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Messages - Fragasnap

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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: Today at 08:12:37 am »

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Friar
Types: Action
Cost: $2
Trash a card from your hand. If it costs at least $3, gain a Duchy and an Estate. Otherwise, gain 2 Estates.
Heirloom: Pasture

Shepherd makes the Estate split matter with its Pasture buffing the VP of Estates while simultaneously providing a strong source of sifting and draw, but it doesn't offer a way to acquire said Estates.
Friar similarly gives Pasture, making the Estates possibly important, but provides no way to deal with the bloat of Estates, instead offering a way to gain them. This speed of gaining Estates might make gaining Friars too late a problem, but you can still get Duchies, at least.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 17, 2019, 07:26:43 pm »
Racketeer
Types: Action, Attack
Cost: $5
Gain a card costing up to $4. For the rest of the turn, when you gain a card, each other player gains a Curse.
This one is powerful and clever.  It can multi-Curse either by layering it with other card gainers or simply building a deck that buys many cards.  I'm not totally sure I'd count it as a "conditional junker," if only because buying a card is something you normally do, but I guess it technically counts.

...
Possibly interesting conceptually, though I think adding only Arson for all the Damage cards is not worth the complexity--especially along side it also being a Looter: I'd want additional cards that use Damage cards. Maybe give Arson a type similar to Looter?

The Damage cards are not in the supply, so there does not need to be a special type like Looter to interact with them. Think of them as like the Spirit cards; there's no reason there couldn't be other cards that also gain Damages, but at the same time, there's no reason to submit an additional card to this contest (and that might break the rules anyway).

Also, your rendition of Arson's text is missing the "otherwise" at the end. You only gain a Damage if the trashed card costs between $2 and $6.
My apologies.  I don't like the wording of Arson and considered a recommendation otherwise, and then botched the wording when I tried to put it back.  It is fixed in my post for reference's sake.  The current wording is awkward because of the organization of clauses.  It would be more clear if it was built as a list.
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Arson
Types: Action, Attack, Looter
Cost: $4
+$2. Each other player reveals the top card of their deck and if it costs... From $2 to $6: Trashes it and gains a Damage from its pile. $1 or less: Trashes it and gains a Ruins.
I understand that it doesn't need another type because Damage cards are not part of the Supply, but I stand by putting both Damage and Ruins onto one card being a complexity overload.  It might not even be a good idea to have a junk pile that could theoretically run out and not push the game towards completion.  The Spirits are all things that you typically want to have in your deck, remember, so them piling is not necessarily such a drag to the pace of the game.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 17, 2019, 05:17:01 pm »
I think this card would probably be better overall if you made the card more likely to have a better effect for the person playing it (if you don't want card drawing, you could do card sifting.), and perhaps strengthen it to make it cost 5 -- right now it's not convincing that the central mechanics of this card (gaining curses to hand and the tome) belong to a cheap curser.
I believe I disagree with this general design philosophy you are displaying (and throughout your judging post). It seems to me you are looking at cards that have problems baked into them and considering them poorly designed for that reason: I think cards that have inherent problems are the best designed cards because you have to look elsewhere in the Kingdom to solve them.
The least interesting cards in Dominion right now I believe primarily derive from trying to take an interesting idea (Masquerade's pass a card, Ambassador's give a card to other players, Possession's control another player's turn, Cultist's play-each-other thing, Rebuild's step-up Victory cards) and tacking so many effects onto them to make them work that they end up monopolizing the board in a boring fashion. The best cards are cards that result in big problems a priori of the Kingdom (Chapel's deck destruction at the cost of pacing, Highway's cost-reduction without the buys to help it, Library's powerful draw without the way to productively reduce hand-size, Remodel's powerful trashing that needs good targets, etc.). Two of the cards I chose as best in my judgment were Bookstore and Consul, each of which have big strategy problems without considering the Kingdom.
It is certainly possible for the problems to be too big to overcome reasonably (Contraband is an excellent example), but I do not agree that Chronicler's problem is too big. Cursers tend to need bigger problems because junking is so inherently powerful. That is fine if you don't agree, of course.

Hypocrite
Types: Action, Attack
Cost: $4
+$2. Choose one: Discard down to 3 cards in hand; or gain Coppers to your hand until you have 5 cards in hand. Each other player does the same choice as you.
I'm having a hard time envisioning literally ever wanting to trigger this. I could manage it by using two Hypocrites, which could put 2 Coppers into other players' decks, but that would often put 3 Coppers into my deck unless I go even further to discard down and then draw back up before hitting with the Copper-junking. I suppose it's trying to deal with the generally problematic nature of Copper-junking, but being so niche as to be useless in 90% of Kingdoms is no good.

Shyster
Types: Action, Attack
Cost: $5
+$2. Reveal a card from your hand. For each copy they have in their hand, each other player gains 1 debt and a Copper.
This has a pretty awful positive feedback loop. If you're hit with a few Shysters (which often occur at once as a player later in turn order), it will typically reveal Coppers to flood Coppers. Quickly, players will be stuck with 4 or 5 Coppers per turn producing debt that completely cancel them out. The Coppers also pile really fast with this in 4-player. Copper junking needs to be approached a little more carefully than this.

Bellwether
Types: Action, Attack
Cost: $5
+1 Buy. Reveal your hand. The player to your right picks a card from it. +$1 per $1 it costs up to $5. Each other player gains a copy of that card.
I think this may as well read as "+1 Buy. Each other player gains a Copper" in your average game. That's a pretty weak $5 card.

Consulate
Type: Action, Attack
Cost: $4
+$1. Gain a card costing less than this to your hand. Each other player discards the top card of their deck and gains a copy of the card you have gained to the top of their deck.
I imagine Silver-flooding with this will typically be fairly good considering how much better it is for the player to get a Silver in hand than the other players to get a stop card on top of their deck. This might also have piling issues in multiplayer if that gut-reaction proves false (because it junks out the Curse pile then the Estate pile pretty fast).

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Arson
Types: Action, Attack, Looter
Cost: $4
+$2. Each other player reveals the top card of their deck. If it costs $6 or less, they trash it, and gain a Ruins if it costs $1 or less and a Damage from one of the Damage piles otherwise.
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Damaged Laboratory
Types: Action, Damage
Cost: $1
If the number of cards you have in play is odd, +2 Cards. Otherwise, +1 Card, +1 Action.
(This is not in the Supply.)
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Damaged Village
Types: Action, Damage
Cost: $1
+2 Actions.
(This is not in the Supply.)
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Damaged Workshop
Types: Action, Damage
Cost: $1
Choose one: +1 Action and +1 Buy; or gain a card costing up to $3 from the Supply or one of the Damage piles.
(This is not in the Supply.)
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Tarnished Silver
Types: Treasure, Damage
Cost: $1
Worth $2 if you have at least 3 Action cards in play, $1 otherwise.
(This is not in the Supply.)
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Damaged Estate
Types: Victory, Damage
Cost: $1
Worth 1VP if you have 3 or more Estates.
(This is not in the Supply.)
Possibly interesting conceptually, though I think adding only Arson for all the Damage cards is not worth the complexity--especially along side it also being a Looter: I'd want additional cards that use Damage cards. Maybe give Arson a type similar to Looter?

Tarnished Cards: The Tarnished Cards replace the Curse cards in a game using a card with the subtype "Tarnisher" (or any time you want to replace the curses). There are 5 different Tarnished cards, and there are 10 of each. They are set up exactly like the Ruins pile.
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Tarnished Blade
Types: Action, Curse
Cost: $0
+1 Action. Trash a card costing at least $3 from your hand to trash this card.
When you trash this, if it was not in play, put it into your hand.
-1VP
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Tarnished Armor
Types: Action, Curse
Cost: $0
+1 Action. Discard 2 cards to trash this card.
When you trash this, if it was not in play, put it into your hand.
-1VP
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Tarnished Fortune
Types: Action, Curse
Cost: $0
Reveal cards from the top of your deck until you reveal a Victory or Curse card. Put that card on top of your deck and discard the rest to trash this card.
When you trash this, if it was not in play, put it into your hand.
-1VP
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Tarnished Gift
Types: Action, Curse
Cost: $0
+1 Action. Gain a Copper to the top of your deck to trash this card.
When you trash this, if it was not in play, put it into your hand.
-1VP
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Tarnished Maps
Types: Action, Curse
Cost: $0
+1 Action. The player to your left looks at the top 3 cards of your deck, discards any number of them, and puts the rest back in any order. If they do, trash this card.
When you trash this, if it was not in play, put it into your hand.
-1VP
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Corrosion
Types: Action, Attack, Tarnisher
Cost: $5
+2 Coffers. Set this card aside.
When another copy of Corrosion comes into play, discard this, and each other player gains a Curse.
Is Tarnished Fortune supposed to be an Action or a Treasure?
I'm still not a fan of the Tarnished cards. It takes Curses that are normally a big deal and makes them an even bigger deal because you can't trash them normally. It is also wildly swingy in a way that Ruins are not. Tarnished Blade is particularly difficult to trash in comparison to others.

