The Boys - Round 5 - Main Phase 2 - 4/7

its Basically “declaring what you do early” but with extra shenanigans

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It"s affect only that round, I assume?

Option 3 became way too similar to option 1. (You just pay exra, for basically the same power. I prefer the original here.)
It"s the gamble part, which makes this unique. Would you go for it, and gain the power others chose, or would you try it make the ability less useful for other players?

This is fine. It really was meant to be a counterplay against power-creep, but if it was an ability with targets, the winning bid simply just could heal themself. And if it was simply only against powercreep, this could be an useless ability.

Does this ability consider dead players?
And shouldn’t the coincidence of failing a bet a bit bigger, than just not able to use the energy, you wouldn’t use anyways? Also getting back energy, when you knew the target player’s abilities on the 2/3 and 3/4 makes this ability able to constabtly copy other abilities without any cost.

So you know exatly when, and how much energy you need to pay for shield, to avoid burnout, It’s a very cheeky way of avoiding burning from leftover shields…
Also when does your actions become public? If you just wait until the end of submission time, to submit your powers, when others can’t really react anymore, making your actions public doesn’t really mean anything anymore.

What happens, if the opponent doesn’t have 10 power to bid with? (either because, they don’t have that much maximum, or all of their energy got used up? or anything else…)

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… no its saying if you chose someone who didnt have any copyable abilities you only get your energy back. basically nothing happens lol.

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Changing this to 5; trying to keep salt score low

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You just simply don’t choose someone without copyable abilities?

Changing to health rather than energy

Thank you, I’m glad someone understands

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i like big punch

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(deleted to reduce clutter)

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Proposed idea for this:

Choose two players, record their current Health, and give each of them H Health. In two turns, if both players’ Health is greater than their Health when recorded, you gain 250/H (rounded) Health; else, you take H damage. Reset both players’ Health to the recorded value. If one of the players dies, resolve this ability immediately; that player will not be revived. You cannot use this ability again until it is finished resolving.

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Side note for my wording: I say an ability is “activated” when it’s played and say an ability is “resolved” when all effects have been fully completed.
For example, this ability can be “activated” on Turn 3, but it won’t be “resolved” until the Health distribution/collection has occurred at the end of Turn 5 (or sooner if one of the players dies).

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god no not call option again

but only if you give guys with defensive abilities 1 health

i would probably just bar H from being 1, has to be at least 2, that way the most you can get is 125 (which is still absurb but not as absurd as 250)

automatically oppose anything which includes above elementary level math

that means no variables

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lmao

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I mean, if H is 1, you can counter it by attacking either of their targets for one damage.
It’s actually a fairly weak ability, especially in a seven player game.

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Yes but they basically play normal defense b/c getting reset by 1 health isn’t really that bad for them

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idk it just seems pretty easy to abuse and if you don’t you really don’t get much value

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Still think that it probably doesn’t affect things too badly, but you’re probably right.
I’m by nature extremely cautious about Health - Call Option was not at all supposed to become the juggernaut that it was - so I don’t want to create an ability that guarantees a Health payout.

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