This was my first attempt at a fan expansion all those years ago. I'm still a proponent of the concept, even if I was bad at making cards, making multiple cards seem like a cohesive expansion, and taking feedback, lol. The concept of this expansion was to make Potions less of a nuisance in your deck. I'll dare to say that I'm better at designing cards, and have designed a lot since then, and I think I'm ready to share. I'm going to start off by updating this expansion to my current vision of how to make Potions not feel like a penalty. Beware, it's a surprisingly Attack-heavy set now, with 8/17 piles having an Attack in it. I don't do randomizers, so it's 200 cards, not counting randomizers.
Let me start with the primary new mechanism in this expansion.
Magical Staff
Action-Duration-Magic
+2 Cards
+1 Buy
You may play a Potion from your hand. If you do, at the start of your next turn, +.
Magic: {Instead of +, put this into your hand.}
Magical Shield
Action-Duration-Reserve-Magic
+ or Magic: {+2 Cards instead.}
Put this on your Tavern mat.
-
When another player plays an Attack card you may first call this for + at the start of your next turn. Magic: {+1 Card instead.} Until then, when another player plays an Attack card, it doesn't affect you.
Magical Arrow
Action-Reaction-Magic
If you have no cards in play other than Magical Arrows, +2 Cards.
-
Magic: {When you draw this, you may play it.}
Magical Berry
Treasure-Magic
Put a card from your hand onto your deck.
Magic: {Put a card from your discard pile onto your deck.}
-
When you gain this, trash any number of cards from your hand costing .
Royal Mages
Project
When you play a Magic card, you may now use its Magic effects.
When you gain a Potion you bought, +1.
Royal Mages does
not get shuffled in with the randomizers or other landscapes or however your table chooses a Kingdom. Royal Mages is like the Ruins pile that gets added to a Kingdom when a Looter card is in the Kingdom; Royal Mages gets added when a Magic card is in the Kingdom. If you already have two landscapes, I guess just add this as a third one. I'm sure it won't hurt. If you got unlucky and the first two were both Projects, you actually got lucky, because you're actually restricted to building two Projects, unlike the loose suggestion to only use two landscapes in a Kingdom, meaning it's an extra strategic element for the players which Projects to fund.
These don't look like Potion cards at first blush, but they are because they add Royal Mages to the Kingdom. My first attempt at these cards made them specifically not Potion cards, because I thought it would be interesting to have them do something different depending on what else is in the Kingdom. Man, was that not interesting.
Clearly there is some required additions to the rulebook with this. Other than the Magic type adding Royal Mages to the Kingdom, the rules will have to clarify that you ignore the text in the braces if you haven't hired your Royal Mages to enchant your things yet. I don't think "instead" will need a clarification in the rules, but let me know if anybody else has a different thought.
Magical Berry is new, based on a goodberry, which is almost flavorless, but provides excellent nutrition. No worry of Crows here; buy it when you need it. It's obviously bad enough to cost
, but maybe it's an interesting enough decision for when to trash a bunch of Coppers you have in a single hand. Maybe you're planning to get lots of draw and an extra +buy, or maybe it's going to get used even earlier if you get some good opening Action cards. It'll even help if you accidentally collide terminals; a good thing, too, since it doesn't provide any payload.
Magical Arrow is exactly the same as it used to be, just without the bulky wording and other clutter: it's all moved to the rulebook and the Royal Mages text.
Magical Shield has gotten a bit of a revamp. It does generally the same thing as it used to, but the Attack immunity is improved to last until your turn instead of just for a single Attack, and the ability to make it give +Cards instead of +
by having the Royal Mages enchant it. Maybe you want the
in the early game.
Magical Staff is new, because I like the Magic card concept a lot more than the other ideas I had way back when, so this rounds out the
slot. It directly addresses my goal of making Potion less useless. Is it interesting to get this back to your hand next turn?
Plunder seems to think so. You might need a Village to go with it, but not every
-cost card can support itself.
The only note about Royal Mages is the limited +
on it. How strong is your deck at turning useless cards into some benefit? I know I don't want a bunch of Potions sitting around imitating Estates.
Here are the rest of the Magic cards.
Magical Hammer
Night-Magic-Omen
Magic: {+1 Sun
You may spend any number of Coffers for +1 Villager each. Then,}
Trash a card from your hand for +2 Coffers per card left in your hand.
