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Make a Citizen out of the Words Above You

122 posts · 3572 views · started 2021-04-09 12:51 UTC
XM
X-metal
2021-04-09 12:51 UTC
#1

I came up with this game while playing against Citizen Dawn. I didn’t know where to put it so I put it here.

Basically, we all know that Citizens of the Sun have themed naming. Hammer and Anvil, Blood, Sweat, and Tears, the four seasons, etc. So I’ve taken that and made it into a game. The rules are simple, one player comes up with two or more related words (no more than four to keep things manageable) and the next player has to make a set of citizens out of them. Then that player has to come up with two or more related words for the next player to make a set of citizens out of and so on and so forth. For example:

Here’s the very first set: Rock, Paper, and Scissors.

DA
Dandolo
2021-04-09 13:21 UTC
#2

Sounds fun. I’ll give it a shot.

Citizen Rock - 6 HP
Citizen
After this card is played, destroy Citizen Scissor. If you do, Citizen Rock deals each hero target 3 melee damage.
Citizen cards are immune to melee and projectile damage.

Citizen Paper - 5 HP
Citizen
After this card is played, destroy Citizen Rock. If you do, Citizen cards are immune to melee and projectile damage until the next villain start phase.
End phase: Destroy 1 hero ongoing card, 1 item card, and 1 hero non-character target.

Citizen Scissor - 4 HP
Citizen
After this card is played, destroy Citizen Paper. If you do, each player destroys 1 non-character card in their play area.
End phase: Citizen Scissor deals the hero target with the highest HP and the hero target with the lowest HP 3 melee damage each.

Next set: Thunder, Lightning

FJ
fjur
2021-04-09 15:06 UTC
#3

I guess I’ll play.

CITIZEN THUNDER
When this Card enters Play, If Citizen Lightning is not in Play, Shuffle this Card back into the Villain Deck.
Start of Villain Turn: This Card deals each non-Villain Target 2 Sonic Damage. The Player controlling the Hero Character Card with the lowest HP that was dealt Damage this way Discards (H) - 2 Cards.

CITIZEN LIGHTNING
Start of Villain Turn: Summon Citizen Thunder. This effect can only be used once every time this Card is played.
End of Villain Turn: This card deals the Hero Target with the highest HP (H) - 1 Lightning Damage. Then, this Card deals the (H) - 2 Hero Targets other than the Hero Target that was just dealt Damage 1 Lightning Damage.

Next Citizens: Citizen Weak Nuclear Force, Citizen Strong Nuclear Force, Citizen Electromagnetism, & Citizen Gravity.

GO
GooeyChewie
2021-04-09 20:36 UTC
#4

Way to not make it easy!

CITIZEN WEAK NUCLEAR FORCE - 3 HP
End of Turn: A hero player buries a card from hand, or each hero player buries a card from hand if Citizen Strong Nuclear Force is in play.

CITIZEN STRONG NUCLEAR FORCE - 3 HP
End of Turn: A hero discards the bottom card of their deck, or each hero discards the bottom card of their deck if Citizen Weak Nuclear Force is in play.

CITIZEN ELECTROMAGNETISM - 3 HP
End of Turn: Bury a hero item card, or (H) hero item cards if Citizen Gravity is in play.

CITIZEN GRAVITY - 3 HP
End of Turn: Bury a hero ongoing card, or (H) hero ongoing cards if Citizen Electromagnetism is in play.

Next Citizens: Citizen Salt and Citizen Pepper!

XM
X-metal
2021-04-09 21:30 UTC
#5

CITIZEN SALT - 7 HP
Citizen
Start of Villain Turn: If Citizen Pepper is in play, they deal Citizen Salt H-2 projectile damage. Citizen Salt then deals one hero target psychic damage equal to the amount he just took.
End of Villain Turn: Citizen Salt deals each hero target 1 psychic damage.

CITIZEN PEPPER - 5 HP
Citizen
When this card enters play search the villain deck for Citizen Salt. If they are not in the villain deck, Citizen Pepper deals each hero target H-2 projectile damage.
End of Villain Turn: Citizen Pepper deals each hero target 2 projectile damage

Next Citizens: Citizen Black and Citizen White

FJ
fjur
2021-04-10 00:10 UTC
#6

CITIZEN BLACK
Reduce Damage dealt to this Card by 1.
End of Villain Turn: Reduce Damage dealt to and by the Hero Character Card with the most Cards in Play by (H) - 2 until the the Start of the Villain Turn.

CITIZEN WHITE
Reduce Damage dealt to this Card by 1.
End of Villain Turn: This Card deals the Hero Target with the highest HP (H) - 1 Radiant Damage.

Next Citizens: Citizen Sword and Citizen Sorcery.

TR
Trajector
2021-04-10 04:02 UTC
#7

CITIZEN SWORD
The first time that a hero target would deal damage to Citizen Sword, redirect that damage to a hero target.
End Phase: Citizen Sword deals the hero target with the lowest HP 2 melee damage.

CITIZEN SORCERY
Start Phase: Select the hero with the most Ongoing cards in play. That hero deals the hero with the least cards in play X psychic damage, where X is the number of Ongoing cards in the selected hero’s play area.

Next: Time and Space!

XM
X-metal
2021-04-10 12:00 UTC
#8

CITIZEN TIME -3 HP
When this card enters play, play the top card of the villain deck.
Passive Effect: All non-villain start of turn effects happen at the end of the turn and all non-villain end of turn effects happen at the start of the turn.

CITIZEN SPACE -3 HP
When this card enters play, play the top card of the villain deck.
Start of Turn: Pick a hero target. That hero target cannot effect other hero targets until the start of the next villain turn.

Next Citizens: Point and Counterpoint

FJ
fjur
2021-04-10 14:43 UTC
#9

CITIZEN POINT

If Citizen Counterpoint is in play, increase damage dealt by this card by +1.

- END PHASE
This card deals each Hero target 2 psychic damage.

“My argument is infallible! Your resistance is inadvisable!” – Citizen Point

CITIZEN COUNTERPOINT

The first time Citizen Point or this card is dealt damage each turn, this card deals the source of that damage 3 psychic damage.

“No, you’re wrong! That’s not how it works at all!” – Citizen Counterpoint

Next Citizens: Hmm . . . Citizens Land, Sea, and Air

CG
Cult_of_Gloom
2021-04-12 01:58 UTC (in reply to #9)
#10

Citizen Land hp 8
Start Phase: Citizen Sea and Citizen Air each destroy one environment card

Whenever an environment card is destroyed, deal each non-villain target 2 melee damage

“This land is my land!”

Citizen Sea hp 6
Start Phase: Citizen Land and Citizen Air each discard the top card of the environment deck

When the environment trash is shuffled into the deck, destroy all hero ongoing and items card and each hero discards their hand. Then, each hero draws four cards.

“As inevitable as the tides”

Citizen Air hp 5

Start Phase: Citizen Land and Citizen Sea each play the top card of the environment deck

Citizens are immune to damage dealt by environment targets

“Dawn’s elite are above such petty trifles!”

Next Citizens: Death and Taxes

XM
X-metal
2021-04-12 12:38 UTC
#11

CITIZEN DEATH 6HP
When this card enters play, destroy a hero target that is not a character card.
End of Turn: Citizen Death deals each hero target two infernal damage.

“Nothing can escape death, not even taxes.” -Citizen Death

CITIZEN TAXES 6HP
Play the top card of the villain deck. Then, if Citizen Death is in play, play the top card of the villain trash.
End of Turn: Citizen Taxes deals each hero target two psychic damage.

“Death can be avoided, taxes are inevitable.”

Next Citizens: Citizen Doom and Citizen Gloom

FJ
fjur
2021-04-12 15:39 UTC
#12

CITIZEN GLOOM

- END PHASE
If a copy of Return with the Dawn is not in play, Summon one. If Citizen Doom is in play, this card deals each Hero target 1 infernal damage.

“Being in the Cult of Gloom was nice, but here, the Citizens are their own masters.” - Citizen Gloom

CITIZEN DOOM

If Citizen Gloom is in play, reduce damage dealt to this card by -1.

- START PHASE
Discover Devastating Aurora. If you did, Bury this card.

“Your doom is nigh!” - Citizen Doom

Next Citizens: Citizens Flora and Fauna

GO
GooeyChewie
2021-04-13 16:07 UTC
#13

I’m imagining these as being part of the Insula Primalis environment, not part of Citizen Dawn’s deck. I’m imagining the deck to have Flora and Fauna targets, representing dangerous plants and dinosaurs.

CITIZEN FLORA - 5 HP
While Citizen Fauna is in play, this target is immune to damage from Fauna targets.
End of Environment Turn: Discover a Flora target.

CITIZEN FAUNA - 5 HP
While Citizen Flora is in play, this target is immune to damage from Flora targets.
End of Environment Turn: Discover a Fauna target.

Next Citizens: Citizen Heart, Citizen Soul and Citizen Mind

XM
X-metal
2021-04-13 18:10 UTC
#14

CITIZEN HEART -3 HP
If Citizen Mind is in play, increase damage dealt by this card by one.
End of Villain Turn: Reveal the top card of the villain deck and put it into play. Citizen Heart then deals each hero target 2 projectile damage.
“Dammit, if we don’t act now everything will go wrong!” -Citizen Heart

CITIZEN MIND -3 HP
If Citizen Heart is in play increase damage dealt by this card by one.
End of Villain Turn: Citizen Mind puts the top card of the villain trash on top of the villain deck, then deals each hero target 2 projectile damage.
“Every action we take must be calculated.” -Citizen Mind

CITIZEN SOUL
If Citizen Heart is in play, increase damage dealt by this card by one. If Citizen Mind is in play, reduce damage dealt to this card by one.
End of Villain Turn: This card deals each target 2 projectile damage. Then, if Citizen Mind is in play, Citizen Soul will play the top card of the villain deck. If Citizen Mind is in play, Citizen Soul will put the top card of the villain deck in play. If both are in play, the players may choose which action Citizen Soul preforms.
“I… can’t… decide… but I… must.” -Citizen Soul

Next Citizens: Citizens Razzle, Dazzle, Glitz, and Glam

FJ
fjur
2021-04-13 23:31 UTC
#15

CITIZEN RAZZLE

- END PHASE
This card deals the Hero target with the highest HP (H) - 1 psychic damage. If at least 2 of Citizens Dazzle, Glitz, and Glam are in play and a Hero Character Card was dealt damage this way, that Hero’s player discards (H) - 2 card.

“Oh, you think you can keep up? Cute.” - Citizen Razzle

CITIZEN DAZZLE

- END PHASE
Prevent the next damage dealt by the Hero with the most cards in play. If at least 2 of Citizens Razzle, Glitz, and Glam are in play, this card deals that Hero (H) - 2 radiant damage.

