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Variants and Fan Cards / Re: All Durations?
« on: March 06, 2019, 02:58:25 am »
I always understood payload to be cards that give you coins. You know, the stuff you PAY things with. But what do I know.
So then imagine that a player manages to buy massive Colony points with a mega turn. Do you really want players to go through the motions of emptying three piles even though nobody else has a chance of winning anymore?In my case, people painted the picture of a degenerate Mountebank game, where people would have to spend turn after turn to climb back to Province level, because the merciful three-pile was unavailable. For yours, imagine a Horn of Plenty megaturn that leaves a clear winner, but forces the game to go on nonetheless.Yep, that's the same as Edicts. I chose blue as the color personally, because they can trigger at any time. Nice to see some more ideas for such.
Trade Hub could just be a once-per-turn Event though. I tried something like Rise of Industries in the past, and well, it wasn't popular. Although on second thought I think what I tried was the opposite, that the game can not end on piles. This is better, but has some of the same issues. Regardless, you might want to take a look at Edicts (Shard of Honor's link), for some inspiration at least.
So what part of it wasn't fun?
We play we barely finish the game by pile out, mostly by finishing colonies or provinces. So I gues you have it the other way around.
In my case, people painted the picture of a degenerate Mountebank game, where people would have to spend turn after turn to climb back to Province level, because the merciful three-pile was unavailable. For yours, imagine a Horn of Plenty megaturn that leaves a clear winner, but forces the game to go on nonetheless.Yep, that's the same as Edicts. I chose blue as the color personally, because they can trigger at any time. Nice to see some more ideas for such.
Trade Hub could just be a once-per-turn Event though. I tried something like Rise of Industries in the past, and well, it wasn't popular. Although on second thought I think what I tried was the opposite, that the game can not end on piles. This is better, but has some of the same issues. Regardless, you might want to take a look at Edicts (Shard of Honor's link), for some inspiration at least.
So what part of it wasn't fun?
Ring, Treasure - Doom, 5$
2$
You may discard a card to put this onto your deck.
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When you gain this, each player (including you) receives the next Hex.
Yep, I realized that shortly after posting. Sorry, I'm not that good at Capitalism.Tactician does not have +$ amounts in its text...Tactician + CapitalismYou just play Tactician last...
All your nice juicy actions become way easier to play! Except you have to discard them all when you play Tactician...
Tactician + CapitalismYou just play Tactician last...
All your nice juicy actions become way easier to play! Except you have to discard them all when you play Tactician...
The issue here is that Mountebank is OP even in its normal form.yea thats exactly what my friend was doing, keeping the mountebanks until the buy phase to use as action treasures. the rest of us playing just thoight tjat couldnt possibly be the rules, but i guess it is. its just brutally op.hey, i know this is late but im still wondering what you mean by treasure-action. when we played we had a debate on whether or not capitalism allows one to utilize the perk in the action. so for example, if my friend has capitalism, does that mean during the buy phase and my friend has 6 mountebanks, does that mean my friend can use all 6 mountbanks as if they were used in the action phase? meaning not only will they have 12 coppers gained from the 6 mountebanks, but also give each player 6 curses and coppers, just like during the action phase.You can’t play a card in the Action phase and then again in the Buy phase, but when you keep it until the buy phase and use it as a Treasure because you’ve bought Capitalism, then yes, all of its other effects activate.
any clarification would be great. thanks
In your example, if you had Capitalism activated, you could play all six Mountebanks in your buy phase (as Treasures), and the cursing would happen 6 times as well.
Thanks!
This was an attempt at making a card that totally would never fit into my Antiquities set.
It's sort of a card for a set that assumed that you own each and every expansion.QuoteWitch Hunter - Action-Duration-Attack - $5
+2 Cards
+1 Action
Each other player draws a card, then reveals their hand. If a player reveals a card with the word "Curse" in its text or types, he or she receives Fear.
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Setup: Set Fear aside face up.
