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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 27, 2020, 12:26:26 pm »
My issue with Magi is how much it scales with player count. It gets exponentially stronger the more players there are.
QuoteBaba Yaga • $4 • Action - Duration - Fate
Reveal the top two Boons; choose one to receive and put the other on the bottom of the Boons.
At the start of your next turn, gain a Will-O'-Wisp to your hand. If you cannot, gain a Wish and trash this.
(ignoring Exorcist,) Imp has Devil's Workshop & Tormentor; Ghost has Haunted Mirror; Will-O'-Wisp only has the boon that randomly gives you one. Ta-da, a Will-O'-Wisp gainer. And once you run out the Will-O'-Wisps, a Wish gainer that won't whammy you like Leprechaun does.
What was the rationale behind putting one of the Boons at the bottom of the pile rather than discarding it?
i couldn't remember whether "discard" was the preferred nomenclature and didn't want someone to add it to their deck vis a vis their own discard pile. this makes it unambiguous.
It could say “...put the other in the Boons discard pile” or something along those lines. In any case, it doesn’t have much practical difference except in situations where there are 2-3 Boons in the draw pile and you play Baba Yaga twice. You will draw the bottom-decked Boon again. It could be helpful in some situations but in others could give the player one less choice.
yeah i tried that wording, it was clear but it also shrank the font size, which i don't wanna do.
I'm pretty sure the answer is that you do gain a Horse, because at the time that you gained the Destrier, it cost $4. The fact that after you gained it, its price changed, isn't relevant to Livery's instructions (of course, it does become relevant if you buy a second Destrier after that, since the second Destrier would be $2 at the time of gaining)
It counts cards in play this turn or how many times it was played? The last would be hard to track.
The bonuses are cumulative?
I would assume that the bonuses are cumulative because otherwise it would say 2 times, 3 times, etc. Also it wouldn't be hard to track since you can always recount the number of Boom Towns in play to see how many coins and Buys you get from the card (unless you have cards that trash from play and are playing irl).
If there are no other cards in the Supply whose text contains...This wording also makes it clearer that Cellar doesn't count (either with 1st edition wording or 2nd).
+2 or more Cards, +1 Card;
+2 or more Actions, +1 Action;
+Buy amounts, +1 Buy;
...
Reveal a number of cards from the top of your deck equal to the number of Workers you have in play. Set aside any number of revealed Workers and put all the other cards into your hand. Play the set aside Workers.
If the number of Boom Towns you have in play (including this) is:
2+, +1 Card
3+, +1 Action
...
Edit: Added Looter to the card type.QuoteArchaeologist
+1 Action
You may Exile a Ruins from your hand or the Supply. Put this on your Tavern mat.
-
When you play an Action card, you may call this to play any number of differently named Ruins on your Exile mat, leaving them there.
At it's most basic level, this can be used to get rid of Ruins from your deck; however, it can also be used to turbo-charge an Action card that you play on your turn. I've priced it at $2 because it takes a bit of work and you are somewhat at the mercy of how the Ruins deck is shuffled.
Rules clarification: You can play the differently named Ruins on your Exile mat in any order. I'm not sure if that needs to be on the card, or if it is self-explanatory.
You are overestimating the strength of the Action option. Otherwise you would not claim that Golden Fleece is better than Spices, which is the Treasure option of Golden Fleece on play and the Night option on gain.I just elaborated in my last post on the 5 and 6 thingy and I disagree about the power level: it is good but not a super strong $5. Charm, Spices, Crown and Counterfeit are all $5 Treasures that I would prefer over this in the majority of Kingdoms.
OK, let's compare it to Spices and Charm, since as a Treasure, they give the same vanilla bonuses. Why would you choose Spices over Golden Fleece at $5? I think that the versatility over the course of the game that you would get with Golden Fleece is better than the 2 Coffers you get with Spices. I might prefer Charm over Golden Fleece in certain kingdoms, but I think I would prefer Golden Fleece more often than not.
I agree that Crown can be very strong, especially once you've thinned out your deck or have better control of it. However, there are some turns where Crown won't be particularly strong. Golden Fleece will almost never be useless in your hand. It's a trade-off between something that's potentially quite powerful (and versatile in its own right) and something that is quite reliable and versatile.
It's surprising that an expansion called Dark Ages would have the second highest average cost, though.
The Dark Ages calculation is weird, with Knights counted as nine 5-costs and a 4-cost. But also, the five 0-cost Ruins are included.
Counting Knights as a single 5-cost pile and not counting ruins, the average for Dark Ages is 4.06, close to the center.
