There are a number of cards in the game that people seem to be removing from play to stop "killer combos".
A lot of these are cards that replenish something at the start of your turn, mainly in conjunction with another particular card.
I think it is a bit of a shame that a card should be feature in the game, but am all for amending said cards to make them more playable.
I also believe that a few cards are seriously underpowered, and could do with a tweak.
So...
I would like to hear some opinions as to revised wordings (or even house rules) to help in this regard.
I have in mind a set of overlays to replace the text on certain cards to get more use from them.
There are a lot of cards that seem to be brought up from the City expansion, but there are others too...
Ekor & Shiver Nymph - Nine times out of ten these cards just take up a board space and get moved every time they are encountered.
Flail - A potential beast of a card.
Scribe and Spell Book - Is the problem with one or the other, or indeed both of these?
Everfull Purse & Physician - Ditto!
Lucky & Luna - Ditto!
Battle Hulk, City Watch & Night Guard - Dreary evading... <sigh>
Potential solutions -
I have no problem with the Ekor and Nymph fleeing, but perhaps a bit of rewording might be in order to get them into play at some point. Something along the lines of the Sepulchre Spectre, but perhaps for one similar Enemy card?
The Flail is rather powerful, but perhaps the ability could be similar to the Warrior's battle bonus, though with a cool twist?
Cards that replenish at the start of your turn? How about giving them something completely different effects if they are causing problems? Perhaps they should have limited uses and be discarded at some point?
Should the Spell Book have the same effect as the Scribe, so that people can have the best of both worlds?
Anyway, I am interested to hear your opinions and ideas!
Some potential "fixes" -