Advanced Environments

I was thinking, What if environments also had advanced rules? So I decided to Tryand make some. I havent gotten too far, but I would like the rules to be at least quasi unique, and not just a very similar rule for each environment. Heres What I have so far, in no particular order, and feel free to throw out suggestions:

Wagner Mars Base: At the start of the game, put self destruct sequecne in the play zone and shuffle the environment deck. Self-Destruct Sequence is indestructible, cards under Self-Destruct sequence are immune to non-environment card effects. If self destruct sequece were to be destroyed by a hero card, place the top card of the deck under this card instead

Tomb of Anubis: Increase the Damage of all Trial cards to Heros by 2. When anubis gets played destroy H Hero ongoing and equiptment card, and put them under the Anubis card. Cards under anubis are now treated as environment targets. Reduce damage to anubis by the number of cards under anubis

Ruins of Atlantis: Start the Game with one Kraken Card in play. At the end of the Environment turn each Kraken card (if they are in play) regains 3 HP and deals the non-environment target with the second lowest HP 5 melee damage

Insula Primals: Obsidian Fields are indestructable, Whenever a target leaves play, all environment targets get restored to full health. If river of lava is destroyed, search the deck for an Obsidian field, and put it into play, then shuffle the deck.

Mobile Defense Platform:Start the gam with Propulsion System in play, Damage Reduction Cannot Be applied to Propulsion System, Propulsion System cannot be removed from the field. If a villian would deal damage to it, you may redirect it to the Hero with the lowest HP

Freedom Tower: At the start of the game, reveal cards from the top of the environment deck until two room cards are revealed and put them into play. Search the deck for two entry points and put one on each room. If a room card is destroyed by a non-villian target, remove it from the game. At the start of the environment turn, if there are 5 or more room cards removed from the game, the tower collapses with the heros in it. Game Over

Time Catyclysm: Treat the entire game as if only one environment target is in play. Ignore any environment effects that destroy environment cards.

Rook City: Whenever an environment card is destroyed by an environment effect, play the top card of the Villian deck

Silver Gulch: Each cover card can only take 1 damage per turn. Reduce the damage villian targets take by 1 for each cover card in play

Pike Industrial Complex: At the start of the game, reveal cards from the top of the deck until 2 Vat cards are revealed. At the start of the environment turn, if there are no Vat cards, search the trash for a Vat card and put it into play. At the end of the environment turn, add X cards to the chemical pool where X= the number of Vat cards in play. If a Vat card is destroyed by a non environment card, add H-1 cards to the chemical pool. If the chemical pool is ever greater than 20, the factory fumes become too toxic. Game Over

 

For Suggestion, I will say two things, This is supposed to be a difficulty in between villians and advanced villians. So Hard, But not incredibly hard, like advanced villians. I will also update the main post as I come up with more rules.

 

To Do: Megalopolis, Realm of Discord, The Block, Final Wasteland, Omnitron-IV, Dok'Thorath Capital, Enclave of the Endlings

 

Environment challenges. I like it. Not quite sold on the self-destruct sequence being totally indestructible, but for the most part it’s an interesting idea! Anything to customize difficulty is okay in my books.

Don't like self destruct being indestructible cause when omni terraforms then self destruct stays and everything under it gets destroyed causing instant loss.

Okay, Ill change the dvanced rules for Wagner Mars Base

Wagner advanced would have to say Self-Destruct sequence and the card under it are indestructible to non-environment card effects.

Otherwise you can't stop it by all skipping your turns.

unless that is the point, in which case:

Self-Destruct Sequence is indestructible, cards under Self-Destruct sequence are indestructible to non-environment card effects.

-or-

Self-Destruct Sequence is indestructible, cards under Self-Destruct sequence are immune to non-environment card effects.

 

For Tomb of Anubis, I love buffing Anubis, like making him indestructible, immune to damage and have him deal irreducible damage.

 

I love messing with the way Environments work with Villains, I made a whole list of Special Villain Challenges that used environment alterations, if you want you can look at it for some ideas.  

By the way, is there any environtment with a lot of discarding for either getting rid of cards, or in general. I want one of the advanced rules to double the discard cost of environment cards

That would work, thank you phantaskippy

Very interesting ideas - thanks for sharing with everyone! :grin:

This is totally your project, so I think you should do whatever you want, but I personally think discard is an unfun thing that removes player choices. It doesn't just make the game harder - it actively makes it less fun. Really wouldn't recommend something like that, but that's just me.  :slightly_smiling_face:

I personally like more thematic things, like your Rook City suggestion of a Villain card played with the environment destroying an environment card. Or imagining cramped quarters that would have to be dealt with in something like the tomb of Anubis (or maybe Pike Industrial?), making it so heros cannot hit more than 3 targets with one effect.

I can see your point about discarding, so I can avoid doing that. Also, I do think making them more themed would work very well. So I'll think of a few with those. Like I said, I am very open to suggestions

Insula Primalis suggestions:

Hardened Earth-Obsidian Fields are indestructible. When River of Lava is destroyed, move 1 copy of the card Obsidian Field from the Environment trash into play.

Natural Selection-All environment targets have 5 extra HP when put into play, and their maximum HP is increased by 5.

Freedom Tower suggestions:

Crumbling Tower-When a room card would be destroyed, it is removed from the game instead.

Overtaken-At the start of the game, reveal cards from the top of the deck until 4 room cards are revealed and put them into play. Play a copy of "Entry Point" on each room.

I really like the idea for freedom tower, I will alter it a bit, but that seems like a great advanced rules to start with. I will also play around with your insula primal rules a bit when I can look through all of the cards

Insula Primalis:  Tall Grass - When a Velociraptor Pack is played, search the library for the other two Velociraptor Packs and put them into play.  When Velociraptor Pack is destroyed, shuffle it into the library.

Killswitch - If you make Obsidian Fields indestructible, how can they get into the trash in order to be brought out by destroying Rivers of Lava/the volcano? ;)

There are ways to discard the top card of the deck (like one of Setback's cards).

^^

In retrospect, that stipulation probably doesn't matter, unless I added "put all copies of Obsidian Field in the trash at the start of the game."

I managed to get around that

You could shorten that part in your second sentence to "All environment targets get restored to full health."

Now I need a few more environments. I keep getting hung up on Megalopolis

Hmm. Environment cards cannot be destroyed unless otherwise stated by environment cards, or by reducing Environment targets to 0 or fewer HP? Makes them harder to get rid of.

I think what we really need for Rook City is a NON-advanced mode.