I played another solo game or two so I could see how Banishment and Intercession affected gameplay. The first game in which I made extensive use of both player powers last almost twice as long as my first couple games. Sponsorship and Forfeiture see quite a bit more use when players banish each others’ Reserves. It was fun to see the powers in action, and I realized I talk to myself a lot.

I was trying to think of a couple card powers that would change up the game’s tempo, to get some cards in the Reserves faster and doing things faster. Here’s the first:

Muster (While resourced, you may sponsor this card for free.)

I’m thinking that Muster will be a Swords-only card power, much as Sacrifice is intended to be a Wands-only card power. Both card powers I’ve classed as sort of “noun-only,” meaning that they’ll only appear on relevant Personae, Objects, and Locales — and thus only on even-numbered cards in their respective suits.

It should follow, then, that if Muster can only be found on the 2, 4, 6, 8, 10, or 12 of the Swords suit, and that accounts for about 10% of their total deck (actually about 11.5%), then it can be a significant gameplay factor, but not an overwhelming one.

The other card power I came up with is a more “generic” one, and can therefore be found on a card of any suit:

Charge — Soldier (While reserved, exhaust to activate target reserved Soldier.)

More generic card powers like this one will probably require specify targets to limit their effectiveness. “Soldier” is a class type which can be found on Personae primarily in the Swords suit. Classes are flexible, however, so it’s possible to find Soldiers in the allied suits of Wands and Cups. Charge is another “noun-only” power, which means you’ll only find on (at most) maybe 18 cards in a deck.

To be specific, that would require a player to have all of their even-numbered cards in Swords, Wands, and Cups be Soldiers (or Soldier-related Objects or Locales) with the “Charge” ability. That would constitute about 34% of their cards. It’s a pretty big deal to have that many cards related as such. You could compare it to the suggested Land-Creature-Sorcery ratio in Magic: the Gathering.

This certainly gives me a lot to think about. Plus, there are a lot more card powers to come up with. I have Sacrifice and Divination for Wands, plus Muster for Swords. I think I’ll need at least one more power for Swords (probably something keying off Depletion), and then I’ll need two card powers each for Coins and Cups. I think when I have those figured out, I’ll be able to start designing more actual cards.