Wow, congratulations! Super happy to hear that. I will be buying multiple copies (even though I haven't gotten around to actually forcing people to play the core game with me yet but I mostly intend to do that at cons and I have some coming up so hopefully soon)!
Color me hyped for the new expansion already!
While I only had little success withforcingconvincing my offline friends to play the core game with me, I'm still looking forward to more news (and the eventual release) of Lunatic Extra.
Also, I'm really glad Danmaku!! is a financial success. You guys really deserve it! ^^
This is a surprise for me as well. I still have my copy of Danmaku!! sealed and untouched.
Congratz from me too! It's too bad it's a little hard to find random people around to play it with who are willing to invest some serious concentration.
I still have my staff member shirt sealed and untouched :V
PNP files are up, sorry I'm late.Wait, Yuyuko, what are you doing here? You're not an Ex Boss! Don't steal Ran's spot light! xD
Offer them beer! Most of the pictures I get from fans have tables full of alcohol, we accidentally made a great drinking game. I say that but I've yet to get any of my relatives to play...Funny enough, but my closest offline friends, as well as me, actually don't drink beer (despite being old enough). And despite living in Germany... what kind of Germans are we, anyway? xD
I must have missed you ordering because I thought you hadn't. I was like "Well that's strange." and didn't want to ask.I had ordered even two: One for myself and one of the Dutch touhou community.
Holy Crap thats a creepy looking Koishi.
My friends will be delighted to hear an extension is coming. We usually play whenever we meet up and drink.
PNP files are up, sorry I'm late.
Are you saying that that's any different from people wanting to end Saigyou Ayakashi Blooming as soon as possible?
The games that I've played throughout the years have had issues with length. Having Yuyuko around who can bring the life total down and be an executioner sounds really great.
so like, effectively Kagoog's spell is superior to Marisa's Master Spark in every way
Being able to devy up your attacks across multiple players, or focus them all on one victim; being able to use any item to fuel it instead of just power-up cards; not being completely no-selled by a singular graze because it creates multiple attacks.
Moreover, Marisa's passive lets her get reliable access to the "Borrow" effect by drawing one less card. Pretty tame, but useful when you need it. The passive of Kagoogs expands her ability to use the reaction effect of Bomb by at least 11 cards (4 power, 2 borders, 2 foci, 3 artifacts) which, ultimately just slows the game down with less spells being successfully cast and less damage being dealt.
Heck, she could even fill her hand with multiple Defense cards or artifacts as pseudo-bombs since you can play items when it's not your turn.
It, uh, also has very ambiguous phrasing when you say "being attacked or targeted by a Spell Card". Being attacked by anything? Laser Shot? Or only attacked by a Spell? Does Suika adjusting distance for everybody count as "targeting" Kagoogs? And so on.
Re: Komachi
So like is there a reason that she gets a Meiling hand size, as well as arbitrarily having additional range and distance at lower life counts?
She hardly even needs to use her spell to bring people in range because +3/4 range is so strong as is, while +3/4 distance at low HP means that very few things short of Mini-Hakkero, Laser Shot, Melee, Spear the Gungnir, and her own spell against her can get close to touching her.
It's also weird how her spell lasts until the end of her next turn, rather than the beginning of her next turn like every other lasting effect spell.
Character | Suika | Komachi |
Passive | +1 Range, +1 Attack/ Turn = 1 Powerup | +1 Range/ Damage, +1 Distance/ Damage (thus, with 1 Damage about as good as Suika's passive, with 2+ damage way better than her) + Card draw for defeating enemies + bigger hand size |
Spell Card | Change everyone's distance to 1-5 | Change 1 player's distance to 1 for everybody |
Character | Patchouli | Aya | Kaguya |
Passive | +max handsize | cancel Danmaku cards by discarding Danmaku cards | + 2 cards + cycle cards twice per turn cancel attacks targeting her by discarding one item in play |
Spell Card | + 2 cards | + 0 - 5 Danmaku cards (base chance per Danmaku card is something like 25% or so.) | Attack a player 0 - x additional times. |
As for the whole "superior to Master Spark" thing, bear in mind that it also has the same weakness as Master Spark in one respect: Items. Seal Away and Borrow can slow her down, and repeated Danmaku shots can reduce her offense even if she uses her defensive passive, as the sacrifice of an Item is a fairly hefty price to pay to cancel an attack.That still makes it simply a better Master Spark. And Master Spark is not bad to begin with, even without Marisa's synergy.
