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Messages - Gazbag

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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: Today at 07:19:42 am »


It's trying to be like a Kingdom card Disciple. Debt cost prevents it from gaining copies of itself and because the gaining is conditional upon playing an Action it shouldn't be too good early to have a debt cost. I imagine it's still very strong but I don't think that has to be bad thing.

2
Variants and Fan Cards / Re: Dominion: Swords & Sorcery
« on: May 24, 2019, 05:43:43 pm »
Really cool ideas here!

Obviously the Adventurers themselves are only half the story, but here are some thoughts.

Barbarian: The issue I have with this is that it only slows the game down, and it only comes into play if there's another attack - which will already be slowing the game down!

Cleric: I think this needs to do something if it doesn't trash a Curse, like give +$2 or something. Bring back Chancellor! As it is it just doesn't really do very much, it's not even particularly impressive at trashing Curses.

Fighter: I think this is a much more successful Attack-Adventurer than Barbarian. I appreciate the simple effect, although adding yet another additional component to all this isn't ideal. I wonder how often you don't open with this though, it seems like a very good opening.

Sorcerer: I've read the other's comments on this and I don't really get what they're talking about. This is just a fancy Village right? It just sort of Band of Misfits the card it plays. Having said that I do quite like this one, most of the issue I have come from the cards associated with it.

Wizard: So when I first read this I thought it was a very type restricted Remodeller and really liked it. I like it less now that I've read it properly though, it doesn't really seem as interesting to me. I am admittedly a Remodel-junkie though, I love those things!

Onto the cards themselves.

Circus: I'm in agreement with Commodore Chuckles that this really doesn't need to be a Treasure as is. I'd argue that the cantrip part of this is already one of the better $2 cantrips so it doesn't really need the help either. However if it's Adventurer was Wizard then it being an Action-Treasure would actually be relevant and that would be really cool, I'd also bump up the price to $3 so you can gain a Gold with Wizard if you made that change. I get that this is a nice $2 so helps out a Fighter opening, but I don't think Fighter opening really needs the help.

Goblin Ambush: This is really similar to Cutpurse and Fighter is already very similar to Cutpurse really. You also have a card that's pretty much just Sea Hag too.

School of Magic: The issue with this kind of thing is that it doesn't work without a non-terminal Action. This adds Wizard to the game though which is a non-terminal Action so that helps. I feel like this should set aside from hand though, it makes it work in more kingdoms and less likely to be broken.

Tomb Raider: I think this is a little too good for a regular $5, but I guess Cleric makes it worse because there's always the Curse trashing. But man Cleric just seems really weak the more I think about it so I'm not sure. I also feel like this should be a Warlock or some kind of Witch type person, Cursing other people doesn't really seem like a Tomb Raidery thing to me.

Corrupt Noble: I absolutely love this card! But I still have a little problem with it, because it's paired with Sorcerer I thought you'd be able to make Nobles cheaper and then use Sorcerer to play a random crappy $2 or $3 cost as a Noble, but you can't do that. I suggest making it change cost in all phases to accommodate this interaction. I also think it should probably cost $7, it basically costs at most $5 as is because you'll always have at least 1 Buy if you're buying things and I think it should be a bit overcosted when you only have 1 Buy. (I know Margrave and Wharf exist, but +3 Cards +1 Buy really is a $5 effect.)

Dark Priest: This is fine but it needs to reveal itself, just copy the wording on Tunnel. I still think Cleric is kind of a dud to be honest, I feel like discarding your whole deck and triggering all of these won't be as satisfying as making use of Tunnel and Faithful Hound can be.

Dragon: I don't really think we need another Sea Hag, I don't really think we need one Sea Hag to be honest it's a bit of a dud. I don't like having Fighter paired with an attack because that's supposed to be Barbarian's thing. I also feel like we don't need 2 Cursers in this batch of cards and I prefer Tomb Raider over this myself. I also find this type of effect that involves lining up specific cards ends up being cool to read, but playing really badly. Think Urchin or Mountebank's Curse blocking, it just exacerbates shuffle variance in a really visible way and leads to unsatisfying games in my opinion.

