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Gold-Paved Road is way too automatic, everyone just trashes all their Coppers in the opening and still buys what they want normally. What would be more interesting is if it didn't give the +$1, and you had to decide if you wanted the economy or to trash it. You still can trash all your Coppers, but players will need to think more about when.
Gold Paved Road is too good in the endgame, you blow up all your yellow. I would stick with the simpler trash version, that is already pretty good."simpler trash version" I assume you just mean "Trash this" and that's it. I'd be okay with that. kinda sad, but probably the right call.
Pier is problematic for reasons similar to converting Coins into Coffers.
I have played with this a little, but it's extremely challenging, especially because of the issue of starting with 7 Coppers.Woah, you played with these? Thank you so much! I like your suggestion!
I also think Footpath is way too good. If you play a deck with only Treasures in it, it turns every non-Copper Treasure into a card strictly better than a Laboratory (since it can also be used for $). While foregoing Action cards may not be worth it for Silver-->Lab, with Ducat it's completely busted. You start Ducat-Ducat (thinning 2 Coppers), then use the Ducats' +Buy to rush the pile and get a bunch of $2 Labs (and access to +Buys). I'd suggest changing it to "+1 Card per $3 this costs (round down)."
Clean Boulevard, making Coppers into Treasure Thrones, is too good. It should come with some cost, like discarding a card, or a non-Copper clause.
I agree with segura on Clean Boulevard. While it doesn't affect turns 1 and 2 (absent certain Heirlooms), it massively accelerates your start after that, turning many of your Coppers into Silvers, then Golds, and (I would guess) making BM (or something close to it) the only viable strategy.Well that's too bad. I thought I had a pretty nice thing going. I guess I do have to add some cost to it, discarding sounds good. non-copper feels too sad.
I have played with this a little, but it's extremely challenging, especially because of the issue of starting with 7 Coppers.
I have played with this a little, but it's extremely challenging, especially because of the issue of starting with 7 Coppers.
I do think this is the big challenge with "Ways for Treasures."
Not exactly sure how this would impact things - i.e. you'd have to see how each of the above designs would have to change for this - but what if you had to spend a Buy to go down a Path? (or some cost, but using a buy fits with it being your buy phase / treasures)
So the original gold paved road (Trash this for $1) could work since also uses a buy.
In some ways this might make them too similar to events though? (I guess the different might be that they would all refer to "this" so it would be more of a variable costing event)
I have played with this a little, but it's extremely challenging, especially because of the issue of starting with 7 Coppers.Woah, you played with these? Thank you so much! I like your suggestion!
I also think Footpath is way too good. If you play a deck with only Treasures in it, it turns every non-Copper Treasure into a card strictly better than a Laboratory (since it can also be used for $). While foregoing Action cards may not be worth it for Silver-->Lab, with Ducat it's completely busted. You start Ducat-Ducat (thinning 2 Coppers), then use the Ducats' +Buy to rush the pile and get a bunch of $2 Labs (and access to +Buys). I'd suggest changing it to "+1 Card per $3 this costs (round down)."
Yeah, it's pretty hard to come up with good versions of these.
Pier • Path
Set this aside. Discard any copies of it you set aside using Pier.
At the start of each turn, play a card you set aside using Pier.
+$1
When you discard this from play this turn, put it onto your deck.
+1 CardSomewhat useful deck manipulators, the other 3 are basically using conditional effects to turn Coppers into Silvers temporarily
Take a card from your hand and put it anywhere in your deck.
Gold produces an extra $1 this turn.
If you’ve played 3 or more Actions this turn, +$2.
If you have exactly 7 cards in play, +$3.
I think that foot path is to good. Silvers are now labs and golds are now double labs.
These are the few Path cards I made that might still be worth the rules effortThanks for the ideas! You're Awesome! I'll put my thoughts about them here.
+$1Interesting. I've been trying to make "next turn" work, and topdecking is definitely it. I think I'll use Pier's theming for this. After that, though, I'm out of Ideas for Path Themes. I'll figure something out.
When you discard this from play this turn, put it onto your deck.
+1 CardThat is a great deck manipulator. I like it! the +Card has a reason to exist, I really enjoy that. Moonlit road?
Take a card from your hand and put it anywhere in your deck.
Gold produces an extra $1 this turn.Interesting. Weirdly, this works quite well. only thing that I know people will complain about is the advanced counting they'll have to do, but Coppersmith was a thing so I think it's fine. Merchant Street? Commerce Cul-de-sac?
If you’ve played 3 or more Actions this turn, +$2.I like that. it turns your Coppers to silvers on boards that have villages. interesting.
If you have exactly 7 cards in play, +$3.exactly one conditional gold. interesting, and would probably come up a bit, but feels just slightly too restricted. Still gonna make the card-thing though.