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« on: November 28, 2017, 07:00:39 pm »
Finally getting around to giving feedback on the updated cards, as well as the new cards.
Cathedral: I know this is nitpicky, but most of us are nitpicky: The "coin" in "coin token" should be capitalized. I also think that getting a Coin token as well as +1 VP is overkill for costing $6. I think that it should either cost $7, or taking a Coin token should be replaced with just getting +$1.
Town Hall: Gaining a Copper to your hand is almost always the right choice to make, both turns, since it helps you for the current turn. I think that the Copper should just be gained normally, instead of to your hand. Especially since it can also give you +$1, so it can effectively give you +1 Card, +1 Action, and +$2 for two turns, with the measly drawback that that would give you two Coppers. That's a $10-cost effect, I'd say.
Hospital: Still far too weak. Just buying Donate is a better choice about 99.999999% of the time, especially since you can always buy Donate (provided you don't already have debt). Even with Coppers included, I still wouldn't price it at $5 or higher.
Observatory: Even though I earlier said that it should cost $8, I actually agree with you now that $7 seems balanced, since it gives you no benefit the turn you played it and is severely nerfed by the fact that it needs to be drawn when most of your cards are still in your deck.
Infantry: In order to reduce the targeted nature of the attack, I would recommend replacing the attack with: "Choose one: Each other player gains a Copper into their hand; or return a card from your hand to the Supply. Each other players gains a copy of the returned card into their hand."
Artillery: Since you have to pay limited resources in order to make it attack, it has the targeted attack problem to a much higher degree than Pillage. For the same reason, it also has the problem that it scales terribly with the number of players; you only have to pay 1 resource to attack everybody else in a 2 player game, but you have to pay 3 of them to attack everybody else in a 4 player game. Unless I'm misunderstanding it and you only have to pay once and it'll attack everybody, in which case I would recommend the following wording: "Each other player reveals their hand. You may pay 1 Action, 1 Buy, $1, or discard a card from your hand. If you do, each other player with 5 or more cards in hand discards a card of your choice from their hand. Gain a copy of a non-Victory card discarded this way."
Police Station: It's still completely underpowered in the absence of Attack cards. It also has another problem I didn't notice before, which is that the reaction effect stacks. There isn't a limit to how many times you can reveal the same Reaction card when it triggers. In other words, you can just keep revealing the Police Station over and over again to delay the game until the Attacker chooses the option you want them to choose, but other options they chose still take effect. You can read more about it in the Fan Card Creation Guide.
Public School: Typo: I don't think you meant to say "Supply pile you have no coin tokens on." Also, a problem I have with this is that it does pretty much the same thing as Teacher, but faster (since you don't have to wait a turn to use it), so there isn't much point in progressing to Teacher when you already bought this, but there also isn't much point in getting this if you already have a Teacher by the time you can afford this. I don't think this should exist at any cost.
Theatre: After thinking some about this card, I realized that it isn't as amazing as I thought it was earlier. First of all, there isn't really a solid definition of what counts as "giving +2 Cards," for example. What if I have my +Action token on Village? Does that count as a Supply pile that gives +Cards now? What about Cellar? I get +2 Cards if I discard 2 cards, but does that count? Also, Theatre is paradoxical, so it should say "if there are no Supply piles other than this one" because as written, if there are no Supply piles that give +2 Actions, then Theatre itself becomes a card that gives +2 Actions, so there is a Supply pile that gives +2 Actions, so Theatre doesn't give +2 Actions anymore, but then there are no Supply piles that give +2 Actions, ad infinitum, and we have a paradox on our hands.
Salesman: While I disagree with how to came to the conclusion that this should cost $3, I do agree with that conclusion. That logic doesn't always work, however. For example, using the same logic, a card that gave +1 Action every turn would cost $4, but that would make this hypothetical card way too spammable, and it would be very easy to make it so that you can buy all the terminal cards you want without needing to worry about not having enough actions in a turn to use all of them.
Worker: The problem with this cards is, how high a percentage of your hands do you suppose you have exactly $1? The answer is probably somewhere between 0 and 0.000001%. Since you said yourself that it's strictly worse than an existing $2 cost card, that means that you'll buy this between 0 and 0.000001% of the time.
Market Stall: Problem is, by the time you need multiple buys, you'll very likely have enough cash to buy a better +Buy card. You also very rarely need +2 Buys from a single Action. There's a reason that no official card has ever given multiple buys.
Furnace: I agree that this is too strong for $1. Low-cost cards (and even some high-cost cards; look at Junk Dealer) often treat even mandatory trashing as a bonus, not a drawback. This is because when you're buying cheap cards like this, that likely means that it's early enough in the game that you'll be trashing Coppers and Estates left-and-right. I think this would be balanced at $3.
Landfill: One of the best $1-cost cards I've seen. I think it might be more interesting if it cost $2, though, so that you could buy more than one to transform your Estates faster, and then transform your Landfills after you've run out of use for them.
Plot of Land: Completely useless when there are no Throne Room variants or trashing cards in the Supply. I don't think this should exist.
Banknote: I don't see any point in making an Action version of an existing Treasure card. This is one of the most boring concepts I've seen.
Statue: Has the same problem the original version of Cathedral had, although less severe. Kind of like how touching a cactus is less painful than punching one, less bad does not mean good.
Coal: Unfortunately, you lose cool points in my book because this is literally somebody else's idea. At least you gave them credit. I still like the idea, but that's a point in nosro's favor, not yours. Coal does make more sense as a name for it, though, so you do still get some cool points.
General Store: I do like how this synergizes with the $1-cost cards. I think it should be up to $3, though, so that you don't need to have $1-cost cards for this to be more useful than "gain a card costing exactly $3," which is how it'll be played 99% of the time.
Reforge: What if you trash Treasures with variable $ values, such as Bank or Philosopher's Stone? How do you determine how much $ it gives? Also, the number of Coin tokens it gives this gives you would technically always be 0, because Treasures don't give $ until they're played.
Boom Town, Demolish, Pauper, Reserve, Refund, and Flea Market: Same point as Coal.
Overall Set: There are no $5 cost cards at all, and only 1 $4 cost card. This leaves a huge gap in costs for the most part. This set would be much better if there was a wider range of prices than really high and really low.