Threat cards:
At the end of your Clean-Up, you may reveal 1 Threat from your hand to "Threaten" other players during their turns. When you are threatened, you trigger an effect per the instructions of the Threat card during your turn. The Threat card remains revealed in the player's hand. If the card is removed from your hand, its Threat effect no longer applies.
Do threats threaten everyone? I assume they do.
You decide at the end of your Clean-Up if you want to threaten each other player on their turn with 1 Threat card from your hand (even if you have multiple Threat cards in your hand). All other players are "threatened," but only on their turn. The only way a Threat stops between turns is if it leaves your hand via some other effect.
This is similar to Duration Attacks, but limited to one-per-player and it doesn't come with all the inherent shuffle-timing implications and design limitations of being a Duration card.
Cloister
Types: Action, Threat
Cost: $2
+2 Actions. You may trash a card from your hand. If you do, set this aside and at the start of Clean-Up put it on top of your deck.
When the threatened player trashes a card costing at most $2 this turn, they put it into their discard pile.
Phylactery
Types: Treasure, Threat
Cost: $3
$1, +1 Buy. When you play this, you may put a card from your discard pile on top of your deck.
When the threatened player gains a second card this turn, they gain a Copper and a Curse.
Dam
Types: Action, Threat
Cost: $4
+$3. Discard a card. If you do, you may put this on top of your deck
When the threatened player plays a third Treasure this turn, they discard their hand.
I don't like attacks that can't be blocked. Maybe say in the rules for this mechanic that revealing a threat counts as playing an attack?
This is a kind of silly standard in the first place considering there are 4 cards that block Attacks directly (and the things that do so indirectly interact with Threat cards the same way). 98% of Kingdoms are Kingdoms in which you can't block Attacks. I'll address the point anyway. Threats are things you can avoid regardless by not leaning on trashing (Cloister), not gaining many cards at once (Phylactery), and not playing many Treasures (Dam). This is the design principle of Threat cards: Don't do this thing, or else (compared to cards like
Swamp Hag, in which "don't buy any cards" is not often a reasonable solution, Events and Projects notwithstanding).
Another thing: This is something that happens after the clean up phase. When we play IRL, we almost always start our turn when the previous person ends their buy phase (or night phase if applicable). The previous player finishes their clean-up phase while I take my turn. I assume a lot of people do this when playing IRL. In this case, the Threat mechanic would slow the game down a lot by making the other players wait while the current player shuffles and draws a new hand just so they can see if they have a Threat card in their hand. yuk.
Yes, which is why the Threat cards here care about things that don't occur at the start of your turn. Dam and Phylactery largely apply in the Buy phase, while Cloister cares about trashing cheap cards─a thing you typically do at the end of your Action phase. You could design a Threat card that slows the game down in this way (in much the same way that a Reaction could be designed in this fashion), but these specific cards do not.
Morning Cards
Morning cards are kingdom cards. They can be thought of as temporary projects or artifacts that affect everyone simultaneously.
Morning cards are a Kingdom card; they're playable in your Morning Phase, which happens after the start of your turn but before your Action Phase.
You may play as many Morning cards as you like.
There can only be one Morning card in play at a time.
When a new Morning card is played, any in-play Morning cards are discarded and stop doing things. Morning cards are assumed to have "While this is in play:" at the top of their text.
In order to play a Morning card, I have to draw it at the start of my turn, because if I draw it mid-turn then I can't play it because I'm no longer in my morning phase. That's pretty bad, especially considering that I would never buy more than one Morning card because there can only be 1 in play (across all players, if I'm understanding correctly).
Each pile of Morning cards has four distinct cards in it; in a 2 player game, use two of each (8 total to the pile); otherwise use three of each (12 total to the pile, like Victory cards). The piles are mixed/shuffled, and all but the top card are kept face-down (like Knights).
...
