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Messages - LibraryAdventurer

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1
Recommendation: do not put Port, Rats, Changeling or Castles into the Item piles in a game, unless you really want to annoy everyone at the table.
Actually Rats works great as an available-but-not-in-the-supply card. And Small Castle is the only castle that wouldn't work (IIRC).
What would be more unbalanced is putting Travelling Shop in the Black Market with Wharf and Mountebank as item piles.

2
The Resurgence Events and Landmarks:



Quote
Salavage Site
$1 - Event
Discard any number of cards from your hand. Gain a card from the trash costing up to $X, where X = 2 * the number of cards you discarded.
Quote
Unearth
$3 - Event - Preserve
+1VP. Each player gains a special ruins (you first). Set yours aside and play it at the start of your next turn.



Quote
Ancient Inheritance
$4 - Event - Preserve
Look at the top 4 cards of the Special Ruins pile. Choose one to side aside, and put your Estate token on it. (Your Estates gain the types and abilities of that card.)
(Yes, this was inspired by a recent post in the RBCI thread.)
Quote
Discovery
$5 - Event
Once per turn: The player to your left discards the bottom card of his deck. If it's a(n) ...treasure: +3 Coffers, ...victory card +3VP, ...action card, set aside a card you have in play and play it at the start of your next turn.



Quote
Astral Plane
Landmark
At the end of each turn, +1 VP if you took any VP tokens this turn.
-
At the end of the game, -1 VP for each victory card you have costing more than $5 unless it was 'set aside' or on a mat when the game ended.
Quote
Pyramid
Landmark - Preserve
Each time you play a ruins: if you have 1 ruins in play, +1 Action; if you have an even number of ruins in play, +1VP; if you have 3 ruins in play, +1 Coffers.

3
If you have cost reduction, Ancient Temple can empty its own pile in one turn. I don't know how dangerous you think that is.
Didn't think about that. It's easy enough to add "that isn't an Ancient Temple" to "Gain a card costing up to ".

4
Hmmm, an attacking village. I'm not sure I like the dynamics of that.

It only attacks every other play on any turn since when someone plays a second Goblin City, his opponent(s) will (probably) have a ruins in their hand to discard.

All of the above cards except Gargoyle should have the Looter type.
Right about Vandal and Goblin City (Auditor doesn't need it either). will fix. I just forgot to add it.

And here are the last four normal kingdom card piles (next post will be the events and landmarks):




Quote
Miner
$4 Action
+$1.
Reveal the top 4 cards of your deck. Put a revealed treasure into your hand. Discard one other revealed card. Put the rest back in any order.
Quote
Kingdom Restoration
$5 Action
+1 Action.
You may discard the top card of your deck. Then look through your discard pile and put up to two cards from it on top of your deck. Then +1 Card.
-
During your buy phase, you may pay $1 to return a card from the trash pile to the supply.
Quote
Ancient Temple
$5 Action
+1 Action.
Discard a card. Gain a card costing up to $4, putting it in your hand.
Quote
Ancestral Crypt
$5 Action-Victory
+1 Card.
Trash up to two cards from your hand. For each card you trash that costs more than $0, take a coin token.
-
Worth 1 VP.
This one has been tested a lot, but it's a bit weak. I'm thinking about making it worth 2VP.
Miner, Kingdom Restoration, and Ancestral Crypt were three of the first cards made for this expansion. (Ancient Temple is not as old but still came before Sculptor so I'm keeping it).

5
The four attack cards:



Quote
Auditor
$4 Action - Attack
+$2, +1 Buy.
Each other player reveals their hand and discards all curses, ruins, and pure victory cards.
Quote
Vandal
$5 Action - Attack
+2 cards.
Each player (including you) may reveal a Victory card from his hand and put it onto his deck. If you do, +$2. Each other player who doesn't gains a Ruins.
This one's been around for a long time. It even won a fan contest once.
Quote
Fountain Gargoyle
$5 Action - Attack - Duration - Victory
+1 Action.
This turn and next: +$1.
-
Worth 1VP
-
Until your next turn, when another player gains a victory card, he reveals and puts a pure victory card or a ruins from his discard pile on top of his deck.
Quote
Goblin City
$5 Action - Attack
+1 Card, +2 Actions.
Each other player may discard an action card from their hand. If they don't, they gain a ruins into their hand.
-
This costs $1 less if you have any ruins in play.

