Lockbox
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
Star Charts
Types: Action Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
Shipwreck Cove
Types: Action Attack Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
Harbourmaster
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
Tariff
Types: Action Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.
While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Beacon (A)
Types: Action
Cost: $6
+1 Action.
While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.
Cottage
Types: Action Duration
Cost: $3
+2 Cards. +2 Actions. Put 2 cards from your hand on top of your deck. At the start of your next turn, reveal the top 2 cards of your deck. You may discard one of them. You may trash one of them. Put the rest back in any order.
Ship of the Line
Types: Action Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.
While this is in play, Victory cards cost $1 more.
Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
Shipyard (A)
Types: Action Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
Thugs
Types: Action Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
Cannon
Types: Action Attack Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
Martello
Types: Action Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.
While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.
Kraken
Types: Action Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.
When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
Flagship
Types: Action Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
Vessel
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.
While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
Beacon (B)
Types: Action Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.
While this is in play, when you gain a card, trash that card or put it on top of your deck.
Dispatch
Types: Action Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Treasure Fleet
Types: Action Duration
Cost: $4
+1 Buy. +$2. When you buy a card this turn, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, +1 Buy and put the set aside card into your hand.
Commune
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
Customs Officer
Types: Action Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
Supply Ship
Types: Action Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.
Drift Bottle
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.
Setup: Put a Silver on the Drift Bottle mat.
Clarification: There is just one communal Drift Bottle mat.
Royal Armada
Types: Action Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
Raider
Types: Action Attack Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.
Seafarer's Charm
Types: Treasure Reaction
Cost: $0
Worth $1.
When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.
Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.
When you shuffle, put this at the bottom of your deck.
Clarification: Seafarer's Charm and Sunken Treasure are not Kingdom Cards. Each player begins with one of each in place of two starting Coppers. Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back. When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
Shipyard (B)
Types: Action Duration
Cost: $5
+2 Cards. Set aside a card from the Supply costing up to $6. While it is set aside, copies of it cost $1 less, but not less than $0. At the start of your next turn or when the game ends: Gain the set aside card.
Docks (A)
Types: Action Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
Fishmonger
Types: Action Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
Scalawag
Types: Action Attack Duration
Cost: $3
Each player may trash a Copper from his hand. If you trashed a Copper, each other player gains a Curse. At the start of your next turn, +1 Card for each Scalawag that any player has in play. If there is more than one in play, trash this.
While this is in play, when another player plays an Attack card, you may discard this. If you do, gain a Silver, putting it on top of your deck.
Convoy
Types: Action Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.
While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.
Harbour
Types: Action Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
Shipyard (C)
Types: Action Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.
While this is in play, when you would gain a card, you may gain a Copper instead.
Expedition
Types: Action Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.
While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.
Voyage
Types: Action Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.
When you would discard this from play, instead, trash this and gain a Voyage.
Old Seafarer
Types: Action Duration
Cost: $6
Before the Clean-up phase, set aside cards in your play area. At the start of your next turn, discard your hand, put the set-aside cards into your hand, and each other player draws a card.
While this is in play, you may not play an Old Seafarer.
Settlement
Types: Action Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.
Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
Coastal Raiders
Types: Action Attack Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
Sea Harvest
Types: Action Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
Shipyard (D)
Types: Action Duration
Cost: $5
+2 Cards. Put a card from your hand on top of your deck. At the start of your next turn, gain a card costing up to $4, putting it into your hand.
Recycle | yuma | 10 |
Observatory | Archetype | 10 |
Investment | LastFootnote (Enterprise) | 6 |
Dispatch | LastFootnote (bona-fide) | 6 |
Harbourmaster | Schneau | 5 |
Flagship | A Drowned Kernel | 5 |
Dock (B) | ChocophileBenj | 5 |
Royal Armada | lehmacdj | 4 |
Seafarers Charm/Sunken Treasure | SirPeebles | 4 |
Shipyard ( C) | eHalcyon | 4 |
Sea Harvest | angrybirds | 4 |
Clipper | LuciferousPeridot | 3 |
Cottage | HeavyD | 3 |
Ship of the Line | market squire | 3 |
Kraken | jackelfrink | 3 |
Supply Ship | Watno | 3 |
Scalawag | andwilk | 3 |
Harbour | achmed_sender | 3 |
Voyage | markusin | 3 |
Settlement | kn1tt3r | 3 |
Coastal Raiders | werothegreat | 3 |
Beacon (A) | Guy Srinivasan | 2 |
Shipyard (A) | scott_pilgrim | 2 |
Martello | RobertJ | 2 |
Beacon (B) | nopawnsintended | 2 |
Customs Officer | Saucery | 2 |
Docks (A) | soulnet | 2 |
Expedition | XerxesPraelor | 2 |
Shipyard (D) | jamespotter | 2 |
Lockbox | cluckyb | 1 |
Star Charts | WanderingWinder | 1 |
Tariff | mail-mi | 1 |
Fisherman | GwinnR | 1 |
Thugs | Eggplantation | 1 |
Cannon | KingZog3 | 1 |
Vessel | Powerman | 1 |
Mermaid | Asper | 1 |
Treasure Fleet | Just a Rube | 1 |
Commune | NoMoreFun | 1 |
Raider | ignorentmen | 1 |
Shipyard (B) | Fragasnap | 1 |
Fishmonger | JackRudd | 1 |
Convoy | Kirian | 1 |
Shipwreck Cove | Robz888 | 0 |
Drift Bottle | ray | 0 |
Old Seafarer | StrongRhino | 0 |
It's time to play everyone's favorite game:
Guess how many of the Seaside submissions will be Duration cards!
Seriously, though, isn't "I want more durations" like the #1 reason people want treasure chests?
No wait, actually seriously, let's have that guessing game.
I feel like I'm the only one who isn't a huge fan of Duration cards. I mean, they're fine. But I always find them to be a clumsy idea. The biggest appeal that I see is that you can print a bunch more vanilla cards. I feel like Outpost or Tactician could have been done without the Duration type by adjusting the original rules appropriately.
I feel like I'm the only one who isn't a huge fan of Duration cards. I mean, they're fine. But I always find them to be a clumsy idea. The biggest appeal that I see is that you can print a bunch more vanilla cards. I feel like Outpost or Tactician could have been done without the Duration type by adjusting the original rules appropriately.
I agree for the most part. I wouldn't call them clumsy, but I'm against Durations for their own sake. I think we've got enough "vanilla" Durations. If a card is a Duration card, it should be because that's the best way to implement a cool idea.
I have a spreadsheet of my cards ideas (I know, nerd) with 171 cards. Only 5 of those are Durations, and I only semi-like 2 of those. So, I wouldn't be surprised if I don't submit a Duration card. But, I'll be trying to come up with new cards all week, so who knows??You crazy! This contest marks my very first attempts at a fan card.
Yes, each Duration card would set up an event to happen "at the start of your next turn", and if multiple things happen at the same time (to the same player), that player chooses the order.
Probably better not have Duration cards that attack yourself though...
Are we allowed to submit cards from the rinkworks contest? I wouldn't mind resubmitting "Barge".
Yes, each Duration card would set up an event to happen "at the start of your next turn", and if multiple things happen at the same time (to the same player), that player chooses the order.
This is the one contest I really want to do well in. The rest were just practice. :)
I just have a wording problem i'm not sure about how to solve.
Yes, each Duration card would set up an event to happen "at the start of your next turn", and if multiple things happen at the same time (to the same player), that player chooses the order.
Probably better not have Duration cards that attack yourself though...
Yes, each Duration card would set up an event to happen "at the start of your next turn", and if multiple things happen at the same time (to the same player), that player chooses the order.
Probably better not have Duration cards that attack yourself though...
Actually i kind of like the idea. Usually Durations are bad now and good later. Turning this around could be used in an interesting way, i think.
Here are some Seaside-ish card names I have written down:
Observatory
Fisherman
Pirate
Admiral
Port Town
Harbour
Shoals
Pier
Docks
Not sure why I put Observatory in there... I was probably inspired by Lookout? Who knows.
I don't yet have any interesting ideas for Seaside, crazy or otherwise.
Yes, each Duration card would set up an event to happen "at the start of your next turn", and if multiple things happen at the same time (to the same player), that player chooses the order.
Probably better not have Duration cards that attack yourself though...
Actually i kind of like the idea. Usually Durations are bad now and good later. Turning this around could be used in an interesting way, i think.
Have you thought about why all of the current Duration cards work in the exact opposite way that you are proposing? Maybe there's a reason?
It's time to play everyone's favorite game:
Guess how many of the Seaside submissions will be Duration cards!
It's time to play everyone's favorite game:
Guess how many of the Seaside submissions will be Duration cards!
It's more like:
Guess how many people will write Duration cards that assume that Duration effects happen because the Duration card is still out. They don't. It's a reminder, people! It stays out as a reminder.
It's time to play everyone's favorite game:
Guess how many of the Seaside submissions will be Duration cards!
It's more like:
Guess how many people will write Duration cards that assume that Duration effects happen because the Duration card is still out. They don't. It's a reminder, people! It stays out as a reminder.
Which suggests an interesting design space of cards that stay out but don't do anything on the next turn... presumably their on play would be very powerful, so they'd be left out in order to be played less often.
It's more like:
Guess how many people will write Duration cards that assume that Duration effects happen because the Duration card is still out. They don't. It's a reminder, people! It stays out as a reminder.
It's more like:
Guess how many people will write Duration cards that assume that Duration effects happen because the Duration card is still out. They don't. It's a reminder, people! It stays out as a reminder.
I guess I see the point, although they are not JUST reminders. They reduce the cost of Peddler, for instance.
Sure, but I've already gotten a couple of submissions that assume if a Duration leaves play early, its effects are cancelled. They are not!
I only got to read part of your post just now, SirPeebles, but I will read the rest soon. However, I wanted to say that Outpost is not a Duration to remind you to take another turn. It's a Duration to remind you to only draw 3 cards.
I only got to read part of your post just now, SirPeebles, but I will read the rest soon. However, I wanted to say that Outpost is not a Duration to remind you to take another turn. It's a Duration to remind you to only draw 3 cards.
I still don't like that as a reason, since that is still something which happens this turn. Also, you still really don't need a reminder for something which happens less than a second after you would have discarded the Outpost.
In fact, reshuffles aside, the Duration Type is something of a bonus on this bizzarro Wharf; it would probably have to cost more than $8 rather than $8. So a "strong now, weak later" Duration card would cost more than the strong effect, rather than less, which does not help to expand the design space. You'd be better off just printing the strong effect without the tiny later bonus.Thanks for these interesting thougts. I do also prefer "weak now, strong later". But I don't really understand your reason why a card with reversed effects should cost more. Okay "strong now, weak later" is less fun, but why should it be considered weaker?
Of course, with the Wharf example, the strong effect leads to drawing your deck, so the reshuffle issue is more acute. Imagine instead a Duration card which is "Pearl Diver now, Familiar later". That card would be worth less than Familiar. On the other hand, "Familiar now, Pearl Diver later" would tend to be worth more than Familiar. Yet despite being the stronger of the two cards, I think the latter feels less fun.
The cantrip effect is a mechanical reason why it will naturally be better. On the other hand, that's not entirely preventable (you could stick a cantrip effect onto this turn as well).In fact, reshuffles aside, the Duration Type is something of a bonus on this bizzarro Wharf; it would probably have to cost more than $8 rather than $8. So a "strong now, weak later" Duration card would cost more than the strong effect, rather than less, which does not help to expand the design space. You'd be better off just printing the strong effect without the tiny later bonus.Thanks for these interesting thougts. I do also prefer "weak now, strong later". But I don't really understand your reason why a card with reversed effects should cost more. Okay "strong now, weak later" is less fun, but why should it be considered weaker?
Of course, with the Wharf example, the strong effect leads to drawing your deck, so the reshuffle issue is more acute. Imagine instead a Duration card which is "Pearl Diver now, Familiar later". That card would be worth less than Familiar. On the other hand, "Familiar now, Pearl Diver later" would tend to be worth more than Familiar. Yet despite being the stronger of the two cards, I think the latter feels less fun.
I think the next turn effect is just naturally better because it may be considered as a cantrip.
Of these three effects, only Lighthouse does the "while in play" effect. This is really an interesting area to explore for card designs in my opinion, although I did not submit such a card.;D
Barge is another card that won a challenge with another interesting "while in play" effect, except you could benefit for your 2 turns (and it helps with opponents attacks too. And BTW, rules clarifications about a fan card : if you gain a curse with Torturer, can you immediately trash it with Barge ?)
This was one of my favourite winners of the previous challenge (or rather one of the few winners I enjoyed)
Barge says: "While this is in play, when you gain a card, you may trash a card from your hand." So let's see:
Opponent plays Torturer. You choose to gain the Curse, putting it into your hand. The question is whether "gain the Curse, putting it into your hand" is one atomic action or two separate actions. Does that Curse hit your discard pile first? I think it's one atomic action, but I am not sure. If it is atomic, then you can trash it with Barge. If not, then no. Anyone have a source for this? FWIW, the official FAQ (as listed on the wiki (http://wiki.dominionstrategy.com/index.php/Torturer) says that "Gained Curses go to the players' hands rather than their discard piles." This suggests that the Curse goes directly to hand, which suggests atomicity and that Barge can indeed trash it.
Barge says: "While this is in play, when you gain a card, you may trash a card from your hand." So let's see:
Opponent plays Torturer. You choose to gain the Curse, putting it into your hand. The question is whether "gain the Curse, putting it into your hand" is one atomic action or two separate actions. Does that Curse hit your discard pile first? I think it's one atomic action, but I am not sure. If it is atomic, then you can trash it with Barge. If not, then no. Anyone have a source for this? FWIW, the official FAQ (as listed on the wiki (http://wiki.dominionstrategy.com/index.php/Torturer) says that "Gained Curses go to the players' hands rather than their discard piles." This suggests that the Curse goes directly to hand, which suggests atomicity and that Barge can indeed trash it.
It's one atomic action.
On another note, a card that attacks next turn is a bad idea, since it's hard to track whether each player revealed a Moat when you first played it.
On another note, a card that attacks next turn is a bad idea, since it's hard to track whether each player revealed a Moat when you first played it.
It's less confusing than processioning a duration card.
On another note, a card that attacks next turn is a bad idea, since it's hard to track whether each player revealed a Moat when you first played it.
It's less confusing than processioning a duration card.
No it isn't. With Procession, you leave a Procession out as a reminder. There's nothing to leave out to indicate Moat status.
And even if it is, that's not a great excuse anyway.
On another note, a card that attacks next turn is a bad idea, since it's hard to track whether each player revealed a Moat when you first played it.
It's less confusing than processioning a duration card.
No it isn't. With Procession, you leave a Procession out as a reminder. There's nothing to leave out to indicate Moat status.
And even if it is, that's not a great excuse anyway.
There isn't a way to tell which card was processioned if there are two durations in the supply. I do agree with you that it's not a great idea (even if that was my submission), but it's not a terrible idea either. Saying it's too straining on your memory to remember if you revealed a moat is a poor excuse against it.
I think it seems clear from the wording on Lighthouse that it would need to be in play when the Attack card is played in order to block it. It says "While this is in play, when another player plays an attack card..." So was the attack card played while Lighthouse was in play? If not, then Lighthouse can't block it.On another note, a card that attacks next turn is a bad idea, since it's hard to track whether each player revealed a Moat when you first played it.
It's less confusing than processioning a duration card.
No it isn't. With Procession, you leave a Procession out as a reminder. There's nothing to leave out to indicate Moat status.
And even if it is, that's not a great excuse anyway.
There isn't a way to tell which card was processioned if there are two durations in the supply. I do agree with you that it's not a great idea (even if that was my submission), but it's not a terrible idea either. Saying it's too straining on your memory to remember if you revealed a moat is a poor excuse against it.
Another strike against DurationAttack is that people who didn't read the FAQ will try to reveal Moat on the second turn, when the attack takes effect. This strike also exists for e.g. Noble Brigand, though, so it needn't be fatal to a card.
(And, um, I can't quite figure out how DurationAttack would interact with Lighthouse, either.)
Similarly, I wouldn't think there's any ambiguity at all with Moat, even if you never read the FAQ. It very clearly says right on the card "When another players plays an attack card, you may reveal..." Did another player just play an attack card? If not, then you can't reveal it.Well, probably not everyone reads cards carefully. I'm sure some people play Dominion just as a family game and not at all competitively. Dominion really should try to thwart ambiguity that could confuse such people.
Yeah, but there are all sorts of things like this that require you to go back to precise wording in Dominion, or even worse (Ironworks+Trader). Even if you're just talking about base Dominion, a lot of casual players find Throne Room+Feast to be confusing. If you have a good idea for a Duration-Attack I wouldn't kill it just because its interactions with Moat and Lighthouse might confuse some casual players. I can't see a Duration-Attack being anywhere near as crazy rules-wise as Possession or Band of Misfits.Similarly, I wouldn't think there's any ambiguity at all with Moat, even if you never read the FAQ. It very clearly says right on the card "When another players plays an attack card, you may reveal..." Did another player just play an attack card? If not, then you can't reveal it.Well, probably not everyone reads cards carefully. I'm sure some people play Dominion just as a family game and not at all competitively. Dominion really should try to thwart ambiguity that could confuse such people.
I see your point. I still think duration attacks are generally a little to confusing. I mean in the rules it says that anything that modifies a duration stays out and wouldn't a moat or a lighthouse modify that duration attack by making it affect the player. If this is the case should it stay in play as well? I don't think that the rules confusion really makes it so worth it (I don't really have to many good ideas for one though).Yeah, but there are all sorts of things like this that require you to go back to precise wording in Dominion, or even worse (Ironworks+Trader). Even if you're just talking about base Dominion, a lot of casual players find Throne Room+Feast to be confusing. If you have a good idea for a Duration-Attack I wouldn't kill it just because its interactions with Moat and Lighthouse might confuse some casual players. I can't see a Duration-Attack being anywhere near as crazy rules-wise as Possession or Band of Misfits.Similarly, I wouldn't think there's any ambiguity at all with Moat, even if you never read the FAQ. It very clearly says right on the card "When another players plays an attack card, you may reveal..." Did another player just play an attack card? If not, then you can't reveal it.Well, probably not everyone reads cards carefully. I'm sure some people play Dominion just as a family game and not at all competitively. Dominion really should try to thwart ambiguity that could confuse such people.
