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Messages - emtzalex

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26
Week 78: He Who Remains
Winner: City Square by NoMoreFun.  Runner-up: Metropolis by LibraryAdventurer.
Quote
City Square
Action/Remain - $4
+2 Cards
+2 Actions
At the end of your buy phase, +1 Remain per Action you have.
Quote
Metropolis
$5 - Action - Remain
+1 Card.
+2 Actions.
+2 Remain.
-
During each of your buy phases, you may pay $2 for +1 Remain.
At the start of each of your turns while this is in play, +1 Action.

27
Week 77: Trope (Horizontal)
1st Place: Meet Cute by emtzalex.  2nd Place: Frolicking by NoMoreFun.
   
Quote
Frolicking
Trope
Play with the top card of your deck revealed. If it's a Victory card, first get +1 Action when you play an Action

28
Week 76: What was yours is now mine
Winner: Harvest Tools by BryGuy.  Runner-up: Tablets by Will(ow|iam).
Quote
Harvest Tools • $4+ • Souvenir
At the start of your turn, you may discard two cards for +1VP and +1 Card.
After your Buy phase you may trash a card from your Hand and this costs $1 less, but not less than $2.
Quote
Tablets
$6 Souvenir
When you play a copper, if you have an even number of coppers in play, +$1.

29
Week 75: Obstacles
Winner: Besieged by J410.  Runner-up: Tight Squeeze by BryGuy.
   
Quote
Tight Squeeze • $6 • Obsticle
Until bought, at the start of your turn, discard down to four cards.

30
Week 74: Tiny Isle
1st Place:
Rampage by Will(ow|iam).
2nd Place:
Seagull by Snorka.
Quote
Rampage
$3 Event
Put the top 2 cards from your deck onto your tiny isle.

31
Week 73: Overplay
Winner: Aligned by Ethan.  Runner-up: Prospector/Panner by BryGuy.
Quote
Trait - Aligned
When you play an Aligned card, follow its instructions, then +2 Cards per card overplayed.
Quote
Prospector/Panner • Randomizer
For four or less players, this pile starts with one more copy than players; otherwise use five copies. All Prospectors are on top.

Prospector • $4 • Action
+2 Cards
+3 Actions

Discard a card.
Overplay: Per Action, +2 Cards and discard three cards.

Panner • $6 • Action
+4 Card
+1 Action
+1 Buy

Discard two cards.
Overplay: Per Action, +1 Card and +$1

32
Week 72: Season 7 Finale
Winner: Wayfinder by J410.  Runner-up: Chariot by Aquila.
Quote
Wayfinder - Fury, $5
To play, delay an Action card from your hand by 2.
+2 Cards
+1 Buy
Quote
Chariot - Fury, $4 cost.
To play, you may discard 3 cards. If you don't, take <2>.
+3 Cards
Dream: Ambitious
Quote
Ambitious - Dream
If you have more cards in hand than you have in play and you have gained at least one card this turn, gain a card onto your deck costing up to $4.

33
Week 71: Brother and Sister
Winner: Indentical Twins by bigotato.  2nd: Motherly by StrangerSon712.3rd: Siblings by BryGuy.
   
Quote
Motherly
Trait
When you gain a Motherly card in a turn, if you don’t have a Brother, Sister, or Motherly card in play, gain a Brother and a Sister.
Quote
Siblings
$6 Project
When you shuffle, gain a Sister or Brother not in play to include in the shuffle.
-
Setup: Brother & Sister are cards costing $3-$5 and not the same cost.
[/size]

34
Week 70: Turn Counter
Winner: Stock Document and Plutocrat by Alki. 


35
Week 69: Foreign Market
Winner: League of Explorers by fika monster.  Runner-up: World-traveling merchant crew by Will(ow|iam).
   
Quote
World-traveling merchant crew
Ally - Import

During your buy phase, if your Journey token is face down, then you may buy from the Foreign Market, and you may not buy from the supply. At the start of your buy phase, you may spend 2 favors to flip your Journey token (it starts face up).

