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Messages - Fragasnap

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1
Variants and Fan Cards / Re: modded Wild Hunt
« on: Today at 10:10:08 am »
PS: Anyone know if there was a particular reason why there were no Night cards that gave boons in Nocturne?
Emphasis added
Guardian: Early on the set had a village that went into your next hand. I just told you about that. It was great so I thought I should try a second card like that, and the obvious concept was a Moat. At first it was a pure Reaction that was set aside for your next hand when you got it, and came with a Gold; then the Gold idea went on Skulk, and Guardian changed to be a Night card that gave you a Boon next turn, and went to your hand when gained. The Boon was too slow (since playing Guardian doesn't use up an Action), so now it just gives you +$1.
If you make a Fate Night card, you should ensure that it has some other effect that disincentivizes playing multiple of them.
Your Wild Hunt might be fine because it costs $5 and you'd rather draw 3 cards than receive a Boon.  I like the original Wild Hunt more though.  It is both semantically simpler and more compelling for its unique effect.

(Considering the above quote though, I don't know how Fool made it through testing if a weak Night card that gave 1 Boon didn't make it.)

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: Today at 09:23:44 am »
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Warfare
Types: Event
Cost: $3
Take the Holy Land. Trash a Victory card with the lowest cost in coins from the Supply.
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Holy Land
Types: Artifact

When you gain a Victory card, each other player may trash a card costing at least $3 from their hand. If they don't they gain a Curse.
Holy Land, man that's a stupid powerful curser.
I don't think so. I posted, and since played a bit, Parade here, a $4 Project which curses when you gain green. It is good but not overpowered. Holy Land is significantly weaker as you gotta fight for it and as you have an out-option.
I did think about linking to Parade shortly after I posted Warfare\HolyLand.  I was not very interested in Parade because it seemed like players would typically buy it and then largely forget about it.  That the major consideration of Parade is "How do I deal with the inevitable Curses?", a problem common to any Curser, but this one less interesting because me gaining a (non-Action) Victory card and each other player gaining a Curse is of functionally equal value in terms of tempo and consistency.  Holy Land, being an Artifact controlled by Warfare, is something with which players have to continually interact.

I feel that, but I still think it's too powerful. Parade is *way* underpriced for my taste, and also is kinda apples-to-oranges - the cursing goes both ways there, where everyone can buy it. With Warfare/Holy Land, if it's a no-plus-buys game, someone's gotta make the call on whether to Warfare or work on their Actual Deck, and meanwhile the Holy Land player gets to curse them and/or break their components. The first person to get there in a no-plus-buys game is in a way better position to hand out punishment.
I don't follow your argument here though.  In a 1-buy game, someone can make the call on whether to Warfare or work on their deck, but the Holy Land player is the player who already decided to Warfare.  In a 1-buy game, the Holy Land could give out 2 or 3 Curses if you have a bunch of extra gains, but the other players only need $3 to take the Holy Land from the player who has it and then they'll have to buy it again.  Typically you won't be able to trigger it on the same turn if you have only 1-buy, so other players would have to functionally give you permission to do the Cursing thing.  And that's why Warfare has the Victory-card trashing thing: To ensure stand-offs like that end.

Speaking of outs: There's not much junk in the $3+ range (Potions after the potion cards have run out/you have enough of them? Swindler in midgame? Silvers in a Colony game after you've started to get Platina? Masterpiece?), so your out is to trash a component or economy, and that's likely going to hurt more than a Curse will; meanwhile going for green is something you want to do anyways, so while there may be some hubris going for it too early, it's more of a rich-get-richer vibe that I'm getting from it (same rationale DXV used when he said he'd change Margrave to lose the +Buy).
One of my favorite comments in this regard was in the 2019 Qvist list regarding Soothsayer.
Sometimes there is a huge difference in utility between Gold and Curse and sometimes there isn’t.
So trashing a $3+ card is very rarely good, but it can be better than gaining a Curse.  That's the point: Trashing a $3+ card from hand is not a get-out-of-jail free card, but the bail might sometimes be cheaper than gaining a Curse.  The fact that players don't just trash a $3+ card, but trash it from hand does make it very expensive. I will add a "draw a card" clause to the trashing even though I don't like how small it makes the text.  I think it is better attached to only the trashing.  Players will probably fight over the Holy Land less often if it also gave card draw with its Cursing.
Original post updated.

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Holy Land
Types: Artifact
When you gain a Victory card, each other player may trash a card costing at least $3 from their hand. If they do, they draw a card. Otherwise, they gain a Curse.



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Liturgy
Types: Event
Cost: $3
+2 Buys. Take the Confessional
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Confessional
Types: Artifact

When you gain a card, you may trash a card from your hand
Uh, turn 1 $3 Buy Confessional to turn 2 Estates into Coppers sounds pretty busted to me.

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Land Surveying
Types: Event
Cost: $4
If you do not have the Map, take it and finish your Buy phase. If you have the Map, gain a Victory.
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Map
Types: Artifact

At the start of Clean-up, put -1 Card token on your deck.
In a game without Colonies, gaining a Province is every bit as strong as gaining a Colony. Probably stronger, in fact, because without Colonies it's the only pile that can end the game on its own.

Think about how this card would actually play out in a game. Imagine that you're the only one who's buying this. You're then guaranteed a Province every time you hit $4, which is trivial even with a 4-card hand. You'd need no deck-building beyond buying Silvers and maybe a trasher. If you absolutely have to buy a card to have even a hope of winning, that's a sign that it's too strong.
I don't agree that gaining a Province for $4 is stronger than gaining a Colony for $4, but it is too strong either way.
The big problem Land Surveying will have is that you cannot allow someone to have it because $12 and 3-Buys turns into 3 Provinces, but buying it doesn't help the game end, so it will be a back-and-forth forever.

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Infusion
Types: Event
Cost: $P
+1 Buy. Trash a card you have in play for +$1 per $2 it costs (round down). If it costs $4 or more, take the Cauldron. Play any number of treasures.
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Cauldron

Types: Artifact
During your turns, Potions are  "Choose one: +1 Potion or +$3."
Infusion turns Potions into a worse Forager-alike with the Cauldron as its weird bonus.  You can buy Potions to Infuse Coppers out of your deck and then Infuse a Potion (or other $4+ card) to take the Cauldron and repurpose your Potions into cheap Golds.  Worse case scenario, this becomes a Strategy in itself, where you buy a bunch of Potions to use as cheap Golds.  In such a case, all you can really do if continually Infusion whenever anyone takes the Cauldron from you, in order to keep playing your Potions as Gold.  This is possibly a losing battle because you have to trash $4+ cards, so I imagine this is particularly weak in the average case.



I thought I had clearly articulated that before, but I guess not. Perhaps we disagree on this -- do you like to add many different concepts onto a card at once? If so, I'll definitely stop providing you feedback to pare your cards down to one focused concept.
I appreciate feedback, whether or not I agree with it.  I highlighted the particular text because you were continuously suggesting cards with built-in hiccups have those hiccups removed (like Coffee Roast's "how do I re-gain my trashed Potion?"), but you now claim to have suggested +1 Buy in spite of thinking that would make the card overpowered: So I am not sure what we're talking about now.
I agree that cards can be focused, and more often than not should be, though that is not necessarily a golden standard.  Per card we would be looking at individual particular criticisms, but I don't like flooding the replies with disagreements.  Thank you for the time you've put into your posts.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 09, 2019, 05:49:35 pm »

Quote
Warfare
Types: Event
Cost: $3
Take the Holy Land. Trash a Victory card with the lowest cost in coins from the Supply.
Quote
Holy Land
Types: Artifact

When you gain a Victory card, each other player may trash a card costing at least $3 from their hand. If they do, they draw a card. Otherwise, they gain a Curse.

Fight over the Holy Land. Warfare trashes Victory cards from the Supply so that
1) You can buy Estates more easily to leverage the Holy Land while emptying Supply piles to threaten a 3-pile.
2) It prevents the objective of the game from ever turning into "fight over the Holy Land forever."
Other players have the option to trash a valuable card or gain a Curse so that postponing a 3-pile is possible (or other times when losing a card is better than gaining a Curse).

