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Old September 25th, 2021, 04:32 PM
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Re: [Pod 0] Glyph of Toughness - Design

Based off of the discussion about new glyph types, here's how I'd recommend changing the Glyph of Toughness, assuming these rules for the black glyphs in our box:
INVERSE GLYPHS
Inverse Glyphs have an active-side displaying their name and symbol and an inactive-side with the Inverse Glyph symbol on their back. While an Inverse Glyph's active-side is up, figures standing on that space grant the powers for that glyph as outlined below. While that Inverse Glyph's inactive-side is up, there are no special benefits for that space. When your figure lands on an active-side Inverse Glyph, it must stop. Note: A double-spaced figure must stop when its leading side moves onto an active-side Inverse Glyph.

At the beginning of each round of the game after the first one, flip every Inverse Glyph on the battlefield so that the opposite side is now up (so all active Inverse Glyphs become inactive, and all inactive ones become active). Scenarios will tell you what side to place each Inverse Glyph on to begin the game, or you can start them on either side when designing your own battlefields.
Quote:
GLYPH OF TOUGHNESS
When any figure that you control is targeted for a normal attack while a figure that you control is on this space and this glyph is active, before attack dice are rolled, you may add one automatic shield to your result. The Glyph of Toughness can only be activated once per turn.
This has the potential to be frustrating like Gerda or Jalguard, but the good news is that it can only be active on either even or odd-numbered rounds with this approach. This adds a timing element where players can choose a more opportune time to attack while this glyph is useless.

Note that this also synergizes with Velkhor, who subtracts one shield from nearby opponents when two or more shields are rolled. Having something for him to counter in our box could be fun.
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