Couple of comments, without having played it yet (and won't for a while, terribly busy). Please don't take this as negative criticism, it may across as such as without playing it, I can only ask difficult questions and not comment on fluidity
You work with 14 standard abilities (sure, some of them are episode/event only), which can get confusing, especially for new and/or infrequent players. That's a lot. Sure, we like complicated (see the mafia forum
), but we also like fun. As an attached glitch: in the manual, these abilities are not listed alphabetically. Sure, it's a short manual, but it's a simple fix that makes look-up a second or two faster. The less time spent leafing the rulebook, the better.
On some cards, abilities are explained (example: Sacrifice on Soldiers) on others, just the ability name is used. Since Malazan readers are few and far between, chances are that the "owner" of the game (aka the Malazan fan) will introduce it to various friends, making most of those (s)he'll play it with, infrequent players who won't learn those abilities by heart, ever. I'd suggest to try and squeeze in the 'regular' abilities onto the card, if need be, sacrificing character traits (2nd Army, Squad, Human, et cetera). In a quick glance, I haven't discovered cards keying to these character traits (unlike soldier, mage, sapper, et cetera), which means they're flavor instead of mechanic.
In order to create additional text space for this purpose, you might want to consider moving the card stats (might, authority, et cetera) to the left border of the card, creating space for 1-3 lines of additional text.
Secondly, when looking at cost and influence, it seems that cards that add authority, consume the same amount of it in points. So, suppose I have to meet 2 authority for an episode. Now, I can either add a Noble directly to the goal - check, it works. Or, I can decide to add one to HQ (or Base of Operations) and then place another Noble at the goal. The two I gain from the BoO Noble are consumed by the other guy. Yes, I free up two points of authority, but is that generally worth a card, or will it be better to save that influence later on - aka, what's my net gain here?
Since everyone draws up to five cards, I kind of fear that hands will frequently clog up with high cost uniques of which only 1 or 2 will be playable from a hand in a given round, meaning that Entrenched and/or Tenacious cards will offer ridiculously good value for money compared to all others. Also considering unspent cards are discarded, such hands are a waste. Perhaps allowing players to keep 1 card in hand (aka,
Draw Phase: draw up to five,
Discard Phase: discard any number of cards until your hand size is 1 or less) allows a bit more strategy.
As an extreme example, efficiency vs cost. I'll be using Kalam as my main focus because he stood out:
I can put Kalam down for 6 authority (probably costs me anywhere from between 2-3 cards to muster that) and getting that kill effect, or use a horde of Soldiers (which I am likelier to draw and play individually, offering a lot of versatility) and equal his Might for only 2 authority in total, but losing the kill option. I expend fewer cards (meaning my hand is allowed be less than ideal compared to a hand required to play Kalam) and have the same Might gain.
On a strategic level, in a tight spot where you really need to remove a character, Kalam may be better. Printed abilities usually are, but since matching scores is a huge part of this game's goals, "soldier spam" is actually more likely to be viable. This even persists when you take Kalam's Adaptive trait into account: he can switch places, but I can put 2 soldiers down at 2 locations each, "copying"
Adaptive, and still saving 2 authority. It's going to cost me almost my entire hand (but so will Kalam), but I get to draw 5 cards next turn, anyway
Finally, interactivity.
Most cards refer to 'you', 'yours', 'cards you control'. If this is intended as a co-operative game, why is there no 'you and any other players draw 1 card', 'all sappers', or even: 'the next player to play a card'...
P.S.: Ready and Expend are awesome, but somewhat dangerous terms. Wizards of the Coast is very, very protective of the 'tap' mechanic (aka turning a card sidewise to indicate its use), which this is. Iirc, they've gone to court over it and won, too, several times. If you intend to publish the game at some point, you might want to check into this and see whether or not you might get sued - other games (L5R's "bowing" and "straightening" for example) use it too, but it might be they're licensed or asked for permission or something. Not saying it will happen, but better safe than sorry
.
Everyone is entitled to his own wrong opinion. - Lizrad