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1351
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.

1352
Variants and Fan Cards / Re: Technology Cards
« on: April 08, 2016, 09:39:43 pm »
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.

Mad Scientist now only needs to discard a Battery to give out Curses.

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".

You are correct.

1353
Variants and Fan Cards / Re: Technology Cards
« on: April 08, 2016, 09:27:18 am »
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.

1: If Mad Scientist turns out to be too weak for $5, I'll boost it by giving the user a bonus.
2: Playtesting will prove whether they are or not. We've already playtested an earlier version of Steam Engine in one game, and it probably is, but Mad Scientist hasn't been playtested at all yet.

1354
Variants and Fan Cards / Re: Technology Cards
« on: April 08, 2016, 09:23:59 am »
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.

As per your suggestion, Mad Scientist's last clause takes effect if you didn't even try to Curse anybody with it, and all the Technology cards are in the Supply but still usually unobtainable, since my intention was that they always counted towards the 3-pile ending and towards City.

Also, as LibraryAdventurer pointed out, Battery is a Treasure, not an Action.

1355
Variants and Fan Cards / Technology Cards
« on: April 07, 2016, 11:08:21 pm »
Cards with the type "technology" cannot be gained or bought, but are still in the Supply. So how do you get them? Some cards specifically mention Technology cards in gaining cards, and others temporarily make them so that they can be obtained.

Here's a base card that's always added when at least one Technology card is in the Supply:

Battery:
$1
+1 Buy

While this is in play, you may gain Technology cards.
Cost: $3
Treasure

And here are two of the Technology cards:

Steam Engine:
+2 Cards
You may spend a Fuel token. If you do, +2 Actions.
You may trash a card from your hand. If you do, take a Fuel token for every $1 it cost.
Cost: $3*
Action - Technology

Clarification: The trashing and the fuel token bonuses are not mutually exclusive, so you can do both. They are in order, however, so you can't spend one of the Fuel tokens you just received.

Mad Scientist:
You may discard a Battery from your hand. If you do, each other player gains a Curse or a Copper, your choice.
You may spend a Fuel token. If you do, each other player gains a Curse or a Copper, your choice.
If you didn't do either, you may discard a Battery from your hand. If you do, take two Fuel tokens.
Cost: $5*
Action - Attack - Technology

Clarification: Again, the first two abilities are not mutually exclusive, so you can potentially give out two Curses with a single Mad Scientist, which is the only thing preventing it from being strictly worse than a Sea Hag.

Clarification 2: Either every opponent gains a Curse or every opponent gains a Copper. You can't discriminate between opponents.

Clock Tower:
Choose an Action card from your hand. Play it now and, if it's still in play, at the start of your next turn.

This costs $2 more if this isn't the first card you've bought this turn. (Applies after cost reduction)
Cost: $0*
Action - Duration - Technology

Clarification: If the card you CTed trashed itself the first time, CT is discarded from play the same turn you played it.

Clarification 2: After you've bought a card, the minimum possible cost for CTs is $2, because the cost increase takes effect after cost reduction effects, which can't reduce its price below $0.

Invent:
Trash a card from your hand. Gain a card costing up to $2 more than it, which may be a Technology card.
If you trashed a Technology card, play the gained card.

Setup: Add an extra Kingdom Action card pile costing $3 or $4 to the Supply. Cards from that pile gain the Technology type.
Cost: $5
Action

1356
Maybe make it more like a knights pile, where every barrack does a small different attack? That could be fun too.

That's a fantastic idea! I think I'll do that.

1357
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.

OK, fair point.

1358
Original Version:
Barracks:
+1 Card
+2 Actions

While this is in the Supply, at the start of your Buy phase, reveal your hand. If you revealed any Treasures other than Copper, take your -$1 token.
Cost: $4
Action


New Version: Like Knights, the different Barracks cards are shuffled into the same pile. They (mostly) have the same cost, but different effects and (probably) names. Only the top card of the pile's auto-attack takes place.

[] means "While this is in the Supply, at the start of your buy phase, you may reveal a Barracks from your hand or a hand containing only Coppers and Estates. If you don't, "

Feel free to suggest names for these.

Barracks 1:
+1 Cards
+2 Actions
Each other player takes his -$1 token.

[] take your -$1 token.
Cost: $5
Action - Attack - Barracks

Barracks 2:
+1 Card
+2 Actions
Each other player takes his -1 Card token.

[] take your -1 Card token.
Cost: $5
Action - Attack - Barracks

Barracks 3:
+1 Card
+2 Actions
Each other player gains a Curse. If he does, he draws a card.

