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Subject: The Revenge Society (Venture brothers villain deck, with stolen art) rss

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Michael Hunter
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Terrible Trio (Front side)

Setup: Put the Phantom limb, Baron underbheit and Professor incorrigible cards into play. Place H - 2 revenge tokens on this card.

Gameplay: End of the villain turn: reveal the top card of the villain deck. If it is a one-shot card then discard it, otherwise put it into play.

Incapacitation: When a villain character card would be destroyed, instead destroy all non-character cards in play that have a keyword matching that character, Then flip this card.

Advanced: During setup, place one additional revenge token on this card.


Considering their Options (Back side)


When Flipped: Remove a revenge token from this card.

If you removed a token: Flip the villain to their incapacitated side and flip this card.

If there were no tokens: Remove that villain character from the game. Then if all three villain characters have been removed from the game, the heroes win.

Otherwise, search the villain deck and trash for all 7 cards that match the keyword on the removed villain and remove them from the game. Shuffle the villain trash into the villain deck. Then flip this card.



Phantom Limb (20 HP)
End of villain turn: One player discards a card.

Baron Underbheit (23 HP)
End of villain turn: This card deals the H - 2 highest hp hero targets 2 melee damage each.

Professor Incorrigible (21 HP)
End of villain turn: This card deals each hero 1 melee damage.




2 x United by Hatred (Ongoing)
When this card enters play, reveal cards from the villain deck until H - 3 attributes are revealed. Play them and shuffle the rest back.
At the start of the villain turn, the lowest hp villain target regains 6 HP. Then destroy this card.

2 x Scheming Session (Ongoing)
When this card enters play, reveal cards from the villain deck until H - 3 attributes are revealed. Play them and shuffle the rest back.
At the start of the villain turn, play a card from the villain trash.
If a card is played this way, destroy this card.



2 x Electro-Impalpable Limbs (Attribute, Phantom Limb)
At the end of the villain turn, Phantom limb deals a hero belonging to the player with the least cards in hand 2 melee damage and 2 lightning damage.
When Phantom limb is dealt damage, reduce damage dealt to him by 2 until the end of the turn.

1 x Elaborate Sabotage (Attribute, Phantom Limb)
When a villain target would be dealt damage by an environment source,
redirect that damage to the highest hp hero target.
Play an additional card during the environment turn.

1 x The Master Plan (Attribute, Phantom Limb)
At the start of the villain turn, play the top card of the villain deck.

1 x Cold Vengeance (One-Shot, Phantom Limb)
Destroy an ongoing card.
The associated hero deals themselves 4 toxic damage. They cannot deal damage until the start of the next villain turn.

1 x Precise Vengeance (One-Shot, Phantom Limb)
One player discards their hand and draws that many cards minus 2.
That player cannot use powers until the start of next villain turn.
The associated hero deals themselves 4 psychic damage.

1 x Shocking Vengeance (One-Shot, Phantom Limb)
Destroy an equipment card.
The associated hero deals themselves 4 lightning damage. Increase damage dealt to them by 1 until the start of the next villain turn.



2 x Armored Juggernaut (Attribute, Underbheit)
Increase damage dealt by Baron Underbheit by 1.
The first time Baron Underbheit would be dealt damage each turn, reduce it by 1.

1 x Underland Warblade (Attribute, Underbheit)
Increase damage dealt by Baron Underbheit by 1.
Damage dealt by Baron Underbheit is irreducible and cannot be redirected.

1 x Exiled Tyrant (Attribute, Underbheit)
Increase damage dealt by Baron underbheit by 2.
Increase damage dealt to Baron underbheit by 1.

1 x Boomerang Jaw (One-Shot, Underbheit)
Baron Underbheit deals the second lowest HP hero target 2 projectile damage.
Baron Underbheit deals the second lowest HP hero target 2 projectile damage.

1 x Iron Bite (One-Shot, Underbheit)
Baron Underbheit regains H hp. Then he deals the highest hp hero target 4 melee damage.
If baron underbheit is at full hp, he then deals that target 2 psychic damage.

1 x Menacing Brute (One-Shot, Underbheit)
Baron Underbheit deals each hero target 1 psychic damage.



2 x Elastic Form (Attribute, Incorrigible)
Increase damage dealt by Professor Incorrigible by 1.
The first time each turn Professor Incorrigible would be dealt 2 or less damage by a target, redirect that damage to its source.

1 x The Torch Reactor (Attribute, Incorrigible)
At the end of the villain turn, reveal the top card of each hero deck. Put any one-shots under this card and discard the rest. if there are 5 cards under this, destroy this card.
When this card is destroyed, it first deals each each non-villain target X fire damage, where X is the number of cards under it.

1 x Impossible Industries (Attribute, Incorrigible)
At the end of the villain turn, each villain target regains 3 hp.

