Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: LastFootnote on December 11, 2013, 12:52:29 pm

Title: Revised versions of published cards
Post by: LastFootnote on December 11, 2013, 12:52:29 pm
Since I mocked these up for my own IRL set, I thought I might as well post them here. Just a few Dominion Time Machine changes.

(http://i.imgur.com/HOphueq.png) (https://i.imgur.com/2jc4xBM.png) (http://i.imgur.com/yiztqH9.png) (http://i.imgur.com/3McgjYS.png) (http://i.imgur.com/CF6RtvY.png) (http://i.imgur.com/0XAm4rn.png) (https://i.imgur.com/VnGCEYO.png) (http://i.imgur.com/udd3zbG.png) (http://i.imgur.com/JGc0Be4.png) (http://i.imgur.com/YJdKUiD.png) (https://i.imgur.com/9QHVa6r.png) (http://imgur.com/goCMgUJ.png)

Chancellor is added as a 27th card in the Base Set.
Statue replaces Harem in Intrigue.
Title: Re: Revised versions of published cards
Post by: werothegreat on December 11, 2013, 01:35:21 pm
Scrying Pool doesn't need fixing. I rather like annoying people by playing several in a row.
Title: Re: Revised versions of published cards
Post by: LastFootnote on December 11, 2013, 01:36:45 pm
Scrying Pool doesn't need fixing. I rather like annoying people by playing several in a row.

That's cool, man. I'm not trying to force people to adopt these. They're just here in case you want them.
Title: Re: Revised versions of published cards
Post by: Polk5440 on December 11, 2013, 02:05:23 pm
I'm with you on removing the Spy from Scry (or at the very least, the spy on other's decks). Spying could be dropped from Duchess, too.

Title: Re: Revised versions of published cards
Post by: AHoppy on December 11, 2013, 02:11:21 pm
DXV even said he would change SP to not have the spying if he had to go back and change something (Not looking it up, I'm lazy).  And if you remove that bit from Duchess, it's literally just a terminal silver...  I kinda like it on Duchess, especially because while it seems pretty good for you, it also helps out your opponent.
Title: Re: Revised versions of published cards
Post by: A Drowned Kernel on December 11, 2013, 02:15:17 pm
I think SP should still have the self-spy, though. It's the attack that's mostly unnecessary and annoying.
Title: Re: Revised versions of published cards
Post by: zporiri on December 11, 2013, 02:48:03 pm
<insert joke here about guide being way too over-powered since scout is already one of the best cards>
Title: Re: Revised versions of published cards
Post by: LastFootnote on December 11, 2013, 02:58:28 pm
I think SP should still have the self-spy, though. It's the attack that's mostly unnecessary and annoying.

Yes, I did it this way because that was how the card originally was. If it turns out to be super-weak without the self-Spy, I may add it. Otherwise I'll stick with the simpler version.
Title: Re: Revised versions of published cards
Post by: Drab Emordnilap on December 11, 2013, 03:02:52 pm
How about Throne Room and Moneylender that either say may, or have the "(or reveal a hand with no)"?
Title: Re: Revised versions of published cards
Post by: LastFootnote on December 11, 2013, 03:13:54 pm
How about Throne Room and Moneylender that either say may, or have the "(or reveal a hand with no)"?

And Mine. People forget about Mine. I'll do those when I get the chance. Odds are I won't change their names, though, since the effect will be almost identical.

EDIT: (Oh, and they will say, "You may." Having to reveal a hand without is wordier and clunkier, and the cards won't mind the tiny buff.
Title: Re: Revised versions of published cards
Post by: GendoIkari on December 11, 2013, 04:06:49 pm
How about Throne Room and Moneylender that either say may, or have the "(or reveal a hand with no)"?

And Mine. People forget about Mine. I'll do those when I get the chance. Odds are I won't change their names, though, since the effect will be almost identical.

EDIT: (Oh, and they will say, "You may." Having to reveal a hand without is wordier and clunkier, and the cards won't mind the tiny buff.

Don't forgot Graverobber. And I'm pretty sure there's at least 1 or 2 others...
Title: Re: Revised versions of published cards
Post by: LastFootnote on December 11, 2013, 04:29:42 pm
Don't forgot Graverobber.

I didn't forget Graverobber so much as purposefully omit it and hope nobody noticed. Adding a "you may" to Graverobber's second option would make the wording really awkward. I guess it could just say, "You may choose one:" For all practical purposes, if they pick the second choice and then opt not to trash an Action card, they are effectively picking neither choice.

And I'm pretty sure there's at least 1 or 2 others...

Actually, I don't think so. Moneylender, Throne Room, Mine, and Graverobber are the only cards I usually think of as having accountability issues.
Title: Re: Revised versions of published cards
Post by: sudgy on December 11, 2013, 04:42:39 pm
Treasure Map!
Title: Re: Revised versions of published cards
Post by: LastFootnote on December 11, 2013, 04:55:27 pm
Treasure Map!

Good call, but rewording Treasure Map is not high on my priority list. Like, the number of situations in which you buy Treasure Maps and then play one with another one in hand that you opt not to trash, while perhaps nonzero, is pretty damn small.
Title: Re: Revised versions of published cards
Post by: GendoIkari on December 11, 2013, 04:58:30 pm
Don't forgot Graverobber.

I didn't forget Graverobber so much as purposefully omit it and hope nobody noticed. Adding a "you may" to Graverobber's second option would make the wording really awkward. I guess it could just say, "You may choose one:" For all practical purposes, if they pick the second choice and then opt not to trash an Action card, they are effectively picking neither choice.


But there's no room for "all practical purposes" in the ultra-pedantic world of F.DS! I don't really see anything wrong with "you may" on the second choice. You choose choice #2, at which point you choose if you want to do the "you may" or not.
Title: Re: Revised versions of published cards
Post by: GendoIkari on December 11, 2013, 05:02:45 pm
Treasure Map!

Good call, but rewording Treasure Map is not high on my priority list. Like, the number of situations in which you buy Treasure Maps and then play one with another one in hand that you opt not to trash, while perhaps nonzero, is pretty damn small.

When you are forced to play one with double-Throne Room / Smithy, and you have 3 in your hand, not 2. You only want to trash 2 of them, not all 3. Of course you're fixing Throne Room, but then, what happens when that comes up? You have to choose; Trash all 3 for the Golds, or keep all 3 for more Golds later?

Or, perhaps it's late game and you've never been able to connect them. You have a bunch of Fairgrounds, and already at least 1 Gold. You want to trash a Treasure Map to remove a basically dead card from your deck, but you need to keep the other one around for Fairgrounds.

Ok, I'll stop now.
Title: Re: Revised versions of published cards
Post by: Grujah on December 12, 2013, 04:05:44 am
As LFN said, nonzero, but minimal.
Title: Re: Revised versions of published cards
Post by: ta56636 on December 12, 2013, 04:41:21 am
Nice, but I probably prefer the change to Scout where you add +1 VP (or possibly even +2) and make it an action-victory (I saw this somewhere here): then it has a nice self synergising feature.
Title: Re: Revised versions of published cards
Post by: ta56636 on December 12, 2013, 04:46:28 am
PS As someone who quite often plays 4 player games, I'd be looking quite closely at cutpurse, saboteur and torturer (played a few horrible games with each of those...)

Adventurer would be a nice card to buff too...
Title: Re: Revised versions of published cards
Post by: Matt_Arnold on December 12, 2013, 01:27:11 pm
Nice, but I probably prefer the change to Scout where you add +1 VP (or possibly even +2) and make it an action-victory (I saw this somewhere here): then it has a nice self synergising feature.
That was mine; thanks. Personally even if it were just a Victory card that gives you 0 VP, like Overgrown Estate, or if the card just said "Victory cards or Scouts", I would still like this change.
Title: Re: Revised versions of published cards
Post by: Awaclus on December 12, 2013, 01:48:58 pm
Nice, but I probably prefer the change to Scout where you add +1 VP (or possibly even +2) and make it an action-victory (I saw this somewhere here): then it has a nice self synergising feature.
That was mine; thanks.
Mine
$5 Action - Victory
Trash a Treasure card from your hand. Gain a Treasure card costing up to $3 more; put it into your hand.
_________
Worth 1 VP (or possibly even 2)
Title: Re: Revised versions of published cards
Post by: Matt_Arnold on December 12, 2013, 02:05:47 pm
Nice, but I probably prefer the change to Scout where you add +1 VP (or possibly even +2) and make it an action-victory (I saw this somewhere here): then it has a nice self synergising feature.
That was mine; thanks. Personally even if it were just a Victory card that gives you 0 VP, like Overgrown Estate, or if the card just said "Victory cards or Scouts", I would still like this change.
Mine
$5 Action - Victory
Trash a Treasure card from your hand. Gain a Treasure card costing up to $3 more; put it into your hand.
_________
Worth 1 VP (or possibly even 2)
Fixed that for you:
Mine
$5 Action - Victory
Victory cards or Scouts. Trash a Treasure card from your hand, or reveal a hand with no Treasure. Gain a Treasure card costing up to $3 more; put it into your hand.
_________
Worth 0 VP (or possibly even 1 or 2)
Title: Re: Revised versions of published cards
Post by: LastFootnote on December 13, 2013, 01:36:54 pm
Nice, but I probably prefer the change to Scout where you add +1 VP (or possibly even +2) and make it an action-victory (I saw this somewhere here): then it has a nice self synergising feature.

I strongly prefer my version and I'll tell you why. First of all, I do not consider self-synergy to be a desirable trait for a card to have. It may not be inherently undesirable, but I can't think of the last time I thought, "Oh, good, a Minion/Governor board! My favorite!" Second, giving Scout 1 VP steps on Great Hall's toes, and giving it 2 VP eclipses Great Hall almost completely.

I think giving it +$1 brings it up to an appropriate power level without changing what the card does. Imagine if Bishop were published without +$1. We'd have been all like, "Oh, this card is cool!" And then after playing it for a while and losing, we'd say, "Oh, this isn't so hot after all. I can't trash Copper without hurting my buying power this turn. Lame."

Are there other, more interesting fixes for Scout? Sure, probably. But we forget that Scout is already a pretty unique card. Nothing else really does what Scout does. It just doesn't seem fancy to us because it's been around forever and it's weak. I don't think it needs more bells and whistles. It's already fairly compelling; new players open with it all the time. It just needs to not be so terrible.
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on December 15, 2013, 05:21:27 pm
Lookout
Action
Cost $3
Look at top 3 deck cards, discard one, topdeck one, and either discard, topdeck, or trash the third. If you trash a card, +1 action.

(This is my casual wording. I guess you probablly wouldn't use the verb "topdeck" in an official wording, but this makes it shorter.)
Title: Re: Revised versions of published cards
Post by: markusin on December 15, 2013, 08:50:29 pm
Lookout
Action
Cost $3
Look at top 3 deck cards, discard one, topdeck one, and either discard, topdeck, or trash the third. If you trash a card, +1 action.

(This is my casual wording. I guess you probablly wouldn't use the verb "topdeck" in an official wording, but this makes it shorter.)
Safe-trashing Lookout is for wimps!

In all seriousness, this seems like a reasonable fix, although personally I imagine that I'd be willing to trash good cards late game to avoid the "terminal Tournament" problem. That's just me.

Edit: With this card, I still think the correct move will be to not play it in the mid-late-game to late-game. It doesn't affect much, really.
Title: Re: Revised versions of published cards
Post by: Warfreak2 on December 16, 2013, 05:53:20 am
People don't have a problem with just not playing Chapel in the midgame, why is Lookout different? OK, occasionally you get a freak early play where it sees two Familiars and a Silver, but is that much worse than getting your Sea Hag Sea Hagged?
Title: Re: Revised versions of published cards
Post by: soulnet on December 16, 2013, 09:40:12 am
People don't have a problem with just not playing Chapel in the midgame, why is Lookout different? OK, occasionally you get a freak early play where it sees two Familiars and a Silver, but is that much worse than getting your Sea Hag Sea Hagged?

Yes. Discard a Familiar and trash a Silver is much worse than discard a Sea Hag.
Title: Re: Revised versions of published cards
Post by: Warfreak2 on December 16, 2013, 11:39:50 am
And much, much less likely. I meant, is the risk of it happening much worse? Risk is a product of the negative consequences and the likelihood of those consequences.
Title: Re: Revised versions of published cards
Post by: eHalcyon on December 16, 2013, 07:16:38 pm
Lookout
Action
Cost $3
Look at top 3 deck cards, discard one, topdeck one, and either discard, topdeck, or trash the third. If you trash a card, +1 action.

(This is my casual wording. I guess you probablly wouldn't use the verb "topdeck" in an official wording, but this makes it shorter.)
Safe-trashing Lookout is for wimps!

In all seriousness, this seems like a reasonable fix, although personally I imagine that I'd be willing to trash good cards late game to avoid the "terminal Tournament" problem. That's just me.

Edit: With this card, I still think the correct move will be to not play it in the mid-late-game to late-game. It doesn't affect much, really.

Why wouldn't you play it?  The only reasons I can think of are limited actions and shuffle/cycling control, which isn't that much different from early game.  I think official Lookout is fine as is and making it safer also makes it much less interesting.
Title: Re: Revised versions of published cards
Post by: soulnet on December 17, 2013, 07:42:01 am
Why wouldn't you play it?  The only reasons I can think of are limited actions and shuffle/cycling control, which isn't that much different from early game.  I think official Lookout is fine as is and making it safer also makes it much less interesting.

Moreover, weighing likelyhood and effect on the game, the worst about Lookout is how often it can miss Estates and miss Reshuffles in the early game, making the trashing extremely slow. The only good part about Lookout instead of Chapel is that, since you need to play Lookout many more times to trash down, bad trashing luck with Lookout is usually less extreme than bad trashing luck with Chapel.
Title: Re: Revised versions of published cards
Post by: Davio on December 17, 2013, 09:12:18 am
There is no one forcing you to play Lookout, so when you play it, you're responsible for the risk you take.

If you happen to see "Familiar, Familiar, Silver", that's not so disastrous. When you have at least 2 Familiars and your opponent has a couple, Curses will run out pretty quickly anyway, so I might trash a Familiar here if it isn't going to deal out an extra Curse.

Also, with this selection, you might have opened Lookout/Potion which isn't the best for getting early Familiars so you've already gotten a bit lucky to be able to get 2 so quickly with your less than ideal opening.

This is all just to say: Lookout doesn't need a fix for its forced trashing, if anything it'd be fun to be able put one of the "looked-at" (not revealed mind you) cards in your hand, but that bumps it to $4 at least, maybe a mediocre $5.
Title: Re: Revised versions of published cards
Post by: soulnet on December 17, 2013, 09:38:28 am
This is all just to say: Lookout doesn't need a fix for its forced trashing, if anything it'd be fun to be able put one of the "looked-at" (not revealed mind you) cards in your hand, but that bumps it to $4 at least, maybe a mediocre $5.

I would say its a good $5, better than Junk Dealer for trashing your opening cards, which is not bad.
Title: Re: Revised versions of published cards
Post by: GendoIkari on December 17, 2013, 09:55:09 am
There is no one forcing you to play Lookout,

Throne Room and Golem are forcing me to play it.  :(
Title: Re: Revised versions of published cards
Post by: Kirian on December 17, 2013, 10:09:21 am
There is no one forcing you to play Lookout,

Throne Room and Golem are forcing me to play it.  :(

Buying Golem with forced trashers in your deck is begging for trouble.
Title: Re: Revised versions of published cards
Post by: soulnet on December 17, 2013, 10:09:56 am
Buying Golem with forced trashers in your deck is begging for trouble.

Beggar is not a forced trasher.
Title: Re: Revised versions of published cards
Post by: markusin on December 17, 2013, 10:20:53 am
Lookout
Action
Cost $3
Look at top 3 deck cards, discard one, topdeck one, and either discard, topdeck, or trash the third. If you trash a card, +1 action.

(This is my casual wording. I guess you probablly wouldn't use the verb "topdeck" in an official wording, but this makes it shorter.)
Safe-trashing Lookout is for wimps!

In all seriousness, this seems like a reasonable fix, although personally I imagine that I'd be willing to trash good cards late game to avoid the "terminal Tournament" problem. That's just me.

Edit: With this card, I still think the correct move will be to not play it in the mid-late-game to late-game. It doesn't affect much, really.

Why wouldn't you play it?  The only reasons I can think of are limited actions and shuffle/cycling control, which isn't that much different from early game.  I think official Lookout is fine as is and making it safer also makes it much less interesting.
Limited actions can be a pretty big deal sometimes. If I'm buying Lookout, I'm usually counting on it being non-terminal. If I do have spare actions, well then okay I'll play the Lookout, but it's really a gimped Navigator if you don't trash anything.
Title: Re: Revised versions of published cards
Post by: Warfreak2 on December 18, 2013, 06:56:25 am
Also, with this selection, you might have opened Lookout/Potion which isn't the best for getting early Familiars so you've already gotten a bit lucky to be able to get 2 so quickly with your less than ideal opening.
Or Lookout/Squire. :-D
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on January 06, 2014, 01:13:11 am
Quote
Harvest
$5 - Treasure

Reveal the top 4 cards of your deck. Put them back in the order they were in.  +$1 per differently named card revealed.

Why didn't they make Harvest as a treasure card in the first place?
Title: Re: Revised versions of published cards
Post by: LastFootnote on January 06, 2014, 11:26:55 am
Quote
Harvest
$5 - Treasure

Reveal the top 4 cards of your deck. Put them back in the order they were in.  +$1 per differently named card revealed.

Why didn't they make Harvest as a treasure card in the first place?

While not strictly better than Gold, that will usually be a Treasure worth at least $3 for $5.

If I were to try to fix Harvest, I'd do this:

Quote
Harvest
Types: Action
Cost: $5
Reveal the top 4 cards of your deck. Put one of them back and discard the rest. +$1 per differently named card revealed.
Title: Re: Revised versions of published cards
Post by: qmech on January 06, 2014, 12:09:17 pm
Buying Golem with forced trashers in your deck is begging for trouble.

Beggar is not a forced trasher.

I'd avoid buying Golem and Beggar together either.
Title: Re: Revised versions of published cards
Post by: Warfreak2 on January 06, 2014, 12:13:06 pm
Nah, Golem/Beggar is a big combo, Golems become terminal +$6 and still skip over the Coppers. The trouble is buying enough Golems, so you need an Alchemy reprint of Beggar that gains three Potions to your hand.
Title: Re: Revised versions of published cards
Post by: Awaclus on January 06, 2014, 12:19:46 pm
Nah, Golem/Beggar is a big combo, Golems become terminal +$6 and still skip over the Coppers. The trouble is buying enough Golems, so you need an Alchemy reprint of Beggar that gains three Potions to your hand.
How flavorful!
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on January 06, 2014, 11:23:24 pm
Quote
Harvest
$5 - Treasure

Reveal the top 4 cards of your deck. Put them back in the order they were in.  +$1 per differently named card revealed.
Why didn't they make Harvest as a treasure card in the first place?

While not strictly better than Gold, that will usually be a Treasure worth at least $3 for $5.

If I were to try to fix Harvest, I'd do this:

Quote
Harvest
Types: Action
Cost: $5
Reveal the top 4 cards of your deck. Put one of them back and discard the rest. +$1 per differently named card revealed.

Yeah, I guess my suggestion doesn't work.  Yours would work better, but I still think it should be a treasure card.  I guess I could just make it like this:
Quote
Harvest
$5 - Treasure

Reveal the top 4 cards of your deck. Put them back in the order they were in.  If all revealed cards are differently named then this is worth $4, otherwise this is worth $2.
Title: Re: Revised versions of published cards
Post by: Asper on January 07, 2014, 12:51:40 pm
I would probably have scout give +1 Card instead of the money. Before the revealing, though (we don't want to be too generous).
Title: Re: Revised versions of published cards
Post by: LastFootnote on January 07, 2014, 01:02:59 pm
I would probably have scout give +1 Card instead of the money. Before the revealing, though (we don't want to be too generous).

That makes it too similar to Cartographer and probably puts it on roughly the same power level as well. On a non-terminal card, every +1 Card is a huge buff. +$1 is much less drastic while still being significant.
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on January 08, 2014, 12:08:54 am
Suggestion for another card:
Quote
Transmute
$1p - Action
Trash a card from your hand.  If it is an…  Action card, gain a victory card costing up to $5; Treasure card, gain a transmute; Victory card, gain a Gold. | If you trashed a treasure and have a second transmute in your hand, you may reveal it.  If you do, you may gain any action card costing up to $5 or $2p instead of another transmute.
Alternatively, I might use this without the potion cost as cost $3 or $4.

Edit: Wow, I didn't realize how wordy that was at first.  Maybe this instead:
Quote
Transmute
$1p - Action
Trash a card from your hand.  If it is an…  Action card, gain a victory card costing up to $5; Treasure card, gain an action card costing up to 4 or 1p; Victory card, gain a Gold.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on January 08, 2014, 01:03:54 am
Transmute:
Action - $P
(Same as before)
---
When you buy this, +2 Buys

Title: Re: Revised versions of published cards
Post by: Nic on January 08, 2014, 01:31:33 am
Suggestion for another card:
Quote
Transmute
$1p - Action
Trash a card from your hand.  If it is an…  Action card, gain a victory card costing up to $5; Treasure card, gain a transmute; Victory card, gain a Gold. | If you trashed a treasure and have a second transmute in your hand, you may reveal it.  If you do, you may gain any action card costing up to $5 or $2p instead of another transmute.
Alternatively, I might use this without the potion cost as cost $3 or $4.

Also, revealing a card in response to an event to shouldn't be part of the action. You should phrase it like Trader.
Quote
Transmute
$1p - Action - Reaction

Trash a card from your hand.  If it is an… 
Action card, gain a victory card costing up to $5;
Treasure card, gain a Transmute;
Victory card, gain a Gold.
When you would gain a Transmute, you may reveal this from your hand. If you do, instead, gain any action card costing up to $2p.
Title: Re: Revised versions of published cards
Post by: LastFootnote on January 08, 2014, 08:47:40 am
Transmute is like Philosopher's Stone: perfectly good in a game with a few other Potion cards. Since I nearly always play with 2 sets at a time, I have no desire to change it. I think NoMoreFun's idea is cool, though. If you're going to have a card give +Buys when you buy it, a cheap Potion-cost card is a perfect fit. I don't think Transmute needs that change, but I would not complain if it happened.
Title: Re: Revised versions of published cards
Post by: Holger on January 09, 2014, 10:57:00 am
I would probably have scout give +1 Card instead of the money. Before the revealing, though (we don't want to be too generous).

That makes it too similar to Cartographer and probably puts it on roughly the same power level as well. On a non-terminal card, every +1 Card is a huge buff. +$1 is much less drastic while still being significant.

But Scout would still not skip Coppers, Curses and other junk like Cartographer does. I think this buff would "only" make it a strong $4 card, at about Caravan's level. A probably smaller (and IMO more interesting) buff would be to draw a card only if Scout fails to reveal green cards, as was sometime suggested in an older thread.

Personally, I'd like to buff Scout by making it also skip Coppers and Curses; this seems most thematic to me. Since drawing Coppers would be too strong, I'd just add "You may discard all revealed cards costing $0." to the card text before the last sentence.
(This would make it similar to a weaker "automatic" Cartographer, removing the AP of that card.)
Title: Re: Revised versions of published cards
Post by: LastFootnote on January 13, 2014, 04:08:52 pm
I would probably have scout give +1 Card instead of the money. Before the revealing, though (we don't want to be too generous).

That makes it too similar to Cartographer and probably puts it on roughly the same power level as well. On a non-terminal card, every +1 Card is a huge buff. +$1 is much less drastic while still being significant.

But Scout would still not skip Coppers, Curses and other junk like Cartographer does. I think this buff would "only" make it a strong $4 card, at about Caravan's level. A probably smaller (and IMO more interesting) buff would be to draw a card only if Scout fails to reveal green cards, as was sometime suggested in an older thread.

Personally, I'd like to buff Scout by making it also skip Coppers and Curses; this seems most thematic to me. Since drawing Coppers would be too strong, I'd just add "You may discard all revealed cards costing $0." to the card text before the last sentence.
(This would make it similar to a weaker "automatic" Cartographer, removing the AP of that card.)

I don't feel like I have much AP when using Cartographer. As for Scout, I'd rather have a card that's more unique than one that's a weaker Cartographer. If Scout's main issue is straight-up power level, why not use the more simple, straightforward fix? I don't think the card needs a bunch of other clauses; they'll just make it less compelling to most players. I think the amount of complexity it currently has is ideal.
Title: Re: Revised versions of published cards
Post by: Jimmmmm on January 13, 2014, 04:11:58 pm
What about a Thief that lets you put one of the gained cards on your deck, or even in your hand?
Title: Re: Revised versions of published cards
Post by: LastFootnote on January 13, 2014, 04:26:13 pm
What about a Thief that lets you put one of the gained cards on your deck, or even in your hand?

I think gaining it into hand would only make Thief more swingy than it is. Right now it ranges from helping its targets (trashing Copper for free) to hurting or really hurting them. It's already quite swingy in that the benefit to you is greater precisely when it hurts your opponent(s) most. If one of the Treasures went right into your hand, that'd be even more swingy. Even if you only hit Silver, that's like an Explorer that also hurts your target. I do like how it tempts you to gain Copper, but I don't think that's worth it.

