If you were allowed to make a completely new story card, what effect would it have?
More novel in its effects such as The Challenge from Beyond? or more game impacting like The Innsmouth Threat type of effect? Or something completely different?
Do you think it really matters what kind of effect they have for a certain cycle? (for instance, Secrets of Arkham story cards are supposed to be the 'official' story cards used in events.) Are they so subtle that only certain ones can be used for a certain 'legal' status?
I ask not only to spur conversation about the game, but because it would be nice to see what vets and newbs alike would consider to be their choice of direction for the game regarding the story cards.
So far, they seem to fall within 8 different broad categories of influence (plus promos which don't fit any category). I will list them in terms of what the card effect does along with any redundancies. (CCG era cards are noted for completions sake as well as reference to precedence.)
Card Sacrifice/Destruction:
* The Thing at the Gate Arkham Edition F05 & Secrets of Arkham F57
Each player sacrifices all of his characters.
* Dark Heart of Cairo Eldritch Edition F244
Each player chooses up to 2 Support cards controlled by the opponent to his left. All chosen Support cards are destroyed.
* Voice of the Thunder Eldritch Edition F250
Each player sacrifices all characters he controls.
* Through the Gates Core F161
Each player sacrifices all characters with printed skill of 3 or higher.
* Rotting Away Core F162
Each player sacrifices all characters with printed skill of 2 or lower.
* They Come at Night Secrets of Arkham F52
Each player names a character or support card. All copies of the named cards are sacrificed.
Discard Pile Recursion:
* The Horror of the Past Arkham Edition F02
Each player shuffles his discard pile into his deck.
* The Secret of the North Woods Arkham Edition F06 & Secrets of Arkham F58
Put into play all characters from all discard piles.
* The Unquiet Earth Eldritch Edition F248
Put into play from their owners' discard piles all characters with printed skill 3 or higher.
* The Shadow out of Time Core F157
Each player may exchange any number of cards in his hand with an equal number of cards from the top of his discard pile.
* Opening Night Core F158
All discarded characters are put into play, insane.
Success Tokens:
* The Innsmouth Threat Arkham Edition F07 & Secrets of Arkham F56
Discard all success tokens on all story cards.
* Beyond the Doors of Sleep Eldritch Edition F242
Each player that controls no Day or Night cards discards all of his success tokens from all story cards.
* Nowhere to Hide Core F156
Discard all success tokens from all stories.
* The Other Path Core F165
Each player may place 1 success token on any story on which he has 2 or fewer success tokens.
Story Cards:
* The Well Arkham Edition F09 & Secrets of Arkham F60
Each player chooses one story card which he has won (except this one) and shuffles it into the story deck. Then destroy all Day and Night cards in play.
* Parable of the Faceless One Eldritch Edition F245
Each player must choose and shuffle one of his won story cards into the Story deck (except Parable of the Faceless One).
* Dreamwalkers Core F164
Each player must choose one of his won story cards (other than this one) and shuffle it back into the story deck.
* The Secrets of Arkham Secrets of Arkham F51
Resolve the effects of all other non-conspiracy story cards in play.
Discard:
* The Arkham Willows Arkham Edition F03
Each player discards the top 10 cards of his deck.
* Shadows of Nephren-Ka Eldritch Edition F246
Each player discards his hand.
* Frozen in Time Core F163
Each player must discard 2 cards from his deck for each resource attached to one of his domains, or destroy that resource.
Deck Search:
* The Dreams of Kingsport Arkham Edition F01 & Secrets of Arkham F59
After you win this story, choose Day or Night. Each player searches his deck for a card with that subtype, puts that card into play, then shuffles his deck.
* The Forgotten Sepulchre Arkham Edition F04
Each player searches his deck for one character card and one non-Day or non-Night support card and puts them into play. Then each player shuffles his deck.
* Digging Deep Eldritch Edition F243
Each player searches his deck for up to 3 Attachment cards, reveals them to all opponents, and puts them into his hand. Then, each player shuffles his deck.
* The Call of Cthulhu Core F160
Each player searches his deck for a card and puts it in his hand. Shuffle the decks.
Card Drawing:
* Throne of the Black Pharaoh Eldritch Edition F249
Each player draws 10 cards.
* Obsessive Research Secrets of Arkham F53
Each player draws until he has 8 cards in hand.
Domains:
* The Terror out of Dunwich Arkham Edition F08 & Secrets of Arkham F55
Each player chooses one resource attached to each of his Domains. All other resources are destroyed.
* The Crooked Manse Arkham Edition F10
Each player gains a new Domain with the top 4 cards of his deck attached to it as resources.
* Abysses of Night Eldritch Edition F241
Each player choose one resource attached to each of his domains. All resources not chosen are sacrificed.
* The Squalid Hamlet Eldritch Edition F247
Each player chooses one of his domains, then attaches the top 5 cards of his discard pile to that domain as resources, if able.
* Ancient Apocrypha Core F159
Each player gains a new domain, and attaches all character cards in his discard pile to that domain as resources.
* Change of Plans Secrets of Arkham F54
Each player chooses a domain and attaches his hand to that domain as resources.
Promotional Story Cards:
* The Nameless City Arkham Edition P10
Players need 10 success tokens in order to win this story. If you win this story, you win the game.
* The Challenge from Beyond Eldritch Edition P11
Players cannot win this story card. Forced response: after a player places 1 or more success tokens on this story, he draws 2 cards.