FWIW, I do like Equip better than take. (and your point on tracking is a good one, though in practice, I imagine you could use some sort of colored token).
I have played with similar versions of Drummer/Drums, Bowman/Quiver and with Kingsman and its 4 Equipment cards in real life, with each about 10 times with 3 players. It was really easy to do it the way I tried to present here.
A couple of points on these new cards:
• I think you might mean Morale instead of Moral. At least that seems to fit more with "If the Moral/Morale is good", etc.
Morale: the confidence, enthusiasm, and discipline of a person or group at a particular time.
Moral: a lesson, especially one concerning what is right or prudent, that can be derived from a story, a piece of information, or an experience.
Of course, I mean Morale. Funny thing is in German you use the same word for both, i.e. Moral. I was familiar with both English words, but wasn't aware of the difference. Thanks for this. Something I learnt today, I'll probably never forget.
• I think you can save text by removing the "Players receive it at the start of their turn"; as that is just the standard rule for these cards.
I wanted to be player friendly similar to some obvious text on some official cards, but since you and Timinou suggest to skip it, I will do so.
I think it could be a bit confusing to have Moral as the card type as well, but it doesn't bother me too much.
I just used it analogous to how Fate and Doom cards are labelled for receiving Boons and Hexes, respectively.
I don't know if you plan to have a card that would let you cycle through different Morals. Jouster is pretty strong when stacked, but I think it would also be good to have an option to let you combo with Drums / Drummer.
I do not plan to have more Morale cards. I think it is better to keep their absolute number low, since if more than 1 (or 2?) are in a game, the Morale would change too often, which may become annoying. Ideally, the Morale cards shouldn't be able to change too often. I am not sure what you meant with the strengths of Jouster. It is designed for stacking, but only the first one reveals the next Morale.
I'm not sure I like the fact that in multiplayer games one player could receive High or Excellent, then the next one could get Low or Disastrous.
With the limited experience I have with Drummer/Drums, I can say that it worked very well in 3-player games. One important thing seems to be that the Morale doesn't change too often. It can even develop in a kind of team spirit were everyone hopes that the next Morale is better than the previous one or something like that. This is probably not ideal for high level competitive 2-player games, but in social multiplayer games the fun part is much higher than any drawback due to swinginess. Over a long run it balances out.
Just another minor comment - think Drummer and Drums would be less ambiguous if they said "Good, Excellent, or High" instead of "Good or better".
Yes, I mainly used the "or better" because of the limited space on Drums. Now that I delete the "players receive..." part, this shouldn't be a problem.
I’d use different background colours to differentiate the three levels.
I think the cards are already quite colorful. Labeling the cards with the type Morale should be enough and their text also tells the player to reveal the next Moral. It is basically the same principal as with Fate and Doom cards.
I’d also put the frequency on the card, a small number in the corner or something like that.
The frequency of the Morale cards may still change. In a first version I also had 2 single-copy Morale cards (which were stupid), but I may come up with better ones, or I may change the ratio of good versus bad Morales.
Finally, I have a question to all of you. For Drums I have used "...equip this". Is that correct? Or is it better to use "...equip with this"?Thank you all very much for your help!