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Messages - Fragasnap

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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 20, 2020, 06:11:53 pm »
Quote
Salt
Types: Treasure, Duration
Cost: $3
$1. When you play this and at the start of your next turn: +1 Buy.
While this is in play, when you gain or trash a card costing at most $4, you may Exile it.
A Copper with a Buy now and next turn.  Its in-play effect Exiles cheap Victory cards as you gain them, allows you to keep cheaper cards as you trash them for benefit or they are trashed by those rare trashing Attacks, and catches incoming junk cards.

It is capped at Exiling $4-cost cards because Exiling Provinces on-gain sounds silly, and Enclave suggests that exiling Duchies is pretty alright.  Throwing extra $2-Buys at +1VP seems pretty okay.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 14, 2020, 06:02:26 am »
Quote
Moneychanger
Types: Action
Cost: $6*
+1 Card, +1 Action. You may play a Treasure from your hand twice.
During your turns, this costs $1 less for each Buy you have.
Heirloom: Pouch
Peddler variant.  Typically costs $5, but can cost less with +Buys.  It does nothing if you have no Treasures in hand.  It's very powerful with bigger Treasures.  The Pouch Moneychanger provides can reduce its cost to $4, or even $3 in concert with another Moneychanger.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 02, 2020, 05:31:03 pm »
Quote
Freemason
Types: Action
Cost: $4
+1 Buy. If you have the Grand Lodge, +$2. Otherwise, +3 Cards.
While this is in play, when you buy a Treasure, you may take the Grand Lodge.
Quote
Grand Lodge
Types: Artifact
The first time any player plays a Freemason on each of their turns, +1 Coffers and +1 Villager.
I came up with a wording using tokens that will let Grand Lodge proc more normally across player counts
Quote
Grand Lodge
Types: Artifact
At the end of your turn, put tokens here until there are 3.
When any player (including you) plays a Freemason, remove a token from here. If you do, +1 Coffers and +1 Villager.

I can't imagine wanting to turn it into a Woodcutter for a few extra Coffers and Villagers very often
I'd swap the functions on Freemason, i think; Draw with a buy is Very Good at $4 and Still Desirable at $5; Woodcutter... well woodcutter was a $3. Even if you can stack some Coffers + Villagers doing it.
Both spineflue and alion8me's posts seem to identify Freemason for the Grand Lodge player being a Woodcutter.  For clarity, if you have Grand Lodge, your Freemasons also give you +1 Coffers and +1 Villager, so it's not Smithy+Buy versus Woodcutter: It's Smithy+Buy (that benefits another player) versus Woodcutter+1 Coffers+1 Villager.  Is there some way I can make that more clear?  Grand Lodge still procs a limited number of times, so I can't push all the words into Freemason.
If you were clear about that and still think Woodcutter+1 Coffers+1 Villager loses every time to Smithy+Buy+Other-Player-Benefit...
  • Would increasing +$2 into +$3 be too much on Freemason?
  • Would changing +$2 into +2 Coffers even address the issue?
  • Would changing the whole set of benefits into +2 Coffers on Freemason and +2 Villagers on Grand Lodge (or the opposite) be more tempting?

If +Cards was the Grand Lodge function, someone taking the Grand Lodge and turning your source of draw into a coin payload would wreck your deck, leading to a lot of the same unfun play patterns of Flag Bearer.  Swapping those would make fighting for Grand Lodge the only thing you ever do with Freemason, which defeats the point of the challenge.  My hope is to make a non-zero number of games where players form a truce in which one player gets tokens where others get whatever else Freemason can do.  In order to make that happen, Freemason's other thing has to be something worth playing when another player benefits from it: +Buy with draw seems like a good one.



Quote
Breakthrough • PP • Event
Move your Alembic token to an Aqua Vitae card with no tokens on it. (During your turn Potions are also Actions with 'If it's your Action phase, play the card with your Alembic token on it.')
Quote
Breakthrough • (randomizer)
Set Up: Include the "Breakthrough" Event in the Kingdom. Shuffle the Aqua Vitae Actions and place one per player, plus one extra, next to the Breakthrough Event; These are not in the Supply. Return the rest to the box.
Quote
Abyss • $5 • Action - Aqua Vitae
Trash a card from your hand. Gain a card costing up to $1 per uniquely named card in the trash. If it's a Victory card, trash all Potions you have in play.
Quote
Oust • $5 • Action - Aqua Vitae
+1 Card, +1 Action. Exile the top 3 cards of your deck. You may discard a card from Exile.
Quote
Radiant City • $5 • Action - Aqua Vitae
If you have an odd number of Potions in play, +3 Actions; otherwise +2 Cards.
You may spend any number of Actions (not Action cards) for +$1 each
Quote
Repair • $5 • Action - Aqua Vitae
Trash a card from your hand. Gain a card that costs up to $2 more than it. If both cards share a type, +$2.
Quote
Transfigure • $5 • Action - Aqua Vitae
Trash a non-Victory card to gain a card that shares a type with it.
Quote
Trestle • $5 • Action - Aqua Vitae
+1 Buy. Cards cost $1 less this turn. You may reveal a card from your hand that you do not have a copy of in play for +$2.
Abyss, Oust, Repair, and Transfigure are all very weak for the amount of effort the PP cost is.
Abyss is not a Horn of Plenty variant, but instead Altar variant that starts much weaker than Altar.  If Horn of Plenty were a terminal Action it would also be very bad.
Oust as a Laboratory that optionally exiled would likely be comparable to Sanctuary.  If you want the fast Exiling, you could make it more unique and much stronger by having it pull an Exiled card straight to hand.
Transfigure might work without the Victory restriction, but racing to PP would be frustrating when it was relevant.
Radiant City ends up trading invisible resources for other invisible resources, which makes tracking a bear.
Repair is functionally Remodel.  Sure it has a benefit attached to it, but you can't trash most Treasures into Treasures or Victory cards into Victory cards, so the only time it does anything is if you're trashing an Action you could play into another Action, which you don't tend to do very often.
Trestle has a lot of words attached to it considering any non-Potion Treasure and all Victory cards will typically fulfill its "reveal a card" condition.

Quote
Land Grant - <10> - Project
Once per game, place a cube in a Landmark of Land Grant set that has no cubes on it. When scoring, it applies only for you.
Setup: make a Land Grant set with the following Landmarks: Acreage, Barony, Bishopric, County, Domain, Grange, Virgin Lands and Yards.
Quote
County - Landmark
When scoring, 3 VP for different type of cards you have.
Quote
Domain - Landmark
When scoring, 3 VP for set you have of Province - Duchy – Estate.
Land Grant could be a "once-per-game" event that sets aside the Landmark in question.  You could minimize the wording by taking from Tournament and making the Landmarks into Victory cards with a special type.  Something like "Once per game, gain and set aside a Grant from the Grant pile." and then the eight cards are Victory-Grant cards that are not in the Supply.
County seems too volatile.  Many games have only 4 realistic card types, but some have 8 or more.
Domain looks much too weak compared to the others.

