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Variants and Fan Cards / Re: Fan Card Mechanics Week 62: Be a Lady Tonight
« on: April 03, 2023, 03:25:45 pm »
For when you want to make your own shuffle luck.
Quote Trainee | Trainee by czzzz I like the idea of using the Mimic token to scale up. I've always loved self-improving cards like Miser or the Travelers, so that aspect really appeals to me. I also think the flavor is spot-on. My one concern is that this might ramp up too quickly: After three plays, it's almost strictly better than any other non-Victory card in most Kingdoms. It would take playtesting to be sure, but I suspect any overpoweredness would depend a lot on the Kingdom, including how fast the Kingdom is in general and whether there are decent $2 cards to mimic on the second play. |
Quote Tricky Cephalopod | Tricky Cephalopod by BryGuy I love the interactivity of using each other's Mimic tokens. At first I was concerned that a player who wasn't interested in Tricky Cephalopods could ruin them in a 2-player game, but when I thought about it, that's actually harder than it seems: Placing your Mimic token on a weak sub-$5 doesn't make this card as weak as you might think (Duchess + Village is better than Bazaar), and there aren't many $5 cards that are weak enough to remove the benefit of the versatility. Of course, in a multiplayer game, you'll almost certainly want to go for these, and they may be a little too powerful. |
Quote DoppelgängerNote: There are 3 Mimic tokens per player. | Doppelgänger by emtzalex Another one that takes some build-up, this time by discarding a $5 card. The fact that you can react to your own gain reduces the luck-based element of needing it in hand at the right time. It's particularly strong with good $6+ Actions, since it provides not only versatility but a discount, but those are few and far between. I'm on the fence about whether it needs a slight buff, but the concept is excellent, as is the flavor. |
Quote Channeler | Channeler by Snorka Excellent idea and nice fit with the flavor---if you keep calling on a card, you eventually bring it to you. My one concern is that because you move the Mimic token before you mimic, this could play a bit like an improved Band of Misfits (specifically, Band of Misfits with a gaining option and the ability to benefit from most cost reducers). On the other hand, Band of Misfits can mimic the same card repeatedly, which Channeler can't, so there is a trade-off there. But then, if you're repeatedly mimicking the same card with Band of Misfits, wouldn't it almost be nicer to just gain that card permanently? Sure, it doesn't help this current turn as much, but it probably helps your overall deck more. It would be interesting to see how it plays and how much of a hinderance not being able to repeat a mimic is. At the very least, I think it's enough of a hinderance to make this card different from Band of Misfits rather than clearly better. Incidentally, the "three non-Supply pile" version seems like a lot of fun, and while I agree that three non-Supply piles is a bit much for a single card, it could work in an expansion that already has those piles, such as the Spirits from Nocturne. Actually, having it use the Spirits from Nocturne seems like a perfect fit flavor-wise. I know that the non-Supply version wasn't your entry, but it seemed too interesting to go without comment. |
Quote Innsmouth | Innsmouth by Xen3k This is really an interesting take, which also borrows the "cephalopod" concept in a much darker way. My one concern is that 4 Favors is pretty steep compared to something like City State, especially since you can't use it on super-expensive cards anyway and the fact that you need to play a Liaison to trigger it reduces some of the flexibility. The ability to mess with your more Favor-heavy opponents is fun. And even if you're not intentionally messing with your opponents, simply pursuing a different strategy can be enough to lead to a tug-of-war. I love the concept; I'm just a little concerned it's a bit too expensive for what you get. |
Way of the Octopus
Way
Choose a card in the Supply costing less than this that has one of your Octopus tokens on it. Play that card, leaving it there.
Setup: Place your Octopus tokens on two Action supply piles.
Work Elephant
$4 Action - Mount
Trash a card from your hand to gain an Action card costing up to $1 per Power more than it.
Mount: At the end of your turns, if you gained more than one card that turn, dismount; otherwise, +1 Power.
Card Fusions #12
Modify & Black Market
Submissions/comments for past fusions are always welcome, too.
Illicit ModificationsI used the Black Market deck instead of an Illicit Modifications deck so it could share a deck with Black Market if they're both in the Kingdom. The card text is excessive, but so is Black Market's---it's hard to use the Black Market deck without a lot of small text.
$4 - Action
Reveal the top 3 cards of the Black Market deck. Choose one: Trash a card from your hand to gain a revealed card costing up to $2 more than it; or +1 Card and +1 Action. Put the remaining revealed cards on the bottom of the Black Market deck in any order.
Setup: Make a Black Market deck out of different unused Kingdom cards.
Vow of Poverty
$0 Charter
The next time you play a Treasure costing $5 or more, gain a Curse. Until then, at the start of your Buy phase, trash a card from your hand.
Frugal
Trait
Directly after you finish playing a Frugal card, you may pay 1 Action for +1 Villager or pay $1 for +1 Coffer.
RuinedIf this is on the Knights pile, I want Sir Michael.
Trait
When you play a Ruined card, only perform the first line or sentence of instructions, replacing all numbers with 1.
Abbot
$4 Action
+1 Piety
Trash a card from your hand. +1 Piety per $1 it costs.
Premonition: Succession Crisis
Succession Crisis
Premonition
After each player has taken seven turns, the players with the most level 3 Pieties (including ties) each gain a Province.
TraineeI wanted to name this "Apprentice", but that was already taken.
$4 Action - Duration
Now and at the start of your next turn: If this is in play, gain a card costing up to $3.
Until then, when another player gains an Action card, you may exchange this for a copy of that Action card.
AlmonerEdit: Modified card.
$2 Action - Attack
Each player (including you) gains a Copper.
Reveal up to 3 Coppers from your discard pile and put them into your hand.
Forest Paths
$2 Night - Duration
At the start of your next turn:
Discard any number of cards, then draw that many.
When you gain this, each player (including you) may gain a National Park.
TycoonThis doesn't directly interact with the on-trash penalty of National Park, but it does indirectly interact with it: The difficulty in trashing National Parks makes you think twice about getting one from an opponent's Forest Paths, and the Tycoon attack doesn't punish Curses like it does National Parks and other Victory cards.
$5 Action - Attack
Each player (including you) reveals the top 2 cards of their deck, discards any non-Victory cards, and puts the rest back in any order they choose.
Set aside any Action or Treasure cards you discarded in this way and play them in either order.
When i first saw the card, i though maybe we'd each pick a National Park and design a Victory to comprise a split pile like Castles. Future idea maybe?That does sound fun.
Trailblazer
$3 Action
+5 Cards
Discard 4 cards.
You may trash this to play it again.
Duration terminal draw is the only delayed effect (Horses don’t count as they are cards that can be Remodeled or Throned) that is slightly better than the immediate effect as the increase in engine consistency does on average outweigh the decrease in frequency of play of the card.True. I love when I can get start-of-next-turn draw for my engines, and always feel a bit disappointed when I have to use Barge for its this-turn effect (in Kingdoms with other draw) instead of saving it for next turn. Kicking off an engine from 8 cards or 11 cards is so much more reliable than just having 5.
Even if it did stay in play on the Laboratory option (which it doesn't), it would still be too powerful at $3. Compare it to Caravan, which costs $4 and doesn't give you the Lab effect until next turn (in addition to not having the other option).So i tried a few different names, but most were too complex so i settled for something simple.Duration cards only stay in play if there is something to track on a future turn. So if you choose the first option then it won't stay in play... which makes this card strictly better than Laboratory!
Way of the Turkey
Way - Liaison
+3 Favors
Each other player gets +1 Favor.
(This counts as playing a Liaison.)
Press Gang
$3 Action
+5 Cards
+5 Mutineers