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kru5h

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Kru5h's card ideas
« on: October 19, 2016, 01:56:12 am »
+7

My cards aspire to be the sequel to Intrigue. Lots of choices and duality. I call it Dominion: Conspiracy.

Card images by ThetaSigma12 and myself. Click to enhance.

Rabbits


You play this card and it goes on top of another card, preventing your opponent(s) from gaining cards from that pile until it's gone. It doesn't make players gain a curse, it doesn't even make cards cost more, it just makes the first card of a pile essentially cost two buys (or gains.)

But what if there are no +Buys? This could get quite annoying. Luckily Rabbits has +1 Buy, so there's always a card in the supply to alleviate that. Fight fire with fire, I always say. Of course, Rabbits aren't quite fire. When you fight Rabbits with Rabbits, you get more Rabbits. You didn't remove a Rabbits from the supply, you just moved it to a different supply pile. And now they're in your deck too, essentially functioning as a one-use buy/coin. You can rid them from your deck, but then they just clog the supply board even more. These invasive vermin are everywhere!

You can also put this on the Curse pile and cursing attacks no longer work until that Rabbits is gained. Somebody playing a Jack of All Trades or Trader? Put Rabbits on the Silver pile.

My next idea is about option-duration cards. The idea is simple. You choose between something tempting now, or something better next turn. Here's a simple example.

Bond


A slightly more complicated version of this is a Victory/Duration card that's a good replacement for Great Hall. I know we have Mill now, but I prefer $3 victory cards.

Young Noble


Each of these options by themselves isn't too amazing, but the option value of this card can helps smooth out rough engines. I'd really love to see other people's option-duration card ideas.

Here's one more:

Inventor


A super powerful card that you don't always want to play. If it's in play, you can't buy that super powerful card again. If you choose the stronger option of +4 cards, that's two turns that you can't buy more Inventors. Its power nerfs itself.

Cell


This is pretty much equivalent to playing a permanent Haven.

Sellout


Mulligan


Quote
Fast Track Event,
+1 Buy
If this is your first turn or second turn, gain a Duchy.

Quote
Collection Event,
Once per turn: You may gain a Copper, for +2 Buys.

Okay, I've been working on this card for a while, so here it is:

Quote
Caltrops Action - Attack - Duration,
Until your next turn, when another player plays a duplicate of a card they have in play, they first discard a card.
This can't cause a player to discard more than one card per duplicate played.
At the start of your next turn,
+2 Cards

I like to make hard decisions. Torturer is one of my favorite cards. This card does a lot of things, first of which is to make you make decisions. Do I want to play this card if I have to discard? If so, what do I discard? If not, that's a card I can discard, so what card can I play now? This card also encourages deck variety: If you play no duplicates, it doesn't affect you. It hurts both engines and big money. The better your deck is, the more it hurts you. If the game is a slog, then you will have lots of junk cards to discard anyway and few duplicates to play, so it doesn't over-slog games.

So, how powerful is the attack? Well, first note that multiple copies do not stack. Discarding 2 cards per card played would be ridiculous. I estimate that a good engine will play 6-8 duplicates per turn when drawing your whole deck. That's 6-8 cards to discard. That sounds like a lot! Well, that's out of your whole deck. That's equivalent to having 6-8 Curses or other dead cards in your deck, so it's no more powerful than Witch in a four-player game. But you get to choose which cards to discard rather than simply drawing dead cards, so it's not quite as bad. It doesn't punish you until you start playing several cards, so it at least lets you get your turn started. If you have a hand of five coppers, you end up discarding two of them, so it's no more powerful than Militia in the worst case.

Snakes


Kind of a combination of Junk Dealer, Island, and Chapel all in one. The penalty is that you get -1VP at the end of the game (If there are any curses left.) If there are no curses left, this simply lets you clear your deck of all curses (but you still lose the points at the end of the game.) But waiting until all the curses are gone just leaves your deck clogged most of the game.

Also useful in some Gardens/Alt-VP games. You get a streamlined deck at the cost of one VP. Worth it?

Hounds


Of course, you don't have to name one of those types. If you're desperate for an attack or a traveller, you can forgo the bonus and simply dig for that specific card.

Quote
Rare Coin/Beaches Victory Split Pile (Supply 12)

This pile starts the game with 6 copies of Rare Coin on top, then 6 copies of Beaches.
For a 2-player game, use only 4 of each card. Only the top card of the pile can be gained or bought.

Quote
Rare Coin Treasure,

When you play this, if there are no Rare Coins left in the supply, +.

Quote
Beaches Victory,
Worth 5 if there are no Beaches left in the supply. Worth 3 otherwise.

Locksmith


Locksmith unlocks your duration bonuses. Get tomorrow's bonuses today! For example, you can play Wharf and get +2 Cards and +1 Buy. Then you play Locksmith to unlock its additional 2 Cards and Buy this turn. (You discard Wharf at the end of this turn.) Turn Caravans into Labs. Turn Caravan Guard into Peddlers. Turn your Merchant Ships into +. Sometimes you don't want to fast forward your duration cards. For example, you want the attack bonus that Swamp Hag gives, but that's okay, it's nice to have the option. For cards like Champion and Outpost, this won't give you anything, but that's okay too; it doesn't mess anything up either. Sometimes there are no other duration cards in the supply, that's also okay because you can play it on itself.

Promotion


A Workshop/Remodel combination. I'm probably going to remove the "onto your deck" part.

Magic Lamp


A Wishing Well/Lab hybrid. You're about 3 times as likely to hit with this as with Wishing Well. Being right more often feels more satisfying.

Accomplice


Ivory Tower


Quote
Dagger Action,
+1 Action
You may trash a card from your hand.
Shuffle this into your deck.

Quickly trash a few cards.

Quote
Cipher Action,
+ 3 Cards
Choose a card from your hand. Either discard it,
or put it onto your deck.

Quote
Scepter Action,
You may choose an Action card from your hand.
Choose one:
Play it twice; or reveal it and gain a copy of it.

Quote
Cobbler Action,
Gain a card costing up to .
If it costs or less, +1 Card and +1 Action.
If it's a Copper, +1 Buy and +.

Quote
Bronze Treasure +

+1 Buy
---
You may overpay for this. For each you overpaid you may trash a Copper from play.

Quote
Lost Coin Action,
+1 Card
+1 Action
+

Return this to the Lost Coin pile.
---
The first time you buy a Lost Coin this turn, choose one: +1 Buy; or gain another Lost Coin.

Quote
Bell Action,
+1 Action
Reveal the top 3 cards of your deck.
You may choose an Action card from them.
Discard the rest. Play that Card.

Quote
Trap Action - Attack - Duration,
+2 Cards
Set aside a card from your hand.
Until your next turn, the first time each other player plays or gains a copy of that card, they gain a Curse.
At the start of your next turn, put the card into your hand.

Quote
Pupil/Campus Victory Split Pile (Supply 12)

This pile starts the game with 6 copies of Pupil on top, then 6 copies of Campus.
For a 2-player game, use only 4 of each card. Only the top card of the pile can be gained or bought.

Quote
Pupil Action,
Play this as if it were an Action card in the Supply costing up to that is not a Pupil.
This is that card until it leaves play.
---
When this leaves play, trash it.

Quote
Campus Victory,
When scoring, choose a Victory card from your deck costing less than this.
This is worth double the of that card.
You must choose a different Victory card from your deck for each Campus.

Quote
Angry Mob Action - Attack,
+1 Card
+1 Action
You may put a card from your hand onto your deck.
If you do, each other player with 4 or more cards in hand does.
You may discard a card.
If you do, each other player with 4 or more cards in hand does.

Quote
Cooper Action - Reserve,
+2 Cards
+1 Action

Put this on your Tavern Mat.
--
At the start of your turn, you may call this to discard a card.


Edits:
10/19/16: Added Inventor, changed Rabbits to include +$1, changed Cell to be face down.
10/20/16: Added Bronze, changed Inventor so that you can't buy one if you play one, clarified Rabbits text.
10/21/16: Added Caltrops. Added Pupil.
10/22/16: Changed Bronze to "When you gain this or play this" to make it work more smoothly. Changed Bronze so that gaining other Bronze is not optional, so it's no longer a Copper trasher.
10/23/16: Changed Pupil to "up to $6" card to prevent Prince shenanigans. Changed Pupil again. Drastically. Changed Bronze back to letting you trash coppers without gaining. Added Snakes. Added Backup Plan.
10/24/16: Changed Snakes to $2. Added Warriors' Village. Added Dowsing Rod. Added Rare Coin/Beaches split pile. Changed Beaches to 3VP (+2). Added +$2 option to Pupil. Added Ivory Tower. Changed Dowsing Rod so that it doesn't trash anymore.
10/25/16: Added Skipper. Added Promotion. Gave Backup Plan +1 Action. Removed Backup Plan. Changed Dowsing Rod to $2. Added Magic Lamp (version 2).
10/26/16: Added Sťance. Changed Ivory Tower to discard up to 2 cards. Added Rebels. Removed Skipper and changed it to Locksmith. Removed Pupil.
10/27/16: Removed Warriors' Village after playtesting showed that it was too random. Changed Locksmith to work on more than one duration card.
10/28/16: Changed Ivory tower to be simpler in most cases.
10/29/16: Removed Rebels. Changed Ivory Tower.
10/31/16: Added Dagger.
11/1/16: Changed the name of Seance to Accomplice. Changed the name of Dowsing Rod to Hounds.
11/2/16: Added Cipher.
11/6/16: Removed Bronze.
11/11/16: Added Alternative text for Sellout.
11/16/16: Added Scepter.
11/17/16: Added Cobbler. Re-Added Bronze. Changed Ivory Tower to a new version. Added Whispers.
11/18/16: Added Lost Coin.
11/19/16: Added Bell.
11/20/16: Added Trap.
11/21/16: Added Angry Mob.
11/22/16: Added Pupil/Campus (New Version.)
11/27/16: Added Witness.
12/5/16: Removed Whispers.
9/19/17: Edited Angry Mob and Cobbler.
9/23/17: Changed Bronze.
9/24/17: Changed Cipher, Dagger, and Promotion. Added Fast Track and Collection.
10/5/17: Changed Angry Mob.
10/5/17: Added Cooper.
« Last Edit: October 19, 2017, 04:37:14 am by kru5h »
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AdrianHealey

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Re: Kru5h's card ideas
« Reply #1 on: October 19, 2016, 02:03:04 am »
+2

I like all of these at first glance.

I might argue there is an argument to be made to be able to remove rabbits all together one way or another.
« Last Edit: October 19, 2016, 02:47:34 am by AdrianHealey »
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kru5h

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Re: Kru5h's card ideas
« Reply #2 on: October 19, 2016, 02:48:28 am »
0

*I originally added Inventor here, but now I edited it out and added it to my main post.
« Last Edit: October 19, 2016, 03:47:14 am by kru5h »
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tristan

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Re: Kru5h's card ideas
« Reply #3 on: October 19, 2016, 03:17:32 am »
+2

Option durations are an interesting idea but the most innovative thing here is of course Rabbits. I would just slightly buff it via giving it +1 Coin.
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kru5h

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Re: Kru5h's card ideas
« Reply #4 on: October 19, 2016, 03:43:51 am »
0

Option durations are an interesting idea but the most innovative thing here is of course Rabbits. I would just slightly buff it via giving it +1 Coin.

I've actually been thinking about that for weeks. I've been 50/50 on it going back and forth, but I think I'm finally ready to accept that it needs +$1.

Asper

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Re: Kru5h's card ideas
« Reply #5 on: October 19, 2016, 05:11:52 am »
0

I'm not convinced of Rabbit. The fact I have to spend its own buy on itself if I want to keep my +Buy card makes it basically an Abandoned Mine. The "attack" is mostly a Super-Embargo that makes me gain a Ruins AND spend a buy. Ass it also never ends but even makes itself continue, it seems like it could really drag out a game.

AdrianHealey

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Re: Kru5h's card ideas
« Reply #6 on: October 19, 2016, 06:04:37 am »
0

I'm not convinced of Rabbit. The fact I have to spend its own buy on itself if I want to keep my +Buy card makes it basically an Abandoned Mine. The "attack" is mostly a Super-Embargo that makes me gain a Ruins AND spend a buy. Ass it also never ends but even makes itself continue, it seems like it could really drag out a game.

It's the last part that is the biggest problem. If there was a self-trashing ability, it would be a great idea. Definitely think it can work.

In slogs, it's horrible though. :p
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AdrianHealey

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Re: Kru5h's card ideas
« Reply #7 on: October 19, 2016, 06:12:16 am »
0

One solution
Vould be:

----
When you buy this, you may gain or trash it.
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tristan

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Re: Kru5h's card ideas
« Reply #8 on: October 19, 2016, 02:27:43 pm »
0

The "attack" is mostly a Super-Embargo that makes me gain a Ruins AND spend a buy. Ass it also never ends but even makes itself continue, it seems like it could really drag out a game.
That's definitely a risk. But you only have an incentive to go for Rabbits if players pursue different strategies. In this case you don't view Rabbits as a liability, as quasi-junk, but you are actually happy that you get the Rabbits back from the liberated pile because you wanna use it to ruin your opponent's most valuable pile.
What I would mainly worry about is whether Rabbits totally ruins a pile in alt-VP games (without comfortable extra buys in the Kingdom). One player loads Rabbits upon Provinces while the other loads Rabbits upon Gardens/Vineyard/whatever. Or BM vs engines, one player ruins Gold while the other Rabbit-ifies a crucial engine card like the only Village.

But these are just theoretical considerations; even if the card turns out to be broken it will definitely lead to some interesting games.
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Roadrunner7671

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Re: Kru5h's card ideas
« Reply #9 on: October 19, 2016, 02:29:58 pm »
0


Inventor - Action Duration, $6

Choose one: +2 Cards, +1 Action now, or
+3 Cards at the beginning of your next turn.
I think I like this a bit more, but I'm unsure.

