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 Post subject: Poison
PostPosted: Tue Jun 28, 2016 11:20 pm 
Greenknee Adventurer
Greenknee Adventurer

Joined: Sat Apr 27, 2013 11:31 am
Posts: 386
Over at BGG there has been a discussion about Poison and the fact that Poison is barely different from a normal Wound and that the chance of having a card that removes Poison at the exact right moment is too low.

Jey suggested a rules tweak which I have tried to refine.

My proposed rule for Resetting Adventurers would be:
You MAY choose to reset an Adventurer or remove a Lock token.

The rule for Poison would be "When you Reset an Adventurer replace a Poison counter with a Wound"

The changes and consequences vs the current rules would be:

1. If an Adventurer is not activated, it won't be reset and won't take Poison damage

2. You could choose to leave an Adventurer activated rather than take a Poison damage.

Consequence1: This means that Poison can't outright kill an Adventurer

Consequence 1a: You have an indefinite amount of time to draw a card that removes Poison counters greatly increasing the utility of those cards

Consequences Poison gets weaker but more interesting at the cost of an otherwise inconsequential (I think!) rules tweak


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