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Messages - cluckyb

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26
The PP cards are an interesting choice. I get why people tried to create them - when you think of Potions as just another type of currency "why can't you have something that costs more than one potion" is a common conclusion. The issue is that it kind of turns your Potions into treasure maps. Granted one of the PP cards doesn't cost PP when you buy it, and another has a bunch of other problems, but Brewmaster seems pretty weak given how hard it would be to get one.

27
Yeah Taskmaster seems like it doesn't need the coin token. It also turns the card from a group thing to an individual thing. Which is something I was on the fence about when I created Overseer. I think the group thing is more fun, but it also makes it less predictable. Having it reset each turn also fixes some of the reliability over Overseer, but makes it more likely a couple of the options get ignored. Which I guess is good and bad.

(didn't do Taskmaster. Just amused that someone took my idea and tried to fix it up  :) )

I agree that it doesn't need the Coin token, but I'm confused by the rest of your comments. I'm pretty sure it's still meant to be a communal mat. I also don't think it resets each turn, right? It just resets once four of the five options have been used. Hold on, let me look at it again.

EDIT: Buh, I think I see what you mean. I may change the wording to try to line up with what I believe is the intended effect. Full disclosure: this is not my submission either (I didn't submit a card to this contest).

Oh, I probably just glanced over it and misunderstood what it was saying. Looked like it was claiming that the mat got reset during cleanup. But now that I read closer it doesn't appear to be the case.

28
Yeah Taskmaster seems like it doesn't need the coin token. It also turns the card from a group thing to an individual thing. Which is something I was on the fence about when I created Overseer. I think the group thing is more fun, but it also makes it less predictable. Having it reset each turn also fixes some of the reliability over Overseer, but makes it more likely a couple of the options get ignored. Which I guess is good and bad.

(didn't do Taskmaster. Just amused that someone took my idea and tried to fix it up  :) )

29
I just noticed this:

Quote
Potter
Types: Action
Cost: $4+
Take 2 Coin tokens. You may pay up to 5 Coin tokens. Gain a card costing up to $4 per Coin token paid beyond the first.
--
When you buy this, you may overpay for it. If you do, take a Coin token, then play this.

this is just Pay 3 coin tokens, gain a province, for $4. Way OP

I think you're reading it wrong. Its not "Gain a card costing up to ($4 per Coin token paid beyond the first)" its "(Gain a card costing up to $4) per coin token paid beyond the first".

So pay two coin tokens, its a workshop. Pay three, its a throned workshop. etc...

30
Just doing a quick glance through for now

Quote
Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more Action cards in hand discards an Action card (or reveals a hand with no Action cards).

This should probably be just "5 or more cards", right?

31
Puzzles and Challenges / Re: Farmland and Silver
« on: December 15, 2013, 06:56:05 pm »
Use Possession, during other players turn buy Farmland, trash a $3, gain Embassy. You keep all the cards in your deck, and gain a bonus Embassy in addition to the Farmland/Silver  :)

32
3 out of 8 submissions SO FAR are named Elixir. Just a heads-up. Maybe name your card something else if you haven't submitted yet.

Now that you've told me, I'm gonna name my card "Elixir (A)" just to add maximal confusion.

33
Puzzles and Challenges / Re: Easy Puzzles
« on: November 26, 2013, 01:17:06 pm »
If there are three masterpieces left in a no-buy gardens game, it might make sense to buy a masterpiece rather than avoid letting the other guy get two masterpieces (and potentially a bunch of silver with them)

34
Was the government shutdown again and no one was told anything? Only possible explanation for LastFootnote's absence =)

35
Calm down dude

a) This round isn't even over yet. We're waiting on Lastfootnote to provide instruction on what the second round of voting is going to look like

b) I never said the card was shitty, I said the action was. The card is boring because it gains nothing from being a hybrid victory card. Nobles already fills the space of a shitty action made good by tacking on VPs to it.

c) No one knows who makes each card. No one is personally attacking anyone when they discuss the cards. They are discussing the cards themselves. If you can't take criticism of your cards / handle people not voting for your cards, you shouldn't be entering the contest.

