Before reading on: There are some images below which may not be suitable for all ages; your discretion is required. The original source is rated for teens or older by the ESRB; I personally would rate it 17+ if I were making the ratings. The official reason is "suggestive themes," but that's just code for "cleavage." I tried not to make it too egregious when I was positioning the artwork, but I'm not interested in plainly censoring the art. If you are not completely comfortable with that, you should feel no shame in choosing not to invest yourself in this post; thanks for showing interest.
This fan expansion is the first in a series of ideas I had. The story of this is a fairly simple one: I got a bit bored of renaming my fan cards when DXV would publish new cards, I was ecstatic about how well my Pikmin expansion turned out, and I thought it would be a great solution to the minor inconvenience to try and continue by making cards based on more intellectual properties that I'm confident DXV will never make a Dominion card out of. This was the first IP I wanted to use after Pikmin.
This expansion is not particularly solid right now, in stark contrast to the Pikmin expansion. Any feedback is welcome. In fact, feel free to tear apart these ideas. The goal of this expansion was to expand on the concept of the Journey token, which I think it does successfully, but I welcome other opinions on that. This expansion is 350 cards (I don't use randomizers) with 9 piles out of 24 containing an Attack in some form -- a high ratio, but I don't think it's completely outlandish.
First, let me briefly explain the theme of this expansion. Shantae is an IP of Wayforward specifically in the form of a video game series. The title character is the guardian genie of a relatively small port town. Being the main character, she does display some character development, including her decision to reveal to the mayor that she's only half genie, born to a genie mother of a human father. She primarily demonstrates her magic by transforming into varying animal forms, gradually learning new animals to transform into to serve different functions. This expansion will primarily focus on the characters she interacts with in this world, her animal transformations, and the various threats she must learn to overcome.
In this expansion, the Journey token is explored further, new Artifacts are strongly focused, benefits of split piles are marginally explored, and there are some unusual interactions with normal cards. A lot of these cards have a lot of words on them, but they should be easy enough to understand. My goal is always to design cards in a way that they can be used in a completely random Kingdom and will not encourage buying that card in every game. This expansion makes use of varying tokens and the Tavern mat (from Adventures),
Debt tokens (from Empires or Rising Sun), Coffers and Villagers tokens and mats (from Guilds or Renaissance),
VP tokens (from Prosperity or Empires), the Exile mat (from Menagerie), and Project markers (from Renaissance), but you can use whatever substitute you have at home. It also requires Potions (from Alchemy), various officially published Heirlooms and States and Wishes and Will-o'-Wisps (from Nocturne), Loot (from Plunder), [and Liaisons and associated components (from Allies)], or you can exclude the cards [and Ally] that utilize them.
There was a power outage here the first time I was writing this up, so let me know if I forgot to say anything that I remembered I wrote on the first attempt.
Image versions of the cards will be included throughout; text-only versions will be listed at the end, followed by revised versioins. Let's not actually start with the titular character, but the supporting cast:
Alright, there's a little bit of everything here. When revising, I returned to the official Journey token cards and noted that the face-down versions are identical to Ruins, so I'll be taking the possibility of the face-down effect being a
-cost card into account; if I decide I don't want there to be one small and one big effect, they might not be a
and a
+ like Ranger and Giant, though.
Bolo is a pretty straightforward Journey-token card; when you flip the token up, he clumsily trashes things, but sometimes he gives you mediocre assistance like Advisor.
Sky is a slightly different twist, where she doesn't do a strictly inferior thing when the token is face down. My first idea was to try to do a loop like Vampire/Bat but with 3 stages by using the Journey token, but I like how this turned out in the end; the second stage is virtually nothing and you don't return to stage 1 after stage 3. Wrench is the stage 3 here, and is vaguely reminiscent of Magpie, doing something different depending on the type of card on the top of the deck. Since you can't get Wrench right away, (being a non-Supply card like Mercenary and Imp,) I think it's OK to be on the more powerful side, but I think it's pretty toned down on this version. I think it could be even more powerful without becoming bonkers.
Rotty, being undead, wanted to be this grid of effects, doing the same thing Werewolf does for the Action/Night decision and doubling that for the Journey token. There are some thematic reasons for the effects of the options, but I also wanted to make sure I avoided the age-old Action-Treasure conundrum which Asper would always remind us of: how is it different from a card which says "choose one?" Theoretically the options have to be non-functional in opposing phases. Here,
"gain a copy of a card you gained this turn" clearly wants to be after the Buy phase, +1 Villager couldn't've been +1 Action since it's in the Night phase, making that the weakest contender for Asper's guideline, and the weak +1 Card and trash a card obviously wants to be during the Action phase. The wording on this card is hopefully appropriate, accounting for possibly being played in phases other than the Night phase or Action phase and for being played on another player's turn; the wording for the Journey token doesn't do that, because "otherwise otherwise" didn't seem clear, and I'm not foreseeing a situation in which the Journey token is neither face up nor face down. The +Villager also goes with Refreshed Zombie.
For some spoiler-ish lore reasons, Rotty can get you Jet Octo, the first of many Artifacts we'll see. It would also benefit the player under normal circumstances if he were to get Jet Octo other than with Rotty, but it's designed to specifically benefit somebody who plays Rottytops, and the whole concept of the list of Artifacts in this expansion was as a way to move some words off of the cards themselves. Rotty trashes a card, and Jet Octo gives you further benefit when you trash a card. This is also why one of the weaker effects on Rotty wanted to be +1 Card instead of simply picking something that could've functioned in the Night phase, which would have the side-effect of violating Asper's rule. The filtering effect was the one I initially wanted, and it eventually made sense to also put the trashing benefit on the same animal transformation. Rotty is one way to get a Refreshed Zombie, being pictured in the art herself. I thought somebody might be interested in having multiples of this effect, so I thought it was reasonable to make it a non-Supply card instead of a State. The instruction of -1 Action isn't actually in any of the rulebooks, to my knowledge, but it should be clear enough; you get -1 Action instead of +1 Action, and like all instructions on cards, if you can't do it, you move on. The remaining text does specify that you don't continue if you couldn't,
so that's the challenge of using this card, that you need a Village or a Villager to use it at all. It could be changed to require spending a Villager, which you might do to get the extra Action play, anyway. It may want to put the new treasure in your hand, same as Mine does, so let me know if you have thoughts on that. Lazy is the only State in the expansion, not wanting to be passed around like an Artifact. It, like the Artifacts, was born from wanting to have less text on the cards, specifically Refreshed Zombie in this case. (Right now, it's the only way to get Lazy.) Refreshed Zombie used to be choose either Mine or gain a Copper, but I moved the text onto this, changed it up a bit so it wasn't restricting itself to Refreshed Zombie, and gave it a way for you to get rid of it now that it affects options on every card. (It's also the only thing that doesn't have art specific to the expansion's theme, but it vaguely resembles the clothes on Refreshed Zombie, purely by luck.) Given that cards [which can't use the new "for" wording] use "if you do," the "if you don't" seems correct to me. I think it's distinct enough that the rules telling you that you may play cards but don't have to is not the same as a card you played telling you that you may do some effect but don't have to. I could be haggled on virtually any of the wordings on stuff.
Lastly for this supporting cast, the first split pile here, Abner and Poe are Rotty's brothers, obviously also Zombies. I wanted some reason to put good cards into the trash built-in to this effect so the split pile would function properly. Zombie Caravan is a strong Village, but delayed. I think "you may buy and gain cards from the trash" is pretty clear that it's the same function as buying/gaining cards from the Supply. There had to be some reason to want something from the trash, so Abner & Poe puts relatively good stuff there and a
- -
discount should be enough incentive while the good stuff is still there.
There are some small interactions with the opponent's benefit, such as marginally encouraging playing Abner & Poe. The +Buy does nothing the first turn since you're already past your Buy phase, but I thought it was simpler this way.*If you're not interested in the lore, you can skip this paragraph.* Bolo is the token man in a cast of women, being heavily stereotypical. He is a klutz, but occasionally stumbles his way into aiding Shantae. Sky is Shantae's best friend, wanted to be like Falconer with a way of swapping card for Wrench, but evolved into this as I was trying to form it into a usable card; you may notice that this is the first version of Sky, not really trying to be more like Falconer. She does have something of a rivalry with Rottytops, so I really wanted to get some type of interaction with a Zombie card, but anything I came up with felt shoehorned in and was a complete waste if the two (or three) cards didn't show up in the Kingdom with her. If there's an idea in there that I missed, I'd love to put it on Sky or on Wrench. Wrench isn't the first version, because I hadn't come up with the Exile attack yet. Not much lore-wise, here, but Sky is a war-bird trainer, so i figured Wrench had to be an Attack in some capacity, and he has a sort of transformation, so I liked the idea of the exchanging, but decided that not exchanging back was mechanically more interesting. Sometimes the lore has to take second fiddle. Rotty's lore and theming is pretty clear after explaining that she's a Zombie. There is the spoiler bits, though. Jet Octo spoiler:
One time, Rotty masquerades as a half-genie, and all the half-genies give Shantae a new transformation; Rotty gives her the ability to transform into a Jet Octo. Refreshed Zombie spoiler:
Shantae learns about Rotty's past when she was still alive, and we not only meet the fully human Rottytops, but the magical Refresh Dance Shantae can do will also transform Rotty back to her humanity for a few seconds. Both girls in the art are Rottytops. There's not a lot of fanart out there for these characters, since the IP is more of a hidden gem by an independent developer, so Rotty also gets to be in the art for her brothers, Abner and Poe. [Warning: probably don't go looking for fanart to prove me wrong.] There was no functional reason for them to be a Night card, and the official Zombies aren't Night cards themselves, so I think this is fine. I just wanted the effect to somehow mess with the trash like the official Zombies (well, Necromancer) do. Remember how I said Refreshed Zombie, and by extension Rottytops, needs a Village/Villager to function? If you get Rotty at home in the Zombie Caravan, there are plenty of +Actions to spend on her. The Potion cost is only halfway thematic; they don't really have more magic on account of being undead than other groups in the world, but it's better that it's not part of the linear scale for the Abner & Poe effect to dig to the Zombie Caravans faster or to gain them with the cost combining too easily.