I don't know if I like it, but that might be my anti-expansion-mixing bias. Maybe I'm also a little upset with myself considering Holy Land was a pretty cool Artifact pubby made a bit ago. Maybe because of similarities between this and Salt the Earth. EDIT: Maybe because it feels like a modification of segura's Parade (which I realized shortly after posting).
Anyone else have any thoughts?

History:
Holy Land originally didn't draw a card when another player trashed a card.



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Supervision
Types: Event
Cost: $0
+1 Buy. At the start of your Buy phase, you may discard a card with two or more types to take the Sandals.
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Sandals
Types: Artifact

At the end of your Buy phase, choose one: Put 1VP here; or take the VP from this.
...
It could be too conservative but I did not want to make it too easy to just discard a Mill or whatever to grab whatever VPs are on Sandals.
This would function virtually identically and much smoother if Supervision occurred when you bought it and Sandals triggered at the start of your turn. I bet Sandals will never pop in 3-player games (without Outpost or Mission): The chance of 2 players missing in a row when Sandals has 2+VP on it (which will be around turn 7(!), unless the board is so bad it is better to lose your turn 1/2 buy on turn 3/4 to get Sandals) is just about 0%. Honestly, Sandals giving 0.5VP per turn--less really because it is uncertain--is probably too little. Even 1VP might be too little.

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Surveil
Types: Event
Cost: $4
+1 Buy. Reveal the top three cards of your deck. You may trash or discard any number of them, then put the rest back in any order. If you have trashed three or more cards this turn, take the Beacon and put your deck into your discard pile.
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Beacon
Types: Artifact

When you would shuffle, you may look through and trash a card from your discard pile before shuffling. Play with your deck face-up.
Beacon is really cool, though I can think of plenty of players who will mistake their deck and discard pile.
Surveil is ridiculous though. $4 trashes 4 Coppers\Estates on turn 1. Surveil should probably not trash so many cards so freely as it makes Beacon's trashing less notable.

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Mining
Types: Event
Cost: $3
Trash a card from your hand or in play, then gain a card costing up to $2 more than it. If you trashed a card costing $4 or more, take the Pick.
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Pick
Types: Artifact

When you trash a card, you may gain a card costing less than it.
I mean Mining is a Remodel+ whenever you want it, which means it should at least cost $4 (and probably have a drawback if it's that cheap). You could probably get away with a $5 cost if you change Pick to be non-optional.
I disagree with spineflu's argument because buying an Event is so incomparable to buying, drawing, and playing an Action.
I do agree with the sentiment though. Trashing Estates in the opening is freakishly powerful. Trashing Golds from play for Provinces is a super-powerful end-game tool as well. Mining could probably cost $6 as written and would still be pretty strong. It you want it to cost less, I'd remove the ability to trash from hand.

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Subscribe
Types: Event
Cost: $5
Gain an Action costing up to $4. Move the Trophy token to its supply pile. (when it's the third time you play a card from its pile during your turns, take the Floating Trophy.)
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Floating Trophy
Types: Artifact

When the game ends, +3 VP.
Assuming there is only one Trophy token (which seems to be the case, considering its wording), I don't think there is any incentive to buy the first Subscribe. I can benefit just as much from it without having to buy it.

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 07, 2019, 07:32:54 pm »
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Colossus
Types: Treasure
Cost: $5
$4, +1 Buy. When you play this, each other player discards any number of Action, Curse, and Victory cards revealed for +1VP each.
Big payload.  Others can discard the least or most useful cards in their deck for VP.  Use it after players trashed their Victory and when they're still going to get another turn.  Your own petard.



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Shaman
Types: Action
Cost: $4
+1 Card, +1 Action. +$1 per Totem on your Tavern mat.
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Totem
Types: Reserve
Cost: $5
This is gained onto your Tavern mat (instead of your discard pile).
When another player gains a Province, you may call a Totem for +4VP.
I think Shaman looks like trouble. I wonder how often gaining 5 Pigs will ever be counterbalanced by the strength of Totem and the eventual strength of your 5 Pigs turning into super Conspirators. I think players will need to have a strong Workshop variant to ever justify gaining so many Shaman cards. I mean, buying 5 Shaman sounds like a good way to lose the game. Buying 0 Shaman in multiplayer to other players buying 3/2 or 2/2/1 is probably going to also lose you the game.

Countryside
Types: Victory, Reaction
Cost: $5
2VP
When another played buys a Victory card, you may trash this from your hand for +1 Card, +4VP.
I think any reaction with such a gulf in power between its trigger and its miss will be inevitably frustrating.  All you're hoping for when buying this is to randomly draw it on a turn when another player buys a Victory card.  A smaller version (such as $4 for 2VP trashing for +2VP) would probably be more fun.

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Brothel
Type: Action
Cost: $4
+$2, +1 Buy. Trash a card from the supply. Each other player who has not Lust takes Lust.
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Lust
Type: State
During your turns, cards cost $1 more. When you gain a Victory card, return this and each other player gains +1VP.
I like this one best, but I agree with naitchman that both halves of this are too powerful.
Brothel provides a lot of random pile control by trashing the Supply and giving a +Buy while being attached to an incredibly punishing Attack.
Lust doesn't merely harm 1 buy, but every single buy until you spend one on a Victory card. The presence of Brothel as written may as well increase the cost of all cards by $1 forever, frankly.

I'd make Brothel cost $6 and remove the +1 Buy from it.
If you really want Brothel to cost $4, I'd remove the +1 Buy and the "Trash a card from the Supply" effects and make Lust return itself in response to any non-Action gain. Forcing the VP out of players by giving them Lust and then forcing a Silver or Curse onto them could be neat.
You might also consider some way to dodge Lust, like revealing a Victory card or some such.  That way Lust will not be virtually always up whenever Brothel is relevant.

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 20, 2019, 05:29:02 pm »

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Reform
Types: Action
Cost: $5
+1 Card. Do this twice: You may trash a card from your hand and gain a card costing from $2 to $5, sharing a type with it.
Turn Coppers into Silvers. Turn Estates into Duchies. Reform your finished or inferior or terminally drawn Actions into better Actions. Price range is so you can trash Curses with it if you want. The fact that you can't cross types makes it way worse than Altar or Expand. It costs more, draws a card, optionally trashes, and generally doesn't reduce the number of stop cards in your deck, so it isn't really comparable to Remake.
I considered having it Expand instead of straight gain, but making it faster than Rebuild is probably a bigger problem than the fact that $5 Treasures sometimes exist. Just buy a couple of these when Crown shows up.

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 17, 2019, 08:55:05 am »
Coffee Roast
Types: Treasure
Cost: $4P
$2, +2 Cards.
When you buy this, you may trash a Potion you have in play. If you do, take an extra turn after this one.
Excellent use of potions! I think the +2 cards in a $ phase is an interesting concept that doesn't belong on this card. I'd say this can be stronger like $3 maybe $3 +1buy or $2 +1 buy. The +1 buy would make the concept make sense as you have to spend buys for the potion you just lost.
I believe I disagree with this general design philosophy you are displaying (and throughout your judging post). It seems to me you are looking at cards that have problems baked into them and considering them poorly designed for that reason: I think cards that have inherent problems are the best designed cards because you have to look elsewhere in the Kingdom to solve them.
"+2 Cards, +$2" is too strong for $5 and too boring for $6.  Coffee Roast moves the effect sideways by costing $4P with the extra turn stuff and moving it to a Treasure where the +Cards become awkward.  It hopefully pulls down the earlier Coffee Roast turns as a pseudo-stop-card, but I'm not sure it will do that.  Later Coffee Roast turns will be great because of its self-synergy.
If you really want to, you can view the extra turn as the +Buy after which you are asking, but you want to manage much more than that on your Coffee Roast turn.

