Puzzlers

Puzzlers by Berryl, Lonan, and ludichrisness

Images here: https://drive.google.com/drive/folders/1-ewG0W\_JdIuWqJm2VAXDdzGedgW\_2NBX

A collaboratively-made faction between three authors made as a surprise to The Bandit. Play as The Puzzler and mess with the minds of your opponents! You’ll entice them with the prospect of obtaining powerful cards, but every incorrect guess they make gives you one in return!  If others choose not to play your game, you’ll ramp up with passive abilities quickly to crush them with ease.

Current side deck rules: Puzzle Deck/Solution

At the start of the game, randomly set aside a card from the Puzzle Deck to form the Solution space. Each of the eight Puzzle cards is an iconic Core Set card representing a different faction. When a card leaves the Solution, it is always immediately replaced by shuffling the Puzzle deck and placing the top card in the Solution space. When a Puzzle card would leave play, shuffle it into the Puzzle deck instead of placing it where it would otherwise go (similar to Monsters or Treasures). Unless otherwise stated, after a guess for the Solution is made, if the guess was correct, the guesser draws the Solution, and otherwise the Puzzlers player searches the Puzzle deck for that card and may reveal it and draw it. The Puzzlers player may look at the Solution at any time, and does not have to respond to questions about the Solution except during the resolution of Hint cards.

Puzzler Field Effect Mat (PFEM): Escape Room

Special: After a Hint card is played, place a hint counter on this card, to a maximum of four. After a player guesses the Solution correctly, remove all hint counters from this card. You cumulatively gain abilities based on the number of hint counters on this card:

1: Ongoing: Draw a card at the end of your turn.

2: Talent: Play an extra action.

3: Talent: All of your minions gain +1 power until the end of the turn.

4: Talent: Play an extra minion.

Puzzle Deck:

Invader

King Rex

Hidden Ninja

Full Sail

Microbot Guard

Mark of Sleep

Time Loop

Grave Digger

Minions

1x The Puzzler (5): Ongoing: Before a new Solution is drawn, you may search your hand, deck, and/or discard pile for a card you own and shuffle it into the Puzzle deck. When hint counters would be removed from Escape Room for any reason, you may transfer all of them to one minion as +1 power counters.

2x Code Breaker (4): Special: Before this base scores, you may choose another player to guess the Solution. If the guess is correct, that player draws that card and may play it as an extra card. Otherwise, you reveal the Solution, draw it, and may play it as an extra card.

3x Wordle Whiz (3): Talent: Gain +1 power until the end of the turn for each hint counter on Escape Room.

4x Hint Hoarder (2): Search your deck and/or discard pile for a Hint, reveal it, and draw it.

Actions:

2x Puzzle Friday: Remove all hint counters from Escape Room, shuffle the  Solution into the Puzzle deck, and replace it normally. If you remove at least three hint counters from Escape Room, gain 1 VP. You may play a Hint as an extra action.

1x Yes or No Hint: The owner of this card chooses another player; if you do not own this card, they must choose you. That player asks a yes or no question about the Solution which the owner of this card must answer. Then, that player may guess the Solution. If you own this card, place it in the chosen player’s hand.

1x Random Hint: The owner of this card chooses another player; if you do not own this card, they must choose you. Reveal the top three cards of the Puzzle deck. Then, that player may guess the Solution. If you own this card, place it in the chosen player’s hand.

1x Magic Number Hint: The owner of this card chooses another player; if you do not own this card, they must choose you. That player names a number, and the owner of this card must respond with whether the Solution has fewer, more, or an equal number of lines of text to the chosen number. Then, that player may guess the Solution. If you own this card, place it in the chosen player’s hand.

1x Smordle Hint: The owner of this card chooses another player; if you do not own this card, they must choose you. That player names a letter, and the owner of this card must say whether or not that letter is in the Solution card’s name. Then, that player may guess the Solution. If you own this card, place it in the chosen player’s hand.

1x Rabbit Hole: Remove one hint counter from Escape Room to move any number of your minions to a single base.

1x Stumped: Special: Play after the Solution is incorrectly guessed. Draw three cards.

1x Red Herring: If there are at least two hint counters on Escape Room, choose another player to guess the Solution. If they are incorrect, you may play the card they guessed as an extra card after drawing it.

1x Puzzle O’Clock: Play on a base. Cancel this card’s abilities this turn. Talent: If there are at least two counters on Escape Room, this card’s owner chooses another player to guess the Solution. If the guess is incorrect, your minions here gain +2 power until the end of the turn. Ongoing: At the end of your turn, destroy this action.

Bases

(20) Puzzle Planet (4 3 2): Once per turn after you play a minion here, you may pick a card from your hand and choose another player to guess its type before revealing it. If they are right, they may place a +1 power counter on one of their minions here. Otherwise, you may play it as an extra card.

(14) Riddling Realm (2 0 0): The winner here may search their deck for a card, then choose another player to guess what the name of the card is before revealing it. If they are right, the winner must discard the card. Otherwise, they may draw it or play it as an extra card.