Those were Shantae's entourage, so let's look at the other half-genies:
Here are the other four half genies. By luck, I got the effects to approximately be sequentially powerful, so
,
,
,
. I tried them all costing
more each, but they were not that powerful and would be far too complicated to make stronger. They're already so complicated
that the effect doesn't quite fit on one card. I put the type as "Decision," because it's not a functional thing like an Event or a Way or something. They just sit there as an auxiliary to the pile. The effects are all the 12 effects of the Boons divvied up in a relatively thematic way, and the animal transformation Shantae learns from them.
Sticking with the Journey token, Plink just lets you choose two if it's face up -- a nice simple effect and fairly minor for
.
I'm sure you know what the Boons are, so I won't go over them. I haven't tested v1.3 yet to see if the cost should still be
. Dash Newt is also really minor and somewhat luck-based, but it at the very least helps you cycle your deck. I'm not sure if I like that you have to make all your decisions before knowing if you get the +
, but that can easily be changed.
Vera does something when you trash, and handily can give you a way to trash in Gastro Drill. (See above about Refreshed Zombie.) She only gives you the choices if the token is face up, though, not one if face down like Plink. I figured choosing three would get you somewhere in the power range of
or
, which seems right for a Journey token card costing
. One possible combo of choices is Grand Market with trash an Estate from your hand; one is approximately Peddler and trash two cards (depending on what two cards you trash). I had to pay attention to getting the +Cards at the end so it wouldn't be trash one and see what you get then trash another one. Gastro Drill is slow trashing, but you get to dig through your discard pile so you likely don't have to keep a Copper in your hand when you want to spend it.
Zapple does nothing this turn, only happening at the start of your next turn, and does nothing then if your Journey token is face down. This might be too slow, and I can see a world where the Journey token happens right away and Zapple gets discarded that turn if it's face down, only having any Duration when it's face up for the effect. The effect wants to happen at the start of your turn, though, because it makes it reasonable to discard 3 cards for the one choice
or have enough options for the filtering choice. It doesn't really matter for the Bonker Tortoise, but I did avoid the "at the start of your turn" wording, because it would always activate as soon as Zapple gets it for you, because that always happens at the start of your turn. At this point, your turn has already started, though, so that's the reason for that wording. I kinda feel like Bonker Tortoise might be too strong if you get it other than with Zapple, who is already delaying you. (Maybe it's fine with the revision.) The idea that you have an option to turn over your Journey token instead of being mandated to is something I know I've seen on the forum before, but the idea here is to make Zapple work more often, or force another player to take Bonker Tortoise from you to slow her down.
Harmony is mimicking Giant by having the Journey token give a +
difference between face down and face up. (Not that she's a giantess, but I wanted a +
effect and that was easy to figure out.) The rest is pretty clear. I tried to match the wording from Scheme-likes for Sea Frog, but it's surprisingly inconsistent.
*Lore paragraph.* These are the other four half genies. When Shantae rescues them, she learns a new transformation. (Dash Newt from Plink; Gastro Drill from Vera; Bonker Tortoise from Zapple; Sea Frog from Harmony.) After Shantae rescues them, she has to do some stuff to be able to temporarily utilize their unique magics. Apart from Shantae's natural transformation magic, she temporarily learns to see invisibility from Plink, plant growth and restorative magic from Vera, electrical powers from Zapple, and earthquake magic from Harmony.
That's obviously the names of the Decision lists. The 12 Boon effects are also split up generally by how thematic they are to that magic: Quake has Mountain, Earth, and Flame (the flaming wings relate to The Flame's Gift, but I'm not sure how they relate to Quake Dance in the first place); Refresh has Swamp, Sea, and Forest (Vera's hometown is sort of relevant, and the magic being related to plants is sort of relevant); Spark has Sky, Wind, and River (Zapple lives a clifftop town, kind of a stretch); Seer has Moon, Sun, and Field (I don't pretend to know how The Field's Gift could be relevant, but a lot of so-called diviners claim they use the celestial bodies). There isn't really any theme to the one choice vs two choices, but there are thematic connections where I could make them. Vera has the Refresh thing with the Refreshed Zombie which I've mentioned over 9000 times now. Zapple isn't exactly slow, but she does lead Shantae into a trap by accident because of some other backstory reasons, so that side-quest is moderately analogous to a Duration. For the +
on Harmony, when Shantae uses the Quake Dance magic, there's a good chance a bunch of money or something valuable falls from the ceiling. These and the assignments of the Boons are all somewhat thematic together. Finally, the transformations. Dash Newt is quick and mindless; no decisions to be made, just gotta go fast. Gastro Drill is slow going, but I like that you thematically dig through your discard pile. [A gastro drill is somehow related to a shrimp or something; all the other animals are clearly animal names.] As you can see in the art, the Bonker Tortoise is pretty good as smashing things, so the trashing, but it's also a pretty fast way to get around, so extra +Action and +Buy and maybe getting you to the right Journey state, but it's also a very high-skill mode of travel, so not all terrains are suitable; that needing to be in certain situations that requiring a Duration lines up with also lines up with the Way of the Turtle which essentially makes a card into a Duration card. That connection is extremely obvious with Sea Frog; the Way of the Frog puts the card back onto your deck, so this puts a card back onto your deck. Also, these 5 transformations are the actual names given in the video games, and that was really nice because there's never going to be an official card called "Sea Frog;" frogs don't live in saltwater in the real world. The rest of them I had to add an appropriate adjective to avoid matching again, the whole point of using IP as the theme of my fan cards. I got a bit lucky that I could get the
costs to go up by one from youngest to oldest. I'm sure there's some tweaking to be done regarding the power levels of the cards, but I'll keep working on that, and suggestions are welcome. Shantae is actually the youngest of the five, but I felt it was alright to exclude her because there was too much going on to make her have such a low cost, not necessarily a
, but I didn't think I would even be able to strengthen all of them properly. Shantae is a
, and I did originally have these four all costing
more each, but it was super clear that they weren't strong enough on the Journey token effects. Maybe I could figure it out with some suggestions, but Vera sort of already has a lot of text so I could fit the Refreshed Zombie thing on there, and I already removed so many interactions with Rotty that didn't fit or didn't make sense.
So I guess I should just get on with showing the titular character:
As she goes, she gets better at the transformations. At first, on the Kingdom card, she can only do
Bubble Mermaid and Hover Bat, on the Forgotten Hero, she can do any transformation, but can't take them from others, and on the Guardian, you can even take the ones other players have. Anyway, sticking with the Journey token theme stiil,
the first play doesn't actually do anything except +1 Action, and you can even see that the exchange effect checks for Journey token status. I'm not totally solid on the limitation of Bubble Mermaid and Hover Bat, but I picked those because they're the ones that get returned; it could be some other combination. I kinda think it's still too weak, and maybe needs to be +1 Card and +1 Action. Most of the exchanges are fairly slow, actually. Shantae, the Pirate is really the only quick one, but you might get unlucky and there are no useful Treasures or it's not a Platinum/Colony game and Gold just isn't the payload people are in need of. All-in-all, I think a Kingdom with this series is going to be really political; I personally think it's a good thing when games are occasionally that way, so I don't think that's a drawback, but maybe you do. Either way, I wanted it to have the Reaction from Pirate in some capacity, but I wasn't sure it made sense to exchange on your own activation, but maybe it does; I had reworded it to be virtually the same with less cumbersome wording, and this was one of the side effects. For v2.0, I decided to drop the Reaction to avoid a double dividing line, because I wanted to make the Traveller exchanging more typical, so the Reaction is converted into an indefinite Duration. (Also, it ended up being the slowest to exchange, the reverse of v1.) Suggestions are welcome, again. You might actually want a card that's +1 Action, +2 Coffers, gain a Tinkerbat, though,
so I generally think it might be alright that it's not guaranteed to do the exchange. Part of that reason is because of the exchange method on Shantae, the Forgotten Hero; it's possible that Tinkerbat and this are the only Duration cards in the game. If you're the only player that went for Shantae, you likely won't ever meet the exchange condition, which I did mark as compulsory, but I don't know if I'm happy with that. It honestly becomes a more interesting decision in some cases whether you keep your Shantae, the Pirate for the +Coffers and Tinkerbat gains,
given that Shantae, the Forgotten Hero is a one-shot, but maybe you want to play her to get one of the animal transformations. I put "Genie Artifact" as a shorthand, which ostensibly would be in the rulebook or be mentioned in the landscape type, but the current setup for landscape typing would make it completely illegible unless I did it by hand, so I didn't do it that way just sort of aloof, but maybe I'll get some suggestions to do it by hand or some sort of better idea; right now, the rulebook would just say that a "Genie Artifact" is any Artifact on this list of
thirteen artifacts. (I've shown
seven so far, and I'll show the other
six after this.)
There's really no reason that the one-shot effect is to discard your hand and +5 cards except I had just played a game with Hunting Lodge and thought it was a cool effect. I'm not in love with it on this card specifically, so I'd be alright to swap it out if there's something better for this. I figured it's so hard to get to Nega Shantae that it might as well be strong; I was initially thinking gain any non-Victory card, but gain a
seems pretty strong. Pretty much every Traveller line needs an Attack in it, and giving out Curses is solid here.
