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Variants and Fan Cards / Re: Events enabling you to get coin/VP tokens
« on: April 09, 2016, 06:48:28 pm »But grift is per gain, not play.
Nope. Look again. Grift is per play, Invest is per gain.
But grift is per gain, not play.
If you're going to have cards that require trashing Battery, why not make Battery semi-untrashable? For example, on Battery, you could have:
'When you trash this, you may discard two cards from your hand, to put it into your Discard pile.' (This also protects the Battery against Swindler etc.)
Alternately, Mad Scientist probably only needs to discard (or maybe even play?) a Battery to give a Curse. Having two cards collide is already hard enough without trashing the Battery the first time you use it. Otherwise, you'd have to fill your deck with Batteries to use them, and since Battery itself is a glorified Copper, this doesn't seem to me to be a winning strategy, no matter how awesome the Technology cards are.
Here's a base card that's always added when at least one Technology card is in the Supply:Instead of the unusual wording on Battery (that it puts Technology cards into the Supply), wouldn't it be easier to have an under-the-line text on each Technology card that 'you may not buy this unless you have a Battery in play'.
I think it's the other way around. Technology cards are Kindom cards that you can put out like any other, and you only put Batteries out when they're there. I agree that it would instead be better to put the rule on the Technology cards - maybe say "you may not gain this unless you have a Battery in play".
Neat idea, and I like the looks of Steam engine. Looking forward to what else you come up with for this.
I don't like mad scientist because I don't like any card that doesn't do anything for the one who played it.
Since tech cards are harder to buy (since you need a battery), they should be on the strong side for their cost. Steam engine might be, but mad scientist should cost less then $5.
@Marcory: Battery is a treasure.
I get that Battery's strength lies in enabling the Technology cards, but its vanilla abilities are strictly worse than Herbalist. Compare to Black Market--it's only a terminal silver and worse than other $3 Terminal Silvers in it's vanilla ability, but it's (usually) better than the $2 Terminal Silvers: Duchess (which helps your opponent) or Embargo (which is a one-shot). Meanwhile, Tournament is a Peddler (except when it isn't), making it reasonably priced at $4.
Maybe have Battery be +2 Cards, +1 Buy? That way, you still might buy it for the buy or draw even if you don't need the Tech cards. Otherwise, since Battery is so key to the Tech Cards, you might want to move its price point to $2, for the same reasons that Chapel is $2--you don't want to force people to have to open Battery/nothing on a $5/$2 opening (if you intend for Tech cards to be truly powerful.) Alternately, you might want to make Batteries non-terminal (e.g. $2, +1 Action, +1 Buy) so that people aren't penalized by buying several of them. Or you could make Batteries an alternative Treasure, like Potion.
Also, how does the 'while this is in play' clause work? I get that playing Battery allows you to buy Tech cards (or Workshop them, Remodel into them, etc), but it will probably do weird things with City, the game-ending conditions, etc. Is that a feature or a bug?
Finally, Mad Scientist is worded weirdly. The way it's written, if I trash a Battery or spend a Fuel token, and my opponent reveals Moat, I can now discard a Battery for more Fuel. But that's only relevant if I have two Batteries in my hand. Is that what you meant?
Otherwise, you can have Mad Scientist set aside a Battery or Fuel token, have everyone gain a curse, and then trash/spend the set-aside item if anyone did get cursed.
Maybe make it more like a knights pile, where every barrack does a small different attack? That could be fun too.
This costs $4 instead of $3 because in a game with it and village, if this cost the same as village, everybody would buy Barracks and never buy Villages until the Barracks pile was empty, because everybody wants to be free of the annoying effect.No, they don't. If your economy runs using treasures and mine doesn't, I'll want to buy Village rather than Barracks, because Barracks's presence in the supply hurts you and doesn't hurt me.
For the life of me, I can't seem to find the creator of Ascetic).
If this is the card you are using:Quote from: NicAscetic
Types: Action
Cost: $2
Trash this and any number of Treasures from your hand. +1 VP for each Treasure trashed this way.
Then it was created by Nic for the Prosperity Treasure Chest Contest. Although I believe there is a newer version floating around with +2 cards added on.
Auction and Floodgate are by LastFootnote, and i think they are part of Enterprise.
