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Description
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.