Worth noting that most basic usages that come to mind aren't doing anything special vs just using the existing (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) tokens and reversing who gets them. Want to make a weaker Witch that gives each opponent a curse token? You could just have it give you a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) token for the exact same result. Similarly, an effect that gives you a curse token can be done simply by giving each opponent a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) token.
The example cards in the post mostly avoid that issue. While Cursed Smithy does the same thing as giving each opponent a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) token, because it's an optional effect, the wording would be much more convoluted to make it work with (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) tokens instead.
(https://i.imgur.com/mMlMnmj.png)
EDIT: Tweaked the card to make it more relevant in Kingdoms without +Buy or gainers.
If you've played the Scoundrels of Skullport expansion of Lords of Waterdeep, you'll be familiar with Corruption tokens. Players gain Corruption tokens when they do certain actions that are more powerful than normal. At the end of the game, each Corruption token is worth a certain amount of negative VP based on the number of Corruption tokens that all players have taken.
This is partly inspired by Corruption tokens, although the amount of negative VP doesn't scale based on the number of Curse tokens (well, other than the -1VP each Curse token gives you):
(https://i.imgur.com/mMlMnmj.png)
EDIT: Tweaked the card to make it more relevant in Kingdoms without +Buy or gainers.
Haruspex • $1* • Action
+1 §
Gain an Omen.
-
This costs $1 more per card you have in play.
Omen • $0* • Action
+1 Action
Return this to its pile to gain a card from the Supply. If it was a Victory card, put it on top of your deck. +1§ per $1 more than $6 that it cost.
(This is not in the Supply)
Cistern • Landmark
When you buy a card, move a § from its pile to this.
Provinces cost $1 less for each § here.
When you gain a Province, take 2§ or more from here.
-
Setup: put 2 § on each non-Victory Supply pile costing $5 or more.
Why is it "Once per turn: You may buy a card" instead of just "+1 Buy. At the end of your Buy phase... " or any other timing (start of clean-up, end of turn, etc.)? To me "You may buy a card" is for letting you buy cards outside the buy phase, but on an event that's not relevant since you're always by default in the buy phase. Otherwise, you have to be careful to buy the event just before your last buy every turn.
Also this doesn't need the "You may take". The choice is already implicit in buying the event or not, if you move the choice to within the event, then there's no reason why one wouldn't just buy the event every single turn, and then at that point it can just be a pure Landmark (which is also a valid direction to take, and maybe preferable to avoid the awkward double typed landscape). The only counterpoint is maybe you'd change your mind in the time between buying the event and just after buying the card (maybe some on-buy trigger changed things), but that's a very edge case.
Incubus - $5
Night - Attack
You may pay or take 2 § for +2 Coffers.
You may discard a non-Victory card. Each other player with fewer § than its cost in $, take § equal to the difference.
(Heirloom: Dreamcatcher)
Dreamcatcher - $2
Treasure - Heirloom
$1
You may pay 1 § for +1 Buy.
(https://i.imgur.com/UAFv6cth.png) | Quote from: Halloween Town HALLOWEEN TOWN |
Midas Curse - Landmark
When you are the first player to gain a Gold, after that turn, each player bids once, up to 40 Coffers, ending with you. The lowest bidder gets 8§ and takes the Coffers they bid.
Occult Market - $4
Action
+1 §
For each § you have, choose a different thing: +1 Card; +1 Action; +1 Buy; +1 Coffers; gain a Silver; gain a Horse; -2 §.
Each other player may take a §
to receive a chosen thing.
Cursed Cargo $6
Action - Duration
Take an amount of R , gain a card costing exactly $1 per R token taken. While you have R , at the start of each of your turns, -1R. If you could not, then gain a curse.
(R is the Raven/Curse Tokens)
(https://i.imgur.com/hQfSPpG.jpg)QuoteCursed Cargo $4
Action - Duration
Take an amount of R , gain a card costing exactly $1 per R token taken.
-
While you have R , at the start of each of your turns, -1R. If you could not, then gain a curse.
(R is the Raven/Curse Tokens)
I like the way crypt works, wanted to riff on that wording. If you end up with multiple of these at the start of your turns they remove the R tokens faster, but if it one of them is unable to remove a Raven Token then it gives you a curse.
I don’t think it’s clear how long this stays in play. Is the intent that it stays in play until you run out of Curse tokens, when the Curse pile empties, or both?I checked Crypt and used its wording, since Durations check at clean up whether they can do something next turn.
On Cursed CargoI don’t think it’s clear how long this stays in play. Is the intent that it stays in play until you run out of Curse tokens, when the Curse pile empties, or both?I checked Crypt and used its wording, since Durations check at clean up whether they can do something next turn.
So it should only stay while you have Curse Tokens: Coppers/Curses do not trigger its duration effect.
The way I want it to work, is if you end up with multiple Cursed Cargo you might play them in such a way that one or more of them end up with 3 Cursed Cargo and 1 Curse Token.
One cursed cargo takes away the last Curse Token.
Two cursed cargoes left each give a curse since you no longer have Curse Tokens.
I'm imagining interactions with other cards that give/remove Curse Tokens to you/others that might mess with your Cursed Cargo!
THE POINT: It should stay around until you run out of Curse Tokens.
Also after thinking about it, $4 is far too cheap, it should be $6! at least?
If you've played the Scoundrels of Skullport expansion of Lords of Waterdeep, you'll be familiar with Corruption tokens. Players gain Corruption tokens when they do certain actions that are more powerful than normal. At the end of the game, each Corruption token is worth a certain amount of negative VP based on the number of Corruption tokens that all players have taken.
This is partly inspired by Corruption tokens, although the amount of negative VP doesn't scale based on the number of Curse tokens (well, other than the -1VP each Curse token gives you):
EDIT: Changed this into a pure Landmark instead of a dual Event/Landmark and reduced the VP penalty from 10VP to 6VP:
(https://i.imgur.com/bQMQ3PS.png)Quote from: Original(https://i.imgur.com/mMlMnmj.png)
EDIT: Tweaked the card to make it more relevant in Kingdoms without +Buy or gainers.
Worth noting that most basic usages that come to mind aren't doing anything special vs just using the existing (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) tokens and reversing who gets them. Want to make a weaker Witch that gives each opponent a curse token? You could just have it give you a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) token for the exact same result. Similarly, an effect that gives you a curse token can be done simply by giving each opponent a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) token.
The example cards in the post mostly avoid that issue. While Cursed Smithy does the same thing as giving each opponent a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) token, because it's an optional effect, the wording would be much more convoluted to make it work with (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) tokens instead.
Timinou's Dock:
(https://i.imgur.com/bQMQ3PS.png)
I like the non-attack player interaction aspect of it. I mentioned the problems with the wording in another reply, but that can easily be fixed with a different timing, like "end of your buy phase", so I won't count it against you. The downside for take a duplicate card is a little too light, I think the right move would be to take it just about every turn until you think you're about to end. The underline is a nice fun addition to dissuade taking too many (and I agree 6 is a better place to have it than 10), and there may be some fun dancing around it however, so its tough to see how it will play out. Name is very fitting to a landmark, but I don't see much of a connection to the effect, so as much as I like the simplicity of Dock (and the picture is quite nice as well), you don't get full points for theme.