For the first time in five months, I’m updating/revising the player powers in the Norvendae card game. This comes as a direct result of my post from earlier this afternoon, and reflects a realization I had about the rules of the game as they currently exist. There isn’t enough of a mechanical incentive for competition.

First, there isn’t enough incentive for players to get that extra card via Divination. From various playtests I’ve seen so far, Divination is a “safe” last resort for players who focus their material resource gain through Development. My thought in this regard is to drop the cards gained through Divination from three to two.

You’ll also notice the extra destiny draw is optional, indicated with the word “may.” That means if you forget to draw that extra card, you can be assumed to have forgone your option to draw the extra card.

DIVINATION [Standard, Limited]
Each player may draw +1 lot, then reveal +2 destiny. If you win the drawing, you may reveal an extra +1 destiny. (If you have no destiny at the start of your turn, you lose the game.)

The other idea came about as I was considering the rules of Risk. When you capture at least one territory during your turn, you draw a card. I figure, since Restoration has a fairly singular effect (technically it both ends your turn and recycles your Flux), it would benefit from a secondary effect.

RESTORATION [Standard, Limited]
Recycle your flux, then end your turn. If one or more cards were exiled during your turn, you may reveal +1 destiny. (Until the start of your next turn, you may only use reaction powers.)

Now, what you have is a way to get cards at any point throughout your turn, whether you prefer to gain them at the beginning, the middle, and/or the end of your turn. It doesn’t matter if you exiled a card, or if an opponent exiled a card. Of course, this reinforces the use of the Depletion power because it’s reliable.

Undoubtedly, I’ll need to return to the other powers, especially Banishment, and find ways to make them more flexible and more competitive in the long run. Right now, I’m taking a good, hard look at Development, and if it’s a little too good at what it does.