The Range / Distance defense measure is to keep people from instantly murdering Komachi in one go, and serves as a way to become more dangerous the lower your health is.If people deem a character dangerous enough to want to destroy them in one go, that does not mean that you need to give them a defense mechanism, but to make them weaker so that other players do not feel threatened by them. Or leave them be and actually let the players kill them quickly. While it's not fun for a first time player, it's a risk to consider for more experienced players (not saying I'm okay with Yuyuko's current power level because of that, I'm just saying that you should not be making them even more powerful for the sake of new players.)
Also, to be at +3 Distance / Range means that you are effectively at one health most of the time, so the Komachi player has a little breathing room at that point, but not a lot.+2 +2 is goo enough in my book already, IMO.
And there are a lot of things that can hurt Komachi at that point:That requires that at least one of these characters has been chosen by a player and the players of these characters do not believe to be on the same side as Komachi.
Hijiri after using her spell card or when countering Komachi's attack with her passive.
Sakuya's and Meiling's spell cards, provided Komachi tries to attack.
Last Word and Yuuka's spell card, since neither of them care about range.
Tenshi's spell card, provided she has more Danmaku cards than Komachi.
Suika's spell card can negate the distance buff outright.
Youmu's Spell card makes everyone in range for her, so distance means nothing to her.
Cirno has a +2 Range passive, so she only needs a single Power to reach Komachi(2 Power if Komachi's max health is 5 due to her role).
All that, in addition to what you said can hurt Komachi at that point, and suddenly that Distance isn't a good a defense as one would of thought.The thing with distance is, though, that it is a big part of this game's mechanic, and the fact that there are quite a few Spell Cards and regular cards that ignore it is a little alarming to begin with.
-snip-
Kaguya
Okay, I figure that I should point out that I was referring to Komachi, not Kaguya, when I was thinking of ways to speed up the game.I figured that was the case, I just found it funny, is all. ^^
I removed the defense for her, so that she can be attacked regardless of health total. The rest I hope is enough for a character without being too much.She's better now. I only now realized, though, that Komachi gets 2 card whenever someone dies no matter if she was the one defeating them or not, which seems overly powerful. Don't forget, card draw is so powerful that it's the sole effect of someone's Spell Card, with nothing else added, so having it as a passive is powerful. If she only gets those cards if she dealt the finishing blow, it would be more balanced. I can't say if it's still overly strong or not, but it should be closer to the powerlevel of the official character cards.
Character CardHer passive seems okay, but I'm not entirely sure. One the one hand, two Focus cards would give her +4 Distance, and 2 Cherry Borders would give her a (1/4) + (3/4) * (1/4) = 7/16 = 0.4375 = 43.75% chance of dodging an incoming attack. However, getting two of one kind is rare enough to not be overpowered. And having one of each is powerful, but not only does she require enough card draw to make it happen, but in general is dependent on random cards rather than having a permanent passive effect (like Keine being able to cycle one card, or Suika basically always having one Power Up).
The Sinner of Eternity and the Instantaneous
Kaguya Houraisan
Abilities
Kaguya may have 2 Defense Cards in play at the same time.
Spellcard - Action
Impossible Request - Swallow's Cowrie Shell
Kaguya gains 1 Life and draws a card. Kaguya gains +2 Distance and Range until the beginning of her next turn.
You may attack a player in range.
