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Variants and Fan Cards / Re: Really bad card ideas
« on: November 13, 2016, 01:06:01 am »Quote
rotaripsnoC
+1 Card
+1 Action
If you've played 3 or more actions this turn (counting this),
+
rotaripsnoC
+1 Card
+1 Action
If you've played 3 or more actions this turn (counting this),
+
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.
Polis Action - Duration - Reaction,
Choose one: +2 Actions; or
at the start of your next turn, if this is still in play, +2 Cards.
---
When another player plays an attack card, you may trash this from play or your hand to gain an attack card.
Ah, I think I was misreading the 0 on Sellout as a cost.
Sellout Event,
+1 Buy
Once per turn: If you have or less, gain a Curse. If you did, +.
Sellout Event,
+1 Buy
Once per turn: Gain a Curse. If you did, +.
Sellout Event,
+1 Buy
If you have or less, gain a Curse. If you did, choose one:
+; or gain a card costing up to .
Sellout Event,
+1 Buy
If you have or less, gain a Curse. If you did, +.
Thinking of this change.QuoteSellout Event,
Gain a curse. If you did, choose one:
Gain 2 cards, each costing up to ; or
gain a card costing up to .
Old card:
This feels like it should cost way less. It basically just gives you extra to spend, and only when you happen to want a card costing exactly. If you use it to get a card costing , which is probably more common, then it's just Borrow, except the gain a Curse penalty is way worse (normally) than the -1 card token penalty.
Sellout Event,
Gain a curse. If you did, choose one:
Gain 2 cards, each costing up to ; or
gain a card costing up to .
Debit Action,
+1 Card
+1 Action
Take a Coin token and a Debt token.
---
When you gain this, shuffle your discard pile and put it onto your deck.
Debit Action,
+1 Card
+1 Action
Take 3 Coin tokens.
Take 3 Debt tokens.
Debit Treasure
When you play this, take a Coin token and a Debt token.
Fall Behind Action,
+1 Card
+1 Action
---
When you gain this, each other player gains a card costing up to .
One tiny caveat: It should say, "when a player would gain a card from that pile . . . ." Otherwise, it's paradoxical--you can't gain both a card and nothing at the same time--(ok, you can, but only trivially).
And do you really only want Rabbits to have 10 cards in its pile, or should it be 20 like Rats?
Rabbits Action, *
+1 Buy
+
You may gain a Rabbits from the Rabbits pile.
Put this on a non-empty Supply pile that doesn't have a Rabbits on it.
(Players may only gain a card if it's on top.)
---
This costs while on a non-Rabbits Supply pile.
Cipher Action,
+3 Cards
Select a card from your hand. Discard it or put it on top of your deck.
You may spend an action to play this card a second time.
Dagger Action,
+1 Action
Trash a card from your hand.
Put this on the bottom of your deck.
---
When you trash this, gain a card costing up to .
Scatter Action,
Rip this card into 6 pieces.
Throws the pieces at the Supply.
Gain each card that the pieces land on.
I like the first version more and would actually have an easier time to explain it to other folks than in the case of the abbreviated text.
I also don't think that Rabbits requires a buff.
Rabbits Action, *
+1 Buy
+
You may gain a Rabbits from the Rabbits pile.
Put this on a non-empty Supply pile that doesn't have a Rabbits on it.
(When a player gains a card beneath Rabbits, they gain nothing.)
---
This costs while on a non-Rabbits Supply pile.
Rearrange Reaction,
When you get +1 Card, +1 Action, +1 Buy, or +;
you may reveal this from your hand to choose:
+1 Card, +1 Action, +1 Buy, or +.
Jungle Victory,
5
---
When you gain or discard this, put it on top of your deck.
Road Reaction,
During your action phase, you may reveal this
from your hand to spend an action for +2 Cards.
(This is not in the Supply.)
Road Reaction,
During your action phase, you may spend an action
to reveal this from your hand. If you do, +2 Cards.
(This is not in the Supply.)
Rabbits Action, *
+
You may gain a Rabbits from any Supply pile.
Put this on a non-empty Supply pile.
(Players may only gain the top card.)
---
While this is not in the Rabbits Supply pile, it costs .
Rabbits Action, *
+
You may gain a Rabbits from any Supply pile.
Put this on a non-empty Supply pile that doesn't have a Rabbits on it.
(Players may only gain the top card.)
---
While this is not in the Rabbits Supply pile, it costs .
I changed Skipper into Locksmith.QuoteLocksmith Action - Duration,
+2 Cards
At the start of your next turn,
+1 Card
You may treat a duration card you have in play as if each of your turns is the next turn.
(For that card, this is the start of your next turn.)
Locksmith unlocks your duration bonuses. Get tomorrow's bonuses today! For example, you can play Wharf and get +2 Cards and +1 Buy. Then you play Locksmith to unlock it's additional 2 Cards and Buy this turn. (You discard it at the end of this turn.) Turn Caravans into Labs. Turn Caravan Guards into Peddlers. Turn your Merchant Ships into +. Sometimes you don't want to fast forward your duration cards. For example, you want the attack bonus that Swamp Hag gives, but that's okay, it's nice to have the option. For cards like Champion and Outpost, this won't give you anything, but that's okay too; it doesn't mess anything up either. Sometimes there are no other duration cards in the supply, that's also okay because you can play it on itself. Usually Locksmith is 2 cards now and 1 later, so that's slightly slower than a Smithy, but if you play a second Locksmith you can unlock the first one to get your full three cards. But maybe you don't want all those cards now? That's fine. You have enough this turn, you can save some of them for the next one.
One problem is that as worded, you can use Locksmith on itself, making it just a strictly better Smithy. I see from your explanation of the card that that's not intended, but that's how it's worded. Also, the wording just isn't really clear and doesn't describe what you intend it to do. Durations give their bonus "at the start of next turn", so if you play a Merchant Ship and then a Locksmith, I don't really see how "each of your turns is the next turn" matters, because it's already past "the start" of the next turn; now it's in the middle of the next turn.
I think a more accurate wording might just be "execute the start of next turn effects of a Duration you have in play". It's not official Dominion language, but it's pretty clear. With this wording and your wording, it's not clear if you intend for it to be able to be used on a Duration you played last turn as well as one you played this turn. The wording seems to imply you can.
There's also issues with cards like Tactician, Haven, Gear, and Archive... If you use it on Tactician, do you get the bonus? Probably not, because you never discarded a card to it. If you use it on Archive, do you just get 1 of the set aside cards immediately? Thus causing Archive to be discarded a turn sooner than normal?
Finally, assuming you make it not work on itself like you want, then in a board without other Durations (which is a lot of boards), it's just a strictly worse Smithy.
Locksmith Action - Duration,
You may treat another duration card you have in play as if each of your turns is the next turn.
(For that card, this is the start of your next turn.)
At the start of your next turn,
+3 Cards
Locksmith Action - Duration,
+2 Cards
At the start of your next turn,
+
You may treat another duration card you have in play as if each of your turns is the next turn.
(For that card, this is the start of your next turn.)
Locksmith Action - Duration,
+2 Cards
At the start of your next turn,
+1 Card
You may treat any number of other duration cards you have in play as if each of your turns is the next turn.
(For those cards, this is the start of your next turn.)
Really Practical Card Action,
Trash a card from your hand.
Gain a card costing the Integral ^(1/2) d -
Warriors' Village Action - Attack,
+1 Card
+2 Actions
Each other player discards the top 2 cards of their deck.
If they shuffle a new deck, they gain a Curse.