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Sentinels of the Multiverse» Forums » Variants

Subject: Custom Villain: Empress Hashima (Borrowed Card Art) rss

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Jonathan Smith
United States
Ohio
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Background: None had ever heard of the "Lotus Empire" when the Naga first climbed onto the shores of Megalopolis, and none were prepared to meet the Naga face on. Even the smallest of them stood almost 7 feet tall, and with their amphibious snake tails and snake-hair, news quickly spread throughout the city of "Invaders from the deep". Luckily, the Naga were not here to conquer. Their Empress introduced herself to the Mayor, and requested only that they turn over the one called "Kenshi". Kenshi was a rogue Daimyo that had dishonored Empress Hashima greatly. She challenged him to a ritual duel, to which he fled never to be seen again. The Empress's finest warriors tracked him to Megalopolis, and according to them, he was still hiding within the city. Unfortunately for the mayor, he had received no such sightings of a Naga-like creature within the city. The Empress, quite distressed at such a situation, gave the mayor an ultimatum: Either find and return this "Kenshi" within three days, or the forces of the Lotus Empire shall invade themselves, ransacking all they find within the city, until they find the renegade. The city is not prepared to fend off a small-scale invasion, much less thousands of Naga from the deep, and only the work of heroes can Defeat the Empress's forces before the city is totalled.

Overview: This villain/faction is based off the Sanctuary faction from Might and Magic Duel of Champions, an online TCG. All card art is borrowed from the game as well. I ended up creating this faction off of the idea of a villain that operated through the use of champions: A single large powerful minion that operates as the forefront of the villain assault. Her difficulty appears to be a 2. In her current iteration, she hasn't been beaten in 3 games, but each game had at least one hero dead and the rest in single digit health.

[Cards:
Empress Hashima, Lotus Empire General
1 copy
Villain Character Card
Nemesis: Kenshi

Empress Hashima, The Empress Champion
1 copy
40 health
Villain Character Card
Nemesis: Kenshi

Rules card (front)
1 copy
Villain Character Card

Rules card (back)
1 copy
Villain Character Card

Card Back

Divider

Targets (19):

Sacred Kirin
1 copy
Spirit
16 health

Increase all Cold and Lightning damage by 1.

At the start of the villain turn, this card deals H minus 3 irreducible Cold damage to all non-villain targets.

Lotus Empire Guard
1 copy
Naga, Imperial
15 health

Redirect any damage that would be dealt to villain targets to this card.

If this card is the Champion, whenever this card is dealt damage by a hero target, this card deals the hero target H minus 2 melee damage.

Lotus Empire Blademaster
1 copy
Naga, Imperial
12 health

At the end of the villain turn, this card deals each hero target H minus 2 melee damage.

If this card is the Champion, increase all damage it deals by 2.

Nyorai Sairensa
1 copy
Naga, Imperial
12 health

If this card is the Champion, heroes may not play Ongoing or Equipment cards.

At the end of the villain turn, destroy H minus 2 hero ongoing or equipment cards.

Daimyo Hiroshi
1 copy
Naga, Imperial
15 health

If this card is the Champion, whenever a villain card takes damage, increase the next damage this card deals by one.

At the end of the villain turn, this card deals the Rival 2 melee damage.

Raya, Imperial Courtesan
1 copy
Naga, Imperial
14 health

At the end of the villain turn, this card deals the two hero targets with the highest health H minus 2 Lightning damage.

If this card is the Champion, hero targets dealt damage by this card cannot deal damage until the start of the next villain turn.

Yuki-Onna
2 copies
Spirit
7 health

The Champion is immune to damage from hero powers.

At the end of the villain turn, each hero may destroy one of their Ongoing or Equipment cards. If they do not, this card deals them 3 Psychic damage.

Wanizame
3 copies
Naga
8 health

At the end of the villain turn, this card deals the hero target with the second highest health H minus 2 Melee damage.

Hero targets dealt damage this way cannot damage the Champion until the start of the next villain turn.

Pearl Priestess
3 copies
Naga
8 health

At the end of the villain turn, this card deals the hero target with the highest health other than the Rival H minus one Lightning damage.

That hero must also discard 1 card.