“Sorry, is that too bright?” - Citizen Dazzle

CITIZEN GLITZ

If at least 2 of Citizens Razzle, Dazzle, and Glam are in play, damage dealt by this card is irreducible.

- END PHASE
This card deals each non-Villain target 1 energy damage.

“It’s time to get glitzy!” - Citizen Glitz

CITIZEN GLAM

Increase damage dealt by Citizens by +1.

Increase damage dealt by Citizens Razzle, Dazzle, and Glitz by an additional +1.

“The Citizens of the Sun will be the more glamorous than ever!” - Citizen Glam

Next Citizens: Citizens Famine, Plague, and War (Citizen Death used to be grouped with them too, before Citizen Dawn assigned Death to Citizen Taxes.)

TH
Thunderbird
2021-04-14 15:24 UTC (in reply to #15)
#16

Citizen Famine
Players cannot draw cards.
End phase:
If Citizen Plague is in play, each player discards a card.
If Citizen War is in play, each hero deals themself 2 psychic damage.
“You can’t fight on an empty stomach!” - Citizen Famine

Citizen Plague
End phase:
Citizen Plague deals each hero target 1 toxic damage.
If Citizen War is in play, +1 damage dealt to hero targets.
If Citizen Famine is in play, destroy 1 hero ongoing card.
“You’re looking a bit sickly, hero. Maybe you should lie down.” - Citizen Plague

Citizen War
End phase:
Citizen War deals the H-1 hero targets with the highest HP 3 melee damage.
If Citizen Famine is in play, -1 next damage dealt by any target damaged this way.
If Citizen Plague in in play, +1 next damage dealt to any target damaged this way.
“Heroes? What are they good for?! Absolutely nothing!” - Citizen War

This group wouldn’t last long after the departure of Citizen Death, with Famine being reassigned to Citizen Feast and War to Citizen Peace. Obviously they didn’t play well with those new partners, and it left Plague alone with only his pet rat, Randy, to keep him company.

Next up: Fame and Fortune!

XM
X-metal
2021-04-14 18:10 UTC
#17

CITIZEN FAME -7 HP
If Citizen Fortune is in play, reduce damage dealt to this card by one.
The first time a hero target would deal damage, redirect it to this card. Change that damage to Psychic damage.
Reduce Psychic damage dealt to this card by two.
“Nobody would want to hurt me! I’m much too handsome!” -Citizen Fame

CITIZEN FORTUNE -5 HP
If Citizen Fame is in play, increase damage dealt by this card by one.
End of Turn: Citizen Fame deals each hero target two projectile damage.
“Did he just shoot coins at me!?” -Bunker

Next Citizens: Citizen Hype and Citizen Train

FJ
fjur
2021-04-14 19:11 UTC
#18

CITIZEN HYPE

If Citizen Train is in play, increase damage dealt by Citizens by +1.

- START PHASE
Increase the next damage dealt by each Citizen by +1.

“Are you ready?!” - Citizen Hype


CITIZEN TRAIN

- END PHASE
This card deals the Hero with the highest HP (H) - 1 melee damage. If Citizen Hype is in play, destroy 1 of that Hero’s Ongoing or Item cards.

“Hey, that’s my thing!” - Fright Train


Next Citizens: Citizens Love and Hate

CG
Cult_of_Gloom
2021-04-14 21:55 UTC (in reply to #18)
#19

Citizen Love HP 5
Citizen Hate is immune to damage

End Phase: The H Citizens with the lowest hp gain 2 HP

Citizen Hate HP 7

If Citizen Love is in the Trash, increase damage dealt by Citizen Hate by H

End Phase: Citizen Hate deals the hero target with the lowest HP H Infernal damage.

XM
X-metal
2021-04-14 22:00 UTC (in reply to #19)
#20

Uh, you forgot to tell us the names of the next Citizens.

CG
Cult_of_Gloom
2021-04-14 22:03 UTC (in reply to #20)
#21

so i did, Citizens Harmony, Melody, and Rhythm

XM
X-metal
2021-04-16 15:13 UTC
#22

(I imagine these Citizens were a special anti-Argent Adept squad)

CITIZEN HARMONY
End of Turn: Activate the preform text on a Harmony card, replacing all names on the card with Citizen Harmony and any Hero Targets with Villain Targets and vice versa. That card cannot be used by a hero target until the beginning of the next Villain Turn.

CITIZEN MELODY
End of Turn: Activate the preform text on Melody card, replacing all names on the card with Citizen Melody and any Hero Targets with Villain Targets and vice versa. That card cannot be used by a hero target until the beginning of the next Villain Turn.

CITIZEN RHYTHM
End of Turn: Activate the preform text on a Rhythm card, replacing all names on the card with Citizen Rhythm and any Hero Targets with Villain Targets and vice versa. That card cannot be used by a hero target until the beginning of the next Villain Turn.

Next Citizens: Citizens Breaking and Entering

FJ
fjur
2021-04-16 16:40 UTC
#23

CITIZEN BREAKING

- END PHASE
Destroy (H) - 2 Hero Ongoing and/or Item cards, prioritizing Item cards. If Citizen Entering is in play, this card deals each Hero 2 melee damage per card belonging to that Hero that was destroyed this way.

“Oops!” - Citizen Breaking

CITIZEN ENTERING

If Citizen Breaking is in play, redirect the first damage dealt to this card each Round to the Hero that this card most recently made deal damage.

- END PHASE
The Hero with the most cards in play deals the Hero target with the highest HP (H) - 1 melee damage.

“Watch out, that one can possess anyone, and make them turn on their own allies!” - Nightmist

Next Citizens: Law & Chaos

TH
Thunderbird
2021-04-16 17:47 UTC
#24

Citizen Law
Each player cannot play more than 1 Hero card per turn. Each Hero cannot use more than 1 power per turn.
End phase:
If Citizen Chaos is in play, each hero target deals itself 2 fixed psychic damage.
“Costumed vigilantes are illegal! I’m making a Citizens’ arrest!” - Citizen Law

Citizen Chaos
End phase:
Shuffle the villain deck and put the bottom card into play.
If Citizen Law is in play, bury 1 ongoing or item card belonging to each player.
“Some people just like to watch the sun burn…” - Citizen Chaos

Next: Crime and Punishment

XM
X-metal
2021-04-16 18:08 UTC
#25

CITIZEN CRIME
End of Turn: Destroy one hero ongoing or equipment card. If Citizen Punishment is in play, destroy another hero ongoing or equipment card.

“I hope this wasn’t important to anyone, because its mine now.” -Citizen Crime

CITIZEN PUNISHMENT
End of Turn: Citizen Punishment deals each hero target 2 melee damage. If Citizen Crime is in play, each hero discards a card.

“You think you’re the only one who can deliver divine punishment around here!” -Citizen Punishment

Next Citizens: Citizens Judge, Jury, and Executioner

FJ
fjur
2021-04-16 18:52 UTC
#26

Breaking and Entering; Law and Chaos; Crime and Punishment; Judge, Jury, and Executioner . . . I see a theme.

CITIZEN JURY

Redirect all damage dealt by Citizens to the Hero target who most recently dealt damage to Citizen Dawn. That damage is irreducible.

“I find you guilty of defying the Citizens of the Sun!” - Citizen Jury

CITIZEN JUDGE

Increase damage dealt to the Hero target who most recently dealt damage to Citizen Dawn by +2.

- END PHASE
The player whose play area contains the Hero target who most recently dealt damage to Citizen Dawn discards 1 card.

“Why am I always fighting judges?” - Captain Cosmic

CITIZEN EXECUTIONER

- END PHASE
This card deals the Hero target who most recently dealt damage to Citizen Dawn (H) - 1 melee damage.

“Any last words?” - Citizen Executioner

Next Citizens: Citizen Dungeon & Citizen Dragon

CG
Cult_of_Gloom
2021-04-16 20:32 UTC
#27

Citizen Dungeon HP 6

Heroes cannot draw card
When Citizen Dungeon is destroyed, each hero draws one card

End Phase: If Citizen Dragon is in play, each hero discards one card

“Steal the loot and store it safe, without their toys the heroes shall chafe!”

Citizen Dragon HP 10

If Citizen Dungeon is in play, damage dealt by Citizen Dragon is irreducible (the idea is that if the heroes are trapped in the walls citizen dungeon has made they can’t dodge)

End Phase: Deal the H-2 heroes with the highest HP 4 damage

“Rwwwwwwwwwwwar”

Next Citizens Sweet and Sour

XM
X-metal
2021-04-16 21:15 UTC
#28

CITIZEN SWEET
Heroes cannot play cards. If Citizen Sour is in play, Citizen Sweet deals each hero target 2 toxic damage.

“Cotton candy?” -Citizen Sweet

CITIZEN SOUR
Citizen Sour deals each hero target 2 toxic damage.

“I HATE cotton candy.” -Citizen Sour

Next Citizens: Citizen Milk and Citizen Curdle

FJ
fjur
2021-04-16 23:41 UTC
#29

CITIZEN MILK

- END PHASE
This card deals the (H) - 2 Hero targets with the highest HP 1 projectile damage each. If Citizen Curdle is in play, this card also deals each of those targets 1 irreducible projectile damage each.

“Cower in the unstoppable might of the power of dairy!” - Citizen Milk

CITIZEN CURDLE

- END PHASE
This card deals each Hero target 1 sonic damage and 1 psychic damage each. Reduce the next damage dealt by each target dealt psychic damage this way by -1.

“I can curdle milk, but I can also let loose blood-curdling screams!” - Citizen Curdle

[I know, it’s a stretch, but what am I supposed to do with someone who can curdle milk? I don’t even think that power would be accepted into the citizens.]

Next Citizens: Citizens Addition, Subtraction, Multiplication, and Division!

CG
Cult_of_Gloom
2021-04-18 00:14 UTC (in reply to #29)
#30

Citizen Addition HP 6

Increase damage by Citizens Subtraction, Multiplication, and Division by one
End Phase: Discover a citizen

Citizen Subtraction HP 4

Citizens Addition, Multiplication, and Division reduce damage dealt to Citizen Subtraction by 1

End Phase: Destroy the non-character citizen with the lowest HP other then Citizen Subtraction. Deal each hero target X damage where X was that citizens HP

Citizen Multiplication HP 6

Citizen Multiplcation copies the game text of the non-character citizen with the highest HP

Citizen Division HP 4
Heros skip either their Play Phase or Power Phase

Next Citizens Citizens Laughy and Taffy

XM
X-metal
2021-04-18 11:39 UTC
#31

CITIZEN LAUGHY -5 HP
End of Turn: Citizen Laughy deals each hero target one psychic damage. If Citizen Taffy is in play Citizen LAUGHY deals each hero target one toxic damage.

