Thanks for the judging, Xen3k. There were definitely some interesting mechanics this season.
I made a few additional cards:
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Hidden Path • $5 • Night - Activation Queue any number of Action cards you would discard from play this turn.
When you trigger this, play up to three Action cards from your Queue. |
Hidden Path uses the Activation mechanic along with the Queue mechanic from Week 19.
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Dolphin • $4 • Action - Activation - Roster +2 Cards
When you trigger this, play a card costing up to $1 per Dolphin you have in play, from your Roster mat, leaving it there. |
Dolphin uses both the Activation mechanic and the Roster mechanic. On play it's just a Moat, and you can Activate it to play a card from your Roster. The more you have in play the stronger the card is you have in play. Like Hidden Path, this plays a card when you trigger it. It's a design space I like, since it makes spending an Action on trigger it less of a burden.
I also decided to go all out, and make a design using all 9 mechanics from the Season:
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Archmage • $6 • Action - Single +5 Cards +1 Action Discard 3 Cards. Trash a card from your hand. Gain a Spell costing up to $2 more than it. Return this to the Supply. Take Spellbound. |
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Holy Light • $2* • Action - Spell +2 Actions +5 Pieties Draw until you have 5 cards in hand. -1 Piety per card drawn that way. Return this to its pile.
(This is not in the Supply.) | Water Elemental • $3* • Action - Spell +2 Cards +2 Actions +2 Mutineers
(This is not in the Supply.)
Premonition: Feast of Hecate | Magic Cube • $4* • Enchantment - Spell Enchant a non-Activation Action card. Your copies of it are Activation cards with "When you trigger this, replay it."
(This is not in the Supply.) |
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Shadow of Death • $5* • Night - Attack - Spell Return this to its pile. Trash up to 3 cards you would discard from play this turn. If you trashed at least one, each other player gains 2 Terrors onto their deck.
(This is not in the Supply.) | Fecundity • $6* • Action - Activation - Spell Set aside a card from your hand face down (on this).
When you trigger this, trash the set aside card. You may discard a copy of it to return this to its pile and gain a National Park. (This is not in the Supply.) | Shape Shifter • $7* • Action - Duration - Roster - Spell At the start of each of your turns for the rest of the game, choose one: put 3 tokens here; or remove any number of them to play a card costing up to $1 each, from your Roster mat, leaving it there.
(This is not in the Supply.) |
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Spellbound • State You cannot buy the Archmage. When another player plays the Archmage or when you play a Spell, you may discard a card from your hand to put a token here and return this. | Feast of Hecate • Premonition After each player has taken 7 turns, each player gains a Spell costing up to $2 per token on another player's Spellbound.[/i] |
Archmage is a single card. It's a one-shot, non-terminal, massive sifter that also remodels a card into one of 6 non-Supply cards called Spells. Using the Archmage causes you to take a State called Spellbound, which makes it harder for players to play . There's a copy for each player, and players have to track which is theirs as it goes back and forth, since there is a Premonition that gives other players a Spell, depending on how many times their opponents have returned Spellbound. In retrospect, I should have used the starting Origin mechanic from Week 36, and had each player's copy flip over rather than be taken and returned.
Here is the count of the Spells:
Holy Light | 8 |
Water Elemental | 10 |
Magic Cube | 10 |
Shadow of Death | 2 |
Fecundity | 5 |
Shape Shifter | 5 |
The whole design is, obviously, ridiculous (although arguable more reasonable than my design that
used every mechanic from Season 1). I think maybe Archmage should cost $5 instead, but that seems too cheap.