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Rotting Wood

Posted:
Fri Jun 10, 2016 8:02 pm
by ChaIbaud
Name: Rotting Wood
Turns: 6
Rarity: Uncommon/Rare (debatable)
Type: Enchantment
Target player cannot take any ships in or out of their private marina for 12 hours + x, where x is the amount of turns invested and cannot excess 12 (max of 1 day)
Re: Rotting Wood

Posted:
Fri Jun 10, 2016 8:38 pm
by DezNutz
I like the idea, but only needs 18 turns to prevent a player from removing ships from Marina for 24 hours. Seems light on turns to me.
Re: Rotting Wood

Posted:
Fri Jun 10, 2016 9:11 pm
by John jacob astor
i like the idea, but i would go for something that increases number of turns necessary to remove a ship from the marina rather than preventing someone from doing it. For example, make a card that increases number of turns needed to remove a ship by 8 with a max stack of 5.
Re: Rotting Wood

Posted:
Fri Jun 10, 2016 9:14 pm
by Crackedcubes
+1 more turn cost needed though.
Re: Rotting Wood

Posted:
Fri Jun 10, 2016 9:57 pm
by Grimrock Litless
The only thing I think the usage is to stop someone from taking out their war fleets tho.
So, not much use on that.
And that the people don't know when are you gonna take it out. So the person could just be blindly testing using up so much turns and come out getting nothing.
So, to me this will become one of those cheap voodoo on the market, or just voodoo that will not be used and become like buried treasure.
-1 from me.
Re: Rotting Wood

Posted:
Fri Jun 10, 2016 10:07 pm
by John jacob astor
well, they would sort of know when you are going to take the war fleets out. If i wanted to stage a large attack on you, i would first cast spy network. seeing that you had no war fleets, i would know they are in the marina. After that, i would cast this card to prevent you from removing the fleets and then attack away without worry of retaliation from strong war fleets awaiting orders in marina.
Re: Rotting Wood

Posted:
Fri Jun 10, 2016 10:30 pm
by ChaIbaud
The idea is to keep them from getting their strong ships, Guluere. It can also be to prevent them from hiding their high value ships in it, adding the risk of them being taken. If you plan an attack on someone, when you start to light them up and know they aren't on, you can save it until they are online or start attacking back to do this. It's blocking offense and defense for at least 12 hours.
I'll agree to up the turns: I didn't really know if it should be uncommon or rare and that usually decides what kind of turn cost it has, or at least the minimum.
Re: Rotting Wood

Posted:
Sat Jun 11, 2016 12:05 am
by Most Lee Harmless
The point of the Marina is that voodoo ( good or bad) does not affect it : this will be the thin end of the wedge leading to more and more voodoo impinging on the marina until ships there are no safer than anywhere else : which negates the high cost of building it and its very reason for being.
Re: Rotting Wood

Posted:
Sat Jun 11, 2016 2:28 am
by Sebena
-1 like danik said it destroys purpose of marina and all concept of hideout
Re: Rotting Wood

Posted:
Sat Jun 11, 2016 12:34 pm
by Captain Jack
It is too specialized - too small effect to do any good.