The mage can pay two manna during the upkeep phase to maintain this form. He cannot cast any spells while in mist form.
May make a space level minus one and filled with water for 6 mana at a range of 0-1.

Water
Spaces may be filled with water (mostly using conjuration spells or the water elemental ability). Water may only exist in the arena at level 0. Any spell which has a water spell cast into it immediately is reduced to level -1, and then is filled with water at level 0. All creatures are assumed to have the swimming trait, unless they specifically say "non-swimming." Any non-swimming creature that find itself in water immediately gains the drown condition. When a space is filled with water, any adjacent space at level -1 is also filled with water. Any creature that is not aquatic may not attack in the water and is considered hindered.

Aquatic
Aquatic creatures are creatures that can attack under water. Aquatic creatures may not breath out of water without the air breathing trait.
Creatures that are not aquatic can be in water, but it just has a few consequences. You cannot attack in water. It takes a full action to get out of water.

Sunken
A sunken token tells you that the object is under water. All conjurations gain the sink condition unless they possess the float trait.


Drown
Drown is a condition that means the creature is under water and can not get to the surface to breath. After acting, if the creature still has drowning the creature takes two damage.

Float
Item is floating on the surface of the water.

Sperm Whale
Health: 30
Attacks: giant bit 5 dice
Tail autonomous: 4 dice
Legendary, 2 space creature


Electric Eel
Health: 10
Attacks: Bite 2 dice 8+ rot
Electrocute: 4 dice zone (attack eal is not effected) effect: 8+ stun


School of Piraña
Health: 8
Attacks: 3 dice
Defense: 6+ infinite
Bloodthirsty +2, Cannot be hit by range attacks


Razor Tooth, the great white shark
Health: 17
Attacks: bite 4 dice
fast while in water, bloodthirsty +2


Calamus - Giant octopus
Health 17
Attacks: squirt ink 0 dice,, zone attack, daze counter strike, after using this attack the squid may move 1 zone.
Bite: 2 dice
Squeeze: range attack 0-1 (may reach out of water) 4 dice, effects: 8+ target gains the restrained and drown traits. To get rid of restrained trait, character must do four damage to the octopus
Elusive

Sword Fish
Health: 12
Attacks: stab: 2 dice charge +2, piercing 2
Slash: 4 dice

Sea Monster
Health: 20
Attacks: chomp 5 dice
Tail: rap 3 dice autonomous
Legendary, two space creature

Orc Attack Submarine
Health: 15
Torpedo: range 1-2 5 dice
Sink

Trait: Boat
Boats is a trait for a conjuration. All boats can float. They are moveable conjurations. A boat can occupy a water space, or the zone edge between a water zone and a land zone at level 0. Any non-animal creature can get into a boat and use it to ignore the effects of the water space. Boats will have a speed rating and a limit on the number of creatures who may ride it.

Battle Barge
Health: 20
Cannons: 5 dice 1-2 range attack
Move: 1
Capacity: 0
Boat

Canoe
Health: 5
Creature may not attack while in canoe.
Move: 1
Boat 1
Capacity: 1

[Mud Slide
Can be cast on zone at level 1 or 2.
Lowers the level to 0.
All creatures in the space take this attack: 4 dice unavoidable, effect: (9-x)+ buried, where x is the creatures armor.
 
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7. Board Game: Battle Above the Clouds [Average Rating:8.06 Overall Rank:2438]
Michael Leibig
United States
Golden Valley
Minnesota
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Last but certainly not least, the Air Elemental. The Air Elemental is an interesting elemental who changes the weather quite often. He is a master of weather, and fights alone much like the force master.

Ventus the Air Elemental
Health: 30
armor: cannot get any
School: Air school(any weather spells are times 1, and earth spells are triple. cannot use equipment.)
Powers: weather spells cost 3 less mana for the Air Elemental to cast. Incorporeal. At the beginning of the air elementals action phase, the air elemental may pay two mana to become a streak of air moving through any corporeal walls without taking any damage and gains the fast trait.

Trait: Soaring
Soaring is flying except you must move every turn to continue flying. If you don't move, you become grounded.

