Post by Ben-Ra on Jan 22, 2004 2:01:59 GMT -5
3.1 "Here at Crazy Ben-Ra's we've got creature prices so low, you don't know what happened! Bargains from 0-30g every day! Try one today and be amazed!" (Fine print: no warranty. Creatures not guaranteed to do anything. Use at your own risk).
New Terms
IL = Item Limit
My doctorate may be in Culdscience, but I occasionally dabble in other fields. Psychology, for instance. I find it fascinating how certain cards in Culdcept can function very much like a Rorschach test (during which psychologists show you pictures of inkspills and ask you what it looks like, usually they're fishing for "a butterfly", I think). Take a card like Demonic Trade. Some people get halfway through the text, say "what the deuce?", and move on. Others spend hours trying to figure out how to use that card in the most devastating way possible. No, this column isn't about Demonic Trade. That was just a really great example using my overly long psychology metaphor. This column IS about some other cards that have a Rorschach effect. If you're the sort of player whose hair goes gray when the die goes against him, or who turns off the PS2 in resentment when he doesn't draw the right card, you may want to skip this column entirely, since it deals with the riskiest, most random creatures in the game, but also some of the cheapest. Without further ado (there's obviously been more than enough already), here are "Crazy Ben-Ra's Bargain Basement Creature Deals!"
Amber Mosquito (R) (NC)
ST:0 HP:40 G:10
Item Limit: xScroll
Transform into "Tyrannosaurus" or "Giant Rat" during battle.
Baldanders (S) (NC)
ST:0 HP:30 G:10
During battle, transform to random.
(Transforms into any creature from the game.)
Doppelganger (R) (NC)
ST:0 HP:30 G:10+Discard
Transforms into the same creature as the opponent's during battle.
Mystic Egg (R) (NC)
ST:0 HP:30 G:0
Egg hatches into a different creature during battle based on the item used.
Spectre (N) (YC)
ST:0 HP:30 G:30
Transforms ST and HP randomly from 10-70 during battle.
What these creatures have in common is that they all become something other than what they are. More accurately, their printed stats are not used in combat (with the exception of Mystic Egg, if item is not used). Second, none of them costs over 30g (Doppelganger also has a DR). Third, they all have at least 30 HP. So what does this all mean and why should you care? Or, more to the point, when and why should you use these creatures?
All of these guys have the capability of being pretty big. The worst is Mystic Egg, who can be as big as 50/50 or 40/60. Amber Mosquito could be 50/60, and everyone else here can be even bigger, potentially. Certainly, they could be very small instead. But the possibility, and therefore threat, is very important. Those which change into different creatures entirely possess even greater threat since they could end up with a devastating ability. The potential and unpredictability of these creatures is what makes them useful, almost as much as the actual effect it has in battle.
Low cost makes them outstanding early cards, and good cards at almost any point in the game. Within the first couple of laps, dropping one of these guys on a square is almost never a bad decision. The minimum value of any territory is 50, and most are worth more than that. So in any case you're gaining value instantly by playing one on an unoccupied square. With more territories owned comes higher lap bonus, earlier in the game, and you spent less cash to get it. Plus, you can trade them out later for a more stable creature, and you will have wasted little or no g doing it. Finally, they are a cheap way of rotating a creature who's been afflicted with a negative status.
If an opponent lands on one, they'll probably think pretty hard about whether to fight, especially if the toll is low. The majority of the time they would have to spend more g to win the fight than you spent on your bargain guy, sometimes a lot more. And if they lose (since that's almost always a possibility), they really get killed on the expenses. So a lot of times opponents will simply pay a toll to one of these guys rather than risk blowing a wad of cash on nothing.
On the other hand, if you land on an opponent's territory (especially early), it's often a perfectly good idea to throw one of these guys at whatever's in your way. Worst case scenario, you lose a little more g than the toll itself, best case scenario, you took the enemy's land and killed something worth way more than what you played. Keep in mind, of course, that there are many later-game scenarios (usually with leveled-up lands), which these guys can't handle (even with the best luck) without an item.
Their low cost also ties in with the base HP in that they can't be killed by MB, and if someone uses EB (which will kill any of them except Amber Mosquito), they will have spent at least 90g more to kill your guy than it cost you to cast him (although you do lose the territory value also). Note that Doppelganger is a bit worse in that his DR means you really lost two cards to the opponent's one, but at least he only costs 10g.
Here are some general battle tips and facts regarding these manic-depressive cards. With the exception of Amber Mosquito's scroll limit, none of them have any IL. Those which transform to other creatures still use whatever item you chose, even if what they transform into could not normally use that item! Mystic Egg is different in that while any item can be selected, the only ones that have any effect on the battle (outside of being the basis for Egg's transform) are The Hand, Gremlin Amulet, Talisman, and Stink Bottle, which all possess item capture/destroy properties. Those effects do occur before the Egg transforms, and in the case of The Hand, if the opponent did use an item, the Egg will steal it and base his transform on that item instead of on the Hand. Their HP will reset to the printed HP after combat in almost all cases. If their MHP is below maximum (EX: they got hit with an MB or MDS), that won't have any effect in battle since the stats change completely. If they die in a transformed state, it is the transformation that exists in the 'discard pile' for purposes of the card Raise Dead (soon to be a column, hehe. Shameless plug). Part 2 of this column will feature more specific-card strategies.
