Hi,
I would like to talk about the best and worst card of the game for the creature.
So here is a link to vote : https://forms.gle/TSzBbWCUpx8sSVYr8.
So we have the choice between, for the card of the creature:
- Force Field : Before the Hunted play, target 2 adjacent places. These places may not be played this turn. (1)
- Despair : No Survival card may be played or drawn for the remaining of the turn. (1)
- Interference : The powers of the Beach and the Wreck are ineffective. (2)
- Fierceness : Hunted caught by the Creature token lose 1 extra Will. (2)
- Ascendancy : Force one Hunted to discard all but 2 Place cards from his hand. (2)
- Anticipation : Choose one Hunted. If you catch him with the Creature token, move the Assimilation counter forward 1 extra space. (2)
- Forbidden Zone : All Hunted discard 1 Place card simultaneously. (2)
- Persecution : Each Hunted may only take back 1 Place card when using the power of a Place card. (2)
- Virus : Target 2 adjacent places. Apply the effects of the Artemia token on both places. (2 / A)
- Phobia : Force one Hunted to show you all but 2 Places cards from his hand. (2 / A)
- Mutation : In addition to its effect, the Artemia token inflicts the loss of 1 Will. (2 / A)
- Scream : Each Hunted on the targeted place must discard 2 Place cards or lose 1 Will. (2 / T)
- Toxin : Each Hunted on the targeted place discards 1 Survival card. The poer of the place is ineffective. (2 / T)
- Clone : Consider the Target token as a second Creature token. (2 / T)
- Mirage : Target 2 adjacent places. Both are innefective. (2 / T)
- Cataclysm : The place’s power of your choice is ineffective. (3)
- Detour : After the Hunted reveal their Place cards, move one Hunted to an adjacent place. (3)
- Tracking : Next turn, you may play up to 2 Hunt cards. (4)
- Stasis : Prevent the Rescue counter from moving forward during this phase. (4)
- Flashback : Copy the last Hunt card you discarded. (Special)
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And for the survival cards :
- Adrenaline : Regain 1 Will. (1)
- Sacrifice : Discard 1 Place card. No Hunt card may be played this turn. (1)
- Ingenuity : Place the Marker counter on the Beach. (1)
- Strike back : Take 2 random Hunt cards from the Creature’s hand and put them at the bottom of the Hunt deck. (1)
- Sixth Sense : Take back to your hand 2 Place cards from your discard pile. (1)
- Smokescreen : All the Hunter hide their discarded Place cards until the end of their turn. (1)
- Vortex : Swap your played Place card for on Place card from your discard pile. (2)
- Hologram : Move the Artemia token to an adjacent place. (3)
- Gate : Instead of using the power of your Place card, copy the power of an adjacent place. (3)
- Dodge : Avoid the effect of the Creature token. (3)
- Wrong track : Move the Creature token to an adjacent place. (3)
- Detector : Avoid the effects of the Artemia token. (3)
- Drone : Instead of using the power of your Place card, copy the power of the Rover. (3)
- Double back : Take back the Place card you just played. (4)
- Amplifier : Remove the marker counter from the Beach to immediately move the Rescue counter forward 1 space. (4)
https://forms.gle/TSzBbWCUpx8sSVYr8
I would like to talk about the best and worst card of the game for the creature.
So here is a link to vote : https://forms.gle/TSzBbWCUpx8sSVYr8.
So we have the choice between, for the card of the creature:
- Force Field : Before the Hunted play, target 2 adjacent places. These places may not be played this turn. (1)
- Despair : No Survival card may be played or drawn for the remaining of the turn. (1)
- Interference : The powers of the Beach and the Wreck are ineffective. (2)
- Fierceness : Hunted caught by the Creature token lose 1 extra Will. (2)
- Ascendancy : Force one Hunted to discard all but 2 Place cards from his hand. (2)
- Anticipation : Choose one Hunted. If you catch him with the Creature token, move the Assimilation counter forward 1 extra space. (2)
- Forbidden Zone : All Hunted discard 1 Place card simultaneously. (2)
- Persecution : Each Hunted may only take back 1 Place card when using the power of a Place card. (2)
- Virus : Target 2 adjacent places. Apply the effects of the Artemia token on both places. (2 / A)
- Phobia : Force one Hunted to show you all but 2 Places cards from his hand. (2 / A)
- Mutation : In addition to its effect, the Artemia token inflicts the loss of 1 Will. (2 / A)
- Scream : Each Hunted on the targeted place must discard 2 Place cards or lose 1 Will. (2 / T)
- Toxin : Each Hunted on the targeted place discards 1 Survival card. The poer of the place is ineffective. (2 / T)
- Clone : Consider the Target token as a second Creature token. (2 / T)
- Mirage : Target 2 adjacent places. Both are innefective. (2 / T)
- Cataclysm : The place’s power of your choice is ineffective. (3)
- Detour : After the Hunted reveal their Place cards, move one Hunted to an adjacent place. (3)
- Tracking : Next turn, you may play up to 2 Hunt cards. (4)
- Stasis : Prevent the Rescue counter from moving forward during this phase. (4)
- Flashback : Copy the last Hunt card you discarded. (Special)
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And for the survival cards :
- Adrenaline : Regain 1 Will. (1)
- Sacrifice : Discard 1 Place card. No Hunt card may be played this turn. (1)
- Ingenuity : Place the Marker counter on the Beach. (1)
- Strike back : Take 2 random Hunt cards from the Creature’s hand and put them at the bottom of the Hunt deck. (1)
- Sixth Sense : Take back to your hand 2 Place cards from your discard pile. (1)
- Smokescreen : All the Hunter hide their discarded Place cards until the end of their turn. (1)
- Vortex : Swap your played Place card for on Place card from your discard pile. (2)
- Hologram : Move the Artemia token to an adjacent place. (3)
- Gate : Instead of using the power of your Place card, copy the power of an adjacent place. (3)
- Dodge : Avoid the effect of the Creature token. (3)
- Wrong track : Move the Creature token to an adjacent place. (3)
- Detector : Avoid the effects of the Artemia token. (3)
- Drone : Instead of using the power of your Place card, copy the power of the Rover. (3)
- Double back : Take back the Place card you just played. (4)
- Amplifier : Remove the marker counter from the Beach to immediately move the Rescue counter forward 1 space. (4)
https://forms.gle/TSzBbWCUpx8sSVYr8