One way to make a Duration-Attack work would be to only have it attack on the turn its played.
One way to make a Duration-Attack work would be to only have it attack on the turn its played.
That works of course. But the attack would be the point of the card. If it's on the turn you play it, then the duration part might feel tacked on.
One way to make a Duration-Attack work would be to only have it attack on the turn its played.
That works of course. But the attack would be the point of the card. If it's on the turn you play it, then the duration part might feel tacked on.
(And, um, I can't quite figure out how DurationAttack would interact with Lighthouse, either.)I think it seems clear from the wording on Lighthouse that it would need to be in play when the Attack card is played in order to block it. It says "While this is in play, when another player plays an attack card..." So was the attack card played while Lighthouse was in play? If not, then Lighthouse can't block it.
You're right, that's not as trivial as I had assumed. I would still think it would block both turns, but I can see the argument against that too.(And, um, I can't quite figure out how DurationAttack would interact with Lighthouse, either.)I think it seems clear from the wording on Lighthouse that it would need to be in play when the Attack card is played in order to block it. It says "While this is in play, when another player plays an attack card..." So was the attack card played while Lighthouse was in play? If not, then Lighthouse can't block it.
So, what Lighthouse says is "While this is in play, when another player plays an Attack card, it doesn't affect you."
Suppose we've got an AttackDuration that attacks on the second turnsay, "Armada: Now and at the beginning of your next turn, each other player discards down to 4 cards in hand" or something. You play Armada while I have Lighthouse in play. Armada doesn't affect me at the moment; I don't discard.
Now your next turn comes around. I no longer have Lighthouse in play and Armada tries to make me discard again. What happens? Does the Lighthouse from the previous turn block it? Arguably not! Lighthouse says it has its blocking effect while it's in play, when an Attack is playedand neither of those conditions obtains! Armada is having an effect at a time other than when it's played, and Lighthouse doesn't say anything about blocking effects of Attack cards that take place other than when they're played.
(The counterargument to this, of course, is based on the fact that the next-turn effects of a Duration card are still considered to be on-play effects of the card, activated in principle when the card is played but delayed in their realization; but this depends on a strained interpretation of "affect".)
(And, um, I can't quite figure out how DurationAttack would interact with Lighthouse, either.)I think it seems clear from the wording on Lighthouse that it would need to be in play when the Attack card is played in order to block it. It says "While this is in play, when another player plays an attack card..." So was the attack card played while Lighthouse was in play? If not, then Lighthouse can't block it.
So, what Lighthouse says is "While this is in play, when another player plays an Attack card, it doesn't affect you."
Suppose we've got an AttackDuration that attacks on the second turnsay, "Armada: Now and at the beginning of your next turn, each other player discards down to 4 cards in hand" or something. You play Armada while I have Lighthouse in play. Armada doesn't affect me at the moment; I don't discard.
Now your next turn comes around. I no longer have Lighthouse in play and Armada tries to make me discard again. What happens? Does the Lighthouse from the previous turn block it? Arguably not! Lighthouse says it has its blocking effect while it's in play, when an Attack is playedand neither of those conditions obtains! Armada is having an effect at a time other than when it's played, and Lighthouse doesn't say anything about blocking effects of Attack cards that take place other than when they're played.
(The counterargument to this, of course, is based on the fact that the next-turn effects of a Duration card are still considered to be on-play effects of the card, activated in principle when the card is played but delayed in their realization; but this depends on a strained interpretation of "affect".)
Now and at the start of your next turn: +$2.The effects of Merchant Ship happen when it is played. This includes the +$2 now, but also the +$2 next turn. If you do not play Merchant Ship, you will surely not get +$2 from it. It doesn't matter if it's in your hand, or you discard it, or whatever; the only time you get its effects is when you play it. It just so happens that some of Merchant Ship's effects happen next turn. This is not unique to Duration cards to have some of a card's on-play effects happen at a time besides exactly when it is played. Scheme is such an example, since it affects something at the start of your Clean-up. So is Possession, which affects the player on your left's next turn.
While this is in play, when another player plays an Attack card, it doesn't affect you.If I have a Lighthouse in play and you play an Armada, Lighthouse says that I'm not affected by Armada. By my interpretation, this definitely means that Armada's effects won't affect me this turn or next turn, since they were triggered when you played Armada. Same goes for Moat.
What about something like?
Curfew: Action/Duration/Attack (who cares about the cost)
Now, and at the beginning of next turn:
+$1
---
While this is in play, when another player does its clean-up phase, they draw 4 cards instead of 5.
With Moat, it seems clear that revealing means you are unaffected, because Moat says that you are not affected. But with Lighthouse, there is a "While this is in play", meaning that when it is out of play, you are not protected, and also, it says "plays an Attack". Thus, I think Lighthouse would not protect against Curfew if in play when Curfew is played, nor if in play when you do the "reduced draw" clean-up Curfew prescribes.
I'm gonna have to agree here. If you play Curfew while your opponent has Lighthouse is in play, the Lighthouse grants your opponent immunity to the attack because you played the attack while it was in play. Lighthouse doesn't say "...when an effect caused by your opponent's attack card would affect you, you are unaffected by it".What about something like?
Curfew: Action/Duration/Attack (who cares about the cost)
Now, and at the beginning of next turn:
+$1
---
While this is in play, when another player does its clean-up phase, they draw 4 cards instead of 5.
With Moat, it seems clear that revealing means you are unaffected, because Moat says that you are not affected. But with Lighthouse, there is a "While this is in play", meaning that when it is out of play, you are not protected, and also, it says "plays an Attack". Thus, I think Lighthouse would not protect against Curfew if in play when Curfew is played, nor if in play when you do the "reduced draw" clean-up Curfew prescribes.
But its only the *playing* of Curfew that matters to Moat and Lighthouse. Compare with Minion and Pirate Ship - even if you don't choose the Attack, you still played an Attack, and they can still reveal a Reaction.
I think to convince me that Lighthouse shouldn't block the next-turn affects of Armada, you'd have to convince me that the next-turn affects aren't triggered when the card is played.
While this is in play, when another player plays an Attack card, it doesnt affect you.
The same questions arise when Attacks have while-in-play effects. Actually the rules questions might get even hairier here. Suppose Goons were "while this is in play, when you buy a card, each other player takes a 1VP token." If you Throne Room your mirror-universe Goons and I reveal Moat the first time but not the second time, do I have to take 1VP tokens when you buy a card?
What about something like?
Curfew: Action/Duration/Attack (who cares about the cost)
Now, and at the beginning of next turn:
+$1
---
While this is in play, when another player does its clean-up phase, they draw 4 cards instead of 5.
With Moat, it seems clear that revealing means you are unaffected, because Moat says that you are not affected. But with Lighthouse, there is a "While this is in play", meaning that when it is out of play, you are not protected, and also, it says "plays an Attack". Thus, I think Lighthouse would not protect against Curfew if in play when Curfew is played, nor if in play when you do the "reduced draw" clean-up Curfew prescribes.
Mean PersonThis card is just as confusing as Curfew as to how it is affected by Moat/Lighthouse. So, I'd say this question is about how "while this is in play" Attacks work, not how Duration Attacks work.
Types: Action-Attack
Cost: $2
+2 Cards
--
While this is in play, when you play an Action card, each opponent gains a Curse.
This argument doesn't apply to Moat, because Moat and Lighthouse have slightly different wording as regards timing. With Lighthouse, what happens when an Attack is played is that the Attack doesn't affect you. What happens with Moat when an Attack is played is just that you reveal the Moat. If you do reveal the Moat, then you're told "you are unaffected by the Attack", but that clause isn't bound to any specific time.
As a point of meta-game logic, it's certainly desirable for Lighthouse and Moat to block attacks in the same way, but for the purposes of this discussion I'm talking about what the cards and rules say, not what they should say. (It would also be desirable for Throne Room and King's Court to work the same way, but that ship has sailed and I think Donald made the right call when designing King's Court.)
In fact, I think the main difference in our opinions lies between the semantics of "if...then" and "when". I take "when" to be equivalent to "if" on Lighthouse: it means that if/when an opponent plays an Attack, you are not affected by it. My interpretation of "when" here does not mean the "what time" interpretation of "when", it means the "any time this happens" interpretation of "when". I'm not saying yours is a wrong interpretation, but I feel that its the intention of the card.
I largely agree with you here. But...
In fact, I think the main difference in our opinions lies between the semantics of "if...then" and "when". I take "when" to be equivalent to "if" on Lighthouse: it means that if/when an opponent plays an Attack, you are not affected by it. My interpretation of "when" here does not mean the "what time" interpretation of "when", it means the "any time this happens" interpretation of "when". I'm not saying yours is a wrong interpretation, but I feel that its the intention of the card.
I agree that if Lighthouse said "If another player plays an Attack while this is in play, you are unaffected by the Attack" we probably wouldn't be having this discussion.
Attack cards played by other players dont affect you, even if you want them to.There's no "when" or other time-dependent clause in that sentence.
In fact, I think the main difference in our opinions lies between the semantics of "if...then" and "when". I take "when" to be equivalent to "if" on Lighthouse: it means that if/when an opponent plays an Attack, you are not affected by it. My interpretation of "when" here does not mean the "what time" interpretation of "when", it means the "any time this happens" interpretation of "when". I'm not saying yours is a wrong interpretation, but I feel that its the intention of the card.
I agree that if Lighthouse said "If another player plays an Attack while this is in play, you are unaffected by the Attack" we probably wouldn't be having this discussion.
Ok, then this seems pretty clear from the Seaside rules on Lighthouse:QuoteAttack cards played by other players dont affect you, even if you want them to.There's no "when" or other time-dependent clause in that sentence.
In fact, I think the main difference in our opinions lies between the semantics of "if...then" and "when". I take "when" to be equivalent to "if" on Lighthouse: it means that if/when an opponent plays an Attack, you are not affected by it. My interpretation of "when" here does not mean the "what time" interpretation of "when", it means the "any time this happens" interpretation of "when". I'm not saying yours is a wrong interpretation, but I feel that its the intention of the card.
I agree that if Lighthouse said "If another player plays an Attack while this is in play, you are unaffected by the Attack" we probably wouldn't be having this discussion.
Ok, then this seems pretty clear from the Seaside rules on Lighthouse:QuoteAttack cards played by other players dont affect you, even if you want them to.There's no "when" or other time-dependent clause in that sentence.
QuoteMean Person
Types: Action-Attack
Cost: $2
+2 Cards
--
While this is in play, when you play an Action card, each opponent gains a Curse.
BlockadeIf someone plays Blockade, and I reveal a Moat, then I will not need to discard a card now nor at the start of his next turn. However, I still won't be able to buy cards.
Action - Attack - Duration
Now and at the start of your next turn: each other player discards a card from his hand.
While this card is in play, no other player may buy a card.
KamikazeIf I Moat a Kamikaze, then I don't need to discard down to 3, but I would still gain a Curse if my opponent chooses to trash his card.
Action-Attack
Each other player discards down to 3 cards in his hand. You may trash this.
When you trash this, each other player gains a Curse.
unforeseen interactions with future cards in the past.
QuoteMean Person
Types: Action-Attack
Cost: $2
+2 Cards
--
While this is in play, when you play an Action card, each opponent gains a Curse.
This card might actually work if you made it not an Attack. And gave it +1 Action.
All Moat does is wave itself around when an Attack is played, and if that Attack would do anything to you, now it doesn't. So back to Mean Person, if it remained an Attack, and I waved my Moat around when you played it, I would not take any Curses, no matter how many Actions you played, and I would not have to reveal Moat again.
Harbourmaster
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If you don't, then at the start of your next turn, trash this and +3 Cards.
Should Shipwreck Cove have an Attack type?
Just glancing over cards for nowQuoteHarbourmaster
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If you don't, then at the start of your next turn, trash this and +3 Cards.
think the wording on this one should be cleaned up a bit. Something like either "At the start of your next turn, if this card is in play trash it and +3 Card" or "At the start of your next turn, if this card is in play trash it. If you do +3 Cards" but wouldn't you be able to throne room this, don't discard it, then discard it and somehow have to track that its getting trashed and you get +3 cards at the start of your next turn?
Nitpicking: Maybe Dock and Docks could have (A) and (B) attached, since even though they are different words, they are easy to confuse, with something like "Playing several Docks in a row would be too powerful"
Coastal Raiders
Types: Action Attack Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
QuoteCoastal Raiders
Types: Action Attack Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
Am I missing something or is this card just soooo overpowered at $6. I mean, it does nothing for you on this turn, but is much stronger than Militia on the next turn, basically a cantrip Gold with attack. Shouldn't that cost $6 or $7?
QuoteCoastal Raiders
Types: Action Attack Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
Am I missing something or is this card just soooo overpowered at $6. I mean, it does nothing for you on this turn, but is much stronger than Militia on the next turn, basically a cantrip Gold with attack. Shouldn't that cost $6 or $7?
Ballot's up. (http://forum.dominionstrategy.com/index.php?topic=9509.msg297270#msg297270) Let me know if I misprinted or omitted your card. Thanks!
Ballot's up. (http://forum.dominionstrategy.com/index.php?topic=9509.msg297270#msg297270) Let me know if I misprinted or omitted your card. Thanks!
Someone had a very similar idea to myself. Of course, I think mine is better.
Ballot's up. (http://forum.dominionstrategy.com/index.php?topic=9509.msg297270#msg297270) Let me know if I misprinted or omitted your card. Thanks!
Someone had a very similar idea to myself. Of course, I think mine is better.
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
Ballot's up. (http://forum.dominionstrategy.com/index.php?topic=9509.msg297270#msg297270) Let me know if I misprinted or omitted your card. Thanks!
Someone had a very similar idea to myself. Of course, I think mine is better.
No, Mint is.
I forgot to comment about the contest :
there are many Action-Attack-Duration cards. I'm not sure whether I like this types. In fact, I don't like action cards that has more than 1 "add-on" (attack / reaction / duration / victory).
But I still may vote for them because I'm good guy Benj (and there may be nice ideas, but I didn't read all yet)
And "Old seafarer" is badly worded : "You may not play", what if Golem or Herald or something forces you to play it ?
I think it should be : "If you don't already have an Old Seafarer in play".
QuoteFisherman
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
I like the idea, but I think it would need some limit on the number of tokens allowed on a pile. I can already picture a Gardens game, playing fisherman, placing my tenth token on the coppers then buying 20 of them in one turn. 3 tokens per pile seems like an ok limit. Beggar gains 3 coppers into your hand, so 4 coppers into your discard might be alright. Otherwise the limit should be 2 tokens per pile.
I knew some people predicted a high duration ratio, but i didn't expect it to be this extreme:
Kingdom cards: 45
Kingdom cards without Duration type: 10
Kingdom cards without Duration type, Tokens or Mats: 4
I think it is pretty amazing that you reformat and reword at all. If I were running this, I would probably post a template to follow, and then post cards in whatever form they are submitted. Hopefully the fear of public shaming would get people to follow the template, look at established wordings, and double check vanilla bonus orders.
I knew some people predicted a high duration ratio, but i didn't expect it to be this extreme:
Kingdom cards: 45
Kingdom cards without Duration type: 10
Kingdom cards without Duration type, Tokens or Mats: 4
Lockbox
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
Star Charts
Types: Action Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
Shipwreck Cove
Types: Action Attack Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
Harbourmaster
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
Tariff
Types: Action Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.
While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Beacon (A)
Types: Action
Cost: $6
+1 Action.
While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.
Ship of the Line
Types: Action Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.
While this is in play, Victory cards cost $1 more.
Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
Thugs
Types: Action Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
Kraken
Types: Action Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.
When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
Flagship
Types: Action Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
Vessel
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.
While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
Beacon (B)
Types: Action Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.
While this is in play, when you gain a card, trash that card or put it on top of your deck.
Dispatch
Types: Action Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Commune
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
Customs Officer
Types: Action Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
Drift Bottle
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.
Setup: Put a Silver on the Drift Bottle mat.
Clarification: There is just one communal Drift Bottle mat.
Seafarer's Charm
Types: Treasure Reaction
Cost: $0
Worth $1.
When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.
Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.
When you shuffle, put this at the bottom of your deck.
Clarification: Seafarer's Charm and Sunken Treasure are not Kingdom Cards. Each player begins with one of each in place of two starting Coppers. Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back. When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
Docks (A)
Types: Action Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
Fishmonger
Types: Action Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
Scalawag
Types: Action Attack Duration
Cost: $3
Each player may trash a Copper from his hand. If you trashed a Copper, each other player gains a Curse. At the start of your next turn, +1 Card for each Scallywag that any player has in play. If there is more than one in play, trash this.
While this is in play, when another player plays an Attack card, you may discard it. If you do, gain a Silver, putting it on top of your deck.
Harbour
Types: Action Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
Settlement
Types: Action Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.
Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
Sea Harvest
Types: Action Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
What is with everyone making "set it aside face down" cards?
QuoteCommune
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
I hate it. Sorry I can't be more constructive than that, but I really dislike that this makes you trash every turn. Also, why is it also in the Supply while in play? So you can Band of Misfits it when all 10 are bought?
QuoteLockbox
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
Meh. Sort of like a Mandarin that doesn't even let you use the Treasures.
Lockbox
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
Star Charts
Types: Action Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
Shipwreck Cove
Types: Action Attack Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
Harbourmaster
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
Tariff
Types: Action Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.
While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Beacon (A)
Types: Action
Cost: $6
+1 Action.
While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.
