I hate to be that guy, but
http://forum.dominionstrategy.com/index.php?topic=2455.0
I've seen that--it was part of the reason I emphasized that these cards are much less, uh,
overtly themed. An earlier draft did include a $2 "Pony Village" action-reaction that gave the standard Village effect but that you had to discard whenever anybody (even you) played an Attack card, but I scrapped that because (among other reasons) it had zero accountability.
Anyhow, thanks for all your thoughtful responses so far! Some very brief thoughts:
* A simpler wording for Chest of Harmony might let you just put the set aside card on top of your deck at any time you would draw, instead of saying that you draw
from the CoH. In any case, it's possible that it doesn't need to be labeled Duration as written? Hmm. I suspect that I'm trying to write a Reserve card without actually wanting to label it Reserve.
* I don't personally like having Silvers very much, so I tend not to buy cards that gain them, but I recognize that isn't universal. The idea of Enchanted Comic giving cards to act as a buffer against itself makes some sense, though.
* Fruit Bats does feel weaker than Forager, but honestly so does Trade Route, and I'm not sure how to reconcile that. Maybe if you got a base +$1 in addition to the number of trashed ones, so a range of $1-$10 instead of $0-$9?
Harmony Stone | Action | $3
For every Harmony Stone in play, choose one: +1 Card, +1 Action, +1 Buy, or +$1.
Another card that doesn't work with Black Market. Anyway, this is one of those ideas that seems perfectly obvious but is hard to make feel properly balanced. A previous version counted the number of Harmony Stones in your hand (and gave you a +1 Card on its own), but counting the ones in play feels a bit less time-consuming and bothersome.
- If there is more than one Harmony Stone in play, make all the choices at once before drawing any cards (if you choose +1 Card at least once).
Pawn Shop | Action | $2
+1 Action
Place the Pawn Shop token on top of a supply pile.
You may trash this card; if you do, +$2.
At all times, all cards from the pile with the Pawn Shop token cost an extra $2.
No relation to Pawn; instead, this is
totally not Embargo. Specifically, a non-terminal, non-cumulative, not-always-trashing, not-always-undesirable Embargo. Make Coppers more expensive to counteract an opponent's Goons/Merchant Guild, or raise the price on Gold while you pursue an action-based strategy, or prevent Knights from targeting other Knights
(except Sir Martin), or buy a lot of Remodels then make them cost $6 each. Pawn Shop keeps working after the Curse pile gets exhausted, and/but the token can be moved around at any time.
(In lieu of an actual Pawn Shop token, whatever that would look like, a penny seems like a perfectly functional substitute.)
Smudged Family Tree | Action | $7
Choose one: set aside an Action from your hand to your Family Tree mat (if adding a third, trash the first); or play this card as if it had the cards on the mat's concatenated descriptions (you may not invoke the effects of Smudged Family Tree), in order of their addition, until it leaves play.
(A Family Tree mat would presumably look similar to the card art, but would have two outlines the size of Dominion cards, labeled 1 and 2.)
Oh boy. Apparently one day I looked at Band of Misfits and thought it was just too
straightforward. So, Smudged Family Tree lets you create a composite card with the full text of two combined action cards of your choice, but it's expensive to buy and you need to get it to show up in your hands at the same time as the other two cards first. Like Prince, it may be best to pair it with whatever other cards you can, just so you can play the result as often as possible as the game continues, rather than to wait for the perfect combo. Combinations like Lost City+Hunting Grounds are obviously desirable, but who knows what hidden gems may arise? You could do worse than Mandarin+Lookout, or Explorer+Mine...
- The cards on the Family Tree mat are still considered part of your deck at the end of the game.
- All peculiarities of Band of Misfits and its "play this card as if... until it leaves play" apply here too, except that Smudged Family Tree retains its name, cost, and type (Action) the whole time, unless one or both of the cards on the mat are themselves Band of Misfits or similar.
- Even if you play SFT twice in one turn, once to put a card on the mat and once to play the descriptions from the mat, they are both named Smudged Family Tree for the purposes of Horn of Plenty or similar.
- Note that the order in which the cards appear on the mat matters. Playing SFT as (the descriptions of) Militia+Council Room will result in each other player having four cards, vs. Council Room+Militia's three.
- Concatenate each section of the description according to when it would come into use. For example, if you play Procession on SFT as (the descriptions of) Hunting Grounds+Cultist, trashing SFT would cause you to gain a Duchy or three Estates before you draw three cards, whereas Cultist+Hunting Grounds would make you draw before gaining.
- SFT is not a form of inheritance. The presence of a card with an on-buy or on-gain effect on the Family Tree mat, for example, does not give SFT those effects.
- SFT cannot play SFT recursively. If a combination of Pawn Shop and Ferry, for example, has made Band of Misfits cost $7 and SFT cost $5, and one of the cards on the Family Tree mat is BoM, you are not allowed to invoke SMT with the BoM, since you would be able to do this an infinite number of times. However, if one of the cards on the mat is Throne Room or Chest of Harmony or something, and you have another card in your hand that happens to be a Smudged Family Tree, you would be allowed to play that separate card.
And some free concerns to get you started:
- SFT is not an attack card and does not seem to become one, even if one of the cards on the mat is. This feels wrong.
- If one of the cards on the mat is Fortress, things can get out of hand. Specific dangerous pairings (the order of cards doesn't matter):
- Raze: Draw your deck/infinite actions.
- Pillage: Draw your deck/infinite actions, gain the entire Spoils deck.
- Death Cart or Mining Village: Infinite money, draw your deck/infinite actions.
- Embargo: Infinite money, draw your deck/infinite actions, infinite number of placed embargo tokens.
- Enchanted Comic: Infinite money, draw your deck/infinite actions, every other player trashes every card in his deck.
- Feast: Infinite money, draw your deck/infinite actions, gain every card in the supply costing up to $5.
This is probably a bad thing (and there's another card coming tomorrow that'll be even worse than Feast), but I'm having trouble specifically disallowing it. Even if there was room, I wouldn't want to forbid Fortress by name, but restricting the concatenation to on-play effects only would make Durations half-worthless.
Sonic Rainboom | Action-Duration | $5
Set aside any number of cards from your hand face down.
At the start of your next turn: +1 Card per card so set aside; +1 Action; and discard all cards set aside by this card.
A variable Tactician, no more, no less. If you set aside <5 cards, you get less benefit next turn than with Tactician; >5 cards, more benefit. Also you don't have to discard your entire hand. Note that the cards you draw next turn are specifically
not the ones you set aside. Should maybe cost $6 instead.[/list]