This is a perfect hybrid of social board game and strategy card game. Steal, set traps, assassinate, escape, mind games... Compete online with three other players at each adventure and use every mean possible to gain the most coins.
1.Added 12 new Island Cards:
[Temple of Eden] [Remains of Nobles] [Blessing of the Goddess]
[Dealer of Vitality] [Dealer of Frenzy] [Emperor Scorpion]
[Forest Leech] [Cobra] [Stinking Ooze]
[Goblin Merchant] [Goblin Banker] [Fountain of Life]
2.Added a Fast Opening mechanics for the card barrels.
3.Reworked the Commission merchanic
4.Balance Update:
Common Cards
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[Full Alert]
now last three turns
[Silver Lining]
If you are at the far left of all Active players, you get 15 Coins
[Snooze]
You get Purify (1) is now You get Defense+1
Mercenary Cards
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Commission(X): (Reworked)
You get 5X Coins on green Islands, stackable, lasts forever. In the meantime, you get Defense -1, lasts X turns. Immune Purify.
[Overextend] (Reworked)
Defense+2
At the end of the turn,
if other players have no Wound Effect, they get Wound (1),
last till they restore Health
[Whirlwind] (Reworked)
Misfortune: You get Defense +2.
Other players lose 1 Health and get Wound (1)
[Threat] (Reworked)
When your Commission effect is triggered,
other players lose 1 Health at the end of next turn,
lasts three turns
[Avoid Danger] (Reworked)
Restore 1 Health
if you have Commission effect,
Next green Island Advance (3)
[Impenetrable] (Reworked)
Other players get 4X Coins
X is your current Defense- points
Remove all your Defense- effects
[Critical] (Reworked)
When your Commission effect is triggered,
restore 2 Health
removed after triggered once
[Thin Ice] (Reworked)
Draw a card at the end of the turn
Defense -2
Both lasts three turns
[Inherit] (Reworked)
Halve your Commission,
Restore X health,
X is your Commission points afterwards
[Blast Arrow]
Misfortune: All players get Defense +3
is now
Misfortune: You get Defense +3
[Assist]
Fortune: You gain a Skill Card "Paid Shield"
is now
Fortune: You gain a Skill Card "Blast Arrow"
Dancer Cards
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[Inspire] (Reworked)
You get Defense +1
All players get Split+ 7X
X is your Defense+ points
both lasts three turns
[Awakening] (Reworked) Cost 0 Coins
If you have Loner,
gain Defense+2,
removed if you lose Loner
You get Loner this turn
[Attachment]
You gain 1 Coin for every coin the player to your right gets from islands
is now
You gain 1 Coin for every coin all players to your right get from islands
[Instigation] (Adding new effect) Cost 3 Coins
Now also has:
At the end of the turn, Green Island Advance (3)
[Lethal Temptation] now Costs 5 Coins
Restore 2 Health is now Restore 3 Health
[Remnants] now Costs 5 Coins instead of 3
Witch Doctor Cards
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[Soul Benevolent] (Reworked) Costs 2 Coins
Green Island Advance (3)
At the end of the turn, Green Island Advance (3)
[Grim Blessing]
last till Your Health<2
is now
last till Your Health<3
[Soul Converging]
Misfortune: You take 6 Coins from other players
is now
Misfortune: You take 4 Coins from other players
Taoist Cards
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[Yin· Doom] (Reworked)
You restore 1 Health
If your (Yin) > 0,
Red Island Advance (3) at the end of the turn
[Myopic] now costs 2 Coin instead of 0
[Avarice] now costs 3 Coins instead of 4
Deceiver Cards
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[Black Hand] now costs 6 Coins instead of 1 Health
[Balance] now costs 0 Coins instead of 1 Health
[Scapegoat] now costs 2 Coins instead of 6 Coins
Alchemist Cards
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[Stimulant] is now [Extravagant]:
In three turns,
if there are other active players that is not Alchemist:
whenever you are about to lose Health, block that damage,
other players get 15 Coins for each damage you blocked.
[Money Laundering] is now renamed [Gold Injection]
Island Cards
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[Goblin Stronghold] (changed)
Option 1: Attack 1 and Split 4 Coins
Option 2: Lose 1 Health
[Bandit Nest] (changed)
Option 1: Attack 3 and Split 24 Coins
Option 2: Lose 2 Health