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   Forums-->Ideas and suggestions-->

New Two Towers Cards:



AuthorNew Two Towers Cards:
This is for all the avid 2 towers card game players out there. List some ideas for new cards, here's a few of my ideas: (1 per color)

1) Expansion: +1 to all Resources, Cost: 8 (blue card)

2) Vile Swarm: Does 1 point of damage +1 per enemy Stacks Cost: 4(green card)

3) Retreat and Fortify: Your Tower and Wall switch numbers, Cost: 14 (red card)
To your cards:

1) if you mean mines, barracks and monastery with "ressources" than yes. 1 of stacks, ore and mana would be waste of 8 mana.

2) to strong in endgame, when enemy got 100 stack or something like that. I would max it to 20 damage.

3) jeah looks nice. you can greaten your wall, while saveing mana, than swap and get the tower up to win.
Well, this was meant to be a forum based on everyone giving their own ideas for new cards not so much of a critique to old ones presented, but anyways.

As per the rules:
Players gain as many resources of each type per turn, as the corresponding source level is.
Mine - gives ore in quantity equal to its level each turn.
Monastery - gives mana in quantity equal to its level each turn.
Barracks - give troops in quantity equal to their level each turn.

Therrefore I make the following amends:
1) 1) Expansion: +1 to all Sources (Mine, Monastery, Barracks), Cost: 8 (blue card)
2) Vile Swarm: Does 1 point of damage +1 per enemy Barracks Cost: 4(green)
Your Tower and Wall switch numbers
This card is too powerful. It should cost much more.
4:
it's like shift: the more powerful card in the game, and it costs anly 17ore.
sometimes, for only 17 ore you deal 50+damages, and build a big defensive wall.
it's like if you played 4 warriors+4 bastions.
the cost should be something like 40 ore, 17 is really too cheap ;)

i don't like retreat and fortify: too powerful.
the best card in the game is already a red card, if you add this new one, ressources would be too much unbalanced (only ore would be important)
and if you have retreat and fortify + shift on your hand...don't waste your time to play, ask your oppent to resign ;)

for expension: too powerful. +1 to all sources should cost more than 8 mana. i would say 15 mana.
for vile swarm: in most games it would deal something like 5-6 damages for 4 stacks. redundant with other green cards like ogre, crusher...
if you want new cards, better to make something really new ;)

for exemple a new card: change hand (you can find a better name if you want).
cost: 8 ore.
effect: all your hand is discarded, and you receive random cards instead.
it would be very usefull in some situations, for exemple: you have 60+ wall, 3 cards in your hand to build a bigger wall, defective ore, cow rabbies...it's like if you had 0 cards in your hand.
4) would greatly imbalance the game if anything. If you by chance got that first thing in a game you could destroy both the wall and tower in one shot. I think that's why admin put a cap on the amount of damage the highest green card could do. The dragon card.

I don't see that expansion is too off set in price, maybe within 1-3 points. Consider the amount of +1 to any resource card there is now. Usually around 3 points. Heck you even get a green card +1 to all Baracks, +3 Stacks for a whopping 0 point cost.

'Change-hand' sounds good. I've known many times that that would have come in handy.

As for the 'best card in the game' thing, I think that depends on what the situation calls for. Switching walls is not good when both players have less than 10 points in it, whereas doing 20 points of damage in one shot, or even the lovely '-1 to enemy mine' has won many games in itself.
I've changed my mind. The card
Your Tower and Wall switch numbers
isn't too powerful, because most of the time your tower is higher than wall and it is no use to switch them.
BTW, a nice card.
7:
there is a map where you begin with 20 tower, 50 wall.
imagine if you have retreat and fortify on this map ;)
On that map you begin with 1 Monastery, little mana, 5 Barracks and many stacks. Switching at the beginning would give you a much shorter wall than your opponent, who could take that down as well as your tower. It's a very fair card, you keep the same essential number of "defense," just allocated in different places. The rare occasion where it would win a game is if someone has only gotten "wall" cards the entire game. In those cases such a card would be their only chance. In a way it evens things out.
1) too low cost, all of the +1 to resource with < 4 cost also affect your opponent, while this expansion only affect your resources. 15-20 mana is better
2) good card, but can be devastating in unlimited pack game when someone is lucky enough to get +2 barrack quite often :P
3) this card is great, all other color's role can be a winning factor (blue by making huge tower, green by demolishing enemy tower) and only red can't. this card can make someone whose enemy has high wall be cautious and make some damage to it
10.

+1 Monastery is only 3 cost.
an other problem with retreat and fortify: some players will sucide because of it.
lots of players just plays cards without reading them: they plays parity when their monastery is greater than mine, they plays subsoil waters when their wall is lower than mine...i can imagine they will use retreat and fortify when they don't have any wall ^_^
Well that would be their fault then right?
not sure if someone posted some about thise but yr 3rd one can do alot even wwin for u when u only have 1 hp in yr castle
1) too overpowered, as per above forum posts, 15-20 mana would sound better. Skunder, you're forgetting the fact that that card requires only 1 turn to cast, while playing cards that adds 1 to resource to each will take 3 turns.

2) What if players were playing for resource accumulation?

3)how about adding in an additional clause, such as "with your new tower or wall hit points halved, rounded up. This is to prevent the abuse of this card in games that start off with high wall hitpoints.

And to add on to this topic, how about a card that goes like this..
-> 9 blue, Philanthropy: +1 to all resources, you gain 2 turns

In addition, there could cards that require a combination of green/red/blue resources. In my opinion, this would make the game more dynamic, and also help to cr8 new a new genre of cards, as opposed to the current red = wall, green = damage, blue = tower life play set.
Scrap my initial philanthropy idea, sounds too overpowered to me :)

Here's the new one.

philanthropy: 15 blue, Give half of all your resources, rounded down to opponent. +1 to your mine, monastery and barracks.
3) Retreat and Fortify: Your Tower and Wall switch numbers, Cost: 14 (red card)

3)how about adding in an additional clause, such as "with your new tower or wall hit points halved, rounded up. This is to prevent the abuse of this card in games that start off with high wall hitpoints.


It's as if everyone ignored this reasoning. The below is referring to Blooming Glade, where you begin with 50 wall and 20 tower. This card would STILL not be over-powered on this map, and would be JUST as powerful as Shift; if not less! I can see this card only being used in cases where people are stuck with a low tower and have to switch to prevent getting killed by Pegasus.

On that map you begin with 1 Monastery, little mana, 5 Barracks and many stacks. Switching at the beginning would give you a much shorter wall than your opponent, who could take that down as well as your tower. It's a very fair card, you keep the same essential number of "defense," just allocated in different places. The rare occasion where it would win a game is if someone has only gotten "wall" cards the entire game. In those cases such a card would be their only chance. In a way it evens things out.
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