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.”
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.
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.
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.
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.
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?
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.
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 -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 -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 -1 Heroes with the lowest HP by -1.
END PHASE
If Citizen Hollows is in play, this card deals the -1 Heroes with the lowest HP 1 irreducible psychic damage each.
"See, first you get Sleepy, then you get a nightmare . . . " — Citizen Sleepy
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).
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.