So I've started a personal project. Its mostly to see if I can, and also as an exercise in creating interesting card interactions. (as a challenge to myself to become better at board game ideas, as I still one day want to publish something)
I call it Progression Mode.
You can find my first draft of my write up here: https://docs.google.com/document/d/1UcCGdIl-Jpy69cTOVu_rOD0--aSXldW68nvWMYAxhWY/edit?usp=sharing
But the gist is that you start with the base hero character cards. Every game you play you get xp (1xp if you loose, 2xp if you win) and you can then purchase Talents in a talent tree (think MMORPG or Borderlands - except there is only 1 level of each talent tree cause we don't need 100 levels of talent points)
These talents are things like a power you could use, or a once per game ability.
Each time a villain is defeated, they gain more power as well.
And there are special talents as well - Talents for doing Achievements from the achievement dock, for defeating your Nemesis, and for filling up the tree.
And yes. These are meant to be game breaking. But the Villains also get much harder as you play them.
I'm only just starting (there are a LOT of heroes) but... here is an idea:
Argent Adept
Ultimate Talent
LEVEL 11: Once Per game, you may activate all Accompany and Perform texts in play
Challenge Talent 1
DOUBLE BARLINE: Use Zu’s Bell to destroy a spaceship
Power: Sub Vocalize: Activate an Accompany Text
Challenge Talent 2
ACCOMPANIMENT: Let another Hero reduce Akash’Bhuta to 0 or fewer HP on your turn.
Once per Game you may take an additional turn immediately after your turn ends.
Nemesis Talent
THE INSTRUMENTAL PATH: Each time Argent Adept is in a game where the heroes defeat Akash’Bhuta, and Argent Adept was not incapacitated in that game, or when Argent Adept destroys Ruin, he gains an instance of the following ability, up to a total of five times.
At the start of your first turn you may search your deck for an Instrument card, and put it into your hand.
Base
Level 1
LIFE CHOICES: You may start the game as XTREME Prime Warden Argent Adept. Instead of using a Power on any turn, you may put one unlocked Argent Adept Character Card under your chosen Character card, with only the Power showing. You may use that new power as normal throughout the game. You can have as many character cards under your primary card showing power as your highest level talent. Remove these cards from the game if your hero is incapacitated.
Level 2
EMPOWERED POLYPHORIC FLARE: Polyphoric Flare’s card text is changed too: “The Argent Adept deals himself 2 Energy damage. If he takes damage this way, you may use a power now. He may deal one villain target 4 Energy damage.
Level 3
SONGBOOK: Start the game with one Harmony, Melody, or Rhythm in play.
Level 4
LEADERSHIP: At the Start of your turn, one other Hero may activate one of their Start of Turn effects.
Level 5
XTREME ALTERNATIVE: Once Per game you play a ‘card’ with the following text:
Dark Metal, Ongoing: When Argent Adept reaches 0 HP, instead of removing him restore him to Full HP. Place this card under Argent Adept’s Character card so only the bottom text is showing.
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At the start of the turn, Argent Adept deals himself 10 irreducible Infernal Damage. If dealt damage this way, you may Draw a Card, move a card from your Trash into your Hand, and Play a card in any order.
Dark Conductor
Level 1
LIFE CHOICES: You may start the game as Argent Adept: Dark Conductor
Level 2
DYNAMIC CONDUCTING: Once per game deal all targets 3 Irreducible Infernal Damage.
Level 3
DARK CONCERT: Power: Do One Target X Energy Damage, where X equals the number of Melody, Harmony, and Rhythm cards in play. Remove an Instrument from the game.
Level 4
THORNS OF POWER: Each time Argent Adept activates an Perform or Accompany text, he may deal himself 3 Infernal damage. If he takes damage this way, he may activate an additional Perform or Accompany text of the same song type as the original.
Level 5
DARK BATON: Once per game you may play a ‘card’ with the following text:
Dark Baton: Equipment, Instrument. Power: Activate the Perform text of a Melody, The Perform or Accompany text of a Harmony, and the Perform or Accompany text of a Rhythm. If you ever have less than 3 Instruments in play (including this one), destroy this card. When this card is destroyed, remove it from the game.
Prime Warden
Level 1
LIFE CHOICES: You may start the game as Prime Warden Argent Adept
Level 2
SOOTHING MUSIC: Once per game reduce any damage being dealt by 5.
Level 3
NATURES MAGIC: Power: Redirect the next damage dealt by an Environment Card to a Target of your choice.
Level 4
CONDUCTIVE FLOW: Once per game Argent Adept chooses X, where X is between 1 and 10. Deal Argent Adept X Damage. Heal one target for X HP.
Level 5
ALTERNATIVE MUSIC: Reduce all damage dealt by Argent Adept to Hero Targets by 1. Increase all damage dealt by Argent Adept to Non-Hero Targets by 1.
and for the villains...
Akash’Bhuta
After First Defeat
Akash’Bhuta is now always played in Advanced Mode.
After Second Defeat
Akash’Bhuta is immune to Environmental Damage and Villain damage. (Challenge Mode)
After Third Defeat
Complete Control
If there is only one limb card in play, it is immune to damage. At the start of Akash’bhuta’s turn, the limb card with the lowest HP heals for 2 HP.
Challenge 1
Limbs Everywhere
If Akash’Bhuta ever has all 12 limbs in play, she gains the following for every future game:
The First time Akash’Bhuta Flips, shuffler her trash, and reveal cards until 3 limbs have been revealed. Put them into play. Shuffle her trash into her deck.
Nemesis Talent
The Prime Fight
If Akash’Bhuta incapacitates Argent Adept, she gains the following for every future game:
The First time Akash’Bhuta Flips, she destroys 1 Equipment card belonging to each Hero.
I also have Bunker and Absolute Zero written out, but thats it. lot of stuff to come up with... what you guys think?