Full notes
Full Journey of Greed update
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What changed
- Gameplay
- Balance
- Events
Journey of Greed changes
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 ----------------------------- [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 ----------------------------- 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 ----------------------------- [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 ----------------------------- [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 ----------------------------- [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 ----------------------------- [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 ----------------------------- [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 ----------------------------- [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
Source
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