Also, Rabbits is awesome.
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GendoIkari

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Re: Kru5h's card ideas
« Reply #10 on: October 19, 2016, 02:30:41 pm »
0

The Rabbits mechanic has been suggested and discussed several times before. Not giving an opinion on it really, just letting you know. Welcome!
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GendoIkari

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Re: Kru5h's card ideas
« Reply #11 on: October 19, 2016, 03:28:13 pm »
0


Inventor - Action Duration, $6

Choose one: +2 Cards, +1 Action now, or
+3 Cards at the beginning of your next turn.
I think I like this a bit more, but I'm unsure.

Also, Rabbits is awesome.

Definitely. +4 cards at the start of your next turn is like playing 4 labs at the start of your next turn! Choosing the lab now would almost always be terrible in comparison. Event only +3 cards might be too strong; it's like playing 3 labs next turn. 1 lab now, or 2 labs next turn, might be closer in power. (Which would be +2 cards next turn).
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Re: Kru5h's card ideas
« Reply #12 on: October 19, 2016, 03:43:13 pm »
0


Inventor - Action Duration, $6

Choose one: +2 Cards, +1 Action now, or
+3 Cards at the beginning of your next turn.
I think I like this a bit more, but I'm unsure.

Also, Rabbits is awesome.

Definitely. +4 cards at the start of your next turn is like playing 4 labs at the start of your next turn! Choosing the lab now would almost always be terrible in comparison. Event only +3 cards might be too strong; it's like playing 3 labs next turn. 1 lab now, or 2 labs next turn, might be closer in power. (Which would be +2 cards next turn).

+3 Cards next turn is what Haunted Woods has. Haunted Woods costs $5 and has an attack to boot. +2 Cards next turn is just awful; a card with such an effect would never be bought on most boards.

GendoIkari

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Re: Kru5h's card ideas
« Reply #13 on: October 19, 2016, 05:08:51 pm »
0


Inventor - Action Duration, $6

Choose one: +2 Cards, +1 Action now, or
+3 Cards at the beginning of your next turn.
I think I like this a bit more, but I'm unsure.

Also, Rabbits is awesome.

Definitely. +4 cards at the start of your next turn is like playing 4 labs at the start of your next turn! Choosing the lab now would almost always be terrible in comparison. Event only +3 cards might be too strong; it's like playing 3 labs next turn. 1 lab now, or 2 labs next turn, might be closer in power. (Which would be +2 cards next turn).

+3 Cards next turn is what Haunted Woods has. Haunted Woods costs $5 and has an attack to boot. +2 Cards next turn is just awful; a card with such an effect would never be bought on most boards.

Wharf says hi. But your point about Haunted Woods is fair.
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ThetaSigma12

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Re: Kru5h's card ideas
« Reply #14 on: October 19, 2016, 05:37:25 pm »
+1

"Mulligan" is my favorite.
Quote
Mulligan -
If you played no cards this turn, discard your hand and +1 Card per card discarded after the first. Return to your action phase.
Personally, I'd add a once per turn, or an extra drawback. That much sifiting is insane. Also I'd chose a different name "Chase" or "Pursuit" seems kinda thematic as you rush through your deck to get that one hand.  So maybe:
Quote
Pursuit -
Once per turn: If you played no cards this turn, discard your hand and +4 Cards. Return to your Action phase.
This seems smoother. I like having the discarding be more like Minion, the extra complexity seems unnecessary. Also, the card was strong enough that only drawing 4 seems good. Thoughts?
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kru5h

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Re: Kru5h's card ideas
« Reply #15 on: October 19, 2016, 08:41:18 pm »
0

I'm not convinced of Rabbit. The fact I have to spend its own buy on itself if I want to keep my +Buy card makes it basically an Abandoned Mine. The "attack" is mostly a Super-Embargo that makes me gain a Ruins AND spend a buy. Ass it also never ends but even makes itself continue, it seems like it could really drag out a game.

It's the last part that is the biggest problem. If there was a self-trashing ability, it would be a great idea. Definitely think it can work.

In slogs, it's horrible though. :p

With the current wording, you can put it on the curse pile or Ruins pile to prevent people from gaining them and prevent the game from slowing down further.

kru5h

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Re: Kru5h's card ideas
« Reply #16 on: October 20, 2016, 02:52:29 am »
0

Added Bronze:

Quote
Bronze - Treasure, $2 (20 supply)

$1

+1 buy
---
When you gain this, you may trash a copper from your hand. If you do, you may gain a Bronze.

This is a useful treasure that upgrades your coppers. Good in games with no other +buys or no other way of trashing coppers.
« Last Edit: October 20, 2016, 03:02:47 am by kru5h »
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tristan

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Re: Kru5h's card ideas
« Reply #17 on: October 20, 2016, 03:26:37 am »
+1


Inventor - Action Duration, $6

Choose one: +2 Cards, +1 Action now, or
+3 Cards at the beginning of your next turn.
I think I like this a bit more, but I'm unsure.

Also, Rabbits is awesome.

Definitely. +4 cards at the start of your next turn is like playing 4 labs at the start of your next turn! Choosing the lab now would almost always be terrible in comparison. Event only +3 cards might be too strong; it's like playing 3 labs next turn. 1 lab now, or 2 labs next turn, might be closer in power. (Which would be +2 cards next turn).
In general you want whatever you get now and not next turn but terminal draw is the only exception to that, i.e. Haunted Woods sans the attack part would be roughly equal in strength to Smithy.

Your analysis ignores what happens at the current turn. Inventor provides a choice is between a Lab now and 4 Cards at the start of your next turn at the cost of the currently played card being dead.
Now I still think that such a card is too good for 6 as it provides a choice between one of the best 5s, a Lab, and something which is similar in strength to Hunting Grounds, a 6.

Your "+2 Cards at the start of your next turn is a DOUBLE LAB !!! next turn and thus super great" would probably be too weak for 2 or in general too weak at any cost. Sure, it might be bought on some boards with decent village support and no drawing at all but the card is still roughly equal in strength to "+2 Cards".
It's like saying that "+2$ next turn" is a DOUBLE PEDDLER !!! next turn while ignoring that it is dead now and probably too weak to be bought at all (it is worse than Duchess which is rarely taken, even for free).
« Last Edit: October 20, 2016, 03:30:53 am by tristan »
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kru5h

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Re: Kru5h's card ideas
« Reply #18 on: October 20, 2016, 03:28:58 am »
0


Inventor - Action Duration, $6

Choose one: +2 Cards, +1 Action now, or
+3 Cards at the beginning of your next turn.
I think I like this a bit more, but I'm unsure.

Also, Rabbits is awesome.

Definitely. +4 cards at the start of your next turn is like playing 4 labs at the start of your next turn! Choosing the lab now would almost always be terrible in comparison. Event only +3 cards might be too strong; it's like playing 3 labs next turn. 1 lab now, or 2 labs next turn, might be closer in power. (Which would be +2 cards next turn).
In general you want whatever you get now and not next turn but terminal draw is the only exception to that, i.e. Haunted Woods sans the attack part would be roughly equal in strength to Smithy.

What you did is thus a gross misrepresentation. The choice is between a Lab now and 4 Cards at the start of your next turn at the cost of the currently played card being dead.
Now I still think that such a card is too good for 6 as it provides a choice between one of the best 5s, a Lab, and something which is similar in strength to Hunting Grounds, a 6.

Your "+2 Cards at the start of your next turn" would probably be too weak for 2 or in general too weak at any cost. Sure, it might be bought on some boards with decent village support and no drawing at all but the card is still roughly equal in strength to "+2 Cards".

I agree that it is quite powerful for a 6. I would sometimes pay 7 for it, but I don't quite like it at 7 all the time. It feels like a 6.5 card. I would instantly pick it over Hireling. I don't see it as stronger than Goons, though.

tristan

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Re: Kru5h's card ideas
« Reply #19 on: October 20, 2016, 03:38:36 am »
+1

You are of course totally right that 6$ Actions are powerhouses and not problematic if they are slightly overpowered. Goons and Hireling are definitely extremly strong for 6$ but probably a tad too weak for 7$.

I'd say it depends on the Kingdom whether you choose Inventor over Hireling. If you hit 6 early and the game will not be a rush Hireling is probably the better choice.
I'd try twitching the duration part to nerf Inventor slightly , e.g. "+3 Cards, +1 Buy" or something like that.

Bronze is not super exciting but seems balanced. You probably will not mass trash your Coppers as the opportunity cost (1 coin less during the current turn) is too high and the marginal benefit of extras Bronzes is decreasing (unless it is a Peddler game or something like that) ... but hey, it is still a cheap source of non-terminal extra buys.
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kru5h

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Re: Kru5h's card ideas
« Reply #20 on: October 20, 2016, 03:45:42 am »
0

You are of course totally right that 6$ Actions are powerhouses and not problematic if they are slightly overpowered. Goons and Hireling are definitely extremly strong for 6$ but probably a tad too weak for 7$.

I'd say it depends on the Kingdom whether you choose Inventor over Hireling. If you hit 6 early and the game will not be a rush Hireling is probably the better choice.
I'd try twitching the duration part to nerf Inventor slightly , e.g. "+3 Cards, +1 Buy" or something like that.

I've tried modifying it several times, but nothing clicks for me.

Ideally, it would be choose one:

+2 cards, +1 action now, or +2 cards each turn for your next two turns.

But then there's the tracking issue. Did I already take my two cards last turn or is this the third turn? Archive solves this by setting aside cards, but that would ruin the elegance of this card.

I tried giving other players something cool. "While this is in play, each other player..." but couldn't think of anything original. Each other player draws a card would just be a Council Room copy. I'd still like to do this, though.

+4 cards, discard a card could work, but seems unnatural. Its theme is gaining cards. Discarding one makes it feel against itself.

For now I'm content with it being a powerhouse card and will modify it if I ever think of something creative. I still want to include it in my cards list because the other two option-duration cards are micromanaging (2 actions vs 2 cards or 1 buy vs 1 more money) and I want an option-duration that says that the cards can be powerful too.

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Re: Kru5h's card ideas
« Reply #21 on: October 20, 2016, 03:51:52 am »
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I like "+2 cards, +1 action now, or +2 cards each turn for your next two turns."
It is novel and there are some subtle differences between Archive's immediately setting apart and this version of Inventor.

You could also combine your option duration with market squire's semi-permanent durations. In this instance it could be something like "until another player does XYZ, +2 Cards at the start of your next turn."
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kru5h

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Re: Kru5h's card ideas
« Reply #22 on: October 20, 2016, 04:26:07 am »
0

How about this:

Quote
Inventor - Action Duration, $6

Choose one: +2 Cards, +1 Action now, or
+4 Cards at the beginning of your next turn.
---
While this is in play, you cannot buy an Inventor.

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Re: Kru5h's card ideas
« Reply #23 on: October 20, 2016, 04:51:09 pm »
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So... what happens if I put my Rabbit on the Curse pile? Does that mean my opponent's Witch no longer gives me Curses? Personally, I think that's a feature, not a bug.
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Re: Kru5h's card ideas
« Reply #24 on: October 20, 2016, 05:01:34 pm »
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I see what you're trying to do with the variable cost on Rabbits - or if not in the Rabbits pile. Just cost it at and avoid the unneeded complexity.
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Re: Kru5h's card ideas
« Reply #25 on: October 20, 2016, 05:09:07 pm »
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Quote
Rabbits - Action Card, $1*

+1 Buy
+$1

You may gain a Rabbits from the Rabbits pile.

Put this on a non-empty supply pile that doesn't have a Rabbits on it. (Cards underneath Rabbits cannot be gained while Rabbits is on them.)
---
When you buy this, you may gain or trash this.

I would do it like this.
« Last Edit: October 20, 2016, 05:10:30 pm by AdrianHealey »
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Re: Kru5h's card ideas
« Reply #26 on: October 20, 2016, 05:17:23 pm »
+1

Sorry, I'm not good with photoshop or anything, so I just have text.
If you find a good image PM me and I can make it for you, no prob.
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Re: Kru5h's card ideas
« Reply #27 on: October 20, 2016, 08:14:19 pm »
+1

Sorry, I'm not good with photoshop or anything, so I just have text.
If you find a good image PM me and I can make it for you, no prob.

Thanks! But I'm going to make sure all of my wording is worked out before I do that.

So... what happens if I put my Rabbit on the Curse pile? Does that mean my opponent's Witch no longer gives me Curses? Personally, I think that's a feature, not a bug.

Yes, that's a feature. It also stops people from gaining Silvers with trader and cards like that if its on the Silver pile. I'm going to clarify the wording, though. Right now it says you cannot gain a card from this pile. Witch says each player gains a Curse. Which one wins? I'll probably word it something like, "While this on a non-Rabbits pile, it costs $0 and when a player gains another card from the pile, they instead gain nothing."

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Re: Kru5h's card ideas
« Reply #28 on: October 21, 2016, 03:13:43 am »
0

Okay, I've been working on this card for a while, so here it is:

Quote
Caltrops - Action Attack Duration, $5
At the beginning of your next turn,
+2 Cards
---
While this is in play, when another player plays a duplicate of a card that they already have in play, they first discard a card.
This can't cause a player to discard more than more than one card per duplicate played.

I like to make hard decisions. Torturer is one of my favorite cards. This card does a lot of things. One thing it does is it makes you make decisions. Do I want to play this card if I have to discard? If so, what do I discard? If not, that's a card I can discard, so what card can I play now? This card also encourages deck variety: If you play no duplicates, it doesn't affect you. It hurts both engines and big money. The better your deck is, the more it hurts you. If the game is a slog, then you will have lots of junk cards to discard anyway and few duplicates to play, so it doesn't over-slog games.

So, how powerful is the attack? Well, first note that multiple copies do not stack. Discarding 2 cards per card played would be ridiculous. I estimate that a good engine will play 6-8 duplicates per turn when drawing your whole deck. That's 6-8 cards to discard. That sounds like a lot! Well, that's out of your whole deck. That's equivalent to having 6-8 Curses or other dead cards in your deck, so it's no more powerful than Witch in a four-player game. But you get to choose which cards to discard rather than simply drawing dead cards, so it's not quite as bad. It doesn't punish you until you start playing several cards, so it at least lets you get your turn started. If you have a hand of five coppers, you end up discarding two of them, so it's no more powerful than Militia in the worst case.

