View Single Post
  #69  
Old September 25th, 2021, 04:49 PM
Astroking112's Avatar
Astroking112 Astroking112 is offline
 
Join Date: March 15, 2011
Location: USA - VA - Arlington
Posts: 3,302
Images: 41
Blog Entries: 59
Astroking112 is a penguin with a machine gun Astroking112 is a penguin with a machine gun Astroking112 is a penguin with a machine gun Astroking112 is a penguin with a machine gun Astroking112 is a penguin with a machine gun Astroking112 is a penguin with a machine gun Astroking112 is a penguin with a machine gun Astroking112 is a penguin with a machine gun Astroking112 is a penguin with a machine gun Astroking112 is a penguin with a machine gun Astroking112 is a penguin with a machine gun Astroking112 is a penguin with a machine gun
Re: [Pod 0] Glyph of Recall - Testing

Based off of the discussion about new glyph types, we need some to change the Glyph of Recall, 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.
Reviving squad figures is dangerous territory for any sort of permanent glyph, and temporary glyphs would be weird if they disappeared after being activated (I'm not sure that the inconvenience of not being able to activate them on certain turns is worth the added upkeep). Note that even though we all agreed that this glyph is most dangerous with figures like the Vulcanmech Incendiborgs, we all don't really seem to want to test it ourselves.

This would also get completely out of hand with Zombies, Marro Dividers, or other self-regenerating squads if it isn't limited to a oncer-per-game effect, in my eyes. We could look at redesigning to focus the glyph on some form of teleportation, more akin to Erland, perhaps?
Reply With Quote