Furriers is the type of unbounded Militia that one should never ever do because it can lead to pins in 3P games.I knew it was too strong when I was making it. Couldn't find a nice simple way to simple way to say, don't discard to les than 2 cards in hand or someting.
Furriers is the type of unbounded Militia that one should never ever do because it can lead to pins in 3P games.I knew it was too strong when I was making it. Couldn't find a nice simple way to simple way to say, don't discard to les than 2 cards in hand or someting.
Furriers is the type of unbounded Militia that one should never ever do because it can lead to pins in 3P games.
Do the costs need to be strictly increasing? For example, if a pile contains some Potion or Debt costs and some coin costs, is that OK?
Tradesman
cost $2 - Action - Caste
+1 Action
+$1
+1 Buy
You may rotate the Caste.
You may immediately buy a card to topdeck it.
Crafter
cost $3 - Action - Caste
Gain a card costing up to $5.
Farmer
cost $4 - Action - Attack - Caste
You may trash a Treasure to gain a Gold.
Each other player gains an Estate.
Samurai
cost $5 - Action - Caste
+1 Action
You may Exile a Victory card.
+$1 per a Victory card on your Exile mat.
Japanese Caste, Shino-kosho.
Goldfish Peddler - $3
Action - Vendor
+1 Action
Look at the top 4 cards of your deck. You may play an Action from among them. Return the rest in any order.
You may rotate the Vendors.
Lantern Vendor - $4
Action - Vendor
Reveal the top card of your deck. If it is an Action, play it twice. Otherwise, put it onto your deck, +4 cards and +1 Action, then put 3 cards from your hand onto your deck in any order.
Noodle Cook - $5
Action - Vendor
+1 Card
+1 Action
Reveal the top card of your deck. If it costs $4 or less, put it into your hand. Otherwise, +$2.
Festival Square - $6
Action - Vendor
+4 Cards
You may exile a card from your hand. If it is an...
Action card, +2 Actions.
Treasure card, +$1.
Victory card, +1%.
Curse, trash it instead.
(https://i.imgur.com/YSqC91wh.jpg) (https://i.imgur.com/kMnw3Nkh.jpg) (https://i.imgur.com/tgJlafg.jpg) (https://i.imgur.com/amMkDHL.jpg)
The Gatherers. A series of cards, most of which interact with the other Gatherers.
Bounty acts as a mini non-terminal vassal. The effect be used now or at the start of your next turn, including the pile rotation. Isn't particularly strong but has good control over the Gatherers, which increase in power.
Huntsman is an Oasis variant, which is a card that is usually weak, however Huntress allows for DtX combos to always be in kingdom. It can also gain Gatherers, which is useful as most Gatherers are powerful when gained in multiples.
Huntress combos with Huntsman and sometimes Deerstalker, with it's DtX. If you don't have a Gatherer in hand, it can still trash, but terminally. In combination with the other Gatherers it can be very powerful.
Deerstalker is a double lab with +buy, but makes you discard a card, and gets less powerful when played in multiples.
(https://i.imgur.com/8mozfRj.png) (https://i.imgur.com/4NYcnK4.png) (https://i.imgur.com/4IO81Wm.png) (https://i.imgur.com/a2yL0Os.png)
Compass begins the game similar to a Goat but is eventually able to gain Action cards, provided it is played immediately preceding an Action. Typically, Treasures will be played after Actions, so you're likely gonna need some help to pull this off.
Chest is a delayed Tiara that can't topdeck. Take a coin as compensation. Oh look, now you can start your next turn with a Compass.
Merchandise acts as a Grand Market if you can find a way to gain a card in your Action phase. Worst case scenario, it's a Silver you can play to buy a second card.
Ancient Texts is another way to get Treasures in play during your Action phase, while also forcing your opponents to discard them.
(https://preview.redd.it/43ncanjj3hl81.png?width=1403&format=png&auto=webp&s=bb4ea65d0041ef9521994487f4c56d71f08b160e)
I know how little you like to read, so only 1 card; my first rotating pile; and it came out during allies previews. It uses unused cards like BM or YW.You can even get another split pile (partially) inside. In such a case, the pile gains the other split pile type as well if it a rotator. In the case of small castle, the pile also has the. castle type, which is interesting in 2p games with castles. Similarly a night can be taken. Unlike BM, horses and non-supply cards (that say so) cannot be chosen, but unlike YW cards are selected individually which allows for non-normal cards. If you get a night or zombie such that there is only 1 copy normally, using blanks is a good option.
