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Subject: Custom villain: THE DARK MAGE KING rss

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Benjamin Barker
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Originally planned to be the nemisis for The Cauldron's Musical Swordsman.

The Dark Mage King
Demon Lord: 80 hp
Ancient Beast: 80 hp

Set Up:
Place The Dark Mage King's villain character cards into play "Demon Lord" side up. Reveal the top cards of the villain deck until 1 Ongoing is revealed. Put it into play and shuffle the rest of the cards back into the villain deck.

Game Play (Demon Lord):
1) At the end of the villain turn, if The Dark Mage King dealt no damage to heroes this turn, flip the top card of the villain deck the first time The Dark Mage King takes damage each hero turn. If it is an Orb, play it immediately. If it is not, replace it.
2) At the start of the villain turn, if the heroes dealt no damage since the last villain turn, play two cards from the top of the villain deck instead of one. When The Dark Mage King's deck is depleted, flip his villain character cards.

Advanced: + 1 to all infernal damage dealt by The Dark Mage King.

Game Play (Ancient Beast):
The Dark Mage King regains 20 hp. Destroy all cards The Dark Mage King has in play and destroy all environment cards in play. For each card destroyed this way: increase all damage The Dark Mage King deals by 1, increase all Radiant damage he takes by 1, and decrease all melee damage he takes by 1. At the start of the environment turn, if Dark Mage King was dealt damage during the heroes' turns, destroy all environment cards in play and apply the above for each of those. At the end of the villain turn The Dark Mage King deals the hero character with the lowest hp H melee damage. The Dark Mage King plays no cards on this side.

Advanced: The Dark Mage King may play cards on this side.

Deck:

Inverse Sun - One Shot (x1)
Destroy all hero equipment cards. The Dark Mage King deals each hero target 5-X radiant damage, where X = the number of hero equipment cards destroyed this way. The Dark Mage King deals himself X infernal damage.

Break The Sky - One Shot (x1)
Destroy all environment cards in play. Deals all non-relic targets X infernal damage. X = the number of environment cards destroyed this way + H.

Surge of Corruption - One Shot (x1)
Play the top H + 1 cards of the villain deck The Dark Mage King deals himself H infernal damage.

Black Nebula - One Shot (x1)
Deals all hero targets X infernal damage. X = the number of Orbs in the villain trash x2. The Dark Mage King deals himself H Infernal damage.

Orb of Darkness - One Shot, Orb (x3)
Deals the hero target with the highest hp 3 infernal damage.

Orb of Magik - One Shot, Orb (x1)
Deals the hero target with the lowest hp 1 energy, 1 cold, and 1 lightning damage. If this damages a target other than a character, that target is destroyed.

Orb of Void - One Shot, Orb (x1)
Deals the hero target with the lowest hp 1 psychic damage. If a hero character takes damage this way, they lose their next power phase.

Orbs of Malice - One Shot, Orb (×1)
Deals all hero targets 1 infernal damage and 1 fire damage.

Gather Power - One Shot (x1)
Shuffle all Orbs from the villain trash back into the villain deck. If there are no Orbs in the villain trash, shuffle this card back into the villain deck and play a card from the top of the deck.

Pummel the Earth - One Shot (x2)
Each player must destroy H of their cards. If a player has no cards in play, that hero takes melee damage equal to the cumulative number of cards destroyed by this card. Minimum of H damage.

Sword of Sages - Relic (x1) 10 hp
At the end of the villain turn, deal the hero with the highest hp 1 energy and 1 radiant damage. That player discards cards equal to the damage dealt. This card is immune to melee and projectile damage.

Sword of Demise - Relic (x1) 10 hp
At the end of the villain turn, the hero with the lowest hp takes H melee damage. When this card enters play, search the villain deck for Parry Stance and play it, then shuffle the deck. This card is immune to infernal damage.

Resonating Power - Ongoing (x2)
All damage The Dark Mage King deals is increased by 3. When this card enters play, if Gather Power or Black Nebula are in the villain trash shuffle them into the villain deck.

Phantom Mage King - Ongoing (x2) 6 hp
The first time each turn that The Dark Mage King would take damage from a target other than himself, that target deals damage to this card instead unless that damage is irreducible.

Void Step - Ongoing (x1)
The Dark Mage King is immune to damage from hero targets until H environment cards are destroyed, then destroy this card. When an environment card is destroyed, put it under this card. At the start of the villain turn all villain targets heal for X = to the number of cards under this card.

Parry Stance - Ongoing (x2)
The Dark Mage King is immune to all non-radiant damage so long as a villain relic is in play. If none are in play when this card enters play, search the villain trash and deck for Sword of Demise and play it. If you searched the villain deck, shuffle it.

Dark Aura - Ongoing (x2)
Increase all infernal damage dealt by The Dark Mage King by 1. Any time The Dark Mage King would deal himself infernal damage all villain targets heal for that amount instead. Increase all radiant damage dealt to The Dark Mage King by 1.

Dead Man's Volley - Strategy (x1)
When an Orb would deal damage, the player may attempt to reflect it. In order to do this, that player must deal damage to the Orb equal to or greater than its damage. When reflected, reveal the top card of the villain deck. If it is an Orb the attack is reflected again and the damages of the Orbs are added together. Then the player may attempt to reflect it again and so on.
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Dark Current
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Re: Custom villain: THE DARK MAGE KING
Pummel the Earth - One Shot (x2)
Each player destroys H of their cards in play. Each player may destroy up to H cards from their hand in order to prevent that many of their own cards in play from being destroyed. If any player has no cards in play, that hero character takes X damage = to the number of cards destroyed.

Needs rewording as cards in play are destroyed. Cards in hand are discarded. And it's a bit wordy as the first couple sentences could be combined. Lastly, what type of damage is dealt and is the total based on that hero's cards or the total number destroyed?

How about something like:

Each player must destroy and/or discard H of their cards. If a player is unable to remove exactly H cards, then that hero takes H melee damage.

Not sure that's what you intended or not, but I wasn't clear based on your original wording.
 
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Benjamin Barker
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Re: Custom villain: THE DARK MAGE KING
Great points. Edited.
 
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Rob Brown
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Re: Custom villain: THE DARK MAGE KING
Hah, and here I was musing an idea for "The Maiden of Fate". Talk about timing!

Some of these cards seem awfully wordy (especially Dead Man's Volley), and seem a little clunky in comparison to how Sentinel cards are worded. I'd take another pass and see if they can be condensed a bit. For example:

Inverse Sun - One Shot (x1)
Destroy all hero equipment cards. The Dark Mage King deals each hero target 5-X infernal damage, where X = the number of hero equipment cards destroyed this way. The Dark Mage King deals himself X infernal damage.


I'll give some more specific feedback on cards when I can take a closer look.
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Benjamin Barker
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Re: Custom villain: THE DARK MAGE KING
The Maiden of Fate would be fantastic. Glad we are on similar wavelengths. Yeah, I need to condense the language. I'll see what I can do.
 
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Benjamin Barker
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Re: Custom villain: THE DARK MAGE KING
bobbertoriley322 wrote:

Some of these cards seem awfully wordy (especially Dead Man's Volley)


Shortened the wording on Dead Man's Volley and removed auxiliary effects from some cards to shorten their wording as well.
 
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