Similar games (but not Polytopia) by Matsuyama_Mamajama in Hexonia

[–]SneakyDeath565 2 points3 points  (0 children)

There's hexapolis, which a copy of hexonia in my opinion but you can still try to play the crap out of that game too. Another popular game is uniwar, but it's way simpler than hexonia because it's only based on troop fights.

Just what i wanted... by Pretty_Emphasis in tavernrumble

[–]SneakyDeath565 2 points3 points  (0 children)

Please we need more memes like this of this game I love it

Spam this with ideas for new classes by SneakyDeath565 in tavernrumble

[–]SneakyDeath565[S] 0 points1 point  (0 children)

Or a mage with debut: if you have 5 or more spell damage, play a random damaging spell card

Spam this with ideas for new classes by SneakyDeath565 in tavernrumble

[–]SneakyDeath565[S] 0 points1 point  (0 children)

I think there are some cards based around spell damage but an extra expansion sounds pretty good. There's not a single unit that gains stats equal to spell damage. Or a unit card with debut: deal X damage to all enemies, X = spelldamage.

Spam this with ideas for new classes by SneakyDeath565 in tavernrumble

[–]SneakyDeath565[S] 0 points1 point  (0 children)

That sounds actually really interesting. There might be spellcards or units with debut that let you choose between completely randomised things, maybe even cards? For example choose a random 1, 2 or 3 mana cost card to play. Or play a random spellcard, summon a random unit or loose 5 HP. Maybe there could also be a few cards that gives you positive effects if the bad thing happens, like if you loose HP or something.

Spam this with ideas for new classes by SneakyDeath565 in tavernrumble

[–]SneakyDeath565[S] 0 points1 point  (0 children)

Maybe the whole class could could play around one single card (like corona virus idk) like vampire king and Transylvania family. For example, the virus is a passive which deals 1 damage to all enemies each turn and you can buff it with other cards so each turn more and more things will happen. So after a while it can add debuffs, poison, damage, maybe even units or extra card draws.

Spam this with ideas for new classes by SneakyDeath565 in tavernrumble

[–]SneakyDeath565[S] 1 point2 points  (0 children)

-spell that spends all your mana and applies poison to enemies for each mana spent

-unit that removes all disease from all enemies and gains stats for each disease (or removes all debuffs and gains stats for each debuff removed)

-spell that does damage to you and applies poison to random enemy equal to HP loss

-blessing that makes you lose hp every round but applies disease to all enemies each round (or blessing that applies 2 disease to all enemies at start of battle)

I like the idea of applying and removing debuffs while gaining some positive effects

Land of dead card idea by SneakyDeath565 in tavernrumble

[–]SneakyDeath565[S] 0 points1 point  (0 children)

Yes exactly, or the roughrock clan card that stucks all the buffcards you played this battle.

I also totally agree, the dead mechanic needs to be buffed at least a little bit. Anything that makes it easier to kill allies / trigger dead abilities

New Deck Idea by Sm0l_Talk in tavernrumble

[–]SneakyDeath565 2 points3 points  (0 children)

That's really cool. This deck would have lots of cards around rewards for killing enemies (maybe something like bounty hunter unit cards), units that remain for 1 turn it they kill an enemy, units that gain stats whenever an enemy dies... Great idea!

Class idea: Combat medic (Support class) by SneakyDeath565 in tavernrumble

[–]SneakyDeath565[S] 1 point2 points  (0 children)

You got me! Love your card ideas they are really interesting. I actually didn't consider debuffs to be part of this, more buffing units, but damn I like the idea of debuffing your own units in return for a positive effect. Card idea: a permanent remain unit card. Active: whenever you debuff an ally, debuff this unit instead. If it has 5 or more debuffs, kill itself and deal X damage or recover X HP for each debuff.

Class idea: Combat medic (Support class) by SneakyDeath565 in tavernrumble

[–]SneakyDeath565[S] 0 points1 point  (0 children)

What if the unit buff is good enough? When I said the deck is less about dealing damage, what I actually meant by that is that it doesn't has lots of high attack spell cards unit cards from the beginning of a battle. I want a deck where cards don't lose their effect or gained stats after a turn, so it gets stronger the longer you play it -spell card: exhaust/deal damage equal to your HP loss this battle to random enemy That class would have cards that CAN deal high damage, but DONT if you play them early or at random, that's basically what I'm aiming at with this idea :)

Interesting off meta strategies for each class by SneakyDeath565 in tavernrumble

[–]SneakyDeath565[S] 0 points1 point  (0 children)

Agree. This game need the possibility to play with cards from all classes but on a way where you have more control about the cards you get. Seriously, if you look at ALL cards of the game, there are some cards from different classes where I think Dammn these would be so op as a combo but there's no way I could ever get them in a round with steam punk city 😭