Saturday, 6 April 2013

MM Standard Game: New Fate Cards


New Fate Cards

New Fate Cards to replace the old weather cards and the drowned land. These are being changed based on playtest feedback. New Fate card images to follow.


Here is a PDF list of the current Fate cards, with cards for replacement shown.

The current Fate Card images are here.


1. Fate Card 001 (Purple) - Was Rain.
2. Fate Card 001 (Green) - Was Rain.
3. Fate Card 001 (Yellow) - Was Rain.
4. Fate Card 001 (Blue) - Was Rain.
Foiled! - The Norns take an interest for some obscure reason. You may prevent one opponent from the playing of one newly declared fate card for the duration of their turn. The target card remains in the players hand, this Foiled! card is discarded on use.

5. Fate Card 002 (Green) - Was Dreich.

6. Fate Card 002 (Red) - Was Dreich.
Snow Hag - STR2, Character. Can drain mana from one character, place token on victim and you score their mana value on your turn and not their owner on theirs. Ice player characters are immune.

7. Fate Card 003 (Red) - Was Snow.
Faerie sell-sword. STR 5, Character. She's strong, tough and skilfull. Once per combat can be bribed to swap sides at cost of 2 mana or stopped from doing so for 3 mana. After the battle, normal stack limits apply and, if exceeded, the sell-sword must be moved to your player reserve.

8.  Fate Card 004 (Yellow) - Was Thunderstorm.

Ancient pathways.  You may move any two units anywhere within the areas you currently control.

9.  Fate Card 005 (Purple) - Was Fog.
Sea Hag - STR3, Character. If she rebels, then she buggers off (loses two health) as she is difficult to control, can move two areas with stack if one of them is sea, immune to Maelstrom effects. Can drain mana from one character, place token on victim and you score their mana value on your turn and not their owner on theirs.

10.  Fate Card 006 (Yellow) - Was Haar.

11.  Fate Card 006 (Blue) - Was Haar.
Will-o-the-Wisp - draw one unit away from combat, unit loses one health, takes no part in combat, returns to stack after combat completed, but before any retreat.

12.  Fate Card 007 (Purple) - Was Sunny.

13.  Fate Card 007 (Green) Was Sunny.
14.  Fate Card 007 (Yellow) - Was Sunny.
15.  Fate Card 007 (Blue) - Was Sunny.
Rastler Tasler, as standard rules. First player to play one of these draws all others to them. Any player drawing a Rastler Tasler must pass it to the original deploying player who adds it to the set of cards they have.

16.  Fate Card 008 (Purple) 
Was Rainbow.
17.  Fate Card 008 (Green) - Was Rainbow.
18.  Fate Card 008 (Yellow) - Was Rainbow.
19.  Fate Card 008 (Red) - Was Rainbow.
Treachery - In combat, you may bribe one fate or army unit to join your side for the battle and beyond. This costs the unit strength in mana points. If you target an army unit, you must have one available in your reserve to substitute. After the battle, normal stack limits apply and, if exceeded, the treacherous unit must be moved to your reserve.

20.  Fate Card 022 (Black) 
Was Drowned Land.
Sea Troll - STR 6, Character. If it rebels, than it buggers off (loses two health) as it is difficult to control, can move two areas with stack if one of them is sea, immune to Maelstrom effects.

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