Stonemason should be considered a Remodeler if Altar is imo.
Hollow - Action Duration, $3 cost.If you do the discard function next turn, typically it can be Feast. If you played another Hollow for next turn with it, you can then draw 6 cards. Big investment for big payoff, and hopefully Throning it will most of the time reduce hand size sufficiently to balance it out.
Either now or at the start of your next turn, choose one: draw until you have 6 cards in hand; or discard any number of cards to gain a card costing up to $1 per card discarded.
Stonemason should be considered a Remodeler if Altar is imo.
Stonemason is borderline for me. I figured I would allow it since it can increase your deck size unlike Altar (barring games with Fortress).
Stonemason should be considered a Remodeler if Altar is imo.
Stonemason is borderline for me. I figured I would allow it since it can increase your deck size unlike Altar (barring games with Fortress).
Would Develop qualify for the same reason, then?
- It should be able to gain a $5-cost card without any cost reduction (the exception would be if the cost reduction is already provided by your submission)
If you play altar and your hand is empty you still gain a $5-cost card, and you increase your deck sizeStonemason should be considered a Remodeler if Altar is imo.
Stonemason is borderline for me. I figured I would allow it since it can increase your deck size unlike Altar (barring games with Fortress).
Royal Foundries - $7
Action
+1 Action
Discard a card. Gain a card to your hand costing less than it. If you would gain a card costing more than this, instead trash this to gain that card to your hand.
If you play altar and your hand is empty you still gain a $5-cost card, and you increase your deck size
How can Remodel be not OK and Remodelers like Stonemason and Develop be OK? That is totally inconsistent.
You can either restrict this to pure gainers or be fine with all Remodelers. The criterium of handsize increase is pretty weird and arbitrary as Freddy has pointed out.
The original Feast doesn't net increase your deck size.
A more clear rule would be that being able to gain a $5 shouldn't depend on the cost of the trashed card (so Altar counts but Develop and Stonemason don't)
- It should be able to gain a $5-cost card without any cost reduction (the exception would be if the cost reduction is already provided by your submission)
Would Inventor (http://wiki.dominionstrategy.com/index.php/Inventor) count?
- It should be able to gain a $5-cost card without any cost reduction (the exception would be if the cost reduction is already provided by your submission)
Would Inventor (http://wiki.dominionstrategy.com/index.php/Inventor) count?
Uhh...not quite what I had in mind (I was thinking of something like Inventor where the cost reduction came before the gaining).
So, for example, a hypothetical Inventor that had the cost-reduction first ("Cards cost $1 less this turn. Gain a card costing up to $4") would qualify, but Inventor as stands would not?
KitchenThis is overpowered even with the self-junking. You can easily have 12 Coffers by turn 7, and just start buying Provinces from there.
Action
$4
+4 Coffers
Remove any number of tokens from your Coffers and gain a card costing up to the number of tokens removed.
- A card that is to gainers what Butcher is to remodelers.
- The wording is based on Butcher although I am personally not that keen on it.
- Obviously it cannot gain $5 cards immediately, but it can if you also have coffers from other cards or have saved some from an earlier play of Kitchen.
- If you decide to keep all 4 coffers you have to gain a card costing $0, which will be self junking in most cases.
GalaThis has two "if" clauses, and it's not clear what the "otherwise" refers to - though I assume to the first "if". I think it's a bit too convoluted.
$4
If this is the first time you played a Gala this turn, gain a card costing up to $5 and, if it cost $5, each other player gains a Horse. Otherwise, gain a card costing up to $4.
Inspired by Bargain.
This has two "if" clauses, and it's not clear what the "otherwise" refers to - though I assume to the first "if". I think it's a bit too convoluted.
Gala
$4 - Action
Gain a card costing up to $4 (up to $5 if this is the first time you played a Gala this turn). If it cost $5, each other player gains a Horse.
Mill Town: Action, $5
+1 Card
+2 Actions
You may play one or more Treasures from your hand to gain a card, costing up to $1 per Treasure played.
(https://i.imgur.com/q0W6nzr.png)
I like the idea a lot, but I do agree it's probably swingy. If you happen to flip a Province or Colony with this, that's a huge windfall. Smugglers and Jester have clauses specifically to keep this from happening.
Yep, good word, LFN. I've updated the OP so to cap it at gaining $6 costs like Smugglers.
