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Post by Killed by a Bunny on Jan 27, 2006 10:58:14 GMT -5
Run Card Weapon level: 20 Picture: Dynamite with a clock on it, one of those antique clocks with those bells on top.
TextBox: The Time Bomb will explode in the beginning of your third turn and affects all of your bunnies.
Comment: It can actually force one of your opponents to waste one or two turns to get their bunnies to safety. Instead of a surprise attack, you can see you opponent sweat...
Maybe put some trojan bunny in there so that when your opponent has the time bomb, he cannot play any weapons...
Off course when your opponent has no bunnies left, the time bomb will be discarded.
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Post by maelic001 on Jan 27, 2006 15:23:49 GMT -5
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Post by Killed by a Bunny on Jan 27, 2006 19:48:27 GMT -5
Deadly... Like the debris addition. The potential of waiting 12 turns is a little long. In our games bunnies don't last 12 turns to begin with.
Haven't checked in for a while...
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Post by maelic001 on Jan 27, 2006 20:32:24 GMT -5
Well, you could always interpret it as 1d12 turns as opposed to 1d12 rounds. Or just make it 1d12/3 (round up).
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Post by Ruroni Karrot on Jan 28, 2006 14:45:14 GMT -5
I'd say /2 because 4 turns seems a little too little...
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