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Perhaps a way to gain tokens turn-start would be good? What I did with my friend when we were playing was to allow the player to draw a card and a token (excluding hearts) or two tokens during their round start.
Another thing troubling me is that some abilities are just really bloody strong. I thought that maybe rolling their dice to see if the ability activates might work, but it feels wrong to have to roll once to see if you even get the card, then roll again to see if you can use the ability.
Writing that, I just got reminded of the board-card game Let's Summon Demons. Demons in that game, after you buy them, have passive or rolled abilities, rolled meaning you have to roll to see if that ability will work. So if a card was marked with 11, you have to roll an 11 for that ability to work. For this game, because of the nature of contracts, there can be cards with passives, where you simply pay the price and have the card as a contract, actives, where you pay the price, and roll each time you want to use its abilities, and sacrifice cards, where you pay its contract fee, then its ability is one where it requires a sacrifice of more tokens, or something similar. Examples being Snake Devil where you pay skin and bloods token accordingly to use its abilities, and the War Devil, where you sacrifice your powers on hand to strengthen it.
Just ideas, I haven't designed games before so there might be a lot that goes wrong if these changes were implemented. Regardless, thank you for making this, I have had a rabid CSM addiction and seeing this made me so happy.
sorry, mb, haven't checked this game in AGES. I unfortunately don't have the drive/time to work on anything for this rn but if I EVER do, i'll be sure to take ur stuff into account. Thanks for the support! I'm glad this was able to stoke your interest!!