I like gaining one on top of your deck a lot better, even if it doesn't tempt you to gain Copper. It also helps to differentiate it from Noble Brigand on boards that don't have special Treasures. Cool idea!
Title: Re: Revised versions of published cards
Post by: popsofctown on January 13, 2014, 05:40:42 pm
I like the cards in the OP.  Now I wants one.
Title: Re: Revised versions of published cards
Post by: LastFootnote on January 13, 2014, 05:47:17 pm
I like the cards in the OP.  Now I wants one.

Feel free to print and play. If you sleeve your cards, it's pretty easy. You just need an image editing program like Photoshop or GIMP.
Title: Re: Revised versions of published cards
Post by: popsofctown on January 13, 2014, 05:51:20 pm
I don't use sleeves.  I can't scrape together enough playtime with others to justify sleeves. 
Title: Re: Revised versions of published cards
Post by: Holger on January 13, 2014, 05:52:12 pm
I would probably have scout give +1 Card instead of the money. Before the revealing, though (we don't want to be too generous).

That makes it too similar to Cartographer and probably puts it on roughly the same power level as well. On a non-terminal card, every +1 Card is a huge buff. +$1 is much less drastic while still being significant.

But Scout would still not skip Coppers, Curses and other junk like Cartographer does. I think this buff would "only" make it a strong $4 card, at about Caravan's level. A probably smaller (and IMO more interesting) buff would be to draw a card only if Scout fails to reveal green cards, as was sometime suggested in an older thread.

Personally, I'd like to buff Scout by making it also skip Coppers and Curses; this seems most thematic to me. Since drawing Coppers would be too strong, I'd just add "You may discard all revealed cards costing $0." to the card text before the last sentence.
(This would make it similar to a weaker "automatic" Cartographer, removing the AP of that card.)

I don't feel like I have much AP when using Cartographer. As for Scout, I'd rather have a card that's more unique than one that's a weaker Cartographer. If Scout's main issue is straight-up power level, why not use the more simple, straightforward fix? I don't think the card needs a bunch of other clauses; they'll just make it less compelling to most players. I think the amount of complexity it currently has is ideal.

I agree that my fix might be less compelling to casual players; but it's not just a weaker Cartographer since it still draws the revealed VP cards.
Your fix is more simple, but to me it seems less elegant to add an "unrelated" +$1; also it makes Scout a little too similar to Oasis (and other Peddlers) in my opinion. As far as I know, all Action cards that give exactly +$1 are Peddler variants (except for Noble Brigand, whose +$1 I also find rather inelegant.)

The most straightforward fix IMO would be to just increase the number of revealed cards to 5 (or even more) and/or also draw Curses. Or would this make Scout too strong in Intrigue-heavy games?

But I'd happily try your version if it succeeds in balancing Scout. Thanks for sharing!
Title: Re: Revised versions of published cards
Post by: Jimmmmm on January 13, 2014, 05:54:06 pm
What about a Thief that lets you put one of the gained cards on your deck, or even in your hand?

I think gaining it into hand would only make Thief more swingy than it is. Right now it ranges from helping its targets (trashing Copper for free) to hurting or really hurting them. It's already quite swingy in that the benefit to you is greater precisely when it hurts your opponent(s) most. If one of the Treasures went right into your hand, that'd be even more swingy. Even if you only hit Silver, that's like an Explorer that also hurts your target. I do like how it tempts you to gain Copper, but I don't think that's worth it.

I like gaining one on top of your deck a lot better, even if it doesn't tempt you to gain Copper. It also helps to differentiate it from Noble Brigand on boards that don't have special Treasures. Cool idea!

What about, "You may choose one of the trashed cards. If it is a Copper, put it in your hand. Otherwise, put it on top of your deck."?
Title: Re: Revised versions of published cards
Post by: AJD on January 13, 2014, 06:03:09 pm
As far as I know, all Action cards that give exactly +$1 are Peddler variants

Herbalist, Merchant Guild, Bishop, Squire. Pawn, Ironworks. Bridge. Fishing Village, Lighthouse.

Abandoned Mine!
Title: Re: Revised versions of published cards
Post by: LastFootnote on January 13, 2014, 06:13:48 pm
I agree that my fix might be less compelling to casual players; but it's not just a weaker Cartographer since it still draws the revealed VP cards.

Sure, but it's much closer to Cartographer than either Scout or my updated version (Guide).

Your fix is more simple, but to me it seems less elegant to add an "unrelated" +$1; also it makes Scout a little too similar to Oasis (and other Peddlers) in my opinion. As far as I know, all Action cards that give exactly +$1 are Peddler variants (except for Noble Brigand, whose +$1 I also find rather inelegant.)

Here is a list of Kingdom cards that can give exactly +$1 (but no more) that are not Peddler variants: Bridge, Ironworks, Pawn, Herbalist, Bishop, Noble Brigand, Squire, Merchant Guild.

EDIT: Ninja'd by AJD. Although I didn't list Lighthouse and Fishing Village because they technically give more than $1 total.

So it's uncommon, but not as rare as you might think. I used Bishop as an example earlier in this thread because its +$1 also seems unrelated to the rest of the card. I understand what you mean by the inelegance of just slapping a +$1 on there, but if Scout had originally had that +$1, I doubt most people would have been like, "What does +$1 have to do with the rest of the card?"

The most straightforward fix IMO would be to just increase the number of revealed cards to 5 (or even more) and/or also draw Curses. Or would this make Scout too strong in Intrigue-heavy games?

I think drawing Curses is a fine idea. I'm not sure it would save the card, but I don't think it's a bad thing to try. Revealing 5 cards I'm less fond of. Each card you reveal potentially adds much more AP when you put those cards back on your deck. There are 24 ways to return 4 cards to your deck. There are 120 ways to return 5 cards. Navigator gets away with it because you usually don't care about the order you're returning those cards. You're either discarding them or drawing them all in your next hand.

But I'd happily try your version if it succeeds in balancing Scout. Thanks for sharing!

No problem! I haven't been able to playtest Guide myself yet, so I don't guarantee it's a perfect fix. But the other two cards (Clairvoyant and Build) were playtested by Donald and co and shown to be fine, so I'm not too worried about balance issues there.
Title: Re: Revised versions of published cards
Post by: LastFootnote on January 13, 2014, 06:17:21 pm
What about a Thief that lets you put one of the gained cards on your deck, or even in your hand?

I think gaining it into hand would only make Thief more swingy than it is. Right now it ranges from helping its targets (trashing Copper for free) to hurting or really hurting them. It's already quite swingy in that the benefit to you is greater precisely when it hurts your opponent(s) most. If one of the Treasures went right into your hand, that'd be even more swingy. Even if you only hit Silver, that's like an Explorer that also hurts your target. I do like how it tempts you to gain Copper, but I don't think that's worth it.

I like gaining one on top of your deck a lot better, even if it doesn't tempt you to gain Copper. It also helps to differentiate it from Noble Brigand on boards that don't have special Treasures. Cool idea!

What about, "You may choose one of the trashed cards. If it is a Copper, put it in your hand. Otherwise, put it on top of your deck."?

I am guessing that is too many words. Thief is already a very wordy card, although some of those words can be cut out if we use more modern Dominion phrasing.
Title: Re: Revised versions of published cards
Post by: Holger on January 13, 2014, 07:03:50 pm
I agree that my fix might be less compelling to casual players; but it's not just a weaker Cartographer since it still draws the revealed VP cards.

Sure, but it's much closer to Cartographer than either Scout or my updated version (Guide).

Your fix is more simple, but to me it seems less elegant to add an "unrelated" +$1; also it makes Scout a little too similar to Oasis (and other Peddlers) in my opinion. As far as I know, all Action cards that give exactly +$1 are Peddler variants (except for Noble Brigand, whose +$1 I also find rather inelegant.)

Here is a list of Kingdom cards that can give exactly +$1 (but no more) that are not Peddler variants: Bridge, Ironworks, Pawn, Herbalist, Bishop, Noble Brigand, Squire, Merchant Guild.

EDIT: Ninja'd by AJD. Although I didn't list Lighthouse and Fishing Village because they technically give more than $1 total.
Oops, you're totally right. I should not have made that claim from memory...

So it's uncommon, but not as rare as you might think. I used Bishop as an example earlier in this thread because its +$1 also seems unrelated to the rest of the card. I understand what you mean by the inelegance of just slapping a +$1 on there, but if Scout had originally had that +$1, I doubt most people would have been like, "What does +$1 have to do with the rest of the card?"

The most straightforward fix IMO would be to just increase the number of revealed cards to 5 (or even more) and/or also draw Curses. Or would this make Scout too strong in Intrigue-heavy games?

I think drawing Curses is a fine idea. I'm not sure it would save the card, but I don't think it's a bad thing to try. Revealing 5 cards I'm less fond of. Each card you reveal potentially adds much more AP when you put those cards back on your deck. There are 24 ways to return 4 cards to your deck. There are 120 ways to return 5 cards. Navigator gets away with it because you usually don't care about the order you're returning those cards. You're either discarding them or drawing them all in your next hand.
[...]

Usually you won't  return all the revealed cards; if I buy Scout, I'd want it to reveal at least (say) 2 VP cards on average, leaving only 3 cards to return. And the order only matters if you have more card draw this turn.
Title: Re: Revised versions of published cards
Post by: AJD on January 13, 2014, 07:35:20 pm
Ooh! Speaking of Noble Brigand, how about:

Scout
+1 Action
When you gain or play this….
Title: Re: Revised versions of published cards
Post by: popsofctown on January 13, 2014, 08:51:10 pm
Didn't the Clairvoyant variant Donald tried still have the self-spy effect on it? Not that that's an issue, you're making it even weaker, and with the unbounded maximum draw power effect still present on the card it will still be very useful in many many kingdoms.  Just pedantic I guess.
Title: Re: Revised versions of published cards
Post by: LastFootnote on January 13, 2014, 08:54:21 pm
Didn't the Clairvoyant variant Donald tried still have the self-spy effect on it? Not that that's an issue, you're making it even weaker, and with the unbounded maximum draw power effect still present on the card it will still be very useful in many many kingdoms.  Just pedantic I guess.

No, it didn't have that. I asked him once. I'll try to find the link.

EDIT: Found it.

http://forum.dominionstrategy.com/index.php?topic=5799.msg149066#msg149066
Title: Re: Revised versions of published cards
Post by: LastFootnote on January 16, 2014, 05:15:25 pm
Just for fun, an attempted revision of Pirate Ship inspired by this (http://forum.dominionstrategy.com/index.php?topic=4318.0) and this (http://boardgamegeek.com/article/14567262#14567262). I have no idea whether it works or not.

(https://i.imgur.com/ry7bPtA.png) (https://i.imgur.com/T790mTt.png) (https://i.imgur.com/vkLf6U6.png) (https://i.imgur.com/Yub1HJb.png)
Title: Re: Revised versions of published cards
Post by: Warfreak2 on January 16, 2014, 07:12:21 pm
Pirate Ship is already a weak card, I don't see the point in making it weaker.

edit: Oh, I see you made it a terminal Copper. Carry on.
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on January 16, 2014, 07:37:50 pm
Pirate Ship is already a weak card, I don't see the point in making it weaker.

edit: Oh, I see you made it a terminal Copper. Carry on.

To me pirate ship seems plently strong, especially with villages. Near the end of the game, you can easily be getting $4 to $6 or possibly even more from a $4 cost card.

LF's version seems very similar to the way it's usually played now, except that it gives something when you're attacking and doesn't have the flexibility of doing the attack when you already have as much coin in your hand as you want.  Also, you have to wait a shuffle between playing the galley to get the retired pirate and getting the benefit of the retired pirate which is a significant drawback.  It's a neat idea, but I like the original better.
Title: Re: Revised versions of published cards
Post by: KingZog3 on January 16, 2014, 08:11:42 pm
Pirate Ship is already a weak card, I don't see the point in making it weaker.

edit: Oh, I see you made it a terminal Copper. Carry on.

To me pirate ship seems plently strong, especially with villages. Near the end of the game, you can easily be getting $4 to $6 or possibly even more from a $4 cost card.

LF's version seems very similar to the way it's usually played now, except that it gives something when you're attacking and doesn't have the flexibility of doing the attack when you already have as much coin in your hand as you want.  Also, you have to wait a shuffle between playing the galley to get the retired pirate and getting the benefit of the retired pirate which is a significant drawback.  It's a neat idea, but I like the original better.

Yeah agreed, regular Pirate Ship is fine. It's not strong, but I never felt it needed to be. It still comes in handy sometimes.
Title: Re: Revised versions of published cards
Post by: LastFootnote on January 16, 2014, 08:18:11 pm
Yeah, this change wasn't meant to be a power tweak. It's more of a, "What might Pirate Ship have looked like if Donald had decided to go the Retired Pirate route?"
Title: Re: Revised versions of published cards
Post by: SirPeebles on January 16, 2014, 10:21:10 pm
Yeah, this change wasn't meant to be a power tweak. It's more of a, "What might Pirate Ship have looked like if Donald had decided to go the Retired Pirate route?"

Rather than choosing attack or retire, I would make Pirate Ship always attack and then follow up with the option to trash and retire.  Otherwise, the turn when you retire will be awfully weak.
Title: Re: Revised versions of published cards
Post by: LastFootnote on January 16, 2014, 11:04:37 pm
Yeah, this change wasn't meant to be a power tweak. It's more of a, "What might Pirate Ship have looked like if Donald had decided to go the Retired Pirate route?"

Rather than choosing attack or retire, I would make Pirate Ship always attack and then follow up with the option to trash and retire.  Otherwise, the turn when you retire will be awfully weak.

That thought had occurred to me as well. The reason I did it this way is because it's the way it was described in the Secret History of Dark Ages.
Title: Re: Revised versions of published cards
Post by: soulnet on January 17, 2014, 07:55:03 am
Yeah, this change wasn't meant to be a power tweak. It's more of a, "What might Pirate Ship have looked like if Donald had decided to go the Retired Pirate route?"

Rather than choosing attack or retire, I would make Pirate Ship always attack and then follow up with the option to trash and retire.  Otherwise, the turn when you retire will be awfully weak.

That thought had occurred to me as well. The reason I did it this way is because it's the way it was described in the Secret History of Dark Ages.

You can give +1 Action and gain to hand, or even gain and play immediately, to combine both.
Title: Re: Revised versions of published cards
Post by: LastFootnote on January 17, 2014, 08:50:05 am
Yeah, this change wasn't meant to be a power tweak. It's more of a, "What might Pirate Ship have looked like if Donald had decided to go the Retired Pirate route?"

Rather than choosing attack or retire, I would make Pirate Ship always attack and then follow up with the option to trash and retire.  Otherwise, the turn when you retire will be awfully weak.

That thought had occurred to me as well. The reason I did it this way is because it's the way it was described in the Secret History of Dark Ages.

You can give +1 Action and gain to hand, or even gain and play immediately, to combine both.

Gain and play immediately takes fewer words. I'll go for that. Thanks for the idea!
Title: Re: Revised versions of published cards
Post by: SirPeebles on January 17, 2014, 09:48:38 am
Does "gain and play immediately" break anything?  What if you are possessed, for instance?  Do you play it from an opponent's discard?
Title: Re: Revised versions of published cards
Post by: soulnet on January 17, 2014, 09:57:23 am
Does "gain and play immediately" break anything?  What if you are possessed, for instance?  Do you play it from an opponent's discard?

Since Possession is "would gain", it triggers before the play immediately, moving the card. Thus, Galley losses track of Retired Pirate and cannot play it. That seems a reasonable behavior.
Title: Re: Revised versions of published cards
Post by: Awaclus on January 17, 2014, 10:01:49 am
Does "gain and play immediately" break anything?  What if you are possessed, for instance?  Do you play it from an opponent's discard?

Since Possession is "would gain", it triggers before the play immediately, moving the card. Thus, Galley losses track of Retired Pirate and cannot play it. That seems a reasonable behavior.
Actually, Galley never has track of Retired Pirate in the first place because it never gains one. It tries to gain one, but fails, because Possession tells you that something else happens instead.

It's like gaining and playing the blue dog. If you don't gain a blue dog, you can't play the blue dog.
Title: Re: Revised versions of published cards
Post by: Warfreak2 on January 17, 2014, 12:25:08 pm
To me pirate ship seems plently strong, especially with villages. Near the end of the game, you can easily be getting $4 to $6 or possibly even more from a $4 cost card.
However, you have to play it as a do-nothing terminal for the first half of the game, which harms your own economy, and it even removes Coppers from your opponent's deck. Trashing your opponent's Coppers without even hurting his current hand, that's a big drawback. If your Pirate Ship is worth $6, then you probably trashed at least 5 of your opponent's Coppers. Normally, he would have to buy a trasher (cost: one turn) and waste another few turns to get rid of those Coppers. (Of course, if there is a trasher, he can buy it and get rid of the rest of his Coppers, and then your Pirate Ships may never have anything to hit.)
Title: Re: Revised versions of published cards
Post by: NoMoreFun on January 23, 2014, 07:47:17 am
Sea Hag
Action/Attack $4
Each player puts his deck in his discard pile.
Each other player gains a Curse, putting it on top of his deck.

It removes the "attack only" nature of the card, and no more swingy, arbitrary looking discard. It looks a little cleaner too.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on January 23, 2014, 08:15:54 am
This is a new idea, but I didn't think it was worth making a new thread.

Chancellor
Action - $3
You may put your deck in your discard pile. Look through your discard pile and put a Treasure from it into your hand.

It's a terminal gold, but you need to buy a Gold first. Do you buy a mediocre card first, or wait until after (when price doesn't matter as much).

Personally I don't think chancellor needs to exist, but other cards can do interesting things with the effect.
Title: Re: Revised versions of published cards
Post by: soulnet on January 23, 2014, 09:04:27 am
Sea Hag
Action/Attack $4
Each player puts his deck in his discard pile.
Each other player gains a Curse, putting it on top of his deck.

It removes the "attack only" nature of the card, and no more swingy, arbitrary looking discard. It looks a little cleaner too.

In 3+ player games, this would mean everyone reshuffling almost every turn. The Sea Hag slog is annoying enough.  And it would still be swingy, because non-optional deck->discard is good for some and bad for some others. Maybe you could make it optional for each player to do that. Or better, each player may choose to discard their top card (without looking).
Title: Re: Revised versions of published cards
Post by: LastFootnote on May 20, 2014, 12:23:42 pm
What do people think of giving Secret Chamber +1 Action? It seems like the best buff to me.
Title: Re: Revised versions of published cards
Post by: silverspawn on May 20, 2014, 12:58:48 pm
What do people think of giving Secret Chamber +1 Action? It seems like the best buff to me.

im not sure, i think there is reason why all (okay there are just three...) discard-for-$ are terminal. there are some pretty strong combos you can do with them, sc/scrying pool, sc/menagerie, sc/library, sc/watchtower. all of those are already out there, but with sc being non-terminal, they become much easier to pull off.

mabye just reveal more cards in the reaction part?
Title: Re: Revised versions of published cards
Post by: LastFootnote on May 20, 2014, 02:06:37 pm
What do people think of giving Secret Chamber +1 Action? It seems like the best buff to me.

im not sure, i think there is reason why all (okay there are just three...) discard-for-$ are terminal. there are some pretty strong combos you can do with them, sc/scrying pool, sc/menagerie, sc/library, sc/watchtower. all of those are already out there, but with sc being non-terminal, they become much easier to pull off.

I suppose those combos would be much bettter. Is that a problem, though? Would those combos be broken? Right now they're incredibly difficult to pull off, requiring a bunch of villages. And when you don't have villages, it's hard to justify Secret Chamber as your terminal Action.

Outside these combos, non-terminal Secret Chamber doesn't really stack. It mostly just makes you able to buy Secret Chamber for its reaction and then still play a different terminal Action without Secret Chamber being dead.

mabye just reveal more cards in the reaction part?

It's not the reaction that needs a buff, though. Revealing even one more card adds a lot of AP and probably doesn't help fight attacks much more.
Title: Re: Revised versions of published cards
Post by: silverspawn on May 20, 2014, 02:27:16 pm
i dunno, how do you judge whether a combo is broken? the strongest 2-card combo in the game is probably apprentice/market square. neither of the sc chamber combos come close to that, so if "broken" is "better than any other combo", it isn't broken. it's still pretty good though, especially sc/mengarie, which now requires no villages at all. i guess it depends what exactly your goal is; if it's to make the card less awful without changing the way it's used (i.e. make it good in the situations where it previously was kinda sorta okay) you won't meet the goal, because you can now do menagerie/sc without any support. if your goal is to make the game more fun, it depends on how fun the combos are... which would require playtesting.

I also see sc being really good in engines with draw but without ways to get rid of the starting estates. previously, it was a terminal gold, which is eh, now it's just a gold, which is nice
Title: Re: Revised versions of published cards
Post by: LastFootnote on May 20, 2014, 02:47:38 pm
You make several good points, especially with your Menagerie example. Maybe it is too powerful after all.
Title: Re: Revised versions of published cards
Post by: LastFootnote on May 20, 2014, 04:05:51 pm
im not sure, i think there is reason why all (okay there are just three...) discard-for-$ are terminal.

I was perusing the Dominion Outtakes just now and I found this, which was apparently fine but just didn't make the cut:

Keep
Types: Action
Cost: $5
+1 Card. +1 Action. Discard any number of cards. +$1 per card discarded.

So probably there's no special reason that the surviving Vault-style cards are all terminal. Keep is a decent reference point for a non-terminal Secret Chamber, though. +1 Card is a big bonus for any discard-for-benefit and each +1 Card also makes a huge power difference for any non-terminal Action. Non-terminal Secret Chamber may be OK at $2. I'd have to do some testing both with and without the mega-combos you mentioned.
Title: Re: Revised versions of published cards
Post by: qmech on May 20, 2014, 04:31:12 pm
Oasis is non-terminal discard-for-$, and not amazingly powerful.  Being limited to a single discard weakens the combo potential significantly though.
Title: Re: Revised versions of published cards
Post by: AJD on May 20, 2014, 10:45:52 pm
Keep
Types: Action
Cost: $5
+1 Card. +1 Action. Discard any number of cards. +$1 per card discarded.

It's just as well that this card didn't get published; it would have been very confusing.

"I'll keep 2 cards."
"Wait, do you mean you're discarding 2 cards with Keep, or not discarding 2 cards?"
Title: Re: Revised versions of published cards
Post by: pacovf on May 21, 2014, 06:00:35 am
Keep
Types: Action
Cost: $5
+1 Card. +1 Action. Discard any number of cards. +$1 per card discarded.

It's just as well that this card didn't get published; it would have been very confusing.

"I'll keep 2 cards."
"Wait, do you mean you're discarding 2 cards with Keep, or not discarding 2 cards?"

Edge case: you have four cards in hand.
Title: Re: Revised versions of published cards
Post by: Holger on May 24, 2014, 05:02:09 pm
Keep
Types: Action
Cost: $5
+1 Card. +1 Action. Discard any number of cards. +$1 per card discarded.

It's just as well that this card didn't get published; it would have been very confusing.

"I'll keep 2 cards."
"Wait, do you mean you're discarding 2 cards with Keep, or not discarding 2 cards?"

Just rename it "Discard" and it's perfectly fine.  :P
Title: Re: Revised versions of published cards
Post by: Holger on May 24, 2014, 05:39:57 pm
For all who hate Possession's "pseudo-attack", just replace the card by:

Self-Possession
Action-Duration, $6P
Take an extra turn after this one. This can’t cause you to take more than two consecutive turns.

Or, to still allow multiple plays per turn:

Strong Self-Possession
Action-Duration, $6P
If this is not an extra turn: Take an extra turn after this one.

I'm not quite sure if these are stronger or weaker than the published version; at least the second version sounds equally "insane"...
Title: Re: Revised versions of published cards
Post by: soulnet on May 24, 2014, 09:23:03 pm
I'm not quite sure if these are stronger or weaker than the published version; at least the second version sounds equally "insane"...

They seem stronger. You can counter Possession by greening earlier and then make the expensive Possessions of your opponent (pun intended) worse. If you Possess yourself, you can just megaturn in several turns, and there is nothing that will stop you. The opponent greening early would actually help.
Title: Re: Revised versions of published cards
Post by: silverspawn on May 24, 2014, 10:38:58 pm
I'm not quite sure if these are stronger or weaker than the published version; at least the second version sounds equally "insane"...

They seem stronger. You can counter Possession by greening earlier and then make the expensive Possessions of your opponent (pun intended) worse. If you Possess yourself, you can just megaturn in several turns, and there is nothing that will stop you. The opponent greening early would actually help.

i agree, but either way it stops being insanely stupid, and that's what matters
Title: Re: Revised versions of published cards
Post by: KingZog3 on May 25, 2014, 01:44:52 am
I'm not quite sure if these are stronger or weaker than the published version; at least the second version sounds equally "insane"...