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Red Tide
Types: Event
Cost: $5
Gain a card costing up to $4 onto your deck. Put a Barnacle from its pile onto an Action supply pile of your choice.
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Barnacle
Types: Action
Cost: $1
Place this on top of an Action supply pile of your choice.
When you gain this, +1 Buy
This seems like a more resource intensive and frustrating version of Tax.

Gremlin
Types: Action, Attack, Doom
Cost: $5
You may trash this, to move the Jinxed token to an Action supply pile. If you didn't, +2 cards, and each other player gains a card from the Jinxed pile.
Setup: Add an Kingdom Action pile costing up to $2 to the supply and put the Jinxed token on it. When a player plays a card from the Jinxed pile, they first receive the next Hex.
Regardless of game speed, because Gremlin can move the Jinxed token, not only is no Action safe (encouraging playing boring and swingy money-centric strategies), but multiplayer games are doomed to a wildly "quick" (Hex resolution aside) finish as the game will be so easy to pile out.

Totem
Types: Treasure, Reserve
Cost: $5
$3. When you play this, gain a Curse and put this on your Tavern mat.
When you would gain a Curse during your turn, you may call this. If you do, each other player gains a Curse instead.
I disagree with anordinaryman on this. Totem having the problem "how do I gain a Curse" is an interesting consideration. This Totem is an unblockable Curser that requires you to gain a Curse first (after which you will continue to alternate the two Totems on your Tavern mat).

Stockpile
Types: Treasure
Cost: $4
When you play this, choose one: Remove a Coin token from your Stockpile mat for +$3; or gain a Curse to put 2 Coin tokens on your Stockpile mat.
When yo ubuy this, put 2 Coin tokens on your Stockpile mat.
A marked improvement over the version that also self-junked you with Restock cards. Getting 2 +$3 for a Curse is probably not enough though, I'd go with 3 Coin tokens for gaining a Curse (but still 2 for buying a Stockpile). I'm mostly worried about play patterns that could possibly trick players into buying Stockpiles to refill Stockpiles.

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Plague Doctor
Types: Action, Attack
Cost: $5
Gain a Silver to your hand. Each other player reveals their hand and gains a Plague.
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Plague
Types: Reaction
Cost: $0
When something causes you to revela this (using the word "reveal"), gain a Plague.
Jester ranks among my least favorite cards, as its strength is fundamentally based upon its first play: If it hits a Victory card, you not only gain a Curse, but you now have a Curse which makes it easier to gain more. Plague Doctor\Plague has this problem but even worse.

Diplomatic Gift
Types: Action, Attack, Duration
Cost: $4
Each other player gains a Silver. Now and at the start of your next turn: You may trash a Treasure card from your hand for +$1 per $1 it costs.
While this is in play, Silver only produces $1.
This is a trasher\junker and thus will have a similar centralizing effect to Ambassador. Even more, possibly, considering the Silvers in your deck are so bad except as Diplomatic Gift fodder, meaning the best response to Diplomatic Gift is more Diplomatic Gift. The concept is also somewhat troubling in that the in-play effect hits yourself twice, but that likely won't matter because it will be ideal to have Diplomatic Gift in play 100% of the time (across players, that will probably occur regardless).

Cockroach
Types: Action
Cost: $1
+1 Action. If the Cockroach pile is empty, each other player gains a Curse. Otherwise, gain a Cockroach.
Setup: Each player gains a Cockroach.
In most circumstances, this will be a junk card you just have to have in your deck. Any other effect would be an attempt to out-race the other players in a Cockroach\Estate\Curse three-pile, which I can't imagine ever being fun.

Charlatan
Types: Action, Attack
Cost: $4
+$2. Each other player with 4 or more cards in hand trashes a card from their hand and gains a card with the same cost that you choose.
Even allowing for its reduced efficacy around Estates and Provinces, I believe that the hand reduction this implies will make the Attack strong enough to cost $5. It also would be given slightly more time and thus be mildly less swingy at such a cost.

Lancers
Types: Action, Attack, Looter
Cost: $4
+1 Action. You may turn your Journey token over. Then if it's face down, +2 Cards. If it's face up, +1 Card. Each other player with a face down Journey token gains a Ruins.
This might be plenty good between its junking and draw if the Journey token flipping was mandatory. As is, if your deck is even mildly stabilized, this is a $4 Laboratory+, except the last which becomes a cantrip. I currently find the trigger for the junking to be somewhat troubling, as an unlucky turn may imply gaining the Ruins pile. Flipping other players' tokens in some way might be worth considering.

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 13, 2019, 09:37:21 am »
This is a card from my Dominion: Greed fan set (which heavily features "In games using this" effects) that I have yet to re-submit. Special thanks to ThetaSigma12 for re-theming this card.
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Brazen Bull
Types: Treasure, Attack
Cost: $5
$2. When you play this, each other player may reveal 3 cards from their hand that are Actions or Curses. If they don't, they gain a Curse.
In games using this, Curses are worth -1VP per Treasure costing at least $5 in your deck instead.
Other players can reveal any combination of cards that are Actions or Curses (such as 2 Actions and 1 Curse): They donít have to all be of one type or the other.  The revealed cards stay in the playerís hand.  Remember that Brazen Bull is not an Action itself, so it cannot be revealed when another player plays a Brazen Bull.
In games with Brazen Bull in the Supply, Curses are not worth -1VP and instead are worth -1VP for each Treasure costing $5 or more in your deck (such as Brazen Bulls or Golds).  A deck with no Treasures costing $5 or more in it will have Curses that are worth 0VP.

Brazen Bull is a powerful Curser, but owning them both makes Curses worse for you and makes you more likely to be affected by Brazen Bulls.  Buy Brazen Bulls if you think you can bury other players (and they might return the favor), or try to out-build it by trashing your starting Coppers\Estates and adding Actions to your deck quickly.

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 11, 2019, 10:01:05 am »
Would you want me to apply the same effort feedback to that new card and tell you my thoughts on it?
Only if you want to.

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 11, 2019, 07:20:30 am »

I probably agree with most of what you said. So much so that I withdrew this entry and replaced it with Chronicler (a fact I posted here and edited my original post), which you didn't look at.

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Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 10, 2019, 04:30:34 pm »
Coven
Types: Event
Cost: $6
Move your Cursing token to a non-Attack Action Supply pile. (Once per turn, when you play a card from that pile, that card is also an Attack and each other player first gains a Curse.)
I wanted to say that this Attack transformation has the most potential, but I think the "non-Attack" portion will not change the card. The Adventures-tokens usually get tossed onto whatever spam-friendly card you happen to need a bunch of in your deck, which not many Attack type cards are Adventures-token targets. A more meaningful change would definitely be to make it only apply to Attack cards or to implement some type of Seaway limitation so you can only put it on expensive cards.

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Crusade
Types: Action, Attack
Cost: $4
+1 Buy, +1 Coffers. Each other player gains a Curse.
When you buy this, take the Holy Land.
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Holy Land
Types: Artifact
When you gain a Curse, you may trash it. If you did, gain a Copper.
I think I agree with naitchman that a $4-Curser needs some kind of notable drawback to it to make it harder to justify using. The +Buy Crusade grants is itself a fairly rare resource, let alone the money-smoothing potential of +Coffers. I suppose the on-play power of Crusade is largely attempting to counterbalance the raw strength of Holy Land, which likely puts the first player to buy Crusade in a very bad position; but that echoes Flag Bearer to such an extent that it kills a lot of the interest of the card.

Annexation
Types: Action
Cost: $2+
+1 Card, +1 Action. Each other player may discard a Victory or Curse card to draw a card.
When you buy this, you may overpay for it. For each $2 you overpaid, +1VP and each other player gains a Curse.
Guilds doesn't have VP tokens. Even if it did, this probably shouldn't have them. As long as Curses remain, Annexation with VP tokens is significantly better than Province at $8 (functionally 6VP in the form of 3VP that don't get in my way and -3VP in ~3 stop cards for the other players), let alone if you get $10+ to buy it. This would absolutely be strong enough without the VP tokens.