1 x Rubbery Strikes (One-Shot, Incorrigible)
Professor Incorrigible deals the 2 highest HP hero targets 2 melee damage.
During their next turn, the first time each would deal damage to a villain target, redirect it to a non-villain target.

1 x Stretchy Spy (One-Shot, Incorrigible)
Until the end of the villain turn, all damage dealt by villain targets is
irreducible and increased by 1.

1 x Living Shield (One-Shot, Incorrigible)
Until the start of the next villain turn, whenever baron underbheit or phantom limb would be dealt damage, redirect that damage to professor incorrigible.
Reduce damage redirected this way by 2.

 
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Michael Hunter
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Re: The Revenge Society (Venture brothers villain deck, with art)




Note - this deck is still pretty early and the core mechanic is being ironed out, and the individual cards are likewise pretty conjectural. Any comments or criticisms welcomed!




Following the Monarch, we have the villainous Revenge Society! They comprise three supervillains who work together to get vengeance against those they believe have wronged them. Their leader and schemer is Phantom Limb, who has the power of invisible, electrified arms and legs. Baron Underbheit is the deposed monarch of Underland, and is the muscle. Finally, Professor Incorrigible is the elastic-bodied super scientist who is their tech expert and generic rubbery-dude.

Mechanically, they are a trio, which causes some immediate opportunities for gameplay - there have been a few ways to work a "council" style boss outside of making Vengeance villains. The Ennead mechanic doesn't really apply here as there aren't enough of them to be worth rotating out. The mechanic used by Dynamo and his buddies works well for that deck, but it is clear in that deck Dynamo is the main attraction and the other two are henches, here all three members are supposed to be fairly equal, so I can't steal that. They could all just be high HP scary villain targets, but that give the problem that it is inherently front loaded - they start really strong (when the heroes are weak) but later in the game when you kill a couple they become much weaker, but at that stage the heroes are set up and stronger, so it ends very anti climatically.

I reflected on something I quite liked in Vengeance mode, where villains have a lot of ongoings (more than you are realistically going to have enough Grappling Hooks for), but you always have the choice of beating up the villain to get rid of their ongoings. So I designed the core mechanic about the villains building up their ongoings, but resetting when each villain was beating down. As a result, each villain will "die" once or twice, but as they pop back up the threat level over the course of the game is fairly constant. So, core of the deck is...




The Revenge Society (doesn't have a flip side at present)

Setup: Put Phantom Limb, Baron Underbheit and Professor Incorrigible into play. Place H-2 revenge tokens on this card.

When a villain character would be destroyed, destroy all matching cards in play. Then if there any revenge tokens on this card remove one and flip the character.

If there are no revenge tokens, remove that character from the game, as well as all associated cards from the villain deck and trash, then shuffle the villain deck.

When all villain characters have been removed from the game, the heroes win.

At the end of the villain turn, reveal the top card of the villain deck. If it is a one-shot discard it, otherwise play it.

Phantom Limb (23 HP)

At the end of the villain turn, the hero with the most cards in their hand discards a card.
Incapacitated: If a Phantom Limb card is played or discarded, before resolving it flip this card.

Baron Underbheit (23 HP)

At the end of the villain turn, this card deals the H-2 highest HP hero targets 2 melee damage each.
Incapacitated: If a Underbheit card is played or discarded, before resolving it flip this card.

Professor Incorrigible (21 HP)

At the end of the villain turn, this card deals each hero target 1 melee damage.
Incapacitated: If an Incorrigible card is played or discarded, before resolving it flip this card.

So, the essential mechanic is this. The villains sit about being nasty towards you. When you knock one down, they lose any ongoing cards they had out. The Society starts with H-2 revenge tokens, which are basically extra lives. So if one dies, it uses up an "extra life", and they just stay face-down until one of their cards gets played/discarded (which usually doesn't take that long, especially with their end of turn) at which point they jump back into play. Once you have worked through their extra lives, they start getting removed for good - taking all their cards from the deck with them. This means when you have 2 or 1 villains left, a higher proportion of the deck is them. Having only 1 left can actually be quite scary, as the entire deck is buffs/attacks for them, and some of the synergies can be quite strong!




Phantom Limb Cards

Phantom Limb is the plotter and manipulator, most of his cards are indirect.


2 x Electro-Impalpable Grip (Attribute, Phantom Limb)
At the end of the villain turn, Phantom Limb deals the hero with the most cards in their hand 2 melee and 2 energy damage.
Except this one! The other two have a straight end of turn attack. Limb doesn't usually, but this gives him a strong one.

1 x Master Plan (Ongoing, Phantom Limb)
At the start of the villain turn, play the top card of the villain deck.
If this card is destroyed by a hero card, play the top card of the villain deck.
He's a man with a plan! Destroying this via Grappling Hook will trigger another card play, but destroying it via incapacitating Phantom Limb does not, so that's the ideal. Cards like this make him a major priority.