Grounded'
Creature loses the flying trait. Any flying creature may take the grounded state. Soaring creatures that want to begin flying from the grounded state require a full action to lose the grounded trait. Normal flying creatures that are not incapacitated may get rid of the grounded state at the start of their turns.


Weather
Weather is a type of enchantment that target a zone.


Weather Enchantment: Hail
At the end of it's turn if any creature is in a zone with hail, that creature takes 2 dice unavoidable frost damage. All creatures are hindered in this space.

Weather Enchantment: Rain
All creatures are hailed, all conjurations with hydro +x are destroyed by rain. All fire creatures in this space at the end of their action take 2 dice unavoidable hydro

Weather Enchantment: Tornado
Whenever this enchantment is revealed, all creatures in the zone must suffer an attack.
Attack: 4 dice, +2 flying creatures effect: 8+ stun and grounded (for flying creatures) creature is thrown one space in a random direction (determined by the rose compass)
Any creature moving into the tornado space must instantly be subject to the tornado attack.
On his turn, mage may spend two mana to move the tornado to a new space and all creatures in its space must suffer the tornado attack.
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8. Board Game: Fairy Tale [Average Rating:6.76 Overall Rank:761]
Michael Leibig
United States
Golden Valley
Minnesota
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My dad thought of an idea for a character that had fifteen channeling, and I thought of a fairy princess. So we thought a good idea was a fairy princess with little health and tons of channeling. The fairy princess would be nature magic and would have the ability to summon two fairies with one full action. She would also be a naturally flying and have a defense of 7+ (infinite) against any non-mage creature because she is beautiful. She would summon many little pixie and fairy helpers like Fellela and the Moon Glow Fairy. Her spawn point would be a magical grove with three channeling.

We had an idea for a creature that can switch between a good fairy and a bad gremlin. The fairy would have magical attacks, flying and elusive. The gremlin would have melee attacks that are double strike, but the gremlin would be less defensive and only elusive. It would cost mana to switch between the two.
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9. Board Game: The Really Nasty Horse Racing Game [Average Rating:6.31 Overall Rank:3458]
Michael Leibig
United States
Golden Valley
Minnesota
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This game needs horses and mounts.

Trait: Rideable
If a creature is rideable, a mage can use the creature as a mount. A wizard in a space with a rideable creature may spend a full action to get on the creature. The mage would gain the Rider trait. The creature can move with all its normal moves, and the wizard moves with it, without using his action. The mage also gains the elusive trait while he is mounted. The mage may dismount at the beginning of his turn, but gains the hindered trait.

The basic riding enchantment would take allow a non-pest animal creature to become a mount. Other enchantments would allow you to ride other types of creatures. You could imagine spells that might make other types of creatures rideable, such as demons.
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10. Board Game: Dungeons & Dragons: Wrath of Ashardalon Board Game [Average Rating:7.20 Overall Rank:545] [Average Rating:7.20 Unranked]
Michael Leibig
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Golden Valley
Minnesota
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Draco The Dragon Master
The dragon master mage has 40 health and 10 channeling, but would only have 110 magic points in his spell book. He would have battle skill, and one natural armor. He would also have the power dragon rider, which allows the dragon master to ride any non-pest dragons. If he is riding a dragon, the dragon and the dragon master gains melee +1 and armor +1. He would be in the air and war magic schools and any mind spell would cost triple. The dragon master may pick any dragon for normal cost

two square creatures
Two square creatures would have a summoning range of 1-1 and have a head and a tail(the tail is a token about the size of the initiative marker). The tail is always where the head was. A mage may only have one dragon on the board at once.

The dragons would be extremely powerful, but have an upkeep of something like five. A mage may only have one dragon on the board at a time (a dragonlet is not a dragon). We made a dragon for each magic school.

Nature Dragon
Health: 15
Armor: 2
Attacks: full action healing breath target creature 6 dice range 0-1
Claw attack: quick action 4 dice piercing 1
Tail attack: full action target zone 4 dice autonomous
Regenerate 3
All friendly plant conjurations and friendly creatures gain regeneration 1.