6
Moving Statue looks too spammable. Was it not so bad when you tested it?
It seemed fine when we tested it. It's spammable to some extent, but when every other play is just a terminal +vp, I think it keeps it from getting too spammable.

7
Next three cards:



Quote
Moving Statue
$4 Action
Turn your Journey token over (it starts face up). If it's face down, +1 VP. If it's face up, +2 Cards, +1 Action.
Quote
Archaeologist
$5 Action - Preserve
+1 Card, +1 Action.
Gain a ruins, putting it in your hand.
-
When you gain this, you may put your +1 Action, +1 Card, +$1, or +1 Buy token on the ruins pile.
I am aware the image says "When you buy this". I'm still deciding between the two...
(Special Ruins reminder: Ruins and Special Ruins count as a single supply pile. Whenever you would gain a normal ruins card, you may discard a card to gain a Special Ruins instead.)
Quote
Royal Heirloom
$5 Action - Duration
Reveal deck cards until you reveal an action card, put the action card in your hand and discard the rest. Then choose an action card from your hand. Play it now and play it again at the start of your next turn.

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 06, 2019, 02:38:19 am »


Quote
Schoolhouse
$4 - Action - Victory
Put up to 2 cards costing $2 or less from your hand onto your Schoolhouse mat.
-
Worth 1VP per 5 cards on your Schoolhouse mat.

9
<Drawbridge>

Is this supposed to be "at the start of your next turn" like the official durations? This should specify because it matters for trashing from your hand.
Yes. I guess I thought "Next turn:" would be an acceptable abbreviation for "At the start of your next turn:". The latter is annoyingly space-consuming. I'll fix it.

Now, the special ruins: (I'm not going to bother making mock-ups of these)
Quote
Abandoned Dungeon
$2 - Action - SpecRuins
+1 Card, +1 Action.
Discard a card.
Quote
Ruined Drawbridge
$2 - Action - Reaction - SpecRuins
+1 Card.
Gain a Silver onto your deck.
-
When another player plays an attack, you may play this from your hand. If you do, at the start of your next turn, return it to your hand.
Quote
Engraved Pathstone
$2 - Action - SpecRuins
Look at the top three cards of your deck. Put one in your hand and discard the rest.
Quote
Ancestral Spirit
$2 - Action - SpecRuins
+1 Buy.
Reveal a card from your hand. Either trash it or put it onto your deck.
If the card cost at least $5, +$2. Otherwise, if it cost more than $0, +$1.
   Rules for Special Ruins and Preserve cards: Include both Ruins and Special Ruins in the supply whenever a Preserve card is in the Kingdom (6 Ruins and 6 Special Ruins for a 2 player game, 12 of each for 3 player, 16 of each for 4 player). Whenever you would gain a normal ruins card, you may discard a card to gain a special ruins instead. When the ruins pile is empty, you always gain a special ruins instead and vice versa.
     While you gain them under different circumstances, the Ruins and Special ruins in the supply otherwise count as a single supply pile. Both ruins piles must be empty for it to count as an empty supply pile. Special Ruins count as ruins for the purpose of other cards that refer to ruins (like Vagrant) except when cards cause players to gain ruins. (There are a total of four of each type of special ruins.)

And here are three Preserve cards:



I think the first two would be too strong for $4 and weak for $5 without the ruins drawback. And being able to discard a card to gain special ruins instead of normal ruins makes the drawback less severe.
Quote
Renovate
$4 Action - Preserve
+2 Cards.
Trash a card from your hand. Gain a card costing up to $1 more than the trashed card.
-
When you gain this, gain a ruins.
You can always Renovate that ruins later.

Quote
Restored Village
$4 Action - Preserve
+2 Actions.
Discard a card. Draw up to 5 cards in hand.
-
When you gain this, gain a ruins.
The image says "When you buy this, gain a ruins." That's the previous version. I think having it be on-gain is better because it's simpler.