Monstrous Lair: I appreciate that Gold gaining can hedge against Barbarian attacks. The stuff I said about Dragon kind of applies here too, you can't even gain more Adventurers to try and control lining things up better, you just have to hope you draw your cards in the right order.

Hidden Treasure: The Buy restriction seems like a worthwhile thing to try, but Gold for $5? I think we're well past the days of anyone caring about a slightly discounted Gold.

Pendant: I kind of feel like getting 2 free Coffers and Villagers with your Wizard is sort of crazy? I'm not really a fan of having such an obvious and automatic interaction baked into a card like this to be honest. The card itself seems fine though, I usually like how these types of things play.

Pegasus: I'm not sure why this makes Horse not work. I guess it's for flavour purposes? But your Adventurers can ride 7 Pegasus if they want, so I'm not sure why they can't ride a Pegasus and a regular Horse.

An overall thought on this set of cards is that the effects seem pretty unbalanced. We have 2 junking attacks and 2 handsize attacks but only 1 trasher and no real villages, no remodel and no non-Gold gaining aside from Wizard. There are 6 terminal Actions and 5 non-terminal cards, which is far too many terminals. Whether you're bothered about this depends on whether you want this to be like an actual expansion or just a collection of cards I guess.

I think having things called Adventurers and Adventures isn't a great idea, having things with such similar names can be confusing to people (mainly me). Why not call them Missions? I also think a lot of these will be very snowbally. For example, the first person to gain 4 cards in a turn will usually be the person in the best position anyway, so giving them 2 more Coffers than everyone else will just extend that lead even further. I think these would play better if everyone gets the same bonus for completing the task, and they'd be simpler too which is win-win. You'd probably have to scrap the Ruined Crypt, but I think that one needed changing anyway. I'm assuming you plan on having 10 Adventures so there's one for each Adventurer pair? 

The Equipment are my least favourite of these mechanics to be honest, for a couple of reasons. It seems like they won't really have a huge impact on most games because you'll often only have 1 Adventurer and they don't really add all that much. They also add a lot of complexity to what is already a relatively complex mechanic. I get that it's flavourful, but we already have Pathfinding et al from Adventures so this type of card modifying effect isn't particularly new or novel anymore. The other thing is that Dominion is all about variety, so having the same 4 Equipment every time seems kinda lame to me. I'd suggest just having one Equipment per game, but having 10 or so different Equipment so you can have a different one every time. That way there's less to take in all at once for someone first playing with Adventurers and there's more variety in the long run, maybe you can buff up the effects a bit then too if there's only one at a time.

Hopefully you find my comments constructive.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 24, 2019, 09:35:02 am »
I receive the impression, that some cards are a joint project, which is not the sense of this challenge? Shouldn't be the discussion after judgement?
Technically it's a competition, but I think people aren't really as focused on winning as they are on creating cool cards and seeing other people's cool cards. Sure, you could do that in other places, but having a challenge to meet might help give some inspiration.

The rules in the first post specifically say that discussing entries is permitted.

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 23, 2019, 05:42:17 pm »


This will get cleaned up at the end of the last opponent's turn because it doesn't do anything during your next turn. I don't know whether that's intentional or not. (I'm pretty sure this is how Durations work but someone can shout at me if I'm wrong.)

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 23, 2019, 03:37:33 pm »
But why does Ducat not say +1 Coffers in the corners then?
As there is no icon for Coffers?
I am not arguing that the Debt up there is necessary, important or matching the way the official cards do it. All I am saying is that it is OK as a reminder that the very card you play also produces Debt.

It still looks pretty good to me

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 23, 2019, 02:56:15 pm »
Monoculture:


I don't think this should have the Debt icons at the top corners. The top corners are only for how much the Treasure is worth.
I disagree. Potion features a Potion on the top so what we actually see on the top is what a Treasure card produces.
This very card produces 5 Coins as well as a variable amount of Debt so it is not bad to show all parts of production on the top (unlike with Capital you also get the Debt immediately).

