These are some of the last additions. The additions have slowed down and once we have all of the facts done for each card we will be absolutely done with additions for the most part. If anything needs to be added it will be crucial.
•Double points Help card, if someone kills you when you have it they get double points for that card and the double points help card is destroyed and put back in your special deck
•the only buildings that can't be built without the builder under them (when the Engineer reaches the enemy safe zone) is the Tower and the Catapult
•Will be making a Help card called Ammo. The only cards that can produce them are the Team Class cards (except for the Switcher) by reaching your Safe Zone. This card will act exactly like any other Help card. If the card on top is killed the card can take it. Any card can do this. This card can also give the Murderer more kill hits when a card from the Team Class lands on it with the card (the ammo card will then go under the Murderer). When put on the Imposter it allows it to reset its Ability- the Imposter then will have it's original ability and the card will go under it until it changes again (changing it can be done in one turn and you don't have to go to the enemies territory- this can only be done if want to change the ability you have already got- this can be done multiple times but once you have done it the ammo card is destroyed and you must get another one to do it again). When given to a Hitman the Hitman can go all the way to its Safe Zone to get another card to be able to kill. When given to the Sorcerer it will enable it to spawn two cards when in the Battle Grounds
•you can bring Help cards on a Carrier but I counts as a card
•Trapper and Captivator cannot use their abilities on cards with Help cards under them
•when attacks happen it will always kill the first card when cards are on top of each other except with the Anchor- it will kill every card except face down cards.
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