These card designs were produced by Random Heroes for Task 2 of the Wulven Apprentice. After you have reviewed them and those of the other team, Nocturnal Advantage, please cast your vote as to which team you thought did the better job.
Shadow Warrior Hero and 10 Class Cards
To help you judge their cards, the team were given the opportunity to share design insights on the cards they produced. What they wrote has been pasted here verbatim:
New Mechanics:
Rapid Strike - A hero or ally with Rapid Strike brings twice the might to bear upon its foes. After attacking once on your turn, Rapid Strike allows the hero or ally to attack a second target as well!
Tokens - Two of our cards create tokens. A token is an ally created by a card effect that can attack and defend and be targeted just like any other ally, except that it is not a card. Tokens are not tethered to any cards once created, so if a token would be killed or returned to it's owner's hand, it simply ceases to exist. In the physical game, tokens can be represented using spare cards, dice, other objects, or an actual copy of the token, as will be displayed in-game:
Card Descriptions (Lore):
1: Hero - Cassius Bile
Clad in his demon-forged armour and hefting his enchanted broadsword in a single gauntleted hand, Cassius Bile strikes a fearsome silhouette. However for all his combat skills, his true talent lies in the motivation and leadership of his troops. It's not entirely known how he manages to coordinate his forces so effectively as he rarely speaks, but those mercenaries who have fought with him say all it takes to get his message across is the slightest of gestures. They were also quick to note that those under his command seemed capable of amazing feats of strength, and could shrug off wounds that would kill normal men. No doubt dark magic surrounds and fuels this warrior, bolstering his abilities and the abilities of those nearby.
2: Yari Dervish
The feared Yari Dervishes are monsters of men, criminals and deserters given one last chance to earn their freedom. They are given all manner of potions to increase speed, dexterity and strength then sent hurtling into the enemy. They either earn their freedom by surviving, or earn salvation in deaths embrace.
3: Hydra's Kiss
An ancient relic from a war long forgotten, the Hydra’s Kiss is a multi-headed flail that radiates eldritch energies. Unlike other flails, the chains can extend and retract at the will of their owner, allowing immense reach and the ability to strike multiple targets with a single blow. Those few who have seen the Kiss in action say that the flail has a mind of its own, and writhes constantly like a handful of snakes waiting for their next victim.
4: Ulrich The Rich
Mercenaries are a common sight in Balor, and there has always been plenty of work fighting for warring kings and zealous madmen. However with the arrival of the Shadow an entirely new opportunity has presented itself, and with it comes the reward of more than just coin, but raw power in the form of Shadow Crystals. As is always the case with a war of this magnitude a select few become more than just mercenaries. They turn into true allies, lending their own resources to further the war effort either as a result of moral obligation or simply the pursuit of more power.
5: Braxnorian Encampment
When the Braxnorians go to war, they muster any and all forces at their disposal. In doing so they form a tidal wave of steel and iron that they direct at their foes, crushing them under the weight of an impossible tide. Encampments such as this are far from the front lines, and they constantly receive and dispatch troops by the hundreds.
6: Yari Scout
An oft understated element of the Yari’s success in war is the effectiveness of their scouts. Unlike many other forces which merely have their scouts provide reconnaissance, the Yari specifically train their scouts to act as assassins. In addition to providing intelligence, they will move in and disrupt the chain of command by removing leaders and important figures in the opposing army. By the time the Yari move in to attack, their scouts have ensured the opposing side is in complete disarray.
7: Devout Guardian
Most high-ranking officers have a squire by their side at the battle to provide them support. They carry spare weaponry, act as runners to convey orders, and in some cases, the more battle hardened squires acting as impromptu bodyguards. With a truly war tested squire a leader can concentrate on the task at hand, knowing that he has a loyal soldier at his back.
8: Spoils of War
“Spoils of War.” A common enough phrase and one that is truly apt in the battle for Balor, with all manner of weird and wonderful weapons and armors being left behind in the battle’s aftermath. More enterprising Generals will have their men scour the battlefields to collect such powerful artifacts, and the most enterprising of them all will have men collecting the spoils of the enemy even while the battle rages.
9: Quick and Deadly
High up in the mountain ranges of Vozit rests an unnamed monastery. The monks who live there provide tutelage to all who can survive the perilous journey, sharing their wisdom of the self. This wisdom provides unparalleled awareness of the individual and their surrounds, and it is said that one’s senses and reflexes become heightened to unimaginable levels. For many it is an enlightening journey and most travelers become members of their order, but some see a more pragmatic use for their newfound gifts. Those few take their skills to war, allowing them to react with such speed that it borders on prescience.
10: Conscription
War is a costly endeavour, both in resources and manpower. One solution is conscription, forcefully enlisting all men that come of age. Some like the Yari have done this for generations, however others have only just resorted to it so that they can resist the encroaching Shadow.
11: Battle Madness
It is said that the lust for battle flows through the blood of all men, even the most pacifistic of us. There is little that can compare to the thrill of felling one larger and stronger than you, and for some it can prove too much. Those unfortunate few begin to see the world in red, and believe a day they have not spilt blood is a day wasted. Many of these are eventually killed by their friends and allies as they become impossible to control, but some more enterprising Generals will instead provide them with weapons and send them hurtling into the foe, destined to die doing the only thing that now gives them pleasure.
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