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Variants and Fan Cards / Re: Fan Card Mechanics Week 50: A Natural Gift
« on: December 11, 2022, 09:57:40 pm »
Thanks for the challenge and the judging Augie279! I will try and get the next challenge up tomorrow.
The wording of "gain a card costing more than that isn't a Province or Colony" wouldn't fix the issue. Every card that doesn't cost costs more than ; costs more than , for example. My suggestion is "gain a card with only in its cost that isn't a Province or Colony."
That said, @Xen3k, I don't see why I would ever take a Curse to get a card when that also lets my opponent get a copy of the same card for free. That would be shooting myself in the foot by gaining a Curse to benefit my opponent just as much as it benefits me.
This is a fair criticism. So, I can drop the Curse gain for other players to gain a card, or require the active player to gain a curse as well to get a copy of the gained card. Either of those seem more appealing than the other?As worded, you'd gain up to 3 Curses and/or DDs. Because the cards "gained this way" were 3 Curses and 3 DDs.
As it is now, this is correct. I could change it to "For each other player, you may gain a copy of the cards they gained this way." That woulce the player of Dark Dealings to gain a Curse as well. Thoughts?
Whether you drop the Curse gaining for opponents or make the player required to self-Curse to gain cards, I think it's still not worth doing for your opponents since it still benefits you just as much as it benefits them.
That said, @Xen3k, I don't see why I would ever take a Curse to get a card when that also lets my opponent get a copy of the same card for free. That would be shooting myself in the foot by gaining a Curse to benefit my opponent just as much as it benefits me.
As worded, you'd gain up to 3 Curses and/or DDs. Because the cards "gained this way" were 3 Curses and 3 DDs.
Extra gaining as penalty as opposed to reward.
For example, when I gain a Golem or an Overlord, do I gain a Curse?
Not as worded, since it only takes into account.
Dark Dealings - $5
Night - Attack
Each other player may choose a non-Night card you have in play and gain a copy of it. They gain a Curse if they don't. For each card gained this way, you may gain a copy. If you don't gain anything, gain a Gold.
Industrialist - $5
Action
Trash a card from your hand.
Gain a card costing up to $3 more than it that does not share a type with it.
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When you gain this, gain a National Park and a Curse.
Goblin Village - $2
Action - Duration - Attack - Looter
+2 Actions
At the start of your next turn, you may discard a card for +$1.
If this is the first time you played an Attack this turn, each other player gains a Ruins.
Rumpelstiltskin - $5
Night - Enchantment
+2 Coffers
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Enchant a card costing $4 or more: The first time any other player gains a copy of that card each turn, gain a Gold onto your deck.
Burnt Offering - $5
Action
Trash this to gain a Gold.
Trash your hand, then, for each differently named card trashed this way, gain a card costing up to $2 more than it and a Copper.
Incubus - $5Interesting card idea, but i don't understand why the card includes "discard you hand"?
Action - Night - Attack
+ 2 Coffers
If it's your Night phase, discard your hand. Then, each other player may reveal a Night card from their hand. If they don't, they gain a Terror to their hand.
Incubus - $5
Action - Night - Attack
+ 2 Coffers
Each other player may reveal a Night card from their hand. If they don't, they gain a Terror to their hand.
If it's your Night phase, discard your hand.
Incubus - $5
Action - Night - Attack
+ 2 Coffers
If it's your Night phase, discard your hand. Then, each other player may reveal a Night card from their hand. If they don't, they gain a Terror to their hand.
Meat Pie - $5
Treasure - Liaison
Reveal up to two cards from your hand. For each different card type they have, choose a different thing: +$2; +1 Buy; +1 Villager; +1 Favor; Gain a Silver; Gain a Horse.
