Rapidly flipping back and forth between game mechanics, concepts, and the like, I hit upon a cool little rules interaction I hadn’t planned, but exists nonetheless. In “Updated Player Powers for February,” I specifically modified the Divination and Restoration powers to add incentive to more aggressive play styles.

Divination reveals fewer cards (making it more important to get that third card by winning the drawing) and Restoration reveals a card if any cards were exiled during your turn. Of course, you could exile your own cards to trigger this effect, but I only imagine a poor sport, a tactical genius, or a sadist doing something like that.

But the main reason for implementing this change was to encourage players to participate in Divination more often and eke out as many cards as possible (the Development power is now potentially more self-destructive), to make use of Intercession to disrupt divination drawings, and to use Depletion often.

What I hadn’t realized was how the utility of Forfeiture had grown by altering the Restoration power. Now, if someone uses Depletion only once, you can stop them revealing destiny by forfeiting one of your reserves. And if they’re determined to sacrifice their own cards, you can forfeit a reserve to make the sacrifice fruitless.

On another note, I’m not sure if I mentioned the tweaks to the Intercession power, either. It can now be used to increase the value of revealed destiny, such as during the use of the Development power. Though it isn’t defined by any other powers, I’m currently referring to exceeding 21 during Development as “busting.”

So, now it’s possible to meddle with another player’s Development, at the cost of whatever you draw to influence it. You could play your Intercession at any time, as well. From the moment they announce the Development to just before they resolve it. It might cost you a card, but it prevents them from getting more than one card.

(It also makes those low-value cards really useful!)

Happy trails!