They seem stronger. You can counter Possession by greening earlier and then make the expensive Possessions of your opponent (pun intended) worse. If you Possess yourself, you can just megaturn in several turns, and there is nothing that will stop you. The opponent greening early would actually help.

i agree, but either way it stops being insanely stupid, and that's what matters

I think if anything Self Possession is more stupid. It allows the person to get it first be in a huge advantage. More than normal possession, or KC or any other power card. This is just super outpost.

And at least as a thought experiment, regular Possession is actually quite interesting, with all kinds of interactions with other cards. It can feel stupid when you get burned by one of these interactions, but there is almost always something you can do to stop it.
Title: Re: Revised versions of published cards
Post by: soulnet on May 25, 2014, 08:37:08 am
And at least as a thought experiment, regular Possession is actually quite interesting, with all kinds of interactions with other cards. It can feel stupid when you get burned by one of these interactions, but there is almost always something you can do to stop it.

Agree with most of your post, but I disagree strongly with the last bit "there is almost always something you can do to stop it". Sometimes, you need to race for it. Similar to Tournament, I must say.
Title: Re: Revised versions of published cards
Post by: Holger on May 25, 2014, 04:58:04 pm
I'm not quite sure if these are stronger or weaker than the published version; at least the second version sounds equally "insane"...

They seem stronger. You can counter Possession by greening earlier and then make the expensive Possessions of your opponent (pun intended) worse. If you Possess yourself, you can just megaturn in several turns, and there is nothing that will stop you.

Usually, a megaturn (by definition) is a single turn; you don't want to get the cards you pile-drive into your deck. (Edge case: Merchant Ship.)
The non-countering is indeed an argument for my versions being stronger (though your opponent can still try to rush the game before you reliably draw the S-P). But on the other hand you can no longer abuse the opponents' coin tokens, TfB, Durations, Masq. etc., and you can no longer mess up their deck. Also my first version is no longer thronable; you can never get more than one extra turn per turn any more.


I think if anything Self Possession is more stupid. It allows the person to get it first be in a huge advantage. More than normal possession, or KC or any other power card. This is just super outpost.

So what? Outpost is a mediocre $5 card, and all the other "power cards" also cost far less than Self-Possession. And I'm not even sure if (non-"Strong") Self-Possession is stronger than KC - you can't spam it at all, and usually one great turn is better than two mediocre ones.
Title: Re: Revised versions of published cards
Post by: silverspawn on May 25, 2014, 05:10:03 pm
Quote
And at least as a thought experiment, regular Possession is actually quite interesting, with all kinds of interactions with other cards. It can feel stupid when you get burned by one of these interactions, but there is almost always something you can do to stop it.

it's stupid because it punishes good decks. yes, it's one of the most skill dependend cards in the game, but i dont care! degrading your own deck so that your opponent cant use it just isn't fun, and from what i've heard i'm not the only one who doesn't like it. I make a comment about possessino being an awful card in almost every game i play with it, and most of the times my opponent agrees.

self-possession doesn't have this problem, good decks get rewarded again. I actually don't think it's that great of a concept, because outpost already does it, but it does solve the problem possession has. for me it's nothing > self possession >>>> possession
Title: Re: Revised versions of published cards
Post by: Holger on May 25, 2014, 05:29:18 pm
PS:
And at least as a thought experiment, regular Possession is actually quite interesting, with all kinds of interactions with other cards. [...]

I agree; but unfortunately Possession is real and my versions are only thought experiments.  :P
To clarify, I don't actually hate Possession, though I'd prefer a non-"attacking" version if it works. Self-Possession is meant to be an alternative, not a fix, for Possession.
As silverspawn wrote, Possession punishes good decks. It also increases the danger of infinite games, and has a potentially strong kingmaking effect in multiplayer: If player A goes for multiple Possessions per turn, player B has to either mess up their deck (giving C the win) or ignore the Possession (giving A the win).


self-possession doesn't have this problem, good decks get rewarded again. I actually don't think it's that great of a concept, because outpost already does it, but it does solve the problem possession has. for me it's nothing > self possession >>>> possession

I take this as a compliment.  :P :D 
The card may indeed be too similar to Outpost; but maybe the much higher price (and effect) and the fact that it also works reasonably in BM still justify it. I wonder if Donald ever tried it...
Title: Re: Revised versions of published cards
Post by: dondon151 on May 25, 2014, 06:51:19 pm
You make several good points, especially with your Menagerie example. Maybe it is too powerful after all.

Crossroads has some ridiculously powerful combos for a card that costs $2, though, so maybe non-terminal SC isn't so powerful.
Title: Re: Revised versions of published cards
Post by: eHalcyon on May 26, 2014, 03:25:43 am
Quote
And at least as a thought experiment, regular Possession is actually quite interesting, with all kinds of interactions with other cards. It can feel stupid when you get burned by one of these interactions, but there is almost always something you can do to stop it.

it's stupid because it punishes good decks. yes, it's one of the most skill dependend cards in the game, but i dont care! degrading your own deck so that your opponent cant use it just isn't fun, and from what i've heard i'm not the only one who doesn't like it. I make a comment about possessino being an awful card in almost every game i play with it, and most of the times my opponent agrees.

self-possession doesn't have this problem, good decks get rewarded again. I actually don't think it's that great of a concept, because outpost already does it, but it does solve the problem possession has. for me it's nothing > self possession >>>> possession

A good deck still beats Possession most of the time.  Possession mainly punishes almost-good decks, which do what good decks do but slower, thus giving Possession a chance to take advantage.
Title: Re: Revised versions of published cards
Post by: LastFootnote on May 27, 2014, 01:53:34 pm
What do people think of a variant of Spy that's slightly weaker, but in turn less time-consuming to resolve?

Spy
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. Look at the top card of your deck. You may discard it. Name a card type (Victory, Action, etc.). Each other player reveals the top card of his deck and discards it if it doesn't have the named type.

Too complex? I wanted to keep the combo with Thief, etc.
Title: Re: Revised versions of published cards
Post by: markusin on May 27, 2014, 02:16:19 pm
What do people think of a variant of Spy that's slightly weaker, but in turn less time-consuming to resolve?

Spy
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. Look at the top card of your deck. You may discard it. Name a card type (Victory, Action, etc.). Each other player reveals the top card of his deck and discards it if it doesn't have the named type.

Too complex? I wanted to keep the combo with Thief, etc.
That seems longer to resolve. You still have to reveal and know what the top card is in order to resolve the effect properly, but in addition there might also be AP associated with stuff like "It'd be great if he discards a Bazaar, but what if he discards his ruins?" And then there's the situation where one opposing player has a Copper left on his or her deck and another and another has an Estate on top. Do you name Treasure or Victory card? At least with the original spy, you can be all like "just leave your top cards there everyone" after playing a chain of them.

Edit: Okay, you can name "Pokemon card" and leave all junk on top. There's still the issue of not knowing stuff like whether a Nobles, a Harem, or an Estate is on top of a player's deck, and then agonizing over it, while considering that you don't want the other players to discard their Coppers.
Title: Re: Revised versions of published cards
Post by: silverspawn on May 27, 2014, 02:26:16 pm
yea, I don't reallly see how that version takes considerably less time either
Title: Re: Revised versions of published cards
Post by: eHalcyon on May 27, 2014, 02:49:42 pm
It takes a tiny bit longer in 2 player games but it's faster with more players.  With the original Spy, you have to make one decision for each other player based on the card they reveal.  With this version, you make one single decision and then everybody can resolve it simultaneously.

That said, I think it weakens it too much for a minor gain that is still unreliable (I think it makes the card faster in general, but there is more potential AP when you have to choose before seeing the flipped cards).
Title: Re: Revised versions of published cards
Post by: LastFootnote on May 27, 2014, 02:52:54 pm
That seems longer to resolve. You still have to reveal and know what the top card is in order to resolve the effect properly, but in addition there might also be AP associated with stuff like "It'd be great if he discards a Bazaar, but what if he discards his ruins?" And then there's the situation where one opposing player has a Copper left on his or her deck and another and another has an Estate on top. Do you name Treasure or Victory card? At least with the original spy, you can be all like "just leave your top cards there everyone" after playing a chain of them.

Edit: Okay, you can name "Pokemon card" and leave all junk on top. There's still the issue of not knowing stuff like whether a Nobles, a Harem, or an Estate is on top of a player's deck, and then agonizing over it, while considering that you don't want the other players to discard their Coppers.

yea, I don't reallly see how that version takes considerably less time either

It takes a tiny bit longer in 2 player games but it's faster with more players.  With the original Spy, you have to make one decision for each other player based on the card they reveal.  With this version, you make one single decision and then everybody can resolve it simultaneously.

That said, I think it weakens it too much for a minor gain that is still unreliable (I think it makes the card faster in general, but there is more potential AP when you have to choose before seeing the flipped cards).

Yeah, good points all around. This change isn't worth it.
Title: Re: Revised versions of published cards
Post by: silverspawn on May 27, 2014, 03:04:57 pm
the problem i have with spy isn't so much that it takes a lot of time to resolve, but rather that it's super weak. compare it to ironmonger, both have the self-spy effect, but ironmonger is also either a village, a peddler, or a lab, which is 3$, 4$, and 5$ worth respectively. spy on others is worth... dunno, but 2$ at most.
Title: Re: Revised versions of published cards
Post by: LastFootnote on May 27, 2014, 03:08:58 pm
the problem i have with spy isn't so much that it takes a lot of time to resolve, but rather that it's super weak. compare it to ironmonger, both have the self-spy effect, but ironmonger is also either a village, a peddler, or a lab, which is 3$, 4$, and 5$ worth respectively. spy on others is worth... dunno, but 2$ at most.

Spy definitely seems weak. The problem is that its effects are almost invisible. I think Spy would be passable $4 card if it didn't take forever to resolve. Not a powerful $4 card, but a passable one.

Really, Spy should just be taken out of the Base Set and replaced with some other $4 cantrip that doesn't attack.
Title: Re: Revised versions of published cards
Post by: Awaclus on May 27, 2014, 03:40:23 pm
the problem i have with spy isn't so much that it takes a lot of time to resolve, but rather that it's super weak. compare it to ironmonger, both have the self-spy effect, but ironmonger is also either a village, a peddler, or a lab, which is 3$, 4$, and 5$ worth respectively. spy on others is worth... dunno, but 2$ at most.
Edge case: You hit a Curse. Both cards can discard it, which is often almost as good as Lab, but Spy also attacks.


Spy is either insignificant or played many times per turn. I like Spy because (I like cantrips in general and) it's usually easy to tell that it isn't worth the opportunity cost of gaining multiple Spies, but when it is worth it, it's difficult to tell that it is. IRL, this is a bit problematic, though, since either it's irrelevant or takes a long time to resolve. P-Stone is another card that's guilty of this, but it's not as subtle as Spy (and not a cantrip so I don't like it as much).
Title: Re: Revised versions of published cards
Post by: silverspawn on October 15, 2014, 04:36:23 am
hey, the images don't work anymore. I just wanted to reference this thread, and now they're gone. tsts.
Title: Re: Revised versions of published cards
Post by: Davio on October 23, 2014, 08:40:41 am
Adventurer should be pretty easy to "fix".

Adventurer - $6
Action

Name a Treasure card.
Reveal cards from your deck until you reveal 2 Treasure cards that are not the named card. Put those Treasure cards into your hand and discard the other revealed cards.


This just adds the "Rebuild" clause, making it possible to skip Coppers. From 2 Silvers onward, this is then guaranteed to provide at least $4 of spending power (if they're not already in your hand). But it's still a terminal with its terminal issues.
Title: Re: Revised versions of published cards
Post by: Holger on October 23, 2014, 09:26:13 am
Adventurer should be pretty easy to "fix".

Adventurer - $6
Action

Name a Treasure card.
Reveal cards from your deck until you reveal 2 Treasure cards that are not the named card. Put those Treasure cards into your hand and discard the other revealed cards.


This just adds the "Rebuild" clause, making it possible to skip Coppers. From 2 Silvers onward, this is then guaranteed to provide at least $4 of spending power (if they're not already in your hand). But it's still a terminal with its terminal issues.

I think this is too strong. If you can skip (or trash) Silver and just gain 2-3 Golds, this reliably gives $6 without you having to trash any Copper. Even with 2 Silvers and 2 Golds in your deck, it gives $5 on average.

But what about:

"Reveal cards from your deck until you reveal 2 Treasure cards. You may trash one of them. Put the remaining revealed Treasure card(s) into your hand and discard the other revealed cards."

This would give Adventurer a chance to improve itself over time, by trashing the hated Coppers, removing the need for a Copper-trasher support card.
Title: Re: Revised versions of published cards
Post by: soulnet on October 23, 2014, 09:31:47 am
Adventurer - $6
Action

Name a Treasure card.
Reveal cards from your deck until you reveal 2 Treasure cards that are not the named card. Put those Treasure cards into your hand and discard the other revealed cards.

Wouldn't this make Adventurer-BM too strong? It would make Adventurer a terminal +$4 or better pretty reliably. The increased cycling could be bad because after one or two plays you will be greening already, but still, +$4 in a deck full of Treasures pretty realiably gets you a Province.
Title: Re: Revised versions of published cards
Post by: silverspawn on October 23, 2014, 09:55:12 am
well I've said this multiple times before, and I still think he can just dig for three treasure cards instead of two, and that's it. I doubt it would be too strong.
Title: Re: Revised versions of published cards
Post by: Davio on October 23, 2014, 10:08:00 am
Adventurer - $6
Action

Name a Treasure card.
Reveal cards from your deck until you reveal 2 Treasure cards that are not the named card. Put those Treasure cards into your hand and discard the other revealed cards.

Wouldn't this make Adventurer-BM too strong? It would make Adventurer a terminal +$4 or better pretty reliably. The increased cycling could be bad because after one or two plays you will be greening already, but still, +$4 in a deck full of Treasures pretty realiably gets you a Province.
Maybe Adventurer-BM would be way stronger compared to regular BM, but against engines, I don't think it's particularly strong.
I really think this is just fine, but I also think dig for 3 is fine.

My main goal is to make the card usable in a fun way. Discarding Coppers is more fun than drawing 2 of them and wishing you'd bought a Gold instead.

How I wish there was an open Isotropic server where we can playtest these easily implemented revisions.
Title: Re: Revised versions of published cards
Post by: LastFootnote on October 23, 2014, 10:27:04 am
Rather than "Name a Treasure card", it's almost certainly cleaner to just say "other than Copper". It's pretty rare that you'd want to name other cards.
Title: Re: Revised versions of published cards
Post by: Rubby on October 23, 2014, 10:55:03 am
Rather than "Name a Treasure card", it's almost certainly cleaner to just say "other than Copper". It's pretty rare that you'd want to name other cards.

If your deck (excluding what's in your hand) has no non-Copper treasures, or its only non-Copper treasure card is a Silver or something no better than a Silver, or if you have no Copper and multiple treasures that are better than your worst treasure, you would not want to name Copper.
Title: Re: Revised versions of published cards
Post by: LastFootnote on October 23, 2014, 11:14:29 am
Rather than "Name a Treasure card", it's almost certainly cleaner to just say "other than Copper". It's pretty rare that you'd want to name other cards.

If your deck (excluding what's in your hand) has no non-Copper treasures, or its only non-Copper treasure card is a Silver or something no better than a Silver, or if you have no Copper and multiple treasures that are better than your worst treasure, you would not want to name Copper.

If the first two are true, you shouldn't have bought Adventurer. If you have no Copper and Adventurer is already pulling at least two Silvers, it does not need an additional buff.
Title: Re: Revised versions of published cards
Post by: dondon151 on October 23, 2014, 06:36:31 pm
Idea: dig for a third Treasure card if both revealed Treasures were Copper.
Title: Re: Revised versions of published cards
Post by: pacovf on October 23, 2014, 07:13:51 pm
Idea: dig for a third Treasure card if both revealed Treasures were Copper.

...Dig for two differently named treasures? Similar, but less text.

...or Dig for three treasures and keep two.
Title: Re: Revised versions of published cards
Post by: blueblimp on October 24, 2014, 02:15:05 am
the problem i have with spy isn't so much that it takes a lot of time to resolve, but rather that it's super weak. compare it to ironmonger, both have the self-spy effect, but ironmonger is also either a village, a peddler, or a lab, which is 3$, 4$, and 5$ worth respectively. spy on others is worth... dunno, but 2$ at most.

Spy definitely seems weak. The problem is that its effects are almost invisible. I think Spy would be passable $4 card if it didn't take forever to resolve. Not a powerful $4 card, but a passable one.

Really, Spy should just be taken out of the Base Set and replaced with some other $4 cantrip that doesn't attack.
The cycle-junk-to-top aspect of Spy already got some fixed versions: Rabble, Fortune Teller. The only cool thing that Spy does that they don't is to combo with deck-trashing cards. Here's an attempt at a fix: make Spy terminal and change the effect to "each player reveals the top 5 cards of his deck and puts them back in an order you choose". That makes Spy useless for cycling junk to the top, and in a game without deck attacks it will rarely be bought, but it has some pretty killer combos with Swindler/Knights/etc. Maybe give it +$2 also, so it's then:

Infiltrator - $4
Action - Attack
+$2
Each player (including you) reveals the top 5 cards of his deck and puts them back in an order you choose.
Title: Re: Revised versions of published cards
Post by: Davio on October 24, 2014, 02:17:29 am
Rather than "Name a Treasure card", it's almost certainly cleaner to just say "other than Copper". It's pretty rare that you'd want to name other cards.
Well, possibly, but I wanted to keep it flexible.

With "Name a Treasure card" or better yet "name a card" you can name the Ace of Spades and still dig up 2 Coppers if you really wanted to (let's say you already have 2 Silvers in your hand you can't draw with it).

I also wanted to point out that even if you make Adventurer a lot stronger, it's still a terminal that has to compete with a lot of other powerful $5+ terminals.
Title: Re: Revised versions of published cards
Post by: silverspawn on October 24, 2014, 03:35:28 am
...or Dig for three treasures and keep two.

Title: Re: Revised versions of published cards
Post by: soulnet on October 24, 2014, 08:21:14 am
Infiltrator - $4
Action - Attack
+$2
Each player (including you) reveals the top 5 cards of his deck and puts them back in an order you choose.

This looks like an insane amount of AP.
Title: Re: Revised versions of published cards
Post by: LastFootnote on October 28, 2014, 04:29:55 pm
hey, the images don't work anymore. I just wanted to reference this thread, and now they're gone. tsts.

Sorry about this. Imgur told me I was reaching my limit (which I didn't know existed), and I kind of overcompensated by deleting lots of stuff. All the pretty images I made for the next official expansion were on my imgur so that we could all look at them and print them out for use if the spirit moved us. Anyway, I was keeping a bunch of outtake images too for some reason, and it was a lot of images, even without the hi-res versions.

I should re-upload the ones for this post, at least the low-res versions.

Oh hey, I can get rid of my old Enterprise images now that I've updated that OP with the latest changes. That's another 50-some images I can shed.
Title: Re: Revised versions of published cards
Post by: silverspawn on October 28, 2014, 04:32:59 pm
Here is what I would change

Scout: add +1$
Adventurer: dig for 1 additional treasure
Rebuild: return cards to the supply instead of trashing them.
Transmute: add a +Action
Scrying Pool: Cut both the self-spy and the regular spy effect
All P3$ cards: make them 1$ cheaper
Title: Re: Revised versions of published cards
Post by: LastFootnote on October 28, 2014, 04:40:11 pm
So, continuing the conversation here (http://forum.dominionstrategy.com/index.php?topic=11910.msg432842#msg432842).

I saw that change to rebuild, and I didn't even get it until I read that it was the previous card that would have been in the set if it weren't for Rebuild. But that's not a fix, it's a different card.

Mostly I feel that Rebuild is unsalvageable. The entire concept is turning Victory cards into better Victory cards. That makes you want to spend most of your $5 buys on Duchies, which sucks. It could be a better card instead.

How about making transmute non-terminal, and making adventurer dig for 3 cards? I mean, you can't think that Adventurer is fine and thief isn't.

I have made my feelings about Transmute known many times, even in this very thread. Transmute is fine—even good—as long as there are other Potion-cost cards on the board. And since I always play with 2 sets at once, there always are!

I think Adventurer digging for 3 cards sounds strong, but it does have the big advantage of the card being no more complex than it is now. The idea is growing on me. Previously I was thinking about having it topdeck one revealed Action, but that takes more words and is more complex, which is not great in the Base Set.
Title: Re: Revised versions of published cards
Post by: LastFootnote on October 28, 2014, 04:45:47 pm
In addition to needing a boost, Thief's wording could really be more concise and clear.

Quote
Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards.

Quote
Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure you choose, and discards the rest. You may gain any number of the trashed cards.

EDIT: Updated with Polk's suggested addition of "You may".
Title: Re: Revised versions of published cards
Post by: silverspawn on October 28, 2014, 04:47:51 pm
Quote
I have made my feelings about Transmute known many times, even in this very thread. Transmute is fine—even good—as long as there are other Potion-cost cards on the board. And since I always play with 2 sets at once, there always are!
well I get that. But if you're making the changes, then you're offering it to the community, right? So, it's not about how you play, because most people just play all random, because goko pretty much forces you to. And if you do play all random, then it is weak, because you never buy it. that's what weak means.

Quote
Mostly I feel that Rebuild is unsalvageable. The entire concept is turning Victory cards into better Victory cards. That makes you want to spend most of your $5 buys on Duchies, which sucks. It could be a better card instead.
Well it wouldn't be a fun card. But if we start replacing cards with largely unrelated cards, then there are immediately a dozen other cards that could be replaced. Wasn't the point to just tweak them a little bit?
Title: Re: Revised versions of published cards
Post by: soulnet on October 28, 2014, 04:49:54 pm
All P3$ cards: make them 1$ cheaper

I don't like that one bit. The rest seem fine, though I feel a better fix for Transmute would be making the gains optional. I would also add +Buy to Counting House given that it is both narrow and likes +Buy.
Title: Re: Revised versions of published cards
Post by: silverspawn on October 28, 2014, 04:51:54 pm
Quote
I don't like that one bit.
why? I mean, I get why you could think it isn't necessary, but not how you can think it's bad. Why do you think it's bad?
Title: Re: Revised versions of published cards
Post by: Polk5440 on October 28, 2014, 04:52:09 pm
In addition to needing a boost, Thief's wording could really be more concise and clearer.

Quote
Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards.

Quote
Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure you choose, and discards the rest. Gain any number of the trashed cards.

Perhaps "and discards the rest" should be "then discards the rest".

Also, isn't it pretty standard Dominion wording to say "You may" when 0/not doing something is a choice? "Gain any number of the trashed cards" reads too much like it is forcing you to gain at least one of the trashed cards.
Title: Re: Revised versions of published cards
Post by: LastFootnote on October 28, 2014, 04:55:59 pm
Quote
I have made my feelings about Transmute known many times, even in this very thread. Transmute is fine—even good—as long as there are other Potion-cost cards on the board. And since I always play with 2 sets at once, there always are!
well I get that. But if you're making the changes, then you're offering it to the community, right? So, it's not about how you play, because most people just play all random, because goko pretty much forces you to. And if you do play all random, then it is weak, because you never buy it. that's what weak means.

Quote
Mostly I feel that Rebuild is unsalvageable. The entire concept is turning Victory cards into better Victory cards. That makes you want to spend most of your $5 buys on Duchies, which sucks. It could be a better card instead.
Well it wouldn't be a fun card. But if we start replacing cards with largely unrelated cards, then there are immediately a dozen other cards that could be replaced. Wasn't the point to just tweak them a little bit?

Well, I like to offer stuff to the community, but really this thread was more, "This is stuff I'm thinking of doing; it's here for you if you want it." I even say that right in the OP. Can me selfish, but I'm not interested in improving (and maybe overpowering) a card that's already fine in the games I play. Likewise, maybe there are a dozen cards you'd like to replace, but for me there are only a handful. My goal is to make my IRL games more fun with as few changes as possible. The scale of those changes—tweaking a card vs. replacing it entirely—isn't really a concern for me.

But by all means, continue to suggest other changes you'd like to use. I don't have a monopoly on card change suggestions. If you want, I can even mock up some images for you.
Title: Re: Revised versions of published cards
Post by: LastFootnote on October 28, 2014, 04:59:15 pm
Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure you choose, and discards the rest. Gain any number of the trashed cards.

Perhaps "and discards the rest" should be "then discards the rest".

Noble Brigand says, "and discards the rest." I think that's pretty standard wording, although I'm sure your wording would also be fine.

Also, isn't it pretty standard Dominion wording to say "You may" when 0/not doing something is a choice? "Gain any number of the trashed cards" reads too much like it is forcing you to gain at least one of the trashed cards.

Yes, I considered that, but was going for maximum concision. I think you're right that I should add it, though. It's only two words and it eliminates a common rules confusion.
Title: Re: Revised versions of published cards
Post by: soulnet on October 28, 2014, 05:00:52 pm
why? I mean, I get why you could think it isn't necessary, but not how you can think it's bad. Why do you think it's bad?

It would make Alchemist an autobuy almost all the time and Familiar almost all the time. They are already good enough. I think the possibility of not getting $3P on each shuffle is part of the risk assessment you need to make. Sea Hag, Ambassador and Swindler's swingyness is comparable, and I don't mind them either.

