

Target starts the battle with an extra negative status (existential crisis). Impending Doom - When dismissed, grants 1 stack of impatience.Bone Tired - Deals high damage to your opponent's core argument when dismissed.Just like the player can play multiple cards from their hand, opponents can queue up multiple intents on their turn.īounties are target-able items that have a powerful effect when dismissed but are only present for a limited time. Intents cannot be directly targeted, though certain arguments can remove intents when dismissed. The inner ring of their arguments list all intents and allow you to preview upcoming actions. Intents are your opponents upcoming actions. Suspicion - Reduces diplomacy card damage by 1.Baffle is unplayable and deals 2 damage to your core argument at the end of your turn. Paper Pusher - Inserts a Baffled card into your deck each turn.Interrogate - Targets a random friendly argument each turn for 2-5 damage.Crafty - Hides all intents until removed.Hostile Arguments are arguments created on your opponent's side of the field by either your opponent or through a Bounties/Incept. Voice of the people - Deals damage to an opponent's argument at the end of your turn.Stacked Deck - Allows you to prepare 1 card at the start of each turn.Dominance - Causes all hostility cards to deal +1 damage per stack.Some cards use influence as a spendable resource to reduce card cost to 0, deal additional damage, or draw cards. Influence - Causes all diplomacy cards to deal max damage.They are created by various card effects, social boons, and grafts. It's worth noting that there are so many different types of arguments and names for them it's simply not worth memorizing any of their effects besides influence and dominance, but rather read and react to what the game throws at you instead.įriendly Arguments are arguments that are created on the player's side of the field.The enemy's core argument, just like the player's, has a unique effect in the negotiation. Having cards that create multiple arguments can be a benefit or a detriment depending on your deck. Destroying an argument will cause any excess damage to hit the core argument for the remainder, referred to as "overflow". Players and their opponents can deploy arguments, which have their own resolve and can be defended or attacked like the core argument. Composure can be gained in a variety of ways and is key to keeping your arguments in play and to ensure you keep enough resolve to negotiate multiple times in a day. All composure is lost at the end of each round and acts as temporary HP for that turn. Max Resolve can be increased through grafts and certain random events.Ĭomposure is the negotiation equivalent to defense in battles. Resolve can be restored by resting each night, winning battles, drinking at a bar, meditating in a limited time event, or through the use of certain rare card effects.

If the player loses all resolve, they can no longer negotiate until they restore at least 1 resolve. The player's resolve carries over between negotiations. To win a negotiation, the player must destroy the core argument of the opponent. Resolve is the equivalent to HP in battle. Evoke: Play this card automatically once the condition is met from your hand (or deck if drawn mid turn).īoth parties in a negotiation have a core argument and start a negotiation with a set amount of resolve.Incept: Create an argument/effect on your opponent's field.Destroy: When played this card is permanently removed from your deck.Expend: When played this card is removed from your deck until the end of battle.Discard: Discarding a card adds it to your discard pile and allows it to be shuffled and redrawn once your deck runs out of cards.Improvise: Generate a set of random cards for the player to choose 1 of to add to their hand.Replenish: When drawn, this card draws another card immediately.Draw: Add a card from your draw pile to your hand.Most cards have 1 or more key words on them which tells the player what effect they'll have. Once the deck has been drawn, all cards in the players Discard pile are shuffled and returned to their deck to be drawn again. Players use action points to play their cards. By default, each turn the player draws 5 Cards from their draw pile and has 3 Action Points to spend.