36
Alright, let's talk about other cards:

Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

I think this is clever, but it just isn't good. If the first card you reveal is a Victory, it does basically nothing (yeah yeah, edge case, Harem, actions left...). Then again, it's allready almost a Duchy. I don't like how it anty-synergizes with itself and is so much against Intrigue's "deal with Victory cards" theme.

I think the anti-synergy is the best part. If you can draw most of your deck with it, you have a lot of choices. Of course, "draw one card from anywhere in your deck" isn't always great -- in villageless decks its just a terminal gold and this is far worse than "draw one card from your deck"

But maybe if this got tweaked so you draw until you reveal *two* victory cards, then put one of the revealed victory cards and one other revealed card into your hand. Then you are not hosed by the one card case, and more likely to actually be better than a terminal silver. (which would be way worse than Harem, albeit at a cheaper price)


Quote
Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

Ugh... First, it has 1st player advantage. Second, it introduces tokens and mats and still is just a iunreliable bundle of allready known effects. The card is a lot of old things, put together with new things that make the card more complex or unfair without need. I never thought "choices" should be seen as typically Intrigue, and this is the perfect example of a choice-card that has nothing to do with Intrigues other main themes - hybrids and dealing with victory cards. Let alone the mat is absolutely un-intrigue. It's probably balanced or can easily made balanced, but i think it shouldn't take a spot that could be filled with a card that actually fits Intrigue.

Balance issues aside, there are plenty of "choice" cards that don't fit "hybrids and dealing with victory cards" in Intrigue. Pawn. Steward. Torturer... especially when "choices" were called out by LastfootNote as a theme for this round I don't really get how you can dock the card there.

Quote
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Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.

Kind of like Landlord, a Victory card that does something special. It's astounding how many votes Landlord got and how few Shrine got. I preferred this over Landlord and still didn't vote for it.

Because Landlord is an interesting alt-VP where as this is just a shitty action with 2 VP slapped on to make it worth more and is as such, super boring. There is no real reason for this to be a victory card, other than "oh its intrigue and I wanted a hybrid"

37
These are examples of risk vs. payoff. It's hard to use Q, but when you do you'll get a lot of points. Boardwalk again is expensive, but when someone lands on it more than once it'll pay off big time. Overseer has no big payoff. It's a bunch of $3-$4 cards that you get to choose from, and sometimes not all of them. Even Counting House can have a huge payoff by pulling up 5-6 coppers or something.

EDIT: Didn't read the last post. Scott_Pilgrim already covered all I said.

Imagine a Scrying Pool deck in which you can draw your whole deck and create a lot of cash.  But the only way you can get plus buy is with Overseer, and you manage to play it for two buys, and buy two extra Provinces.  That is a big pay-off.
Is this really a "Overseer is very powerful because +buy allows you to buy multiple Provinces" argument? The card is really good because it can give +buy?

I was asked to describe a way in which Overseer can have a big payoff.  So, I did.  Any card with +buy can provide a big payoff.  Some cards make you jump through a hoop to get the +buy, though.  That can be pretty fun!  Like, imagine just barely ending a game by three-piling, making use of the Overseer's Village to play its Woodcutter and Workshop.

Overseer is not a card you can just spam-play.  Many engines will want it, though.  Some more than others.  Like Boardwalk and Q, it has internal tension built into it.  I find that tension interesting and unique.  It imports tested elements from other games into Dominion in a way that I think might really play well. 

A good comparable is Ironmonger, which also isn't reliable, but does a number of useful things well enough that it can be a key card on many boards.

But ironmonger at least has a cantrip level of consistency so it isn't going to hurt your engine. Potentially terminal inconsistency really hurts its usefulness in an engine because you might be stuck at woodcutter vs workshop and not have the actions to spare. Sure it can be fun if everything aligns properly, but in general I wouldn't incorporate it into an engine.

Its probably most useful in slog-type games where you're going to enjoy always having some choices but are already expecting inconsistency. It might also be useful in some rushes, given two of the five choices help gain cards, a third still gives money and a 4th lets you play more Overseers (so three overseers is fine, whereas three workshops isn't). Won't be as strong as ironworks for rushes though, but still better at rushes than engines.

