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[Concluded] Voodoo Cards revision

PostPosted: Thu Feb 04, 2016 3:21 pm
by Captain Jack
Ahoy everyone,

It has now been 8 months since the last voodoo cards revision. We feel that another one is due. At this revision, we once again will reduce the turns needed to use voodoo at many cases.

Here is the shortlist:

1)New card ability: Avenge
Card effect is multiplied by X against targets who have used more than 2 voodoo cards in the last 24 hours against the caster.
The check takes place upon card cast.

Avenge Ability will be added to the following existing cards:
-Blacklist: Avenge 2
-Expensive Tools: Avenge 5
-Human rights: Avenge 5
-Confuse: Avenge 2
-Taxation: Avenge 2


2)New Common Card: Band of Thieves
(Pending immediate implementation)

3)Antagonize will no longer be available through boosters, only through Presents

4)Buried Treasure
Increase gold earned from 2,500 gold coins to 25,000

5)Hidden Treasure
-Turn cost decrease to 1
-Increase gold earned on usage to 50,000 and 100,000 on upkeep

6)Turn cost reduction to 6 (from 8)
-Vengeance of the Witch Doctor
-Dutch,Spanish and English Indian company cards
-Emergency Call
-Royal Fleet auxiliary

7)Turn cost reduction to 5 (from 8)
-Assasin
-Chains of Justice
-Mindbar
-Sabotage
-Treasure Fleet
-Urban Legends

8)Turns cost reduction to 3 (from 5)
-Commandeer
-Fire Ship

9)Turns cost increased to 3 (From 2)
-Gris Gris
-Hideout
-Tidal Wave (from 8)

10)Public Relationships
No longer available (current cards will be maintained)

11)Call the Craken
Effect: 1% damage per extra turn, becomes 2% damage per extra turn

Undercover Ability will be added to the following existing cards:
-Insight

Typo fixes:
-Bribe: A random officer joins target player

Note about new curses:
-There were some decent ideas in suggestion forums. We are not really up to implement a bunch of voodoo. We would rather do so with powerful voodoo once Witch Hut is released. In this set, 1 common card is added, 1 uncommon card is paused from generation and 1 rare card is limited in generation.

If you have any remarks on the proposed changes, let us know. We will allow at least 1 week before implementing these.

Re: Voodoo Cards revision

PostPosted: Thu Feb 04, 2016 3:41 pm
by Gunder
Aw man, I guess my auction for Public Relationships' is grossly underpriced now...

Re: Voodoo Cards revision

PostPosted: Thu Feb 04, 2016 3:44 pm
by Captain Jack
They are not implemented yet... Although, it's good to plan ahead :P

Re: Voodoo Cards revision

PostPosted: Thu Feb 04, 2016 3:47 pm
by Gunder
Well, a little late for that ;) good changes tho'!

Re: Voodoo Cards revision

PostPosted: Thu Feb 04, 2016 3:49 pm
by Captain Jack
Gunder wrote:Well, a little late for that ;) good changes tho'!


Nothing too radical. They should be classified as slight changes.

Re: Voodoo Cards revision

PostPosted: Thu Feb 04, 2016 5:20 pm
by Roberts
I still feel Veangence uses too many turns, How about making it 3-5?

Re: Voodoo Cards revision

PostPosted: Sat Jun 11, 2016 6:06 am
by Grimrock Litless
I do like a new voodoo ability that prevents people from removing it with voodoo(Impervious).

Re: Voodoo Cards revision

PostPosted: Sat Jun 11, 2016 6:08 am
by Bmw
Guluere wrote:I do like a new voodoo ability that prevents people from removing it with voodoo(Impervious).

that would make voodoo to powerful

Re: Voodoo Cards revision

PostPosted: Sat Jun 11, 2016 6:32 am
by Grimrock Litless
Bmw wrote:
Guluere wrote:I do like a new voodoo ability that prevents people from removing it with voodoo(Impervious).

that would make voodoo to powerful


What you just said didn't made any sense at all, how do you know a voodoo will become powerful, when you don't even know how the voodoo would work?

You lousy'o'id**t.

"Hey, so I decided to completely disagree with you. So, em, here a reason that does not make sense"

Re: Voodoo Cards revision

PostPosted: Sat Jun 11, 2016 10:45 pm
by Haron
I will read this again, and think on it some more, but my first comment is that I think reducing the turns required for mindbar is a bad idea. In general, casting voodoo should cost enough turns to be felt, and powerful voodoo especially so. And mindbar is among the most powerful voodoo cards in the stack.

Also, I personally think Kraken is good the way it is. It encourages teamwork. Making it, and other voodoo, cost fewer turns, shifts the balance in favor of one powerful player vs several less powerful. The "strength in numbers" come from the limit on voodoo (and attacks) resulting from the cost in turns. Please don't make casting voodoo to cheap in terms of turns.