It's alright if nobody else gives you Curses to line up the exchange, because you'll already have at least one Tinkerbat, and you can gain yourself some more to make the lineup happen. If you do manage all those exchanges, Shantae, the Guardian is your reward. If you've built enough of an engine to make lining up your Nega Shantae and Tinkerbat, you'll likely be getting Villagers fairly frequently, even if the game is almost over, and you get free choice at Genie Artifacts, even to taking them from other players; hopefully that slows them down enough for your Villagers to become useful. And in v1.2 I found an interesting use for the Journey token. It should say "first," but maybe I'll fix that some other time.
I couldn't figure out the correct usage of the Traveller type; I decided that it means you can exchange it when you discard it from play, so only the first one then qualifies as a Traveller. I ignored Hermit and Urchin, because the type wasn't introduced yet, but I looked at everything else that exchanges itself and the only difference I could see was when you do the exchanging. (True, but no longer relevant here.)If you haven't noticed by now, I don't use the "this is not in the Supply" wording, but if you plan on using any of these and you want it, I can share the info for the shard generator for you to add it on. I mention wordings because you can easily see that I wasn't sure about the wording by comparing Bubble Mermaid and Hover bat; one says to lose the Artifact and the other says to return the Artifact. I also want to mention that these are not cards, as all landscape-oriented card-shaped things are not cards, so Lazy isn't going to make you gain a Copper if you decline the effects of the Artifacts. When Bubble Mermaid says "one," is it obvious what that's referring to? It's referring to a card you gained onto your deck, but I'm not sure that's clear. Hopefully Hover Bat is completely clear.
The last thing here is the Tinkerbat. This is a pile of 25 non-Supply cards like Horse. (I think Horse is actually 30, but you get the point.) A bunch of cards have you gaining a Tinkerbat, and it does some pretty simple stuff. It's a Duration so it doesn't completely dominate your deck. Horses run away, and Rats are supposed to dominate your deck, so I was hoping the Duration effect would mitigate that if you decided to go super hard on a card that gains you one. It also is just super useful; I mean, who doesn't want a Necropolis? It gives you your +1 Card back later. Idk, feels good to me.
*Lore paragraph.* Pretty much all the lore is just going to be the main plot, so you should just go play the game if you want that. Shantae has character development, so the effect and the ability to get animal transformation develops. The magic is done by dancing. Shantae loses her magic at some point and has to borrow the pirate equipment of her arch nemesis to save the land and the tinkerbats collect sea charts for them. She occasionally loses her job as the town's guardian genie, so "forgotten hero" and getting stuck there until something good happens. Nega Shantae is the result of her magic accidentally getting corrupted. Hopefully the connection between "guardian" and the Moat effect are obvious, but the +Villagers is supposed to be a character development moment of she learned she can depend on your friends. Hopefully that's clear from the art I chose featuring all five half genies. The mermaid used to have an effect like Siren without the Attack, but it just didn't coalesce in a way that I liked, so this isn't really thematic to anything, unfortunately. The bat is analogous to Bat, though;
the +2 Cards is added on there because you're not the one choosing the timing and you only get to do it once. Tinkerbat actually has some cool lore here. They're straight up dingbats that the bad guy always makes fun of for following instructions incorrectly and proceeds to yell at to do it again an do it right. If you look at the art, you can see a huge swarm of them pouncing on Shantae who shows up in her human form in this art in the bottom corner, the first sighting of Shantae as a human on other cards. All the art of the animal transformations is also of Shantae if you hadn't noticed, but in that animal form. (Getting the screenshot of the enemy bat in just the right spot and neither bat blinking was surprisingly tedious, lol.) Lots of indistinguishable pawns to control is the motivation for +2 Actions. They do a fine job, but they'll be really irritating, so the +Card, but not until later. I don't remember the motivation for the option of a Silver, but probably something to do with being pirates. I just realized that it's not obvious that they're pirates and that I could've said that sooner. The pirate themes scattered around are due to the main antagonist. I'll get to that after the last few animal transformations.
Here are the remaining
six animal transformations:
All of these
thirteen Artifacts are the "Genie Artifacts" referred to on a couple cards. These last
six are also named on at least one other card each, so you can come back here if you want to look at them when that comes up. Note that Cackle spider says "anyone," so it works whether you're the one playing the attack or anybody else. (It probably doesn't make sense to choose +2 Buys when somebody else is playing, but you play your strategy and I'll play mine.) I'm pretty sure I have it so that Dribble Monkey is only available if there's also a way to flip your Journey token, because the Dribble Monkey isn't going to do it for you; let me know if you see one I missed. I'm pretty sure I prevented Golem Elephant from causing infinite loops, but tell me if I goobered that up. Maze Mouse seems straightforward to me, but I can't figure out if it's too strong and needs to check for
s or something else. Parachute Crab doesn't prevent people from taking it from you, even if the effect that would do that would come from an Attack card, because taking the Artifact isn't technically an effect on you, even though it's detrimental to you; the detriment to you is only a side effect. I don't know if the wording on Twinkle Harpy is correct; I was trying to make it blocked for people who blocked the whole Attack. A lot of these trigger on the same condition; as always, if multiple conditions trigger at the same time, you choose the order.
*Lore paragraph.* The last
eight transformations I had to add an adjective to. There's already a "Monkey," so hopefully it's obvious why I had to do that. The names refer to something in the video games related to that transformation. The mermaid launches bubbles to attack; the bat is more of a puzzle tool because it prevents vertical movement, so "hover;" Shantae learns the spider transformation in a place called "Cackle Mound;" same for the monkey in "Dribble Fountain;" same for the elephant in "Golem Mine;" you can see in the art for the Maze Mouse that it traverses these tiny maze-like tunnels; the connection for Parachute Crab is probably the weakest, but it lets you do a strongly controlled descent underwater; Shantae learns the harpy transformation in a place called "Twinkle Palace." Cackle Spider has virtually no thematic relationship -- oops. There's an argument to be made that it has the theme that you need the spider transformation to get the bat transformation in the game, but that's not exactly something to brag about. Dribble Monkey should be obvious that it's super similar to Monkey. Golem Elephant has a pseudo-Golem effect. Maze Mouse used to have an effect that was like Way of the Mouse, but I couldn't get it to work right without an outlandish wording. I think this works fine, especially because it needs the Journey token bit, but I don't like the lack of theme. Parachute Crab hides in her shell for the Moat effect. Twinkle Harpy's Exile Attack matches what we saw on Wrench earlier, so I'm going to call that thematic; it's technically a tautology, but just don't point it out.
There are still some more cards that require the Journey token. Let's look at the rest of them:
I almost put Risky in the first group, I guess it would've been fine, but I kinda feel like too many cards in that group and they would've all blended together. Or maybe I could've saved Abner & Poe for this group, but I wanted the lore to go with Rotty's. I don't know why I'm saying any of this.
Risky Boots is Shantae's arch nemesis, but also there's some other relevant lore stuff. I thought gaining a Tinkerbat was a decent face down effect. Is the Attack part on the face up effect clear? I wasn't sure exactly the right way to word "unless he reveals a Tinkerbat." I was checking to see if I could use the same wording as Young Witch, but I'm not sure. It might promote other players also going for Risky if you go for her to make up for discarding so many Treasures, but +2 Coffers isn't the best payload on a
ever. I don't know, I like it, even though I had to cut out some goofy/cool stuff to make it fit on the card. Dark Labyrinth actually doesn't flip your Journey token, but you can get Maze Mouse to flip it. It's only a Victory card to interact with the types counting thing. You do have to get the Maze Mouse if you want it to be worth points, though. If other players get Dark Labyrinths, too, it might not matter because you might never get a chance to have more than one of the Artifacts. I'm fine with it interacting with the official Artifacts like Flag and Treasure Chest, but I didn't want those other things to start grabbing the Flag out of the box when it wasn't meant to or if somebody would want to play with these cards without Renaissance. I originally had it limit which ones you could take based on how many types you had in play, but it was horrible to word and it was super cumbersome and tiny text. This way is good enough and still gets that flavor that I wanted of counting the types.
I didn't do too much checking to see if six is the correct number of types, though. You're virtually guaranteed to have at least 6 types in the game; you could theoretically have a Kingdom with no Action cards, and it's not particularly likely to have no Attacks or Reactions or special types -- counting only Base and this, 13 Attacks, 4 Reactions, 2 Reserves, and 4 special, so 40% of cards, accounting for duplicates. I figured that's Action, Duration, Night, Treasure, Victory, and figure out one more, probably Attack, and possibly your only Duration option is Tinkerbat. It did have to be a Night, though, so the types on the Treasures would count. (It could've been a Treasure, but it didn't make sense to be a Treasure and not be payload, really. Night is the same function with better type matching and interactions.) Anyway, that was more rambling than mechanical commentary again, so the last one that interacts with the Journey token is Tinkerbrain, a Project. I'm kinda sad I didn't come up with an Event to use the Journey token, and maybe some other Landscapes that could use it, but that's all there is to it; I didn't have an idea.
I was kinda torn on this one; in some games, the only one that's possible is to get a Tinkerbat as a rebate when you buy a Victory card. I figure that's enough to make the + not boost it past , but I'm never confident at giving costs to Landscapes. The Night effect matches a bunch of official Night cards, so there might be a Night card and it still not be useful. Maybe it'll give you some ideas that you want to share with me to sub in for one or two of these. This card doesn't actually care about the Journey token; it cares about cards that care about the Journey token. Yeah, I redid it all for v2.0. I put it on gaining to avoid a problem with infinite +VP. It almost wants to be a Landscape, but I still like the idea of the player needing to choose to get VP this way.
