Wednesday, June 21, 2017

Woo Hoo! Summer Update!

I haven't posted here in a while but boy do I have stuff to talk about! I'm working on cards for the next step in the board game series on GZ and it's coming out awesome! So today I'm going to tell you about some of the new character cards that are going to be in this game. There's going to be more action than in a ring full of wrestlers on hyper steroids.

If you want to find out more about this and other GZ products, be sure to hit the links to the right!

This edition is going to become the new core edition of the game and it's setting is good ol New York City. It will be based on the characters from then main novel series for GZ that starts with Chaos Rising. That means the heroes of PAC will be there along with villains of all sorts. The power levels will be off the charts. Here are some examples.

Sandstorm: Good Character: 
Raw Power: If Sandstorm's first attack against you is a natural 17-20, he wins the combat.

So watch out if you play evil against this character. He may just blow you away before you can do anything. But check out what you get as a bonus if you are good and recruit him!

When another player attacks you, roll 1d20 with no modifiers. On a 17-20 move that player up to 6 spaces away in any direction and end their turn.

He also gives you protection from elements so no fire, wind, ice, lightning, or other elemental cards or spells can affect you while he's your ally.

Electrode: Good Character
Fast Combat: Every time you miss Electrode he gets +1 to attack for the rest of the combat.

And he starts out with a +8 attack value so you better be having a good dice day or he will catch up with you FAST. But, he gives allies a nice bonus as well.

If you roll a 6 for movement, you may move to any location on the board.

Having trouble catching up to another player? Even if that isn't perfect he still gives you +3 to your movement.

Blacktide: Good Character:
Disintegration Aura: When you hit Blacktide in combat, you take 1 damage.

Fighting this guy is a thorny concept. If you are playing a goal on taking damage, great, you have a way to win. If not, this is going to be worth 3 damage just to beat him. Be ready to heal. But as an ally, he gives you this:

Other players cannot challenge you to combat or stop adjacent to you.

They can still ranged attack you, but full on combat is out of the question. This is a very useful protection to have since a lot of nasty tricks involve adjacency. But what if you are the one who moves adjacent, right? No problem. Nothing happens. You can move adjacent to or challenge to combat if you want. Other players just can't return the favor.

Nyhtwulf: Good Character: (I'm still working on what makes him dangerous to fight, but check out his bonus:)

When a player moves away from being adjacent to you, you may immediately move adjacent to them after they move.

This depicts the character's ability of neuro tracking from the book. Once he's met you, there is no escaping him. But what if it's Blacktide versus Nyhtwulf? What if a player with Blacktide moved adjacent to a player with Nyhtwulf and on their next turn moved away? Could Nyhtwulf follow? The answer is NO. Because Blacktide's power prevents other players from stopping adjacent to that player.

I know some language may need to be sorted out, but this is the hash out phase if you know what I mean.