She's better now. I only now realized, though, that Komachi gets 2 card whenever someone dies no matter if she was the one defeating them or not, which seems overly powerful. Don't forget, card draw is so powerful that it's the sole effect of someone's Spell Card, with nothing else added, so having it as a passive is powerful. If she only gets those cards if she dealt the finishing blow, it would be more balanced. I can't say if it's still overly strong or not, but it should be closer to the powerlevel of the official character cards.
Her passive seems okay, but I'm not entirely sure. One the one hand, two Focus cards would give her +4 Distance, and 2 Cherry Borders would give her a (1/4) + (3/4) * (1/4) = 7/16 = 0.4375 = 43.75% chance of dodging an incoming attack. However, getting two of one kind is rare enough to not be overpowered. And having one of each is powerful, but not only does she require enough card draw to make it happen, but in general is dependent on random cards rather than having a permanent passive effect (like Keine being able to cycle one card, or Suika basically always having one Power Up).
In general, random/ non-permanent effects are allowed to be a bit more powerful than persistent/ permanent effects, as they are less reliable.
As for her Spell Card, let's compare her to Eirin real quick.
Eirin: +1 life, +1 life for someone else (optional) = 2 life = 4 cards (roughly)
Teruyo: +1 life + 1 card + 2 distance + 2 range
If we say that 1 distance = 1 attack per turn = 1 range (as Power Up is 1 range + 1 attack per turn, Focus is 2 distance, thus 1 distance is half a card, 1 range is half a card, 1 attack per turn is half a card), that means that Guya's spell card is worth 2 cards (1 life) + 1 card + 2 half cards (2 distance) + 2 half cards (2 range) = 5 cards (roughly), so a bit more powerful than Eirin.
However, not only does Eirin need a team mate to make full use of her Spell Card, but Eirin's passive ability is also fairly weak on her own (but really good with a teammate), so in my opinion, her Spell Card is a bit more powerful to balance the weak passive.
Your Kaguya, however, has a good passive already, albeit unreliable, but nonetheless good even if Guya is on her own.
And if we take a look at Patchouli, whose Spell Card is worth 2 cards (the two cards she draws), you can see that Guya's Spell Card is a bit (a lot) more powerful. Although IMO, Patchouli's Spell Card is one of the weaker ones. I believe a good average for Spell Cards should be about 3 cards worth of power. They can be more powerful to balance out weaker passives, or can be weaker if a character has a good passive.
However, I think Kaguya's Spell Card is still a bit too much.
I would probably get rid of the + 1 life and only give her +1 range + 1 distance, or +2 range (I find distance to be a bit more valuable than range, especially early on, which is why I would not give her 2 distance)
Alternatively, you can give her something to make her look at the top 3 cards and keep any item she finds or something (if there are non, keep any one card). That would synergize well with her passive, give her up to 3 cards, minimum 1, and not drag out the game by giver her life (unless she draws a 1 Up while there are no Items). But I don't know, maybe this Spell Card is unbalanced, too, I just came up with it on the fly while writing it, ?so I haven't put too much thought into it.
Komachi
Passive: You can hold up to 7 cards in your hand.
Spell Card:
Until the start of your next turn, every player is considered in range, ignoring distance modifiers.
Until the start of your next turn, whenever any player dies, the user of this Spell Card may take up to 2 of the defeated player's items and hand cards.
Koishi
Yuyuko
Kaguya
Passive: Whenever you lose an item card in play, you may draw a card.
Spell Card:
Choose a player in range. You may attack this player.
If you have a Power Up card in play, you may instead choose a player regardless of range.
If you have a Defense card in play, you may trash any one item the chosen player has in play.
If you have an Artifact card in play, this Spell Card cannot be canceled.
Momiji
First off, the reason I wanted to make a new card is because copying is Satori's gimmick, not Koishi's, and negating stuff doesn't sound like a Koishi sort of thing either. You could say that I wanted to make a card that matches her thematically.Seems fair enough. I personally like that official Koishi's passive is a spin of Satori's passive, as they are siblings and both are satoris, after all; and a player's passive ability is something innate, something they just due without thinking, which falls into Koishi's territory, the manipulation of the subconscious.
