Lore card ideas

By the hoog, in Battlelore

Hi all,

This thread is intended to be a depository for new lore card ideas and discussion about them. Don't know if any of these will ever get used, but it's fun to dream!

Here are some ideas I found on previous threads. Parenthesis indicate which lore master the card was intended for, and who came up with the idea:

Mirror, Mirror: For the cost of ? Lore allows you to use a Flank Section card on the opposite Flank <or> for the cost of more Lore play against your opponent, when he declares his command, to force his Flank Section Card to apply to the other flank. (Wizard; El Mikel)

Plan B. for 8 Lore, " Plan B"" disscards all cards from your hand that you do not want, and draw a new cards one for each discarded card. each card may only be discarded and drwan once. (Rogue; Maimed)

Make that 5 Lore Rogue card (or, better, 2 or 3 and level dependent - 1 card per level) (Rogue; toddrew)


And here's one of my own--the Rogue needs some high-powered cards!

Seeds of Dissent (or Propaganda ): Choose any of your opponent's units (perhaps no creatures?) to attack another enemy unit, which can battle back as usual. All terrain, etc. restrictions apply. Cost: 9 Lore. (Rogue)

Variant: make it level-dependent (a level 3 rogue gets to choose two units).

Looking forward to seeing other folks' ideas...

I've created some extra cards (each loremaster has 20 cards available - some are repeats from the base set though). The goal for my homebrew cards has been to make the cards more level dependant.

Warrior:

Refocus (4): reroll 1 dice / lvl

Shield Wall (9): adjacent melee units may ignore 1 hit / lvl

hero (6) : 1 unit may move 1 hex extra pr lvl - 1 hex and +2 dice

Charisma (6): roll 1 dice/ lvl +1 order extra units according to roll

Whirlwind strike (8): 1 unit /lvl may attack an additional unit.

Rogue:

Blink (4): Switch 2 of your units before opponent attacks

Ranged strike (2): target melee unit can attack 1 hex / lvl +1 away in ranged combat.

Rewind (4): reroll 1 die / lvl on opp. attack

Hypnotize (6): Order a unit owned by opp- lvl 1 green, lvl 2 blue, lvl 3 red.

Deflect (?): control lore card played by opp ? = card + 4

Wizard:

Fire Blast (?): target 1 adjecant hex lvl, roll lore spent -3 dice, lore or banner color score hits.

Mass slow (8): as slow - all enemy units

Hand of force (3): roll 1 die /lvl +1 move 1 unit 1 hex pr lore/color rolled

Cleric:

Cure (6): 2 dice/lvl lore or banner restores dead figures - doesn't target

Regenerate (8): lore rolled during combat restrores dead figures

Swamp Surge (7): FF/HR/RR for swamps

the hoog said:

Hi all,

This thread is intended to be a depository for new lore card ideas and discussion about them. Don't know if any of these will ever get used, but it's fun to dream!

Here are some ideas I found on previous threads. Parenthesis indicate which lore master the card was intended for, and who came up with the idea:

Mirror, Mirror: For the cost of ? Lore allows you to use a Flank Section card on the opposite Flank <or> for the cost of more Lore play against your opponent, when he declares his command, to force his Flank Section Card to apply to the other flank. (Wizard; El Mikel)

Plan B. for 8 Lore, " Plan B"" disscards all cards from your hand that you do not want, and draw a new cards one for each discarded card. each card may only be discarded and drwan once. (Rogue; Maimed)

Make that 5 Lore Rogue card (or, better, 2 or 3 and level dependent - 1 card per level) (Rogue; toddrew)


And here's one of my ownthe Rogue needs some high-powered cards!

Seeds of Dissent (or Propaganda ): Choose any of your opponent's units (perhaps no creatures?) to attack another enemy unit, which can battle back as usual. All terrain, etc. restrictions apply. Cost: 9 Lore. (Rogue)

Variant: make it level-dependent (a level 3 rogue gets to choose two units).

Looking forward to seeing other folks' ideas...

good man Hoog, giving credit to Rogue and myself... good man mate

more magic cards are a very good idea.

Cheers

Maimed

they are ideas I had reading you post. please comment.

Rogue

Highest bitter (5):Play in the move phase. 1 activated unit.
When a unit is adjacent to a enemy init. Roll 1d/Lvl +1 on lore symbol or banner color the unit turn to your side, changing the banner type. Monster need a nomber of hits equal too ther level.

quick strike (4): Play after enemy unit move. 1 defending unit.
You can move one of your unit up to 1 hex to attack a enemy unit that just move to engage one of your unit.

Wizard
Charmed (5):Play in the move phase. 1 activated unit.
When a unit is adjacent to a enemy init. Roll 1d/Lvl +1 on lore symbol or banner color the unit turn to your side, changing the banner type. Monster need a nomber of hits equal too ther level.


Cleric

Tree herder (2): Play with command card. A wooded terrain
Move a wooded terrain 1 hex/level.

Walking mountain (2): Play with command card. A elevated terrain
Move a elevated terrain 1 hex/level.

Divin Hand (6): Play with command card. any hex.
Roll 1d/ level for green helm put a wooded terrain. Blue helm put a marshe terrain . A red helm put a elevated terrain. The new terrain can be put anywhere on the battlefield.


Universal

Permenacy (4): Play with another lore card. Lore card that afect one unit.
Render the lore card permant on the unit afected.