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Variants and Fan Cards / Re: Fan Mechanics Week 54: At the Border
« on: January 17, 2023, 06:10:50 pm »
With the snag of cards being gained to other places, I wondered if this mechanic was worth doing. These entries show interesting things it can do, so maybe it was.
Runner-up: Desert Coyote by BryGuy
Winner: Infiltrate by NoMoreFun
The Coyote was innovative! I did not think of treating the Treasures on the Border like they were in play. But, I felt the design that was safest in its presented form should take the win.
czzzz | Workshop that can pick up gains earlier in the turn to hand. +: Putting a card gained this turn to hand is a new effect that the Border accomplishes. It can potentially be interesting too. Unlike other Workshops, having multiple copies is often meaningful. -: sad when there are no Villages. The +Buy does compensate for this situation, but feels tacked on; Workshops enable gaining multiple cards per turn anyway. Overview: the premise feels like a simple card that should exist, but the execution could be a bit better. | |
BryGuy | Quote Desert Coyote | Expand/Mine a card into a Treasure, then buy a card including the Treasures on the Border. +: Nights checking your Border work well. Building up to big gains or Provinces can be achieved in different ways, which is interesting and replayable. -: it needs to check that cards in play to trash would be discarded this turn. It feels very strong; an unspent Silver can be made at least into a Gold and a , non-terminally. Overview: with a bit of power tweaking this could be a great card. One possibility is to fix the gained Treasure to a Silver. |
emtzalex | Cycling Lab that cheapens with more gains and trashes on a single turn, with an Heirloom that adds trashing and +Buy for multiple gains. +: The Heirloom enables Culper Ring well. Forced trash makes using it later game a little tricky, unlike Goat. -: the player interaction works negatively here, when one player works to cheapen these the other players don't have to for that round of turns. The Heirloom is a radical speedup to the game that probably narrows the number of viable strategies. Overview: speeding up a Border game might be a good move, but I fear that Silver Dagger will script most of them. The cost reduction is probably better looking at just the player's own Border. | |
LibraryAdventurer | Quote Shipping Village | Village that plays Actions gained or trashed during the turn. +: interesting to build around, especially with tfb-ing an Action. Being a Village helps terminal gainers or trashers set up the extra play effect. -: this will need the Command treatment to stop infinitely playing Outgoing Shipping Villages. Overview: it loves having Action gainers and trashers in the Kingdom, so much so that without them it may be best to select another Village to make an interesting game. Because it's inconsistent even when such cards are present, my overall excitement is lukewarm. |
NoMoreFun | Quote Infiltrate | Regular Throne that can thin instead, or do both with an Action previously trashed or gained during the turn. +: the function of weak thinning lets this be a reliable Throne+. There are other little uses like keeping hold of a trashed Action for later in the turn. -: only little negative things. The use of the Border isn't so interesting here, as this is almost 'trash a card from your hand. If it's an Action, you may play it twice' with a few hard-to-pull-off extra functions. Overview: weak trashing on a Throne is nice, a card I'm happy to see on the table. The other things it can do may as well be there, they don't take elegance away. Safe design. |
Runner-up: Desert Coyote by BryGuy
Winner: Infiltrate by NoMoreFun
The Coyote was innovative! I did not think of treating the Treasures on the Border like they were in play. But, I felt the design that was safest in its presented form should take the win.