Quote
Pioneer
$5 Action - Duration - Preserve
+3 Cards, +1 Buy.
-
On the turn you play this, when you buy an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it.
The Preserve type guarantees that Pioneer has nice disposable $2 Actions in the supply to play and trash. (The image for this one was made before I made the Preserve type.)

10
Why does Generous Benefactor have two colors instead of just one?
Because I momentarily forgot when making the image that durations have one color. I'm absent-minded like that. Every time I go through and make images for my cards, there's mistakes. :P  ::) oh well.

11
The next three cards:



Quote
Drawbridge
$3 Action - Duration
+2 cards.
Next turn: You may trash a card from your hand.
-
While this is in play, when you would be affected by another player's attack, its player may discard a card. If they don't, you are unaffected by the attack.
The original version of this card was too strong for $3, so this version is a result of tweaks making it a little weaker. It's been well tested.

Quote
Generous Benefactor
$3 Action - Duration
+1 action, +$1.
Next turn: +$2, +1 Buy.
-
While this is in play, each other player gets +$1 after playing treasures in their buy phase if they have no gold, platinum, or attack cards in play.
I noticed someone just posted a card very similar to this in the weekly contest, but this one's been around for quite a while without changing much. It's okay that more than one person had the same idea.

Quote
Trailblazer
$3 Action
+1 card, +1 action.
During your action phase with this in your hand, you may discard a card. If you do, play this without using an action.
-
When you gain this, reveal the top 4 cards of your deck. Put any number of revealed Victory cards and Curses into your hand. Put the other cards back in any order.
I actually think I removed the below the line part for the current version we play with, partly because we kept forgetting to do it anyway.

12
The next three cards:



Quote
Mysterious Door
$2 - Action
The player to your left discards the bottom card of their deck. If it's an action card, do what it says as if you played it. Otherwise if it's... a victory card, +2 Cards; anything else, +$2.
Use a $2 cost action to get a chance at playing a $5 or $6 cost action! Sucks if the player to your left is playing BM.
The wording on the image is slightly outdated. It's been rearranged to allow for the "anything else" so it wouldn't dud on a night card, curse, or Hovel.
(Just now realized that if the player to your left discards Tunnel or Harem or even Overgrown Estate (among others) you'd get +2 Cards and +$2. I'll have to tweak it to make it only either/or... On that note, I also just realized that Mortar Repair doesn't need the reaction type.)

Quote
Doorkeeper
$3 - Action / Victory
Reveal the top 2 cards of your deck. Play one of them and discard the other. If you played a victory card, +$1. Otherwise, if the card you played cost at least $5, discard a card.
-
Worth 1 VP.
Similar to Border Guard, but this came first and I like it better, so I'll keep it. And, yes, this can play non-action cards in your action phase. This would probably be fine at $2, but Estate is $2, so $3 it is.
Theme note: In my mind, the subject of the Doorkeeper card is someone who guards the Mysterious Door. But I couldn't find an appropriate picture for that. They wield spears and wear primitive but effective animal skin armor. And they tell stories about what might happen when the Mysterious Door is opened, but no one knows for sure.

Quote
Pedestal
$3 - Action - Reaction
+$1. Discard any number of action or treasure cards. +1 VP for each card discarded this way.
-
When you discard this from your hand besides during clean-up, +$1 on your turn.
This is one of the cards which hasn't been tested as much as the others. Someone commented earlier that you could rack up points by discarding the rest of your hand every time you play Pedestal, but I don't think that would be a winning strategy very often (maybe if you can draw a lot of cards first). If it ends up being too strong that way, I'll tweak it. Maybe say "Discard up to 3 cards".

13
Shouldn't Building Blocks and Foundation have a type to indicate that Mortar Repair is added to the Supply? Like how Looter means add Ruins to the Supply.

They do. I just neglected to put it in the images.

Quote
Building Blocks
$2 - Treasure - Reaction - Material

14
I never play with more than 4 players. 2 or 3 is ideal. Many official cards are not balanced for 4+ player games, and I'm not interested in balancing my cards for 4+ player games.
I see what you mean with your examples, but with BBs_02 you would almost always rather draw the Goons and Gold. (Sorry, I realized Cartographer is a bad example because it says "look at" instead of "reveal") Anyway, with Wandering Minstrel and a BBs_02 on your deck, Wandering Minstrel acts as a Lost City+, and you can leave the BBs_02 on your deck, drawing another card with its reaction, and play more Wandering Minstrels as Lost City+s. That's just not what I intended the card to do.

