Post playable 'cards' from any game and I'll rate/tier how good or fun they are

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Board 8 » Post playable 'cards' from any game and I'll rate/tier how good or fun they are
Kinda. You need to be using the character (you start the game with 4), draw the special out of your deck, and they need to still be alive. The thing with Overpower was you played out hands of 8 then drew 8 more so card disadvantage kinda mattered.

For instance

https://gamefaqs.gamespot.com/a/forum/b/b7313bfe.jpg

Jean Grey (and many others, hers was just the first one I could remember) has just a 9 without burning a second card for it.
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NFUN posted...
ciVI

thanks! shoulda known
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changmas posted...
Come One at a Time - This card seems quite good. If you can build your deck such that you can meet the requirement of having just one (powerful) defending character, you can effectively defeat any weaker character in your opponents' army (including characters with powerful support effects who may not have great stats themselves), and likely force a retreat. Could be wrong - the rulebook for this game appears to have been updated and most of the text on this card isn't even in the new rulebook anymore lol.

It's even better than that. Imagine the cards were like Yugioh but instead of defense existing attack powered both and you had a second dueling stat instead of defense.

You can also use the duel action repeatedly once per action (attackers and defenders alternate)

So basically if you had a good dueling character they could wipe out half the attackers and many of the attackers would probably have more power than them. The counterplay was if you had a way to remove the duelist you just take their province and it was only a defensive card but yeah it was super good. I miss that game lot of good flavor.
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Card City Nights
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Started: July 6, 2005
I had a Balatro run that relied on a Card Sharp and honestly I thought it was surprisingly bad. Not getting the bonus in the first turn starts to significantly eat away at your chip gain when the stakes get harder, and I simply wished I had a different Joker that provided similar multipliers that worked right out of the gate. (And then you get eaten alive by The Eye Boss Blind)
Okay, I rolled a 14. What's that mean? Hsu
That you're a cheater. This is a 12-sided die. Chan
IIRC my best run in Balatro was having a Card Sharp and just playing Pairs with the Half Joker and some other Mult Joker.
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Lopen posted...
Kinda. You need to be using the character (you start the game with 4), draw the special out of your deck, and they need to still be alive. The thing with Overpower was you played out hands of 8 then drew 8 more so card disadvantage kinda mattered.

For instance

https://gamefaqs.gamespot.com/a/forum/b/b7313bfe.jpg

Jean Grey (and many others, hers was just the first one I could remember) has just a 9 without burning a second card for it.

Oh man I forgot how bad the art was for some of these cards! I can't believe I got sucked into this for like two years. I'm worried the person who drew that Mind Scan card has never seen a female human body before and drew that based on what they overheard from a from a drunken bar conversation.
Moops?
"I thought you were making up diseases? That's spontaneous dental hydroplosion."
Yeah about 2 years is what I played. I didn't buy any of the Intellect cards just base set and power surge. They kept inventory of those for a long time though. I do think I slowly accumulated those sets until the game stopped printing outright.

Not that I had a ton in general cause I was like 10 and we were poor but you know. I think I had pretty good luck with Overpower. Had most of the base set Heroes at least.
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This is a cute and pop genocide of love!
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It's tempting to linger in this moment, while every possibility still exists. But unless collapsed by an observer, they will never be more than possibilities.
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Okay, I rolled a 14. What's that mean? Hsu
That you're a cheater. This is a 12-sided die. Chan
In honor of today:

https://gamefaqs.gamespot.com/a/forum/4/411199a0.jpg
E come vivo? Vivo!
changmas posted...
Councilor La'Shan - The rules of this game took me way too long to even somewhat comprehend. Evaluating this card kind of requires me to know about how long it will take me to get to 7 influence (so as to now whether this is more of an early, mid, or late-game card). And whether the 8/3/4/3 statline is particularly good. I am assuming that this is an early-mid game searcher with relatively good stats, particularly the 8 and the 4. If that's the case, this is a good support card for the Drakh archetype, especially so in the mirror (where you can draw a card for free without paying the influence cost). If I understand the rules correctly, sponsor = play from hand, so you can only activate that effect once? If it can be activated once every turn, this card is probably broken just for generating insane advantage. I'm not sure whether the last effect (avoiding being neutralized when leading a fleet) is particularly relevant - I'm assuming that's just the cherry on top of being a well-statted searcher.

Sorry, I should have supplied some info to spare you some trouble.

Babylon 5 is a pretty weird game. You start with 4 influence. Each influence counts as 1 power, but you can get power from other sources. You win when you have 20 power. But influence is your "mana."

You can very easily "build" influence to 10. If you devote your ambassador (or another inner circle char) to the turn, and spend 3 influence, you gain a whole new influence. But once you have 10, you can no longer do that.

Most early games consist of playing a cheap character, promoting them to your inner circle so you can take 2 actions per turn, and building to 10. Because B5 lets you pick 3 starting cards, some decks are designed to focus exclusively on these early turns and getting a turn or so ahead, while others pick long-term options for their deck's plan. But casually speaking, the plan looks like:

Turn 1 - Build to 5
Turn 2 - Play your dude
Turn 3 - Promote them
Turn 4 - Double build to 7
Turn 5 - Double build to 9
Turn 6 - Build to 10 and have 7 leftover.

There are some specific scenarios where your deck might choose to not do this, which I won't get into, but not very many. In my experience with the game, almost unilaterally, everyone's first objective was just straight "build to 10," and it's almost seen as a nuisance factor if not for the fact that some decks can speed up the process or forego the cheap character for potential upside, plus you'll be drawing cards at the same time.

