Tea Plantation
This is reasonable. I'd call this a baseline Tea generator.
Pressed into Service
Effect: Place 2 Reluctant Conscript Critter Tokens into play for each Rad paid when playing this card
Name: Reluctant Conscript
Effect:
- At the end of a turn in which Conscript Attacks or Defends, it gains 1 Rebellion token
- Rebellion Threshold: 0
Strength-Vitality: 30-30
Gaining 120 stats for 1 Rad, even with the immediately-defects-after-combat downside, is a bit much. Especially since splitting those stats over two bodies actually makes them more valuable. Being able to scale it up linearly would get out of control extremely fast. I would probably make this either a fixed 1 Rad cost for two 20/20 tokens, or scaling for 1 20/30 per Rad.
Minor note, I'd call them Rebellion Counters, not Tokens.
Overclock
Effect:
- Once per turn, You may pay 10 vitality to either Draw a card or play a Card
Hmm. I'm not sure how strong this would end up being, but I think I'd allow it. Though I can imagine it getting nerfed if it performs spectacularly in battle.
Tea Break
Type: Trick
Effect: Select any number of Cards you own with a Rebellion Threshold. You may pay 1 Tea for each. If you do, remove all Rebellion tokens from, and restore all Vitality to, each such Card.
This actually seems a little weak. I think it could work as an up-to-twice per turn Sticky.
Yes, if you submit a card that I judge to be extremely weak, I will buff it. I don't expect this to come up very often.
Stern Officer Girlfriend
Cost: 2
Colours: Red / White
Effects:
- Other Red Critters do not gain Rebellion
Strength-Vitality: 40-60
So, here's the thing. White-[something] cards
intensify the effects of the other colour.
Negating a key mechanic is the opposite of what they do.
Also, this is 100 stats for 2 Rads (=baseline), with an upside (arguably it affecting opponent's Red Critters as well could be considered a mitigating factor, but symmetrical effects are never symmetrical).
Watchful Sentry
Cost: 2
Effects:
- First Strike: Watchful Sentry deals damage before Critters without First Strike
- Any Hostile Critter that attacks You or a Critter friendly to Watchful Sentry takes additional damage as if Attacked by Watchful Sentry
Strength-Vitality: 70-20
First Strike and [Sentry] are worth a lot more than 10 stats. First Strike alone is a major force multiplier, and the
combination renders it bonkers. Sure, it Dies To Removal, but 70 First Strike is gonna stop a lot of Critters dead in their tracks. This would take a significant beating with the nerf stick.
NAME: Mountain
COST: 0
EFFECT:
- Rebellion Threshold: 5,
- Once per turn put a rebellion counter on this card to gain a red Sepoy token
- Any player may pay a rad to put a rebellion token on this card.
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Name: Sepoy
Strength-Vitality: 20-20
This is a reasonable concept, although it is de facto a 20/20 Critter for 0 which can spawn up to 5 friends even after it dies. I'd probably up the cost to 1 and reduce the Rebellion Threshold to 3. Or reduce the Sepoy to 10/10.
NAME: Factory
COST: 2
EFFECT:
Choose a critter, that critter may not attack, defend or use abilities until the start of your next turn. lose 1 tea and gain 1 rad. You may use this ability multiple times per trun, provided you choose a new critter each time.
This would work with a cost of 0. While in theory it could get crazy, that would require you to have set up a lot of Tea and Critters, in which case you've earned your Rad bounty.
NAME: Hot Potato
EFFECT:
- At the beginning of your turn roll a six-sided die, if you roll a 6 - take 50 damage and discard Hot Potato.
- Rebellion Threshold: 0
- Whenever a card under your control gains a rebellion counter, you may place one on Hot Potato.
I'd wouldn't call it 'discard', but 'destroy'. Discarding is from the hand.
This is a weird card. Very swingy, which makes it hard to balance. Some games it will do jack shit, other games it will go off as soon as you pass it over. I'd prefer it to just say "At the beginning of your turn, take 10 damage".
Name: Polluted Wasteland
Cost: 1
Effects: Deals 10v damage to every critter that attacks. Every time this damage kills a critter you generate 1 rad
Rarity: Unique
This seems perfectly reasonable. Given that your opponent can choose not to attack with Critters that would die, it's not deserving of the Unique rarity. It'd be fine at Common.
Allow me to make the following proposal. Bit pessimistic that the GM might Veto this, but I have a bit of capital for giving them permission to host a game based on my own so it might get through. Also, the effect field totally said to 'Go Nuts' so I did. This one takes several cards from you guys' proposals and combines them into this monstrosity of a card!
NAME*: Meet the incredible Team 1
COST: 0
EFFECT: If you have no other unique cards in your deck, this card will be in your opening hand at the start of the game, and will return to your hand when you have no cards in play. When you play this card, choose one of the following tokens and play it. All costs associated with the token must also be paid and this can never play the same token more than once in a single game. Remove this from the game when you play the final token it can choose.
So, I know this wasn't your intention, but you could create a 'wildcard' that has this mechanic, it'd just A) have some sort of cost or downside to it, and B) only work with existing cards. Cos, yeah, I would veto an attempt to make me balance half a dozen additional cards this way. Sorry. I appreciate your blessing, but not to the point of driving myself insane.
NAME*: Forge of Infernal Terror
COST: 0
EFFECT: At the end of each of your turns, shuffle one of each of the following tokens into your deck.
- Infernal Scythe
- Infernal Armor
- Infernal Golem
- Infernal Runes
EFFECT: This card does not count towards your one card per turn limit. Draw one card. [do stuff]
This would be very dangerous, I suspect. While the basic concept is okay, getting 4 shuffled in every turn could quickly prove overwhelming. The effects are all minor, but given that they are totally free- costing neither Rads, nor plays, nor cards-in-hand-, even minor effects could stack up a lot. Maybe if it was restricted to two tokens I could see it passing muster, though even then, getting them shuffled in every turn would be quite potent. I think some sort of cost would have to be woven in at some point in the proceedings.
NAME*: Dance of Death: The Skeletal Walk
COST: 0
EFFECT: Deal 10 damage to a critter. Put a "Dance of Death: The Grasp of Death" token into your hand.
RARITY: Unique
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NOTES: Honestly, I'm just showing off at this point. Why did I spend upwards of an hour on this one? Oh right. Because the modern video game industry is rotten to the core.
[9 subsequent dance steps]
Gotta say, this is a pretty cool concept, and not inherently unworkable. Tricky to balance, but the escalation of the dance seems... reasonable, I think? Not quite as much work as balancing half a dozen completely unrelated cards. With all the conditional effects, it would be a card (series) which would be more potent as a surprise, since once known the opponent could try to avoid setting up the requisite triggers... but that's part of the game, innit.
Well, that was a lot of feedback. Don't expect this for every proposal, though I will provide feedback for any especially novel or noteworthy proposals.