Over The Garden Wall

## Overview

   *Beware The Unknown! Lost brothers Wirt and Greg must make their way home through twisting trees and frightening adversaries with the aid of a talking bluebird and a mysterious, lantern-bearing woodsman. All the while, the shadowy Beast lurks just out of sight, gently nudging those who cross him towards his absolute sway. Greg, Wirt, their friends, and other factions must beware the song of the night and avoid becoming so consumed with Madness that they join the ranks of The Beast's dark Edelwood Forest!*

Over The Garden Wall forces all players to draw Madness cards but have the means to turn Madness into opportunities to come out on top.

### Details

#### General

* Name: Over The Garden Wall
* Author: AndIQuote
* Complexity: 3/5
* Version: 1.2
* Last updated: October 14, 2023

#### Mechanics

* Burying
* Madness

## Cards

Download full-sized cards in .png format here!

#### Breakdown

Over The Garden Wall has the standard 10 minions and 10 actions. The minion distribution is identical to that of Sinister Six with a total base minion power of 28. Among their actions, there are:

* 3 play-on-minion actions: The Lantern, The Ringing of the Bell, Turn You to a Tree of Oil
* 0 play-on-base actions
* 7 standard actions (3 that affect one or more minions, **in bold**): And That's A Rock Fact!, **Are You Ready to See True Darkness?**, Into The Unknown, **Potatoes and Molasses (2x)**, Pottsfield Harvest (2x)
* 1 action that directly increases a minion's power: Are You Ready to See True Darkness?

#### Minions

* **1x Wirt (4):** Talent: Draw a Madness card to move this minion to another base and place a +1 power counter on it.
* **1x Greg (4):** Talent: Play a Madness card from your hand or discard pile as an extra action.
* **2x Beatrice (3):** Talent: Draw a Madness card to give each of your other minions here +1 power until the end of the turn.
* **2x The Woodsman (3):** If The Lantern is not in play, you may search your deck, hand, and/or discard pile for it and play it on this minion as an extra action. Otherwise, return a Madness card from your discard pile to the Madness deck. Talent: Each player with a minion here draws a Madness card.
* **2x Fred the Horse (2):** Move this and another one of your minions here to a different base.
* **2x Jason Funderburker (2):** Place a Madness card from any player's discard pile on top of their deck or return it to the Madness deck.

#### Actions

* **1x And That's a Rock Fact!:** Special: Play after the first time you play an action in a turn. Play a Madness card as an extra action OR return a Madness card from your discard pile to the Madness deck. Shuffle this card into your deck.
* **1x Are You Ready To See True Darkness?:** All players reveal their hands. Give a minion +1 power for each Madness card in each player's hand until the end of the turn.
* **1x Into The Unknown:** All players draw a Madness card. Play an extra action OR destroy an action on a minion.
* **2x Potatoes and Molasses:** Return any number of Madness cards from your hand to the Madness deck to move a minion with power equal to the number of cards returned. Special: You may play this before a base scores; your minion must be on the scoring base.
* **2x Pottsfield Harvest:** Bury up to two minions of total power 4 or less from your discard pile on a base.
* **1x The Lantern:** Play on one of your minions. Talent: Draw a Madness card OR discard two Madness cards from your hand to give this minion +4 power until the end of the turn.
* **1x The Ringing of the Bell:** Play on one of your minions. Talent: Choose another player with a minion here. That player may return a Madness card from their hand or discard pile to the Madness deck. If they do, you may draw a card. Otherwise, they must draw a Madness card and you may place a +1 power counter on this minion.
* **1x Turn You to a Tree of Oil:** Play on a minion of power 4 or less. Ongoing: At the start of your turn, destroy this minion. Its controller draws Madness cards equal to its power.

#### Titan

* **The Beast:** Special: If The Lantern is in play, instead of your regular minion play you may play this card on a base. Talent: Draw a Madness card to move this card to another base OR transfer The Lantern from one minion to another of your minions on the same base. Ongoing: After a minion is played or moved here, its controller draws a Madness card. When The Lantern leaves play, destroy this card.

#### Bases

* **(16) Old Grist Mill (4 2 1):** After the first time you play a minion here each turn, you may discard a card from your hand to increase the breakpoint of this base by 3 until the start of your next turn.
* **(20) The Unknown (5 4 3):** After you play a minion here, either draw a Madness card or give that minion -2 power until the end of the turn.

## Clarifications

* **Are You Ready To See True Darkness?:** All power from revealed Madness is given to a single minion of your choice.
* **Fred The Horse:** If there are no other valid minions on Fred's base, he can move by himself.
* **Potatoes and Molasses:** You must return an amount of Madness equal to the power of a minion in play and you must attempt to move that minion once the Madness has been returned. When played as a special before a base scores, you can only choose a minion you control. "Any number" includes 0, which allows minions such as Ghost Knight and Toad to be moved without returning any Madness cards.
* **The Beast:** The talent only requires drawing Madness to move The Beast, not to transfer The Lantern between minions. You may also transfer The Lantern from another player's minion to one of your minions if the situation presents itself (e.g., Tinx, Dr. Finkelstein).
* **The Ringing of the Bell:** If another player has no Madness cards to return to the Madness deck, they must choose to draw a Madness card.
* **The Woodsman:** "Each player with a minion here" includes The Woodsman's controller, which means the controller always draws a Madness card when using this talent.