Once again, thanks so much for the feedback. I realize it's all complaints
but how else will the set get stronger?
Aquifer (5)
Action - Reaction
+1 Card
+$1
You may play an Aquifer from your hand.
-
When you discard this card any time other than during Clean-up, you can reveal it to gain an Aquifer.
Why limit the +action on this? I think your first version (Ancient Waterways) was fine, but I probably wouldn't buy this version. too weak.
I kept having games where I rapidly picked up most of the Aquifers, and while I felt that was okay, chaining them into other cards (with +draws) felt somewhat too powerful. That was my thinking, anyhow. Alternatively, I could make it work more like a Crossroads, where the +Actions is limited to the first time you play one per turn.
Earthmound Village (5)
Action
+1 Card
+2 Actions
Reveal your hand. If you revealed no Copper, +1 Card, +1 Buy and +$1.
I'm debating removing the second +1 Card.
I suggest you do remove the 2nd +card. This is (often) much easier to activate than city.
You aren't the only person to say this, as it was a common comment by my playtesters. I will remove the 2nd +card.
Encroach (6)
Action
+2 Cards.
+1 Action.
Reveal a card from your hand. Gain a Victory card costing less than it onto your deck.
I still don't see the appeal of this card. I guess it could combo with Groundskeeper/Duke along with some gold, but usually I wouldn't want it.
I'm thinking of reworking it a bit to make it a bit more attractive; replace the reveal with a discard a treasure, gain a Victory card costing up to 2 more, put it on your deck.
Inspector (3)
Action - Attack
+2 Cards
Reveal then discard 2 cards.
Per card discarded, each other player with 4 or more cards in hand discards a copy of it (or reveals a hand with no copies.)
This attack could sometimes be really mean/swingy/political, especially if you can reveal your opponents' hands before playing this (or play two).
I'm thinking I'll nerf this down to only cause a discard of one matching card. Although a player still has to do to himself the same thing that he's doing to his enemies.
Archaeologist (7)
Action
+3 Cards.
As you draw these cards, you may set aside up to 3 Cards and draw replacements for them, discarding them afterwards.
I think this would be fine costing $5. The "up to 3" is enough of a limitation. Anyway, it seems too similar to Catacombs. I guess the draw part is strictly better than Catacombs, but not by much and Catacombs has the on-trash benefit, so I still think it'd be okay at $5.
The idea is a library that draws cards when you are full up on cards, with a (limited) ability to choose the cards.
Mind you it might make more sense (and be more cost-appropriate) if it simply draws 6 cards and lets you pick 3 of them.
Anthropologist (5)
Action
Play each of the cards set aside by Anthropologist in any order, then end your Action phase.
-
When you buy this, set aside an Action card from the supply other than Anthropologist that costs exactly $3 more than the number of cards you have set aside with Anthropologist.
-
Setup: Add an Action pile costing $3 and an Action pile costing $4 to the Supply.
This is really confusing. What do you set aside when you buy one without having any cards already set aside?
You set aside an Action card costing $3. But if it's super confusing, it might need to be written better. It's also currently under a lot of testing. The idea is to make a card that lets you play a chain of terminals without having them in your deck. Also I've found that it's hard to cost (go figure.)
Sarcophagus (6)
Action - Attack
Choose an Action card in the Supply costing up to $4.
Play that card three times, then trash it.
-
When you buy this each other player gains a Curse.
Does this need the on-buy attack?
It's literally just flavor. It's the coffin of a pharoah.
Shipwreck (5)
Action
+2 Cards
+$2
+1 Buy
When you buy this, trash any Treasure cards you have in play.
Does the cost (and the additional cost) balance the inherent power of this card?
No. The on-buy effect is helpful, not a drawback at all (see Mint). This might be okay costing $6.
Thanks. I want some sort of extra cost that simulates a shipwreck occuring, but not sure what.
Tomb Guardian (4) Action - Attack
+$2
You may gain a Curse card. If you did, +1 Action, +$1.
If the Curse pile is empty, each other player with 4 or more cards in hand puts 2 cards from their hand onto their deck.
Would be better with Ghost Ship's wording "...until he has 3 cards in hand." Otherwise, players with 4 cards in hand end up with 2.
Will do.