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WeiryWriter posted a article in Brandon and Book NewsRecently the company Brotherwise Games, launched a Kickstarter for a new "hero-crafting" card game titled Call to Adventure. As part of the Kickstarter they announced their first expansion, themed around the book The Name of the Wind, by Patrick Rothfuss. Earlier today, in honor of the Kickstarter reaching $300,000 USD and GenCon 2018, Brandon announced that Brotherwise Games will also be releasing a Stormlight Archive themed expansion in Fall 2019. I won't go into too much depth about the game (they do a pretty good job of that over on their Kickstarter), the gist of it however is this: you start with a hero, defined by their origin, their motivation, and their destiny, and you choose different cards to help craft them into the greatest hero (or antihero) possible. The Stormlight expansion will add special destiny cards for the Orders of Knights Radiant. This is the first I've heard of the Kickstarter, but this game seems right up my alley so it is safe to say I will soon be a backer. It's unclear whether the Stormlight expansion will also be Kickstarted, of if it will go directly into production. All of the art they've shown for the base game is spectacular, and based on some previews the art for the Stormlight expansion will be no different. Check out "Secret Training" by Adam J. Marin and "Edgedancer" by Paul Canavan below.
I've recently gotten back into playing Yu-gi-oh after binge-watching Littlekuriboh's abridged series, and thought it would be fun to assign decks/archetypes to some of the various characters in the Stormlight Archive (I tried doing this with Game of Thrones, but freaked out after giving the White Walkers Ice Barrier decks). Except for trains. No character is worthy of having trains. Anyways, I'll start with a couple: Taravangian: After a bit of thinking, I've decided that Taravangian should play monarchs (with their new support, and the domain version). First, Taravangian is seeking to become the ruler of everything, suiting the name and playstyle (locking your opponents out of their extra deck) very well. In addition, the 2 boss monsters of the deck are Erebus and Aether, which suits Taravangian's intelligence swings really well if we subscribe to the popular "dumb Taravangian is more compassionate than smart Taravangian" theory. Also, Taravangian not using an extra deck (due to the domain lock) is important because it reflects how his small kingdom has less material resources than other kingdoms. Sadeas: This scumbag's playing nurse or chain burn, thank god he's been banished to the shadow realm But when he doesn't, he's probably using lawnmowing infernoids. This deck revolves around having 60 cards and using Lawnmowing Next Door to dumb the top of the deck into the graveyard, which compliments the infernoids very well and reflects how Sadeas was willing to sacrifice thousands of bridgemen as arrow fodder. Anyways, I'll stop at those two, I just wanted to have some laughs as we wait for Oathbringer to come out. Any other Yu-gi-oh fans out there?
Munchkin is a card game created by Steve Jackson Games. The original version pokes fun at role-playing games and the fantasy genre in general, but it has been followed up by many expansions and alternate versions. Now you can play munchkin in space, in the Wild West, or even in the worlds of Axe Cop and Adventure Time. But I want to play Munchkin in the Cosmere. Magic: I've been thinking about what it would take to create a Cosmere version of Munchkin. I decided that it might work to steal the mechanic for powers from Super Munchkin. In Super Munchkin, the powers you can use are limited by your rank. Your rank is equal to your level (unless it is increased by "origin" cards). So if you are at level three, and you have no origin cards, you could use a rank 3 power, or a rank 2 power and a rank 1 power, or three rank 1 powers, but you couldn't use 2 rank 2 powers. You get it. In Cosmere Munchkin, magical abilities could have a power rank at the bottom right of the card, and a shardworld at the bottom left. Shardworlds: Instead of "race" we could use "shardworld". This way, only a character from Sel would be able to use AonDor, Dakhor, and so on. Only a character from Scadrial would be able to use any of the allomantic or feruchemical abilities. Rosharans would get surges, and Nalthians would get breaths. But I feel like they should also each have their own ability, like races and classes do in other Munchkin games. Scadrial Sel Roshar Nalthis I can't think of any special abilities that would suit these. I'll keep thinking, but I could really use some help here. Scadrial Powers: I don't think that