Specialize
Move your +1 Action, +1 Card, +$1, or +1 Buy token to an Action Supply pile without the same type of token already on it.
Event
5 Debt
You need a catch to ensure a single player can't put multiple of different tokens onto the same card, unless your intention is for each player to build different super-Laboratories every game or else try to stop each other from doing so.
Even then this looks like the ultimate first-player-advantage card.  <5> for a turn-1 Pathfinding that locks out other players' Pathfinding sounds crazy.
The +1 Buy token is the only token that works with this kind of function.

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 30, 2020, 05:09:03 pm »






Quote
Freemason
Types: Action
Cost: $4
+1 Buy. If you have the Grand Lodge, +2 Coffers. Otherwise, +3 Cards.
While this is in play, when you buy a Treasure, you may take the Grand Lodge.
Quote
Grand Lodge
Types: Artifact
At the end of your turn, put tokens here until there are 3.
When any player (including you) plays a Freemason, remove a token from here. If you do, +1 Coffers and +1 Villager.
Freemason is one of two cards based on your ownership of an Artifact: either +3 Cards and +1 Buy; or a +1 Buy and +2 Coffers that profits from the first three Freemasons played per round, ending with yours, with +1 more Coffers and +1 Villager.  Owning the Artifact is what makes Freemason into that payload, so there's no way someone else can turn your draw into coin.  It also always gives you +1 Buy so you can buy a Copper to take the Grand Lodge in a pinch.

EDIT
Freemason changed to give +2 Coffers from +$2.
Grand Lodge changed from working once per turn to using tokens to make it work thrice per round.  This will normalize it in multiplayer and puts a single player relying on Freemason for draw in a tougher spot.

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 22, 2020, 05:47:33 pm »
Quote
Scientist
Types: Action
Cost: <4>
+2 Cards, +1 Action. Gain a Trinket from the Trinket pile.
A Debt-cost Laboratory that floods you with Trinkets.
Getting rid of a Trinket is -1 Card and -$1, which makes Scientist a bit worse than Fugitive if you're paying to remove the Trinkets.
The debt-cost means that Trinkets don't help you buy Scientists when you want a bunch of them.

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 16, 2020, 08:45:22 pm »
Redistrict
Types: Action, Looter
Cost: $4
Trash a card from your hand. If the trashed card has at least 2 types: +1 Action and gain a card with only one type costing up to $5, putting it into your hand. Otherwise, gain a Ruins and play the Ruins twice.
An issue is also that it's very swingy in that case - if you draw it with 4 Coppers, that's basically game over.
The bigger issue is probably the swinginess in the non-Shelters case. Either the Ruins you previously gained is dead or you manage to convert it into an insta-5. That is a huge difference.
Thank you both for the commentary.
While I think Redistrict is held back fairly well through being unable to gain Attacks, putting the gained card straight into hand is a no-brainer benefit compared to receiving the circumstantial Ruins effect twice.  The card would be much more tactical if the benefit garnered when trashing a multi-type card was less immediate, so I will change it from a gain to hand to a gain to the top of the deck.  That way a hand of "Redistrict, Estate, Abandoned Mine, 2 Copper" will be choosing between doubling whatever Ruins by trashing an Estate or trashing the Abandoned Mine for a $5-cost card next turn.
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Redistrict v2
Types: Action, Looter
Cost: $4
Trash a card from your hand. If the trashed card has at least 2 types: +1 Action and gain a card with only one type costing up to $5, putting it into your hand on top of your deck. Otherwise, gain a Ruins and play the Ruins twice.



Goblin City
$5 Action-Atttack-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.
I think making splitters strong junking Attacks is a bad idea.  I have a weaker junking Village, but it self-junks to hold it back.

Wishing Fountain - $5 - Action
+1 Card
+1 Action
Name a card type, then reveal the top card of your deck.
If it has the named type, put it into your hand. Otherwise, you may either trash it, discard it or leave it on top.
This has a lot of additional words and complexity when it may as well just automatically name the Action type.

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Hoarder
Types: Night, Attack
Cost: $5
Gain a card costing up to $1 per different card type (Action, Attack, etc.) you have in play. Each other player gains a Junk.
Setup: The Junk pile has as many cards as the Curse pile.
Quote
Junk
Types: Action
Cost: $0*
+$1. Trash this.
(This is not in the Supply
Hoarder is fun, but the Junk cards are so many cards that have to be printed for a single thing.  I agree that Cursing is too strong, and making it a Looter won't work on account of the number of types that sticks into it.  I don't know the solution, but I don't like the Junk one.

Adept
Types: Action, Command
Cost: <8>
Reveal a non-Command Action card from your hand. Gain and play a copy of it.
When you gain this, gain a Copper.
You could clean up the self-piling problem and reel in its general strength by taking a page from Imp and wording it "you may reveal an Action from your hand you have no copies of in play."  Then it can't target itself and further has a harder time gaining and playing whatever it wants: It could then lose the clumsy on-gain draw-back.

So, no, I simply don't see any support for your claim that one effect is always and clearly dominating the other. It is much more unclear and Kingdom-sensitive which is why I don't think that a price of $4 is necessary (not that there is a huge difference between $3 and $4).
I don't mean to claim that Cabin is always better than Village. My claim is that Cabin is significantly stronger than village a large percentage of the time. Even though $4 isn't strictly necessary, it feels bad to me to have two cards at the same price that have such a similar effect where one does its job significantly better than the other.
I agree with alion8me.  Shanty Town versus Village is a fair argument: Where most Kingdoms I prefer Village, sometimes I can get +Actions from other sources and leverage that to use Shanty Town as a less-consistent Lost City.  The only intrinsic reason (obviously pile control, differently named cards, and differently typed cards matter) I would buy Villages ahead of Cabins is because I am reliant mostly upon non-terminal draw, except that then I will likely have fewer terminal Actions in my deck and will therefore not buy many splitters anyway.

A card which targets a specific player with its reaction could have political issues in  a multiplayer game. One can choose to react to a player and not react to another player.
As if anybody would ever do that.
Maybe you don't play many multiplayer games IRL with casual players.
I mainly play 3P games. And none of us would ever Swindle one guy a Curse and another guy a Copper. That's simply irrational, it is a game and friendship has nothing to do with optimal play. I'd be insulted if a fellow player "gifted" me something in a game.
If fsome people behave like that, blame them and not the game.
Allowing a trailing player to accelerate the end-game puts the leading player in a better position.  I often take such things into account in multiplayer games, and people have certainly gotten mad at me before for such decisions.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 14, 2020, 04:26:59 pm »
Quote
Redistrict
Types: Action, Looter
Cost: $4
Trash a card from your hand. If the trashed card has at least 2 types: +1 Action and gain a card with only one type costing up to $5, putting it on top of your deck. Otherwise, gain a Ruins and play the Ruins twice.
Tempo-trashing Workshop like Altar, caring about the number of types (instead of specific types a la Sacrifice).  If you trash a card with a single type (like your starting Coppers and Estates), you gain a Ruins and play it twice.
If you trash a card with multiple types (like Heirlooms, Redistrict, or the Ruins you've gained from Redistrict) then you gain a single-type card costing up to $5 to your next hand.  It has to be only a single type so you can't run piles as easily (especially Redistrict into Redistrict into Redistrict... into Redistrict).  (Of particular note, that one-type restriction also prevents it from gaining $5-cost Attacks like Coven, Cultist, and Minion.)