EDIT: uh, my above example is wrong because Wandering Minstrel would discard the Building Blocks (BBs_2 version), but replace with Scout and you get the idea.

15
That's not the same. If you play Cartographer Scout and reveal Goons, Gold, Building Blocks, Building Blocks. With your version of the reaction, you'll draw the Goons and Gold instead of the two Building Blocks. So, not what I want. It already interacts with other cards that reveal though. (like Cartographer Scout -I realized Cartographer says "look at" not "reveal".)

16
It's the resurgence of Resurgence!
I'm making a new thread for my fan expansion, mainly because no one's posted in the old thread for a long time.

Flavor themes: An ancient city is still inhabited by the race of people who built it. They have maintained or rebuilt some of the ancient buildings. Others lie in ruins, but power still lives even in the ruins. They live in a mostly-isolated area, and after a struggle to survive the centuries, are only now expanding their kingdom. (The theme is inspired by a novel I wrote but isn't published yet. The ancient city in my story is loosely inspired by the Mayan cities. A few of the photos used were taken by my dad when my parents went to see the Mayan cities. And I generally use my dad's photos for the cart art whenever I can.)

Mechanic themes: There are Looter cards, and also Preserve cards. Preserve cards put both normal ruins and special ruins in the supply, and none of the Preserve cards are attack cards. There's a subtheme of Action-Victory cards (5 of them).
   Rules for Special Ruins and Preserve cards: Include both Ruins and Special Ruins in the supply whenever a Preserve card is in the Kingdom (6 Ruins and 6 Special Ruins for a 2 player game, 12 of each for 3 player, 16 of each for 4 player). Whenever you would gain a normal ruins card, you may discard a card to gain a special ruins instead. When the ruins pile is empty, you always gain a special ruins instead and vice versa.
     While you gain them under different circumstances, the Ruins and Special ruins in the supply otherwise count as a single supply pile. Both ruins piles must be empty for it to count as an empty supply pile. Special Ruins count as ruins for the purpose of other cards that refer to ruins (like Vagrant) except when cards cause players to gain ruins. (There are a total of four of each type of special ruins.) The special ruins are at the end of the list of Resurgence cards in this post.

In my fan-card philosophy, I see no reason not to use whatever other mechanics already exist. So durations, victory tokens, coin tokens, and the journey token all make an appearance. Most of the initial work on these cards was done in 2015-2016, so there aren't any post-Adventures mechanics. (Well, except the two landmarks.) There are a few new cards, but mostly what's been done since 2016 is testing and tweaking. Most of these cards have been well tested with my gaming group.
Another note: When I play with fan cards, I print out text-only versions of the cards, so I only make the mock-ups to post here. It's possible there are mistakes in them that I missed.

I'll post three or four cards at a time and keep them all here in the OP.

The first three are the Building Materials. They're special because whenever Building Blocks or Foundation is randomly chosen for the kingdom, Mortar Repair is also added to the supply. Mortar Repair has no randomizer of its own.



Quote
Building Blocks
$2 - Treasure - Reaction - Material
Worth $1.
When you play this, reveal the top card of your deck and discard it or put it back.
-
When you reveal this from your deck, you may put this into your hand. If you do, continue revealing cards as if you hadn't revealed this card.
a reaction-peddler variant
Quote
Foundation
$3 - Action - Reaction - Material
+1 Action.
Reveal the top card of your deck. Discard it or put it back. +1 Card.
-
When this card is discarded besides during a clean-up phase, +1 card on your turn.
a reaction-lab variant
Quote
Mortar Repair
$3 - Action - Reaction - Material
Reveal the top 2 cards of your deck. You may discard one. You may trash one. Put any remaining back on your deck. If you trashed one, gain a card costing up to $3. Otherwise, +1 Action, +$1.
-
When this card is trashed, +$1 on your turn.
Mortar Repair provides a way to gain the other materials as well as a way to activate their reactions.
EDIT: I'll change this to "When you trash this." The original wording happened before I realized when someone plays a knight, you still trash your own cards, not the person playing the knight. EDIT2: I've also realized it doesn't need the Reaction type.



