October 14, 2024

October Balance Patch!

Howdy folks!

We've got some Ghastly Glow-Ups for you this month from Aztec Mythology to The Four Horsemen of the Apocalypse!

A big thank you for all your feedback that goes into these balance updates, keep it coming!

Buffs

Huitzilopochtli

Was:

:play: If you have played Xipe Totec this game, your Quetzalcoatl card in hand gains +40:power: until played.

Now:

:play: If played in the centre slot, your Quetzalcoatl card, wherever it is, gains +20:power: until played. Repeat if you have played Xipe Totec this game.

Tezcatlipoca

Was:

:play: If you have played Quetzalcoatl this game, your Xipe Totec card in hand gains +60:power: until played.

Now:

:play: If played in the centre slot, your Xipe Totec card, wherever it is, gains +30:power: until played. Repeat if you have played Quetzalcoatl this game.

Xipe Totec

Was:

:play: If you have played Tezcatlipoca this game, your Huitzilopochtli card in hand gains +80:power: until played.

Now:

:play: If played in the right slot, your Huitzilopochtli card, wherever it is, gains +40:power: until played. Repeat if you have played Tezcatlipoca this game.

Quetzalcoatl

Was:

:play: If you have played Huitzilopochtli this game, your Tezcatlipoca card in hand gains +100:power: until played.

Now:

:play: If played in the left slot, your Tezcatlipoca card, wherever it is, gains +50:power: until played. Repeat if you have played Huitzilopochtli this game.

Fire Element

Was:

:play: If your deck has 2 or more Classical Element cards, your Arts & Culture cards, wherever they are, gain +10:power: for 2 turns.

:return: Your Aries, Leo and Sagittarius cards, wherever they are, gain +22:power: this round.

Now:

:draw: Your Rites and Rituals cards, wherever they are, gain +10 Power until played.

:play: If your deck has 2 or more Classical Element cards, your Arts & Culture cards, wherever they are, gain +10:power: for 3 turns.

:return: Your Aries, Leo and Sagittarius cards, wherever they are, gain +22:power: this round.

Air Element

Was:

:play: If your deck has 2 or more Classical Element cards, your Space cards, wherever they are, gain +10:power: for 2 turns.

:return: Your Gemini, Libra and Aquarius cards, wherever they are, gain +22:power: this round.

Now:

:draw: Your Radical Rockets cards, wherever they are, gain +10 Power until played.

:play: If your deck has 2 or more Classical Element cards, your Space cards, wherever they are, gain +10:power: for 3 turns.

:return: Your Gemini, Libra and Aquarius cards, wherever they are, gain +22:power: this round.

Water Element

Was:

:play: If your deck has 2 or more Classical Element cards, your Oceans and Seas cards, wherever they are, gain +10:power: for 2 turns.

:return: Your Cancer, Scorpio and Pisces cards, wherever they are, gain +22:power: this round.

Now:

:draw: Your Deep Ocean cards, wherever they are, gain +10 Power until played.

:play: If your deck has 2 or more Classical Element cards, your Oceans and Seas cards, wherever they are, gain +10:power: for 3 turns.

:return: Your Cancer, Scorpio and Pisces cards, wherever they are, gain +22:power: this round.

Earth Element

Was:

:play: If your deck has 2 or more Classical Element cards, your Life on Land cards, wherever they are, gain +10:power: for 2 turns.

:return: Your Taurus, Virgo and Capricorn cards, wherever they are, gain +22:power: this round.

Now:

:draw: Your Plant Life cards, wherever they are, gain +10 Power until played.

:play: If your deck has 2 or more Classical Element cards, your Life on Land cards, wherever they are, gain +10:power: for 3 turns.

:return: Your Taurus, Virgo and Capricorn cards, wherever they are, gain +22:power: this round.

Conquest

Was:

:draw: Your The Four Horsemen cards, wherever they are, gain +10:power: and cost +1:energy: until played.

:play: If it's the first turn of a round, this card gains +40:power:.

:return: If you won the turn, your War card, wherever it is, gains +50:power: next turn.