we should make "Mistborn" a power. Instead we could have individual powers for each metal. Since there would be so many, we shouldn't make these very strong. The "Scadrian" race card should be common more common than the others, but the other powers should be stronger. Also, not all of these have to give a combat bonus. Thug would definitely be a combat bonus, but coinshot could give flight, lurcher could give the thieving ability, and tineye could be "discard a card from your hand to look at another player's hand". Although... it would feel wrong not to get a combat bonus from coinshot. Maybe coinshot would be a bonus and a flight ability, and have it be one of the higher-ranked Scadrial abilities. I also think that we should have two scadrian abilities that are more highly ranked and more rare than any of the other scadrian abilities: Atium and Feruchemy. Atium: when you go to kick open the door, look at the top two door cards and choose the one you want to flip over. Place the other one back on the deck. Feruchemy: During combat, you may choose to store one point of your combat level. Keep a piece of paper to show how much you have stored. You may tap these charges in any combat. The maximum number of charges you can store is 8. Nalthis Powers: I think that a Breath card should be a power with a rank of 1, and a combat bonus of 1, but with a couple of extra uses. Lifeless: after defeating a monster, you may choose to forfeit the treasure bonus and instead sacrifice one of your breaths to make it your lifeless sidekick. It has the same combat level, but now works for you. It still operates under the same rules as any other sidekick. I do worry that this power might be a little bit over the top. If somebody creates a lifeless out of a monster that was a level 20, they're going to be pretty unstoppable. So maybe the number of breaths they have to sacrifice should be equal to the treasure they would have received from the monster. On the other hand, the other races will have much better bonuses from their powers than Nalthis. Maybe they should have this slight chance of being able to make a lifeless The Great Cthulu. I also want to incorporate Returned and Sentient Awakened Objects into this game, but I'm not sure how. If we make a rule like "you have to sacrifice a breath every turn" or "you have to sacrifice a breath each time you use it in combat", we would have to fill the deck with so many Breath cards, any other race would get tired of discarding them all the time. That problem still needs to be fixed, but I'll write down my ideas so that I can get your feedback. Returned: this could be an ability that Nalthians have written on their race cards. If you ever die due to bad stuff, you immediately come back as a Returned without losing any items. But there's a catch: at the beginning of each turn after that, before you open the door, someone must sacrifice one Breath card or you will die (for real this time). It could be a breath card you were already holding, or it could be one that another player had, and that you bribed them to play. Sentient Awakened Objects: Sacrifice three breaths to turn one of your items into a Sentient Awakened Item. It is now full of awesome power, just waiting to be released. Each combat in which you use the item to its full power, you must sacrifice one breath. The item's combat bonus is doubled. This may seem like an awful waste, but there are some items which would actually make this worth it, if you had the breaths. If you had the lazer-bobaser-bananafanafofaser-glazer-dazer from Star Munchkin, this would be worth it. Also, I haven't explained my idea for Hemalurgy yet. Just you wait. Muahahaha. Sel Powers: AonDor: gives a combat bonus, and gives a similar ability to Invisibility in Super Munchkin: When you are helping someone in combat, you may discard a card from your hand to leave that combat. The player you were helping may find someone else to help. Dakhor: gives a combat bonus, and gives this ability: When you are in combat, you may discard your whole hand (minimum three cards) to force a player to help you. Chayshan: Gives a combat bonus. Bloodsealing: I'm not sure. Maybe it has to do with the number of sidekicks you can hold. Or maybe undeads. Forging: When anyone is in combat, you may discard a monster from your hand to replace the bonus given by a player's level for that combat to the discarded monster's combat level. Roshar Powers: I haven't thought this one through yet. I'll have to dig into it later. Hemalurgy: I think that anyone should be allowed to use a hemalurgic spike, not just Scadrians. The hemalurgic spike object should be an item that you can play to steal someone's power. You keep the spike as an equipped item, and