(https://live.staticflickr.com/65535/50689644412_24ab890371_b.jpg)QuoteRoyal Foundaries - $7
Action
+1 Action
Discard a card. Gain a card to your hand costing less than it. If you would gain a card costing more than this, instead trash this to gain that card to your hand.
Non-terminal gainer limited only by the price of the card you discard. The self trashing is only relevant in Colony/Platinum games or with similar cards.
(https://live.staticflickr.com/65535/50689644412_24ab890371_b.jpg)QuoteRoyal Foundaries - $7
Action
+1 Action
Discard a card. Gain a card to your hand costing less than it. If you would gain a card costing more than this, instead trash this to gain that card to your hand.
Non-terminal gainer limited only by the price of the card you discard. The self trashing is only relevant in Colony/Platinum games or with similar cards.
Does this need any of the complex stuff? Seems like "Discard a card. Gain a card to your hand costing less than it." would be fine at some cost. Obviously the +1 Action makes it strong, but that and "to your hand" already incentivizes you to gain non-Victory cards.
(https://live.staticflickr.com/65535/50689644412_24ab890371_b.jpg)QuoteRoyal Foundaries - $7
Action
+1 Action
Discard a card. Gain a card to your hand costing less than it. If you would gain a card costing more than this, instead trash this to gain that card to your hand.
Non-terminal gainer limited only by the price of the card you discard. The self trashing is only relevant in Colony/Platinum games or with similar cards.
Does this need any of the complex stuff? Seems like "Discard a card. Gain a card to your hand costing less than it." would be fine at some cost. Obviously the +1 Action makes it strong, but that and "to your hand" already incentivizes you to gain non-Victory cards.
Probably would be cleaner, but I have gotten feedback that it would be really strong with Colony/Platinum without the self trashing clause. There were concerns about power level. I am not sure anymore though.
Well it's worth testing. But I tentatively think needing to collide it with a Colony means that you're usually getting it late enough that gaining Platinum to your hand isn't going to be your entire strategy. Or if it is, you really have to do some work setting that up.
(https://i.imgur.com/YAyzteDh.png) | Quote from: Deploy DEPLOY |
At the start of your turn, put a card from the Queue mat into your hand. It doesn't matter how the card got there, or how many cards are on the mat, or (contrary to the card's name) what order they arrived in - you put exactly one card from it into your hand at the start of each of your turns.
Cards on the Queue mat are face up (the same as Exile).
All the rules around "Exile", the noun and the verb, apply to Queue. To "Queue" a card means to put it on your Queue mat. You can refer to a card on your queue mat as "In your Queue".
Monk - $4
Action
Trash a card from your hand. If there are no other copies of it in the trash, gain a card costing up to $5. If there are, you may replay this.
(https://i.imgur.com/ELYtcGA.png)This is a bit ambiguous if you use it to play Counterfeit-Copper; can you now gain a card costing up to $3 or up to $1? Unfortunately any way I can think of to make that ambiguity go away makes the design also more clunky, likeQuoteMill Town: Action, $5
+1 Card
+2 Actions
You may play one or more Treasures from your hand to gain a card, costing up to $1 per Treasure played.
You may set aside one or more Treasures from your hand. If you did, play them in any order, then gain a card costing up to $1 per Treasure you set aside.
QuoteMill Town: Action, $5
+1 Card
+2 Actions
You may play one or more Treasures from your hand to gain a card, costing up to $1 per Treasure played.
This is a bit ambiguous if you use it to play Counterfeit-Copper; can you now gain a card costing up to $3 or up to $1?
(https://i.imgur.com/9ECKPNz.png)QuoteMonk - $4
Action
Trash a card from your hand. If there are no other copies of it in the trash, gain a card costing up to $5. If there are, you may replay this.
QuoteMill Town: Action, $5
+1 Card
+2 Actions
You may play one or more Treasures from your hand to gain a card, costing up to $1 per Treasure played.
This is a bit ambiguous if you use it to play Counterfeit-Copper; can you now gain a card costing up to $3 or up to $1?
It seems clear to me that the answer in that situation is "up to $1" because Counterfeit played that Copper twice, Mill Town didn't play the Copper at all. And any rewording necessary to avoid all doubt also seems minor, such as adding "in this way" or "with Mill Town" at the end.
QuoteMill Town: Action, $5
+1 Card
+2 Actions
You may play one or more Treasures from your hand to gain a card, costing up to $1 per Treasure played.
