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v.1.7.6 Update Log

Journey of Greed · Community Announcements · October 26, 2020

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1. Added ESC support;
2. Changed the Splash Screen Image;
3. Added three red island skins;
4. Balance Update:

Mercenary Cards
-----------------------------
[Gear Rental]
You get Commission (2) -> Commission (3)

[Power Charge]
Now also gives you: Defense+ 1 this turn
Cost: 0 Coin -> 1 Coin

[Impenetrable]
Other players get 4X Coins -> Other players get 2X Coins

[Wild Hunt]
Cost: 5 Coins -> 2 Coins

[Bodyguard] (Reworked)
Each player gets Defense+ 1, lasts Three Turns.
If there are other Active players, You get Commission (1)

[Thin Ice] (Reworked)
Draw a card
Defense+ 2X this turn
X is your current Defense- points

[Inherit] (Reworked)
In three turns,
You get 5X Coins on green Islands,
X is your current Commission points

[Paid Shield] (Reworked)
Misfortune: You and players adjacent to you get Defense+ 1
You get Commission (X),
X is the absolute value of Island Points this turn


Deceiver Cards
-----------------------------
[Pick Pocket]
Defense- 2 -> Get Wound (2)

[Overdraft]
Defense- 2 -> Get Wound (2)

[Lead]
You get Split+ 15 and other players get Split+ 10
->
You get Split+ 20 and other players get Split+ 15

[Back Grabbing]
Fortune: Take 2 Coins from other players
Misfortune:Take 5 Coins from other players
->
Fortune: Take 3 Coins from other players
Misfortune:Take 6 Coins from other players

[Double Steal]
Now also gives you: Defense+ 1 this turn
Cost: 4 Coins -> 5 Coins

[Two Face]
Take Effect +4 -> Take Effect +6

[Dark Gift]
Take 9 Coins from other players
->
Take 10 Coins from other players

[Risk Transfer] (Reworked)
Take X Coins from players to your right
You give your Wound effect to the player on your left,
they gain 2X Coins,
X is your Wound count

[Scapegoat] (Reworked)
Give your latest Defense- to the player to your right,
you both restore 1 Health

[Gold Thirst] (Reworked)
All players get Split+ 10
Other players get Defense-1
Both lasts three turns

[Compensate] (Reworked)
Remove your Wound effects,
restore 1 Health


Alchemist Cards
-----------------------------
[Volatile Potion]
Misfortune: you lose 1 Health
->
Misfortune: you and players adjacent to you lose 1 Health

[Overdraw]
Get Wound (2) is now removed

[Gold Conversion]
Gain 2X Coins -> Gain 3X Coins

[Illegal Alchemy] (Reworked)
You gain 6 Coins
Misfortune: Other players lose 1 Health

[Low Pressure] (Reworked)
If you haven't lost any Health this turn,
you gain 18 Coins

[Gold Blast] (Reworked)
Each player gains 10 Coins
Fortune: Other players lose 1 Health

[High Pressure] (Reworked)
At the end of the turn,
if you've lost Health,
you gain 21 Coins


Dancer Cards
-----------------------------
[Freeloader]
Defense -2 last three turns
->
Defense -1 last three turns

[Volatile]
Now also: Restore 1 Health.
Cost: 2 Coins -> 3 Coins

[Hysteria]
Defense -X this turn
->
Defense -1 this turn

[Final Bow] (reworked)
Take 4X Coins from players with Enchant,
X is player's current Enchant points
They lose Enchant
Cost: 1 Health -> 0 Coin

[Rally] (reworked)
Remove Loner from all players and each player restores 1 Health. If you are at the far left of all Active players, restore 1 more Health

[Stone Cold] (reworked)
Each player with Enchant get Defense -1,
the rest get Defense +1,
both last three turns


Witch Doctor Cards
-----------------------------
[Overkill]
Get Wound (2) -> Get Wound (3)
Cost: 0 Coin -> 1 Health

[First Aid]
Get Wound (3) -> Get Wound (4)

[Defect Treatment]
You gain 6X Coins -> You gain 3X Coins

[Evil Infusion]
Cost: 1 Health -> 3 Coins

[Underground Clinic] (reworked)
Gain 3 Coins at the end of the turn for every point of Health restored by each player,
lasts till no one restored Health.
Each player restores 1 Health

[Surgical] (reworked)
If anyone's Health = 5, they restore 2 Health.
Gain 3 Coins at the end of the turn for every point of Health restored by each player this turn

[Quarantine] (reworked)
Players with more than 5 Health lose 1 Health at the end of each turn, lasts till Health <5.

[Narrow Escape] (reworked)
When someone is about to take any damage this turn, block that damage and turn it into Wound


Taoist Cards
-----------------------------
[Conduit]
Restore Yang Health is now removed

[Yin· Doom]
Red Island Advance (3) at the end of the turn
->
Black Island Advance (3) at the end of the turn


Common Cards
-----------------------------

[Sow Discord] (new)
Another random player gets Loner at the start of the turn,
you get Defense+1,
both lasts three turns.

[Premium Service]
Removed the condition: "if there are other active players"

[Doomsayer]
Cost: 7 Coins -> 9 Coins

[Undermine] (reworked)
Other Active players get Defense-1
until they lose Health.

[Deep Hatred] (reworked)
If you are at the far left of all Active players,
other players get Defense-2.
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