Also, theme.  It's caffeine, so you get to take another turn.  The card draw represents productivity, but it is of an unusual and undirected sort that you might not be able to leverage very well as society adapts to the common consumption of caffeine.

it takes some setup, but Trader and Graverobber would let you infinite* turns with this.
* i mean, until the silvers run out and then some
Coffee Roast can go infinite with two parts:
1) Some way to keep the Coffee Roasts from running out (being Trader (notably, running out of Silvers doesn't matter: Trader will just stop giving you Silvers) or Ambassador + an unconditional blocker (like Lighthouse or Guardian))
2) Some way to get the Potions out of the trash (being Graverobber, Rogue, or Treasurer)
Having it trigger on gain would make it infinite with Treasurer without needing anything else.
There are probably some complicated rewordings that could try to avoid literally infinite turns, but really though, Coffee Roast looks most to be a variation on a megaturn.  You only have to ensure that your extra turns include gaining a Potion and buying another Coffee Roast until you win.  Coffee Roast is not itself super helpful for managing it, though.  In the rare event that this infinite turn can occur, you should win.  The only instance in which the turn continuing forever even does anything notable is with Bishop (with the already granted trash rescue), Monument, Wild Hunt, Goons+Trader (and this is when we are already talking about a 3+ card combo).
Whenever you can't megaturn with it, turning a Potion into a ~$6 card and an extra turn is a pretty worthwhile trade (depending on why you have or how you gained the Potion).

Frontier
Types: Action, Duration
Cost: $3
Gain a Copper to the top of your deck per Frontier you have in play. If this is the first time you played a Frontier this turn, and the previous turn wasn't yours, then take an extra turn after this one. (This stays in play.)
Playing one Frontier is likely mandatory on virtually any board, though its timing is hardly trivial and the second and on become questionable based upon the ability to trash Coppers.  Even on boards with no trashing, I think the first Frontier will typically be mandatory, which is definitely to the strength of the card.

Borrowed Land
Types: Victory
Cost: $4
1VP
When you gain or trash this, take your Turn token and return it at the start of Clean-Up. If you do and the previous turn wasn't yours, take another turn after this one during which you cannot buy Victory cards
Memorial
Types: Victory
Cost: $6
2VP
If this is the first time, you bought a Memorial this turn, take an extra turn after this one, during which you can't buy Victory cards.
I'll assume these were designed separately in spite of their similarities.
I like Borrowed Land for having the trashing incentive, though its current cost renders it so similar to Flag Bearer.  It will probably be much more frustrating too, because Flag Bearer at least provides a terminal-Silver as a consolation prize when you can't trash it.
I like Memorial for having a higher cost and more VP attached to it, but it looks like it will only ever make the later turns (the longest turns of the game) even longer.

They both have a fun and unique VP-turn\build-turn dynamic.
I'd probably like them better at $5 with 2VP and the gain+trash extra turn.  It would make it more expensive to buy and trash for the extra turns and more tempting to keep in the face of its trashing incentive.

Heir
Types: Event
Cost: <4>
Once per turn: Gain a Curse. Choose one: take your –1 Coin token and a Turn token, then each other player gets +2%; or take your –1 Card token, return two Turn tokens, and take an additional turn after this one.
Setup: include ten additional Curses in the Supply
Some of your commentary disagrees with the way I am parsing the card. As I read it, I can buy Heir multiple times in a turn and I only gain 1 Curse each turn.
Putting -$1 token and <> tokens together reads oddly.  I'd pare down.  Maybe gain a Curse and take your -1 Card token either way?  Then you could simplify the once per turn, too (because you can typically only take your -1 Card token once until you draw--which you don't typically do in the Buy phase).  "Gain a Curse and take your -1 Card token. If you do both..."
I also don't think it needs this setup condition.  You want to keep Heir from becoming too good in Cursing games, but instead have made something that will make Cursing cards stronger.  So long as taking or spending Turn tokens is contingent upon gaining the Curse, it will never get unreasonable.  I think having to buy 3 Heirs is probably unnecessary.  Gaining 3 Curses for 1 turn will almost never be worth the cost: 2 is likely sufficient.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 11, 2019, 06:04:01 pm »
Quote
Coffee Roast
Types: Treasure
Cost: $4P
$2, +2 Cards.
When you buy this, you may trash a Potion you have in play. If you do, take an extra turn after this one.

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 27, 2019, 05:41:06 pm »

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Eminent Domain
Types: Project
Cost: $14
Now and at the start of each of your turns, put your hand on top of your deck in any order and gain a Province.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 24, 2019, 06:27:37 pm »
...
I don't think [the Curios] are balanced with each other at all, assuming they're all supposed to be about the same strength. Chest and Cauldron are by far the best IMO, with Armoire up there as well if you aren't playing with Prosperity. On the other hand, Hammer is usually a worse version of University, and Figurine is easily the weakest of all the Curios.
I don't think the Curios need to be balanced with respect to each other because they are auctioned and not chosen, but I did want each to be a bit better than a $5 card (with the added considerations that there is only one of each so gaining them in multiples is not a concern). With 10 cards, I expect and even want that, a priori an actual Kingdom, some will be better than others simply because they are more generically useful.
Because players can't control when or if they will appear, they need to be good enough to gain on a dime. With that in mind: Curious Doll and Curious Figurine are probably the weakest of them, being expensive in terms of +actions and dependent on what the other players can do in response; Curious Armoire and Curious Hammer will be intensely Kingdom dependent, as the key Actions (and $5+ cost Actions) on the board will wildly change how much benefit they give; Curious Cauldron and Curious Chest will be the most generically useful as a super good tempo-trasher and a wild payload.
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Curious Armoire
Types: Victory, Curio
Cost: $0*
8VP
When you gain this, each other player gains an Action and a Treasure.
(This is not in the Supply.)
I disagree about Curious Armoire in Colony\Platinum games. The 8VP it is worth matters less, and each other player gaining a free Platinum in addition to any Action is a big cost.
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Curious Hammer
Types: Action, Curio
Cost: $0*
+2 Actions. The player to your left chooses an Action in the Supply costing at least $5. You may gain a copy of it, putting it into your hand. If you don't, each other player gains a copy of it and you may gain a card costing up to $4.
(This is not in the Supply.)
Curious Hammer might give the weakest $5+ cost Action on the board straight to your hand (emphasis added), or could just flood other players with it as you get a generic Workshop, so I don't think that University is even a fair comparison
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Curious Figurine
Types: Action, Curio
Cost: $0*
+$3. Each other player may take <4> for +1VP. If anyone does, each player who didn't (including you) may take <4> for +1VP. If no one does, +2VP.
(This is not in the Supply.)
So the core idea of this one is being a bigger Monument, but other players can prevent the big Monument effect by taking debt. Would +4 Cards be more fun than a Monument thing (there is only 1 of them, so infinite Curious Figurine would only be a mild concern with Royal Carriage)? Do you suppose one of the following it would be more more compelling?
  • +$3, +2VP. Each player (including you) may take <4> for +1VP.
  • +$3. The player to your left chooses: Each other player takes <4>; or you get +2VP.
  • +4 Cards, +2VP. Each player (including you) may take <4> for +1VP.
  • +4 Cards. The player to your left chooses: Each other player takes <4>; or you get +2VP.
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Curious Chest
Types: Treasure, Curio
Cost: $0*
$5, +1 Buy. When you play this, each other player draws a card.
(This is not in the Supply.)
Do you think the benefit for other players could be improved to make Curious Chest less obscene? Would +$4, +1 Buy be good enough with its current "Each other player draws a card" (I thought it would be too weak in comparison to Council Room, though maybe its exclusivity and typing counterbalances that)?

Thank you for your feedback!


Climber
Types: Action, Duration
Cost: $3
Until your next turn, at the start of every player's buy phase, if another player has more cards in hand than you, draw until you have the same number of cards in hand. At the start of your next turn, +1 Card.
So, this will be mandatory on every board where you can increase your hand size, right? I mean, it has this terrifying feedback loop where Climbers continuously out-climb each other until every player just gets their deck in their hand every turn (which is fun thematically, but painfully centralizing). You can only combat it in a 2-player game (so two players can't feed each other in order to leave a third in the dust) by refusing to ever draw cards so that a bought Climber will be largely be a terminal "Now and at the start of your next turn: +1 Card."

