MAIN CONCEPT
Cards can have a Colored Lock enhancement of a certain color. Lock cards obscure the rank and suit of the card like stone cards do, unopened lock cards score no base chips.
Colored key consumables open their corresponding Colored Lock enhancements when used while having a matching Colored Lock card selected. Keys of the same color stack to take up one consumable slot.
Cards with an open Colored Lock enhancement are destroyed after being scored and playing their effect.
STANDART LOCK/KEY COLORS
White: Hand played levels up twice.
Black: Levels up 4 least played hands once.
Purple: Applies a random enhancement to up to 3 other played cards before scoring.
Pink: Applies a random enhancement to up to 3 cards held in hand.
Cyan: 1 in 2 chance to apply a random seal to 2 cards held in hand.
Orange: Creates 1 copy of another played card.
STATUSES AND STATUS RELATED LOCKS/KEYS
Statuses are card modifiers that coexist with editions, enhancements and seals. Locks can't be opened when they have a status applied. Cards with statuses give negative key consumables when their status is removed and are destroyed
Frozen: Frozen cards give 1 White and 1 Black negative keys when their status is removed
Painted: Painted cards give 1 Purple and 1 Pink negative keys when their status is removed
Rusted: Rusted cards give 1 Cyan and 1 Orange negative keys when their status is removed
Opened Red/Blue/Green locks will remove Frozen/Painted/Rusted statuses respectively from cards held in hand when played.
SPECIAL LOCK/KEY COLORS
Curse: Other played cards are retriggered for the amount of curse locks held in hand, 1/3 chances to convert a random lock held in hand into a curse lock
Pure: x3 mult for every pure lock held in hand if only holding pure locks
Master: Opens all other locks in hand, turns all other played cards gold, only one master key and lock can be held at a time
Stone: Adds stone cards to deck equal to current ante number
Glitch: Takes on the color and effect of the last played opened lock
JOKERS
Common
Locksmith Joker
- Gains +1 mult when a lock is opened, currently 0 mult
Lockpicking Joker - If hand contains a single lock card and no other playing cards, destroy lock card played and gain a random key
Starry Joker - Key consumables have a 1 in 4 chances of duplicating themselves after being used
Uncommon
P.D.A
- Keys in Lockpick Packs are guaranteed to match the colors of locks currently in your full deck
Skeleton Key - If there are 10 or more lock cards in your full deck, avoid death and destroy 5 lock cards along with this joker
Rare
Warp Wand
- When this joker is sold, -1 ante and replace all your lock cards with random lock cards
Legendary
Kina
- All keys can be used to open any lock
Lily - All keys are negative
Omega key ColorandColorlocks are instantly opened when drawn into hand
Colors change every round
EXTRA STUFF
There'd be lock and keys booster packs.
Key packs would have 3/5/4 keys on normal/jumbo/mega packs respectively and would only hold keys,
Lock packs would have 5/7/6 keys on normal/jumbo/mega packs respectively and would only hold locks, pack size is due to how expendable locks are and the lack of means to produce them any other way
There would also be vouchers that allow keys and locks to show up in shop