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Old September 25th, 2021, 04:45 PM
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Re: [Pod 0] Glyph of Healing - Testing

Based off of the discussion about new glyph types, we need some way to change the Glyph of Healing, 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.
Temporary Glyphs don't jive super nicely with the above rules. We could always make it to where they can only be triggered during the active rounds, after which they are removed, but I don't love it. I'm also not a fan of a permanent Kelda of any form.

An idea could be to remove 1 wound from the figure on the glyph only, leaving it on the space for two rounds from now. Removing 1 wound from every hero you control might be too much healing and tip the game into frustrating levels, even if it only occurs every other round.
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