So let's review: It forces tough and meaningful decisions; it isn't oppressively powerful but still very effective; it scales with quality of your deck, affecting better decks more; encourages deck variety; and doesn't worsen slogs (or if it does, not by much.)
« Last Edit: October 21, 2016, 05:57:01 am by kru5h »
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Re: Kru5h's card ideas
« Reply #29 on: October 21, 2016, 01:56:37 pm »
0

Here's a fun one:

Quote
Pupil - Action, $4
If there are any action supply piles that are full, choose one. Play this as if it were the top card of that pile. You can't buy cards from that pile this turn.

A $4 card that plays as any action in the game as long as nobody has bought that card yet. Really strong at the start of the game: You can play it as Prince, Overlord, or whatever on turn 3. Then near the end of the game this card becomes a copy of that one card that nobody buys. It could even be a completely dead card. Since you can't buy the card you play it as, it prevents shenanigans like playing it as a Hunting Grounds on turn 3 to buy the first Hunting Grounds so nobody else can play it as Hunting Grounds. Because of that, you may want to play it as the second best card on the board so that you still have the opportunity to buy the best card on the board. You might even want to buy a card from a pile that you don't need to prevent your opponents from playing their Pupil as that card.
« Last Edit: October 21, 2016, 03:10:42 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #30 on: October 21, 2016, 02:20:47 pm »
+2

The wording doesn't match your description. The card says it only allows you to choose an empty supply pile. I assume you mean a pile that's never been purchased from? You'd need tokens to track that sort of thing though...

Pupil Action,
Play this as if it were an action card in the supply with a Pupil token on it. You can't buy cards from that pile this turn.
---------------------------
Setup: Place a Pupil token on each action supply pile. When a card from that a pile is bought, remove the Pupil token.
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Re: Kru5h's card ideas
« Reply #31 on: October 21, 2016, 03:08:45 pm »
0

The wording doesn't match your description. The card says it only allows you to choose an empty supply pile. I assume you mean a pile that's never been purchased from? You'd need tokens to track that sort of thing though...

Pupil Action,
Play this as if it were an action card in the supply with a Pupil token on it. You can't buy cards from that pile this turn.
---------------------------
Setup: Place a Pupil token on each action supply pile. When a card from that a pile is bought, remove the Pupil token.


I meant to type "full"! Fixed.

Quote
Pupil - Action, $4
If there are any action supply piles that are full, choose one. Play this as if it were the top card of that pile. You can't buy cards from that pile this turn.
« Last Edit: October 21, 2016, 03:11:39 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #32 on: October 22, 2016, 03:52:45 am »
0

Quote
Rabbits - Action Card, $1*

+1 Buy
+$1

You may gain a Rabbits from the Rabbits pile.

Put this on a non-empty supply pile that doesn't have a Rabbits on it. (Cards underneath Rabbits cannot be gained while Rabbits is on them.)
---
When you buy this, you may gain or trash this.

I would do it like this.

I don't really like the trash version. Feel free to test that version and let me know how it goes, but I don't like the extra words I would have to add. In a two player game, I doubt that the Rabbits pile is ever going to empty and completely clog up the board. I imagine only 3 or 4 of them will be in play. In the case where all 10 are bought, it's not as bad as it seems. About 3 will be in the first player's deck, about 3 will be in the other player's deck, and about 4 will be on the board. If people get sick of all the Rabbits, they can simply start placing them on 4 piles that don't matter: Copper, Curse, Estate, and that one pile that nobody bought from this game. In a 3+ player game, it's even less of a problem because more of them are in players' decks. Again, this assumes that all of them are gained. The "you may gain" is optional and at some point most reasonable people will stop taking that option.

I see what you're trying to do with the variable cost on Rabbits - or if not in the Rabbits pile. Just cost it at and avoid the unneeded complexity.

Costing $0 would make it far too easy to empty the pile. It's a card that already let's you gain more Rabbits and gives you +buys to buy more free Rabbits.

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Re: Kru5h's card ideas
« Reply #33 on: October 22, 2016, 05:07:28 am »
0

Pupil + prince or pupil + hireling = funny
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Re: Kru5h's card ideas
« Reply #34 on: October 22, 2016, 12:58:32 pm »
0

Pupil + prince or pupil + hireling = funny

Pupil + Hireling doesn't bother me. It's really really strong, but doesn't break the game.

Pupil + Prince kind of breaks the game, so that annoys me. I'll try to think of a way to improve it. I could always add "A card costing up to $7", but I'd like to avoid that if possible.

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Re: Kru5h's card ideas
« Reply #35 on: October 23, 2016, 01:03:04 am »
0

How about this:

Quote
Pupil - Action $4
Play this as if it were an action card from a full supply pile costing up to $6. This is that card until it leaves play. You cannot buy that card this turn.

Edit: I might even have to lower it to "costing up to $5", but I'll play around with it for a while. If I do that I would probably lower the card's cost to $3.

Edit2: I'm thinking about this version instead, since it's a lot more balanced:

Quote
Pupil - Action $3
Play this as if it were an action card from a full supply pile costing up to $5. This is that card until it leaves play. You cannot buy that card this turn.
---
When you trash this, gain an action card costing up to $5.

This also fits the theme well of a Pupil growing up to be a professional.

Edit3: Rules lawyers, help me out here! If you play Pupil as another card that trashes itself, (Let's say Mining Village), do you still gain the $5 card, or does it not take effect because it's the other card when it's trashed?

Edit4: If the above answer is yes, then if I play it as Procession and then Pupil as Fortress, does it both return to my hand AND gain me a $5 card?

Edit5: How do I make those coin symbols instead of typing $5 each time?

Edit6:

Quote
Pupil - Action $3
Play this as if it were an action card from a full supply pile costing up to $5. This is that card until it leaves play. You cannot buy that card this turn.
---
When you trash this, if it was not in play this turn, gain an action card costing up to $5.

Edit7: For simplicity:

Quote
Pupil - Action $3
Play this as if it were an action card from a full supply pile costing up to $5. This is that card until it leaves play.
---
When you trash this from your hand, gain an action card costing up to $5.
« Last Edit: October 23, 2016, 03:12:47 am by kru5h »
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Re: Kru5h's card ideas
« Reply #36 on: October 23, 2016, 03:17:39 am »
+2

What about "when you trash this from your hand"?
It might be a tad confusing with Hermit, Lookout and Sentry, but at least it bypasses worse confusion. :)
GendoIkari made an extension for Chrome and Firefox letting you conveniently put coin values as emoticons, and card links with a single click. I'm on my phone so I'm afraid you'll have to google it.
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Re: Kru5h's card ideas
« Reply #37 on: October 23, 2016, 03:30:42 am »
+1

What about "when you trash this from your hand"?
It might be a tad confusing with Hermit, Lookout and Sentry, but at least it bypasses worse confusion. :)

Good call. I just edited that in right when you were typing it. Great minds.

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Re: Kru5h's card ideas
« Reply #38 on: October 23, 2016, 05:32:16 pm »
+2

Quote
Snakes Action,
+1 Card
+1 Action

Gain a Curse. Set this, the Curse, and any number of cards from your hand aside.
Return them to your deck at the end of the game.

Kind of a combination of Junk Dealer, Island, and Chapel all in one. The penalty is that you get -1VP at the end of the game (If there are any curses left.) If there are no curses left, this simply lets you clear your deck of all curses (but you still lose the points at the end of the game.) But waiting until all the curses are gone just leaves your deck clogged most of the game.

Also useful in some Gardens/Alt-VP games. You get a streamlined deck at the cost of one VP? Worth it?

Edit: Changed it to "you may" to make it a cantrip in the cases where you don't want to use it.

Quote
Snakes Action,
+1 Card
+1 Action

You may set this aside. If you do, gain a Curse; setting this, the Curse, and any number of cards from your hand aside.
Return them to your deck at the end of the game.
« Last Edit: October 23, 2016, 08:06:26 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #39 on: October 23, 2016, 06:11:09 pm »
0

Quote
Backup Plan Action,
+1 Card
+1 Action

Set this and an action card from the supply costing up to aside.
When you play an action card, you may follow the instructions of the set aside card instead.

Edit: Wait. That's a little too strong. I'll remove the cantrip from it.

Quote
Backup Plan Action,
Set this and an action card from the supply costing up to aside.
When you play an action card, you may follow the instructions of the set aside card instead.

Edit2: This should cost

Edit3: This should be limited to once per turn.

Quote
Backup Plan Action,
Set this and an action card from the supply costing up to aside.
Once per turn, when you play an action card, you may follow the instructions of the set aside card instead.

Edit4: Not sure how this interacts with Enchantress.
« Last Edit: October 23, 2016, 06:47:49 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #40 on: October 23, 2016, 07:03:40 pm »
0

I like Snakes.
Seems like Backup Plan should be an event.

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Re: Kru5h's card ideas
« Reply #41 on: October 23, 2016, 07:06:56 pm »
0

I like Snakes.
Seems like Backup Plan should be an event.

I thought about it. But then you'd need some kind of "Backup Plan Token" to place on the set aside card. If you play multiple Backup Plans, that's multiple tokens that would be needed. Also it would be too much like Inheritance. I like that it takes a shuffle and an action to get this into play. It slows it down and keeps it from being too powerful.

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Re: Kru5h's card ideas
« Reply #42 on: October 24, 2016, 02:37:33 am »
0

Quote
Warriors' Village Action - Attack,
+1 Card
+2 Actions

Each other player discards the top card of their deck.
If they shuffle a new deck, they gain a Curse.

I had to think of an attack that's weak enough that it doesn't completely slow down the game if you play it 10 times per round. This is fast and doesn't slog very quickly at all. If it's too weak, I can always change it to discarding two or three cards, but I think one should be sufficient. You don't want the game to become a slog because then villages are worthless.

Edit: I think I like 2 cards discarded better.

Quote
Warriors' Village Action - Attack,
+1 Card
+2 Actions

Each other player discards the top 2 cards of their deck.
If they shuffle a new deck, they gain a Curse.

If anybody playtests this, let me know. I'm looking for it to add about 4 curses to an opponent's deck per game. More than that and it's too sloggy for villages. Less than that and it's not worth the attack.
« Last Edit: October 24, 2016, 05:34:17 am by kru5h »
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AdrianHealey

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Re: Kru5h's card ideas
« Reply #43 on: October 24, 2016, 02:42:22 am »
+1

Quote
Backup Plan Action,
+1 Card
+1 Action

Set this and an action card from the supply costing up to aside.
When you play an action card, you may follow the instructions of the set aside card instead.

Edit: Wait. That's a little too strong. I'll remove the cantrip from it.

Quote
Backup Plan Action,
Set this and an action card from the supply costing up to aside.
When you play an action card, you may follow the instructions of the set aside card instead.

Edit2: This should cost

Edit3: This should be limited to once per turn.

Quote
Backup Plan Action,
Set this and an action card from the supply costing up to aside.
Once per turn, when you play an action card, you may follow the instructions of the set aside card instead.

Edit4: Not sure how this interacts with Enchantress.

Use the BOM wording. That solves the enchantress issue.
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Re: Kru5h's card ideas
« Reply #44 on: October 24, 2016, 02:49:34 am »
0

Use the BOM wording. That solves the enchantress issue.

Good call. How's this?

Quote
Backup Plan Action,
Set this and an action card from the supply costing up to aside.
Once per turn, when you play an action card, you may play it as the set aside card instead.

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Re: Kru5h's card ideas
« Reply #45 on: October 24, 2016, 03:04:36 am »
+2

Use the BOM wording. That solves the enchantress issue.

Good call. How's this?

Quote
Backup Plan Action,
Set this and an action card from the supply costing up to aside.
Once per turn, when you play an action card, you may play it as the set aside card instead.

Which is then overrulee by enchantress, problem solved.
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Re: Kru5h's card ideas
« Reply #46 on: October 24, 2016, 03:33:58 am »
0

Quote
Dowsing Rod Action,
Name a card type (Action, Attack, etc.) Reveal cards from your deck until you reveal 3 cards of the named type. Put 2 cards of the named type into your hand and discard the other revealed cards.

Simple card. Strictly better than Adventurer and only costs $4. You can get creative with the types to sometimes grab the exact card you want: Attack, Knight, Traveller, Gatherer, etc. Amazingly good in slogs or victory-soaked decks.

I need feedback on this card because it may be too powerful.

Edit: Version 2.

Quote
Dowsing Rod Action,
Name a card type (Action, Attack, etc.)
If you named...
"Action", +1 Action;
"Treasure", +1 Buy;
"Victory", +2 Cards.
Reveal cards from your deck until you reveal one of the named type.
Put it into your hand and discard the other revealed cards.

Of course, you don't have to name one of those types. If you're desperate for an attack or a traveller, you can forgo the bonus and simply dig for that specific card.

Although, this looks familiar. Is this already a card?

Edit 2:

Quote
Dowsing Rod Action,
Name a card type (Action, Attack, etc.)
Reveal cards from your deck until you reveal one of the named type.
Put it into your hand and discard the rest.
If you named...
"Action", +1 Action;
"Treasure", +1 Buy;
"Victory", +2 Cards;
"Curse", you may trash a card from your hand.

You don't have to have any curses in your deck to name Curse. If you're absolutely desperate to trash a card in your hand, you'll simply discard your entire deck and trash a card.
« Last Edit: October 24, 2016, 05:23:26 am by kru5h »
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Re: Kru5h's card ideas
« Reply #47 on: October 24, 2016, 06:21:23 am »
0

Quote
Rare Coin/Beaches Split Pile

Quote
Rare Coin Treasure,

Worth more if there are no Rare Coins left in the supply.

Quote
Beaches Victory,
4
Worth 1 more if there are no beaches left in the supply.
« Last Edit: October 24, 2016, 06:24:13 am by kru5h »
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tristan

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Re: Kru5h's card ideas
« Reply #48 on: October 24, 2016, 06:51:23 am »
0

Quote
Rare Coin/Beaches Split Pile

Quote
Rare Coin Treasure,

Worth more if there are no Rare Coins left in the supply.

