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.
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.