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Reply: Mice and Mystics:: General:: Re: Starting abilities for demo games

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by varoan

First off, let me say that I think you should give a choice of 3 cards as opposed to 2. That way they feel a sense of choice if they get to level up and when choosing a starter (Tilda really has no choice but Major heal as a starter with 2 cards, and thats no fun). It lets players have a choice of what kind of play style they really want and doesn't force them to take a certain card when leveling up. With that being said, here are my choices for each mouse.

Filch: Energy rush, Dodge, Find. All serve a different play style and are fun. Knife strike is a very bad starter, and keen eye is beaten by find.

Nez: Battle Squeak, Thundersqueak, Protect. Again, all serve a different purpose, one for protection, one for multi attack, and one as a good spam ability.

Collin: Give Order, Backslash, Inspire. give order is pretty much an auto include, backslash I think will appeal to a lot of people, and inspire is a great panic button/ kill everything ability as opposed to simply giving another turn to someone.

Maginos: Mystic Bolt, Chain Lightning, Invisibility. Spam button, a kill lots of dudes ability, and a cool defensive card.

Lily: Aimed Shot, Accurate Shot, Keen Eye. Spam button, a important attack ability, and a searching ability for variety. I couldn't decide between Keen eye and Preemptive shot, so I went with the one that gave more variety in the end.

Tilda: Major Heal, Cure, Fortify. A healing ability, a team defense ability for those who want to be proactive or have a panic button, and Cure for If we start to see Poison.

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