Re: Chronos - Design Phase
Spoiler Alert!
A very early testing gave me these insight:
Without the Time Bandit power being accessable (because if he is the last figure on the battlefield and he is removed, the other side wins), and without the Temporal Marker being usable either (because it switches two "other" figures), one on one, Chronos is worth about 60 points.
He beat Alfred (who couldn't use his powers either) with only one wound.
This just feels absolutely pointless as I can only see him being somewhat useful in an Army Situation where he can assist his team by "switching" figures with the glyph, completely healing himself and coming back (multiplying his point value), or stealing glyphs (mainly some nice equipment glyphs and then disappearing). Even still, I can't see him ever being worth more than 90 points. This makes me feel like we should take this design and shape it a bit more into something that is a bit more draftable, so I have made a few changes due to his lack of benefiting you or your army in any real tangable or dependable way.
TEMPORAL MARKERS - Perhaps if he had some tactical flexibility with where he can place the glyphs, it may also help his value as well, especiall if he can place one a few spaces away, pick up an Equipment glyph, finish his move, and then land on the Time glyph to getaway.
TEMPORAL MARKERS - The power should specify that the glyph be placed power-side up.
TEMPORAL MARKERS - You can give him a bit more flexibility if you don't have to reveal an order on his card to place a Time Glyph, just leave it as "Before Moving", there isn't any danger of brokeness with bonding units like Professor X or Red Skull.
TEMPORAL MARKERS - The line that says he can't use the power on the Time Glyph is just ridiculous thematically (Master of Time... helloooo) and in terms of game play (he needs some advantage).... I cut that out also.
TIME BANDIT - The fact that you have to place Orders on this card to bring him back, and thereby taking a huge risk that you won't even be able to bring him back at all (due to figures occupying the Time Glyphs when you reveal an Order), means to me that it is too great of a risk to even attempt or draft for that matter. I think that if he can come back without having to commit to giving him an order, he gains a lot of value back.
TIME BANDIT - To avoid confusion I rearranged the wording with Time Bandit so that you first remove the glyph and place it on this card then place Chronos on the same space. That way there is no confussion whether or not he can use the Glyph powe at that point or when exactly he does use it.
STATS - With all the risks that come with this guy, a crappy constitution is a poor choice. I bumped his life and defense by 1, that will make him a bit more difficult at the end game when he is forced to face off with someone or else stay gone and cost his team the game. It will also help get his point value to 100 or slightly over.
TEMPORAL DISPLACEMENT GLYPH - I changed the glyph so that instead of having to choose two figures to move, you can simply displace any one figure within so many clear sight spaces (sort of the reverse of our Boomtube). That way Chronos will now actually have something very dependable in game play that can you know.... help him win. moving other figures around is a great benefit to help your team or benefit to yourself if you are all alone and need to put Hulk at the bottom of a hill. Where as before, the glyph was really situational.
Without all of these changes, especially the last one, he is little more than a very unreliable support unit or at best, a very weak end-gamer that may not even appear on time, once again proving his unreliable nature. These changes (I know there are a lot, but they are subtle ones mostly) basically mold him into a playable, draftable, dependable unit.
NAME = CHRONOS
SECRET IDENTITY = DAVID CLINTON
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = THIEF
PERSONALITY = LONER
SIZE/HEIGHT = MEDIUM 5
LIFE = 4 + 5
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 3
POINTS = 100
TEMPORAL MARKER
Start the game with 4 Temporal Displacement Glyphs on this card. Before moving, you may place 1 Temporal Displacement Glyph from this card power-side up on the space occupied by Chronos or on any empty space within 5 spaces of Chronos.
TIME BANDIT
Once per round after taking a turn with Chronos, you may immediately place him on this card and remove all Wound Markers from this card. Order Markers may still be placed and revealed on this card as normal. Whenever you or an opponent reveals an Order Marker, if Chronos is on this card and not destroyed, you may immediately remove 1 Temporal Displacement Glyph from the battlefield and place it on this card, then place Chronos on the space that the Temporal Displacement Glyph previously occupied.
FLYING SPECIAL POWER SYMBOL
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TEMPORAL DISPLACEMENT
When one of your figures stops here, you may choose 1 small or medium figures within 10 clear sight spaces of the figure on this glyph. Place the figure within 10 clear sight spaces of the figure occupying this Glyph. A figure moved by the Glyph of Temporal Displacement will not take any leaving engagement attacks.
C3G PLAY TEST FEEDBACK FORM
NAME OF THE TEST UNIT Chronos
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them.
PASS
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
PASS
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding.
PASS
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak.
PASS
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any.
PASS
- FUN TEST/ Consider whether or not the design was fun to play.
PASS
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
PASS
- DRAFTING TEST/ Consider whether or not this design is worth drafting.
PASS
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
PASS
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
PASS
- Heavy Hitter or Mid-Level Hero/ Does it pass? Right now I would say he is worth about 100 points, mayber 110, but I think that will likely go up when he can start to disappear later on and come back fully healed.