History:
Nerf "putting it on top of your deck" from "putting it into your hand" per discussion below.
...Makes choice of trashing more tactical and balances behavior of a missing Redistrict.

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 01, 2020, 09:12:27 pm »
Quote
Way of the Kingfisher
Types: Way
Turn your Journey token over (it starts face-up). Then, if it's face-up, you may play an Action from your hand twice.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 26, 2020, 07:44:02 am »

This is a split pile. There are 5 Kitsune on top of 5 Aburaage.
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Kitsune
Types: Action, Doom
Cost: $3
+1 Card, +1 Action. You may discard the top Hex. If you do, choose one: Trash this and a card from your hand; or +1 Buy and +$2 and receive that Hex.
Quote
Aburaage
Types: Treasure
Cost: $5
This is worth $1 for each type among the cards you have in play (Action, Attack, etc.).
Kitsune are the servants of Inari Okami, a Shinto god.  They are shape-shifting spirits known in latter-day folklore for being tricksters who prey on the prideful, and so, mirroring Pixies, are cantrips that possibly cost a Hex.  You can play them as cantrips with no effect, or otherwise flip a Hex on a gamble in which you'll either lose the Kitsune as a one-shot cantrip-trasher or get a Grand Market for the cost of receiving that Hex.

Aburaage is a special type of deep-fried tofu.  It is said to be a Kitsune's favorite food and is thus given in offerings to the gods.  Seeing that tofu is fairly bland on its own, it counts the types of cards you have in play. That will always include Treasure and will virtually always include Action: Maybe you'll have a Doom card as well?

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 14, 2020, 08:32:15 am »
I do agree this would be an issue - when designed a cost reducer for Events, it was a Project so that they could at most be $1 less.
The argument that reduced-costs are abusive is a reasonable argument against Bridge existing, too.
There are some instances that Comptroller will be very powerful, but those instances don't seem arbitrary: I think there's still plenty of playing to be done around the combos.

Gamble on the other hand requires no splitters or further extra Buys in the Kingdom to be broken with this.
Could you elaborate here? Without other +Buys, Comptroller + Gamble would let you flip the top 3 cards of your deck and play the Treasures and Actions before you run out of Buys, as you ignore Gamble's +Buys.

Can I get opinions on nixing the Reserve part of Comptroller and making it all on play? The "Events cost $1 less" can only appear alongside "Ignore any further +Buys" to avoid Event infinites. I'm not immediately convinced that it would make the card more fun looking at available sets of vanilla bonuses.
  • "+2 Buys, +$1" looks really bad next to Squire in the case that a Kingdom doesn't have a repeatable Event to abuse.
  • "+1 Card, +1 Action, +1 Buy" could be workable, but the "ignore any further +Buys" becomes immediately oppressive and puts a big dampener on the Market Day combo.
  • "+1 Action, +2 Buys" is passable in stronger engines and makes terminal +Buys play worse with it, but the lack of real economy on that makes it even more niche.
  • "+1 Card, +1 Action, +2 Buys" sounds like too much.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 13, 2020, 06:16:08 pm »
 
Quote
Comptroller
Types: Action, Reserve
Cost: $2
+$1. Put this on your Tavern mat.
At the start of your Buy phase, you may call this. If you do, +2 Buys, Ignore any further +Buys you get this turn, and Events cost $1 less this turn.
Quote
Market Day
Types: Event
Cost: $9
+$11
Comptroller: A Reserve that gives +Buys when you need it and Event cost-reduction.  Comptroller also causes you to ignore further +Buys so you can't go infinite with any +Buy Events like Delve, Gamble, and Travelling Fair.
Market Day: An Event that turns each extra +1 Buy into +$2 provided you meet the $9 threshold.  Most spammable +Buy doesn't build your economy much compared to competing cards, so there's a push and pull to that.
Combo: Comptroller + Market Day nets you +$6 from Comptroller's buys. You could get more coins by calling more Comptrollers, but the growth is only +$2 per Comptroller called as only the first Comptroller gives you +Buys.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 05, 2020, 09:15:34 pm »
Quote
New World
Types: Event
Cost: $6
Once per game: Put the cards you have in Exile into your hand. Exile all cards from your deck, your discard pile, and that you have in play.
Setup: Each player Exiles 2 Coppers, 1 Gold, and 2 Curses from the Supply, and the same set of 4 different unused Action cards.
Clarification: Each players' Exile mat begins containing copies of the same cards with the same set of 4 Action cards.  If Monument, Scheme, Sheepdog, and Torturer were chosen, each player Exiles copies of that same collection of 4 Action cards (along with the 2 Coppers, 1 Gold, and 2 Curses).

A silly setup Event.  You lose all your deck that you don't have in your hand (unfortunate happenstance that Duration cards still in effect get Exiled from play too, but that only applies for one turn per game (and should happen pretty early in games you want to trigger New World), so it shouldn't get too hairy).  You have an extra deck of 9 cards waiting for you in the New World with otherwise unavailable Action cards.  Because of the way the Exile mat works, you can of course bring the Gold from the New World back to the old world (the unused Action cards cannot be brought over without buying either New World or Transport because you won't be able to gain copies of them), or you can swap over to the New World and then start bringing lost cards from the old world over.  You could also grab an extra Copper or Curse before getting New World to clean up Exile first before making the swap.

The numbers might be all wrong for this thing to work.  Let me know if you think it's interesting or salvageable.  I'm not sure if it is.

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 28, 2020, 07:29:26 pm »
Quote
Stable Master
Types: Action
Cost: $6
Reveal the top 3 cards of your deck and put them into your hand. Gain a Horse for each Action card revealed.
Hunting Grounds variant with a draw that modulates from 3 to 6-ish based upon how many Actions it draws.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 18, 2020, 06:52:55 am »

Quote
Rovers
Types: Action
Cost: $6*
+2 Cards. Turn your Journey token over (it starts face up). Then if it's face up, +3 Actions.
During your turns, if your Journey token is face up, this costs $2 less.
A Lost City variant using the Journey token that costs $6 when it's ready to go and $4 when it isn't. You want to setup your next turn by leaving your Journey token face down, except then Rovers costs $6, so you leave it face up so you can buy a cheap Rovers, but now, whoops, your first Rovers next turn is terminal.  Note that it functionally starts the game costing $4.  +2 Cards is a stronger benefit attached to flipping your token face down than Giant's +$1, Ranger's +1 Buy, and Pilgrimage's nothing-event if Rovers appears with them.
Maybe +3 Actions is too much?

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 16, 2020, 05:50:53 pm »
My entry for this week:
(which is the other one I was considering entering for last week. I may have entered this one at some point before, but I don't think I have for one of these weekly contests at least.)

Quote
Mysterious Door
- Action
The player to your left discards the bottom card of their deck. If it's an action card, play it, leaving it there. Otherwise if it's... a victory card, +2 Cards; anything else, +$2.

I didn't even make the list. This is the second time this happened.  :(
I even made the text size bigger...
My sincere apologies.  I'm not even sure how I missed it. I noted your post when you posted it and yet it didn't end up in the quote repository I build throughout the week.  I recommend posting an artless mock-up using the Dominion Card Image Generator and uploading the result to Imgur, as my final sweep would certainly not have missed an image.