“HAHAHAHAHA! You should see your faces!” -Citizen Laughy

CITIZEN TAFFY -3 HP
Reduce damage dealt by hero targets by one.

“Taffyman? I’m sorry, you must have me confused with someone else.” -Citizen Taffy

Next Citizens: Citizens Mutant and Citizen Mastermind

FJ
fjur
2021-04-18 18:16 UTC
#32

CITIZEN MUTANT

- END PHASE
If Citizen Mastermind is in play, this card deals the (H) - 1 Hero targets with the highest HP 1 irreducible toxic damage each.

- START PHASE
Destroy 1 Villain Ongoing card. If a card was destroyed in this way, Discover 2 Villain ongoing cards and Bury this card.

“That Citizen appears to be able to mutate Dawn’s powers, increasing their potency!” - Tachyon

CITIZEN MASTERMIND

If Citizen Mutant is in play, reduce all psychic damage dealt by Hero targets by -2.

Redirect the first damage dealt each turn by the Hero with the most cards in play to the Hero target with the highest HP. Increase that damage by +1.

“I am the master of minds!” - Citizen Mastermind

Next Citizens: Citizens Brains & Brawn

TR
Trajector
2021-04-19 18:32 UTC
#33

CITIZEN BRAWN 10 HP

End Phase: Citizen Brawn deals the hero target with the highest HP (H)+2 melee damage.

“What do you want to do tonight, Brains?” - Citizen Brawn

CITIZEN BRAINS 4 HP

Citizen Brains is immune to melee damage.
Redirect damage dealt by Citizen Brawn to the hero target with the lowest HP.

Next up: Rock and Roll!

XM
X-metal
2021-04-21 18:22 UTC
#34

CITIZEN ROCK -10 HP
End of Turn: Citizen Rock deals each hero target two projectile damage. If Citizen Roll is in play, Citizen Rock deals each target one projectile and one melee damage.

“Let’s rock, little guy!” -Citizen Rock

CITIZEN ROLL -5 HP
If Citizen Rock is in play, increase damage dealt by Citizen Roll by one.
End of Turn: Citizen Roll deals each hero target one melee damage.

“Roll out!” -Citizen Roll

Next Citizens: Citizen Need and Citizen Speed

FJ
fjur
2021-04-22 00:30 UTC
#35

CITIZEN NEED

If Citizen Speed is in play when this card is destroyed, Bury all cards under this card.

- END PHASE
Destroy 1 Ongoing or Item card belonging to the Hero with the most cards in play, putting it under this card. Then, this card deals the Hero target with the highest HP X + 1 energy damage, where X = the number of cards under this card.

“I’ll take that, and that, and that . . . ” - Citizen Need

CITIZEN SPEED

If Citizen Need is in play, prevent the first damage dealt to this card each turn.

- END PHASE
This card deals each Hero target 1 melee damage.

- START PHASE
This card deals each Hero target 1 melee damage.

“Haha, that’s the way!” - Friction

Next Citizens: Citizens Dream & Nightmare

XM
X-metal
2021-04-28 12:42 UTC
#36

CITIZEN DREAM -3 HP
Start of Turn: The hero target with the lowest HP cannot deal damage. If Citizen Nightmare is in play, the hero target with the highest HP cannot deal damage.
That was a perfectly legitimate speed run! -Citizen Dream

CITIZEN NIGHTMARE -4 HP
Start of Turn: Citizen Nightmare deals the hero target with the highest HP 2 psychic damage. If Citizen Dream is in play then Citizen Nightmare deals the hero target with the hero target with the lowest HP 2 psychic damage.
Imagine all the power of my younger self, but tempered by years of practice. -Visionary

Next Citizens: Citizens Silver and Gold

OG
ogseamus
2021-04-29 17:45 UTC
#37

I decided to make it a little harder for me.

Citizen Bronze - 3 HP
If Citizen Silver is not in play, increase Citizen Bronze’s damage by 1.
If Citizen Gold is not in play, increase Citizen Bronze’s HP by 3.
End Phase Citizen Bronze deals each hero target 0 energy damage.
I am the best…the second best…the third best. - Citizen Bronze

Citizen Silver - 4 HP
End Phase: Each hero discards 1 card. If Citizen Bronze is in play, Citizen Silver deals the Hero target with the lowest HP 2 energy damage. If Citizen Gold is not in play, Citizen Silver deals the Hero target with the highest HP 2 energy damage.
All that glitters isn’t gold. - Citizen Silver

Citizen Gold - 6 HP
End Phase: Destroy 1 hero ongoing card. If Citizen Bronze is in play, deals each Hero target 1 energy damage. If Citizen Silver is in play, Citizen Gold deals the H-2 Hero targets with the highest HP 3 energy damage.
I am THE BEST. - Citizen Gold

Next Citizens: Calm, Cool, and Collected

FJ
fjur
2021-04-30 01:45 UTC
#38

CITIZEN CALM

The Hero with the lowest HP must skip either their Play Phase or their Power Phase on their turn. If both Citizen Cool and Citizen Collected are in play, reduce damage dealt by that Hero by -(H) - 2.

If Citizen Cool or Citizen Collected is in play, reduce the first damage dealt by each non-Villain target each turn by -1.

“Calm . . . down!” - Citizen Calm


CITIZEN COOL

If Citizen Calm or Citizen Collected is in play, damage dealt by this card is irreducible.

- END PHASE
This card deals the Hero target with the highest HP (H) - 1 cold damage. If both Citizen Calm and Citizen Collected are in play and that target was a Hero Character Card, that Hero’s player discards 1 card.

“Chill out, dude!” - Citizen Cool


CITIZEN COLLECTED

If both Citizen Calm and Citizen Cool are in play, whenever this card Buries or destroys a Hero card, that Hero’s player discards a card.

- END PHASE
Bury 1 Hero Ongoing or Item card. If Citizen Calm or Citizen Cool is in play, destroy 1 Hero Ongoing or Item card.

“Ah, another excellent trinket for my collection . . . ” - Citizen Collected


Next Citizens: Smoke and Mirrors

XM
X-metal
2021-04-30 13:14 UTC
#39

CITIZEN SMOKE
Reduce damage dealt by all Hero Targets by 1. If Citizen Mirrors is in play, reduce damage dealt by all Hero Targets by 2.

“Looks like you were just… smoked.” -Citizen Smoke

CITIZEN MIRRORS
Redirect the first damage dealt by a hero target each turn to that hero target.

“Amateurs.” -Glamour

Next Citizens: Citizen Sword and Citizen Sorcery

TH
Thunderbird
2021-04-30 14:45 UTC (in reply to #39)
#40

Ummm… Did you by chance mean “S” Word? :wink:

XM
X-metal
2021-04-30 15:34 UTC
#41

****, sorry.

Uh…

Next Citizen: Citizen Mine and Citizen Craft

DA
Dandolo
2021-04-30 15:38 UTC (in reply to #41)
#42

Citizen Mine HP 6
End Phase: Move 1 item card in play under this card.
If Citizen Craft is in play, Citizen Mine deals each hero target X melee damage where X is the number of cards unit this card.

Citizen Craft HP 6
End Phase: Move 1 ongoing card in play under this card.
If Citizen Mine is in play, Citizen Craft deals each hero target X melee damage where X is the number of cards unit this card.

Next Citizens: Coffee and Donuts

FJ
fjur
2021-04-30 16:04 UTC
#43

CITIZEN COFFEE

If Citizen Donuts is in play, increase damage dealt by the (H) - 1 Citizens with the lowest HP by +1.

END PHASE
This card deals the (H) - 2 Hero targets with the highest HP 1 projectile damage and 1 fire damage each.

“One hot cup of pain, comin’ right up!” - Citizen Coffee


CITIZEN DONUTS

END PHASE
The Hero with the fewest cards in play cannot play any cards or use any powers. That Hero’s player may discard 1 card to cancel the previous sentence until the End Phase of the next Villain turn. If Citizen Coffee is in play, that player must discard 1 additional card for the above sentence.

“Ah! My hands!” - Setback


Next Citizens: Citizens Cop & Robber

TH
Thunderbird
2021-04-30 16:37 UTC
#44

Citizen Robber
When Citizen Cop comes into play, destroy Citizen Robber and each player discards their hand.
Start Phase
Destroy H-2 hero ongoing/item cards.

“Hey! I was here first!” - Ermine

Citizen Cop
End Phase
Each player either discards one card, or Citizen Cop deals their hero 2 melee and 2 projectile damage.

To collect protection money and serve ourselves - Rook City PD “motto”

next Citizens: Snap, Crackle, and Pop

XM
X-metal
2021-04-30 17:23 UTC
#45

CITIZEN SNAP -5 HP
End of Turn: Citizen Snap deals each hero target 2 fire damage.

“This’ll be a snap!” -Citizen Snap

CITIZEN CRACKLE -5 HP
End of Turn: Citizen Crackle deals each hero target 2 electric damage.

“Call me sparky one more time! I dare you!” -Citizen Crackle

CITIZEN POP -3 HP
If Citizen Snap is in play, increase damage dealt by Citizen Pop by 1.
If Citizen Crackle is in play, increase damage dealt by Citizen Pop by 1.
End of Turn: Citizen Pop deals each target and then himself fire damage equal to the amount of HP he currently has.

“Don’t mind me, I’m just an innocent old man.” -Citizen Pop

Next Citizens: Citizens Elder and Scrolls

FJ
fjur
2021-05-01 15:23 UTC
#46

CITIZEN ELDER

END PHASE
The Hero with the highest HP’s player discards 1 card. Damage dealt by that Hero is reduced by -1 until the End Phase of the next Villain turn. If Citizen Scrolls is in play, destroy one of that Hero’s Ongoing cards.

“Haha! Your aging powers do not work on me!” - Haka


CITIZEN SCROLLS

START PHASE
If Citizen Elder is not in play, this card deals itself 1 irreducible infernal damage.

END PHASE
Reveal the top card of the Villain deck. If it is a One-Shot card, this card deals each non-Villain target 2 infernal damage and shuffles the card back into the Villain deck. If it is an Ongoing card, play it. If it is a Citizen card, this card deals the Hero with the fewest cards in hand X infernal damage and shuffles the card back into the Villain deck, where X = the revealed card’s HP - 2.