Cottage
Types: Action Duration
Cost: $3
+2 Cards. +2 Actions. Put 2 cards from your hand on top of your deck. At the start of your next turn, reveal the top 2 cards of your deck. You may discard one of them. You may trash one of them. Put the rest back in any order.
Ship of the Line
Types: Action Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.
While this is in play, Victory cards cost $1 more.
Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
Shipyard (A)
Types: Action Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
Thugs
Types: Action Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
Cannon
Types: Action Attack Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
Martello
Types: Action Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.
While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.
Kraken
Types: Action Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.
When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
Flagship
Types: Action Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
Vessel
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.
While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
Beacon (B)
Types: Action Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.
While this is in play, when you gain a card, trash that card or put it on top of your deck.
What is with everyone making "set it aside face down" cards?
In truth, nobody is doing that. It was a rewording of mine. I had a realization recently. If a Duration sets aside a card face-up, and that card is another Duration, it's easy to lose track of the fact that it isn't just another Duration card you played last turn. Hence, I changed set-aside cards to face-down.
It's possible that this is one of the reasons Haven sets aside cards face down.
QuoteCommune
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
I hate it. Sorry I can't be more constructive than that, but I really dislike that this makes you trash every turn. Also, why is it also in the Supply while in play? So you can Band of Misfits it when all 10 are bought?
It's in the Supply so that other players can buy (or gain) it out from under you. That's how it leaves play.
QuoteLockbox
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
Meh. Sort of like a Mandarin that doesn't even let you use the Treasures.
Except that Mandarin topdecks the cards, whereas this "havens" them into your next hand.
Honestly, you're not really reading these very carefully, are you? :-\
There are a lot of cards. Cards that I know I would not do justice to right now I just didn't even talk about.
So this thing is actually more like a Walled Village sort of deal - if you didn't want to use your Treasures the way you wanted, you save them for next turn. Do you get to set aside up to 3 Treasures per copies of this you have in play?
In truth, nobody is doing that. It was a rewording of mine. I had a realization recently. If a Duration sets aside a card face-up, and that card is another Duration, it's easy to lose track of the fact that it isn't just another Duration card you played last turn. Hence, I changed set-aside cards to face-down.
It's possible that this is one of the reasons Haven sets aside cards face down.
Speaking of Haven. What happens to that set aside card if someone Shipwreck Cove's my Haven? I guess it just remains stranded until the end of the game?
Star Charts
Types: Action Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
Harbourmaster
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
Tariff
Types: Action Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.
While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
Beacon (A)
Types: Action
Cost: $6
+1 Action.
While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.
Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
Thugs
Types: Action Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
Martello
Types: Action Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.
While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.
Vessel
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.
While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
Beacon (B)
Types: Action Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.
While this is in play, when you gain a card, trash that card or put it on top of your deck.
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Treasure Fleet
Types: Action Duration
Cost: $4
+$2. Now and at the start of your next turn, +1 Buy.
While this is in play, when you buy a card, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, put that card into your hand.
Commune
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
Customs Officer
Types: Action Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
Seafarer's Charm
Types: Treasure Reaction
Cost: $0
Worth $1.
When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.
Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.
When you shuffle, put this at the bottom of your deck.
Clarification: Seafarer's Charm and Sunken Treasure are not Kingdom Cards. Each player begins with one of each in place of two starting Coppers. Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back. When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
Docks (A)
Types: Action Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
Fishmonger
Types: Action Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
Convoy
Types: Action Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
Shipyard (C)
Types: Action Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.
While this is in play, when you would gain a card, you may gain a Copper instead.
Voyage
Types: Action Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.
When you would discard this from play, instead, trash this and gain a Voyage.
Coastal Raiders
Types: Action Attack Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
Sea Harvest
Types: Action Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
In truth, nobody is doing that. It was a rewording of mine. I had a realization recently. If a Duration sets aside a card face-up, and that card is another Duration, it's easy to lose track of the fact that it isn't just another Duration card you played last turn. Hence, I changed set-aside cards to face-down.
It's possible that this is one of the reasons Haven sets aside cards face down.
Haven sets aside a card from my hand, so by keeping it face down I am concealing which card is being saved. Personally, I've always just tucked that card under Haven, which keeps it pretty easy to track. That can be pretty important. With Dispatch, the card being set aside is public (since it was just gained), so it doesn't seem necessary to conceal its identity.
Speaking of Haven. What happens to that set aside card if someone Shipwreck Cove's my Haven? I guess it just remains stranded until the end of the game?
QuoteClipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Will make for fast games, that's for sure. Putting a few tokens on an expensive stack, clearing it, and then using TFB is a cute trick you could do.
QuoteHarbourmaster
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
Reread the rules on Durations. Since it isn't doing anything at the start of the next turn, it doesn't stay out, so you can never use the second part.
QuoteClipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Will make for fast games, that's for sure. Putting a few tokens on an expensive stack, clearing it, and then using TFB is a cute trick you could do.
Clearing it?
THEY get the copies of their own cards - not you. You only get to copy your own.QuoteStar Charts
Types: Action Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
I like the idea behind this, but I think in practice, this will quickly get very ridiculous, particularly in 4-player games. 3 Platina on top of my deck! Thanks, guys!
I don't see how this is like Secret Chamber at all - did you mean Pearl Diver?? But it still seems pretty different....QuoteMermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
So, a really awkward Secret Chamber?
The idea is that you or anyone else can buy/gain it off you. Though I don't like buying/gaining off of other players, as that gets political. But off yourself is a way to turn it off. Not that I like it..... it's also still not in the original pile.QuoteCommune
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
I hate it. Sorry I can't be more constructive than that, but I really dislike that this makes you trash every turn. Also, why is it also in the Supply while in play? So you can Band of Misfits it when all 10 are bought?
But really, what makes it less so than DA does with shelters? I mean, the cards themselves are at least reasonably Seaside-y. I think the thing is, Donald didn't do it, which is maybe your answer, but I don't know if that's a good enough reason.QuoteSeafarer's Charm
Types: Treasure Reaction
Cost: $0
Worth $1.
When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.
Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.
When you shuffle, put this at the bottom of your deck.
Clarification: Seafarer's Charm and Sunken Treasure are not Kingdom Cards. Each player begins with one of each in place of two starting Coppers. Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back. When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
Replacing starting cards is not really Seaside's schtick.
Point is, that makes it symmetric over the turns.QuoteFishmonger
Types: Action Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
Kinda boring. Getting just +Buy at the start of my next turn just doesn't really do anything for me.
It really isn't, though, certainly not moreso than Lookout - you always have five cards to start and you KNOW that this is in play and going to trash, so you prepare for that. Obviously making it optional makes it STRONGER, but I don't know that it makes it a better card.QuoteShipyard (A)
Types: Action Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.
Forced hand trashing is a little risky. Really hurt by discard attacks. Making it optional would probably be better.
Second turn is an upgrade, and makes this a wonky 2-turn expand with options (most usually better than expand on any board featuring both)QuoteRecycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
eh.... the face down potion doesn't seem necessary. Remodel the next turn into your hand is cool. Not as sure about the second turn remodel as well.
There's a FIRST in there - he can discard the top first, so that you can't stack up lots of junk there by using the effect multiple times (it's why sea hag discards). But the bad card goes there after he discards.QuoteMartello
Types: Action Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.
While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.
I don't understand this. You top deck it for him, and then he can just discard it anyways?
QuoteClipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Will make for fast games, that's for sure. Putting a few tokens on an expensive stack, clearing it, and then using TFB is a cute trick you could do.
Clearing it?
The Coin tokens seem to be permanent. There's no way to clear them away. So you might empty the pile, but they'll still be their lower cost.
It really isn't, though, certainly not moreso than Lookout - you always have five cards to start and you KNOW that this is in play and going to trash, so you prepare for that. Obviously making it optional makes it STRONGER, but I don't know that it makes it a better card.QuoteShipyard (A)
Types: Action Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.
Forced hand trashing is a little risky. Really hurt by discard attacks. Making it optional would probably be better.QuoteSecond turn is an upgrade, and makes this a wonky 2-turn expand with options (most usually better than expand on any board featuring both)QuoteRecycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
eh.... the face down potion doesn't seem necessary. Remodel the next turn into your hand is cool. Not as sure about the second turn remodel as well.QuoteThere's a FIRST in there - he can discard the top first, so that you can't stack up lots of junk there by using the effect multiple times (it's why sea hag discards). But the bad card goes there after he discards.QuoteMartello
Types: Action Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.
While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.
I don't understand this. You top deck it for him, and then he can just discard it anyways?
Of course there is still a pile. That's why the endgame conditions and City are able to refer to empty piles. BoM refers to a card, not a pile.
I mean, yes, the forced trashing is definitely weaker against discard attacks, but it isn't really *dangerous*.QuoteClipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Will make for fast games, that's for sure. Putting a few tokens on an expensive stack, clearing it, and then using TFB is a cute trick you could do.
Clearing it?
The Coin tokens seem to be permanent. There's no way to clear them away. So you might empty the pile, but they'll still be their lower cost.
Would they? For the same reason BoM can't copy an empty pile, I think once the pile is empty it is really no longer that pile, so the cost of the cards jumps back up.It really isn't, though, certainly not moreso than Lookout - you always have five cards to start and you KNOW that this is in play and going to trash, so you prepare for that. Obviously making it optional makes it STRONGER, but I don't know that it makes it a better card.QuoteShipyard (A)
Types: Action Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.
Forced hand trashing is a little risky. Really hurt by discard attacks. Making it optional would probably be better.QuoteSecond turn is an upgrade, and makes this a wonky 2-turn expand with options (most usually better than expand on any board featuring both)QuoteRecycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
eh.... the face down potion doesn't seem necessary. Remodel the next turn into your hand is cool. Not as sure about the second turn remodel as well.QuoteThere's a FIRST in there - he can discard the top first, so that you can't stack up lots of junk there by using the effect multiple times (it's why sea hag discards). But the bad card goes there after he discards.QuoteMartello
Types: Action Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.
While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.
I don't understand this. You top deck it for him, and then he can just discard it anyways?
See my point about discard attacks. If you always had five cards to start your hand it would probably be alright. But while normal discard attacks you are left with your three strongest cards. It sucks, but you can recover. If I've played a Shipyard and get hit by a Militia, I'm down to only my two strongest cards.
Thanks for pointing out the FIRST. That card is still rather political in ways I'm not a big fan of (two people can alliance up and agree to help each other), but at least now it makes sense.
I mean, yes, the forced trashing is definitely weaker against discard attacks, but it isn't really *dangerous*.
I guess that's a semantic issue then - I don't call that riskier, I call it weaker.I mean, yes, the forced trashing is definitely weaker against discard attacks, but it isn't really *dangerous*.
Right, like I said its just a little risky. Discard attacks don't make it any more dangerous in terms of having to trash a good card, they just make it riskier in terms of increased chance of starting the next turn with a two card hand.
So, this card seems to have been edited (by which I assume the behavior was not intended; note that it only treasure floods once now).QuoteTreasure Fleet
Types: Action Duration
Cost: $4
+$2. Now and at the start of your next turn, +1 Buy.
While this is in play, when you buy a card, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, put that card into your hand.
I'm not sure but I think the duration rules means that this stays out forever as long as you buy a card every turn. You buy a card, gain a treasure card, the card stays out to keep track of the gained treasure going into your hand, you buy another card, gain another treasure, etc., etc. If this is intended then it's a cool idea but probably overpowered, in a money deck it's basically a silver or gold in your hand every turn for the rest of the game.
THEY get the copies of their own cards - not you. You only get to copy your own.QuoteStar Charts
Types: Action Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
I like the idea behind this, but I think in practice, this will quickly get very ridiculous, particularly in 4-player games. 3 Platina on top of my deck! Thanks, guys!
QuoteI don't see how this is like Secret Chamber at all - did you mean Pearl Diver?? But it still seems pretty different....QuoteMermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
So, a really awkward Secret Chamber?
Ambassador can return a card to an empty pile, but not a card out of the black market deck. That's because the empty pile is still a pile of, say, Ambassadors.
Thugs
Types: Action Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
QuoteThugs
Types: Action Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
This card probably needs to be reworded to say "... for each card he gained his last turn." Otherwise, in 3-player games, it could be weird. Such as, in player order A, B, C, when player C plays Thugs, the number of cards that player A discards depends on how many cards B gained last turn.
Lockbox
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
Star Charts
Types: Action Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
Shipwreck Cove
Types: Action Attack Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
Harbourmaster
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
Tariff
Types: Action Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.
While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Beacon (A)
Types: Action
Cost: $6
+1 Action.
While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.
Cottage
Types: Action Duration
Cost: $3
+2 Cards. +2 Actions. Put 2 cards from your hand on top of your deck. At the start of your next turn, reveal the top 2 cards of your deck. You may discard one of them. You may trash one of them. Put the rest back in any order.
Ship of the Line
Types: Action Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.
While this is in play, Victory cards cost $1 more.
Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
Shipyard (A)
Types: Action Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
Thugs
Types: Action Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
Cannon
Types: Action Attack Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
Martello
Types: Action Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.
While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.
Kraken
Types: Action Attack Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.
When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
Flagship
Types: Action Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
Vessel
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.
While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
Beacon (B)
Types: Action Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.
While this is in play, when you gain a card, trash that card or put it on top of your deck.
Dispatch
Types: Action Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Treasure Fleet
Types: Action Duration
Cost: $4
+$2. Now and at the start of your next turn, +1 Buy.
While this is in play, when you buy a card, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, put that card into your hand.
Commune
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
Customs Officer
Types: Action Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
Supply Ship
Types: Action Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.
Drift Bottle
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.
Setup: Put a Silver on the Drift Bottle mat.
Clarification: There is just one communal Drift Bottle mat.
Royal Armada
Types: Action Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
Raider
Types: Action Attack Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.
Seafarer's Charm
Types: Treasure Reaction
Cost: $0
Worth $1.
When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.
Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.
When you shuffle, put this at the bottom of your deck.
Clarification: Seafarer's Charm and Sunken Treasure are not Kingdom Cards. Each player begins with one of each in place of two starting Coppers. Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back. When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
Shipyard (B)
Types: Action Duration
Cost: $5
+2 Cards. Set aside a card from the Supply costing up to $6. While it is set aside, copies of it cost $1 less, but not less than $0. At the start of your next turn or when the game ends: Gain the set aside card.
Docks (A)
Types: Action Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
Fishmonger
Types: Action Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
Scalawag
Types: Action Attack Duration
Cost: $3
Each player may trash a Copper from his hand. If you trashed a Copper, each other player gains a Curse. At the start of your next turn, +1 Card for each Scallywag that any player has in play. If there is more than one in play, trash this.
While this is in play, when another player plays an Attack card, you may discard it. If you do, gain a Silver, putting it on top of your deck.
Convoy
Types: Action Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.
While this is in play, when you gain an Action card, you may put this and the gained card on top of your deck in either order.
Harbour
Types: Action Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
Shipyard (C)
Types: Action Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.
While this is in play, when you would gain a card, you may gain a Copper instead.
Expedition
Types: Action Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.
While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.
Voyage
Types: Action Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.
When you would discard this from play, instead, trash this and gain a Voyage.
Old Seafarer
Types: Action Duration
Cost: $6
Before the Clean-up phase, set aside cards in your play area. At the start of your next turn, discard your hand, put the set-aside cards into your han, and each other player draws a card.
While this is in play, you may not play an Old Seafarer.
Settlement
Types: Action Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.
Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
Coastal Raiders
Types: Action Attack Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
Sea Harvest
Types: Action Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
Shipyard (D)
Types: Action Duration
Cost: $5
+2 Cards. Put a card from your hand on top of your deck. At the start of your next turn, gain a card costing up to $4, putting it into your hand.
QuoteLockbox
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
Really weak on play. Still somewhat weak on the next turn (it's basically Market Square). But its strength is at the end of the second turn, when it can save a bunch of treasure. I think this works as a concept, but I'm not personally so fond of having the cool effect being so far delayed.
QuoteHarbourmaster
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
It's a Smithy that can be a non-terminal Hunting Grounds on the next turn, but you have to trash it for that. That's alright. I wonder if there are any broken scenarios where you can keep playing the same Harbourmaster over and over in the same turn, since you can discard it from play...
Commune
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
QuoteCommune
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
This card needs some clarification or changes. As worded, it sounds like you do the trash-n-draw at the start of every turn, including your opponents' turns. If so, it's way OP, especially in 4-player games where you can trash most of your starting cards by turn 5.
Also, it might not need a clarification, but I think you can buy this card out from in front of yourself.
QuoteCommune
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
This card needs some clarification or changes. As worded, it sounds like you do the trash-n-draw at the start of every turn, including your opponents' turns. If so, it's way OP, especially in 4-player games where you can trash most of your starting cards by turn 5.
Also, it might not need a clarification, but I think you can buy this card out from in front of yourself.
I think the idea is that anyone can buy it off of you on their turn.
LockboxBig Mandarin-Haven in the next turn. Not very exiting, especially because you don't know how many Treasures you will have next turn.
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
Star ChartsThe top is terminal Cartographer. I mean, I love Cartographer, but why should it be on this card? The while in play looks funny, but I think it isn't appreciate. A good (building up) buy turns into two and a bad one is either doubled or the player doesn't want to make it. Imagine there were 6 Star Charts in play. Your next turn would be full of Silvers, Platinums, Treasure Maps, Star Charts or whatever. Nice card, but I don't think it works out.
Types: Action Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
Shipwreck CoveHey, the "next turn" effects are triggered when the Duration is played. Not at the start of the next turn. I dislike "cancelling" effects that are already triggered.
Types: Action Attack Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
HarbourmasterSmithy with a "3-labs-pinata". Sounds good, especially for a megaturn. But not novel enough to me.
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
TariffWhy not the player to your left (or right)? This version is political. You choose a player who will want rather to go green than building up more.
Types: Action Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.