Quote
Beaches Victory,
4
Worth 1 more if there are no beaches left in the supply.
I like this but both cards seem a tad too strong. You could change the size of the pile or scale it according to the number of players.
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Re: Kru5h's card ideas
« Reply #49 on: October 24, 2016, 11:34:42 am »
0

Edit5: How do I make those coin symbols instead of typing $5 each time?


Check out the link(s) in my signature.  :D
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Re: Kru5h's card ideas
« Reply #50 on: October 24, 2016, 03:16:25 pm »
+2



Par kru5h's request.

Edited to correct a typo.
« Last Edit: October 27, 2016, 09:25:31 am by ThetaSigma12 »
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Re: Kru5h's card ideas
« Reply #51 on: October 24, 2016, 08:22:31 pm »
+1

Magnificent.

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Re: Kru5h's card ideas
« Reply #52 on: October 24, 2016, 08:26:02 pm »
0

Quote
Rare Coin/Beaches Split Pile

Quote
Rare Coin Treasure,

Worth more if there are no Rare Coins left in the supply.

Quote
Beaches Victory,
4
Worth 1 more if there are no beaches left in the supply.
I like this but both cards seem a tad too strong. You could change the size of the pile or scale it according to the number of players.

Good idea.

Quote
Rare Coin/Beaches Split Pile (Supply 12 [6/6 Split for 3+ player game. 4/4 Split for 2 players.)

Quote
Rare Coin Treasure,

Worth more if there are no Rare Coins left in the supply.

Quote
Beaches Victory,
3
Worth 2 more if there are no beaches left in the supply.

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Re: Kru5h's card ideas
« Reply #53 on: October 24, 2016, 09:03:46 pm »
0

Quote
Ivory Tower Action - Reaction,
Choose one:
+2 Cards; or
Draw until you have 5 cards in hand.
---
When you discard a card other than during a Clean-up phase, you may reveal this from your hand to put the discarded card on top of your deck.

Edit: The above feels slightly weak. I upgraded it slightly.

Quote
Ivory Tower Action - Reaction,
+2 Cards
You may discard a card.
Draw until you have 5 cards in hand.
---
When you discard a card other than during a Clean-up phase,
 you may reveal this from your hand to put the discarded card on top of your deck.
« Last Edit: October 25, 2016, 02:46:04 am by kru5h »
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Re: Kru5h's card ideas
« Reply #54 on: October 24, 2016, 10:30:03 pm »
0

Quote
Magic Lamp Action,
+1 Card
+1 Action

Name a card.
Reveal the top 3 cards of your deck. If any are the named card, put one copy of it into your hand.
Discard the other revealed cards.


Too powerful.

Quote
Magic Lamp Action,
+1 Card
+1 Action

Name a card. Reveal the top 3 cards of your deck.
Put any number of the named card into your hand and discard the rest.
« Last Edit: October 25, 2016, 08:14:16 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #55 on: October 24, 2016, 10:48:13 pm »
0

Magic Lamp Action,
+1 Card
+1 Action

Name a card.
Reveal the top 3 cards of your deck. If any are the named card, put one copy of it into your hand.
Discard the other revealed cards.
I think it'll too often be better than lab.
I'd recommend taking off the +1 card and making it cost 2 or 3, like so:
Quote
Magic Lamp
Action,
+1 Action
Name a card.
Reveal the top 3 cards of your deck. If any are the named card, put one copy of it into your hand.
Discard the other revealed cards.
« Last Edit: October 24, 2016, 10:49:30 pm by LibraryAdventurer »
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Re: Kru5h's card ideas
« Reply #56 on: October 24, 2016, 11:40:53 pm »
0

Magic Lamp Action,
+1 Card
+1 Action

Name a card.
Reveal the top 3 cards of your deck. If any are the named card, put one copy of it into your hand.
Discard the other revealed cards.
I think it'll too often be better than lab.

You're probably right.

I'd recommend taking off the +1 card and making it cost 2 or 3, like so:
Quote
Magic Lamp
Action,
+1 Action
Name a card.
Reveal the top 3 cards of your deck. If any are the named card, put one copy of it into your hand.
Discard the other revealed cards.

That makes it +1 Card, +1 Action, though. And sometimes no cards.

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Re: Kru5h's card ideas
« Reply #57 on: October 25, 2016, 12:49:23 am »
0

Quote
Skipper Action - Duration,
+2 Cards
At the beginning of your next turn,
+1 Card
---
While this is in play, when you play another Skipper
you may take +1 card now instead of next turn.

Smithy variant. Slightly worse than Smithy when you only play one. If you play multiple and you've already drawn enough cards, you can save some of them for next turn.
« Last Edit: October 25, 2016, 02:42:58 am by kru5h »
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Re: Kru5h's card ideas
« Reply #58 on: October 25, 2016, 01:56:26 am »
+1

Quote
Promotion Action,
Trash a card from your hand.
Choose one:
Gain a card costing up to more than it;
or gain a card costing up to , putting it into your hand.

A Workshop/Remodel combination.

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Re: Kru5h's card ideas
« Reply #59 on: October 25, 2016, 09:52:19 am »
0

Quote
Promotion Action,
Trash a card from your hand.
Choose one:
Gain a card costing up to more than it;
or gain a card costing up to , putting it into your hand.

A Workshop/Remodel combination.
I'm not sure about balance, but this is both simple and extremely elegant; and both choices go together really well. I like it!

If it's too weak, you could make the trashing optional for a slight buff.
« Last Edit: October 25, 2016, 09:53:41 am by GendoIkari »
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Re: Kru5h's card ideas
« Reply #60 on: October 25, 2016, 01:49:07 pm »
0

I like most of these a lot.

Warrior's Village triggers lots of extra reshuffles, which increases the physical inconvenience of playing Dominion.  It's a bit too close to the forbidden nonterminal Chancellor for me. 
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Re: Kru5h's card ideas
« Reply #61 on: October 25, 2016, 08:17:12 pm »
0

I like most of these a lot.

Warrior's Village triggers lots of extra reshuffles, which increases the physical inconvenience of playing Dominion.  It's a bit too close to the forbidden nonterminal Chancellor for me.

I've got to test it. The goal is to add an additional 3-4 reshuffles/curses per game. If it's too much more than that, I'll nerf it to discarding one card instead of two.

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Re: Kru5h's card ideas
« Reply #62 on: October 26, 2016, 02:26:50 am »
0

Quote
Sťance Action,
+2 Actions
Name a card. Reveal the top card of your deck.
If it's the named card and/or a Sťance, you may put it into your hand.
Otherwise you may trash it.

You "may" put it into your hand in case you simply want to leave a Seance on top of your deck for next turn.
« Last Edit: October 26, 2016, 02:36:27 am by kru5h »
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Re: Kru5h's card ideas
« Reply #63 on: October 26, 2016, 02:57:59 am »
0

Quote
Rebels Action - Attack,
+
You may gain a Silver.
Each other player sets aside a copper from their hand or the Supply.
They discard down to 3 cards in hand and put the set aside copper into their hand.

Slightly weaker discarding than Militia, but has some additional weak junking to compensate.
« Last Edit: October 26, 2016, 03:12:04 am by kru5h »
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Re: Kru5h's card ideas
« Reply #64 on: October 26, 2016, 07:08:25 am »
+1

Quote
Sťance Action,
+2 Actions
Name a card. Reveal the top card of your deck.
If it's the named card and/or a Sťance, you may put it into your hand.
Otherwise you may trash it.

You "may" put it into your hand in case you simply want to leave a Seance on top of your deck for next turn.
I tested a card called ghost town:
Ghost Town $2
+2 Actions
Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand.

It was okay. Maybe on the weaker side, but still good. This should cost about 4 I believe.
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Re: Kru5h's card ideas
« Reply #65 on: October 26, 2016, 12:52:34 pm »
+1

Quote
Sťance Action,
+2 Actions
Name a card. Reveal the top card of your deck.
If it's the named card and/or a Sťance, you may put it into your hand.
Otherwise you may trash it.

You "may" put it into your hand in case you simply want to leave a Seance on top of your deck for next turn.
I tested a card called ghost town:
Ghost Town $2
+2 Actions
Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand.

It was okay. Maybe on the weaker side, but still good. This should cost about 4 I believe.

Oh, okay. Well, I want to be original, so I'll change it. Also, now that I think about it, naming a card 4 times a turn would slow down the game.

Quote
Sťance Action,
+1 Card
+2 Actions
Reveal the top card of your deck.
If it's a Sťance, you may put it into your hand.
Otherwise you may trash it.

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Re: Kru5h's card ideas
« Reply #66 on: October 26, 2016, 08:26:21 pm »
+1

I changed Skipper into Locksmith.

Quote
Locksmith Action - Duration,
+2 Cards
At the start of your next turn,
+1 Card
You may treat another duration card you have in play as if each of your turns is the next turn.
(For that card, this is the start of your next turn.)

Locksmith unlocks your duration bonuses. Get tomorrow's bonuses today! For example, you can play Wharf and get +2 Cards and +1 Buy. Then you play Locksmith to unlock it's additional 2 Cards and Buy this turn. (You discard it at the end of this turn.) Turn Caravans into Labs. Turn Caravan Guards into Peddlers. Turn your Merchant Ships into +. Sometimes you don't want to fast forward your duration cards. For example, you want the attack bonus that Swamp Hag gives, but that's okay, it's nice to have the option. For cards like Champion and Outpost, this won't give you anything, but that's okay too; it doesn't mess anything up either. Sometimes there are no other duration cards in the supply, that's also okay because you can play it on itself. Usually Locksmith is 2 cards now and 1 later, so that's slightly slower than a Smithy, but if you play a second Locksmith you can unlock the first one to get your full three cards. But maybe you don't want all those cards now? That's fine. You have enough this turn, you can save some of them for the next one.
« Last Edit: October 27, 2016, 12:57:25 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #67 on: October 26, 2016, 08:42:22 pm »
+1

Need anymore cards done? If you want to find art usualy a search of "Digital art [card name]" or "[card name] painting" will turn up some good results.
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Re: Kru5h's card ideas
« Reply #68 on: October 26, 2016, 08:47:40 pm »
0

Sure. I'll message you when I come up with some stuff.

Thanks again!

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Re: Kru5h's card ideas
« Reply #69 on: October 27, 2016, 09:43:22 am »
0

I changed Skipper into Locksmith.

Quote
Locksmith Action - Duration,
+2 Cards
At the start of your next turn,
+1 Card
You may treat a duration card you have in play as if each of your turns is the next turn.
(For that card, this is the start of your next turn.)

Locksmith unlocks your duration bonuses. Get tomorrow's bonuses today! For example, you can play Wharf and get +2 Cards and +1 Buy. Then you play Locksmith to unlock it's additional 2 Cards and Buy this turn. (You discard it at the end of this turn.) Turn Caravans into Labs. Turn Caravan Guards into Peddlers. Turn your Merchant Ships into +. Sometimes you don't want to fast forward your duration cards. For example, you want the attack bonus that Swamp Hag gives, but that's okay, it's nice to have the option. For cards like Champion and Outpost, this won't give you anything, but that's okay too; it doesn't mess anything up either. Sometimes there are no other duration cards in the supply, that's also okay because you can play it on itself. Usually Locksmith is 2 cards now and 1 later, so that's slightly slower than a Smithy, but if you play a second Locksmith you can unlock the first one to get your full three cards. But maybe you don't want all those cards now? That's fine. You have enough this turn, you can save some of them for the next one.

One problem is that as worded, you can use Locksmith on itself, making it just a strictly better Smithy. I see from your explanation of the card that that's not intended, but that's how it's worded. Also, the wording just isn't really clear and doesn't describe what you intend it to do. Durations give their bonus "at the start of next turn", so if you play a Merchant Ship and then a Locksmith, I don't really see how "each of your turns is the next turn" matters, because it's already past "the start" of the next turn; now it's in the middle of the next turn.

I think a more accurate wording might just be "execute the start of next turn effects of a Duration you have in play". It's not official Dominion language, but it's pretty clear. With this wording and your wording, it's not clear if you intend for it to be able to be used on a Duration you played last turn as well as one you played this turn. The wording seems to imply you can.

There's also issues with cards like Tactician, Haven, Gear, and Archive... If you use it on Tactician, do you get the bonus? Probably not, because you never discarded a card to it. If you use it on Archive, do you just get 1 of the set aside cards immediately? Thus causing Archive to be discarded a turn sooner than normal?

Finally, assuming you make it not work on itself like you want, then in a board without other Durations (which is a lot of boards), it's just a strictly worse Smithy.
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Re: Kru5h's card ideas
« Reply #70 on: October 27, 2016, 01:11:34 pm »
0

I changed Skipper into Locksmith.

Quote
Locksmith Action - Duration,
+2 Cards
At the start of your next turn,
+1 Card
You may treat a duration card you have in play as if each of your turns is the next turn.
(For that card, this is the start of your next turn.)

Locksmith unlocks your duration bonuses. Get tomorrow's bonuses today! For example, you can play Wharf and get +2 Cards and +1 Buy. Then you play Locksmith to unlock it's additional 2 Cards and Buy this turn. (You discard it at the end of this turn.) Turn Caravans into Labs. Turn Caravan Guards into Peddlers. Turn your Merchant Ships into +. Sometimes you don't want to fast forward your duration cards. For example, you want the attack bonus that Swamp Hag gives, but that's okay, it's nice to have the option. For cards like Champion and Outpost, this won't give you anything, but that's okay too; it doesn't mess anything up either. Sometimes there are no other duration cards in the supply, that's also okay because you can play it on itself. Usually Locksmith is 2 cards now and 1 later, so that's slightly slower than a Smithy, but if you play a second Locksmith you can unlock the first one to get your full three cards. But maybe you don't want all those cards now? That's fine. You have enough this turn, you can save some of them for the next one.

One problem is that as worded, you can use Locksmith on itself, making it just a strictly better Smithy. I see from your explanation of the card that that's not intended, but that's how it's worded. Also, the wording just isn't really clear and doesn't describe what you intend it to do. Durations give their bonus "at the start of next turn", so if you play a Merchant Ship and then a Locksmith, I don't really see how "each of your turns is the next turn" matters, because it's already past "the start" of the next turn; now it's in the middle of the next turn.