Okay, about her passive, it says "directly chosen" as a target. meaning that any attack that does not directly let you choose who to hit will ignore the passive.Ah, I didn't realize that's what it meant, my bad. So cards like Last Word would also not trigger this effect. But even then, some few Spell Cards and one card out of the battle deck are the only things that would negate this really annoying passive ability, so even considering them, this passive would still be too powerful.
Flandre's spellcard, for example, can hit Koishi if she targets the character next to Koishi, as the "hit each player next to your target" part of the attack is not a direct choice and thus does not trigger the passive.
Character CardThe problem with her new passive is that now, somebody has to sacrifice a card without the assurance that somebody else would later follow up on attacking her. And without this assurance, nobody would want to waste even a single card against her, meaning that, even if her ability only triggers once per round, she will be one of the last people standing (unless a lot of Last Word effects that hit everybody are played, but we have to assume that Last Word is the only card that can actually attack everyone, as we cannot assume we have certain characters in any given round).
Koishi Komeiji
Passive
Once per round, when you are attacked, you may avoid that attack.
Spellcard
Response "Youkai Polygraph"
Choose Danmaku, Dodge, Invocation, or Item cards. Until the beginning of your next turn, if any player other than you plays a card of the chosen type, attack that player, regardless of range.
Once again I have misjudged the power of the passive. Would it be weaker if she needed a Danmaku card to do it?It would be weaker, yes, since Yuyuko would drain herself of her resources. However, it would still feel like a more powerful Byakuren at this point, even if you can only use it once per turn (since even Byakuren will rarely use it more than once per turn due to her limited resources). Then again, since you now need 2 out of your up to 4 cards in your hand... well, maybe it would be alright like that, I'm not entirely certain.
Character CardThis new passive is okay, I think, but it robs Yuyuko of her personality, as she is, when simply looking at her power, just another Flandre now. Btw, while your Yuyuko cannot target the item to be trashed, the hit player still needs to discard their power up card (as usual) which is not the case with Flandre, which makes your Yuyuko's passive about as strong as Flandre's... except it is only once per round and does not synergize with her Spell Card. Okay, when taking this into account, it actually is weaker.
Yuyuko Saigyouji
Passive
Once per round, when a player is hit with Yuyuko's attack, you may force that player to trash one Item card that they have in play.
Spellcard
Lifespan "Ticket to the Ageless Land"
Choose a target in range. That target loses one life. (This is not considered an attack.)
Okay, the thing about this is that Supernatural Border activates two out of three powers of this spellcard, so a Kaguya player is REALLY going to want to get one of those. Granted it's not a common card, so it's not the most reliable sort of thing, but it means that Kaguya is going to be a serious threat if she does get one, and Supernatural Border is the better of the two Defense cards in the standard deck, so...Yeah, I'm aware of the Border. Which is why I didn't use "Deal 2 damage" for a Power Up card, like I wanted to at first, as that + "cannot be canceled" would definitely be OP, even if you need an artifact for the latter part.
Still, I do agree that it's interesting. I would ask for a second opinion on it, though, as I'm not the best person in terms of figuring what is and isn't OP...
You haven't said anything about Momiji. Is she OP, or is she ok? I wrote in that her card is a reaction spellcard(I don't have the means to put in the Reaction symbol in the appropriate place), but it's a strong card, inflicting 2 damage on hit. Although maybe I should write the second part as "If there is no attacker, choose a player in range to attack for 2 damage."?Momiji? Was she in your last post? I can't seem to find her there, or in the older posts even when Crtl+F the first page.
Momiji was quietly in the post with all the character cards.
The problem with her new passive is that now, somebody has to sacrifice a card without the assurance that somebody else would later follow up on attacking her. And without this assurance, nobody would want to waste even a single card against her, meaning that, even if her ability only triggers once per round, she will be one of the last people standing (unless a lot of Last Word effects that hit everybody are played, but we have to assume that Last Word is the only card that can actually attack everyone, as we cannot assume we have certain characters in any given round).
