As I've been evaluating my Robbers' Roost proof and rulebook, I've been thinking more critically about the design and rules of the cards, particularly as relates to the interrupts. The windups I consider pretty solid and easy to understand, while the interrupts have these giant walls of text, and understanding when they can be played is less immediately discerned. They also introduce multiple new gameplay concepts, which I should seek to simplify or remove the number introduced.
As a result, I've been working on redesigning the content of these cards, so that they are more intuitive, within BANG!'s pre-existing symbolic language. I will need to add a couple new symbols (as I had with the line of fire concept) to best adopt the language. Here are some of the reworks I'm envisioning:
Beyond the playing condition, there is the effect of playing it which could also use rebalancing. I think it was too weak before -- It at best discards a BANG!, or delays use of a card for a turn. In addition, I think the card contributing to a card limit while disable, if a hand card, is an extra layer of complication that is unnecessary to manage/explain. I've tried to simplify it in the 3 examples (top left is original).
1 - Top right is the simplest -- make it a straight discard the card played. It adds a card cost for that definitive removal. This makes the hand limit issue no consideration. However, one of the challenges for this and option 3 (bottom right) is that discarding a one-time use card may seem non-intuitive, as it is already naturally being discarded. What is really going on is a discard of a card put in play or a cancellation of a one-time use card played. Cancellation and discard are similar but not equivalent concepts. The discard card symbol may not carry that concept. I may need to put "(or cancel) that card." This is my current preferred option.
2 - Top left is closest to the original. It is more powerful in not allow a BANG! alternative; the targeted card will be disabled. For that, it requires a discard card cost. Frankly, this is weak enough that it should need no discard cost. The main challenge here is disabling is a new concept, and how it interacts with hand limits needs to be accounted for. It's probably best to just through disabling in a wastebin.
3 - Bottom right is a nice halfway point. It allows a BANG! to be played to avoid the discard, but if not, it's a true discard. It still has the problem with cancellation/discard, so this might end up even wordier: "They must discard a BANG!, or that card is discarded/cancelled." The symbol here is more flavor than standing in for a word, which is less stylistically consistent.
If I encounter other challenging one's, I'll note them here. I'll be tackling this as well: the whole concept of substitution as relates to the roles and role revelation. I received some criticism here, and I think there's some validity to the criticism, at least in going against the "spirit" of the game, even though any reasonably good BANG! player can infer roles extremely easily by the time that substitution would come into effect. I also have concerns about interrupts and impacts on the hand limit.