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 08, 2019, 08:48:05 pm »
Island Warrior
Types: Action, Attack
Cost: $4
Gain a Gold to your Native Village mat; or put all cards from your mat into your hand. Each other player gains a Curse to their Native Village mat.
I think this will have huge turn order issues around the fact that Gold flooding is inconsistent and thus not particularly great. Assuming this is relevant, after 5-plays apiece to empty the Curse pile in a 2-player game, players will have $15 waiting on their Native Village mat. If +Buys are available, Player-1 will get to cash in +$15 (or +$12, if that's all that is needed) first, quite possibly to end the game and never have to deal with the Curses anyway.

Landlord
Types: Action, Attack
Cost: $3+
+$2. Each other player with Coffers puts one of their Coffers tokens onto the Landlord pile. If they didn't, they gain a Curse and +1 Coffers.
When you buy this, you may overpay. For each $1 you overpay, +1 Coffers from the Landlord pile.
Landlord generates Coffers, but for others--and it does so particularly to take them from players to fuel its overpay. It's a fair number of hoops to jump through to be able to justify overpay for Coffers, but it looks like it could work. I mostly wonder if the cost of $3 is too low--especially in multiplayer games where the overpay-Coffers can pile up more easily.

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Vengeful Witch
Types: Action, Attack
Cost: $5
+$2. Each other player gains a Curse from the supply or trash (your choice. If any player gained a Curse from the trash this way, trash this card and gain a Dead Witch from the Dead Witch pile.
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Dead Witch
Types: Action
Cost: $4
+1 Card, +1 Action. You may trash a card from your hand. (This is not in the supply)
Most Cursing cards run out of steam and become super weak cards, but Vengeful Witch has an ability to throw itself away once the Curse pile is otherwise empty. The Dead Witch thing likely makes Vengeful Witch no less mandatory in Kingdoms with trashing, though. The real question is if throwing Vengeful Witch away early will ever be worth the trouble.
I might consider making gaining Dead Witch an on-trash effect, for fun.

Warlock
Types: Action, Attack
Cost: $5
Trash up to 2 differently named cards from your hand. Each other player gains a Curse. If you trashed any Action cards, each other player discards down to 3 cards in hand and gains a Curse from the trash.
I do believe trashing Cursers will inevitably be overpowered. I am personally fine with that. I think finding the Actions to trash with this will be fun enough.

I've decided to update my card wholesale into a Renaissance themed Curser with an Artifact. I'd appreciate feedback, if you have any.

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Chronicler
Types: Action, Attack
Cost: $4
+1 Action. Each player (including you) may reveal a Curse from their hand for +1 Villager and to take the Tome. Each other player gains a Curse, putting it into their hand.
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Tome
Types: Artifact
At the start of your Buy phase, you may discard a Curse for +1 Coffers.
Chronicler is a Renaissance-themed Curser using Villagers, Coffers, and an Artifact. Everyone can get Villagers by revealing a Curse. The last player in turn order to reveal a Curse gets the Tome (because turn order applies. If everyone reveals a Curse, each player, starting with the current turn's player, takes the Tome). Then everyone else gets a Curse straight to their hand.
If someone can think of a better wording to make turn-order clearer for taking the Tome, let me know.

It can act as a splitter if you have Curses in your deck. The Tome lets you use 1 Curse for a Coffers each turn, but you can only get it by having a Curse when other players don't. The fact that Chronicler is non-terminal is neat, but will act against you if you actually double-Curse by giving the player to your right the Tome (until the Curse pile is emptied, anyway).
The Curse going to hand is also neat because players third or later in turn order are very likely to reveal a Curse to a turn 3 or 4 Chronicler, counterbalancing the typical first-player advantage in a way. You might not get to keep the Tome, though. Tome could just circle forever without ever triggering.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 06, 2019, 06:13:09 am »
Also, for a minute I thought your post was the judging.
Sorry for that. I'm trying to comment on everyone's cards because I was feeling a little frustrated by a lack of input some weeks and for some cards. Best way to solve that problem is to create the input myself. I like commenting anyway.

Raven
Types: Action, Reserve
Cost: $4
+1 Card, +1 Action. Choose one: Discard a card for +$1; or put this on your Tavern mat.
When you gain a Province, you may discard this from your Tavern mat. If you do, each other player gains a Curse.
This looks like a fine fit for Adventures, even if it loses the animal-that-gains-more-animals theme. I think a cost of $5 would make this very bad. You already need to get 1 stop card in order to give other players 1+ stop cards. A $5 card would have a much harder time getting to that 3+ Cursing range that I think makes Raven exciting (when acquiring it is difficult).

Undead Witch
Types: Action, Attack
Cost: $5
Trash up to 2 cards from your hand. Each other player gains a Curse from the Supply or trash (your choice).
Frankly, I'm not sure why you're so fixated on ensuring Curses end up in the trash. Players typically want to put them there anyway, and the junking+engine cards that exist are typically so game-dominant as it is (Ambassador trashes+junks, Torturer draws+junks). Kingdoms with no trashing would make Undead Witch a normal curser, so you might want to put some Spoils, an on-trash, or some other trash-caring effect on it to make it more Dark-agesy.

There are some problems with it. What happens if you reveal this when a Fortress is trashed? Does it go to the Supply or to your hand? What happens with Noble Brigand? It says that you gain the trashed treasures. Do you gain them, or do they return to the Supply?
Fortress goes where the current turn's player chooses because there are two effects triggering simultaneously (consider resolving Duration cards at the "start of your next turn"). Noble Brigand looks in the trash for the Treasure, but has lost track because Warlock has already moved it.
Warlock
Types: Action, Attack
Cost: $5
Trash up to 2 cards from your hand. If you trashed any Action cards, each other player gains a Curse from the trash.
Either way, each other player gains a Curse.
As a matter of semantic follow-through, I'd recommend writing it as I've restructured above: List everything the player does, and then everything the other players do (unless that order matters).
This new Warlock is clever in a bunch of ways. It gives more reason to throw away your Necropolis in Dark Ages games. It will be dominant on most boards due to the importance both of fast-trashing and Cursing. The small inherent buff to situational cards given by these cards that can trash Actions for a benefit is always appreciated. The Curse-from-trash is likely to be seldom with this version, though. Maybe consider putting an on-trash effect on Warlock.

Totem
Types: Treasure, Reserve
Cost: $5
$2. When you play this, put it on your Tavern mat.
When you would gain a Curse, you may call this. If you do, each player whose turn it isn't gains a Curse instead.
Being third or fourth player in Totem games sounds frustrating because one player's Curse-gain results in you getting all the Curses because you're one turn behind and haven't gotten to put your Totems onto your mat yet. It's cute otherwise. The exchange of a +Buy for the Cursing effect is neat.

Parade
Types: Project
Cost: $4
When you gain a Victory card, each other player gains a Curse.
The theme is bad here. A Parade should do something for me like Procession. Dominion's not about theme though, so I'll set that aside.
I don't suspect that this will do much to games overall except push games with $4 Victory cards towards rush games. Otherwise this always creates a 1-for-1 stop card effect which awkwardly runs out of steam in multiplayer games.

Mountain Witch
Types: Action, Attack
Cost: $5
If the Curse pile isn't empty, choose one: +2 Cards; +2 Actions; +2 Buys; or +$2. Each other player gains a Curse.
Providing +Actions and +Buys on a powerful Attack is often a bad idea, but the fact that this can only provide those benefits while the temporary Attack persists is an interesting concept. The card becoming totally dead might be overly frustrating when Cursing games can normally be frustrating. I'd have to play with it some.

Sorcerer
Types: Action, Reserve, Attack
Cost: $5
+1 Action, +1 Buy, +$1. Each other player puts their -1 Card token on top of their deck. Put this on your Tavern mat.
At the start of your turn, if you haven't called any other Sorcerers this turn, you may call this, and each other player gains a Curse.
A Cursing anti-cantrip. It probably feels bad that you can't block the Curse with Attack-protectors when this card is an Attack otherwise (and getting around that would be clumsy). I am always leery of a card providing +Buys with an important Attack. You'll buy it for the +Buy and end up with Curses by accident.