While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
ClipperYeah, first non-Duration! Sort of anti-Embargo. Since it effects all players, it is also very strategic, but only on actions. I really like it, it is also kind of a Duration Peddler. Individual cost changes can be very interesting, e.g. gain Grand Market by Border Village or generate a $1 cost to make Upgrade worse. Maybe it should be harder to play or even be trashed like Embargo. If the cost reduction ended when the pile is empty, I'd add a rule that it works also on empty piles.
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Beacon (A)There are some problems that the others have pointed out, but I like the basic concept. Something like Grand Herald/ Band of Misfits. It would work better without gaining the revealed card, but that would be too similar to Herald and Band of Misfits.
Types: Action
Cost: $6
+1 Action.
While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.
CottageThis is nice because it makes Scout and Wishing Well better, maybe overpowered. On the other hand, not exciting enough.
Types: Action Duration
Cost: $3
+2 Cards. +2 Actions. Put 2 cards from your hand on top of your deck. At the start of your next turn, reveal the top 2 cards of your deck. You may discard one of them. You may trash one of them. Put the rest back in any order.
Ship of the LineInteresting. The "attack" is doubled for the player himself, so the 3 labs are justified. In strategy, it also makes the players build up their economy longer.
Types: Action Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.
While this is in play, Victory cards cost $1 more.
InvestmentA tradeoff that is relative to Pirate Ship: Shall I play this or shall I "Island" this to get more out of it? What I don't like about it is that it can lead to mono strategies where you just want to play one card as often as possible. E.g., Cellar with +$3 would be just sifting through your deck until you have played enough Cellars. Also note that the difference between Village and Bazaar or between Market and Grand Market is really huge. I also don't like to use a new mat.
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
Shipyard (A)Not bad, but also not exciting.
Types: Action Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.
FishermanI don't like new tokens. It could also be "gain a card and set it aside; discard it when you buy a copy of it". But even that is only a delayed gain. Mostly it will gain Golds. The basic concept is good, but this version won't get my vote.
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
ThugsNice idea, but... no.
Types: Action Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
CannonDon't like next turn attacks. This one has not really a reason to be a Duration.
Types: Action Attack Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.
RecycleA weakened Expand. Can only gain Provinces from a $5 with a $7 on the table. Maybe it is alright, but maybe a simple double-Remodel would be better?
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
MartelloThe "first" is unintuitive. I don't really see an interesting concept in this mixture of effects.
Types: Action Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.
While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.
KrakenA Reaction attack. Nice idea, but I don't see a strategical concept as Tunnel has. Other cards that trigger Kraken include Scavenger (pretty strong), Develop, Cartographer, and Ghost Ship (attacking while you are attacked can get very confusing). Maybe it could be a nice card if the attack was something else. The top part itself is too weak.
Types: Action Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.
When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
FlagshipEh... Treasure Maps??
Types: Action Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
VesselNice, but it shouldn't gain VP cards. "While this is in play, when another player gains a card, you may gain a card costing less than it that is not a Victory card". The fun thing is, the +Buys defend you that other's Vessels can't gain too expensive cards. Maybe too strong. How about $5 cost? Could be too near at Haggler then.
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.
While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
MermaidThis could replace Pearl Diver. As a new card, it is not good enough.
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
Beacon (B)As Lighthouse is the Duration Moat, this is the Duration Watchtower. Not really compelling.
Types: Action Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.
While this is in play, when you gain a card, trash that card or put it on top of your deck.
DispatchOkaay. Looks a bit weird, but I think I like it. It's a really new Rebuild variant because it only gains Actions.
Types: Action Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
ObservatoryVery nice idea for TfB. But it doesn't really reward trashing expensive cards.
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Treasure FleetStronger than Merchant Ship in too many cases, I suppose?
Types: Action Duration
Cost: $4
+1 Buy. +$2. When you buy a card this turn, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, +1 Buy and put the set aside card into your hand.
Commune:D So you can buy this from my in-play land? Cute idea, but too political. Maybe "discard this when another player buys a Commune"? But even that is political.
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
Customs OfficerWhy should this be in play for more than one turn?
Types: Action Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
Supply ShipA Duration Armory. I like it, more than Treasure Fleet.
Types: Action Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.
Drift BottleToo complicated. I suppose this is a fix for my Courier (A) of the Hinterlands Contest? The discarding is a too big penalty for gaining a particular card. However, Drift Bottle looks fun with on-trash abilities.
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.
Setup: Put a Silver on the Drift Bottle mat.
Clarification: There is just one communal Drift Bottle mat.
Royal ArmadaIt looks pretty simple, but it isn't. The problem is, it turns one smithy from this turn into 6 Labs next turn. No.
Types: Action Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
RaiderAnother Duration Attack this doesn't look worth it.
Types: Action Attack Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.
Seafarer's CharmGood ideas, but not interesting enough to change the starting decks.
Types: Treasure Reaction
Cost: $0
Worth $1.
When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.
Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.
When you shuffle, put this at the bottom of your deck.
Clarification: Seafarer's Charm and Sunken Treasure are not Kingdom Cards. Each player begins with one of each in place of two starting Coppers. Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back. When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
Shipyard (B)Looks fun, it's a mix of Clipper and Supply Ship. But I think one of these concepts would be enough.
Types: Action Duration
Cost: $5
+2 Cards. Set aside a card from the Supply costing up to $6. While it is set aside, copies of it cost $1 less, but not less than $0. At the start of your next turn or when the game ends: Gain the set aside card.
Docks (A)Okay, this rewards chains and especially Durations the next turn. I think its way to imbalanced.
Types: Action Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
FishmongerIt's okay but we have enough vanilla Durations.
Types: Action Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
ScalawagToo much going on here.
Types: Action Attack Duration
Cost: $3
Each player may trash a Copper from his hand. If you trashed a Copper, each other player gains a Curse. At the start of your next turn, +1 Card for each Scallywag that any player has in play. If there is more than one in play, trash this.
While this is in play, when another player plays an Attack card, you may discard it. If you do, gain a Silver, putting it on top of your deck.
ConvoyI don't want another Governor card. I mean, even with the penalty it is way to strong.
Types: Action Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
Dock (B)A nice one. Maybe rather a Hinterlands card. It would not cut away too much if it said "when you buy an Action card".
Types: Action
Cost: $4
+2 Actions. +1 Buy.
While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.
HarbourSo this is a crazy one. Too wonky for my taste.
Types: Action Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
Shipyard (C)I like Copper strategies, but this card is not really convincing me.
Types: Action Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.
While this is in play, when you would gain a card, you may gain a Copper instead.
ExpeditionThe other players play the card that you gain... Not a very convincing concept. If you choose Possession (you don't need potion which is maybe too strong anyway), you will be possessed in the turn when you draw the Possession. If you choose Lighthouse (or any Duration card), there will be the tracking issue. It could work, but what does it add to the game? Again, I prefer Supply Ship.
Types: Action Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.
While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.
VoyageNice idea for carddraw, but I don't like the idea of piling out automatically.
Types: Action Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.
When you would discard this from play, instead, trash this and gain a Voyage.
Old SeafarerBig Scheme! Nice idea, especially rewarding chains. But I don't think it might work out. Even with eHalcyon's fix, it would be very wonky, comparable to Madman. Maybe as a one-shot?
Types: Action Duration
Cost: $6
Before the Clean-up phase, set aside cards in your play area. At the start of your next turn, discard your hand, put the set-aside cards into your hand, and each other player draws a card.
While this is in play, you may not play an Old Seafarer.
SettlementThe interactive Treasury. The interactive part is too political. If we cut that away, it would be very similar to Treasury.
Types: Action Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.
Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
Coastal RaidersA Duration Militia. Interesting, but not new enough to me.
Types: Action Attack Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
Sea HarvestThe good old bracket problem. For sure it is "costing less than ($1 per card in your hand)", but it's not clear. The next turn effect could be simpler if it refers to the future handsize. There are not many cases where you would have 7 or more cards. I'm not a fan of it.
Types: Action Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
Shipyard (D)The next turn effect is very strong. You can simply choose which chain component you need at this hand. I'm not sure whether this might be balanced. But if so, I really like it.
Types: Action Duration
Cost: $5
+2 Cards. Put a card from your hand on top of your deck. At the start of your next turn, gain a card costing up to $4, putting it into your hand.
QuoteCommune
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
This card needs some clarification or changes. As worded, it sounds like you do the trash-n-draw at the start of every turn, including your opponents' turns. If so, it's way OP, especially in 4-player games where you can trash most of your starting cards by turn 5.
Also, it might not need a clarification, but I think you can buy this card out from in front of yourself.
I think the idea is that anyone can buy it off of you on their turn.
Oh yes, I definitely agree with that. I was pointing out that it is unclear whether you can also buy it yourself, but I think the answer is "yes".
I think Harbor master could be fixed by removing the discard option entirely. It eliminates the multiple-play problem, and gets rid of most of the confusion about when things happen. So:Seems like a good change. Also +1 for taking my super-important suggestion into effect implicitly.
"+3 Cards. At the start of your next turn, you may trash this. If you do, +3 Cards."
All copies that were played therefore stay in play until the next turn, so no infinite loops, no confusion about whether this stays in play because it might not do anything next round, etc.
Or, "You may trash this. If you do, at the start of your next turn, +3 Cards", so that it isn't just a Smithy that misses reshuffles and can only be used in engines on alternate turns. But then it's strictly better than Smithy so can't cost $4, but so marginally that it can't cost $5.
I think Harbor master could be fixed by removing the discard option entirely. It eliminates the multiple-play problem, and gets rid of most of the confusion about when things happen. So:Seems like a good change. Also +1 for taking my super-important suggestion into effect implicitly.
"+3 Cards. At the start of your next turn, you may trash this. If you do, +3 Cards."
All copies that were played therefore stay in play until the next turn, so no infinite loops, no confusion about whether this stays in play because it might not do anything next round, etc.
I want to point out that Harbourmaster's original wording worked fine when the ballot first went up yesterday. In fact, WW eventually redeveloped that wording in his video. Why did it get changed?
Or, "You may trash this. If you do, at the start of your next turn, +3 Cards", so that it isn't just a Smithy that misses reshuffles and can only be used in engines on alternate turns. But then it's strictly better than Smithy so can't cost $4, but so marginally that it can't cost $5.
That's fine mechanically, but it has tracking issues: if I trash it now, it's going to be tough to remember that I'm getting +Cards on my next turn.
Or, "You may trash this. If you do, at the start of your next turn, +3 Cards", so that it isn't just a Smithy that misses reshuffles and can only be used in engines on alternate turns. But then it's strictly better than Smithy so can't cost $4, but so marginally that it can't cost $5.
That's fine mechanically, but it has tracking issues: if I trash it now, it's going to be tough to remember that I'm getting +Cards on my next turn.
Don't *all* durations have that problem with procession?
Or, "You may trash this. If you do, at the start of your next turn, +3 Cards", so that it isn't just a Smithy that misses reshuffles and can only be used in engines on alternate turns. But then it's strictly better than Smithy so can't cost $4, but so marginally that it can't cost $5.
That's fine mechanically, but it has tracking issues: if I trash it now, it's going to be tough to remember that I'm getting +Cards on my next turn.
Don't *all* durations have that problem with procession?
Yes, but at least you leave the Procession in play to remind you that something's supposed to happen on your next turn. This leaves you with nothing, ever.
Or, "You may trash this. If you do, at the start of your next turn, +3 Cards", so that it isn't just a Smithy that misses reshuffles and can only be used in engines on alternate turns. But then it's strictly better than Smithy so can't cost $4, but so marginally that it can't cost $5.
That's fine mechanically, but it has tracking issues: if I trash it now, it's going to be tough to remember that I'm getting +Cards on my next turn.
Don't *all* durations have that problem with procession?
Yes, but at least you leave the Procession in play to remind you that something's supposed to happen on your next turn. This leaves you with nothing, ever.
Why doesn't the procession stay out? It is still having an effect, right? Or are you trashing it in a different manner?
Or, "You may trash this. If you do, at the start of your next turn, +3 Cards", so that it isn't just a Smithy that misses reshuffles and can only be used in engines on alternate turns. But then it's strictly better than Smithy so can't cost $4, but so marginally that it can't cost $5.
That's fine mechanically, but it has tracking issues: if I trash it now, it's going to be tough to remember that I'm getting +Cards on my next turn.
Don't *all* durations have that problem with procession?
Yes, but at least you leave the Procession in play to remind you that something's supposed to happen on your next turn. This leaves you with nothing, ever.
Why doesn't the procession stay out? It is still having an effect, right? Or are you trashing it in a different manner?
Because you didn't procession it. The card on its own lets you trash it and then has a next turn effect, for which you will have no reminder.
How about something along the lines of "During cleanup this turn, you may choose to leave this in play instead of discarding it. If you do, at the start of your next turn, trash this and +3 cards"
How about something along the lines of "During cleanup this turn, you may choose to leave this in play instead of discarding it. If you do, at the start of your next turn, trash this and +3 cards"
You can also discard it during the buy phase, which is a bit different (HoP, Peddler) but not too much, and its less strange that saying that you can choose not to discard something in clean-up without it "currently" having an effect next turn.
Really? I would say that the headache that arises from being able to discard something mid-turn and potentially re-play it is much larger.
LockboxIt's very weak on play, and then it saves up some treasures you don't use on your next turn for the turn after that, sort of like a weaker, super-delayed Tactician. The idea is interesting but I think it just has to be way too weak as it is. Hard to say though. The +buy also seems contrary to what it wants you to do; maybe the idea is that you get a choice between a double buy turn now, or a nice hand next turn?
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
Star ChartsThe top half is actually identical to something I considered submitting but couldn't get to work right. The bottom half is interesting and unique. I think the card is probably pretty reasonably well-balanced as it is. If everyone goes for it in a multi-player game, it could lead to some short games, but that's already an issue with Ambassador, and this isn't as likely to be dominating so that everyone is going for it. I like it a lot, and I like the name too.
Types: Action Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
Shipwreck CoveThis seems anti-fun to me. I'm not sure if the fact that it hurts other Seaside cards means that it fits into Seaside better or worse than it otherwise would. It's a unique concept but I think it would end up just encouraging people to stay away from Durations, and why are we playing Seaside if we're not using Durations.
Types: Action Attack Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
HarbourmasterAside from wording issues (I don't like that you can play the same copy of it twice in one turn as it is currently worded), I think I like it a lot. You can either pop it early to get your deck assembled faster, or hang onto it for a while to use it as terminal draw, then pop it near the end for an extra boost to bump you up to Province again after you've already been greening.
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
TariffSeems like kind of an awkward attempt to get a duration with "while in play" to work.
Types: Action Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.
While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
ClipperThis could also lead to short games. It does create some interesting player interaction. I guess it's supposed to be sort of a reverse Embargo? I'm not sure how you would use it to your benefit, but I'm also not sure how you're supposed to use Embargo to your benefit. It would also be funny if you Clippered and Embargoed the same card.
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Ship of the LineI think I would like it except that it can just slow games down to a crawl. If both players are playing several of these per turn, or if it's a multi-player game, the price of Province can climb out of reach. So it gives you a way to gain other victory cards, but if there's no alt VP, there's no guarantee that anyone will want to end the game. It seems dangerous but maybe it's okay.
Types: Action Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.
While this is in play, Victory cards cost $1 more.
InvestmentThis could be interesting but it seems like it has to be too weak, or maybe terribroken. It's a lot of trouble to go to to buy a card, buy an Investment, line up the card with Investment, and then get more of that card for the bonus. Like, even if it's just a $2, you spend $7 and 2 buys on a copy of it and an Investment, then clear them out of your deck, and then you get +$1 every time you play that $2 card. You would have to play it 7 times (probably reasonable if it's a cantrip) to make up for the $7 you spent, and that still doesn't account for the buys you spend getting the first copy of it+Investment, but more importantly, you spend that $7 early on, when you could be building a deck and accelerating it. Instead you spend $7 to slow yourself down for a bit before building back up. So it's certainly at least situational. It might actually be okay though, but I think it would be terribroken.
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
FishermanThe more I think about this card the more convinced I become that it's actually a very good card. I didn't think I liked it at first. I think it could just say "not a victory card" though; the "$6 or less" restriction seems unnecessary. Yeah gaining an extra Platinum is powerful, but I don't think it's worth the extra text. Maybe just personal taste though.
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
RecycleI like the idea of a duration remodeler that saves the gained card for the next turn. I think I like this card a lot.
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
KrakenSeems really weird, and also really weak. You have to get a lot of them to trigger themselves, but you can't really load up on a $6 card, so it really wants support. It can keep junking after the curses are out, but it's not likely for Kraken to run out the curses by itself. I think it's just way overpriced, like it might even be okay at $4.
Types: Action Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.
When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
Really? I would say that the headache that arises from being able to discard something mid-turn and potentially re-play it is much larger.
That's why I suggested discarding it during the buy phase, so it cannot be replayed.
HarbourSo it's junk in your hand or deck, but as good as a lab if it stays in play for an entire turn. Any other player can break it by buying a Victory card, which would in turn junk you more. If there are multiple Harbors in play and I can afford an extra Estate, then buying it would junk the other players more than me. Not buying it would put me at a fair disadvantage next turn. I think the choice is too easy for the other players in most cases. Even if it isn't, that still makes it intensely political, when a spiteful player can clog his deck with Estates to prevent a Harbor player from getting off the ground.
Types: Action Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
VoyageIf that '+2 cards' was replaced by +1 action, this would be my favoritest card ever. The cost-based sifting is very clever and fun, and the would-discard effect is a very original middle ground between engine cards and one-shots. It also pretty much requires you to type it Duration, so you don't discard them so fast. It's two-thirds the perfect Dominion card. But more cards is a silly bonus when your hand already has three good cards and two average ones. It's very strong, in the same way that "+3 Cards, +$2" is strong in a redundant way. But +1 action would be a nice nerf, while allowing you more flexibility with buying terminals. That's a big deal when you're sifting so much, especially if the only village on the board is $2.
Types: Action Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.
When you would discard this from play, instead, trash this and gain a Voyage.