Battlemage
Action-Duration-Attack-Magic
Magic: {Each other player with at least 5 cards in hand reveals his hand, discards an Action card, discards a Treasure card.}
Each other player with at least 4 cards in hand gains a Copper.
At the start of your next turn, +. Magic: {and +.}
Magical Sword
Action-Attack-Magic
+1 Action
Each other player discards a card and draws until he has 4 cards in hand. Magic: {Each other player reveals his hand and you choose for him.} Put up to 2 copies of one discarded card from your discard pile into your hand.
Spell Sniper
Action-Duration-Attack-Magic
+ Magic: {and +.}
At the start of your next turn, choose one: Each other player takes his -1 Card token. Magic: {and discards down to 4 cards in hand.} OR Each other player gains a Copper to his hand. Magic: {and another Copper.}
Magical Ring
Treasure-Duration-Attack-Magic-Omen
At the start of your next turn, +1 Villager. Magic: {and +1 Sun
Until then, each other player must discard a card before playing an Action card from his hand.}
Magical Cloak
Action-Attack-Magic
+1 Action
+
Each other player with at least 4 cards in hand discards a card.
Magic: [+1 Card
You may trash a card from your hand. If you do, take the Moment of Invisibility.]
Moment of Invisibility
Artifact
When an Action you play would give you +Cards or +, you choose which one.
When you play an Attack card, lose this.
Out of 17 cards in this expansion, 10 of them are Magic cards. Hey, one of them has
in its base cost, not just from the Royal Mages.
Magical Hammer has undergone the most significant change from the old version. It's still trash for benefit, but in a really different way which is no longer a Duration card. It still fills that future theme by giving +Coffers and +Villagers. It used to be Village now and +
next turn, and it's sort of still that, but in a much less wordy way. See the end of this post for an old version. The trash for benefit is changed so that it's not checking how good the card you trashed was, so you might get it early, and just might get the Sun tokens rolling before you have better stuff to trash for benefit from its cost. Maybe it's fighting itself, though, because the Sun token is currently only happening after you get the Royal Mages to enchant it, but it's thematic in that the +Villagers come with that impending doom.
Battlemage is not new, it just has a new name. It used to be called "Warlord," but that name is taken now. Warlord changed a lot since I originally posted it. It didn't like being a Reserve; it didn't like being just a glorified Knight, and it didn't like having that weird drawback, which was generously pointed out to me. It also wasn't a Magic card back then, but I was happy to expand the mechanic to more cards like this one. Really all that's changed recently is the Magic part; it's been a close counterpart to the new old Wizard for a while. It also somewhat makes the Attack better, because you can choose when to stop junking and start attacking the hand. The unconditional revealing is just to save text space, since it's already really full, but it's not going to matter that much, in my opinion; you could think of it as a thematic upgrade for getting a better spell to cast from the Royal Mages.
Magical Sword is also a returning card, but with a much-needed facelift. It was fairly similar, with the discarding a card and being made to discard the best card if it was enchanted, but it was wordy and confusing, and the confusing wordiness didn't even make it better, more fun, or more interesting. It's a bad Laboratory with a mild Militia Attack if you don't get it enchanted, but the Royal Mages make it a much better Attack, and a fairly decent Laboratory; hopefully you want to draw two identical cards.
Spell Sniper is also a renamed card. It used to be called "Wizard," but now there's a rotating pile called that, so I changed it, obviously. Adding in the Magic was pretty easy on this one. It barely changed from the old version otherwise -- well, the new old version, that is. Asper commented on a significantly different older version than the one I've been playing with since then, it's pretty much just this version without the curly braces. The Warlord and the Wizard have been counterparts for a long time now, one being Attack now and
later, the other being
now and Attack later. Maybe the other players will have an opportunity to plan for the option they think you'll choose, or maybe you can choose the option that hurts more based on their choices since you played it.
Magical Ring is another new one. I wanted a Magic card that was also a Treasure and accidentally came up with two of them. Twice as nice, I suppose. The Attack part and the Omen part only happen if you have the Royal Mages imbue it with some terrible Magic. Let me be honest and say that I haven't tested this one at all, lol. Maybe the attack part should just be Militia.