...
I'm not really sure what your proposal is. Do you mean give each other player a curse and a coffer? That woud definitely be less swingy, and needs to cost $4-$5 (it would also be the only $4 unconditional curser that also gives a benefit if you priced it at $4). You could also allow for naming a card but not give coffers out; either the player gets the curse or doesn't (like a bane card), though I guess that loses the guilds theme even more.
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Sorceress (Guilds v2)
Types: Action, Attack
Cost: $4
+1 Coffers. Each other player gains a Curse, putting it into their hand. Reveal the top card of your deck. Discard it or put it back. Either way, each other player may reveal a copy of it from their hand for +1 Coffers.
You get +Coffers and everyone else gets a Curse to hand, but they also get a chance to get the same Coffers by having a card you reveal (revealing the top card of your deck being an approximation of "naming a card," but ensures that the benefit is a little less swingy because you will likely reveal Coppers early and Curses later (without trashing)) (also, fun-fun, draw your deck and no one gets anything because you have no card to reveal).
Maybe +Coffers out-of-turn is a lost concept for accelerating 4-player games too much. Perhaps trading up to Renaissance for the less-volatile Villagers and dropping the "name a card" thing would be better
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Sorceress (Renaissance)
Types: Action, Attack
Cost: $4
+1 Action. Each player (including you) may reveal a Curse from their hand for +1 Villager. Each other player gains a Curse, putting it into their hand.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 04, 2019, 11:28:30 am »
Coven
Types: Event
Cost: $6
Move your Cursing token to an Action Supply pile with no other Cursing token on it. (When any player plays a card from that pile, they first gain a Curse.)
The immediate and obvious problem of Coven is how often it will push big-money strategies to the forefront, because one can always avoid Coven completely by having no Action cards. You could possibly have it move the Cursing token to a Supply pile costing at least $2 (to exclude Coppers).

Heretic
Types: Action, Attack, Victory
Cost: $5
While this card is in play, Curses gain the type "Treasure" and have the ability +$2. Choose one or both: Gain a Curse to your hand; or each other player gains a Curse.
At the end of the game, if you have the most Curses, 2VP
If I play multiple Heretics, is it intended that Curses will continue to stack types (even if it is more Treasure types)? Do you intend the Curse to only ever produce $2, even if you play multiple Heretics? I'm not even sure how it would work. Are ties friendly (as in, multiple players each with the most Curses each get 2VP from their Heretics)? I'd assume so since Keep is friendly, but it has a clause for that.
I'm not sure I would like this very much due to the way the VP will play out so differently in multiplayer games. If giving Curses out is ideal then they split normally, but if its ability is ever relevant (though I'm not sure if it will ever be good enough to take Curses yourself), then the Curse split turns weird.

Potemkin Village
Types: Action, Attack, Victory
Cost: $4
+1 Card. Discard 1 card. If itís a Victory card: +1 Card and each other player gains a Curse, otherwise: +2 Actions.
1VP
When you gain this, gain an Estate.
Atop anything else, the two dividing lines make this card look very ugly and read strangely. It will probably be fine. I might worry that if a player begins to fall behind in Cursing they will be put even further behind by the Curses which do not cause Potemkin Village to give out Curses.

Raven
Types: Action, Reserve
Cost: $4
+1 Card, +1 Action. you may gain a Raven. If you didn't, put this on your Tavern mat.
When you gain a Province, you may discard this from your Tavern mat. If you do, each other player gains a Curse.
I'm not a big fan of the "cantrip that auto-piles itself." I think Port and Magpie are already pretty bad and they don't even pile themselves as quickly as Raven will. This will split strangely in multiplayer games versus 2-player games. In 2-player games it would not be all too strange to give a player 4 or even 5 Curses with your first Province. In 3-player games you will be the lucky one to give 4 Curses. I think losing the Raven split would be an immediate death sentence in most 2-player games: Receiving 6+ Curses in response to another player gaining 1 Province will probably prevent you from doing anything else the rest of the game.

Undead Witch
Types: Action, Attack
Cost: $5
Choose one: Each other player gains a Curse; or each other player gains a Curse from the trash; or trash up to 2 Curses from your hand.
In multiplayer games, I worry that the Cursing from the trash will give an uneven number of Curses when it doesn't want to. I'd just have Undead Witch's on-play put all the Curses in the trash back into the Supply and then dole them out normally. Regardless, this looks pretty weak at a cost of $5 without any benefit attached to it except for the unending Cursing. I might want some small value attached to it. Even +$1.

Warlock
Types: Action, Attack, Reaction
Cost: $5
Trash 2 cards from your hand. Each other player gains a Curse.
When a player trashes a card, you may reveal this from your hand to return the trashed card to the Supply. Then you may discard this, to gain a copy of the trashed card to your hand.
The wording of the Reaction is confusing, so I hope you don't mind that I expanded it above. I think the ability to duplicate Provinces for yourself with multiple Warlocks is something to be wary of.

Living Statue
Types: Treasure, Attack
Cost: $4
$1, +1 Villager. When you play this, if you have 3 or more Villagers, each other player gains a Curse.
This one is pretty clever. Around other Villager producing cards you could get the Curses coming out faster (especially the inter-set combo with Sculptor). Most of the existing cards make Villagers difficult to access though, so I would worry that Living Statue is too strong as a splitter compared to other Villager-producing cards, and then suddenly there are a bunch of Curses in the game.

Rent Seeker
Types: Action, Attack
Cost: $3
+1 Card, +1 Coffers. If you have at least 3 Coffers tokens, each other player gains a Curse. If they did, they get +1 Coffers
You need an image to apply for the contest.
Either way, a terminal +1 Card is super awkward. I wouldn't recommend it.

Quote
Child
Types: Action, Traveller
Cost: $2
Trash a card from your hand.
When you discard this from play, you may exchange it for a Trainee.
Quote
Trainee
Types: Action, Traveller
Cost: $3*
Gain a non-Traveller card costing up to $3. You may put it on top of your deck.
When you discard this from play, you may exchange it for a Sorcererís Apprentice.
(This is not in the Supply)
Quote
Sorcererís Apprentice
Types: Action, Traveller
Cost: $4*
Put a non-Reserve card from your hand onto your Tavern mat. If it is a... ...Action card, gain a card costing up to $5. ...Treasure card, +$2, +1 Buy. ...Victory or Curse card, +1 Card, +1 Action
When you discard this from play, you may exchange it for a Sorcerer.
(This is not in the Supply)
Quote
Sorcerer
Types: Action, Traveller
Cost: $5*
Each other player puts their -1 Card token on top of their deck. Reveal the top 4 cards of your deck. You may trash one. Put the revealed Treasures into your hand, put the revealed Actions back in any order, and discard the rest.
When you discard this from play, you may exchange it for a Master.
(This is not in the Supply)
Quote
Master
Types: Action
Cost: $6*
+$1
You may put your +1 Card, +1 Action, +$1, or +1 Buy token on the Master pile. (When you play a Master, you first get that bonus). Each other player gains 2 Curses. For each Curse they didnít gain, they gain a Copper instead.
(This is not in the Supply)
I think raw "trash a card" is also too good on the first level of a Traveller: It speeds up your deck and makes it easier to continue the Traveller line. If you want Master, I see little reason you wouldn't open with 4 (or more) Child cards considering it gives so much tempo towards what your deck is trying to do.
Also Sorcerer's Apprentice's ability to tuck Victory cards away forever is trying to slip under the radar here. That effect is pretty ridiculous. I think it should not be able to put Victory cards away, let alone giving a benefit for doing so.
Why doesn't [Sorcerer's Apprentice] just trash the card? Is it just so that it can interact with the Tavern Mat? There's no way to get it back right? The only way I can see this being different from trashing is with Miser.
A Victory or Curse card on your Tavern mat is still a part of your deck and will influence your score. Actions and Treasures typically won't matter, but the wording would become more complex if you treated them differently. Maybe the semantic complexity (players wondering what cards sitting on their Tavern mat are doing) would be worth alleviating with word complexity.

Greedy Witch
Types: Action, Attack
Cost: $2+
+$2. Use a coin token so that each other player gains a Curse.
When you buy this, you may overpay for it. For each $1 you overpaid, take a Coin token.
You need an image to apply for the contest.
Overpaying for Coffers is an issue fraught with huge problems. You can functionally set aside coins to buy Provinces very, very fast. I'd steer clear of the concept of overpaying for Coffers.

Sorceress
Types: Action, Attack
Cost: $3
+$1. Name a card. Each player (including you) may reveal a copy of the named card from their hand. Each player who does gets +1 Coffers. Each player who doesn't gains a Curse, putting it into their hand.
This seems a bit swingy. If I name a card and my opponent doesn't have it (something that will be reliant on luck) he gets a curse (which is -1 point and clogs his deck); if he does have it, not only does he not get a curse, but he gets a coffer. Considering that people consider Hexes swingy because some effects (all of which are pretty much negative) are not as powerful as others at certain times, a positive/negative effect would qualify as swingy too.
I think this is a fair characterization, but is somewhat sidestepping the inherently swingy nature of Curse-centered games. If you have Curses, you have more stop cards, which means the random order of your deck becomes more important.
The original version had no "name a card", always triggering off of Curses (which makes it less Guildsy) and the Cursing was unconditional. Do you suppose making the Cursing unconditional to other players (and therefore increasing the cost to $4) be a major improvement? To do that, I'd probably need to change the "name a card" thing to ensure that it still involves opportunity for other players to get Coffers, but that can be approximated.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 03, 2019, 05:20:16 pm »

Quote
Chronicler
Types: Action, Attack
Cost: $4
+1 Action. Each player (including you) may reveal a Curse from their hand for +1 Villager and to take the Tome. Each other player gains a Curse, putting it into their hand.
Quote
Tome
Types: Artifact
At the start of your Buy phase, you may discard a Curse for +1 Coffers.
Chronicler is a Renaissance-themed Curser using Villagers, Coffers, and an Artifact. Everyone can get Villagers by revealing a Curse. The last player in turn order to reveal a Curse gets the Tome (because turn order applies. If everyone reveals a Curse, each player, starting with the current turn's player, takes the Tome). Then everyone else gets a Curse straight to their hand.
If someone can think of a better wording to make turn-order clearer for taking the Tome, let me know.