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Shaman
Types: Action
Cost: $3
+1 Card, +1 Action, +1 Buy
If the type with the most cards in the trash is... Treasure: Trash this for +$3; Victory: Trash this for +3VP.
Trashing is such a powerful tool in Dominion that it is rarely passed up. I for one would like to see more cards that reward players for skipping trashing for a few turns. Shaman is my shot at such a card. Akin to Forager, the interactive part comes from forcing players to think a little harder about what cards they put in the trash. This plays a bit different with 3+ player games, but that's just how some cards are.
I think that is a wild understatement. Players only have 3 Victory cards each, so I imagine a lot of games will be decided by whoever gets the +VP out of Shaman before forcing Treasures or Shaman to outnumber the Victory cards in the trash.

Antiquarian
Types: Event
Cost: $2P
Once per turn: +1 Buy. Choose one: Trash up to two cards from your hand; or gain up to two cards from the trash, setting them aside and put them into your hand at the start of your next turn.
Interaction is pretty limited on this card. It really acts more as a deterrent to putting good stuff in the trash. This will largely make trash-for-benefit tricks with Provinces wildly overpowered and impossible to do except when you can immediately Antiquarian them back into your deck. I think the inability to gain Provinces from the trash is an important design choice in Dominion.

Exhibition
Types: Night, Duration
Cost: $2
Set aside an non-Duration Action you have in play. Until your next turn, when another player gains or plays a copy of it, they get +$1. At the start of your next turn, play it.
This is gained to your hand (instead of your discard pile).
This is a nice Duration Throne Room. I hold concerns about multiplayer games having cards end up with multiple Exhibitions applied to them (or players being forced to lose by not getting to Exhibition what they want: A double-bind kind of thing). This also encourages players to mirror each other, so you can abuse any cards that get Exhibited (and that abuse is so much more important in multiplayer games because it can theoretically provide so much economy).

Bartender
Types: Action, Reserve
Cost: $3
+1 Buy, +$3.
When you gain this, put it on your Tavern mat, then you may move your Ale token to any Supply pile. When another player gains or trashes a card from the pile with your Ale token on it, you may discard this from your Tavern mat.
I think turn order issues will be huge with this. Often there is a clear opening strategy, and Player 1 can often abuse that in a way that the last player in turn order can't.

Commune
Types: Action
Cost: $2
+1 Action. Choose two: +1 Coffers, +1 Villager, or +1VP. Each other player gets the bonus you didn't choose.
The concept of this is interesting, but the unbounded +Coffers it can provide between turns I think will make the game oddly accelerated in multiplayer games, especially because players will buy this for the +Actions. Point being that if each player plays 2 Communes on their turn, I may end up being flooded with Coffers.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 24, 2019, 02:32:26 pm »
I think I have too many words, but I'm going to submit this anyway.

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Curio Shoppe
Types: Action
Cost: $4
+1VP. Reveal the top card of the Curio deck. If it is a Curio, trash this. Regardless, each other player may bid once up to <18>. Choose one: +1VP per <3> in the high bid and high bidder takes the <> they bid and gains the card, or if no one bid, trash the card; or take the <> the high bidder bid and <1> more and gain the card.
Setup: Make a Curio deck out of 10 different Curio cards and 10 different unused Kingdom cards costing $5.
Curio Shoppe is a Black Market variant that offers the unique cards (including its own unique Curio cards) to all players through an auction. You either get to win the auction by <1>, or you get VP. The VP does make threshold values for other players at <2>, <5>, <8>, <11>, <14>, and <17>. I'm not sure if 1VP/<3> is the right ratio anyway. It gives you +2VP when another player takes <5>, and +3VP when another player takes <8>. Bidding more than that is probably a bad idea unless it's an important +Buy card (which 2 of the Curios provide, by the way).
The obvious problem is that auctions take time, so Curio Shoppe limits itself by both 1: Not providing economy in and of itself, making rushing it a bad idea and 2: Trashing itself 50% of the time through the Curio deck. Benefits other than $ (like +cards or trashing) run the risk of causing more game-slowing auctions, so Curio Shoppe gives VP instead (to go hand in hand with Empires mechanisms).
Find below the 10 Curios. There is 1 of each for the Curio deck (the wording is simply so you can have more Curios if you want without breaking the stats).

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Curious Armoire
Types: Victory, Curio
Cost: $0*
8VP
When you gain this, each other player may gain an Action and may gain a Treasure in either order.
(This is not in the Supply.)
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Curious Book
Types: Action, Attack, Curio
Cost: $0*
Reveal your hand and discard 2 cards from it the player to your left chooses. If the total cost of the discarded cards is at least $5, each other player gains a Curse. Draw until you have 7 cards in hand.
(This is not in the Supply.)
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Curious Cauldron
Types: Action, Curio
Cost: $0*
+2 Cards, +1 Action. You may trash a card from your hand. Each player (including you) may discard a card to trash a card from their hand.
(This is not in the Supply.)
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Curious Chest
Types: Treasure, Curio
Cost: $0*
$4, +1 Buy. When you play this, each other player draws until they have 7 cards in hand.
(This is not in the Supply.)
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Curious Doll
Types: Action, Victory, Curio
Cost: $0*
Gain a Gold. Each other player gains a Silver.
Worth 1VP for every 2 non-Copper Treasures in the deck of the player to your left (rounded down).
(This is not in the Supply.)
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Curious Figurine
Types: Action, Curio
Cost: $0*
+3 Cards, +1VP. Each other player may take <3> for +1VP.
(This is not in the Supply.)
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Curious Hammer
Types: Action, Curio
Cost: $0*
+2 Actions. The player to your left chooses an Action in the Supply costing at least $5. You may gain a copy of it, putting it into your hand. If you don't, each other player gains a copy of it and you may gain a card costing up to $4.
(This is not in the Supply.)
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Curious Mirror
Types: Action, Treasure, Curio
Cost: $0*
When you play this, each player (including you) reveals their hand. Play a Treasure in any player's hand, leaving it there. If it is your Action phase, +1 Action and you may play an Action in any player's hand instead.
(This is not in the Supply.)
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Curious Plans
Types: Action, Curio
Cost: $0*
Reveal 3 cards from your hand. Trash one that the player to your left chooses and gain a card costing up to $3 more than it.
(This is not in the Supply.)
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Curious Weapon
Types: Action, Attack, Curio
Cost: $0*
+1 Card, +1 Action, +1 Buy. Each other player with at least 5 cards in hand discards a card at once. If no one discards a card costing at least $3, +$2.
(This is not in the Supply.)

EDIT:
Nerf: Curious Armoire's gains for other players are independently optional and in either order (from mandatory in fixed order)
Nerf: Curious Book draws to 7 (from 8)
Nerf: Curious Chest produces $4 (from $5) and has players draw to 7 (from draw 1)
Nerf: Curious Doll worth 1VP per 2 non-Copper Treasures in the deck of the player to your left (from 1VP per 1 non-Copper Treasure)
Buff: Curious Figurine draws 3 (from +$3), gives +1VP unconditionally (from +2VP conditionally), and gives other players the option to take <3> for +1VP (from take <4>)

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 14, 2019, 07:38:18 pm »
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Horse Show
Types: Action
Cost: $4
+2 Cards. You may trash a Treasure from your hand. If it cost at least... $2: +1 Action; $4: Gain a Prize from the Prize pile or a Duchy, putting it into your hand; $6: Each other player may trash a Treasure from their hand.
Tempo-trasher, like a terminal Spice Merchant.  Trash Silver non-terminally if it has outlived its usefulness.  Trash a big Treasure to get a Prize or a Duchy (and use that Prize immediately).
Most Kingdoms the only Treasure you can trash for Prizes is Gold, which will also give other players the opportunity to trash Copper.  Maybe it gives you a reason to get Bag of Gold so you can grab more Prizes?  Quarry or Cursed Coin for a Prize will be a pretty sweet deal, though trashing a wanted Crown or Scepter will probably not be quite as good (while cards like Cache, Contraband, Ill-Gotten Gains, Royal Seal, and Talisman won't be sorry for the buff).
Remember that if a player does trash a Gold, they choose which Prize (or Duchy) to gain before you get your option to trash.  If a player gains Followers to hand after trashing a Gold, you can trash that Copper you were going to discard anyway in response.

