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NEW KEYWORD
Power Up: Place this card from your hand on top of your draw deck.


Havok

Common 1
Card Name: A Friendly Face
Team: Avengers
Card Type: Instinct
Recruit: 2+
Power: n/a
Card Text: Avengers: Get +1 recruit and rescue a bystander
Cost: 4
Origin Idea: The Avengers selected him to be the friendly face of mutants for the new Avengers/X-men team. A pretty boy to put the general public at ease with the "Mutant Threat".

Common 2
Card Name: Tempermental
Team: Avengers
Card Type: Instinct
Recruit: n/a
Power: n/a
Card Text: Draw a card.
Instinct: Each other Player may gain a Wound; if a player does so, that Player may draw a card.
Cost: 2
Origin Idea: This is more of a classic look at Havok compared to his new Avengers leadership roll, but he used to make dangerous quick decisions because he wanted to be more like Scott but was not ready for that (at the time).

Uncommon
Card Name: Cosmic Energy Recharge
Team: Avengers
Card Type: Ranged
Recruit: n/a
Power: 3+
Card Text: Power Up: If this card was drawn from the top of your Draw Deck after being placed there by Power Up it gets +3 power this turn.
Cost: 5
Origin Idea: Havok can absorb (almost limitless) amounts of ambient solar energy to release crazy powerful blasts of energy. Takes time at times though.

Rare
Card Name: The Dogs of War
Team: Avengers
Card Type: Ranged
Recruit: n/a
Power: 5+
Card Text: Avengers: You get +1 Recruit for every other Avenger you played this turn.
Ranged: You get +1 Power for every other Ranged Hero you played this turn.
Cost: 8
Origin Idea: The basic idea was to show how he is a leader who is supposed to bring people into the fold but is still a power cannon.
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Matt Trudgen
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Necro I know, but is your intention for Power Up to be the same exact effect as Teleport?
 
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Jeffrey
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Make it so
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Power Up is a little different, in that you can draw in to the card on the same turn you use the Power Up power.

There are issues with Power Up though. There's probably enough overlap between Power Up and Teleport that both shouldn't exist in the same game. There probably shouldn't be a keyword that's only used for one card. Havok's card requires you to remember how the card entered a certain game area well after the event happened. A card game like this shouldn't require anything to be remembered between turns (the board itself should represent the full game state).

Teleport would almost do the same thing, but it's not thematic and it's a little less powerful (since you can't draw in to it). Maybe instead, the card could require this to be the last card you play this turn to get the bonus damage (making it harder to pull off a combo). Maybe lower the bonus to +2 (or not, I don't have a great bead on how much fight and recruit should cost beyond 3).
 
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Matt Trudgen
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Ok, didn't think about being able to draw again, that's different enough from teleport to keep in the game. Other users have used this keyword as well, so I am fine with it.
 
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