can now use that power. So it's like a cheat card, but better. Hemalurgic spikes should also be able to steal race cards. So for example, you can use a hemalurgic spike to steal someone's Breath, but you can't become a Returned unless you become a Nalthian first. But if you have another hemalurgic spike, you can use it to steal somebody's Nalthian card as well. This would be a cool way to have the benefits of multiple races without having to draw a Super Munchkin card (or in this version of the game, a Worldhopper card). There can also be a special rule for Sel that even if you steal a Sel power with a hemalurgic spike, you cannot use it unless you have a Selish card, or you have stolen somebody's Selish card with another hemalurgic spike. The "Hemalurgic Spike" item would have to be pretty rare, or it would make the game utter mayhem. Unless we want the game to be utter mayhem, of course... Hmm..... Monsters: Thinking up monsters should be fun. I definitely think that "mistwraith unicorn" should be one. The hard part is really going to be thinking up monsters with a mid-range combat level. Ugly lizard crab thing can be level 1, and Odium can be level 18, but what's going to be in between? Here I will list some ideas for monsters. Most of these aren't ridiculous enough though. I've organized them by which planet I got the idea from. Anyway, what do you think? I would love to get some feedback.
I want to play a game... I got this idea from another forum where I saw them playing play-by-mail versions of tabletop card games, so I thought I'd suggest it here. I'd like to run for you guys a play-by-mail game of The Resistance: Avalon. The game requires 5-10 players, plus me as game-master (ordinarily you don't need one, but because of the logisitics of playing this way it's required). The game works as follows: You are all Knights in Arthur's court. However, the court has been secretly infiltrated by Mordred's minions, so whilst the majority of players are loyal servants of Arthur, some of your are traitors (I'll randomly select for each of you). Typically, the Minions of Mordred know who each other are. One of the Good players is Merlin, who also knows the identity of the Minions. However, should the Good team win, if the Evil team can successfully identify Merlin, they can assassinate him and streal the victory! The game consists of five rounds. Each round, a select number of Knights must be chosen by the current Leader to go on a quest. When Leader selects a team, the group votes on if they approive of, or reject, the leader's selection. Should the majority approve, then the chosen team goes on the quest. Should at least half the group reject, then the Leader token passes to the next player, who selects a new team. Naturally, there will be much discussion, especially in later rounds, about who should go on each quest. If a Minion of Mordred goes on a quest, they have the option of sabotaging it covertly. Should a Minion sabotage a quest, then the quest is claimed for Evil. If no-one sabotages (either because Evil choose not to, or because there are no Evil players on the quest) the quest is claimed for Good. The first team to claim three quests wins. Depending on the number of players, I may introduce the extra characters for fun. They are as follows: Percival: Good. Knows the Identity of Merlin. Morgana: Evil. If Percival is present, He will know both Morgana AND Merlin, but will not know which is which. Mordred: Evil. Other Minions know he is evil, but Merlin does not. Oberron: Evil. Does not know the other Minions, and the other Minons do not know him. Finally, there is the Lady of the Lake. If we have 7 players or more, one player starts with the Lady token. Immediately after Quest 2 is resolved, this player may learn the Allegiance (Good of Evil) or any single other player. The Lady token then passes to that player, who uses the power immediately after Quest 3. However, anyone who has held the Lady token is protected from having the power used against them in later turns. The Lady's power will be used once more, immediately after Quest 4. The number of players will determine the number of Minions, as well as any other special rules in play. All voting and sabotage, as well as uses of the Lady will be handled by private message. The results of Voting will be publicised, but are done privately so that people won't know anyone else's vote until all are revealed together. You may of course reveal the result of your viewing of another - or you may lie about it to the others (only really useful if you're a minion, or if you have a really weird game plan). The revealing of Minions/Merlin will also be done via private message. So, any questions, and anyone interested?