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Messages - Titandrake

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1951
So the lesson here is, don't design cards at 2 AM because you make silly cards. At the time, Mica seemed really funny. Now, not so much. At least it got 2 points.

1952
Dominion General Discussion / Re: Homage to the Best Card
« on: August 15, 2012, 07:19:21 pm »


1953
Game Reports / Re: A lesson in watching your piles.
« on: August 14, 2012, 06:37:00 pm »
Ends the turn quicker if you have +Buy left over. Or too lazy to click end turn button. Or both.

1954
Variants and Fan Cards / Re: Recursive Victory
« on: August 13, 2012, 02:15:04 pm »
1 VP for $4
3 VP for $5
5 VP for $5
7 VP for $6
9 VP for $6
etc.

So it's as least as cost efficient as Duchy starting from the 2nd copy, and more cost efficient than Colony from the 3rd. Admittedly, you need 4 copies or more to want it over Duchy, but it still scales far too quickly. Basically, the problem is that I don't see a reason why you would ever want to buy a Province while the pile isn't empty.

1955
Variants and Fan Cards / Re: Really bad card ideas
« on: August 12, 2012, 05:14:56 pm »
How To Carry a Theme Too Far
Action - Attack - Reaction
Cost: $1
+1 Card
+1 Action
+$1
+1 Buy
+1 VP
Discard 1 card.
Each other player discards 1 card.
Each other player gains 1 Curse.
Whenever another player plays an Attack, you may reveal and set aside this card. If you do, at the start of your next turn return this to your hand and gain 1 copy of this card to your hand.

1956
We should have an 8 player game! Because it's the most Iso will support!

1957
Dominion General Discussion / Re: Official Version Launching 8/16?
« on: August 11, 2012, 03:02:59 am »
I wouldn't have an issue with it if it followed the current rule of "Slowest speed takes priority." So no animations is highest speed, but if someone has animations on then you have to wait for animations. It's annoying I admit, but it's probably the only way to work it in while keeping animations for people who like them.

1958
I think once you're on the ballot, you can't withdraw. Just in case some votes are conditional on certain cards existing. E.g., someone might vote for the $1 cost +$2 over the $2 cost, and if the $1 cost didn't exist they would vote for the $2 cost because the idea is silly enough to vote for. Who knows

1959
The Dark Ages cards so far are yelling "HEY BUILD AROUND ME, I CAN BE THE CENTERPIECE", and the card design contest cards are saying "Oh hey, so I can fulfill this role in a strategy you're familiar with."

It's hard to make interesting cards that aren't horribly broken and impossible to cost :(

1960
Puzzles and Challenges / Re: Dominion Puzzle Hunt?
« on: August 09, 2012, 07:58:45 pm »
There's also the logistics of when/how to run it, considering that there is a massive range of time zones here. Still, that's certainly possible to account for, and it doesn't really matter since I assume this is primarily for fun. So each team doesn't necessarily need to start at the same time, since who cares? If teams really want to compete, I suppose there could be a timer to measure how long the team took to finish the puzzle hunt.

Hm. I suspect that B is possible. I can't really help with C. But A is the question that actually matters.

EDIT: @Grujah, an example is at http://forum.dominionstrategy.com/index.php?topic=1449.msg23524#msg23524. The puzzles probably won't be nearly as difficult.

1961
If you open +2 Card, +$2, Discard 2, you get $6 as long as you draw 4 Coppers in a hand of 6. That means as long as you don't end up with all 3 Estates, you get guaranteed Gold. If you have Silver, the odds go up even more, and you could probably get a $7 cost T3/T4 fairly regularly. Think of how Embassy technically only gives you +2 Cards, not counting Embassy itself leaving your hand, and yet it's insanely good because of filtering.

1962
I almost decided to submit Emerald this round. I mean it's so tempting! :P

1963
Dominion Articles / Re: Attacking the Key Cards
« on: August 09, 2012, 04:45:48 am »
Seconding that comment, I thought it would be about the importance of rushing, which is an article I've always sorta wanted to write but was far too short to be one, and I didn't feel experienced enough. But yeah, going into a game with a plan is always important. And not like "Oh I'll do Smithy-BM, whatever". More like..."Smithy is in the kingdom, but first I'll check if there's +Action/+Buy/attacks that slow me down/etc, and if nothing dissaudes me then I'll do BM." Accounting for potential problems, or deciding that BM is fast enough to win, rather than just playing BM and hoping it'll work. I'm phrasing this kinda badly.

