Make a Citizen out of the Words Above You

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

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

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

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

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.

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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

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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.)

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

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.

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.

Oops, look like these Citizens were already done:

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

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.

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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

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.

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.

. . . 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

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

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

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

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)