I might as well join in...
Morning CardsNocturne gave us the Night, a new phase with cards to be played after the Buy phase. Now, I introduce its logical opposite, the Morning phase. This phase takes place before the Action phase, but after any Duration effects take place. This means that you must have the Morning card in your hand at the start of your turn (or through a Duration draw effect) if you wish to play it. That will make playing these cards more difficult, so I tried to make the effects rather powerful as a result.
Much like Night cards, Morning cards require no Actions or other resources to play. Their main effect is to make certain effects throughout the rest of your turn more powerful. For the most part, these empowering effects will activate when you play the Morning card itself.
EDIT: In order to make them less swingy and less dead-when-drawn-during-turn, Morning cards now have a universal effect in which when you discard a Morning card from your hand during your Cleanup phase, you may reveal it and put it on top of your deck. I won't add this to the card text because then the cards would be too wordy. As long as it's a Morning card, you can do this.
Card Examples: Mudlarks
Morning - $2
--
You may trash a card from your hand.
-
While this is in play, whenever you trash a card, +1 Card.
"Mudlark" is a slang term for garbage man, and as this was the best "old timey" artwork I could find for anything similar, I went with it. Anyway, the mudlarks take a little of your garbage, which they can use for their own benefit. If you have more garbage later, they'll swing by again.
Telescope
Morning - $3
--
Look at the top 4 cards of your deck. Put one back and discard the rest.
-
While this is in play, whenever you discard a card from your hand or your deck, you may put it on top of your deck.
(Oops, I should have said "Other than during Cleanup" for the in-play effect. Pretend it's there)Your trusty Telescope can see what's coming in or going out and help you prepare for it accordingly. I worry it's too much like Cartographer for its price, but as it's only playable in the Morning and doesn't allow you to chain them as well as Carto (plus you're forced to keep at least one card), I kept it at $3.
Clock Tower
Morning - $4
--
+1 Action
-
While this is in play, whenever you have at least two Actions remaining after playing a card, draw up to five cards in hand.
(Oops again, this should say "before your Buy phase" so that it's not completely busted. Also, the draw-up-to-5 takes place after resolving the effects of the card.)The bell in the Clock Tower rings early in the morning, waking up the eager townsfolk to get them to work. By itself, it's effectively a Village. The Kingdom will also need the right cards to keep your Actions high and hand-size low enough, but if that happens, the Clock Tower will become a vital engine component.
Fishmonger
Morning - $5
--
+1 Buy
+$1
-
While this is in play, whenever you play an Action card with +$ amounts in its text, +$1.
Similar to his kith the Herbalist, the gone-but-not-forgotten Woodcutter, etc., the Fishmonger gives his highness an extra Buy and some money through his wares. However, this fellow's fishy fare is known to energize the Kingdom's other money-makers. Peddler variants especially will use the fish to become stinking rich. *sniff sniff* Or maybe they're just stinking...
Mushroom Hunt
Morning - $6
--
Gain a Gold to your hand.
-
While this is in play, whenever you gain a Victory card, you may gain a Treasure costing less than it.
One experienced at the art of the Mushroom Hunt can easily find a delicacy worth its weight in Gold right away. Plus, the more land she is able to hunt on, the more tasty treasures she can accrue. Of course, she also knows when not to hunt, as to not pick up anything poisonous (like a Copper).
-
I may fix the wordings later, if I have time (in other words, nope).