No picture is showing up for me.
(https://imgur.com/DDOx4hP.png)
The Curios: They come with an Heirloom and a custom mat. The theme of this split pile is to amass an impressive collection of as many different cards as possible.
Kintsugi probably features a wrong Coin cost.
They all look pretty weak except for Vitrine which is basically a buffed Island.
Conservator does not work due to TfB like Salvager and Forge. This already occurred when people tried Exile instead of trash.
About Conservator, you do not want to get Green off any mat anyway so it is literally the same as Exile. Trash Province with Salvager, reveal Conservator to put it onto the mat instead, get enough Coins to buy at least buy another Province.
Regarding the TfB, my hope was to make it worthwhile to go for Vitrine or Wunderkammer instead of another province thanks to TfB making that easier, drawing out the game with a larger VP count. For example a game with Animal Fair and Salvager.About Conservator, you do not want to get Green off any mat anyway so it is literally the same as Exile. Trash Province with Salvager, reveal Conservator to put it onto the mat instead, get enough Coins to buy at least buy another Province.Kintsugi probably features a wrong Coin cost.
They all look pretty weak except for Vitrine which is basically a buffed Island.
Conservator does not work due to TfB like Salvager and Forge. This already occurred when people tried Exile instead of trash.
It might be about right for the first and 4th, but the second stops Knitsgi from earning points, and the third is needed to make up for it considering the cost.
Why won't conservator work? I can see why TfB cannot work with exile (you can get the benefit more) but you cannot get a card back from CoC, unlike the trash in some games.
Quote Put this on your Tavern mat | Stone of Transformation Early game remodeler with mandatory pile rotating. Can even turn cards into gold when combined with Stone of Improvement. |
Quote Put this on your Tavern mat | Stone of Improvement Got a card you don't like or (up to) $2 short of the card you needed? The Stone of Improvement's got your back! A savable Silver that defends against junkers, let's you gain $5's with SoT or puts a Province for sale at $6. |
Quote Choose one: +$2 and +1 Buy; or gain a Reserve card onto your Tavern mat. | Stone of Preparation Gains Reserve cards directly onto you Tavern mat. Good with any reserve card (except Wine Merchant) and turns into a Silver+ when all reserve cards are gone. If you somehow manage to get it on your Tavern mat, you can have a great shot at a double-province turn. |
Quote $2 | Stone of Repetition A throne room for reserve cards (except Wine Merchant). Allows you to have a silver in your deck instead of an otherwise dead card, and the only way to return a Stone of Preparation to your Tavern mat. |
(https://live.staticflickr.com/65535/52301335026_59497ab862_b.jpg)QuoteLantern Vendor - $4
Action - Vendor
+1 Action
Reveal the top card of your deck. If it is an Action, play it twice. Otherwise, +4 cards, then put 2 cards from your hand onto your deck in any order.
(https://live.staticflickr.com/65535/52301335026_59497ab862_b.jpg)QuoteLantern Vendor - $4
Action - Vendor
+1 Action
Reveal the top card of your deck. If it is an Action, play it twice. Otherwise, +4 cards, then put 2 cards from your hand onto your deck in any order.
Maybe I'm wrong, but Lantern Vendor feels way OP. If you don't find an Action card, the effect is strictly better than Lab, which costs $5. If you do find one, you're effectively getting a Throne Room + cantrip (with a virtual +Card). The fact that you don't get to choose which card to throne (absent the ability to place it there, which both LV and Goldfish Peddler allow) makes it not strictly better than Throne Room, but it's still very strong. Even as a card in a rotator pile that's hard to get to, this seems way too powerful.
It's also ambiguous when a revealed non-Action would go back onto the deck.
Name: Novice
Cost: $3
Types: Action, Viking
You may rotate the Vikings. Gain a Viking. Return this to the Viking pile.
Name: Privateer
Cost: $4
Types: Action, Victory, Viking
You may rotate the Vikings up to two times. Gain a Viking. Return this to the Viking pile.
1 VP
Name: Paladin
Cost: $5
Types: Action, Victory, Viking
You may rotate the Vikings up to three times. Gain a Viking. Return this to the Viking pile.