(Small tangent: By "rushing", I mean the importance of winning certain splits. In a Minion/Hunting Party game, the person who wins the Minion/Hunting Party split often wins the game. Even if in the short run they have forgoed other key cards, in the long run the momentum of 6 Hunting Parties vs 4 will just crush the player with 4. The more subtle case is the engine case when there's only one source of +Actions on the board. Winning the Village split 6/4 or 7/3 will win you the game, as long as the game lasts long enough for you to capitalize on it. So on a big turn, it's okay to buy 3 Villages instead of Margrave + Village. Long run, you will draw way more cards and have way more buying power,since your opponent just won't be able to play as many terminals as you can. Anyway, this tangent was actually longer than my actual post, so my bad.)

1964
Graverobber - Okay. So it's a trash-digger, or an Action-only Expand. The Expand part looks quite good because trashing a $3/$4 cost for a $6/$7 cost is always nice. But that's the ideal scenario. Odds are, you primarily trash $2 to $4 costs for a $5 cost, and that's basically a Remodel. The trash-digging seems useful as a way to make the card not useless if you don't have an action to trash, and also as a way to funnel actions back into Graverobber. Except your opponents can take the trashed cards as well, and you might not even want the trashed actions if they would clog your deck up with too many terminals. If there's a good $6/$7 cost action, worth going for. Otherwise, it really isn't.

(EDIT: I didn't realize you could gain any card, not just an Action. Well, that makes the Expanding part better. Still, the only parts that make it better than Remodel for me is $3 cost -> Gold, $5 cost -> Province, and the Action -> Action mentioned above. I still think it won't be that good, it's more of an end-game accelerant than anything. You have to want to load up on Actions to make it useful.)

Poor House - Fun with Vault and trashing if you have +Actions. Easy to pick up with +Buy, really easy in fact. I think it'll be the Crossroads of the set: in the right kingdom, very good. Otherwise, very lackluster.

Sage - Doesn't like Big Money that much. Well, let me revise that. You can play it in Big Money, but odds are you'll find a Silver. So it acts like a Silver that cycles your deck. That might be enough to make it worth picking up actually. In engines, it's much nicer because you can skip through those Coppers and Estates to find an Action. It's difficult to use this as a tutor, since you need no cards above $3 besides the ones you want. It's sort of like Scheme, now that I think about it. Doesn't take space in your deck, but it helps with consistency. Weaker than Scheme, but not by much. And fun with a Sage - $4 terminal silver opening. Sage - Militia could be quite ugly if you get the Turn 3 Militia, Turn 4 Sage finding Militia.

Feodum - Hm. Pure Big Money gets 6-9 Silver, and BM + X gets less than that, unless you use a Silver gainer like JoaT. So, you really need ways to get Silver, but there's only so much Feodum trashing you want. Unless you have Graverobbers. It feels like a slog card where you want to stall out the game, since there's little chance of being able to rush all the Silvers you want and having the +Buy to end the game. But I'm not convinced you'll be able to get enough Silvers to make this worth it, even in the long run. Maybe with Trader, or a Dark Ages enabler. But otherwise, this will probably be used for the trashing ability more than anything else.

Cultist - Tricky. By itself, it's a weaker witch. If you choose to flood the deck with Cultists, they act as Labs, but take up your action, so it's harder to add other actions. That's some neat flavor right there. Based on the Ruins so far, Cultists are going to be good. I mean, sure they aren't -1 VP, and they can be played for minor benefit, but Cultists hand them out much better than Witches. I'm not sold on the pure Cultist deck, because like a Lab chain you preferably want +Buy. So you'll draw all these cards, including your +Buy, and then have no actions. Still, a strong card.

Ruins - They're neat, what can I say. Obviously not nearly as bad as Curses, and in some rare cases you might want to buy them if there's no +Buy in play. Bad for terminal collisions. Bad for engines too, unless you have way too many actions, which . Easier to counter than Curses, but you'll still try to hand them out most of the time.