Regardless,
Mysterious Door
Types: Action
Cost: $2
The player to your left discards the bottom card of their deck. If it's an action card, play it, leaving it there. Otherwise if it's... a victory card, +2 Cards; anything else, +$2.
Mysterious Door discarding is sure to make some players dislike it much as players disliked Tribute.  The effect is a nice fix to X-tra's Informer, as it costs less than the things you want to play with it and even gives better benefits when it cycles a Victory card in the form of +2 Cards.  It is ultimately falling into the same hole as Tribute, where its pseudo-terminal effect is so volatile that you end up playing it like it's terminal.  Ultimately I imagine that it would be better priced at $3, as the current effect is something I wouldn't want shoved so randomly into a game as it would be on an easy-to-buy $2-cost card, but it might end up being too weak for $3 in the average Kingdom.  I like it, though.  It's not on the shortlist, but it's a high 2/3.

17
Variants and Fan Cards / Re: Contest #69: Pseudo-terminal
« on: April 16, 2020, 03:01:57 pm »
Dalmatian
Types: Action, Reaction
Cost: $3
Gain 2 Horses. You may play a Horse from your hand.
When another player plays a Horse, you may discard this to gain a Horse to your hand.
Another 2-Horser along with Cavalry, Paddock, and Sleigh.  The reaction is a tad fiddly because you have to pause the first time you play a Horse and ultimately pointless due to the raw strength of Dalmatian.  By the time you play Dalmatian 3 times, even without significant support, you can probably expect to trigger the Dalmatian→Horse every time which increases the number of Horses you have.  This will drain the Horse pile rapidly, especially in multiplayer, which gives it a dynamic that doesn't seem to be a consideration in other Horsers: Horses being unlimited seems to be the intent of them (regardless of how Livery goes).  I don't hate it, but I'm leery to put it out as I think it will be too game dominating, especially if any Way appears with it.
Would you mind explaining a little more about the "draining the Horse pile rapidly"? My intent was that on play, you either gain two horses, or you effectively play a cantrip and gain one horse (since the one you play would return to its pile). i.e. the same effect would be achieved by "Gain a Horse. Discard a Horse from your hand for +2 Cards, +1 Action." (with a minor difference if the Horse pile only had 1 Horse in it)
The reaction was so, among other things, with two Dalmatians in hand you could discard one to guarantee a Horse in your hand.
(I'm also unsure how a Way would make it particularly dominating)
Dalmatian reduces the number of Horses in its pile as a "cantrip" where the other Horsers do so in a much more limited fashion (Supplies is also a Copper, Scrap has to trash stuff, Paddock turns non-terminal only in the late-game, others are terminal).  Most games where I have Horses I find it easy and beneficial to hang on to one or more Horses to get a bigger benefit from the draw later.  I am likely leery of new tech, as I did not dislike either of the Horse entries (Bridle Craftsman and Dalmatian)  (and am probably playing the new tech very poorly as well) but did not include them in my top 3.  Perhaps greater experience would lead me to feel otherwise about it.
I have found Horses to generally be a strong way to improve the consistency of a deck mid construction between cards like Scrap, Sleigh, and Demand (which I have used more than others), so a cantrip that gains a Horse looks pretty crazy at a cost of $3.  A decent Way target makes it easier to hang on to your Horses for big benefits because unplayed Horses don't drag in your deck: You can Way them.  Considering the way Ways affect Horses feels very relevant as they both appear in Menagerie.

18
Variants and Fan Cards / Re: Contest #69: Pseudo-terminal
« on: April 16, 2020, 01:57:30 pm »
With apologies for the delays (writing this up has taken more time than I expected, and even then I haven't edited nearly as much as I'd like to):

Coronation
Types: Action
Cost: $5
If this is the first Coronation you have played this turn, gain a Gold onto your deck. Otherwise, you may play an Action card from your hand three times.
I like this one a fair bit because it introduces a meaningful and unique problem to what is otherwise a very powerful card.  You need to build a bit before you want to start using Coronation to get its King's Court effect, while the Gold-to-deck function is new and passable on $5 and causes you to use its

Stockade
Types: Action
Cost: $4
+2 Cards, +1 Buy. You may trash this, for +1 Action.
+Buy is something you don't really want to throw away, so the trashing effect seems like a get-out-of-jail function to toss it when its draw works poorly otherwise, but that "+2 Cards and +1 Buy" function is rare enough and likely well balanced at $4.  Pretty good.

Fool's Laboratory
Types: Action
Cost: $2
+2 Cards. If you don't have another copy of this in play, +1 Action.
I do not like the esoteric wording here to combo with Throne Room variants and Command cards.
The first is a Laboratory which is a bit silly, while the second is a Moat which is middling to bad (depending on trashing and junking).  So buying the first is trivial, but the question of whether you should buy more than one is virtually identical to every other +2 Cards card. I wouldn't call the card broken, but it's not very interesting.

Courier
Types: Action, Reaction
Cost: $4
+2 Cards. You may play an Action that costs more than this from your hand.
Directly after resolving an Action that costs less than this on your turn, you may play this from your hand.
Getting +2 Actions from it via a $3-cost and $5-cost Action might be difficult enough, but I'm not sure this needs to do both as Laboratory at $4 is already very strong, let alone that it can be even stronger than that.  I mostly get into my head how frustrating this card would be, trying to draw it with such a variety of Action costs: The payout for doing so is so large that you might have to try regardless.  The paradigm shift of whether the more or less expensive card is the on-play and which is the Reaction also isn't very memorable which could lead to misplaying the card: I would much prefer a name that implies the direction, like Climber as you suggested.

Bridle Craftsman
Types: Action
Cost: $4
+2 Cards. If you have played a Horse this turn, +1 Action. Otherwise, gain a Horse.
The trick here is that you want to be able to play at least one of your Bridle Craftsman terminally so that you don't run out of Horses and end up with a deck full of terminal Bridle Craftsman cards.  It seems like trying to find a Horse to turn the other Bridle Craftsman cards into Laboratories will be difficult enough to make over-buying Bridle Craftsman a real concern.  I like it.

Dalmatian
Types: Action, Reaction
Cost: $3
Gain 2 Horses. You may play a Horse from your hand.
When another player plays a Horse, you may discard this to gain a Horse to your hand.
Another 2-Horser along with Cavalry, Paddock, and Sleigh.  The reaction is a tad fiddly because you have to pause the first time you play a Horse and ultimately pointless due to the raw strength of Dalmatian.  By the time you play Dalmatian 3 times, even without significant support, you can probably expect to trigger the Dalmatian→Horse every time which increases the number of Horses you have.  This will drain the Horse pile rapidly, especially in multiplayer, which gives it a dynamic that doesn't seem to be a consideration in other Horsers: Horses being unlimited seems to be the intent of them (regardless of how Livery goes).  I don't hate it, but I'm leery to put it out as I think it will be too game dominating, especially if any Way appears with it.

Commissioner
Types: Action, Command
Cost: $6
Gain a non-Command Action card costing up to $4 and play it.
Unfortunately, having played with cards like this, I can confirm that they don't work well in multiplayer games due to the limitation of the Supply.  There needs to be some strong bounding that prevents this from draining piles to nothing (for example Dominion: Season's Ballroom).  I might recommend gaining "a non-Command Action card costing up to $4 from a pile with at least 4 cards in it."

