Santiago Moreno
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Poste these over on Reddit but realize that I never posted them here.

Here are the (until further notice) final versions of my five Factions. I printed these so you should be fine with the bleed and shit.

Yokai: High minion count tricksters that have effects when drawn.
http://imgur.com/a/P2Zjp

Kaiju: Specialize in decreasing the base break point and benefiting from it.
http://imgur.com/a/xlcPm

Magical Girl: Draw and place cards on the bottom of your deck.
http://imgur.com/a/ZhRyp

Giant Mecha: Minions that self-destruct to add their power to other minions as Actions!
http://imgur.com/a/LQvLu

Samurai: The chosen seven will hone their skills with +1 power counters.
http://imgur.com/a/LYBXQ


Let me know what you think of these!
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Chet C.
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The art for these is great! Some of it may be a little too serious for the silly nature of Smash Up, but this is common to most/all custom factions.

I really like several of your mechanisms, such as adding a +1 power counter to an enemy minion to disable it.

I don't really like the idea of playing the bottom of the deck so hard, since that is where many of the best cards go after use. It has been an untouchable zone so far in Smash Up. A faction that can manipulate that means that its synergies will be very specific and possibly very strong, and that future factions cannot rely on dumping uberminions somewhere fairly inaccessible.

I am not into many of these genres and may not be the target audience, but I found many of the names hard to read and would have a very steep learning curve to talk about Samurai, for example. To make it harder, you have strayed from the default 1x5, 2x4, 3x3, 4x2 minion format, so players have to remember many difficult-to-name minions instead of only 4 kinds in plain English.

Overall, I'm very excited to try most of these factions.
 
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Santiago Moreno
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Thanks for the feedback!

Magical Girls are a tricky faction. They're sort of like Wizards, they mostly give draw power and consistency, more so than utility. So far in testing they're fine, just don't play Time Traveling Girls. If you draw Time Walk it's game over, and it's a draw heavy faction. They're strong, don't get me wrong, but they're like Wizards; frightening to see used because of all the draw but they themselves aren't going to break the bases. From their inception I knew Time Traveling Girls would be broken to all hell, but I really wanted to explore that design avenue so I just said fuck it.

The reason why Samurai have seven unique minions is a direct reference to the classic Kurosawa film Seven Samurai. When I came up with them I just KNEW I had to make the faction seven minion big. But luckily for me my group very quickly abandoned their names in lieu of nicknames like "Old fart", "Hobo", and "The King From Code Geass". Though I have received the criticism of Samurai's font being a bit hard to read, so if I ever reprint this I'll change it.

Please let me know how they work for you!



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