It can act as a splitter if you have Curses in your deck. The Tome lets you use 1 Curse for a Coffers each turn, but you can only get it by having a Curse when other players don't. The fact that Chronicler is non-terminal is neat, but will act against you if you actually double-Curse by giving the player to your right the Tome (until the Curse pile is emptied, anyway).
The Curse going to hand is also neat because players third or later in turn order are very likely to reveal a Curse to a turn 3 or 4 Chronicler, counterbalancing the typical first-player advantage in a way. You might not get to keep the Tome, though. Tome could just circle forever without ever triggering.

EDIT: Shift from a Guilds theme to a Renaissance theme. Previously could give Coffers to other players, but that risks speeding up multiplayer games from multiple coffers spawning between turns. Villagers are less volatile and the Artifact keeps a similar idea without ballooning the number of Coffers that appear with more players.
Original:
Sorceress | Types: Action, Attack | Cost: $3
+$1. Name a card. Each player (including you) may reveal a copy of the named card from their hand. Each player who does gets +1 Coffers. Each player who doesn't gains a Curse, putting it into their hand.

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 02, 2019, 06:57:03 pm »
I agree with you, the silver is a little bit too much of a freebie. In the original conception of the card, I had attached +2 actions, but then I think itís balanced at 5 instead, which makes the card much worse since you can no longer trash it for fives. I am now thinking a better solution is a +1 action on play. I may also need to provide a way to gain villagers to deal with the terminals in deck... perhaps gain 1 or 2 villagers on trash (and/or gain). Thoughts? The idea is to make consuls better in consul decks so opponents are less likely to give them all to you.
I think you are trying too hard to make Consul relevant in every Kingdom. Consul is a situational trash for benefit card, and it is fine if there are Kingdoms where it is useless. The ability to turn Estates and Coppers into the weakest (likely terminal) Action the Kingdom has is inherently a Kingdom-dependent effect, and that's fine. The problem to worry about is Consul being used to gain more Consuls. Right now, you're trying to patch more concepts onto Consul to fix the problem by making Consul a better target for itself, when I think stripping away will be simpler.
The only sensible option here is to explicitly prohibit the left player from choosing Consul. Substituting the gain is too easy an out (or renders the point of the card moot, depending on the gain) or making the trash\gain\play optional will leave Consul typically worst Action on the board (because I don't know that enough Kingdoms can provide enough time for a Consul->Consul->$5-Action step-through).

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 01, 2019, 06:11:34 pm »
Emissary
Types: Action
Cost: $5
Draw until you have 8 cards in your hand. Put 2 cards from your hand onto your deck.
I don't feel like this one poses any especially interesting considerations in comparison to most draw-to-X cards. It is likely perfectly serviceable at its cost, but this one is not going to turn heads.

Tinker
Types: Night
Cost: $5
Look through your discard pile. Trash a card from it. If you did, trash a card from your hand and gain a card costing exactly the sum of the two trashed cards.
Because Tinker is a Night card, one can (practically) always Tinker up a buy that turn. Discard-playing effects are surprisingly absent from Nocturne. This offers a fairly neat way to combine the $ of Treasures into a tempo-trasher. I do worry a bit about lucky second-shuffle Estate+Estate Tinkers, but that's really the nature of the beast. More disconcerting though is the ability for Tinker to trash the Supply to nothing with Coppers\Curses around. It might want to limit itself to trashing cards with costs associated to then.

Crime Lord
Types: Action
Cost: $5
Play this as if it were a card on the Underlings Mat. This is that card until it leaves play.
Setup: Put 3 random Kingdom Action cards costing $3 or $4 on the Underlings Mat.
Quite a bit more interesting than Band of Misfits: Rather than giving simple flexibility, it gives unique flexibility in access to some $3 and $4 cards that cannot be used otherwise. It will be immensely Kingdom dependent, which is the nature of the beast.  The thing that prevents me from loving it is my inherent leeriness of cards that introduce a great number of additional cards to the game, and there is not even a guarantee of the complexity added by Crime Lord.

Royal Library
Types: Action
Cost: $7
Name a card. Reveal youor hand and discard all copies of the named card. Draw until you have 7 cards in hand, revealing the drawn cards and skipping any copies of the named card; set those aside, discarding them afterwards.
I do like Journeyman. The ability to mill all of your Coppers probably makes this pretty strong. It's even strong in multiples so you can drop all the other cards upon which your deck would otherwise be choking. A worthy $7 card, I'm sure. Would definitely be up there, but it is not quite as exciting as I'd prefer.

Sanctuary
Types: Action, Reaction
Cost: $5
Look at the top 4 cards of your deck. Put up to 3 into your hand. Discard the rest.
When you discard this other than during Clean-up, you may reveal this to gain a Silver to your hand.
While I do think Silver flooding is fairly underrated, Sanctuary looks like a pretty slow Smithy variant. The ability to draw the best 3 of 4 I don't think is quite a strong enough buff to climb up to $5, and that Reaction is specifically triggered by choosing to turn your $5 purchase into a Silver instead. On most boards, that ability will simply not be very valuable for a Smithy-variant, because Smithy-variants usually want to draw your deck. It would probably be more interesting taking a Workshop effect into its Reaction instead of a Silver-gainer.

Consul
Types: Action
Cost: $4
Trash a card from your hand. The player to your left names a more expensive Action card in the Supply. Choose one: Gain and then play the named card; or gain a Silver.
The original Consul offered no choice, one had to gain and play the chosen action. This created a possible loop in which the player to your left could force you to trash cards from your hand until you trashed a card costing at least $4 (so that Consul was no longer a valid target) or the Consul pile was empty. In an earlier portion of the game, a deck with the Consul pile in it is probably in pretty decent shape since it can Consul Consuls into $5+ Actions (and you presumably only acquired Consul because there is a good source of +Action on the board), but in the late game, forcing the player's hand in trashing multiple cards or even forcibly piling out the game would probably not be very much fun, so disarming the Consul-chain is probably the right move. I don't believe I like this particular solution, though. Gaining Silver to a large extent solves the question Consul otherwise faces of the player to your left forcing terminal actions into your deck and makes the consideration less interesting.
Ultimately though, Consul is a very interesting card to think about. I like this kind of board dependence. I imagine Consul will be ridiculous on boards with cheap +Action and possibly risky otherwise. It is able to possibly force less useful Actions into prominence and I admire it for that attempt (which I think the Silver gaining again reduces the possibility for that to occur. Why gain an unwanted Fortune Teller when you can gain a Silver?).

Dragon Egg
Types: Treasure
Cost: $8<4>
When you play this, gain 2 Spoils from the Spoils pile to your hand. If you can't, gain a Wish from the Wish pile.
Setup: Only add 2 Spoils per player to the Spoils pile.
I don't think the rules work this way. The other piles simply "exist" and the fact that a card tells you to gain cards from its pile implies nothing of the setup or inclusion of that card into the game. If a card told you to "exchange this for an Action" you could presumably choose an Action-type card that exists in Dominion to exchange. I'll set that aside for the moment though to talk about Dragon Egg as intended regardless.
I'm frankly uncertain why this puts 2 Spoils per player into the pile. If letting another player have Wishes is a bad idea, it will be significantly harder to get through the Spoils pile in 3-player games than in 2-player, because you have to absorb more stop-card Spoils (or get more Dragon Egg plays in a turn). The only way the limitation makes sense to me is to make it coherent around Bandit Camp, Marauder, and Pillage.
A singular Dragon Egg provides a ridiculous +$6 economy. Any Province game would end long before a player could set up to gain Wishes, and there is no way one could realistically absorb and hold the Spoils to force Dragon Eggs to generate Wishes instead of $. Such a venture would become even more futile in multiplayer games.
I think if you want this card to work, it needs to put only one of the gained Spoils into your hand. You could also use the setup to put Spoils into the Trash and then pull them out with Dragon's Egg, which would make the setup more sensible and the Wish-gaining thing more likely (as the Spoils will eventually run out).