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- Squad / Does it pass? YES, at about 120
Map: Grundy's Grave
Units: - Chronos VS Cops x2
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- Army Test/ Does it pass? YES, AT 120
Map: Grundy's Grave
Units: - Chronos, Grundy, Grodd, and Vertigo VS Batman, Robin, Hawkman, and Hawkgirl (I used 4 randomly selected glyphs from all of our Glyph Pool that ended up being revealed as the Probability Manipulator, Cosmic Control Rod, and the Teleportation Belt. The 4th glyph was not revealed until after the game as the Experimental Medicine. )
Spoiler Alert!
- Chronos places a Time Glyph on the road, lands there, and then uses it to bring Count Vertigo up. (I now see where Chronos is going to be a nice movement help to his team)
- Hawkgirl moves up and snags the Cosmic Control rod and hits Vertigo with it for 1 wound.
- Grundy runs and snags the Teleportation Belt and then teleports back to his start zone, away from Hawkgirl.
- Hawkgirl finds herself not being able to fly due to Vertigo, so she runs and hits him with her Cosmic Control Rod and then without her swoop, she lands another wound on him with her normal attack, also knocking him back 1 space.
- Grodd runs up and knocks the Control Rod away from Hawkgirl and lands 4 wounds on her and knocks her back one space. Then he fails his Mind Control.
- Hawkman grabs the Probability glyph.
- Chronos places a Time Glyph, moves off of the one he has been sitting on, grabs the fallen Cosmic Control Rod, continues his move to land on the newly placed Time Glyph, summons Grodd adjacent to him, Grodd lands on the first Time Glyph, Grodd Summons Hawkman adjacent to himself and Chronos, Chronos' move is done so he uses the Control Rod to put a wound on Hawkman, then he attacks Hawkman for two wounds (ouch!), which knocks the probability glyph away, and then Chronos disappears with the control Rod. Thief!!!!! I loved this turn!
- Hawkgirl moves up and kills Vertigo.
- Order Marker is revealed on Grodd, and Chronos comes back on the same point in "time" and removes a Time Glyph from the board, Grodd ends his move on the Time Glyph he is standing on, and sends the pissed off Hawkman far far away. Grodd then attacks Hawkgirl, misses, but knocks her back 2 spaces, then mind controls her to fly away.
- Hawkgirl moves back towards Grodd, but can't reach him due to the previous knockback and her being forced to fly away.
- Grodd is in no mood to try and kill Hawkgirl just yet, as he realizes that Hawkman is starting to blister with rage. So Grodd uses the Time Glyph he is still on to send Hawkman back over to him, and this time against the bridge wall. Grodd hits Hawkman for one more wound, but fails to knock him back.
- Hawkman hits Grodd twice, and finally lands a wound on him and knocks him off that freaking Time Glyph.
- Chronos places a Time marker, lands on it, summons Grodd to land on the previous Time marker, Grodd sends Hawkgirl over to Chronos, then Chronos uses the Cosmic Control Rod to kill Hawkgirl. Then Chronos disappears in time.
- Hawkman puts 2 more wounds on Grodd, and knocks him back 2 spaces.
- The cowardly Grodd runs and grabs the Probability Manipulator, then tries to steal Hawkman's mind but fails.
- Hawkman flattens Grundy with a hawk strike and undying love, then Hawkman hits Grodd for one wound and knocks the probability manipulator from his hands.
- Grodd reveals and order, and Chronos comes back. Then Grodd takes height and kills Hawkman.
- Hawkman loses a turn.
- Grodd brings Grundy back on Swamp Water fully healed, and then Grodd runs and grabs the Probability Manipulator again. Then Grodd mind controls Chronos to place a Time Glyph, land on it, summon Robin, hit him with the Cosmic Rod for one wound, attack from height but fail, then disappear into the time stream.
- Batman swings up and Robin lands on the same Time Glyph and summons Batman to the only other Time Glyph.
- Chronos cannot come back onto the board with his own order marker!!!!!! Good times.
- Batman picks up the Teleportation Belt, engages Grodd, fails his attack, then Robin ends his move where he is on the Time glyph, summons Batman back onto the other Time Glyph, and they both sit and prevent Chronos' return.
- Grodd hits Batman for 2 wounds, which knocks the Teleportation Belt away, then fails his attempt to take Robin's mind.
- Batman reveals an order marker, and Chronos still cannot come back due to there not being any open Time glyph (portal). Batman kills Grodd and then Robin picks up the Probability Manipulator and attacks Grundy from height and with the help of the Probability Manipulator, puts 3 wounds on the super tough Grundy!!!!.
- Batman and Robin reveal an Order Marker, and Chronos comes back. Then Batman fails his attack on Grundy, but Robin finishes him off, again with the Probability Manipulator.
- Grundy loses a turn and can't come back.
- Batman swings back to the Time glyph and summons Chronos to height disadvantage. Then hits him for 1 wound and knocks the Cosmic Rod out of his hands. Robin can't quite make it back to height adavantage, but with the Probability Manipulator, he does hit Chronos for 1 wound from range.
- Grundy comes back with 2 wounds. Chronos takes a wound from leaving engagement with Batman, grabs the Cosmic Control Rod, and zaps Batman for one more wound.