*Lore paragraph.* There's a lot I could say about Risky. As I mentioned earlier, you may just want to play the game if you want the plot. Risky is the main antagonist. At some point she has to team up with Shantae, and that's how Shantae ended up using all the pirate gear and being aided by tinkerbats. I wanted Risky to have an effect where she steals stuff and act otherwise like a pirate, the self-styled "Queen of the Seven Seas." She often steals stuff; you get +Coffers and the other players discard Treasures. There also had to be gaining of Tinkerbats on there somewhere. If you look at the art closely, you can see the bandana of a tinkerbat hidden behind her thigh. The "dungeons" in these games are called "labyrinths;" there's already Labyrinth, so I just added the "dark" on the front to emphasize that it's where the defeat of evil has to happen. They're also sometimes called "dens of evil," but I liked "labyrinth" a little bit better, and especially after I named "Maze Mouse" and had this card interact with it. The
part is like you have to do some work to clear out the bad guys before it becomes valuable. (Don't tell anybody that you don't get the mouse transformation in a dungeon; this works. Besides, there's very rarely a tinkerbat found in a dungeon.) I really only picked those ones because they were the ones still left without any card naming them specifically after I finished pretty much all the other ideas. The Tinkerbrain is the final boss of one of the games. Maybe you can figure it out by the art, but I'll just not mention it so you don't get spoiled that hard. It was a lot more text before and the theme was really obvious, but I felt like I needed to shorten the text and now it's a bit more obscure.
The Tinkerbrain to tinkerbat connection should be clear, like if you're trying to get closer to victory, one of the lackeys comes for you. There's a tenuous connection between the theme of Night cards and bad guys, I guess, or at least dangerous things like an evil clockwork AI that wants to eradicate all genies by destroying the genie realm. The Journey token is supposed to represent progress, so that's the theming there, but it's not specific to the Tinkerbrain, it just makes sense with the rest of the effect.
That's everything that interacts with the Journey token. All three of those also give out Tinkerbats, interestingly. Let's look at everything else that gives Tinkerbats:
Pirate Master does some similar stuff to Risky Boots, but in a different way. The Tinkerbats are a little bit more coordinated under the instruction of the Pirate Master,
coming with a Villager. Note that you don't get a
Villager and Tinkerbet per match, just one of each if there are any matches.
All the matches of the opponents are Exiled, though; maybe there's a better way to word that. I was figuring that the best way to prevent the Pirate Master from getting a Loot is to let that player be the only one with Pirate Masters, so I figure it's not a problem that it's a
that has a chance to gain a Loot. I guess the when-trash effect could be removed, but I like it. Sometimes I just want my thematic thing. Maybe it would be worth getting rid of it if we can squeeze a Pirate-like Reaction onto it? I think I'd want to figure out a way to shorten the text more first. And I did just that in v2.2. In v2.2, you might choose not to play it on an opponent's turn if they have particularly weak cards in play like Copper that they might benefit from Exiling, but you might really benefit from using the reaction if it isn't their Buy phase so there are only Actions in play.
Cacklebat is pretty straightforward. I'm actually wondering if it might work better at like
. It's thematic and it also might be good to hide non-terminal Curser behind Potion. It's really only a Night card to make that interaction with the Heirloom a little bit more straightforward. Speaking of which, this is the first one that has an Heirloom, and you can see that it's one of the official Heirlooms. There are a couple more, and all of them are official Heirlooms. Do you think Tinkerbats make it easier to get the Wishes or harder, being a Duration?
Lonely Grave Island seems pretty straightforward to me. You can't run out of Tinkerbats, not that you ever would, and Treasures are readily available. As always with the Landscapes, I have no clue how to get the cost right.
Tinkertub is pretty straightforward. There are some official methods of playing Action cards during your Buy phase, so I don't see any problems with that. This card was one of my older cards called "War Drums." When I decided to do this IP idea of mine, I reworked a lot of those old ones. For this one, I added the Tinkerbat gain, obviously, and it plays the card one time fewer. Again, I'm not good at figuring out the costs for Landscapes, but I feel marginally more confident about this one; enough to reduce the cost from that old version.
Empress Spider doesn't actually give you Tinkerbats, but it gives you Cackle Spider which gives you Tinkerbats, so it's in this section. I'm honestly not thrilled with this one, and I'm now considering that it should obviously have +1 Buy on it, but I wanted it because Cackle Spider was the only animal transformation left without anything specifically naming it. I don't remember why I wanted to limit it so that you had to have neither thing; that could probably be reworded, too. IDK, it's just an idea. Again, suggestions are welcome. In v2.0, I wanted to resolve the issue of both Empress Spider and Cackle Spider being useless when the Kingdom has no Attacks.
*Lore paragraph.* You can see Risky in the background of the art on Pirate Master. The pirate master was Risky's captain back when he was alive. You may be able to tell from the art that he's undead now, and that's really the only reason it has the when-trash effect. The rest of the lore is a spoiler and irrelevant to the card, so I won't spoil it. OK, I'll spoil one minor thing:
he takes Shantae's equipment, but there's a way for her to get it back, so Exile Attack. Cacklebats are tinkerbats that were exposed to a lot of dark magic and transformed into this. That's the cursing part. Shantae has to defeat them and collect the dark magic within them in a magic lamp, so that's the Heirloom part and the reason it lets you get animal transformations if you line them up. (Nevermind that you don't get animal transformations from them; you get magic from them, and this was the best way I could think to represent that.) After typing that parenthetical, I'm wondering if it would be worth anything to make it use my fan mechanic from my reworked older fan expansion, (which I renamed Royal Wizardry from Warlords and Wizards,) and if that would be a better way to represent that; it would probably make sense if I do end up changing it to a
cost. Lonely Grave Island is virtually 100% spoiler; honestly, even the name is probably a spoiler. Well, here you go:
the pirate master was buried here, so it does the same types of things I explained about the other pirates; you get a Tinkerbat and some interesting interaction with money. Tinkertub is a pirate ship. That place where Tinkerbats work. Probably no further explanation needed, right? Empress Spider is the boss of the Cackle Tower, not to be confused with Cackle Mound. I have no idea if that's a coincidence or an intentional thing that you get the spider transformation in a place called "Cackle Mound" then you fight a spider boss in a place called "Cackle Tower." Either way, spider gives spider is the theme. Pretty weak effect and pretty weak theme; man, maybe I should replace this one.
If you have looked at the recent revision of my older expansion, (check the signature), what would you say about making Cacklebat a Magic card instead of doing the Genie Artifact thing? I sort of hesitate to mix my own mechanics into this expansion.
Alright, we might as well look at the rest of the cards with antagonists on them:
I don't think Giga Mermaid has anything that needs explained.
I'm thinking I need to reword it both to avoid the redundancy of Giga Mermaid and Bubble Mermaid and to stop losing it the same turn you get it by using the Giga Mermaid effect to put stuff on your deck and that activates the Bubble Mermaid effect of losing the Bubble Mermaid. Would it work if you get Bubble Mermaid when you discard it from play? Actually, forget all of that, because I think that's obvious and you're already seeing that rewording. Pretty minor Attack since it doesn't stack, actually, so maybe this is just too weak overall. A big rework in v2.0 to remove the unnecessary reference to a State from Nocturne, which was only necessary because you got it from a Hex instead of a card. The Attack part is also stronger, but being a Duration may balance that somewhat. Turning it into a Treasure allows it to interact with its own Attack; hopefully that's a benefit and not a failing, causing infinite loops of only one player being able to do this Attack. The wording should match Enchantress, if I'm paying attention properly, but this doesn't affect only the first one on each other player's turn. Obviously, the player would be able to play Treasures in any order, so only affecting the first Treasure would be completely foiled by having any Coppers in your hand. Bubble Mermaid also has a favorable interaction here, wanting you to play Giga Mermaid while having Bubble Mermaid to improve the ability to put cards onto your deck.
Twitch & Vinegar isn't an Attack, but they can gain you an Attack. They also have this optional Militia effect. If anybody decides not to Militia, it's a Village. You get to choose after that because you might get +2 Actions and then not have any Action cards to play and try to draw one, or maybe you don't get the +2 Actions and you get a cheap Attack card since you don't want to draw anything dead. I think a conditional Lost City is probably fine at
. I did have to reword it to prevent free +Actions if you play more than one on a turn, so that's why it checks for people having 4 or more cards instead of checking if anybody discarded. The double-gain wording is straight off of Port, so I'm sure that's right, right?
The Seven Sirens, I actually started with the theme of sevens and wanted to come up with an effect that was worth the
cost. Maybe double-Curse is too strong, but it's
, but also draw to 7, but also everybody else draws to 7. I don't know, how bad can it be? (Just ignore the part where there are no revisions marked. I spent all my time making this writeup that I could've been playtesting this card.) I figured it wasn't clear enough without the parenthetical of "including you." I think it's harder to remember when you combine "each player" with "each other player" or other similar phrases. I generally skip these parenthetical clarifications when the wording is precise enough on its own, but there was enough space in the text and I think it's better for this card to have it.
We have another split pile here, Holly and Wilbur. The reasoning for having a split pile is fairly weak, but I think is still worth it. The rules for a split pile are relevant to Holly's effect of moving cards, and Holly's text checks for a card with 3 types; Wilbur has 3 types -- amazing. Holly is an old classic: non-terminal virtual Silver with an effect. It's an Upgrade effect, but you don't trash the card; you block the pile you gained from by putting it on top of that pile. I'm pretty sure I don't want the Victory piles blocked, so that's the reason for that restriction, lol. You can get Golem Elephant to go with your Attack card, because the Attack part of Wilbur is pretty weak. The reason it's so weak on a card that's on the bottom of a split pile is because this is an attempt to fix Rebuild. It doesn't need the wording of digging through your deck because you can just wait until a turn where you start with the Victory card you want to trash. It's also cohesive as a split pile because Wilbur upgrades Victory cards, and Holly upgrades cards but can't get you Victory cards. Just don't fall into the trap of trying to use Holly to get through the split pile faster. That's sort of a feature of this split pile; where most split piles try to facilitate getting to the bottom, I didn't think it needed expedited getting to Rebuild. Besides, non-terminal virtual Silver is probably good enough to drill and hopefully upgrade later in most Kingdoms with it.