36
Week 68: Geyser mat
Winner:
Nordic Island (with Private Geyser Pool) by Alki.
Runner Up:
Crowd by Will(ow|iam).
Quote
Crowd
$5 Event
Put a card from your hand anywhere in your deck. Gain 2 cards costing up to $4 to your Geyser.

37
Week 67: This land is your land, this land is my land
Winner:
Currywurst Stand by BryGuy.
Quote
Currywurst Stand • $2 • Event - Landmark
At the start of your turn, you may remove one token from this for +1 Card, +1 Action, and +1 Buy.
This is worth 2 Victory for each token not of your color.
Set-up: Each player places four tokens of their color.

38
Week 66: Berserker's Fury
Winner:
Wildman by segura.
Runner-up:
Cantrip by 4444.
Quote
Wildman
Fury - $4
To play this, play an Action card from your hand or discard a card.
+1 Coffers per card you have gained this turn.

39
Week 65: What a Character
Winner: Joanne De Arc by fika monster.  Runner-up: Kaladin by czzzz.
   

40
DXV nixed quadratic scoring for good reasons.

The reason (as I understand it) is that it's too powerful, so winning the quadratic scoring pile nearly always wins you the game. This mechanic might be the one way to (potentially) make it work, as winning the game that the card is in isn't the be all and end all (as it is in any other card design).

41





Quote
Ozymandias Statue • $6 • Victory - Memory
Worth 1VP per Ozymandias Statue you have.

In your next game, after each shuffle, gain a Ruins onto your deck.

For some reason, this mechanic reminds me of the poem "Ozymandias" by Percy Shelley:

Quote
I met a traveller from an antique land,
Who said—“Two vast and trunkless legs of stone
Stand in the desert. . . . Near them, on the sand,
Half sunk a shattered visage lies, whose frown,
And wrinkled lip, and sneer of cold command,
Tell that its sculptor well those passions read
Which yet survive, stamped on these lifeless things,
The hand that mocked them, and the heart that fed;
And on the pedestal, these words appear:
My name is Ozymandias, King of Kings;
Look on my Works, ye Mighty, and despair!
Nothing beside remains. Round the decay
Of that colossal Wreck, boundless and bare
The lone and level sands stretch far away.”

I wanted to capture both the glory and power of the Ozymandias that had those statues carved, as well as the ruinous fate that left that power only a memory. Thus I came up with Ozymandias Statue. In its first game, it is a pure Victory2 / quadratic scoring Victory card (i.e. the value of n copies of OS is n2). In the next game, that awesome power becomes a crushing burden, burying a player in Ruins cards.

If only one player goes for these, they are almost certain to win that game, but almost guaranteed to lose the next game. On the other hand, if (in a 2 player game) the pile is split 5/3, the player with 3 has a massive VP disadvantage, but could end up with the same number of Ruins (since there is a fair chance they will hit a 2nd shuffle before the other player does). Thus, if you are behind on the OS rush, you may be better off giving up on this game, letting your opponent win this one and lose the next, then hoping to win Game 3.

FAQ
  • The card doesn't have the Looter type because the Ruins pile aren't used during the game this is in the Supply.
  • In the game where this is on player's Memory mats, a normal number of Ruins are used (10 per player beyond the first).
  • The effect is cumulative, so a player with 4 Ozymandias Statues on their Memory mat will gain 4 Ruins onto their deck each time they shuffle (until the Ruins pile is empty).

42
Variants and Fan Cards / Re: Fan Card Mechanics Week 78: He Who Remains
« on: December 08, 2023, 01:21:15 pm »

Fan Card Mechanic Contest #78: He Who Remains


The Results

Thanks to everyone who participated. Here are the results:

Winner: City Square by NoMoreFun

Runner Up: Metropolis by LibraryAdventurer


43
Variants and Fan Cards / Re: Fan Card Mechanics Week 78: He Who Remains
« on: December 08, 2023, 01:16:36 pm »


Fan Card Mechanics Week 78: He Who Remains








Secret Lab
$4 Action - Remain
(purple/orange color scheme)
Pick a number; X refers to that number.

