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6/26/2025, 6:27:43 PM
>>95954959
Read the rules and it seems fine. Really don't like the art and the theme is kinda bland. It's just mythology ... Not saying that isn't cool, but that's your whole theme? I hate magic as much as the next fag, but at least they had cool themes with custom characters/lore each set. Well not recently, but you know what I mean.
I don't dislike the resource system (Influence) in Rush, because it's literally just DON from OP. The weird thing is that the rules say "10 Influence cards. Decks can contain no more than 2 copies of any card." I am looking at all the Influence cards and they are textless, full arts very similar to DON cards. So why the fuck does it matter if all your Influence cards are the same? There are no features on them that do anything other than tap for mana.
The game also has Infusion cards which are clear overlays. It's a cool idea and one I've seen used in board games ... I just feel like it's kind of meh. The game very easily could have not had them or had Enchantment cards and it would change nothing other than being a quirky feature to have clear plastic cards.
Rush was made to be a 3v3 ... 1v1 and 2v2 exist as alternative ways of playing. This game was made with 3v3 in mind, which I don't think is the best idea and probably why it will be DOA.
Read the rules and it seems fine. Really don't like the art and the theme is kinda bland. It's just mythology ... Not saying that isn't cool, but that's your whole theme? I hate magic as much as the next fag, but at least they had cool themes with custom characters/lore each set. Well not recently, but you know what I mean.
I don't dislike the resource system (Influence) in Rush, because it's literally just DON from OP. The weird thing is that the rules say "10 Influence cards. Decks can contain no more than 2 copies of any card." I am looking at all the Influence cards and they are textless, full arts very similar to DON cards. So why the fuck does it matter if all your Influence cards are the same? There are no features on them that do anything other than tap for mana.
The game also has Infusion cards which are clear overlays. It's a cool idea and one I've seen used in board games ... I just feel like it's kind of meh. The game very easily could have not had them or had Enchantment cards and it would change nothing other than being a quirky feature to have clear plastic cards.
Rush was made to be a 3v3 ... 1v1 and 2v2 exist as alternative ways of playing. This game was made with 3v3 in mind, which I don't think is the best idea and probably why it will be DOA.
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