QuoteHeist- Event
Everyone (including you) reveals the top two cards of their deck. Gain a treasure costing up to the number of revealed. Return the cards back to the top of their deck in any order (player's choice)
Quote
Changed "show" to "reveals".
The spirit of the card is "they choose and you choose over they choice". It won't be this card without this.
If they choose a good card, you gain it. If they choose a bad card, you do a kind of Mountebank attack. If they choose a mediocre card like Silver, it's not so bad also, you play it twice.
I have an edge case for you: The player to your left reveals a Duchy. There's only one Duchy left, and you know that if either you or your opponent gains it, the game ends and you lose, but you have enough to buy a Province this turn and that would make you win. So your only option is to choose to play it twice. But playing a Duchy doesn't make any sense, as Victories aren't playable. What happens?
In this edge case you pointed, the solution is easy: if you would buy a Province and win the game, you don't need to play the Buffoon. However, I agree that in general it's strange that there is a play option and they can reveal a non-playable card. Should I add something like "if it's a playable card..." to the option?
Okay, your + token is on the Buffoon pile and you'd be short if you didn't play the Buffoon.I may be getting the rule wrong, but doesn't the game end at the end of the turn, not the moment the pile is empty, so you could both gain the duchy and then go on to buy the province?
You're right. It's a bad example. But my point that you could be in a situation in which the only right move is to play a Victory card still stands.
EDIT: Just thought of an example where getting a Duchy and a Province would cost you the game, but just a Province wouldn't.
You have Wolf Den and Wall as Landmarks. Getting a Duchy would give you a net loss of 1 due to it being your first Duchy and you already being over 15 cards. Not getting the Duchy would therefore put you one point higher than you would be if you did get it, and would prevent a tie, and you went first so your opponent would win the tiebreaker.
I think there's no need to find more examples related to endgame edge cases, at least for the purposes of Buffoon analysis. I think the point about playing a Victory is already demonstrated by you and I already said that I don't think it's a good feature in general to be able to choose the option of playing when a non-playable card is revealed. So, I ask again: do you think that add a "if it's a playable card" to the option fix this?
EDIT: Does this wording works?
Quote
Changed "show" to "reveals".
The spirit of the card is "they choose and you choose over they choice". It won't be this card without this.
If they choose a good card, you gain it. If they choose a bad card, you do a kind of Mountebank attack. If they choose a mediocre card like Silver, it's not so bad also, you play it twice.
I have an edge case for you: The player to your left reveals a Duchy. There's only one Duchy left, and you know that if either you or your opponent gains it, the game ends and you lose, but you have enough to buy a Province this turn and that would make you win. So your only option is to choose to play it twice. But playing a Duchy doesn't make any sense, as Victories aren't playable. What happens?
In this edge case you pointed, the solution is easy: if you would buy a Province and win the game, you don't need to play the Buffoon. However, I agree that in general it's strange that there is a play option and they can reveal a non-playable card. Should I add something like "if it's a playable card..." to the option?
I may be getting the rule wrong, but doesn't the game end at the end of the turn, not the moment the pile is empty, so you could both gain the duchy and then go on to buy the province?
Magic Library: What is the rationale behind the wording for the reaction "After another player finishes playing an Attack card...", as opposed to the more standard "When another player plays an Attack card"?
Paladin: I think this is a bit weak for $6. It's slightly better than Destrier because of the sifting, but Destrier has a variable cost and is usually expensive at $6.
I think it's OK. It's the female version of Pawn. Both give you two vanilla bonus (different for Pawn, same for Maid). All the things Maid could do are similar or weaker than what a cost card does - 2 Cards (Moat), 2 Actions (Necropolis), 2 Buys (less than a Squire), (less than a Duchess).
I put this clause for it doesn't stay unnecessarily next turn when you trash Coppers with it.
Changed "show" to "reveals".
The spirit of the card is "they choose and you choose over they choice". It won't be this card without this.
If they choose a good card, you gain it. If they choose a bad card, you do a kind of Mountebank attack. If they choose a mediocre card like Silver, it's not so bad also, you play it twice.
QuoteWarriors: It's a clever concept, but I think it may be a bit weak for $4.
I initially thought to put it at , but it's stackable and could give you a lot of +buys, so I think maybe it' OK at . I don't know for sure.
What's the timing for gaining a Ruins via Doppelganger's attack? Is it when you play a second copy of any given card? I think it needs rephrasing to make the timing clear.
Yes! When a player plays a second copy of a card they gain a Ruins; not for the first and not for the following copies. I was struggling with the wording quite a bit without making the text too long. Do you have any suggestions how to word it unambiguously (and not too much text)?