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A deckbuilding strategy adventure with a few surprises · By Playcebo

Additional prime effect ideas thread

A topic by MathCookie created 27 days ago Views: 587 Replies: 21
Viewing posts 1 to 10

Got ideas for prime effects beyond the ones featured in game? Post them here!

Here's a list of my ideas thus far:

  • This stone gives 1 extra score (i.e. it gives 2 score instead of 1, this is increased to 3 for the square of the prime, 4 for the cube of the prime, etc.)
  • When this stone is played, all adjacent stones become neutral (i.e. they don't give score and cannot be played on by either side. Background of a neutral stone is grey)
  • When this stone is played, all adjacent stones become communal (they give 1 score to both sides and can be played on by both sides. Background of a communal stone is probably a greyscale gradient)
  • Fires adjacent to this stone do not expire
  • This stone disappears after three of your turns. On the turn where it disappears, it gives you back the energy used to play it (so you get extra energy for that turn)
  • Add a copy of this stone to your deck
  • Swap two adjacent tiles anywhere on the board
  • Stones can be placed diagonal to this stone
  • Stones can be placed two tiles away from this stone
  • Place three neutral stones anywhere on the board
  • Any empty spaces within a 13-tile diamond (the same shape that a 121 fills with frozen copies) of this stone count as score for you (they only count if they're still empty)
  • The number of the next stone played is increased by 1 (that 1 is replaced based on the extra factors added to this stone (like how 13's cost addition works), so if this prime is "p", then a 6p stone adds 6 to the next stone)
  • The number of the next stone played is multiplied by 2 after it's played (this 2 is actually 1 + number/this prime, so if this prime is p, then a 2p stone would multiply the next stone by 3, a 3p stone would multiply the next stone by 4, a 4p stone would multiply the next stone by 5, and so on)
  • The number of the next stone played is squared after it's played ("after it's played" means that this doesn't affect the energy cost, just the effect)
  • Your energy cap is increased by 10 while this stone is on the board

for the diagonal and 2 away effects, would it be safe to say that a 17 with the diagonal stone could be placed up to 2 diagonal spaces away, or a knight's path with the 2 away stone, while a 23 would be able to be placed up to 3 spaces away with the 2-away and a knight's path as well with the diagonal?

(+1)

Subtract 1 from a stone in your hand, then add a 1-stone to your hand. (or possibly in a lab tool rather than a stone, possibly chisel from factor crafter?)

(+1)
  • Multiply two stones in your hand together.
  • Cannot be discarded.
  • Cannot be placed.
  • Can be placed on holes outside the board.
  • Remove one space on the board in the same row or column.
  • Siphon your opponent's energy.
  • A: Equals the average of all cards in hand.
  • Swap the effects of two primes (You must have both of these primes in your deck or hand) for the remainder of this battle.
  • Tiles on opposite sides of this stone are considered adjacent.
  • Can be taken off of the board and placed back in your hand.

What use would "cannot be placed" even have?

My favorites out of these are the last two, those are both clever

the use for "cannot be placed" is to counter 89

(1 edit)

Surely the opponent would be smart enough to never steal such a stone... you'd need to expand the effect to be something like "whenever your opponent alters your hand, this stone is moved to their hand instead", so if your opponent uses something like 37 or 61 or 89 then instead this stone gets moved to their hand.

89 doesn't let you see which stone you're stealing

Ah, I didn't know that (I've never used 89 myself)!

(1 edit)
  • 0.1: Add a 10 to your hand and factor it.
  • Coat a tile. The next stone placed by that player HAS to be next to it.

101:  The next stone played uses both diagonal and horizontal adjacencies

that's just delayed 17

Well, that could still be useful, since it lets a stone without any 17s in it be placed diagonally.

  • Multiply a stone (in this row or column) by 7.

That one is just a special case of one of the ideas posted earlier in this thread

oh yeah

179: Double this stone's value without affecting its energy cost and add one

359: Double this stone's value without affecting its energy cost and add one

719: Double this stone's value without affecting its energy cost and add one

1439: Double this stone's value without affecting its energy cost and add one

2879: If you have less than 4 stones on the board, win immediately

would go crazy with a 19

this is so stupid (positively i love this)

(+1)

6+i: Reveal one of your opponent's cards

6-i: One of your opponent's revealed cards turns into 6-i

(+1)
  • Decrease one of your opponent's cards by 1.
  • Charge one stone in this row or column. A charged stone gives energy equal to its value when you play off of it.