User:Kevan/Card list

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List of cards formatted per https://blognomic.com/archive/shoe_polish

  1. Start Drawing (0) [Forbidden] may be played when the Historian feels that the drawing mechanic is acceptable for play. > remove the text “Wizards other than the Historian may not draw cards.” from the ruleset. Also remove this card from the ruleset. / remove the text “Wizards other than the Historian may not draw cards.” from the ruleset. Also remove this card from the ruleset.
  2. Start Playing (0) [Forbidden] may be played when the Historian feels that the cards and mechanics for making new cards are balanced enough to start play with them. > remove the text “Wizards other than the Historian may not play cards.” from the ruleset. Also remove this card from the ruleset. / remove the text “Wizards other than the Historian may not play cards.” from the ruleset. Also remove this card from the ruleset.
  3. Fire (1) [Spell] No Constraint. > Add 1 War to any Community. / Reduce a Rating of any Community by 1 and Vex it.
  4. Flood (1) [Spell] No Constraint. > Add 1 Economy to any Community. / Reduce a Rating of any Community by 1 and Vex it.
  5. Fable (1) [Spell] No Constraint. > Add 1 Culture to any Community. / Reduce the Culture of any Community by 1.
  6. Forget (1) [Spell] No Constraint. > Set a Community to be Indifferent to all Wizards. / Set a Community to be Indifferent to a Wizard of your choice.
  7. Brown Potion (1) [Potion] No Constraint. > Draw a card. / Nothing happens.
  8. Red Potion (1) [Potion] No Constraint. > Set a Community to be Friendly to you. / Nothing happens.
  9. Clear Potion (1) [Potion] No Constraint. > Discard your hand. / Nothing happens.
  10. Black Potion (1) [Potion] No Constraint. > Vex a Community. / Nothing happens.
  11. Swirly Potion (1) [Potion] No Constraint. > Apply the Up Effect of any other Potion card, then discard your hand. / Nothing happens.
  12. Mudling Settlers (1) [Labor] May only affect communities that are not suspicious of the wizard playing the card. > Change the Faction of a Neutral Village to Mudling. / Raise the economy rating of a ruin by 2 and change the Faction to Mudling.
  13. Barban Settlers (1) [Labor] May only affect communities that are not suspicious of the wizard playing the card. > Raise the war rating of a ruin by 2 and change the Faction to Barban / Change the Faction of a Neutral Village to Barban.
  14. Grassfolk Settlers (1) [Labor] May only affect communities that are not suspicious of the wizard playing the card. > Raise the culture rating of a ruin by 2 and change the Faction to Grassfolk. / Change the Faction of a Neutral Village to Grassfolk.
  15. Redlander Settlers (1) [Labor] May only affect communities that are not suspicious of the wizard playing the card. > Change the Faction of a Neutral Village or Town to Redlander. / Change the Faction of a Village to Neutral.
  16. Plague (2) [Spell] No Constraint > Reduce all ratings of a community by 1 and vex it. / Reduce one rating of a community by 2 and vex it.
  17. Fertility (4) [Spell] May only affect communities friendly to the Wizard playing the card. > Discard a card and increase all ratings of a community with positive size by 1. / Discard a card and place a Person type card of your choice in your hand from the deck.
  18. Barban Warrior (1) [Person] There must exist at least one Barban community. > Increase the War rating of a Barban community by 1. / Reduce any rating of a community that is not Barban by 1.
  19. Grassfolk Poet (1) [Person] There must exist at least one Grassfolk community. > Increase the Culture rating of any community by 1. / Increase any rating of a Grassfolk community by 1.
  20. Mudling Inventor (1) [Person] There must exist at least one Mudling community. > Increase the Economy rating of a Mudling community by 1. / Discard a potion from your hand and play either its up effect or its down effect twice.
  21. Redlander King (1) [Person] There must exist at least one Redlander community. > Increase any rating of a neutral town or city by 1. / Increase two ratings of a redlander town or city by 1.
  22. Teleport (1) [Spell] No Constraint. > Set your Home to any Village, Town or City. / Set your Home to any Ruin.
  23. Friendly Reward (3) [Trick] Can only be played if you are friendly to a community. > Draw a card. / Force a wizard to discard a card of their choice from their hand, if they have one or more cards in their hand.
  24. The Prophecy (2) [Ritual] You must have a Potion and a Person in your hand. > Discard a Potion and a Person, then draw a card; instead of selecting this card randomly, you may choose any card which is not in a Wizard’s hand. / Discard a Potion and a Person.
  25. The Metamorphosis (2) [Ritual] You must have a Person and a Monster in your hand. > Discard a Person and a Monster, then swap the contents of your hand with that of another Wizard. / Discard a Person and a Monster.
  26. The Haruspex (2) [Ritual] You must have a Monster and a Potion in your hand. > Discard a Monster and a Potion, then draw six cards. / Discard a Monster and a Potion.
  27. The Behemoth (2) [Ritual] You must have two Monsters in your hand. > Discard two Monsters, then set all Ratings of any one Community to zero. / Discard two Monsters.
  28. The Miasma (2) [Ritual] You must have two Potions in your hand. > Discard two Potions, then set any one Community to be Suspicious to all Wizards. / Discard two Potions.
  29. The Infiltration (2) [Ritual] You must have two Persons in your hand. > Discard two Persons, choose a Faction and change all Communities of that Faction to be Neutral. / Discard two Persons.