One of these cards is mine.
Sieve - Action-Duration - $6*
+1 Action
Discard 3 Cards
For the rest of the game, at the start of your turn, do this 5 times:
Discard any number of cards and draw that many.
(This stays in play. This is not in the Supply.)
General concept: "Make your hand the best at the start of your turn"
Well, this fulfills one of the most important qualities of a traveller line: it can't be a monolithic strategy. Sieve, by itself, does not make a deck, and you probably need non-travellers. What I don't like is that it seems kind of slow to mess around with your cards every turn.
Legend - Victory type - $6*
Worth 3VP for every 3 Attacks you have.
General Concept:Attacks
Stage 1: Weak discarding attack
Stage 2: Weak trashing attack
Stage 3: Silver gainer
Stage 4: Strong Attack
Stage 5: Legend (Victory Type)
A province for a final traveller is somewhat weak, so I imagine that there are lots of times you go for this just for the attacks, and then get a Legend as an afterthought in the final shuffle. There are probably interesting things you could do with traveller attacks. E.g. you could pair discard attacks with a Masquerade-like attack.
Lord - Action, Duration - $6*
+1 action.
For the rest of the game, during your turns, Treasure cards cost $0.
This is not in the supply.
General Concept: I imagine this accompanied with action gaining and +buy travellers, treasure cards being free means different things on different boards, and this maybe needs a (weak) push towards engine rather than gold flooding
This is quite different, although I worry it would just lead to big money. But there are things you could add to tilt it towards an engine, something like Sage or Magpie.
Anarchist Ringleader - Action - $6*
Play this twice as if it were an action card in the supply or a traveller in this game costing up to #4. This is that card until it leaves play.
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If you play this card more than three times in one turn, trash it.
General Concept:The $3 and $4 cost travellers in this line should be actions that are good for throning.
This is probably really powerful, because it only uses one card in hand, whereas throne room uses two. So it's really more like King's Court. The challenge in designing travellers here is to discourage monolithic strategies where you just get a bunch of Anarchist Ringleaders.
Augur - Action-Duration - $6*
For the rest of the game, you may buy Auspice.
Auspice - Event - $1
+1 Buy. Reveal and set aside up to two cards from your hand. At the beginning of your next turn: Play any Action cards set aside this way, and put the other cards into your hand.
You may not buy this unless you have played an Augur this game.
General Concept: Auspice is added to the kingdom when Augur is selected. I leave the earlier travellers open-ended. Thematically, augurs are from ancient Rome, but I was also thinking of the story of Joseph, whose prophesy persuaded the pharaoh to store surplus food for a future famine.
Looks kind of like Champion in that it makes actions non-terminal, but it costs money and you play the actions on the next turn instead of this one. Or you could just perpetually save junk in your hand. I wonder if this is just too much like Champion, but it depends a lot on the rest of the traveller line.
Mendicant - Action-Reaction - $2*
+2$
Discard a Card
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When you reveal this card, gain a Curse. If you didn't, gain a Copper.
(This is not in the supply)(This is not in the supply)
General Concept:A Traveller line that works in reverse. You pay for a $6 card and 'travel down' the line until you get to the last card. It's essentially a chain of 1-shot cards that get successively less powerful over time until you reach the bottom card. The successive traveller-gaining is therefore mandatory. The reaction portion of the final card is intended to interact with upper cards in the chain in a way that harms the holder. If this traveler concept is chosen, I'm hoping to see some of this subtle interaction between the other cards. The current theming is a powerful figure in the kingdom who's continual power moves make him less and less favorable.
Well, a bad traveller is roughly like a curse, right? So you could think of this like a 3- or 4-shot that curses yourself. Could be interesting. One issue is that you don't even hit $6 until shuffles 2-4, so realistically you may never even see Mendicant, or the other low-cost travellers.
Taskmaster - Action - Duration - $6*
At the start of each of your turns for the rest of the game, set aside any number of cards from your hand then draw until you have 5 cards in hand. At the start of Clean-up, you may put any cards set aside in this fashion in your discard pile or on top of your deck in any order.
(This stays in play. This is not in the Supply.)
General Concept: Travelers that care about or affect timing, including Reserve Travellers that you have to call in order to exchange.
Sounds kind of like a Guide+. It would be interesting to design cards that care about timing. Say, smuggler, and/or cost reducers. Another neat thing you could do is include a reaction card, which you could guarantee to be in hand every turn.
Entrepreneur - Action-Attack $6*
+1 Card
+1 Action
+$1
Each other player takes their -$1 token
-
While this is in play, cards in the supple cost $1 less.
General Concept: /
Kind of a Grand Highway, this is the kind of card you might want a lot of. But there are only five of them. Would you have to buy a lot of travellers just to win the Entrepreneur split?
Grand Master Mason- Action - $6*
Turn your Journey token over. If it is face up, while this is in play Victory cards cost 3 less on your turn, but not less than 0. If it is face down, while this is in play Actions cards cost 3 less on your turn, but not less then 0.
General Concept: This Traveller lines uses the Journey token that is flipped each time a Traveller, or the end card of this Traveller line, is played.
There's a lot of design space as you could potentially give two abilities to each traveller (one for face down, one for face up). I kinda want to design a Journey-token village for this.
Conqeror - Action/Victory - $6*
Trash the remaining Provinces
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Worth a total of 10 VP for every (Stage 4) in your deck, 6VP for every (Stage 3) in your deck, 3VP for every (Stage 2) in your deck and 1 VP for every (Stage 1) in your deck
(This card isn't in the supply)
General Concept:Each progressive step requires passing some sort of difficult condition in order to make the exchange. Successfully being the first to reach the final stage will generally end the game and give a huge reward. Multiple attempts
I'd be worried that this places too much importance on traveller randomness. Passing a test at each stage makes it feel a little more ymyosl. But then who has time for that? Getting Champion takes long enough, and now you need to get several travellers to stage 4+, and pass tests in the mean time. I mean, I like the concept, but the earlier travellers may be challenging to design.
Magnate - Treasure/Duration - $6*
+$2
When you play this, now and at the start of your next turn:
+1 Buy
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While this is in play, when you gain a card and it's your turn, +$2.
(This is not in the Supply.)
General Concept:The concept of this traveller line is, that it starts out as a deck thinning engine and ends with a very simple card which likes thin and fast deck with a high money density. Unlike other deck thinners like Raze and Lookout this is a whole engine, which "grows" to end up with a powerful deck in the end game.
The line consists of five cards. First, card 1 is a weak non-terminal deck inspector or sifter. Then, card 2 is a terminal deck accelerator (preferably with drawing and trashing and/or Treasure gaining capabilities). Next, card 3 is a moderate terminal or non-terminal, which provides more buying power and has a strong synergy with card 1 (like Tunnel + Oasis, Rats + Upgrade or Catapult + Rocks). Card 4 is a terminal card again, which may be an improved version of card 2 or the final blow to pave the way for card 5. One or two cards of the line should also have +1 Buy or a gain effect to increase the effectiveness of the last card.
If I were to design a "whole engine" traveller line, I would give it all the necessary components (sifting, action, draw, thinning, payoff). If any of these components are already in the kingdom, it would often be easier to buy them directly, but the travellers fill any gaps. It seems fitting that the final card would be a payoff card.
Cardinal - Action-Duration - $6*
At the start of each of your turns:
You may play an Action or Treasure card from your hand twice.
(This stays in play. This is not in the Supply)
General Concept: Cards that allow playing the same card multiple times.
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Throne room effects are often confusing in combination with each other, so I don't know what I think of a card that intentionally combines them. I'd probably mix in other card types, like sifting and draw.