1 x Sabotage Scheme (Ongoing, Phantom Limb)

At the end of the villain turn, play the top card of the environment deck. Resolve any end of turn effects on it, then any start of turn effects on it, then destroy it. If it would deal damage to any villain targets redirect it to the highest HP hero target.
Depends a lot on the environment, but can be quite interesting. The core mechanic is taken from Miss Information, and works pretty well. Some cards do nothing (Obsidian field, for example), but in pretty much any environment deck this is a potential threat.

2 x Revenge Plot (One-Shot, Phantom Limb)

The hero with the most ongoing and equipment cards deals themselves 3 toxic damage. Destroy H-2 ongoing or equipment cards in that play area.
Damage and disruption.

1 x Manipulation (One-Shot, Phantom Limb)

The highest HP villain character other than Phantom Limb deals each hero target H - 2 melee damage. If no damage is dealt this way, flip an incapacitated villain character.
I'm not super keen on the wording on this one, but it intended to be team support - both Underbheit and Incorrigible have cards that can augment the melee damage.



Baron Underbheit Cards
The Baron is the heavy, dealing damage and being very hard to kill.


2 x Underland Warglaive (Attribute, Underbheit)

Increase all damage dealt by Baron Underbheit by 2.
+2 damage is a LOT, but this will usually just be buffing his end of turn effect.

1 x Heavy Plate (Attribute, Underbheit)

Reduce all damage dealt to Baron underbheit by 1.
The first time Baron Underbheit is dealt damage by a target each turn, that target deals itself 2 melee damage.
A good defence by itself, and the retaliation damage makes him excellent at resisting AoE attacks - he barely takes any damage and hurts them quite badly. By the way, this used to be HIM dealing the damage but that just got a bit too mean with the Warglaive.

1 x Exiled Tyrant (Ongoing, Underbheit)

At the start of the villain turn, Baron Underbheit regains H + 1 HP.
If Baron Underbheit is at max HP, increase all damage he deals by 1.
Good HP regain. Normally you might just ignore him and focus on the other two because of the HP gain, but the second clause means it is risky to leave him unmolested. Note that this boosts ALL damage, not just melee like the Warglaive, which matters for cards like...

2 x Boomerang Jaw (One-Shot, Underbheit)

Baron Underbheit deals the lowest HP hero target H projectile damage.
Baron Underbheit deals the highest HP hero target H projectile damage.
Straight damage dealer. Projectile damage, so again the Warblade doesn't help.

1 x Iron Bite (One-Shot, Underbheit)

Baron Underbheit deals the highest HP hero target H melee damage.
Baron Underbheit regains HP equal to the amount of damage dealt this way.
Damage dealer with some defense, buffed by Warglaive.




Professor Incorrigible cards

Incorrigible is more disruptive, messing with setup and defending the team.


2 x Elastic Form (Attribute, Incorrigible)

Increase all damage dealt by Professor Incorrigible by 1.
The first time each turn Professor Incorrigible would be dealt 2 or less damage by a target, redirect that damage to its source.
The redirection again helps against a lot of light AoE, the bane of target heavy decks.

1 x Super Scientist (Attribute, Inocorrigible)

At the end of the villain turn, put the top card of the villain deck under this card, then Professor Incorrigible deals each hero target X irreducible lighting damage, where X is the number of cards under this.
When this card is destroyed, move all cards under it to the villain trash.
This usually causes focused fire on Incorrigible before it builds up too much.

1 x Secret Identity (Ongoing, Incorrigible)
At the end of the villain turn, move H-2 hero ongoing or equipment cards to their players hands.
Annoying but not too powerful disruption. Also an ongoing, so destroyable even if you don't knock out incorrigible ASAP

2 x Rubbery Strike (One-Shot, Incorrigible)
Professor Incorrigible deals the H-2 highest HP hero targets 2 melee damage. Prevent the next damage dealt by each of those targets.
Decent damage (buffed by Elastic form) and a decent defensive effect that is interesting to play around.

1 x Body Shield (One-Shot, Incorrigible)

Until the start of the next villain turn, redirect all damage dealt to villain targets to Professor Incorrigible and reduce all damage dealt to him by 1.
Thorathian Monolith, sorta. Given that focusing on single target is often important against this deck for Master Plan and the like, this can be a major spanner in the works.



Generic cards

4 x Scheming Session (One-Shot)
Reveal cards from the villain deck until you have revealed H-2 non one-shot cards. Play them, then shuffle the other cards and the trash into the villain deck.
Mostly here to help with H scaling, to be honest. Depending on this testing, this may get cut.



So, that's the current state, quite a lot of work to go. Any comments or thoughts welcomed!
 