Fire Dragon
Health: 20
Armor: 3
Attacks: full action fire breath range 0-2 6 dice target creature burn 5-10 one burn 11+ 2 burn
claw attack quick action 4 dice piercing 1 burn 8+
tail attack full action area of affect 4 dice autonomous
damage barrier 3 dice burn on 6+
Traits: flying damage barrier
Every non fire creature in the fire dragons zone takes 2 damage, and all the fire creatures gain regenerate 1.

Air Dragon
Health: 18
Armor: 1
Attacks: air breath full action wind breath range 1-2 4 dice target creature 4-10 1 push 11+ 1 push and daze
full action lightning strike range 0-1 6 dice target zone 5-10 daze 11+ stun
claw attack quick action 4 dice
tail attack area of affect 4 dice atounomas
Traits: Flying, Fast
For two manna, the Air Dragon may turn into a room of fog and gains the incorporeal trait. The fog blocks has line of site past the room. Any creature can attack the fog as long as they have line of sight to the room. It costs two mana to turn into fog. The dragon may not attack as a fog.

Mind Dragon
Health: 11
Armor: can't have armor
Attacks: full action squeeze 6 dice incapacitates target. Mind Dragon is visible until his next action
claws 4 dice only visible while attacking
tail 3 dice still invisible autonomous
Incorporeal, Invisible


Arcane Dragon
Health: 15
Armor: 1
Channeling: 2
Attacks: claws full action 2 dice
tail 1 die, rot, autonomous
Slow, Frail (cannot get more armor)
May cast any non epic attack spell.
After casting the spell, it goes back in your spell book.


Dead Dragon
Health: 10
Armor: 1
Attacks: quick action claws 4 dice
full action death breath 4 dice 4-10 2 rot 11+ 3 rot
tail attack 4 dice autonomous zone attack
If a creature dies on the board the dead dragon gains heals damage equal to the creatures level halved rounded up. If the dead dragon kills a creature he heals equal to their level he may split this with his mage
Traits: Flying, Nonliving


Earth Dragon
Health: 25
Armor: 3
Attacks: quick acton claws 4 dice 2+ and elusive when coming out of earth
tail attack 4 dice autonomous zone attack
full action earthquack 2 dice 5+ stun 4+ versus conjurations
tunneling

War Dragon
Health: 34
Armor: 4
Attacks: quick action claws 5 dice
tail attack 5 dice autonomous
Flying, Fast, Charge +2,
Tough-2, Unmovable, Uncontainable, Rage +3
The war dragon might also have a dragon lance equipment that the dragon rider could use.

Light Dragon
Channeling: 2
health: 20
armor: 2
attacks: full action holy breath target zone range 1-2 all enemies in the zone roll the yellow die on a 6-10 they are dazed 11+ they are stunned all friendly creatures in the zone heal the amount rolled on 4 dice
quick action claws 4 dice
tail 4 dice autonomous
Regenerate 1
Light Immunity
The Light Dragon may spend its mana (the mage may not spend his) to make itself a blinding light. It costs four mana and it last 3 rounds the dragon does not channel mana during this time. All friendly creatures in the light dragons space gain regenerate two, and all enemies are incapacitated. The Light Dragon may not attack in this form and the Light Dragon is fast while in this form.


Water Dragon
Health: 15
Armor: 2
Attacks: full action water breath 4 dice 7+ push daze
claws quick action 4 dice
tail 4 dice autonomous
May lower the ground level by one and fill with water for a full action.
Swimming
Fast while in water
Air breathing


My little brother wants us to make a rainbow dragon that could do all of the dragons powers, but I do not know how to make it work.
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11. Board Game: Escape: The Curse of the Temple – Expansion 1: Illusions [Average Rating:7.44 Unranked] [Average Rating:7.44 Unranked]
Michael Leibig
United States
Golden Valley
Minnesota
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(Oldman20 doing this one as it is kind of tricky)

Mirari the Illusionist
health 34
armor 0
channeling 10
trained in any one school you choose
Powers: Receives six pairs of illusion cards, level 1-6


Illusions

The idea behind illusions is best seen with an example. When the illusionist casts a spell from his spell book, he may choose to pick one of his set of illusion cards. One of the cards says "Illusion" and the other says "real." The illusionist picks one of these cards and places it underneath the creature he has summoned. He then only pays 2 manna for the spell. All illusions only cost 2 manna. The creature summoned behaves in everyway like a normal creature in the game.

