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Play Codex, with even more experimental changes

Let's playtest Codex. It's a customizable card game in development. It's ok if you're new and just want to watch or learn the game. 

Major experimental changes.

--Tech buildings (including add-ons) all build instantly, but you can only build one per turn.
--You no longer start with the tech1 building constructed, and starting deck cards count as tech0.
--Tower cost 4 -> 3 (but cloak detection cost 1 -> 2) and Supply Cost 5 -> 4. Note that they build instantly now (easier to make) but that the 1-per-turn limit on tech buildings also makes them harder to make.
--New slot on the board called Rear Guard. Any hero or unit you put in this slot automatically blocks the highest ATK attacker *that is micromanaging*. The Rear Guard doesn't block otherwise. You can put a unit/hero in this slot if you basically want to block an attack on your tech buildings, but don't want to block an attack on your base (your life total).
--Overpower is maybe different somehow.
--Green starting deck nerfed. Young Treant 0/3 -> 0/2; Rampant Growth cost 1 -> 2, and Spore Shambler has to exhaust to move a rune. Also, spore shambler has only one rune instead of 2, but with higher base stats.
--Gemscout Owl can't attack and has spellshield 1 instead of spellproof
--Potent Basilisk now has spellproof
--Crash Bomber and Captured Bugblatter are both buffed.
--Jaina's Fire Dart no longer has the restriction about targeting the patrol zone.


Getting to the venue: the nearest BART station is MacArthur, which is a bit far, but there's a free Emery-Go-Round shuttle that goes from MacArthur station to the doorstep of the Black Diamond cafe.

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  • David S.

    Actually, there won't be a "rear guard" combat thing as mentioned in the post. Instead, the experimental thing will be that you buy "battle plans" for the next turn when you set your patrol guys at the end of your turn. The opponent will then know sort of what they might have to protect, so they have more basis to know what to patrol.

    We can also try a version that has no patrol zone and no battle plans and is more old-school where you choose how you block.

    February 28, 2014

  • Benjamin H.

    I'm saying yes now but it's a bit more like maybe. The tested changes definitely sound interesting.

    1 · February 25, 2014

  • Kevin

    A lot of the changes sound great, I'm eager to test it out again this Saturday.

    You get effects out of buildings more quickly now, but they're still super important to protect otherwise rebuilding a tech tree takes a large amount of time, as you can only build one a turn. Supply and Tower cost changes are good too.

    Tech0 start cards makes sense. This way players get to play with at least the starting cards, which are weaker than T1 and T2 cards anyways.

    February 25, 2014

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