And it is completely false that you lose the game immediately if you fail to get $3P on the first shuffle, because Familiars tend to miss shuffles and luck may even out, and Alchemists may always find a Potion to be topdecked, or never, so you can also have a swing of luck. Minimizing luck is good when you can do it without altering other variables. Making Familiar super-powerful because you can buy it everytime the Potion comes up would reduce the variety of the game, and consequently, the fun.

Can me selfish

I don't think I want to call you selfish, though I don't mind if that's what you really want, but I sure won't be canning you no shellfish. Go to the supermarket if you want some.
Title: Re: Revised versions of published cards
Post by: LastFootnote on October 28, 2014, 05:04:34 pm
And it is completely false that you lose the game immediately if you fail to get $3P on the first shuffle, because Familiars tend to miss shuffles and luck may even out, and Alchemists may always find a Potion to be topdecked, or never, so you can also have a swing of luck. Minimizing luck is good when you can do it without altering other variables. Making Familiar super-powerful because you can buy it everytime the Potion comes up would reduce the variety of the game, and consequently, the fun.

I think missing $3P on your first shuffle is a level of magnitude worse than one (or more) of your Familiars missing a shuffle. The reason is that usually your $2P hand is an utter dud. But again, this problem can be solved by playing with more than one Potion-cost card at once, rather than lowering Familiar's cost. Buying nothing or e.g. Native Village instead of Familiar on turn 3 or 4 is gg. Buying an Apothecary or University instead means you haven't really fallen that far behind.
Title: Re: Revised versions of published cards
Post by: silverspawn on October 28, 2014, 05:05:45 pm
Quote
but really this thread was more, "This is stuff I'm thinking of doing; it's here for you if you want it."
oh, you do say it in the op. if that's what it was meant to be, than that's what it is, you're of course not obligated to do anything. I just thought this was more targeted towards the community.

Quote
If you want, I can even mock up some images for you.
well Showdown is already doing cards for me, and I think he's pretty amazing at it (and he said he doesn't need more than a few min for a card if he has the image) so I wouldn't ask you for that. but thanks for the offer :)

Quote
It would make Alchemist an autobuy almost all the time and Familiar almost all the time.
It wouldn't. I mean, there is no point arguing about these kinds of things, but come on. Scrying pool and Apothecary aren't stronger because they are cheaper, they're stronger because of what they do.
Title: Re: Revised versions of published cards
Post by: AJD on October 28, 2014, 11:47:34 pm
Also, isn't it pretty standard Dominion wording to say "You may" when 0/not doing something is a choice? "Gain any number of the trashed cards" reads too much like it is forcing you to gain at least one of the trashed cards.

Actual Thief does say "you may gain any or all", but most Dominion cards actually don't say "you may" when 0 is a choice: cf. Cellar, Forge, Chapel, etc.
Title: Re: Revised versions of published cards
Post by: LastFootnote on October 28, 2014, 11:54:42 pm
Also, isn't it pretty standard Dominion wording to say "You may" when 0/not doing something is a choice? "Gain any number of the trashed cards" reads too much like it is forcing you to gain at least one of the trashed cards.

Actual Thief does say "you may gain any or all", but most Dominion cards actually don't say "you may" when 0 is a choice: cf. Cellar, Forge, Chapel, etc.

Well, the difference is that with those cards, you wouldn't choose to play them at all if you didn't want to trash, discard, or gain at least one card. Yes, there's Golem, Conspirator, etc., but you know. Cards that you also have another reason to play (like Dame Anna and Thief) usually specify "you may".
Title: Re: Revised versions of published cards
Post by: dondon151 on October 29, 2014, 04:31:11 pm
I think missing $3P on your first shuffle is a level of magnitude worse than one (or more) of your Familiars missing a shuffle. The reason is that usually your $2P hand is an utter dud. But again, this problem can be solved by playing with more than one Potion-cost card at once, rather than lowering Familiar's cost.

Yes, but not everyone abides by this recommendation, and when going full random online, I don't think this option exists at all.
Title: Re: Revised versions of published cards
Post by: LastFootnote on October 29, 2014, 06:12:57 pm
I think missing $3P on your first shuffle is a level of magnitude worse than one (or more) of your Familiars missing a shuffle. The reason is that usually your $2P hand is an utter dud. But again, this problem can be solved by playing with more than one Potion-cost card at once, rather than lowering Familiar's cost.

Yes, but not everyone abides by this recommendation, and when going full random online, I don't think this option exists at all.

I agree; it's a shame that full-random is the de facto standard, especially when it comes to Alchemy.
Title: Re: Revised versions of published cards
Post by: blueblimp on November 02, 2014, 11:20:13 pm
Infiltrator - $4
Action - Attack
+$2
Each player (including you) reveals the top 5 cards of his deck and puts them back in an order you choose.

This looks like an insane amount of AP.
Eh maybe, but it's terminal, so it won't happen much more than once per turn. I can't see it overall being much worse AP-wise than cards like Cartographer and Apothecary. Although, to be fair, those cards are pretty heavy on AP if you want to play fully optimally.
Title: Re: Revised versions of published cards
Post by: soulnet on November 03, 2014, 08:27:10 am
The huge difference is rearranging oppnent's cards. Since you usually don't know their hand, you have to estinate and track, and that takes a lot of extra work.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on November 04, 2014, 05:39:14 pm
Feast
Action - $4
Trash a card that you have in play. Gain a card costing up to $1 more than the trashed card.

Not a huge change, but makes the card much more interesting.

Alternatively, leave Feast as is and have it cost $2. I can't think of any $5 cards that make opening Feast/Feast too powerful, it would be a big deal on boards with +buys and it would be handy in a slog.
Title: Re: Revised versions of published cards
Post by: markusin on November 04, 2014, 06:04:12 pm
Feast
Action - $4
Trash a card that you have in play. Gain a card costing up to $1 more than the trashed card.

Not a huge change, but makes the card much more interesting.

Alternatively, leave Feast as is and have it cost $2. I can't think of any $5 cards that make opening Feast/Feast too powerful, it would be a big deal on boards with +buys and it would be handy in a slog.
This would let you open $5/Feast. That might still be okay.
Title: Re: Revised versions of published cards
Post by: LastFootnote on November 04, 2014, 06:05:34 pm
Feast
Action - $4
Trash a card that you have in play. Gain a card costing up to $1 more than the trashed card.

This is a cool idea, but it causes tracking issues with Durations. I guess you could leave the Feast itself in play to remind you of the Duration.
Title: Re: Revised versions of published cards
Post by: soulnet on November 04, 2014, 06:12:12 pm
Feast
Action - $4
Trash a card that you have in play. Gain a card costing up to $1 more than the trashed card.

This is a cool idea, but it causes tracking issues with Durations. I guess you could leave the Feast itself in play to remind you of the Duration.

It also has infinite-loop potential. You could do a scheme-like wording and have the trash and gain happen on discard-from-play of the chosen card.
Title: Re: Revised versions of published cards
Post by: Awaclus on November 04, 2014, 08:14:40 pm
Feast
Action - $4
Trash a card that you have in play. Gain a card costing up to $1 more than the trashed card.

Not a huge change, but makes the card much more interesting.
But this would suck with Procession.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on November 05, 2014, 06:35:06 am
Feast
Action - $4
Trash a card that you have in play. Gain a card costing up to $1 more than the trashed card.

This is a cool idea, but it causes tracking issues with Durations. I guess you could leave the Feast itself in play to remind you of the Duration.

It also has infinite-loop potential.

How?
Title: Re: Revised versions of published cards
Post by: theblankman on November 06, 2014, 09:27:54 am
Feast
Action - $4
Trash a card that you have in play. Gain a card costing up to $1 more than the trashed card.

This is a cool idea, but it causes tracking issues with Durations. I guess you could leave the Feast itself in play to remind you of the Duration.

It also has infinite-loop potential. You could do a scheme-like wording and have the trash and gain happen on discard-from-play of the chosen card.

I'm not immediately seeing the infinite loop, but I am seeing a very interesting payload to an engine built around KC.  Also you usually can't use it on treasures, but it becomes yet another card that does neat things with Black Market. 
Title: Re: Revised versions of published cards
Post by: LastFootnote on June 28, 2017, 01:15:13 pm
I'm finally replacing the Harems in my copy of Intrigue. There are just so many reasons.

• The art is horrible.
• I don't want to have to explain what a harem is to my children once they're old enough to play.
• I'm pretty sure Harem should cost $5. It's a really weak $6 card. I mean compare it to Nobles.

(http://i.imgur.com/4FRVBk6.png)
Title: Re: Revised versions of published cards
Post by: LastFootnote on June 28, 2017, 01:42:02 pm
Other updates.

(http://i.imgur.com/3McgjYS.png) (http://i.imgur.com/CF6RtvY.png) (http://i.imgur.com/0XAm4rn.png)
Title: Re: Revised versions of published cards
Post by: Q on June 29, 2017, 06:32:56 am
Interesting changes.
I think that Harem is often underrated and pricing it at 5$ would basically make it a Duchy substitute, i.e. the tricky decision between Gold-Harem and later Harem-Duchy becomes less tricky and more trivial.
The non-trashing clause on Possession makes the card easier to understand but at the cost of making all trash-for-benefit cards quasi-defenses against Possession.
I like your Harvest buff, it is not too much and it now nicely interacts with cards like Vassal or Chariot Race.
Title: Re: Revised versions of published cards
Post by: Chris is me on June 29, 2017, 08:19:32 am
Manor is good.

Scrying Pool can I think preserve the self-Spy aspect of it - removing the attack part is all you need to speed it up, and in decks where you can't thin it becomes just that much swingier and less reliable. But it's not like it's now unusable.

Possession's fox is interesting and probably works. I probably still prefer a variant of Donald's fix, but that gets rid of a lot of issues and makes TFB decks a viable counter.
Title: Re: Revised versions of published cards
Post by: LastFootnote on June 29, 2017, 11:51:07 am
I think that Harem is often underrated and pricing it at 5$ would basically make it a Duchy substitute, i.e. the tricky decision between Gold-Harem and later Harem-Duchy becomes less tricky and more trivial.

Well admittedly I have yet to test Manor, but I'm not really worried about the issues you're bringing up. Whenever you have $6, you're making the same decision between Gold, Harem, and Duchy that you always have. There's really no change there. At $5, there are still times you'd buy Duchy over Harem. And in fact, I'm not sure this change would ever make me buy Harem when I would previously have bought Duchy. If anything, it might sometimes make me buy Harem over the other $5 cards that I would have bought over Duchy. Maybe I'm wrong, and that sometimes when I would have bought Duchy I now get Harem. That's sounds like an upside to me, though. Clearly I still buy Duchy when I don't think I'll draw it this game. Why would I sacrifice 1 VP for $2 that I'll never get to use?

Really you've got two situations here. First, games where you specifically want Victory cards, because of Patrol or Silk Road or what-have-you. I think it will be great to be able to pick up Harems a bit more easily in those games and see those combos more.

Second, you've got games without that, where you're just making calls between Gold, Harem, and Duchy. In these games, Gold is best early and Duchy is best late. Harem has a narrow band in the middle. This cost reduction lets you buy more Harems/Manors during that band, and I think that's all to the good. I'd rather be buying the Kingdom card than the basic ones.

I'm rambling, but the point I'm trying to make is that this Gold vs. Manor/Harem vs. Duchy thing is just a total non-issue. The actual issue is whether Manor is too strong at $5 compared to other Kingdom cards. And man, I just really doubt that it is.

The non-trashing clause on Possession makes the card easier to understand but at the cost of making all trash-for-benefit cards quasi-defenses against Possession.

Thanks. "Easier to understand" wasn't my primary goal, but I'm glad you find it that. I wouldn't call making trash-for-benefit cards counters for Possession a "cost". I think it's a mild positive.

I like your Harvest buff, it is not too much and it now nicely interacts with cards like Vassal or Chariot Race.

Thanks! I've played a fair few games with this version, and it's been great. Even without the combos it's a significant boost. It doesn't make it a top $5 card, but we actually buy it now outside of narrow combos (King's Court, Tunnel, etc.).

Title: Re: Revised versions of published cards
Post by: LastFootnote on June 29, 2017, 11:56:00 am
Scrying Pool can I think preserve the self-Spy aspect of it - removing the attack part is all you need to speed it up, and in decks where you can't thin it becomes just that much swingier and less reliable. But it's not like it's now unusable.

Yeah, I've played a few games with this version, and it's an enormous nerf. I mean Scrying Pool needed an enormous nerf, but you know. It's significant. The jury's still out on if it's too weak. Adding the self-Spy is a lot of words, though, and it muddies the core concept of the card. I'd rather buff it by reducing its cost (probably to P) than by adding back those words.

Possession's fox is interesting and probably works. I probably still prefer a variant of Donald's fix, but that gets rid of a lot of issues and makes TFB decks a viable counter.

I enjoy Possession in my IRL games (which is where I use these revised cards), so for me, keeping the core concept was important. But I definitely wanted to stop multi-Possession turns, and making trash-for-benefit cards usable in Possession games is also nice from my perspective.
Title: Re: Revised versions of published cards
Post by: GendoIkari on June 29, 2017, 12:33:12 pm
What if your version of Scrying Pool had a +1 card on it? It would be slightly stronger than self-spying, but not buy much, and far less words than self-spying.

If the top card of your deck is an action, then you would have drawn it with old Scrying Pool or +1 card Scrying Pool, so it makes no difference at all.

If the top card of your deck isn't an action, then with old Scrying Pool would would have discarded it; with +1 card Scrying Pool you draw it instead. Good if it's a treasure.
Title: Re: Revised versions of published cards
Post by: LastFootnote on June 29, 2017, 06:16:18 pm
What if your version of Scrying Pool had a +1 card on it? It would be slightly stronger than self-spying, but not buy much, and far less words than self-spying.

If the top card of your deck is an action, then you would have drawn it with old Scrying Pool or +1 card Scrying Pool, so it makes no difference at all.

If the top card of your deck isn't an action, then with old Scrying Pool would would have discarded it; with +1 card Scrying Pool you draw it instead. Good if it's a treasure.

I think that would make it crazy. I mean at that point it's always a Laboratory, and quite often better.
Title: Re: Revised versions of published cards
Post by: Q on June 30, 2017, 07:26:01 am
I'm rambling, but the point I'm trying to make is that this Gold vs. Manor/Harem vs. Duchy thing is just a total non-issue. The actual issue is whether Manor is too strong at $5 compared to other Kingdom cards. And man, I just really doubt that it is.
I think that if you were only playing with Base and Intrigue Harem would be totally fine but from a retrospective all-expansions perspective you are totally right: engines have become more frequent, making a Treasure-Victory card a bit worse, and 5s are often situationally better than Gold anyway.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on June 30, 2017, 08:17:24 am
I prefer the revised base/intrigue approach to fixing cards; new card that isn't quite the same but fills the niche in a different way.

I like your version of Harvest, but I think it would be more interesting as a $3 card that turns up 3 cards (keeping the "put back" clause).

$5 Harem would probably be better if either the VP or Treasure were more complex/conditional
Title: Re: Revised versions of published cards
Post by: NoMoreFun on June 30, 2017, 08:21:17 am
But $5 Harem is a good idea. $6 Harem provides an interesting choice between Harem and Gold, but $5 also makes you think about whether to go for Harem or Duchy, and it also has early game relevance.
Title: Re: Revised versions of published cards
Post by: GendoIkari on June 30, 2017, 10:46:49 am
What if your version of Scrying Pool had a +1 card on it? It would be slightly stronger than self-spying, but not buy much, and far less words than self-spying.

If the top card of your deck is an action, then you would have drawn it with old Scrying Pool or +1 card Scrying Pool, so it makes no difference at all.

If the top card of your deck isn't an action, then with old Scrying Pool would would have discarded it; with +1 card Scrying Pool you draw it instead. Good if it's a treasure.

I think that would make it crazy. I mean at that point it's always a Laboratory, and quite often better.

I feel like it's rare for regular Scrying Pool to not always be a Laboratory, and quite often better... if the +1 card version draws a card more than regular Pool, it's only if that extra card is a non-action, which is generally a junk card in a Scrying Pool deck anyway.
Title: Re: Revised versions of published cards
Post by: LastFootnote on June 30, 2017, 11:15:50 am
What if your version of Scrying Pool had a +1 card on it? It would be slightly stronger than self-spying, but not buy much, and far less words than self-spying.

If the top card of your deck is an action, then you would have drawn it with old Scrying Pool or +1 card Scrying Pool, so it makes no difference at all.

If the top card of your deck isn't an action, then with old Scrying Pool would would have discarded it; with +1 card Scrying Pool you draw it instead. Good if it's a treasure.

I think that would make it crazy. I mean at that point it's always a Laboratory, and quite often better.

I feel like it's rare for regular Scrying Pool to not always be a Laboratory, and quite often better... if the +1 card version draws a card more than regular Pool, it's only if that extra card is a non-action, which is generally a junk card in a Scrying Pool deck anyway.

Well first of all, I would prefer this version to be weaker than regular Scrying Pool (in addition to being faster). Regular Scrying Pool is overpowered. And I think you're putting the cart before the horse on your second point. A deck with Cantrip Scrying Pool doesn't have to care nearly as much about having more non-Actions in it in order to be great.
Title: Re: Revised versions of published cards
Post by: LastFootnote on June 30, 2017, 11:28:26 am
I prefer the revised base/intrigue approach to fixing cards; new card that isn't quite the same but fills the niche in a different way.
Hmm, I think it depends on the card. I'd much rather have Bandit than a slightly-tweaked Thief. But now that I've played with Patrol a bunch, I think I'd rather have Scout with +$1 than Patrol. Scout was perfectly unique and it was better at interacting with e.g. Mill and Nobles than Patrol is. It just needed a boost.

I like your version of Harvest, but I think it would be more interesting as a $3 card that turns up 3 cards (keeping the "put back" clause).
I think that would be too weak to even cost $2. I mean both the coin-generating and sifting properties are significantly weaker with that change; so much weaker that I would very rarely want to waste a terminal action on it. It would be another Chancellor, I think.

$5 Harem would probably be better if either the VP or Treasure were more complex/conditional
Here is the perfect example of "slight tweak" being better than "complete overhaul". The concept is fine, and simplicity is good. I'm not eager to make it more complex for no gain.

It's tempting to put the Coppersmith replacement on top, I guess.

Quote
Manor: Treasure-Victory, $5
When you play this, it's worth $1 per copy of the card you have the most copies of in play.

2 VP
Title: Re: Revised versions of published cards
Post by: werothegreat on July 03, 2017, 11:52:04 am
Yeah, I think Harem/Manor is fine at (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png).  It still gets bought enough.

I'm also amused that it took you 4 years to mock up Manor, though.
Title: Re: Revised versions of published cards
Post by: LastFootnote on July 03, 2017, 07:06:34 pm
Yeah, I think Harem/Manor is fine at (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png).  It still gets bought enough.

I'm also amused that it took you 4 years to mock up Manor, though.

What can I say? I'm a busy guy.
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on July 03, 2017, 08:46:08 pm
[Manor]
That would take all the fun out of teasing my mom that Harem is her favorite card...

Title: Re: Revised versions of published cards
Post by: Holger on July 27, 2017, 04:52:26 pm
These are interesting revisions. But LastFootnote, could you re-insert your older revisions (Scout etc.) to your first post? I haven't saved them, and I may still want to try them out in the future...

$5 Harem would probably be better if either the VP or Treasure were more complex/conditional
Here is the perfect example of "slight tweak" being better than "complete overhaul". The concept is fine, and simplicity is good. I'm not eager to make it more complex for no gain.
I agree. In this spirit, I've also been thinking of tweaking some of the removed cards slightly to make them more playable:

Adventurer would probably work with just a reduced cost; I think I'd try it at $4 (or even $3); this might make it a reasonable BM card (in engines, it's still usually worse than Moat).

Feast could certainly afford a price decrease to $3 as well (making the TR/Feast opening possible again :) ), but it would probably still be weakish then. However, what about:

Feast: Action, $3
Trash this. Gain a card costing up to $6.

I think this would still not be overpowered. This change would allow you to always gain a Gold on your second shuffle, but you often prefer an early $5 Action over Gold anyway. It would be very strong with a $6 Action like Goons on the board, but I think that's okay.
Title: Re: Revised versions of published cards
Post by: LastFootnote on July 27, 2017, 05:34:58 pm
These are interesting revisions. But LastFootnote, could you re-insert your older revisions (Scout etc.) to your first post? I haven't saved them, and I may still want to try them out in the future...

I will try to remember to re-upload my updated Scout. Were there other ones that I removed? I forget. I figured with Patrol, updating Scout was a moot point. Though I think I do prefer Scout with +$1 to Patrol overall, I don't prefer it enough to make that change in my own set. Again, I will try to remember to mock it up with my latest template for posting here.

EDIT: Oh that's right, I had a Rebuild replacement. It was a Dark Ages outtake, but I never really tested it. And when we tried a version of that (for Adventures or Empires, can't recall which), it wasn't any fun. So, do you want that one? I cannot vouch for its quality like I can for Scout+.

$5 Harem would probably be better if either the VP or Treasure were more complex/conditional
Here is the perfect example of "slight tweak" being better than "complete overhaul". The concept is fine, and simplicity is good. I'm not eager to make it more complex for no gain.
I agree. In this spirit, I've also been thinking of tweaking some of the removed cards slightly to make them more playable:

Adventurer would probably work with just a reduced cost; I think I'd try it at $4 (or even $3); this might make it a reasonable BM card (in engines, it's still usually worse than Moat).

I think Adventurer should cost $2, no joke. It takes a lot of work to make it good, like Poor House. Arguably it takes even more work than Poor House, though the upper bound on its power is also higher. Anyway, yeah, $2. That's my unofficial official recommendation.

Feast could certainly afford a price decrease to $3 as well (making the TR/Feast opening possible again :) ), but it would probably still be weakish then. However, what about:

Feast: Action, $3
Gain a card costing up to $6.

I think this would still not be overpowered. This change would allow you to always gain a Gold on your second shuffle, but you often prefer an early $5 Action over Gold anyway. It would be very strong with a $6 Action like Goons on the board, but I think that's okay.

I would be tempted to also cost Feast at $2, having it still gain a card costing up to $5. Your version is likely also totally fine power-wise, but might be boring in practice since lots of casual players (most even?) will just take the Gold every time.

Alternatively, Feast could cost $3 or $4 and top-deck the gained card. That's kind of close to Artisan? I mean if we're talking Base Set, Artisan replaces Feast in a very real way. And the set already has that and Workshop filling the "workshop" slots.
Title: Re: Revised versions of published cards
Post by: Q on July 29, 2017, 03:47:08 am
I think Adventurer should cost $2, no joke. It takes a lot of work to make it good, like Poor House. Arguably it takes even more work than Poor House, though the upper bound on its power is also higher. Anyway, yeah, $2. That's my unofficial official recommendation.
I totally agree. At first it sounds crazy that a formerly-existing 6 would be balanced at 2. But Adventurer has a simple problem: it is a terminal payload card that is only good if you have decent Treasures in your deck. If you play BM you could also just draw those Treasures with terminal draw. If you play an engine you either don't wanna clog your deck with Treasures or, e.g. if you get them on the way via something like Soothsayer, you don't wanna waste terminal space on a terminal payload card as the Gold in your deck already does the trick.
So the card becomes only useful in rare cases like Platinum games or alt-VP where digging for Treasures becomes important due to all the green in your deck.

Something like Poor House might require more work than Adventurer (trashing, extra Buys, decent village support) but it is not at its core such an inconsistent card.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on December 03, 2017, 06:07:09 pm
How about, since it would no longer be in the base set:

Feast
Action - $4
Gain a card costing up to $5. If it cost $5, trash this.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on December 03, 2017, 06:12:54 pm
And

Adventurer
Action - $5
Gain a Gold. Reveal cards from your deck until you reveal a Treasure; put it in your hand and discard the rest.
Title: Re: Revised versions of published cards
Post by: LastFootnote on December 03, 2017, 06:35:27 pm
I think Changeling pretty handily replaces Feast. Yes they have differences, but.
Title: Re: Revised versions of published cards
Post by: Accatitippi on December 04, 2017, 05:34:03 am
I've only seen these now. Thanks for making them. :)
Have you figured out whether modded SP deserves a cost reduction?
Title: Re: Revised versions of published cards
Post by: popsofctown on December 06, 2017, 01:16:16 am
 5$ Harem is still hot garbage.

I do buy it on very rare occasions where I know I will draw it about 1.2 times this game (not all of those occasions). It comes out to about 4 VP for 6$. But that doesn't make it a well designed card.  Feast was part of every single top Dominion player's buying algorithm for lategame game states where it could be converted to Duchy.  That didn't make Feast a good card either, which is why Feast is dead now.  Dominion is not a game about figuring out that Gardens is currently worth one more VP than Duchy on the second to last turn so that's what you buy.  That's not what brings anyone to Dominion.  It's not even a game about buying Mining Village over Blessed Village before you go through your last reshuffle of the game, because Mining Village will do more the one time it gets played.  The game is about permanently adding new cards to your deck.  Two games ago I puzzled over whether repeated uses of Peasant or Black Market would make better permanent investments in the strength of my deck on a certain kingdom, that's what Dominion is.