Ballot Update: Clarified that it's the Scalawag you may discard when another player plays an Attack card.
Lockbox
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
Star Charts
Types: Action Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
Shipwreck Cove
Types: Action Attack Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
Harbourmaster
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
Tariff
Types: Action Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.
While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Beacon (A)
Types: Action
Cost: $6
+1 Action.
While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.
Cottage
Types: Action Duration
Cost: $3
+2 Cards. +2 Actions. Put 2 cards from your hand on top of your deck. At the start of your next turn, reveal the top 2 cards of your deck. You may discard one of them. You may trash one of them. Put the rest back in any order.
Ship of the Line
Types: Action Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.
While this is in play, Victory cards cost $1 more.
Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
Shipyard (A)
Types: Action Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
Thugs
Types: Action Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
Cannon
Types: Action Attack Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
Martello
Types: Action Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.
While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.
Kraken
Types: Action Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.
When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
Flagship
Types: Action Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
Vessel
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.
While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
Beacon (B)
Types: Action Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.
While this is in play, when you gain a card, trash that card or put it on top of your deck.
Dispatch
Types: Action Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Treasure Fleet
Types: Action Duration
Cost: $4
+1 Buy. +$2. When you buy a card this turn, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, +1 Buy and put the set aside card into your hand.
Commune
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
Customs Officer
Types: Action Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
Supply Ship
Types: Action Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.
Drift Bottle
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.
Setup: Put a Silver on the Drift Bottle mat.
Clarification: There is just one communal Drift Bottle mat.
Royal Armada
Types: Action Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
Raider
Types: Action Attack Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.
Seafarer's Charm
Types: Treasure Reaction
Cost: $0
Worth $1.
When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.
Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.
When you shuffle, put this at the bottom of your deck.
Clarification: Seafarer's Charm and Sunken Treasure are not Kingdom Cards. Each player begins with one of each in place of two starting Coppers. Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back. When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
Shipyard (B)
Types: Action Duration
Cost: $5
+2 Cards. Set aside a card from the Supply costing up to $6. While it is set aside, copies of it cost $1 less, but not less than $0. At the start of your next turn or when the game ends: Gain the set aside card.
Docks (A)
Types: Action Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
Fishmonger
Types: Action Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
Scalawag
Types: Action Attack Duration
Cost: $3
Each player may trash a Copper from his hand. If you trashed a Copper, each other player gains a Curse. At the start of your next turn, +1 Card for each Scallywag that any player has in play. If there is more than one in play, trash this.
While this is in play, when another player plays an Attack card, you may discard this. If you do, gain a Silver, putting it on top of your deck.
Convoy
Types: Action Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.
While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.
Harbour
Types: Action Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
Shipyard (C)
Types: Action Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.
While this is in play, when you would gain a card, you may gain a Copper instead.
Expedition
Types: Action Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.
While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.
Voyage
Types: Action Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.
When you would discard this from play, instead, trash this and gain a Voyage.
Old Seafarer
Types: Action Duration
Cost: $6
Before the Clean-up phase, set aside cards in your play area. At the start of your next turn, discard your hand, put the set-aside cards into your hand, and each other player draws a card.
While this is in play, you may not play an Old Seafarer.
Settlement
Types: Action Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.
Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
Coastal Raiders
Types: Action Attack Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
Sea Harvest
Types: Action Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
Shipyard (D)
Types: Action Duration
Cost: $5
+2 Cards. Put a card from your hand on top of your deck. At the start of your next turn, gain a card costing up to $4, putting it into your hand.
Ballot Update: Clarified that it's the Scalawag you may discard when another player plays an Attack card.
This is pretty minor, but the name of the card is Scalawag, yet its text refers to Scallywag.
InvestmentThis is quite interesting. Normally you dont want to put action cards on this sort of Island mat. But you have to if you want this extra money. And the more cards you put there, the more money you gain, but the less often you gain it.
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
FishermanOk, very complicated, but I like it. It is a sort of a Smuggler. You dont get the card your right neighbor got, but you can choose. So you dont get the card immediately. It is a kind of gambling, when you can buy this card you want, the earlier you gain it, the better for you, but also the better the card is, the better for you. And normally you gain good cards later. May lead to interesting decisions.
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
FlagshipNice, but not too good as a simple trasher, which would be Trash a card and a copy of it from your deck. And it can also be a mini-Tactician for a good card you move from this turn to your next turn and get another of it into your hand.
Types: Action Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
Beacon (B)A simple While in play-Watchtower with extra benefits. Simple and nice. But I think too strong for $2 especially with the when-play-effect. In fact it is the same as Watchtower, but you cant choose not to reveal it. In the opposite you get +2 cards, which you cant get with Watchtower, when you leave it in hand to reveal afterwards. Sure, Watchtower can get you more cards, but I think this should cost $3.
Types: Action Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.
While this is in play, when you gain a card, trash that card or put it on top of your deck.
ObservatoryI like this trash for benefit.
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Docks (A)Can be crazy, but I really like the second part. You get extra cards for your durations you have in play. Maybe with the first part (for this turn) it is too strong.
Types: Action Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
ScalawagTrash a Copper and the other players gain a Curse? I want to do this ;-) And it also defend against itself, so that the games wont get too sloggy. Very interesting card.
Types: Action Attack Duration
Cost: $3
Each player may trash a Copper from his hand. If you trashed a Copper, each other player gains a Curse. At the start of your next turn, +1 Card for each Scallywag that any player has in play. If there is more than one in play, trash this.
While this is in play, when another player plays an Attack card, you may discard it. If you do, gain a Silver, putting it on top of your deck.
CannonI'd probably vote for this card if it wasn't a second-turn Attack Duration. Submit it to Intrigue.
Types: Action Attack Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.
KrakenSo it's a delayed unmoatable stacking Sea Hag that also helps your economy? With two Krakens and just a handful of Schemes, you can Curse nearly every turn. When that pile runs out, move on to unmoatable unrestrained Copper junking.
Types: Action Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.
When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
DispatchJust like Renovate from the DA contest, but with the autopile combo completely neutered. I'd vote for it just because it's an orange card that has a reason to be one, but luckily I also really like it.
Types: Action Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
Royal ArmadaThis card scares me, but playtesting it would be really fun.
Types: Action Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
Docks (A)Too good at any cost, unless you make it give nothing on the turn you play it. Even then I would be very worried, just because it stacks quadratically.
Types: Action Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
Lockbox
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
http://www.youtube.com/watch?v=ybPbyjKBz_E&feature=c4-overview&list=UU5Le7HnzSRyCV7doyso6SSg
A few notes:
The biggest issues this week seem to be people trying to shoehorn Duration cards into doing things that they don't do. Some of this is that they can't do (it won't stay out unless it does something next turn, etc.), some of it is you have to do really wonky things to work around restrictions, some of it actually works on Durations but insodoing doesn't feel seaside-y anymore.
But I still think that the submissions this week were overall probably the best of the contest, and most of the cards I am going to end up pinging for "that just doesn't interest me so much" rather than any actual problem.
Lockbox
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
Star Charts
Types: Action Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
Shipwreck Cove
Types: Action Attack Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
Harbourmaster
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
Tariff
Types: Action Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.
While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Beacon (A)
Types: Action
Cost: $6
+1 Action.
While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.
Cottage
Types: Action Duration
Cost: $3
+2 Cards. +2 Actions. Put 2 cards from your hand on top of your deck. At the start of your next turn, reveal the top 2 cards of your deck. You may discard one of them. You may trash one of them. Put the rest back in any order.
Ship of the Line
Types: Action Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.
While this is in play, Victory cards cost $1 more.
Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
Shipyard (A)
Types: Action Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
Thugs
Types: Action Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
Cannon
Types: Action Attack Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
Martello
Types: Action Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.
While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.
Kraken
Types: Action Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.
When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
Flagship
Types: Action Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
Vessel
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.
While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
Beacon (B)
Types: Action Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.
While this is in play, when you gain a card, trash that card or put it on top of your deck.
Dispatch
Types: Action Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Treasure Fleet
Types: Action Duration
Cost: $4
+1 Buy. +$2. When you buy a card this turn, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, +1 Buy and put the set aside card into your hand.
Commune
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
Customs Officer
Types: Action Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
Supply Ship
Types: Action Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.
Drift Bottle
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.
Setup: Put a Silver on the Drift Bottle mat.
Clarification: There is just one communal Drift Bottle mat.
Royal Armada
Types: Action Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
Raider
Types: Action Attack Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.
Seafarer's Charm
Types: Treasure Reaction
Cost: $0
Worth $1.
When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.
Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.
When you shuffle, put this at the bottom of your deck.
Clarification: Seafarer's Charm and Sunken Treasure are not Kingdom Cards. Each player begins with one of each in place of two starting Coppers. Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back. When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
Shipyard (B)
Types: Action Duration
Cost: $5
+2 Cards. Set aside a card from the Supply costing up to $6. While it is set aside, copies of it cost $1 less, but not less than $0. At the start of your next turn or when the game ends: Gain the set aside card.
Docks (A)
Types: Action Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
Fishmonger
Types: Action Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
Scalawag
Types: Action Attack Duration
Cost: $3
Each player may trash a Copper from his hand. If you trashed a Copper, each other player gains a Curse. At the start of your next turn, +1 Card for each Scalawag that any player has in play. If there is more than one in play, trash this.
While this is in play, when another player plays an Attack card, you may discard this. If you do, gain a Silver, putting it on top of your deck.
Convoy
Types: Action Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.
While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.
Harbour
Types: Action Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
Shipyard (C)
Types: Action Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.
While this is in play, when you would gain a card, you may gain a Copper instead.
Expedition
Types: Action Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.
While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.
Voyage
Types: Action Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.
When you would discard this from play, instead, trash this and gain a Voyage.
Old Seafarer
Types: Action Duration
Cost: $6
Before the Clean-up phase, set aside cards in your play area. At the start of your next turn, discard your hand, put the set-aside cards into your hand, and each other player draws a card.
While this is in play, you may not play an Old Seafarer.
Settlement
Types: Action Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.
Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
Coastal Raiders
Types: Action Attack Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
Sea Harvest
Types: Action Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
Shipyard (D)
Types: Action Duration
Cost: $5
+2 Cards. Put a card from your hand on top of your deck. At the start of your next turn, gain a card costing up to $4, putting it into your hand.
you can't play it twice in 1 turn (weaker).You can't play it twice over two turns. That makes it practically unusable in engines - like you only need half as many Fishing Villages as normal, you need twice as many of these things as normal.
http://www.youtube.com/watch?v=ybPbyjKBz_E&feature=c4-overview&list=UU5Le7HnzSRyCV7doyso6SSg
A few notes:
The biggest issues this week seem to be people trying to shoehorn Duration cards into doing things that they don't do. Some of this is that they can't do (it won't stay out unless it does something next turn, etc.), some of it is you have to do really wonky things to work around restrictions, some of it actually works on Durations but insodoing doesn't feel seaside-y anymore.
But I still think that the submissions this week were overall probably the best of the contest, and most of the cards I am going to end up pinging for "that just doesn't interest me so much" rather than any actual problem.
you can't play it twice in 1 turn (weaker).You can't play it twice over two turns. That makes it practically unusable in engines - like you only need half as many Fishing Villages as normal, you need twice as many of these things as normal.
QuoteClipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Is "Action card pile" well defined? I guess it's clearer than the other card that uses "victory card pile", since all the Knights are actions. Actually... just realized that Trade Route uses "Victory card supply pile." Um, I'm assuming that Knights with Josephine on top doesn't get a token? Is this clarified in the rules?
QuoteKraken
Types: Action Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.
When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
Should probably just be "gains a curse" instead of any card of your choice. You'll always choose Curse until they're gone; then you can start giving Estates or Coppers; depending on the game state.
QuoteCustoms Officer
Types: Action Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
So another Duration that stays in play until you use it. I know people will question of this works, because it doesn't have a "next turn" clause.. I *think* it does work as intended, because "while this is in play" means that it's still doing something, therefore doesn't get discarded.
Sorry if this has been discussed elsewhere in this thread... but wanted to get more opinions on the "permanent / while this is in play" cards. In his video, WW insists that Customs Officer won't stay out in play, because there's no "next turn" clause. I disagree with this. I think Customs Officer would work exactly as intended... because it has the Duration type, it will stay out "until the cleanup phase of the last turn on which it does something." Well, because it has a "while this is in play" clause, it IS doing something. You won't clean it up, because 1) it's a duration and 2) this isn't the last turn that it will do something. I don't think it needs specifically "next turn" wording. "While this is in play" wording should be just fine. Same goes for Harbour and the couple others, except those had a "do not discard this" clause, which I believe is unnecessary.But Lighthouse does do something next turn besides the in-play cause (+$1 at the start of your next turn), so it's not a pure example. We really don't have an example either way.
So, am I mistaken?
*Edit* AJD just pointed out Lighthouse as I was typing this. So perhaps that alone is enough to prove me wrong...
GendoIkari,
As I explained earlier in the thread, I changed cards that get set aside by Durations to all be face-down. This is not so that they'll be secret. It's so that a set-aside Duration doesn't get mistaken for a Duration you played last turn.
QuoteFlagshipEh... Treasure Maps??
Types: Action Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
QuoteLockbox
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
So I think that this card actually doesn't work according to the rules at all. It will never be discarded from play. Duration rules: "Leave the card in front of you until the Clean-up Phase of the last turn in which it does something." Well at the end of the turn after you played this, the card isn't done doing stuff yet. It's still waiting for the "when you discard this from play..." to happen. Or, at least, I think that's a reasonable interpretation that would therefore cause rules confusion. And if you do discard it, suddenly it's doing something next turn. Which means it shouldn't have really been discarded, it should stay out to remind you what to do with those set-aside treasures. So I think it really doesn't fit with the idea of how durations work in general.
Aside from that, it just seems like an extremely weak Tactician. The turn after you play it, you sacrifice your turn for an extra 3 treasures in your hand next turn. Compared Tactician, you don't get the +1 action, you don't get the +1 buy, and you get 3 cards instead of 5. Also, you can't use that effect in a completely dead hand where you'd really want to, because you have to have treasures to set aside. Sure Haven only gets you 1 card, not 3, but it seems way, way stronger that this, because it's 1 turn later, not 2 turns later; it's +1 card +1 action, and you don't have to sacrifice your turn to use it.
Sorry if this has been discussed elsewhere in this thread... but wanted to get more opinions on the "permanent / while this is in play" cards. In his video, WW insists that Customs Officer won't stay out in play, because there's no "next turn" clause. I disagree with this. I think Customs Officer would work exactly as intended... because it has the Duration type, it will stay out "until the cleanup phase of the last turn on which it does something." Well, because it has a "while this is in play" clause, it IS doing something. You won't clean it up, because 1) it's a duration and 2) this isn't the last turn that it will do something. I don't think it needs specifically "next turn" wording. "While this is in play" wording should be just fine. Same goes for Harbour and the couple others, except those had a "do not discard this" clause, which I believe is unnecessary.But Lighthouse does do something next turn besides the in-play cause (+$1 at the start of your next turn), so it's not a pure example. We really don't have an example either way.
So, am I mistaken?
*Edit* AJD just pointed out Lighthouse as I was typing this. So perhaps that alone is enough to prove me wrong...
Um, I think it might be generally better than expand ignoring cost, but I don't think that means it isn't fine. First of all, you play it less often. Next, you get the gained card later. And the biggest thing is that you can rarely grab 8s with it, never 11s. Subtle but important, it also leads to faster pile-outs. The big problem with 5-cost expand is the ability to just go 2-5-province so easily, and this (normally) doesn't have that issue. This doesn't have that issue, and the other things may generally be useful (well, the faster pile-outs likely won't be), but they also curb it from trying to do broken things. I think.http://www.youtube.com/watch?v=ybPbyjKBz_E&feature=c4-overview&list=UU5Le7HnzSRyCV7doyso6SSg
A few notes:
The biggest issues this week seem to be people trying to shoehorn Duration cards into doing things that they don't do. Some of this is that they can't do (it won't stay out unless it does something next turn, etc.), some of it is you have to do really wonky things to work around restrictions, some of it actually works on Durations but insodoing doesn't feel seaside-y anymore.
But I still think that the submissions this week were overall probably the best of the contest, and most of the cards I am going to end up pinging for "that just doesn't interest me so much" rather than any actual problem.
So you said that Recycle was just fine. Am I wrong in my analysis that it's basically a better Expand? (Except that it costs $5 instead of $7)? Granted, you can only turn a $5 into a Province if there's a $7 on the board, which I didn't think of until now. But you can always turn a $3 into a $6, almost always a $2 into a $5, etc.
@WW
You said that Treasure Fleet is fine, but isn't it just generally way better than both Merchant Ship and Explorer?
A terminal action costing $4+ that has to collide with a Treasure Map is, blatantly, not a Treasure Map enabler.
A terminal action costing $4+ that has to collide with a Treasure Map is, blatantly, not a Treasure Map enabler.
He earned a spot in my signature with that.A terminal action costing $4+ that has to collide with a Treasure Map is, blatantly, not a Treasure Map enabler.
You mean, like, another Treasure Map?
As florrat said, the best enabler for Treasure Map is another Treasure Map.
Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
People should note that this is generally not too powerful because this is a $5 one-shot and you have to jump through quite a few hoops. You need to buy this, you need to buy the action card to Invest, probably many times. You need to match up Investment with that card, and the turn you use Investment is probably an otherwise weak turn (you're down an action and two cards). When Investment is good, it's more likely to be an interesting combo rather than something broken. The most likely use case for Investment is powering up cheap cards rather than stronger ones, because it's easier to buy a lot of the cheap cards and it hurts less to have to Island away one of them for the rest of the game.
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
Flagship
Types: Action Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
Dispatch
Types: Action Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
Supply Ship
Types: Action Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.
Harbour
Types: Action Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
Shipyard (C)
Types: Action Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.
While this is in play, when you would gain a card, you may gain a Copper instead.
Star ChartsThis card seems to facilitate stupid amounts of gaining.