Magical Cloak is a revamped old card. It's the Queen from the original album linked below, which I fixed after Asper said it was too weak, but then I realized I accidentally made Junk Dealer but better for the same
, and wasn't sure I wanted to scrap it completely. The obvious fix was to give it a
cost, so I did that, then it wanted to be a real part of this expansion before I even had a chance to rename it, so it naturally needed to be a Magic card. That's when I added the Artifact part to it. Thematically, it does a bit of everything: weak Peddler, weak Militia, weak trashing... oh, and you can turn invisible. I thought I'd try the square brackets to see if it's preferable to the curly braces, but I don't really have a strong opinion.
Moment of Invisibility is the Artifact that goes with it. It seems sort of powerful, to be able to turn Festival into Lost City, but it's also easy to lose the Artifact, because the only way to get it, by playing Magical Cloak after having the Royal Mages enchant it, is also going to make you lose it. It's also thematically apt, because attacking removes invisibility in a lot of different media uses of invisibility. You invested a Potion buy and the help of the Royal Mages to get to this thing, so how willing are you to pass up your better-than-Junk-Dealer card just to keep the Artifact? Maybe somebody will take it from you anyway.
Let's see what else we have here.
Quicksilver
Treasure
Trash this. Gain a card costing up to .
[Heirloom] Quicksilver
Spellbook
Action
+1 Card
+1 Action
+
You may discard a Treasure card for +1 Buy.
Energy Drain
Action-Attack-
Each other player gets +1 Exhaustion.
Choose a player: +1 Coffers per Exhaustion he has.
Exhaustion
Token type ala Coffers
At the start of your turn, discard a Treasure card per Exhaustion you have (or reveal you can't).
At the end of your turn, if you didn't buy any cards, lose all your Exhaustion.
Strange Combo
Action-Treasure
+1 Buy
+1 Villager
If it's your Buy phase, + per 2 differently named non-Treasure cards you have in play.
Otherwise, reveal your hand. +1 Card per 2 differently named Treasure cards in your hand.
Castellan
Action-Knight
+
Each player (including you) discards the top 2 cards of his deck, revealed, discarding and revealing an additional card for each Knight. You may gain a copy of one of the revealed cards costing from to .
These are just some normal
-cost things.
Quicksilver is barely different from the old version. It was obviously never going to be bought at
, so it's dropped to within the range of its own gaining effect. If you want more
than just the one you start with when this is in the Kingdom, you could gain another one instead of something small like Courtyard or whatever costs
. Also, looks cleaner with the "Heirloom" wording. It's interesting to me that it's its own Heirloom, but it doesn't really have a mechanical purpose, just a curiosity. Technically, you take them from the pile, so the pile will start with 6 cards if you're playing with 4 people. It technically requires a rulebook clarification for what happens if setup includes more than 7 Heirlooms, but do what you want with that.
Spellbook is virtually unchanged from its inception. (OK, it changed once to make the Potion useful after you're done buying Spellbooks.) It was overpriced on my first go, so it's down to something more comparable to the platonic ideal of a Peddler variant.
Energy Drain is just a renamed and reworded card. It used to be called "Spellcaster;" I don't remember why I changed it now, but maybe it had something to do with how I cleaned up the mechanism. The old way made each other player play a penalizing card from a non-Supply pile called "Delusion," which obviously conflicts with Deluded. The card name and the token name go together well, now. Exhaustion is like VP tokens, because you build them up as you get them, but there's no way to spend Exhaustion like there is for Coffers and Villagers; you just dump the whole pile like Wine Merchants if you meet the condition. Honestly, the mat is probably overkill, but it's here for completeness. The effect of the card hasn't changed, but this is much clearer than the old way. I remember thinking that playing a card without it ever going to your deck was cool, but I'm not excited by that any more. This card's effect does excite me, though; honestly, one of my favorites out of the ideas I've had.
Strange Combo is a better version of an old card of mine called Gold Leaf. Since I generally trust Asper, and he suggested it's a waste of mechanical complexity to do an Action-Treasure where the Treasure part is just coins, I made it actually meaningful that you're playing it during your Buy phase. In theory, the old card (which was Lab in an Action phase or Gold+Buy in a Buy phase) could just as easily be a normal choice on a normal Action card. This version always gives you the +Buy and the +Action in the form of a Villager, just for conceptual simplicity. It would've been nice if it could count copies of itself that were played as the Action part, but that'd be way too many words for the hilariously minor benefit.
Castellan is another old card. It doesn't have a
in its cost, but it's always been thematic with this set, and both thematically and mechanically doesn't want a
cost. The original version had the +
being conditional, but for a very long time now it's been unconditional and has had the conditional third peek card.
