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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 18, 2020, 04:29:21 pm »I fail to see in what way the 5 cards you mentioned are related to a now-and-later Throne Room. Captain is an emulator, what does this have to do with TR?DXV tested a Duration TR for Seaside and it was bad.
That was like, a decade ago and also Seaside was part of the first "big batch" of five expansions. Maybe the concept has grown up now that Feast/Thief/Saboteur/Scout are retired; is it really that far off from Captain?
As a stupid example, if you use Captain to play two Pearl Divers it is like a delayed Lost City (now a cantrip, +1 Card +1 Action on the next turn). If you use a now and later Throne Room on Pearl Diver it is -1 Card on this turn and +1 Card +1 Action on the next turn. That's the same net effects as Ghost Town, with the big difference that you need two cards for it to work and that the handgaining of Ghost Town is absent.
I know that this comparison is not perfect or complete, I intentionally picked the weakest card to illustrate that Captain is pretty decent even when there are weak Action cards in the Kingdom whereas you cannot say the same about the now-and-later TR.
Re; my examples - I mean the now-and-later throne was probably tested against some cards that weren't worth testing against - garbage in, garbage out.
A throne room in general requires a collision; the next turn effect really just boosts the efficacy of attacks that require consistent application - by your metric, Ghost ship is a Superlab on the next turn, even if everyone else has a Moat - Discard and topdeck attacks in general will be more effective with this - I think this is a great enabler for Pirate Ship, up there with Prince.
You could make your exact same case that Band of Misfits is better than Throne Room because it doesn't require collision, but at the end of the day, they're both useful in different contexts. When I brought up Captain, I was comparing this cards now-and-later-ness to an existing now-and-later card and they can be of varying degrees of utility - there's oceans in that $2 price gap between $4 and $6.
This still at least hits something when it misses the collision, which is more than can be said about other thrones.
I could fix this but it's fine if it does a blue dog miss - there's no required player accountability with it beyond what's stated, like the original Moneylender or Throne.Needs to be optional for when it gets played with no Victory cards in your hand.QuoteVista • $5 • Action - Victory - Duration
Set a Victory card aside under this, face up.
(This stays in play)
If the card set aside in this way cost $5 or more, cards cost <1> more during your turn.
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This is worth VP equal to the set-aside card.
This is a riff on an old card from the Throne Room contest, spiralstaircase's Eyre, with the difference being this always works (and sometimes hurts you after the fact) instead of having to try to time it.
I was playing around with a similar idea, but the problem is that its power budget gets completely eaten up by setting aside Provinces and then it ends up feeling so similar to a less interesting Island anyway. The really meaningful difference here is that it makes cards more expensive, but that only occurs so close to the end of the game (other than the fact that it drags out the game's ending more because adding another whole ~36VP to the game is pretty silly) and doing virtually anything else with it seems like such a waste of a one-shot $5 card.
What about if it, rather than going from hand for its target card, was like Rebuild, where it seeked (sook?) out the next Victory card in your deck and set it aside? It'd still be terminal. Maybe get rid of the penalty with that since it's going to be more randomized. Feel like that'd be less centralizing than Rebuild. Could be maybe a little swingy in slogs (player A sets aside an Overgrown Estate, player B sets aside a Colony - bad news bears for A) but it wouldn't slow the game down nearly as hard as trying to line up a collision which causes a price increase.
Revising it to
Quote
Vista • $5 • Action - Duration - Victory
Reveal cards from your deck until you reveal a Victory card. Set the revealed Victory card aside, face up, under this. If this sets aside a Province or Colony, all other players get +1 Card.
(This stays in play).
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This is worth % equal to its set-aside card(s).