Christmas Playtest With A Friend

Live Notes

Mastery cards need to have an icon to make them distinct. Actually, all cards should have an icon for Boon/Curse/Mastery/Action.

Typo in Fire Sings of Destiny.

Magic Abandons Us might be better as an action. Discarding that many cards at the end of every turn can drastically change the duration of the game. It’s also tedious.

Rattle of Bones is fun.

Maybe Magic Abandons Us can be affected by the Mastery it is played under.

The cards that are “Search X where X is your level of this mastery” are pretty weak when you have 1 or 2 level in that mastery.

Mark of the Exiled makes you exhaust a Prophecy you control. If you have a Start of Turn prophecy, however, that will trigger first. So it does nothing in that case. Maybe it can be played on a specific Prophecy. I would need to add rules about discard attached cards when a Prophecy is completed.

There should be more cards that care about whether you played a certain Mastery. Prophecies that trigger off this would work.

A mastery at max level could be worth a bonus point.

Sacrificial Dagger should get stronger at higher Blood Magic levels. Maybe it starts as an action and becomes Start of Turn later. Or becomes a free action.

Blood Magic card where you discard from one of your Prophecies to discard from another player’s.

Maybe you should keep all the cards you played in front of you until the end of the turn, like Star Realms. Would make checking what you played easier.

It sucks when some cards are totally worthless in your hand. More effects that let you store from your hand would help with this.

Curses on Prophecies should always trigger before that Prophecy’s Start of Turn stuff.

Light of the Black Moon shouldn’t be a choice, it should exhaust immediately and then give you the chance to remove the curse.

Maybe for getting a new Prophecy you shouldn’t pick two.

Miles’s Notes

Add more effects that come into play when masteries are certain level.

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