Types: Action Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
Shipwreck CoveI don't like cancelling durations.
Types: Action Attack Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
HarbourmasterThis seems to me like it is just another smithy variant. In my opinion there are to many at $5 already for this to be worth it.
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
TariffToo political; shouldn't choose a player.
Types: Action Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.
While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
ClipperKind of an anti-embargo; I like it. Interesting interactions with some cards (like band of misfits) too.
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Ship of the LineThis seems too good. It would make the only viable strategy rushing these, duchies, and estates, I think.
Types: Action Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.
While this is in play, Victory cards cost $1 more.
InvestmentThis seems a little too good to me. Although a little hard to do it can turn every village into a bazaar. It just seems a little too good for engines.
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
FishermanInteresting but perhaps a little weak.
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
ThugsNo. Too much tracking, too good. Too much incentive for buying only one card.
Types: Action Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
CannonI don't like duration attacks in general.
Types: Action Attack Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.
RecycleThis seems very interesting. I am a little concerned it seems to good.
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
KrakenI don't like that this can create a junk turn at the bottom of your shuffle. Otherwise this seems a little weak.
Types: Action Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.
When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
VesselThis is some interesting player interaction.
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.
While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
Beacon (B)A little too vanilla for my taste; just a combo between watchtower and lighthouse.
Types: Action Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.
While this is in play, when you gain a card, trash that card or put it on top of your deck.
DispatchInteresting. I am not so sure how much I like it.
Types: Action Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
ObservatoryAn interesting trash for benefit.
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Treasure Fleet
Types: Action Duration
Cost: $4
+1 Buy. +$2. When you buy a card this turn, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, +1 Buy and put the set aside card into your hand.
CommuneI don't really like the buying off other players.
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
Customs OfficerI don't think this card stays in play or works as intended.
Types: Action Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
Supply ShipI like this card a lot. It has a lot of interesting interactions, which the more I think about them the more I like them.
Types: Action Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.
RaiderI don't like attack durations.
Types: Action Attack Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.
Seafarer's CharmNot sure if this really fits for seaside. The setup rules aren't really what seaside needs. I kind of like the alternate coppers to mirror shelters though.
Types: Treasure Reaction
Cost: $0
Worth $1.
When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.
Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.
When you shuffle, put this at the bottom of your deck.
Clarification: Seafarer's Charm and Sunken Treasure are not Kingdom Cards. Each player begins with one of each in place of two starting Coppers. Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back. When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
Docks (A)Way too strong.
Types: Action Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
FishmongerBoring.
Types: Action Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
ConvoyThis seems like it is maybe too strong. Not sure this is needed in seaside either.
Types: Action Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.
While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.
HarbourI don't like permanent durations as a rule but it seems this one might be interesting enough. I like its condition for leaving play although it could also do so when you buy a victory card.
Types: Action Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
Shipyard (C)I like how if you really need the money you can use the extra buys to guarantee it next turn.
Types: Action Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.
While this is in play, when you would gain a card, you may gain a Copper instead.
ExpeditionI don't like the interactions between this and other durations. I think it would be too hard to track.
Types: Action Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.
While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.
VoyageNot sure the self trashing is necessary, although thematic. I agree with whoever said +1 action would be better.
Types: Action Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.
When you would discard this from play, instead, trash this and gain a Voyage.
SettlementI don't like this as much as Harbour. Just seems a little less interesting than +1 card.
Types: Action Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.
Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
Coastal RaidersAn attack duration which works by not attacking on the next turn. Seems too similar to militia.
Types: Action Attack Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
Sea HarvestI don't like that the treasure gaining is more or less fixed to less than $5. Maybe if it gained to hand for a little self interaction. But that would probably be a little too powerful.
Types: Action Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
FlagshipI'm not really sure I like $5 trashers in general, and it seems like the main function of this is the trashing (aside from that, it can be an action digger which is just way, way worse than Throne Room, or it can be like a Throne Room on treasures). It's kind of like Steward in that it's a trasher that still does things after you're done trashing. I don't know, just doesn't feel exciting to me, but probably just personal taste.
Types: Action Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
VesselI just don't think that bottom half works, especially since it can gain victory cards. Grabbing a Duchy every time your opponents buy Province just makes it too hard for them to get a lead if they're not already ahead. But even if victory cards are prohibited, I still don't really like being able to get cards off of opponents' expensive buys, especially in multi-player (since opponents are less incentivized to worry about your Vessels, and also because you gain more cards between turns). And having multiple of them is just way too much. Like, with three Vessels in play, your opponent actually comes out behind VP-wise if he buys a Province, and that just seems silly. If both players build an engine that plays three Vessels every turn (actually that's not quite possible is it?) no one could make progress. I do like how the +buy fits in with the bottom half, but yeah, overall seems like a dangerous card.
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.
While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
MermaidSeems a little awkward and the bottom-decking seems useful only in a few edge cases. I guess you can store cards there like a Haven for next turn, if you have a Mermaid in your next hand, but it still seems really situational.
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
Beacon (B)Seems like a sort of Watchtower variant. I actually really like the idea of making a card that does to some reaction what Lighthouse did to Moat. But I'm not really sold on this particular implementation. You could have like "At the start of your next turn, draw up to five cards in hand" or something like that to defend against discarding attacks, but then you start looking even more like Watchtower.
Types: Action Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.
While this is in play, when you gain a card, trash that card or put it on top of your deck.
DispatchI like it, but I think it's too strong at $4. It can't pull the late game shenanigans that Remodel does, but otherwise, it's just way better than Remodel. Now it's a limited Remodel, and next turn it's like +2 cards, +2 actions, but a little more limited than that. I think it just has to be too good, but I still like it a lot. Also interesting that it can trash Coppers with no penalty when there are no $2's on the board, the complement of the set of cases in which you might want to use Remodel to trash Copper.
Types: Action Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
ObservatoryThat's a really unique TfB, which I really like. At $2 it's a spectacular Estate trasher, but a disappointing Copper trasher, so I think it's fine and fits in with its TfB family in that regard. I like it a lot.
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Customs OfficerWhat makes this a Duration card? I think it still gets discarded at the same time as your regular non-duration cards, right? Seems like kind of a weird way of doing what Bargain did, maybe it's all right. I'd have to think about it more.
Types: Action Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
Supply ShipKind of like an Armory that gives +2 cards, +2 actions next turn? Maybe not really a great comparison. Still doesnt seem that interesting to me.
Types: Action Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.
Drift BottleSeems fairly interesting, but the discarding seems really harsh. Im not usually going to want whatever someone (maybe me) stuck there at the penalty of discarding 3+ cards, am I? Probably its decent in engines as a mid-game pick up. It can also do weird things with DA on-trash effects, but I dont think theres anything thats problematic rules-wise (though you could get a Fortress in your deck without gaining it, but Masq can already do things like that).
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.
Setup: Put a Silver on the Drift Bottle mat.
Clarification: There is just one communal Drift Bottle mat.
Royal ArmadaI think this is way too powerful, but Im not sure about that. But even if its okay power-wise, it must be a disaster to track. I can imagine just having a giant fleet of Royal Armadas out because they Royal Armadad each other (same reason TR stays out with durations), but it would be much more confusing than TR because Royal Armadas are themselves durations, and you have to keep track of which ones are from this turn and which ones are two or three turns ago. I think Donald X. tried some sort of duration throne room and cut it for similar reasons.
Types: Action Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
RaiderSort of a duration Militia. It doesnt seem interesting enough to me to be worth going through the Duration-Attack confusions, especially since the second-turn attack is very weak.
Types: Action Attack Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.
Seafarer's CharmIm not hugely fond of the card anyway, but Sunken Treasures forced re-shuffling position seems very weird to me, in a bad way. If other players arent watching me shuffle, I could try to sneak it into somewhere else in my deck. But then I guess it has the different back, so they can tell if its in my hand when I didnt just re-shuffle.
Types: Treasure Reaction
Cost: $0
Worth $1.
When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.
Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.
When you shuffle, put this at the bottom of your deck.
Clarification: Seafarer's Charm and Sunken Treasure are not Kingdom Cards. Each player begins with one of each in place of two starting Coppers. Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back. When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
Docks (A)This seems terribroken. Or maybe just broken. Even in the worst case, its a Caravan without the action. Its awful in BM games, and incredible in engine games. With other durations (especially non-terminals, FV and Lighthouse), you can start of the turn with better than Wharf draw, on a $4 card.
Types: Action Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
FishmongerI actually like this a lot. Its very simple, and its the sort of thing I could sea being in Seaside (you sea what I did there?). Ill stop with the puns now. Its a double Market Square without the reaction, which seems reasonable at $3. I really like the idea of having a duration that is a cantrip with a bonus on play, and then just the bonus on the next turn, so that its actually just the same effect twice. I dont know why I like that, and I certainly wouldnt want every duration card to be like that, but having it on just one card seems cool. +buy is probably the best bonus you could do for a card like that, since it doesnt add a huge amount to your deck when stacked, but is still quite nice to have in engines.
Types: Action Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
ConvoyWow, thats a really big card. It just does so much for you and so much for your opponent that it seems like it would be really, really tough to get the balance right. My intuition says that this is too generous to other players that it wouldnt be worth buying at $5, but its just really hard to tell.
Types: Action Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.
While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.
HarbourI dont really know what to think about this. It is quite crazy. I keep thinking I hate it, but then I think about it some more and decide its really interesting.
Types: Action Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
VoyageThats pretty funky I think I like it. I dont get the below-the-line part at all though. It just burns through the Voyage pile faster? How is that relevant to the top half? I think I must be missing something
Types: Action Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.
When you would discard this from play, instead, trash this and gain a Voyage.
Old SeafarerI like that its a unique idea for a duration. Its more like an Outpost/Tactician/Haven type duration that specifically uses the duration-ness (durability?) to employ an idea that wouldnt quite work otherwise. A lot of other submissions are like that but this one stands out to me as really capitalizing on that. However, there are bound to be problems with you may not play. Also, it seems a little weird to set aside so many cards all at once. Otherwise I like it.
Types: Action Duration
Cost: $6
Before the Clean-up phase, set aside cards in your play area. At the start of your next turn, discard your hand, put the set-aside cards into your hand, and each other player draws a card.
While this is in play, you may not play an Old Seafarer.
SettlementI expect this card to be very dominating and push toward really short games. In Big Money its like a Super Merchant Ship, but I guess in engines its interesting. Maybe its all right.
Types: Action Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.
Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
Sea HarvestNot a fan of the name, but seems like an interesting card otherwise. I dont really like how the second half almost explicitly requires you to use Seaside to get a $5+ treasure, but I guess there are enough things that keep it from being gain a Silver that its okay. Theres Council Room, Soothsayer, and Governor that can also benefit it.
Types: Action Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Seafarer's Charm
Types: Treasure Reaction
Cost: $0
Worth $1.
When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.
Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.
When you shuffle, put this at the bottom of your deck.
Harbour
Types: Action Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
Shipyard (C)
Types: Action Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.
While this is in play, when you would gain a card, you may gain a Copper instead.
Voyage
Types: Action Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.
When you would discard this from play, instead, trash this and gain a Voyage.
Settlement
Types: Action Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.
Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
Raider
Types: Action Attack Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.
TariffBasic Idea: Gives money, and it filters when someone draws a card.
Types: Action Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.
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While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
I forgot to feature a card yesterday, so I'm doing two this time. Please comment on my comments.
Day 2: Tariff
Checkmarks:
Theme: It is a duration, but doesn't have too much to do with the future. It would fit in, but is hardly the best example. Still, it works.
Niche:: This is to me the most important aspect of a card. Does it take a niche, a concept, or a specific mechanic and shape it into a card that is balanced and fun to play with? I think for this card the answer is yes. It takes the mechanic of a duration 'while this is in play' and gives it an interesting, but not too powerful, action you can take.
Balance: Okay, I can't think of anything off the bat to compare this to, other than Merchant Ship. It's $1 cheaper than it, and provides $1 fewer money and an extra effect. I think this is pretty balanced: check out Militia and the hypothetical +$3 card. I also like the way it scales with multiple players.
Expedition
Types: Action Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.
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While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.
QuoteFlagshipI'm not really sure I like $5 trashers in general, and it seems like the main function of this is the trashing (aside from that, it can be an action digger which is just way, way worse than Throne Room, or it can be like a Throne Room on treasures). It's kind of like Steward in that it's a trasher that still does things after you're done trashing. I don't know, just doesn't feel exciting to me, but probably just personal taste.
Types: Action Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
QuoteRecycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
Would this be too good at piling out Provinces? I wonder if it would be better if the $1 had to be "exactly" instead of "up to."
QuoteHarbour
Types: Action Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
If you stack enough of these, you force your opponent to suffocate in Victory cards. I'm not sure the penalty of force-gaining a Harbor is a penalty, because wouldn't you want all of these anyway?
QuoteShipyard (C)
Types: Action Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.
While this is in play, when you would gain a card, you may gain a Copper instead.
I like this one, too. I think it's a little better than Counting House. But similarly, it would get smoked by any viable engine. Maybe it would work in a board with limited +actions. Ideally you'd want to play one every turn. But, Provinces would still be tough to grab. You'd need two in play, with 6 Coppers in the trash, and two more coin out of the rest of your hand.
Combos with Counting House, and Coppersmith. Alt-VP, too.
Vessel
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.
While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
TR isn't really a good comparison. If you choose not to trash, this card non-terminally adds 2 cards to your next hand. That's kind of a big deal, I think.So does Wharf, which also costs $5, and gives you +1 Buy on both turns, and increases your handsize on the turn you play it too. This one does nothing for me now, and even hurts my current hand. There just aren't that many cards that I'd rather start my next turn with two of, than have one now, especially at the cost of an action; even if I did want to collide two copies of something, why didn't I just buy another copy of it instead?
Well, if you use it for an action card, in the best case, you find a copy of it next turn and play both copies of it. Compared to TR, you do get an extra two cards next turn, but you still get two fewer cards this turn, and if you play both cards next turn, you're back down to a 5-card hand, so the only benefit in that regard is that you get a big and a small turn rather than two medium turns. TR takes up only one action to play "both" cards, whereas Flagship takes an action the turn you play it, and then you have to play each action individually, so it would take three total actions to play both cards. Also, Flagship misses the re-shuffle more often. So I think if you used it only for saving action cards, you would generally prefer Throne Room (even if Flagship cost $4).QuoteFlagshipI'm not really sure I like $5 trashers in general, and it seems like the main function of this is the trashing (aside from that, it can be an action digger which is just way, way worse than Throne Room, or it can be like a Throne Room on treasures). It's kind of like Steward in that it's a trasher that still does things after you're done trashing. I don't know, just doesn't feel exciting to me, but probably just personal taste.
Types: Action Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
TR isn't really a good comparison. If you choose not to trash, this card non-terminally adds 2 cards to your next hand. That's kind of a big deal, I think.
TR isn't really a good comparison. If you choose not to trash, this card non-terminally adds 2 cards to your next hand. That's kind of a big deal, I think.So does Wharf, which also costs $5, and gives you +1 Buy on both turns, and increases your handsize on the turn you play it too. This one does nothing for me now, and even hurts my current hand. There just aren't that many cards that I'd rather start my next turn with two of, than have one now, especially at the cost of an action; even if I did want to collide two copies of something, why didn't I just buy another copy of it instead?
As a trasher, it's also pretty mediocre - trash a card from your hand and another copy from your deck, for no benefit. Hermits can trash from my discard pile and also gain me Silvers and Madmen, and they cost $3.
Well, if you use it for an action card, in the best case, you find a copy of it next turn and play both copies of it. Compared to TR, you do get an extra two cards next turn, but you still get two fewer cards this turn, and if you play both cards next turn, you're back down to a 5-card hand, so the only benefit in that regard is that you get a big and a small turn rather than two medium turns. TR takes up only one action to play "both" cards, whereas Flagship takes an action the turn you play it, and then you have to play each action individually, so it would take three total actions to play both cards. Also, Flagship misses the re-shuffle more often. So I think if you used it only for saving action cards, you would generally prefer Throne Room (even if Flagship cost $4).QuoteFlagshipI'm not really sure I like $5 trashers in general, and it seems like the main function of this is the trashing (aside from that, it can be an action digger which is just way, way worse than Throne Room, or it can be like a Throne Room on treasures). It's kind of like Steward in that it's a trasher that still does things after you're done trashing. I don't know, just doesn't feel exciting to me, but probably just personal taste.
Types: Action Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
TR isn't really a good comparison. If you choose not to trash, this card non-terminally adds 2 cards to your next hand. That's kind of a big deal, I think.
I still think you mostly use it for trashing. Maybe I'm underestimating the mini-Tactician aspect of it. I suppose there are also uses for it with discard/trash for benefit, but that seems like a much less important thing.
The good $5+ trashers either trash a lot more (Count, Forge) or are cantrip with some additional benefit (Junk Dealer, Upgrade). Of course, it's a duration card so you can't expect it to trash two cards every shuffle. I really can't imagine ever wanting to buy this card, unless I had a 5/2 split and there really wasn't anything else.
QuoteHarbour
Types: Action Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
If you stack enough of these, you force your opponent to suffocate in Victory cards. I'm not sure the penalty of force-gaining a Harbor is a penalty, because wouldn't you want all of these anyway?
They're really junky though. I wouldn't want all 10 of these. Even if I get them all into play, you just buy one Duchy or something and now I have 10 terminal Coppers in my deck.
QuoteShipyard (C)
Types: Action Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.
While this is in play, when you would gain a card, you may gain a Copper instead.
I like this one, too. I think it's a little better than Counting House. But similarly, it would get smoked by any viable engine. Maybe it would work in a board with limited +actions. Ideally you'd want to play one every turn. But, Provinces would still be tough to grab. You'd need two in play, with 6 Coppers in the trash, and two more coin out of the rest of your hand.
Combos with Counting House, and Coppersmith. Alt-VP, too.
Why would you need Coppers in the trash? Do you mean in the discard?