This is a bit ambiguous if you use it to play Counterfeit-Copper; can you now gain a card costing up to $3 or up to $1?
It seems clear to me that the answer in that situation is "up to $1" because Counterfeit played that Copper twice, Mill Town didn't play the Copper at all. And any rewording necessary to avoid all doubt also seems minor, such as adding "in this way" or "with Mill Town" at the end.
I would have interpreted it as “up to $3” in this scenario so it would be great if LFN could clarify.
Would designing a card that Exiles cards costing $5 count for this, or do you want it specifically to gain cards?
It also matters for Venture, and potentially Capitalism.QuoteMill Town: Action, $5
+1 Card
+2 Actions
You may play one or more Treasures from your hand to gain a card, costing up to $1 per Treasure played.
This is a bit ambiguous if you use it to play Counterfeit-Copper; can you now gain a card costing up to $3 or up to $1?
It seems clear to me that the answer in that situation is "up to $1" because Counterfeit played that Copper twice, Mill Town didn't play the Copper at all. And any rewording necessary to avoid all doubt also seems minor, such as adding "in this way" or "with Mill Town" at the end.
I would have interpreted it as “up to $3” in this scenario so it would be great if LFN could clarify.
It would be "up to $1" in that case. I'm not super keen on adding more words just to clarify it on the card, though it also matters for Crown, so maybe. So far I think this is a FAQ thing.
And for any treasure played before also (with another mill town, for example).It also matters for Venture, and potentially Capitalism.QuoteMill Town: Action, $5
+1 Card
+2 Actions
You may play one or more Treasures from your hand to gain a card, costing up to $1 per Treasure played.
This is a bit ambiguous if you use it to play Counterfeit-Copper; can you now gain a card costing up to $3 or up to $1?
It seems clear to me that the answer in that situation is "up to $1" because Counterfeit played that Copper twice, Mill Town didn't play the Copper at all. And any rewording necessary to avoid all doubt also seems minor, such as adding "in this way" or "with Mill Town" at the end.
I would have interpreted it as “up to $3” in this scenario so it would be great if LFN could clarify.
It would be "up to $1" in that case. I'm not super keen on adding more words just to clarify it on the card, though it also matters for Crown, so maybe. So far I think this is a FAQ thing.
Bribe • $4 • Action
You may trash this and a Gold from your hand to gain 2 differently named cards from the Supply.
If you don't, Gold costs $2 less this turn.
Bronzeworks
$6 - Action
Gain a card costing up to $5. If you gained ...an Action card, put it on your deck and +1 Action; a Curse, +3 VP; anything else, put the gained card into your hand.
My Submission:
(https://i.imgur.com/YAyzteDh.png) Quote from: DeployDEPLOY
EVENT
Cost: $7
Gain a card costing up to $5. Queue it.
My submission is Deploy. It uses NoMoreFun's Queue (http://forum.dominionstrategy.com/index.php?topic=20894.msg875641#msg875641)mechanic. A quick reminder how it works:At the start of your turn, put a card from the Queue mat into your hand. It doesn't matter how the card got there, or how many cards are on the mat, or (contrary to the card's name) what order they arrived in - you put exactly one card from it into your hand at the start of each of your turns.
Cards on the Queue mat are face up (the same as Exile).
All the rules around "Exile", the noun and the verb, apply to Queue. To "Queue" a card means to put it on your Queue mat. You can refer to a card on your queue mat as "In your Queue".
Deploy gains a card costing up to $5 and (unless you have another card in your Queue), puts it into your hand at the start of your next turn. It is somewhat analogous to Reap, not (absent discounting) gaining as valuable a card, but providing more choices. It also permits interactions that require the gained card to be in your hand (e.g. throne variants, using Shephard on a gained Duchy, etc.), although not playing it immediately can also be a disadvantage (especially with actions).
Hostage Taker
Action - $4
Put this on your Tavern mat
-
When you shuffle your deck, you may call this, to gain a card costing up to $6, to the bottom of your deck
My Submission:
(https://i.imgur.com/YAyzteDh.png) Quote from: DeployDEPLOY
EVENT
Cost: $7
Gain a card costing up to $5. Queue it.
My submission is Deploy. It uses NoMoreFun's Queue (http://forum.dominionstrategy.com/index.php?topic=20894.msg875641#msg875641)mechanic. A quick reminder how it works:At the start of your turn, put a card from the Queue mat into your hand. It doesn't matter how the card got there, or how many cards are on the mat, or (contrary to the card's name) what order they arrived in - you put exactly one card from it into your hand at the start of each of your turns.