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Archivist
Types: Action, Prize
Cost: $0*
You may trash a Treasure from your hand for +$1. Draw until you have 7 cards in hand.
(This is not in the Supply.)
There is no trashing nor any especially significant draw from the Prize pile, so Archivist tries to provide situational availability of both.
A Copper trasher will not be too oppressive in Tournament games by the time it can be acquired (and Animal Show is already a passable Copper trasher in the event that Archivist is good to rush).
Draw-to-X is of fairly limited usefulness on a singleton card, but it can hopefully be exciting--in the same way Princess can be.  It also can act as a counter to the discard of Followers if a player wins a race to it (even though the all-around junking of Followers will make Archivist overall worse. I considered giving it the ability to trash Curses, but that seems too good if there is no other way to trash Followers' Curses).

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 07, 2019, 08:41:19 pm »
Fishmonger
Types: Action, Duration
Cost: $5
+1 Card, +1 Action, +1 Buy
While this is in play, at the start of your turn, +1 Buy and Action cards cost $1 less during your turn (but no less than $0). This stays in play until any player, including you, has 6 Action cards in play. Set it aside and discard it during Clean-up.
I suppose your idea is that you want to race to put 6 Action cards in play so you can turn Fishmonger into a worse Market Square for the player of it. Unfortunately, I think the play-pattern might be more of a Fishmonger rush. I mean, 5 Fishmongers gives you 6 Actions each costing up to $5 every turn until you decide to play anything: And player 1 is going to be able to set that up much more reliably than player 2. I have to imaging that, if you are the better player, getting 6 $5-gains will just reveal the better player faster. I imagine even if you can't get to the 5-Fishmonger dream, games will be very fast with so many +Buys and cost-reduction flying about in the early turns.

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Commodity
Types: Treasure, Duration
Cost: $5
If you have an even number of Commodities in play, $2; Otherwise $1. +$ based on the current position of the Market Demand track.
On your next turn, +$1. When you discard this from play, lower the Market Demand track one step.
Setup: In games using this, include the Market Demand track when setting up the Kingdom.
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Market Demand
$0,$1,$1,$2,$2,$3,$3
Setup: Place a coin token on the right-most space of the track. When a card instructs you to lower the track, move the coin token to the next space on the left.
Unless I'm misunderstanding, this begins producing $4 and eventually produces $1. Why even bother counting the number of Commodities you have in play? I'd never buy more than one: The first 2 plays are better than Gold, but from then on it is a degrading Gold, so if I needed a Gold I'd have it by then. With +$4 how wouldn't you have Gold?
Even worse, in multiplayer games, only 2 plays get to be +$4, so players 3 and 4 are going to be in a really bad position.

Source
Types: Action, Duration
Cost: $4
At the start of each of your turns, you may turn this card by 90° clockwise for +$1, +1 Action, or +1 Buy. If this is upright after rotation, discard this.
Making the effect optional could be neat, but the effects are not nearly situational enough to make holding on to Source ever worthwhile. You will almost always use it every turn, so you've injected a bunch of complexity into the card to make it optional when it won't really matter.

Sacred Fire
Types: Action, Duration
Cost: $3
+$2. You may trash a card.
At the start of each of your turns, you may trash a card for +$1. If you don't, discard this from play and gain a Curse. (This stays in play)
You need to specify where the trashed card is when you trash it.
I imagine Sacred Fire's 1-3 more down turns than Cathedral, does not offset the fact that you get money from Sacred Fire. It is definitely too strong. Either way though, not trashing with Sacred Fire is such a bad option that it may as well be permanent.

Settlement
Types: Night, Duration
Cost: $7
If this is the first time you played a Settlement this turn, and the previous turn wasn't yours, then take an extra turn after this one, and do not discard cards from play during your Clean-up Phase this turn.
This will be way stronger in the average Kingdom than Outpost (so much so that swinging to it early will be a game decider, it will be so good at stabilizing a deck), but much weaker than Outpost in the ideal Kingdoms. At its most abusive, you could play your deck in two halves, but that would typically be quite inconsistent (excepting setting aside exactly what you need to draw, making Settlement functionally read as a worse "+1 Buy").
I would find it more compelling if it wasn't limited to once per turn--especially with its cost of $7. If you don't discard cards from play, you'll eventually run out of cards.
Why is it a Night card, by the by?

Veto
Types: Action, Duration
Cost: <4>
+2 Cards.
While this is in play, Vetos cost $1 more. When anyone plays a card costing $4 or less, you may discard this. If you do, they play that card as a different card with the same cost or a cheaper card of their choice from the supply. It is that card until it leaves play.
I think it is worth noting all the awful complexities of Band of Misfits that are probably going to get removed in second edition (and we are still waiting to see how). It will probably change into a Captain sort of wording instead.
This will probably be best to use as a cheap source of draw and then Band of Misfits your own cards, unless you can typically use it to completely shut down engines, in which case we just play money.
Why does it make itself more expensive? It has no real mechanical reason to do so.

Keyring
Types: Treasure, Duration
Cost: $4
Choose one of the Locked piles. That pile is in the Kingdom while this is in play. Now and at the start of your next turn: +$1, +1 Buy.
Setup: Set aside 3 additional Kingdom piles as Locked piles.
I believe it should put the piles into the "Supply," not the "Kingdom."
I think this is really weak. Players will often buy it because it is a non-terminal source of +Buy, but if that isn't important, players will receive incredibly similar benefit from it without having to buy a $4 Copper. Point being, this can probably cost $2.

Reward
Types: Treasure, Duration
Cost: $4
$1. At the start of your next turn: +2 Cards, then discard 2 cards.
Effectively worse than Dungeon? If the sifting was going to be useful, I'd much rather have more sifting than a Copper.

Charlatan
Types: Action, Duration, Attack
Cost: $3
+1 Buy. Until your next turn, when another player buys a card, they choose a card they have in play and exchange it for a card costing at most the same as the chosen card with a different type. If they didn't, they return the bought card to the supply. At the start of your next turn: Gain a Silver to your hand.
Exchanging I'm pretty sure needs to mention that it comes from the Supply (Changeling doesn't mention it because it has to exchange for a Changeling).
Others talked about this one. It seems to me that this effect will either be a largely a benefit to the recipient, and will otherwise completely degenerate the game.

Customs
Types: Night, Duration, Attack
Cost: $4
Gain a Spoils from the Spoils pile. Each other player with 5 or more cards in hand reveals their hand and sets aside a card that you choose face-up (on this). At the start of your next turn, each other player puts the card they set aside into their hand.
I think it's too much. First of all, the effect this has on the opponent's next turn is actually worse than Pillage; with Pillage, they at least have the chance to redraw the discarded card. More importantly however, this sets itself up to be stackable: play Customs one turn, and you will be able to attack with 2 Customs on the following turn. I think this is going to be too crippling.
Hm... the fact that one would have to have N*2 Customs to juggle N cards out of your deck forever and the fact that for your N*2 Customs you will also have N Spoils (because you can't get rid of the Spoils the turn you gain them) (which ends up being a lot of stop cards), I'm not sure I agree.
If it was so much a problem, you could probably fix it by bumping Customs to $5 and having it gain Gold. That would also make Customs even less like Pillage.

Man in Black
Types: Action, Duration
Cost: $4
Gain 3 Silvers under this. While any cards are under this, at the start of each of your turns, put one of them into your hand. If none remain after, trash this and gain a Curse.
While this is in play, when you gain a Treasure, you may set it aside under this.
Silver flooding is generally pretty underrated. This I imagine will be quite good in slower games, as you can stave it off longer by buying Gold. Without some way to reliably Gold-flood and something to do with that Gold though, I'm not sure how often players will be able to handle the 4 stop cards--especially because its strongest use implies gaining even more Treasures.