Pirate Recruiter by lompeluiten Quote Pirate Recruiter - 4$ | Judgement Pirate Recruiter is an interesting Militia variant. Handing out Mutineers will always be weaker than immediate discards, but the potential for it to give +$4 instead of +$2 is an appealing prospect. It kinda reminds me of Baron, but far less consistent. If it ever comes online, it will be later into the game due to needing the Mutineers to pile up, or have multiple players go Pirate Recruiter. With the attack being this weak and it being terminal, I am not sure it is as appealing as Militia. I think if it handed out another Mutineers it would be more appealing, but I really do like the concept. |
Buccaneer by LibraryAdventurer Quote Action - Attack | Judgement Buccaneer is a Market that trades the +Buy for a Mutineer attack. Being a cantrip, it has a greater potential to flood the other players with enough Mutineers to actually hurt. As long as the Kingdom does not have a card that would benefit from having on demand discarding, I can see this doing some good work. |
Buckaroo by Commodore Chuckles Quote Buckaroo - $4 | Judgement I am glad this was changed from the original version, but I think this is still very strong at $4. The Mutineer when you gain it helps balance it, but it still seems too good. I really like the concept, but I think to keep it at $4 it needs something more. Maybe another Mutineer on gain or play? I would like it more with just a little change. |
Greedy Mate by czzzz Quote Greedy Mate - $4 | Judgement A really cool Smithy variant. If it only had the option to gain a Copper for +1 Action, it would be underpriced at $4. With the added Mutineers gain, it feels just slightly weaker than Smithy, at least enough so to be optionally non-terminal. Junking yourself with Copper is a pretty rough, but it is a nice option to have available. Nice design. |
Corrupted System by NoMoreFun Quote Corrupted System - $5 | Judgement Ok, this is really cool. Turning Mutineers into Cave Dweller favors as long as Corrupt System is in play is quite nice. The bonus card draw from discarding cards to any other effect is really strong. I’d have to try it out a bit to see just how strong of an effect it is, but it being terminal and priced at $5, I think this feels pretty balanced, depending on the Kingdom. |
Ruined Wharf by weretheruler Quote Ruined Wharf - $4 | Judgement A Wharf for $4, minus the Buy, plus Mutineer gain. Solid design, and not much more to say. I like it, and if it is too good there are tweaks that can be made without changing the price. |
Dark Water by BryGuy Quote Dark Water - $2 | Judgement With the clarification on the effect lasting until end of turn, this just seems broken. First, it is nonterminal. Second, it only costs $2 for its effect. Third, playing a Warehouse after this will net you either +$3 or +3 VP. If it was the only source of discarding (through the Mutineers), I think it may be ok, but there are so many other ways to discard cards. I also just thought of the fact you discard during cleanup, and I think you would gain VP for those cards as well. I like the idea of a cheap Mutineers gainer with a nice effect from discarding cards, but I don’t think this is balanced. |
Press Gang by Erick648 Quote Press Gang - $3 | Judgement Oof, drawing 5 cards is really nice. I do not think the Mutineers have a hope of balancing out that kind of card draw for this price tag. Mutineers will most always be gotten rid of by discarding junk or green. With that in mind I would be more than happy to draw 5 cards and not get rid of any Mutineers that turn if I don’t have the junk or extra cards in hand. The design has a few things that can be modified to make it more reasonable, dropping the draw to +4 Cards would be my first step. I do really like the simplicity of the design though. |
Jinxed Plunder by Builder_Roberts Quote Jinxed Plunder - $3 | Judgement This is a really cool idea. I like the price at $3. I like that you can’t immediately get rid of the Mutineers the same turn you play it. In a Kingdom without Villages, I can see this getting a lot of use. Otherwise, buying one or two early game for the flexibility would be something I would do. If I would change anything, I would see how it feels with +2 Mutineers. Probably fine as it is. Great design. |
Impressment by emtzalex Quote Impressment - $0 | Judgement I am not sure how I feel about having unlimited buys in a game. I know it comes at the cost of gaining Mutineers, and I like that you must wait for your next turn to get rid of them, certain cards notwithstanding. I can see how it would be quite dangerous to use this late game when another player could end the game before you get another turn. Simple, clean design. |
No, I assumed you meant from your hand. I mean what cards are being referred to? The cards that have already been discarded, or the ones that will be discarded? For how long do you have to track this effect, for the rest of the game? The card itself does not discard any cards, so it needs to be a bit more specific.Oh, i guess from your hand. Is there discarding from another place?
Could you clarify which discarded cards it refers to?
I really like this mechanic. An pitty you have such few submissions. But do you really think more will come?
| Quote Mutineers |
People of the Pumpkin Patch
Ally - Landmark
When you gain a card costing $4 or more, you may spend a Favor.
If you don't, trash a Curse from the Supply and gain a Pumpkin.
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When scoring, for each Curse in the trash, you may spend a Favor. Each time you don't, -1VP.
Carving Knife - $2
Treasure - Heirloom
$1
You may trash 2 cards from your hand, for +1 Favor. If you didn't trash a Pumpkin this way, gain a Pumpkin.
Pumpkin - $0* (pile of 8 per player)
Reaction
When you trash this, if you have Carving Knife in play and have not gained a Jack-O-Lantern this turn, +1 Coffers and gain a Jack-O-Lantern. Either way, return this to its pile.
(This is not in the Supply.)
Jack-O-Lantern - $3* (pile of 10 total)
Night
+1 Coffers
You may trash a Curse from the Supply for +2 Favors.
Return this to its pile.
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When you trash this, gain a Curse and return this to its pile.
(This is not in the Supply.)
Kindly Benefactor - $5
Action - Single
+1 Action
+$3
Each other player reveals their hand. The player with the fewest Victory cards in hand gains this (the player closest to your left wins ties).
This turn, when you play a card, –1 Buy. (You can't go below 0 Buys.)As phrased, this counts plays of Treasures, making it a lot weaker than it probably should be.
Picky Patron - $4
Action
+$3
+1 Buys
This turn, when you play a card costing $1 or more, –1 Buy. (You can't go below 0 Buys.)
It will be fine in most games, but I don't like that the penalty will unnecessarily hose other cards that use the Tavern Mat, especially things like Miser, Ratcatcher, Distant Lands, and Wine Merchant which all encourage putting multiples of themselves (or Coppers in Miser's case) on the Tavern Mat. The simplest fix would be to just create a separate mat that's used just for Mad Alchemist. You also could then put the scoring instructions on the mat and eliminate the need for States.