Squire - Wow, I thought +2 Action +$1 and some other bonuses was a middle $3 card, since Fishing Village is so good. But turns out it's a $2? Well, whatever. The Attack portion depends on the kingdom obviously. Needs TFB to work well, because otherwise I don't think it's worth it to buy Squire, wait for it to collide with a trasher, and then lose your Squire for an attack that costs $5 or something. Buying silvers seems so much faster. Still, the utility of Squire is quite nice. Not the best $2, but has the utility you need. About equal to Pawn in power level.

Hermit/Madman - Trashes Estates really well. And actually, all the other "trash this card for bonus" cards from Dark Ages that we've seen. Although Madman looks awesome, not buying anything for a turn is a big tempo loss, and I'm not sold on that. Especially because Madman is one-shot. You want to skip an early turn when you have no money, but the early turns are really important for setting up your deck. The gaining might offset that, but then you're still not getting anything super great by gaining a $3 or less. I suspect it'll be used more for enabling the "When you trash" cards rather than for Madmen, unless you have enough +Action and gainers to make losing a buy worth it.

Rats - I don't know what to think of it. I mean, non-terminal trashing is nice and all, but the Rat gaining seems like it would get out of hand unless you have other trashers. Depends on what other neat stuff is in Dark Ages, the on trash benefit is nice.

Pillage/Spoils - Targetted discard hurts a lot, but the one-shot nature makes it okay. I think it'll be useful as an early $5, since the Spoils will give you a nice chance of getting a Gold. Compare to Trading Post. Not as good as TP early on, but drops off less over the course of the game.

Shelters - There isn't much point in judging them based on power level, since everyone starts out with them anyways. So the question is, how much will they change the game? Necropolis will probably change it the most, it makes double terminal openings more feasible. That's a good thing, especially for Dark Ages with the whole upgrading theme. You need lots of actions for that. Overgrown Estate is alright, but won't be a key piece. Hovel is interesting as a way to add a VP tiebreaker without gunking up the deck. Not sure how I feel about these tbh.

1965
Game Reports / I finally win a Hunting Party game!
« on: August 05, 2012, 12:39:47 am »
http://dominion.isotropic.org/gamelog/201208/04/game-20120804-213018-41ad3700.html

Long story short:

We both open 5/2. My $2 is Secret Chamber, other person's is Hamlet. At some point I realize my deck is consistent enough for me to skip Gold entirely. I win the HP split 6-4, and then the deck is stupidly consistent and rushes the Provinces before Hamlet +Buy becomes a factor.

It's a kinda boring game, but I never win Hunting Party games so I'm happy.

1967
Variants and Fan Cards / Re: Reaction
« on: August 03, 2012, 04:11:00 am »
I don't think that'll trigger in time to change the card you're getting. also really bad as a reaction to your opponent's attacks, since it gives them a free bridge. just have it do the original thing, but only come back at the start of your next turn. or discard it, whichever.
Then maybe "At the beginning of you turn, you may reveal this. If you do, all cards cost $1 less until the end of your turn."

Hm. This does remove the reaction ability though, so it's not quite the same card. It is simpler though.
Yes it is a reaction. It just reacts to the beginning of your turn.
I meant the reaction on an opponent's turn. My interpretation was that when you would gain a Curse, you would gain a card costing exactly $1 instead, but no such card exists, so you don't gain anything. Or if it was up to $1 more instead of exactly $1 more, then you gain a Copper, which is still better.

1968
Variants and Fan Cards / Re: Reaction
« on: August 03, 2012, 03:37:04 am »
I don't think that'll trigger in time to change the card you're getting. also really bad as a reaction to your opponent's attacks, since it gives them a free bridge. just have it do the original thing, but only come back at the start of your next turn. or discard it, whichever.
Then maybe "At the beginning of you turn, you may reveal this. If you do, all cards cost $1 less until the end of your turn."

Hm. This does remove the reaction ability though, so it's not quite the same card. It is simpler though.

1969
Dominion Isotropic / Re: Why do postgame logs hide information?
« on: August 02, 2012, 10:31:28 pm »
I don't remember where the post that said this is, but roughly paraphrasing dougz, the postgame logs are generated by taking bits and pieces from the two ingame logs. On your turn 1, it takes the section from your opponents view. On their turn 1, it takes the section from your view. And so on. By doing this, the log is created as the game goes along. So in actuality, there are really only two logs. The one for you, and the one for the other guy/girl.