Rowdy Library
Types: Action
Cost: $5
Draw until you have 6 cards in your hand, skipping up to 2 Action Cards you choose to; set those aside. Afterwards, play the set aside Action Cards in any order.
The thing that is especially clever about Rowdy Library is the way you absolutely must weave other Actions into it. Much like most Draw-to-X cards, Rowdy Library is awful with itself and needs ways to reduce your handsize to make it work. When it hits (from a standard hand), it is a staggering +4 Cards, +2 Actions with inconsistent Action playing. It seems to me this will be one of those cards that wildly favors random deck-order, because its ideal lets it weave hand-reduction with yet more Rowdy Libraries that will turn immediately awful if Rowdy Libraries hit too many of each other.

Repurpose
Types: Action
Cost: $6
Trash a card from your hand. Gain a card costing up to $3 more than it, that doesn't share a type with it.
Self-criticism that this will play so similarly to Expand is completely warranted. Transmogrify is in fact interesting in the way it often trashes Actions into yet more Actions: Most Remodel variants want to trash Victory->Action and Treasure\Action->Victory, so enforcing that limitation is hardly enough to allow such a large cost increase. Honestly, requiring it to only gain cards that share a type would be a more pressing limitation.

Cabal
Types: Action, Night
Cost: $5
If it's your Night phase, choose one: play a Night card from your hand twice; or put this on top of your deck. Otherwise, you may play an Action card from your hand twice.
While this is a sensible Night card, I can see why the game doesn't have a Throne Room for Night cards: There are simply so few Night cards that have especially interesting considerations introduced by doubling them, especially at a cost of $5 where it is generally competing with other Night cards (except Ghost). The majority of games, this will mostly be a consideration of how it will function without other Night cards, in which case its closest comparison is Royal Carriage in how it offers greater consistency than the average Throne Room. Unfortunately, I don't think that being unable to be drawn dead is enough of an improvement to compete. If you want a Throne Room for Night cards, I think that Action\Night Throne Room variant is a dead end. You need to offer some other benefit so that doubling itself is an option, and then dropping its price so that it can combo better with those Night cards.

Bookstore
Types: Action
Cost: $5
Draw until you have 10 cards in hand. Reveal your hand. Keep one copy of each differently named card and discard the rest.
10 cards is a lot of cards. Losing all the duplicates could be a big cost. Sort of like Menagerie, this one is fairly difficult to visualize. I think it could be really fun if it worked. The numbers might need tweaking, but the base idea is very different than most draw-to-X.

Polymath
Types: Action
Cost: $3
If you don't have Deluded or Envious, take Envious. Do this twice: Choose one: Put your deck into your discard; or look through your discard pile and reveal a card costing up to $6 from it, and put it into your hand.
While this can be compared to Mountain Village, there is often stuff in your discard pile you don't want, while this is guaranteed to get a particular card if you need it. Its limitations have all kind of piled up though in its design: It has Envious to keep you from dully pulling Golds from your discard; it has a cost limitation to keep you from pulling Platinum; and it has a "do this twice" and a "choose one" which looks pretty messy. This all makes the card kind of a trip to read. I like the concept, but I think all the work to get what is frankly a fairly situational draw effect that will often slow the game down in shuffling might not be worth the effort. I'd aim to make the card itself bigger and simpler: A cost of $5 would do a lot to reduce the number of mid-turn shuffles, and a bigger draw would make it read even more differently than Mountain Village. A cost limiter of "less than this" without involving a state would likely be sufficient.

Smelter
Types: Action
Cost: $5
Choose one: Trash a card from your hand and gain a Copper to your hand per $1 it cost; or trash any number of Coppers from your hand and gain a card costing exactly $1 per Copper your trashed.
The dream is drawing a bunch of Coppers and trashing them with Smelter before later trashing a high cost card for a bunch of $ to end the game. It makes it look at lot like Forge canoodling with Salvager. I think a cost of $3 or $4 would make Smelter intensely frustrating, because a Smelter\CCCE turn will be significantly worse than a Smelter\CCCC turn. Even a cost of $5 might be bad just because of how good opening with Smelter is.
I think a cost of $6 is likely ideal, but it does start looking an awful lot like Forge as we increase its price, so I'm not sure. I worry how many of those games will be lost by one player getting a $5\$2 split in comparison to the others with Smelter around. You don't just get 4 fewer junk cards with a good turn 3 draw, you get 4 fewer junk cards and a $4-card into your deck.

Djinn
Types: Action
Cost: <5>
Discard your hand. Reveal cards from your deck until you reveal 3 Action cards costing $5 or less. Discard the other cards and any of the 3 Action cards, then play the rest in any order.
Sort of similarly to Golem, I'm having a hard time imagining exactly what kind of deck wants Djinn in it. Losing 4 cards of a typical hand for 3 random Action plays seems like it will only ever be "not worth it" or "game-breaking." Anything that reads +$3 immediately breaks the game. Draw-to-X is probably pretty silly. It doesn't play nice with pretty much anything else because having nothing but 3 random Actions won't leave you with enough to manage much. I think this needs a more lenient expense than losing your hand (and a matching greater cost than a mere <5>).

Returned Adventurer
Types: Action
Cost: $5
Name a type. Reveal 5 cards from your deck. Put 2 cards with that type into your hand. Discard the rest.
This draw looks pretty weak. The idea is mostly that you can target draw better Actions than you would get grabbing the first two and mill 5 cards regardless, which makes it pretty useful in the early game while you try to get your deck in order. Its similarities to Embassy are not to be missed. It draws at most 2 cards and discards at least 3 from 5 random cards instead of giving you your choice of 7 of 10 (the on-gain which can be helpful or harmful aside). That is such a huge loss, that I'd guess a cost of $4 would be more than reasonable for the bonus milling this gives.

Sanctuary
Types: Action
Cost: $6
Trash any number of cards from your hand. Gain a non-Victory card costing up to $5 minus $1 per card you trashed (but not less than $0).
Sanctuary is Forge in reverse: Rather than gaining a card based on the total cost of cards you do trash, it gains a card based on the number of cards you don't.  Your gut reaction to prevent Sanctuary from falling into range of gaining itself is good, but I'm not sure that's sufficient: A mass trasher like this one is likely set to swing a lot of games at a cost of $6 (other the other mass-trasher Smelter at least can only trash Coppers).

Broker
Types: Action
Cost: $4
Reveal cards from the Black Market deck until you reveal two action cards. Play one of the revealed action cards. Put the rest on the bottom of the Black Market deck in any order. When that card leaves play, put it on the bottom of the Black Market deck.
Setup: Make a Black Market deck out of different unused Kingdom cards.
Broker takes Band of Misfits to another level, adopting all the problems of Black Market. I find cards like this that are randomly terminal are immensely frustrating. I don't think Broker would be inherently broken, because a single random play of a $5+ card is not going to decide the game (though hitting a strong trasher with an opening Broker would be game-deciding), but this appeals much less than the similar Crime Lord.

Intimidate
Types: Action, Attack
Cost: $3
Each other player with at least four cards in hand discards a card. You may then discard a non-victory card from your hand that costs at least $2 more than one of the discarded cards. If you did, each other player gains a curse.
I do love Attacks. Unfortunately, I think you underestimate the sheer cost of the Attack you've built here. Each other player discards cards asynchronously, and then you can discard something with greater value to possibly junk other players, but you're necessarily discarding something useful if you are able to Curse players. At a minimum, you're down a $3-purchase, a $2-purchase maybe, 2 cards, and 1 +action. That is super expensive, especially because you need to choose to play Intimidate in a hand with another $2+ purchase that you still haven't played (which might often be an Action with which you're simply hoping to be able to hit players). That is ignoring the political implications of the card due to that asynchronous discard.

Loot
Types: Treasure
Cost: $1
Any number of times: You may discard a Victory card to gain a Spoils from its pile.
This seems like a very swingy opener and not all too desireable otherwise. The chance of getting multiple one-shot Golds versus 1 is a huge difference in players' economies. It might balance out with Spoils going on to prevent Loot from finding Estates again. I don't think this would be good enough to skip Estate trashing, but it is probably quite good in Kingdoms without trashing--and then I worry if the early Estate\Looter collisions will be too swingy to balance out.