Harem is about as good of a card as a textless Island would be.  Incremental impacts on lategame tactics, without having measurable impacts on how players choose to develop their decks the way Vineyards or even Colony does.


The heuristic of "do people still buy this in 10-15% of games" is being misapplied in a way that harkens back to Silver Test one liners, which is fitting since it's a Silver.

I think Harem deserves the Coppersmith treatment much more than Coppersmith did.  You can price it at 5$ though.  That's definitely an improvement. It can at least increase the difficulty of the strategy selection phase since monolithic dead draw has been on hard times with the newer sets in play, and knowing your Smithy deck gets two VP chips every time it realizes its best purchase is 5$ Silver makes it just a bit more likely that monolithic dead draw will actually be the best choice somewhere, and someone will get the reward they deserve for selecting it unmirrored.  Aside from that though, I don't think it will do much.
Title: Re: Revised versions of published cards
Post by: Accatitippi on December 13, 2017, 03:25:28 am
Harem is also essentially replaced by Conquest, which is almost-but-not-quite strictly better. (if you want a 6$ silver, you're probably happy to get two, so the only real case for Harem is needing a Victory-Treasure card for some reason)
Title: Re: Revised versions of published cards
Post by: loneXolf on December 13, 2017, 04:09:55 am
I am a fan of the harvest change, not so much the other 3.
Title: Re: Revised versions of published cards
Post by: Asper on December 13, 2017, 06:28:48 pm
Harem is also essentially replaced by Conquest, which is almost-but-not-quite strictly better. (if you want a 6$ silver, you're probably happy to get two, so the only real case for Harem is needing a Victory-Treasure card for some reason)

(Insert Sudden Clarity Clemence meme here)

Wow, even more than Wedding. Neat observation.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on December 14, 2017, 04:43:10 am
I'm surprised by how well Tracker works, which got me thinking...

Royal Seal
Treasure - $5
Worth $2
+1 Buy
---
While this is in play, when you gain a card, you may put that card onto your deck.

This allows Royal Seal to better set up combos. Or maybe even...

Royal Seal
Action - $5
+1 Action
+1 Buy
+$2
---
While this is in play, when you gain a card, you may put that card onto your deck.

Or even

Royal Seal
Action - $2
+1 Action
+1 Buy
+$1
---
While this is in play, when you gain a card, you may put that card onto your deck.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on December 30, 2017, 03:20:49 am
Since Druid had such exceptional variety, and some cards aren't very interesting

Tragic Hero:
Action/Fate - $5
Receive the set-aside Boon, then +3 Cards
If you have 8 or more cards in hand, trash this and gain a Treasure.
---
Setup: Set aside a Boon that doesn't give +$1, face up

Tormentor:
Action/Attack/Doom - $5
+$2
If you have an Imp in play, each other player receives the set-aside Hex. Otherwise, gain an Imp from its pile.
---
Setup: Set aside a Hex other than Delusion or Misery

Bard:
Action/Fate - $4
+1 Action
+$1
Receive one of the set aside Boons
---
Setup: Set aside 2 Boons face up
Title: Re: Revised versions of published cards
Post by: Gazbag on December 30, 2017, 07:32:26 am
Since Druid had such exceptional variety, and some cards aren't very interesting

Tragic Hero:
Action/Fate - $5
Receive the set-aside Boon, then +3 Cards
If you have 8 or more cards in hand, trash this and gain a Treasure.
---
Setup: Set aside a Boon that doesn't give +$1, face up

Tormentor:
Action/Attack/Doom - $5
+$2
If you have an Imp in play, each other player receives the set-aside Hex. Otherwise, gain an Imp from its pile.
---
Setup: Set aside a Hex other than Delusion or Misery

Bard:
Action/Fate - $4
+1 Action
+$1
Receive one of the set aside Boons
---
Setup: Set aside 2 Boons face up

I can understand Bard and Tormentor, but how is Tragic Hero not very interesting? It's one of the most interesting cards in Nocturne!
Title: Re: Revised versions of published cards
Post by: enfynet on December 30, 2017, 02:53:34 pm
Because of the "vanilla" nature of +Cards?
Title: Re: Revised versions of published cards
Post by: LastFootnote on December 30, 2017, 03:18:41 pm
Many of the Hexes cannot work as Attack cards, so this version of Tormentor doesn’t work. Imagine having Deluded every turn. Enjoy that game!
Title: Re: Revised versions of published cards
Post by: Gazbag on December 30, 2017, 04:33:19 pm
Many of the Hexes cannot work as Attack cards, so this version of Tormentor doesn’t work. Imagine having Deluded every turn. Enjoy that game!

It does say instead of Deluded or Misery, but I do agree with you. Druid is cool and all, but we don't 3 different Druid variants or a Hex-Druid. It just becomes "If the Boon/Hex is good, this card is good and if they aren't then they aren't." Which to me is much less interesting than the printed cards.

Because of the "vanilla" nature of +Cards?

Werewolf plays much closer to a "Vanilla Smithy" than Tragic Hero.
Title: Re: Revised versions of published cards
Post by: dz on December 31, 2017, 04:14:53 am
Tragic Hero:
Action/Fate - $5
Receive the set-aside Boon, then +3 Cards
If you have 8 or more cards in hand, trash this and gain a Treasure.
---
Setup: Set aside a Boon that doesn't give +$1, face up


Why would you need this edited Tragic Hero to exclude Field and Forest's Gift? If Druid allows it, why can't this allow it?

Also I don't see how setting aside a Boon adds to the card. I know that Druid has a ton of variety and that's what you're trying to go for, but wouldn't "receive a Boon" be simpler?

EDIT: Oh yeah, and Donald said that drawing cards + receiving Boons = super slow turns. Especially with this card always giving you a Boon and drawing cards every time you play it. Yes, it can fairly easily get trashed, but that doesn't save it from Thrones.
Title: Re: Revised versions of published cards
Post by: loneXolf on December 31, 2017, 07:45:56 am
Many of the Hexes cannot work as Attack cards, so this version of Tormentor doesn’t work. Imagine having Deluded every turn. Enjoy that game!

It does say instead of Deluded or Misery, but I do agree with you. Druid is cool and all, but we don't 3 different Druid variants or a Hex-Druid. It just becomes "If the Boon/Hex is good, this card is good and if they aren't then they aren't." Which to me is much less interesting than the printed cards.

Because of the "vanilla" nature of +Cards?

Werewolf plays much closer to a "Vanilla Smithy" than Tragic Hero.

I think that he wants cards that change effects every game rather than RNG, I do see it's potential and I would probably like it better than the current hex and boons (not a huge fan myself). But turning multiple cards into druid does take it's current "star power". Also the boons and hexs are not really built for this. Also I never seen anyone hate on Werewolf, probably since it has the koolest card typing beside Crown.

Card reviews-

Tragic Hero- I don't think Tragic hero needs a buff, +3 cards and a buy isn't bad for 5.

Tormentor- Cute rework, I would also remove Envy for this effect. Repeating Locusts and War can be triggering.

Bard- This looks to make bard extremely strong.

Set aside- Do these reworks share the set-aside cards? Can Bard use druid's set aside cards for example? Also if Bard, Druid, and Tragic Hero are in play it cuts the boon deck in half.
Title: Re: Revised versions of published cards
Post by: weesh on December 31, 2017, 09:42:29 am
one of my play group is pushing me to sharpie "The Mountain's Gift" to "you MAY gain a silver".
Title: Re: Revised versions of published cards
Post by: markusin on December 31, 2017, 05:06:00 pm
one of my play group is pushing me to sharpie "The Mountain's Gift" to "you MAY gain a silver".

Mountain's Gift teaches you to adapt, and you just might find it isn't such a bad thing after all.

That said, why it doesn't have a "may" in there is somewhat baffling. Messing with Devil's Workshop for example. Actually, Swamp's Gift doesn't have a "may" for the Wisp gain either. How come no one complains about that?
Title: Re: Revised versions of published cards
Post by: William Howard Taft on December 31, 2017, 05:56:45 pm
Actually, Swamp's Gift doesn't have a "may" for the Wisp gain either. How come no one complains about that?

Silver is bad for engines but cantrips that sometimes become Laboratories are pretty much always good.
Title: Re: Revised versions of published cards
Post by: Gazbag on December 31, 2017, 10:08:17 pm
Actually, Swamp's Gift doesn't have a "may" for the Wisp gain either. How come no one complains about that?

Silver is bad for engines but cantrips that sometimes become Laboratories are pretty much always good.

Buying Silver is often bad, but free Silver? Woohoo! Like seriously if you're building an engine that's shaky enough that adding 1 Silver is bad then you should just not buy any Fate cards or build a better deck. Like Sea/Windy gift triggering bad shuffles is so much worse and bad so much more often than Mountain Silver. The way people talk you'd think Embassy is the strongest attack in the game or something.
Title: Re: Revised versions of published cards
Post by: Asper on December 31, 2017, 10:13:57 pm
Before Miserable was revealed, I wouldn't have been surprised by a Doom card that sets aside two Hexes at setup, letting players choose which one hits them Torturer style.

I guess I could work that into an Event or a card with Miserable banned or something.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on January 01, 2018, 01:24:43 am
Tragic Hero:
Action/Fate - $5
Receive the set-aside Boon, then +3 Cards
If you have 8 or more cards in hand, trash this and gain a Treasure.
---
Setup: Set aside a Boon that doesn't give +$1, face up


Why would you need this edited Tragic Hero to exclude Field and Forest's Gift? If Druid allows it, why can't this allow it?

Also I don't see how setting aside a Boon adds to the card. I know that Druid has a ton of variety and that's what you're trying to go for, but wouldn't "receive a Boon" be simpler?

EDIT: Oh yeah, and Donald said that drawing cards + receiving Boons = super slow turns. Especially with this card always giving you a Boon and drawing cards every time you play it. Yes, it can fairly easily get trashed, but that doesn't save it from Thrones.

I excluded Field's gift because a double lab+peddler is obviously too good for $5, and I used the wording from Sacred Grove. Forest's gift is also pushing it strength wise.

Resolving the same Boon every time wouldn't be any slower than on card text (or a choice of the same boons every game).
Title: Re: Revised versions of published cards
Post by: NoMoreFun on January 01, 2018, 01:40:50 am
Quote

Tragic Hero- I don't think Tragic hero needs a buff, +3 cards and a buy isn't bad for 5.

It's a slight buff, but that's not what it's about. It's about being more interesting/varied. The current version seems like Margrave except it attacks you instead of your opponents.

Quote
Tormentor- Cute rework, I would also remove Envy for this effect. Repeating Locusts and War can be triggering.

I enjoy Bandit Fort games and Envy seems lIke an interesting spin on that. The trashing attacks hurt but you can see them coming, and this card does take a while to get going (you need to gain an imp as well as play it with an imp), as well as being a terminal.

Quote
Bard- This looks to make bard extremely strong.

Which Boons would do that? The +$1 ones run into the Silver problem I suppose.

Quote
Set aside- Do these reworks share the set-aside cards? Can Bard use druid's set aside cards for example? Also if Bard, Druid, and Tragic Hero are in play it cuts the boon deck in half.

It would be worth a reword to clarify that each set aside card corresponds to that card only. Half size Boon decks would be fine; more predictable isn't necessarily a bad thing.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on January 01, 2018, 01:57:37 am
It just becomes "If the Boon/Hex is good, this card is good and if they aren't then they aren't." Which to me is much less interesting than the printed cards.

Which of the Boons would be bad on a Smithy? Will-o-wisps do risk being drawn dead, but can be very powerful when they aren't "bonus" cards, and you can use it to help activate the self trashing.

As for revised Bard, none of the effects would look too weak for a $3 card, and you get your choice of 2 of them.

Revised Tormentor is an Imp gainer first and an attack second.
Title: Re: Revised versions of published cards
Post by: Gazbag on January 01, 2018, 08:22:02 pm
It just becomes "If the Boon/Hex is good, this card is good and if they aren't then they aren't." Which to me is much less interesting than the printed cards.

Which of the Boons would be bad on a Smithy? Will-o-wisps do risk being drawn dead, but can be very powerful when they aren't "bonus" cards, and you can use it to help activate the self trashing.

The thing with Tragic Hero is that the +buy is really important because it lets you buy back Heroes after they're trashed. So most of the Boons will be worse than that. Flame and Sky's gift are probably broken on this though. - especially Flame, that's like a super Masquerade that turns into a Gold when you're done trashing... Sea's gift also messes it up too.
 
Quote

Tragic Hero- I don't think Tragic hero needs a buff, +3 cards and a buy isn't bad for 5.

It's a slight buff, but that's not what it's about. It's about being more interesting/varied. The current version seems like Margrave except it attacks you instead of your opponents.

Ah yes, I think this is the problem in your thinking. If you don't want treasures you don't buy a Tragic Hero if it's likely to trash itself! If it isn't likely to trash itself it's basically just a Library with +buy that you can Mining Village style blow up on the last turn. The fact that people are thinking that Tragic Hero is weak is a telling sign that it's actually just interesting, it's fairly situational sure, but it has a very powerful effect in the right deck.

This version of Bard is also clearly too good, Sea's gift turns it into Poacher+, Field's Gift turns it into Conclave+, Forests's gift is non-terminal Woodcutter, Wind's gift is like a double Oasis thing. These are all too good on their own, and this Bard gives you an option of 2 Boons! No single Boon makes Druid stronger than an existing $2 card by itself and this should follow the same principle.

Tormentor is probably my least favourite card in Nocturne anyway, I'd rather it just stay simpler and unobtrusive like it is now or be replaced with something completely different.
Title: Re: Revised versions of published cards
Post by: Asper on January 01, 2018, 09:39:01 pm
If I had a Silver for every time people badmouth treasures, I'd be a rich man.
Title: Re: Revised versions of published cards
Post by: dz on January 01, 2018, 10:44:41 pm
If I had a Silver for every time people badmouth treasures, I'd be a rich man.

Does Copper count to that?

And I think when people think "Treasure" they think about how it clogs your engines (i.e. Silver), even though there are Treasures that work great in engines (i.e. Fortune and Crown).
Title: Re: Revised versions of published cards
Post by: William Howard Taft on January 01, 2018, 11:34:14 pm
Buying Silver is often bad, but free Silver? Woohoo! Like seriously if you're building an engine that's shaky enough that adding 1 Silver is bad then you should just not buy any Fate cards or build a better deck.

It's really easy to wind up with too much Silver in Nocturne, especially with Lucky Coin.

I actually like that you're forced to take it, but more Silver is not always ideal.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on January 02, 2018, 01:01:26 am
"Gain a Treasure" certainly makes Tragic Hero significantly more interesting than if it was "Gain a Gold", but as it stands it the top half seems too weak and uninteresting to be a restricted use card. The concept as a whole is interesting though and I can see people not wanting to change it.

"Trash, then +3 cards" was fine at $4 with a discard on play ("Dungeon", a base set outtake), so  at $5 without the discard seems fine. "+4 cards but a oneshot from a standard hand" seems like a better realisation of the card's concept to me too.

Druid being 220 cards in one is just so amazing that the other Fate/Doom cards  (many of which aren't going down well) seem like they could be improved. However wasted space isn't quite as much a frustration now that we're getting expansions past the "final" explanation (which was Guilds).

I like Asper's 2 Hex torturer idea. Maybe my ideas and other Druid style cards would work better as their own cards, not related to Nocturne's.
Title: Re: Revised versions of published cards
Post by: Accatitippi on January 02, 2018, 08:59:08 am
Before Miserable was revealed, I wouldn't have been surprised by a Doom card that sets aside two Hexes at setup, letting players choose which one hits them Torturer style.

I guess I could work that into an Event or a card with Miserable banned or something.

I think it could work even with Miserable included. -4 points is fairly relevant, and card-shaped things need not always be awesome.  :)
I would be more concerned about having two indefinitely stackable attacks out (War, Locusts, Greed), or Deluded plus an indefinitely stackable attack.
Title: Re: Revised versions of published cards
Post by: Asper on January 02, 2018, 12:56:57 pm
If I had a Silver for every time people badmouth treasures, I'd be a rich man.

Does Copper count to that?

And I think when people think "Treasure" they think about how it clogs your engines (i.e. Silver), even though there are Treasures that work great in engines (i.e. Fortune and Crown).

When I say "badmouth", I mean "make it seem worse than it is". It's hard to badmouth Copper, unless you claim things like "Copper is worse than Curse".
Title: Re: Revised versions of published cards
Post by: Awaclus on January 02, 2018, 01:43:46 pm
If I had a Silver for every time people badmouth treasures

You wouldn't be able to draw your deck.
Title: Re: Revised versions of published cards
Post by: Asper on January 02, 2018, 01:49:27 pm
If I had a Silver for every time people badmouth treasures

You wouldn't be able to draw your deck.

The goal of the game is to have the most points, not drawing your deck. Sometimes the best way to do the former is the latter. Sometimes it just isn't.

This discussion derails this thread and it's my fault, so reply to this if you feel like it, but I'd rather have a "Let's discuss: Silver" thread.
Title: Re: Revised versions of published cards
Post by: markusin on January 02, 2018, 06:43:23 pm
Before Miserable was revealed, I wouldn't have been surprised by a Doom card that sets aside two Hexes at setup, letting players choose which one hits them Torturer style.

I guess I could work that into an Event or a card with Miserable banned or something.

I think it could work even with Miserable included. -4 points is fairly relevant, and card-shaped things need not always be awesome.  :)
I would be more concerned about having two indefinitely stackable attacks out (War, Locusts, Greed), or Deluded plus an indefinitely stackable attack.

Really, with the amount of concessions you'd have to make to make set-aside Hexes, work, the whole set of Hexes would need to be reworked, or just create an entirely different attack for Tormentor. Raider already exists in Nocturne, so there is no law about not having non-hex attacks. As is, the Hexes seem balanced around being in a cycle of 12.
Title: Re: Revised versions of published cards
Post by: LastFootnote on March 10, 2020, 11:27:24 am
Let's necro this thread again! I've been looking through my imgur and found this.

(http://imgur.com/goCMgUJ.png)

This is something I suggested at the time, but noooooo, Donald X. was all, "You know what would be better than nothing? Anything!" and Sauna got its trashing ability.

Anyway, here's a simpler Sauna for $2.
Title: Re: Revised versions of published cards
Post by: LastFootnote on March 10, 2020, 11:29:20 am
I've actually made quite a few more changes to my personal cards over the last couple years. If I can remember I'll upload Margrave, Cache, Mandarin, and whatever else I've got when I get the chance.
Title: Re: Revised versions of published cards
Post by: LastFootnote on March 10, 2020, 01:40:05 pm
You know what Transmute should gain when you trash a Treasure? A Horse. I gotta remember to mock that one up tonight.
Title: Re: Revised versions of published cards
Post by: LastFootnote on March 10, 2020, 10:51:17 pm
(http://i.imgur.com/G30m6J2.png) (http://i.imgur.com/udd3zbG.png) (http://i.imgur.com/JGc0Be4.png) (http://i.imgur.com/YJdKUiD.png)

The Hinterlands crew! The changes to Duchess, Cache, and Margrave are ones Donald X. said he himself would make to Hinterlands, so I mocked those up. I didn't have the heart to remove Fool's Gold's reaction, as Donald X. would have done. The Mandarin boost is my own idea. It's seemed reasonable in the games I've played with it. Certainly it looks more natural now that we have so many +$3 Actions at $5 without a drawback (Legionary, Treasurer, Livery, etc.).

Here's the return of Chancellor! And also Woodcutter?

(http://i.imgur.com/HOphueq.png)

Less interesting since Messenger exists (I have only myself to blame for that), but a reasonable addition to the Base Set. I added it as a 27th card in my own copy.
Title: Re: Revised versions of published cards
Post by: LastFootnote on March 10, 2020, 11:24:12 pm
Aaaaand done with Transmute. Turn that Potion into a Horse! This is untested and I don't expect it to become a power card, but I bet it's worth pick up more often now.

(http://i.imgur.com/yiztqH9.png)
Title: Re: Revised versions of published cards
Post by: NoMoreFun on March 10, 2020, 11:37:26 pm
Transmute (and potion costs in general) is an outstanding candidate for on gain/buy +buy
Title: Re: Revised versions of published cards
Post by: popsofctown on March 10, 2020, 11:44:58 pm
Making it impossible for Transmute to gain a Transmute seems like "killing the darling" :/  I don't care whether it can gain a Gold or a Duchy, but gaining itself at least some of the time is the meme.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on March 10, 2020, 11:48:17 pm
Experiment is a card which would work fine as an event (Gain 2 Horses)

Every card that could be an event should be one IMO. You lose a bit by not being able to gain the card, but the space it saves can make room for more cards. Cache, Masterpiece, IGG should all be events (replace IGG's on play with being a Silver and Copper, and buff the other 2)
Title: Re: Revised versions of published cards
Post by: spineflu on March 11, 2020, 10:59:15 am
Making it impossible for Transmute to gain a Transmute seems like "killing the darling" :/  I don't care whether it can gain a Gold or a Duchy, but gaining itself at least some of the time is the meme.

So are you thinking make it a choice (gain a Horse or a Transmute) or make it a both?

Experiment is a card which would work fine as an event (Gain 2 Horses)

Every card that could be an event should be one IMO. You lose a bit by not being able to gain the card, but the space it saves can make room for more cards. Cache, Masterpiece, IGG should all be events (replace IGG's on play with being a Silver and Copper, and buff the other 2)

Small disagree with IGG - using it as TfB fodder is like, my favorite part of the card.
Title: Re: Revised versions of published cards
Post by: popsofctown on March 11, 2020, 02:42:30 pm
A choice sounds fine.  It could also simply happen when you trash a Night, my interest in it is that empty and symbolic.
Title: Re: Revised versions of published cards
Post by: LastFootnote on March 11, 2020, 03:15:43 pm
Small disagree with IGG - using it as TfB fodder is like, my favorite part of the card.

Agree. I also enjoy gaining Caches to hand or onto my deck with Artisan, Develop, etc. In general I do not subscribe to "always make it a landscape if possible".

In general I also don't like to mix set mechanics, but because I keep my landscapes all together with my base cards, I'm going to have to always have Horses with me anyway. I had a long-standing plan to have Transmute gain some cheap, non-Supply Action of my creation, but now that we have Horses and I haven't come up with anything better, I'm going with them.

Making it impossible for Transmute to gain a Transmute seems like "killing the darling" :/  I don't care whether it can gain a Gold or a Duchy, but gaining itself at least some of the time is the meme.

Some people just want to watch the world burn.
Title: Re: Revised versions of published cards
Post by: grrgrrgrr on March 11, 2020, 03:52:22 pm
How would you like these changes?

Quote
Mine (Action, $5)
+1 Coffers
You may trash a Treasure from your hand. Gain a Treasure costing at most $3 more than it into your hand

Makes it a terminal silver rather than a terminal copper. Used +1 Coffers to fit the long term benefit mantra.

Quote
Harem (Treasure/Victory, $6)
$2
+2 buys
-
2 VP
In games using this, when you gain a Gold, you may exchange it for a Harem

There are now quite a few Gold gainers, and this change makes these gainers more valuable late game. +2 buys fits well with the 2 of everything theme, and makes it more useful in general.

Quote
Cursed Village (Action, $5)
+2 Actions
Draw until you have six cards in hand.
-
When you gain this, take "Cursed entry"
Quote
Cursed entry (state)
At the start of your turn, discard down to 3 cards in hand and return this.

This is less random and also can be a synergy if your next hand contains a Cursed Village.

Quote
Stash (Treasure, $5)
$2
If you have played at least 2 Actions this turn, you may put your deck into your discard pile.
-
When shuffling this, you may look through your remaining deck, and may put this anywhere in the shuffled cards.

Stash is only good with Chancelor/Scavenger, so it may be best to impose conditions where Stash does the trick itself.
Title: Re: Revised versions of published cards
Post by: popsofctown on March 11, 2020, 04:26:24 pm
Shuffling every turn IRL sucks though (I am Criticizing Official Cards here, I'm not crazy about Scavenger really).
Also, stash's "honest" usage comes the closest to competing with other strategies when the game is a slog.  Making it key in on a condition that signals the gametype is enginebased likely means it is buffed only in games where there are even stronger incentives to stay away from 5$ Silver than usual.  You want this to trigger on buying a victory card or a Gold entering play or somesuch.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on March 11, 2020, 05:19:54 pm
The other benefit of making IGG a landscape is it prevents IGG rushes leading to early game endings, though that was more of a problem 5 sets ago.
Title: Re: Revised versions of published cards
Post by: LastFootnote on March 11, 2020, 10:35:23 pm
Mine (Action, $5)
+1 Coffers
You may trash a Treasure from your hand. Gain a Treasure costing at most $3 more than it into your hand

I think if you wanted to make Mine a decent $5 card, giving it +$1 would be sufficient. I bet +1 Coffers is even a bit overboard, power-wise. Plus it's introducing a new mechanic to the card, making it especially not at home in the base set. I know I added Horses to Transmute, but in order to keep the core concept of that card, it had to gain some specific Action, and gaining another Transmute is usually just awful. I might yet replace Horse with some other custom Action card.

