We were playtesting Moon Colony Bloodbath, and man, it was done. We had to somehow move on, stop playing that game. Time for another Dominion expansion.
I'd had it on my mind to do a feudal Japan expansion. I'd been worried maybe there weren't enough good card names for it, but there were plenty. There was some concern that we needed to not offend Japanese people, and well that seemed as easy as just having Japanese artists. It was going to be all Japanese artists, then it was going to be mostly Japanese artists. We had trouble getting art in and well there are some pieces by Japanese artists.
The expansion started with two ideas: revisiting debt, and trying to make Prophecies work. Let's look at the mechanics.
Debt: People liked debt a lot, so I planned to someday revisit it. Somehow it was time. I immediately hit on doing on-play debt, making several vanilla cards that did that, and they were great. So now, you can really go into debt. I also did regular debt, trying to make sure it only appeared in places where it was doing good work.
Prophecies: The idea of something happening in the future goes way back. I had it in Nefarious as two Twists that made something happen every four turns (they came out in the Becoming a Monster expansion). I loved it there and so did it in Temporum (again in the expansion) as Zones that did something every N times they were visited. For years I knew I wanted to try it in Dominion. Or rather, I knew I wanted to try it more; I tried it and got nowhere with it a couple times. My Prophecies didn't shake things up enough, and the trigger condition was too easy or hard (for example, I tried first Province gained, first Gold gained, first empty pile). Matt was a big fan of the concept though, and messed around with it while I wasn't working on a set. He liked having a deck of cards that randomly were "tick down" or not, that you turned over one of each turn. When I finally got to trying Prophecies for Rising Sun, I instead put ticking down on cards; each play would bring us closer to the Prophecy. And well that worked and there it is. It was key that the Prophecies matter enough, and mostly make you care that they were going to happen (though a few could just be fun rides when they did happen); also that the Omens be likely enough to be gained that the Prophecy didn't just sit there looking sad too often. So I had to worry about both halves while seeing if the mechanic worked at all. But it did work, hooray. Initially it seemed like, maybe the countdown amount would vary by Prophecy; it was simpler to not have that, and I did without it. It does vary with the number of players, which was essential. People wonder why it's +1 Sun and not -1 Sun; man, we wondered too. There's no deep story there; +1/-1 was better than words, and +1 felt better than -1 (and also better than just a sun, with no +/-1 next to it). Many opinions were collected and it ended up +1 Sun.
Shadow: I wanted some very Japan-specific flavor on some cards, and to make it feel like a good fit, like I didn't just use the names. Ninja was a particularly difficult one. What would feel like a Ninja? I tried several things. Some spun off into other cards, but didn't feel Ninja-y enough. Finally I had this card you could play from your deck. Oh man. Perfect. So Ninja. Then JNails was complaining about Ninja, saying how he liked it except for the attack part, and while I wasn't taking off the attack, I thought, man I could make more of these. And soon I had five. So somehow this is the set with five cards with unique backs.
Events: It's always a question now, do I fit some Events into the new set. It didn't look like I'd get to 25 good Prophecies, and with only six cards making them you wouldn't see them that often anyway; so, 10 Events.
*** Kingdom Cards ***
Alley: I didn't know how many Shadow cards I'd end up doing, but this was a nice one to try, and I was instantly happy with it.
Aristocrat: Dropped from $4 to $3.
Artist: The first version cost $5. It was like that for a while. Also it triggered on the Action being played - you wanted to lead with Artist, then play your unique Actions. It flirted with having a Horse-friendly wording, but c'mon. Well it matters so much if you draw that Artist in your initial hand. I flipped it to wanting the actions already in play in order to improve gameplay, and charged 8D for that version, and that worked out. A late change was counting all cards rather than just actions, since that seemed simpler.
Change: The initial card didn't have the "no D" clause. So you'd just go nuts with Changes, piling up debt you were never going to pay off. The "no D" clause solved this perfectly. A few players complained that they couldn't Remodel with this much because you know, they'd be in debt from the last one or something. And I mean for me that's just part of the overall package, it's a delightful card that yes may not just quickly Remodel all of your Estates, but hey can turn them into anything more expensive.
Craftsman: The first card in the file. Initially cost $4; one day Matt said, can't it cost $3? It could.