EDIT: lap bonus is increased by number of territories held, not territory value.
New Terms
IL = Item Limit
My doctorate may be in Culdscience, but I occasionally dabble in other fields. Psychology, for instance. I find it fascinating how certain cards in Culdcept can function very much like a Rorschach test (during which psychologists show you pictures of inkspills and ask you what it looks like, usually they're fishing for "a butterfly", I think). Take a card like Demonic Trade. Some people get halfway through the text, say "what the deuce?", and move on. Others spend hours trying to figure out how to use that card in the most devastating way possible. No, this column isn't about Demonic Trade. That was just a really great example using my overly long psychology metaphor. This column IS about some other cards that have a Rorschach effect. If you're the sort of player whose hair goes gray when the die goes against him, or who turns off the PS2 in resentment when he doesn't draw the right card, you may want to skip this column entirely, since it deals with the riskiest, most random creatures in the game, but also some of the cheapest. Without further ado (there's obviously been more than enough already), here are "Crazy Ben-Ra's Bargain Basement Creature Deals!"
Amber Mosquito (R) (NC)
ST:0 HP:40 G:10
Item Limit: xScroll
Transform into "Tyrannosaurus" or "Giant Rat" during battle.
Baldanders (S) (NC)
ST:0 HP:30 G:10
During battle, transform to random.
(Transforms into any creature from the game.)
Doppelganger (R) (NC)
ST:0 HP:30 G:10+Discard
Transforms into the same creature as the opponent's during battle.
Mystic Egg (R) (NC)
ST:0 HP:30 G:0
Egg hatches into a different creature during battle based on the item used.
Spectre (N) (YC)
ST:0 HP:30 G:30
Transforms ST and HP randomly from 10-70 during battle.
What these creatures have in common is that they all become something other than what they are. More accurately, their printed stats are not used in combat (with the exception of Mystic Egg, if item is not used). Second, none of them costs over 30g (Doppelganger also has a DR). Third, they all have at least 30 HP. So what does this all mean and why should you care? Or, more to the point, when and why should you use these creatures?
All of these guys have the capability of being pretty big. The worst is Mystic Egg, who can be as big as 50/50 or 40/60. Amber Mosquito could be 50/60, and everyone else here can be even bigger, potentially. Certainly, they could be very small instead. But the possibility, and therefore threat, is very important. Those which change into different creatures entirely possess even greater threat since they could end up with a devastating ability. The potential and unpredictability of these creatures is what makes them useful, almost as much as the actual effect it has in battle.
Low cost makes them outstanding early cards, and good cards at almost any point in the game. Within the first couple of laps, dropping one of these guys on a square is almost never a bad decision. The minimum value of any territory is 50, and most are worth more than that. So in any case you're gaining value instantly by playing one on an unoccupied square. With more territories owned comes higher lap bonus, earlier in the game, and you spent less cash to get it. Plus, you can trade them out later for a more stable creature, and you will have wasted little or no g doing it. Finally, they are a cheap way of rotating a creature who's been afflicted with a negative status.
If an opponent lands on one, they'll probably think pretty hard about whether to fight, especially if the toll is low. The majority of the time they would have to spend more g to win the fight than you spent on your bargain guy, sometimes a lot more. And if they lose (since that's almost always a possibility), they really get killed on the expenses. So a lot of times opponents will simply pay a toll to one of these guys rather than risk blowing a wad of cash on nothing.
On the other hand, if you land on an opponent's territory (especially early), it's often a perfectly good idea to throw one of these guys at whatever's in your way. Worst case scenario, you lose a little more g than the toll itself, best case scenario, you took the enemy's land and killed something worth way more than what you played. Keep in mind, of course, that there are many later-game scenarios (usually with leveled-up lands), which these guys can't handle (even with the best luck) without an item.
Their low cost also ties in with the base HP in that they can't be killed by MB, and if someone uses EB (which will kill any of them except Amber Mosquito), they will have spent at least 90g more to kill your guy than it cost you to cast him (although you do lose the territory value also). Note that Doppelganger is a bit worse in that his DR means you really lost two cards to the opponent's one, but at least he only costs 10g.
Here are some general battle tips and facts regarding these manic-depressive cards. With the exception of Amber Mosquito's scroll limit, none of them have any IL. Those which transform to other creatures still use whatever item you chose, even if what they transform into could not normally use that item! Mystic Egg is different in that while any item can be selected, the only ones that have any effect on the battle (outside of being the basis for Egg's transform) are The Hand, Gremlin Amulet, Talisman, and Stink Bottle, which all possess item capture/destroy properties. Those effects do occur before the Egg transforms, and in the case of The Hand, if the opponent did use an item, the Egg will steal it and base his transform on that item instead of on the Hand. Their HP will reset to the printed HP after combat in almost all cases. If their MHP is below maximum (EX: they got hit with an MB or MDS), that won't have any effect in battle since the stats change completely. If they die in a transformed state, it is the transformation that exists in the 'discard pile' for purposes of the card Raise Dead (soon to be a column, hehe. Shameless plug). Part 2 of this column will feature more specific-card strategies.
EDIT: lap bonus is increased by number of territories held, not territory value.