Her Spell Card is deadly against characters like Sakuya or people with the Stop Watch (or during the Eternal/ Imperishable Night incident, however it was called in this game). All you need to do is choosing Danmaku and Sakuya/ the Stop Watch user/ a person with a lot of Powers won't be able to attack anymore without getting punched in the face repeatedly.
If you want to keep this effect, I'd advise you to limit it to once per person and remove Danmaku and Dodge cards from this list, as they are too common. Heck, even without Sakuya/ the Stopwatch, nobody would want to attack this turn as it means an automatic counter attack, meaning everyone would just draw some cards and end the turn (unless they know Koishi is on their side, in which case Koishi just opened up a huge advantage for her own team).
I know this effect seems similar to Byakuren's passive, however, since Byakuren needs to drain herself of her own resources, she is limited to the Danmaku cards in her hand, meaning that, if she barely has any cards in her hand, it's fairly safe for other players to attack, since Byakuren has to keep her cards for the people she wants to eliminate first.
If you can indiscriminately attack any person playing a Danmaku card, even if it's just once per turn (which it currently isn't), then 1) of course Koishi will attack them if she is not on their side and 2) they won't attack because they know of case 1.
Long story short, remove Danmaku and Dodge, since they are too essential to the game and putting them on the list will just grind the game to a halt.
Yuyuko
Momiji
In my experience, most people who want to attack other players tend to have more than one attack to throw at them, and Koishi's passive is basically having one Dodge card per round, meaning that she can only avoid one attack without resources. Compare to Satori, who has a one in four chance of evading any attack, and well...Imagine following scenario: 1v1, Koishi vs whoever is the heroine.
Heroine Hand | Koishi Hand | Actions |
4 cards + 2 draw | 4 cards | Heroine attacks twice, Koishi dodges once + autododge |
4 cards | 3 cards + 2 draw | Koishi attacks twice, Heroine dodges both |
2 cards + 2 draw | 3 cards | Heroine attacks twice, Koishi dodges once + autododge |
2 cards | 2 cards + 2 draw | Koishi attacks twice, Heroine dodges both |
0 cards + 2 draw | 2 cards | Heroine attacks twice, Koishi dodges once + autododge |
0 cards | 1 card + 2 draw | Koishi attacks twice, Heroine is out of cards to do anything and gets hit (assume Heroine draws into dodge) |
0 cards + 2 draw | 1 card | Heroine attacks twice, Koishi dodges once + autododge |
0 cards | 0 cards + 2 draw | Koishi attacks twice, Heroine is out of cards to do anything and gets hit (may draw into dodge) |
Koishi can't not attack someone if they play the chosen card,Do you really think that's a disadvantage? An EX Boss will like that and simply state "You don't HAVE to attack right now. Sorry if it inconveniences you." Or even worse, what if you are the Heroine? Everyone attacking you will quickly be executed by the Partners and EX Boss.
Heroine Hand | Koishi Hand | Actions | Life |
4 cards + 2 draw | 4 cards | Heroine attacks twice + Spell Card, Koishi dodges twice + autododge | 4 |4 |
3 cards | 2 cards + 2 draw | Koishi attacks twice + Spell Card, Heroine dodges all | 4 |4 |
0 cards + 2 draw | 1 card | Heroine attacks twice, Koishi dodges once + autododge, Heroine is counterattacked twice (assume she draws into dodge) | 3 |4 |
0 cards | 1 card + 2 draw | Koishi attacks twice, Heroine is hit and draws into dodge | 2 |4 |
meaning that if you choose Danmaku, then you're likely going to punch everyone in the face, and that'll lead to a lot of aggro,Again, if she is the Heroine, good luck with your plan of attacking her. You probably won't get killed by Partners and the EX Boss. </joking>
which combined with her fairly weak passive,Look at the first table above.
You don't have to worry about the identity thing. If anything, the passive was meant to emulate the snow weather effect that she had in SWRThe problem here is that players will generally not notice this. They will just see that Flandre and your Yuyuko have a similar passive.