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Michael Hunter
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Re: The Revenge Society (Venture brothers villain deck, with art)
Sample cards

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Take Walker
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Re: The Revenge Society (Venture brothers villain deck, with art)
Whoa, that was quick! :O And Professor Impossible teamed up with Phantom Limb? D: I need to try and watch Venture Bros again, it's been too long...

Adelphophage wrote:
the individual cards are likewise pretty conjectural

I see what you did there.

Adelphophage wrote:
When a villain character would be destroyed, destroy all matching cards in play. Then if there any revenge tokens on this card remove one and flip the character.

Okay, so you beat up one of them, which takes out their setup, but they heal back to full if they're still in revenge mode, as it were.

Adelphophage wrote:
Phantom Limb (23 HP)[/center]
At the end of the villain turn, the hero with the most cards in their hand discards a card.
Incapacitated: If a Phantom Limb card is played or discarded, before resolving it flip this card.

Oh, and they can come back if their card is played? But you're supposed to remove them from the game, so how would the incap effect ever work? Maybe the revenge token thing happens at the start of the villain turn, but if something plays their card before then, they get a free rez, that kind of think?

Adelphophage wrote:
So, the essential mechanic is this. The villains sit about being nasty towards you. When you knock one down, they lose any ongoing cards they had out. The Society starts with H-2 revenge tokens, which are basically extra lives. So if one dies, it uses up an "extra life", and they just stay face-down until one of their cards gets played/discarded (which usually doesn't take that long, especially with their end of turn) at which point they jump back into play. Once you have worked through their extra lives, they start getting removed for good - taking all their cards from the deck with them. This means when you have 2 or 1 villains left, a higher proportion of the deck is them. Having only 1 left can actually be quite scary, as the entire deck is buffs/attacks for them, and some of the synergies can be quite strong!

Okay wait, wait, I've obviously misread something already.

First, characters can't be destroyed, they get incapped instead. So the clause should be "when a villain character is incapacitated". It sounds like they flip back immediately if there's a token on the card. This does sound like it's going to work, just the wording is confusing.

As for a flip side for the main card, I can see a bunch of options. The first would be Ennead style, when there's only one of them left, some kind of buff or deck acceleration or even just healing. Second would be like... I think it's Hydra Tiamat I'm thinking of? Just, once all three are incapped and there are no revenge tokens, you flip the card and it says "The heroes win". Last would be, when a villain character is incapacitated, flip this card, and the back side gives you all the instructions: destroy all their cards, remove a token and flip them and this card, if there are no tokens, remove them and all their cards from the game. That's just off the top of my head, though.

Also, I feel like the Baron should have more HP, just because he's the big guy.

Adelphophage wrote:
1 x Manipulation (One-Shot, Phantom Limb)
The highest HP villain character other than Phantom Limb deals each hero target H - 2 melee damage. If no damage is dealt this way, flip an incapacitated villain character.

Ooh, so there are more ways for them to flip! I think the wording is clear as-is, though I'll agree maybe a little clunky.

Adelphophage wrote:
1 x Heavy Plate (Attribute, Underbheit)
Reduce all damage dealt to Baron underbheit by 1.
The first time Baron Underbheit is dealt damage by a target each turn, that target deals itself 2 melee damage.

That's a really fun take on retaliation. You punched him so hard, you hurt yourself!

Adelphophage wrote:
2 x Boomerang Jaw (One-Shot, Underbheit)
Baron Underbheit deals the lowest HP hero target H projectile damage.
Baron Underbheit deals the highest HP hero target H projectile damage.
Straight damage dealer. Projectile damage, so again the Warblade doesn't help.

Damn, it doesn't need to, though. That's a lot of damage!

Adelphophage wrote:
1 x Super Scientist (Attribute, Inocorrigible)
At the end of the villain turn, put the top card of the villain deck under this card, then Professor Incorrigible deals each hero target X irreducible lighting damage, where X is the number of cards under this.
When this card is destroyed, move all cards under it to the villain trash.

That's interesting, because it almost seems like it runs counter to the deck's main mechanic. You don't need the last clause, that's SOP for cards-under-cards.

Adelphophage wrote:
1 x Body Shield (One-Shot, Incorrigible)
Until the start of the next villain turn, redirect all damage dealt to villain targets to Professor Incorrigible and reduce all damage dealt to him by 1.

Oh, that's really cool. That's a good effect, I like this!

This is looking sound already. I think the main issue is wording on the character card and what to do for a flip side.
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Rob Rob
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Re: The Revenge Society (Venture brothers villain deck, with art)
Adelphophage wrote:

1 x Super Scientist (Attribute, Inocorrigible)

I didn't see it wrong on the actual card itself but "Incorrigible" is an easy one to mix up.
 
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Craig Hallstrom
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Re: The Revenge Society (Venture brothers villain deck, with art)
Not sure if you intend this, but Phantom Limb's Manipulation becomes a dead draw if he is the last villain.