About Season fan cards:
I can not speak for the both of us, but as far as i am concerned, it's cool. We are both very busy right now and i don't know when we'll finish this. So from my point, go for it.
However, if you want to be sure, you might want to wait for CookieLord to reply on this, too. Or wait a sensible amount of time for him to reply, you know. In either case, we demand credit by building life-sized statues of ourselves, preferrably from Baklava. Or writing that the Season idea was ours, whatever you prefer.
QuotePioneer
Types: Action – Duration
Cost: $5
+3 Cards
+1 Buy
On the turn you play this, when you buy an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it.
Weird...I think I like it. I think the extra effect might be weak, just because spending say $4 on a card just to play it once seems like a bad deal. But there are definitely cases where you can make big things happen with it, and oh man Fortress is a thing.
So here's a bizarre question. If I buy an Estate with this, which is Inherited as card X, and then buy Inheritance to move Estate token to card Y, when I play Estate next turn, I play it as card Y right? I don't know why that wouldn't be the case, but it just seems weird. I guess that situation can already happen with Summon.
When you buy the Estate, you haven't yet gained it. Therefore it is not an Action card, therefore Pioneer would not set it aside. Likewise, you cannot use Summon to gain an Estate.
Even if you could do this with Estate, you can't change its Inheritance because the Event is only once per game.
In both the wiki page and the instruction booklet:
"This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port."
In other words, on-buy effects do count, and therefore, Pioneer would set it aside.
Hmm, I think this one is debatable since this isn't an on-buy effect of the Estate, but I see the argument. Still doesn't work for Summon, and the question is still moot because Inheritance is once per game.
QuotePioneer
Types: Action – Duration
Cost: $5
+3 Cards
+1 Buy
On the turn you play this, when you buy an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it.
Weird...I think I like it. I think the extra effect might be weak, just because spending say $4 on a card just to play it once seems like a bad deal. But there are definitely cases where you can make big things happen with it, and oh man Fortress is a thing.
So here's a bizarre question. If I buy an Estate with this, which is Inherited as card X, and then buy Inheritance to move Estate token to card Y, when I play Estate next turn, I play it as card Y right? I don't know why that wouldn't be the case, but it just seems weird. I guess that situation can already happen with Summon.
When you buy the Estate, you haven't yet gained it. Therefore it is not an Action card, therefore Pioneer would not set it aside. Likewise, you cannot use Summon to gain an Estate.
Even if you could do this with Estate, you can't change its Inheritance because the Event is only once per game.
Breakwater
Types: Action – Victory – Duration
Cost: $4
+1 Action
+$1
At the start of your next turn:
+$1
Gain a Duration card.
Worth 1VP
Captain's Log
Types: Action – Duration
Cost: $4
You may choose an Action card from your hand. If you do, play it. If it is a Duration card, play it again. Otherwise, set it aside.
At the start of your next turn, if you set a card aside with this, play the set aside card.
Cargo
Types: Action – Duration
Cost: $5
Set aside any number of cards from your hand. At the start of your next turn's buy phase, play the set-aside Treasure cards and discard the rest.
Diving Bell
Types: Action
Cost: $3
Put a card from your hand on top of your deck.
+2 Cards
+1 Action
While this is in play, when you would draw from the top of your deck, draw from the bottom instead.
Fisherwoman
Types: Action – Duration
Cost: $5
Reveal the top card of your deck.
If the revealed card is an action set this card aside and play the revealed card. If the revealed card is not an action discard it and gain an action card worth up to $5.
If you set this aside, at the start of your next turn; gain and play an action card worth up to $4.
Harbourmaster
Types: Action – Duration – Reaction
Cost: $3
+2 Cards
At the start of your next turn:
Discard any number of cards.
Draw until you have 5 cards in hand.
When another player buys a Victory card, you may play this card from your hand.
Helm
Types: Action
Cost: $4
+2 cards
Discard a card.
Choose an Action card from your hand. Play it now and at the start of your next turn.
Note to artist: Helm as in ship's wheel, not helm as in helmet.
Helmsman
Types: Action
Cost: $3
+1 Action
Name a cost. Reveal cards from the top of your deck until you reveal one costing exactly the named amount. Put that card on top of your deck and discard the rest.
