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New Card: Shaman at Sea

PostPosted: Sun Sep 27, 2020 4:07 pm
by Sir Henry Morgan
Card: Shaman at Sea
Common
Turns: 3
Stackable 5x
When cast upon a ship, that ship can be loaded with a voodoo curse card.

A card is loaded using turns required to cast it.

Once card is loaded, it cannot be unloaded - it must be cast. Ships sold on market will be pre-selected, but targets can be changed (ports).

Cards are activated when:

1) ship enters combat (plunder only) with target being attacker or defender, as is selected, or
2) when fleet enters/docks at port target as selected.

Should be added to Gris Gris as option to obtain by chance.

Re: New Card: Shaman at Sea

PostPosted: Sun Sep 27, 2020 5:13 pm
by Haron
Which voodoo cards would be possible to load, and how would they function when being "activated"? What or who would they target?

Re: New Card: Shaman at Sea

PostPosted: Sun Sep 27, 2020 8:25 pm
by Sir Henry Morgan
A little thought and one can figure out which curses could be used, and which ones would not work....it is open to explore.

This is a variation on a theme from the ability to cast voodoo from ships in the Shaman at Sea thread.

Curses to consider:

Bless
Drums of War
Disfavor
Hostile Natives
Hostile Waters
Emergency Call
Royal Auxillary
Black List
Chains of Justice
Fugitives of Justice
Thriving Magpie
Assassin
Booty Master
Call Leviathan
Call the Kraken
Confuse
Pirate Tales
Sabotage
Swarm of Worms

...these would be curses that could be loaded into fleets. These would all work on offensive and defensive actions.

While port cards could be loaded, it may not be as beneficial or strategic.

Re: New Card: Shaman at Sea

PostPosted: Sun Sep 27, 2020 8:42 pm
by Meliva
Ooh, if you could load a hideout voodoo on a ship, that might help motivate folks to use bigger and fancier ships. A MoW with the hideout voodoo on would be a nasty suprise for anyone trying to steal it *cough* shadow*cough* :D

Re: New Card: Shaman at Sea

PostPosted: Mon Sep 28, 2020 2:48 pm
by Shadowood
Meliva wrote:Ooh, if you could load a hideout voodoo on a ship, that might help motivate folks to use bigger and fancier ships. A MoW with the hideout voodoo on would be a nasty suprise for anyone trying to steal it *cough* shadow*cough* :D


I don’t steal ships anymore! :D



Oh wait...

Re: New Card: Shaman at Sea

PostPosted: Mon Sep 28, 2020 2:51 pm
by Shadowood
I like this one.

Honestly the two cards that would be the most effective in my eyes are confuse or chains of justice.

This card would make an attacker use mindbar while attacking or risk having to clear a spell mid raid

Re: New Card: Shaman at Sea

PostPosted: Mon Sep 28, 2020 2:56 pm
by Meliva
Also, will this be limited to a certain amount, or could you load as many ships with voodoo as you want if you have the cards and ships? Could you load a fleet of 5 ships, with each ship having a voodoo? That seems like it could be a touch broken.

Re: New Card: Shaman at Sea

PostPosted: Mon Sep 28, 2020 2:57 pm
by Haron
Chains of Justice on this one would be overpowered. It would utterly ruin plunders.

Re: New Card: Shaman at Sea

PostPosted: Mon Sep 28, 2020 3:05 pm
by Haron
I fear this may end up being useful almost solely to defenders. And in my opinion, defending is already way too easy.

This allows defenders to use certain voodoo only when attacked, rather than keeping it all the time, "just in case", which makes using voodoo defensively way cheaper. And CoJ just kills plunder outright.

I believe the argument behind this idea originally was to get more and "better" sea battles. I fear we will get the opposite, since when all traders have stocked all their fleets with defensive voodoo, no one will attack them any more, effectively ending sea battles completely.

We need more incentives for people to attack, not more ways to prevent attacks from being profitable.