Beachcomber
Types: Action
Cost: <5>
Reveal the top 3 cards of your deck and put them in your hand. If there were no Treasures, Actions, or Nights revealed, +1 Action.
I'm not sure this giving +1 Action will virtually ever change anything about the way it plays. You typically won't play your Smithy if you have other Actions in hand because those Actions are either non-terminal or payload from which you would expect to gain more benefit than drawing 3 dead cards from your misfiring deck.  I guess maybe it would be better in money-focused deck where drawing 2 Beachcombers together has some ghost of a chance of being played non-terminally which would allow you to play the other Beachcomber.  If that assumption is correct, this will virtually only be different than Smithy by virtue of costing debt.

This entry was erased and replaced with Interchange, but I captured it before and wrote a bit on it before it was removed, so it is maintained for posterity.
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Terrier
Types: Action, Treasure
Cost: $4
When you gain or play this, +2 Cards, and you may put a card from your hand onto your deck.
This one is very technically terminal, because if you use it as an Action it is a Courtyard- being both more expensive and less effective. I imagine the primary use of Terrier is to simply act as a Laboratory in Treasure form, which is probably too strong at a cost of $4.

Outlaw
Types: Action
Cost: $5
+3 Cards. You may discard 3 cards. If you do, +1 Action.
I've played with a card named Alehouse since 2015 that did this for a bit.  It was decent but quite boring and very, very weak whenever you did discard cards.  Doing more than acting as a Warehouse when discarding would make it much more interesting.

Hearth
Types: Action
Cost: $4
Choose one: +2 Cards and add a Villager to the Hearth Supply pile; or take the Villagers from the pile.
When you gain or trash this, add a Villager to the Hearth Supply pile.
This has shades of Wild Hunt, providing a repeating and communal source of Villagers, which sounds much more fun than Wild Hunt's often explosive VP. 

Ironworker
Types: Action
Cost: $5
+2 Cards. Reveal the top three cards of your deck. You may discard any number of them. If you discarded at least two... Action cards, +1 Action; Treasure cards, +1 Buy and +$1, Victory cards, +1 Card.
The ability to sift Treasures is probably alright to make this a source of +Buy.  Discarding Actions for +Actions seems like such a non-starter of a function though.

Sorcerer
Types: Action, Command
Cost: $6
Play a non-Command Action card from the Supply costing up to $4, leaving it there. If the card has no +Cards amount in its text, +1 Action.
So Sorcerer turns the stop-cards it plays either non-terminal or anti-terminal.  This seems like a fairly marginal benefit due to the proliferation of cantrips at $3 and $4.  Spinning up a few Kingdoms, its only change from Band of Misfits is that you can often target terminal Silvers or some tempo-trashers at <$4-cost.  Unless it appear with cards like Watchtower or Envoy that don't "+Cards" but do "Draw" cards (which is a problem Donald X. wrote about under Seize the Day in the Menagerie Secret History), this seems like it will play largely as a weaker version of Band of Misfits.

Angry Mob
Types: Action, Attack
Cost: $5
+$2. Each other player gains a Curse into hand, and if they did, discards a card. If anyone of them discards a Curse, +1 Action
This has political issues in multiplayer games because discards are asynchronous, but they probably don't matter.  Much like Bard, you likely can't play Angry Mob with the assumption that it will be non-terminal, which makes its non-terminal function circumstantial.  I think you want this function on a thing that would be happier to have the +Action.

Prospector
Types: Action, Reaction
Cost: $2
+1 Card, +$1
Whenever any player buys a treasure you may set this aside from your hand. If you do, play it at the start of your next turn.
"+1 Card and +$1" is really bad.  The ability to play it later by buying a Treasure doesn't make it a whole lot better: In the situation that players would buy a lot of Treasures, there won't be enough +actions on the board to justify buying Prospectors.  The only way it really functions is triggering it yourself to get the additional +Cards next turn, but then it needs additional Buys and the ability to weather accumulating many Treasures, which not many decks can do very well.

Cooper
Types: Action
Cost: $4
Gain a card costing up to $4. If it costs $3 or less: +1 Card and +1 Action. If it costs $1 or less, +1 Buy and +$1.
Having played with $4 Workshop variants that can quickly drain $3 cards, the size of the Supply is a rather unpredictable problem in multiplayer games: If there are good Workshop targets a $3, the game ends so fast on piles with such blanket gaining on a cantrip.  I'd recommend shifting the benefits incurred so that it only becomes non-terminal when gaining those super cheap cards.

Sparrow
Types: Action
Cost: $4
Choose one: +2 Cards or +1 VP. You may play a Sparrow from your hand.
When you buy this, put all Sparrows from your discard pile on the top of your deck.
I imagine it is typically correct to assume "+1VP play another of this" will be very slow in the average case, the abuse case of a golden "+4VP to +7VP per turn forever," leaves me wondering why this even has +VP attached to it.  While the +2 Cards chain is a fairly powerful effect on its own, the ability to shift to +VP attached to it doubles-down the incentive to build a deck that is made of nothing but Sparrows, and that doesn't sound very fun.  The top-decking thing is cute though.

Sexton
Types: Action
Cost: $3
You may discard a card from your deck. Look through your discard pile. Choose one: trash exactly 2 cards from your discard pile; or +1 Action and put a card from your discard pile into your hand.
Per the 2019 Errata, you can omit "look through your discard pile."  I like the idea of a blanket discard trasher, but as someone who considers Chapel's turn 3\4 variance a bit much, Sexton's is even worse, varying from "trash a Copper out of hand (or +1 Card and +1 Action if you flip your turn 2 buy)" to "trash 2 Estates out of hand".  The deck-discard effect is a neat improvement, but I'd much rather it buff itself to a $4-cost that can "discard up to 2" and "trash up to 2".

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Friar
Types: Action
Cost: $4
Look at the top 2 cards of your deck. Trash any number of them and put the rest back in any order. If you trashed a card costing $3 or more and you don't have the Tunic: +1 Card, +1 Action and take the Tunic.
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Tunic
Types: Artifact

When you play a Friar: +1 Action and put the cards you don't trash into your hand instead of onto your deck.
Friar begins its life as a terminal Sentry, but can be upgraded into a Laboratory+Sentry.  The cost of taking the Tunic is a sort of counter-point to Flag Bearer: Instead of buying\trashing a terminal Silver, you trash another Silver at minimum.  Because you can take the Tunic from a player, it likely pulls Friar back into a moderately reasonable position: If someone takes the Tunic from you, you can trash one of your otherwise troublesome terminal Friars to make the rest non-terminal.  It is easier to draw your deck with Laboratories, so fast-trashing with Laboratory Friars is probably a bad idea.
This is clever. I like it.

Informer
Types: Action, Command
Cost: $4
The player to your left reveals cards from their deck until they reveal a non-Command, non-Duration Action card, discarding the rest. You may play it, leaving it there. If you didn't, +$2.
The cards that don't specify that the card goes back are all cards that look at or reveal exactly 1 card (even Oracle says how the 2 go back), so this still reads funny.  I won't hold that against the card, though.  So the ideal of Informer is randomly flipping up a powerful $5-cost Action to play, as otherwise you could have bought and played the Action yourself (because Informer costs $4) without garnering a sifting benefit to the player to your left.  I like the player interaction idea, but this just seems terribly weak.