Pier
Types: Action – Duration
Cost: $6
At the start of each of your turns for the rest of the game: Gain a Silver.
Pioneer
Types: Action – Duration
Cost: $5
+3 Cards
+1 Buy
On the turn you play this, when you buy an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it.
Prawn Shop
Types: Action – Duration
Cost: $4
+1 Buy
+$1
At the start of your next turn:
+1 Card
+1 Action
Prospector
Types: Action
Cost: $5
Trash a card from your hand.
Choose one: +$2; or draw until you have 5 cards in hand.
Sunken City
Types: Action – Duration
Cost: $2
+1 Action
Now and at the start of your next turn: Reveal the top card of your deck. If it is an Action card, play it. Otherwise, discard it.
Tactical Village
Types: Action – Duration
Cost: $5
+1 Action
As long as this in play: At the start of each of your turns for the rest of the game: +1 Action
You may discard Tactical Village from play during your turn. If you do: discard one duration card from every other player.
Clarification: I hope the way I phrased it, that it's also possible to discard Tactical village for example with Oasis. But it not, that's fine too.
Treasure Finder
Types: Action – Duration
Cost: $4
At the start of each of your turns, look at the top three cards of your deck. You may discard as many as you like. Put the rest back on top of your deck in any order.
War Room
Types: Action
Cost: $6
You may choose an Action card from your hand. Play it twice.
Once during this turn, when one of your Action cards would leave play, you may put it on top of your deck.
QuoteCaptain's Log
Types: Action – Duration
Cost: 4
You may choose an Action card from your hand. If you do, play it. If it is a Duration card, play it again. Otherwise, set it aside.
At the start of your next turn, if you set a card aside with this, play the set aside card.
Not sure what happens with the duration card? I also think this is ridiculously much better than throne room, no? What am I missing?
There's always option of making it a cantrip and costing less. How about this:The first version of your card is basically just a Reserve copper. When you buy two identical cards it is a Reserve Silver. Only when you buy three cards it is a Reserve Gold and the price of 6$ seems justified. Sounds overall pretty weak to me.Road Builders is far too weak. It is worse than Bridge in three ways: no extra buy, no extra coin and a limitation of the cost reduction to only one card.It is still an reserve -cost. Maybe "When you call this, +buy and all cards cost less" or "When you call this, +buy and name a card. That card costs less"
Just think about Bridge, at least early in the game you often use it to buy two different cards. Your reserve-ified Bridge gets rid of this asset of Bridge. When you buy only one card with Bridge it is a terminal Silver but when you buy two it is already a terminal Gold with an extra buy.QuoteRoad Builders V2 - - Action-Reserve
+card
+action
+buy
Put this on your tavern mat.
--------------------
When you call this, +buy and all cards cost 1$ less.
That's obvious nonsense. It doesn't happen very often but you frequently score 6 VPs with Fairgrounds.99.999999% of the time it'll be worth 4 or less VP.What's the proper procedure on 'defending' your own card from (pretty valid) comments? After voting? Never? Still anonymous?
Stay anonymous until after voting. Maybe make an effort to defend not just your own card.
@Gubump on Landlord, not sure what you mean by variable-cost here, but the VP cap from empty supply piles is 2.5 times higher than the cap from Fairgrounds on most boards.
I was thinking more along the lines of:
Golden apple
Treasure - Reserve - Season - $4
Worth $3
When you play this, put it on your tavern mat.
--
At the start of each season, you may discard this from your tavern mat.
If you do, you may put your deck into your discard pile.
A cheap Gold that you can't use more than 3 times the whole game? Still seems too expensive, even with the deck shuffling, which might even be a drawback sometimes.
Sorry, that was probably unnecessarily critical. It's a potentially interesting idea, but make it feel more like a one-shot action and it might get you somewhere
What's the proper procedure on 'defending' your own card from (pretty valid) comments? After voting? Never? Still anonymous?
Stay anonymous until after voting. Maybe make an effort to defend not just your own card.
@Gubump on Landlord, not sure what you mean by variable-cost here, but the VP cap from empty supply piles is 2.5 times higher than the cap from Fairgrounds on most boards.
Vizier
Types: Action – Attack
Cost: $5
You may choose an Action card from your hand. If you do, the player to your left chooses: either you play it twice, or you play it once and every player other than yourself discards down to three cards in hand.