- Batman summons Chronos over and attacks him but fails, then Robin attacks with the Probability Manipulator and also fails.
- Chronos creats a Time marker, lands on it by safely disengaging from Robin, places Batman at height disadvantage, puts a wound on Robin with the Cosmic Rod, and then attacks Batman from height and kills him.
- Robin lands on the Time glyph and forces Grundy to height disadvantage, then he hits grundy for 1 wound with the Probability Manipulator.
- Grundy hits Robin for 1 wound with the probability manipulator helping Robin get some much needed shields.
- Robin kills Chronos from height, and Robin and even Grundy gasps as the all powerful cosmic Control rod goes flying away.
- Grundy circles Robin and lands on a Time Glyph and forces Robin to height disadvantage, then he attacks but somehow Robin blocks it with his Probability Manipulator.
- Robin ditches his Probability Manipulator and swings away to grab the Cosmic Control Rod. After ending his movement, he uses the Rod for the first time (because all thos practice sessions of using the Bat-Rod after school with Bruce was mostly just fun practice ), and he rolls a 5!!!!! I will let you see if you can figure out what happened then, since both Robin and Grundy were only one away from death.
Someone died. and the last man standing was only 1 wound away from death. (read the last round for more info, and you may need to brush off your Rod. ) Great Game!!!
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- Army Test/ Does it pass? YES, AT 120
Map: Grundy's Grave
Units: - Chronos, Penguin, Two-Face, and Street Thugs x2 VS Black Canary, Green Arrow, Robin, and Alfred. (I played with 4 randomly selected glyphs from our glyph pool minus the 4 from the previous test. They were Smilex, Reinforcements, Cosmic Shielding, and the 4th one that was not revealed until after the game was Kryptonite.)
Spoiler Alert!
- Green Arrow moves up.
- Chronos creates a Time marker then flies away and reveals the Cosmic Shielding glyph, but then decides to disappear.
- Black Canary and Robin advance.
- Penguin takes an order from the Thugs and flies up on the Time glyph, summons Canary over, then finishes his flying move going over Canary. He attacks for 5 twice and she takes one wound.
- Canary then attacks 3 times with Fists of Fury putting 3 wounds on Penguin, then GA finishes him off. Then Robin lands on the Smilex glyph!!!! but with a roll of 15, it only removes all orders from his card, which were none.
- Two-Face moves up and doesn't attack. Then the a Thug lands on the Time Glyph and puts a Thug on street height above Canary, then two other Thugs move up. All four Thugs attack and the one on Street height lands 2 wounds on Canary.
- Alfred removes Canary from the fight and heals her for one wound.
- Two-Face goes towards the Cosmic Shielding glyph, then 3 thugs fail to even scratch Robin even though they had street height.
- Canary is healed two wounds from Alfred and then Canary and Robin both advance, but Robin attacks and fails.
- TW moves onto the Cosmic Shielding glyph. Robin gets gunned down and slaughtered by the Thugs on height, then BC takes a wound as well.
- BC moves up and screams at 4 Thugs killing 3 and the 4th surviving with the help of the Cosmic Shielding.
- Chronos comes back, TF stays where he is, a Thug grabs the REINFORCEMENTS GLYPH!!!!! Then they attack Canary but fail all of their attacks.
- Chronos places a Time Glyph near TF, then lands on it, then places Canary on the Smilex glyph, but fortunately for her she rolled a 2, which means nothing happened.
- Canary then engages some Thugs and scream and kills 3, then the only one left standing was shot down by Green Arrow with a natural 20!
- TF gets off the glyph and hits Canary for one wound, then the thugs hit her for one more.
- Canary engages Chronos and attacks 4 times with Fists of Fury but fails to kill him, then GA also fails to kill him.
- TF rolls for HYLHYD and misses Canary but decides to punish himself with a wound. The the Thugs finish Canary off.
- Canary loses a turn.
- Green Arrow takes Chronos out for good.
- Chronos loses a turn.
- Then GA picks off TF.
- The 4 remaining thugs move onto the Time Glyph, force GA onto height disadvantage, then only put one wound on him.
- GA circles the engaged Thug and kills him with a normal adjacent attack without the Skillshot power.
- The thugs take the Time Glyph again and put a Thug from afar on street height, and then they attack GA for one wound.
- The Thugs put GA on the Smilex glyph and he loses two order markers. Then they kill him with one attack from street height.
- GA loses a turn.
- The Thugs move towards Alfred, but only one attacks.... however he fails.
- GA loses a turn.
- Thugs put 2 wounds on Alfred.
- Alfred uses his SA on the two thugs huddled on height and manages to kill one.
- Alfred kills a thug.
- The las thug moves off of the Time glyph and towards Alfred hiding out in the trees.
- Alfred kills the last thug.
Alfred wins with 2 wounds. Great game, lots of fun, and balanced, though Chronos wasn't the MVP, he was a great assist giving the criminals lots of height advantages and quick kills with the Time Glyphs, where normally, this army would have steam rolled them.
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