Cards on the Queue mat are face up (the same as Exile).
All the rules around "Exile", the noun and the verb, apply to Queue. To "Queue" a card means to put it on your Queue mat. You can refer to a card on your queue mat as "In your Queue".
Deploy gains a card costing up to $5 and (unless you have another card in your Queue), puts it into your hand at the start of your next turn. It is somewhat analogous to Reap, not (absent discounting) gaining as valuable a card, but providing more choices. It also permits interactions that require the gained card to be in your hand (e.g. throne variants, using Shephard on a gained Duchy, etc.), although not playing it immediately can also be a disadvantage (especially with actions).
I'm glad you liked the Queue mechanic but it isn't really necessary for this Event. Reap and Summon are official Events that set aside a card and do something with it next turn. Being able to delay a Duchy coming into your deck 2 turns is nice but so would getting multiple cards at the start of your next turn.
Quote Parole Officer ($6 Action - Command) |
Quote Parole Officer ($6 Action) |
My Submission:
QuoteParole Officer ($6 Action)
You may play a non-Duration Action card you have in Exile twice, returning it to Exile at the start of Clean-up.
When you gain this, you may Exile a card from the Supply costing less than this.
(Action cards played from Exile using this are removed from Exile until the start of Clean-Up.)
My Submission:
QuoteParole Officer ($6 Action)
You may play a non-Duration Action card you have in Exile twice, returning it to Exile at the start of Clean-up.
When you gain this, you may Exile a card from the Supply costing less than this.
(Action cards played from Exile using this are removed from Exile until the start of Clean-Up.)
In addition to what segura says about it being too good because it is better than Captain, it is much better to buy this card exiling Duchy than it is to buy Duchy. At worst, your last Parole Office does not do anything. That can make decisions about greening too simple.
(https://i.imgur.com/okDotVF.png)QuoteHostage Taker
Action - $4
Put this on your Tavern mat
-
When you shuffle your deck, you may call this, to gain a card costing up to $6, to the bottom of your deck
Delayed gainer, with Pearl Diver/Subdeck fan-mech interactions
I think there is also an infinite loop with Parole Officer, cost reduction, and an exiled Overseer (play Parole Officer as Overseer as Parole Officer twice…). The easiest solution seems to be to add the Command type and not let Parole Officer play Command actions.
(https://i.imgur.com/ELYtcGA.png)QuoteMill Town: Action, $5
+1 Card
+2 Actions
You may play one or more Treasures from your hand to gain a card, costing up to $1 per Treasure played.
(https://cdn.discordapp.com/attachments/797106542360002570/905937682893508618/Spinster.png)
Joining the ranks of Artisan is a new vanilla $5 gainer, Spinster! Get a high-quality artisinal piece of luxury clothing, or settle for a cheaper quickly-sewn-together article of clothing for a discount! I considered whether a $5-cost $5 gainer was balanced, to me Vampire shows that it can be, it has two upsides over a straight $5 workshop, namely the attack and the non-terminality of being a Night, but also two downsides, that it cant self-gain and that it has half the normal potential plays like a duration. I think those cancel out, and that the only reason a $5 workshop doesn't exist is that it would just be boring.
Master Merchant
④ Action - Duration
Set aside a card from your
hand (on this). At the start of
each of your turns while this
has a card set aside, put it
into your hand, and gain a
card costing exactly ①
more than it, setting it aside.
(https://i.imgur.com/ELYtcGA.png)QuoteMill Town: Action, $5
+1 Card
+2 Actions
You may play one or more Treasures from your hand to gain a card, costing up to $1 per Treasure played.
"You may play one or more Treasures" still sounds awkward to me. I've made this suggestion before, but I still think you should mirror's Artificer's text.
"Play any number of Treasures from your hand. You may gain a card costing (up to/exactly) $1 per Treasure played."
Same exact text as Artificer but replacing discard for play. Sounds more natural to me imo.
Quote Parole Officer ($6 Action - Command) |
LastFootNote's Mill Town (http://forum.dominionstrategy.com/index.php?topic=20953.msg880052#msg880052) LastFootNote, please confirm if that's the right version or if I should consider this one (http://forum.dominionstrategy.com/index.php?topic=20953.msg880241#msg880241) as the final one.