Only two piles left to get to the 17 in the expansion. Here's one.
Dame Bridget
Put a token on a non-Victory Supply pile. (Cards cost less per token on their piles.)
[Knight effect]
Dame Hailey
Gain a Horse.
[Knight effect]
Dame Maria
+1 Villager
[Knight effect]
Dame Regina
+1
[Knight effect]
Dame Victoria
[Knight effect] [If a Knight is trashed by this...] Otherwise, you may play an Action card from your hand twice.
Sir Andrew
Choose one: discard your hand and +4 Cards; or [Knight effect]
Sir Cole
+1 Coffers
Each other player takes his -1 Card and - tokens, then [Knight effect]
Sir Matthew
[Knight effect]
Add to a Supply pile. (A player takes the from a pile he gains from during his Buy phase.)
Sir Peter
[Knight effect]
You may gain one of the other trashed cards.
Sir Zachary
Trash this.
Each other player reveals the top card of his deck, trashes one of them costing from to , and discards the rest.
If no other Knight was trashed by this, gain either the Black Knight or the White Knight, your choice.
Black Knight
Action-Duration-Knight
At the start of each of your turns, you may trash a card from your hand. If you do, + per it costs and + per or it costs.
White Knight
Action-Duration-Attack-Knight
Now and at the start of your next turn, each other player reveals the top 2 cards of his deck, trashes one of them costing from to , and discards the rest.
Knights 2: Electric Boogaloo. The point is to add them to the existing Knights, secretly pick 10 of them to include in the pile, and put the rest back in the box. I don't think I had this idea myself, and SirMartin definitely suggested it, regardless of whether I had thought of it beforehand, so I'll just give him the credit. Only half of the 10 are the same 5 as when I first posted. Those are:
Dame Bridget -- I fixed the wording and lets it work if you trash it, but also works for other people. Just git gud and pick piles that only you want, lol.
Dame Regina -- I see Tristan suggested this at
way back when, and I don't even remember it ever being
. I'm sure it was, but it's been this way for a long time now.
Sir Cole -- This is technically a combination of Sir Cole and Sir Nicholas. (RIP Sir Nicholas.) Sir Nicholas had the +Coffers originally, but I didn't really like Sir Cole not benefitting the person who plays him, so I combined them. Tristan said this is too strong, but I haven't felt like changing it. If anything, it's probably fine because you can't spam it like Relics or Bridge Trolls, but maybe it even encourages somebody else to get a Knight to defeat him.
Sir Peter -- This one was a no-brainer to keep. I did change the wording in the hopes that it's clearer that you can't just keep Sir Peter if he falls in battle.
Sir Zachary -- This one I was on the fence about keeping, honestly, because I don't know if the upgrading is interesting enough. I ultimately kept him as an excuse to have the weird
and
interactions. The wording is obviously fixed up, and is hopefully good now; he's always trashed, whether he falls in battle or not, so I just put that part first for clarity.
The Black Knight lost the Attack part a long time ago, but hasn't changed otherwise.
The White Knight was changed very early on to be just the Attack part when the Black Knight no longer had it, but with the added bonus (which Black Knight also used to have) of being too experienced to fall to any of the other Knights. The goofy Prize gain and the +Action were frivolous. The Duration bit was added recently, when I decided the crazy goofy Knights were not particularly fun.
I originally thought doing all the crazy combinations that DXV couldn't do would be interesting; a Duration-Knight, a Reserve-Knight, a Reaction-Knight, and a when-gain Knight. If I felt good about abbreviating the Knight effect on the card, I would've considered keeping them, because I still like the effect of the Reaction-Knight, (sacrifices herself from your hand to save a card you're trashing,) but it's hard to read and you don't actually get a benefit when you play it, she just attacked. I briefly considered only adding 6 Knights to make it randomly pick 10 from 16, but I preferred to have 10, so it stays at randomly picking 10 from 20 possible Knights. There was also one that I wanted to give out Ruins, but that's super annoying for setup.
Anyway, here are the new ones:
Dame Hailey -- Gain a Horse is super simple and obvious now that DXV published them. I briefly considered "If a Knight or Horse is trashed by this;" it'd be cute, but I don't think it's interesting, and it'd probably get forgotten amidst the regular Knight effect text. I don't know about you, but I see "blah-blah each other player" and I stop reading.