QuoteHarbour
Types: Action Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
If you stack enough of these, you force your opponent to suffocate in Victory cards. I'm not sure the penalty of force-gaining a Harbor is a penalty, because wouldn't you want all of these anyway?
They're really junky though. I wouldn't want all 10 of these. Even if I get them all into play, you just buy one Duchy or something and now I have 10 terminal Coppers in my deck.
It's a terminal copper, but it's a terminal Copper that casts a permanent wonderful effect. I mean, "$1, live forever" is a terminal Copper. In the meantime your opponent is being forced to waste their buys on Duchies and Estates.
I wouldn't want to waste buys getting 10 of these, most of the time, because you don't need that many. But being given one free is not much of a penalty, just like "gain a free Mountebank" wouldn't be much of a penalty on Mountebank.
I'm fairly certain that it's a penalty, because it doesn't happen until your opponent (or you) starts greening, at which point they're greening, which means that Harbours are getting closer and closer to just a plain terminal Copper. It won't come into play again until you re-shuffle, so you're opponent doesn't have to sit there buying Duchies and Estates to make it not draw. They can keep building until you get another Harbour back into play, then either wait until the next time they can buy a Province, or just grab one Duchy and make you wait until the next time you can play a Harbour.
Don't forget Butcher. That's a pretty great trash-for-benefit card in my experience. It's a terminal $5 that trashes at most one card.Butcher isn't a trasher, it's in the remodel family. It can't thin your deck, unless you're going to spend coin tokens to turn Coppers into Pearl Divers, which is a terrible play. Remodel is also not a deck thinner, as anyone who's played base-only games Goko against beginners knows.
Customs OfficerMain Idea: You get free money one time if you don't have cost reduction in place.
Types: Action Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
Don't forget Butcher. That's a pretty great trash-for-benefit card in my experience. It's a terminal $5 that trashes at most one card.Butcher isn't a trasher, it's in the remodel family. It can't thin your deck, unless you're going to spend coin tokens to turn Coppers into Pearl Divers, which is a terrible play. Remodel is also not a deck thinner, as anyone who's played base-only games Goko against beginners knows.
Royal Armada
Types: Action Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
You buy this card for the future: so that though you won't get anything immediately, you can save it up for when you need to get $1 more to get a colony or province. I think it fits.If it stays in play, it feels like a coin token except that its worse since you actually can't Customs Officer up to Province in most games or Colony ever. If it cost $2 I think it might be worthwhile, but then it looks kind of like a Mining Village opening when you trash it immediately which is a $4 opener.
Remodel cards are trashers, just not deck thinners. You named Upgrade already.I have no idea what your point is. The fan card in question does not work remotely like Butcher and gives none of Butcher's benefits. It trashes for no benefit. Upgrade, unlike Butcher and Remodel, trashes Copper and doesn't force you to gain a card to replace it (Poor House excepted).
Remodel cards are trashers, just not deck thinners. You named Upgrade already.I have no idea what your point is. The fan card in question does not work remotely like Butcher and gives none of Butcher's benefits. It trashes for no benefit. Upgrade, unlike Butcher and Remodel, trashes Copper and doesn't force you to gain a card to replace it (Poor House excepted).
I don't know why you want to argue about definitions when it's clear what I (and everyone else) mean by a trasher. If you want to call it a "deck thinner" then fine, please feel free to replace every instance of the word "trasher" with "deck thinner" in every post ever. You could equally well say that Great Hall is a drawer because it draws +1 Card, and call what everyone else calls a drawer a "handsize increaser", but I don't know what the point would be.
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Both of these are interesting cards. But I think Observatory adds more than Recycle. Recycle is a gainer+remodler. While it's a completely unique way to go about this type of card, it's mostly useful in the same situations. Observatory on the hand looks to me like a completely new TfB card. It uses that mechanic in a way that hasn't really been covered. Yes there are card like Scavenger and Hunting Party that seek out cards, but this is pretty different than those cards. It's also $2, which is nice because otherwise the set will mostly be $5 cards.
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
But how often do you think you'll be willing to trash an expensive card with this, like you would with Apprentice? Not often, I'll wager. Although it's cool in theory, I think it's going to be very underwhelming in practice. You'll probably trash your Estates and then have a dead card.This. It doesn't matter how unique a card's power is if there aren't any situations where you would actually use it.
Recycle fills a very cool niche: a Duration Remodel. And it does it in a way that makes the Duration matter: by putting the card into your hand next turn. I think it's a little clunky with the way it does another remodel on the next turn. That seems unnecessary to me. It makes the card less compelling in my mind and also runs the risk of running out the Provinces very quickly. But obviously I'm in the minority, since I saw Recycle and created Dispatch as an attempt at a more compelling version of the concept. It tied for 3rd with four other cards.Dispatch I liked much better: I assumed it was Robz's card, because it was exactly like Renovate but with an elegant fix for the autopile combo. Is there any chance at all you could put the 3rd place cards on the new ballot? The difference between 11 and 10 votes isn't really significant.
I don't find Observatory that exciting because it's basically a worse Apprentice in most cases. You get to look at the same number of cards. Observatory draws one, discards some, and puts the others back. Apprentice puts all of those cards into your hand.
Now, cards that are (almost) strictly worse than a more expensive card are not unheard of by any means. Remodel is a worse Butcher. Moneylender is a worse Counterfeit. Throne Room is a worse King's Court! But I think Observatory is too weak at any cost. It's a fair Estate-trasher, I guess. But how often do you think you'll be willing to trash an expensive card with this, like you would with Apprentice? Not often, I'll wager. Although it's cool in theory, I think it's going to be very underwhelming in practice. You'll probably trash your Estates and then have a dead card.
Recycle fills a very cool niche: a Duration Remodel. And it does it in a way that makes the Duration matter: by putting the card into your hand next turn. I think it's a little clunky with the way it does another remodel on the next turn. That seems unnecessary to me. It makes the card less compelling in my mind and also runs the risk of running out the Provinces very quickly. But obviously I'm in the minority, since I saw Recycle and created Dispatch as an attempt at a more compelling version of the concept. It tied for 3rd with four other cards.
Overall, I think Recycle is a better choice than Observatory.
EDIT: Also, Seaside already has a Cartographer-like card: Navigator. It's really hurting for a Remodel variant, though.
I don't find Observatory that exciting because it's basically a worse Apprentice in most cases. You get to look at the same number of cards. Observatory draws one, discards some, and puts the others back. Apprentice puts all of those cards into your hand.
Now, cards that are (almost) strictly worse than a more expensive card are not unheard of by any means. Remodel is a worse Butcher. Moneylender is a worse Counterfeit. Throne Room is a worse King's Court! But I think Observatory is too weak at any cost. It's a fair Estate-trasher, I guess. But how often do you think you'll be willing to trash an expensive card with this, like you would with Apprentice? Not often, I'll wager. Although it's cool in theory, I think it's going to be very underwhelming in practice. You'll probably trash your Estates and then have a dead card.
Recycle fills a very cool niche: a Duration Remodel. And it does it in a way that makes the Duration matter: by putting the card into your hand next turn. I think it's a little clunky with the way it does another remodel on the next turn. That seems unnecessary to me. It makes the card less compelling in my mind and also runs the risk of running out the Provinces very quickly. But obviously I'm in the minority, since I saw Recycle and created Dispatch as an attempt at a more compelling version of the concept. It tied for 3rd with four other cards.
Overall, I think Recycle is a better choice than Observatory.
EDIT: Also, Seaside already has a Cartographer-like card: Navigator. It's really hurting for a Remodel variant, though.
What about comparing Observatory to Lookout? It seems to me that Observatory is stronger in most cases. They both non-terminally trash 1 card. They cycle at the same speed if you trash an Estate with Observatory. You don't tend to play Lookout in the mid to late game, so it's basically a dead card. At least with Observatory you know if it's safe to play or not. I have trouble thinking of reasons why I would ever want a Lookout over an Observatory.
Also, "But how often do you think you'll be willing to trash an expensive card with this"... ok, not often at all. But why do you need to be able to? You won't be willing to trash an expensive card with Chapel or Lookout either.
Wait, are we not supposed to vote via PM? Does that mean you didn't count my vote?
(Though I think Investment was the most interesting card in this round.)
Dispatch I liked much better: I assumed it was Robz's card, because it was exactly like Renovate but with an elegant fix for the autopile combo. Is there any chance at all you could put the 3rd place cards on the new ballot? The difference between 11 and 10 votes isn't really significant.
Sorry for not voting. Got annoyed at myself for completely screwing up the wording to my card and ignored the contest for a few days :-\
I think that Recycle is more interesting than Observatory. A duration Remodeler is certainly a cool idea. I agree that it is a little strong (its better than an Expand that takes two turns to put the gained card into your hand) but that can be tweaked away. I feel like pricing it at $6 would make it annoying expensive, so maybe just a 1 and 1 remodel.
What about comparing Observatory to Lookout? It seems to me that Observatory is stronger in most cases. They both non-terminally trash 1 card. They cycle at the same speed if you trash an Estate with Observatory. You don't tend to play Lookout in the mid to late game, so it's basically a dead card. At least with Observatory you know if it's safe to play or not. I have trouble thinking of reasons why I would ever want a Lookout over an Observatory.
Also, "But how often do you think you'll be willing to trash an expensive card with this"... ok, not often at all. But why do you need to be able to? You won't be willing to trash an expensive card with Chapel or Lookout either.
Wait, are we not supposed to vote via PM? Does that mean you didn't count my vote?
You usually vote by PM. For this run-off, it will be in a poll rather than PM. This is probably substantially less work for LastFootnote.
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
QuoteRecycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
I don't know if anyone has pointed this out yet, but it's possible this card could be too good at quickly piling out Provinces ala Rebuild. I could see a strategy of getting a few of these, and a few Golds, and then Recycling Gold to Province and Province to Province. It's weaker than Rebuild in a few ways, since it won't always hit something and can't go Ducky->Province. But, if you get a Recycle and a Province in hand, you can at worst trash two of the Provinces that are in the supply by Recycling Province this turn and next. I could see a rush like this being OP, and not in a fun way.
EDIT: Even a $4 version of this card that just did a $1 Remodel twice might be too annoying at quickly draining the Provinces -- after you get one, when you pair them you can trash 2 Provinces in one play.
I think $1 and $1 would make the card a lot less interesting over all, and if the Province-piling is problematic then it doesn't fix it. Someone proposed making the second turn an actual Upgrade (exactly $1 more) but I believe that this would be a buff overall because it lets you trash Copper freely.
I have a couple of suggestions though:
1. Make the FIRST turn a Governor (exactly $2 more). This reduces some flexibility, most importantly Province->Province but also Estate->Silver (or $3 engine piece). You can still Gold->Province and Province->Province on the second turn, but I think that's more an interesting gambit than anything broken (I don't think the original is broken either, but this is markedly less so).
2. Add "not a victory card" to one of the gains. Adding it to the first turn would be the bigger nerf because then you can't get to Province without a $7 on the board.
Less related, another nerf would be to reverse the effects -- have it be an upgrade the first turn, remodel on the second turn. This is a nerf because then you have fewer options as to what gained card to put into your next hand.
I think $1 and $1 would make the card a lot less interesting over all, and if the Province-piling is problematic then it doesn't fix it. Someone proposed making the second turn an actual Upgrade (exactly $1 more) but I believe that this would be a buff overall because it lets you trash Copper freely.
I have a couple of suggestions though:
1. Make the FIRST turn a Governor (exactly $2 more). This reduces some flexibility, most importantly Province->Province but also Estate->Silver (or $3 engine piece). You can still Gold->Province and Province->Province on the second turn, but I think that's more an interesting gambit than anything broken (I don't think the original is broken either, but this is markedly less so).
2. Add "not a victory card" to one of the gains. Adding it to the first turn would be the bigger nerf because then you can't get to Province without a $7 on the board.
As I mentioned, I made Dispatch because I loved Recycle's concept, but thought it was slightly too clunky. These changes would push it into very clunky territory. I always try to fix cards by making them simpler before making them more complex. The less similar Recycle's two remodel effects are to each other, the less elegant the card becomes.
Why do you think changing the effects to be the same (+$1) makes the card less interesting? I think it makes it far more compelling, especially if it means it can cost $4.Less related, another nerf would be to reverse the effects -- have it be an upgrade the first turn, remodel on the second turn. This is a nerf because then you have fewer options as to what gained card to put into your next hand.
It's also a buff because you're always able to use it to turn $5 cards into Provinces over two turns (Gold is always on the board).
As there were not so many votes this time, what about extending the time you have to vote in the next round? The next contest seems to start 2 weeks after the last one. So we could extending the deadline until the next round starts. (Not this time for sure.) But so we have more time to think and discuss the votes and maybe playtesting some cards.
As there were not so many votes this time, what about extending the time you have to vote in the next round? The next contest seems to start 2 weeks after the last one. So we could extending the deadline until the next round starts. (Not this time for sure.) But so we have more time to think and discuss the votes and maybe playtesting some cards.
I'm seriously considering some sort of two-round vote. Sort of like this except with more than two cards in the second round. That way the discussion can be more focused and playtesting is at least more likely.
I find $1/$1 less interesting because I like it as an Expand over two turns, vs. Remodel over two turns. But I suppose it could work.
I find $1/$1 less interesting because I like it as an Expand over two turns, vs. Remodel over two turns. But I suppose it could work.
But Expand costs 7! Expand-over-two-turns is sometimes worse than Expand, but it's flexibility makes it often better. I just don't see how it can cost 5.
I like it much more as a 1-and-1 costing $4, though.
Oh, also, if anyone is interested, Investment was posted in the forums before, and there is some discussion of it here (http://forum.dominionstrategy.com/index.php?topic=2665.15).
It was noted during discussion. I think $1 and $1 would make the card a lot less interesting over all, and if the Province-piling is problematic then it doesn't fix it. Someone proposed making the second turn an actual Upgrade (exactly $1 more) but I believe that this would be a buff overall because it lets you trash Copper freely.Of all the suggestions, I still think second turn Upgrade is the best. The most important part of a Remodel rush (at least in Base Set games) is trashing Provinces out of the supply as soon as you have a lead, and that requires you to play a terminal action on each turn, and to match up the cards on both turns. Getting a guaranteed Gold->Province->Province by playing a single action is too powerful, and that's what needs to be nerfed. If the possibility of trashing Copper on the second turn is OP, then we just boost the cost to $6.
I have a couple of suggestions though:
1. Make the FIRST turn a Governor (exactly $2 more). This reduces some flexibility, most importantly Province->Province but also Estate->Silver (or $3 engine piece). You can still Gold->Province and Province->Province on the second turn, but I think that's more an interesting gambit than anything broken (I don't think the original is broken either, but this is markedly less so).
2. Add "not a victory card" to one of the gains. Adding it to the first turn would be the bigger nerf because then you can't get to Province without a $7 on the board.
Less related, another nerf would be to reverse the effects -- have it be an upgrade the first turn, remodel on the second turn. This is a nerf because then you have fewer options as to what gained card to put into your next hand.
Oh, also, if anyone is interested, Investment was posted in the forums before, and there is some discussion of it here (http://forum.dominionstrategy.com/index.php?topic=2665.15).
So - does it stack now? Have you tested it that way?
Oh, also, if anyone is interested, Investment was posted in the forums before, and there is some discussion of it here (http://forum.dominionstrategy.com/index.php?topic=2665.15).
So - does it stack now? Have you tested it that way?
Yeah I think it would have to be $3.I forgot to vote for Observatory! So it would've been tied again :)
I forgot to vote! If I had, Recycle would have won. Sorry, Recycle designer.
I like Recycle more but Observatory is cool too. But you shouldn't vote for it just because of the cost because that's likely to change.
Edit: but LF thinks it's too weak at any cost, so who knows...
Recycle is too powerful. As written, it's a slightly-worse Remodel that also has "when you gain this, gain a card that reads 'Lab, then Upgrade, but you can't get rid of Coppers/Curses this way'".
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Observatory, well, it just seems like a nerfed Appentice, though I suspect that non-terminal trashing for $2 is quite strong on its own.I doubt that it will feel any more like a nerfed Apprentice than Smithy feels like a nerfed Torturer. Sure, its effect is strictly worse than Apprentice, but it's much cheaper, and it plays out very differently. You can only open Apprentice 1/6 of the time, but you can always open Observatory, so you can get started on the trashing right away. In the end game, you can't use Observatory to explode into a megaturn, which is one of the things that makes Apprentice so great. But you can use it to trash a good card to set up your next turn, which is what I think makes it such a cool card. Let me elaborate.
Commune
Action/Duration - $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
---
While this card is in play, it is also in the supply.
(Rules Clarifications as necessary, post as many as you think are appropriate:
Since it's in the supply it can be bought and gained by any player including you.
The card only leaves play when someone buys or gains it.
If a card instructs you to gain "a copy" of Commune (eg Smugglers, Ambassador, Jester), you can gain it from either the supply pile or from someone's play area; the person gaining the card chooses.
However Swindler specifies that the attacker chooses the gained card; they can therefore choose where the Commune comes from.
Communes in play are not in the commune pile, so it counts as empty for City.
However it is a card in the supply, so Band of Misfits can copy it; A Band of Misfits acting as a Commune can be bought and gained as if it were a $2 card.
TR/KC doubles/triples the effect of the card every turn, and stays in play with the Commune until the turn its gained from play as after it leaves play the card ceases to have an effect
Procession simply does the "now" effect twice then trashes the card, and is cleaned up that turn)
I doubt that it will feel any more like a nerfed Apprentice than Smithy feels like a nerfed Torturer. Sure, its effect is strictly worse than Apprentice, but it's much cheaper, and it plays out very differently. You can only open Apprentice 1/6 of the time, but you can always open Observatory, so you can get started on the trashing right away. In the end game, you can't use Observatory to explode into a megaturn, which is one of the things that makes Apprentice so great. But you can use it to trash a good card to set up your next turn, which is what I think makes it such a cool card. Let me elaborate.
