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SUMMER GARDEN - $3 | DOG DAYS - $4 | VANILLA ORCHARD - $4 | ||
ACTION - CONDITIONAL | ACTION - ATTACK - CONDITIONAL | ACTION - CONDITIONAL | ||
+$1 If Rainy is face up: +$1. If Dry is face up: +1 Buy. If Hard Times is face up: +2 Actions. If Easy Living is face up: +$1. Flip Rainy/Dry or Hard Times/Easy Living. | If Easy Living is face up: Gain a card onto your deck costing up to $4 which is… If Hard Times is face up: Each other player discards (or reveals a hand without)… If Warm is face up: …an Action card. If Cool is face up: …a Treasure. Flip Warm/Cool or Easy Living/Hard Times. | +1 Card +1 Action If Warm and Rainy are face up: +1 Card If Warm and Dry are face up: +1 Action If Cool and Rainy are face up: +$1 If Cool and Dry are face up: +1 Buy Flip Warm/Cool or Rainy/Dry. |
(https://i.imgur.com/Sbw06GJm.png) | (https://i.imgur.com/VQ3XxJ0m.png) | |
WATERING HOLE - $4 | SWOLLEN RIVER - $5 | |
ACTION - CONDITIONAL | ACTION - CONDITIONAL | |
+1 Card +1 Action +$1 Flip Warm/Cool. If Warm is face up: discard a card. If Cool is face up: +1 Action. | +1 Card +1 Action This turn, cards (everywhere) cost $1 less. Flip Rainy/Dry. Then, if Rainy is face up: discard 2 cards from your hand. If Dry is face up: +1 Buy. |
(https://i.imgur.com/BiJbtKgm.png)
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When another player plays an Attack card, you may first set this aside from your hand. If you do, +1 Card per $1 the Attack costs, then discard that many cards. At the start of your next turn, return this to your hand and +1 Card.That said, the Reaction is way too strong. I'd never buy a Witch if I risk giving my opponents a total of +6 Cards whenever I play one! The Reaction makes Attacks completely undesirable, and if nobody gets Attacks, then TC becomes just a very overpriced Poacher. And that's not even mentioning that you get even more cards if you have multiple TCs in hand or draw any with the Reaction. And there isn't even any risk in stocking up on TCs like there is with Moats, because TCs are Cantrips!
(https://i.imgur.com/Xf4Hlfsm.png)New Moon probably doesn't need the upper cost limit of (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png). The only Action card that would prevent you from ever getting is Prince, and it's not worth adding a restriction that prevents gaining just one Action card.
(https://i.imgur.com/sBZe6Oum.png) | (https://i.imgur.com/Vc02iuBm.png) | |
NEW MOON - $4 | FULL MOON - $5 | |
NIGHT - CONDITIONAL | NIGHT - CONDITIONAL | |
Flip Easy Living/Hard Times. Then, if it's Easy Living, gain a card costing up to $1 for each Action card you have in play (but not more than $7). Otherwise, you may trash a card in your hand and you may trash a card you have in play. | If it's Easy Living, immediately exchange this for Bella Notte and play that card. Otherwise, immediately exchange this for Bad Moon and play that card. ----- When you exchange another card for this, set this aside instead of returning it to the Supply. |
(https://i.imgur.com/hGncOaUm.png) | (https://i.imgur.com/VqTXHtHm.png) | |
BAD MOON - $4 | BELLA NOTTE - $5 | |
NIGHT - ATTACK - CONDITIONAL | NIGHT - GATHERING - CONDITIONAL | |
-2VP ----- If it's Easy Living, immediately exchange this for Bella Notte and play that card instead. Otherwise, each other player gains a Curse. (This is not in the Supply.) | If it's Hard Times, immediately exchange this for Bad Moon and play that card instead of this. Otherwise, add 1VP to the to the Bella Notte pile. If you gained a Victory card this turn, +1VP. ----- When you exchange this for another card, take the VP from the Bella Notte pile. |
How many Bad Moons and Bella Notes would be available?There are 5 each. The idea is that it is like one card that potentially changes each time you play it. To that end, I changed Full Moon so that it gets set aside when you exchange a card for it, so there can only be 5 copies of one of the cards out there at a time.
Where you have "immediately replace", you can use "exchange" instead.Thanks! I had intended to use the same word as Vampire / Bat and Travellers, and for some reason in my head I thought that word was "Replace." You are correct that it is "Exchange" and I have changed it thusly. I still think I need the word "immediately" because generally exchanging happens when you discard a card from play, and the rules about exchanging presume that in a way that I think needs to be distinguished.
