The general idea is that you play cards that give you powers and bonuses.
But there are two distinct groups: good and bad cards. (Or rather light and dark.)
In the middle of the table is a reputation track from -5 to 5.
- A light card moves you one step towards the light side.
- A dark card moves you one step towards the dark side.
At the end of the game, you only score for your final destination.
- If closest to the light edge, you score your light points
- If closest to the dark edge, you score your dark points
- If closest to the center (0), you score your neutral points
Simple intuitive rules, should work.
Cards
As expected,
- Light cards are less powerful, but also less risky. (They’re from superheroes, helpful people, etcetera.)
- Dark cards are more powerful, but have huge risk or uncertainty. (They’re criminals, monsters, villains.)
- Neutral cards are wishy-washy, unpredictable, low in number. (Mostly innocent people or nothing special.)
Cards show a few things.
- Light / Dark / Neutral. (Can be multiple icons if really dark/light.)
- Permanent (Icon): if present, the card stays in front of you. If not, it’s a one-time thing that goes away after playing it.
- A special power / action / scoring rule
Specific Gameplay
On your turn, play 1 card.
- Move the number of spaces towards the card’s side.
- Do what it says and/or permanently add it in front of you.
Crucially, there are many (one-time) powers that allow you to play more cards or do more on your turn. (Especially later in the game.)
Objective
The game ends as soon as one player reaches the end of the reputation track or the deck runs out.
IDEA: This game might be suitable for drafting (like 7 Wonders).
- You start with X cards per player
- Pick a card, play it.
- Then give the hand your left neighbor and repeat.
- (Continue until all hands are empty.)