A new Ability for the Multi Strike Ability Type called Double Attack. Double Attack: When slaying an enemy unit for the first time this turn, attack an additional time. This would make it possible to attack two different units on different hexes in the same turn with a single unit. It is quite a strong ability and thus tied to the slaying requirement and not just attacking. The additional attack is not an additonal turn for the unit, so it not possible to move again. Both targets for the turn need to be adjacent to the Double Attacking unit before slaying the first unit. (to make it possible the "C" button on possible targets needs to reapear, similar to the dash ability)
The next Ability could either make a second category for the Master of Styles Ability Type or it could be added to the current version of Master of Styles just as a buff. Master of Styles: Marksmen do not suffer a 50% damage reduction when attacking in close combat and/or can attack target units in ranged combat while beeing occupied.
The 3rd Ability is opening a new Ability Type, and it would fit Naphas slow tank theme well i think. Juggernaut: When the requirement is met, units with this Ability Type are able to gain permanent or temporary extra defense value. Steadfast: If this unit did not move during your turn, add 3-5 defense (depending on what is balanced and what level this unit is) to this unit's defense value until it moves again. Steadfast can be really useful to fortify a position on the battlefield by just making a probably already kinda tanky unit really tanky. this can help to keep board control with slow units. Protective Deployment: When placed adjacent to an enemy unit, you gain 3 additional defense permanently. Protective Deployment is only useful once you fell behind and lost board control or when an enemy unit is close or in your starting zone. It allows you to sometimes drop a unit with above average stats, but it also comes with a downside. Once you draw a unit with this ability and there is not a situation on the board where you could get his effect off, you can decide if you want to deploy him anyways and "waste" the buff or if you keep him back in hand and wait for a situation to gain the buff. This could lead to a disadvantage, if hold back to long it would result in huge loss in tempo because of missing a unit every turn.
This next Ability i could imagine to work well on units with very low defense. 1-2 defense units (max. 3 i think) or buffed with an equipment could really get powerful. One Shield Defense: When attacked in close combat, ignore the units attack value and take 1 damage instead. It could be quite interesting to see, since it can counter the Asssassination Ability quite well. Night Prince ignores the defense value of the unit it attacks but still deals 7 dmg. The 7 dmg attack would trigger One Shield Defense.
The Fellowship Influence is one of the most interesting and maybe the most broken new Ability i came up with (at least i think so). Fellowship Influence: When added to the deck you have to choose one fellowship in the deck. The unit joins the fellowship and gains the benefits. This Ability happens only in the deckbuilder and does not have direct impact on the battlefield. But this can still be very interesting to see, because of all the possibilties to boost different stats and give the "Influencer" a direction.
Another defensive Ability. Combat Challenge: If an adjacent enemy unit is attacking, it can only attack me. I could see it beeing diffecult to implement, because it redirects attacks. I click "C" on a different unit then choose a hex to attack from and end up next to the Combat Challenge. This would cause my attack to be redirected to a different unit. Another limitation that would have to be made is, that a race would not be allowed to have more than one unit with this ability, because it could cause problems when both would have to trigger at the same time. BUT. appart from these downsides i think it could still be a very cool ability to have in the game.
Ok 7 is a bit special. For the last i made the first GoL Custom Card. I wanted to show this to give Timberwolf a better picture for what i imagined :) Negation: When attacking an enemy unit, the unit's Ability is disabled for the rest of the game. The unit is negated. Because i think that this ability is quite powerful on its own, the unit itself has below average stats for a Pioneer. The potential is quite big, since it can for example make Volgar vulnarble to Hermeticists attacks again. or it could remove the Paralyze, Lesser Reinforcement from any card for ever. Counter Strike is a bit tricky, but i would say the logical order is that the unit with Counter Strike would lose it before it gets to strike back. To display the Negation on the battlefield i thought about just removing the Ability symbol from the card. i think its easiest way to make it visual without beeing confusing.
Art for this Masterpiece is made by the one and only themeFinland! https://www.deviantart.com/themefinland/art/Mind-expansion-commission-898389335 I was looking for Art made by him for obvious reasons, and picked this piece, because the negation ability kinda fits the art. Narvass looks like a Mage and is nice, calm and concetrated enough to have such a powerful ability. (Name for the card is not tied to offical lore)
And because i know my Gimp skills are out of the world i will say again that this is not an official Card! So no official leak for an expansion. Thanks for reading. Feedback is appreciated, and maybe i will even win some money. 😎
Nice ideas!
Some of my thoughts on them:
Juggernaut could have the trait that the defense gain is reset when the card attacks in addition to when it moves, if necessary for balance/fun gameplay reasons. There could also be a variant where you gain attack.
One Shield Defense has the potential to be really overpowered. If implemented, some good balancing of those cards will be necessary.
For Fellowship Influence, I think it would be good if the opponent was told which Fellowship the card joined at the start of the game.
As PreLan said, some thought needs to go into the interaction between Negation and abilities like Willbreaker and Raider.
I might try to think of some new abilities too the coming days :).
Also the expansion of Master Of Styles is very cool and simple. Specially because it's just adding something to an existing ability type (at some point we have to care that it is not getting too much as a new player you can be quite overwhelmed already) and it fits the overall theme of this ability type, it's not complicated and in some situation it could be nice to have.
I like the Juggernaut ability the most. It could be tied to the battlefield. Something like if this card is located in the neutral zone it will gain 1 def per turn when it stays alive and then maybe capping it at 3 or 5. Or it needs to be in the middle row or further
Hi, I really like your new abilities ideas, they would be very interesting if they, at least some of them, will be implanted in the game.
I think the 3 and 4 should be the most game changing abilities. The former encourages passive play style, yet perhaps too passive that makes the game less dramatic than it should be. The latter, in my opinion, is just way too good. In the present meta, considering that defense regains after round, and that there are always limited hexagons around a unit, a card with One Shield Defense even having only 2 defense would be practically un-killable. I think only the hero could have this sort of ability, and even so, it should have only less than 3 defense or having other downside (like you can't regain defense).
Your seventh idea is really cool. I wonder how would it work if it's ability like Willbreaker from Dralnar Draubein or Weapon Collector that enhances your states under certain conditions? Will they lose their enhanced states when being negated?
And how can he negate Volgar's ability if he can't attack him in the first place (he's a hermeticist right?).
I think Timber has said before that we might see something like "curse" in the next expansion. Really looking forward to it !
First of all, wow! glad to see this sort of passion!! Also thanks for the ideas. In some shape and form quite a few of them have already been on our minds as well. But some ideas are new and very interesting. Lets see what we can do with it :) Specially Nr. 6 has been on our minds quite some time. We called it Duel and where thinking about such a thing.
Regarding the challenge, I have to disappoint you, none of the ideas mentioned includes our upcoming ability plans.
And I see you mentioned to create a quite good looking custom card without us providing the stuff haha. Maybe you want to share the template with the community?