I really like this idea.
 
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Michael Hunter
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Re: The Revenge Society (Venture brothers villain deck, with art)
@Takewalker

The idea of the mechanic is when they would be destroyed, if they have revenge left they flip to the incapacitated side. They sit on the incapacitated side doing nothing, but when one of their card is played, they flip back to their active side and start doing stuff. The revenge token doesn't bring them back RIGHT AWAY, it gives them the potential to bought back at some stage in the future (which like I say, is usually maybe a turn away), as opposed to being genuinely removed from the game.

The flow would be something like, on H=4
Start with 2 tokens, all three fighting
We kill Underbheit, it goes down to 1 token, he incaps
Next turn, Boomerang Jaw is played, he flips back up.
We kill Incorrigible, it goes down to 0 tokens, he incaps.
A couple turns later, Elastic Body is played, he flips back up
We kill Limb, as there are no revenges left he is removed from the game, as are all his cards from the villain deck/trash.
We kill Incorrigible, he is likewise removed, deck is now just Underbheit cards.
We kill Underbheit (through all his ongoings!), he is removed.
We win.

Hope that makes sense? Open to better wording! I went with the "When a villain character would be destroyed" as it matches the wording on Baron Blade, but maybe it'd be clearer to say "When a villain character is incapaciated remove their stuff and remove a token. If you can't remove a token, remove them from the game".

For the flip side, I could put the instructions for the Incap on the flip side, but then... there's not a hell of a lot on the front side, just the setup and the end of turn effect. Having a "You win!" tickertape flip side could work too... For the Ennead style buff on the last man standing (Wrath of the Gods Ennead, that is, the best Ennead ), the last man standing already gets buffed pretty well by the fact the whole deck is their cards and their cards only, not sure if it I need the help.
 
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Michael Hunter
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Re: The Revenge Society (Venture brothers villain deck, with art)
Card specific comments...

Baron Underbheit
doesn't have enormous HP, but his cards make him a lot tougher and also give pretty decent HP regain, so is still usually the toughest.

They are currently hitting a bit hard, so Boomerang Jaw may indeed go down in power.

For Super Scientist, the idea is that this card's POTENTIAL makes you focus on Incorrigible (just like Master Plan does for Limb). It'll do a bit of damage, but it's more bark than bite in most cases. Which is good, because on a 100 HP villain, it's be pretty damn overpowered.

Correct on the typo too thanks, Robrob.

For Manipulate you're right about it being a dead play. It does make sense it wouldn't work when he has no one to mess with, but the gameplay is a bit lack luster. Still shopping for another good one shot on him, Manipulate is kind of a placeholder, as is the name. There was an earlier version that added a Revenge token, but it was kind of overpowered, and also didn't work when they were both removed from the game anyway.
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Michael Hunter
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Re: The Revenge Society (Venture brothers villain deck, with art)
TakeWalker wrote:
Whoa, that was quick! :O And Professor Impossible teamed up with Phantom Limb? D: I need to try and watch Venture Bros again, it's been too long...


I'd been trying to figure out the core mechanic for a couple of months now on and off, but now that Monarch is finished I had time to do some proper thinking on actual, individual villain cards. So it's not quite so abrupt as it seems.
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Re: The Revenge Society (Venture brothers villain deck, with art)
I see what the problem is.

It sounds like "when they would be destroyed, since they're a character card, they naturally flip to their incapacitated side, so if there's a token to spend, spend it, and they flip right back".

I suppose it could be cleared up if it said "Remove a revenge token and flip them to their incapacitated side".
 
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Michael Hunter
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Re: The Revenge Society (Venture brothers villain deck, with art)
How about...

Quote:
When a villain character is incapacitated, destroy all matching cards in play.

Then remove a token from this card. If you cannot, remove the incapacitated villain from the game and remove all cards matching them from the villain deck and trash. Then shuffle the villain deck.

 
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Michael Hunter
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Re: The Revenge Society (Venture brothers villain deck, with art)
Okay, rules question.

I want Underbheit to have two copies of his armor so it gets drawn more often, but having two copies out at ONCE gives him 2 DR, which is just too much. So I want a defensive ability that is good in isolation but doesn't stack that well.

So my question is, if it has "The first time Baron Underbheit is dealt damage each turn, reduce it by 2", and he has two cards in play that do that, do they both apply on the first hit?

Lets say the first hit is for only 1 damage. Does it get reduced to -3, or does the first armor reduce it to -1, then the second now doesn't trigger as it is no longer being dealt damage?

Thanks in advance!
 
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Re: The Revenge Society (Venture brothers villain deck, with art)
Adelphophage wrote:
Okay, rules question.

I want Underbheit to have two copies of his armor so it gets drawn more often, but having two copies out at ONCE gives him 2 DR, which is just too much. So I want a defensive ability that is good in isolation but doesn't stack that well.

