Hey guys. I used to play this game a long time ago as SteelCoil. I stopped liking it competitively for a number of reasons, but I still don’t mind playing the physical version with friends. I got an urge to play again and it got me thinking about what I’d add to the game to solve my issues, so I made a little work-in-progress variant that I’ll try the next time I play.
This just adds two things: Mini Crash Gems and Super Moves.
Mini Crash Gem is an addition to the normal bank chips to make rushdown more interesting in the early game, especially with non-rushy banks.
Mini Crash Gem – Cost 3: Crash a 1-gem. Cannot be reacted to. (Does not give $1. Cannot countercrash.)
Super Moves are unique for each character. They’re cards (not part of the bag), and can only be used once a game. If the player meets the conditions of their Super Move, it can be used at the cost of an action or as a reaction (or for free with Gloria). All Super Moves are gold banner.
This is to address my personal issue that some matchups/bank combinations can pigeonhole characters into boring, more limited strategies. These moves are meant to give characters an alternative gameplan, make them more well-rounded, encourage using different puzzle chips, and/or introduce interesting strategies and counterplay.
Here’s the ones I came up with:
Grave – True Power of Storms – If you have not played an action this turn, trash a Crash Gem, discard a red-fist, and then discard a blue-shield from your hand. If you do, a chosen opponent is sent five 1-gems. (The 1-gems come from the bank, not your gem pile.)
Valerie - Burst of Speed - Discard a puzzle chip and trash a Crash Gem from your hand. If you do, take another turn after this one.
Setsuki – Shuriken Hail – If you played two red-fist chips this turn, you may play them again.
Geiger – Time Stop (Gold Shield) – Reaction: If an opponent reacts with a purple-shield or blue-shield on your turn, you may immediately play a purple-gem from your hand to negate the shield, then trash your purple-gem. (You still get the effects of the purple-gem as usual.)
Degrey – Ghost Riposte (Purple Shield) – Reaction: If an opponent sends gems, you may discard a blue-shield from your hand to negate them. If you do, you may play a purple-gem and a red-fist as if it were your turn.
Argagarg – Blowfish Spikes (Blue/Purple Shield) – Reaction: If an opponent sends gems or red-fist attacks, you may discard a blue-shield from your hand to negate it. If you do, that opponent reveals their hand, discards any wounds, and antes a 1-gem for each wound in their discard pile.
Gloria – Overdose – At the end of your turn, you may discard a red-fist. If you do, +2Chips and each player antes a 2-gem.
Gwen – Gloria’s Remedy – +Black Arrow. Discard a blue-shield from your hand. If you do, you may remove a gem from your gem pile, trash a wound from your hand or discard, Shadow Plague does not give a wound for the rest of the turn, and +Chip.
Onimaru - Clockwork Soldiers - Trash a 4-gem from your hand. If you do, end your action phase, place 4 1-gems on this card, and
Ongoing: After playing any chip that crashes gems, send a 1-gem from the top of this card. These 1-gems are uncounterable.
Vendetta - Wall Dive - +Red Arrow. Discard a blue-shield from your hand. If you do, at the end of your action phase, you may put a red-fist you played this turn on top of your bag. (You cannot put trashed chips on top of your bag.)
Rook - Rock Armor (Blue Shield) - After an opponent red-fist attacks you, you may reveal a red-fist from your hand. If you do, play a purple-gem from your hand or discard pile as if it were your turn, then trash the purple-gem.
Lum - Great Pandemonium - Reveal a puzzle chip from your hand. If you do, +4 Chips -$4, discard gems drawn and play any puzzle chips drawn that don’t have +BlackArrow or +BrownArrow on them. If you played any chips this way, +BlackArrow. If otherwise, end your action phase.
Menelker - Playing to Win - Play a blue-bannered chip from your hand. If you do, you may search your discard or bag for Deathstrike Dragon, and you may put it on top of your bag. Then return a removed bank stack to the game until the end of your turn.
These are all untested, but hopefully you see my angle. The best part about this is that it’s trivially easy to DIY, so I’ll definitely try these when I get the chance.
If anyone has any ideas for Super Moves for the other characters or suggestions to the ones already here, I’m all ears. Frankly, I’m not good enough at the game to come up with stuff for a lot of these characters, so I appreciate any help.
Edit6: Made Val Burst of Speed require a Crash Gem instead of a purple. Made Lum’s super weaker.
Edit5: Made Onimaru’s super uncounterable. Gave Val and Rook new supers. Added Menelker and Lum.
Edit4: I removed Rook’s super because it was awful to play and I don’t think it’s salvageable. I don’t like giving Rook some game-warping move, so I’m going to go back on the drawing board for this one.
Edit3: Added Vendetta and Onimaru supers. Changed Rook’s super to only require that the bank has a red and a blue chip, instead of needing to reveal a red.
Edit2: Changed Val super to +2Draw instead of 1.
Edit1: Changed Grave to be “sent” instead of “ante.” Also added a Rook super.