User blog comment:AmazingPST"Providence"/Amazing huh? Personal flags!/@comment-26069426-20150204210453

It's going to be very difficult balancing a flag with a continuous skill. If they change the state of the game, it'll always benefit the player using the flag. Their deck is prepared for the altered game state.

If a flag is going to have a continuous skill, it needs to completely wash for the opponent, and only change the way the user plays. For example: being able to call any type of dragon; an opponent can defend against this just the same as they would fighting that dragon in any other situation.

With that in mind, I figured a fun way for Dungeon World to have a flag ability would be a skill based on chance, that washes out overall. The twist is that either player can choose to activate the skill. This way, there's equal opportunity.

For the effect, if one card in hand is equal to two gauge, if successful, the ability will net +1 for the player that activated it. But, if it fails, the opponent gains a strong +1 advantage by gaining whatever suits their needs best.

Dungeon World Flag

[] You may use 《Dungeon World》 and 《Generic》 cards. [Act] "Fool's Gold" Both players must flip a coin. If the faces match, the player that activates this ability may discard a monster card to charge the top four cards of their deck. If the faces do not match, the player that didn't activate this ability may perform one of the following actions: - draw the top card of their deck, - gain 2 life, or - charge the top 2 cards of their deck. This ability may only be used once per turn.

What I see this missing is a strong limiting mechanic. A monster card needs to be discarded, so that's one limit. And the 50% chance of failure is another. But I don't know if these two things combined make a strong enough spam preventer.