38
Could somebody tell me why people can still vote after the results allready show? This makes it a whole lot easier to manipulate the voting. Also it makes the thing pretty disappointing to those of us who have to see their card dropping. I think my intrigue card was the best i sent in for any of these contests, and it dropped about 0.3% after the initial voting closed... :(

Also the obvious winner is a card that doesn't fit in Intrigue and uses a mat - which was originally forbidden for place reasons (i guess the knights stack, a thing i would like to use, is still not allowed.). Overseer isn't bad, definitely not - but it's as much Intrigue as Ironworks is Cornucopia (probably less).

I'm sorry for being such an ass.

When were mats forbidden? I think almost every round has had a card that uses a mat. It certainly seems to fit the "choices" theme of Intrigue.

My guess is that Lastfootnote originally had the poll end Monday, and then switched it to end later after people said they didn't realize it was ending so soon. But based on how the forum system works, everyone can see votes now.

39
So I'm curious people's thoughts on Monastery. It was one of the guys that got 8 that I didn't vote for.

My initial impression is that its too strong -- getting to gain a gold from a 4 is pretty powerful. But maybe the bonus the other guys get balances it out.

The trashing will help early game and mean that if there isn't other trashing on the board getting good cards doesn't really help you much because it just thins the other guy's deck down. With decent trashing of your own, I wouldn't be too worried about playing this though.

Gain copper in hand is always an interesting choice. I think a lot of times unless you're going for a rush it probably isn't worth it. But then again, this is a fairly rush-friendly card, so if both people go Monastery you are helping the other guy out as much as you help yourself.

Hand cycling is also a nice bonus. Around half the time they won't need it, but it helps guarantee their next hand will be nice.

They are all probably on par (if not better than) the 'gain a silver' bonus from Governor, so I guess its reasonable, but it would still be cool if a few people can play a game with it and see how it works.




Homestead I really don't get the love for. Prefecture does the "draw until you find a green" so much better in my mind. This one is just the opposite of a farming village with a +1 VP slapped on. Sure being a victory card itself it might wind up being a +3 or +4 necropolis rather than just +2, but it still strikes me as kinda boring.

40
I didn't know the deadline was today.  The ballot just went up on Thursday.

I think it was probably to give us time to start voting on the leaders. Its not like the deadline wasn't posted.

Do we know how many cards advance to the next round of voting?

Still think my favorite is Prefecture. It might need to get bumped down to 1 VP just because of how good it can be without any other green in your deck, but its just a really cool mechanic.

41
I don't know why Overseer go so many votes. I'm not so fond of it, mainly because I find it's a bit too much going on for one card, as well as the choices all being rather boring.

It seems pretty divisive. Some people love it, others hate it.

Also remember that we're voting more based on ideas than exact implementations. While it isn't the most complete card, I think people are excited about the possibilities for how it could be tweaked.

42
(picking up where I left off)

Quote
Nabob
Types: Action – Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.

Seems alright. Probably a bit on the strong side, but I like the remodel/weakend ambassador choice.

Quote
Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.

Yeah, I think a $4 that lets you gain Duchys and then some is probably too strong.

Quote
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

Not enough of a benefit to the other players to make this not super powerful if you ask me


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Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.

In a bunch of kingdoms it probably won't be worth the risk to ever play because you don't want to junk your deck with cheap terminal actions

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Lord
Types: Action – Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.

Worth 1 VP.

Even with a perfectly balanced deck, its still a lot of luck based that you'll get one of each. Does combo with its self nicely (another good use of when to make something a victory card) which is cool. I think I like it.


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Bailey
Types: Action – Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.

Worth 1 VP.

Eh, +3 actions is already not too shabby. This isn't bad, I just doesn't really excite me either. Getting this with three estates just feels really really strong so there is too much luck at play.

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Wall
Types: Action – Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)

When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.

Eh. Choices are just randomly thrown there and don't play off each other. Reaction is probably too strong.


Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

An interesting idea. Hard to say how it would play out. Might not be reliable enough to use effectively (with BoM you can know what your options are going to be when you buy the card so if there is a village out you and know you can use the BoM as a village provided they don't run out. Here you can't use it as a village or a smithy or anything) but I think its worth trying out and seeing.

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Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.

Yeah this is just a weak card with VP slapped on. If it doesn't synergize with VP cards or somehow benefit from being a VP card other than just the "this is a VP card" i just don't see the point. Top half is also just rather boring. Its just a weak junk dealer.


Quote
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.

Probably too strong. Maybe cut the +$2? The "gain a copy or trash" idea is pretty cool.