[] gain a Curse.
Cost: $6
Action - Attack - Barracks

Barracks 4:
+1 Card
+2 Actions
Each other player discards down to 3 cards in hand.

[] discard down to 3 cards in hand.
Cost: $5
Action - Attack - Barracks

Barracks 5:
+2 Actions
Choose one: Draw until you have 5 cards in hand; or +1 Card.

[] discard your hand and draw 3 cards.
Cost: $5
Action - Barracks

Barracks 6:
+3 Cards
Each other player takes his -$1 token.

[] discard a Treasure card (or reveal a hand with none).
Cost: $5
Action - Attack - Barracks

Barracks 7:
+3 Cards
Each other player takes his -1 Card token.

[] reveal your hand and put two Victory cards from it on top of your deck.
Cost: $5
Action - Attack - Barracks

Barracks 8:
+3 Cards
Each other player gains a Curse, and if he does, draws a card.

[] trash a non-Victory card from your hand that isn't a Copper (or reveal a hand with none).
Cost: $6
Action - Attack - Barracks

Barracks 9:
+3 Cards
Each other player discards down to 3 cards in hand.

[] the player to your left looks at the top 5 cards of your deck and discards one of them.
Cost: $5
Action - Attack - Barracks

Barracks 10:
Choose one: Draw until you have 7 cards in hand; or +3 Cards.

[] choose an Action Supply pile; shuffle this into that pile.
Cost: $6
Action - Barracks

1359
Variants and Fan Cards / Re: Fan cards I have printed so far...
« on: March 28, 2016, 04:41:54 pm »
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: Nic
Ascetic
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.

There is; you can find it pretty easily using Google Images.

1360
Variants and Fan Cards / Re: AdrianHealey's Tested Fan Card Thread
« on: March 27, 2016, 07:52:50 pm »
Auction and Floodgate are by LastFootnote, and i think they are part of Enterprise.

I believe that all of LFN's fan cards are part of Enterprise.

1361
Sorry if you guys have mentioned this already, but why was Peltmonger removed from the set?

1362
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.

I have no idea what either of you look like, so I will go with the 2nd option.

1363
Do you guys mind if I create my own thread for making Season card ideas? I'll give credit to you for the original mechanic, of course.

1364
Quote
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.

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.

Yeah, those two points are unquestionable; I was only arguing that Pioneer would set aside the Estate.

1365
Quote
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.

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.

1366
Quote
Breakwater
Types: Action – Victory – Duration
Cost: $4
+1 Action
+$1

At the start of your next turn:
+$1
Gain a Duration card.

Worth 1VP

Seems quite cheap for a non-terminal, no-cost-limit Duration gainer, don't you think? I think $6 would be good for this one.

Quote
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.

See my previous post.

Quote
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.

I think that most of the time, I'd rather play the Treasure cards now.

Quote
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.

Now this is an interesting card. +1 Action should actually be first on the card, since order doesn't matter when it comes to +Actions since you have to finish resolving to use them anyway, but that's the only flaw I see. It also has sweet synergy with Pearl Diver, which is something that card desperately needs.

Quote
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.

Another very interesting card. It reminds me of a weird mix between Herald and Band of Misfits. Of course, it isn't strictly better than BoM because that the gaining and playing an Action happens next turn, not this one. I'm definitely voting for this one.

Quote
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.

Seems kind of bleah. It's current turn effect is Moat and its Duration effect is Cellar, and its Reaction is similar to Caravan Guard's. It's bad when a card seems like you just threw a bunch of random, completely-unrelated cards together.

Quote
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.

"Play an Action now and at the start of your next turn" is an idea that everybody and their dog has tried by now. I'm kind of tired of it. The only good version I've seen is Royal Heirloom by LibraryAdventurer.

Quote
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.

Pretty sweet. It seems like a mix between Wishing Well and Sage. Now, I know I said that throwing together a bunch of existing cards to make a new one is bad earlier, but that's only if it seems random and poorly thought out. This is anything but. Great job, whoever made this one! This one is my favorite of all of these cards.

Quote
Pier
Types: Action – Duration
Cost: $6
At the start of each of your turns for the rest of the game: Gain a Silver.

EDIT: Oops, I accidentally skipped this one. Why would I want to gain a Silver every turn, with the exception of Feodum? Silver starts harming your deck eventually, at least in Colony+Platinum games, which makes up nearly all of the games that I play.

Quote
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.

I think I know who made this, but I'll keep my mouth (fingers?) shut. I liked it then, and I still like it now, so I am voting for it.

Quote
Prawn Shop
Types: Action – Duration
Cost: $4
+1 Buy
+$1

At the start of your next turn:
+1 Card
+1 Action

Is this card's name a pun on Pawn Shop? It seems too similar to Caravan for my tastes.