All that being said, I like Mine fine as it is. I still buy it, what can I say.

Harem (Treasure/Victory, $6)
$2
+2 buys
-
2 VP
In games using this, when you gain a Gold, you may exchange it for a Harem

Well it's a neat idea, Gold replacement. I would not use it here though, because that's three kinds of timing, needing two dividing lines. Also I like Harem for $5 just fine. I like to maintain simplicity where I can.

Cursed Village (Action, $5)
+2 Actions
Draw until you have six cards in hand.
-
When you gain this, take "Cursed entry"
Quote
Cursed entry (state)
At the start of your turn, discard down to 3 cards in hand and return this.

OK well here you're just asking the wrong audience. Basically the only two groups the tested Nocturne were Donald X.'s group and my group. We really like Hexes. If we didn't, it's possible they wouldn't be in Nocturne at all. I don't want Cursed Village to be less random! That's half the fun.

Also I don't love how the penalty becomes an advantage once you start having Cursed Villages in your hands. Discard two cards, but then draw up to 6? Yes please.

Stash (Treasure, $5)
$2
If you have played at least 2 Actions this turn, you may put your deck into your discard pile.
-
When shuffling this, you may look through your remaining deck, and may put this anywhere in the shuffled cards.

That reminds me.

(https://i.imgur.com/9QHVa6r.png)

Again, I go simpler when possible. And I'm at the point in my Dominion-testing and fan-card-making career that I can say, I don't believe in the "no Silver+ for $4" rule anymore. My feeling is, if you're playing the kind of engine board that's likely to 3-pile, chances are you are not running out the Stashes. And on money-ish boards, I sure would rather buy Stash for $4 over another Silver. Spice my deck up a little, you know? Somehow Patron isn't ruining the games its in, and I doubt $4 Stash will either.

Anyway, sorry for being such a naysayer. A lot of this is just a difference in design philosophy between the two of us.
Title: Re: Revised versions of published cards
Post by: LastFootnote on March 11, 2020, 10:48:57 pm
Seaside changes I'm thinking of trying soon:

(https://i.imgur.com/1s7gTON.png) (https://i.imgur.com/qJscIwf.png) (https://i.imgur.com/EwhdOsw.png)

Also, far more experimentally:

(https://i.imgur.com/CDQjSit.png)

I'm very interested in feedback on this one especially. My intuition is that it's very weak early, and maybe too weak overall.
Title: Re: Revised versions of published cards
Post by: faust on March 12, 2020, 06:05:51 am
Aaaaand done with Transmute. Turn that Potion into a Horse! This is untested and I don't expect it to become a power card, but I bet it's worth pick up more often now.

(http://i.imgur.com/yiztqH9.png)
Seems like all those Experiments have finally paid off!
Title: Re: Revised versions of published cards
Post by: faust on March 12, 2020, 06:15:45 am
(https://i.imgur.com/CDQjSit.png)

I'm very interested in feedback on this one especially. My intuition is that it's very weak early, and maybe too weak overall.
Should definitely be a Command card and say "play one of the discarded non-Command cards". Compared to Tribute, I'm not sure it should be an Attack.

I think this version maintains Pirate Ship's issue of scaling very strongly with player count. Also, it should probably cost $2.
Title: Re: Revised versions of published cards
Post by: D782802859 on March 12, 2020, 06:27:45 am
Pirate Ship should either dig for a treasure or action or have another resource other than action, because it's going to miss a lot. The Merchant Ship and Wharf changes are actually ones I've been thinking about myself, and they bring both of these cards into line well. Sea Hag is way too weak now, it isn't strong as a 5 curser with just terminal copper. I'm surprised there isn't a Navigator change, most think it's a dud and I'm inclined to agree.
Title: Re: Revised versions of published cards
Post by: popsofctown on March 12, 2020, 11:08:00 am
That Pirate Ship bears no resemblance to the official card?  Like it's a cool fan card but I have little to no understanding of calling it a revised official card. 
Title: Re: Revised versions of published cards
Post by: LastFootnote on March 12, 2020, 11:32:13 am
That Pirate Ship bears no resemblance to the official card?  Like it's a cool fan card but I have little to no understanding of calling it a revised official card.

That's a good call. I have another version in the works that's much closer. That being said, I want a replacement that's less wordy (ideally using the large font size) and hopefully doesn't help opponents more than it helps you. I could name it something else, though.
Title: Re: Revised versions of published cards
Post by: popsofctown on March 12, 2020, 02:46:32 pm
This came up with the gamble discussion, but we seem to lose lots and lots of real estate on cards due to dominion not maintaining a rulebook rule of "If a card instructs you to play an Estate, just ignore the instruction, because that's stupid", so every card has to specify (I suspect you don't have a balance concern about this playing Nights)

It's a shame!
Title: Re: Revised versions of published cards
Post by: popsofctown on March 12, 2020, 03:11:05 pm
More reliably hurt your opponent: "+1 Action. Each player reveals the top card of their deck.  For the highest cost among actions and treasures, play then discard one of those cards and opponents discard the rest."  Attractive when 5$ actions are king, not as attractive when you will hit a mixture of 5$ actions and golds.  It could be much more surgical but it would cost words.

Hacky terse: "+1 Action.  Each other player discards the top card of their deck.  Play such an Action or Treasure. Discard the card you played, return the others."


Accomplishing both goals seems unfathomable to me (To shorten it I had to backslide one of the goals), those are my cracks at each.
Title: Re: Revised versions of published cards
Post by: mxdata on March 12, 2020, 03:30:39 pm
(https://i.imgur.com/CDQjSit.png)

I'm very interested in feedback on this one especially. My intuition is that it's very weak early, and maybe too weak overall.
Should definitely be a Command card and say "play one of the discarded non-Command cards". Compared to Tribute, I'm not sure it should be an Attack.

I think this version maintains Pirate Ship's issue of scaling very strongly with player count. Also, it should probably cost $2.

Hmmm ... would interact interestingly with Village Green.  If you play this card and I discard Village Green, I can choose the reaction.  Then, since it's no longer in my discard pile, I believe the Stop-Moving Rule would apply, and you wouldn't be able to play it?
Title: Re: Revised versions of published cards
Post by: popsofctown on March 12, 2020, 03:38:48 pm
I believe that is correct.
Title: Re: Revised versions of published cards
Post by: GendoIkari on March 12, 2020, 04:32:33 pm
(https://i.imgur.com/CDQjSit.png)

I'm very interested in feedback on this one especially. My intuition is that it's very weak early, and maybe too weak overall.
Should definitely be a Command card and say "play one of the discarded non-Command cards". Compared to Tribute, I'm not sure it should be an Attack.

I think this version maintains Pirate Ship's issue of scaling very strongly with player count. Also, it should probably cost $2.

Hmmm ... would interact interestingly with Village Green.  If you play this card and I discard Village Green, I can choose the reaction.  Then, since it's no longer in my discard pile, I believe the Stop-Moving Rule would apply, and you wouldn't be able to play it?

No, that doesn't work... Stop-Moving rule never prevents you from playing a card. You would just fail to move it into play, which wouldn't even matter if you're "playing it, leaving it there". And as we now see from the most recent ruling; you could even play it if it's completely impossible to find because it's been shuffled into your deck!
Title: Re: Revised versions of published cards
Post by: popsofctown on March 12, 2020, 04:34:18 pm
I think this is confusion against the old "lose track rule".  The old "lose track" rule would make it whiff, right? 

This stuff is tricky.
Title: Re: Revised versions of published cards
Post by: GendoIkari on March 12, 2020, 04:37:18 pm
I think this is confusion against the old "lose track rule".  The old "lose track" rule would make it whiff, right? 

This stuff is tricky.

No... Lose Track also never stopped you from playing a card; only from moving it. See Throne Room + Feast... you can play the Feast a second time even though it has been lost track of. In fact I'm pretty sure one of the main reasons for renaming "Lose Track" to "Stop Moving" is specifically because people kept making the mistake of thinking that Lose Track would stop you from playing a card.
Title: Re: Revised versions of published cards
Post by: mxdata on March 12, 2020, 05:30:30 pm
(https://i.imgur.com/CDQjSit.png)

I'm very interested in feedback on this one especially. My intuition is that it's very weak early, and maybe too weak overall.
Should definitely be a Command card and say "play one of the discarded non-Command cards". Compared to Tribute, I'm not sure it should be an Attack.

I think this version maintains Pirate Ship's issue of scaling very strongly with player count. Also, it should probably cost $2.

Hmmm ... would interact interestingly with Village Green.  If you play this card and I discard Village Green, I can choose the reaction.  Then, since it's no longer in my discard pile, I believe the Stop-Moving Rule would apply, and you wouldn't be able to play it?

No, that doesn't work... Stop-Moving rule never prevents you from playing a card. You would just fail to move it into play, which wouldn't even matter if you're "playing it, leaving it there". And as we now see from the most recent ruling; you could even play it if it's completely impossible to find because it's been shuffled into your deck!

So, then, you would have a card that's being played by two different people?
Title: Re: Revised versions of published cards
Post by: GendoIkari on March 12, 2020, 05:32:55 pm
(https://i.imgur.com/CDQjSit.png)

I'm very interested in feedback on this one especially. My intuition is that it's very weak early, and maybe too weak overall.
Should definitely be a Command card and say "play one of the discarded non-Command cards". Compared to Tribute, I'm not sure it should be an Attack.

I think this version maintains Pirate Ship's issue of scaling very strongly with player count. Also, it should probably cost $2.

Hmmm ... would interact interestingly with Village Green.  If you play this card and I discard Village Green, I can choose the reaction.  Then, since it's no longer in my discard pile, I believe the Stop-Moving Rule would apply, and you wouldn't be able to play it?

No, that doesn't work... Stop-Moving rule never prevents you from playing a card. You would just fail to move it into play, which wouldn't even matter if you're "playing it, leaving it there". And as we now see from the most recent ruling; you could even play it if it's completely impossible to find because it's been shuffled into your deck!

So, then, you would have a card that's being played by two different people?

Yeah. And I don't see any issue with it. So long as playing the card doesn't move it to your in-play area, I don't see any rules complications that come from this really. No more so than any version of playing a card without moving it to in-play. The fact that the same card is also played by someone else wouldn't seem to be a problem.

Although, for this version of Pirate Ship; I think it should specify non-Duration. Playing a Duration without moving it to in-play is just not good in general.

*Edit* Just realized that this would just stay in play if it plays a Duration card anyway, like a Command card. So it shouldn't matter much.
Title: Re: Revised versions of published cards
Post by: segura on March 13, 2020, 02:04:33 am
I'm not sure it should be an Attack.
It is a weak Attack, but after one or several plays the Attack effect can be like that of Fortune Teller.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on March 13, 2020, 02:30:39 am
Tracking would be a nightmare on that version of Pirate Ship. I think it would be good for at least 1 attack in the game to trash Copper (to make players think twice about over-thinning theor deck in games with good trashers), it should just compensate players for the way it helps in most games.

Pirate Ship
Action/Attack - $3
+1 Action
Each other player reveals the top 2 cards of their deck, trashes a revealed Action or Treasure, then discards the rest. +1 Coffers if any Treasures were trashed, +3 cards if any Coppers were trashed.
Title: Re: Revised versions of published cards
Post by: faust on March 13, 2020, 04:29:38 am
Tracking would be a nightmare on that version of Pirate Ship. I think it would be good for at least 1 attack in the game to trash Copper (to make players think twice about over-thinning theor deck in games with good trashers), it should just compensate players for the way it helps in most games.

Pirate Ship
Action/Attack - $3
+1 Action
Each other player reveals the top 2 cards of their deck, trashes a revealed Action or Treasure, then discards the rest. +1 Coffers if any Treasures were trashed, +3 cards if any Coppers were trashed.
Well, this is way too strong. It's a nonterminal Knight for $3.
Title: Re: Revised versions of published cards
Post by: faust on March 13, 2020, 04:37:16 am
How about:

Pirate Ship
Action/Attack - $4

+1 Action
Each each player reveals the top 2 cards of their deck, trashes a revealed Treasure and discards the rest. If all cards trashed this way are Coppers, +$3.
Title: Re: Revised versions of published cards
Post by: LastFootnote on March 19, 2020, 04:43:15 pm
How about:

Pirate Ship
Action/Attack - $4

+1 Action
Each each player reveals the top 2 cards of their deck, trashes a revealed Treasure and discards the rest. If all cards trashed this way are Coppers, +$3.

I like that, except it has the Gladiator problem of being confusing when no Treasures are hit. Do you get the +$3 or don't you? By strict logic, I think you do. But it's not clear to the average person, I bet.

Also if it's a trashing attack, I wouldn't make it non-terminal anymore.

All that said, I like it better than the one I posted, which as people note has issues with Durations.
Title: Re: Revised versions of published cards
Post by: LastFootnote on March 19, 2020, 04:55:23 pm
I forgot to do this one:

(http://i.imgur.com/5ScTzxD.png)

A simpler version of Ill-Gotten Gains that maintains the trash-for-benefit potential and the $5 cost. No idea how this would play, but it seems reasonable to me. Let me know if you disagree.
Title: Re: Revised versions of published cards
Post by: D782802859 on March 19, 2020, 05:02:24 pm
I think Donald has stated that he'd like to change IGG's above-line text to +$2, but this also works.
Title: Re: Revised versions of published cards
Post by: LastFootnote on March 19, 2020, 05:14:53 pm
I think Donald has stated that he'd like to change IGG's above-line text to +$2, but this also works.

I believe he said that he would make it worth $2 and cost $6. Hinterlands already has two $6 cards, which is why I opted for this instead. I guess making it $6 would be another combo for Farmland, which might be good? Even with that, I'd rather have it at $5.
Title: Re: Revised versions of published cards
Post by: LastFootnote on March 19, 2020, 06:26:34 pm
Now I’m thinking maybe this gives IGG rushes too much of a boost.
Title: Re: Revised versions of published cards
Post by: popsofctown on March 20, 2020, 02:11:06 am
I don't really see how that version is going to accomplish the version of leaving IGG near its current power level but disincentivizing rushes, which I would assume is the goal.

I kind of think you could fix IGG just by adding 5 more of them to the supply.
Title: Re: Revised versions of published cards
Post by: kru5h on March 21, 2020, 01:55:26 am
Embargo could be an Action/Night card so that you can play it AFTER you buy your card for the turn, but then you don't get the +2 money from it.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on March 21, 2020, 04:37:01 am
Research's setting aside and missing shuffles makes it not all that fun.

IMO

Research
Action - $4
+1 Action
Trash a card from your hand. Gain a Horse per $1 it costs.

The horses could be top decked but without the duration type and setting aside it's a big buff.
Title: Re: Revised versions of published cards
Post by: Gubump on March 27, 2020, 11:57:25 pm
Research's setting aside and missing shuffles makes it not all that fun.

IMO

Research
Action - $4
+1 Action
Trash a card from your hand. Gain a Horse per $1 it costs.

The horses could be top decked but without the duration type and setting aside it's a big buff.

Research is easily my least favorite card in Renaissance, but this change would make me like it a lot better.
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on April 30, 2020, 02:18:05 am
I don't like artifacts (except Lost in the Woods)

Quote
Border Guard
$2 Action
+1 Action.
Look at a number of cards from your deck equal to the number of Border Guards you have in play. Put one in your hand and discard the rest.
-
If you have any unspent coin at the end of your buy phase, you may put this on top of your deck. If you do, discard all other Border Guards you have in play.

Treasurer and Swaskbuckler could lose the part about the artifacts and still both be fine. I just won't use Flagbearer IRL.
Title: Re: Revised versions of published cards
Post by: LastFootnote on April 30, 2020, 09:37:38 am
You could just excise the Artifact abilities out of Border Village entirely. That's how it originally was. "+1 Card. +1 Action. Look at the top 2 cards of your deck. Put one into your hand and discard the other." It no longer activates Patron, for what that matters. (It mattered a lot to me at the time, since there were precious few ways to activate Patron in Renaissance.)

EDIT: I enjoy Artifacts in real-life games, except Lost in the Woods! Lost in the Woods just makes Fool way too complex. I'd be interested in testing Fool as a one-shot and maybe moving Lucky Coin to Bard.
Title: Re: Revised versions of published cards
Post by: LastFootnote on April 30, 2020, 09:39:55 am
I don't really see how that version is going to accomplish the version of leaving IGG near its current power level but disincentivizing rushes, which I would assume is the goal.

That's not my goal at all. The idea is just to make the card simpler. I wouldn't mind disincentivizing rushes, but that isn't the point of the change. I do worry my change makes rushes stronger, though, which I'd like to avoid.
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on April 30, 2020, 04:22:45 pm
You could just excise the Artifact abilities out of Border Village entirely. That's how it originally was. "+1 Card. +1 Action. Look at the top 2 cards of your deck. Put one into your hand and discard the other." It no longer activates Patron, for what that matters. (It mattered a lot to me at the time, since there were precious few ways to activate Patron in Renaissance.)

EDIT: I enjoy Artifacts in real-life games, except Lost in the Woods! Lost in the Woods just makes Fool way too complex. I'd be interested in testing Fool as a one-shot and maybe moving Lucky Coin to Bard.
That's funny. The reason I don't like most artifacts, but don't mind Lost in the Woods is that I think the minigame of stealing powerful artifacts from each other is very annoying. But Lost in the Woods isn't particularly strong. If you don't have it, it means you can play Fool for a strong effect, so you don't miss it when it gets stolen. (Treasure chest isn't that strong either, but I just think it seems tacked on and Swashbuckler doesn't need it. Same for the Key and Treasurer actually.)
Title: Re: Revised versions of published cards
Post by: NoMoreFun on April 30, 2020, 09:50:53 pm
On Artifacts, since each Artifact only corresponds to one card, room could have been saved by making the Artifact the randomiser, with something like this.

(https://i.imgur.com/FXa99u5.jpg)
Title: Re: Revised versions of published cards
Post by: spineflu on May 01, 2020, 11:13:08 am
On Artifacts, since each Artifact only corresponds to one card, room could have been saved by making the Artifact the randomiser, with something like this.

(https://i.imgur.com/FXa99u5.jpg)

but then how do i put the randomizer in the black market deck?
Title: Re: Revised versions of published cards
Post by: LastFootnote on May 05, 2020, 04:13:38 pm
That's funny. The reason I don't like most artifacts, but don't mind Lost in the Woods is that I think the minigame of stealing powerful artifacts from each other is very annoying. But Lost in the Woods isn't particularly strong. If you don't have it, it means you can play Fool for a strong effect, so you don't miss it when it gets stolen. (Treasure chest isn't that strong either, but I just think it seems tacked on and Swashbuckler doesn't need it. Same for the Key and Treasurer actually.)

I think Treasure Chest is the most fun part of Swashbuckler, but maybe that's just because I miss Jungle Explorer.

(http://i.imgur.com/xbx8lIW.png)
(http://i.imgur.com/Njxe7sp.png)
(http://i.imgur.com/CenM4QZ.png)
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on May 05, 2020, 05:30:13 pm
I like Jungle Explorer better than Swashbuckler. The coin token mechanic with Swashbuckler seems arbitrary to me (same with the discount on Fisherman), but Jungle Explorer earns her coffers and villagers. What is this card from?
Title: Re: Revised versions of published cards
Post by: Gubump on May 05, 2020, 06:00:17 pm
I like Jungle Explorer better than Swashbuckler. The coin token mechanic with Swashbuckler seems arbitrary to me (same with the discount on Fisherman), but Jungle Explorer earns her coffers and villagers. What is this card from?

It's an outtake from Renaissance, which evolved into Swashbuckler. It's in the Secret History.
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on June 11, 2020, 03:05:09 pm
(http://i.imgur.com/G30m6J2.png)
I find your Duchess boring. Here's my Duchess:

Quote
Duchess
$2 - Action
+$2.
You may discard a card costing at least $3. If you do, +1 Action.
-
In games using this, when you buy a Duchy, you may gain a Duchess.
If this seems strong for a freebie, I'd just make it more specific "You may discard a Duchy for +1 Action."
Title: Re: Revised versions of published cards
Post by: D782802859 on June 11, 2020, 03:07:36 pm
There really isn't anything wrong with Duchess as printed. It's not super powerful, but not every card has to be.
Title: Re: Revised versions of published cards
Post by: LastFootnote on June 12, 2020, 10:43:19 am
I idea is just to make Duchess less slow, and simplifying it is a bonus.

But don't tell me. This particular change is straight out of Donald X.'s time machine thread.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on July 29, 2021, 11:55:36 am
Inspired by a post by Timinou in the Weekly Design Contest to necro this thread and post another revised Research (one that could actually fit in Renaissance)

Research
Action/Duration - $4
+1 Action
Choose one: Trash a card from your hand, or set it aside and at the start of your next turn, trash it for +1 Card per $1 it costs.

It's basically the same card, but it doesn't take cards out of your deck this turn. You also now have the option to trash instantly and avoid sending the card to Duration land, but with no benefit.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on July 29, 2021, 12:32:10 pm
Donald X is on record as saying he wouldn't do Hexes in hindsight, so thinking about the official Doom cards (I posted something like this a few years ago in a different thread).

Werewolf
Action/Night - $5
If it's your Night phase, gain a Silver. Otherwise, +3 cards

Not a bad consolation prize for drawing it dead, and sometimes you'd intentionally play it at night.

_________________________________________________
Vampire
Night - $5
Gain a card costing up to $5 that isn't a Vampire, then exchange this for a Bat

Bat
Night - $2*
Trash up to 2 cards from your hand. If you trashed any, exchange this for a Night card.

Vampire doesn't need a buff to make up for losing the hexing, but just to be fair I changed Bat slightly so it can transform into an Exorcist or a Raider or a Den of Sin (might need an awkward "exchanging isn't gaining" clarification in the FAQ however for the "gain to hand" night cards)

________________________________________________

Skulk
Action - $4
+1 Buy
---
When you gain or trash this, gain a Gold

Skulk is on my veto list on Dominion Online so I'm not sure how strong it is, but my impression was the card would be fine without the Hexing. When trash bonuses are fun though.
______________________________

Leprechaun
Action - $3
Gain a Gold. If you have exactly 7 cards in play,  gain a Wish. Otherwise gain a Copper onto your deck.

Envious (as a "while this is in play" effect) is probably a better fit, but this is nice and simple.

______________________________

Cursed Village
Action - $5
+2 Actions
Draw until you have 6 cards in your hand
---
When you gain this, put a card from your hand onto your deck.

Just like with official Cursed Village, it might hurt, it might not. This version can also be helpful.
_________________________________

Tormentor
Action/Attack -  $5
+$2
If you have an Imp in play, each other player gains a Curse. Otherwise, gain an Imp.

Incorporates another good idea from the forums regarding Imps (not sure who had it first - maybe it was LastFootnote?). May not need the Cursing but I like the idea that the little Imps are helping the Tormentor do mean things.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on July 29, 2021, 12:46:00 pm
I think there's a consensus forming around Gatekeeper that it's a dud.

I remember hearing on AdamH's podcast that it cost $4 for most of playtesting and was bumped up to $5 late in the picture, as it was too strong in the early game to lock players out of their opening cards (but not otherwise). So as a suggestion:

Gatekeeper
Action/Duration - $4
At the start of your next turn, +$3
Title: Re: Revised versions of published cards
Post by: spineflu on July 29, 2021, 12:53:40 pm
Donald X is on record as saying he wouldn't do Hexes in hindsight, so thinking about the official Doom cards (I posted something like this a few years ago in a different thread).

Werewolf
Action/Night - $5
If it's your Night phase, gain a Silver. Otherwise, +3 cards

Not a bad consolation prize for drawing it dead, and sometimes you'd intentionally play it at night.

_________________________________________________
Vampire
Night - $5
Gain a card costing up to $5 that isn't a Vampire, then exchange this for a Bat

Bat
Night - $2*
Trash up to 2 cards from your hand. If you trashed any, exchange this for a Night card.

Vampire doesn't need a buff to make up for losing the hexing, but just to be fair I changed Bat slightly so it can transform into an Exorcist or a Raider or a Den of Sin (might need an awkward "exchanging isn't gaining" clarification in the FAQ however for the "gain to hand" night cards)

________________________________________________

Skulk
Action - $4
+1 Buy
---
When you gain or trash this, gain a Gold

Skulk is on my veto list on Dominion Online so I'm not sure how strong it is, but my impression was the card would be fine without the Hexing. When trash bonuses are fun though.
______________________________

Leprechaun
Action - $3
Gain a Gold. If you have exactly 7 cards in play,  gain a Wish. Otherwise gain a Copper onto your deck.

Envious (as a "while this is in play" effect) is probably a better fit, but this is nice and simple.

______________________________

Cursed Village
Action - $5
+2 Actions
Draw until you have 6 cards in your hand
---
When you gain this, put a card from your hand onto your deck.

Just like with official Cursed Village, it might hurt, it might not. This version can also be helpful.
_________________________________

Tormentor
Action/Attack -  $5
+$2
If you have an Imp in play, each other player gains a Curse. Otherwise, gain an Imp.

Incorporates another good idea from the forums regarding Imps (not sure who had it first - maybe it was LastFootnote?). May not need the Cursing but I like the idea that the little Imps are helping the Tormentor do mean things.