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Taylor-Compton
Types: Action – Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.

Worth 1 VP.

I like it. One of the better Action - Victory hybrids.


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Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.

Honestly this is probably the worst card so far. At least the other pinnable cards were a little tricky to get pins with. This you can just end your turn with this and only use virtual money and pin him really easily.

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Dungeon
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).

Hrm. Probably too strong. Non-terminal trashing makes it not to hard to get this up to Duchy level of good. It certainly is a unique way of doing alt VP though. Would at least want to see it playtested.

43
I don't see why this is a must-buy.  It's very skippable.  If one player buys it, others can still deny them their points without buying Secret Plot themselves.

Can they?

If we have the same number of secret plots (in a two player game) killing a card I haven't already killed denies you points. Either I get the points because it doesn't match, or you don't get them.  But if I lose the secret plot battle 10-2, now if I don't hide the right card I lose 8 points.

Hmm.  So you think that the Plotter will be able to hide a variety of cards and get lots of points out of it, which the non-Plotter can't contend with unless he also picks up the card.  I just feel like it would be too slow to buy unique cards just to try to hide them away.  Keep in mind that the Plotter is helping opponents trim down their decks, and they actually get to buy and use power cards whereas the plotter is using them for fodder.  Maybe I'm underestimating the cost-benefit here though and the Plot points are a big deal.  It is 1:1.  Maybe 1VP per 2 unique cards would be better then.

So its like Bishop in that regard. Except can get you a lot more points per trash if you get lucky. Unless the other guy defends, and the only way to defend is to a) get rid of your good cards yourself and hope you get lucky matching or b) go after the card yourself and that way even if you dont match your good cards, the points are a wash.

It certainly is an interesting card, but if one player goes after it I agree that it is kind of impossible for the other player to ignore even if they don't actually buy it themselves.

44
I don't see why this is a must-buy.  It's very skippable.  If one player buys it, others can still deny them their points without buying Secret Plot themselves.

Can they?

If we have the same number of secret plots (in a two player game) killing a card I haven't already killed denies you points. Either I get the points because it doesn't match, or you don't get them.  But if I lose the secret plot battle 10-2, now if I don't hide the right card I lose 8 points.

45
Thoughts on the first few cards:

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Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.

Seems pretty weak compared to crossroads. Yes, the extra money will help but needing to bottom deck your victory cards means this is a hindrance more often than not. Shines with sifters like Farming Village that can  skip over the bottom of your deck, but I think its too dangerous is more kingdoms to be worthwhile.


Quote
Cold Iron
Types: Treasure – Attack – Victory – Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.

Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.

Eh. That +1 VP feels slapped on for no reason. I like the reaction -- this will generally be better than playing a silver but is it better than a silver *and* not getting hit by the attack? But the top half is just a weak ghost ship and I don't really like ghost ship, and the +1 vp makes this a no go for me.

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Sphinx (1)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.

Eh, one shots and procession make this kind of a pain to track. It also just doesn't seem much fun. The balance between wanting to play another action card but knowing that doing so would make the other guy's guess be right is cool, but you can handle that without the guessing.

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Sphinx (2)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.

I like it. Might be a little too weak -- your options are a weaker courtyard, a weaker terminal silver, and a weaker chapel. The strong versions of all of those cost 2, so even giving you the choice makes 3 a little pricey. But the play on three is nice, and the options all feel cool for being different yet simple.

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Paladin
Types: Action – Attack – Victory
Cost: $4
+1 Action. Choose one: Each player (including you) discards a card; or each player (including you) draws until he has 4 cards in hand.

Worth 1 VP for every 4 Attack cards in your deck (rounded down).

Not a big fan of the everyone discards. Makes pins easier as you're hurting your current hand not your next one.

The VP for Attack cards is... I donno. It probably wont ever be worth much as its hard to mass attack cards. But as long as its on a card worth getting without the VP bonus, I don't mind it.

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Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

Seems interesting enough. The VP per supply pile is an obvious go to that I think is reasonable. Might make sense to throw in a +buy bonus to make it easier to clear supply piles, but I like how the top half interacts with victory cards.


Quote
Dance
Types: Action – Attack – Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.

When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.

Same with the discard attack. Not a fan of the attacks that can put the other guys handsize below 3.