Now:

:draw: Your The Four Horsemen cards, wherever they are, gain +15:power: and cost +1:energy: permanently.

:play: If it's the first turn of a round, this card gains +40:power:.

:return: If you won the turn, your War card, wherever it is, gains +50:power: for 2 turns.

War

Was:

:draw: Your Machines of War cards in hand gain +15:power: this round.

:play: If you are winning the round, gain +50:power/turn: this turn.

:return: If you won the turn, your Famine card, wherever it is, gains +50:power: next turn.

Now:

:draw: Your Machines of War cards in hand gain +15:power: permanently.

:play: If you are winning the round, gain +50:power/turn: this turn.

:return: If you won the turn, your Famine card, wherever it is, gains +50:power: for 2 turns.

Famine:

Was:

:draw: Both player's Curious Cuisine cards, wherever they are, lose -20:power: this round.

:play: Your opponent's cards in hand lose -15:power: this round.

:return: If you won the turn, your Death card, wherever it is, gains +50:power: next turn.

Now:

:draw: If both player’s decks do not contain any Curious Cuisine cards, your opponent’s cards, wherever they are, lose -13:power: this round.

:play: Your opponent's cards in hand lose -13:power: this round.

:return: If you won the turn, your Death card, wherever it is, gains +50:power: for 2 turns.

Death:

Was:

:draw: If you have played Conquest, War and Famine this game, this card gains +50:power: this turn.

:play: The card opposite this loses -50:power: this turn.

:return: Your The Four Horsemen cards, wherever they are, gain +25:power: until played.

Now:

:draw: If you have played Conquest, War and Famine this game, this card gains +50:power: permanently.

:play: The card opposite this loses -50:power: this turn.

:return: Your The Four Horsemen cards, wherever they are, gain +25:power: until played.

Nerfs

Bone Wars:

Was:
:play: For every Paleontology card you have played this game, this card gains +5:power: this turn.

Now:

:draw: For every Paleontology card your opponent has played this game, this card gains +3:power: until played.:play: For every Paleontology card you have played this game, to a maximum of 10, this card gains +8:power: this turn.

October 14, 2024

October Balance Patch!

Howdy folks!

We've got some Ghastly Glow-Ups for you this month from Aztec Mythology to The Four Horsemen of the Apocalypse!

A big thank you for all your feedback that goes into these balance updates, keep it coming!

Buffs

Huitzilopochtli

Was:

:play: If you have played Xipe Totec this game, your Quetzalcoatl card in hand gains +40:power: until played.

Now:

:play: If played in the centre slot, your Quetzalcoatl card, wherever it is, gains +20:power: until played. Repeat if you have played Xipe Totec this game.

Tezcatlipoca

Was:

:play: If you have played Quetzalcoatl this game, your Xipe Totec card in hand gains +60:power: until played.

Now:

:play: If played in the centre slot, your Xipe Totec card, wherever it is, gains +30:power: until played. Repeat if you have played Quetzalcoatl this game.

Xipe Totec

Was:

:play: If you have played Tezcatlipoca this game, your Huitzilopochtli card in hand gains +80:power: until played.

Now:

:play: If played in the right slot, your Huitzilopochtli card, wherever it is, gains +40:power: until played. Repeat if you have played Tezcatlipoca this game.

Quetzalcoatl

Was:

:play: If you have played Huitzilopochtli this game, your Tezcatlipoca card in hand gains +100:power: until played.

Now:

:play: If played in the left slot, your Tezcatlipoca card, wherever it is, gains +50:power: until played. Repeat if you have played Huitzilopochtli this game.

Fire Element

Was:

:play: If your deck has 2 or more Classical Element cards, your Arts & Culture cards, wherever they are, gain +10:power: for 2 turns.

:return: Your Aries, Leo and Sagittarius cards, wherever they are, gain +22:power: this round.

Now:

:draw: Your Rites and Rituals cards, wherever they are, gain +10 Power until played.

:play: If your deck has 2 or more Classical Element cards, your Arts & Culture cards, wherever they are, gain +10:power: for 3 turns.

:return: Your Aries, Leo and Sagittarius cards, wherever they are, gain +22:power: this round.

