Re: The Book of Blink(Playtesting Phase)
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT ( Blink)
- 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.
I don’t know if it is thematic for the character but she Phase Javelined a Sentinel (huge) away from her when she could not have Blinked away with a Sentinel in tow.
- 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. Not sure where to put this, but using Phase Javelin with double based figures is a bit tricky. I assume you can count from either side of the base, however if you can choose which side to start from you can manipulate where they end by 1 space which may prove important on a lava map. If you roll a 1 & Blink is adj. to both sides of the base, do you just move 1 side of the base 1 space away or both bases 1 space away? It is also quite possible for your roll to result in a double based figure ending up on uneven ground, which is not allowed so does that cancel out the power or do you reroll for a new result?
- FUN TEST/ Consider whether or not the design was fun to play. Pass, with a note: Being that Phase Javelin is her only unique offensive talent, it is quite disappointing when you roll a number too big to be used or a number too low to have much, if any effect at all on the game. I rolled for Phase Javelin 3 times in the two games, a 13, a 2, & a 20. Only 1 of those 3 rolls was useful. Most often after a low number is rolled, the unit will be able to just move back into place on the next OM. Also many of the high numbers have the potential for no effect due to moving the figure off the edge of the board. That is a lot of potential for disappointment. I’d suggest adding the following to the end of the power:
If this rolls only result is that the figure is moved completely off the game board, place the figure on the hex of the game board furthest away from its current location.
Then while the low numbers may or may not be of much use, at least all high numbers are useful.
- 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, with a base att. of 4 and base def. of 5 she has better stats then Hawkeye for 5 less points, plus she can bond with Jubilee.
- 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
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Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 145
- Give a brief overview.
Storm rolled defense dice just twice and had no shields on 10 die, so she exited very early in the game. Strong Guy made up for her lack of presence by hulking out and smashing the Sentinels to bits. In the end the 1 att. Sentinels just could not stand up to the 2 att. per round provided via Prof. X. Blink did Phase Javelin away a Sentinel when surrounded, which had little impact due to Sentinel Networking & Mutant Alert, but I can see how vs. a different army it would be quite helpful for taking the pressure off when under heavy assault.
Map: Swamp Lab (no glyphs)
Units: Sentinel x5 (800) vs. Blink, Strong Guy, Prof. X, & Storm (800)
Spoiler Alert!
Round 1: Storm & Strong Guy move out. Sentinel moves out. Strong Guy takes HG, Blink moves up. Sentinel moves up & att. Strong Guy, Kinetic Redirect, Strong Guy moves, 1W to (blue) Sentinel, 3 Sentinels move up. Strong Guy moves to HG adj. to Sentinel & att., blocked. Storm moves up & att. Sentinel from HG, blocked. Sentinel moves up to even ground w/Strong Guy & att., miss, 3 Sentinels move up.
Round 2: Sentinel att. Storm, 4W!! 3 Sentinels move up. Storm moves down onto ground, uses Lightning SA on 3 Sentinels, 1W to (black) Sentinel. Strong Guy att., blocked. Sentinel att. Storm, dead, 3 Sentinels move up. Blink moves adj. to 2 Sentinels & att., miss. Strong Guy att. (blue) Sentinel, Destroyed!! Sentinel on structure moves up & att. Blink, blocked. Blink att., blocked, Strong Guy moves to help Blink.
Round 3: Blink att., blocked, Strong Guy moves & att. (black) Sentinel, 1W. Sentinel on HG att. Blink, blocked, Sentinel in SZ moves up. Blink att. (red) Sentinel, 1W, rolls a 13 for Phase Javelin, Sentinel moved. Strong Guy att. (black) Sentinel, 1W. Sentinel att. Blink from HG, 4 skulls rolled, Prof. X reveals X OM, ends turn. Strong Guy att. (black) Sentinel, destroyed. Blink moves back 5 spaces away from Sentinel on structure then att., blocked. Sentinel moves down & att. Blink, 1W, 2 Sentinels move up.
Round 4: Sentinel moves adj. to Prof. X & att., blocked, 2 Sentinels move up. Strong Guy moves adj. to Sentinel by Charles & att., blocked. Blink does the same, blocked. Sentinel att. Prof. X, blocked, 2 Sentinels move up. Blink att. (green) Sentinel, 2W, rolled a 2 for Phase Javelin, moved 2 spaces away from Blink, still adj. to Strong Guy but not Prof. X. Strong Guy moves around to back end of (green) Sentinel to keep it from reengaging Prof. X next turn & att., destroyed! Sentinel moves between battlements & att. Prof. X from HG, 4 skulls rolled, Prof. X reveals X OM, ends turn. Strong Guy moves up & att. (brown) Sentinel from lower ground, blocked. Blink moves up adj. to (red) Sentinel on even ground & att., blocked.