Show: kru5h's Bookstore
Bookstore
Types: Action
Cost: $5
Draw until you have 10 cards in hand. Reveal your hand. Keep one copy of each differently named card and discard the rest.
Place: naitchman's Crime Lord
Crime Lord
Types: Action
Cost: $5
Play this as if it were a card on the Underlings Mat. This is that card until it leaves play.
Setup: Put 3 random Kingdom Action cards costing $3 or $4 on the Underlings Mat.
Win: anordinaryman's Consul
Consul
Types: Action
Cost: $4
Trash a card from your hand. The player to your left names a more expensive Action card in the Supply. Choose one: Gain and then play the named card; or gain a Silver.
While I would prefer a different out for the Consul-chain than this Silver gaining option, Consul has a fascinating and board dependent concept that encourages players to get the most of out some otherwise less valuable Actions.

You may post the next challenge when you would, anordinaryman.

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 26, 2019, 08:15:39 am »
Gossip - Action-Duration - $3
Until the end of your next turn, Villagers can be removed from Villagers mats during their owner's Action phase for +1 Action each or +1 Card each. This card affects all players.
I think this might get disqualified as the +1 Action / +1 Card would count as "Conditional Vanilla++ effects".
If a card read "While this is in play, when you play an Action, +1 Card," I would disqualify it, so modifying tokens to give additional Vanilla++ benefits must disqualify Gossip.
If it gave a non-Vanilla++ effect (or some kind of scaling effect) for consuming tokens (or any other trigger) then it would be fine.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 24, 2019, 04:59:51 pm »
Sorry I took so long! I had a busy weekend.  I'm glad you went ahead without me
Happy to continue with your blessing.

A few answers, based on my interpretation of the contest.
hhelibebcofnena is correct on each count attempted.

If creating a victory card, would it be disqualified if it gave vanilla VP? (Like would Island or Tunnel be disqualified)?
For additional clarity: Island and Tunnel qualify for the challenge because they have an Action and Reaction effect respectively that do not have any Vanilla++ effects. Nobles and Harem do not because Nobles is an Action with Vanilla++ effects and Harem is simply worth $2. The way in which a Victory card is worth VP is irrelevant.

Does +$1/card per _____ count? (like vault, harvest, crossroads etc.)
I think this covers the Philosopher's Stone issue as well and is better worded as: "Does a Vanilla++ that scales based upon a condition qualify for the challenge?"
Thinking about it, Watchtower's draw is a draw which scales from 0 to 6 based upon your hand size, so I think I have to say that Harvest and Philosopher's Stone count (Vault doesn't because it has +2 Cards and the first Crossroads gives +3 Actions, but the scaling would be fine).
I've updated the requirements to match this revelation.

I will +1 entries for clarity.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 23, 2019, 08:31:55 pm »
I worry because it looks like Chappy7 is most active Monday through Wednesday, so it feels unfair to grab the judge's seat just because it happened to be judged on a slightly off time frame. Though I actually like reviewing and judging the cards, so perhaps I am projecting.
I'll post a challenge, but in honor of Chappy7's victory, please don't post any entrants until at least Monday evening. If Chappy7 would like to post a challenge instead, I will remove this.

Create a card that is at least one of Action, Treasure, Reaction, or Night with no fixed or conditional Vanilla++ effects.
  • Vanilla++ effects are: +Cards, +Actions, +Buys, +$, +Potion, +VP, +Coffers, and +Villagers.
  • "Drawing cards" per a condition and putting cards into your hand can be likened to +Cards, but is fine (like Watchtower and Envoy).
  • Playing other cards is often likened to +Actions, but is fine (like Throne Room)
  • Treasures that produce $ count as Vanilla++ effects and will be disqualified (Counterfeit produces $1 and would be disqualified, Horn of Plenty produces $0 and would not be)
  • Being a Victory card is fine, but it still must have an Action\Treasure\Reaction\Night effect (like Island and Tunnel).
  • On-gain\on-buy effects that confer Vanilla++ effects still disqualify the card.
  • If you are making a card that is modified by other random cards (like Young Witch, Black Market, or Band of Misfits), it is fine that the other random cards might have Vanilla++ effects.
  • Fate cards that use random Boons are fine.
  • Use of Artifacts is fine, but they still must confer no Vanilla++ effects.
  • If you are making a Split pile or Traveller, every card involved must have no Vanilla++ effects.
  • A card with "Choose X" options still must have no Vanilla++ effects (Steward, Count, and Charm would be disqualified)
  • A Vanilla++ effect that scales on a condition may be used (like Philosopher's Stone, or Harvest)


Oh yeah, before I forget
  • An effect that is identical in every way to a Vanilla++ effect but just worded differently to be pedantic will disqualify the card.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 13, 2019, 04:23:43 pm »
Design
Types: Reaction
Cost: P
At the start of each Clean-Up, if 1 or fewer Actions were played this turn, you may trash this from your hand and gain a card costing up to $5P.
When you buy this, +1 Buy.
I think this should be a Treasure.
I must confess that I don't follow your logic train.
Design can be trashed in response to any turn in which 1 or no Actions were played. You can trigger it yourself by not playing Actions or take advantage of another player's turn misfiring (or using an action-lite strategy). How could a Treasure approximate that effect?

Leasehold
Types: Reaction
Cost: $3
When you take a token, you may set this aside from your hand. If you do, take 2 tokens of the same type, and at the end of your turn, discard this.
When you gain this, +1VP.
I am a little confused. Do you mean for this to gain 2 more tokens, or 2 tokens total? If I Leasehold a Leasehold, do I get +3VP (+1VP from the gain and +2VP from the Reaction)? Surely I can use 2 or more Leaseholds simultaneously to increase the effect, right? (The ability to trigger all your Leaseholds simultaneously will make Leasehold a huge deal on heavy engine boards where the potentiality of Leasehold becomes 10+45*Leasehold's effect.) If so, I would word this as "take 2 more tokens of the same type", for clarity. Assuming that is the case, I worry that Leaseholds are functionally Victory cards that don't split evenly. I appreciate how it functions with the oft pointless Setup Landmarks, though.

Copy
Types: Reaction
Cost: $4
At the start of any payer's Clean-Up phase, you may set this aside from your hand and select a card in play. If you do, then at the start of your next turn, play this as if it were the selected card. This is that card until it leaves play.
I've thought about it and I really can't view pricing this at $5. I would rarely take this over a royal carriage or a crown.
The big difference is that if you target a Smithy (or any draw, really) with Copy, you get to draw cards and still have +Actions left, as opposed to other "Throne Room" variants which don't leave you with +Actions. I'd recommend a cost of $5.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 12, 2019, 11:08:02 pm »

Quote
Design
Types: Reaction
Cost: P
At the start of any player's Clean-Up, if that player played 1 or fewer Actions this turn, you may trash this from your hand. If you do, gain a card costing up to $5P.
When you buy this, +1 Buy.

EDIT: Wording. Also doesn't care about Caravan Guards that other players use.

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 11, 2019, 09:07:08 am »
Not too inspired really, so here is a simple draw that is better with a bunch of <$4 cards in your deck.

Quote
Colliery
Types: Action
Cost: $6
Reveal cards from the top of your deck until you reveal 2 cards costing at least $5. Discard one and put the rest into your hand.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 14, 2019, 09:19:01 pm »


Quote
Deacon
Types: Action, Traveller
Cost: $3
Trash a card from your hand. Gain a Silver.
When you discard this from play, you may exchange it for an Archbishop.
Quote
Archbishop
Types: Action, Traveller
Cost: $4*
+$2. Gain a Duchy. Each other player may gain an Estate.
When you discard this from play, you may exchange it for a Cardinal or an Iconoclast.
(This is not in the Supply.)
Quote
Iconoclast
Types: Action, Attack
Cost: $5*
+3 Cards, +1 Action. Each other player gains a Curse.
(This is not in the Supply.)
Quote
Cardinal
Types: Action, Traveller
Cost: $5*
+3 Cards. You may trash 2 cards from your hand and gain a card equal to their total cost in coins, putting it into your hand. If the total cost of the trashed cards in coins is at least $5, exchange this for a Saint or return this to the Cardinal pile if you can't.
(This is not in the Supply.)
Quote
Saint
Types: Action, Duration, Victory
Cost: $6
For the rest of the game, when you gain a card, you may set a card from your hand aside with this face down.
Worth 3VP for each differently named card set aside with this.
(This is not in the Supply.)