Daimyo: The initial idea was a cantrip Throne Room for 8D. It's too confusing when used on itself, and also too powerful when used on itself. We know how to Throne Thrones, we'd get that part right; but I personally had endless trouble remembering all of the draws you get in the middle of other things happening. The fix was to make it a Flagship. It can't play itself, and it's just overall simpler and fairer, while also being nicely different from Flagship.
Fishmonger: To see if I was really going to do more Shadow cards besides Ninja, I tried +2 Cards and "+1 Buy +$2." The former turned into Ronin, the latter into Fishmonger. The smaller version seemed better because it has gameplay involving the opening turns, where it can guarantee you $5.
Gold Mine: The initial idea was kind of like Hamlet. $2 cantrip, may take 1D for +1 Action, may take 5D to gain a Gold. It was nuts. I upped it to $5, made the Gold only cost 4D, and dropped the village part. It was in the file like that for a long time; then late in the going it got +Buy, to make sure the set had enough +Buy. It was a good home for that since it doesn't do much while you're taking Golds, and then when you stop it means the card does more for you than just be a cantrip. And of course gaining lots of Golds pairs well with +Buy.
Imperial Envoy: Unchanged except the name, which started out as Chinese Envoy. Matt hates having real-world references in the game, and well no-one stands opposed to him saying how amazing real-world references are. werothegreat suggested the name.
Kitsune: The first Omen. Initially it could gain a cheaper card; that was too good, so it only gains Silvers there.
Litter: Another early on-play debt card that didn't change. For a while I thought, okay these vanilla on-play debt cards are great, but how many do I really need, I could replace one or two. In the end they all survived. Players didn't agree on what to cut and I didn't have to cut any of them.
Mountain Shrine: At first it cared if you'd personally trashed an Action this game. Also it had no +Sun and cost $4. Then it cost 5D, then gained the +Sun. It was like that for a while. Caring about Actions in the trash very mildly upped the player interaction in the set, while getting rid of the no-tracking situation.
Ninja: I went through lots of ideas, trying to find something that worked and also felt even a tiny bit like a Ninja. Many of the ideas were not so Ninja-like, but did I mention that working was also important? It was always a Militia. The first version had two optional +1 Cards, and let you look at your top card any time in games using it. Then you had to gain a Ninja to turn on the peeking for the rest of the game (yes without tracking, ala Kintsugi), and it was just one optional +2 Cards. You know - optional because hey maybe when you peek at the top, you won't want to draw it somehow. Then instead of getting screwed if you didn't draw, it was your choice, +$2 or +2 Cards. I feel like that one hung around for a while. Then the bottom changed to, once gained, you could use Action plays as Buys and vice-versa. That turned into that part of Flourishing Trade. I should mention, a bunch of these Ninjas cost 5D. Then there was a Ninja that... did something I may still make some new card do. It was cool but needed work and maybe wanted to be an Event and then didn't get to be an Event, while meanwhile Ninja looked for other stuff to do. Then briefly, a Reaction Ninja that gave you +1 Card if it was revealed, ala Patron. Then a version that you put on the bottom of your deck, and could play from there as if in your hand. Wait, we got there. It got a special card back and then turned into the whole suite of Shadow cards. Which changed to let you play the card from anywhere in your deck, so you weren't worrying too much about the order when you had multiple Shadow cards. And then I moved the shuffling text to the card back, because Ninja in particular was cramped for space. And also, I finally changed it to costing $4 instead of 5D. That was just much better; in general debt costs are problematic.
Poet: Just another Omen set up to be useful in lots of games. I tried getting cards costing $2 or less (costing $3), why do I always forget that that's Will-o'-Wisp? I tried $3 or less and well, this story is short.
Rice: This first tried "+$1 per different cost among Actions you have in play." It quickly switched to types, which I'd tried out at the same time but on Samurai. For a while it cost 7D and had +1 Buy and was trouble. Too often you wanted all of these. It had bad debt-cost gameplay. I upped it to 8D. We tried it at 9D briefly. I dropped the +Buy and it played a lot better. I tried a $4 one-shot version with the +Buy and liked it but it was very narrow. And I tried a version that cost $7 and had the +Buy and there it is.
