A common complaint about Junta is that there aren't enough cards in the deck. So I'm kicking off this otherwise vacant 'variants' forum with discussions of new cards.
This thread in particular is for discussion and problem solving some issues that I foresee with new cards.
New cards should be easy to make even for those without graphic talent. Many people use card protectors for the flimsy cards. Putting the appropriate size card stock inside a card protector is easy enough.
New Card Issues
Ratios: New cards added should maintain the same proportion of influence, event, coup excuse and assassination cards to preserve the feel of the game.
Solution: New cards should be added in a small set to maintain the ratios.
That's the easy one. Though I haven't counted up the ratios yet!
There are cards that relate to each other, such as the Monarchist Influence card and the Monarchist assassin. Adding additional cards to the deck would dilute how pairs of cards interact. With just a few new cards, it isn't a big deal. With lots of new cards, we'd lose part of play.
Solutions: This one is trickier. Possible solutions are:
1. Make duplicates of card pairs. This brings up the secondary problem of what to do with both duplicates in play. An obvious solution is that only one of a duplicate can be in play at a time. If you draw a duplicate, you may discard it for another card from the deck. The other solution is that both cards are valid. If both cards attempt to use exclusive powers, they would have a roll-off. By exclusive power I mean the power of the Monarchists with the Monarchist Assassin, not the votes or the bribe powers of the Monarchists.
A more complex, but tricky and interesting, method of handling duplicates is that the second card may be used to counter the first if played from your hand. So you could hold your duplicate to either check the owner of the first card played, or hold on to it so you could gain the power of the card when the first card player is killed.
2. Make the new cards interact with the current card pairs. For example, a possible card to interact with the Monarchist pair is a Colonial Scion (heir to the old colonial viceroy and the focus of monarchist ambition.) The Colonial Scion may have only 1 influence vote, but has the additional power of checking the use of the monarchist card. If the Scion and the Monarchists are both in play by different players, the Scion could veto the power use of the Monarchist influence card. A Rabble Rouser card could have the same influence over the Socialists card.
This is an additional wrinkle to gameplay, but one I think consistent with the spirit of the game.
I haven't play tested any of these yet! I just repurchased a copy of the game after missing it for many years (teach me not to loan games out, especially ones out of print). But we'll be playing it this weekend I think. After getting back into the groove I'll be trying out some of the new card ideas I have.
I'll introduce card ideas in separate threads.