Wednesday, 13 March 2013

MM: Standard Game - New Fate Card Ideas

Building on the proposed changes from feedback responses, here are some suggested Fate Card revisions for the Weather Cards, plus 'The Drowned Land' Card.

What ideas do you have? Please let me know - I've started below.

Here is a PDF list of the current Fate cards.

The Fate Card images are here.

The weather cards were originally hand fillers of limited use. They could be used for their colour to activate an area or allowed the playing of a rainbow card on a discarded rain card for a mana point boost.

The Drowned Land doesn't really work - it is unlikely that anyone would want to build a city in the Maelstrom.

This gives the opportunity for the creation of new cards to replace the following;

3 x Sea (Pale Blue)


  • Sea Hag - same stats / effects as a witch, if rebels, than buggers off (lose two health) as difficult to control, can move two areas with stack if one of them is sea, immune to Maelstrom effects.
  • ?
  • ?

3 x Highlands (Red)

  • Sell-sword. STR 5, once per combat can be bribed to swap sides at cost of 2 mana or stopped from doing so for 3 mana .
  • ?
  • ?

5 x Lowlands (Yellow)

  • Treachery?
  • Confusion?
  • ?
  • ?
  • ?

4 x Moorlands (Green)

  • Double-cross?
  • Buried treasure hoard?
  • ?
  • ?

4 x Bogs (Purple)

  • Will-o-the-Wisp - draw one unit away from combat
  • ?
  • ?
  • ?

1 x Maelstrom/Islands (Black)

  • Sea Troll - STR 6, if rebels, than buggers off (lose two health) as difficult to control, can move two areas with stack if one of them is sea, immune to Maelstrom effects.


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