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Thread: Mechanic: Decoy

  1. #1
    Senior Member AnAdolt's Avatar
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    Mechanic: Decoy

    Mechanic in idea form
    One ally is used as a decoy while you or an ally is able to use the element of surprise to your advantage. This is the stereotypical rogue tactic, relying more on brains than brawn. Decoys can be used offensively, allowing someone else to land a surprise attack, or defensively, to aid in someone's escape.


    Mechanic in rule form

    Attack Decoy
    This is an ally ability that can target an enemy hero or ally. After pressing the "Ability" button, you select your target. You then choose your hero or another ally, provided that they can attack, and press the "Attack" button. Now combat takes place, your decoy will not attack(simply distract as a decoy) but the enemy will retaliate for half damage(rounded up). The decoy will do a slide transition to the left, leaving the screen and the enemy will do the same, taking its place on the left. Your surprise attacker will slide in leftward as well, attack the enemy for double its base(value originally on the card) attack, and then combat resolves(without the enemy retaliating your surprise attacker). All involved are now exhausted.

    Escape Decoy
    This ally ability works similarly to Attack Decoy but is defensive. It requires both the decoy and target not be exhausted(both have to be able to run). You press the Ability button but select your hero or ally instead. The target you selected is unattackable until the beginning of your next turn; so long as the decoy remains in play. When attacked next turn(opponent's), the decoy will also take half damage(rounded up) and does not retaliate. Escape Decoy cannot target Protectors(they can't protect and escape at the same time). This limitation is for semantic and balance purposes.

    Master Decoy
    Simply a keyword, as a title, that grants the Attack Decoy and Escape Decoy ability. Just like how Protector is a keyword title.


    Thank you for reading my proposed Decoy mechanic. As always, I welcome any comments, suggestions, or flames you have. Somewhat in that order ^^.

    Examples:
    Note, visit the Last Resort mechanics page for info on it.


    Quote Originally Posted by AnAdolt View Post
    Name: Infiltration
    Card Type: Rogue Ability
    Casting Cost: 2
    Effect: Deal 2 damage to target enemy. Reduce cost by 1 if Decoy was used this turn. Last Resort—reduce cost by 1.
    Flavour Text: "Ma-xi-mum se-cur-i-ty? What's that?"
    Quote Originally Posted by AnAdolt View Post
    Name: The Mastermind
    Card Type: Rogue Ally
    Casting Cost: 4
    Stats: 2/4
    Effect: Decoy Master. Last Resort—The Mastermind gets +1/+1 as long as you have no cards in hand.
    Flavour Text: He also goes by two other names: cloak and daggers.
    Quote Originally Posted by AnAdolt View Post
    Name: Stratagem
    Card Type: Rogue Ability
    Casting Cost: 1
    Effect: Target ally gains Escape Decoy until your next turn. Last Resort—gain Escape Decoy permanently instead.
    Flavour Text: Let shadow be your home. Until opportunity knocks on your door.
    Quote Originally Posted by AnAdolt View Post
    Name: Blackjacker
    Card Type: Rogue Ally
    Casting Cost: 1
    Effect: Attack Decoy.
    Stats: 1/2
    Flavour Text: "Hit me!"
    Last edited by AnAdolt; 05-01-2011 at 10:09 PM. Reason: add Last Resort link XD

  2. #2
    Senior Member ROAR's Avatar
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    Hmm... I do really like these dieas. Something completely new to the game.
    Guild: Marksmen

    "We are Hunters, and you are our prey.. Fear not the allies you can see. Fear only the arrow that will pierce through your hero.."

    Please visit my blog for more card ideas. Comments and suggestions welcome!

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