Another split pile here, the Boss Barons. I obviously couldn't call the special split pile type "Baron." Squid Baron is dead simple, but, hey, it's a split pile with an Heirloom; neat. Techno Baron is a straightforward twist on Baron, but with an Artifact instead of Estates. I tried it without the +1 Card; man, that was so wimpy. Ammo Baron is where it starts getting strange. (See my comment on Shantae about Travellers.) Obviously it's a Militia. You get +Villagers
if you play Night cards, and you can get a Night card with this. First thing to note is that you also get a Duchy when you exchange this, not just the Armor Baron. Second thing to note is how the piles work: when you exchange a card, you return it to its pile; when you return a card to its pile, you always put it on top; if you're putting a card on top of a pile, it doesn't matter the order of the existing cards -- the card on top is the only one you can buy or gain. There might be a little bit more focus required when rotating this pile than when rotating any of the official split piles, but Ambassador exists, so I don't see any problem with this. Also don't forget that you can look through the pile at any time to see how many cards, how many of which cards, and even which order they're in as long as the rules for that specific card don't say the pile is secret AKA "face down" like Knights. So Armor Baron is the Night card that will always be available when Ammo Baron is available. The modified Raider Attack should be straightforward.
The Treasure gain is any Treasure in the Supply; I considered limiting it to one you have in play, but I think requiring an exchange of the third card in a split pile is enough effort to forgo that restriction. Also, every card that opponents play become Laboratory for you. What do we think about the wording?
If it were a Reaction, it would be an infinite loop of Laboratory your whole deck, but since it's in a Duration effect, do you only get to do one of your own cards for each one of the other players' cards? In v3.1, the Laboratory effect is moved to the start of your turn instead of between turns, so that's less important and it matches Cellar a bit more. And finally Hypno Baron. Bottom card of the split pile, I figure +2 Coffers and +1 Villager isn't too strong. Cancelling a Duration feels like a pretty strong Attack, too, even if the only possibility in the Kingdom is Armor Baron. There's also a
free Laboratory attached in the form of digging out a Squid Baron. Maybe that's too strong and the +1 Villager can go?
Also, yes, I did decide to increase text size by putting two vanilla bonuses on one line. See the note above on Giga Mermaid for v1.2 and the States from Nocturne. The wording is pretty obscure, too, so I could fit all three and a half effects in there.
*Lore paragraph.* Giga Mermaid is actually
not a bad guy, but is being held captive and apparently brainwashed, and that's why Shantae fights her. Hopefully it's obvious the connection between Giga Mermaid and Bubble Mermaid here. I guess it kinda makes sense that the mermaids surfacing is like putting cards onto your deck from the ocean; I didn't say anything about that in the lore paragraph with Bubble Mermaid, but maybe it works -- my cards are obviously inspired and that's why the themes just happen without me intentionally adding them in. The rest of the theme is that Giant gives +
, so Giga Mermaid gives +
. Twitch and Vinegar are actually
employees of the Ammo Baron, so they're technically bad guys, but they just do the bad stuff because they're supposed to; they don't actually care about stopping Shantae. That's why if you give even the slightest pushback on their handsize Attack, they just give up and leave you alone. They might come back and attack you later, though. There's two of them, so I hit that theme with both the +2 Actions and the Overpay effect of getting two at once. There'a even like a secret ultra-specific lore connection here. You meet them deep in the jungle where you're trying to find a hidden den of evil, so the thematic connection to Lost City is something I'm really happy about. Seven Sirens of Paradise are the titular enemy from one of the games. I sort of went through a smidgeon of the lore in the mechanical explanation. The theme is pretty obvious. Don't look at the art too closely, because there's only five of them showing. Holly and Wilbur is an interesting one -- one of the really good thematic ones, truly. The story with Holly is all about memories, so the returning of cards to the Supply is thematically like forgetting them. Wilbur, as a giant sand worm, literally ate an entire city, so the Rebuild effect makes a lot of thematic sense since Victory cards are typically represented by land/terrain/geography. Also, you get the elephant transformation by defeating Wilbur. Oh, and I probably should've said sooner that Holly says Wilbur is her pet, so that's why they're in a single pile together. OK, the Barons of Sequin Land are the recurring bosses. Squid Baron in particular is very stereotypically the recurring bad guy. That's why he comes back after you trash him. The rest of the stuff is there because I needed a useful effect that would fit on the thing, and it needed to interact with Hypno Baron in some way. In one of the games, Hypno Baron and Squid Baron team up and you fight them together, so that's why Hypno Baron references Squid Baron. I guess I should finish up Hypno Baron's lore here, so ... yeah, his name is "Hypno Baron" so you get Deluded. Yeah, that's it. Techno Baron works really well, thematically; one time he built a factory to make counterfeit mermaids, so the interaction with Bubble Mermaid. I obviously had to have one of them imitate Baron, and this felt like the appropriate spot in the split pile for that level of power and complexity. I seriously could not find art, so we get a screenshot of the in-game pixelated sprite. (He didn't spend enough time on the screen in the game with line art.) Speaking of art, we see Shantae fighting the Giga Mermaid and trying not to get eaten, in the reflection of Wilbur's eyball, fighting Ammo Baron, and some spoiler thing with Armor Baron. I also didn't mention that we see her fighting the Tinkertub in the last group. Lastly, Ammo Baron and Armor Baron are brothers, but it mechanically made sense to do the exchange thing; I could probably be convinced otherwise. I have Sky exchanging for Wrench, though, and that doesn't mean Sky is evolving into Wrench like a Pokemon, so I think it's fine. Pretty straightforward how the Militia attack is thematic. Ammo Baron makes some small references in the games to things you do at Night, but otherwise the Night cards reference is not thematic. The Duchy is thematic, though, because one time he
successfully conquers Scuttle Town where Shantae lives and guards. Even the +Villagers is thematic, even if only very slightly, because one time he
steals a bunch of magic fabric used for making flying carpets and incorporates it into the uniforms for his troops. Flying carpets definitely feel like something that should be +Villagers in my head. For Armor Baron, even the -
token is thematic, because he totally scams Shantae and Sky. He's canonically a collector, so it's all about money with him, but also about seeing if he can trade in something from his collection for something better. Think about that theme translating into a mechanic. Opponent wants to play a card, you have a copy, so you trade it in for two new cards and opponent plays it; kinda cool. The Parachute Crab is thematic for the armor, but it's otherwise unrelated. There are three different Attacks in this pile, so it might be nice to have that Moat effect somehow.
Down to the last few cards. Here we go:
Tuki turns your good stuff into points, but also giving you less good stuff. My gut instinct was that it would be too strong to get +
by opening two of them, but you don’t even have good stuff to turn into points, so
she is. Unlike Change which has strange interactions with some crazy insane combos, (see Rules Questions subforum,) it’s making sure you don’t get points unless you actually got the crap. I don’t know if it needs to, but the wording seems clear to me, so that’s the wording.
Guardian Genie should need no explanation. See above for “Genie Artifact.”
Ghost Dog is obviously a dog and thus is a blue card. Nevermind the bluish fur. I think the effects are self-explanatory. Ghost Genie is also pretty straightforward, but somebody who’s not intimately familiar with the precise meaning of “either” may not notice immediately that you can’t get any of the effects a second time; “if either is” is technically a binary. I think it’s not a problem to have two chances at +
on this since it’s the bottom of the split pile and you don’t really want a ton of the top card. It’s great to use the genie to turn the dog into a [$5}, though, so if you get too many you just have to push past the pain into the
. I briefly considered having Reaction as one of the checks on Ghost Genie, as well as not having Night as one, but I didn’t have a really strong opinion. Also, the Reaction checks for trashing, so I made the split pile companion do the trashing.
Next is another split pile, and a split pile with an Heirloom. Blueprints is actually an old card of mine that I retooled for this; I’m not sure if it was before split piles were a thing or I couldn’t get a good idea, but it felt bad when it was the only Reserve in the Kingdom. Making it part of a split pile with another Reserve card that you might want to gain probably solved that problem, but I’ll let you be the judge of that. Another thing I want judged is whether it would be more interesting to have it gain a Silver to your hand when you play it rather than simply giving +
. I put an image of both versions; it’s not a split pile with 3 different cards. (Spoilers for my next fan expansion; see my signature.) The alternate version also has a reworded bottom to make the text a tiny bit larger, but I’m not sure it’s better. Anyway, Uncle Mimic turns a single Silver into two Silvers and a Potion; that’s why I’m wondering if it might be better for Blueprints to give you a Silver. I guess Mimic could also just give +
flat out instead of requiring a Silver, but I like it better this way. The rest should be obvious. There were reasons for the Debt cost, but I think they might’ve dissolved as the card effect got distilled. It still works, and I think Mimic would’ve been
if not part of a split pile.
This is a really fancy split pile now. Heart & Warp Squids has 3 colors; very fancy, right? This one is kinda funky and has a lot of text, but this is one of those ones where the lore trumps the font size. The first sentence says “differently named,” but the second doesn’t, so a Heart & Warp Squids will fulfill the requirement of another Heart & Warp Squids. What I’m not sure about is how exactly the timing works, so would multiple in play at the start of your next turn all do the check for others at once or would the last remaining one not check until it’s the last remaining one and find no Duration cards in play? The wording is already complicated enough, so whichever answer it is is the answer. I wanted it to be strong enough to encourage getting to Squidsmith underneath, but it was also hard to find the correct strength to prevent absolute carnage by opening with two. I’m sure it’s still broken, but you get the idea. I figured it would have to be a Treasure so you have the fewest Action cards left in your hand to abuse the effect. You’re still obviously going to play it before the Silvers and Golds, but I had to do something to prevent it from working on Coppers and Estates; I always like some benefit to having Provinces, though, like with Chariot Race. Squidsmith is a more versatile trash-for-benefit than Ghost Genie, but you don’t always get a good card in addition to the bonus. I have considered making the types she checks for the three types on the squids, but I don’t have a strong feeling. Maybe squids doesn’t need to be quite so strong to want to get to Squidsmith if you get a huge benefit by matching all three effects when she trashes the squids. Right now, I think it’d be too strong to match all three because you can prevent it from being trashed if you pay a Villager. Right now, I’m thinking Heart & Warp Squids is a bit too strong and Squidsmith is slightly too weak but barely. (Since I claimed that, I’m probably dead wrong, though.)