Deacon finishes the circle of simple effects. Page and Peasant cumulatively offer all the vanilla effects, so Deacon gives the next most simple.
Archbishop is a kind of sideways Bishop. It gives more $ and more VP and everyone can optionally join in, but it slows players down instead of speeding them up. Stop here and drain the Duchy pile into your deck or take the next step into either Iconoclast or Cardinal.
Iconoclast is a Cursing Super Laboratory. Of course, you've guaranteed gaining one Duchy by getting here, so one part of that draw is kind of a wash, but now you can force Curses onto others while getting big draw consistency.
Cardinal is a Smithy with an optional 2-card-Forge-to-hand. If you Forge anything of value (like, hey, that Duchy you have and don't want), your Cardinal must ascend to Saint (or retire if all the Saints are gone). It's probably more benefit than drawback, but you do have to Forge something to get the Saint: It's not a given.
Saint gives you a way to respond to all the gaining happening in this line. Set aside your Duchy. Set aside Iconoclast's Curses. Grab an Estate from someone else trying to drain the Duchy pile so you get to set aside a card. Set aside that Estate later. Because it sets aside from hand face down, there's no way to know exactly how much other players' Saints are worth. If you get multiple Saints, each gets to set aside in response to a single gain, too, so that's nice.

I'm not a big fan of Travellers generally, so I don't know how much I like this line. Any outside perspectives are welcome.

EDIT 1: Tried to do something cute with the formatting which didn't work. Added some musings on the cards.
EDIT 2: Made the effects of Iconoclast and Saint bigger. It seemed like going for them might be too rarely worth the effort because Saint's VP ceiling was so low unless you really take yourself apart and Iconoclast's draw at +2 Cards was such a wash with Archbishop's forced Duchy gain.

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 29, 2019, 06:22:10 pm »
Work Type
Work cards remain in play each Clean-Up until they have been worked sufficiently as indicated by the Work card. During Clean-Up, a card with "-3 Work-" on it is only discarded if it has been worked 3 times.
During your Action phase whenever you could play an Action, if you have any Work cards in play that have not met their Work count, you may "Work" that card by spending a +action and placing a Work token onto the card. You may work any number of work cards as much as you want in a turn (so long as you have +actions to spend and the card can take more work). Work tokens remain on the card until is discarded during a Clean-Up phase.


Quote
Builders
Types: Action, Work
Cost: $2
+$2.
-2 Work- When you work this, +1 Buy.
Quote
Heir
Types: Action, Victory, Work
Cost: $4
+4 Cards. Reveal your hand and discard the revealed Victory cards.
-3 Work- Worth 1VP per work token here.
Quote
Metropolis
Types: Action, Work
Cost: $5
While this is in play at the start of your turn: +1 Action.
-1 Work- When you work this, reveal your hand. +1 Card per differently named card revealed.

Builder is like a Woodcutter, but you need to spend +actions for the +Buy.  It could provide early economy and then sit out of your deck until you need the +Buys if you wanted.
Heir is a powerful draw that requires you to spend 3 extra +actions to get it back into your deck.  Or just use it as a one-shot and put +actions into it for up to 2VP (an Heir with 3 Work tokens on it will be discarded the Clean-Up before the game ends and is therefore worth 0VP).
Metropolis can sit in play like a cross between Hireling and Barracks.  Pop that +action now for a draw with a bunch of variety.  Pop it later for a game-finishing turn.

Fundamentally, these are similar to Reserve cards. Their ability to be triggered multiple times, and the fact that they remain in play makes them more flexible and provides different effects, considerations, and combos. Oh, and you have to spend Actions to work them instead of having different calling conditions, doodleduh.

EDIT: Clarifications.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 14, 2019, 10:08:53 am »
War Flag
Types: Treasure, Attack
Cost: $6
$3. When you play this, trash this or discard a Treasure and each other player discards a card for each coin in its cost, and then draws until they have 3 cards in hand.
In games using this, when you buy a card costing $5 or more, trash a card you have in play.
If I'm not mistaken, if you chose the option to trash War Flag, you don't attack your opponents, right? It says either trash this, or discard a treasure and attack.
That is not correct.
Use it as a one-shot Gold with an amazing Attack
It would be written as a "choose one" if you were choosing between: trash the War Flag; or discard a Treasure for the Attack.

EDIT
To clarify, I agree with Asper that due to limitations of space on the card, the wording may not be absolutely clear that discarding or trashing both invoke the Attack; if, however, the Attack was contingent on one of the two choices, then a "choose one" wording would be obviously preferred.
I've made an edit to attempt to improve the issue, but there isn't a lot of space to play with.
Quote
War Flag
Types: Treasure, Attack
Cost: $6
$3. When you play this, either trash this or discard a Treasure, then each other player discards a card for each coin in its cost, and then draws until they have 3 cards in hand.
In games using this, when you buy a card costing $5 or more, trash a card you have in play.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 13, 2019, 06:32:37 am »
War Flag
Types: Treasure, Attack
Cost: $6
$3. When you play this, trash this or discard a Treasure and each other player discards a card for each coin in its cost, and then draws until they have 3 cards in hand.
In games using this, when you buy a card costing $5 or more, trash a card you have in play.
This feels a lot like Death Cart, which is to say that this isn't exactly a one-shot ability.  You can (and probably want to) avoid trashing this by discarding treasures when you play it. You can still access the same ability without losing the card.
Examples include Mining Village...
If Mining Village, a Village that you can trash for economy, would count for the contest, how does War Flag, a variable Attack that you can trash for economy, not count for the contest?
Because Trashing this isn't exclusively what gives you the benefit.  Ideally, you'll be discarding treasure for the benefit.  When I say a one shot, I mean you can blow it up to get something that you otherwise can't get.  You have one shot at that benefit.  This card gives you several opportunities to have the same benefit over and over, rather than giving you one shot at it. Does that make sense? As I thought of this challenge I was worried it would be hard to explain.
There is no way to get $3 from War Flag without trashing it (because discarding Treasures effectively reduces the $ it produces), in much the same way that there is no way to get the +$2 from Mining Village without trashing it.
The repeatable benefit of War Flag is an Attack that effectively costs $ to run. The one-shot is getting the $ and the Attack without paying for it otherwise.

I think you are undervaluing the ability to trash War Flag early to hamper other players' turns before you can build a consistent Gold-discarding deck. Even trashing a War Flag that you want to keep (when it misses a good Treasure) and rebuying War Flag is not a moot point because of its in-games-using-this effect. Because buying Victory card dismantles your deck, leveraging the War Flags you previously used for consistent Attacking for inconsistent economy is not to be ignored.

Would the following count?
Quote
Drunkard
Types: Action
Cost: $2
+2 Cards. You may trash this. If you do, +2 Cards.
It's a repeatable draw benefit that can be a bigger draw benefit once.
That's the same thing, conceptually.

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 12, 2019, 10:01:09 pm »
War Flag
Types: Treasure, Attack
Cost: $6
$3. When you play this, trash this or discard a Treasure and each other player discards a card for each coin in its cost, and then draws until they have 3 cards in hand.
In games using this, when you buy a card costing $5 or more, trash a card you have in play.
This feels a lot like Death Cart, which is to say that this isn't exactly a one-shot ability.  You can (and probably want to) avoid trashing this by discarding treasures when you play it. You can still access the same ability without losing the card.
Examples include Mining Village...
If Mining Village, a Village that you can trash for economy, would count for the contest, how does War Flag, a variable Attack that you can trash for economy, not count for the contest?

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 10, 2019, 06:33:50 pm »
Here's a card from my set Dominion: Greed that I hadn't gotten around to posting.

Quote
War Flag
Types: Treasure, Attack
Cost: $6
$3. When you play this, either trash this or discard a Treasure, then each other player discards a card for each coin in its cost, and then draws until they have 3 cards in hand.
In games using this, when you buy a card costing $5 or more, trash a card you have in play.
*The number of cards that players discard are equal to the cost of the Treasure you discard or the War Flag if you trash it. Yes, that means that players discard 6 cards when you trash War Flag with no boundary (and then draw until they have 3 cards in hand).
Discard a Silver to make it a Copper-Legionary.
Discard a Gold or War Flag for an amazing Minion-style Attack, even though it effectively doesn't generate $.
Discard a Copper when it misses to keep it around. (Inter-set combo with Architect that gives Copper a cost of $1.)
Use it as a one-shot Gold with an amazing Attack--but do think about the cards you trash when you buy it because of that In-Games-Using-This effect. Using it as a one-shot sort of turns it into a sort of on-buy tempo-trasher, really...

That milling Attack is stupidly powerful, which is why its In-Games-Using-This effect aids in improving your deck early (so early War Flags aren't as devastating), but the fact that the on-buy trashing is mandatory creates many interesting considerations as you proceed: Fast trashing will inevitably have you cannibalize yourself too fast, since you're losing a card for every $5+ buy; you still need to figure something to do about your Estates, so some tempo-trashers might be worth buying to rid yourself of that pesky starting green; the free tempo-trashing provided by every $5 card makes power situational cards better since it is so easy to justify throwing them out later; and greening breaks you down faster since you start throwing away your cheaper economy bits as you buy Provinces.

EDIT: Attempt to clarify wording.

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