So my question is, if it has "The first time Baron Underbheit is dealt damage each turn, reduce it by 2", and he has two cards in play that do that, do they both apply on the first hit?

Lets say the first hit is for only 1 damage. Does it get reduced to -3, or does the first armor reduce it to -1, then the second now doesn't trigger as it is no longer being dealt damage?

Thanks in advance!



Usually the wording is "the first time Baron Underbheit would be dealt damage each turn" which would make them both trigger off the first hit.
your wording is open to interpritation of either.
Perhaps give him two different armour cards one this and the other DR1 for the heroes to play around differently?
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Take Walker
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Re: The Revenge Society (Venture brothers villain deck, with art)
Two "first time" reductions would stack on the first hit, so it would be -3 in that case.

I'm pretty sure. I don't think there's anything in the game we could compare it to, though I guess Wraith's Stealth ability would be similar?
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Rob Rob
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Re: The Revenge Society (Venture brothers villain deck, with art)
Coffee isn't helping me this morning. Doesn't SotM already have limited cards which can only have one copy out at a time? Wouldn't that work or do you want it to stack, just in a limited way?
 
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Re: The Revenge Society (Venture brothers villain deck, with art)
Robrob wrote:
Coffee isn't helping me this morning. Doesn't SotM already have limited cards which can only have one copy out at a time? Wouldn't that work or do you want it to stack, just in a limited way?


Yes, but from memory they're only Hero cards I can't think of an example of a villain or environment card that's Limited.
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Re: The Revenge Society (Venture brothers villain deck, with art)
Played two games against them, lost the first one horribly (Sabotage Scheme + Explosive Wagon is a bad combination), and won the second match quite handily. In my second game Phantom Limb actually did not use up his extra life, but all of them went down at the same time and I counted that as an immediate victory for the heroes.

Overall they are an interesting fight. Quite the opposite from the target heavy Monarch deck, but I like the mechanic of beating them to get rid off their ongoings. That brings me to my only point actually; what's the reasoning behind making some of them "Attributes" instead of regular ongoings? Felt a little awkward without any obvious benefits. Except that now heroes can't easily destroy them, but they would have a hard time anyway because no team in the world would have that much ongoing destruction in the first place.

Regarding the rules card, I think I like the idea of putting the incap stuff on the flip side, sort of like it's handled for Mistress of Fates. Or like Dynmao, who also doesn't have that much actual text on his character card.

Keep up the good work!



 
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Michael Hunter
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Re: The Revenge Society (Venture brothers villain deck, with art)
Cool, I'll go with the wording on the first damage. I checked it in the video game, and if the Wraith has 2+ stacks of her damage reduction, they all trigger even on one small hit, so that works.

Limited is a keyword that doesn't really play well on villains, in my experience. A player is smart enough to just not waste their play on a pointless card, but the villain deck is not. You could write in some wording about if there already is one discard this and play top card, but it's wordy. Also, plays weirdly with the end of turn effect.
 
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Michael Hunter
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Re: The Revenge Society (Venture brothers villain deck, with art)
johnny_guitar_watson wrote:
Played two games against them, lost the first one horribly (Sabotage Scheme + Explosive Wagon is a bad combination), and won the second match quite handily. In my second game Phantom Limb actually did not use up his extra life, but all of them went down at the same time and I counted that as an immediate victory for the heroes.

Overall they are an interesting fight. Quite the opposite from the target heavy Monarch deck, but I like the mechanic of beating them to get rid off their ongoings. That brings me to my only point actually; what's the reasoning behind making some of them "Attributes" instead of regular ongoings? Felt a little awkward without any obvious benefits. Except that now heroes can't easily destroy them, but they would have a hard time anyway because no team in the world would have that much ongoing destruction in the first place.

Regarding the rules card, I think I like the idea of putting the incap stuff on the flip side, sort of like it's handled for Mistress of Fates. Or like Dynmao, who also doesn't have that much actual text on his character card.

Keep up the good work!


Thanks for the notes!

For the Ongoing-Attribute thing... it's sort of a compromise. I do want the ideal way to deal with their stuff to be knocking down the appropriate character, so originally they were ALL just attributes, no way to be destroyed outside of killing the character (or Cedistic Dissonant, or Cosmic Gate). That worked well, but then you had the issue that ongoing destruction was totally pointless against this deck, which felt sad. So then I tried ALL the villain buffs (which are about half the deck, bear in mind) being ongoings, which was mostly okay but in one game our first player was Titan who got Chaplain/Titanform early on and could negate about 75% of the cool stuff the deck was supposed to do, which didn't feel good.