I think a more accurate wording might just be "execute the start of next turn effects of a Duration you have in play". It's not official Dominion language, but it's pretty clear. With this wording and your wording, it's not clear if you intend for it to be able to be used on a Duration you played last turn as well as one you played this turn. The wording seems to imply you can.

There's also issues with cards like Tactician, Haven, Gear, and Archive... If you use it on Tactician, do you get the bonus? Probably not, because you never discarded a card to it. If you use it on Archive, do you just get 1 of the set aside cards immediately? Thus causing Archive to be discarded a turn sooner than normal?

Finally, assuming you make it not work on itself like you want, then in a board without other Durations (which is a lot of boards), it's just a strictly worse Smithy.

I changed Locksmith from "a duration card you have in play" to "another duration card you have in play".

If you use it on Tactician, you get the bonus if you discarded your hand. Otherwise you don't. You usually wouldn't choose (nor have the opportunity) to Locksmith a Tactician.

For Haven, you set aside a card, then Locksmith it to put it into your hand. This turns Haven into simply +1 Card, +1 Action. You usually wouldn't choose to Locksmith this.

For Archive, it says "each of your turns", so now is the next turn, and your next turn is the turn after that. So you play Archive, get one of the three cards, Locksmith it, get one of the two remaining cards, then at the start of your next turn you get the third one. If you Locksmith it again, you get all three cards this turn.

And if it's the only Duration, it's not strictly worse than Smithy because sometimes you actually want to have extra draw for this turn instead of next turn, especially in cases where you overdraw your deck. But you're right that it's usually (but not strictly) very slightly worse than Smithy. If you play 4 Smithys, you get 12 cards this turn. If you play 4 Locksmiths, you get 11 this turn and 1 next turn. For all future turns that you play 4 Locksmiths, you get 12 cards this turn because you get the extra one at the start of your turn, so yes, that's weaker than Smithy, but you get 1 card fewer the first time you play a chain of Locksmiths and then the normal amount there on out, so that's an extremely minor weakness.

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Re: Kru5h's card ideas
« Reply #71 on: October 27, 2016, 10:47:12 pm »
0

Okay, I playtested Warriors' Village and I don't like it.

Quote
Warriors' Village Action - Attack,
+1 Card
+2 Actions
Each other player discards the top 2 cards of their deck.
If they shuffle a new deck, they gain a Curse.

I was afraid it would be too overpowered if played too much, but I had the opposite problem, it was played very little this game. The Kingdom had only 2-3 terminals and everything else was cantrips, so we only needed 2-3 villages per person. Very few curses were handed (4 total), the problem was that they were far too random. One player got 0 curses, one player got 1 curse, one player got 3. So I'm going to remove this card from my list since it simply adds too much luck factor to the game.

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Re: Kru5h's card ideas
« Reply #72 on: October 28, 2016, 12:18:14 am »
0

I changed Skipper into Locksmith.

Quote
Locksmith Action - Duration,
+2 Cards
At the start of your next turn,
+1 Card
You may treat a duration card you have in play as if each of your turns is the next turn.
(For that card, this is the start of your next turn.)

Locksmith unlocks your duration bonuses. Get tomorrow's bonuses today! For example, you can play Wharf and get +2 Cards and +1 Buy. Then you play Locksmith to unlock it's additional 2 Cards and Buy this turn. (You discard it at the end of this turn.) Turn Caravans into Labs. Turn Caravan Guards into Peddlers. Turn your Merchant Ships into +. Sometimes you don't want to fast forward your duration cards. For example, you want the attack bonus that Swamp Hag gives, but that's okay, it's nice to have the option. For cards like Champion and Outpost, this won't give you anything, but that's okay too; it doesn't mess anything up either. Sometimes there are no other duration cards in the supply, that's also okay because you can play it on itself. Usually Locksmith is 2 cards now and 1 later, so that's slightly slower than a Smithy, but if you play a second Locksmith you can unlock the first one to get your full three cards. But maybe you don't want all those cards now? That's fine. You have enough this turn, you can save some of them for the next one.

One problem is that as worded, you can use Locksmith on itself, making it just a strictly better Smithy. I see from your explanation of the card that that's not intended, but that's how it's worded. Also, the wording just isn't really clear and doesn't describe what you intend it to do. Durations give their bonus "at the start of next turn", so if you play a Merchant Ship and then a Locksmith, I don't really see how "each of your turns is the next turn" matters, because it's already past "the start" of the next turn; now it's in the middle of the next turn.

I think a more accurate wording might just be "execute the start of next turn effects of a Duration you have in play". It's not official Dominion language, but it's pretty clear. With this wording and your wording, it's not clear if you intend for it to be able to be used on a Duration you played last turn as well as one you played this turn. The wording seems to imply you can.

There's also issues with cards like Tactician, Haven, Gear, and Archive... If you use it on Tactician, do you get the bonus? Probably not, because you never discarded a card to it. If you use it on Archive, do you just get 1 of the set aside cards immediately? Thus causing Archive to be discarded a turn sooner than normal?

Finally, assuming you make it not work on itself like you want, then in a board without other Durations (which is a lot of boards), it's just a strictly worse Smithy.

Okay, it is slightly weak.

How about this:

Quote
Locksmith Action - Duration,
You may treat another duration card you have in play as if each of your turns is the next turn.
(For that card, this is the start of your next turn.)
At the start of your next turn,
+3 Cards

Weaken it more and make it cost 3? Feels a bit strong for a 3.

Edit 2:

Quote
Locksmith Action - Duration,
+2 Cards
At the start of your next turn,
+
You may treat another duration card you have in play as if each of your turns is the next turn.
(For that card, this is the start of your next turn.)

This is slightly weaker, I think, especially if you only play one. If you play multiple, though, it gives your money a lot of option value. You almost always want more cards now, but with coins, sometimes it's better to save it for next turn.

I'm still thinking on it a bit, though.

Edit 3: I think I like this the best, but only slightly more than edit 2.

Quote
Locksmith Action - Duration,
+2 Cards
At the start of your next turn,
+1 Card
You may treat any number of other duration cards you have in play as if each of your turns is the next turn.
(For those cards, this is the start of your next turn.)

That way you can save all of your +1 Cards until you play the last Locksmith, triggering them each one at a time until you feel you have enough cards, saving the rest for next turn. Of course, it still doesn't work on itself, so you're always saving at least one. That's the trade-off.
« Last Edit: October 28, 2016, 02:05:11 am by kru5h »
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Re: Kru5h's card ideas
« Reply #73 on: October 28, 2016, 06:49:20 pm »
0

I'm thinking of simplifying Rabbits to this:

Quote
Rabbits Action, *
+
You may gain a Rabbits from any Supply pile.
Put this on a non-empty Supply pile.
(Players may only gain the top card.)
---
While this is not in the Rabbits Supply pile, it costs .

1) This is a lot less text.
2) This gets rid of the +buy, but still allows you to "buy" Rabbits by gaining them.
3) It lets you gain Rabbits from any pile, so it still counters other Rabbits.
4) You can now put Rabbits back in the Rabbits pile, so this can be used to slowly clean up all the Rabbits in play. Many people wanted an option to trash this card, and this scratches that itch.

Thoughts?

(Original card for comparison)



After thinking about it, I'm going to add a little bit more text.

Quote
Rabbits Action, *
+
You may gain a Rabbits from any Supply pile.
Put this on a non-empty Supply pile that doesn't have a Rabbits on it.
(Players may only gain the top card.)
---
While this is not in the Rabbits Supply pile, it costs .

This prevents people from putting it back into the Rabbits pile, but it also prevents stacking multiple copies on the same card.
This still eliminates 2 lines of text and a "+1 Buy" line.
« Last Edit: October 29, 2016, 03:06:58 am by kru5h »
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tristan

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Re: Kru5h's card ideas
« Reply #74 on: October 29, 2016, 09:09:57 am »
0

I like the first version more and would actually have an easier time to explain it to other folks than in the case of the abbreviated text.
I also don't think that Rabbits requires a buff.
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Re: Kru5h's card ideas
« Reply #75 on: October 29, 2016, 10:55:45 am »
+1

I like the first version more and would actually have an easier time to explain it to other folks than in the case of the abbreviated text.
I also don't think that Rabbits requires a buff.

How about this:

Quote
Rabbits Action, *
+1 Buy
+
You may gain a Rabbits from the Rabbits pile.
Put this on a non-empty Supply pile that doesn't have a Rabbits on it.
(When a player gains a card beneath Rabbits, they gain nothing.)
---
This costs while on a non-Rabbits Supply pile.

« Last Edit: October 30, 2016, 11:09:59 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #76 on: October 31, 2016, 03:30:37 am »
+3

Quote
Dagger Action,
+1 Action
Trash a card from your hand.
Put this on the bottom of your deck.
---
When you trash this, gain a card costing up to .
« Last Edit: November 01, 2016, 12:12:52 am by kru5h »
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Re: Kru5h's card ideas
« Reply #77 on: November 02, 2016, 02:57:51 am »
+1

So, one of Asper's cards gave me an idea. Why not spend actions/buys? Storyteller has you spend money to draw cards, what else can you spend?

Quote
Cipher Action,
+3 Cards
Select a card from your hand. Discard it or put it on top of your deck.
You may spend an action to play this card a second time.

Each cipher is like having two copies of it in hand, but it only takes up the space of one card.
In games without Villages, this is still a viable card. In games with villages, it isn't overpowered.

Edit: I had one for spending buys, but it sucked.
« Last Edit: November 02, 2016, 05:19:17 am by kru5h »
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Re: Kru5h's card ideas
« Reply #78 on: November 02, 2016, 04:01:05 am »
0

I also played around with the concept of spending Actions/Buys.
Cipher looks fine. A cheap Smithy for BM when you green early but that won't make it overpowered.
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Re: Kru5h's card ideas
« Reply #79 on: November 02, 2016, 05:06:52 pm »
0

I like the first version more and would actually have an easier time to explain it to other folks than in the case of the abbreviated text.
I also don't think that Rabbits requires a buff.

How about this:

Quote
Rabbits Action, *
+1 Buy
+
You may gain a Rabbits from the Rabbits pile.
Put this on a non-empty Supply pile that doesn't have a Rabbits on it.
(When a player gains a card beneath Rabbits, they gain nothing.)
---
This costs while on a non-Rabbits Supply pile.


One tiny caveat: It should say, "when a player would gain a card from that pile . . . ."  Otherwise, it's paradoxical--you can't gain both a card and nothing at the same time--(ok, you can, but only trivially). 

And do you really only want Rabbits to have 10 cards in its pile, or should it be 20 like Rats?
« Last Edit: November 02, 2016, 05:14:36 pm by Marcory »
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Re: Kru5h's card ideas
« Reply #80 on: November 02, 2016, 08:15:23 pm »
0

One tiny caveat: It should say, "when a player would gain a card from that pile . . . ."  Otherwise, it's paradoxical--you can't gain both a card and nothing at the same time--(ok, you can, but only trivially). 
And do you really only want Rabbits to have 10 cards in its pile, or should it be 20 like Rats?

Yes, I really want Rabbits to only have a pile of 10. 20 could grind the game to a halt.

This card is so hard to word.

How's this?

Quote
Rabbits Action, *
+1 Buy
+
You may gain a Rabbits from the Rabbits pile.
Put this on a non-empty Supply pile that doesn't have a Rabbits on it.
(Players may only gain a card if it's on top.)
---
This costs while on a non-Rabbits Supply pile.

ThetaSigma12

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Re: Kru5h's card ideas
« Reply #81 on: November 03, 2016, 05:29:21 pm »
+2


I'm on the lookout for better art, I don't like having a photo.

Preferred Art: http://ethicallychallenged.deviantart.com/art/Conspiracy-414138123
Also, I'm pretty sure this could have tracking issues with Counterfeit.

The art's okay, but a little grim.

Ideally I'd have a peice of art with Beaches and Rare Coin. Oh well.

Preffered art, and renamed Researcher: http://homoseptimus.deviantart.com/art/Librarian-355923752

Prefferd art, and renamed Beacon: http://j-humphries.deviantart.com/art/Mountain-Beacon-488383797


The whole concept is a little cliche, not bad just often thought. Probably won't use this so no suggestions for now.

Preffered art, renamed Pursuit: http://www.deviantart.com/art/Chase-302462459
(Mulligan isn't even an event sounding name. It's a stew, yes, but you don't name events after objects)

The art's good enough. It doesn't competley fit but whatever.

No comments, kudos for the great image.

I'd rename it Hunting Dogs, and possibly find new art.

Kinda confusing.

Okay, this was a complete pain in the butt to make. I'm proud of myself for figuring out how to make a template. Thanks guys, I'm here all day.

Preffered art, renamed Chest: http://marcsimonetti.deviantart.com/art/Scouring-the-vault-140248719

Looking for new art.


Srsly what's with all the animals?
Preferred art, renamed Nomads: http://merlkir.deviantart.com/art/Wanderers-386383179


All my comments on the art and names. I might make an alternate version for myself if I want to use them.
« Last Edit: November 15, 2016, 08:46:01 pm by ThetaSigma12 »
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Re: Kru5h's card ideas
« Reply #82 on: November 06, 2016, 08:41:34 pm »
0

Quote
Debit Action,
+1 Card
+1 Action

Take 3 Coin tokens.
Take 3 Debt tokens.

Kind of like the opposite of Capital. Instead of getting $6 now and 6 debt later, you get 3 debt now and 3 coin tokens for later. If you don't want the debt, you can just immediately pay any of it off with the coin tokens.

If this is too strong, I can always change it to 2 of each token.