Past turn 7, then you have to *do* things to gain influence. Usually this means winning a conflict, and winning a conflict usually means having dudes on board. The two things that makes the game interesting, or maybe just cumbersome, is that there are four different stats you could potentially fight with, and Babylon 5 is not designed to be a 1v1 game. You will typically be sitting at a table with three opponents, and if all three of them collectively decide that all they want to do is deny your efforts, they will typically succeed at that even if your deck is very streamlined and focused on that one thing it does. Of course, they aren't getting ahead either if they're just playing defense, so typically they're also doing things on that turn as well.

Oh yeah, did I mention that turns aren't "one player goes and takes their whole turn, then the other player goes?" Yeah, everyone plays at the same time, taking one ACTION, and it's only when everyone sequentially agrees that they're done that the turn ends and we start anew.

But even being at 10 influence and getting guys on the board is still kinda early game. When you (or at least somebody) manages to get to like 12, I'd call that midgame, and 15 is endgame because at that point someone might plop down a card that gets them 5 (non-influence) power. Also, while you get one card at the end of every turn, you also can buy an extra one with every 3 influence you have leftover at the end of a turn, so trying to initially spend 4 or 7 are common breakpoints.

Okay, that might be enough to get you up to speed. Now, as for the card itself.

The Drakh are a super annoying game mechanic where you replace your ambassador with the Drakh guy. He becomes your new leader. A typical ambassador has a stat line of about 5 diplomacy and a few other stat points, usually in leadership. To get a card of the same quality as your ambassador alone would usually cost 7-9 influence. So to get a dude who has an additional 3 dip, and 10 total other stats (including some in psi, which is super rare,) is absolutely bonkers. Playing him also gives you access to the other Drakh, who are also ridiculously overstatted and/or overpowered.

The downside is that you can no longer win a standard victory. Instead of merely winning the game, you have to win by TEN. But here's the thing: if someone else gets to 20 power, but you're sitting on 25... they don't win the game, either. Drakh are basically a guarantee that you can't readily win the game, because your cards are so strong the entire table turns against you, but they also mostly ensure that you will gain an early-to-mid game advantage such that nobody else can win, either, unless they're also aiming for another must-win-by-10 win con. So eventually, you usually just kinda win by attrition. People's decks cap out, unable to get past your total without doing things that you are completely able to deny them. There was one guy in my local group who would always play Drakh because he preferred long drawn-out games to ones where someone wins, but the thing is a four-way game of Babylon 5 already could have a runtime of 1-2 hours, so when he dropped his Drakh ambassador, we always knew we were in for an incredibly long slog that would culminate in our gameplans being overruled.
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I have deleted my post on #138 so as not to make you endure another obscure and/or complicated game you're almost certainly not familiar with.

(The card was Hail Mary from Lunch Money.)
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changmas posted...


Revolution: Did the entire animation budget for the game go into this one skill, or do all skills have elaborate animations like this? Reading the wiki, it says this can only be used when the leader is the last standing unit, but delivers Fatal Damage to opponents (which does not always guarantee a win, apparently). Frankly, this looks totally busted to me. Unless there's permadeath or some other type of mechanic to dissuade you from losing your allies (like another battle right after without healing), this looks to be pretty busted, and worth using in any situation where your leader is the last unit. Definitely a busted attack/card, just not sure how difficult or bad of a spot the activate condition puts you in.

This is kind of embarrassing... I meant to nominate Crusade, but I got Mind Change, Revolution, and Crusade mixed up due to having kind of similar effects.

Mind Change: can be used by anyone, temporarily convince 1-2 units to switch to your side until the end of that round of combat (so it's basically regaining 1 or 2 troops, while the enemy loses 1-2 troops)
Revolution: can only be used by Yggdra, Russel, and I think enemies that have swords, when down to just the leader it eliminates all the troops on the enemy side to bring it down to a 1 on 1 fight (so you would have a decent shot at turning it around and winning depending on the weapon triangle/terrain advantage, or you can at least reduce the amount of morale damage you would take if you lose)
Crusade: Can only be used by Yggdra, after her unit has been reduced down to just her. Instant win that combat. (barring a few exceptions).

I had gotten Revolution's effect mixed up with Mind Change and couldn't think of Crusade's name right away, so I looked up the animation for it on youtube to make sure I was nominating the right thing. Saw the animation for Revolution, and thought it was what I was thinking of since the animations of Revolution and Crusade are pretty similar due to Crusade being the post class change upgraded version.

As far as limitations. It doesn't work on a few enemies that have weapons with a "one on one = win" effect because it would trigger before you could activate the card. And it also wouldn't work if the enemy gets a critical hit in the opening skirmish (since critical hits instantly KO the leader, and the leader has to activate the card). Revolution also may not do as much morale damage when you win, because morale damage is calculated by how many troops survive (although Crusade has a unique additional bonus to make up for it).

and as far as troops go, there isn't permadeath on them. They're replenished after each round of combat, but there's a penalty for fighting multiple times on the same turn. The first combat on a turn you'd have say 6 troops including the leader and they would all have max hp, but the second turn it would be reduced to 5 troops and they would have reduced hp, and so on until it's down to just the leader. The penalty goes away after the end of the turn.

You can only use a card one turn per battlefield (unless the objective changes, in which case used cards refresh), although you can use cards multiple times as long as it's a character that can use the card. Though you'd have to worry about the troop penalty if you're trying to use a card multiple times. At the start of the turn the skill gauge would start partially full based on what card you're using, but after using it once you'd have to charge to fill the whole bar up again. You take more damage and do less damage while you're charging your skill gauge, so that can be an issue with the troop/stamina penalty.
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Board 8 » Post playable 'cards' from any game and I'll rate/tier how good or fun they are
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