Quote
Prospector
Types: Action
Cost: $5
Trash a card from your hand.
Choose one: +$2; or draw until you have 5 cards in hand.

This seems like you pulled three random effects out of a hat and made a card with those effects. Along with the cost, since this has the power of a $3-coster, maybe a $4-coster, but certainly not a $5-coster.

Quote
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.

I also know who made this one, and like I said for Pioneer, I don't think I'll ever stop liking it, unless I playtest it and it turns out to absolutely suck.

Quote
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.

Too confusing if you discard somebody's Duration other than Tactical Village; other Durations' duration effects aren't contingent on that Duration staying in play, so tracking would be a nightmare.

Quote
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.

For the rest of the game? You DO know that that means you can pretty nearly filter out any and all Coppers, Victory cards, Ruins, and, if you don't have any Trashers, Curses, right? Forget Chapel, this is about as strong as if you PRINCED a Chapel! Even better, in fact, since you can ignore Victories without having to trash them! Sorry, but this is just horrendously OP.

Quote
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.

This is not quite a mix between Scheme and TR, because this can topdeck one-shots like Madman (although, because of the "would leave play, using its topdeck ability on Madman would prevent it from doubling your handsize since you didn't return it), and even Processioned cards! Pretty strong, and definitely worth $6.

1367
Quote
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.

Not sure what happens with the duration card? I also think this is ridiculously much better than throne room, no? What am I missing?

Actually, this is a much WEAKER Throne Room. It Thrones Duration cards, but Durationizes non-Duration cards, and there was an outtake that always Durationized, but it was discarded for being too weak. Therefore, Durationizing is worse than Throning, and therefore, this is nearly strictly worse than Throne Room for the same cost. Only reason I didn't vote for it.

1368
Variants and Fan Cards / Re: transportowiec96's card ideas
« on: March 03, 2016, 11:31:34 am »

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"
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.

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.
There's always option of making it a cantrip and costing less. How about this:
Quote
Road Builders V2 - - Action-Reserve
+card
+action
+buy
Put this on your tavern mat.
--------------------
When you call this, +buy and all cards cost 1$ less.

As worded, Road Builders is a one-shot Market Square. It doesn't tell you when to call it, just what it does when you do.

1369
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. :P

@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.
99.999999% of the time it'll be worth 4 or less VP.
That's obvious nonsense. It doesn't happen very often but you frequently score 6 VPs with Fairgrounds.

And Fairgrounds isn't the card I'm talking about.

1370
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

The Seasons loop. It can be activated more times than just that.

1371
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. :P

@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.

1. I meant variable-value, I'll fix that when I'm done posting this reply.

2. Um, the smallest possible cap on Fairgrounds is, let's see: 10 Kingdom Piles = 4, and 6 base card piles = 6. The VP cap from empty Supply piles is technically 16, but the chances of running out every Supply pile in a single turn is ridiculously slim. 99.999999% of the time Landlord'll be worth 4 or less VP. I guess Landlord doesn't really have a cap of 3VP, but that's its highest realistic value.

1372
Quote
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.

Like many people have said, this is strictly worse than Throne Room, and it becomes a Ruined Village-one of the worst cards in the game, mind you-as soon as your opponent chooses the attack.

Quote
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.

Again, as other people have said, this anti-synergizes possibly more than any other card. I would make the on-play effect topdeck your cards instead. Then it would be pretty interesting, and, IMO, still worth $2.

Quote
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.

Kind of like Wishing Well, but better. On the other hand, it also has blind trashing, which is the entire reason that Lookout is my #1 most hated card of all time.

Quote
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.

Too similar to Stonemason to be interesting. It's also kind of underpowered, IMO; Stonemason costs half as much and is 2/3 as strong, and doesn't have the drawback that the trashed and gained cards have to be Actions, and is still such a weak $2 that it has one of the best overpay effects in the game. In all, I think this should probably cost the same as Stonemason.

Quote
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.

Shady Dealer: Why +1 Card and +$2? It seems like you pulled two random bonuses out of a hat to make the non-attack portion of the card, which isn't a good thing.

Swamp: I think we have enough garbage cards in this game.

Quote
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.

Finally, we get to a good card! This kind of reminds me of the outtake Kitchen (plays an Action, remodels it, and plays the gained Action). Unfortunately, I don't know why that was removed from the game. I like this better, though, for two reasons: 1. It doesn't use Potions, 2. It isn't nearly as OP, and has a bit less AP. This also makes me think of a mix between BoM and TR.

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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.