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Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).

My biggest concern with this idea is that it could just be very annoying. You discard that village and either you'll get mad that everyone had crap hands or someone will get mad that you made them lose their KC. It just didn't seem like it would actually be fun for either the attacker or the attackee. Its a cool concept, and might be worth someone actually playing with, I just have a lot of doubts.


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Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.

Alright. Putting it at the bottom of your deck makes it possible to put together a nice hand. Bonuses also add interesting choices. I like it.


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Architect
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.

Eh... grand market alone I think ruins this. Also pirate ship.

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Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.

No. Don't help the village idiots =)

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Prefecture
Types: Action – Victory
Cost: $5
Reveal a cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

Cool. It likes having low victory density, but adds victory density. I like it. Probably my favorite of the ones seen so far.

46
(challenge: how do you gain a Vineyards in a kingdom without potion cards)

Trash a squire for scrying pool and remodel it into a vineyards

Correct although Be sure to either use stonecutter instead of remodel or have both Familiar and Scrying pool sitting around so you can use Jester/Ambassador to get more potion cards in the game so that you can get all 12 vineyards in a 3-4 player game

47
How about this? It would be a quick, but fun, game.

Vineyard
Candlestick Maker
Fishing Village
Scheme
Steward
Procession
Marauder
Festival
Library
Goons

I am pretty sure that I would never buy Silver or Gold. I am less sure about never wanting to buy Copper with Goons, but I suspect Ruins/Curses are better anyway for mega Goons and piling out unless you are behind. Also not sure about never wanting Provinces, Duchies, or Estates.

are Potions allowed? I would think you'd keep them in the base card box... so Vineyards probably isn't the best choice as they are really hard to gain.

(challenge: how do you gain a Vineyards in a kingdom without potion cards)

48
I did Docks (A). I must say I think there were lots of overestimations about its power. Yes, it can be powerful sometimes, especially with Fishing Village, but in other cases, is hard to make it work. Once you have an engine, you can add a couple to provide stability, but it does not make an engine on its own and it is AWFUL for Big Money, much worse than Smitty and nothing compared to Wharf. Especially, its pretty hard to find a good moment to add it, unless you have a gainer, when it really shines.

Also, Docks (A) only provides +Cards, so even when it shines, it will "only" draw your deck. And it will do it with much more difficulty than Scrying Pool, for instance, that also attacks and is non-terminal.

It is not too good as an opener (too slow), does not provide money or Buys, but it has potential in some engines without trashing, and I like those cards: sometimes really powerful, but not the majority of the time.

I will just end my vent with this: I loved that WW thinks its probably weak in the video and several other people think its incredibly overpowered. This at least left me thinking it was interesting to analyze.

Anyway, I like the two cards that got to the seaside finals, but I think we are kind of pointing too much to complicated cards for an early expansion like Seaside. Complicated cards are always more fun, but I feel like a true Treasure Chest should respect more or less its origin, and have complicated cards in the later sets only, like the original expansions.

I think part of the concern with it is that it seems rare that it'll be an 'ok' card. It essentially superchages your engines. So if you can an decent engine going without it, its likely really powerful as it makes that engine awesome, but if you can't get an engine going then why bother with docks. Could be why it feels both weak and too strong =)

49
I did Lockbox. I screwed up by forgetting that adding the +1 buy next turn (to make your saved treasures more useful) meant that you don't get the saved treasures until the second turn after, which completely ruins the whole point of the card. When you play it, what was supposed to happen was that you know you have two silvers and a copper in hand and would rather wait and get a gold next turn. But yeah, oops that is not how duration rules work. Now my somewhat cool idea is completely terrible. =)

Also as far as the +1 buy on the turn you play it goes... the basic idea was "+1 buy is better than nothing, and this way you can use it as a ruined market if you don't want to use the saving feature".

So yeah: was supposed to be Turn 1 +buy just cause why not, save treasure; Turn 2 use saved treasure, +buy to spend them with

not Turn 1 +buy cause this card sucks; Turn 2 +buy but wait you want to save treasure; Turn 3 now I have too much treasure and no +buy why did I buy this card?

50
Anyone up for someone bouncing a card idea off them? I know the basic mechanic I want to use, I just have two ways of implementing it and am torn between which is better.

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