+X Remain
+X Cards
+1 Action
--
-3 VP if there are any remain tokens on this at the end of the game.





Secret Lab by Will(ow|iam)

Secret Lab is a lab variant that lets players draw as many cards as they wish, but then gets the same number of Remain tokens (staying out for that many turns). As an additional penalty, if a player uses in in such a way as to have Remain tokens left on it at the end of the game, they suffer a -3VP penalty.

As an initial matter, if it's going to be Purple and give you negative VP, it probably should have the "Curse" type (although that creates its own problems). This also raises some questions (which go to the rule itself and which I need to decide) about how the Remain mechanic interacts with Command cards (i.e. does it put Remain tokens on the Command card or are there just no tokens placed anywhere). However, these issue are secondary to this card being completely busted.

As it is, the card is way too strong as a 1-shot full deck drawer; even with the 3VP penalty, the guaranteed ability to buy a Province makes it a trade you'd always take, which makes the card way too powerful in many situations. The easiest example of this is with Armory. If you open Silver / Armory, and draw the Armory on Turn 3, you can play it to gain SL onto your deck. Turn 5, play SL to draw your entire deck, play Armory to gain an SL onto your deck, then buy a Province with the $9 you have ($7 from your Coppers +$2 from the Silver). In a 2 player game, you can repeat this every turn until the Provinces are gone; with multiple players, you'll get 10 of 12. Even with the 3VP penalty (making your Provinces effectively count as Duchies), you're still way ahead of your opponents. And while this is the most direct way of doing this, there are a ton of cards/combos that let you topdeck a $4 Action each turn.

I'm not sure if there is any clear way to fix this; maybe you could change the VP penalty to something saying "You can't buy Victory cards this turn." That might be too oppressive in most games, while not fixing the problem in others (with, e.g., Dominate or a combo like village - bandit - cantrip - remodel).






Quote
Tropical Village/Farm • Randomizer
This pile starts with as many copies of each card as players, but minimum three and maximum five. All copies of Tropical Village are on top. | Set-up: Add an additional Kingdom piles costing $2.
.                    :)
Tropical Village • $4 • Action - Remain
+1 Action
+1 Remain

Discard any card for +1 Remain each.
-
While this is in play, at the beginning of your Action phase, you may remove a token from here for +1 Action. When you gain a card costing $2, +1 Remain.
.               :)
Tropical Farm • $5 • Action - Remain
+1 Action
+2 Remains

Discard any card for +1 Remain each.
-
While this is in play, at the beginning of your Action phase, you may remove a token from here for +1 Card. When you gain a card costing $3, +1 Remain.






This is a split pile of cards that use Remain tokens as a bonus, with the chance to be a village (in the case of Tropical Village) or a lab (in the case of Tropical Farm) on subsequent turns, if they're adequately powered. In addition to their base Remain token(s) (1 for TV, 2 for TF), they get additional tokens from discarding cards on-play, or from gaining cards of a certain value ($2 for TV, $3 for TF) while they're in play. The card also adds an extra $2 Kingdom card pile, and the number of each card is pegged to the number of players (but stays between 3-5).

Unless I am missing something, these seem prohibitively weak. TV plays as a Ruined Village (a junk card), and unless it's bonused up through either discarding or buying a $2 card, it does nothing the following turn but wait around (since the one Remain token is removed during that turn's clean-up). Even if you do bonus it up once or twice (getting a village effect on the following turn), and even if doing so was no real disadvantage (because you discarded dead cards and/or would have gained the $2 anyway), the card is still significantly worse than Fishing Village while costing more. The fact that it gives you no benefit this turn is a huge downside, and needing to buy $2 to bonus it up will often be a bad bet (even with the addition of the extra $2 pile).

TF is not as bad, as (even without bonusing it up) you get a lab effect the following turn. But that play is significantly weaker than Caravan while costing more. Bonusing this up is a bit less onerous, as buying $3 cards is almost always part of some strategy. However, by the time you get to, gain, and play TF, you may very well have finished much of your Silver gaining. It does combo very well with Horses/Experiment. If you can gain 2 Horses or an Experiment (which will then gain you the 2nd Experiment) each turn, you can keep your TF(s) going indefinitely (giving you 1 Remain token for Clean-up and 1 to draw).