Rice Broker: The initial idea was trash-for-benefit that gave you +2 Cards and +1D per $1 the trashed card cost. A giant hand of cards, but well, some debt too. It was nuts. Then I had one that trashed two cards, one for +Cards and one for +Actions. I don't like to do much trash-2-cards at $5 these days, plus it was strong and also uh you know sometimes you had to eat good cards for +Actions but only needed +1 Action and it just didn't feel as good as I wanted. So what could I get out of this card? What I wanted really was something like Apprentice, only different. So the final idea was, make it better at trashing Coppers, worse at trashing Estates, and shift it from liking trashing Golds to liking trashing Actions. And there it is.
River Shrine: Initially it gave you +2 Cards if you trashed differently named cards. It was strong, while not really adding anything to most games. Then I shifted it to what it is, to tie in with being in debt, and that worked out great. At first you had to not gain any cards that turn, but I went with the friendlier, no cards gained in that Buy phase.
Riverboat: The initial idea was a card that set aside 2 unused $5's, and when you played it you got your choice of the $5's to play. It cost 6D and then 7D and well. Debt costs are problematic. I'll tell that story here. See, like, well first of all it didn't fail to be useful turn one, like e.g. City Quarter and Daimyo cleverly do. So you'd open with it. Hey you'd open with two of them. Lots of times one of the effects was worth it. The gameplay is not great there. But also, once you start wanting a debt card, well you can buy it every turn. And the game pushes you to. You pay off debt from the last one, damn you only have $2. What can you buy with $2? Hey - what about another one of these debt cards? This gameplay sucks. The set always leaned on on-play debt, but it had more debt-cost stuff and lost some. So anyway! I was not thrilled with this card. I tried a cost $4, gives +1D on-play; that's better, but because you're focused on picking which $5 to do, it's easy to forget to take your +1D. I had other ideas too though, and also tried a $3, sets aside just one card, plays it next turn. And hey that's Riverboat. It's simpler than the original and doesn't have debt-cost issues or the remembering issue. Then Billy suggested that it didn't have to be a Command card, and well, it did seem like it didn't have to be, so it isn't. The loops aren't a problem when you have to wait a turn for each iteration. Many moons later, I realized that Matt had proposed a similar card as a fix for a Trait that turned a card into a Duration card.
Ronin: The first thing in this slot was an attack that made other players topdeck VP or Curses they got. We had that in the file for a while. You know, eventually it hurts, but it's easy to think "this sucks" whenever there's that "eventually." Some games of course it never gets there, though other games it teams up to make a Witch painful. We got sick of it and I put in "other players can't gain two of the same card in a turn." That hoped it would go the distance; it's a novel duration attack. The gameplay was not great. You think, well lots of games you can't build past single Province anyway, this could be fine. But no. As Sir Martin put it, he'd never finished a game with that Ronin. At the point at which I needed something new, I was making Shadow cards, so hey, it could be one of those. I tried +2 Cards and "Draw to 7," both at $5. They were both good but we liked "Draw to 7" more.
Root Cellar: The second card in the file. Unchanged. For me the poster child for on-play debt.
Rustic Village: Unchanged; great from when it entered the file. Let's make that Prophecy happen.
Samurai: Another of those names that had to somehow be in the set. I never had a great fit for the flavor. The first attempt trashed a $5+ card opponents discarded from play. Then a Reaction with Rice on top, that was a Moat. I mean that's fitting for the name anyway. Then it got "other players only draw 4 cards for their next hand" as the attack, which lasted a while, with +$3 next turn and also Setup adding an Event that you could only use if you had a Samurai. Trying to piggyback off of what Ninja was doing at the time. The Event part wasn't great and turned into, if you've gained a Victory card this game, +1 Action. Then cantrip. Then, okay, just cantrip all the time. Oops now it was too strong. And it cost debt and this was being a problem too. Then I had one that had the gimmick of, it only worked every other turn. If you had another Samurai in play, it gained an Action (a cute thing when there are expensive debt cards), otherwise it did the +$3 next turn and attack. It had a certain charm when it didn't seem broken. But then the attack, you know it's okay, but Relic is the good version of it, this version has poor timing for remembering it irl. I play Samurai; it's not doing anything until your clean-up. You take your turn. In clean-up you're shuffling... well I don't have to wait for this, I take my turn. I may finish my turn and even be shuffling the Samurai into my deck, before you finally have to remember to draw 4 cards instead of 5. It's not great. So... I tried giving out debt as an attack, because people cling to that, that thing that Bridge Troll does except it uses another token somehow. A debt attack it turns out is super bad to do, because it's cumulative with Bridge Troll and Highwayman and Militias, so we can say knock you down to 3 cards and then give you a debt and also a -$1 token and you are just not getting turns. It's more like "time to quit Dominion" than it is "time to flip the table." So anyway. Not that. I had a couple versions of debt attack, including "other players with no D get +1D," which is just like Bridge Troll but already too much, again since it's cumulative with Bridge Troll. And some different forms I tried otherwise, that tried to preserve the Action-gaining or do some other fun thing. And easily my favorite was the final card. It only attacks once ever; that's different. And well +$1 Hireling has been waiting patiently to finally be a card. And it's more like a Samurai than the other things I tried; it does a little fighting, then hangs around at home. It cost $5 for a while before I bumped it up to $6, after losing to Samurai stacks too many times.
