Urgent: If this card is in hand, no other cards can be played.
This is a negative tag like Close (end turn).
Uses
This tag can be used for perturbations that must be played. (The player can still skip turn to not play them.)
The player loses options if they have cards with this tag.
Implications
If the deck of the player consists of many Urgent cards, this tag is no longer that bad.
Issues
This tag is very problematic if certain other tags are apparent:
Urgent and Close: The player either plays this card and turn ends or they skip turn entirely.
Urgent and Init (Card can only be played as first card.): A serious problem arises if the player has two cards with both tags in hand. They can only play one of those cards. Then, they can only end their turn. Same problem arises when they draw an UrgentInit card with some other card.
Urgent card with high cost: This decreases the player's options significantly. If the player cannot pay the cost, they cannot play anything.
Having a card with such combinations in deck would be disastrous. The player would desperately need to find a way to remove that card.
Because of these serious interactions, I'm not sure how useful the tag Urgent would be. It should definitely not be able to be obtained from scarring. Also cards with Urgent should not get either Close or Init through any effects.
Variations
To mitigate the problems mentioned before, one could modify this tag.
It might be sufficient to give the player a specific debuff instead of preventing them from playing non-Urgent cards. Maybe there is some better way to modify this tag.
Urgent: If this card is in hand, no other cards can be played.
This is a negative tag like Close (end turn).
Uses
This tag can be used for perturbations that must be played. (The player can still skip turn to not play them.)
The player loses options if they have cards with this tag.
Implications
If the deck of the player consists of many Urgent cards, this tag is no longer that bad.
Issues
This tag is very problematic if certain other tags are apparent:
Having a card with such combinations in deck would be disastrous. The player would desperately need to find a way to remove that card. Because of these serious interactions, I'm not sure how useful the tag Urgent would be. It should definitely not be able to be obtained from scarring. Also cards with Urgent should not get either Close or Init through any effects.
Variations
To mitigate the problems mentioned before, one could modify this tag.
It might be sufficient to give the player a specific debuff instead of preventing them from playing non-Urgent cards. Maybe there is some better way to modify this tag.