Fate → Power
As with previous revisions I am still trying to make the card system more tactical and intriguing. The criticism that it could be designed to be more engaging has still been guiding me in this update. While the improved fate system in 0.3 was indeed an improvement, it still remained cluttered even after streamlining and making standard card ranges (“levels” below). The ranges are not intuitive/smooth enough, not to mentions all the complicated tables and transforms that I had also created. Furthermore, having to pay with cards to attack slows down the tempo, while I want to make it faster.
That’s why I have replaced the improved fate system in 0.3 with a completely different one that is based on the idea of match 3- mechanics, where you now have to match suits or values and draw from a deck of your own (54 cards) that’s face down.
I call it “power grid” and that system is probably way more intutive. It also has no tables or conversions. It is made up of a grid of 3 x 3 cards, where the grid is expanding with one row of 3 cards with each new turn/hero, up to a total of 9 cards. Each hero also gets to use one or several identified matches within the grid, once per turn, to activate abilities. Numerical values of cards hardly matter
Fate is also removed as flavor word and replaced with “power” instead as it suits the superherotheme better.
Attacks
– To boost tempo attacks are made completley free from card costs, but still cost 1AP/ATK.
– Can’t be countered.
– Don’t kill but do incapacitate the enemy and reward you VP for doing that.
Cover system
Removed until we see what becomes of the tempo.
Tactical opportunity
Removed as wording and also removed the limits for it. Replaced with “Actions” instead, and also added new additional actions: Overwatch, Strafe, Save, Climb.