One challenge of a split pile is that if the top card isn't emptied, the bottom card is inaccessible (absent Battle Plan). Thus, even in games where TF is particularly strong, players may never see it. This is somewhat mitigated by the adjustable pile size, but even then, there's a strong disincentive to buy multiple copies of a terrible TV, only to unlock TF for everyone.

These need major buffs. At a minimum, I think TV needs a +1 Buy to making getting $2 card easier. I would also be inclined to make TF terminal, so players are incentivized to buy TF. I might do something like:
Quote
+2 Cards
+2 Remain
Gain an Estate. You may return an Estate from your hand to the Supply. Discard any number of cards. +1 Remain per card discarded.

While this is in play, at the beginning of your Action phase, you may remove a token from here for +1 Card; when you gain a card costing $3, +1 Remain.
That might be too complicated, but I'd like to see the cards do more the turn they are played.





City Square
Action/Remain - $4
+2 Cards
+2 Actions
At the end of your buy phase, +1 Remain per Action you have.





City Square by NoMoreFun

City Square is a Lost City variant, that uses Remain tokens as a negative (strictly to withhold the cards). The number of Remain tokens are conditional, based on how many Actions you have at the end of your Buy phase.

I love this card. LC is such a strong engine component because it not only gives you two of the most important things to keep your engine going (cards and actions), but those things complement each other, with the extra Action meaning you'll be able to use what you draw, and the extra Card meaning you'll be more likely to draw something to use that Action on. As a result, LC (or imitators thereof) tend to be quite useful, and you can never really have too many of them (except for the opportunity cost in just getting them, and not other things). CS turns that on its head; while playing 1 SC without any terminal cards is bad enough (keeping it away from you for 2 turn), playing more makes that exponentially worse, adding more Remain tokens to more cards. The fact that it does this on such a simple card is really impressive.

The only issue is certain fan mechanics (Acts, overplay) which could let you burn Actions too easily, and not have any risk, but I'm not counting those against you. Certain terminal ways (Otter, Sheep, Monkey) potential mitigate that risk somewhat, but players will still be in a position of having to choose when to play CS by itself, and when to use the Way. I don't think that in any way compromises the balance of these.









Quote
Guarded Kingdom (Reaction/Remain, $10)
+10%
+4 Remain
Untill this is discarded from play, discard 1 card from your hand at the start of your turns.
-
When you gain this, play it.





Guarded Kingdom by grrgrrgrr

Guarded Kingdom is Victory-card-esque card that, as a pure Reaction-Remain, is not playable from your hand. However, it plays itself on-gain, giving you 10 VP tokens and itself 4 Remain tokens, which function as 4 start-of-turn discards. This penalty is interesting. In theory, you could use Remain on Victory cards as a benefit, keeping a dead card out of your deck. But, in a way, this does the opposite, as discarding a card is very similar to drawing a dead card (as you end up with 1 fewer useable card). Thus, instead of never drawing GK for those 4 turns, it's as if you always draw it.

As a card that gives a player 10VP, the obvious comparison is to Colony, which costs $1 more, but does not have the discard penalty. While this could, in theory, be more than balanced, that $1 difference means that you can use standard remodel variants ("costing up to $2 more") to turn $8-6VP Provinces into 10VP GKs. This is a huge difference, and (imo) a big part of the reason that Expand costs $7 while Remodel costs $4.

Speaking of Remodel, the fact that the card gives you the 10VP on-gain also means that (once you get it out of Remain jail), you can use trash-for-benefit cards on it and still keep the VP. In addition to remodel variants, Ritual and Priest are potentially very strong options. Also, the fact that it remains in play messes with some designs (like Changeling) that rely on the fact that high-value VP cards are not in play.

It's an interesting idea, but I think it might need a bit of work, or even work better with a different mechanic (like Freeze).