So that's why I got to the compromise we are currently at - some are ongoings and most are not, so ongoing destruction has a niche, but it's not limitless. It does feel wierd though, and it's pretty arbitrary which ones are ongoings and which ones aren't - it's more based on balance than flavour. In truth, I think I prefer the version where they're indestructible attributes - there aren't that many ongoing destruction cards in the hero decks, and most of them do other useful things too (the Grappling Hook isn't going to be a dead card), so it's not gonna make that many dead cards - and I'd rather have a few pointless cards in hero hands than have the entire villain deck be easily negated because someone got Mental Divergence.



As another aside, the actual villain cards are undergoing pretty substantial changes, the above I was testing more as a proof of concept that the three-character-atrribute-flippy-revenge core mechanic could work, so expect some pretty radical changes.
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Michael Hunter
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Okay, a fairly mechanically sound version of the deck. I was having the an issue where, although the three villains mechanic works well, it's not actually that exciting by itself, so the games were on the dull side. The one-shots in particular (which don't come up that often due to the way the end of turn trigger and Scheming Session work) were a bit anaemic, so have made them more diverse and dramatic. Deck is pretty sound now, although as usual for my drafts too hard - most numbers will likely go down a bit through fine tuning.

Terrible Trio

Setup: Put Phantom Limb, Baron Underbheit and Professor Incorrigible into play. Place H-2 revenge tokens on this card.

Gameplay: When a villain character would be destroyed, flip this card.

At the end of the villain turn, reveal the top card of the villain deck. If it is a one-shot other than Scheming session discard it, otherwise play it.

Licking their Wounds

Destroy all cards in play that have a keyword matching the villain character.

Then remove a revenge token from this card. If you do, flip the villain to their incapacitated side and flip this card.

If there were no revenge tokens left, instead remove that villain character from the game. Then if all three villain characters have been removed from the game, the heroes win.
Otherwise, search the villain deck and trash for all 7 cards that match the keyword on the destroyed villain and remove them from the game, then flip this card.
Has been split into two sides of the card, but no mechanical change with one exception - the end of turn effect can play a normal attribute, OR it can play Scheming Session (which gets you more attributes).



Phantom Limb (23 HP)

At the end of the villain turn, the hero with the most cards in their hand discards a card.
Incapacitated: If a Phantom Limb card is played or discarded, before resolving it flip this card.

Baron Underbheit (25 HP)

At the end of the villain turn, this card deals the H-2 highest HP hero targets 2 melee damage each.
Incapacitated: If a Underbheit card is played or discarded, before resolving it flip this card.

Professor Incorrigible (21 HP)

At the end of the villain turn, this card deals each hero target 1 melee damage.
Incapacitated: If an Incorrigible card is played or discarded, before resolving it flip this card.




Phantom Limb Cards

Pretty damaging, but as before tricksy and indirect

2 x Electro-Impalpable Grip (Ongoing, Phantom Limb)
At the end of the villain turn, Phantom Limb deals the hero with the most cards in their hand 2 melee and 2 energy damage.
Damage dealer. I like how the targeting makes him feel tactical.

1 x The Master Plan (Ongoing, Phantom Limb)
When this card enters play, Phantom Limb regains 5 HP.
At the start of the villain turn, play the top card of the villain deck.
Have gotten rid of the when-destroyed clause, but now heals him a bit, so even if it comes out when he was on 2 HP anyway, does something.

1 x Elaborate Sabotage (Attribute, Phantom Limb)
When this card enters play, move a target from the environment trash into play.
Redirect all damage that would be dealt to Phantom limb to an environment target.
Play an additional card during the environment turn.
Phantom Limb needed a defensive card, so this has been tweaked to focus on that as well as amping up the environment.

1 x Revenge Plot (One-Shot, Phantom Limb)
The hero with the most ongoing cards deals themselves H toxic damage.
Destroy half of their ongoing cards, rounding up.
Phantom Limbs three one-shots share a theme, hitting a setup hero and destroying their setup, be it ongoings, equipments or cards. Each is flavoured after a way one of the Society's enemies is targeted - Jonas Venture Jr, Girl Hitler and The Monarch. Note, Phantom limb isn't dealing the damage, he's behind the scenes.

1 x Payback Scheme (One-Shot, Phantom Limb)
The hero with the most equpment cards deals themselves H lightning damage.
Destroy half of their equipment cards, rounding up.

1 x Vengeance is served (One-Shot, Phantom Limb)
The hero with the most cards in hand deals themselves H psychic damage.
They discard half of their cards, rounding up.



Baron Underbheit Cards

Have tweaked this guy - he's ALL about the damage buffs to synergize with his end of turn damage (2 damage to H-2 targets). Quite like him!

1 x Underland Warglaive (Attribute, Underbheit)
Increase melee damage dealt by Baron Underbheit by 1.
Damage dealt by Baron Underbheit is irreducible and cannot be redirected.
Damage buff, and doesn't let tricks get in the way. Hitting highest is often stymied by good DR, this gives him a fighting chance against Scholar and the like.