3 VP
Name: Valhalla
Cost: $6
Types: Victory, Viking
7 VP
When you gain this, rotate the Vikings.
My submission:QuoteName: Novice
Cost: $3
Types: Action, Viking
You may rotate the Vikings. Gain a Viking. Return this to the Viking pile.QuoteName: Privateer
Cost: $4
Types: Action, Victory, Viking
You may rotate the Vikings up to two times. Gain a Viking. Return this to the Viking pile.
1 VPQuoteName: Paladin
Cost: $5
Types: Action, Victory, Viking
You may rotate the Vikings up to three times. Gain a Viking. Return this to the Viking pile.
3 VPQuoteName: Valhalla
Cost: $6
Types: Victory, Viking
7 VP
I present to you, a series of Treasure-Reserve cards: The Stones! (not 'rolling')
(https://i.postimg.cc/0yMgKfzP/Stone-Of-Transformation.png)(https://i.postimg.cc/X7DSvh7s/Stone-Of-Improvement.png)(https://i.postimg.cc/8CMqtzdY/Stone-Of-Preparation.png)(https://i.postimg.cc/MphC7QBR/Stone-Of-Repetition.png)The goal of this pile is usually to get a Stone of Preparation onto your Tavern mat, and then return it with a Stone of Repetition. Strong pile control is required to set this up and might be outpaced by other strategies if your opponent messes with the pile. A few Stones of Improvement can quickly snatch enough Provinces to win the game, especially when combined with a Stone of Repetition.
QuotePut this on your Tavern mat
At the start of your turn, you may call this to trash a card from your hand, gain a Silver and rotate the stonesStone of Transformation
Early game remodeler with mandatory pile rotating. Can even turn cards into gold when combined with Stone of Improvement. QuotePut this on your Tavern mat
When you gain a card, you may call this to exchange it for a card costing up to $3 more sharing a type with it.Stone of Improvement
Got a card you don't like or (up to) $3 short of the card you needed? The Stone of Improvement's got your back! Defends against Charlatan or puts a Province for sale at $5 (as long as Duchies last). QuotePut this on your Tavern mat
At the start of your turn, you may call this to discard your hand for +6 Cards, +$2 and +1 Buy.Stone of Preparation
Gains Reserve cards directly onto you Tavern mat. Good with any reserve card (except Wine Merchant) and turns into a Silver+ when all reserve cards are gone. If you somehow manage to get it on your Tavern mat, you can have a great shot at a double-province turn. Quote+$2 Put this on your Tavern mat
When you call a card (not Stone of Repetition), you may call this to put it on your Tavern map.Stone of Repetition
A throne room for reserve cards (except Wine Merchant). Allows you to have a silver in your deck instead of an otherwise dead card, and the only way to return a Stone of Preparation to your Tavern mat.
These are horrible. In my defense, I've never actually played with rotating split piles before and got re-obsessed with this game like a week ago after literal years away from it. Also I made this at like 1 AM.
Disclaimers over. Here's my entry.
(https://dominioncards.mrhitech.repl.co/faithful/worshiper.png)(https://dominioncards.mrhitech.repl.co/faithful/priest.png)(https://dominioncards.mrhitech.repl.co/faithful/cleric.png)(https://dominioncards.mrhitech.repl.co/faithful/deity.png)
My submission:QuoteName: Novice
Cost: $3
Types: Action, Viking
You may rotate the Vikings. Gain a Viking. Return this to the Viking pile.QuoteName: Privateer
Cost: $4
Types: Action, Victory, Viking
You may rotate the Vikings up to two times. Gain a Viking. Return this to the Viking pile.
1 VPQuoteName: Paladin
Cost: $5
Types: Action, Victory, Viking
You may rotate the Vikings up to three times. Gain a Viking. Return this to the Viking pile.
3 VPQuoteName: Valhalla
Cost: $6
Types: Victory, Viking
7 VP
Intresting minigame to get points. Because the cards go to the top of the deck, this is going to quickly become a messy deck, and rotating the deck with only Novices will be as if you didn't rotate at all for the first buys. Kindof like a traveler, but more unique. If there was a way to get Valhalla more expensive, it would be good, so that they aren't strictly better than provinces, 2+ duchies, or 3+ estates. (Currently, if you buy the last non-valhalla on Valhalla, you are setting the next player(s) up for getting good cards.