Ignore this comment. I just realized that I misread New Moon too, I thought it could only gain Actions. Since it can gain any card type, it could just be limited to non-Victory cards. That's what I get for trying to comment on an entire expansion at nearly 1 in the morning.Thanks for all of your feedback. My inclination is to leave the $7 limit (or possibly lower it to $6, although the number of cards that excludes isn't much larger) instead of prohibiting Victory cards. As previously mentioned, I like the synergy of gaining a Victory card with New Moon then playing Bella Notte. I also don't want it giving Platinums in Colony games.
(https://i.imgur.com/yajXju0m.png) | (https://i.imgur.com/FtPd0fdm.png) | (https://i.imgur.com/QqEMEiam.png) | (https://i.imgur.com/fA79xhjm.png) | |||
SUMMER STORM - $2 | BEACH VILLAGE - $4 | SUMMER SOLSTICE - $5 | TRAVELLING CARNIVAL - $6 | |||
ACTION | ACTION | ACTION | ACTION - REACTION | |||
+4 Cards Discard 4 cards. | +1 Card +2 Actions You may trash this to gain two cards each costing up to $3. | +1 Action +$2 Choose one: +1 Action; or +1 Buy; or +2 Cards and discard 2 cards. | +1 Card +1 Action +$1 ----- When another player plays an Attack, you may set this aside from your hand. If you do, +1 Card per $2 the Attack costs (rounded up), then discard that many cards. At the start of your next turn, return this to your hand. |
+2 Cards, +1 Action, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png), discard two cards is already quite a good (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) in my opinion, and this is strictly better than that. Also, the versatility with the last option is a bigger edge than being able to get a second +Action and a +Buy at the same time (Festival). So this is too good by comparison to Festival as well, imo.
Summer Solstice is easily my favorite of these. It's strong, but I don't think it'd be too strong.
It feels redundant to repeat the "for each (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) in the cost of the Attack" phrase. Also, it's not clear whether the Reaction window is before or after the Attack resolves, and the Reaction needs to specify "set this aside from your hand." Here's my suggested wording:QuoteWhen another player plays an Attack card, you may first set this aside from your hand. If you do, +1 Card per $1 the Attack costs, then discard that many cards. At the start of your next turn, return this to your hand and +1 Card.That said, the Reaction is way too strong. I'd never buy a Witch if I risk giving my opponents a total of +6 Cards whenever I play one! The Reaction makes Attacks completely undesirable, and if nobody gets Attacks, then TC becomes just a very overpriced Poacher. And that's not even mentioning that you get even more cards if you have multiple TCs in hand or draw any with the Reaction. And there isn't even any risk in stocking up on TCs like there is with Moats, because TCs are Cantrips!
In Travelling Carnival, you can say "...For each $1 in its cost draw a card, then discard the same number of cards."Thanks again for the advice. As you can see, I have tried to clean up the language, and modified this to cut the sifting (almost) in half, and remove the +1 card bonus.
(https://i.imgur.com/wAXypIjm.png) | FIREFLIES - $3 NIGHT You may reveal a Victory card from your hand. If you do, trash this for +2VP. Otherwise, +1 Card at the end of this turn. |
(https://i.imgur.com/Yl62ZTKm.png) | (https://i.imgur.com/bCYfLvhm.png) | |||
PARASOL - $2 | POND - $4 | |||
TREASURE | VICTORY -REACTION | |||
$1 +1 Buy You may flip a Condition. | 2VP ----- When a Condition is flipped on your turn, you may discard this for +2 Cards, discard 2 cards. |
Thanks. As you can see I made those changes and others.(https://i.imgur.com/qGFVJlim.png)It says "discard this to your hand." I assume that's supposed to be "discard thistofrom your hand," in which case it doesn't need the "from your hand," as that is implied with discarding.
It and Parasol both have the same problem, which is that they're only useful if you're playing with a bunch of Summertime cards. In my opinion, every card should be playable even if it's the only card you're using from its expansion. Both Pond and Parasol fail that test (w/o Conditional cards, Pond is a more expensive Tunnel without the Reaction, and Parasol is a Ducat without the on-gain effect that gives +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) instead of a Coffer, which is almost strictly worse than +1 Coffer).
You could make Parasol and Pond non-Kingdom cards similar to Colonies and Platinums.
Ducat is not strictly better than Parasol, because in games where Parasol's Condition flipping ability is useful, you might well buy it over Ducat. Tunnel is (potentially) an even starker example. In a game with Tunnel, Pond, and one or more Conditional cards, if Pond is the only discarding available, then after you've bought one Tunnel, buying a Pond (which might allow you to take advantage of Tunnel's reaction) is significantly better than buying a second Tunnel, for only $1 more.