“You are tampering with forces you cannot comprehend! Surrender my stolen scrolls before they destroy you!” - Nightmist


Next Citizens: Citizens Friend and Foe

OG
ogseamus
2021-05-04 17:07 UTC
#47

Citizen Friend - 5 HP
If Citizen Foe is in play, reduce all damage dealt by non-Citizen targets by 1.
End Phase Each Citizen target heals 1 HP
Peace, friends, peace - Citizen Friend

Citizen Foe - 5 HP
If Citizen Friend is in play, increase all damage dealt by Citizen targets by 1.
End Phase Citizen Foe deals each Hero target 1 melee damage.
Curse you, you meddling heroes - Citizen Foe

Next Citizens: Sun, Moon, and Stars

XM
X-metal
2021-05-05 16:28 UTC
#48

CITIZEN SUN -5 HP

End of Turn: Citizen Sun deals each hero target 2 fire damage.

Uh oh, Ra’s not going to like this. -Setback

(Wait a minute…)

CITIZEN MOON -3 HP

End of Turn: All Citizens regain 2 HP.

Feel the revitalizing power of the moon! -Citizen Moon

CITIZEN STARS -4 HP
If Citizen Sun is in play, increase damage dealt by Citizen Stars by 1.
If Citizen Moon is in play, decrease damage dealt to Citizen Stars by 1

End of Turn: Citizen Stars deals each hero target 2 melee damage and 2 fire damage.

When the stars align just right… you die! -Citizen Stars

Next Citizens: Citizens Ongoing, One-Shot, and Equipment

(Yes, I know Equipment cards are Item cards now)

FJ
fjur
2021-05-06 00:05 UTC
#49

CITIZEN ONGOING

Citizen cards other than this card gain the Indestructible keyword.

If Citizen One-Shot or Citizen Equipment is in play, reduce damage dealt to this card by -1.

END PHASE
If Citizen One-Shot and Citizen Equipment are both in play, the (H) - 1 Citizen cards each regain 1 HP.

“The Citizens of the Sun will go on forever!” - Citizen Ongoing


CITIZEN ONE-SHOT

If Citizen Ongoing and Citizen Equipment are in play, increase damage dealt by this card by +1.

START PHASE
This card deals the Hero target with the lowest HP (H) projectile damage. If Citizen Ongoing or Citizen Equipment is in play, Bury this card. Otherwise, destroy it.

“I only have one shot at this . . . ” - Citizen One-Shot


CITIZEN EQUIPMENT

Increase damage dealt by Citizen cards that are at or above half their HP maximums by +1.

Reduce damage dealt to Citizen cards that are below half their HP maximums by -1.

END PHASE
If Citizen Ongoing or Citizen One-Shot is in play, return (H) - 2 Item cards to their players’ hands. If both Citizen Ongoing and Citizen One-Shot are in play, destroy 1 Item card.

“The Citizens appear to be outfitted in the latest combat gear!” - The Wraith


Next Citizens: Citizens Christopher & Adam

XM
X-metal
2021-05-11 20:59 UTC
#50

I could make a Hammer and Anvil joke, but I have a better idea.

CITIZEN CHRISTOPHER -10 HP

End of Turn: Search the villain deck for >a citizen card. Write a new flavor text for >that card.

If Citizen Adam is in play, make a new start >of turn effect for that card. Otherwise, use >that card like normal.

“Welcome to the Letter’s Page, a podcast where we talk about Sentinel Comics.” -Citizen Christopher

CITIZEN ADAM -10 HP

End of Turn: Search the villain deck for >a citizen card. Draw or describe a new >appearance for that citizen.

If Citizen Christopher is in play, create a >new end of turn effect for that citizen. If >not, play that card like normal.

“…” -Citizen Adam

Good lord these sound like the most obnoxious cards ever. Hope you have a good damage dealer.

Next Citizens: Citizens And, But, & Or.

FJ
fjur
2021-05-18 14:42 UTC
#51

[bump]

TR
Trajector
2021-05-19 03:59 UTC
#52

Citizen Bump - 1 HP
Whenever Citizen Bump would be dealt damage by a hero target, move this card under the top card of the Villain deck.

:wink:

XM
X-metal
2021-05-19 23:05 UTC
#53

CITIZEN :wink: -5HP

End of Turn: Citizen :wink: deals each hero target two psychic damage. The hero target with the lowest hp cannot play cards.

“His winking! It’s too charming!” -Setback

Next Citizens: Citizen Run and Citizen Gun

FJ
fjur
2021-05-20 15:15 UTC
#54

CITIZEN RUN

This card is immune to damage, unless the player controlling the target dealing damage first discards 1 card.

If Citizen Gun is in play, damage dealt by this card is irreducible.

END PHASE
This card deals the Hero target with the fewest cards in play 1 melee damage.

“Catch me if you can, Doc!” - Citizen Run


CITIZEN GUN

END PHASE
This card deals the Hero target with the most Item cards in play (H) - 1 projectile damage. If Citizen Run is in play, this card also deals that target 1 cold damage, 1 fire damage, and 1 lightning damage.

“Another old friend of yours?” - Setback


Next Citizens: Citizens Spirit & Island

DA
Dandolo
2021-05-21 10:37 UTC (in reply to #54)
#55

Citizen Spirit - HP 3
End Phase: Discover 1 ongoing card.
If Citizen Island is in play, this card is immune to damage.

Citizen Island - HP 10
Hero effects cannot affect other heroes or cards in other hero play areas.
If Citizen Spirit is in play, villain ongoing cards gain the keyword indestructible.

Next: Citizen Cat and Citizen Mouse

XM
X-metal
2021-05-27 12:46 UTC
#56

CITIZEN CAT -HP 5

End of Turn: Citizen Cat does each hero target 2 melee damage. If Citizen Mouse is in play, Citizen Cat does Citizen Mouse 1 Melee damage.

“Meow.” -Citizen Cat

CITIZEN MOUSE -3 HP

End of Turn: Citizen Mouse deals each hero target H minus his current hp damage.

“Squeak.” -Citizen Mouse

Next Citizens: Citizen Lean, Citizen Mean, Citizen Fighting, and Citizen Machine

FJ
fjur
2021-05-27 23:21 UTC
#57

CITIZEN LEAN

END PHASE
This card deals the Hero target with the highest HP 1 melee damage.

START PHASE
This card regains (H) - 1 HP. If at least 2 of Citizen Mean, Citizen Fighting, and Citizen Machine are in play, this card regains 1 additional HP.

I’m the new perfect human specimen!” - Citizen Lean


CITIZEN MEAN

END PHASE
If at least 2 of Citizen Lean, Citizen Fighting, and Citizen Machine are in play, destroy 1 Ongoing or Item card belonging to the Hero with the fewest Ongoing and Item cards in play.

END PHASE
This card deals the Hero target with the lowest HP (H) - 1 energy damage.

“Stop being so mean!” - The Idealist


CITIZEN FIGHTING

If at least 2 of Citizen Lean, Citizen Mean, and Citizen Machine are in play, increase damage dealt by Citizen cards by +1.

END PHASE
The 2 Hero targets with the highest HP each deal each-other (H) - 2 melee damage.

“Why don’t you and them fight?” - Citizen Fighting


CITIZEN MACHINE

This card is immune to psychic and toxic damage.

Reduce damage dealt to this card by -1. If at least 2 of Citizen Lean, Citizen Mean, and Citizen Fighting are in play, reduce damage dealt to this card by an additional -1.

END PHASE
This card deals each non-Villain target 2 projectile damage.

“Hostile android detected. Aarmour appears impenetrable.” - Omnitron-X


Next Citizens: Citizens Solid, Liquid, Gas, & Plasma

XM
X-metal
2021-06-10 12:56 UTC
#58

CITIZEN SOLID -8 HP

Reduce all damage dealt to this card by one.

End of Turn: Citizen Solid deals each target two melee damage. If Citizen Liquid is in play, Citizen Solid deals each target one fire damage.

“I punched him and he didn’t even flinch.” -Haka

CITIZEN LIQUID -6 HP

Reduce damage dealt by hero targets by one.

End of Turn: If Citizen Solid is in play, Citizen Liquid deals each target two cold damage. If Citizen Gas is in play, Citizen Liquid deals each target two fire damage.

“Fire is dangerous. Let me douse that for you.” -Citizen Liquid

CITIZEN GAS -4 HP

Reduce all damage dealt to this card by two.

End of Turn: Citizen Gas deals each hero target two toxic damage. If Citizen Liquid is in play, Citizen Gas deals each target two cold damage.

“This’ll be a gas.” -Citizen Gas

CITIZEN PLASMA -4 HP

End of Turn: Citizen Plasma deals each hero target two fire damage.

“I’ll be honest, I have no idea what he’s doing here.” -Citizen Gas


Next Citizens: Citizens Sick and Beats

FJ
fjur
2021-06-10 14:58 UTC
#59

Hey, plasma is a valid form of matter!

XM
X-metal
2021-07-12 12:50 UTC
#60

CITIZEN SICK

End of Turn: Citizen Sick deals the Hero Target with the lowest HP 2 poison damage. Reduce damage dealt by that hero by one. Increase damage dealt to that Hero by one.

“Achoo!” -Setback

CITIZEN BEATS

End of Turn: Citizen Beats deals each target two sonic damage. If Citizen Sick is in play, he deals the hero target with the lowest HP two sonic damage.


Next Citizens: Citizens Best and Worst

FJ
fjur
2021-07-12 15:41 UTC
#61

CITIZEN BEST

Increase all damage dealt by Villain targets by +1.

END PHASE
If Citizen Worst is in play, the (H) + 1 Villain targets with the lowest HP each regain 1 HP

“I bring out the best in us . . . ” - Citizen Best


CITIZEN WORST

Reduce all damage dealt by Hero targets by -1.

END PHASE
If Citizen Best is in play, destroy 1 Hero Ongoing card.

“ . . . And I bring out the worst in you.” - Citizen Worst


Next Citizens: Citizens Scum & Villainy

XM
X-metal
2021-11-10 14:40 UTC
#62

CITIZEN SCUM -3 HP

End of Turn: Citizen Scum deals each hero target 2 toxic damage. If Citizen Villainy is in play, one hero deals themselves 1 psychic damage.

“This is just disgusting.” -Bunker


CITIZEN VILLAINY -5 HP

End of Turn: Citizen Villainy deals each hero target 2 psychic damage. If Citizen Scum is in play, Citizen Villainy deals one hero 1 toxic damage.

“It’s spelled Villainy!” -Citizen Villainy


Next Citizens: Citizen Wretched and Citizen Hive

TJ
The_Justifier
2021-11-10 15:41 UTC
#63

Citizen Wretched, 1 HP
When Citizen Wretched is destroyed, she first deals 5 psychic damage to the Hero character card with the highest HP. Then, if Citizen Hive is in play, Citizen Wretched deals 3 infernal damage to the hero character card with the lowest HP.

Citizen Hive, 9 HP
Whenever Citizen Hive is damaged, she deals 1 projectile and 1 toxic damage to each hero target.
At the start of the villain turn, if Citizen Wretched is in play, Citizen Hive deals 1 melee damage to herself, then regains 1 HP.