Mizu-Kami
2 copies
Spirit
9 health

Both this card and the Champion are immune to cold damage.

At the start of the villain turn, restore the Champion to full health, and 2 health to all other villain targets.

Lotus Empire Flagbearer
3 copies
Naga
5 health

Increase damage dealt by the Champion by 1.

Reduce damage dealt to the Champion by 1.

At the end of the villain turn, restore 1 health to the champion.

Ongoings (6):

Sacred Land
2 copies
Ongoing

Environment cards are indestructible.

Villain targets are immune to Environment damage.

If there are ever fewer villain targets in play than environment cards, destroy this card.

Vengeance from the Deep
2 copies
Ongoing

Whenever the Champion is dealt damage by a hero target, destroy one hero ongoing or equipment card.
Honorable Challenge
2 copies
Ongoing

The Champion and the Rival and immune to damage from sources other than each other.

The Champion and the Rival cannot deal damage to targets other than each other.
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Craig Hallstrom
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Neat idea. I just got a PrinterStudio order of updated Cauldron shipped and forgot to include Gray in it. I will definitely get this one made when I get around to actually getting my Gray cards.

Do you have plans on making a divider card?
 
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Jonathan Smith
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I hadn't originally, but if people show interest in this villain I might. I've already got a few balance changes I'd like to add in as well if someone else were going to make these cards.
 
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Manuel Pasi
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Will you update this thread, when you have changed the cards?
 
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Jonathan Smith
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The balance changes are in! Many cards have had minor flavor text alterations, any changes to card text have been labelled in bold print in the main post. A divider card has also been added. I wasn't too excited about using the villain's character card art for it, but there weren't any other cards in her deck that showed or implied her specifically, which seems to be the main rule for divider cards.

The changes to gameplay:

- Imperial cards are no longer removed from play when destroyed, they go to the trash like every other card. I partially did this out a need for more space on the rules card. It's extraordinarily unlikely for the environment to shuffle the villain trash into the villain deck, because there are so many villains where that would be a big detriment to their plans. So unless you go through the entire villain deck (unlikely) or willingly shuffle the villain trash into the villain deck with something like Brain Burn (a terrible idea), this shouldn't impact gameplay much.

- The Champion now hits the rival every turn as part of the rules card, but that damage has been reduced to H minus 2. This become nasty when the Blademaster is out, but otherwise this to prevent excessive stalling by the heroes during the villain's front side. If anything, the villain should be trying to stall and slowly whittle the heroes down.

- The new advanced rule on her front means that the champion will always be an Imperial card, meaning that the heroes can no longer shift the champion role to a smaller creature to remove the champion status from an imperial card. Again, this is meant to give the Imperial cards a more immediate threat.

- Sacred Kirin's damage has been changed to H minus 3, mostly to help groups of 3 heroes facing this villain, who have the same amount of health to burn through on her back side as groups of 5 heroes.

- Imperial Dojo has been refurbished as a whole new card that now provides ongoing and equipment hate, and Nyorai Sairensa now destroys ongoing or equipments instead of dealing damage. In testing, the Empress's flip side would only take a turn or two to burn through, since by that time the heroes were completely decked out in equipments and ongoings. Granted, at the same time these heroes were in single digit health going into the flip. These changes were meant to slow down the heroes' setup, replacing some of the villain's damage in the process.

- Mizu-kami now heals the champion to full health, instead of restoring 4 health. This sounds very nasty on paper, but there's only a few circumstances where this could be nasty:

The Empress is on her flip side, and low health. In this case it's probably easier to just kill her before the start of the next turn. If it isn't for whatever reason, just kill the 9-health Mizu-kami. 9 damage among an entire team of heroes in 1 turn is not unreasonable, and there aren't going to be damage blocks or redirections on the Mizu-kami. She isn't going to be the champion, and Lotus Empire guard has already been burned through.

The Mizu-kami is behind a Lotus Empire guard. 15 health in 1 turn is a bit more difficult, but if you can wait for a few more targets to come out, just throw out one card that hits all villain targets, it will all get redirected to the guard for massive damage, making him much easier to kill in a single turn.

- Pearl Priestess now works at the end of the villain turn, and causes the hero to discard a card instead. Often times this card was dying before it ever got to do anything.
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