Edit: Version 2

Quote
Debit Treasure

When you play this, take a Coin token and a Debt token.
« Last Edit: November 07, 2016, 02:22:42 am by kru5h »
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Re: Kru5h's card ideas
« Reply #83 on: November 07, 2016, 12:28:24 am »
+3

Images on the following cards were listed as "unknown". I've identified them using the Search by Image feature of images.google.com (Click on the little camera and then drag in an image you want to find/identify, then hunt around in the results a bit)


Cell illustration is Prison of Desires by Kleyos


Ivory Tower illustration appears to be related to The Neverending Story III: Escape from Fantasia - https://www.themoviedb.org/movie/27793-the-neverending-story-iii-escape-from-fantasia/images/backdrops?language=en-US


Locksmith illustration is The Locksmith by A Neapolitan follower of Ribera (or just Neapolitan) as the attribution is uncertain.


Sellout illustration is Conscience, Judas by Nikolai Ge


Mulligan illustration is The Black Cauldron Background Concept by Ron Dias


Hounds illustration is The fox and the hound by Citron--Vert


Snakes illustration is White snake by Atenebris

Finally, here is a higher resolution image for Leonardo Da Vinci, if you end up sticking with that image for Inventor.


« Last Edit: November 07, 2016, 12:32:02 am by Thanar »
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Re: Kru5h's card ideas
« Reply #84 on: November 07, 2016, 07:45:41 am »
0

Thanks for doing that! I didn't have time on my hands to use TinEye on them all.
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Re: Kru5h's card ideas
« Reply #85 on: November 07, 2016, 07:46:24 am »
+1

Quote
Debit Action,
+1 Card
+1 Action

Take 3 Coin tokens.
Take 3 Debt tokens.

Kind of like the opposite of Capital. Instead of getting $6 now and 6 debt later, you get 3 debt now and 3 coin tokens for later. If you don't want the debt, you can just immediately pay any of it off with the coin tokens.

If this is too strong, I can always change it to 2 of each token.

Edit: Version 2

Quote
Debit Treasure

When you play this, take a Coin token and a Debt token.
See Asper's Investor.
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Re: Kru5h's card ideas
« Reply #86 on: November 09, 2016, 01:22:11 am »
0

Quote
Debit Action,
+1 Card
+1 Action

Take a Coin token and a Debt token.
---
When you gain this, shuffle your discard pile and put it onto your deck.

This card seems kind of weak and/or boring.
« Last Edit: November 09, 2016, 01:36:35 am by kru5h »
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Re: Kru5h's card ideas
« Reply #87 on: November 10, 2016, 01:09:43 am »
+1

Thinking of this change.

Quote
Sellout Event,
Gain a curse. If you did, choose one:
Gain 2 cards, each costing up to ; or
gain a card costing up to .

Old card:

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Re: Kru5h's card ideas
« Reply #88 on: November 11, 2016, 12:58:23 pm »
0

Thinking of this change.

Quote
Sellout Event,
Gain a curse. If you did, choose one:
Gain 2 cards, each costing up to ; or
gain a card costing up to .

Old card:



This feels like it should cost way less. It basically just gives you extra to spend, and only when you happen to want a card costing exactly. If you use it to get a card costing , which is probably more common, then it's just Borrow, except the gain a Curse penalty is way worse (normally) than the -1 card token penalty.
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Re: Kru5h's card ideas
« Reply #89 on: November 11, 2016, 07:05:31 pm »
0

Thinking of this change.

Quote
Sellout Event,
Gain a curse. If you did, choose one:
Gain 2 cards, each costing up to ; or
gain a card costing up to .

Old card:



This feels like it should cost way less. It basically just gives you extra to spend, and only when you happen to want a card costing exactly. If you use it to get a card costing , which is probably more common, then it's just Borrow, except the gain a Curse penalty is way worse (normally) than the -1 card token penalty.

It was originally gain a curse, if you do, +2 coin. That seems a bit strong, though. If you buy provinces, that's still 5 VP for 6 coin. Makes big money faster and ends the game sooner. It might be alright, but it needs testing. I'll try to think of something other than "+2 coin, you can't buy a province." The simple version (+2 coin) might work out fine, but it's on the edge for me.
« Last Edit: November 11, 2016, 07:39:54 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #90 on: November 11, 2016, 09:20:13 pm »
0

Quote
Sellout Event,
+1 Buy
If you have or less, gain a Curse. If you did, choose one:
+; or gain a card costing up to .

On second thought, I don't like that you can instantly empty two piles (Curse and a 4-cost pile.) I don't want to add a "once per turn" clause because it's already wordy.

Quote
Sellout Event,
+1 Buy
If you have or less, gain a Curse. If you did, +.

This still combos extremely well with Borrow and makes the game into a very boring Big Money fest, but that should be rare enough that I'm not super concerned. Though, it does still bother me mildly.
« Last Edit: November 11, 2016, 10:03:04 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #91 on: November 12, 2016, 10:46:43 am »
0

Sellout/Trader and Sellout/Watchtower look strong.
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Re: Kru5h's card ideas
« Reply #92 on: November 12, 2016, 11:21:53 am »
0

Could you phrase sellout like this:

'Gain a curse. If it ends up in your discard pile, you may...' to avoid trader/watchtower shenanigans?
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Re: Kru5h's card ideas
« Reply #93 on: November 12, 2016, 11:42:30 am »
0

Could you phrase sellout like this:

'Gain a curse. If it ends up in your discard pile, you may...' to avoid trader/watchtower shenanigans?
Gain a Curse, to...
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Re: Kru5h's card ideas
« Reply #94 on: November 12, 2016, 11:50:14 am »
0

Could you phrase sellout like this:

'Gain a curse. If it ends up in your discard pile, you may...' to avoid trader/watchtower shenanigans?
No. The point of the combo with Trader is just that it ends up putting the entire Silver pile in the player's deck by continually buying this Event. The after-the-curse gain is not relevant to it.
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Re: Kru5h's card ideas
« Reply #95 on: November 12, 2016, 12:04:52 pm »
0

Could you phrase sellout like this:

'Gain a curse. If it ends up in your discard pile, you may...' to avoid trader/watchtower shenanigans?
No. The point of the combo with Trader is just that it ends up putting the entire Silver pile in the player's deck by continually buying this Event. The after-the-curse gain is not relevant to it.

I don't understand your comment.
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Re: Kru5h's card ideas
« Reply #96 on: November 12, 2016, 12:05:36 pm »
0

Could you phrase sellout like this:

'Gain a curse. If it ends up in your discard pile, you may...' to avoid trader/watchtower shenanigans?
Gain a Curse, to...

With Watchtower, you gain the curse. You just trash it immediately

I think with trader you don't gain, right?
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Re: Kru5h's card ideas
« Reply #97 on: November 12, 2016, 12:06:32 pm »
0

Ah, I think I was misreading the 0 on Sellout as a cost.
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Re: Kru5h's card ideas
« Reply #98 on: November 12, 2016, 02:04:05 pm »
0

Ah, I think I was misreading the 0 on Sellout as a cost.

It is a 0 cost.

But the solution is an easy fix. I'll just add that "Once per turn" clause. Watchtower still gives you +2 money for free, but that's no huge deal.

Quote
Sellout Event,
+1 Buy
Once per turn: If you have or less, gain a Curse. If you did, +.

Edit: It might be fine to remove the "5 or less clause." Like I said, it's really borderline for me.

Quote
Sellout Event,
+1 Buy
Once per turn: Gain a Curse. If you did, +.
« Last Edit: November 13, 2016, 12:18:34 am by kru5h »
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Re: Kru5h's card ideas
« Reply #99 on: November 12, 2016, 02:11:00 pm »
0

I'm thinking of Changing Young Noble. Other than the novelty of being a Victory-Duration card, it isn't that interesting. Why is it even a duration? Can't I just have 2 cards now?



(Also, ThetaSigma12, the cost is supposed to be 3, not 4.)

How about this:

Quote
Polis Action - Duration - Reaction,
Choose one: +2 Actions; or
at the start of your next turn, if this is still in play, +2 Cards.
---
When another player plays an attack card, you may trash this from play or your hand to gain an attack card.

This card acts as a weak village or something to smooth out your engine. Weak villages and engine smoothing isn't that useful if there are a lot of attacks flying around. In that case, trash these and pivot into attacking.

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Re: Kru5h's card ideas
« Reply #100 on: November 12, 2016, 04:00:14 pm »
0

Quote



Polis Action - Duration - Reaction,
Choose one: +2 Actions; or
at the start of your next turn, if this is still in play, +2 Cards.
---
When another player plays an attack card, you may trash this from play or your hand to gain an attack card.


This card acts as a weak village or something to smooth out your engine. Weak villages and engine smoothing isn't that useful if there are a lot of attacks flying around. In that case, trash these and pivot into attacking.

Both of their strength seems fairish, the victory version being slightly weak however making it cost 3 would probably make it stronger than great hall (which was removed). The reaction version seems like a weaker squire however it could also work.
« Last Edit: November 12, 2016, 04:02:50 pm by loneXolf »
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Re: Kru5h's card ideas
« Reply #101 on: November 12, 2016, 05:17:08 pm »
+1

sorry I've been too buys to update your cards but soon I will.
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Re: Kru5h's card ideas
« Reply #102 on: November 12, 2016, 07:24:04 pm »
0

On second thought, the new version is too similar to Squire, so I'm going to keep it how it is for now.

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Re: Kru5h's card ideas
« Reply #103 on: November 13, 2016, 12:51:50 am »
+1

Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.

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Re: Kru5h's card ideas
« Reply #104 on: November 13, 2016, 02:12:20 am »
+1

Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.

Weird card, it's just a slightly weaker king's court with a action that give more actions. also you can put throne roomed terminals back on top of your deck if you run out of actions. However what would happen if you played this with Gear or Archive would the set aside cards be gone for the rest of the game? Yeah I forgot about the Procession ruling in the moment I wrote that, my bad :3.
« Last Edit: November 13, 2016, 05:23:32 am by loneXolf »
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Re: Kru5h's card ideas
« Reply #105 on: November 13, 2016, 02:15:45 am »
0

Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.

Weird card, it's weak with most duration cards. also it's just a slightly weaker king's court with a action that give more actions. also you can put throne roomed terminals back on top of your deck if you run out of actions. However what would happen if you played this with Gear or Archive would the set aside cards be gone for the rest of the game?

It doesn't make duration cards stop working. They still have their effects, it just isn't in play anymore when that happens. Same thing when you Procession a duration card like Gear or Archive.

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Re: Kru5h's card ideas
« Reply #106 on: November 13, 2016, 02:21:36 am »
0

Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.
Probably too strong as it is nearly as good as KC. The only exceptions are not having enough actions (in order to play the card which you put back into your hand for a third time) and KC-KC which is better than Scepter-Scepter.
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Re: Kru5h's card ideas
« Reply #107 on: November 13, 2016, 02:30:28 am »
0

Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.
Probably too strong as it is nearly as good as KC. The only exceptions are not having enough actions (in order to play the card which you put back into your hand for a third time) and KC-KC which is better than Scepter-Scepter.

How about I weaken it but lower the cost?

Quote
Scepter Action,
You may choose a card from your hand. Play it twice.
You may put it onto your deck.

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Re: Kru5h's card ideas
« Reply #108 on: November 13, 2016, 03:13:07 am »
+2

Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.
Probably too strong as it is nearly as good as KC. The only exceptions are not having enough actions (in order to play the card which you put back into your hand for a third time) and KC-KC which is better than Scepter-Scepter.

How about I weaken it but lower the cost?

Quote
Scepter Action,
You may choose a card from your hand. Play it twice.
You may put it onto your deck.
Similar to LFN's General (which is a bit bland: TR and Scheme combined into one card) but a bit better and more interesting. With a powerhouse Action card like Grand Market around it will probably be pretty strong. but no idea about how strong this is will be in general.
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Re: Kru5h's card ideas
« Reply #109 on: November 13, 2016, 02:06:55 pm »
0

Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.
Probably too strong as it is nearly as good as KC. The only exceptions are not having enough actions (in order to play the card which you put back into your hand for a third time) and KC-KC which is better than Scepter-Scepter.

How about I weaken it but lower the cost?

Quote
Scepter Action,
You may choose a card from your hand. Play it twice.
You may put it onto your deck.

I feel like both cards create opportunities to go infinite relatively easily. Taking cards you've played off the table creates memory / tracking issues as well. Seems tricky.
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kru5h

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Re: Kru5h's card ideas
« Reply #110 on: November 13, 2016, 02:14:52 pm »
0

I like LFN's version better, so I'll just drop this card.

Similar to LFN's General (which is a bit bland: TR and Scheme combined into one card) but a bit better and more interesting.

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Re: Kru5h's card ideas
« Reply #111 on: November 15, 2016, 12:44:34 am »
+3

Quote
Scepter Action,
You may play an Action card from your hand.
Choose one:
Play it again; or gain a copy of it.

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Re: Kru5h's card ideas
« Reply #112 on: November 15, 2016, 03:19:29 am »
0

Quote
Scepter Action,
You may play an Action card from your hand.
Choose one:
Play it again; or gain a copy of it.

First comes off as a split of Disciple which in itself is not a bad idea I think. My main problem with disciple is that it's maybe to good in a city quarter/overlord type kingdoms. However this card seems balanced and I like how you play out the target action once before you pick to gain a copy of it or play it again.
« Last Edit: November 15, 2016, 03:45:05 am by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #113 on: November 15, 2016, 09:32:50 pm »
0

If it ends up being too strong, I can raise the cost and buff the play-again option by mixing it with LFN's General.

Quote
Scepter (Alternate Version) Action,
You may play an Action card from your hand.
Choose one:
Gain a copy of it; or
play it again and when you discard it from play, you may put it on your deck.

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Re: Kru5h's card ideas
« Reply #114 on: November 15, 2016, 10:29:17 pm »
0

Thinking of this change.

Quote
Sellout Event,
Gain a curse. If you did, choose one:
Gain 2 cards, each costing up to ; or
gain a card costing up to .

Old card:



How about this:

Quote
Sellout Event,
+1 Buy
Once per turn: Gain a curse. If you did, + and put the next card you gain this turn on top of your deck.

If somebody uses this to buy a Province for $6, then they had to gain a curse and put the Province on top of their deck, essentially Sea-Hagging themselves.
« Last Edit: November 17, 2016, 12:20:11 am by kru5h »
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Re: Kru5h's card ideas
« Reply #115 on: November 16, 2016, 01:27:17 am »
0

Quote
Scepter Action,
You may play an Action card from your hand.
Choose one:
Play it again; or gain a copy of it.

