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Variants and Fan Cards / Re: Fan Expansion: Proletariat v1.1
« on: October 24, 2011, 07:19:35 pm »
I really think City Planner is too good, it feels like a buffed Island.
--This interacts in severely weird ways with a number of cards, such as Golem.
Slime - $5
Action
+1 Card
+1 Action
+1 Coin
+1 Buy
While this is in play, you may only play Slime cards and Treasures.
When you gain this, each other player gains a Curse, putting it on top of his deck.
--
Town Watch - $2
Action - Duration
+1 Action
+1 Buy
+1 Coin
While this is in play, when another player plays an Attack card, +1 Card.
Just realized something about this one. How long does this stay out? I assume until next turn, but the rules on Durations are that they stay out until the last turn in which they have an effect. So unless it does something next turn (like +1 Buy, +1 Coin, to continue in the Lighthouse mold), a literal reading of the card is, I suppose, that it gets cleaned up on the very turn you play it.
QuoteGoblin - $3
Action - Attack
+2 Coins
Each other player places a Treasure card on top of his deck, or reveals a hand with no Treasure cards.
I think you made it even stronger. Compare Ghost Ship, a brutal attack, with Militia, a merely annoying one. I guess it's situationally stronger, since deferring a Gold in an otherwise junky hand might greatly improve the next hand. But overall I'm still really dubious about this at $3.
QuoteVagabond - $4
Action - Attack
+1 Card
+1 Action
Each other player discards a card from his hand, then gains a Copper and puts it into his hand.
A cantrip spammer is a brutal card, almost certainly overpowered at $4. The gain-to-hand nuance does weaken it a bit (usually) in a very nice way, but I still think this needs to be $5 and is questionable even then. One thing that makes Coppers even worse than Curses, despite that they have a little buying power, is that they'll almost never run out. The fact that Curses run out is a big downside for cards like Witch and Familiar, and yet those are still among the strongest cards in the game.
But definitely playtest this one, because this might definitely not play out exactly like I envision it.
QuoteSacrifice - $4
Action
You may gain a Curse card. If you do, trash this card, and gain an Action card costing $5 or less from the supply. Play it immediately.
Interesting; I suspect it will mostly be situational, but I can see it being useful once in a while. Question: When you play the gained card, does it use up an action? What if you have no actions left? Maybe that's not a big deal, since Throne Room manages to be clear on this point despite not clarifying on the card itself.
QuoteMimic - $4
Action
Each other player reveals and discards the top card of his deck. You may play one of the revealed Action or Treasure cards as though it were in your hand.
What if the revealed Action is Feast? Does it get trashed? I've seen this sort of idea before and found it interesting, but I can't help but worry that there could be some complicated rules snags. Can't think of any offhand, though.
I'd probably lower the price. Unless you can reliably mimic a $5 card with it, it's probably not worth it at $4, since you could have simply bought the mimicked card in the first place. The uncontrollability of it should probably drive the price down. Compare with Smugglers, a $3 card that lets you gain Golds and Grand Markets -- not just use them, but add them to your deck. This is even swingier, since it's more likely to hit Coppers and Curses and can't make use of any non-hybrid victory cards that come up. I actually wonder if a $2 cost is okay here, but I'm only guessing.
QuoteTemple - $5
Action - Reaction
Action:
Reveal and discard the top card of your deck.
If it's a Treasure, +3 Coins.
Reaction:
When another player plays an Attack card, you may gain a Gold.
Comment: total rework of Demon Slayer, renamed to Temple. terrific Goblin counter.
Pretty swingy, and in the absence of attacks it's almost certainly weaker than Tribute, both in the best case and the average case. Moreover, the worst case (getting nothing) will happen frequently with Temple and only extremely rarely with Tribute (i.e., when it turns up two Curses). Should it also give you something if you turn up an action or a victory card?
QuoteDragon - $7
Action - Attack
+4 Coins
All other players discard the top 3 cards of their decks.
Comment: Replacing the Manticore with another legendary creature, this one far more recognizable and with a much simpler effect: he burninates the top of your opponent's deck. He also has a shiny hoard of treasure for you.
Burninating the countryside! Burninating all the people!
Thing is, arbitrary cycling is usually a net benefit and only becomes a bad thing at the end of the game, once players start greening. Before that, you're usually just letting them get to their recent buys quicker.
Very daring, putting a +$4 there, but on a $7 terminal, hey, why not?
Dragon - $7
Action - Attack
+4 Coins
All other players reveal the top 3 cards of their decks, trashing one Non-Victory card among those revealed (that you choose) and discarding the others. (If all 3 cards are Victory cards, they are all discarded.)
Town Watch - $2As written, this is never in play when another player plays an Attack card. You may want to alter the wording so that it can be.
Action - Duration
+1 Action
+1 Buy
+1 Coin
While this is in play, when another player plays an Attack card, +1 Card.
QuoteDragon - $7
Action - Attack
+4 Coins
All other players discard the top 3 cards of their decks.
This is only an Attack because you've plonked "Attack" onto it. Its effect on the other players is not a nasty one.
Something as "mostly harmless" as +1 card can be amazingly powerful if you let it happen right in the middle of resolving another card.
I remember someone once remarked on these forums that the idea of cards that cost $7 was once considered unthinkable--until Donald went and did it. Now you'd sound silly suggesting that a gap between $6 cards and $8 cards is somehow a necessary aspect of the game. Read your own comment back and try to think whether you would have responded the same way to the idea of Duration cards--that is before Donald went and broke his own game's rules in Seaside. It's okay if you don't like the idea (it might turn out to be hopelessly imbalanced), but this is a pretty silly reason to reject it.
On your own turn, you should be able to trigger the effect at any time, even in the middle of resolving an action card (as my throne room/tactician example suggests). The particular cases that Rinkworks is concerned about are exactly the kind of interesting combos I had in mind in the first place. I don't see anything broken, although admittedly it's hard to say without particular cards to evaluate.
That's a nice one, but you can get much crazier turns in dominion!
My craziest turn I've ever played :
http://councilroom.com/game?game_id=game-20110720-201807-01ed7b07.html#HockeyHippo-show-turn-21
Gaining more than 200 VP in one turn