(although maybe I should have the passive target a random card from the player's hand for each hit instead? That might be too powerful, though...)In general, you should leave hand cards of other people alone. Remilia could steal other people's hand cards upon successfully evading an attack at one point, and that was incredibly frustrating for the attackers as they got punished for trying to play the game.
Character CardAgain, Cirno has 2 Range and a drawback because 2 Range is too good by itself.
Petty Patrol Tengu
Momiji Inubashiri
Passive
Momiji has +3 Range.
Spellcard - Reaction
Dog Sign "Rabies Bite"
Activate either when another player attacks or any time you can play an Action card.
Attack a player in range for 2 damage.
As for Momiji vs. Cirno, remember that Cirno's Spellcard forces a player to skip their next turn, which is a very powerful effect, so a drawback was needed there(plus the whole "you're frozen for your next turn!" is what I consider to be Cirno's main thing, really).Yes, Cirno's Spell Card is powerful. Howerver:
Koishi
Momiji
Yuyuko
You really never want to mess with hand cards in this game, as those are the only thing you can rely on. (Unless it affects everyone, including the user, like Tempest, which creates a completely new board for everyone.)
How does me running into OP territory just keep happening? ???I don't know, but my guess is that you don't consider (some of) the following factors:
Character CardThat seems fair enough, I think.
The Closed Eyes of Love
Koishi Komeiji
Passive
Koishi has +1 Distance.
Spellcard - Action
Dream Sign "Ancestors are Watching You"
You may discard up to 2 cards when you play this card.
Attack a player in range. For each card you have discarded, you may attack that player again.
...I'm going to take your word for it, because I honestly don't understand the true value of range boosting. I think that I've grown incredibly rusty in terms of Danmaku!!(I honestly want to play more Danmaku!! on TTS so that I can actually hone my senses for this sort of thing...)...+1 Range: Really important so you can engage in combat with players who might not be able to counterattack.
Character CardIt seems okay now (I don't know how powerful the possibility of equipping two items really is, but in the sketching stage, this seems fine to me), and while her Spell Card is perfectly fine, it does still not seem special enough to warrant being playable whenever you want. I'd just give her a static Reaction Spell that lets her cancel a Spell, since otherwise, if you use your Spell Card during your own turn, it literally just transforms into another attack (that can ignore distance, but still.)
Petty Patrol Tengu
Momiji Inubashiri
Passive
Momiji can have 2 Defense cards in play at the same time.
Spellcard - Reaction
Mountain Nomad "Expellee's Cannan"
Activate either when another player attacks or any time you can play an Action card.
You may choose to cancel the attack, if any, and you may attack a player, regardless of range.
*remembers that Miko's spellcard is effectively a single target Tempest*It's true that I've completely forgotten about these effects. However, I was mostly talking about passive abilities earlier. Bad excuse aside, personally, there's actually another interesting point to this:
*remembers that Futo's spellcard switches the hands of two different players*
Character CardAfter reading your thought process on this, I have to agree, this does seem okay.
Ghost Girl in the Netherworld Tower
Yuyuko Saigyouji
Passive
When a player is hit with Yuyuko's attack, instead of discarding a Powerup card, you may choose to force that player to trash one card at random from their hand.
Spellcard
Lifespan "Ticket to the Ageless Land"
Choose a target in range. That target loses one life. (This is not considered an attack.)
---
Given that a player gains a card whenever they lose life for any reason(unless I'm remembering the rules wrong), the passive isn't really that strong(although I have time and again been proven wrong), and it comes at the cost of letting the player you hit keep their Powerup cards. Also, Yuyuko's spellcard doesn't synergize with her passive at all, as it's not an attack, so it doesn't cause anything other than a loss of life(no Powerup discard if it's not a hit from an attack, if I'm remembering the current set of rules correctly), and the targeted player can draw a card for losing a life, so it's sort of generating a card disadvantage as a cost for being an "undodgeable life loss" sort of thing, and it respects range, unlike Remilia's spear.
