So we have two contracts now and the way they alter the way you play the game is a lot of fun. They are a little rule bending but the restriction-benefit dynamic is a lot of fun.
I'd like to hear the community's ideas for contracts (not necessarily anything thematic or named... just following the rule-bending, restriction-benefit aforementioned).
Here's my idea:
A: "Your deck cannot contain any duplicate cards.
You may draw a card at the beginning of the quest phase.
When you have discarded 8 cards from play, turn this card over."
B: "You may draw a card at the beginning of the questing phase.
After an ally or attachment has been discarded from play, or an event resolves and is discarded, you may shuffle one card from your discard pile back into your deck."
I couldnt think of a good number, 10 seemed like too much (playing out 20% of your deck seemed heavy) vs 6 coukd be done on the first planning phase. But because we often run decks with multiple copies of a card, it might be hard to find the one card we need to make our decks work. I figure the extra card draw might come in handy.