Next: Citizen Best of Times and Citizen Worst of Times.

FJ
fjur
2021-11-11 03:03 UTC
#64

CITIZEN BEST OF TIMES (7)

END PHASE
Play the top card of the Villain Deck.

START PHASE
If Citizen Worst of Times is in play, this card deals itself 1 irreducible psychic damage. Otherwise, this card deals itself 2 irreducible psychic damage.

“It’s time to bring back the good ol’ days!” — Citizen Best of Times


CITIZEN WORST OF TIMES (4)

The Ⓗ-2 Heroes with the highest HP must skip either their Play Phase or Power Phase each turn.

If Citizen Best of Times is in play, increase the first damage dealt to each Hero each turn by +1.

“Ha! Even when you slow me down, I can still punch you at normal human speeds!” — Tachyon


Next Citizens: Citizens Fact & Fiction

TJ
The_Justifier
2021-11-11 17:01 UTC
#65

What the heck is “fixed” damage? I’m guessing this is a Definitive Edition thing; if this game is using new rules that I haven’t followed, then I’m gonna have to drop out.

WA
WalkingTarget
2021-11-11 17:06 UTC (in reply to #65)
#66

Fixed damage is indeed a new Definitive Edition thing.

It’s damage that cannot be increased, decreased, redirected, or type-changed. Damage immunity can still block it and “[x] is unable to deal damage” can still prevent it from being dealt. It seems to be used mainly, but not exclusively, as “upkeep cost” effects.

FJ
fjur
2021-11-11 17:30 UTC
#67

I’d hate to lose a participant, @The_Justifier. I can easily avoid using DE terms if you’d like, so everyone can play, regardless of what Edition they know.

XM
X-metal
2021-11-12 14:08 UTC
#68

CITIZEN PAST -5 HP

If Citizen Future is in play, heroes cannot draw cards.

Start of Turn: At the start of the villain turn, take the top card of the villain trash and put it into play.

“The past is the past, except when it’s the present.” -Citizen Past


CITIZEN FUTURE -5 HP

If Citizen Past is in play, heroes cannot play cards or use powers that allow them to remove cards from the trash.

Start of Turn: At the start of the villain turn, take the top card of the villain deck and put it into play.

“I have seen the future and in it the world belongs to the Citizens of the Sun!” -Citizen Future


Next Citizens: Citizens Length, Width, and Height

TJ
The_Justifier
2021-11-12 16:23 UTC (in reply to #68)
#69

Anyone remember the fairy tale “Longshanks, Girth, and Keen”? That’s what I’m drawing on for this one.

Citizen Length - 3 HP
At the start of the villain turn, Citizen Length deals 3 energy damage to the hero target with the second highest HP. This damage is irreducible if Citizen Height is in play.
Redirect all damage that would be dealt to Citizen Length to Citizen Width.
“You heroes have no hope as far as I can see. And I can see FAR.”

Citizen Width - 5 HP
Reduce damage to Citizen Width by 4 if Citizen Height is in play.
Heroes cannot draw cards if Citizen Length is in play.
“No one beats me!”

Citizen Height - 7 HP
At the end of the villain turn, if Citizen Length is in play, play the top card of the villain deck.
Increase damage dealt to hero targets by 2 if Citizen Width is in play.
“I think I’ll just go out and stretch my legs a bit…”

Next: Citizen Square and Citizen Cube

FJ
fjur
2021-11-12 16:35 UTC
#70

Hey!

XM
X-metal
2021-11-12 17:07 UTC (in reply to #70)
#71

Sorry, I have no idea how I misinterpreted that.

TJ
The_Justifier
2021-11-12 18:02 UTC
#72

Clearly it was all Citizen Future using his/her/zir powers to mess the causality up. To avoid paradox, Xmetal should post “Next: Citizens Past & Future”, and Fjur then responds with Citizens Fact & Fiction, and the timeline will be restored.

FJ
fjur
2021-11-23 01:17 UTC
#73

Next Citizens: Past & Future


CITIZEN CUBE (5)

If Citizen Square is in play, reduce damage dealt to this card by -1.

END PHASE
This card deals the Hero target with the highest HP :h: melee damage.

“Me and my friend here will crush you heroes exponentially!— Citizen Cube


CITIZEN SQUARE (3)

If Citizen Cube is in play, reduce damage to this card by the Hero with the most cards in play by -1.

END PHASE
This card deals the X² non-Villain targets with the highest HP 3 projectile damage each, where X = this card’s current HP.

“Outta my way, you square loser!” — Greazer Clutch


Next Citizens: Citizens Fact & Fiction

XM
X-metal
2021-11-24 16:49 UTC
#74

CITIZEN FACT -3HP

End of Turn: One hero destroys 1 card in their play area. If Citizen Fiction is in play, another hero destroys 1 card in their play area.

“Your loss is a fact! It cannot be changed!” -Citizen Fact


CITIZEN FICTION -3HP

End of Turn: Play the top card of the villain deck. If Citizen Fact is in play, play another card from the villain deck.

“The stuff I make up is way better than most actual facts.”
“Hey! That’s my line!”
-Citizen Fiction & Unity

Next Citizens: Citizens North, South, East, and West.

TJ
The_Justifier
2021-11-24 19:13 UTC
#75

Citizen North - 2 HP
When Citizen South enters play, Citizen North deals 2 cold damage to each non-villain target and is then destroyed.
At the end of the villain turn, play the top card of the villain deck.
“Winter is coming!”

Citizen West - 2 HP
When this card enters play, destroy Citizen East.
Reduce damage dealt to Citizen North or Citizen South by 2.
When Citizen East enters play, destroy this card.
“I’ll tell you where you can go, young man!”

Citizen South - 2 HP
When Citizen North enters play, Citizen South deals 4 fire damage to the hero target with the highest HP and is then destroyed.
At the end of the villain turn, play the top card of the villain deck.
“That simpleton knows nothing of how one properly wields the flames of summer.” - Ra

Citizen East - 2 HP
Increase damage dealt by Citizen North by 1. Increase damage dealt by Citizen South by 2.
“I was the last one to get recruited. They said they already picked the other directions, and only East was left. I still think maybe they were being racist.”

Next: Citizen Arms & Citizen Armor.

FJ
fjur
2021-11-28 01:06 UTC
#76

CITIZEN ARMS (4)

END PHASE
This card deals each Hero target 2 melee damage. If Citizen Armour is in play, reduce the next damage dealt by each target dealt damage this way by -1.

“No one is out of my reach!” — Citizen Arms


CITIZEN ARMOUR (6)

Reduce damage dealt to the :h:-1 Citizens with the lowest HP by -2.

END PHASE
If Citizen Arms is in play, that card and this card each regain 1 HP.

“Oi, nice try, mate. But you’ll have to try a wee bit harder to pierce my armours.” — Citizen Armour


Next Citizens: Citizens Sentinel & Multiverse

XM
X-metal
2021-12-06 14:07 UTC
#77

CITIZEN SENTINEL -8 HP

Start of Turn: Citizen Sentinel reduces damage to all citizens by 1. If Citizen Multiverse is in play, he deals each hero target 1 energy damage.

“I’m watching you.” -Citizen Sentinel


CITIZEN MULTIVERSE -9 HP

Upon entering play, Citizen Multiverse searches the villain deck for :h: minus 2 Citizens and puts them into play. Shuffle the villain deck. If Citizen Sentinel is in play, Citizen Multiverse searches the villain trash for a Citizen and puts that card into play.

End of Turn: Citizen Multiverse deals each hero target 1 energy damage.

“With the power of the Multiverse at my command, the Citizens of the Sun will be infinite!” -Citizen Multiverse


Next Citizens: Citizens Cook and Clean

TJ
The_Justifier
2021-12-06 15:08 UTC
#78

Citizen Cook - 1 HP
At the end of the villain turn, Citizen Cook surrenders.
“I don’t even know how to cook! Cook is just my last name, but they told me I had to work in the kitchen or Dawn would set me on fire!”

Citizen Clean - 2 HP
Reduce toxic damage to Citizen Cook and this card by 1.
“I swear, he looks like he just stepped off of the floor-polish bottle. Doesn’t anyone else think this is weird?” --Unity

Next: Citizen Surrealism and Citizen Realism

GC
Guise-Cat
2021-12-07 00:50 UTC
#79

Alright, watch how the master gets it done.

Citizen Surrealism - 4

At the end of the Villain Turn, Citizen Surealism deals the 2 Heroes with the most cards in hand :h:-2 Psychic damage. If Citizen Realism is in play, those two players switch seats.

If Guise is in play, redirect damage dealt by this card to the target that I choose.

“What’s going on‽” - Casa-Nova

Citizen Realism -5

At the start of the Villain turn, if Citizen Surrealism is in play, this card deals the Non-Villain Target with the Lowest hp 2 melee damage.

At the End of the Villain Turn, his card deals the Non-Villain Target with the Lowest hp :h:-2 irreducible projectile damage damage.

If Guise is in play, redirect damage dealt by this card to the target that I choose.

“Of course, the most realistic thing is that Guise wins and saves the day.”

Next: Citizen Guise & Citizen Joke & Citizen King

XM
X-metal
2021-12-15 01:53 UTC
#80

CITIZEN GUISE -10

Start of Turn: Citizen Guise, who is definitely not Guise wearing a fake mustache, deals the Citizen with the lowest hp two melee damage.

“Oops! Sorry fellow Citizen!” -Citizen Guise


CITIZEN JOKE -3 HP

If Citizen King is in play, increase all damage dealt by Citizen Joke by 1.

Start of Turn: Citizen Joke deals each target 1 melee damage and 1 psychic damage.

“Every King needs a good Jester.” -Citizen Joke


CITIZEN KING -5 HP

Citizen King acts using the text of the non-character Citizen Card with the highest HP other than this card.

“Citizen King rules all!” -Citizen King


Next Citizens: Citizen Secret and Citizen Agent

TJ
The_Justifier
2021-12-15 02:12 UTC
#81

Citizen Secret - 1 HP
When this card enters play, put Citizen Agent into play from the villain deck or trash, and then shuffle this card into the villain deck face-up.
When this card is face-up on the villain deck, the Environment deals 5 melee damage to each hero target. Then turn this card face-down, and shuffle it and Citizen Agent into the villain deck.
“Do you dare to discover…THE SECRET?”

Citizen Agent - 1 HP
Citizen Agent is indestructible.
The heroes cannot win the game.
“Don’t try to fight the government, kid.”

Next: Citizen Hopeless and Citizen Situation

TH
Thunderbird
2021-12-15 03:04 UTC (in reply to #80)
#82

So Citizen Dawn about 90% of the time?! :sunny: Dag-blasted keywords! Could get pretty dangerous! :anguished:

XM
X-metal
2021-12-15 13:16 UTC (in reply to #82)
#83

Welp, time for a patch.