Fixed Horse Race
Types: Action
Cost: $4
Each other player may set aside a card from their hand face down. Reveal a card from your hand. Each other player reveals their set aside card and discards it. If your card costs the most: +3 Coffers, +1 Villager. Otherwise, gain a Curse.
This probably wants to act as a payload to a deck that can already draw itself (or almost draw itself) so you can justify discarding a high-cost card to it or consistently align it with a Province.  Even then, that pass-fail to huge: If anyone else has a Province to discard to it, you gain a Curse while it awkwardly holds down other players' Fixed Horse Races.  I think the cost of having a terminal dead card that consumes another of your cards is already a big cost without making it Curse yourself.

Palm Reader
Types: Action, Command
Cost: $4
Play a non-Command Action card from the Supply costing up to $5 (leaving it there). If it costs $4 or more, discard a card.
The value of Palm Reader contrasted to Band of Misfits is a function of the $4 and $5 cards available: Palm Reader is better at playing cheaper Actions, which vary so wildly from game to game, but is much worse at playing $4 Village-variants (often premier Band of Misfits targets).  The ability to play a $5-card at the cost of discarding a card is mostly reasonable: There are games with Laboratory-variants (like Lost City) where Palm Reader will be a powerhouse, but most games will make it middling.  This is a unique enough Command card.  I like it.

Interchange
Types: Action
Cost: $4
+$2. If you have Actions remaining, +2 Actions
Similarities to Conclave are not to be missed, where Conclave is guaranteed to act as a splitter if there are any other Actions in the game, Interchange can only act as a splitter if there is another splitter.  It's like a finickier Conspirator in that way, where it will act as a terminal Silver unless it is supported.  You will rarely buy more than one (maybe two) Interchanges, and likely early in the game when you need economy, lest its pass-fail paradigm become frustrating.  Seems fine.

Builder
Types: Action
Cost: $4
Gain a card costing up to $4. If it doesn't cost $4, +1 Villager.
As King Leon points out, this seems quite familiar to Sculptor, though it gains the card to your discard pile and non-terminally gains any card costing at most $3.  Playing with $4 Workshop variants that can quickly drain $3 cards, the size of the Supply is a rather unpredictable problem in multiplayer games: If there are good Workshop targets a $3, the game ends so fast on piles with such blanket non-terminal gaining.  It is likely not too much of a problem, but its similarities to Sculptor are ultimately far too close as far as I'm concerned.  Sculptor asks similar questions, but in a more interesting way.

Investigator
Types: Action
Cost: $2
+2 Cards. Put any number of cards from your hand on top of your deck.
When you gain this, put it into your hand and +1 Buy.
Setting aside the admitted problem of +1 Buy on-gain auto-piling them with decent cost reduction (which is a serious problem: multiplayer games that end on Provinces still often have 2 empty Supply piles) (you could fix this with a Messenger-like clause), putting "any number" of cards on top of your deck could be a problem as you can theoretically setup further than your next hand with it: I'd "put up to 4 cards from your hand on top of your deck in any order".  In play, this seems to adjust the on-play problems of Terrier being so similar to Laboratory at $4 because it can only be played non-terminally during your Night phase, when +2 Cards is not wildly useful.  The larger function of the card is likely to save otherwise missed cards, which is a function handled similarly by Save and Delay, but this does it at a theoretical cost of adding a middling card to your deck.  It is a solid variation.


Show: BlueHairedMeerkat's Coronation
Coronation
Types: Action
Cost: $5
If this is the first Coronation you have played this turn, gain a Gold onto your deck. Otherwise, you may play an Action card from your hand three times.
Place: segura's Hearth
Hearth
Types: Action
Cost: $4
Choose one: +2 Cards and add a Villager to the Hearth Supply pile; or take the Villagers from the pile.
When you gain or trash this, add a Villager to the Hearth Supply pile.
Win: Rhodos' Friar and Tunic
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Friar
Types: Action
Cost: $4
Look at the top 2 cards of your deck. Trash any number of them and put the rest back in any order. If you trashed a card costing $3 or more and you don't have the Tunic: +1 Card, +1 Action and take the Tunic.
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Tunic
Types: Artifact

When you play a Friar: +1 Action and put the cards you don't trash into your hand instead of onto your deck.
The interaction of this card and artifact pairing is novel and ties into itself to theoretically hold itself in check, as opposed to being a brainless piledrive.  If it proves to centralizing to have Friar trash Friar, you could always put an awkward on-trash effect (like gaining a Duchy or some such).

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

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 15, 2020, 08:34:06 am »

24-ish hours for submissions.

Sorcerer
Types: Action, Command
Cost: $6
Play a non-Command Action card from the Supply costing up to $4, leaving it there. If the card has no +Cards amount in its text, +1 Action.
Are both "+1 Card" and "+2 Cards" "+Cards amount"? I will assume yes.

Informer
Types: Action, Command
Cost: $4
The player to your left reveals cards from their deck until they reveal a non-Command, non-Duration Action card. You may play it, leaving it there. If you didn't, +$2.
What does the player to your left do with the cards they revealed? Because it is not an Attack, I will assume the Action is put on top and the rest are discarded.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 09, 2020, 07:09:37 am »
Contest 69: Pseudo-terminal Create a pseudo-terminal Action card.  A pseudo-terminal card is a card that can be terminal or non-terminal depending on circumstances.  Gratuitous details and clarification below (card names color coded blue for applicable cards and red for non-applicable cards):
  • The card can be conditionally terminal or non-terminal (such as Conspirator, Crossroads, Ironworks, or Scrap).
  • The card can be "randomly" terminal or non-terminal (such as Tribute or Vassal).
  • The card can be terminal or non-terminal by the choice of the player (such as Pawn and Squire).
  • The card must be an Action, but can have additional types (such as Diplomat, Nobles, and Sheepdog).
    • A Duration will only count as pseudo-terminal if it can be terminal or non-terminal on-play, regardless of later turn effects (Village Green applies; Archive, Dungeon, Fishing Village, and Research do not apply because they are only ever non-terminal on-play; Barge, Enchantress, Haunted Woods, and Tactician do not apply because they are only ever terminal on-play (+1 Action token excepted)).
    • An Action-Treasure or Action-Night card could be pseudo-terminal, just ensure the card is capable of consuming your last +action (Werewolf applies).
    • A Command or Command-alike card is pseudo-terminal so long as there is no condition or setup that prevents them from being variably terminal and non-terminal (Band of Misfits, Captain, and Overlord apply even though there is no guarantee that there will exist both terminal and non-terminal targets; Necromancer also applies).
  • The card can use Villagers so long as they are not given unconditionally (Recruiter and Sculptor apply; Acting Troupe and Patron do not).
  • The card can be in a split pile so long as at least 1 card in it is pseudo-terminal (Sauna/Avanto applies because Avanto is pseudo-terminal).
  • The card can allow playing other cards so long as it is not largely blanket permission (Conclave, Cultist, and Imp apply; Crown, Procession (most cards aren't Durations), Royal Carriage, and Throne Room do not). Blanket permission is effectively the same as +actions.
    • The card could give blanket permission to play another card outside the current turn so long as it can be terminal or non-terminal this turn (Mastermind and Prince do not apply only because they are always terminal on-play).
    • The card could theoretically give a choice between some terminal effect and blanket permission to play another card.
  • The pseudo-terminal effect should be with respect to playing the card, not gaining, buying, or trashing the card (Lackeys and Silk Merchant do not apply; Peasant does not apply as there is no requirement to move the +1 Action token onto Peasant).
  • Special exception: Please don't make a Traveller line.