But why does Ducat not say +1 Coffers in the corners then?

7
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 20, 2019, 07:50:34 pm »
+1 Action and +$2 (which is worse than Silver since it can be drawn dead)
There are threads on this forum about the difference between Ducat and Candlestick Maker which show why the opposite is true. Action Silver is most definitely better than Silver. If Patron did not exist, Action Silver would be a $4.

How so? Throne Room variants and Storyteller are too fringe-case to really say that Actions are better than Treasures because of those combos. (And even if Action Silver is between $3 and $4 worthy, that still doesn't change Vanguard being generally worse than Laboratory.)

Are you missing the fact that Vanguard gives +$2 when you've drawn your deck and a Lab would do nothing? I know Vanguard can get messed up by mid turn reshuffles but that shouldn't happen too often if you play carefully - and if you're drawing your deck every turn that just won't really happen. It seems better than lab generally to me (not strictly better).

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 17, 2019, 05:31:33 pm »
First Mate looks crazy. Discard a Gold and a Province, draw 14 cards.
Apprentice does at least come with a cost, you have to trash the good card.

Probably, but I thought that was the whole point of travellers. I'd still take Disciple over it, whatever that means.
The official Travellers are strong and often centralizing but not totally overpowered. Even if you use First Mate midgame to e.g. discard 3 Silvers (you can do better, this seems like the lower end of its strength) it would still be Discard 3 cards. + 9 Cards and thus stronger than any official terminal draw.
Great anywhere, you can use it in an engine but you could also just play with money and two First Mates. Disciple on the other hand is only good if the Kingdom has engine potential.

Okay my first reply didn't really address any issues, sorry about that.

Bit of a tangent but the official travellers are totally overpowered, by my definition of overpowered at least. In all my years of playing dominion I don't remember a Peasant kingdom with no engine potential- you could construct one of course but realistically it's so just rare. Peasant just kind of does everything you need with very little support.

I'm pretty sure 2 First Mates money is awful, it takes ages to get there- you're probably getting your first one around turn 10 or so in a big money game (I'm assuming that there's no non-Swab trashing and we're buying Silvers and such) and that should be over halfway through the game if both players went for a sensible money strategy. Not to mention Cabin Boy will be next to useless so your early turns won't be great, meaning you'll have less expensive cards to discard to First Mate. You'll probably trash 2 Estates with Swabbies, but then you still have 7 Coppers so First Mates dudding doesn't seem like it'll be too rare. If you choose to trash 2 Copper instead then you're crippling your early buying power even more... I just don't see it.

In an engine it draws a bunch of cards in a sort of unreliable way, is that really that crazy considering you're probably going to have like 1-2 of them and you'll need some other draw sources to be reliable anyway? It's "just" terminal draw so you're still going to need other things which I tired to exclude from the traveller line to capitalise on it. Not to mention that maybe you don't want to draw too many cards because you need to get +Actions from Captain.

I wouldn't be surprised if it is over the top and broken, but I don't think it's nearly as clear cut and obvious as you make it out to be. I don't think you're taking the context into account enough, this isn't a card you can just add to your deck whenever you want. I do think it should probably be non-Victory because discarding provinces is a bit lame.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 17, 2019, 02:10:28 pm »
First Mate looks crazy. Discard a Gold and a Province, draw 14 cards.
Apprentice does at least come with a cost, you have to trash the good card.

Probably, but I thought that was the whole point of travellers. I'd still take Disciple over it, whatever that means.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 17, 2019, 12:26:15 pm »


I might have spent too long on the art and not long enough on the cards this time...

11
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 16, 2019, 10:50:33 am »
Counterfeit seems like the obvious point of comparison to me. Loses the Buy, gives less money for trashing treasures, but gains the ability to trash non-treasures. I'd guess it ends up being a bit worse than Counterfeit overall but still seems like a solid $5 to me.

The other comparison I'd make is Priest, being a treasure seems significantly better than Priest's extra ability.

Edit: I somehow didn't see Ox when I wrote that and was just talking about a regular Silver that can trash.