Quote
Mysterious Door
$2 - Action
The player to your left discards the bottom card of their deck. If it's an action card, do what it says as if you played it. Otherwise if it's... a victory card, +2 Cards; anything else, +$2.
(Sorry the wording on the image is slightly outdated. Images aren't a high priority for me.)
Quote
Doorkeeper
$3 - Action / Victory
Reveal the top 2 cards of your deck. Play one of them and discard the other. If you played a victory card, +$1. Otherwise, if the card you played cost at least $5, discard a card.
-
Worth 1 VP.
Quote
Pedestal
$3 - Action - Reaction
+$1. Discard any number of action or treasure cards. +1 VP for each card discarded this way.
-
When you discard this from your hand besides during clean-up, +$1 on your turn.



Quote
Drawbridge
$3 Action - Duration
+2 Cards.
Next turn: You may trash a card from your hand.
-
While this is in play, when you would be affected by another player's attack, its player may discard a card. If they don't, you are unaffected by the attack.

Quote
Generous Benefactor
$3 Action - Duration
+1 Action, +$1.
Start of next turn: +$2, +1 Buy.
-
While this is in play, each other player gets +$1 after playing treasures in their buy phase if they have no gold, platinum, or attack cards in play.
(added "Start of")

Quote
Trailblazer
$3 Action
+1 Card, +1 Cction.
During your action phase with this in your hand, you may discard a card. If you do, play this without using an action.
-
When you gain this, reveal the top 4 cards of your deck. Put any number of revealed Victory cards and Curses into your hand. Put the other cards back in any order.



Quote
Renovate
$4 Action - Preserve
+2 Cards. Trash a card from your hand. Gain a card costing up to $1 more than the trashed card.
-
When you gain this, gain a ruins.

Quote
Restored Village
$4 Action - Preserve
+2 Actions. Discard a card. Draw up to 5 cards in hand.
-
When you gain this, gain a ruins.

Quote
Pioneer
$5 Action - Duration - Preserve
+3 Cards, +1 Buy.
-
On the turn you play this, when you buy an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it.
(The image for this one was made before I made the Preserve type.)



Quote
Moving Statue
$4 Action
Turn your Journey token over (it starts face up). If it's face down, +1 VP. If it's face up, +2 Cards, +1 Action.
Quote
Archaeologist
$5 Action - Preserve
+1 Card, +1 Action.
Gain a ruins, putting it in your hand.
-
When you gain this, you may put your +1 Action, +1 Card, +$1, or +1 Buy token on the ruins pile.
I am aware the image says "When you buy this". I'm still deciding between the two...
(Special Ruins reminder: Ruins and Special Ruins count as a single supply pile. Whenever you would gain a normal ruins card, you may discard a card to gain a Special Ruins instead.)
Quote
Royal Heirloom
$5 Action - Duration
Reveal deck cards until you reveal an action card, put the action card in your hand and discard the rest. Then choose an action card from your hand. Play it now and play it again at the start of your next turn.




Quote
Auditor
$4 Action - Attack
+$2, +1 Buy.
Each other player reveals their hand and discards all curses, ruins, and pure victory cards.
Quote
Vandal
$5 Action - Attack - Looter
+2 cards.
Each player (including you) may reveal a Victory card from his hand and put it onto his deck. If you do, +$2. Each other player who doesn't gains a Ruins.
This one's been around for a long time. It even won a fan contest once.
Quote
Fountain Gargoyle
$5 Action - Attack - Duration - Victory
+1 Action.
This turn and next: +$1.
-
Worth 1VP
-
Until your next turn, when another player gains a victory card, he reveals and puts a pure victory card or a ruins from his discard pile on top of his deck.
Quote
Goblin City
$5 Action - Attack - Looter
+1 Card, +2 Actions.
Each other player may discard an action card from their hand. If they don't, they gain a ruins into their hand.
-
This costs $1 less if you have any ruins in play.
EDIT: Added Looter type to Vandal and Goblin City (but not in the images yet).