I'm not sure removing the hexes necessitates removing access to envious/deluded. give vampire the ability to hand out deluded (since it's a counter to that in the form of gaining, and also is only on the non-bat turns) and leprechaun the ability to whammy yourself with envious imo.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on July 30, 2021, 01:02:37 am
Deluded is way too strong for a realiable attack, and the best counter play is Big Money.

I like Envious and with Leprechaun it creates interesting situations where you have to decide whether you want to play it or not, but I imagine it being too easy to work around.
Title: Re: Revised versions of published cards
Post by: spineflu on July 30, 2021, 10:21:05 am
Deluded is way too strong for a realiable attack, and the best counter play is Big Money.

I like Envious and with Leprechaun it creates interesting situations where you have to decide whether you want to play it or not, but I imagine it being too easy to work around.
I mean, have it be something like "you may discard an action card; if you do, each other player takes Deluded. If you don't, each other player with 5+ cards in hand discards an Action or Treasure card (or reveals they can't)." (fear, iirc)

Title: Re: Revised versions of published cards
Post by: emtzalex on July 30, 2021, 11:50:31 am
Skulk
Action - $4
+1 Buy
---
When you gain or trash this, gain a Gold

Skulk is on my veto list on Dominion Online so I'm not sure how strong it is, but my impression was the card would be fine without the Hexing. When trash bonuses are fun though.

Skulk is in my top five for opening pairs with Cathedral (and its presence on a board is enough for me to buy the Project, absent a strong handsize attack). The thing about Skulk is that getting the card itself is the reason that you are able to buy (or gain) a Gold for $4. The Skulk is the junk (and, at least conceptually, it is worse junk than 2 Coppers, which only discount a Gold equivalent to $5 in the form of Cache). As junk, trashing it is its own reward, and having it give an additional Gold would (imo) be busted.

I think it probably needs to still contain a weak/unreliable attack. One option might be something like

Quote
Each other player with 5 or fewer cards in hand gains a Copper to their hand.

That's probably the weakest junking attack possible, as it gives the least bad best piece of official junk, actually helps the opponent on their next turn, and doesn't stack (unless combined with a handsize attack). You could weaken it further by saying

Quote
Each other player may reveal a Copper from their hand; if they don't, they gain one to their hand.

This is substantially weaker than almost any Hex, will fail the vast majority of the time, and is an attack that a players would choose not to avoid when they could in a non-marginal portion of cases. Alternatively, you could give it an especially weak non-Attack function (like Duchess's universal deck control effect).

Ultimately, Skulk provides access to Gold at a significant discount, and also provides +Buy, which is absent from many boards, and which Skulk will not infrequently be the only source of. It might still be buyable with just the +1 Buy and on-gain, but I think it is more interesting with some other effect.
Title: Re: Revised versions of published cards
Post by: emtzalex on July 30, 2021, 02:56:43 pm
Ultimately, Skulk provides access to Gold at a significant discount
Well, yeah, but buying Skulk also adds two stop cards to your deck. Without the Hexing the card would be far too weak as Ruined Market plus Gold is identical to Woodcutter plus Copper.

Ruined Market + Gold is arguably significantly worse than Woodcutter + Copper, as the need for +Buys is strongly correlated to having lots of money, and any hand with a Ruined Market has one space fewer for payload. That's why I tend to get Skulk (even in it's current version) with the intention of trashing it, either with the intent to trash it using a TfB card I am intending to buy anyway (Sacrifice, Upgrade, etc.), or because I have very good trashing (Cathedral). If my plan for Skulk is not to play it, then I don't really care that much about it's on-play effect.

On the other hand, as I mentioned before, +Buy is something that is not infrequently absent from boards. It is also something that can be very needed in a deck. Ergo, I have, on very rare occasions, bought (or intentionally gained) Ruined Market in games where I was desperate for +Buy and nothing else was available (especially where the nature of the Kingdom made turns very swingy, getting more than $13 in some turns and less than $5 in others, e.g. in games with Minion). There is a non-zero set of circumstances where buying a Ruined Market at $4 might be a strategically reasonable choice, albeit not nearly enough to justify that card existing.
Title: Re: Revised versions of published cards
Post by: The Alchemist on August 03, 2021, 01:24:33 pm
Here's how I personally changed Transmute for my sets:

(https://imgur.com/rss2sjQ.png)

This version still preserves all the normal options, including Copper to Transmute and Estate into Gold, while at the same time letting you trash Transmute and other $4 actions into Provinces, like a good remodler should, instead of just Duchies which I think was one of the big problems of transmute. Before it gave you 3 things you actually didn't often want in your deck, but a more expensive Transmute is a more desirable one.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on March 05, 2022, 04:03:35 am
I never liked how Wishing Well interacted with the 2nd top card of your deck, not the top card. It was mitigated by Mystic (which also Self Combos), and cards that combo with it like Secret Passage. But now I think Sorceress has provided the ideal wording.

(https://i.imgur.com/wxHgolE.png)




Title: Re: Revised versions of published cards
Post by: Commodore Chuckles on March 05, 2022, 10:57:14 pm
Ultimately, Skulk provides access to Gold at a significant discount
Well, yeah, but buying Skulk also adds two stop cards to your deck. Without the Hexing the card would be far too weak as Ruined Market plus Gold is identical to Woodcutter plus Copper.

Ruined Market + Gold is arguably significantly worse than Woodcutter + Copper, as the need for +Buys is strongly correlated to having lots of money, and any hand with a Ruined Market has one space fewer for payload. That's why I tend to get Skulk (even in it's current version) with the intention of trashing it, either with the intent to trash it using a TfB card I am intending to buy anyway (Sacrifice, Upgrade, etc.), or because I have very good trashing (Cathedral). If my plan for Skulk is not to play it, then I don't really care that much about it's on-play effect.

On the other hand, as I mentioned before, +Buy is something that is not infrequently absent from boards. It is also something that can be very needed in a deck. Ergo, I have, on very rare occasions, bought (or intentionally gained) Ruined Market in games where I was desperate for +Buy and nothing else was available (especially where the nature of the Kingdom made turns very swingy, getting more than $13 in some turns and less than $5 in others, e.g. in games with Minion). There is a non-zero set of circumstances where buying a Ruined Market at $4 might be a strategically reasonable choice, albeit not nearly enough to justify that card existing.

The principle that a good turn plus a bad turn is usually better than two mediocre turns would argue that Gold + Ruined Market is better.
Title: Re: Revised versions of published cards
Post by: emtzalex on March 06, 2022, 10:52:39 pm
Ultimately, Skulk provides access to Gold at a significant discount
Well, yeah, but buying Skulk also adds two stop cards to your deck. Without the Hexing the card would be far too weak as Ruined Market plus Gold is identical to Woodcutter plus Copper.

Ruined Market + Gold is arguably significantly worse than Woodcutter + Copper, as the need for +Buys is strongly correlated to having lots of money, and any hand with a Ruined Market has one space fewer for payload. That's why I tend to get Skulk (even in it's current version) with the intention of trashing it, either with the intent to trash it using a TfB card I am intending to buy anyway (Sacrifice, Upgrade, etc.), or because I have very good trashing (Cathedral). If my plan for Skulk is not to play it, then I don't really care that much about it's on-play effect.

On the other hand, as I mentioned before, +Buy is something that is not infrequently absent from boards. It is also something that can be very needed in a deck. Ergo, I have, on very rare occasions, bought (or intentionally gained) Ruined Market in games where I was desperate for +Buy and nothing else was available (especially where the nature of the Kingdom made turns very swingy, getting more than $13 in some turns and less than $5 in others, e.g. in games with Minion). There is a non-zero set of circumstances where buying a Ruined Market at $4 might be a strategically reasonable choice, albeit not nearly enough to justify that card existing.

The principle that a good turn plus a bad turn is usually better than two mediocre turns would argue that Gold + Ruined Market is better.

But if you get the +Buy on the "bad turn" it is effectively useless. Thus, it's better to have it linked to at least some payload (with Woodcutter) than independent from it (with Ruined Market/Skulk, which both constitute terminal dead cards that provide $0 while taking up a slot in your hand).
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on March 17, 2022, 11:06:54 pm
Recently, I had a game with Annex, and every time I looked at it, I thought "boy, that event just sucks".
So here's my version strengthened by changing the timing:

Quote
Annex
(http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png) - Event
During clean-up this turn, after discarding and before drawing your next hand:
Look through your discard pile. Shuffle all but up to 5 cards from it into your deck. Gain a Duchy.

What do you think?
Title: Re: Revised versions of published cards
Post by: grrgrrgrr on March 21, 2022, 06:20:45 pm
What I find kinda irksome, is that Black Market cards have no pile. This means that the stop moving rule comes into play whenever you try to return a Black Market card to the supply using Way of the Horse, Swap or Way of the Butterfly. This means that the latter two straight up don't work with BM, while the former gets rather overpowered. But isn't the Black Market deck supposed to be "their pile"? Here an attempt to fix this.

(https://i.imgur.com/UoK2Gsf.png)

I know this is rather superfluous, and it'd also mandate a fixing in the wordings of Encampment and Experiment (to use "its pile" instead of "the supply").

And a better fix might be to somewhat fix the stop moving rule into: if a card tries to move out of your deck and has no destination, it goes to the trash. But that obviously opens its own can of worms with Fortresses originating from BM, and returning to the supply is probably too uncommon to warrant a "fix" like this.

Research's setting aside and missing shuffles makes it not all that fun.

IMO

Research
Action - $4
+1 Action
Trash a card from your hand. Gain a Horse per $1 it costs.

The horses could be top decked but without the duration type and setting aside it's a big buff.

Honestly, I think Garrison has the perfect solution to this. Just put a token on this per $1 the trashed card costs, and at the start of your next turn, remove the tokens for +1 card per token removed. (and it's a Renaissance card, which makes the solution extra perfect)
Title: Re: Revised versions of published cards
Post by: Holger on May 14, 2022, 07:32:35 am
Adventurer would probably work with just a reduced cost; I think I'd try it at $4 (or even $3); this might make it a reasonable BM card (in engines, it's still usually worse than Moat).
I think Adventurer should cost $2, no joke. It takes a lot of work to make it good, like Poor House. Arguably it takes even more work than Poor House, though the upper bound on its power is also higher. Anyway, yeah, $2. That's my unofficial official recommendation.

I've finally tried to estimate Adventurer's strength if it cost $2, playing with it in a few IRL solo games. The result was that $2-Adventurer BM takes 13 turns to get 4 Provinces on average, and 15 turns to get 5 Provinces.

(In those games, it wouldn't have mattered if it cost $3 instead, since I never happened to have a $2 turn.)

This is better than Smithy-BM, which averages 14 turns to 4 Provinces according to the Wiki. Does someone know how many turns stronger (non-Attack) BM cards need to get 4 or 5 Provinces?

I've also tried a few solo games of $2 Adventurer+Spice Merchant BM, since I expected SM to be one of the best supporting Action cards for Adventurer. But surprisingly, this strategy took slightly longer to get to 4 resp. 5 Provinces than $2 Adventurer-BM alone...
Title: Re: Revised versions of published cards
Post by: NoMoreFun on May 18, 2022, 09:05:25 am
Sea Chart is another brand new card that interacts with the 2nd from the top card of your deck. I would revise to:

Sea Chart
Action - $3
+1 Action
Reveal the top card of your deck and put it in your hand. If it's a copy of a card you have in play, +1 Card
Title: Re: Revised versions of published cards
Post by: LastFootnote on May 18, 2022, 10:08:43 am
Sea Chart is another brand new card that interacts with the 2nd from the top card of your deck. I would revise to:

Sea Chart
Action - $3
+1 Action
Reveal the top card of your deck and put it in your hand. If it's a copy of a card you have in play, +1 Card

I think that might have been tested? I'm not certain.
Title: Re: Revised versions of published cards
Post by: LastFootnote on May 18, 2022, 10:10:19 am
Adventurer would probably work with just a reduced cost; I think I'd try it at $4 (or even $3); this might make it a reasonable BM card (in engines, it's still usually worse than Moat).
I think Adventurer should cost $2, no joke. It takes a lot of work to make it good, like Poor House. Arguably it takes even more work than Poor House, though the upper bound on its power is also higher. Anyway, yeah, $2. That's my unofficial official recommendation.

I've finally tried to estimate Adventurer's strength if it cost $2, playing with it in a few IRL solo games. The result was that $2-Adventurer BM takes 13 turns to get 4 Provinces on average, and 15 turns to get 5 Provinces.

(In those games, it wouldn't have mattered if it cost $3 instead, since I never happened to have a $2 turn.)

This is better than Smithy-BM, which averages 14 turns to 4 Provinces according to the Wiki. Does someone know how many turns stronger (non-Attack) BM cards need to get 4 or 5 Provinces?

I've also tried a few solo games of $2 Adventurer+Spice Merchant BM, since I expected SM to be one of the best supporting Action cards for Adventurer. But surprisingly, this strategy took slightly longer to get to 4 resp. 5 Provinces than $2 Adventurer-BM alone...

Huh, that's interesting! Stronger than I expected, but maybe not crazy? Or maybe it needs to cost $4. Of course probably it just shouldn't exist at any cost, since it seems to really only work in money decks.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on May 18, 2022, 08:29:43 pm
Sea Chart is another brand new card that interacts with the 2nd from the top card of your deck. I would revise to:

Sea Chart
Action - $3
+1 Action
Reveal the top card of your deck and put it in your hand. If it's a copy of a card you have in play, +1 Card

I think that might have been tested? I'm not certain.

I just thought that Donald X had finally noticed that the "cantrip checkers" are more fun when they interact with the top card rather than the 2nd top card (with Sorceress).

On that note.

Patrol
Action - $5
Reveal the top 4 cards of your deck. Put the revealed curses and Victory cards into your hand, then put the rest back in any order.
Afterwards, +3 Cards.

This is so that Patrol is always at least a "best 3 of 4" drawer even if the Scout effect did nothing.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on May 18, 2022, 08:33:42 pm
Catacombs has an awkward interaction with Elder, so it should be reworded

I prefer the version that gives you 6 cards with Elder.

Catacombs
Action - $5
Look at the top 3 cards of your deck.
Choose one: +3 Cards, or discard the top 3 cards of your deck and then +3 Cards.

But also Oracle like wording would work.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on May 19, 2022, 08:57:52 am
Sea Chart is another brand new card that interacts with the 2nd from the top card of your deck. I would revise to:

Sea Chart
Action - $3
+1 Action
Reveal the top card of your deck and put it in your hand. If it's a copy of a card you have in play, +1 Card

I think that might have been tested? I'm not certain.

I just thought that Donald X had finally noticed that the "cantrip checkers" are more fun when they interact with the top card rather than the 2nd top card (with Sorceress).

On that note.

Patrol
Action - $5
Reveal the top 4 cards of your deck. Put the revealed curses and Victory cards into your hand, then put the rest back in any order.
Afterwards, +3 Cards.

This is so that Patrol is always at least a "best 3 of 4" drawer even if the Scout effect did nothing.
I don’t perceive the need to buff Patrol which is already one of the strongest $5 Smithies.

It whiffs about as often as Scout did. It's a good card because Smithy is a good card but the additional effect doesn't often amount to much in my experience.
Title: Re: Revised versions of published cards
Post by: LastFootnote on May 19, 2022, 01:24:00 pm
Patrol should have just been Scout with +$2, costing $5 (and possibly picking up Curses). That way you get to make use of the deck-ordering way more easily. But no, it was too similar to Minion then. Never mind that Minion should have been cut.
Title: Re: Revised versions of published cards
Post by: Holger on May 25, 2022, 05:37:30 pm
Adventurer would probably work with just a reduced cost; I think I'd try it at $4 (or even $3); this might make it a reasonable BM card (in engines, it's still usually worse than Moat).
I think Adventurer should cost $2, no joke. It takes a lot of work to make it good, like Poor House. Arguably it takes even more work than Poor House, though the upper bound on its power is also higher. Anyway, yeah, $2. That's my unofficial official recommendation.

I've finally tried to estimate Adventurer's strength if it cost $2, playing with it in a few IRL solo games. The result was that $2-Adventurer BM takes 13 turns to get 4 Provinces on average, and 15 turns to get 5 Provinces.

(In those games, it wouldn't have mattered if it cost $3 instead, since I never happened to have a $2 turn.)

This is better than Smithy-BM, which averages 14 turns to 4 Provinces according to the Wiki. Does someone know how many turns stronger (non-Attack) BM cards need to get 4 or 5 Provinces?

I've also tried a few solo games of $2 Adventurer+Spice Merchant BM, since I expected SM to be one of the best supporting Action cards for Adventurer. But surprisingly, this strategy took slightly longer to get to 4 resp. 5 Provinces than $2 Adventurer-BM alone...

Huh, that's interesting! Stronger than I expected, but maybe not crazy? Or maybe it needs to cost $4. Of course probably it just shouldn't exist at any cost, since it seems to really only work in money decks.

From my "simulation", I expect it's actually fine at $2 - one turn less than BM-Smithy doesn't sound overpowered to me, though I'd still like comparisons to stronger BM cards if someone has simulated those. But I should mention that my sample size was only n=3 pure Adv.-BM games, so the "real" average number of turns may be somewhat higher or lower than my result.

Increasing it to $4 would only marginally weaken pure Adventurer-BM (you could still open Adv.+Silver with 4/3, and you usually get enough $4 or $5 turns on which to buy further Adv.s you want), but it may significantly weaken any combos with other $3-$5 cards, and with extra buys.
Title: Re: Revised versions of published cards
Post by: grrgrrgrr on May 29, 2022, 04:51:20 pm
I can't help but feel that the design process of Circle of Witches was a little overfocussed on making certain cards Cursers (that can't be blocked), leading to a clunky result. A better version, IMO, would be:

Quote
Circle of Witches
At start of Clean-up, you may spend 3 Favors to have each other player gain a Curse. Repeat as desired.

I also feel like Elder is not only little underpowered, but also has an annoying desinteraction with Command cards and Way of the Chameleon. What about the following version? (sorry if this is premature)

Quote
Elder (Action, $5)
+1 Action
$2
Take an Elder token. (when you are instructed to choose between abilities (using the word "Choose"), you may spend an Elder token to take an extra (different) option)
Title: Re: Revised versions of published cards
Post by: Udzu on October 12, 2022, 06:58:32 am
Nice thread! As someone who isn't planning to print out the replacements, here are the minimal changes that I'm applying to my 1E cards (which I can just about keep in my head):

Adventurer: digs 3 Treasures
Chancellor: +1 Buy
Duchess: only affects you
Feast: +$2
Scout: also a Victory type worth 1VP
Secret Chamber: +1 Action
Thief: trashing is optional

Still not sure what to do with Spy or Pearl Diver (suggestions welcome).
Title: Re: Revised versions of published cards
Post by: NoMoreFun on December 30, 2022, 07:33:26 am
Collection
Treasure - $5
+$2
+1 Buy
This turn, when you gain an Action card, if it's the first time you gained a copy of it this turn +1VP

Thematic with the name and removes the broken interactions with horse gainers.
Title: Re: Revised versions of published cards
Post by: LastFootnote on December 30, 2022, 09:54:23 am
Collection
Treasure - $5
+$2
+1 Buy
This turn, when you gain an Action card, if it's the first time you gained a copy of it this turn +1VP

Thematic with the name and removes the broken interactions with horse gainers.

This was actually one of the tested versions, except it worked on all card types. We also noted that it was thematic. But tracer complained it worked on junk. Too easy to get lots of VP from Copper, Curse, Estate he felt.
Title: Re: Revised versions of published cards
Post by: grrgrrgrr on January 02, 2023, 02:58:57 pm
I've read the Secret History about Tools and you've worried a lot about it and it is not as absurd as it seemed to be. Still, I cannot help but feel that multiplying King's Courts, Platina and City Quarters with it shouldn't be possible. I think it should be:

Tools (Treasure, $4)
Gain a card costing up to $6 that anyone has a copy of in play.

The Plunder card that is most shocking to me, however, is the Nearby trait. A Nearby Peddler looks very awful to play with, as does any cheap Nearby card when Quarry is on the board. A good fix IMO would be:

Nearby (Trait)
The first time you gain a Nearby card in your turn, +1 Buy

(It also kinda weirds me out that the +Buy-on-play trait was considered not interesting enough, but oh well)
Title: Re: Revised versions of published cards
Post by: segura on January 02, 2023, 03:34:10 pm
Tools should simply cost $5. I find the argument that it is priced cheaper because it sucks as a opener beyond weird.

Nearby neatly illustrates the mess of getting rid of on-buy triggers.
Title: Re: Revised versions of published cards
Post by: LastFootnote on January 03, 2023, 02:43:34 pm
Tools was originally a terminal Action that cost $5, and I bought it plenty at that time. But nobody at Donald X.'s table would touch it, so *shrug*.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on January 29, 2023, 01:11:26 am
I don't mind a bit of randomness (I like Boons and Loots), but I think Ruins are too similar in function to Curses, and I don't like Hexes for various reasons. Meanwhile I really like the Snow and Idle Hands fan mechanics, as de facto "-1 Card" and "-1 Action" junk respectively, and think they could work to fix up a few cards.

Ruins
Action - $3*
+1 Action
Return this to its pile

Hex
Action - $3*
+1 Card
Return this to its pile

So when a card says "Receive a Hex", instead of the random negative effect, you gain a Hex ("Idle Hands"). New versions of the Doom cards would say "Gain a Hex" (and not have the Doom type), but there'd be rulebook to say that "receive" is the same as "gain".

I picked it this way around because I think it's more interesting with Cursed Village and Tormentor, but maybe the other way around works better.

This is all part of a "3rd editions" project - a way to "update" cards without replacing them. For Dark Ages it makes Death Cart stronger and Cultist/Marauder much weaker but I think they still work.
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on January 29, 2023, 05:48:43 pm
I'm not against the whole idea of a Treasure that draws, but Figurine seems awkward and usually really weak to me. Hopefully this change makes it more useful but not OP.

Quote
Figurine 2
$5 - Treasure
+2 Cards
+1 Buy.
You may discard up to 3 Actions for +$1 each.

Another possibility with a less drastic change:
Quote
Figurine 3
$5 - Treasure
+2 Cards
+1 Buy.
You may put a card from your hand onto your deck.
You may discard an Action for +$1.

or a more drastic change:
Quote
Figurine 4
$5 - Treasure
+2 Cards
You may discard an Action for +$1 and +1 Buy.
You may play an Action card from your hand.

Which do you think is best?
Title: Re: Revised versions of published cards
Post by: segura on January 29, 2023, 06:21:34 pm
Figurine might not be the best non terminal draw but it does not need to be buffed. After all it is the only Lab variant besides fully developed City that provides conditional extra Buys. That is pretty huge, you get one engine component that does two essential jobs.
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on January 29, 2023, 06:45:01 pm
Figurine might not be the best non terminal draw but it does not need to be buffed. After all it is the only Lab variant besides fully developed City that provides conditional extra Buys. That is pretty huge, you get one engine component that does two essential jobs.

It's hard for me to consider Figurine "non-terminal" when you (usually) can't play Actions afterwards.
Title: Re: Revised versions of published cards
Post by: segura on January 29, 2023, 07:01:09 pm
Figurine might not be the best non terminal draw but it does not need to be buffed. After all it is the only Lab variant besides fully developed City that provides conditional extra Buys. That is pretty huge, you get one engine component that does two essential jobs.

It's hard for me to consider Figurine "non-terminal" when you (usually) can't play Actions afterwards.
Well, you don’t play Figurine in decks with a high Action density to begin with and actually Figurine is hyper-non-terminal as it can convert dead Actions into Pouches.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on January 29, 2023, 07:16:14 pm
I thought there was some sort of mistake with Figurine and Longship being $5s. Figurine has proven itself as a solid $5 to me, and it's retroactively made me see Scepter and Capitalism as a lot stronger.

Jury's still out on Longship for me.
Title: Re: Revised versions of published cards
Post by: LastFootnote on January 30, 2023, 11:03:21 am
I thought there was some sort of mistake with Figurine and Longship being $5s. Figurine has proven itself as a solid $5 to me, and it's retroactively made me see Scepter and Capitalism as a lot stronger.

Jury's still out on Longship for me.

I don't tend to buy Longship much, though I should probably but it more.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on February 14, 2023, 10:19:55 pm
Along the lines of other revisions to Cantrips that then deal with the top of the deck, and with a card that could use a buff.

Cartographer
Action - $5
+1 Action
Look at the top 5 cards of your deck. Put one in your hand, discard any number of the others, and put the rest back.

Also looks neat alongside Raze, Border Guard and Miller (Cost = Number of Cards revealed)
Title: Re: Revised versions of published cards
Post by: BryGuy on February 15, 2023, 08:28:28 am
I'm not against the whole idea of a Treasure that draws, but Figurine seems awkward and usually really weak to me. Hopefully this change makes it more useful but not OP.

Quote
Figurine 2
$5 - Treasure
+2 Cards
+1 Buy.
You may discard up to 3 Actions for +$1 each.

Another possibility with a less drastic change:
Quote
Figurine 3
$5 - Treasure
+2 Cards
+1 Buy.
You may put a card from your hand onto your deck.
You may discard an Action for +$1.

or a more drastic change:
Quote
Figurine 4
$5 - Treasure
+2 Cards
You may discard an Action for +$1 and +1 Buy.
You may play an Action card from your hand.

