This week I want to talk about inconsistent cards.
Take Gateway, Historical Research for example. You'll be able to reap the full benefits of this card about half the time. It is a huge benefit if you can get it but you can not really count on it. Still, it is a popular card and has been since it came out.
Or Christening. You get it early enough you have a clear benefit. As the game progresses, the usefulness goes way down. It is really hard to argue for the use late in the game. At some point, it becomes discard fodder. It is gangbusters if you get it in your opening hand, though.
These are just two examples of cards that will have wildly different effects on the game when you play. From a player perspective, it is hard to consider them because you do not know how they will turn out. From a design perspective, they are rough because who knows how they will turn out in a game. They are fraught with danger and can easily be dismissed.
But we love them.
Tell me what are your favorite inconsistent cards? To keep things on track, no dilemmas, at this point at least. Also, no cards with multiple uses like Optimism; just cards with a singular purpose.