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GrudgeOnion
Oct 25, 2010
This is my first time looking at, let alone designing anything for Spellbound Kingdoms, but the combat system is very cool and I'd love to run a game of it some time.

http://i.imgur.com/0fguttj.png

-The second effect of each maneuver occurs at the same time that you select its seeded maneuver, at which point the seed disappears. For example, you use Sweet Scent, your allies gain 1 mood, and you seed Root Armor. The next time you execute Root Armor, you also trigger Rafflesia.

-A tile may not have more than one seed at a time. Seeds persist if you are forced to rebalance, but disappear if you change styles.

-Triggered effects are resolved immediately after the initial effect of the seeded tile, and any relevant marks are removed. If a mark for an effect like pollinate is removed because the caster is forced to rebalance, the seed is also removed.

-Black and green tiles are meant to help you and your allies turtle in an area. Red and blue are focused more on disrupting the enemy's own formation.

-I tried to give the total sum of each maneuver about 1.5 the strength of a normal maneuver in other styles. This is balanced by needing time to start seeding as well as telegraphing your maneuvers ahead of time. The stat damage might be too strong.

Red Tide: https://en.wikipedia.org/wiki/Red_tide
Rafflesia: https://en.wikipedia.org/wiki/Rafflesia
Dragonblood Tree: https://en.wikipedia.org/wiki/Dracaena_cinnabari
Sap Seep/Spark: http://wildfiretoday.com/2014/03/03/eucalyptus-and-fire/
Angel's Call/Devil's Breath: https://en.wikipedia.org/wiki/Brugmansia

GrudgeOnion fucked around with this message at 23:35 on Aug 20, 2017

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GrudgeOnion
Oct 25, 2010
Just about, but instead of returning to Touch the Earth you can move either over or down to a Red or Blue tile.

So it's more like:

Turn 1: Touch the Earth
Turn 2: Algae Bloom. Mark the area you're in, allies get bonus to defense dice this turn, seed Sap Seep.
Turn 3: Move down to Choking Vines, seed Briar Patch.
Turn 4: Sap Seep gives you big magic defense this turn, but you're prevented from moving for a while. Red Tide triggers in the marked area. Algae Bloom is seeded.
Turn 5: Move up to Briar Patch, Leeching Vines triggers. Seed a Red Tile.
etc

Like I said, it very well may be too strong, and the fastest way to tone it down would be to remove all seeds on a forced rebalance. Regardless, I'm leaving it as-is for the contest. Glad you like it!

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