Dawn Chorus • $3 • Morning - Sunrise
Now and at the start of each players turn, they get +1 Card
Now and at the start of your turn, +1 Action
Dew • $3 • Morning - Sunrise
Now and at the start of each players turn, +$1
Now and at the start of your turn, +1 Buy
Rooster • $3 • Morning - Sunrise
Now and at the start of each players turn, they may discard a card for +1 Card.
Now and at the start of your turn, if the card you discard for this costs $5 or more, +$1
Sunrise • $3 • Morning - Sunrise
Now and at the start of each players turn, +1 Action
Now and at the start of your turn, +1 Buy
Why are you putting four different cards in each Morning pile? There being 2 of each seems like it just adds a major luck-based element. If Sunrise/Dew is the only way to get +Buys, I have a 4/7 chance that we flip Dawn Chorus/Rooster and then I don't get to have +Buys or else have to eat multiple unplayable Morning cards (because only 1 can be played!) trying to find that source of +Buy.
So how do you compare your number of against other players’? First, this comparison happens IMMEDIATELY when you play a Strength card. Do whatever the card says and then, when you reach the “If most ” part, you do the comparison. Each Strength card in play from any player (most of the time, that’ll only be you) have their added to their total. Then, each player, starting from you and going clockwise, may or may not reveal additional Strength cards from their hand. This number is not limited, players may reveal any number of Strength cards from their hand. If a player does not wish to reveal Strength cards from their hand (for instance, knowing that they cannot beat the active player’s total), then they do not have to do it. All additionally revealed Strength cards have their added to their player's total. The moment another player beats your total, then you fail the “If most ” clause of your card and must perform the “Otherwise” part, if there is any. Your total must be compared again each time you play a Strength card, even in the same turn.
These Strength cards face a similar problem LibraryAdventurer was complaining about above that the design can easily result in cards that force players to wait until other players have finished their Clean-Up to be able to start your turn. You can get around that by designing only payload cards, but you've already submit 4 cantrips (or pseudo-cantrips) in Pikemen, Strategic Village, Palisade, and Plunderer.
Suddenly, playing cards is fiddlier. There is a thought-process invoked in how you’re going to use that Strength, how much you can have of it, how to best optimise it in your hand, etc. This is especially true for cards of varying strength.
If all the Strength cards I have in play count towards my Strength total, how will playing my Strength cards change my thought process at all? I still play cards to maximize my hand-size and then am further rewarded for doing this with overbearing Strength cards that my 8-card hand and 3 cards in play will bully out anyone from possibly competing with their 5 random cards. Is Strength meant to be a resource that is spent, or is Strength a flat value accrued by the Strength cards I have in play and in my hand? I mean, you write in Strategic Village's blurb:
The other side of the medal is... the more Strategic Villages you play on the same turn, the weaker in terms of they all become.
which patently disagrees with this
Each Strength card in play from any player (most of the time, that’ll only be you) have their added to their total...
Greaves: still cantrip on play, but now acts as a one-turn Lost Arts on the card it equips
Gauntlets: terminal silver on play, with a draw-to-X effect equipping ability
Helm: still a Gold-gainer on play; equipping lets you trash copies of the treasure after you play it to gain cheaper cards (e.g. play your Golds for +$3 then trash them to gain $5s)
Halberd: Smithy with mild discard attack, equip another Attack to add a Copper junking effect
Cuirass: same as before, Market Square on play with Ferry equipping effect
Do you "play" the copy of the card after the Armor is equipped, thereby triggering the Armor's effect? Will Greaves make all my
Smithies non-terminal immediately, or do I need to equip a Greaves to a
Smithy and then play a second
Smithy to get +1 Action? Either way, Greaves is a slightly worse
Lost Arts, but you can stack multiple on your most common card to get multiple +Actions per play. I'd cost it at $4 at least if not go back to the drawing board.
The "Armor" concepts is thematically weird now, because it is upgrading all copies of a card even though all my
Smithies are sharing the same leggings.
Yeah, I didn't think too hard about this one. Back to the drawing board, I guess.
The Carry concept is totally workable, but your cards need to have more niche Carry effects or generally reason to not carry them every turn.