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Girls Night Out V2

054
- Active effect probably needs to specify that you can only do it when it's your
turn.
- Overall, this card is very dynamic it would be a strain to play.
187
- My favorite card on this expansion. It would really play well on Dread & Wonder,
especially on the recent changes.
273
- Seems thematic and mechanically alright.
- Maybe reword it something like this "If Contained, choose a player that must
Discard a civilian. If Uncontained, you must Discard a civilian instead. Instant:
When Neutralized, you may Uncontain this card instead. If you do, Discard two
civilians." Although I don't think you need the Discard two civilians part.
811
- Other than wording issues / inconsistencies, this is a decent card that reminds
of the old 914, and this would be really useful on the Flesh expansion.
2353
- One of my personal favorite SCP articles.
- The effect itself is alright, and reminds me of the old 055 and Very Tall Things
card.
2396
- This card is overly thematic that it loses itself in self-complexity. I'm feeling
the effect isn't just communicated well enough. I really suggest toning this down
to something more simpler.
3090
- I don't think Civilians should be suspended. I don't really understand the
purpose or core effect of this card. I suggest maybe reworking it.
4057
- Another overly complex card. Also, would a new player really understand what an
"Auction" mean in this game? My problems on this card is the same as the my
problems with the esoterics that were on the first Worldstage. They're just complex
cards that adds nothing to the game other than being complex for itself.
953
- An interesting concept to have double-sided cards. However, I find it to not have
been executed to its full potential.
- Maybe on the human version, remove the Discard any character part on the flip
effect.
- On the active effects of both sides, maybe make it a yin and yang type, where
when the other side is active, good things happen, other wise shit happens.
- This could also use some wording enhancements.
Overall
- Overall, too many cards that have the "gain" thing, which would really be hard to
track of in real game. Remember that we already have cards on the COre set like
Allison that alters cards, so maybe one or two would be enough.
- I like the art of this expansion, and every card definitely feels like as part of
an expansion. Simplification of effects and this can be good for release.

========================

death_expansion_v2

029
- The card is quite alright, apart from wording and formatting issues, but the
effect is alright.
- However, I find this card personally a "meh" card, and wastes the thematic
potential of the Daughter of Shadows. Here are a few ideas that I'll list on the
spot:
1. Start: If Contained, you must choose a site with one or more men that must
Discard two civilians. If all other players have none, you must choose yourself.
2. Active: While Uncontained, whenever a man is Sacrificed, its owner must Draw
once from the Draw pile.
048
- I would easily re-classify this as Euclid, there's no reason for it to become
esoteric other than accuracy.
- The effect is also a bit meh, maybe play around the concept of having a "cursed"
SCP slot.
414
- This is a decent card that have the same game impact as Allison. Just a few
wording enhancements and this would be awesome.
515
- The effect is decent. I don't think you need the parathesis part. Cards don't
always have to be useful.
2137
- The effect is decent, however I find it counter-thematic.
2718
- I suggest reworking this, it wastes its potential.
2852
- This could also use some rework, as it feels too bland for a Keter.
Of Multiverses and Dandelion
- I'm not sure about this one. I like what it's trying to do, but Torzak's find
keter anomalies scenario does it better. Good for a rework.
From the Marianas Trench
- Same with this
Overall
- Some cards are just bland, and they all seem to not care about each other, which
is against the concept of an "Expansion".

========================

Mirror_Expansion_V4

3521
- I like this card, it's simple and it would really blend well with other
expansions, especially Black Moon and Wanderer.
3521 reversed
- The real effect of this card feels meh and kinda feels like a wasted potential,
but overall it's alright apart from wording issues.
Mirror Personnel
- Apart from the Upper case keywords, I like this card. However, how it's worded
really makes it obvious that the overall "Reverse" concept is still on its infancy.
Multiversal Mix-up
- I like this card, it's mechanically simple and thematic.
Mirrored 401
- The start effect really feels bland for me. I suggest just reworking it. Same
with 401.
009
- This also feels bland and far from being thematic. I don't think the real red ice
controls people. Red ice just straight kills people and living things.
052
- I like this card, it feels new and it's a good alternative civilian generator
card.
919
- I suggest a rework on this card, as the cannot be Sacrificed part can result to
some soft locks, especially when it's drawn at the wrong time with Allison.
- But just tweak it, I think it's decent
========================

Rats_Nest_Cards_v3

Blue Gas
- This cards strongly synergizes with the Rats. however, since there are only two
rats in the set right now, I find this very underwelming.
109
- This feels alright, and can synergize well with the civilians of the Black Moon,
specifically the zombies. This can also be a good card to exhaust the Public pile
for no good reason.
Rat
- Apart from wording, this is an awesome concept. Like I've mentioned before,
scenarios that stack to each otehr is something I've tried before so this really
hits me.
- Probably reword it to something like this: "At the beginning/end of each player's
turn, they must choose one: <insert choices here>. Instant: When Drawn and there's
an active scenario in play, do not Discard it and place this alongside that
scenario." > this sounds a bit cleaner and essentially does the same thing.
Reanimated Bodies
- I like this card, it definitely feels like a double edged sword.
SRA
- I'm not sure about this card. I suggest removing it and just replace the slot
with another Rat. I don't think you need to reduce the Rats at all. I even think we
need more Rats.
The Entity
- This is really overly specific. Also, it has the entity tag, which can be
confusing since it's only been used for anomaly cards. I suggest reworking it for a
new effect, or maybe scrabe it to add a new Rat.
458
- The concept is decent, but I feel it's a bit overpowered. Maybe scrape it and add
more Rats?
Tunnel Polyp
- The effect is very very confusing, I suggest reworking it. Only the trigger
though, the Discard x part is already okay.
Overall
- Most of the cards of this expansion really creates interesting synergies to each
otehr and even official cards. however, there seems to be a handful of cards that
slows them down.
- I don't like that there's only two rats.

========================

Travel expansion

507
- It's a fun card, and the issue of the breach effect trigger is actually quite
interesting.
- maybe let it find a breach anomaly too instead of an active one to make it all
consistent
1322
- Trying to be a flexible card, which I like
- Reword both effects into: End: If uncontained Choose any /start/ effect in play
and activate it to its player. Start: If Contained. Choose any /start/ effect in
play and activate it. If it only affects its owner, it affects only you instead.
1678
- You don't need the instant effect. Just make the current active effect insto
instant.
1867
- Too specifc, I suggest rework. Also, we don't recommend attacheable anomalies,
since it may cause confusion in terms of win points.
2191
- Too specific and bland. I suggest rework as well. It doesn't honestly do
anything, and the two effects are too far from each other.
3333
- This is a good card. I'd remove the active effect and just make this a pure
breach card.
5005
- This is also a good card. The current start effect is a bit useless. I suggest
thinking of another effect taht would relate to the current active effect.
Alagadda
- The Instant effect is quite interesting, and I already see it as a fun card.
- I suggest reworking the active effect or removing it altogether.
Three Portlands
- This is one of the few cards that I was able to really play and I did not like
it. It reminds me of Uno, which is kinda dumb. I strong suggest reworking it for a
new effect.
Overall
- the text area (font, etc) is not the same as the main cards
- A lot of interesting effects, however, as whole they feel all distinct and not an
expansion at all.

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