some insane effects are strong enough that being allowed to continue playing cards while at -10 insanity is ok. The no creatures and 2 cards only insanes are no problem usually. Megolomania is sometimes good, sometimes bad. Schizophrenia is the worst. In order to make going insane a truely awful disadvantage, make it so once you reach -10 sanity, any cards used after that cost off your hps. So at -10 sanity, my Dark Young Charge costs me -4 hps instead of -4 sanity.
The sanity system seems alright to me, but it seems i'm not getting enough +sanity for discarding cards. The exchange for skipping a turn still seems far more detrimental than the bonus for discarding a card for +sanity. Also, i'm usually losing a great card for it as well. Most of the utility cards are 0 or 1 sanity. The cards i discard most often for sanity are the creatures. Perhaps if it 1+ sanity cost of card gained on discard. That way, i can discard anything for at least 1 sanity.
With the separation of ability on Dispel, rachskald is right, Dawn of a New Day is the go to card now. The new Dispel isnt total crap, but the Powder is the card i hold on to now rather than the dispel. The decrease in life gain was a bit too much. Good nerf on Sac Lamb tho. Essence to 12, Doctor back to 6. Also, with the reduction in life gain, the taints feel a lot stronger now too.
slow paced and very boring. there's a ton of guess work in the attack/defense calculations. what exactly does "effective" or "very effective" mean? 2x? +X damage? does my "effective" calculate before or after my 2X damage to fliers bonus? Also, i 1 shot a guy with a certain unit sometimes, but other times i dont? does the damage vary? and yeah, it was on the exact same types of tiles. Also, the biggest tank unit sucks major bawls while the battleships seem way overpowered.
The point of giving Yog-Shothoth insanity points is giving it a use when your opponent is already insane or has too few sanity points left for it to be worthwhile. In other words, discard it for +sanity. Giving it some sanity cost so it can be used to restore some sanity would balance its huge power to cause instant insanity.
Also, the Dispel card is still very uber, but too infrequent. If you make any new cards, let them have half a dispel effect. One to remove all or partial Elder def + whatever other card effect, another to remove all or partial Arcane buff + whatever card effect. There really doesnt seem to be enough ways to stop/hinder Arcane and Elder buffs.
the Yog-Sothoth card should be worth at least some insanity points considering how very powerful it can be. Also, it needs a function, mainly to be discarded for sanity, when you dont want to use it for just a few damage + going insane yourself. I'd give it about a 4 sanity value.
Please tell me, is this game based off a community deck of cards with a set amount of each card type added and both players drawing from the same lot? I swear i hold the Dispel's just to keep my opponent from getting them. Aside from Megolomania, Dispel is the strongest/most useful card in the deck. Like others have suggested, a deck builder would be fantastic.
Megolomania is without a doubt stronger than any other bonus there is. Its comepletely inbalanced. -7 taint per turn +2 arcane per turn would still be dangerous, but more detrimental. As it stands, once the computer or myself goes megolomania, its game, set, match. I can still pull off a win vs. him, but once i get mego, its over. Megolomania is way too strong.
Aside from the locked content, the ranges are total bs. The opponents get a much larger hit range for melee combat. You cant get close w/o wasting half your energy with a charge. What stat increases melee range combat attacks?