I think Ox is fine at $5, have you tried it with a mandatory trash to make gaining a bunch early a little worse? Not really for power level reasons but it might make it play more interestingly.

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 10, 2019, 07:37:30 pm »
Well on the card it says at the start of your turn. All my activities except certain ones like chess for instance can be played at the start of the turn. Before any action is played, sorta like how when you play dominion online and you multiple things you can do before you play your first action. Like call the rat catcher from the tavern mat, and then Iíll get my +2 cards from my enchantress, now Iíll pick a card from my archive, oh and now Iíll play falconer from my hand. Now my Action phase begins.

Meaning since itís not an action it can only be played at the start of your turn, the start of your turn is in other effects in dominion, this is basically the same thing, the only difference is if itís in your hand before action phase begins, which means certain existing cards will work well with my activity cards, I have other activity cards I just submitted only 3 for the contest, depending how there received here Iíll create a new thread for them.

Oh and of course if falconer was drawn into your hand after your first action, then of course you canít play it, so despite it being a powerful attack, the amount of times youíll be able to play it should keep it in line.

So if Activities are played at the start of your turn why can't Chess be played at the start of your turn? Nothing on the card says it can't.  If Falconer can only be played at the start of your turn because of the text on the card then is Activity just the setup part? This is all very very confusing to me.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 10, 2019, 06:34:12 pm »







How does Falconer work? Chess and Riddle are Treasure and Night but Falconer is just an Activity-Attack, when can you play it?

Last minute entry: Depletion cards

Depletion cards can be depleted (putting one of your depletion tokens on its pile) for an additional benefit but then become weaker in some way. Some cards can replenish themselves after being depleted.


The name is throwing me off, because it makes me think that it has something to do with trashing a card from the supply pile, or caring about if the pile is empty. Maybe something like "tagged"? Either way, I think you'd want "you" in the text in some way, because "if this isn't depleted" isn't clear if it means that you personally have a token on it, or if anyone does. So you could have "if you have tagged this", or "if you have depleted this" vs "if anyone has depleted this."

I rushed these out because I thought judging was imminent so I didn't think about this kind of thing too much, so this kind of feedback is much appreciated. I personally don't feel like depleted is a "loaded" term in dominion and I think it's quite flavourful too, what do other people think? I decided to move all of the text into the rule book basically and just use the word depleted on the cards, but I didn't really write a rule book entry to go with them so hopefully it'd be better if there was one? I see it as kind of a "+1 Coffers" vs "Take a Coin token" thing, if I decide to do anything further with these I'll definitely try and improve the wording though.

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 08, 2019, 09:09:43 am »
Last minute entry: Depletion cards

Depletion cards can be depleted (putting one of your depletion tokens on its pile) for an additional benefit but then become weaker in some way. Some cards can replenish themselves after being depleted.

Sample cards:

Deposits should say "In games using this" in its below the line text, the idea is you choose between having access to the action or upgrading a Silver for free. I'm rushing this so apologies for the sloppiness.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 03, 2019, 12:45:13 pm »
Fame Cards

When one or more Fame cards are in the kingdom, each player gets their own Fame mat. Fame mats track a number of "Feats" you can achieve during the game, and Fame cards become better the more of those you achieved. Whenever you achive a Feat, e.g. gain a Gold, you cover up the Feat on the board with a coin token. However, to achieve a Feat, not onlym ust they fulfill the Feat's condition, but at the time they did so, the Feat must be either one from the bottom row, or reachable by an arrow coming from an already achieved Feat (sort of like a skill tree).

Still not entirely sure about that "draw your deck" Feat, suggestions are welcome.


I don't think it's necessarily a bad thing that one of the Feats is board dependant but it does feel kind of off in some way with only one being like that. The only thing I could think of to replace it was something Magic Lampy, counting non-duplicate cards in play, not sure what exact numbers could be appropriate.