(https://i.imgur.com/KPP1tWem.png)(https://i.imgur.com/Co5XxNr.png)
(https://i.imgur.com/zkZwaRbm.png)I'm not going to do a full image redo since its a small change, but it should say a "Treasure card"
(https://i.imgur.com/bCYfLvhm.png)(https://i.imgur.com/Pv6Gwwx.png)
(https://i.imgur.com/Civ4gFdm.png)(https://i.imgur.com/CW2llUu.png)
(https://i.imgur.com/Vc02iuBm.png)(https://i.imgur.com/GE1uH88.png)
(https://i.imgur.com/QqEMEiam.png)I think that it should say +2 Cards, then discard two cards, but I'm not sure.
(https://i.imgur.com/5KIiV05m.png)(https://i.imgur.com/JyvMva1.png)
(https://i.imgur.com/fA79xhjm.png)Again, a long text, and a small change, so I won't create an image. That said, I would make it "Then, at the start of your next turn", following Horse Traders.
(https://i.imgur.com/hGncOaUm.png)(https://i.imgur.com/I1cN1ju.png)
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For the removal of the parentheses, parentheses usually tell a rules reminder. e.g. Torturer. Otherwise, if it actually really matters, then you shouldn't have the parentheses. For the replacement of "trash a card" to "one", I think it just generally sounds better and reduces the length of the card's text. (also, I know the image shows a semi-colon, but that was just a typo. Keep it as a period.)
You're probably right. I'll change that in my post.(https://i.imgur.com/CW2llUu.png)
For the removal of the parentheses, parentheses usually tell a rules reminder. e.g. Torturer. Otherwise, if it actually really matters, then you shouldn't have the parentheses. For the replacement of "trash a card" to "one", I think it just generally sounds better and reduces the length of the card's text. (also, I know the image shows a semi-colon, but that was just a typo. Keep it as a period.)
This doesn't function the same (or at least is more ambiguous as to whether it does).
"You may trash a card from your hand and you may trash a card you have in play" has four ways it can be played out:Whereas "you may trash a card from your hand and one you have in play" sounds like both-or-nothing.
- Trash a card from your hand.
- Trash a card you have in play.
- Do both of the above.
- Do nothing.
For making it a Victory card, since it scores at the end of the game, it should probably be a Victory card (and Donald X., I think, has said that he would make Curse a Victory card if he could go back and change it).
Great set, really cool. These are just some wording changes I suggest to you.Thanks! And thank you for all of the wording suggestions. I'm working on making most of them.
Thanks for pointing this out, I do like to follow the wording in existing cards when I can, and I didn't think of Ironmonger. In this case I don't think it quite fits. The "it's" in Ironmonger refers to a single "it"--the card revealed--in each subsequent line. Here, two of the "it's" refer to "Rain/Dry" and two refer to "Easy Living/Hard Times" so I don't think it quite works grammatically. Since the lines are relatively short, I think the multiple uses of it's is okay.(https://i.imgur.com/KPP1tWem.png)(https://i.imgur.com/Co5XxNr.png)
See Ironmonger for all of the changes.
The bottom part of the card is to prevent players from buying more than 5 copies of Full Moon. The thing about the way cards with the "Exchange" mechanic is that it is possible for players to buy more than 10 copies of it (even though the idea is that, for example, it's a Vampire that turns into a Bat and back, and therefore (in theory) another player should not be able to buy that Vampire. In the case of Vampire it's not that much of a problem for a few reasons: it's not that likely more than 10 Vampires will be bought; the way Vampire works (changing back and forth between Vampire and Bat) means that 12-14 could probably be bought without one of the piles running out; and even if they did, that's just sort of how the game works (just like how Magpie's self-gaining ability will eventually stop work once the pile is empty, which it almost certainly will be if multiple players are going after it), but the cards still basically function.(https://i.imgur.com/Vc02iuBm.png)(https://i.imgur.com/GE1uH88.png)
First of all, what is the bottom part of this card? I don't understand it. For the removal of "immediately", see Vampire. For the changes with the playing, I think it just makes the wording simpler. For the addition of the "a" during the exchange parts, see Vampire.
Dog Days looks like it has the potential to be terribroken: normally fairly weak, but just once in a while it can destroy an opponent's turn.
DOG DAYS -- $4
ACTION - ATTACK - CONDITIONAL
If it's Easy Living: Gain onto your deck a Dog or a card costing up to $4 which is…
If it's Hard Times: Each other player discards (or reveals a hand without)…
If it's Warm: …an Action card.
If it's Cool: …a Treasure card.
Each player who gained or discarded a card flips Warm/Cool or Easy Living/Hard Times.
DOG -- $2*
ACTION - REACTION
+2 Cards
Return this to its pile.
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When you discard this other than during Clean-up, you may set it aside. If you did, then at the start of your next turn, play it.
(This is not in the Supply.)