Last one in this group, another split pile. The mayor keeps getting reworded, and I think it’s still wrong.
Especially with the Goat, you probably just look reveal your whole deck and always get the +Villager and the +Coffers. The point was to make a Laboratory that only draws Victory cards as part of a split pile with a Victory card you want to draw, but I didn’t think anybody would want the bad Laboratory and kept trying to put something useful that cares about the revealing. (Also, I almost added a check to give you something if you revealed a Victory card, but guess what I remembered before that made it to the version history.) What about something like you can’t get both the +Villager and the +Coffers? That's what I did for v2.2, aside from removing the Heirloom. As for Scuttle Town, it’s probably too strong for
, but I’m not totally sure. Candlestick Maker with another +Action is probably
, and making that worth a point is probably worth more than
, right? Should it be a
or should it be something like +1 Villager instead of +2 Actions? Again I don’t have a strong feeling. I’m sure something needs changed, though.
*Lore paragraph.* Tuki is a snake and a shopkeeper, and she accepts trades. I think that translates pretty well into this exchange here. Guardian Genie obviously needed to be a Lighthouse. The rest is just to make it so that a higher cost than
is reasonable. They don’t really go thematically otherwise. Trashing is vaguely magical. I don’t really think there’s anything to say about taking a Genie Artifact with this card. Ghost Dog probably doesn’t need an explanation here; dog means blue, obviously. She fetches Treasure cards for you, and shows up magically when you trash something. The Ghost Genie is a step along a trading chain of quest items, so you trade a card for something to get you closer to the win. She also gives you access to the penultimate dungeon, so it seemed appropriate to get two of the bonuses at once. The Blueprints are only a named card because of how integral they are to the plot. I could be convinced to retheme it, I guess, but Mimic isn’t really known for any tools or equipment or whatever. It might be nice if the Reserve card were a person, I guess, but who the heck would the art be of, lol. Speaking of the art, there’s Shantae watching a Tinkerbat steal the blueprints. Mimic is officially a “Relic Hunter;” I don’t really know what that means, even after the game explains it. He’s some sort of mixture between an archaeologist, an artifact collector, and an engineer. Oh, hey, I just invented a lore reason for the
cost; that’s obviously real. He gains you treasures, but he’s a bit slow at it and needs to find a buyer. Mimic has a potion in the art so
, straight up the reason I included it. I have no clue why he has potions in the art; he doesn’t use them in the game or talk about them or anything. Also, Mimic isn’t actually related to Shantae. He does give her the magic lamp, so that’s why it’s the Heirloom. Heart & Warp Squids should be pretty clear here, lore-wise. The red ones are the heart squids, as you can tell by the two lumps on its head that definitely resemble a heart and nothing else. The blue ones are the warp squids. It mechanically wanted to be a treasure, but there’s a red one and a blue one, so it also wanted to be
red orange and blue.The orange effect is vaguely heart-related; you merge four heart squids into a health upgrade, so you get something if you have multiple
red orange cards. The move into your hand is more of a warping effect, but it can’t be perfectly aligned. Or maybe it can and you should make that suggestion. The blue effect is obvious; it warps back to your hand, but not for free. You need four warp squids to activate a warp location, so it’s kinda like you need five Heart & Warp Squids between all the players before you can get the Villagers you need to warp. Not perfect, but you can see it. Squidsmith melts down squids, therefore trashing. You trash a Treasure card, you get something from her; in the video game, it’s a heart container. That’s why you can see in the art that Shantae is definitely not kidnapping the squids and then hiring the smith to melt them down. Mayor Scuttlebutt is a putz, so he only draws you Victory cards.
He doesn’t have a pet goat or anything like that, but there was some reason I put that as the Heirloom which I no longer remember. You can see Shantae scrambling dead-center of the art. Scuttle Town obviously had to be a Village; not much else in the way of theme, though.
That's all the cards. Back in the antagonist section, there was a card for the Seven Sirens of Paradise Island; I also gave them each their own Landscape, so let's look at those:
Water Lily Siren is the first one. I thought “still” was warranted to avoid things like “oh, but Port has 12 cards in the pile so that’s what I thought it meant.” I did want to specify “Supply” because I thought it would be absolutely insane to trash a Horse and get +14
. (Also, it should remove some confusion about whether the Black Market deck is a pile. Also, “yeah we play with a black market with 400 cards in it.”) The cards should be available to everybody to try to fight you for the points. Coral Siren should be clear, but I’m guessing it’s too strong. Again, I’m bad at giving these things costs. I don’t really care if it loses one of the tokens, but I’d prefer to increase the cost more; oh, I just thought maybe it could be
to get another token involved as a meme, but that’s probably not actually doing anything. Tubeworm Siren might need a bit of an explanation here; “lose all the Buys you have” might be the wrong wording, but is that clear? I wanted it to be like Storyteller, but I’m not sure I would call it “paying” Buys, then the “per 1 Buy you paid” wasn’t working. It had to include the Estate, obviously, because it could’ve just been an infinite game of getting
and a bunch of +Buys every turn, not actually emptying piles. Angler Fish Siren was trying to imitate the wording on Fisherman, but maybe slightly improved for a Project vs a card. Hopefully the Duration part is clear. It might be too strong, but I think that’s probably alright. Octo Siren is a cheap way to get Provinces, but it’s slow. You might want to spend those Villagers instead of storing them up for the cheap Province, though. I did want to make sure you couldn’t just trash Provinces directly from the pile by turning a Province into 8 Villagers and immediately turning those 8 Villagers into a new Province. Lobster Siren, IDK, man. How often do you want to get something out of your discard pile? It’s probably a lot better in the early game than the late game, but that could be cool. I’m totally open to different suggestions if it fits the theme, even if you make her not an Ally. Not exactly a v2, but she's a Dream, now, not an Ally; I don't know if that's better or not, but at least you're not disappointed by whichever Liaison is there. A Dream is a type like Event, Landmark, Project, Way, etc, that gets shuffled in with the randomizers and has a chance of coming up in the Kingdom as one of [up to two of] the non-card things. A Dream is an effect for every player at the start of his Clean-Up phase. It's optional because you will only have Copper in play sometimes and you might not want to put a Copper on top, or you don't have a match in your discard pile of something you do have in play that you would want and the only match you do have is Copper. Lastly, The Empress Siren is an even cheaper and even slower way to gain a Province. Sure, you’re gaining Attack cards in the meantime, but it’s kinda cumbersome. It probably needs totally reworded, as there’s currently the old Duration-tracking problem and I feel like the technically correct wording would take like 5 lines of text; “a card from Exile” is probably wrong, but hopefully you see what I was going for. Maybe it could be “discard one card each from Exile.”
I don’t see it being too strong for , but I could be wrong about that; gain a card, Exile a card might just be cleaning out Coppers, actually. In v1.1, you can still just Exile all your Coppers one by one, but I tried to mitigate the cheapness of the Attacks, now more comparable to Squire and Transport, even slightly harder than that by restricting it to one you haven't recently Exiled.
*Lore paragraph.* OK, easy one here. Look, they’re all aquatic-themed babes. Water Lily Siren is the boss of the first dungeon. She wilts when you defeat her, so the effect checks for the health of a Supply pile. Coral Siren is the boss of the second dungeon. She’s like a shrimp gal or something, idk. The dungeon is a mine, so you get tokens when you crack open an Action card. Tubeworm Siren is the boss of the third dungeon. Uhhh, I don’t remember if there’s a theme with this one. All the heads attack you at once but you can only hit one of them, so convert all your Buys at once or something. I’m making this up while I’m writing it. Angler Fish Siren is the boss of the fourth dungeon. Obviously a reference to Fisherman, and “angler” is another word for a fisherman. It’s also vaguely emulating Fishing Village by giving you a Village every time you have a Duration card. She can levitate and she can summon eyeball enemies to attack you, so that’s vaguely thematic with +Actions. Octo Siren is the boss of the fifth, penultimate dungeon. Hopefully you make the connection between “octo” and 8 Villagers and the cost of a Province. Other than that, not to disparage her, but she’s slightly slothful, so she trashes your Action cards. On the other hand, you can be a little bit slothful if you have eight limbs to work with, so the +Villagers effect. Lobster Siren is a bit more important to the story than the other ones. Very slight spoiler:
she decides to help the good guys defeat the other sirens. That’s why you can see Shantae talking to her in the art. She has an ability to teleport things, so she teleports cards to the top of your deck if you help her. Empress Siren is the final boss of the game. (I don’t think that’s a spoiler, really.) The effect here is vaguely reminiscent of being the big bad and the end of the game; it’s a culmination of things, right? She steals the magic of the half genies, and that somewhat translates into Exiling. Look how big she gets compared to Shantae when she has all that magic.
Almost done here. There are a couple of other boss fights that I put on Landscapes:
The King Golem still has the old wording from before looking through your discard pile was built into the rules for doing something with your discard pile; oops, but the text doesn’t get much bigger than that, so I’m not changing it until there’s something else to fix. There should be nothing unclear about it. King Golem v2.0 is much less restrictive on what the cards can be, and also doesn't always put them onto your deck. The choice of the Villager and the opportunity to keep your handsize definitely make this one worth a bigger cost, but I have no idea if [$5] is the right one. Academy and Guildhall are [$5]s, but the trashing might be different enough to make that comparison too difficult.