I'm not sure I like that you can achieve the other Feats before you pick up a Fame card. It seems kind of cheesy that you can achieve the other 5 Feats and then only bother to pick up the Fame card when it's already really strong, but maybe I'm underestimating how much you have to go out of your way to get those Feats. It would seem more natural to me to have the Fame board be inverted so there's only the "Gained a Fame" feat on the bottom row, but I'm sure you've thought much more about this than I have and there's a good reason behind it being the way that it is.

Pawn Shop seems like it might be broken to me? Once you get to 5 feats it lets you discard 3 cards to gain a Province and it seems to enable the Duchy and Gold gaining feats pretty well itself. Actually it also kind of enables the $2 feat too because you should be able to discard some things and be left with $2 without missing out on too much. I guess I just think that a card that can gain Provinces without having to combo with any other cards is not a good idea.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 23, 2019, 05:14:20 pm »
CHALLENGE #27 - I'D BUY THAT FOR $1 SUBMISSION:



NOTE: This is a 20 card Action Supply Pile.

I think this shouldn't be able to gain Investments because it makes it super easy to deplete the pile, even with 20 in the supply.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 22, 2019, 05:18:37 pm »


I for one thought they should of made more cards like poor house.

This card tells an amazing story, it's genius.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 21, 2019, 06:56:58 am »


I couldn't think of a good name, so this one doesn't make much sense sorry. Gaining anything without a cost restriction might be a bit much for a $1 but Lurker can get away with it and this is a one shot and seems like it needs more support than Lurker. It fits last weeks theme too, do I get extra points? Oh but so do Aspers and sort of Gubumps never mind.

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 18, 2019, 04:28:27 pm »
Carve - $4

Trash this or a card from your hand. Gain a card costing exactly $1 more than it.

--

When you trash this, +1 Action.

----------

"It's better than Feast!" - not quite, shut up. "It's worse than Remake!" - not quite either, and don't we want most cards in between those two?

While this clearly does stuff that Remake can't do, it's hard to see how this isn't strictly better than Feast. The only thing you can do with Feast that you can't do with this is to trash it to gain a card costing less than , and it's a super-rare edge case that you would do that.

How about if it didn't allow gaining Victory cards?

Btw I'm out for this round, I couldn't think of something clever. Kudos to everyone who could.

Does it matter if a card is strictly better than one of the removed cards if it's a fun and balanced card in its own right? I guess it's up to the judge?

I mean, there's no actual rules for fan cards, but a general design principle that Donald has always stuck to is that no card is ever strictly better than another card. A card not being in second edition doesn't change that. So people are free to make strictly better fan cards all they want; but I think it's worth pointing out as a point of feedback.

Right but for the purposes of making entries for this contest do people absolutely hate it if something is strictly better than a removed card? Do people not care at all? Do people not mind so much but prefer if it isn't? I'm just interested in people's opinions.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 18, 2019, 02:22:36 pm »
Carve - $4

Trash this or a card from your hand. Gain a card costing exactly $1 more than it.

--

When you trash this, +1 Action.

----------

"It's better than Feast!" - not quite, shut up. "It's worse than Remake!" - not quite either, and don't we want most cards in between those two?

While this clearly does stuff that Remake can't do, it's hard to see how this isn't strictly better than Feast. The only thing you can do with Feast that you can't do with this is to trash it to gain a card costing less than , and it's a super-rare edge case that you would do that.

How about if it didn't allow gaining Victory cards?

Btw I'm out for this round, I couldn't think of something clever. Kudos to everyone who could.

Does it matter if a card is strictly better than one of the removed cards if it's a fun and balanced card in its own right? I guess it's up to the judge?

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 18, 2019, 10:59:06 am »
Carve - $4

Trash this or a card from your hand. Gain a card costing exactly $1 more than it.

--

When you trash this, +1 Action.

----------

"It's better than Feast!" - not quite, shut up. "It's worse than Remake!" - not quite either, and don't we want most cards in between those two?
Would be clearer if it said "than the trashed card" as currently it is not quite clear what "it" refers to. It's also unclear what happens if you throne this, trash it the first time and on the second play choose to trash it again.

