Wild countdown tiles
Nonce Equitaur 2
Posts: 2,269 Chairperson of the Boards
Currently, countdown tiles are linked to a character. If the character is stunned or drops, the countdown tile goes away.
I think there should be a split --
1. Controlled countdown tiles. As the current ones.
2. Wild countdown tiles. No longer character linked. They will go off on their own.
Things like bombs and traps should be wild. In addition, they should count as "basic" tiles, which would allow a lot more characters to handle them.
A square could be put around the timer number to indicate a wild tile.
I think there should be a split --
1. Controlled countdown tiles. As the current ones.
2. Wild countdown tiles. No longer character linked. They will go off on their own.
Things like bombs and traps should be wild. In addition, they should count as "basic" tiles, which would allow a lot more characters to handle them.
A square could be put around the timer number to indicate a wild tile.
0
Comments
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This is an interesting idea. I'd suggest that "wild" countdown tiles also would be immune to their creator being stunned.
But is it too confusing to players to have two kinds?0 -
Another interesting idea could be conditional tiles. Something like a countdown, but triggered by an event rather than a timer.
Random example: Flame Aura:
Dark Phoenix generates 4 Flame Tiles. The next time she takes damage, the flame tiles turn into 1-turn Countdown Tiles causing 150 points of damage to the enemy team.
(I chose to make these transform into CD tiles because if the tiles disappeared on the enemy's turn instead of the caster's, they could generate cascades for the wrong team.)
(Fun trick with this idea: Trigger the Flames, but then steal the countdown tiles.)0 -
How about as part of an environment, there were trap tiles in place at the start. Neither team can see them. If either team matches them, they go off. It might be interesting.0
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