Quote
Miner
$4 Action
+$1.
Reveal the top 4 cards of your deck. Put a revealed treasure into your hand. Discard one other revealed card. Put the rest back in any order.
Quote
Kingdom Restoration
$5 Action
+1 Action.
You may discard the top card of your deck. Then look through your discard pile and put up to two cards from it on top of your deck. Then +1 Card.
-
During your buy phase, you may pay $1 to return a card from the trash pile to the supply.
Quote
Ancient Temple
$5 Action
+1 Action.
Discard a card. Gain a card costing up to $4, putting it in your hand.
Similar to Sculptor, but this came first so I'm keeping it.
Quote
Ancestral Crypt
$5 Action-Victory
+1 Card.
Trash up to two cards from your hand. For each card you trash that costs more than $0, take a coin token.
-
Worth 1 VP.
Thinking about making this worth 2VP.



Quote
Salavage Site
$1 - Event
Discard any number of cards from your hand. Gain a card from the trash costing up to $X, where X = 2 * the number of cards you discarded.
Quote
Unearth
$3 - Event - Preserve
+1VP. Each player gains a special ruins (you first). Set yours aside and play it at the start of your next turn.



Quote
Ancient Inheritance
$4 - Event - Preserve
Look at the top 4 cards of the Special Ruins pile. Choose one to side aside, and put your Estate token on it. (Your Estates gain the types and abilities of that card.)
Quote
Discovery
$5 - Event
Once per turn: The player to your left discards the bottom card of his deck. If it's a(n) ...treasure: +3 Coffers, ...victory card +3VP, ...action card, set aside a card you have in play and play it at the start of your next turn.



Quote
Astral Plane
Landmark
At the end of each turn, +1 VP if you took any VP tokens this turn.
-
At the end of the game, -1 VP for each victory card you have costing more than $5 unless it was 'set aside' or on a mat when the game ended.
Quote
Pyramid
Landmark - Preserve
Each time you play a ruins: if you have 1 ruins in play, +1 Action; if you have an even number of ruins in play, +1VP; if you have 3 ruins in play, +1 Coffers.

The special ruins: (I probably won't be making images of these.)
Quote
Abandoned Dungeon
$2 - Action - SpecRuins
+1 Card, +1 Action.
Discard a card.
Quote
Ruined Drawbridge
$2 - Action - Reaction - SpecRuins
+1 Card.
Gain a Silver onto your deck.
-
When another player plays an attack, you may play this from your hand. If you do, at the start of your next turn, return it to your hand.
Quote
Engraved Pathstone
$2 - Action - SpecRuins
Look at the top three cards of your deck. Put one in your hand and discard the rest.
Quote
Ancestral Spirit
$2 - Action - SpecRuins
+1 Buy.
Reveal a card from your hand. Either trash it or put it onto your deck.
If the card cost at least $5, +$2. Otherwise, if it cost more than $0, +$1.

17
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: May 25, 2019, 11:40:23 pm »
The Victory token symbol doesn't seem to work. It shows up all grey. I don't think I'd recognize what it was if I didn't tell it to put a victory token symbol there.

18
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: May 24, 2019, 10:04:18 pm »
I like Mountain fort. I think you should go ahead and enter it into the weekly contest. (maybe at 4 debt)

19
Hearthstone / Re: Rise of Shadows: The Great Dalaran Heist
« on: May 19, 2019, 12:40:36 am »
It does seem easier than usual. I'm not that good, and even I beat it on my second try (normal skill level). (I wanted to keep that deck with the treasures. it was fun.)

PS: The guy who "occationally gives helpful advice" is awesome.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 17, 2019, 07:12:04 pm »


I might have spent too long on the art and not long enough on the cards this time...
These should totally win just for the art.