Undertaker
Types: Action
Cost: $2
Choose one: +2 Actions and put any number of cards from your hand on the bottom of your deck; or +2 Cards.
While this is in play, when you would draw from the top of your deck, draw from the bottom instead.
Tribunal
Types: Action
Cost: $5
+1 action
Discard a card from your hand. Reveal the top 3 cards of your deck, put the revealed cards that share a type with the discarded card into your hand, trash the rest.
Slanderer
Types: Action
Cost: $4
Trash a card from your hand. If it is an Action card, gain three Action cards costing less than it.
Shady Dealer
Types: Action – Attack
Cost: $5
+1 Card
+$2
Each other player gains a Swamp from the Swamp pile
Swamp
Types: Action – Reaction
Cost: $0
+1 Buy
You may discard a card. If you do, +1 card
When another player gains a Victory card, you may reveal this from your hand. If you do, return this card to the supply.
Setup: When Shady Dealer is in the Kingdom or Black Market deck, add the Swamp pile to the kingdom. Have 10 for two players, 20 for three players and 30 for four players.
Royal Tutor
Types: Action
Cost: $5
You may play an action card from your hand. If you do so, play another action from the supply costing up to the cost of the first played card.
Clarification: The second card remains in the supply.
Pledge
Types: Treasure – Action
Cost: $4
+ 1 Card + 1 Action
You may trash this card. If you do: + 1 Card.
Worth $2
Clarification: When you play this card in your Action phase, it counts as an Action card, when you play it in your Buy phase (this includes the additional Buy phase of Black Market), it counts as a Treasure Card. (That is, this card can played as a plain cantrip OR a oneshot Laboratory OR a Silver.) As long Pledge is not in play (e. g. if it is in the supply, in a player's deck or on a player's hand), it counts as both Treasure and Action card. But once you put it in play, it counts as only one type of card for the rest of your turn. If you Prince or Golem Pledge, it will always count as Action card, because it comes into play in your Action phase. Mint will only trash Pledge, if it was played in your Buy phase.
Penal System
Types: Treasure – Victory – Reaction
Cost: $3
Worth $1
Worth 1VP
When a player plays an Attack, you may reveal this. If you do, that player may not play any more Action cards this turn.
Parade
Types: Action
Cost: $5
Choose one: Play an action card from your hand twice, or draw until you have 6 cards in hand.
Outskirts
Types: Victory
Cost: $4
Worth 2VP
When you buy this, gain another Outskirts.
Setup: Use 11 copies in 2-player, 15 in 3-4 player, and 18 in 5/6 player games.
Masons
Types: Action – Treasure
Cost: $6
If you play this as an action, +3 Cards
If you play this as a treasure, Worth $2
Livery
Types: Action
Cost: $6
+2 cards
You may reveal a card from your hand; if it is an...
Action card, +1 Action
Treasure card, +$1
Victory card, +1 Card
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
King's Feast
Types: Action
Cost: $6
Action
Choose 3 times:
+1 Card; +1 Action; +1 Buy; +$1
Heir
Types: Action
Cost: $4
You may discard an Estate. If you do: +3 Cards
You may discard a Duchy. If you do: +$3
You may discard a Victory Card. If you do: +1 Action
Clarification: The options are independent and in order, meaning that you discard 0 to 3 cards.
Counsellor
Types: Action
Cost: $4
Gain a card costing up to $5.
Each other player chooses one: he draws a card or trashes a card from his hand.
Cordwainer
Cost: $5
Types: Action
+3 Cards
Reveal your hand. If you have exactly one Action card in hand, +1 Action.
Auditor
Types: Action – Attack
Cost: $3
All players draw two cards. Each other player reveals his hand. You choose two cards that they have to put on top of their deck.
Abandoned Village
Types: Action – Reaction
Cost: $4
+1 Card
+2 Actions
When a player gains a victory card, you may set this aside from your hand. If you do, gain a Silver, putting it into your hand. Return this to your hand at the start of your next turn.
The runner-up from 2014 will automatically be included in the preliminary voting. The author of this card is allowed to submit a new card as well. (As is yuma, designer of the winning card.)QuoteObservatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Other cards from 2014 may be resubmitted as is, tweaked, or discarded in favor of a new concept.