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 09, 2020, 07:09:22 am »
Augur
Types: Action
Cost: $2
You may gain an Augur. +2 Cards.
When you gain this, looks at the top 4 cards of your deck. Choose any number of them to discard and return the remainder to the top of your deck in any order.
An interesting take on +2 cards. I'm always worried about self-gaining cards leading to swingy games, but this one's non-terminal so that shouldn't be an issue most of the time. The on-gain seems like the strongest part. Sifting through 4 then drawing 2 is about as good as embassy, and the first time you buy it it's is almost as good as night watchman. You don't want to fill your deck with these and that's an elegant downside, but IMO 4 card sifting is a little strong for a $2 card.
I don't think I agree here simply because you have to fill your deck with Augurs to get the powerful sifting.  You typically won't be able to afford gaining additional Augurs until your deck is partially setup (and using Augurs to sift your Augurs sounds like a losing game).  Otherwise it's just "+2 Cards" which is a fairly middling $2 effect.

Rabbit
Types: Action
Cost: $2
+2 Cards. You may play a Rabbit from your hand.
When you gain this, each other player gains a Coffer.
I love the top effect on a $2 card and like the design a lot, but the bottom text is too good for your opponents. It's a big enough penalty that if there's any other draw cards on the board you should use those instead of rabbit, and if rabbit is the only draw, you're probably better off skipping it. I can make a suggestion: give a villager instead of a coffer. Villagers aren't as dangerous to give to your opponent.
I was rather concerned that Rabbit is too strong, so I put a stronger penalty down there. Might be too much of a penalty, I don't know. Maybe villager is a good take; since horse is there now, that could also be a try. Definitely need to test different versions some day.
I agree with Rhodos here: If Rabbit is the only Action in my deck, it is a Laboratory at $2.  While I agree that giving +Coffers to other players is a bad idea (mostly because of tempo implications in multiplayer games), the Cultist chain effect alone is worth at least $4 to avoid utterly dominating the board.

Diving School
Types: Project
Cost: $2
At the start of your turn, look at the bottom card of your deck. You may place it on top of your deck or discard it.
You can't buy this if you have any cards in hand.
This card reminds me of City Gate and Silos, and I think it's a similar power level. The buy restriction does make it more interesting, but it also makes it way more expensive without +Buy. But if you do have +Buy, then the decision to buy this becomes uninteresting again. Haha, I dunno. It's alright, but I think City Gate and Silos covers enough ground in this area.
Without +Buy, this buy restriction makes Diving School effectively cost ~$5, so I think you want to make this into a stronger $3-cost Project to normalize its behavior.  I think there is plenty of room around City Gate and Silos though.  City Gate gives organization and Silos gives sifting while this gives less of both.

Caver
Types: Action
Cost: $2
+2 Cards. If your deck is empty, +$2.
I love the simplicity here and think it's a perfect $2 card to play in an engine. BUT... there's a problem. This card is too good if drawn on turn 4. Getting +2 cards and +$2 on turn 4 can be a strong advantage on certain boards and I believe this overshadows Caver's use elsewhere. Maybe +2 Actions instead of +$2 would work better? That would be similar to Shanty Town in terms of power.
Giving it a non-draw benefit substitutes one issue for another.  The current version chancing into the ~$6 effect of "+2 Cards and +$2" on turn 4 is a big problem, but a version that allows every one of them to be played as "+2 Actions and +$2" so long your deck is randomly empty is a problem its own.  I think this would work better as "+1 Card, +2 Actions; If your deck is empty, +$2" at a cost of $4.

Lady
Types: Action
Cost: $2
+1 Buy, +$1. If you have unused Actions (Actions, not Action cards), +1 Card. Otherwise, +1 Action.
This is a really elegant way to make a $2 market. It seems like a very reasonable design for a $2 card, while not being strictly better than herbalist or CM. This is a very good $2 card design.
Thank you for the recognition.
I will post the next design challenge shortly.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 06, 2020, 09:46:10 pm »

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Lady
Types: Action
Cost: $2
+1 Buy, +$1. If you have unused Actions (Actions, not Action cards), +1 Card. Otherwise, +1 Action.
A Market-. She always gives you the +1 Buy and +$1, but gives either the +1 Card or the +1 Action based on whether or not you already have the +action to use the Actions you will inevitably draw.  If +buys are your need, Lady can get them to you non-terminally.  If +actions are plentiful, Lady turns them into +card and +$ cheaply.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 28, 2020, 05:02:06 pm »

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Township
Types: Action
Cost: <8>
+1 Card, +2 Actions, +1 Buy, +$1.
In games using this, when you gain a Gold, you may exchange it for a Township.
Tried a couple variations on this concept of "exchange Gold you gain" before I decided that Gold-gainers really suck because you have to gain a buncha stop cards to use them.  This lets you use Gold gainers to gain engine components (quickly in comparison to Changeling) instead of Golds.  You can also buy Township directly for 8 Debt or indirectly for $6 by buying Gold and exchanging it.  It's the marriage of Bazaar and Market.
Mine Silvers into Townships.  Enclave a Duchy and get a Township.  Make a deal with a Leprechaun for the deed to a Township.  Complete a Treasure Map to find a promised land of 4 Townships.  Skulk comes with a Township to wander around.  The Swashbuckler's booty is actually the friends we made along the way.

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 16, 2020, 05:20:11 pm »
Super late post.  Feel free to disregard.


Quote
Consolidate
Types: Action
Cost: $5
Look at the top 4 cards of your deck. Trash up to 2 of them. If you trash 2 that share a type, gain a card sharing a type with them that is differently named than either of them. Discard any number of the others, and put the rest back in any order.
Trash 2 Estates for a Province, trash Treasures for Golds, or maybe you'll want to trash Copper+Estate to reduce stop cards.
It trashes from the top so it's harder to align cards to get it to behave. It can't gain a card with the same name so you can't drain the Province pile with Province\Estate→Province.  Estate\Consolidate rush looks pretty dodgy in a quick test because Consolidate has to find 2 Estates in the top 4 to trash (and, if contested, there are only 7 Estates per player).

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 10, 2020, 08:55:31 am »
Threat cards:
At the end of your Clean-Up, you may reveal 1 Threat from your hand to "Threaten" other players during their turns.  When you are threatened, you trigger an effect per the instructions of the Threat card during your turn.  The Threat card remains revealed in the player's hand.  If the card is removed from your hand, its Threat effect no longer applies.
Do threats threaten everyone? I assume they do.
You decide at the end of your Clean-Up if you want to threaten each other player on their turn with 1 Threat card from your hand (even if you have multiple Threat cards in your hand).  All other players are "threatened," but only on their turn.  The only way a Threat stops between turns is if it leaves your hand via some other effect.

