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Ideas for low handsize archetype #417

@IceTyp

Description

@IceTyp

This archetypes builds around having a low handsize. Therefore, drawing cards is bad for this archetype (unless you can play all cards).

TODO

  • find name for archetype
    • maybe Tidy or Isolated
  • A disposition archetype should work.
  • finish cards
    • card names
    • effects
    • upgrades
    • rarities
  • add more plushies
  • add memories

Synergy

Discard effects would work well with this archetype. Thematically, I don't think this archetype should offer such effects by itself. However, other archetypes with discard effects synergize well.

0-cost cards work well because they make it easier for the player to play all cards and end the turn with no cards in hand.

Theme

clean everything up, finish everything, no leftovers

The dreamer is captured in this nightmare because they always push themselves to finish everything. In their nightmare, cards are the objects that need to be finished. Play all cards and the dreamer will be satisfied.

Mechanical themes

  • primary: keep handsize low/play all cards
  • secondary: increase immersion in order to play more cards
    • something different might work better here

Cards

  • Some cards work better if your handsize is low. Some can only be played as last card in hand. Others give drawbacks for large handsize.
  • Other cards have strong effects. As "downside" they reduce your handsize for your next turn. This is great for this archetype but not as helpful for others.

I have added some cards with a tag called Urgent, see: #422

ID Name Type Cost Tags Effect upgrade1 upgrade2 upgrade3 Rarity Theme/Flavor
Action1   Action 0   Deal 8 interpretation. Gain 1 doubt for each card in hand (excluding this card). 13, 3 8, 1 11, 2 common  
Action2   Action 1   Deal 9 interpretation. If this is the last card in your hand, interpret all other torments for 9. 13, 19 11, 11   common  
Action3 Efficiency Action 1   Deal 20 interpretation. Draw 2 cards less at the end of this turn. 30, 3 20, 1   rare Having found a more efficient way, you also clean up some stuff that you initially kept for another day.
Action4 Let’s repair it! Action 1   Deal 12 interpretation. Put a "What a mess!" Perturbation (see below) on top of your deck (temporarily). 20, 2 15   uncommon You tried to repair something. This resulted in even more work.
Action5 Finally done! Action 1   Can only be played if this is the last card in your hand. Deal 10 interpretation. Gain 10 confidence. 15, 15 20, 10   uncommon  
Action6   Action 1   Deal 8 interpretation. If you have fascination, deal 12 interpretation instead.       uncommon  
Action7   Action '1 for each card in hand (including this card)   Deal 20 interpretation. 30 40, forget   uncommon  
Action8   Action 1 Urgent Deal 15 interpretation.       common  
Concentration1 That’s enough! Concentration 1   Gain 1 immersion each turn. Whenever you draw a card during your turn, gain 1 doubt. in starting hand cost 0 1, 1 starting  
Concentration2   Concentration 1   TODO Some thematic buff. Draw one card less at the end of each turn.       uncommon  
Concentration3 Remaining energy Concentration 2   Gain 4 confidence for each immersion that is not used at the end of your turn. in starting hand 6   rare  
Concentration4   Concentration 2   If you have not drawn any cards during your turn, gain 2 fascination. in starting hand cost 1   rare  
Control1   Control 0   TODO Some thematic buff. Gain 1 doubt for each card in hand. (excluding this card)       common  
Control2   Control 0   Gain 7 confidence. Draw 1 card less at the end of this turn. 10     uncommon  
Control3   Control 0   Gain 2 immersion. Draw 1 card less at the end of this turn. 3 immersion 4, 2   uncommon  
Control4   Control 1   Gain 12 confidence. Permanently decrease this value by 1 whenever this card is discarded at the end of your turn. 20, 3 15, 1   common  
Control5   Control 1   Gain 10 confidence. If this is the last card in your hand, gain 1 courage. 10, 2 13, 1   common  
Control6 It’s getting better! Control 2   Gain 12 confidence. Permanently increase this value by 1. cost 1, 9 confidence 17   uncommon  
Control7   Control 1 Urgent 10 Confidence, 1 Fascination       common  
Control8   Control 1 Urgent Gain 7 confidence. ???       starting  
Perturbation1 What a mess! Perturbation 1 Cherish If this card is in your hand at the end of your turn, gain 1 disinterest. Forget       na “Sooner or later, I need to clean this up…”
Perturbation2 Growing problems Perturbation '1 (+1 permanently whenever this card is discarded at the end of your turn.)   Forget       na “If I don't do it now, I will have even more work later.”
Perturbation3   Perturbation 2 Urgent         na  
Plushie1   Plushie     Whenever you end your turn with no cards in hand, gain 1 fascination.       starting  

See also #280 (comment) for the initial ideas.

Other ideas

A similar concept would be ending your turn with no immersion. However, this is usually very easy.
This would be more interesting in combination with having no cards in hand at the end of your turn.

Issues

Most archetypes benefit from draw effects. This might make synergy with this archetype difficult.

Draw effects from Plushies can be very dangerous for this archetype. As long as the player is not forced to take such a Plushie, there should not be a problem. Otherwise, deactivating unwanted Plushies could be an option but this would require more thought.

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