Board Thread:Fun and Games/@comment-28070587-20180104202843/@comment-25856498-20180109155957

GLeen1230 wrote: Also just like guess the card,I think we need some perks. Here’s my idea:

Immune: reflects 2 damage to a random troop which has more HP than the troops have (Use it as a counterattack)

Rage and Heal: Damage/Healing ability +1

Cooldown fast: halves the cooldown time for the person using it for 1 day

Mimic: Healing abilities to target will be stolen. Stolen Healing effects will be given to someone else which has 4 HP or below. Lasts 3 attacks/Heals

Rarity bonus: targeted rarity will gain a bonus.

1UP Mushroom: Instantly revive a card with 5HP. (10 for super version) (Can only use once for each troop) Could be of some interest, though some balance will be needed (for example, 1UP has to be rare or else this game would probably never end (unless that is supposed to be the case)). I propose some spells; players as a whole can only use these spells once per day:

Zap - 1 damage to target troop, as well as all orthagonally adjacent troops (i.e. the four troops that are directly above, below, left and right of the target on the health tracker). If used on a troop that is on the edge of the tracker, it will hit less than four other targets.

Lightning - 3 damage each to any three troops of the user's choice.

Clone - Adds 1 HP to target troop, as well as the four troops orthagonally adjacent to it (because you gave them a clone which will tank the next hit)

Shield - Prevents a target troop from dying for the duration of the day; it will remain at 1 HP if hurt to the point where it would be otherwise killed

Heal Blocker - Prevents a target troop from being healed for the duration of the day. Only affects one troop per use.

Hunter's Shotgun - 1 damage to ten random troops. If unlucky enough, the same troop can be hit by more than one pellet, i.e. get damaged more than once.

Perhaps we'll only implement what's best, if we end up doing so at all