Metropolis
$5 - Action - Remain
+1 Card.
+2 Actions.
+2 Remain.
-
During each of your buy phases, you may pay $2 for +1 Remain.
At the start of each of your turns while this is in play, +1 Action.





Metropolis by LibraryAdventurer

Metropolis is a village variant that uses Remain tokens as a bonus. In addition to working as a standard village on-play, it will repeat the net effect of giving you +1 Action for each turn it remains in play; at least 2, plus one more for each time you are willing to pay $2 to extend its run. Generally this is a nice, clean use of the mechanic, which I like a lot.

The only issue I have is slightly technical, involving paying $2 to add an extra turn of +1 Action. First, I think players can only spend $2 for +1 Buy once per Buy phase per card, but that should probably be clarified (it's probably enough to do that in an FAQ). Another thing I'd point out is that allowing a player to "spend" $ during their buy phase independent of some other interaction can potentially have some unusual effects. Generally, if you spend your last buy and doing so doesn't have the effect of giving you an additional buy, your Buy phase always ends, as there's nothing else to do. That means, for example, if you buy Nomads with your last buy, the $2 you get is unusable; similarly, playing most Action cards you buy on-gain with Innovation or City-State does you no good, as you have no buys left. It's not a big concern for me, but it's something to think about.


44
Variants and Fan Cards / Re: Fan Card Mechanics Week 78: He Who Remains
« on: December 05, 2023, 12:19:36 pm »
Sorry for the delay. I should have something out tonight.

45
Variants and Fan Cards / Re: Fan Card Mechanics Week 78: He Who Remains
« on: November 30, 2023, 02:35:14 pm »
CONTEST CLOSED!!!

I will try to get the judging out tonight/tomorrow. Again, here are the submissions I believe I have so far (let me know if I've missed yours):

46
Variants and Fan Cards / Re: Fan Card Mechanics Week 78: He Who Remains
« on: November 29, 2023, 02:30:09 pm »
24 Hour Warning!!!

Here are the submissions I have so far (let me know if I've missed yours):

47
I do like totally disagree. Unless you open 5/2, A will buy the Event to kickstart something that is beneficial for him. B cannot forsake gaining a $5 on T1 unless he has 5/2 so he will also buy it. A will gain a $5 or Gold on T2 and B cannot really skip buying the Event (unless he had 2/5). So we have a slightly asymmetric situation with A having weaker cards but the first player tempo advantage. He can always force a draw via gaining Provinces. That is scripted play and beyond boring.

If there has been gained anything with extra Buys, the situation becomes more complex as players could do something else on there turns besides just gaining Provinces.

In the end my point is fairly simple: Provinces gaining without any costs like Remodel or whatever just does not work. Not because it is mechanically unsound but because it can lead to simple, boring rushes.

I think that the card would still be boring with a non-Victory clause (it is like a scaling Alms) but at least it would work.

In your vision of what would happen, players are behaving as they would in a normal game of Dominion despite knowing that they are not playing a normal game of Dominion (because, according to you, the Province rush is inevitable). You say that "B cannot forsake gaining a $5 on T1 . . . " But what good is a Minion or Torturer in a game where both players are just going to be buying a $0 Event every turn?

If anything, it creates something like the Bottle Imp paradox, where future transactions preclude (or at least heavily discourage) earlier ones. Buying AC with 6 tokens on the Eye effectively allows your opponent to start the Provinces rush. Not only does that allow them to force a tie, but (much more seriously) if they can buy the first Province and then you can't match them on the following turn, they can start the rush and win the split 5/3. Strategically, gaining a $5/$6/$7 card is not going to be worth that, so players just won't do it. That buy will (usually) only happen near the end of the game, if ever, and only if it gives the player doing it some sort of strategic advantage (see the PPR scenario in my last post).

Knowing this, the bargain for buying AC with 5 tokens on the Eye is probably gaining a Gold or $5/$6 card in exchange for the (relatively small) risk of your opponent being able to do something interesting at the end of the game. This is a pretty safe trade, which most players will probably make. Knowing that, the bargain for buying AC with 4 tokens on the Eye is that you gain a $5 card and your opponent gets something at least as good or better. This will almost never be a bargain worth taking in the early game, so players will almost never take it. Instead, they'll hold back and use it (if ever) in a more strategically advantageous situation. That might be in the midgame (e.g. getting the last card of a $5 pile rush) or the end game (e.g. gaining a Duchy when you miss $5).

