Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: LibraryAdventurer on April 23, 2019, 07:55:25 pm

Title: House Brew
Post by: LibraryAdventurer on April 23, 2019, 07:55:25 pm
Do you think this would be fun and balanced at $5?

Quote
House Brew
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Treasure - Reserve - Looter
+(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png). +1 Buy.
When you play this, put it on your tavern mat.
-
When you buy a ruins, you may discard this from your tavern mat.

Do you think it'd be better if the below the line part was "When you buy a zero-cost card,...")
Also wondering if it should give two buys, so the +buy will have an effect besides letting you buy a ruins.
Title: Re: House Brew
Post by: segura on April 24, 2019, 02:58:38 am
Looks like a pretty weak Wine Merchant variant. Sacred Groove is already relatively weak and this provides just one more Coin.
You have to draw into the Ruins and trash it to cancel the downside and in most decks the average card is better than Copper (Copper as one Coin is the difference between this and Sacred Groove as benchmark).

I'd try the zero cost thingy to buff it. Copper is better than Ruins and it undoes the play limitation (although I doubt that House Brew will be often played more than 20 times in a 2P game).
Title: Re: House Brew
Post by: ClouduHieh on April 24, 2019, 03:14:13 am
I like the theme of it. If your Tavern is in ruins well it won’t be in your tavern anymore. Gaining a ruins is a bit thematic at least, but I agree it would be better to make it zero gaining. If there were other looters in the game your home brew might end up stuck on your tavern mat before game ends especially if cultist was in the game. And with it at zero gaining it might be interesting if peddler was in the supply too. Maybe...
Title: Re: House Brew
Post by: faust on April 24, 2019, 03:36:39 am
It's pretty similar to Death Cart? Both give money spikes in exchange for gaining Ruinses. The main difference is that most of the time you're going to use House Brew as a 1-shot.

I think currently the incentive to buy a Ruins is pretty low. Maybe it could be upon gaining a Ruins, but even that doesn't happen too often. An idea I had is just modelling this with Spoils and a Project:

Quote
House Brew
$5 - Project/Looter

When you play a Spoils, +1 Buy, + 1$. When you gain a Ruins, gain a Spoils from the Spoils pile.
Title: Re: House Brew
Post by: LibraryAdventurer on April 26, 2019, 06:59:47 pm
Since everyone agreed it was weak, I made it +2 Buys and "when you buy a zero-cost card..." but I still wanted there to be motivation for that zero-cost card to be a ruins (because my mini-fan expansion that this is in has Drunks which count as ruins and are mixed in with the ruins (half the normal amount of ruins is replaced with Drunks)).

Quote
House Brew
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Treasure - Reserve - Looter
+(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png). +2 Buys.
When you play this, put it on your tavern mat.
-
While this is on your tavern mat, when you buy a ruins, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png). When you buy any zero-cost card, you may discard this from your tavern mat.