Round 5: Sentinel att. Blink, blocked. Blink att. (red) Sentinel, blocked. Strong Guy att. (brown) Sentinel, 1W. Sentinel att. Blink, dead! Strong Guy att. (brown) Sentinel, blocked. Sentinel att. Prof. X from HG, X OM reveals, turn ends. Strong Guy att. (brown) Sentinel, 2W!
Round 6: Sentinel att. Prof. X, X OM reveals, ends turn. Strong Guy att. (brown) Sentinel, destroyed! Sentinel moves adj. to Prof. X & att., 1W. Strong Guy moves & att., 2W! Sentinel att. Prof. X, 1W. Strong Guy att., miss.
Round 7: Strong Guy att., destroyed!
Who won and how many wounds did they have? Strong Guy w/full health & Prof. X w/2W win.
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Army Test
- Does it pass, Yes or No? Yes
- What should be the unit's point value? 145
- Give a brief overview.
Wanted to see how Blink did outside of a mutant army so I just put together a random army of units, but let Blink bring Jubilee along for the ride. The Blink & Jubilee combo was fairly successful but Rhino proved to be too much as he just trampled everyone.
Map: Swamp Lab (no glyphs)
Units: Blink, Jubilee, Swamp Thing, Hercules, Lizard (1000) vs. Abomination (C3G), Lex Corp Security x1, Scorpion, Rhino, & Vulture (1000)
Spoiler Alert!
Round 1: Vulture flies onto the structure. Hercules moves up. Abomination super leaps onto HG in middle of board near the enemy. Swamp Thing uses the Green to move out to the middle of the board. Abomination moves down adj. to Swamp Thing & att., blocked. Swamp Thing att., 1W.
Round 2: Abomination att., blocked. Swamp Thing att., blocked. Abomination att., 2W. Hercules places challenge marker on Abominations card, moves adj. then att., 5W!!! Abomination att. Hercules, 2W. Hercules att., dead.
Round 3: Swamp Thing uses the Green to move back to SZ & heal 1W. 1 Lex Corp figure moves up & att. Hercules from HG, 2W, Scorpion moves up & att. Hercules w/SA, blocked. Hercules places challenge marker on Scorpions card, uses Herculean Tackle to move adj. to Lex Corp & Lizard, att. Lizard, 2W. Lex Corp moves onto ladder & att. Hercules, blocked, Scorpion att., 2W. Hercules att. Scorpion, 1W. Lex Corp att., blocked, Scorpion att., dead!
Round 4: Lex Corp moves onto HG on structure, Scorpion moves to center of board. Blink moves up & att. Scorpion from HG, 1W, rolls a 20, no effect. Jubilee moves adj. to Blink. Lex Corp moves along structure edge & att. Blink, blocked, Scorpion moves into swamp water adj. to both Blink & Jubilee, att. Jubilee, 2W, Tail Whips Blink for 1W. Blink uses ‘Blink!’ to move her & Jubilee onto structure, Blink is adj. to Lex Corp, Jubilee is not, Jubilee att. Scorpion w/SA, dead. Lex Corp moves adj. to Blink & Jubilee, att. Jubilee, 1W, Rhino moves onto the road. Blink att. Lex Corp, blocked, Jubilee att., blocked.
Round 5: Lex Corp att. Jubilee, blocked, Rhino moves 8 spaces down the road, then charges 3 more spaces to be adj. to Swamp Thing in SZ & att. w/9 dice!, 1W. Blink att. Lex Corp, blocked, Jubilee att. w/SA, dead! Lex Corp in SZ moves out to HG in middle of board, Rhino att. Swamp Thing, blocked. Swamp Thing att. Rhino, blocked. Lex Corp moves up & att. Swamp Thing from HG, blocked, Rhino att., dead!! OM 3 on Swamp Thing.
Round 6: Lex Corp moves to see Lizard & att. from HG, 2W, Rhino charges Lizard from 2 spaces away & att., 3W! Lizard rolls for regeneration and heals 4W! Lex Corp att. Lizard, 2W, Rhino att., 1W. Blink moves down the ladder on to even ground & att. Lex Corp, blocked, Jubilee does the same but uses SA, dead! OM 3 on Lex Corp. Lizard att. Rhino, 1W.
Round 7: Rhino att. Lizard, dead. OM 1 on Lizard. Rhino moves up to even ground and backs away, then charges Blink & att., dead!! OM 2 on Blink. Rhino backs away then charges Jubilee, dead.
Who won and how many wounds did they have? Rhino w/1W & Vulture at full health win.
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