None of that may ever happen, so the downside to buying AC for the first time is relatively low, but (in the vast majority of cases) so is the benefit.

48
I don’t get this. It just oscillates to and fro and an extra Buy is quickly (in 3P game literally on T2) worth a Province. In a 2P game greening will start on T3 so the game will be over on T6.

At least in a 2P game, you would hesitate to buy AC as soon as there's six tokens on it, since your opponent would then be the first one to get a Province from it - and possibly the only one, since they can just wait until the last turn of the game to get the $8 Eye for an extra free Province. The game won't become a Province rush unless both players want it to.
I think it's an interesting interactive card in 2P. But I'd consider setting up the Eye with 2 or 4 tokens instead of 3, to make the first AC buy of the game a more difficult decision. With 3 tokens at set-up, if you're the first to buy the Event and it oscillates to and fro, you'll also be the first to gain a Province from it (since the token is added before the gaining).

I don't think buying AC will at all be automatic, especially in a 2 player game. Getting a free $4 card is significantly weaker than getting a free $5 card, which is significantly weaker than getting a free $6 card. That's part of the reason I started it at 3 tokens. There's not (imo) enough of a difference between gaining at $3 and gaining at $4 to make the free gain have a big drawback.

Also, while the first to buy AC will can ultimately be the first to gain a Province, that only opens up if the other player buys AC twice. They can (among other things) never buy AC (only giving their opponent a slight advantage with a free $4 card) or wait until the end of the game to buy a Duchy (ideally on the final turn of the game). And even if it does get to 7 tokens, the other player is still subject to the penultimate province rule. So, if each play has gained 3 Provinces and are otherwise tied (or close) in VP, the player that didn't first buy AC could use AC to gain a Duchy. Their opponent couldn't then use it to gain a Province, because that player would just do the same, and win (having the 3VP advantage).

But I agree that AC can be broken in multi-player games. There, if two (or more) of your opponents will just snatch it from each other each turn, you must join in if you don't want to lose.

Regardless of the number of players, every time you buy AC, it makes AC significantly better for your opponent(s) until you hit 7 (or in Colony games, 10) tokens (the one exception to this is when there are 5 tokens on the Eye, as most games don't have anything at $7). This is true even in multiplayer games. The notion that players will start spamming AC presumes they won't think strategically about the down-the-line impact of doing so, which I don't think is the case (although admittedly this does have something of a steeper learning curve than other Events).

In a 3P or 4P game, once the Eye hits 7 tokens it will set off a chain reaction in which each player will buy AC to gain a Province (or risk all of their opponents doing so and passing them), effectively ending the game. Where the Province pile is untouched (at 12), each player will get an equal share of the pile (unless they can use +Buy and $8 to double dip). This also means that when the Eye hits 6 (if no one has done any greening and you don't have reason to believe your opponents have significantly better access to +Buy that you), there's a very strong incentive to buy a Duchy, trigger the Province rush, and end the game with a 3VP victory. But everyone knows this, so no one will buy AC at 5 tokens unless they think they have some advantage in that rush.

Admittedly, this does create a risk of the Event being overly centralizing in multiplayer games (especially those with +Buy). There could be an incentive to try to navigate into the strongest position to set off that chain. But that can only happen if more than one player is going for it (as a single player cannot move the Eye past 4 tokens). And if one player is in that stronger position and buys AC at 5 tokens, the other players don't have to continue the chain.


It would be nice if the concept could be salvaged to also work in multi-player games. Maybe only allow a player to buy AC if their right neighbour has the Eye? That way each buy of AC would be a difficult decision instead of an automatic one in multi-player.