The only problem is what happens if Princed. It has yet to be determined whether the turn goes one of 2 ways:

1) Start of Turn > Action Phase > Buy Phase > Cleanup

OR

2) (Action Phase = Start of Turn > Rest of Action Phase) > Buy Phase > Cleanup

In other words, is the start of your turn during or before your Action phase?

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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.

AKA "Attack Contraband." Nobody would buy any attack cards with this in the set. It also relies on having Attack cards to be worth its cost; an outtake was a Treasure/Victory worth 1VP and $1 that also gave a +Buy, and was too weak.

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Parade
Types: Action
Cost: $5
Choose one: Play an action card from your hand twice, or draw until you have 6 cards in hand.

This is another good one. I only worry that it might be too strong a self-synergy, but I don't think it'll be as strong as Royal Carriage, my favorite TR variant.

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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.

I don't really have anything to say about this one. It makes me think of a mix between Tunnels and Port.

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Masons
Types: Action – Treasure
Cost: $6
If you play this as an action, +3 Cards
If you play this as a treasure, Worth $2

I know somebody else made a card that was basically this as a Reaction, with the reaction being the $2, and it being triggered at the start of your buy phase. I think that one is better, for 2 reasons: 1. It costs $5, which I think is a better price for a Smithy/Silver, and 2. I don't think the rules complications of making a card that is both a Treasure and an Action is worth a card that is just a flat-out combination between two existing cards.

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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

It is kind of interesting, but I don't think it's different enough from Laboratory and Tribute to be interesting.

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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.

I like the self-synergy with it being a Victory card itself. I don't think it's different enough from Lab to be interesting, though, and it also has, I think, the lowest realistic cap of any variable-value Victory in the game, yet is one of the hardest cards to reach that gap. Yet another strike against it is that it is, again, I think, the only Victory card that, when it gets more valuable, it gets more valuable for everybody.

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King's Feast
Types: Action
Cost: $6
Action
Choose 3 times:
+1 Card; +1 Action; +1 Buy; +$1

Insanely strong. Probably too strong. Unless it actually means choose three, in which case it's strictly worse than Market. If you can choose the same thing multiple times, however, these are the combinations:

1: +3 Cards
2: +3 Actions
3: +3 Buys
4: +$3
5:+2 Cards +1 Action
6: +2 Cards +1 Buy
7: +2 Cards +$1
8: +1 Card +2 Actions
9: +1 Card +2 Buys
10: +1 Card +$2
11: +1 Card +1 Action +1 Buy
12: +1 Card +1 Action +$1
13: +1 Card +1 Buy +$1
14: +1 Action +1 Buy +$1
15: +2 Actions +1 Buy
16: +2 Actions +$1
17: +1 Action +2 Buys
18: +2 Buys +$1
19: +1 Action +$2
20: +1 Buy +$2

And I think that 20 different combinations is a bit much for a $6-cost card, don't you agree? Count is the most versatile card in the game with its...less than half as many options. Yeah...it would also create a massive amount of AP every time it's played. The especially OP part is that one of its combos, +2 Cards, +1 Action, is the exact effect of a card costing just $1 less. This would probably be too strong at $8. Thanks to scott_pilgrim for pointing out the last 6 that I missed.

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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.

I've also seen this one before. It's kind of silly that just having two Estates in your hand can yield double-lab.

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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.

I'm kind of surprised, honestly, that nobody has created a card where other players choose bonuses for themselves as a drawback. This is a cool one, but I think that just making each other player draw a card is enough of a drawback; it doesn't need a drawback harsher than Council Room when its effect isn't as strong as Council Room's anyway.

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Cordwainer
Cost: $5
Types: Action
+3 Cards
Reveal your hand. If you have exactly one Action card in hand, +1 Action.

This is another cool one. Unfortunately, it kind of anti-synergizes with itself because the +3 Cards can easily push you to having 2 or more Actions. Still voting for it, though.

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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.

WAAAAAAAAAAAAAYYYYYYYYYYYYYYYYYYYYYYYYYYYY too strong. This definitely needs to be a $6 at least.

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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.

Unfortunately, this card's reaction doesn't really fit with its trigger; Victory cards are usually gained late-game, where you don't want Silvers. It's still pretty creative, though, and I'm still voting for it.

1373
I have an idea for a replacement name for Storyteller: Bard. It's a synonym for Storyteller, but unlike Storytellers, they tell their stories with music.

1374
I, too, changed my vote after it was made known to me that Abandoned Village is supposed to have a +2 Actions along with it. Now it's much better and far less weaksauce.

1375
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.)

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Observatory
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.

Isn't Observatory a Raze that can't trash itself?

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