First comes off as a split of Disciple which in itself is not a bad idea I think. My main problem with disciple is that it's maybe to good in a city quarter/overlord type kingdoms. However this card seems balanced and I like how you play out the target action once before you pick to gain a copy of it or play it again.

After thinking about it, playing it once before you choose is actually worse for this card. Imagine the tracking if you play several chained together:

I play a Scepter. Okay, play a card: I play another Scepter. Okay, now I play a third Scepter. And now I play Smithy. Now I choose to play Smithy again. Now I go backwards to the 2nd Scepter and choose to play my third Scepter again. Okay, now I choose to play Village. Now I go back to the second play of my third Scepter and gain a Village. Now I go back to the first Scepter and choose whether to play the second Scepter again or gain a Scepter.

Complicated stuff.

I think I'll change it:

Quote
Scepter Action,
Choose one:
You may play an Action card from your hand twice; or
you may play an Action card from your hand and gain a copy of it.
« Last Edit: November 16, 2016, 01:33:28 am by kru5h »
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Re: Kru5h's card ideas
« Reply #116 on: November 16, 2016, 08:43:44 am »
0

Quote
Scepter Action,
You may play an Action card from your hand.
Choose one:
Play it again; or gain a copy of it.

First comes off as a split of Disciple which in itself is not a bad idea I think. My main problem with disciple is that it's maybe to good in a city quarter/overlord type kingdoms. However this card seems balanced and I like how you play out the target action once before you pick to gain a copy of it or play it again.

After thinking about it, playing it once before you choose is actually worse for this card. Imagine the tracking if you play several chained together:

I play a Scepter. Okay, play a card: I play another Scepter. Okay, now I play a third Scepter. And now I play Smithy. Now I choose to play Smithy again. Now I go backwards to the 2nd Scepter and choose to play my third Scepter again. Okay, now I choose to play Village. Now I go back to the second play of my third Scepter and gain a Village. Now I go back to the first Scepter and choose whether to play the second Scepter again or gain a Scepter.

Complicated stuff.

I think I'll change it:

Quote
Scepter Action,
Choose one:
You may play an Action card from your hand twice; or
you may play an Action card from your hand and gain a copy of it.

Well that does seem like a pain to track but it nerfs the card overall q-q.

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Re: Kru5h's card ideas
« Reply #117 on: November 17, 2016, 12:08:56 am »
0

Quote
Cobbler Action,
Gain a card costing up to less than this.
If the gained card is an...
Action card, play it twice.
Treasure card, put it into your hand.
Victory card, gain a copy of it.
« Last Edit: November 17, 2016, 03:52:35 am by kru5h »
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Re: Kru5h's card ideas
« Reply #118 on: November 17, 2016, 12:46:22 am »
0

Quote
Maid Action,
Do both in either order:
+5 Cards; discard 5 cards.

Have only two cards left in your hand? Discard them to draw 5. Otherwise, you probably want to draw 5 first.

Edit: I'll probably just edit my Ivory Tower card to say this instead. Far more interesting.


« Last Edit: November 17, 2016, 12:56:04 am by kru5h »
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Re: Kru5h's card ideas
« Reply #119 on: November 17, 2016, 01:12:06 am »
+1

Quote
Guru Reaction,
When you gain a card, you may discard this from your hand to trash a card from your hand.

When you trash a card, you may discard this from your hand to gain a card costing up to .

Inspired by NoMoreFun's Barge. Thanks to LibraryAdventurer for revealing it to me.
« Last Edit: November 17, 2016, 01:40:42 am by kru5h »
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Re: Kru5h's card ideas
« Reply #120 on: November 17, 2016, 07:55:04 am »
+2

Quote
Cobbler Action,
Gain a card costing up to less than this.
If the gained card is an...
Action card, play it twice.
Treasure card, put it into your hand.
Victory card, gain a copy of it.

Seems really strong depending on the kingdom and before any kingdom piles are empty. For a example if village is in the kingdom it makes this card +2 Cards +4 Actions/Low costing cantrips make it a lost city and at worst this card is a Explorer without the province effect.

Quote
Maid: 4 cost
Do both in either order:
+5 Cards; discard 5 cards.

Hard for me to see how strong this is,  Random suggestion: +4 cards/discard 3 cards might be better idk. I would need to play with this card to see how good it is.

Quote
Guru Reaction,
When you gain a card, you may discard this from your hand to trash a card from your hand.

When you trash a card, you may discard this from your hand to gain a card costing up to .
A pure reaction is a nice idea, like maid it's hard to see how strong this card is without playing with it. Random suggestion: (Not sure how good this idea is) When you trash a card, you may discard this from your hand. If you do, +1 card, gain a guru. to replace it's bottom reaction.
« Last Edit: November 17, 2016, 09:06:10 am by loneXolf »
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Re: Kru5h's card ideas
« Reply #121 on: November 17, 2016, 08:57:18 am »
+1

If you get the price of Crown down to $3, Cobblering a Crown looks pretty interesting.
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Re: Kru5h's card ideas
« Reply #122 on: November 17, 2016, 04:55:11 pm »
0

Quote
Cobbler Action,
Gain a card costing up to less than this.
If the gained card is an...
Action card, play it twice.
Treasure card, put it into your hand.
Victory card, gain a copy of it.

Seems really strong depending on the kingdom and before any kingdom piles are empty. For a example if village is in the kingdom it makes this card +2 Cards +4 Actions/Low costing cantrips make it a lost city and at worst this card is a Explorer without the province effect.

Quote
Maid: 4 cost
Do both in either order:
+5 Cards; discard 5 cards.

Hard for me to see how strong this is,  Random suggestion: +4 cards/discard 3 cards might be better idk. I would need to play with this card to see how good it is.

Quote
Guru Reaction,
When you gain a card, you may discard this from your hand to trash a card from your hand.

When you trash a card, you may discard this from your hand to gain a card costing up to .
A pure reaction is a nice idea, like maid it's hard to see how strong this card is without playing with it. Random suggestion: (Not sure how good this idea is) When you trash a card, you may discard this from your hand. If you do, +1 card, gain a guru. to replace it's bottom reaction.

I'm going to remove Guru. Its first reaction is basically just the same as an action card with +1 Action, trash a card from your hand. I like the original Barge much better.

I'll probably nerf Cobbler to this. Though, it's not so interesting now and can be a dud in many kingdoms.

Quote
Cobbler Action,
Gain a card costing less than this.
If the gained card is an...
Action card, play it.
Treasure card, put it into your hand.
Victory card, gain a copy of it.

I put "less than this" instead of $3 so that you can never Cobbler a Cobbler to empty the entire pile, though it does make it not interact with Bridge/Highway/etc. so well.
« Last Edit: November 17, 2016, 04:58:39 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #123 on: November 17, 2016, 05:20:37 pm »
0

Looks too much like Ironworks, but better.
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Re: Kru5h's card ideas
« Reply #124 on: November 17, 2016, 06:16:20 pm »
0

Quote

I'll probably nerf Cobbler to this. Though, it's not so interesting now and can be a dud in many kingdoms.

Quote
Cobbler Action,
Gain a card costing less than this.
If the gained card is an...
Action card, play it.
Treasure card, put it into your hand.
Victory card, gain a copy of it.

I put "less than this" instead of $3 so that you can never Cobbler a Cobbler to empty the entire pile, though it does make it not interact with Bridge/Highway/etc. so well.

I agree to what Theta said about this version is better, however it does seem similar to Ironworks. Also I think this card is a bit better than Ironworks in more kingdoms, since Cobbler works better with silver and 3 or lower cost action cards, while Ironworks needs a good 4 cost target to be "better".  Also I think Cobbler is much more versatile than most other 4 cost card out there.

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Re: Kru5h's card ideas
« Reply #125 on: November 17, 2016, 08:00:47 pm »
0

Quote
Whispers Event,
Choose one:
Gain a card costing up to and a card costing up to ;
Gain 2 cards, each costing up to ; or
Gain 3 cards, each costing up to .

Edit: Changed to $4

Edit: Simplified:

Quote
Whispers Event,
Gain a card costing up to and a card costing up to .
« Last Edit: November 18, 2016, 02:45:40 am by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #126 on: November 17, 2016, 08:11:52 pm »
0

Quote

I'll probably nerf Cobbler to this. Though, it's not so interesting now and can be a dud in many kingdoms.

Quote
Cobbler Action,
Gain a card costing less than this.
If the gained card is an...
Action card, play it.
Treasure card, put it into your hand.
Victory card, gain a copy of it.

I put "less than this" instead of $3 so that you can never Cobbler a Cobbler to empty the entire pile, though it does make it not interact with Bridge/Highway/etc. so well.

I agree to what Theta said about this version is better, however it does seem similar to Ironworks. Also I think this card is a bit better than Ironworks in more kingdoms, since Cobbler works better with silver and 3 or lower cost action cards, while Ironworks needs a good 4 cost target to be "better".  Also I think Cobbler is much more versatile than most other 4 cost card out there.

Quote
Cobbler Action,
+1 Action
Gain a card costing up to less than this.
If the gained card is an...
Action card, play it.
Treasure card, put it into your hand.
Victory card, gain a copy of it.

Kind of like a Herald/Ironworks. Maybe?

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Re: Kru5h's card ideas
« Reply #127 on: November 17, 2016, 08:40:49 pm »
0

Quote
Cobbler Action,
+1 Action
Gain a card costing up to less than this.
If the gained card is an...
Action card, play it.
Treasure card, put it into your hand.
Victory card, gain a copy of it.
Quote
Kind of like a Herald/Ironworks. Maybe?

I like this version so far the most out of the 3.
« Last Edit: November 17, 2016, 08:42:56 pm by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #128 on: November 17, 2016, 11:20:48 pm »
0

Quote
Cobbler Action,
+1 Action
Gain a card costing up to less than this.
If the gained card is an...
Action card, play it.
Treasure card, put it into your hand.
Victory card, gain a copy of it.
Quote
Kind of like a Herald/Ironworks. Maybe?

I like this version so far the most out of the 3.

Eh, I'll just give up on this card for now.

Edit: On second thought, I like the 4-cost version of this card.

Quote
Cobbler Action,
Gain a card costing less than this.
If the gained card is an...
Action card, play it.
Treasure card, put it into your hand.
Victory card, gain a copy of it.

It's more powerful than Ironworks when gaining Silver or Estates, but has fewer options. The choice between Ironworks and this is fairly even and depends heavily on the board. One of the main advantages of Ironworks is that you can always Ironworks an Ironworks. You can't Cobbler a Cobbler, and there isn't always a decent 2 or 3 cost on the board that you want several of. It also doesn't combo with most cost reducers.
« Last Edit: November 18, 2016, 02:25:16 am by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #129 on: November 18, 2016, 02:12:58 am »
+2

Quote
Lost Coin Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coin this turn, +1 Buy.

This functions similarly to a coin token. Got extra this turn? Buy this and you'll randomly have on one of your future turns. It's obviously weaker than a coin token because you can't choose which turn this shows up on.
« Last Edit: November 18, 2016, 02:18:18 am by kru5h »
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tristan

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Re: Kru5h's card ideas
« Reply #130 on: November 18, 2016, 05:44:40 am »
0

Quote
Fame Treasure,
Gain a card.
---
If there's a card in the Supply costing more than ,
then this costs .
This is bad. In one of the contests one guy did a cantrip Duchy gainer for 6 if I remember correctly which is OK. In the absence of Silkroad and Duke Duchies are after all more of a sidekick.

But this is a non-terminal Province/Colony gainer and I don't see any situation in which you will not buy Fame instead of Province/Colony.
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Re: Kru5h's card ideas
« Reply #131 on: November 18, 2016, 05:47:35 am »
0

Quote
Fame Treasure,
Gain a card.
---
If there's a card in the Supply costing more than ,
then this costs .

I think it should be something like this:

Fame-Treasure, $8
+$2
If you trash this, gain a card.
---
If there's a card in the supply blablabla
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Re: Kru5h's card ideas
« Reply #132 on: November 18, 2016, 05:50:20 am »
0

Quote
Fame Treasure,
Gain a card.
---
If there's a card in the Supply costing more than ,
then this costs .

I think it should be something like this:

Fame-Treasure, $8
+$2
If you trash this, gain a card.
---
If there's a card in the supply blablabla

You picked the worst timing.

I was about to delete Fame and add it to the Really Bad Card Idea thread. Now it's stuck here forever.

That'll teach me to come up with cards at 6am.
« Last Edit: November 18, 2016, 05:51:22 am by kru5h »
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AdrianHealey

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Re: Kru5h's card ideas
« Reply #133 on: November 18, 2016, 05:54:04 am »
0

I don't think it's a bad idea.

A $8 silver that you can exchange for a province? Why not?

Maybe make it $9 (and $12), just to be sure.
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Re: Kru5h's card ideas
« Reply #134 on: November 18, 2016, 05:57:57 am »
0

Quote
Lost Coin Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coin this turn, +1 Buy.

This functions similarly to a coin token. Got extra this turn? Buy this and you'll randomly have on one of your future turns. It's obviously weaker than a coin token because you can't choose which turn this shows up on.
This is very interesting and a potential fix of Asper's Conserve. It is only once per turn, features a better ratio (1:1 instead of 2:1) but as you said, unlike with a Coin token you cannot time when you get the one-shot Peddler.
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Re: Kru5h's card ideas
« Reply #135 on: November 18, 2016, 06:10:24 am »
0

Quote
Lost Coin Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coin this turn, +1 Buy.

This functions similarly to a coin token. Got extra this turn? Buy this and you'll randomly have on one of your future turns. It's obviously weaker than a coin token because you can't choose which turn this shows up on.
This is very interesting and a potential fix of Asper's Conserve. It is only once per turn, features a better ratio (1:1 instead of 2:1) but as you said, unlike with a Coin token you cannot time when you get the one-shot Peddler.

Asper's Conserve looks interesting:


I probably would've costed it at $1 + 1 Debt rather than $2.