I thought about something like this as well. The problem with that is that if one player takes the (relatively) low-risk choice of doing the first AC buy, the only player that can choose to push the riskier buys is one who happens to be to that player's right. I had another idea, in which there would be a kind of trail of Eyes, so that you could only buy AC if (1) you hadn't bought it before, or (2) every other player had bought it. Those might look something like this (although probably with a more serious name):
Quote
Eye Shadow • Artifact
You can't buy Annuit Cœptis.

In games with at least 3 players, if you have the Eye and another player takes it, take this.
Quote
Eye Shadow Shadow • Artifact
You can't buy Annuit Cœptis.

In games with at least 4 players, if you have Eye Shadow and another player takes it, take this.
Quote
Eye Shadow Shadow Shadow • Artifact
You can't buy Annuit Cœptis.

In games with at least 5 players, if you have Eye Shadow Shadow and another player takes it, take this.
Quote
Eye Shadow Shadow Shadow Shadow • Artifact
You can't buy Annuit Cœptis.

In games with at least 6 players, if you have Eye Shadow Shadow Shadow and another player takes it, take this.

You could also dispense with the last two, and (in the rare 5P or 6P games) just require 3 other players to buy AC before you can go back to it. Ultimately, I'm not sure any of these strategies don't just further put off and complicate what would ultimately be every player using this as soon as they could to gain the Provinces until they are gone.

I really like the simplicity of the wording in this design, even if it creates so tricky strategy issues.




49
My Submission:

Quote
The Eye • Artifact
You can't buy Annuit Cœptis.

Setup: Put 3 tokens here.

Quote
Annuit Cœptis • $0 • Event
Take the Eye and put a token on it. Gain a card costing up to $1 per token on the Eye.

50
Variants and Fan Cards / Re: Fan Card Mechanics Week 78: He Who Remains
« on: November 22, 2023, 02:53:11 pm »
Examples:

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             
Quote
Deep Cellar • $2 • Action - Remain
+1 Card
+1 Action
Discard any number of cards for +1 Remain each.

While this is in play, at the start of your turn, +1 Card.
                                                     
Quote
Remote Laboratory • $3 • Action - Remain
+2 Cards
+1 Action
+2 Remain

                                                     
Quote
Allied Village • $3 • Action - Remain
+2 Actions
Remove a Remain token from any number of Allied Villages you have in play for +1 Card each.
+4 Remain
                                                                                                                                                                                                                                                                                                                                                                                   

These examples highlight some of my initial thoughts on how the mechanic could be used. Deep Cellar is a cantrip cellar variant that gives you back the cards slowly, one per turn. It uses the Remain tokens as a benefit, giving you +1 Card each turn it's still in play. Remote Laboratory is a Lab variant that is cheaper, but which you get to play far less often. It uses the Remain tokens as a negative, simply keeping the card out of your deck until the Remain tokens are all removed. Allied Village is a bit more complicated. A single copy of it would be terrible, as it's effectively a Necropolis that you don't get back for 4 turns (although with a Necropolis that's not a bad thing). However, the tokens on one copy are used to boost the play of other copies, which has the twin benefits of drawing more cards and making the other copies available sooner.


Are these necessary:

The main reason I've gone back and forth on these (and have hesitated to post about them) is that there's an obvious argument that this new type is not necessary: there is (probably) nothing a Remain card can do that a Duration card cannot. However, I think there are cases where wording a traditional Duration card to do what certain Remain card designs can would be so unwieldy as to make extremely impractical, if not impossible.

Looking at my examples, Deep Cellar (and cards like it) would not, by themselves, justify the mechanic. It could say "...Discard any number of cards and put a token here for each card discarded. While any remain, at the start of each of your turns, remove a token for +1 Card." This is (imo) only slightly simpler than that. On the other hand, it would be very difficult to design a Duration version of Remote Laboratory. It could say "At the start of your next two turns, do nothing" but that would be confusing, as the Duration rules say:
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Players do not discard Duration cards in Clean-up if they have something left to do; they stay in play until the Clean-up of the last turn that they do something.
Logically, doing nothing is not doing something, so it wouldn't be at all clear if it should remain in play. And Allied Village would require a huge block of text to explain how it should work.

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