That's why you can see stuff for Lookout, but not for card draw. Everyone can see what you discard, so that section of your opponent's log will record it. To make the log full, dougz would have to add specific code that would record all information to a third log, and for one reason or another dougz doesn't want to bother.

1970
I technically shouldn't post here, but it's not fun to lurk this thread when no one has a clue what's going on. Mind you, I don't really know either, but I haven't seen too many "let's figure out the format" posts.

Disclaimer: I'm not in this game. Modconfirmed and all that. All of the below is my speculation. I don't know the format. You don't have to believe any of this, especially if you think that I'm just posting this to misdirect everyone playing enough that I will be the only victor of Bastard Mafia IV and WOOPS DID I SAY THAT OUT LOUD, DISREGARD ALL OF THAT. Have I told you that I'm most definitely not trying to do that?

---

There are two simultaneous games. No one is alive in both games. I am very sure of this, but I don't have a good reason for why this should be true. Galzria, who was lynched in the first game Day 1, was re-added to game 2. Maybe because getting day 1 lynched is really mean, so that person gets another chance. I don't know, I'm making stuff up here.

Anyone who posted in the thread was added to the game. So, the number of people playing can be counted by the number of people who posted before the second day start.

The second game started when cayvie posted, and cayvie was the 15th unique person to post in the forum. Counting that Galzria got two lives, that's 16 people to distribute to 2 games, or 8 people a game. Note that by the time Frisk posted the Day 1 lynch, there were 10 unique posters, and 6 votes for Galz, so this is consistent. This isn't exact, as Frisk has added people to the game after announcing the second day 1 start. #463 replaced timchen with Morgrim7 (Morgrim8?), and timchen posted long after the second game start. But that seems to be roughly accurate, given the second Galz lynch had 4 votes as a majority.

(Prepost edit: cayvie was a replacement for Young Nick, so this isn't quite accurate, but I really don't care.)

When people are lynched or killed, that it. They're dead. Galzria is the exception because of day 1 lynch kindness. Or, since Galzria claimed to have Cop powers, maybe it's part of his power role. So, Insomniac is forever out. Eevee is forever out. O is forever Grujah, jotheonah, Morgrim7? All dead, except Morgrim7 snuck back in as a replacement.

TL;DR: The two games are entirely disconnected, and is only to add confusion. Each game has ~5 people alive right now. Robz is still in the game, but has lost interest. Posting this was a terrible idea and is in direct violation of a mod rule. If you don't post for long enough, eventually Frisk will give details to keep the game moving, so everyone should stop posting and let me be the sole victor.

 :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X

1971
But...but Haggler is so good in engines. :(

Not as good in BM games, but free Silver never hurts.

1972
Variants and Fan Cards / Re: Wish List - Just for fun
« on: August 01, 2012, 02:13:08 am »
Given that Tribute counters the dual-type cards in Intrigue, I'm not sure if it's in the best interests to make it stronger than it is. Plus, +$4 on one turn just sounds horribly good.

1973
Wait, am I the only one who thinks Savory is broken? Sure, it doesn't draw a card, making it less chainable, but if you can make an engine to play ~3 a turn, it seems far too good. If you don't have treasure in hand, you gain lots of Coppers. If you don't want to discard any treasure, you gain lots of Copper. Discarding 2 treasure or more is essentially a better Militia. To me, it seems that if you get an engine going with Savory as +Actions, no one else can make an engine because of Copper flood.

I suppose that opponent's Savory can attack back, but it still feels off to me.

Every other savory is ineffective because you can just discard the copper. And it can help you if you need one more for a province or Alt VP. And the village part sucks. So no I don't think it's overpowered.

It doesn't say to gain the copper in hand. However, I think making it do that would fix it.

I really want the card to do that, but then the card starts feeling too weak. Free money is pretty good. I think it's workable if you fiddle with the cost and effect.

1974
Wait, am I the only one who thinks Savory is broken? Sure, it doesn't draw a card, making it less chainable, but if you can make an engine to play ~3 a turn, it seems far too good. If you don't have treasure in hand, you gain lots of Coppers. If you don't want to discard any treasure, you gain lots of Copper. Discarding 2 treasure or more is essentially a better Militia. To me, it seems that if you get an engine going with Savory as +Actions, no one else can make an engine because of Copper flood.

