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Subject: Custom Faction Elementals rss

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Alan Sharvo
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Elementals PDF: https://drive.google.com/file/d/0B_HVRxtusLCYd2lBelNnbWJkems...

Elementals PP: https://drive.google.com/file/d/0B_HVRxtusLCYQkNGTUFzZXVOaHM...

And anyone can quickly check out the Ethereals once more; changes in artwork (very cool) and some cards.
Ethereal PDF:https://drive.google.com/file/d/0B_HVRxtusLCYeUNaSjkzZzB5RjQ...
Ethereal PP:https://drive.google.com/file/d/0B_HVRxtusLCYeWhhWDFpamd4YU0...

MINIONS

2P Harbinger of Wave x2 - Talent: Destroy this minion and another "Harbinger" minion to search your hand, deck or discard pile for a Water Elemental and play it here as an extra minion.

2P Harbinger of Flame x2 - Talent: Destroy this minion and another "Harbinger" minion to search your hand, deck or discard pile for a Fire Elemental and play it here as an extra minion.

2P Harbinger of Form x2 - Talent: Destroy this minion and another "Harbinger" minion to search your hand, deck or discard pile for an Earth Elemental and play it here as an extra minion.

2P Harbinger of Wind x2 - Talent: Destroy this minion and another "Harbinger" minion to search your hand, deck or discard pile for an Air Elemental and play it here as an extra minion.

4P/-2P Water Elemental x1 - (You cannot play this minion unless istructed to by an elemental minion) Talent: Tap or Untap. Ongoing: When this minion becomes tapped draw 3 cards, and when it is untapped put two +1 counters on your minions.
Water Elemental is supposed to go from 4 power to 2 power when you tap it. It gets -2 power when tapped. Confusing, yeah.

4P Fire Elemental x1 - (You cannot play this minion unless istructed to by an elemental minion) Ongoing: At the end of your turn, destroy a minion of power 3 or less here or destroy this minion. This effect cannot be prevented or inactivated.

5P Earth Elemental x1 -(You cannot play this minion unless istructed to by an elemental minion) Ongoing: This minion is unaffected by your opponent's minions. Ongoing: Increase the breakpoint of each other base by 3.

3P Air Elemental x1 -(You cannot play this minion unless istructed to by an elemental minion)Put three +1 counters on this minion. Ongoing: When an opponent's card affects this minion, remove a +1 counter to prevent it. Talent: Move a minion of power 2 or less from another base to here or vice versa.

3P Lightning Elemental x1 - Special: When an opponent destroys one of your elemental minions, you may play this card. Talent: Destroy this minion to play an elemental minion from your hand.

ACTIONS

Portent of Harvest x2 - Play on a power 2 minion. Ongoing: When this minion goes to the discard pile from play, shuffle it and all minions of the same name in your discard pile into your deck.

Brave the Elements x1 - Move an elemental minion to another base. Each opponent with a minion on that base may draw a card.

Portent of Storm x1 - Play on a base. Ongoing: At the start of your next turn, search your deck for a "Harbinger" minion and play it here as an extra minion, then destroy this card.

Worldwake x1 - Search the base deck for Primal Beyond and swap it with a base in play that has a Water, Fire, Earth or Air Elemental on it. Then shuffle the base deck. (See Primal Beyond in PDF and PP).

Wave & Wind x1 - Choose 2: Draw a card; put a +1 counter on one of your minions; Move a minion of power 3 or less to another base.

Form & Flame x1 - Choose 2: Look at the base deck's top 3 cards and put any number of them on the bottom of the deck; destroy a minion of power 2 or less; search your deck for a Harbinger of Form or Flame and put it into your hand, then shuffle.

Notes:

(1) Yes, you got 4, technically 5, boss minions. This has not proven to be overpowered yet in our home games. In fact, they've only won once out of 4 games (but of course they've been competitive and we're just learning what other faction their best with).

(2) For Earth Elemental, I always play with 4 bases and so it is easy to identify which are the "adjacent bases." Change the card for your purposes if need be. Copy and paste a bottom half of a card and add text. Maybe something like: Choose 2 bases and increase their breakpoint by 4 until this minion goes to the discard pile.

(3) For Air Elemental, you must remove the +1 counter and prevent the opponent's effect. This is both good and bad, depending on what your opponent does.

(4) The Harbinger mechanic should be simple. Takes two of them to get an elemental minion in play. So let's say you have a Harbinger of Wave on School of Wizardry, and a Harbinger of Flame on The Jungle (lol). You would then destroy both of them and either play a Water Elemental on School of Wizardry, or a Fire Elemental on the Jungle. You cannot play the Water Elemental on the Jungle or the Fire Elemental on the School of Wizardry.

 
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frenzied coder
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Cool ideas! I like looks of the cards too.

From the Harbinger of X minions, instead of "put it into play here" the wording should probably be "play it here as an extra minion", unless you meant something more nuanced.

From the Fire Elemental:
anomia1 wrote:
This effect cannot be prevented or inactivated.

Does this mean that you can kill indestructible minions? Does this mean Fire Elemental himself can still die even if he is indestructible? (See General Ivan to make minions indestructible.)

From the Air Elemental:
anomia1 wrote:
Ongoing: When an opponent's card affects this minion, remove a +1 counter and prevent it.

Should that be "remove a +1 counter to prevent it."? Otherwise, the Air Elemental is untouchable even with no power counters.

From the Earth Elemental:
anomia1 wrote:
Ongoing: Increase the breakpoint of each adjacent base by 4.

As you said in note 2, "adjacent base" isn't well defined in Smash Up. What about just making it "all other bases"? That would be much simpler mechanically, although it would affect the balance.

Do the "harbinger" actions (lowercase looks like a typo) turn minions into "Harbinger" minions as mentioned in the minion talents? If so, you should add "This minion is considered a Harbinger." in the action text.

It's also a bit confusing that some of the "Harbinger of X" cards are minions and some are actions. I see why they were designed that way, but it might confuse people reading off the titles of the cards in their hands.

From Primal Beyond (PDF):
anomia1 wrote:
Each player may choose 1 on their turn if they control a minion here: Put a +1 counter on a minion here that does not have one; destroy a minion here of power 2 or less; increase the breakpoint of this base by 1; move a minion of power 2 or less from another base to here or vice versa.

What is the duration of "increase the breakpoint of this base by 1"? Forever? Is there a way to track that?
 
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Alan Sharvo
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Hmm... Great questions.

I had noticed the "put" vs "play." It should say play.

Fire Elemental kills indestructible minions yes, since his ability overrules the indestructible effects; that was my intention when I made him. and yes, he will still die even if "your minions can't be destroyed" since that effect is overruled by his ongoing ability.

For Earth Elemental I can change it to: Ongoing: Increase the breakpoint of each other base by 3. How about that?

Agree on Air Elemental. I'll definitely change that tonight and edit the PDF and PP.

No, Harbinger of Harvest does not change the minion into a "Harbinger" minion; it is simply the title of the card.

The increase the breakpoint by 1 on Primal beyond is forever, so you'll have to use counters I assume to show it. Primal Beyond is very easy to edit in the powerpoint. Just delete the text box, and then type whatever you may want it to say if you want to change it. Then copy and past the new text box onto Primal Beyond.
 
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Alan Sharvo
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Changes Made. Thank you Frenzied Coder!

See also change to Portent of Harvest (Once Harbinger of Harvest). I thought it would make the card a bit more useful.
 
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