The enemy wizard can destroy this creature in the normal way by giving it enough damage to destroy it, or he can choose to disbelieve it. The mage can do it himself or one of his creatures can try and disbelieve the illusion. To disbelieve an illusion requires a full action. The disbelieving creature must also be within range of the most powerful attack of the creature (e.g. to disbelieve an archer, a creature be in the line of sight of the archer and within two spaces). Once this is done, the illusionist must reveal his illusion card. If the summoned creature was an illusion, it is taken off the board. If the creature is real, then the illusionist must now pay the full summoning cost of the that creature from his manna. That creature may use any of its attacks on that disbelieving creature (it doesn’t have to be the most powerful one, but the disbelieving creature must be able to be hit by it). This is sort of like the creature getting counterstrike, but it applies for range attacks as well.

Anyay, the idea here is that disbelieving can’t be done cowering behind the wall. It is the creatures faith that the illusion is fake that dispels it.

A couple of more details:

The illusionist must maintain enough mana to always pay for all the real creatures he has summoned on the board if they are revealed. In tournaments, a game master would have to ensure this is true. The penalty for not having enough mana to summon the creature is that the creature disappears anyway. The illusionist also loses all of his manna, and any manna that the mage is short is taken away from his life. It is a severe penalty to discourage cheating.

A mage can disbelieve any illusion that he can see. He doesn’t have to be in range of any attack, so the penalty for trying to disbelieve something real is that the wizard must lose life equal to twice the level of the illusion. This penalty may be too severe, but there must be some risk in disbelieving an illusion. It is your own faith in your knowledge that gives you the power to dispel it. This kind of disbelief also takes a full action.

The level of the illusion cards is used so that an illusion card can only cast an illusion of that is it’s own level or lower (a level 4 illusion can be used on any spell level 1-4). This limits the illusionist so that he can’t cast too many high level illusions.

Only non-animal, living creatures can disbelieve illusions.

Any mage can take a set of illusion cards and cast an illusion spell. However, it is a spell outside his school, so it costs double spell points (e.g. a level 3 illusion costs 6 points for the beastmaster).

Attack spells can also be illusionary, and a creature targeted by them can try and disbelieve them. If the spell turns out to be real, the illusionist can re-roll any of the dice one time. This is the penalty of a failed disbelief.

To be honest, I haven’t thought of all the ins and outs of illusionary conjurations, enchantments, incantations or equipment. Either they aren’t allowed if it is too problematic, or a clever rule can be thought of.
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12. Board Game: Ancient Conquest [Average Rating:6.53 Overall Rank:8978]
Michael Leibig
United States
Golden Valley
Minnesota
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We thought of an idea of an old wizard who did wacky stuff like turn a full grown creature into a baby, but it's not developed. He would be able to summon all kinds of crazy creatures and maybe have some weird shrink rays. Sounds cool.
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13. Board Game: Lost Valley of the Dinosaurs [Average Rating:6.12 Overall Rank:6094]
Michael Leibig
United States
Golden Valley
Minnesota
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We think the game needs dinosaurs like this:

Tyranicus King of the Dinosaurs
health: 25
armor 1
attacks
teeth 5 dice
tail sweep 3 dice
slow stun proof daze proof tough -2
aggressive (must attack enemy if can) 2 space creature legendary

Pteradon
health 12
armor 1
attacks
bite 3 dice 3+ versus air can only use this attack in the air.
soaring aggressive


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14. Board Game: Reality Show [Average Rating:5.50 Unranked]
Joel Eddy
United States
Coeur d'Alene
ID
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Great list. I would like a Mage who specializes in illusions and altering reality. Would be an interesting trick to pull off.
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