Mine Worker
Types: Action, Duration, Reaction
Cost: $5
Now and at the start of your next turn: you may trash a Victory Card from your hand, to gain a card costing up to $3 more than it. If you don't, you may discard your hand for +5 Cards.
Before resolving the effect of a Duration at the start of your turn, you may reveal this from your hand. If you do, the duration will stay in play and effect will occur the start of your next turn as opposed to this turn.
In games using this, when you start a turn with 3 or more Durations in play, you may gain a Duchy or 3 Estates.
I like the Reaction idea. It definitely has to be married to a Duration effect that you would actually want to delay, which this is. I'm not convinced that it will be as boring as Rebuild: I imagine trashing Estates for $5 cards other than Mine Worker will generally be better than trying to do any kind of Duchy->Province rush with this.
The In-Games-Using-This effect is too much though. You're not only adding significantly more text to a card that hardly needs more, it's also an effect that will be either trivial (lots of Duration cards are spam-friendly) or virtually impossible when it is the only Duration around.

Wonder
Types: Night, Duration
Cost: <8>
At the start of each of your turns, if this is in play, add 2VP to this. The next time you shuffle your deck, trash this and take the VP.
This is gained to your hand. (This stays in play until you shuffle)
Mitigating the super-rare abuse cases by not giving VP to the player immediately I don't think is worth the added complexity.
In a way, it kind of reads like 2VP per 5 cards in your deck, which is 4 times the points of Gardens, but it's sideways from that because it requires turns to payout and the latter Wonders are worth fewer VP as you slog through your Wonder-turns. I worry mostly that, whenever this is relevant, setting up the multi-Wonder turns will be too swingy. You can buy a Wonder on turn 1, pay it off within those two turns to get a second Wonder on turn 2, and turn 3, and so on; but in a large deck, that will be unreliable.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 05, 2019, 09:33:49 pm »
Here's a probably bad idea I've wanted to share for a while.

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Trade Vessel
Types: Action, Duration, Victory
Cost: $4
+1 Card, +1 Action. Now and at the start of each player's next turn (including yours): They get +1 Buy. At the start of your next turn, if any other player gained at least 2 cards on their previous turn: +$1.
Worth 2VP if in play at the end of the game (otherwise worth 0VP).
A Market Square that gives everyone, including you, a Market Square next turn so it'll be easier to end the game.  If you can end the game this turn or if anyone else ends the game before your next turn, you get 2VP (if you end the game on your next turn, it gets discarded that clean-up and will be worth 0VP. Just call it insurance.).  If anyone else gains multiple cards (whether by using the free buy you gave them or not) you get a whole Market next turn.  Tracking card gains is usually annoying, but you only need to track when Trade Vessel is in play so it is never a surprise.

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 01, 2019, 08:18:35 am »
Sure, in a deck drawing engine you could try to keep 3 Curses in your deck to generate 3 VPs via this. Seems pretty hard to pull off though; you need to precisely draw everything but those very 3 Curses and then still have Forlorn Villages left to play.
My primary concern is that Forlorn Village looks like a very bad splitter. I start with 0 Actions in my deck typically, so tossing Actions from the top of my deck means that I get +Actions to play the Actions that aren't in my deck anymore. Its VP production would be a difficult use, but is something that Forlorn Village can do that couldn't be substituted by a more consistent card.
What I didn't think so hard about is that Forlorn Village will actually be strong in a Treasure-centric strategy, because it will sift in the early game and produce anywhere from +3 Cards to +$3. That's pretty crazy.

Fete
Types: Action
Cost: $4
Choose one: +1 Card; or +1 Action; or +$1. Choose two (the choices can be the same): +1 Action; or +1 Buy.
It looks fine. It might not need the +$1 option at all. Even if players typically don't choose it, its inclusion might make it more complex without adding significant strength to the card--which is not ideal.

I don't think it will be overpowered with Lurker, as it is a $4 Necropolis if it doesn't align (an $4 Lurkers are harder to amass). It can certainly be annoying though.
What I wrote does sound like I am identifying Lurker as a broken combo, but I really meant that it would just be annoying. The change looks good. It fixes all the problems other than my general dislike for having to look at more non-Kingdom cards (which is an inherent function of the card and very much to taste).

I agree that [Sprawling Village] compares poorly to Port, but that's true of every $4 Village except Wandering Minstrel. Also, there's no reason to limit its use to cheap and "temporary" Actions. Its strength lies in that it lets you load up on more terminals than usual and then gives you flexibility.
This is like saying Journeyman is weaker than Wild Hunt. It is true, but missing the point.
Mining Village is a weaker Village-with-a-bonus than Wandering Minstrel, but they each have completely different mission statements. I wouldn't buy Wandering Minstrel if I wanted to spike my economy, and I wouldn't buy Mining Village if I needed to sift through a bunch of Coppers\Curses\Estates.

Port is a Village-with-a-bonus whose bonus is:
"I come with another Village when you buy me."
Sprawling Village is a Village-with-a-bonus whose bonus is (outside of the rare edge-cases):
"I come with another Village when you gain me, except the second one eats one of your other Action cards."
Unless losing one of my other Action cards is not a cost (such as a now-useless Sea Hag), or one of some-five specific cards appear with it, then Sprawling Village is worse than Port. That is a much smaller window of difference than most Village-with-a-bonus cards. Wandering Minstrel's strength versus Farming Village's weakness (as similar deck-sifting splitters) is probably the most similar comparison in this category.
It isn't a problem, but it is quite probably weaker than you seem to be suggesting. I would not put it higher than the middling $4 Village-with-a-bonus cards like Mountain Village and Mining Village.

Industrial Village
Type: Action
Cost: $5
+2 Cards, +1 Buy. Trash a card from your hand. +1 Action per $1 it costs.
I can tell you from experience:
Prophet
Types: Action
Cost: $4
+2 Cards. You may trash or discard a non-Victory card from your hand. +Actions equal to its cost in coins.
When you trash this, you may gain an Action costing exactly $5, putting it into your hand.
Trashing stuff for such temporary +Actions causes its trashing to take front stage, while the +Actions are functionally ignored. That's why my Prophet gives you the option to discard for +Actions instead so that the trashing ends up being a side-thing while the splitting takes center stage.

Slave Merchant
Types: Action
Cost: $2
+2 Actions, +1 Buy, +$1. You may play a Treasure. You may buy a card.
Breaking convention of playing Treasures in the Buy phase is not something I personally like doing very much. Regardless, I think +2 Actions, +2 Buys, +$1 might be a bit strong at $2.
I meant to say "Take an extra Buy phase immediately, in which you can only buy 1 card." So, buying a card via this SPENDS Buys. It doesn't give you +2 Buys. And playing Treasures is necessary to buy a card.
Black Market uses the same wording and doesn't work that way, though. I'd recommend the effect "You may buy a card" be restricted to what kind of cards it can buy instead of wrestling with an entirely new wording. +2 Actions, +2 Buys, +$1 is maybe a little strong at $2, but +2 Actions, +$1 is definitely too weak.
Also, playing a Treasure is fine, but I personally don't like doing it outside of the Buy phase. The tracking of spending and gaining $ might end up being an annoyance on Slave Merchant. Storyteller at least consumes all your $ every time you use it, so you don't have to track any $ once you've resolved it.

Can you explain what you mean by a "splitter"? I've not heard that term before.
It is a less-common term used to refer to cards that give +2 or more Actions. I like the term because I prefer Village-variant for variations of cards that give a minimum of "+1 Card and +2 Actions" (even though cards like Fishing Village don't give those vanilla benefits). Because Throne Room and Developing Village do not unconditionally give "+1 Card and +2 Actions," I think of them as splitters distinctly from Village-variants.
The term refers to a style of laying out Actions that aligns them like a tree: You play your Actions in a line, but offset cards when you play an Action that provides +2 Actions, thereby creating two "branches" to the line of Actions you are playing (the card which provides +2 Actions thereby "splitting" your Action line).