Snake Witch: I had been planning to do an attack called Snake Witch, since they were a Japanese thing. What about a cantrip Witch for $2? That sounded cool. I came up with the condition and was immediately happy with it.
Tanuki: I tried a Shadow Remodel and it immediately worked. It's a terror in the hands of the TGG bot.
Tea House: The premise was, an Omen that changed after the Prophecy happened. It started out as $5, cantrip +Sun, if the Prophecy has happened +$2 else +$1. Really, it could just be cantrip +$2 all the time, and so it is. I still liked the changing Omen concept, but didn't manage to make one of those.
*** Prophecies ***
Approaching Army: At first you got +1 Card in Clean-up, and the included Attack wasn't an 11th kingdom card. We also tried +1 Card immediately. I liked +$1 best, and it was simpler to add an Attack than to insist that one should be there.
Biding Time: The first phrasing had it be optional, but man, let's not, you always want to set aside the cards. It was always timed to avoid Militias.
Bureaucracy: A late one. Initially phrased as "when you gain a card costing $1 or more," wait this set has debt, the idea wasn't to make you buy debt cards turn after turn, which was already a problem. So, "not costing $0."
Divine Wind: I really wanted something with this name, as it's this historical thing, a tsunami wiping out invading Mongols. The first one was a Moat, which is awful gameplay. There was "once per turn when gain a card may trash it or when trash a card may gain it," how is that even a Divine Wind. I had a conditional Moat, also stupid. Then I had this sweet thing that wipes the board clean. So fun.
Enlightenment: The first version was a Donate, it let you Donate when it triggered, that's basically it. I messed around with the wording and what happened to the hand of the person triggering it. I had a version where everyone had no hand for a round, that was cute. There were versions with "+30 Cards" as a way of shortening the text. The text was always problematically long and complicated. Then I had this unrelated idea of turning Treasures into Actions that could be Way of the Pig'd, and hey that's a lot like trashing them all only better, and it became the new Enlightenment. And it's just so much cooler. At first they were only Actions in Action phases, but that tripped people up, so now they're Actions all the time, but only Pig-able in Action phases. Which makes it a combo with Vineyard and other things, which is fine.
Flourishing Trade: Started out as "Action plays can be used as Buys," taken from a Ninja. Then it got the Bridge effect, then lost the Actions-as-Buys part, then got it back as a once-per-turn that could also turn a Buy into an Action, but that's tricky, so then back to just Actions into Buys.
Good Harvest: The first version gave +$1 and +1 Buy for every Silver played. Those things are never enough fun. Then Golds instead. Then I sidetracked to giving +$1 per unused Action play, a concept I really shouldn't revisit, let's not be forced to track Actions on Champion / Great Leader turns. Then the different Treasures thing, hooray.
Great Leader: At first it gave +3 Actions when it triggered and on each turn. I upped it to a full Champion, just uh, man, it let me get rid of the condition for the triggering player and just felt better.
Growth: Tried triggering on all gains but requiring you to not have a copy of the card in hand; okay not gained this turn and not in play; okay what about, costing less than every card you've gained this turn? You buy a Province and it comes with a Gold and a $5 and a $4... I gave it a fair shot, I really liked the idea of a crazy chaining gains thing, if only it could work out. It did not work out. So: it only triggers on gained Treasures. You can still chain if you somehow have a bunch of those, and there are a couple loops, but normally it's more like, your $5 comes with a Gold.