Dame Maria -- +1 Villager is also cool, but since there's already +2 Actions, I had to do something different. I'm not convinced
is right, but maybe it's alright because you can't spam them?
Dame Victoria -- Throne room is a cool idea. I don't know if it needs the safety of not falling in battle to work, but it's at least thematic with her name, and at the very least helps tracking if it plays a Duration.
Sir Andrew -- Sometimes he and his traveling companions don't have to fight; sometimes they can work together to talk the enemies off the ledge and settle it diplomatically. You have to compromise with them and discard whatever you have left in your hand, though. If Minion is any indication, that's often worth it, but hopefully there's a card in the Kingdom with virtual coin.
Sir Matthew -- It's the Knight effect with the Tax effect. I'm not sure how I feel about there not being a bonus for the person who plays it, but it's a little more strategic than simply the Militia effect, at least.
I thought about doing some crazy stuff like an Omen-Knight and a Shadow-Knight, but I think that'd just be venturing back into the same territory as the other crazy ideas I just discarded. Something about a honeymoon phase, I guess.
OK, let's wrap this up. Here's the last pile.
Lead
Treasure-Traveller
+1 Buy
-
When you discard this from play, you may exchange it for a Poison.
Poison
Night-Attack-Traveller
Each other player may discard a Victory card from his hand. Each player who does not gains a Curse.
-
When you discard this from play, you may exchange it for a Potion and a Recipe.
Recipe
Action-Traveller
You may trash a card from your hand. Gain a card costing up to more than it onto your deck.
-
When you discard this from play, you may exchange it for an Ether.
Ether
Action-Traveller
Choose one: +1 Card and +2 Actions; or gain a Silver and a Potion to your hand; or return up to 4 cards from your hand to the Supply.
-
When you discard this from play, you may exchange it for a Gold and an Elixir of Life.
Elixir of Life
Action-Duration
+1 Card
+1 Action
At the start of your turns for the rest of the game, +1 Villager, discard any number of cards, then draw until you have 6 cards in hand.
I don't want to spend too much time writing this or asking you to read it. It's a simple Traveller line that wants to improve Potions. The basic form substitutes itself for the Potion if you want to get rid of your Potion sooner rather than later, or maybe you're also playing with Quicksilver, or something else. I changed Poison to a Night card; I don't remember why, so maybe it'll change back. Recipe makes good use of your Potion if you're done with it, permanently turning it into Gold, which fits perfectly for the Alchemy theme. Ether changed a little bit, losing one frivolous option of 4 options; way too many options and also somewhat redundant. It was originally themed that way as a nod to the four elements of the old science, of which Ether is often called the fifth, but I'm honestly surprised I even remember that Easter egg at this point, so nobody is going to miss it, and people will probably appreciate the text size more. Elixir of Life also changed a little bit, enjoying a boost of permanent +1 Villager to reward your efforts. (Also the +1 Card is new, but you'll hardly notice.) It's a lot different from the original, but that was super weak, not interesting enough, and just plan convoluted. The last thing to mention is that two of the four exchanges give you one more card than you returned, something that's not trivial to notice.
Finally, there are some landscapes, besides the Royal Mages and the Moment of Invisibility.
It's Alive!
Event
+1 Buy
Discard a non-Victory card for +1 Villager.
Diviner's Strategy
Event
Look at the top 12 cards of your deck. Discard 2 of them and put the rest back in any order.
Take your -1 Card token.
Spellbinding
Event
Move your Spellbinding token to an Action Supply pile. (When you play a card from that pile from your hand, play it a second time.)
Alchemical Disaster
Event
Gain a Duchy. If you did, remove a random Kingdom card pile from the Supply and replace it with a random new pile.
Magical Coins
Project
When you buy a card, you may spend as though it were .
Way of the Jackalope
Way
+1 Action
Play a Treasure from the Supply with the same cost as this, leaving it there.
Half of these return from the old version of this expansion. Here's those:
Diviner's Strategy has changed a lot, in name, in cost, and in wording. It used to be this convoluted thing where you would just discard a bunch of cards until you got exactly the 4 cards you wanted. Now it's just 12 cards instead of what was essentially your whole deck. Hopefully the
cost makes this more reasonable, but you may find a pattern with these in that I generally don't know how to cost landscapes, lol.
Spellbinding is essentially the same except I think it used to cost
more. Hopefully the wording is correct now. Lots of people generously commented to try to help me with that.