It's not a good card, I'd say, but it's a fun-ish one.
hey, i know this is late but im still wondering what you mean by treasure-action. when we played we had a debate on whether or not capitalism allows one to utilize the perk in the action. so for example, if my friend has capitalism, does that mean during the buy phase and my friend has 6 mountebanks, does that mean my friend can use all 6 mountbanks as if they were used in the action phase? meaning not only will they have 12 coppers gained from the 6 mountebanks, but also give each player 6 curses and coppers, just like during the action phase.I LOVE the idea of the Capitalism Project, but I have so many questions about its execution that don’t seem to be answered in the rule book.
1. Does it add the Treasure type to an Action card (that would of course affect things like Courtier or Inheritance acting on Action cards) or replace its type, or is it merely played as a Treasure while retaining its type of Action?
2. Can this Project be used on conditional +$__ cards like Minion or Pawn? Or can it only be ones like Market that give you the +$__ no matter what?
3. I assume the other effects of the card don’t get played—because if they did, a Monument becomes a Plunder for $1 cheaper—but what happens to cards like Goons which have text below the line that affect what happens when it’s played?
1) It adds the type. You play it as a Treasure - Action.
2) It works on Minon and Pawn.
3) The other effects of the card do get played and Monument becomes a Plunder for $1 cheaper, and Goons also does its below-the-line effect.
any clarification would be great. thanks
hm - thinking about two cards, or maybe same but non-cursor:Well, I'm not saying I have a great idea to fix it. I'm just saying that if one or more Cursers are in the kingdom, you usually want one. Even if it's mostly to keep the number of Curses given to you at bay. So a card that Curses and defends against Cursers doesn' t create considerations that are all that different from a card that just Curses. Either way you need one to both defend your deck and attack the opponents'.About the main concept, an Attack that is also its defense: Any cursing attack is its own defense. Witch only can deal out a fixed number of Curses each game. A good way to keep them from going in your deck is just distributing them yourself. So every Witch IS her own counter spell. I know I'm raining on your parade a lot here right now, but I kinda feel you are trying to re-invent the wheel here. Sorry.Maybe there are other non cursing Attack-cards in play?
Your idea is, that the first part shouldn't be an attack but something other action or separate both to two different cards; only Attack-card and the other only action-reaction card?
Drawing two cards is a big problem, because you could draw your entire deck, if you have enough Counter Magic cards and maybe even hit a reshuffle to play the same Reaction cards again. You should give the + cards at the start of the next turn.
You can play Dominion using any number of Kingdom cards from Alchemy, but we especiallyrecommend playing with 3 - 5 Alchemy cards at onceIt says right there that this is not something you have to do. In fact, most people don't do it. It is a hotfix Donald X included to make sure that in case the card he put together under a lot of time pressure by the publisher would still work fine. We all know that to buy a Potion card you need to get a Potion. What a lot of people are unaware of is that this means that, if you only ever want one Potion cost card, you would end up with a 50% dead card quota from getting it and Potion. That's awful. To remidy this, Donald X made sure that all Alchemy cards are cards you want to get multiples of, even if there was only one of them in the kingdom.
You may reveal an Action card from your hand, to trash a copy of it from the supply. Each other player may reveal a copy of it from their hand. If nobody does: +2$
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Worth 1 VP per 2 differently named cards in the trash (round down).
+2$
This turn, the next time you gain a card, you may trash a copy of it from the supply.
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Worth 1 VP per 3 differently named cards in the trash (round down).
An interesting way to implement a similar which is a bit different, perhaps, is to give everyone this at the start of the game, replacing one of their starting cards.
[Hidden Destiny] -- $0?
Exchange this for a card in the Kingdom. If you do, take debt equal to that card's cost.
Type Shelter?
Destiny, Action, 0$
+1 Action
Trash this. If you do, pay any number of VP, then gain a kingdom card costing up to 1$ per VP you paid to your hand.
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Setup: Each player takes 8VP and adds a copy of this to their starting deck.