TJ
The_Justifier
2021-12-15 19:16 UTC (in reply to #83)
#84

It’s kinda on-the-nose having the card read “Citizen King and Citizen Dawn”; I would recommend instead saying he copies the highest HP “non-Character Citizen other than this card”.

Of course, if you shuffle either of these versions of King into the existing Citizen Dawn deck, him plus Truth creates an unwinnable game state except against a small handful of cards (Into the Stratosphere, Cedistic Dissonant, etc.). Not sure if this thread has ever formalized the question of how these cards are to be used, but this is a definite case where you’d need to establish some sort of alternate Citizen deck that doesn’t have Truth in it.

Flavor wise, though, I do really dig the idea of there being a Citizen King. I picture a story where he shows up all like “fear not, lowly peons, your liege has arrived to take his throne”, and all the other Sunnies are like “oh sheet, this guy is so dead as soon as Dawn finds out”… and then when they actually meet, he’s so blatantly and earnestly ridiculous that the normally-zero-chill Dawn just cracks up laughing for like five solid minutes, and then agrees to let King stick around as essentially her court jester, pretending to be in charge while having absolutely no authority whatsoever (basically an Emperor Norton situation). It’s debatable whether the guy is totally delusional and just doesn’t notice that nobody is actually doing what he tells them to, or if he’s actually aware of how thin the ice he’s on is, and is just leaning into the bit as hard as he can, too terrified to do anything else.

FJ
fjur
2021-12-15 20:29 UTC
#85

No, we’ve not. We’re just having fun, not really worrying about all the nitty gritty rules and details. If you (or anyone else) would like to do so, be my guest.

XM
X-metal
2021-12-15 20:53 UTC (in reply to #84)
#86

That’s actually kind of what I was thinking while making this.

TJ
The_Justifier
2021-12-18 00:53 UTC (in reply to #81)
#87

Lest I be accused of killing the thread, I shall respond to my own previous challenge:

Citizen Hopeless - 9 HP
At the start of the villain turn, put a token on Citizen Hopeless.
At the end of the villain turn, if Citizen Situation is in play, put a token on Citizen Hopeless.
“What’s the use? Why bother trying to do anything? You’re just going to fail. My misery shall never end, certainly not with you.”

Citizen Situation - 5 HP
Whenever a Citizen enters play, destroy a non-Villain target with X or lower HP, where X is Citizen Situation’s HP minus Y, where Y is 5 minus half the number of tokens on Citizen Hopeless, rounded down. (Y cannot be lower than zero.)
“No, you didn’t see me on Jersey Shore; stop asking, Guise.”

Next: Citizen Snow, Citizen White, Citizen Rose, and Citizen Red. If that’s too hard, you could do Red, White, and Blue, but that’s not really in line with Dawn’s vibe.

XM
X-metal
2021-12-18 17:50 UTC
#88

CITIZEN SNOW -5 HP

Citizen Snow is weak to fire damage. If Citizen White is in play, this weakness is negated.

Start of Turn: Citizen Snow deals each hero target 2 cold damage.

“For some reason I feel ripped off.” -Citizen Winter

CITIZEN WHITE -5HP

If Citizen Winter is in play, reduce damage dealt to Citizen White by 1.

End of Turn: Citizen White deals each hero target two toxic damage.

“People always take their white blood cells for granted.” -Citizen White

CITIZEN RED -5HP

Increase damage dealt to hero targets by one. If Citizen Rose is in play, increase damage dealt to hero targets by one.

“The Court of Blood was nice and all, but the Citizens of the Sun give me what I really want.” -Citizen Red

CITIZEN ROSE -5HP

If Citizen Red is in play, increase damage dealt by Citizen Rose by one.

Start of Turn: Citizen Rose deals each hero target two projectile damage.

“No, I’m not going to do some overdone metaphor about thorns.” -Citizen Rose


Next Citizens: Citizen Deathly (not to be confused with his cousin, Citizen Death) and Citizen Hollows.

FJ
fjur
2021-12-18 18:05 UTC
#89

What . . . ? “Weakness?”

Huh, these sound a tad similar:

: )

XM
X-metal
2021-12-18 18:57 UTC (in reply to #89)
#90

You know, the Fire weakness.

Totally wasn’t intentional.

TH
Thunderbird
2021-12-18 19:13 UTC
#91

In my head canon, Citizen Snow didn’t survive OblivAeon. They were replaced with Citizen Wine, but still hung out with White, Red, and Rosé. People were always asking why the accent mark all of a sudden. :wine_glass:

TJ
The_Justifier
2021-12-18 19:15 UTC (in reply to #88)
#92

Yeah, “Weakness” must be a DE thing or whatever, but I have no idea what it’s supposed to mean.

Was that supposed to say Snow instead, or are you deliberately referencing the real card Citizen Winter on this design?

:rofl:

I’ll pass on the Harry-Potter inspired thing, since I’m not a fan of that; someone else take this round.

FJ
fjur
2021-12-18 19:53 UTC
#93

Yeah, I figured it wasn’t. I was just pointing out the similarity; I’m not accusing you of plagiarism or any such thing.

No, “Weakness” isn’t a Definitive Edition rule. It’s not in the Core Game at all, and, as a Playtester, I’ve heard nothing about it in regards to DE’s next expansion (unless it’s in the most recent update that I haven’t yet read, but @X-metal isn’t even a Playtester . . . ). I’m just as in the dark as you, @The_Justifier. As far as I know, “Weakness” is not defined anywhere in the entirety of Sentinels of the Multiverse. Mind enlightening us, @X-metal?

TH
Thunderbird
2021-12-18 19:58 UTC (in reply to #93)
#94

Assuming it’s “Increase fire damage dealt to this card by 1.” similar to the vampires in the Court of Blood taking extra radiant damage. Correct me if I’m wrong.

Edit: If that is the case, might be more concise to put “If Citizen White is not in play” before it.

Haven’t Christopher and Adam confirmed the next DE expansion is Dark Watch related? Not sure if we’ve heard any new mechanics though.

XM
X-metal
2021-12-18 21:42 UTC
#95

Hey, give me a break I didn’t know what else to call it.

TJ
The_Justifier
2021-12-18 22:24 UTC (in reply to #93)
#96

“Increase fire damage dealt to Citizen Snow by 1 unless Citizen White is in play.” Is this the effect you had in mind?

XM
X-metal
2021-12-18 23:07 UTC (in reply to #96)
#97

Yes. Thank you.

FJ
fjur
2021-12-24 01:54 UTC
#98

Neither am I, but I’ll try this nonetheless.

CITIZEN DEATHLY (5)

If Citizen Hollows is in play, increase infernal damage dealt by this card by +1 and toxic damage dealt by this card is irreducible.

END PHASE
This card deals each Hero target with greater than 10 HP 1 infernal damage and 1 toxic damage. If no targets were dealt damage this way, the :h:-2 Heroes with the fewest cards in play each discard 1 card.

“Wait, so you can’t actually kill anyone . . . you can just make them more ‘deathly?’” — Doctor Medico


CITIZEN HOLLOWS (4)

END PHASE
Prevent the next damage dealt by the Hero with the Highest HP. If Citizen Deathly is in play, this card deals that target :h:-2 melee damage.

“Not again!” — Haka


Sadly, Citizen Deathly was killed by an upstart mage, and was replaced by . . .

CITIZEN SLEEPY (5)

Reduce damage dealt by the :h:-1 Heroes with the lowest HP by -1.

END PHASE
If Citizen Hollows is in play, this card deals the :h:-1 Heroes with the lowest HP 1 irreducible psychic damage each.

"See, first you get Sleepy, then you get a nightmare . . . " — Citizen Sleepy


Next Citizens: Citizens Nature & Nurture

TJ
The_Justifier
2021-12-24 06:43 UTC
#99

Your joke would work better if Deathly came with two copies of Citizen Hollow, and Sleepy only got one…

Citizen Nature - 8 HP
Start of Villain Turn: This card deals the heroes with the highest, second highest, and third highest HP 5 projectile damage, 3 melee damage, and 1 irreducible toxic damage respectively. Treat Citizen Nurture as a hero when choosing these targets.
“Don’t you do anything besides vines?” --Citizen Hammer

Citizen Nurture - 4 HP
Reduce damage dealt to the Citizens with the lowest, second lowest, and third lowest HP by 3, 2, and 1 respectively. If Citizen Nature is one of these Citizens, increase the damage by the appropriate amount instead of reducing it.
“We don’t need a babysitter!” --Citizen Spring

Next:. Citizen Science and Citizen Technology, optionally also Citizen Engineering and Citizen Maths (he’s British).

XM
X-metal
2021-12-28 14:42 UTC
#100

CITIZEN SCIENCE -3HP

Start of Turn: Play the top card of the Villain deck. If Citizen Technology is in play, Citizen Science deals each hero target 2 Toxic Damage.

“Okay, look. We’ve both said a lot of things you’re going to regret. But I think we can put our differences behind us. FOR SCIENCE, you monster.” -Citizen Science

Alternatively:

“Look, it’s your old friend, Deadly Neurotoxin. If I were you I’d take a deep breath and hold it.” -Citizen Science

(What, you give me a character named Citizen SCIENCE(!) and expect me not to make a Portal reference?)

CITIZEN TECHNOLOGY -5HP

End of Turn: Citizen Technology destroys one hero equipment card. If Citizen Science is in play and one card is destroyed this way, play the top card of the Villain deck.

“Hey, that’s my thing!” -Unity

CITIZEN ENGINEERING -7HP

Reduce damage dealt to Citizens by 1. If Citizen Maths is in play, increase damage dealt by Citizens by 1.

“Nothing beats good old British engineering.” -Citizen Engineering

CITIZEN MATHS -3HP

End of Turn: Citizen Maths deals each hero target 1 psychic damage.

“It’s “mathematics” not “mathematic” you ignorant yank!” -Citizen Maths

Alternatively:

“You know, we might be given better assignments if you didn’t waste time correcting people on the proper spelling of maths.” -Citizen Technology


Next Citizens: Citizen Diamond, Pearl, and Platinum.

FJ
fjur
2021-12-31 01:18 UTC
#101

CITIZEN DIAMOND (2)

Reduce damage dealt to this card by -2.

If both Citizen Pearl and Citizen Platinum are in play, this card is immune to damage.

END PHASE
This card deals the Hero target with the Highest HP :h:-2 irreducible melee damage.

“Diamonds are the hardest thing on the planet. I’m anything but your friend, girly.” — Citizen Diamond


CITIZEN PEARL (5)

The first :h:-1 times a Citizen would be dealt damage each round, reduce that damage by -1 and this card deals the attacker 1 projectile damage.