Also, once the Valhalla's are gone, there is no benefit for you to get one, or to not trash the ones you have. I suggest either upping the costs to 3/5/7/9 and giving Paladin VP and both Privateer and paladin an additional effect would be good. Once the first Valhalla has been grabbed, only sabotage and cost references can make Paladin be more desirable than Novice.
--edited for brevity--The goal of this pile is usually to get a Stone of Preparation onto your Tavern mat, and then return it with a Stone of Repetition. Strong pile control is required to set this up and might be outpaced by other strategies if your opponent messes with the pile. A few Stones of Improvement can quickly snatch enough Provinces to win the game, especially when combined with a Stone of Repetition.
QuotePut this on your Tavern mat
At the start of your turn, you may call this to trash a card from your hand, gain a Silver and rotate the stonesStone of Transformation
Early game remodeler with mandatory pile rotating. Can even turn cards into gold when combined with Stone of Improvement. QuotePut this on your Tavern mat
When you gain a card, you may call this to exchange it for a card costing up to $3 more sharing a type with it.Stone of Improvement
Got a card you don't like or (up to) $3 short of the card you needed? The Stone of Improvement's got your back! Defends against Charlatan or puts a Province for sale at $5 (as long as Duchies last). QuoteChoose one: +$2 and +1 Buy; or gain a Reserve card onto your Tavern mat.
At the start of your turn, you may call this to discard your hand for +6 Cards, +$2 and +1 Buy.Stone of Preparation
Gains Reserve cards directly onto you Tavern mat. Good with any reserve card (except Wine Merchant) and turns into a Silver+ when all reserve cards are gone. If you somehow manage to get it on your Tavern mat, you can have a great shot at a double-province turn. Quote+$2 Put this on your Tavern mat
When you call a card (not Stone of Repetition), you may call this to put it on your Tavern map.Stone of Repetition
A throne room for reserve cards (except Wine Merchant). Allows you to have a silver in your deck instead of an otherwise dead card, and the only way to return a Stone of Preparation to your Tavern mat.
The one problem with SoP is that I have is that it makes splits useless, if you win the split then your opponent basically doesn't want the fourth except to set you back. Otherwise seems pretty good.
For what it's worth, I had forgotten to put the on-gain rotating on Valhalla; it's there now, which might change your analysis a little. Thanks for the feedback though! It sounds like you might have missed that Privateer and Paladin are also worth VP? And I think the fact that Valhalla is strictly better than Province (and Paladin strictly better than Duchy) is fine because they're generally not going to be available during your buy phase unless you put some extra effort into it; but I could be wrong about that.
I'd argue that getting a SoP is still useful as a gainer for the other stones. In particular, SoR still shines when used with SoI rather than SoP (both netting +$4 per play (was +$5 for SoI), with SoP providing an extra card and buy for the difficult setup). Uncontested, getting a SoP onto your tavern mat will likely take about 4 shuffles, and another to also get a SoR ready. A well-timed SoT of your opponent can delay that another shuffle.
Anyways, with a split pile of reserve cards I just had to create a reserve-replayer and a reserve gainer that gained onto your Tavern mat.
Carousel
Action/Duration/Carnival - $2
+$3
+1 Buy
For the rest of the game, at the start of your turns, rotate the Carnivals. If this puts a Duration on top, +1 Card.
Juggler
Action/Carnival - $3
Do all three in any order:
Draw until you have 5 cards in hand;
Discard a card;
Trash all but 3 cards in your hand
Slippery Dip
Action/Carnival - $4
+2 Actions
Choose one: +1 Card and rotate the Carnivals; or +$2 and discard a card.
Funhouse
Action/Duration/Carnival - $5
At the start of your next turn, +$3 and +1 Buy. Until then, when a pile is rotated (using the word "rotate"), +1 Card.
__________________________
Concept: You almost definitely want a Carousel, which sets the pile spinning. Each of the cards in the pile contains something useful and it might be the only example in the game - Trashing, +Actions, +Buy.