Harsh Winter: This started out as a kingdom card, Jito. It was, cost $5, next turn +$3, until then other players take D with their cards. A debt Swamp Hag. Then it changed to +2D, no that's no good. Then okay not a duration, +1 Buy +$3, and this turn when you gain a card you put 2D on its pile, that works basically like Tax. And we had that experience for a while. It was problematic in multiples or Throned, piles could get giant amounts of debt. As a Prophecy, it's never duplicated; a pile has 2D or no D. At first I thought the wording would try to line up perfectly with Tax (with Tax possibly getting errata to make this happen; however it worked best, man, I didn't care if Tax was slightly different in exotic cases). This didn't quite work out, and well if you have it in a game with Tax, you will want to pay attention to what order you resolve them.
Kind Emperor: Very briefly I tried a thing that gave you 3 different Actions if you hadn't trashed any Estates. Maybe based on all the Receive Tribute cards I was trying. Then I went to a flat Action per turn to hand, and hooray, the Kind Emperor.
Panic: At first it gave +1 Buy, and returned the Treasure immediately (oops some are Durations); it needed to be +2 Buys and wait.
Progress: No changes. It doesn't look like much but played great.
Rapid Expansion: DZ suggested this one. Unchanged, and one of my favorite Prophecies.
Sickness: For a long time this slot had a big pile of pain that got handed out when the Prophecy triggered. Initially, 2 Curses, 2 Estates, 4 Coppers. The wording is tricky if you want to make sure that it doesn't suck to trigger it yourself (e.g. there's one Curse left and hey you get it). It was still a contender for a while, with an "if there are enough left" wording that playtesters complained about. When it looked likely to die, I tried various other ways to hand out Curses. "When you gain VP, others get Curse." "When you gain a card costing $3 or more, you're Cursed." "At the start of your turn, Curse onto your deck." Wait it's a horrible trap with Blockade (spotted by JNails). "At the start of your Clean-up, the player to your left..." No that timing just super sucked. Aha, it could give you an option. You gain a Curse onto your deck, or discard 3 cards; something you will rarely be willing to do, but you do it some, and hey you'll do it if they Blockade Curse.
*** Events ***
Aceticism: I thought I might pursue "overpay for Events" as a thing. There was one that gained Golds, one that gave you +Cards at end of turn, one that handed out Curses. Those didn't seem worth doing, and the mechanic is left at just this and, if you count Credit, Credit. I like it fine here. The card itself didn't change.
Amass: At first it cost $0, now it costs $2; there's your playtesting dollars in action.
Continue: Initially it didn't say "once per turn" and could gain Attacks. The former loops, the latter is super no-fun when they Militia you turn one.
Foresight: I took a while to come around on this one. Also the timing got messed with. At one point you had a pile of cards sitting there waiting to discard, because I wanted it to all happen after discarding stuff from play, in case you'd drawn your deck. But just immediately resolving was way simpler.
Credit: Didn't change.
Gather: The first version didn't say "exactly" though it was implicit; implicit is not good enough for the kids these days.
Kintsugi: No changes. Kintsugi has an unprecedented lack of tracking, which it got from Ninja, which no longer has it. You know, we always remembered, seemed okay.
Practice: Didn't change. I guess sometimes I've had enough practice making these.
Receive Tribute: Several things had this name, but none were really variants of the final card. I wanted a Windfall-like Event, some mini-game with a big pay-off. At first it didn't say "differently named," but you'd use it to empty piles and it felt less-fun-than-it-could-be. I briefly tried it with a debt cost. In the end it's hard to make this pay off, but still something when it does.
Sea Trade: The first version was an Improve that exchanged a card for one for up to $2 more. Then there was a complicated "that you'd discard from play this turn," and man, okay there are tracking issues if you somehow return a Throne that played a Duration, but "non-Duration" is sure way simpler. For a while it returned the card to its pile, then it trashed. And well it was in the file until late, when one day DZ said, hey didn't you make people sad about Bonfire to avoid problems with trashing stuff from play? Yes. Yes I did. So I replaced the Improve. We quickly tried a few things and I liked this trasher that needs you to have Actions in play. It's a little redundant to have both this and Asceticism in one set but well I could live with that.
*** Outtakes ***
Kingdom cards:
- I had a duration Bridge that made cards cheaper this turn, but gave you debt next turn. What if there's no next turn? I hear you ask. Yeah. The card looked like it might be awful or broken, and finally we worked out that it was broken.