If Citizen Diamond is in play, reduce damage dealt to this card by -1.

If Citizen Platinum is in play, increase damage dealt by this card by +1.

“So, the boss named ya ‘Pearl’ 'cause you can project destructive, spherical energy shields. I’m not seeing the connection.” — Citizen Battery


CITIZEN PLATINUM (4)

Whenever this card destroys an Ongoing/Item card, this card regains 1 HP if Citizen Diamond or Citizen Pearl is in play, or 2 HP if both are in play.

END PHASE
Destroy 1 Hero Ongoing/Item card.

“What am I, chopped liver?” — Citizen Sweat


Next Citizens: Citizens Peanut Butter & Jelly

TJ
The_Justifier
2021-12-31 01:55 UTC
#102

Citizen Peanut Butter (6)
Reduce damage dealt to this card by 1. If Citizen Jelly is in play, reduce damage dealt to this card by another 1.
At the end of the villain turn, this card deals 1 melee damage to the hero with the lowest HP.
“What? Seriously? What’s next, Citizen Margarine? You guys really need to step up your name game.” --Unity

Citizen Jelly (3)
Increase damage dealt to hero targets by 1. If Citizen Peanut Butter is in play, increase damage dealt to hero targets by another 1.
At the start of the villain turn, this card deals 3 toxic damage to the hero with the highest HP.
“I’m afraid that your contract is null and void.”

Next: Citizen Butter and Citizen Margarine

XM
X-metal
2022-01-01 02:41 UTC
#103

CITIZEN BUTTER -3 HP

Reduce all damage dealt by hero targets by one. Whenever Citizen Butter is dealt Cold Damage, he heals instead.

End of Turn: Citizen Butter deals himself one cold damage.

“He’s a slippery one, I’ll give him that.” -Chrono-Ranger

CITIZEN MARGARINE -3 HP

Increase damage dealt to hero targets by one.

“Hey, I’m standing right here!” -Citizen Margarine

Next Citizens: Citizens X, Y, and Z

TJ
The_Justifier
2022-01-01 08:32 UTC
#104

Citizen X - 4 HP
At the end of the villain turn, Citizen X deals X infernal damage to the X hero targets with the highest HP, where X is the number of Citizens in play.
“This tournament is unreal!”

Citizen Y - 5 HP
When Citizen Y enters play, destroy one equipment card.
Reduce damage dealt to citizens X, Y, and Z by 1 for each of those citizens that are in play.
“It’s the question that drives us. What is the question?”

Citizen Z - 6 HP
At the start of the villain turn, Citizen Z deals 26 radiant damage to the non-villain target with the lowest HP.
“I’ve got a package for a Citizen Zee! Or Citizen Zed, maybe? Anyone?” --Guise

Next: Citizen Neo, Citizen Trinity, and Citizen Morpheus

FJ
fjur
2022-01-07 17:50 UTC
#105

CITIZEN NEO (4)

This card is immune to projectile damage.

END PHASE
This card deals the 2 Hero targets with the highest HP :h:-2 melee damage. If Citizen Trinity is in play, this card deals each Hero target 1 projectile damage.

Citizen Neo: “I am The One!”
Chrono-Ranger: “Sure you are, kid.”


CITIZEN TRINITY (4)

END PHASE
This card deals each Hero target 2 projectile damage. If Citizen Neo is in play, this card deals the Hero target with the lowest HP :h:-2 melee damage.

“Dodge this.” — Citizen Trinity


CITIZEN MORPHEUS (5)

When this card enters play, if neither Citizen Neo nor Citizen Trinity are in play, Discover* Citizen Neo or Citizen Trinity.

Increase damage dealt by Citizen Neo and Citizen Trinity by +1.

END PHASE
If both Citizen Neo and Citizen Trinity are in play, they each regain 1 HP.

Citizen Morpheus: “Unfortunately, no one can explain what the Matrix is. You have to see it for yourself.”
Parse: "Sure you can. It’s a computer simulation in which people live, thinking it’s reality. What? Maybe you just suck at explaining.


Next Citizens: Citizens Secure, Contain, & Protect


*Discover: Reveal cards from the top of the deck until X is revealed. Put X into play. Shuffle the other revealed cards back into the deck.

XM
X-metal
2022-01-07 18:41 UTC
#106

CITIZEN SECURE -5HP

Reduce damage dealt by hero targets by one. If Citizen Contain is in play, instead reduce damage dealt by hero targets by two.

“Anomaly secured.” -Citizen Secure

CITIZEN CONTAIN -5HP

The hero target with the lowest hp cannot deal damage. If Citizen Protect is in play, The hero target with the highest hp cannot play cards.

“The Citizens of the Sun will never suspect our real goal: to contain all of them. Wait, did I say that out loud?” -Citizen Contain

CITIZEN PROTECT -7HP

Reduce damage dealt to Citizens by one. If Citizen Secure is in play, instead reduce damage dealt to Citizens by two.

“It’s Secure, Contain, Protect not Secure, Contain, Kill!” -Citizen Protect

Next Citizens: Citizens Cinematic and Universe

FJ
fjur
2022-01-14 20:18 UTC
#107

CITIZEN CINEMATIC (4)

At the start of the Hero with the lowest HP’s turn, this card deals that Hero :h:-1 irreducible projectile damage. If Citizen Universe is in play, that Hero must skip their next Play Phase.

“You cannot steal the scene from me!— Stuntman


CITIZEN UNIVERSE (–)

Non-Hero targets are immune to damage dealt by Environment cards.

If Citizen Cinematic is in play, increase damage dealt by Environment cards to Hero targets by +1.

Whenever an Environment card is destroyed, put it under this card. If there are ever :h: or more cards under this card, destroy this card.

END PHASE
Play the top card of the Environment Deck. Then, this card deals each Hero target X energy damage, where X = the number of Environment cards in play.

"All of reality is mine to command! You cannot defeat me! I am reality! — Citizen Universe


Next Citizens: Citizens Physics, Chemistry, Biology, Geology, & Astronomy (If that’s too many, you can just do some of them.)

XM
X-metal
2022-03-04 00:22 UTC
#108

CITIZEN PHYSICS -8 HP

Reduce damage dealt by hero targets by one. If Citizen Chemistry is in play, hero cards cannot be played.

“You are all in violation of the laws of physics and must be punished!” -Citizen Physics

CITIZEN CHEMISTRY -5 HP

Start of Turn: Citizen Chemistry deals each hero target 1 toxic damage. If Citizen Biology is in play, increase damage dealt by Citizen Chemistry by 1.

“Yeah, I know the chemistry guy doing poison stuff is kind of cliche but why mess with the classics?” -Citizen Chemistry

CITIZEN BIOLOGY -3 HP

End of Turn: Citizen Biology does the two hero targets with the lowest HP 1 melee damage. Reduce damage dealt by hero targets dealt damage this way by one. If Citizen Geology is in play, Citizen Biology deals each hero target 1 projectile damage.

“Thanks to my knowledge of biology I know the exact place to hit you to make you fall down.” -Citizen Biology (yeah that’s definitely an early comics quote)

CITIZEN GEOLOGY -10 HP

Reduce Damage to Citizen Geology by 1.

End of Turn: Citizen Geology deals each hero target 1 projectile damage. If Citizen Astronomy is in play, Citizen Geology deals each hero target 1 more projectile damage.

“My defenses are rock solid!” Citizen Geology

CITIZEN ASTRONOMY -5 HP

End of Turn: Citizen Astronomy deals each hero target two energy damage. If Citizen Chemistry us in play, play the top card of the villain deck.

“The stars themselves are at my command.” -Citizen Astronomy


Next Citizens: Citizens Scarlet and Violet

TJ
The_Justifier
2022-03-04 00:58 UTC
#109

Citizen Scarlet - 6 HP
Whenever a hero gains HP, Citizen Scarlet deals that hero 1 psychic damage.
If Citizen Violet is in play, increase damage dealt by Citizen Scarlet by 1.
“I’m a ginger, of course I have no soul!” --Citizen Scarlet, to Fanatic

Citizen Violet - 4 HP
Reduce damage dealt to Citizens Violet, Spring, and Dawn by X, where X is the number of those citizens that are below their max HP.
At the end of the villain turn, if Citizen Violet is in play, each target regains 1 HP.
“Don’t tell me you’re scared of a few flowers? You silly boy!” --Citizen Violet, to Dr. Medico.

Next: Citizen Arts & Citizen Letters.

FJ
fjur
2022-03-04 03:02 UTC
#110

CITIZEN ARTS (6)

END PHASE:
Discover* 1 target from the Environment Deck. If Citizen Letters is in play, that target deals the Hero target with the highest HP :h:-2 melee damage. This card deals itself 1 fixed† psychic damage.

“You’re no match for my splendid 2-dimensional creations!” — Citizen Arts


CITIZEN LETTERS (4)

The first time each Hero is dealt damage each turn, this card deals that Hero 2 fixed† psychic damage.

"The team sure has been receiving an awful lot of letters from angry fans lately . . . " — Aminia Twain


Next Citizens: Citizens Past, Present, & Future


* Discover: Reveal cards from the top of the deck until X is revealed. Put X into play. Shuffle the other revealed cards back into the deck.
Fixed: Fixed damage cannot be reduced, increased, or redirected.

FJ
fjur
2022-03-14 19:43 UTC
#111

Oops, look like these Citizens were already done:

Here are the real next Citizens:
Next Citizens: Citizens Rook, Knight, & Bishop

TJ
The_Justifier
2022-03-15 10:40 UTC
#112

You ask for three Citizens, you get six!

Citizen Pawn - 1 HP
When Citizen Pawn enters play, it deals 2 sonic damage to the hero with the highest HP.
At the start of the villain turn, Citizen Pawn deals 1 sonic damage to the hero with the highest HP.
If Citizen Pawn incapacitates a hero, search the villain deck and trash for Citizen Queen and put it into play. Shuffle the deck if you searched it.

Citizen Knight - 2 HP
The first time Citizen Knight would take damage each turn, redirect that damage to the hero target with the highest HP.
At the end of the villain turn, Citizen Knight deals 2 melee damage to the hero with the lowest HP. This damage cannot be redirected.

Citizen Bishop - 3 HP
At the start of the villain turn, Citizen Bishop regains 1 HP.
At the end of the villain turn, Citizen Bishop deals 3 radiant damage to each hero target with an odd number of HP.

Citizen Rook - 4 HP
Reduce damage dealt to Citizen Rook by 1.
At the end of the villain turn, Citizen Rook deals 1 projectile damage and 1 fire damage to each hero target with an even number of HP.