And why is do you suggest turning off the ability to turn estates into Developing Villages? I had thought of that as advantage, in particular on boards with no other $2s.
The problem is that trashing Estates is really, really good. It would be immensely frustrating (considering the lack of control) for one player to open with Developing Village on a board with no trashing otherwise and luck into trashing a starting Estate on turn 3 that turns it into another Developing Village, thereby necessarily reducing your effective deck size. If Developing Village cost $3, then hitting a starting Estate would only sometimes net you a real benefit based on the other $2 Kingdom cards (if any)--plus Developing Village would then compete with other $3 cards, so buying it for a chance of trashing an Estate would be ill-advised.
There are other cards that can do similar (Necromancer->Zombie Mason I'd argue is even worse), but the fact that official cards exist that can do it does not make it a good design.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 30, 2019, 06:53:09 am »
Neighbouring Village
Types: Action
Cost: $3
+2 Actions. When you next play an Action card from your hand this turn, add 1 more to each +Card, +Buy, +$, and +VP amount it gives as you resolve it.
I think the wording could be improved (as I would definitely not get "Vault gives +$ equal to what you discarded +$1"), but I understand what you're getting at, so I will spare the pedantics.
It feels very promo-ish, because I don't think it would be worth its own complexities as an off-theme card inside an expansion proper. I think I like it. It has strong combos, but it is strongest with cards that give a variety of resources (at which point this turns into a Bazaar variant of sorts), which are rare enough that they would not typically mind the boost.

Fete
Types: Action
Cost: $4
Choose one: +1 Card; or +1 Action. Choose two (the choices can be the same): +1 Action; or +1 Buy; or +$1.
I think the Peddler option makes this too much of a no-brainer, let alone its other very decent choices. Maybe give it a buy restriction ($3 Grand Market?), weird cost (<6>?), or an additional benefit to buff it up to $5 (when you gain this, gain a differently named card costing exactly $5?).

Developing Village
Types: Action
Cost: $2+
+1 Action. Reveal the top card of your deck. You may trash it and gain a differently named card with the same cost to your hand. If you do, +1 Action; if you don't +1 Card.
When you buy this, you may overpay for it. For each $1 overpaid, +1 Villager
This doesn't need to reveal the card. You can just look at it.
While it shapes itself somewhat like a splitter, I think Developing Village is really hiding an immensely frustrating Estate trasher, largely because it costs $2+. I'd recommend a cost of $3+ instead just to avoid the ability to turn Estates into Developing Villages. I think I disagree that it doesn't need the overpay. There will be a fair number of boards where triggering the +Actions in this will be difficult. The overpay benefit might even need to be larger for an increased cost.
Exchanging the card instead of trashing it would be fine, but don't forget to specify that you exchange for a card in the Supply, because exchange does not imply that (existing Exchanges being the Travellers and Changeling with exchanges for a specific card).

Capital City
Types: Action
Cost: $5
+2 Cards, +2 Actions.
While this is in play, cards cost $1 more.
I'll ignore issues with timing and cost reduction.
Ideally, +1 Card should be worth more than +$1, but considering it really gives -$1 per Buy, and engine decks typically want to buy multiple cards (let alone other ways they care about card cost), this could probably even cost $3 and wouldn't be unreasonable. I'd want to give it some reason that it cares about the cost of cards.

Parish
Types: Action, Reserve
Cost: $5
+1 Card, +1 Action. Put this on your Tavern mat.
Directly after you finish playing an Action card, you may call this for +2 Actions.
I think the things that make Coin of the Realm interesting are that it is a stop-card that you can functionally only use every other turn that provides an awkward number of +actions. Parish takes Coin of the Realm and removes about half of what makes it interesting, to an extent that I'd recommend going back to the drawing board with it.

Bookkeeper
Types: Night, Duration
Cost: $5
The first time you play a card next turn, if it is an... Action card, +1 Card and +2 Actions; Treasure card, +1 Buy and +$2
This is gained to your hand.
The flexibility of this I'm not sure is worth the buff from Ghost Town (even though it gives +1 Action more). Its general similarity makes this less exciting to me, generally. Making the $ value worth more than the splitter would risk making Bookkeeper into a big-money enabler.

Donjon
Types: Action, Victory
Cost: $4
+1 Card, +1 Action. You may discard a Victory card for +1 Card and +1 Action.
1VP
This reminds me a lot of Shepherd, but sideways. It only provides you sifting for 1 card, but leaves you with extra Actions. Having more tempo-VP cards I don't think is inherently amiss.

Merchant's Village
Types: Action
Cost: $3
+2 Actions, +$1. You may reveal a Silver from your hand for +1 Card.
Merchant has this thing in it that I like to call an "anti-frustration" mechanism. I don't have to have a Silver presently to get the +$1 from Merchant, I just have to find it by the end of my deck. Merchant's Village varies from being worse than Squire to as good as Bazaar based upon whether or not I have a Silver. With very little way to help align it with a Silver, I suspect this will result in some swingy games.

Metropolis
Types: Action
Cost: $6
+1 Card, +3 Actions. +$1 per card you've played (including this) after the previous Metropolis you played this turn.
This one is a brilliant way to get a $6 splitter working. Having played with a similar card (the produces $ to a cap for playing actions after it) that had a hefty drawback, this will likely be a strong engine card on most boards with +Buy and will otherwise be ignored (which is totally reasonable).

Brewery
Types: Action
Cost: $5
+2 Actions. Put up to 2 cards from your hand onto your deck. Discard your hand. If you discarded any cards this way, +3 Cards and +$2.
This one hurts my head a bit to look at just because the discard is mandatory. I don't doubt that it is strong, but it rubs me the wrong way.

Folon Village
Types: Action
Cost: $4
Reveal the top 3 cards of your deck and discard them. Count the types among them and per revealed type you get: Action: +1 Action; Treasure: +$1; Victory: +1 Card; Curse: +1VP; Attack: Each other player gains a Ruins; Reaction: You may trash a card from your hand; Each other type: +1 Buy.
This seems a swingy tracking-nightmare like Ironmonger wasn't enough, even ignoring that it is an unblockable "Attack" assuming it appears with another Looter. If you want an effect like this, I'd always recommend making the effects require as little tracking as possible. Regardless of anything else, it is only a splitter by virtue of discarding the Actions you would otherwise want to play, which likely increases the likelihood that you don't have Actions to play, so I can't say that I'm a fan. The best use of Folon Village will likely be to try to manage a +VP engine with it around some other discarding cards.

Slave Merchant
Types: Action
Cost: $2
+2 Actions, +1 Buy, +$1. You may play a Treasure. You may buy a card.
Breaking convention of playing Treasures in the Buy phase is not something I personally like doing very much. Regardless, I think +2 Actions, +2 Buys, +$1 might be a bit strong at $2.

Slum Village
Types: Action, Reaction
Cost: $4
+1 Card, +2 Actions
When an opponent trashes a card, you may discard this from your hand, to gain a copy of that card from the Supply.
I think this primarily shuts-down fun trash-for-benefit tricks without doing a lot else. I don't like the concept because it makes an entertaining thing you can't do every game anyway into a risky and bad idea.

Theatre
Types: Action
Cost: $4
+1 Action. Play the card on the Theatre mat
Setup: Put a $2 costing Action that gives +1 Action unconditionally onto the Theatre mat.
A comprehensive list of the 15 existing cards that Theatre could play: Cellar, Lurker, Haven, Lighthouse, Pearl Diver, Hamlet, Vagrant, Candlestick Maker, Page, Ratcatcher, Raze, Patrician, Settlers, Pixie, and Border Guard.
I assume from the wording that you mean for Theatre to "Play the card on the Threatre mat, leaving it there." a la Necromancer. Under that assumption, Page, Ratcatcher, and Pixie (20%) make Theatre into an expensive Village with no further effect (except churning the Boons, I guess). Lighthouse and Haven being Durations will leave no cards out so that there will be untrackable Duration effects. The most powerful options I don't think are too unreasonable except for Lurker which sounds really unfun to deal with.

