Thursday, 1 February 2018

Game Design Concepts - Volumn 2 ‒ Buddys' War








Sasquatch       Teir 2 Rank 1
attack 4.3
health 9.3

Knight      Teir 2 Rank 2
attack 5.4
health 8.6
armor 1.2

Magic Absorber
deflects magic attacks
Attack 2.3
Health 4.7
Armor 0.4

Wizard
attack 0.7
Health 3.2
Armor -0.1

Plateman
attack 2.3
Health 5.7
Armor 2.0
prone to magic strikes 2X damage, 3X lightning damage, 4X thunderbolt damage

Salesman
attack 0.3
health 1.8
  increased gold while active on feild

Bowman
attack 1.3
health 2.5
armor -0.1

Archer
attack 1.6
health 1.9
long ranged

Ranger
attack 1.25
health 3.3
evasive 25% dodge melee attack including cleave also certain or some aoe strikes

Cleaver
attack 3.3
health 6.3
enrages upon striked by opponent also some personnal effects

Promoter
attack 1.5
health 3.2
boost main card, lowest floor health as long as on feild after channeling

Guard
attack 0.7
health 6.7
boost nearby feilder, or participants' defence by 25-50% vared depend of relation perhaps

Guardian
attack 1.2
health 9.7
boost all participants or nearly all friendli participants except etherel cards' armor by 35-50%

Looter
attack 0.5
health 3.2
reduce opponent gold gain, also occasion snatch some gold from opponent

Gruntles
attack 2.7
health 5.5

Ragers
attack 1.5
health 4.3
increased attack by 25% per consecutive hits

Reclaimer
attack 0.3
health 2.3
per turn activate to 5% chance return an recently injured card from graveyard, or release

Striker
attack 3.3
health 4.9
chance to evade physical strikes 15%, at occasion aoe strike nearby opponent


Tom, the Protective One
attack 2.2
health 3.4
increase the defence rating of current active participant by 0.8

Snoredoe
attack 1.2
health 4.8
enhence the active participant's health by 0.5 hp per turn

Alexander the Great
lower attack of another opponent by 0.2 per hit
attack 3.6
health 5.1

Communist Worker
attack 0.5
health 2.3
each beam or turn gives other communist units on feild by +0.2 of defence

Farmer
attack 0.7
health 1.8
provides gold per turn, 60% chance to activate, or 55% to 60%

Pet Rock
attack 0.2
Health 6.8
increases adjacent participants that would be friendli's defence by 0.2 constant or for as long as on feilid

Pet Pebble
attack 0.1
health 4.5
increase adjacent friendli participants' defence by 0.4

Rock
give miner 1.5 gold per turn, digger 1.9 gold, excavator 3.5 gold, 2.3 gold if considerable more than 10 damage dealth or 8 from battle to opponents participants
attack 1.6
health 7.7

Mayor
attack 1.5 (+1.5)
health 5.0 (+1.5)
-0.8 attack, -0.8 armor or defence for each citizen at play, or on feild

Goblin
attack 3.3
health 4.7 to 5.7 vareiti
causes flee upon attack, returns next next turn, become vulnerable 25%, health increase by 0.3 to 0.5 depend on size also fortitute of mental crayon or mentality

Dark Wizard
attack 2.2
health 2.0
must be rested at the most top of participants, causes two thirds damage to opponent participant, or opponent most, or main participant, also most central

Gemstone
attack 1.4
health 3.7
deflect some magic type of, most of attacks

Pirate
strong melee unit, or melee fighter
attack 2.9
health 5.3
boost health to 5.7 upon enraged by effects













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