Citizen Queen - 5 HP
At the start of the villain turn, Citizen Queen deals psychic damage equal to its HP to the hero target with the lowest HP.

Citizen King (yes we’ve already had one shut up) - 6 HP
Citizen King is immune to damage as long as a citizen with lower printed HP is in play.
Increase damage done by Citizens with less HP than this card by 2.
If Citizen King leaves play, the heroes win the game.

Checkmate!

Next: Citizen Check and Citizen Mate.

XM
X-metal
2022-03-16 01:31 UTC
#113

CITIZEN CHECK -3 HP

If Citizen Mate is in play, increase damage dealt by Citizen Check by 1.

Start of Turn: Citizen Check deals the Hero Target with the highest HP 2 Psychic Damage.

“I’m sorry but we don’t accept cash or credit. Only checks will do.” -Citizen Check

CITIZEN MATE -3 HP

Reduce damage dealt by hero targets by one.

“Come on, mates, we’re all friends here.” -Citizen Mate

(Citizen Mate is Australian)

Next Citizens: Citizen Triple and Citizen Deluxe

FJ
fjur
2022-03-19 00:04 UTC
#114

CITIZEN TRIPLE (3)

START PHASE
Summon 1 Citizen Triple. If Citizen Deluxe is in play, summon another Citizen Triple.

END PHASE
This card deals the 3 Hero Targets with the highest HP 3 projectile damage.

“You’re outnumbered.” — Citizen Triple

(There are three copies of Citizen Triple in Citizen Dawn’s deck.)

CITIZEN DELUXE (5)

END PHASE
Citizen Dawn regains :h: HP. Each Citizen Triple regains 1 HP.

“We Citizens live in the lap of luxury.” — Citizen Deluxe

Next Citizens: Citizens Club, Diamond, Heart, & Spade.

SI
SirMetaKnight
2023-08-01 12:55 UTC
#115

Citizen Heart HP: 5
At the end of the villain turn, the citizen with the lowest HP regains 3 HP. Then, if Citizens Diamond, Club, or Spade are in play, they gain 3 HP.

Citizen Diamond HP: 4
The first time each turn that Citizen Diamond is dealt damage, the source of that damage deals each target 1 radiant damage. If Citizen Heart is in play, citizens are immune to radiant damage. If Citizens club or spade are in play, increase radiant damage dealt to heroes by 1.

Citizen Club HP: 6
At the start of each turn, Citizen Club deals the hero target with the highest HP X melee damage, where X equals the number of citizens Heart, Diamond, Club, and Spade in play.

Citizen Spade HP: 5
At the end of Citizen Dawn’s turn, Citizen Spade destroys (H)-2 hero ongoing or equipment cards. If Citizen Heart is in play, Citizen Dawn regains 2 HP for each card destroyed in this way. If Citizens Club or Diamond is in play, deal all heroes whose cards were destroyed this way 2 melee damage.

Next Citizens: Citizens Spooky, Scary, and Skeleton.

FJ
fjur
2023-08-01 20:11 UTC
#116

. . . And we’re back!


CITIZEN SPOOKY (5)

If Citizen Scary is in play, increase damage dealt by this card by +1.

Whenever the hero character with the lowest HP takes damage, this card deals them 1 irreducible psychic damage.

“No, please. Mr. Jitters was my father; call me Son of Jitters.” — Citizen Spooky


CITIZEN SCARY (5)

If Citizen Spooky is in play, increase damage dealt by this card by +1.

Whenever the non-character card Citizen with the highest HP deals damage to 1 or more targets, this card deals each of those targets 1 irreducible psychic damage.

“Don’t be scared, little one . . . Psych! Ha ha!” — Citizen Scary


CITIZEN SKELETON (6)

If Citizen Spooky is not in play, increase melee damage dealt to this card by +1.

END PHASE
This card deals the hero character with the lowest HP 2 melee damage. If Citizen Scary is in play, this card also deals that target 1 infernal damage.

:musical_note: And my fist bone connects with your face bone! :musical_note:— Citizen Skeleton


Next Citizens: Citizens Elf, Dwarf, and Halfling

OP
omnitron-plus
2023-08-22 00:27 UTC
#117

CITIZEN ELF (:h:/2)
At the start of each turn, Citizen Elf regains 1 HP. At the end of Citizen Dawn’s turn, if Citizens Dwarf or Halfling are in the trash, put them into play.
“His magic inflicts on all the citizens.” — Argent Adept

CITIZEN DWARF (3)
-1 damage dealt to all citizens. At the end of Citizen Dawn’s turn, play the top card of the villain deck.

“Shrink, citizens! The Smaller, the harder to be hit!” — Citizen Dwarf

CITIZEN HALFLING (4)
-1 damage dealt to this card. At the end of Citizen Dawn’s turn, deal the 2 hero targets with the most equipment card in play 1 damage each.

“With my half-sized sword, I shall punish!” — Citizen Halfling

Next Citizens: Citizens Triangle, Square, and Pentagon

CC
cuivre_composer
2023-08-23 12:58 UTC (in reply to #117)
#118

CITIZEN TRIANGLE(3)
If both Citizen Square and Pentagon are in play +3 damage delt by this card
End phase: deal 3 hero targets 3 damage each
Triangles are the strongest shape.

()CITIZEN SQUARE(4)
If both Citizen Pentagon and Triangle are in play -1 damage delt to this card
End phase:the four citizen cards with the highest HP gain -2 damage delt to them until the villain start phase.
My walls are uncrackable

CITIZEN PENTAGON(3)
If both square and triangle are in play replace deals the hero target with the highest HP with deal each hero target.
End phase: this card deals the hero target with the highest HP 5 damage
No matter how old you are you cannot escape geometry.

Next team Citizens Calm, Citizen Before, and Citizen Storm

OP
omnitron-plus
2023-08-24 04:44 UTC
#119

CITIZEN CALM (4)
Reduce all damage by 1. At the end of the villain turn, all citizens regain 1 hp.
“Calming energy is healing energy” - Citizen Calm

Citizen Before (4)
At the end of the villain turn, place the top card of the villain trash on top of the villain deck.
“Previous events are amazing. So lets preserve them.” - Citizen Calm

CITIZEN STORM (6)
At the end of the villain turn, deal the two hero targets with the highest HP 3 lightning damage.
“With my Atlantean sword, I shall destroy!”

Next: Citizens Play and Great

FJ
fjur
2023-08-24 17:57 UTC
#120

CITIZEN PLAY (4)

End Phase:
This card deals each Hero Character Card 1 sonic damage and 1 psychic damage. If Citizen Great is in play, that damage is irreducible.

“All the world’s a stage,
And all the men and women merely Players;
They have their exits and their entrances,
And one man in his time plays many parts.”
— Citizen Play


CITIZEN GREAT (7)

End Phase:
Reveal the top card of the Environment Deck. If it is a target, increase the damage dealt by the :h:-2 Citizens with the highest HP by +1 until the next Villain End Phase. If it’s not a target, destroy 1 Environment ongoing card. Either way, Bury the revealed card. Then, if Citizen Play is in play, this card deals the Hero target with the highest HP :h:-2 melee damage.

“As Alexander the Great, I conquered all of the known world! I am the First Citizen—not you, woman of the sun!”
— Citizen Great


Next Citizens: Sun, Moon, Venus, Jupiter, Mars, Mercury, Saturn, Neptune, Uranus, Pluto, Earth (I know that that’s a lot, so feel free to just do a subset, if you like)

OP
omnitron-plus
2023-09-04 15:13 UTC
#121

Citizen Venus (5)
At the start of each hero turn, this target deals each target in that play area 1 fire damage.
“After all, Venus is very warm. Almost as warm as this Citizen upon us! - Guise”

Citizen Neptune(5)
At the end of the villain turn, Citizen Neptune deals each non-villain target 2 cold damage.
“This flurry is as painful as a hailstorm. - Tempest”

Citizen Moon(3)
Reduce all damage dealt by 1.
“The anti-gravity around him. I cannot strike here. - Mr. Fixer”

Next Citizens: Sun, Jupiter, Mars, Mercury, Saturn, Neptune, Pluto, Earth (You can do a few of them if you want)

FJ
fjur
2023-09-04 17:10 UTC
#122

Citizen Jupiter

If Citizen Saturn is in play, reduce damage dealt to this card by -1.

End Phase:
This card deals the Hero target with the highest HP :h: - 2 melee damage. Then, if Citizen Mercury is in play, this card deals each non-Villain target 1 sonic damage. Then, if Citizen Mars is in play, this card deals each non-Villain target 1 lightning damage.

“I am the King of the Gods, the King of the Planets, and the King of the Sky—Tremble before me!” — Citizen Jupiter


Citizen Mars

If Citizen Jupiter is in play, damage dealt by this card is irreducible.

Start Phase:
If Citizen Saturn is in play, each player must discard 1 card or destroy 1 Item / Equipment card.

End Phase:
If Citizen Mercury is in play, this card deals the Hero target with the second-lowest HP :h: - 2 projectile damage. Regardless, this card then deals the Hero target with the second-highest HP :h: - 1 melee damage.

“You shall fall before the red dust of war!” — Citizen Mars


Citizen Mercury

Start Phase:
If Citizen Jupiter is in play, this card deals the Hero target with the highest HP X melee damage, where X = the number of non-Citizen cards in the Villain trash.

End Phase:
This card deals each non-Villain target 1 melee damage.

“You cannot outrun the Messenger of the Gods!” — Citizen Mercury


Citizen Saturn

If Citizen Jupiter is in play, reduce all melee and projectile damage dealt to this card by -2.

End Phase:
Select the Hero with the most cards in hand. Reduce damage dealt by that Hero by -2 until the next Villain End Phase. Then, if Citizen Mercury is in play, the :h: - 1 Citizen cards with the lowest HP each regain 1 HP.

“Partake of the prosperity of Saturn, friend-citizens—While our foes feel the wrath of my rings!” — Citizen Saturn


Next Citizens: Bile, Black Bile, Phlegm, & Blood


Explanatory Notes

Citizen Jupiter’s damage reduction is due to Jupiter being such a massive planet, as is their melee attack. The lightning and sonic damage come from the fact that the mythological Jupiter was god of lightning and thunder.

Citizen Mars’ melee and projectile attacks are inspired by the mythic Mars being god of war, while the discard / destroy effect comes from the planet Mars’ famous red dust.

Both of Citizen Mercury’s effects are based on the idea of super-speed, as that’s an element with which the mythic Mercury is oft-aligned.

Citizen Saturn’s damage reduction is inspired by the planet Saturn’s low density, while their healing comes from the mythic Saturn’s position as god of wealth, agriculture, and prosperity. Meanwhile, the hero-damage debuff is a reference to the planet’s famous rings.