Cyclops Plant should be clear enough. Is it clear that “one” means one of the things you’re counting and not one of the things you’re excluding? Also,
if you have enough Buys, you could trash a whole bunch of them at once, but I’m not sure how often you’re going to have that many non-Coppers until you’re already prepared for a double-Province turn. Maybe it needs to be more points or fewer Treasures or some other recombination.
Dagron incentivizes Attacks. I figure that warrants a high cost, and maybe even higher than it is. Should be clear; same wording as Merchant, right?
Steel Maggot, I didn’t notice this until now, but it’s pretty similar to Mayor Scuttlebutt. You test your deck to see if you find an Action card before finding a Treasure card. If you do, you get a cool card for next turn. It’s slightly on the luck side, but I’m alright with that. Maybe it’s a bit cheap, but you won’t be hitting it in the early-game, so it’s probably close enough. (You don’t do anything with any of the cards you revealed; you’re just looking at them and discarding them.)
*Lore paragraph.* These are just a couple more interesting boss battles. King Golem is not related to any royal cards, as far as I can tell, but it simulates a really weak version of Golem. If I shorten up the unnecessary wording, maybe there will be space for the option to play the Action card during your Buy phase instead. Cyclops Plant is another plant thing that gives you +
for trashing. See how similar you think the flower platforms are in this art and in Water Lily Siren’s art. Dagron, AKA the massively misspelled monstrosity, sort of notorious for being hard to dodge, so all it does is boost Attacks. It also doesn’t really have any weaknesses, you just have to git gud, so I didn’t think there needed to be any conditional stuff. Steel Maggot is one of the most frustrating things. You not only have to git gud like with the previous boss, because you have to aim your cannon very precisely to hit the target or you lose a bit of progress. You might try to get a cheap
, and it’ll be frustrating if you spend your Buy and get nothing. It’s also a bit random, because you have to shoot the targets in the right order. (If there’s some indication of what that order is before your first attempt, I’m an idiot, but I’m pretty sure it’s just guesswork.) And, look, there’s Shantae in the art getting ready to be sad about it.
And that’s it. What else is there to say? I just went back to the Pikmin expansion post to see if I said something insightful that I should try to emulate here and I also asked what else I should say. That post at least had an emotional aspect for me to lean into. This one is just pure concept. Here’s what I’ll say: roast me. Just absolutely destroy every idea in this one. Did I use the Journey token in an interesting way? Are the addition of the Heirlooms frivolous? Am I underestimating the value of +1 Villager? Is the “Decisions” as a way to get bigger fonts an idiotic idea? Aside from that, I’d really appreciate some help with the costs of the landscapes, lol.
I tried to get fanart where I could, but a lot of these didn’t have fanart.** Some of the screenshots are embellished, too. You may notice that Mayor Scuttlebutt is drawn by a different hand than the rest of the image there. Studio TRIGGER is the company that animated the cutscenes, so some of the official media is attributed to them, and the rest is attributed to the publisher WayForward.
As I said in the Pikmin post, the official game supports 6 players, but I don't, so getting to the 350 cards I claimed at the top is with 4 copies of Lazy. There’s one of each Artifact, There are only 4 Armor Barons because there are only 4 Ammo Barons. Likewise, 10 each of Sky and Wrench. Twitch & Vinegar don’t have more than 10 copies, because I figure you won’t be getting them in pairs every time. Finally, the Refreshed Zombie pile is 10 cards and the Tinkerbat pile is 25.
I mentioned at the top that I lost a lot of progress from a power outage. (I'll make sure to write the write-ups for the other expansions in a Google doc, lol.) Feel free to also mention if there's something I straight up forgot to say.
Thank you so much if you even as much as enjoyed reading through this.
Here are the TTS files if you'd like them, followed by transcriptions of the cards. Everything should be the revisions right now.
Blueprints / Uncle Mimic
Treasure-Reserve / Action-Reserve | /
[Blueprints:] "
Put this on your Tavern mat.
-
When you put another card on your Tavern mat from play, you may call this. Gain a copy or trash this to gain it to your Tavern mat."
Heirloom: Magic Lamp
[Mimic:] "+1 Buy
Gain a Gold.
Put this on your Tavern mat.
---
At the start of your turn, you may call this to discard a Treasure card for +."
Blueprint alternate, possibly swap out worth for "You may gain a Silver to your hand."
Boss Barons
Squid Baron / Techno Baron / Ammo Baron / Hypno Baron
Action-Boss Baron / Action-Boss Baron / Action-Attack-Traveller-Boss Baron / Action-Duration-Attack-Boss Baron | / / /
[Squid:] "+2 Cards
+1 Buy
You may rotate the Boss Barons
---
When you trash this, put it on the bottom of your deck."
Heirloom: Lucky Coin
[Techno:] "+1 Action
If you have Bubble Mermaid, +. Otherwise, +1 Card and take Bubble Mermaid."
[Ammo:] "Each other player discards down to 3 cards in hand.
The next time you play an Attack card this turn, Exile a Duchy from the Supply.
-
When you discard this from play, you may exchange it for an Armor Baron. If you did, +1 Villager."
[Hypno:] "Reveal cards from the top of your deck until you reveal a Squid Baron. Put it into your hand and discard the rest.
At the start of your next turn, +2 Coffers and +1 Villager.
Until then, each other player can't buy Action cards unless he chooses a card at the start of his turn he has in play to discard instead of following its remaining instructions."
Armor Baron
Night-Duration-Attack |
"Each other player takes his - token. If he did, he discards a copy of a Treasure card you have in play.
At the start of your next turn, discard any number of Action cards for +2 Cards each. If you discarded any, take Parachute Crab."
Heart & Warp Squids / Squidsmith
Treasure-Duration-Reaction / Action | /
[Squids:] "Reveal your hand. +1 Coffers per differently named card revealed costing more than this.
At the start of your next turn, if you have any other cards in play, put this into your hand. Otherwise, +1 Buy.
-
When you gain, discard, or trash this, you may lose a Villager to reveal this and put this into your hand."
[Smith:] "Trash a card from your hand. If it is an:
Action card, +2.
Treasure card, gain a card costing up to more than it.
Victory card, +2 Cards and +2 Villagers."
Plink
Action |
"Turn your Journey token over. Then if it's face up, choose two, or otherwise choose one: take Dash Newt, or +1 Card and put a card from your hand anywhere in your deck; or look at the top card of your deck and you may discard it."
Shantae, the Half Genie
Action-Traveller |
"+1 Action
+
Take Hover Bat.
Turn your Journey token over.
-
When you discard this from play, you may exchange it for a Shantae, the Pirate."
Shantae, the Pirate
Action-Duration-Traveller |
"+1 Action
Gain a Tinkerbat.
The next time any player gains a Treasure card outside of your Buy phase, +2 Coffers.
-
When you discard this from play, you may exchange it for a Shantae, the Forgotten Hero."
Shantae, the Forgotten Hero
Action-Traveller |
"Take a Genie Artifact no other player has. Exile a card from your hand. +1 Card and +1 Action per type it has.
-
When you discard this from play, you may exchange it for a Nega Shantae."
Nega Shantae
Action-Attack-Traveller |
"Gain a Tinkerbat and a card costing up to .
Each other player gains a Curse.
If you don't have the most Artifacts, take a Genie Artifact no other player has.
-
When you discard this from play, you may exchange it for a Shantae, the Guardian."
Shantae, the Guardian
Treasure-Duration |
"For the rest of the game, when another player plays an Attack card, first turn your Journey token over. Then if it's face up, it doesn't affect you. When you gain a card you have a copy of in play, +1 Villager and take a Genie Artifact."
Tuki
Action |
"+1 Card
+1 Action
Exchange a card from your hand for a differently named card costing up to the same cost.
+1 per less it costs."
Abner & Poe / Zombie Caravan
Action-Zombie / Night-Duration | /
[Bros:] "+1 Action
Turn your Journey token over. If it's face down, Gain a card costing up to . Otherwise, trash up to 2 cards from your hand and gain a card costing up to the total cost."
[Town:] "On your next turn, cards in the trash cost less and you may buy and gain cards from the trash.
At the start of your next turn, +1 Buy and +2 Villagers."
Ghost Dog / Ghost Genie
Action-Reaction / Action | /
[Dog:] "+2 Cards
When you gain a Treasure card this turn, if you didn't buy it, you may put it into your hand.
---
When one of your cards is trashed, you may play this from your hand."
[Genie:] "Trash a card from your hand. Gain a card costing up to more than it. If it's an:
Action card: +1 Villager.
Treasure card: +1 Coffers.
Night card: take the Maze Mouse.
Victory card: +1."
Holly Lingerbean / Wilbur
Action / Action-Attack-Reserve | /
[Holly:] "+1 Action
+
Reveal a card from your hand. Gain a non-Victory card costing exactly more than it. Put the revealed card on top of the gained card's pile. If either card has 3 or more types, take the Golem Elephant."
[Worm:] "+2 Cards
Each other player puts his -1 Card token on his deck.
Put this on your Tavern mat.
---
At the start of your turn, you may call this to trash a Victory card from your hand and gain a Victory card costing up to more than it."
Mayor Scuttlebutt / Scuttle Town
Action / Action-Victory | /
[Mayor:] "Reveal cards from the top of your deck until you revealed 2 Victory cards. Put them into your hand and shuffle the rest back into your deck.
Choose one: if you revealed any Action cards, +1 Villager; or if you revealed any Treasure cards, +1 Coffers."
[Town:] "+2 Actions
+1 Coffers
+1 Buy
-
1 VP"
Sky & Wrench
Action |
"Turn your Journey token over. Then if it's face down, gain a card costing up to . Otherwise, +1 Card, +1 Action, and exchange this for a War-bird Wrench."
