Today we bring you four new incidents to use with any version of the game. Unlike other new incidents, however, these are designed to replace existing cards in the incident deck.
Without further ado, here are the new cards:

These are designed to replace the existing incidents from the base game and Lunatic Extra:
When we were designing the cards for the base game, we considered for a time whether or not there should ever be blank incidents to give players a break from the constantly changing rules. In the end we discovered through playtesting that it was always more fun to have an incident than to not, which is why we landed on the existing rules that you get a new incident on any turn that doesn't start with one in play.
Now that we've had thousands of games to draw data from, we realize that not all of the cards are equally fun. Several incidents actually just shut down part of the game and don't offer anything in return. The card that kicked this off was Voyage to Makai, which often did nothing interesting until it was resolved, when players would then play the 1UP cards they were hoarding.
We used this opportunity to look at other problematic incidents that were more about stopping fun than creating it. Each of these incidents has a purpose, so we didn't want to lose the primary effect. For instance, Worldly Desires is often good at shaking up a game where one person has built an insurmountable wall of items. But instead of just taking something away from players, we think it would be more fun for these cards to present a built-in tradeoff.
We're currently not planning on making these into functional changes of the existing cards in a future versions of the game, but we did want to provide alternatives for people who want to spice it up.
How do you like the new incidents? If you have a chance to play with them, leave us a comment!