- I tried a variant on Duchess, a card you could just take for free at the start of your Buy phase. That means it has to be weak, so it was, and well, so you don't so much want it, right? It had a certain mild charm, and was at least better than Duchess.
- For a while there was a card that played a Treasure and gained a copy of it to your hand. It's like both parts of Specialist, but only for Treasures. It seemed fine, but was one of the cards that least had to be in this set.
- Sometimes I try new Scheme variants that inevitably die. I had cost $4, +$2, two Schemes. It's trouble.
- Here's a Duration attack where the other players name a card, and have to gain that first on their turn or they get +3D. It turns out there are lots of situations where this isn't an attack at all, e.g. games with Horses.
Events:
- I tried an Event to replay cards; I'd been down that road before but forgot where it led. And an Event Band of Misfits.
- For a long time there was an extra turn Event that prevented you from drawing on the extra turn except in Clean-up, but gave you +4 Actions. It seemed cool and then I was so so sick of it. Extra turns! You have to wait plenty when it's just one turn at a time. Then another extra turn Event trashed everything you played during it; this gameplay is not amazing either. Oh man I tried a 3rd extra turn card, that only gave you an extra turn if you hadn't played any cards or gotten any +$, and cost 3D. These cards contributed to me cracking down on 3-turns-in-a-row via errata.
- There was a Bridge Event. Somehow it's not in the set. Foosh.
- Another Event gained a copy of a Treasure you'd gained that turn. It seemed like it might have fun combos, but it didn't really.
- One of the better outtake Events was a two-card Forge.
- I guess there are a bunch of outtake Events. Gain a card cheaper than the first thing you played this turn. Discard a card, then gain a card costing up to $1 per card in your hand. Discard 3 Victory cards to gain 3 Action cards. Double Haggler effect on your next gain. Those were all trying out for the name "Receive Tribute." Which, I didn't have to have that name, but it stayed with me.
- Once per game Fortune effect. You can imagine this being cool, but it's stupid.
- +1 Buy, gain a $4, costs 4D. Just, this game, cheap cards can be had for debt and don't cost Buys. It's just didn't grab anyone's interest.
- And there was the Event that started as a Ninja ability and then wanted to be a kingdom card after all but the time had passed for this expansion. Maybe someday.
Prophecies:
- There were multiple other Harsh Winters. "Trash all but 3 Treasures you discard from play." "Playing Silver or Gold uses an Action play"; that sounds like something.
- "Discard all $5's at start of turn." That was fun for two out of three players once ever.
- Multiple Volcano Eruptions tried to uh reduce piles. First "you can't gain Provinces." That endgame is not amazing. Then every turn trash a Victory card from the Supply. Then, when you gain a card other than Province, trash a card from its pile. That hung around the longest. The move was to trash all those cards right away for a more visceral feel, or wait, not do one of these cards. All it does is make the game faster, which other things do while being interesting.
- For a while, there was one that had you trash an Action from the Supply when it happened, and gave those cards +1 Card. It hung around on the bottom of the list before dying; it was okay but I could do better.
- I tried turning base Victory cards into Peddlers.
- Another attack periodically Militia'd everyone; you returned the suns.
- "You can't play two of the same Action in a row each turn." It's not so much an attack as it is work, this card makes you put more work into your turns.
- There was one Matt suggested that had everyone passing good cards around. You discard your cards from play and another player takes one. I tried it where you just gained the card, and where you gained it to hand, which is more interesting as you can pick something that hand needs. But mostly we just pushed around the same good cards.
- To go with the pile of junk from Sickness, there was "gain 8 Silvers." It seemed cool very briefly, then I super hated it. Then I tried "when you play a Treasure, gain a copy," then the same but exempting Coppers.
- "When you gain a card besides with this, Barbarian it." It had a certain charm. Then there was a once-a-turn one that trashed from hand; you hold onto something that isn't a Province to protect them, and man it's not actually very interesting. I clung to the notion of eating your cards somehow. "Trash a $3+ you'd discard from play." There's also "When gain a card, trash it unless you discard a card."
- Here's one that's a big mess of different conditions that do different things. You wanted an Attack a Duration and a Gold in play to do all three things.
- When an Action gives you +2 of something, +1 of it. Man it sounds cool, right?
- One triggered on Omens, giving you +1 Card at end of turn, tracked with the sun tokens we were no longer using.
*** And that's that ***