This is similar to Duration Attacks, but limited to one-per-player and it doesn't come with all the inherent shuffle-timing implications and design limitations of being a Duration card.

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Cloister
Types: Action, Threat
Cost: $2
+2 Actions. You may trash a card from your hand. If you do, set this aside and at the start of Clean-Up put it on top of your deck.
When the threatened player trashes a card costing at most $2 this turn, they put it into their discard pile.
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Phylactery
Types: Treasure, Threat
Cost: $3
$1, +1 Buy. When you play this, you may put a card from your discard pile on top of your deck.
When the threatened player gains a second card this turn, they gain a Copper and a Curse.
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Dam
Types: Action, Threat
Cost: $4
+$3. Discard a card. If you do, you may put this on top of your deck
When the threatened player plays a third Treasure this turn, they discard their hand.
I don't like attacks that can't be blocked. Maybe say in the rules for this mechanic that revealing a threat counts as playing an attack?
This is a kind of silly standard in the first place considering there are 4 cards that block Attacks directly (and the things that do so indirectly interact with Threat cards the same way).  98% of Kingdoms are Kingdoms in which you can't block Attacks.  I'll address the point anyway.  Threats are things you can avoid regardless by not leaning on trashing (Cloister), not gaining many cards at once (Phylactery), and not playing many Treasures (Dam).  This is the design principle of Threat cards: Don't do this thing, or else (compared to cards like Swamp Hag, in which "don't buy any cards" is not often a reasonable solution, Events and Projects notwithstanding).

Another thing: This is something that happens after the clean up phase. When we play IRL, we almost always start our turn when the previous person ends their buy phase (or night phase if applicable). The previous player finishes their clean-up phase while I take my turn. I assume a lot of people do this when playing IRL. In this case, the Threat mechanic would slow the game down a lot by making the other players wait while the current player shuffles and draws a new hand just so they can see if they have a Threat card in their hand. yuk.
Yes, which is why the Threat cards here care about things that don't occur at the start of your turn. Dam and Phylactery largely apply in the Buy phase, while Cloister cares about trashing cheap cards─a thing you typically do at the end of your Action phase.  You could design a Threat card that slows the game down in this way (in much the same way that a Reaction could be designed in this fashion), but these specific cards do not.



Morning Cards
Morning cards are kingdom cards. They can be thought of as temporary projects or artifacts that affect everyone simultaneously.
Morning cards are a Kingdom card; they're playable in your Morning Phase, which happens after the start of your turn but before your Action Phase.
You may play as many Morning cards as you like.
There can only be one Morning card in play at a time.
When a new Morning card is played, any in-play Morning cards are discarded and stop doing things. Morning cards are assumed to have "While this is in play:" at the top of their text.
In order to play a Morning card, I have to draw it at the start of my turn, because if I draw it mid-turn then I can't play it because I'm no longer in my morning phase.  That's pretty bad, especially considering that I would never buy more than one Morning card because there can only be 1 in play (across all players, if I'm understanding correctly).
Each pile of Morning cards has four distinct cards in it; in a 2 player game, use two of each (8 total to the pile); otherwise use three of each (12 total to the pile, like Victory cards). The piles are mixed/shuffled, and all but the top card are kept face-down (like Knights).
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Dawn Chorus • $3 • Morning - Sunrise
Now and at the start of each players turn, they get +1 Card
Now and at the start of your turn, +1 Action

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Dew • $3 • Morning - Sunrise
Now and at the start of each players turn, +$1
Now and at the start of your turn, +1 Buy

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Rooster • $3 • Morning - Sunrise
Now and at the start of each players turn, they may discard a card for +1 Card.
Now and at the start of your turn, if the card you discard for this costs $5 or more, +$1

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Sunrise • $3 • Morning - Sunrise
Now and at the start of each players turn, +1 Action
Now and at the start of your turn, +1 Buy
Why are you putting four different cards in each Morning pile? There being 2 of each seems like it just adds a major luck-based element.  If Sunrise/Dew is the only way to get +Buys, I have a 4/7 chance that we flip Dawn Chorus/Rooster and then I don't get to have +Buys or else have to eat multiple unplayable Morning cards (because only 1 can be played!) trying to find that source of +Buy.



So how do you compare your number of against other players’? First, this comparison happens IMMEDIATELY when you play a Strength card. Do whatever the card says and then, when you reach the “If most ” part, you do the comparison. Each Strength card in play from any player (most of the time, that’ll only be you) have their added to their total. Then, each player, starting from you and going clockwise, may or may not reveal additional Strength cards from their hand. This number is not limited, players may reveal any number of Strength cards from their hand. If a player does not wish to reveal Strength cards from their hand (for instance, knowing that they cannot beat the active player’s total), then they do not have to do it. All additionally revealed Strength cards have their added to their player's total. The moment another player beats your total, then you fail the “If most ” clause of your card and must perform the “Otherwise” part, if there is any. Your total must be compared again each time you play a Strength card, even in the same turn.
These Strength cards face a similar problem LibraryAdventurer was complaining about above that the design can easily result in cards that force players to wait until other players have finished their Clean-Up to be able to start your turn.  You can get around that by designing only payload cards, but you've already submit 4 cantrips (or pseudo-cantrips) in Pikemen, Strategic Village, Palisade, and Plunderer.
Suddenly, playing cards is fiddlier. There is a thought-process invoked in how you’re going to use that Strength, how much you can have of it, how to best optimise it in your hand, etc. This is especially true for cards of varying strength.
If all the Strength cards I have in play count towards my Strength total, how will playing my Strength cards change my thought process at all?  I still play cards to maximize my hand-size and then am further rewarded for doing this with overbearing Strength cards that my 8-card hand and 3 cards in play will bully out anyone from possibly competing with their 5 random cards.  Is Strength meant to be a resource that is spent, or is Strength a flat value accrued by the Strength cards I have in play and in my hand?  I mean, you write in Strategic Village's blurb:
The other side of the medal is... the more Strategic Villages you play on the same turn, the weaker in terms of they all become.
which patently disagrees with this
Each Strength card in play from any player (most of the time, that’ll only be you) have their added to their total...



Greaves: still cantrip on play, but now acts as a one-turn Lost Arts on the card it equips
Gauntlets: terminal silver on play, with a draw-to-X effect equipping ability
Helm: still a Gold-gainer on play; equipping lets you trash copies of the treasure after you play it to gain cheaper cards (e.g. play your Golds for +$3 then trash them to gain $5s)
Halberd: Smithy with mild discard attack, equip another Attack to add a Copper junking effect
Cuirass: same as before, Market Square on play with Ferry equipping effect
Do you "play" the copy of the card after the Armor is equipped, thereby triggering the Armor's effect? Will Greaves make all my Smithies non-terminal immediately, or do I need to equip a Greaves to a Smithy and then play a second Smithy to get +1 Action?  Either way, Greaves is a slightly worse Lost Arts, but you can stack multiple on your most common card to get multiple +Actions per play.  I'd cost it at $4 at least if not go back to the drawing board.
The "Armor" concepts is thematically weird now, because it is upgrading all copies of a card even though all my Smithies are sharing the same leggings.



Yeah, I didn't think too hard about this one. Back to the drawing board, I guess.
The Carry concept is totally workable, but your cards need to have more niche Carry effects or generally reason to not carry them every turn.

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