The other non-Remodel-type scaling TfB cards in Dominion are Salvager, Apprentice, Bishop, and Trader. (For now I'm defining Remodel-type cards as cards which gain card(s) based on the cost of the trashed card(s), so that includes things like Forge and Stonemason.) All of these except Trader (as well as most Remodel-type scaling TfB cards) like for you to kill your powerful cards in order to get an immediate bonus when you know the game is ending soon. That's a great, fun, and interesting mechanic, but we already have a nice share of cards that do that. Observatory gives you a decent bonus for trashing good cards, but it's still not really anything to write home about, and I think that will take quite a bit of finesse to use properly. I imagine that cases in which it is worthwhile to trash a good card in order to stack your next turn will not be rare, but they will also not be nearly as common as with Salvager, Apprentice, Bishop, and Remodelers. I can see clearing two green cards from your next hand at the cost of a $5 card that's losing its utility making the difference from a Duchy hand to a Province hand, so I don't think the scaling aspect is useless above $2 as others have suggested.
Say you have two terminals in hand, and only one action. Obviously you would be willing (assuming it's late enough) to trash one for Observatory.I doubt that it will feel any more like a nerfed Apprentice than Smithy feels like a nerfed Torturer. Sure, its effect is strictly worse than Apprentice, but it's much cheaper, and it plays out very differently. You can only open Apprentice 1/6 of the time, but you can always open Observatory, so you can get started on the trashing right away. In the end game, you can't use Observatory to explode into a megaturn, which is one of the things that makes Apprentice so great. But you can use it to trash a good card to set up your next turn, which is what I think makes it such a cool card. Let me elaborate.
The other non-Remodel-type scaling TfB cards in Dominion are Salvager, Apprentice, Bishop, and Trader. (For now I'm defining Remodel-type cards as cards which gain card(s) based on the cost of the trashed card(s), so that includes things like Forge and Stonemason.) All of these except Trader (as well as most Remodel-type scaling TfB cards) like for you to kill your powerful cards in order to get an immediate bonus when you know the game is ending soon. That's a great, fun, and interesting mechanic, but we already have a nice share of cards that do that. Observatory gives you a decent bonus for trashing good cards, but it's still not really anything to write home about, and I think that will take quite a bit of finesse to use properly. I imagine that cases in which it is worthwhile to trash a good card in order to stack your next turn will not be rare, but they will also not be nearly as common as with Salvager, Apprentice, Bishop, and Remodelers. I can see clearing two green cards from your next hand at the cost of a $5 card that's losing its utility making the difference from a Duchy hand to a Province hand, so I don't think the scaling aspect is useless above $2 as others have suggested.
That all sounds good in theory, but I challenge you to come up with specific cases where it's actually a good idea. You're willing to trash a card with Salvager because it'll earn you a huge profit. Salvage a Gold? That's a $3 profit over playing the Gold. Maybe you have only one action left, so salvaging another Action card is often a good play in the endgame. Likewise with Apprentice, if you trash a Gold or $5 Action card, it's because it's likely to boost you to a Province or double-Province turn. Similar logic applies to Bishop.
Unlike Salvager, Observatory is non-terminal, so when you trash a card, be it a Treasure or Action, you are always forgoing playing that card. If you trash a good card with Observatory, you have a chance of replacing it with another good card in your hand and clearing out some dreck from the top of your deck. Will the card you draw be better than the one you trashed? Maybe. You're still down a card in hand from playing Observatory and you permanently lose the trashed card. As for clearing two green cards from your next hand, Scout does that without making you trash your cards. Heck, Develop is a TfB card that can sacrifice a good card to give your next turn a huge boost. Yet it's not topping any list of power cards.
EDIT: Yes, Observatory is probably good with Rats and maybe Fortress, but only when there's no other TfB on the board.
I suspect Observatory/Fortress is pretty good.
I suspect Observatory/Fortress is pretty good.
Is there a TFB that doesn't make Fortress awesome though? ;)
I suspect Observatory/Fortress is pretty good.
Is there a TFB that doesn't make Fortress awesome though? ;)
Moneylender?
I suspect Observatory/Fortress is pretty good.
Is there a TFB that doesn't make Fortress awesome though? ;)
Moneylender?
I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either.
I suspect Observatory/Fortress is pretty good.
Is there a TFB that doesn't make Fortress awesome though? ;)
Moneylender?
I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either.
Counterfeit?
"I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either."I suspect Observatory/Fortress is pretty good.
Is there a TFB that doesn't make Fortress awesome though? ;)
Moneylender?
I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either.
Counterfeit?
Transmute?
I suspect Observatory/Fortress is pretty good.
Is there a TFB that doesn't make Fortress awesome though? ;)
Moneylender?
I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either.
I suspect Observatory/Fortress is pretty good.
Is there a TFB that doesn't make Fortress awesome though? ;)
Moneylender?
I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either.
Trash for benefit is anything that gives you a benefit for trashing. Chapel is not. Moneylender is.
I suspect Observatory/Fortress is pretty good.
Is there a TFB that doesn't make Fortress awesome though? ;)
Moneylender?
I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either.
Trash for benefit is anything that gives you a benefit for trashing. Chapel is not. Moneylender is.
Chapel gives a benefit! It removes junk from your deck!
TfB is almost always used to refer to trashers that give benefit based on cost.
I suspect Observatory/Fortress is pretty good.
Is there a TFB that doesn't make Fortress awesome though? ;)
Moneylender?
I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either.
Trash for benefit is anything that gives you a benefit for trashing. Chapel is not. Moneylender is.
Chapel gives a benefit! It removes junk from your deck!
TfB is almost always used to refer to trashers that give benefit based on cost.
Well, using that definition Mine is still TfB and doesn't combo with Fortress ;D
I meant TFB meant you trashed something for a bonus dependent on the card (usually on its cost : Remodel Familly, Apprentice/Bishop, including Mine and Counterfeit even if they trash only treasures, and Transmute) and not for any bonus, so I excluded Moneylender (trash only coppers), Altar and Trade Route (you can trash anything but with no bonus) from this definition. And I included Counterfeit.
The bonus it gives is based on the card that is trashed, though, kind of the same category as Transmute. Procession would also be TfB then (I actually think it's helpful to think of Procession as TfB sometimes).I meant TFB meant you trashed something for a bonus dependent on the card (usually on its cost : Remodel Familly, Apprentice/Bishop, including Mine and Counterfeit even if they trash only treasures, and Transmute) and not for any bonus, so I excluded Moneylender (trash only coppers), Altar and Trade Route (you can trash anything but with no bonus) from this definition. And I included Counterfeit.
Counterfeit doesn't give a bonus based on cost though.
The bonus it gives is based on the card that is trashed, though, kind of the same category as Transmute. Procession would also be TfB then (I actually think it's helpful to think of Procession as TfB sometimes).I meant TFB meant you trashed something for a bonus dependent on the card (usually on its cost : Remodel Familly, Apprentice/Bishop, including Mine and Counterfeit even if they trash only treasures, and Transmute) and not for any bonus, so I excluded Moneylender (trash only coppers), Altar and Trade Route (you can trash anything but with no bonus) from this definition. And I included Counterfeit.
Counterfeit doesn't give a bonus based on cost though.
Trashing Spoils with Counterfeit is almost always better than any of the basic Treasures (especially Silver and Gold, but often is also better than trashing Copper) and Spoils cost $0, so its not really monotonic TfB.
If TfB cards like Apprentice really did care about the value of the card, they would do nothing when you trashed a Scout.
Lastfootnote... I might suggest that for future contests that get to this stage to not have the authors made public and comment on their cards. I say this because immediately after Archetype and I commented on our cards the conversation completely stagnated and has moved on instead to a TfB discussion (which isn't a bad discussion at all mind you, but has gone away from the ultimate purpose of this thread at this juncture).
I am not sure if our commenting actually had anything to do with the stagnation, but it certainly appears to have had an impact. Or maybe it was because everyone that already had anything to say said it before we commented... But I do wonder if having our cards made public and having our comments perhaps inhibits people from further discussing them? I would hope this isn't the case, but I do wonder if it is a possibility.
Recycle -- fits a cool niche, can be used for neat tricks, maybe a bit too strong.
Recycle -- fits a cool niche, can be used for neat tricks, maybe a bit too strong.
I think it was you eHal that didn't like the name. I tried to find something that fit the Remodel, remake, rebuild family. But you are right that it isn't very seaside appropriate.
How about Flotsam and Jetsam... not the eels from the Little Mermaid, but instead the wreckage thrown away from a ship to lighten the load? Or maybe just Jetsam?
What other official cards are in this family that don't really fit the name scheme? Mine and Graverobber are the ones that come to my mind. "Shipyard" fits the former and "Shipwright" fits the latter, I think, and they are both related to construction and building which matches the Remodel function.
I am not sure if our commenting actually had anything to do with the stagnation, but it certainly appears to have had an impact. Or maybe it was because everyone that already had anything to say said it before we commented...
Refit?
I am not sure if our commenting actually had anything to do with the stagnation, but it certainly appears to have had an impact. Or maybe it was because everyone that already had anything to say said it before we commented...
I think the mini-deadlines have become a little too spaced out. (Which is why I would guess that voting is down.)
I am not sure if our commenting actually had anything to do with the stagnation, but it certainly appears to have had an impact. Or maybe it was because everyone that already had anything to say said it before we commented...
I think the mini-deadlines have become a little too spaced out. (Which is why I would guess that voting is down.)
I agree. I'm just waiting for this poll to show up. I'm not sure why it shouldn't have gone up 2 days after the tie was announced.
So I want to compare Mortuary to Observatory now. Mortuary is a $5, and it has none of the filtering / setting up next turn abilities of Observatory. The only thing it does do that Observatory can't is trash from the discard. So, is that ability really worth the difference between a $2 and a $5, while also loosing the ability to filter and do possible big things with more expensive cards?Mortuary also builds the +1 card bonus as it stacks. (If you have five Mortuaries in play when you trash a card costing $2 or more, you get 5 cards.) So not only does it leave you with a handsize bigger by 1 card by default (since it can trash from the discard), but if you play multiple of them, you can draw much bigger than Observatory. (If you play multiple Observatories, you have to trash a card costing $1 or more each time you want to draw, which is especially hard to do from hand.)
Obviously trashing from the discard is a great thing for 2 reasons... it's almost like a virtual +1 card, because you aren't decreasing your handsize as much; and you have a bigger selection to choose from. But it's also swingy... I know I've had Hermit in my hand many times while my discard pile is empty.
I don't know why you'd have 5 Mortuaries. More likely, you have 3 of them, use the first 2 to trash coppers/curses/ruins from the diacard, then use the last one to trash a Silver or something and replace the card slots used up by Mortuary. If you're lucky, you can use another trasher to get another +3 cards.So I want to compare Mortuary to Observatory now. Mortuary is a $5, and it has none of the filtering / setting up next turn abilities of Observatory. The only thing it does do that Observatory can't is trash from the discard. So, is that ability really worth the difference between a $2 and a $5, while also loosing the ability to filter and do possible big things with more expensive cards?Mortuary also builds the +1 card bonus as it stacks. (If you have five Mortuaries in play when you trash a card costing $2 or more, you get 5 cards.) So not only does it leave you with a handsize bigger by 1 card by default (since it can trash from the discard), but if you play multiple of them, you can draw much bigger than Observatory. (If you play multiple Observatories, you have to trash a card costing $1 or more each time you want to draw, which is especially hard to do from hand.)
Obviously trashing from the discard is a great thing for 2 reasons... it's almost like a virtual +1 card, because you aren't decreasing your handsize as much; and you have a bigger selection to choose from. But it's also swingy... I know I've had Hermit in my hand many times while my discard pile is empty.
Also, Mortuary can draw when you play other trashers.
So I want to compare Mortuary to Observatory now. Mortuary is a $5, and it has none of the filtering / setting up next turn abilities of Observatory. The only thing it does do that Observatory can't is trash from the discard. So, is that ability really worth the difference between a $2 and a $5, while also loosing the ability to filter and do possible big things with more expensive cards?
Obviously trashing from the discard is a great thing for 2 reasons... it's almost like a virtual +1 card, because you aren't decreasing your handsize as much; and you have a bigger selection to choose from. But it's also swingy... I know I've had Hermit in my hand many times while my discard pile is empty.
Royal ArmadaVery short secret history:
Types: Action Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
I did Docks (A). I must say I think there were lots of overestimations about its power. Yes, it can be powerful sometimes, especially with Fishing Village, but in other cases, is hard to make it work. Once you have an engine, you can add a couple to provide stability, but it does not make an engine on its own and it is AWFUL for Big Money, much worse than Smitty and nothing compared to Wharf. Especially, its pretty hard to find a good moment to add it, unless you have a gainer, when it really shines.
Also, Docks (A) only provides +Cards, so even when it shines, it will "only" draw your deck. And it will do it with much more difficulty than Scrying Pool, for instance, that also attacks and is non-terminal.
It is not too good as an opener (too slow), does not provide money or Buys, but it has potential in some engines without trashing, and I like those cards: sometimes really powerful, but not the majority of the time.
I will just end my vent with this: I loved that WW thinks its probably weak in the video and several other people think its incredibly overpowered. This at least left me thinking it was interesting to analyze.
Anyway, I like the two cards that got to the seaside finals, but I think we are kind of pointing too much to complicated cards for an early expansion like Seaside. Complicated cards are always more fun, but I feel like a true Treasure Chest should respect more or less its origin, and have complicated cards in the later sets only, like the original expansions.
So, I know this is too late, but I would like to point out that people (including the author of the card) are looking at Observatory in a way that I think is wrong. They look at it and see it does something better the more expensive the card you trash, they peg it as 'oh, it's a T4B card', and then the evaluate it solely as a T4B card (how likely is this to make me want to trash expensive stuff?) as opposed to just as a plain card. I mean, the thing is, you don't want to trash expensive stuff to it really, it's just a worse apprentice. Fine. But it's going to be cheaper than apprentice. Like, compare it to forager - it doesn't give you money, but forager reasonably often doesn't do that either, early on, and this can draw you a card. Forget the filtering, it draws you cards reasonably often. Indeed, the biggest knock on it to me is that there is this sort of weird feeling where there's a huge jump from trashing a freebie to a 1-cost, because you get a card. But just as a non-terminal trasher which occasionally does a little more, it must be a pretty decent card.
I feel like people did the same thing with my card last week - stronghold (gave you 3 spoils, VP per 2 spoils in deck at game-end, cost 6). People see, "oh, it's alt-VP", then judge it only on its VP-gaining abilities "You have to hoard spoils in order to make it worth anything, hoarding spoils gives you lots of dead cards, that's bad, the card is terrible." I mean, sure, but nobody is forcing you to play it this way. You can spend those spoils - and even gain them back again later. And here, same thing, nobody is forcing you to trash expensive cards, just go ahead and trash your coppers.
Recycle, the thing there is that it does a lot of stuff for you at 5, as a very strong T4B, and well maybe that's fine, but I am worried about the situation where you go Turn A: trash (gold-or-even-province), gain province. Turn A+1: Trash province-into-province. Pile trashing provinces isn't necessarily bad, but doing it so much and directly is pretty dangerous. Honestly, I think this is why rebuild feels so un-fun, it pile trashes your main victory cards, and makes it very very hard to come back from behind. So that is my big worry, apart from it just being a bit too powerful at the moment.
I think changing Recycle to exactly $1, exactly $2 would fix the aformentioned issues. It's also in line with other durations; weak first, then strong. It's not quite as good as Expand for power $5->Province because you have to wait a turn, in which the game could end. In fact I think it's worse enough for the card to be reasonable at $5.
Also if it's too strong, a compulsory Chancellor effect means you'll only see it once per shuffle. Always wanted to see that nerf on a duration card.
Another nerf could be if the card from the first trash is topdecked instead of set aside.
Also there's no reason Seaside can't have a $6.
I definitely want the card to win so we can elaborate how to balance the fantastic idea that fills a gap in Seaside.
If we switch to "exactly more" as your wording does, then the Province==> Province path goes away anyway, as does some of the competition with Expand. No need to reverse the order to fix that. I'd much prefer leaving the original order (or making the $2 next turn/$1 this turn, that's plausible, though it does risk making it too Expandy), because it provides a safety valve for when your next hand is all colonies or whatever.I think changing Recycle to exactly $1, exactly $2 would fix the aformentioned issues. It's also in line with other durations; weak first, then strong. It's not quite as good as Expand for power $5->Province because you have to wait a turn, in which the game could end. In fact I think it's worse enough for the card to be reasonable at $5.
Also if it's too strong, a compulsory Chancellor effect means you'll only see it once per shuffle. Always wanted to see that nerf on a duration card.
Another nerf could be if the card from the first trash is topdecked instead of set aside.
Also there's no reason Seaside can't have a $6.
I definitely want the card to win so we can elaborate how to balance the fantastic idea that fills a gap in Seaside.
Might be a bit crazy, but what about changing the order, something like:
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing exactly $2 more than the trashed card, setting it aside face down.
At the start of your next turn, trash a card from your hand, gaining a card costing exactly $1 more than that trashed card.
Return the set aside card to your hand.
It'd also be a bit like outpost in that you have to decide to trash a card before you see your choices.
Reserved for results
But the results of the poll are shown in the thread when you log in. Recycle won by about 2:1.Reserved for results
Just noticed that the actual results aren't shown yet. Do you still have the results somewhere, Last Footnote?
But the results of the poll are shown in the thread when you log in. Recycle won by about 2:1.Reserved for results
Just noticed that the actual results aren't shown yet. Do you still have the results somewhere, Last Footnote?
Shipyard (C)
Types: Action Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.
While this is in play, when you would gain a card, you may gain a Copper instead.
Anyway, that's about it. Congrats to yuma! Hopefully someone comes up with a better card name. ;)