Purplegoo
Joined: Mar 23, 2006
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  Posted:
Sep 29, 2014 - 08:29 |
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Custard. Pie. The Wiki doesn't show the full card description. Surprise Gaze on the corner of a cage is pretty big.
Dirty Tricks are going to be... Interesting. |
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the_Sage
Joined: Jan 13, 2011
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  Posted:
Sep 29, 2014 - 08:30 |
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Yeah. Stunties need more random.
Also looking forward to miscellaneous mayhem, especially Eclipse. The idea of clawpomb nurgle warrior legends suddenly getting killed as (regen-less) goblins appeals to me a lot.
Custard pie is nice too, yes. I once had Morg throw a surprise pie before catching a handoff. Just the image of having big ole Morg pull this wrethed smeared pie from his jocks and smashing it in someone's face was priceless. |
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Garion
Joined: Aug 19, 2009
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  Posted:
Sep 29, 2014 - 08:32 |
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Chop block is a pretty big game changer too. |
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the_Sage
Joined: Jan 13, 2011
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  Posted:
Sep 29, 2014 - 08:36 |
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Greased shoes turn 8 on a natural OTTD gutter is nice too. (or on anyone who needs gfis this turn in order to score) |
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Garion
Joined: Aug 19, 2009
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  Posted:
Sep 29, 2014 - 08:38 |
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Pit trap is also very good. |
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Roland
Joined: May 12, 2004
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  Posted:
Sep 29, 2014 - 08:48 |
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Garion wrote: | Pit trap is also very good. |
all cards are |
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Rabe
Joined: Jun 06, 2009
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  Posted:
Sep 29, 2014 - 08:59 |
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They'll for sure make the game more complex, with far more possible opponent actions to keep in mind (as long as he has at least one Dirty Trick available). I think it encourages conservative play, but also makes stalling a lot riskier (even without Trampoline Trap).
And I'm on the "great fun" side as well!
(Even though for the Agility Monsters, it's a rather bad thing: They are giving away inducement money almost all of the time, need risky plays and don't easily recover from losing the ball...) |
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Wreckage
Joined: Aug 15, 2004
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  Posted:
Sep 29, 2014 - 09:34 |
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well, I'm counting 5 cards that are at least as useful as the wiz when it comes to derailing position (effictivly like a second blitz). With the remaining cards being easily worth their money... but we'll see.. I'll certainly invest heavy in those new items... |
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Grod
Joined: Sep 30, 2003
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  Posted:
Sep 29, 2014 - 09:41 |
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Keep in mind a lot off cards are played at start of opponents turn. They can mess up game plans a bit but opponent can recover during own turn. Still chop block ... just take out a cage cirner, get somone next to ball, pressure the cage then CHOP! Decent scatter makes tough to recover.
Edit : agh nevermind read full description. Chopping player cant move during turn |
_________________ I am so clever that sometimes I don't understand a single word of what I am saying.
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Purplegoo
Joined: Mar 23, 2006
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  Posted:
Sep 29, 2014 - 10:13 |
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Yes, Chop Block is OK, but the opponent gets a chance to recover (not so for Custard Pie).
There will certainly be days where my pick up games are + / - 40 TV. I think it's great that cards are coming in, but if the one game I get chance to play in a couple of weeks gets decided by a Dirty Trick, I might not see the fun side of it.
But I do think we're overstating things a touch. Yes: they are handy cards. But 5 cards at least as good as a Wizard? That's certainly not my experience. |
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Roland
Joined: May 12, 2004
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  Posted:
Sep 29, 2014 - 10:22 |
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I doubt that they will as broken as cpomb |
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hissa-lives
Joined: Aug 21, 2013
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  Posted:
Sep 29, 2014 - 11:23 |
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Not convinced that Pit Trap is all that great..
10 : PIT TRAP
Description: A devious groundskeeper has set up a pit trap for you.
Timing: Play after your turn has ended or your kick-off to an opponent is
resolved, but before your opponent’s turn begins.
Choose a player: that player is Placed Prone, no Armour roll is made.
If the player had the ball, bounce it as normal.
Seems to me all it does is forces the opponent to pick the ball up again and limits their movement a bit.
Although we're using these cards in a league for one off game and so far has been funny |
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JimmyFantastic
Joined: Feb 06, 2007
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  Posted:
Sep 29, 2014 - 11:34 |
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That sounds amazing... |
_________________ Pull down the veil - actively bad for the hobby! |
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easilyamused
Joined: Jun 06, 2008
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  Posted:
Sep 29, 2014 - 11:35 |
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hissa-lives wrote: | Not convinced that Pit Trap is all that great..
10 : PIT TRAP
Description: A devious groundskeeper has set up a pit trap for you.
Timing: Play after your turn has ended or your kick-off to an opponent is
resolved, but before your opponent’s turn begins.
Choose a player: that player is Placed Prone, no Armour roll is made.
If the player had the ball, bounce it as normal.
Seems to me all it does is forces the opponent to pick the ball up again and limits their movement a bit.
Although we're using these cards in a league for one off game and so far has been funny |
But in the correct circumstances for example a OTTD attempt it could be devastating. |
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Bazakastine
Joined: Mar 21, 2014
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  Posted:
Sep 29, 2014 - 11:39 |
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The thing about Pit Trap is while is only looks good in certain situations it looks really really good in those situations.
Can completely neutralize a oneturner when necessary.
Similarly it allows you to remove a scoring option at the end of a half. (eg. Elf team trying to pass for a late touchdown has two receivers in range. You blitz one and trap the other)
Sideline cages will fumble out of bounce 3/8ths of the time.
When you blitz the ball carrier but just push him you can still have the ball hit the ground and possible land in your tackle-zones. (especially good if you've really surrounded the cage)
Finally when you are playing Khemri in the rain. |
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