You can't choose to trash this a second time if you throne it, similar to how it works with Raze.

Sure you can. You then look through 0 cards, choose one to put in your hand, and fail to do that.

In the case of Carve, you would trash nothing and then gain nothing.

I've definitely lost games in my dominion career because I didn't think that's how that worked.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 18, 2019, 10:04:55 am »
Carve - $4

Trash this or a card from your hand. Gain a card costing exactly $1 more than it.

--

When you trash this, +1 Action.

----------

"It's better than Feast!" - not quite, shut up. "It's worse than Remake!" - not quite either, and don't we want most cards in between those two?
Would be clearer if it said "than the trashed card" as currently it is not quite clear what "it" refers to. It's also unclear what happens if you throne this, trash it the first time and on the second play choose to trash it again.

You can't choose to trash this a second time if you throne it, similar to how it works with Raze.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 16, 2019, 01:45:02 pm »
while a +1 card, +1 action card is usually priced at $0
There is no cantrip which costs less than $2.

Yes there is no cantrip card costing less than $2. I based my assessment on Rinkwork's guide on fan cards here: http://forum.dominionstrategy.com/index.php?topic=699.0
  • +1 Card
As implied earlier, the value of +1 Card can only be assessed if you know if the card is terminal or non-terminal. With at least +1 Action, each additional +Card is ridiculously powerful. +1 Card, +1 Action is probably balanced at $0,

the +1 buy allows multiple copies of Instigators to be picked up and adds to the utility of the card once they're all gone from the supply.
I think that Market Square without the Reaction would be too good at $2.
You probably cannot fix this via making your card more expensive though as it would probably be too weak at $3; the ability seems less useful and more situational than that of Market Square. But I might overestimate the matching problem and underestimate the Mountebank-style attack.

I would put Market Square without the reaction as equivalent to Hamlet at $2. Yes, for Hamlet you need to discard a card to get the + Buy, but you can also discard a card to get the + Action, which can be valuable and something Market Square cannot do.

Non-reaction Market Square at $2 might be okay power level wise but it has the other issue that its pile is way too easy to empty. It would probably be okay as the top of a split pile or something put a pile of 10 is so easy to empty. Also people buy non-reaction Market square for $3 all the time anyway when there's no trashing on the board, it's still low opportunity cost +Buy.

I'm pretty sure instigators has this issue too though, especially given that it specifically wants you to gain multiple copies of it and it drains the Curse pile too so you're getting really close to 2 piles already there. Unlike Market Square it doesn't need any outside assistance from other cards to get its extra effect so I'm pretty sure $3 would be the appropriate cost, although if I were the judge I wouldn't really mark it down for the cost if I liked the idea of it.

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 13, 2019, 05:10:44 pm »
A sequence of one-shot cards: effectively Traveller for Treasures, but in reverse order.

Diamond (Treasure-Jewel)
$4
---
When you discard this from play, exchange it for a Ruby.

Ruby (Treasure-Jewel)
$3
---
When you discard this from play, exchange it for a Pearl.
(This is not in the Supply)

Pearl (Treasure-Jewel) [$2*]
$2
---
When you discard this from play, exchange it for an Emerald.
(This is not in the Supply)

Emerald (Treasure-Jewel)
$1
+1 Buy
---
When you discard this from play, exchange it for a card costing up to $2.
(This is not in the Supply)
Considering that these are Treasures, I think you would be safe to just exchange them on play.

This changes the interaction behavior with Bank, Mint, Mandarin, Herbalist, Monastery and other cards.

I think my original wording makes the card(s) slightly more interesting.

The issue is that unlike the official Travellers these are mandatory to exchange, which could lead to a lot of accidental "cheating" when people inevitably forget to exchange after they've done their buying. I think these should follow the lead of Vampire and Bats and exchange on play. Generally you should go for the best/easiest gameplay over worrying about how things interact with a handful of other cards, you get other interactions like Storyteller or Venture opened up if you exchange on play anyway.

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 12, 2019, 01:15:33 pm »


This might be a little over the top but the idea is there.

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