(https://i.imgur.com/QJgs7ru.png) | (https://i.imgur.com/zR8xHCD.png) | (https://i.imgur.com/tiYP8mY.png) | (https://i.imgur.com/iWI8KXb.png) |
Quote WaterThis card is based on Boons The Sea's Gift and The River's Gift, as it gives the player a choice when they want the cards and also felt quite like a Seaside card. This is simple card and should provide players with a decent draw effect to power up their decks. Also the simple draw might help with the other cards from the this pile as they are mostly card disadvantage. | Quote EarthThis card is based on Boon The Earth's Gift as is focused as a gainer and linked to Treasures. After seeing Salt the Earth this card become a Treasure version of Lurker and to help is combo with later cards in the Pile it gained the reaction from Weaver. | Quote FireThis card is based on Boon The Flame's Gift as a trasher. As most Trashers are purchased early on and this card is buried under the other Elements it was tuned up to be a somewhat unique and powerful trasher. Most trash effects that hit multiple cards at once are a trade off of current power, as in the card in hand are useful for that turn, for a better deck. This card cheats that by trashing card in the discard which typically overpowered but this card is slow to acquire and terminal. Hopefully that enough to keep it from being too broken. This also combos with Earth as a way to discard it and a way to get Treasures in the Trash. | Quote AirThis card is based on Boon The Wind's Gift as so can see the +2 Cards and Discard 2 cards. The tricky part was making a good card with that text at $5 and it felt fun to do a bunch of simple 2s. This card combos with Fire a bit as it fills the discard with Trash-able targets. This card combos with Earth as a discard outlet. As mentioned before the card disadvantage of this card can be recouped with Water. Overall I hope this card is good enough for players to want in may decks as it functions like a Festival with a bit of card selection on top. |
Water
$2
Action - Duration - Element
Either now or at the start of your next turn, +2 Cards.
You may rotate the Elements.
You may rotate the Elements.
Either now or at the start of your next turn, +2 Cards.
Either now or at the start of your next turn:
+2 Cards.
You may rotate the Elements.
Earth
$3
Action - Reaction - Element
Choose one: Trash a Treasure from the Supply; or gain a Treasure from the trash to your hand.
-
When you discard this other than in Clean-up, you may play it.
Fire
$4
Action - Element
Put your deck into your discard pile. Look through it and you may trash up to 2 cards from it.
QuoteYou may rotate the Elements.
Either now or at the start of your next turn: +2 Cards.
I can see what you're trying to do with Earth and Fire, but as worded by the time you're looking at Earth in your discard, you've already discarded it, so it's too late to play it.
I can see this working as an online-only card, but you couldn't do that physically unless you said something like, "Reveal every card in your deck, then discard the revealed cards". That would allow the user to react to this (as well as Tunnel)
Speaking of Tunnel, you can't reveal it in response to putting your deck into your discard pile, so that ruling would hold for Earth too.
https://boardgames.stackexchange.com/questions/7389/when-you-use-chancellor-to-discard-your-deck-do-you-gain-a-gold-for-each-tunnel
My submission:
Graper
$3
Action - Oinos
Reveal the top 2 cards of your deck and discard them. +$1 per differently named card. If they're both Victory cards, +1 Action
You may rotate the Oinos
Vintner
$4
Action - Reaction - Oinos
+1 Card
+1 Action
Gain a Silver to your hand.
-
When you discard this other than in Clean-up, look at the top 4 cards of your deck. Discard any number, and put the rest back in any order.
Taverner
$5
Action - Reserve - Oinos
+3 Cards
+1 Buy
Put this on your Tavern mat
--
At the start of your Buy phase, you may call this for +2 Buys, and you may rotate the Oinos.
Sommelier
$6
Action - Oinos
You may play a Treasure or Victory card from your hand.
+1vp per $2 it costs, (round down).
Scott_pilgrim
Vikings: Since these cards are all quite similar I’ll just group them together. I do think that Valhalla is priced fairly since the on-gain effect makes it much more difficult to obtain multiple of them than Provinces (Provinces also obviously have the game end condition tied to them, whereas these do not). The main problem I see with this pile is that the third card will likely be skipped over most of the time. Starting off with a Novice, you can either not rotate and gain another Novice (which of course doesn’t accomplish anything) so you would rotate and gain a Privateer. The next turn you could either rotate and gain a Paladin, or a Valhalla, and then rotate back into Novices. Unless a player chooses to gain the lower value Paladin for themselves, this cycle will never stop until all the Valhallas are gone. I think that a pile like this is interesting and could work out, but the rotations need to be reworked to make all 4 cards have more equal appearances.