Air Element

Was:

:play: If your deck has 2 or more Classical Element cards, your Space cards, wherever they are, gain +10:power: for 2 turns.

:return: Your Gemini, Libra and Aquarius cards, wherever they are, gain +22:power: this round.

Now:

:draw: Your Radical Rockets cards, wherever they are, gain +10 Power until played.

:play: If your deck has 2 or more Classical Element cards, your Space cards, wherever they are, gain +10:power: for 3 turns.

:return: Your Gemini, Libra and Aquarius cards, wherever they are, gain +22:power: this round.

Water Element

Was:

:play: If your deck has 2 or more Classical Element cards, your Oceans and Seas cards, wherever they are, gain +10:power: for 2 turns.

:return: Your Cancer, Scorpio and Pisces cards, wherever they are, gain +22:power: this round.

Now:

:draw: Your Deep Ocean cards, wherever they are, gain +10 Power until played.

:play: If your deck has 2 or more Classical Element cards, your Oceans and Seas cards, wherever they are, gain +10:power: for 3 turns.

:return: Your Cancer, Scorpio and Pisces cards, wherever they are, gain +22:power: this round.

Earth Element

Was:

:play: If your deck has 2 or more Classical Element cards, your Life on Land cards, wherever they are, gain +10:power: for 2 turns.

:return: Your Taurus, Virgo and Capricorn cards, wherever they are, gain +22:power: this round.

Now:

:draw: Your Plant Life cards, wherever they are, gain +10 Power until played.

:play: If your deck has 2 or more Classical Element cards, your Life on Land cards, wherever they are, gain +10:power: for 3 turns.

:return: Your Taurus, Virgo and Capricorn cards, wherever they are, gain +22:power: this round.

Conquest

Was:

:draw: Your The Four Horsemen cards, wherever they are, gain +10:power: and cost +1:energy: until played.

:play: If it's the first turn of a round, this card gains +40:power:.

:return: If you won the turn, your War card, wherever it is, gains +50:power: next turn.

Now:

:draw: Your The Four Horsemen cards, wherever they are, gain +15:power: and cost +1:energy: permanently.

:play: If it's the first turn of a round, this card gains +40:power:.

:return: If you won the turn, your War card, wherever it is, gains +50:power: for 2 turns.

War

Was:

:draw: Your Machines of War cards in hand gain +15:power: this round.

:play: If you are winning the round, gain +50:power/turn: this turn.

:return: If you won the turn, your Famine card, wherever it is, gains +50:power: next turn.

Now:

:draw: Your Machines of War cards in hand gain +15:power: permanently.

:play: If you are winning the round, gain +50:power/turn: this turn.

:return: If you won the turn, your Famine card, wherever it is, gains +50:power: for 2 turns.

Famine:

Was:

:draw: Both player's Curious Cuisine cards, wherever they are, lose -20:power: this round.

:play: Your opponent's cards in hand lose -15:power: this round.

:return: If you won the turn, your Death card, wherever it is, gains +50:power: next turn.

Now:

:draw: If both player’s decks do not contain any Curious Cuisine cards, your opponent’s cards, wherever they are, lose -13:power: this round.

:play: Your opponent's cards in hand lose -13:power: this round.

:return: If you won the turn, your Death card, wherever it is, gains +50:power: for 2 turns.

Death:

Was:

:draw: If you have played Conquest, War and Famine this game, this card gains +50:power: this turn.

:play: The card opposite this loses -50:power: this turn.

:return: Your The Four Horsemen cards, wherever they are, gain +25:power: until played.

Now:

:draw: If you have played Conquest, War and Famine this game, this card gains +50:power: permanently.

:play: The card opposite this loses -50:power: this turn.

:return: Your The Four Horsemen cards, wherever they are, gain +25:power: until played.

Nerfs

Bone Wars:

Was:
:play: For every Paleontology card you have played this game, this card gains +5:power: this turn.

Now:

:draw: For every Paleontology card your opponent has played this game, this card gains +3:power: until played.:play: For every Paleontology card you have played this game, to a maximum of 10, this card gains +8:power: this turn.