Magical Coins is the last returning one. It used to use the token that the Magic cards had, but it got a new wording when that became a Project. A project that cares about another Project is probably jumping the shark. It's mechanically the same as the original version, which I don't think ever made it into this thread until now. Maybe there's a better wording, but this is short and sweet.
On to the three new ones:
It's Alive! is obvious, but it's not obvious what it should cost. Turning a card, a
, and a
into a Villager might be fine. I wonder if you'll actually want more than one Potion for this.
Alchemical Disaster has an obvious inspiration. I had to figure out some way to limit it, so I chose Duchies, because the difference between
and
might make some people want to use it when they would've bought a Duchy anyway. It could be a Hail Mary to stop a 3-pile ending, or it could be a gamble to get a Village or +Buy that was missing from the Kingdom so you can go for an engine after your opponent committed to the BM, or any number of other risky tactics.
Way of the Jackalope is the last one. It's a funky hybrid of an Action card and a Treasure card. Seems pretty simple to me, and I don't even have to try to get the cost right, lol. I'm not totally sure about the "same cost" part, but I didn't want every crummy
-card to suddenly be a Gold or Platinum. Maybe there's a world where it says "up to."
And that's everything. There are a lot of cards that were in the original post that aren't here any more. The only one that's truly gone is Impostor, which was cute, but didn't need to exist. The only thing it was good for was confusing my dad, then disappointing him when he realized it wasn't actually Nobles. That was fun once. Some Events are also gone, but I'm not really counting that because they were either something DXV eventually did or just plain nonsense that didn't need to exist even back then. All the other ones that are gone aren't actually gone, they're simply repurposed. I've reworked, reworded, or simply renamed them all and put them in other expansions which I'll share soon. Also, most of the artwork is replaced, but more importantly, it's attributed now. Some of the old images I just didn't want to search for, but I did my best for the Knights that survived. Pretty much everything else is new art.
Here are the TTS images, then a selection of the old versions.
Can you see how Queen became Magical Cloak?
Man, I'm glad Delusions are gone.
I don't remember why I named her Isabella.
Old message of this post:
So here it is, my fan cards that my Dominion group and I mix in with the randomizers.
Detail format
http://imgur.com/a/7D3Lt
Print format
http://imgur.com/a/HeVSr
The primary goal I had when beginning this expansion was to make the Potion games more fun. They seemed to not be worth it, especially with very few cards that cost a potion in a Kingdom. So there are a few new cards that cost potion, a way to avoid buying Potions sometimes, ways to use the Potion for something after you buy what you need, and Events that cost potion.
Once that was done, it just didn't seem to be enough, so I started to do what our beloved DXV can't really do, and combine concepts from different expansions. I combined Alchemy with Adventures, Dark Ages, and Seaside. I combined Dark Ages with Adventures, Alchemy, Cornucopia, Guilds, Prosperity, and Seaside. I combined Adventures with a whole bunch of things and brought a couple Victory Point Tokens back.
I tried not to go overboard with new mechanics, so I only introduced one: a unique card that the other players cannot use, but can still limit you from getting all of them. I recommend each player gets a random one, but you can play however you like. It's designed to encourage playing with different strategies instead of just your favorite way to play. One other mechanic that popped its head up was playing cards when they aren't normally played; this already happens with Storyteller, Caravan Guard, and Black Market, but some of the cards or events have you play Treasures during the Action phase and Actions during the Buy phase. There is even one card that you play during your Clean-up phase.
What I did try to go above and beyond with was type combinations. I added a few that we haven't seen: Treasure-Traveller, Action-Reaction-Reserve, Action-Treasure (which everyone seems to try, but always falls short for me), Action-Attack-Reserve, and, most notably, a bunch of different Knight combos. We have Action-Attack-Knight-Reserve, Action-Attack-Knight-Duration, Action-Attack-Knight-Reaction, and, surprisingly, Action-Knight. There was one card which is an Action-Duration which I was contemplating making simply Duration, but it didn't feel necessary to stipulate that.
There are some tokens that are referred to by the cards and events similarly to Adventures. Four of the cards call for a Magic token, and three events call for Cantrip, Enchantment, and Clock tokens. To mirror the official tokens, that would be 24 tokens, 4 in each color.
Anybody that knows me from reddit may have seen some of these already here. You can also see some comments made in the identical topic on BGG here.