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Fortune Cards Threads [Merged]
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<blockquote data-quote="jimmifett" data-source="post: 5463472" data-attributes="member: 55006"><p>Ok, so i've bought and played with these, and have a review of them:</p><p><a href="http://www.enworld.org/forum/4e-discussion/301293-fortune-cards-review.html" target="_blank">http://www.enworld.org/forum/4e-discussion/301293-fortune-cards-review.html</a></p><p> </p><p>So, here's what they are in a nutshell for the TL;DR crowd:</p><p>Minor random bonuses during play (mostly combat, but some useful for skills).</p><p> </p><p>thats it.</p><p> </p><p>no extra powers, no additional character options for those that spend the money, no "rich kid 'wins' DnD" scenario, no plot hooks, no burning of prior/current editions, and no killing of cute animals (unless they have rather large fangs).</p><p> </p><p>The are rules for building decks. You can only have 1 card in your hand at a time, so there are no "combos", let alone "game breaking pun-pun mega combos of doom". These are *vaguely* similair in concept to LFR Rewards.</p><p> </p><p>All the effects are small. A +2 here, a re-roll of an at-will there, shift as a minor over there, here a CA, there a +2 to speed, everywhere something minor. eieio.</p><p> </p><p>You have 3 groups of cards.</p><p>Attack (bonuses useful for attacking / killing things)</p><p>Defense (bonuses useful to be harder to hit / take less damage)</p><p>Tactics (bonuses usfeul for movement and positioning)</p><p> </p><p>You can have a communal deck everyone draws from, or personal decks.</p><p> </p><p>Personal decks can be any size, but must be a multiple of 10.</p><p> </p><p>For each 10 cards, you must have a minimum of 3 cards from each group.</p><p>10 cards: 3 from each group min.</p><p>20 cards: 6 from each group min.</p><p>30 cards: you get the idea</p><p> </p><p>You can only have duplicates of cards if you exceed 10 cards.</p><p>You can only have one copy of a card per 10 cards.</p><p>So if you have 3 "card name xxx" cards in your deck, you better have a 30 cards deck.</p><p> </p><p>Every encounter, you shuffle your deck (re-adding any discards from the prev encounter)</p><p> </p><p>usage:</p><p>At the start of your turn, you can do one of these:</p><p>a) Draw a new card if you don't already have one.</p><p>b) Keep the card in your hand if you haven't used it.</p><p>c) Discard you currently held card and draw a new one.</p><p> </p><p>Each card states when they can be used. A lot are used at the start of your turn (after the 3 steps above), some are usable after a triggered event occurs.</p><p> </p><p>Example:</p><p>Some CardName XXX</p><p>Use at the start of your turn.</p><p>Gain a +2 to your first attack roll this turn.</p><p> </p><p>You have to use it at the start of your turn, you can't make your roll and then decide "hmmm, that +2 might make it hit". I have used this twice and rolled a hit on the die, and the +2 was just icing on the cake to hit.</p><p> </p><p>Next turn up, i have no card in my hand, so i get to draw a new one. Most rounds, i'd sit on a card while waiting to be in what i thought would be a good oppurtuniy to use it.</p><p> </p><p>Are they worth the cost? Meh, I dunno. It brings a little extra fun at the table, I enjoy opening new stuff, wether it be cards from other CCGs or minis. My FLGS sells them for $3 a pop, so it's definately in the "casual purchase" sweet spot for me.</p><p> </p><p>Are they the pokemon of DnD? No, I don't feel the urgent need to catch them all, or at least, i'm not going to spend a huge chunk of change on the secondary market to get them all. I'll likely trade with others at my store. I don't really see a high resale value of them.</p><p> </p><p>If you just want to add some fun to a game, pitch in and buy 2 packs for the table as a communal deck.</p><p> </p><p>The overreaction to these cards is really overblown.</p></blockquote><p></p>
[QUOTE="jimmifett, post: 5463472, member: 55006"] Ok, so i've bought and played with these, and have a review of them: [URL]http://www.enworld.org/forum/4e-discussion/301293-fortune-cards-review.html[/URL] So, here's what they are in a nutshell for the TL;DR crowd: Minor random bonuses during play (mostly combat, but some useful for skills). thats it. no extra powers, no additional character options for those that spend the money, no "rich kid 'wins' DnD" scenario, no plot hooks, no burning of prior/current editions, and no killing of cute animals (unless they have rather large fangs). The are rules for building decks. You can only have 1 card in your hand at a time, so there are no "combos", let alone "game breaking pun-pun mega combos of doom". These are *vaguely* similair in concept to LFR Rewards. All the effects are small. A +2 here, a re-roll of an at-will there, shift as a minor over there, here a CA, there a +2 to speed, everywhere something minor. eieio. You have 3 groups of cards. Attack (bonuses useful for attacking / killing things) Defense (bonuses useful to be harder to hit / take less damage) Tactics (bonuses usfeul for movement and positioning) You can have a communal deck everyone draws from, or personal decks. Personal decks can be any size, but must be a multiple of 10. For each 10 cards, you must have a minimum of 3 cards from each group. 10 cards: 3 from each group min. 20 cards: 6 from each group min. 30 cards: you get the idea You can only have duplicates of cards if you exceed 10 cards. You can only have one copy of a card per 10 cards. So if you have 3 "card name xxx" cards in your deck, you better have a 30 cards deck. Every encounter, you shuffle your deck (re-adding any discards from the prev encounter) usage: At the start of your turn, you can do one of these: a) Draw a new card if you don't already have one. b) Keep the card in your hand if you haven't used it. c) Discard you currently held card and draw a new one. Each card states when they can be used. A lot are used at the start of your turn (after the 3 steps above), some are usable after a triggered event occurs. Example: Some CardName XXX Use at the start of your turn. Gain a +2 to your first attack roll this turn. You have to use it at the start of your turn, you can't make your roll and then decide "hmmm, that +2 might make it hit". I have used this twice and rolled a hit on the die, and the +2 was just icing on the cake to hit. Next turn up, i have no card in my hand, so i get to draw a new one. Most rounds, i'd sit on a card while waiting to be in what i thought would be a good oppurtuniy to use it. Are they worth the cost? Meh, I dunno. It brings a little extra fun at the table, I enjoy opening new stuff, wether it be cards from other CCGs or minis. My FLGS sells them for $3 a pop, so it's definately in the "casual purchase" sweet spot for me. Are they the pokemon of DnD? No, I don't feel the urgent need to catch them all, or at least, i'm not going to spend a huge chunk of change on the secondary market to get them all. I'll likely trade with others at my store. I don't really see a high resale value of them. If you just want to add some fun to a game, pitch in and buy 2 packs for the table as a communal deck. The overreaction to these cards is really overblown. [/QUOTE]
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