10
« on: July 15, 2011, 12:34:43 am »
This winter I had the idea for a fan expansion which incorporated alternative curses as a potion-like treasure:
Taboo $3
(Treasure)
-1VP
***
I know "taboo" might be a bit too abstract to visualize as a treasure, but it could be a ruler's willingness to accumulate a bad reputation in order to advance his kingdom. The theme of this whole expansion plays along those lines as well: these are all "tricky" cards whose advantages must be carefully weighed with their disadvantages. Anyways, without further ado, here's the rest of the cards I made when I had the momentum going:
Blackmail $2, 1 Taboo
(Action)
Trash this and another blackmail. If you do, gain 2 gold and a blackmail on top of your deck, in any order, and +5 VP.
-1VP
I meant this as a sort of modified Treasure Map, with more dire consequences if you fail to trash it with another. But even if you manage to get rid of the two in your deck, you get stuck with one more. It's a vicious circle unless you have a Watchtower or Chapel. Yet the Taboo cost gums up Forge and Upgrade, and makes it tepid fodder for Savager. There is, however, the rare chance that someone might buy four, gain two, and use all three sets of two. But that's at the lost opportunity to buy 4 $5 cards. The 5 victory tokens seems like a fair reward for such a risky endeavor, but what do you guys think?
***
Cultist $3, 1 Taboo (New version)
(Action [Attack])
+$2
+1 buy
At the end of your turn, all other players with more than 4 cards in their hands discard 1 card for every Cultist or Taboo you played this turn. This cannot happen more than once per turn.
-1VP
Old Cultist $3, 1 Taboo
(Action)
+$2
+1 buy
When this is in play, reveal your hand on your buy phase. +1 coin for every card with Taboo in its cost, either in play or in your hand, including this one.
-1VP
I'll admit right here that this card is inspired by the Cultist class in Munchkin Cthulhu. But it fits thematically and mechanically. This card encourages you to keep Taboo-costing cards as far into the endgame as possible, which, of course, risks taking a big hit on your VP total. This card definitely needs a lot of playtesting, because I can't tell just how much money this card can yield in the wild. I stuck to the "while this is in play" wording a la Goons, because King's Courting this would be monstrously broken. I've thought about including Taboo cards themselves as $-boosters, but a Cultist (~$5 card) plus a Taboo in your hand would yield $4 and 1 buy, which is too powerful for something that can happen so early. I still want a card that encourages you to keep even your Taboos late without trashing them too fast, though. Alternatively, the Cultist could be an attack, and each cultist played, including the first one, forces everyone else to discard one card if they have 4 or more in their hands. A three-Cultist string could be pretty vicious, leaving everyone else with just 2 cards, but a single cultist play would immunize everyone else in 3+ from subsequent Cultists.
***
Port Tax $6, 1 Taboo (New Version)
(Action [Duration])
+$4
Until your next turn, +1 Buy for all players including yourself. All other players gain a curse for every buy made beyond their first one.
Privateer (Old Port Tax) $6, 1 Taboo
(Action [Duration])
+$4
Until your next turn, no one can use more than one buy per turn.
Privateer is essentially the cost of a Province, but it can give you a lot of control over the game, plus a practically guaranteed Province each turn you use it. It can help you maintain an early lead, and cockblocks Goons. Horn of Plenty and other gaining cards, of course, would get around this. Although this can't be blocked by any reaction, its usage by multiple players won't stack, just overlap.
***
Seigniorage/Fiat $3, 1 Taboo
(Action [Attack])
+$2
All other players with 4 or more cards in their hand discards down to 3 cards, and gains a copper in hand.
-1VP
Is "seigniorage" too obscure a term? Ha, I know this card's inclusion in a set named "Infamy" makes me seem like an anti-Fed Hayek-lover, but I'm Keynesian all the way. Normally this is a weak Militia + half a Mountebank, but with enough +actions and multiples of these, you can swell opponents' decks with coppers and leave them with horrible hands... But maybe it's too strong and everyone only discards down to 4 cards before gaining copper?
***
Burial Mound/Mausoleum $2, 1 Taboo
(Victory)
When you buy this card, trash all treasures in play, except for Taboos. Worth 2 VP for every 4 treasure cards in your Burial Mound Mat.
When this card is part of the kingdom set, everyone keeps their own trashed treasure cards in their Burial Mound Mat. I guess this is a tricky card to play with, since it helps early buyers by clearing away coppers, but will eat up your silvers and golds later on, if you don't use +$ cards. And even if you trash all your Coppers, you need to sacrifice one more treasure to push it over to the 4VP mark, which makes it a boosted Duchy. Buying this without crippling yourself would be tricky. Perhaps when decks become large and redundant towards the end, people won't care about losing their golds and silvers, and will happily feed into the value of the Burial Mound. This would definitely synergize with a Goons' extra coppers, and make a Counting House-focused deck monstrous. We might run into problems with cards like Mint and Salvager, however.
***
Census/Charter $3, 1 Taboo
(Treasure)
Reveal the top card of your deck. If it is an action card, gain an estate. If it is any treasure card other than a Taboo, +$3. If it is a victory card, trash it, and gain V equal to half its cost in $, rounded down, but at a minimum of 1V. If it is a curse or Taboo, trash Census and gain any card worth up to $6. Discard the card if it hasn't been trashed. If there are no cards left to draw, gain an estate.
-1VP
For the flavor of Charter, I had in mind the the censuses kings would take in order to properly tax their citizens, like the incredibly detailed account of everyone's property in the Domesday Book. To the active vassals, kings would grant land. But if it pleased a ruler he could seize any property for himself, sometimes in spite and in detriment to the productivity of the land. And of course, if you had coin, the king would take it.