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Sentinels of the Multiverse» Forums » Variants

Subject: Custom Environment, Burning Fields. rss

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Geoff B.
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Another really old environment idea I had, the battle is taking place in a forest fire.

Burning Land is a rules card, but it doesn't need special set up rules because it will enter play itself when it is needed.

(5) FIRE!
A card next to this card is burning and activates (FIRE) text.
If Burning Land is not in play search the environment deck and trash and put it into play, shuffle the environment deck.

Burning Land:
This card is indestructible.
If this card is played from the top of the Environment deck play the top card of the environment deck.
When a fire card enters play put it next to the Environment card with the lowest *number that is not already burning.
At the End of the environment turn destroy any fire cards that are not next to fuel cards. then deal each target X fire damage where X is the number of fire cards destroyed this way.

Dry Brush *1
Fuel
At the End of the environment turn play the top card of the environment deck.
(FIRE) At the start of the Environment turn play the top 2 cards of the environment deck, then destroy this card.

Undergrowth *2
Fuel
The first time each turn that fire damage is dealt, if this card is not burning search the Environment trash for a Fire card and put it into play.
(FIRE) At the end of the Environment turn search the Environment trash for a Fire card and put it into play.

Old Forest *3
Fuel
Reduce all non-fire damage by 1.
The first time each turn that Fire damage is dealt play the top card of the environment deck.
(FIRE) At the start of the Environment turn deal the 2 targets with the highest hp (H) fire damage.

Saplings *4
Increase all fire damage by 1.
(FIRE) At the start of each turn deal that deck’s character card 1 irreducible fire damage, if no damage is taken this way destroy 2 non-character cards from that deck.

The River Bank *5
Fuel
At the start of their turn a hero may skip their turn to destroy a fire card next to the highest numbered burning fuel card in play.
(FIRE) At the Start of the Environment turn destroy all hero ongoing and equipment cards, then deal each target (H) Fire damage.



(2) The Inferno
Deal the targets with the 2nd highest and 2nd lowest HP (H)-1 fire damage.
Play the top 2 cards of the environment deck.
Destroy this card.

(2) A spark
At the end of the environment turn play the top 2 cards of the environment deck.
At the start of the Environment turn, if both a fuel and fire card are in play destroy this card.
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Rob Rob
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Interesting. It also reminds me I don't think there's ever been a deck for a disintegrating planet (e.g. Krypton).
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Seamus Butler
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Seems fun unless you have Ra, then it becomes how long do the players want the environment to take to kill the villian.

 
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Take Walker
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Dang, that's a really cool, snappy mechanic you've got in there. Integrating the rules card is a great idea, too!
 
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Geoff B.
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Faceontoast wrote:
Seems fun unless you have Ra, then it becomes how long do the players want the environment to take to kill the villian.



Well, at least until Saplings comes out. You have to keep the fire under control even with Ra, as the deck starts playing a lot of cards and that leads to saplings and river bank destroying all your cards.
 
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