Which do you think is best?

While figurine seams fine to me - I do not yet own Plunder. If i was to change it i would go with:

Quote

Figurine 5
$5 - Treasure
+2 Cards
You may discard an Action for +1 Buy and +$1.
You may put a card from your hand onto your deck.

Title: Re: Revised versions of published cards
Post by: NoMoreFun on March 26, 2023, 01:42:10 am
Tide Pools
Action/Duration - $4
+1 Action
Choose one: +1 Card; or +3 Cards and discard 2 cards at the start of your next turn.

IMO it's not always clear whether the Tide Pools effect is better than a cantrip, and thats a more interesting decision to make with plays than simply not playing/gaining the card (which is clearly a dud without specific combos, much like many removed 1E cards).

Also it's a teacher card for "Durations only stay in play if they have something left to do"
Title: Re: Revised versions of published cards
Post by: segura on March 27, 2023, 06:27:46 am
Tide Pools
Action/Duration - $4
+1 Action
Choose one: +1 Card; or +3 Cards and discard 2 cards at the start of your next turn.

IMO it's not always clear whether the Tide Pools effect is better than a cantrip, and thats a more interesting decision to make with plays than simply not playing/gaining the card (which is clearly a dud without specific combos, much like many removed 1E cards).

Also it's a teacher card for "Durations only stay in play if they have something left to do"
I totally disagree that Tide Pools is a dud or even weak. Vanilla-wise it is a Forum spread over two turns and while handsize attacks kill it in its tracks, it is a fine sifter otherwise.
I think your version is less interesting because you can always bail. Also, with Innkeeper we already have a sifter that can be a mere cantrip.
Title: Re: Revised versions of published cards
Post by: BryGuy on March 31, 2023, 07:17:06 pm
So i was reviewing Thunder Dominion Card Rankings (http://wiki.dominionstrategy.com/index.php/ThunderDominion_Card_Rankings) and contemplating improvements, if i don't find anything in old posts here. Below are a few ideas i had. Let me know what you think, especially those with multiple version. I pursued three paths for improvement: 1. remodel; 2. make into a split pile by developing a companion card; 3. Reduce its cost. I mostly want to maintain the original intent or at least not invade space another better card already occupies.

Capital (http://wiki.dominionstrategy.com/index.php/Capital)
          Version-A                              Version-B
(https://i.imgur.com/2k4iV3T.png) (https://i.imgur.com/nUHlMAh.png)
What is sad about this card is that its net effect is only plus one buy, while the coin surge is nice, it is not nice enough to rank well. Version-A provides an additional net $2 - the bare minimum a $5-card should do. Version-B provides an additional net $1 in exchange for a lower purchase price. Maybe i should do both and put into a split pile?

Treasure Map (http://wiki.dominionstrategy.com/index.php/Treasure_Map)
          Version-A                              Version-B
(https://i.imgur.com/jdspErz.png) (https://i.imgur.com/YNHvaDE.png)
The idea behind Version-A is to enable some use instead of being a dead card most times. The idea behind Version-B is that you may get an odd quantity to get them to collide and this provides some use from a single.

Miser (http://wiki.dominionstrategy.com/index.php/Miser)
          Version-A                              Version-B
(https://i.imgur.com/cYZxBb6.png) (https://i.imgur.com/8ptCFv6.png)
Version-A attempts to improve the card by allowing both options, but modifies the payout. Version-B dials it back by only allowing the first Miser played to get both options and uses a simpler payout.

Royal Blacksmith (http://wiki.dominionstrategy.com/index.php/Royal_Blacksmith)
(https://i.imgur.com/u2ZtBbe.png)
I was thinking about also giving it an extra buy as benefit for trashing.

Cartographer (http://wiki.dominionstrategy.com/index.php/Cartographer)
          Previous Version                              Current Version
     (https://i.imgur.com/SHuFKFD.png)     (https://i.imgur.com/oEu92ri.png)
I modified this to provide some coin.

Beggar (http://wiki.dominionstrategy.com/index.php/Beggar)
(https://i.imgur.com/J3JGx9r.png) (https://i.imgur.com/WEND1zc.png)
Rare Gem started with three basic options to rid one of the Coppers gains from Beggar, but i removed one and added the first sentence to accommodate Curses, Ruins, Shelters, or any other junk one may encounter from Dark Ages or other sets. Should Rare Gem be $4?

Sage (http://wiki.dominionstrategy.com/index.php/Sage)
I reduced the cost by $1, down to $2.
Title: Re: Revised versions of published cards
Post by: segura on April 01, 2023, 03:14:38 am
An unconditional DoublePeddler is mispriced at 5.
Title: Re: Revised versions of published cards
Post by: D782802859 on April 01, 2023, 08:20:21 am
Treasure Map version A significantly weakens the concept of the base card, since there are boards where you'll just buy it as a $4 Herbalist. I do like Version B though.
Title: Re: Revised versions of published cards
Post by: grrgrrgrr on April 01, 2023, 09:50:31 am
I was also thinking about Silver Mine. This card is pretty much a strictly inferior Sculptor and is easily the worst card of the set. Sure, they can't all be the best card, and it is still better than the card that holds that description. But I can't help but wonder: was there absolutely nothing the devteam could do to make the card more interesting?

I have three ideas:

Idea 1
Quote
Silver Mine (Treasure, $5)
Gain a Treasure costing less than this to your hand. When you gain a Province this turn, trash this to gain a Gold Mine.

Quote
Gold Mine (Treasure, $8)
Gain a Treasure costing less than this to your hand.
(this is not in the supply)

This makes Silver Mine upgradeable into Gold Mine. The downside is that you'd need an extra pile of 10 cards, which is probably a dealbreaker for this set.

Idea 2
Quote
Silver Mine (Treasure, $5*)
Gain a Treasure costing less than this to your hand.
-
During your turns, this costs $1 more per card you gained this turn.


Basically, an inverse Destrier cost wise. After gaining 2 cards, this can gain Golds. Yay. But the card itself also becomes harder to get.

Idea 3
Quote
Silver Mine (Treasure - Duration, $5)
Choose one: Gain a Treasure costing less than this to your hand, or put this into your hand at the start of next turn.

Either gain a Treasure this turn, or keep the card for next turn. This gives it a bit more flexibility.
Title: Re: Revised versions of published cards
Post by: D782802859 on April 01, 2023, 10:45:16 am
I do wish there was a way to make Silver Mine better without killing the sleekness of the card.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on April 01, 2023, 10:53:50 am

Idea 2
Quote
Silver Mine (Treasure, $5*)
Gain a Treasure costing less than this to your hand.
-
During your turns, this costs $1 more per card you gained this turn.


This is great, probably the best cost increaser I've seen on this forum. There'd need to be rules about how it interacts with cost reducers.

Other idea:

Silver Mine
Treasure - $4
Gain a Treasure costing less than this to your hand
____
When you gain this, each other player gains a Silver
Title: Re: Revised versions of published cards
Post by: grrgrrgrr on April 30, 2023, 07:50:14 am
I was also thinking about Capital, and I actually think that the card should have been a cantrip action. I also modified it so you can no longer escape the Debt, as that'd be really broken with Overlord.

Quote
Capital (Action, $5)
+1 Card
+1 Action
+$6
At the start of Clean-up, take 6D, and then you may pay off D.
Title: Re: Revised versions of published cards
Post by: segura on April 30, 2023, 05:35:30 pm
Is the Buy removal intentional? I hope not because this is a pretty serious nerf; that Buy is far stronger than an extra card.
Title: Re: Revised versions of published cards
Post by: grrgrrgrr on May 04, 2023, 08:34:53 am
Is the Buy removal intentional? I hope not because this is a pretty serious nerf; that Buy is far stronger than an extra card.

This was intentional, indeed. But it might not be a good idea. Although elevating a stop card to being a non-stop card is generally quite a change in power.
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on May 09, 2023, 01:35:16 am
How I think Donald might do Moat if he made it these days:

Quote
Moat
$2 - Action - Reaction
+2 Cards.
Until the end of your turn, you are unaffected by attacks.
-
When another player plays an attack, you may play this from your hand.
Title: Re: Revised versions of published cards
Post by: segura on May 09, 2023, 01:42:28 am
This only makes a difference with Black Cat.
Title: Re: Revised versions of published cards
Post by: Holger on May 09, 2023, 03:29:56 am
This only makes a difference with Black Cat.

No, the change makes Moat nonterminal (i.e. a Lab) whenever an opponent plays an attack. It's a lot stronger than the original card, often better than Guard Dog... 
Title: Re: Revised versions of published cards
Post by: segura on May 09, 2023, 12:19:04 pm
I missed that part which does indeed make the card too strong.
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on May 09, 2023, 11:45:37 pm
This only makes a difference with Black Cat.

No, the change makes Moat nonterminal (i.e. a Lab) whenever an opponent plays an attack. It's a lot stronger than the original card, often better than Guard Dog...

I didn't realize how much stronger this made it until you pointed that out. I guess it has to cost at least $3 unless I nerf it somehow. hmmm... maybe this:
Quote
Moat
$2 - Action - Reaction
If it's not your turn, +1 Card. Otherwise, +2 Cards.
Until the end of your turn, you are unaffected by attacks.
-
When another player plays an attack, you may play this from your hand.
Title: Re: Revised versions of published cards
Post by: Ethan on May 10, 2023, 03:28:13 am
It has track problem: as the official rule, 'If you play a card on someone else's turn, you discard it in that turn's Clean-up, unless it is a Duration card with things left to do.'
Title: Re: Revised versions of published cards
Post by: Angle on July 27, 2023, 09:50:44 pm
Treasure Map (http://wiki.dominionstrategy.com/index.php/Treasure_Map)
          Version-A                              Version-B
(https://i.imgur.com/jdspErz.png) (https://i.imgur.com/YNHvaDE.png)
The idea behind Version-A is to enable some use instead of being a dead card most times. The idea behind Version-B is that you may get an odd quantity to get them to collide and this provides some use from a single.

Ironically, I think I might argue that playing version B using the second way is actually really good - gives you the same amount of gold per treasure map, reacts with a card that's good value otherwise... Definitely something to be said for it.

Still not sure what to do with Spy or Pearl Diver (suggestions welcome).

For Pearl diver, I think just allowing discarding of the card from the bottom of the deck would be pretty helpful. Maybe move the draw to after you mess with your deck, if you think it needs further buffing.
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on July 27, 2023, 10:04:39 pm
It has track problem: as the official rule, 'If you play a card on someone else's turn, you discard it in that turn's Clean-up, unless it is a Duration card with things left to do.'
Just have to add the duration type then. easy fix.
Title: Re: Revised versions of published cards
Post by: lompeluiten on July 31, 2023, 07:01:16 am
make an colony 9 points, instead of 10?

Now you can more easy race with cheaper alternatives.
Title: Re: Revised versions of published cards
Post by: grrgrrgrr on September 23, 2023, 11:32:53 am
I was thinking about a new, bit more self sufficient version of Crypt.

(https://i.imgur.com/qlvZtU2.png)
Title: Re: Revised versions of published cards
Post by: segura on September 23, 2023, 04:08:51 pm
Converting non-terminal into terminal draw is a huge change.
Title: Re: Revised versions of published cards
Post by: LibraryAdventurer on September 26, 2023, 07:18:08 pm
<modded Crypt>
I like the idea, but I'd suggest making it a cantrip instead of +2 Cards. That makes its effect more similar to the original version, but still a significant buff.
Title: Re: Revised versions of published cards
Post by: BryGuy on January 16, 2024, 12:38:01 pm
:)
So i was reviewing Glinko Dominion Card Rankings (https://wiki.dominionstrategy.com/index.php/Dominion_Card_Glicko) and contemplating improvements to the bottom 16%, if i don't find anything in old posts here. Below are a few ideas i had. Let me know what you think, especially those with multiple version. I pursued three paths for improvement: 1. remodel; 2. make into a split pile by developing a companion card; 3. Reduce its cost. I mostly want to maintain the original intent or at least not invade space another better card already occupies.

Cartographer (https://wiki.dominionstrategy.com/index.php/Cartographer) Ranked 411/451
I modified this into a Peddler variant.

(https://i.imgur.com/XMFS4Xq.png)
:)

Crystal Ball (https://wiki.dominionstrategy.com/index.php/Crystal_Ball) Ranked 366/451
So this one really surprised me. To me it seams like the Treasure version of Sentry. So i modified to make the first one provide additional value and allowed you to put a card into your Hand, helpful for Night cards.

(https://i.imgur.com/xOBUgoQ.png)
:)

Duplicate (https://wiki.dominionstrategy.com/index.php/Duplicate) Ranked 362/451
I modified this to allow more duplication.

(https://i.imgur.com/63qig1O.png)
:)

Feodum (https://wiki.dominionstrategy.com/index.php/Feodum) Ranked 441/451
I modified both versions to a Treasure-Victory.
Version-A: I modified this gain Silvers.
Version-B: I modified this provide basic economy with the potential to gain Silvers. Maybe this should also cost $4?

Version A                                        Version B
(https://i.imgur.com/dFIIiiR.png) (https://i.imgur.com/t4HmgJ0.png)
:)

Island (https://wiki.dominionstrategy.com/index.php/Island) Ranked 369/451
Since two cards are removed from your hand, i modified this by providing an additional card.

(https://i.imgur.com/81CPRrR.png)
:)

Monument (https://wiki.dominionstrategy.com/index.php/Monument) Ranked 407/451
Like Woodcutter, as an Action this is too week. I modified this to a Treasure, provided a choice, and added an exchange. This exchange idea is not too dissimilar to Capital City.

:)

Pendant (https://wiki.dominionstrategy.com/index.php/Pendant) Ranked 383/451
Version-A: I modified this to trash a Treasure for the benefit of a Coffer.
Version-B: I modified this to provide an alternative path to Loots.

Version A                                        Version B
(https://i.imgur.com/SvIyDTY.png) (https://i.imgur.com/BH5r19R.png)
:)

Sage (https://wiki.dominionstrategy.com/index.php/Sage) Ranked 400/451
I modified this to allow conditional trashing.

(https://i.imgur.com/HgkatW2.png)
:)

Scavenger (https://wiki.dominionstrategy.com/index.php/Scavenger) Ranked 426/451
This an Harbinger both allow a card to be moved from the discard onto your deck. For both I modified this to two cards.
Version-A: I modified this include a Buy.
Version-B: I modified this to a choice, making the other option trashing and provide some benefit to certain trashing.

Version A                                        Version B
(https://i.imgur.com/DjklQcY.png) (https://i.imgur.com/h0Y1l9H.png)
:)
Title: Re: Revised versions of published cards
Post by: segura on January 16, 2024, 01:18:22 pm
None of these cards except for Cartographer is weak. Cartographer with an added Peddler is likely too strong, Crystal Ball needs no buff, Duplicate needs no buff, the second Feodum variant is totally crazy, Monument being stronger than Plunder is totally crazy (not to mention the issue that a non-terminal that can be played as nothing but +2VP does not work; cards that provide VPs should lead to game progress and not to loops).

Except for obvious power level misevaluations (dude, Monument ain’t weak!), making cards more wordy and complex is seldom a good idea.
Take Pendant, a powerful Treasure with a simple and clear wording. Why mess this up via adding Treasure trashing or Loot exchange to it?
Title: Re: Revised versions of published cards
Post by: BryGuy on January 17, 2024, 10:19:59 am
Anyone have some good ideas for these?

Rank   Name   Expansion   Cost Category
351   Library   Base   5-cost
353   Ducat   Renaissance   0-2-cost
354   Herb Gatherer   Allies   3-cost
355   Nomads   Hinterlands   4-cost
356   Merchant   Base   3-cost
357   Candlestick Maker   Guilds   0-2-cost
358   Innkeeper   Allies   4-cost
359   Moat   Base   0-2-cost
361   Guide   Adventures   3-cost
362   Duplicate   Adventures   4-cost
364   Caravan Guard   Adventures   3-cost
365   Workshop   Base   3-cost
366   Crystal Ball   Prosperity   5-cost
368   Tunnel   Hinterlands   3-cost
369   Island   Seaside   4-cost
370   Pawn   Intrigue   0-2-cost
371   Trading Post   Intrigue   5-cost
372   Fortune Hunter   Plunder   4-cost
373   Dismantle   Promo   4-cost
374   Scepter   Renaissance   5-cost
375   Armory   Dark Ages   4-cost
376   Kiln   Menagerie   5-cost
377   Hoard   Prosperity   6-cost or more
378   Galleria   Allies   5-cost
379   Druid   Nocturne   0-2-cost
380   Capital   Empires   5-cost
381   Acolyte   Allies   4-cost
382   Baron   Intrigue   4-cost
383   Pendant   Plunder   5-cost
386   Fairgrounds   Cornucopia   6-cost or more
387   Tactician   Seaside   5-cost
388   Graverobber   Dark Ages   5-cost
389   Oasis   Hinterlands   3-cost
390   Cellar   Base   0-2-cost
391   Prince   Promo   6-cost or more
392   Leprechaun   Nocturne   3-cost
393   Faithful Hound   Nocturne   0-2-cost
394   Rocks   Empires   4-cost
395   Contract   Allies   5-cost
396   Magnate   Prosperity   5-cost
399   Merchant Camp   Allies   3-cost
400   Sage   Dark Ages   3-cost
401   Tracker   Nocturne   0-2-cost
402   Farmland   Hinterlands   6-cost or more
403   Crypt   Nocturne   5-cost
404   Gladiator   Empires   3-cost
407   Monument   Prosperity   4-cost
410   Royal Blacksmith   Empires   6-cost or more
411   Cartographer   Hinterlands   5-cost
413   Mystic   Dark Ages   5-cost
414   Scholar   Renaissance   5-cost
415   Gardens   Base   4-cost
416   Treasury   Seaside   5-cost
417   Bard   Nocturne   4-cost
418   Secret Passage   Intrigue   4-cost
419   Poor House   Dark Ages   0-2-cost
422   Silver Mine   Plunder   5-cost
423   Tide Pools   Seaside   4-cost
424   Fool   Nocturne   3-cost
425   Miser   Adventures   4-cost
426   Scavenger   Dark Ages   4-cost
428   Death Cart   Dark Ages   4-cost
429   Treasure Map   Seaside   4-cost
430   Duke   Intrigue   5-cost
431   Night Watchman   Nocturne   3-cost
432   Harbinger   Base   3-cost
433   Vault   Prosperity   5-cost
434   Mine   Base   5-cost
435   Vagrant   Dark Ages   0-2-cost
438   Masterpiece   Guilds   3-cost
439   Farm   Intrigue   6-cost or more
440   Beggar   Dark Ages   0-2-cost
441   Feodum   Dark Ages   4-cost
444   Trader   Hinterlands   4-cost
445   Merchant Ship   Seaside   5-cost
446   Stash   Promo   5-cost
449   Harvest   Cornucopia   5-cost
Title: Re: Revised versions of published cards
Post by: grrgrrgrr on January 24, 2024, 04:25:26 pm
I got another idea for Silver Mine

Idea 4
Quote
Silver Mine (Treasure, $5)
Gain a card costing less than this to your hand.

With this, it can also serve as an expansive nonterminal Workshop if there are no interesting Treasures to gain. And of course, it gets quite nuts with stuff like Villa.
Title: Re: Revised versions of published cards
Post by: Chappy77 on January 24, 2024, 06:21:06 pm
I got another idea for Silver Mine

Idea 4
Quote
Silver Mine (Treasure, $5)
Gain a card costing less than this to your hand.

With this, it can also serve as an expansive nonterminal Workshop if there are no interesting Treasures to gain. And of course, it gets quite nuts with stuff like Villa.

Soooo Sculptor.  Add a dead action to your hand, or add a non-terminal treasure.  Very very similar.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on January 24, 2024, 07:46:16 pm
I'm hoping if there's a Guilds 3rd edition (with or without other expansions mixed in), it will have events.

As a pure space saver:

"Masterpiece"
Event - $3+
Gain a Copper and set it aside. Put it into your hand at end of turn.
_____________
Overpay: Gain a Silver per $1 overpaid

I'm not personally a fan of Doctor - way too luck based early game and the overpay is clunky. But I like the premise of overpay for deck filtering.

"Doctor"
Event - $3+
Gain a card costing up to $5. Each other player gets +1 Coffers
_______
Overpay: Reveal a card from the top of your deck per $1 overpaid. Trash or discard any number of them.

Title: Re: Revised versions of published cards
Post by: NoMoreFun on January 26, 2024, 07:23:04 am
I think it's simpler and more fun this way, particularly in games with Night cards.

Farming Village
Action - $4
+2 Actions
Reveal cards from your deck until you reveal an Action or Treasure, then put all of the revealed cards into your hand.
Title: Re: Revised versions of published cards
Post by: grrgrrgrr on January 26, 2024, 03:52:54 pm
I'm hoping if there's a Guilds 3rd edition (with or without other expansions mixed in), it will have events.

As a pure space saver:

"Masterpiece"
Event - $3+
Gain a Copper and set it aside. Put it into your hand at end of turn.
_____________
Overpay: Gain a Silver per $1 overpaid

I'm not personally a fan of Doctor - way too luck based early game and the overpay is clunky. But I like the premise of overpay for deck filtering.

"Doctor"
Event - $3+
Gain a card costing up to $5. Each other player gets +1 Coffers
_______
Overpay: Reveal a card from the top of your deck per $1 overpaid. Trash or discard any number of them.

I like the ideas, but you don't need to resort to the rulebooky "Overpay: ..." for this. You can just add to the event's regular instructions: "You may overpay".

In fact, the whole "Overpay: ..." formulation only exists for Stonemaison. For the other three cards, they could just go with "When you gain this during the Buy phase, you may spend $. For every $1 spent, ...".
Title: Re: Revised versions of published cards
Post by: Will(ow|iam) on January 30, 2024, 01:11:07 am
To replace both Bandit and Bureaucrat in a hypothetical base 3e

Wage Thief
$5 Action - Attack
Gain a gold onto your deck. Each other player with 5 or more cards in hand puts a card from their hand onto their deck.
Title: Re: Revised versions of published cards
Post by: NoMoreFun on February 18, 2024, 10:03:52 pm
Working on a Dark Ages 2nd edition for my own amusement. I didn't get rid of Rats but I changed it subtly, and now it has a normal 10 card supply pile (freeing up some space). Now there's a way to trash Rats even in a game without any other trashers (thematically, the Rats starve and die once there's nothing for them to eat). The returning to pile means the Rats are always there.

(https://i.imgur.com/ZclO6gl.png)

Title: Re: Revised versions of published cards
Post by: Nukatha on February 23, 2024, 11:15:42 am
I'm curious what a proper price for a 'regular-sized' turnip would be. 
That is:
Turnip
+1 coffers
+1$ per coffers you have. 
It would then be a strictly better silver, so probably $5?
Maybe even $6.
Title: Re: Revised versions of published cards
Post by: Holger on February 24, 2024, 07:33:49 am
I'm curious what a proper price for a 'regular-sized' turnip would be. 
That is:
Turnip
+1 coffers
+1$ per coffers you have. 
It would then be a strictly better silver, so probably $5?
Maybe even $6.

I'm afraid Turnip wouldn't work as a kingdom card at any price, since it's too easy to turn them into super-Platina if you have 3 or more copies, which would be a boring one-card strategy. (Huge Turnip works as a Reward because you can only get one copy, or occasionally two in multiplayer.)
Maybe you could make a split pile where one card gains coffers and the other card gives +1$ per coffers you have...
Title: Re: Revised versions of published cards
Post by: Holger on February 24, 2024, 07:41:44 am
Working on a Dark Ages 2nd edition for my own amusement. I didn't get rid of Rats but I changed it subtly, and now it has a normal 10 card supply pile (freeing up some space). Now there's a way to trash Rats even in a game without any other trashers (thematically, the Rats starve and die once there's nothing for them to eat). The returning to pile means the Rats are always there.

(https://i.imgur.com/ZclO6gl.png)

This sounds interesting. But it's still very dangerous to play it with an all-Rats hand, since you'll have to trash the card it draws unless it's also a Rats. So you could easily be forced to trash a Province with it.

Maybe switch the order of card draw and trashing to prevent this?
Title: Re: Revised versions of published cards
Post by: grrgrrgrr on March 02, 2024, 08:05:26 am
I am thinking about a hypothetical Dark Ages 2E, and one of the cards I can see getting cut is Graverobber. This card is very wordy and its abilities get rarely used in tandem. And it's also just pretty weak overall. So I decided to split the abilities into two parts.

Quote
Graverobber first half ($4, Action - Reaction)
Gain a non-Victory card from the trash onto your deck.
-
After playing a non-Duration Action card, you may trash that card and discard this from your hand for +3 Cards.

Quote
Graverobber second half ($5, Action)
Trash a non-Victory card from your hand. Gain a card costing up to $3 more.
Title: Re: Revised versions of published cards
Post by: segura on March 02, 2024, 12:20:47 pm
This card is very wordy and its abilities get rarely used in tandem.
Gotta disagree. Whenever I go for Graverobber, I use both abilities.