I suppose that opponent's Savory can attack back, but it still feels off to me.


1975
I decided not to submit this round, I can't design Villages at all. So instead I'm going to comment on each card really fast.

Cinnamon
$4 - Action-Reaction
+1 Card
+2 Actions
--
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.

Seems a bit too strong in the endgame, especially in multiplayer. If you plan to end the game on your turn, it's a Mining Village. If you don't, then it's a Mining Village that gives you Silvers later. It does weaken an engine, but I'm not sure if it would weaken it by much. Trigger reaction on your own turn to ensure you have Villages for next turn?

Basil
$4 - Action
+2 Actions
+$1 for each differently named card you have in play (including this).
--
When you buy this, you may gain a [This Card].

HoP on a Village. Doesn't count treasures, but gives money to compensate. $4 for +2 Actions +$2 is strong (there's a discussion way back from the Card Contest that Archivist won.) So it feels too good to me, because that's not too hard to get in an engine, and it's an easy Village to pick up.


Anise
$3 - Action
+2 Actions
+$1
+$1 for every three actions in play, including this.

Hard to judge. Worried about scaling from 6 actions+.

Parsley
$3 - Action
+2 Actions
If you have played [This Card] at least...
2 times: +1 Card
3 times: +$1
4 times: +1 Buy
5 times: +1 VP

Successive plays are $1.5 cost -> $3 cost -> $5.5 cost -> $7 (?) cost. I don't like the potential issues that could happen if you get, say, 7 or 8 of these. Then you start gaining 3-4 VP a turn if you can draw your deck. Assuming it counts per turn, which it doesn't say.

Cardamom
$5 - Action
+1 Card
+2 Actions
You may discard a Victory card from your hand.  If you do, +$ equal to one third its cost in coins, rounded up.

As long as you have a Victory card, this is at least as good as Bazaar. Ehhhhh, I've had a little experience with cards like this, they tend to be far too useful later on and far too useless early.

Fennel
$2 - Action
+2 Actions
Place any number of cards on the bottom of your deck.
For each card you do, +1 Card.
Place any number of cards on top of your deck.
For each card you do, +$1.

Like this one. Cellar effect + Secret Chamber effect on a Village. If you put bad cards on top, your next hand is awful, unless you've got some sifting effects. If you put bad cards on the bottom, you might have a bad hand, but if you plan it right you could make them miss the reshuffle.

Dill
$5 - Action
+1 Card
+2 Actions
--
While this is in play, when you gain a card worth $3 or more, +1 VP.

Odds are that this is always giving you at least 1 VP. If you have multiples, it gets worse. If you have +buy, it gets worse than that. Goons is terminal, which helps limit the VP madness. Even with the restriction, putting +VP on a Village is too good.

Cilantro
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player plays an Attack card, or during your Buy phrase, you may reveal this together with any number of Action cards from your hand. Put all revealed cards on top of your deck in any order.

Reaction to Attacks seems kinda weird. Protects against Minion, but a lot of the time I'd want to keep Village + Terminal draw + Junk. Losing out on one turn hurts way too much.

Ginger
$1 - Action
+1 Card
+2 Actions
If you have 2 or more unused actions left at the end of your turn, during the clean-up phase, draw 7 cards instead of 5.
--
This card cannot be bought if you have any treasures in play.

Huh. $1 cost. Don't like it, but not sure why. Maybe because it's a $1 cost, has a restriction that can't always be met, and has a clean-up effect which seems really good. Free Wharf next turn effect?

Paprika
$5 - Action
+2 Actions
Put a card in play other than a [This Card] into your hand.

Memory problems strike again! Oh, and Paprika + terminal draw is way too nutty.

Nutmeg
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.

Worried about the +3 Actions. Somewhere there's a Donald X. post that says that +3 Actions is either useless or way too useful. Crossroads is at least one shot, which makes it somewhat more reasonable. Odds are that you have extra actions in your engine with this card. So draw your deck, play Nutmeg at the end, gain free Action.

