by Patroclus » March 19th, 2013, 5:12 pm
I think we all know Magic the Gathering. It’s a not bad card game for two players. I have quit many years before from playing, but as I am currently played a wizard in HQ, I am feeling that the spell types of Magic could fit really nice in HQ.
For those who don’t know the game, there are three kinds of spells:
The “Sorceries” are the common spells of HQ. You have to wait for your turn to use them.
The “Instants” are type of spells that can be used even in the turn of your enemy. When someone uses an instant, the enemy can use an instant too. The previous instant “wins” the last one but the battle can continue using all your instances in one turn. For example, if your hero has 3 body points, the ball of flame as instant can cause you 2 damages and your body drops to 1 point, if you heal the 2 damages with a spell as instant you can revive your hero for example to 3 body points again, then if your enemy throws you another ball of flame your body will fall to 1 and you won’t die. Now if your hero has 2 body points and the ball of flame causes 2 damages, then you die and even if you try to revive with healing you can’t turn back the time.
The “Interrupts” are like instants but they are faster. In our example if your hero has 2 body points and took the 2 damages with a ball of flame, if you had a healing as interrupt you could play it “faster” (as we say, before the instant is really activated) giving to your hero 2 more body points and with the 4 body points he will survive.
I don’t say that “instants” and “interrupts” could take a main role in HQ, because this could change the way of playing dramatically and I think it’s not good. But an “interrupt” healing as a special spell, or an instant ability (ex counter spell) of a boss could work just fine in my opinion.