Hello guys. My name is Boban, I am new to this board and would like to present my cards with a medieval theme and attack-defense mechanics. I hope to be able to balance them with your help such that they become playable.
A straightforward duration village with attack and defense. For pricing I took Port as a benchmark. First I wanted to put the attack effect in the second turn for thematic reasons (first you sit behind your walls and defend your castle, then you ride out) but realized that this would be incredibly messy as you'd have to remember the defense effects of Moat, Lighthouse and Castle.
This is still in flux. I think that the discard-defense ability of Dark Sorceress might become more valuable if the card was terminal and I am also not sure about whether discarding a Curse should remain in there. I put it in to nerf the card but it somehow feels strange.
This is a Crossroads variant and started out as cantrip but of course it would have been far too strong and most likely an automatic buy during the first two moves in many non-Shelter games. +1 Action wasn't necessary as you only play the card if you are able to use it and thus gain extra actions so I chose +1 card. I still fear that it might be too strong in the beginning as it can serve as a Peddler or Lab (or a supercard with two Estates).
If you guys think that it is too strong there are two ways to nerf it. First, discard the Victory cards to prevent a second Knight from using them, second, draw the card afterwards or third, make it +1$.
Picture and name are inspired by
Co0kieL0rd. I wanted two cards that use Ruins and Spoils and first used Castle as a Ruins junker but this was too strong, not to mention that cantrip junkers are problematic issue I wanted to stay away from.
Now it is basically a split up Marauder which gives you the choice of playing constructively or destructively. About the Spoils part, just gaining a Spoils would have been too weak, top-decking it would have been too strong so I came up with shuffling it into your deck. Not totally sure about it as it is the only card I know which uses this mechanic and on a practical level it increases the shuffling frequency which is something not everybody might be comfortable with.
Obviously inspired by Possession but not nearly as interesting and complex. Its effect is far stronger but you can defend against it and you gotta discard your hand. So you might get 1-3 Provinces from the other players but you have to give up buying a card yourself unless you create money via your engine. In Colony games it might be more painful as getting together 11 without Platinum is difficult.
I am not sure about the right price, P 5-7 seems like the appropriate range, I am not sure about the game-delaying effects and I am not sure about whether it is too much of an automatic buy (even if you basically wanna play without them, you might just want one for the defensive ability).