War-bird Wrench
Action-Attack |
"+1 Action
Each player discards the top card of his deck. If you discarded a Treasure, +. For each other player, if he discarded an Action card, he Exiles it."
Vera
Action |
"Turn your Journey token over. Then if it's face up, choose three: take Gastro Drill; or +1 Action and +; or +1 Buy and +; or trash a card from your hand and gain a Refreshed Zombie if it costs at least ; or trash a card from your hand and +1 Card per it costs."
Bolo
Action |
"+1 Action
Turn your Journey token over. Then if it's face up, reveal the top 4 cards of your deck. The player to your left chooses 2 of them for you to discard. Trash at least 1 of the remaining cards and put the rest into your hand."
Guardian Genie
Action-Duration |
"+1 Action
At the start of your next turn, choose one: +1 Buy and +2 Coffers; or trash 2 cards from your hand; or take a Genie Artifact no other player has. Until then, when another player plays an Attack card, it doesn't affect you."
Pirate Master
Night-Attack-Reaction |
"Each other player reveals the top 2 cards of his deck and Exiles any with a copy in play. If any cards were Exiled, gain a Tinkerbat. If any of the revealed cards were Night or Attack cards, gain a Loot.
-
When any player gains a Treasure, you may play this from your hand."
Rottytops
Action-Night-Zombie |
"Turn your Journey token over.
Then if it's:
Face down in your Night phase, +1 Villager.
Otherwise face down, +1 Card and trash a card from your hand.
Face up in your Night phase, gain a Refreshed Zombie.
Otherwise face up, take Jet Octo."
Zapple
Action-Duration |
"At the start of your next turn, turn your Journey token over. Then if it's face up, you may play a Treasure card from your hand twice and choose one: take Bonker Tortoise; or discard 3 cards to gain a Gold; or trash a card from your hand for +1 Buy and +."
Cacklebat
Night-Attack |
"Gain a Tinkerbat onto your deck. Each other player gains a Curse. If you have a Treasure card with more than one type in play, take Cackle Spider."
Heirloom: Magic Lamp
Dark Labyrinth
Night-Victory |
"If you have more card types in play than Artifacts, take the first Artifact you don't have in this list:
- Maze Mouse
Dribble Monkey
Orange Dryad
Bubble Mermaid
Cackle Spider
Twinkle Harpy.
Otherwise, gain a Tinkerbat.
-
If your Journey token is face down, worth 2."
Giga Mermaid
Treasure-Duration-Attack |
"
At the start of your next turn, take Bubble Mermaid. Until then, cards cost less and any time each other player plays a Treasure, he gets instead of following its instructions."
Harmony
Action |
"Choose one: take Sea Frog, gain a Silver, or trash a card from your hand. Turn your Journey token over. Then if it's face up, +."
Risky Boots
Action-Attack |
"+2 Coffers
Turn your Journey token over. Then if your Journey token is face down, gain a Tinkerbat. Otherwise, each other player reveals his hand and discards his revealed Coppers and Silvers unless he reveals a Tinkerbat"
Twitch & Vinegar
Action | [$5+]
"Each other player may discard down to 3 cards in hand. Then, if any other player has 4 or more cards in hand, +2 Actions. Then choose one: +2 Cards, +, or gain an Attack card.
-
Overpay: If you overpaid, gain another Twitch & Vinegar."
Seven Sirens of Paradise
Action-Attack |
"Each other player gains 2 Curses unless he reveals a Curse or a card with Shantae" in its name from his hand. Each player (including you) discards 2 cards and draws until he has 7 cards in hand."
General non-Supply
Refreshed Zombie
Action-Duration |
"Take Lazy and -1 Action.
(Action play, not Action card)
If you did both, then at the start of each of your turns for the rest of the game, you may trash a Treasure card from your hand and gain a Treasure card costing up to more than it."
Lazy
State
"When an effect of a card you played says that you 'may' do something, gain a Copper if you don't.
Lose this when you gain a second copy of a non-Copper card on your turn."
Tinkerbat
Action-Duration |
"Choose one: +2 Actions or gain a Silver.
At the start of your next turn, +1 Card."
Genie Artifacts
Bonker Tortoise
"When you start you turn with a Duration card in play, +1 Action, +, and you may turn your Journey token over."
Bubble Mermaid
"When you gain a card costing up to , you may put it onto your deck."
Cackle Spider
"When anyone plays an Attack card, choose one:
Take the Hover Bat, gain a Tinkerbat, or +2 Buys."
Dash Newt
"At the start of your Buy phase, discard the bottom card of your deck. If it costs , +1 Buy and +."
Dribble Monkey
"When the player to your right gains a card, +1 Card.
When you turn your Journey token over, if you turned it face down, +, or otherwise +1 Action."
Gastro Drill
"When you gain a card you bought, you may trash a card from your hand or discard pile."
Golem Elephant
"When you play an Attack card, reveal cards from the top of your deck until you reveal a non-Attack Action card. Discard the other cards, then play it."
Hover Bat
"When you would trash any number of cards from your hand, you first get +2 Cards."
Jet Octo
"When you trash a card, +.
When you get +Cards other than with this, +2 Cards and discard 2 cards."
Maze Mouse
"When you play an Action card, if it costs at least , +. Otherwise, turn your Journey token over."
Orange Dryad
"When you play a Treasure card, +1 Buy.
When you discard a Duration card from play, you may play it."
Parachute Crab
"When you play an Attack card, +1 Action.
When another player plays an Attack card, you may first take your - token and it doesn't affect you."
Sea Frog
"Once per turn, when you discard a card from play, you may put it onto your deck."
Twinkle Harpy
"When you play an Attack card, each other player who is affected by it also discards the top card of his deck and Exiles it if it costs at least ."
Landscapes
Cyclops Plant
Event |
"If you have at least 4 Treasure cards other than Copper in play, trash one for +1 Buy and +2."
Empress Siren
Event |
"Exile a card you have in play.
If you have a card costing each , , , , and in Exile, discard one of each and gain a Province.
Otherwise, Exile an Attack card from the Supply that you don't have a copy of in Exile."
Steel Maggot
Event |
"Reveal cards from your deck until you reveal a Treasure card. Discard them. If you revealed an Action card, gain a card onto your deck costing up to ."
Empress Spider
Event |
"After drawing your hand this turn, take Cackle Spider and your -1 Card token. If you still have both when you would draw your hand next turn, gain a card costing up to ."
Octo Siren
Event |
"Trash a non-Duration Action card you have in play. +1 Villager per it costs. You may remove 8 Villagers to gain a Province."
Tinkertub
Event |
"Gain a Tinkerbat.
You may replay a non-Duration Attack you have in play."
Angler Fish Siren
Project |
"On your turns, while your discard pile is empty, Action cards cost less.
When you start your turn with any Duration cards in play, +1 Action."
Tubeworm Siren
Event |
"Gain an Estate. If you did, then lose all the Buys you have left for +1 each."
Coral Siren
Project |
"When you trash an Action card, +1 Coffers, +1 Villager, and +1."
King Golem
Project |
"When you trash a card, choose one: +1 Villager, or reveal a card from your discard pile and put it where the trashed card came from."
Lonely Grave Island
Project |
"When you gain a Treasure card, play it.
When you trash a card, put all Tinkerbats from the trash back into their pile and you may gain a Tinkerbat."
Water Lily Siren
Event |
"Trash an Action card from your hand. +1 for every 2 cards still in its Supply pile."
Dagron
Project |
"The first time you play an Attack card during each of your turns, +."
Tinkerbrain
Project |
"When you gain an Attack card, turn your Journey token over. Then if it's face up, +1."
Lobster Siren
Dream
"You may put a card from your discard pile onto your deck if you have a copy in play."
Revisions:
More in line with face down being a
effect (Ruined Village) and face up being particularly strong.
Fixed the problem of cleaning the junk for the opponents, hopefully.
Too many effects. Removed one and shuffled the rest around to fix the gap.
New way to get rid of it actually interacts with decision-making.
Decreased the discount since the penalty was removed.
Attempt to revamp and shorten the effects to fit on a single card.
Revamp to fix timing and other extraneous issues.
Trying to minimize the penalty and adjust for the variability of Kingdoms.
Removing the redundancy of Tinkerbat and Villager, and swapping the purely thematic below-line effect for a thematic and mechanically useful Reaction.
Making Cackle Spider more likely to be useful by being linked to an Attack. Also, Cacklebat and Cackle Spider seem to go hand in hand thematically.
Removing the reference to Envious, fixing the interaction with Bubble Mermaid, and adding an extra bonus to offset becoming a Duration.
Removing the triple-Peddler of Techno Baron. Rearranging Ammo Baron to be less obscure. Removing one effect from Armor Baron to be less of a slop of everything all at once. Removing Hypno Baron's reference to Deluded, removing the free Lab so it now costs the Action play, giving the other players a choice of which Attack they are hit by, and also somewhat weakened by nature of being a Duration.
Reducing power by making the player choose one instead of getting all four effects.
Removed the Heirloom and only letting the player get a single token per play.
Trying to simplify and reduce the chance of effects being useless.
Trying to avoid complete uselessness if there are no Attacks in the Kingdom.
Totally new type to eliminate the disappointment of a bad Liaison combo and unnecessary cost while keeping the teleporting theme.
Trying to fix the power level and taking the opportunity to adjust the wording.
Trying to make it more useful; also ended up looking stronger.
Power increase.
Adjusting power level; removed stuff that got added to Zapple.
Limited scope to remove the reason for it returning itself.
Adjustment to fix power level and timing issues.
Slightly reduced power level. Added thematic connection to Armor Baron.
Attempting to avoid helping the other players.
**Footnote: You know what this footnote is supposed to be. I’m not saying it.