DPsycho wrote:
I would still like to see a keyword with a negative effect, just because we don't have anything quite like it...
agree totally. A negative keyword would be something absolutly new!
DPsycho wrote:
One is to have the effect triggered by playing two cards...to make sure you don't play them consecutively or face a penalty.
Seems to easy to "work-around" for me... no problem to play a "normal" card between...
DPsycho wrote:
The other is to make it a Token keyword that features cards that are only useful when the keyword is set. I like this second one better because it would completely turn on their head cards that attack/consume/destroy tokens as well as one of the Far sight effects. It could even be that additional cards of the keyword subtract a bit from the total gained rather than adding to it (basic 25, bonus -1).
hard to manage... what if the keyword isn't set? Don't know, how "hard" it is to implement... but to me, it looks like a "bad" solution.
Another option would be, to base the negative effect on the number of other keyword cards of the same type in hand. So you have to think on how many of this keyword cards to add to your deck. That way you have to get rid of your evil minions, before they grow to strong and revolt in your own castle.
Example:
When keyword card is played, loose one random ressource for each common, 3 for each uncommon and 9 for each rare in hand.
Of course there are better examples ;-) but that's your job now ;-)
btw.: Aria seems a good keyword to me :-D ...the cards gaining it should be tweaked then of course...