This is a skeleton for this series right now. It will be fleshed out and polished a bit in the near future.
Field effects can provide an avenue for simulating combat and spatial interactions.
In general, the theme of this series is to promote field based effects, with an emphasis on creature interaction.
-Credit (and major kudos) to Hyroen for making the slot priority diagram used here-
Some commonly used term:
-Opposing: In the equivalent slot(s) on the opposite side of the field
--Opposing slot: The slot with the same priority on the opposite side of the field
--Opposing row: The row on the opposite side of the field
-Adjacent (also worded as near or nearby if space is limited): Slots that are "touching"
--E.g. slots 4, 9, 18, 5, 14, 21 are all adjacent to slot 1
-Field column: A group of slots that lie in a vertical line. This includes both sides of the field, but seems to stagger from one side to the next
-Field Row: A group of slots that lie in a horizontal line
Columns and opposing slots seem to make for the easiest connections between creatures on opposing sides.
Looking at the slot priority image, it is easy to see that "Front" and "Back" are more tricky since the top row of one player's field touches the bottom row of their opponents field and what appears as top to one player appears as the bottom to the opponent.
Thus, top and bottom should be used with care as the geometry will be confusing for most players. I have avoided using it so far for just that reason.
Cards in the series so far
Dragon Seal Sub-Series
Dragon Seal of Freedom
http://elementscommunity.org/forum/index.php/topic,48040.0.htmlDragon Seal of Secrets
http://elementscommunity.org/forum/index.php/topic,48048.0.htmlDragon Seal of Resilience
http://elementscommunity.org/forum/index.php/topic,48054.0.htmlDragon Seal of Union
http://elementscommunity.org/forum/index.php/topic,48080.0.htmlDragon Seal of Ire
http://elementscommunity.org/forum/index.php/topic,48088.0.htmlIntroduced previously, but included for reference
Storm-Blade Defender
http://elementscommunity.org/forum/index.php/topic,47212.0.htmlNarrow Bridges
http://elementscommunity.org/forum/index.php/topic,44861.0.htmlMassive Charge
http://elementscommunity.org/forum/index.php/topic,46888.0.htmlLemming
http://elementscommunity.org/forum/index.php/topic,47538.0.html
Dragon Seals Sub series:
Dragons are creatures of myth and legend. Stories about them (in one form or another) pervade human mythology in almost every culture.
Many of these myths attribute a range of supernatural powers and abilities to dragons.
The dragon seal sub series is aimed at exploring this, with an emphasis on use of field effects to emulate dragons radiating power or using fearsome breathe weapons.
Dragon seals will bestow special abilities to the games currently skill-less dragons. All seals will provide the dragon the ability to move to a chosen spot. Each will also provide a major field effect related to there element.
So far:
: Freedom -> Provides evasion chance to allies nearby
: Secrets -> Provides invisibility to allies nearby
: Resilience -> Provides damage reduction to allies nearby (almost done)
Future Ideas
: Wrath -> Uses dragons attack power to deal damage to friend and foe alike along its own row and the opposing row
: Tides -> Transfer status effects from allies in row to enemies in column
: Oppression -> Stun enemies in and near opposing slot based on relative stats
Still looking for more ideas. Suggestions would be appreciated.