Momiji
---
Artifact Card
Nuclear Control Rod
Once per round, whenever you hit another player with an attack, you may discard a card to attack that player again, regardless of range.
Once per round, whenever you are attacked by another player, you may discard a card. Attack the attacker, regardless of range.
---
Some cards in Lunatic Extra allow you to have more than one Character card at the same time. While every player has just one Character, a player may gain one or more Extra Characters, allowing a player to use the Abilities or Spell Cards of those Extra Characters.
You gain Extra Characters when a card tells you to recruit an Extra Character. To recruit an Extra Character, you shuffle all of the unused Character cards, and draw two. Look at those cards and choose one to keep. That Extra Character has now been recruited. Put the other Character card back in the unused character pile. The card that tells you to recruit an Extra Character will specify whether you gain that character?s Ability, Spell Card, or both.
You lose an Extra Character when a card tells you to dismiss an Extra Character. When you dismiss an Extra Character, shuffle that card back into the Extra Character pile. There is no discard pile for Extra Characters, so you can potentially draw that character again later in the same game.
There are several ways to get an Extra Character: your role (Tag Team), your character?s Ability (Houjuu Nue), or certain Items (Tanuki Leaf). You can have more than one of these at the same time, meaning you can potentially have many Extra Characters all at once.
Each card that grants you an Extra Character works independently. Remember which Extra Character is associated with each source. If one source gives you an Extra Character?s Ability, it only counts the one you recruited from that source. If that source tells you to dismiss your Extra Character, you only dismiss the Extra Characters granted by that source.
Effects that tell you to choose a player or their Character do not allow you to choose Extra Characters. For instance, you cannot use Capture Spell Card to activate the spell card of an Extra Character.
(http://danmaku.party/wp-content/uploads/HOUJUU-NUE-280x198.jpg) (http://danmaku.party/wp-content/uploads/HOUJUU-NUE.jpg) | (http://danmaku.party/wp-content/uploads/LONE-WOLF-212x300.jpg) (http://danmaku.party/wp-content/uploads/LONE-WOLF.jpg) | (http://danmaku.party/wp-content/uploads/TAG-TEAM-212x300.jpg) (http://danmaku.party/wp-content/uploads/TAG-TEAM.jpg) |
To celebrate we're introducing a new mechanic that comes with Lunatic Extra: Extra Characters
Houjuu Nue is based on the popular RPG concept of a Barrier Change Boss. Her Ability gives her 2 random Abilities from other characters, which are then randomized on hit. Her Spell Card allows her to optimize herself, allowing you to essentially choose between 6 Abilities (The 2 you have, plus the 4 you can choose from)
Lone Wolf/Tag Team is the mechanic-focused Extra Boss in Lunatic Extra. I've mentioned before but now you'll see it actually happening: Every expansion comes with at least one new Extra Boss related to that expansion's mechanics. Tag Team allows you to recruit an Extra Character permanently, such is the strength of yuri.
Do you always have a Voile handy for Lily White? Do you topdeck into 1 Up three times in a row? Does Supernatural Border read ?You win the game? to you? Well we?ve got a character card for you. Introducing the first Sealing Club president, Usami Sumireko!
(http://danmaku.party/wp-content/uploads/USAMI-SUMIREKO-280x198.jpg) (http://danmaku.party/wp-content/uploads/USAMI-SUMIREKO.jpg)
Sumireko allows you to use your psychic powers to win hard in Danmaku!! Average monkeys only get a 33% extra card draw out of her, but with your abilities 33% sounds like 100% doesn?t it?
Her spell card furthers these abilities, by reading the cards in your opponents hand, you can know just when to strike.
BTW we're at Comiket this Friday with the Japanese version of Danmaku!!,East Hall Ra 59-a
at Comiket this Friday with the Japanese version of Danmaku!!
Japanese versionWow. Do you already have hints how the Eastern fans will judge Danmaku!! ?