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 12, 2019, 07:09:50 pm »



Quote
Mimbleseeker
$2 Action - Traveller
Gain a silver. You pay put a card from your hand on top of your deck. If you do, +$2.
-
When you discard this from play, you may exchange it for a Mimble Scout.
Quote
Mimble Scout
$3 Action - Traveller
+$1.
Name a card. Reveal the top four cards of your deck. Put all victory cards and one copy of the named card into your hand. Put the rest back in any order.
-
When you discard this from play, you may exchange it for a Mimble Camp.
Quote
Mimble Camp
$4 Action - Traveller
+2 Actions.
Discard any number of cards. +1 Card per card discarded.
-
When you discard this from play, you may exchange it for a Mimble Trainer.
Quote
Mimble Trainer
$5 Action - Duration - Traveller
Now and at the start of next turn: Reveal and discard any number of victory cards. +$1 and +1 Card for each card you discarded this way.
-
When you discard this from play, you may exchange it for a Mimblegablaizer.
Quote
Mimblegablaizer
$6 Action
Choose a traveller in the in the Mimbleseeker line or an action card costing up to $4. Put your +1 card token on that card. Then play this as the chosen card. This is that card until it leaves play.

I have a couple different versions of the final card and had trouble deciding which one to use. The original one had "Play this twice as if it were..." instead of using the +card token.

Backstory: The mimbleseekers are an organization who seeks out and recruits mimbles, who are people with extraordinary powers, to fight against the agents of the six beasts who cause all the evil in the world. Once in about 50 years, a mimblegablaizer is born. A mimblegablaizer is an especially powerful mimble who alone can defeat the six beasts themselves.

22
Game Reports / Re: Bishop is underrated
« on: April 30, 2019, 07:03:16 pm »
enlightened* Minions

(*a word which here means my Minions learned Lost Arts)

Would your described tactic not have worked better with enlightened Bishops? That way no Action is terminal.
Probably either way would've worked. I put it on Minion because I had more Minions at the time I bought Lost Arts.


The trashing is basically neutral, because it gives you and your opponents the same benefit. So Bishop largely reads:

+
+
Maybe some more + (often 0 or 1).

Given that, it looks like a slightly weaker Monument most of the time, but with more potential for cool stuff like Province and Gold trashing.

Well, that's what it reads if you play it as though it was a trasher. You can get that third line to be a lot stronger if you play it better.
(Not something I say often, but) Awaclus is totally right. Bishop isn't primarily a trasher. Bishop is a victory token collector. With any gainer, Bishop will quite often give more than 2 victory tokens.

23
Game Reports / Bishop is underrated
« on: April 28, 2019, 09:42:59 pm »
I still can't understand why Bishop keeps going down in Qvist's ratings. The reason it gives a benefit to your opponent is because it's effect is really strong.
Then again, I think it was especially strong on this board, where I had enlightened* Minions, so I could trash a card with Bishop and then draw a new hand a lot of times. My opponent went for Castles, so he had to deal with a bunch of dead cards in his deck, while with Bishop, you can trash all the extra cards and still get VP for them. Using Bishop to trash Crumbling Castle, Sprawling Castle, and the Duchy gained with Sprawling Castle is fun. (Those were the only two castles I bought. My opponent got the rest.)
(*a word which here means my Minions learned Lost Arts)

Wish I could post the game log.
game #26087873

24
Variants and Fan Cards / Re: House Brew
« on: April 26, 2019, 06:59:47 pm »
Since everyone agreed it was weak, I made it +2 Buys and "when you buy a zero-cost card..." but I still wanted there to be motivation for that zero-cost card to be a ruins (because my mini-fan expansion that this is in has Drunks which count as ruins and are mixed in with the ruins (half the normal amount of ruins is replaced with Drunks)).

Quote
House Brew
Treasure - Reserve - Looter
+. +2 Buys.
When you play this, put it on your tavern mat.
-
While this is on your tavern mat, when you buy a ruins, +. When you buy any zero-cost card, you may discard this from your tavern mat.

25
Variants and Fan Cards / House Brew
« on: April 23, 2019, 07:55:25 pm »
Do you think this would be fun and balanced at $5?

Quote
House Brew
Treasure - Reserve - Looter
+. +1 Buy.
When you play this, put it on your tavern mat.
-
When you buy a ruins, you may discard this from your tavern mat.

Do you think it'd be better if the below the line part was "When you buy a zero-cost card,...")
Also wondering if it should give two buys, so the +buy will have an effect besides letting you buy a ruins.

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