Turmeric
$4 - Action
+1 Card
You may trash or discard 1 card from your hand. If you do, pick one: +2 Actions, +2 Cards, +$2.

This feels more like a terminal draw card than anything else. I think it's too good.

Rosemary
$7 - Action-Duration
At the start of each of your turns, choose two: +1 Action; +1 Buy; put a [This Card] token on this card; +$1 per token on this card, then trash this card. (The choices must be different.)

It's a perpetual card! Hard to judge the token choices. The fact that it does nothing this turn really puts me off though.

Thyme
$3 - Action-Reaction
Choose one: +2 Cards or +3 Actions.
--
When you discard this from play, you may put it on top of your deck.
--
When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.

The Tunnel effect puts it over the top. Makes your engine way too consistent with the right enablers.

Mace
$2 - Action
Choose one: +2 Cards; or +2 Actions; or +$2; or +2 Buys.

I've played this exact card! Yay! It's balanced, but I never liked playing with it. One of the nice things about Pawn is that it's not very limiting. If you aren't sure what to do, just do 1 card 1 action. With this, you're committed. More often than not, you just choose +$2 or +2 Cards, and you're just playing a Moat/Duchess. If you draw multiples, then it's about equivalent to multiple pawns, except with less freedom. Sometimes, you really want that non-terminal +$ or +Buy. This doesn't give it.

Clove
$2 - Action
+2 Actions
You may gain a Copper in hand.

Think it's alright, but I'm personally a little tired of this mechanic.

Oregano
$4 - Action
+2 Actions
Draw until you have 5 cards in your hand.

So you want to play this in a Disappearing Village deck, except you gets lots of actions along the way. So it's really more of a Disappearing Terminal deck? Feels odd, but not bad.

Saffron
$2 - Action
+1 Card
You may discard a card; if you do, +1 Action.  You may trash a card; if you do, +2 Actions.

Trash benefit feels somewhat slow/weak when compared to stuff like Moneylender/Spice Merchant. I know it's a $2 cost and those are $4 costs, but much of the point of those cards is to pick them up early, which you don't feel like doing with Saffron.

Coriander
$3 - Action-Duration
Now and during your next turn: +1 Action, and you may play Victory cards as though they are Treasure cards.  Victory cards played in this manner provide $1, plus $(1/3 of the printed VP on the Victory card, rounded down).
--
(Rules clarifications: The "printed VP" refers to the victory points provided by the card, e.g. Estate = 1 VP, Duchy = 3 VP, etc.  Victory cards with no printed VP total on them, e.g. Gardens, Silk Road, and Fairgrounds, provide just the flat $1.  Victory cards played in this way are not Treasure cards and do not count for cards which look at Treasure cards, like Bank, Venture, and Loan.)

Early on, similar to non-terminal Secret Chamber. Later on, massive boost. Once again, somewhat worried.

Garlic
$3 - Action
+1 Card
+1 Action
You may trash this card immediately. If you do, +1 Action.
--
When you buy this card, gain two copies of it.
--
Special rule: The supply pile for [This Card] has 30 copies of it.

Hm. Okay? Really don't know what to think of this. I'm sure Vineyard/Gardens loves this though.

Caraway
$3 - Action-Attack
+1 Card
Discard any number of cards.  +1 Action per card discarded.
Each other player gains an Estate, putting it into their hand.

Donald X. said that Crossroads used to give +Actions based on the number of Actions in your hand, but it was removed because keeping track of how many actions you had was difficult. This could have a similar problem.

Tarragon
$5 - Action
+2 Actions
Trash up to 2 cards from your hand.  +1 Card for every card trashed this way.

Stronger than Upgrade or about the same? Not sure. But trashing cards without ruining your current hand has historically been very good. (JoaT, Masq)

Lemongrass
$4 - Action
+1 Card
+2 Actions
--
When you discard this from play, you may put it on top of your deck if you bought a Treasure this turn.

Once again, I don't know. Topdecking is useful? Trashing and +Buy makes it very nice, buy a Copper and trash it later.

Marjoram
$4 - Action-Duration
+2 Cards
At the start of your next turn, +2 Actions.

Don't like it, but not sure why. Probably because it feels like it's trying to be two completely different classes of cards.