Hillside City
Types: Action
Cost: $5
+1 Card, +2 Action. if you have an even number of cards in your hand: +1 Card.
Looks reasonable and vanilla.

Sprawling Village
Types: Action
Cost: $4
The next time you play an Action card this turn, you may ignore its instructions and instead receive +1 Card, +2 Actions.
There are few enough "While this is in play" effects that I wouldn't worry too much about this being overpowered with those. My big concern is that this generally looks pretty bad next to Port. Having played with a self-Enchantress (which makes the card weaker than a Village admittedly, but just the same), losing one of your Action cards is typically a big cost, actually. (Discarding the card to avoid an "overpowered" in-play effect would make Sprawling Village significantly stronger because it would no longer consume your Action cards.) The ability to turn temporary cards (like trashers and cursers) and cheap Actions into Villages is neat, but fairly niche, so this will mostly be an expensive Village. I suppose Dominion can't really have too many of those.

Midwife
Types: Action, Night
Cost: $3
If it's your night phase, +1 Villager. Otherwise, +2 Actions, +$1.
This one is neat. It would probably be fine at a cost of $2. Compared to Squire you can't draw it dead and you can set aside its +Action later, but only by losing the +$ it gives, which is a pretty expensive cost as far as tempo is concerned.

Plantation
Types: Action
Cost: $2
+1 Card, +1 Action. You may discard a card from your hand. If it is an... Action card: +1 Card and +1 Action; Treasure Card: Gain a Plantation.
This compares very poorly to Hamlet. I would try to vary it more from Hamlet by giving +2 Actions regardless and discarding for either gaining a Plantation or getting a +Card.

Campsite
Types: Action
Cost: $2
+2 Actions. If you have 4 or more Actions (Actions, not Action cards), +2 Cards.
You gut reaction to make it 4 unused Actions seems correct for a $2 splitter. You'll often want to buy a bunch of them just because +2 Actions is that useful.

Crowded Village
Types: Action
Cost: $4
+2 Actions. If there is at most 1 empty Supply pile, +1 Card. If there are no empty Supply piles, +1 Card.
This would definitely compare poorly to Lost City at $5, but the big problem is all the same problems as Poacher: In multiplayer games, the Supply emptying is a constant concern, but in 2-player games it takes a particular setup. Crowded Village will likely be far too strong in 2-player games. I think this needs some effect to help push the Supply piles (and possibly raise its price to $5).

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 26, 2019, 07:53:32 pm »
This is a simplification of a similar card I have in Dominion: Greed.

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Prophet
Types: Action
Cost: $4
+2 Cards. You may trash or discard a non-Victory card from your hand. +Actions equal to its cost in coins.
When you trash this, you may gain an Action costing exactly $5, putting it into your hand.
A sort of Lost City variant, I guess. Discard poorly timed stop cards for big +Actions. Use the gratuitous number of +Actions to tempo-trash Coppers. Trash Prophets later to transform your deck. Hopefully have some use for those +4 Actions when you Prophet a Prophet.

This started as an attempt to make trash-for-benefit:+actions work. It didn't work well. It tempo-trashed Estates and then was ignored.
Being able to discard cards as well was good, but it turns out that the world's best Estate trasher that can also discard Provinces for +8 Actions is pretty silly. I could fix it by disallowing either Estates or Provinces, but it works pretty well when it can't touch either. There's a lot you can do when all those cards in your deck can be discarded for +Actions.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 22, 2019, 08:12:37 am »

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

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

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 17, 2019, 07:26:43 pm »
Racketeer
Types: Action, Attack
Cost: $5
Gain a card costing up to $4. For the rest of the turn, when you gain a card, each other player gains a Curse.
This one is powerful and clever.  It can multi-Curse either by layering it with other card gainers or simply building a deck that buys many cards.  I'm not totally sure I'd count it as a "conditional junker," if only because buying a card is something you normally do, but I guess it technically counts.

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

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

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

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 17, 2019, 05:17:01 pm »
I think this card would probably be better overall if you made the card more likely to have a better effect for the person playing it (if you don't want card drawing, you could do card sifting.), and perhaps strengthen it to make it cost 5 -- right now it's not convincing that the central mechanics of this card (gaining curses to hand and the tome) belong to a cheap curser.
I believe I disagree with this general design philosophy you are displaying (and throughout your judging post). It seems to me you are looking at cards that have problems baked into them and considering them poorly designed for that reason: I think cards that have inherent problems are the best designed cards because you have to look elsewhere in the Kingdom to solve them.
The least interesting cards in Dominion right now I believe primarily derive from trying to take an interesting idea (Masquerade's pass a card, Ambassador's give a card to other players, Possession's control another player's turn, Cultist's play-each-other thing, Rebuild's step-up Victory cards) and tacking so many effects onto them to make them work that they end up monopolizing the board in a boring fashion. The best cards are cards that result in big problems a priori of the Kingdom (Chapel's deck destruction at the cost of pacing, Highway's cost-reduction without the buys to help it, Library's powerful draw without the way to productively reduce hand-size, Remodel's powerful trashing that needs good targets, etc.). Two of the cards I chose as best in my judgment were Bookstore and Consul, each of which have big strategy problems without considering the Kingdom.
It is certainly possible for the problems to be too big to overcome reasonably (Contraband is an excellent example), but I do not agree that Chronicler's problem is too big. Cursers tend to need bigger problems because junking is so inherently powerful. That is fine if you don't agree, of course.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 13, 2019, 09:37:21 am »
This is a card from my Dominion: Greed fan set (which heavily features "In games using this" effects) that I have yet to re-submit. Special thanks to ThetaSigma12 for re-theming this card.
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Brazen Bull
Types: Treasure, Attack
Cost: $5
$2. When you play this, each other player may reveal 3 cards from their hand that are Actions or Curses. If they don't, they gain a Curse.
In games using this, Curses are worth -1VP per Treasure costing at least $5 in your deck instead.
Other players can reveal any combination of cards that are Actions or Curses (such as 2 Actions and 1 Curse): They don’t have to all be of one type or the other.  The revealed cards stay in the player’s hand.  Remember that Brazen Bull is not an Action itself, so it cannot be revealed when another player plays a Brazen Bull.
In games with Brazen Bull in the Supply, Curses are not worth -1VP and instead are worth -1VP for each Treasure costing $5 or more in your deck (such as Brazen Bulls or Golds).  A deck with no Treasures costing $5 or more in it will have Curses that are worth 0VP.

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

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 11, 2019, 10:01:05 am »
Would you want me to apply the same effort feedback to that new card and tell you my thoughts on it?
Only if you want to.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 11, 2019, 07:20:30 am »

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

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 10, 2019, 04:30:34 pm »
Coven
Types: Event
Cost: $6
Move your Cursing token to a non-Attack Action Supply pile. (Once per turn, when you play a card from that pile, that card is also an Attack and each other player first gains a Curse.)
I wanted to say that this Attack transformation has the most potential, but I think the "non-Attack" portion will not change the card. The Adventures-tokens usually get tossed onto whatever spam-friendly card you happen to need a bunch of in your deck, which not many Attack type cards are Adventures-token targets. A more meaningful change would definitely be to make it only apply to Attack cards or to implement some type of Seaway limitation so you can only put it on expensive cards.

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

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

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 08, 2019, 08:48:05 pm »
Island Warrior
Types: Action, Attack
Cost: $4
Gain a Gold to your Native Village mat; or put all cards from your mat into your hand. Each other player gains a Curse to their Native Village mat.
I think this will have huge turn order issues around the fact that Gold flooding is inconsistent and thus not particularly great. Assuming this is relevant, after 5-plays apiece to empty the Curse pile in a 2-player game, players will have $15 waiting on their Native Village mat. If +Buys are available, Player-1 will get to cash in +$15 (or +$12, if that's all that is needed) first, quite possibly to end the game and never have to deal with the Curses anyway.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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