2 x Heavy Plate (Attribute, Underbheit)
Increase melee damage dealt by Baron Underbheit by 1.
The first time Baron Underbheit would be dealt damage each turn, reduce it by 2.
Damage buff, and the armor is good against incidental AoE damage, but he can be focused down. Two armors DO stack, but not that efficiently.

1 x Exiled Tyrant (Ongoing, Underbheit)
At the start of the villain turn, Baron Underbheit regains H + 1 HP.
If Baron Underbheit is at max HP, increase melee damage he deals by 1.
Healing and... Possible damage buff! Normally you might just ignore him as a frustrating target because of the healing, but that is risky if he gets to full HP... Also, light healing helps him from getting worn down by AoE.

1 x Boomerang Jaw (One-Shot, Underbheit)
Baron Underbheit deals the second lowest HP hero target H-1 projectile damage.
Baron Underbheit deals the second lowest Hp hero target H-1 projectile damage.
Not melee, so not buffed - but it doesn't need it. I like the targeting on this, might hit the same guy twice, might not.

1 x Iron Bite (One-Shot, Underbheit)
Baron Underbheit deals the highest HP hero target H melee damage.
Baron Underbheit regains HP equal to the amount of damage dealt this way.
Decent attack and heal, and is buffed by all his stuff.

1 x Crushing Charge (One-Shot, Underbheit)
Baron Underbheit deals each hero target 1 melee damage.
This is the combo piece - sometimes it's 1 damage, a feeble play. Sometimes it's 5 damage.


Professor Incorrigible cards

Ended up being more of a support player for the team.

2 x Elastic Form (Attribute, Incorrigible)
Increase all damage dealt by Professor Incorrigible by 1.
Whenever Professor Incorrigible would be dealt 2 or less damage by a target, redirect that damage to its source.
A workhorse, buffs his end of turn damage and also makes him, say it again with me, resistant to light AoE (which would otherwise make mincemeat like it would with the Ennead).

1 x Impossible Experiment (Ongoing, Inocorrigible)
At the end of the villain turn, put the top card of the villain deck under this card. If there are three cards under this, then destroy it.
When this card is destroyed, it first deals each non-villain target twice X fire damage, where X is the number of cards under it.
The damage builds up by 2 every turn. It can be destroyed by knocking out Incorrigible (which would be wise if this is out...) or if it gets to three charges it just blows up anyway.

1 x Bubble Shield (Ongoing, Incorrigible)
Whenever another villain target would be dealt damage, reduce it by 2 and redirect it to Professor Incorrigible.
His defensive play. Makes the rest of the team more or less invulnerable, but doesn't help him at all...

1 x Rubbery Strike (One-Shot, Incorrigible)
Professor Incorrigible deals the H-2 highest HP hero targets 2 melee damage.
Prevent the next damage dealt by each of those targets.
Disruptive offence.

1 x Secret Identity (One-Shot, Incorrigible)
Move H-2 hero ongoing or equipment cards to their players hands.
Until the start of the next villain turn, reduce damage dealt to Professor Incorrigible by X, where X is the number of active villain characters.
Messes with your setup and makes Incorrigible very tough. If there are other villains out he is pretty close to invulnerable, if it's just him at the end of the game, it's annoying but you can work through it. This is an amazing combo with Bubble Shield, but it's a rare combination and only last for a turn at worst, so it's okay.

1 x Stretchy spy (One-Shot, Incorrigible)
Until the end of the villain turn, increase all damage dealt to hero targets by 1.
The other part of his combo game - increasing the teams output. Already combos quite nicely with his own end of turn damage. Generally cannot be used the same round as another villain one shot (Master Plan aside), but can still be very strong, especially with Electro-Impalpable limbs.



Generic cards

4 x Scheming Session (One-Shot)
Reveal cards from the villain deck until you have revealed H-2 non one-shot cards. Play them, then shuffle the other cards and the trash into the villain deck.
Scaling with H, Scaling with H, is a thing to do.



Will put the new version up on TTS some time tonight.
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Stefan
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Looks good, will try the new version later.
But I just had a quick thought: I think Impossible Experiment could potentially trap villain cards of a certain type under it and when that particular villain is removed from the game, the cards under Experiment would stay in the game. Maybe just add tokens to the card? Or grab cards from a hero deck?
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Michael Hunter
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Ooh, good point. Maybe I'll have it nick environment cards instead, that seems safer. Thanks!
 
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Take Walker
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Am I the only one who thinks Phantom Limb should be dealing irreducible lightning damage? <.<
 
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Michael Hunter
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Lightning probably makes more sense than energy, although dunno if it needs irreducible... Could be?
 
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Take Walker
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It just seems to fit with the aesthetic of what his attacks look like.
 
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