Cumin
$3 - Action-Victory
+2 Actions
+1 Buy
--
1 VP

Seems alright. It's not a consolation prize late game but it's a lot more important early game.

Sage
$6 - Action-Duration
At the beginning of every one of your turns, +1 Action, +1 Buy.
--
While this card is in play, during your turn, Victory cards cost $2 more and non-Victory cards cost $1 more.

I really don't like that you can't choose to discard Sage, which really hurts you. I think it's too weak if anything.

Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.

Bonus seems way too good. Even by itself, +$2 for 1 card is pretty strong.

Sesame
$4 - Action
Choose one: Draw until you have 6 cards in hand; or: +2 Actions, +$1, +1 Buy.

Either strong or weak, hard to judge. If it's good enough, it feels like it would warp the board too much. You'd just buy Sesame whenever you could. Then again, Hunting Party and Minion and Wharf do the same thing. But they all cost $5 instead of $4, and $5 is a lot harder to get.

Allspice
$4 - Action-Reaction
+1 Card
+2 Actions
If any Supply Victory card pile is empty, +1 Card.
--
When an opponent plays an attack card, you may reveal and set this aside from your hand.  If you do, +1 VP.  Restore this to your hand at the start of your turn.

VP bonus makes it so that people might not want to play their attacks. That tiebreaker.

Borage
$5 - Action
+4 Cards
+2 Actions
Put 4 cards on top of your deck in any order.

...Okay? So it's massive digging for a Terminal draw, or setup for a big turn. Don't know what to think of it, but it's okay power wise.

Chervil
$5 - Action
If played for the first time this turn: +2 Cards, +2 actions, +$1.
All other plays: +$1, +2 Actions.

I think it's too good. First time effect is a $7 card or something. And there are plenty of situations where you'd still want to buy lots of Chervils, just because you need the actions. If there's other action sources, you pick those up instead. So Chervil is either a $7 card you buy for $5, or a card you buy because you need it. The point being, I'm not sure when you wouldn't buy this card.

Lavender
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player gains a Treasure, you may discard this card from your hand and gain a copy of the Treasure card they gained.

Reaction feels very swingy, especially because you probably have a decent amount of Lavenders anyway.

Mint
$5 - Action
+2 Cards
+2 Actions
--
When at least one [This Card] is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.

Alt-VP for the win? Yeah, I don't really like this, the downside is way too good for your opponents.

Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.

Once again, pretty good with trashing. It's like the Curse-gain-for-super-effect card, but with Copper and some failsafes installed.

Stevia
$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)

If you trash your Estates...this is massively strong. Free Lab really doesn't offset the Action tutoring.

Cayenne
$3P - Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +$1, +1 Buy.

Lab, Village, $4 cost, $3 cost. Not bad, but for $3P it feels kinda weak.

Juniper
$4 - Action
+1 Card
+2 Actions
You may discard an Province. If you do, +1 Card.
--
In games using this, when you gain an Estate, you may gain a [This Card].

It's a Swindler counter! Well, that's a side effect. I like it.

Fenugreek
$5 - Action
+1 Card
+2 Actions
If you have played [This Card] two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.

$3 -> $4 -> $6 -> $8? -> $9?
Not super interested in this to be honest. Has the infinite VP problem, and it doesn't feel like you build to this on purpose. It just...happens by itself.

Arrowroot
$5 - Action
+1 Card
+2 Actions
--
When you gain this, gain a [This Card] token.
--
At the start of any turn, you may return one [This Card] token before you play your first action. If you do, +1 Action.

Some neat consistency.

Poppy
$4 - Action
+1 Card
+2 Actions
Choose one: +1 Card, +$1, or trash a card from your hand.  If you choose...
+1 Card, each other player draws a card.
+$1, each other player gains a Copper in hand.
Trash a card, +1 VP, and each other player may trash a card from his hand.

I like it, but that's probably because it does opponent benefits pretty well.

Savory
$4 - Action-Attack
+2 Actions
+$1
Each other player may discard a Treasure card.  If he doesn't, he gains a Copper.

Play multiples, ruin everyone's day. Especially if they don't have Treasure cards...

Vanilla
$4 - Action
+1 Card
+1 Action
Choose one: +1 Action, or discard your hand and draw 4 cards.

Not as self-sufficient as Minion. Needs support, but fun with support.

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