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Re: Kru5h's card ideas
« Reply #136 on: November 18, 2016, 08:10:28 am »
0

Quote
Quote
Cobbler Action,
Gain a card costing less than this.
If the gained card is an...
Action card, play it.
Treasure card, put it into your hand.
Victory card, gain a copy of it.

It's more powerful than Ironworks when gaining Silver or Estates, but has fewer options. The choice between Ironworks and this is fairly even and depends heavily on the board. One of the main advantages of Ironworks is that you can always Ironworks an Ironworks. You can't Cobbler a Cobbler, and there isn't always a decent 2 or 3 cost on the board that you want several of. It also doesn't combo with most cost reducers.

This was my second favorite version, however it seems to do everything better (Maybe the "Victory card +1 card" is better in same cases) than Ironworks except it's unable to get 4 costs. I only see Ironworks being clearly better in games where you want a certain 4 cost card. Also there is this question, In a kingdom with villages and you want a couple of them whats better Ironworks or Cobbler?

Quote
Lost Coin Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coin this turn, +1 Buy.

This functions similarly to a coin token. Got extra this turn? Buy this and you'll randomly have on one of your future turns. It's obviously weaker than a coin token because you can't choose which turn this shows up on.

Seems like a forced buy whenever you have a left over coin during the buy phase, since most decks except maybe a terminal draw big money deck with no action support can support a peddler easily.
« Last Edit: November 18, 2016, 08:17:29 am by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #137 on: November 18, 2016, 02:57:42 pm »
0


Quote
Lost Coin Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coin this turn, +1 Buy.

This functions similarly to a coin token. Got extra this turn? Buy this and you'll randomly have on one of your future turns. It's obviously weaker than a coin token because you can't choose which turn this shows up on.

Seems like a forced buy whenever you have a left over coin during the buy phase, since most decks except maybe a terminal draw big money deck with no action support can support a peddler easily.

I mean, that's kind of the point. This isn't a card that adds to the strategic depth of the game, it just changes it so that it's different. Think of it less as a card that you choose to buy, and think of it more like Alms. Alms doesn't make you make any decisions, or really change how the game is played much, it's just a small change to freshen things up and benefits all players equally. In games using Lost Coin, extra money isn't such a bad thing and +buy is extremely useful and that's it: Game slightly tweaked this instance.

Edit: Although, now that I think about it, I could make it like this:

Quote
Lost Coin Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coin this turn, +1 Buy.

$2 is a little more difficult to acquire and sometimes there's actually a choice to be made. Unsure which version I like better.

Edit 2:

Or this:

Quote
Lost Coins Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coins this turn, +1 Buy and gain another Lost Coins.

Now you have to spend $2, but you get two of them for +$1 each.
« Last Edit: November 18, 2016, 05:14:05 pm by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #138 on: November 18, 2016, 05:38:40 pm »
0

Quote
Lost Coins Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coins this turn, +1 Buy and gain another Lost Coins.

Now you have to spend $2, but you get two of them for +$1 each.


I like this version the most, However testing this card will quickly let you see how impactful it is.

kru5h

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Re: Kru5h's card ideas
« Reply #139 on: November 18, 2016, 05:59:23 pm »
0

I'm still working on this one. Let me know if you have any suggestions.

Quote
Fame Treasure,
When you play this, gain a card.
At the start of your Clean-up this turn, the player to your left chooses another card you have in play.
Trash that card.

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Re: Kru5h's card ideas
« Reply #140 on: November 18, 2016, 06:05:59 pm »
0

I'm still working on this one. Let me know if you have any suggestions.

Quote
Fame Treasure,
When you play this, gain a card.
At the start of your Clean-up this turn, the player to your left chooses another card you have in play.
Trash that card.

I prefer the version I suggested, tbh. I am not feeling it for this one.
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loneXolf

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Re: Kru5h's card ideas
« Reply #141 on: November 18, 2016, 06:39:29 pm »
0

I'm still working on this one. Let me know if you have any suggestions.

Quote
Fame Treasure,
When you play this, gain a card.
At the start of your Clean-up this turn, the player to your left chooses another card you have in play.
Trash that card.

Name: Pact of Greed
Effect: When you play this, gain a card. If you do, trash the top 2 cards of your deck. --Line-- If there's a card in the Supply costing more than 8 coins, then this card costs 11.
Cost: 8
Type: Treasure

I don't think your downside is that bad enough considering you can use this card to get a province or more fames losing a engine piece or gold is less than the worth of a province at the stage of the game you want to play this card. Also if you crowned that version you can get crazy value.
« Last Edit: November 18, 2016, 06:57:52 pm by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #142 on: November 18, 2016, 09:23:08 pm »
0

I'm still working on this one. Let me know if you have any suggestions.

Quote
Fame Treasure,
When you play this, gain a card.
At the start of your Clean-up this turn, the player to your left chooses another card you have in play.
Trash that card.

Name: Pact of Greed
Effect: When you play this, gain a card. If you do, trash the top 2 cards of your deck. --Line-- If there's a card in the Supply costing more than 8 coins, then this card costs 11.
Cost: 8
Type: Treasure

I don't think your downside is that bad enough considering you can use this card to get a province or more fames losing a engine piece or gold is less than the worth of a province at the stage of the game you want to play this card. Also if you crowned that version you can get crazy value.

I mean, this is basically "Trash the best card you have in play and gain a card costing 2 or 3 more than it." The best card you have in play will usually be a 5-cost engine piece or a gold. Put into that context, paying 8 for such a card seems kind of high. It's an $8 expand. The difference is that you get the play the card before you trash it, but your opponent gets to pick.

In Colony games, this is overpowered, though. I'm thinking of a solution other than just changing the price in Colony games.

ThetaSigma12

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Re: Kru5h's card ideas
« Reply #143 on: November 19, 2016, 07:04:06 am »
0

I mean, it's a cool thought experiment, but in the end it's gonna be horrendously hard to balance. I mean, I can't see this working out in any way.
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loneXolf

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Re: Kru5h's card ideas
« Reply #144 on: November 19, 2016, 07:35:41 am »
+1

I'm still working on this one. Let me know if you have any suggestions.

Quote
Fame Treasure,
When you play this, gain a card.
At the start of your Clean-up this turn, the player to your left chooses another card you have in play.
Trash that card.

Name: Pact of Greed
Effect: When you play this, gain a card. If you do, trash the top 2 cards of your deck. --Line-- If there's a card in the Supply costing more than 8 coins, then this card costs 11.
Cost: 8
Type: Treasure

I don't think your downside is that bad enough considering you can use this card to get a province or more fames losing a engine piece or gold is less than the worth of a province at the stage of the game you want to play this card. Also if you crowned that version you can get crazy value.

I mean, this is basically "Trash the best card you have in play and gain a card costing 2 or 3 more than it." The best card you have in play will usually be a 5-cost engine piece or a gold. Put into that context, paying 8 for such a card seems kind of high. It's an $8 expand. The difference is that you get the play the card before you trash it, but your opponent gets to pick.

In Colony games, this is overpowered, though. I'm thinking of a solution other than just changing the price in Colony games.

However, it's better than expand, since you get to play the gold or engine piece before it gets trashed and it's not an action. Also if you ever have a dead hand with fame you can just play Fame and pass.
« Last Edit: November 19, 2016, 10:14:51 pm by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #145 on: November 19, 2016, 12:16:59 pm »
+1

Quote
Bell Action,
+1 Action
Discard the top card of your deck.
Look through your discard pile.
You may play an Action card from it.

This is a village variant. The goal of this card was to create a $3 village. Village itself costs $3, but most variants have something additional to make them cost more. This card is better than village when you have a lot of actions in your discard, worse when your discard pile is empty or nearly so. Combos well with cards that discard from your hand because you can use this Bell to wake them from the discard pile again. Near the end of the game, you will be playing most of your deck every turn and reshuffle, so it will be harder to have anything in your discard pile, but your deck will be mostly actions by that point, so you will usually discard an action from your deck to play.
« Last Edit: November 19, 2016, 11:11:31 pm by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #146 on: November 19, 2016, 01:56:15 pm »
0

Quote
Citadel Action,
Choose one or all three:
+1 Card and +2 Actions;
+3 Cards and discard a card; and/or
+1 Buy and +.
If you chose all three, trash this.

Edit: Never mind. I don't really like this card.
« Last Edit: November 19, 2016, 09:43:33 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #147 on: November 19, 2016, 10:12:33 pm »
0

Bell Action,
+1 Action
Discard the top card of your deck.
Look through your discard pile.
You may play a card from it.

Seems too good, I dislike card ideas that "hand pick" cards from the discard pile or deck and add them into your hand, since no card in the base games does this and it just seems like a really powerful effect. This card is pretty much always good, unless it's played right after a reshuffle and can pretty much be anything in your deck but with +1 action so also works well with terminal actions. Also this card can target treasures right? As an extra benefit it discards the top card of your deck covering it's only weakness by giving it a solid chance not to be dead with a empty discard pile, plus obviously this card synergies well with any card with a discard effect.
« Last Edit: November 19, 2016, 10:15:47 pm by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #148 on: November 19, 2016, 11:11:16 pm »
+1

Also this card can target treasures right?

Typo. Will fix.

If Harbinger and Settlers/Bustling Village have taught me anything, it's that your discard pile is usually empty.

Edit: The discard from deck does make it a little strong. That wasn't the intention. The intention was to lower the variance of this card a bit. It's really really good when your discard pile is full. It's really really bad when it's empty or has no actions (it's simply +1 action, equivalent to a Ruins.) I'll think about it for a bit and try to make it more well-rounded without buffing it.
« Last Edit: November 19, 2016, 11:39:54 pm by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #149 on: November 19, 2016, 11:53:33 pm »
0

I could make it something like this:

Quote
Bell Action,
+1 Action
Reveal the top 3 cards of your deck.
You may play one of the Action cards.
Discard the unplayed cards.

Edit: Seems kinda boring. :/

Edit: This has a tracking issue: Let's say I reveal a Smithy. I play it. I draw three cards while I still have two revealed (I only discard after I play.) Do I draw from the revealed cards or the deck? Probably the deck, but this is confusing. If I play something that also plays other cards (like Throne Room), I could keep the cards revealed for a long time and forget what to do with them.

Quote
Bell Action,
+1 Action
Reveal the top 3 cards of your deck.
You may choose an Action card from them.
Discard the rest. Play that Card.
« Last Edit: November 20, 2016, 01:07:23 am by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #150 on: November 20, 2016, 01:51:12 am »
0

Quote
Angry Mob Action - Attack,
+
Each other player draws a card,
then repeats the following until they have 3 cards in hand:
Choose a card from your hand and either discard it or put it onto your deck.

A less mean version of Militia.

Still a bit harsh and a little more wordy than I'd like. I can probably do better.

Quote
Angry Mob Action - Attack,
+
Each other player draws until they have 9 cards in hand,
puts 3 cards onto their deck, and then discards down to 3 cards in hand.

This is less wordy, but the problem is that if somebody has 5 or fewer cards in their deck/hand/discard, then they are forced into having a hand of 2 or fewer cards.

Quote
Angry Mob Action - Attack,
+
Each other player draws until they have 9 cards in hand,
sets 3 cards aside, puts 3 cards onto their deck, discards the rest,
then puts the set aside cards into their hand.

Meh. Still not liking this card.
« Last Edit: November 20, 2016, 02:56:45 am by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #151 on: November 20, 2016, 03:36:20 am »
0

Quote
Angry Mob Action - Attack,
+
Each other player draws until they have 9 cards in hand,
sets 3 cards aside, puts 3 cards onto their deck, discards the rest,
then puts the set aside cards into their hand.

Meh. Still not liking this card.

A good amount of the time this card will just help your opponent. Like really the attack nerf is so huge maybe +2 coins is workable. Also I would add "Each other player with at least 4 cards in hand..." or this card would just be so bad in 3 or 4 player games.
« Last Edit: November 20, 2016, 03:42:55 am by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #152 on: November 20, 2016, 04:55:12 am »
0

Quote
Trap Action - Attack,
+2 Cards
You may set aside an Action card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

Wordy, but simple concept.
« Last Edit: November 20, 2016, 04:57:31 am by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #153 on: November 20, 2016, 11:51:50 am »
0

Quote
Trap Action - Attack,
+2 Cards
You may set aside an Action card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

Wordy, but simple concept.

Hard to read how strong this is, I would need to see the attack work in game. However, by just looking at the attack it's seems weak early game and against big money type decks with few actions.  Also I see this card being really good with a double terminal split. Nice idea  ;)

kru5h

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Re: Kru5h's card ideas
« Reply #154 on: November 20, 2016, 02:57:22 pm »
0

Quote
Trap Action - Attack,
+2 Cards
You may set aside an Action card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

Wordy, but simple concept.

Hard to read how strong this is, I would need to see the attack work in game. However, by just looking at the attack it's seems weak early game and against big money type decks with few actions.  Also I see this card being really good with a double terminal split. Nice idea  ;)

I feel like it's a bit weak. I could double-buff it to Torturer-level of strength and make it a $5. (+3 cards instead of +2 and Action/Treasure instead of only Action.)

Quote
Trap Action - Attack,
+3 Cards
You may set aside an Action or Treasure card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

It becomes interesting when multiple copies of the same card are set aside. Either from the same player or from multiple players. "I'm not giving up all of my Silvers this turn just to avoid a Curse. But 3 Curses if I play any Silver?! Now that's a tough decision."

Edit: I could shorten the wording by allowing any card to be set aside and forcing it to be set aside.

Quote
Trap Action - Attack - Duration,
+3 Cards
Set aside a card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

Edit 2: Forgot to make it a Duration card. Fixed.

Edit 3: This also works against Inherited Estates now.
« Last Edit: November 20, 2016, 06:13:45 pm by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #155 on: November 20, 2016, 05:05:23 pm »
0

Edit: I could shorten the wording by allowing any card to be set aside and forcing it to be set aside.

Quote
Trap Action - Attack - Duration,
+3 Cards
Set aside a card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

Edit 2: Forgot to make it a Duration card. Fixed.

Still hard to get a good read on this card, +3 Cards with a curse effect for 5 does seem really strong, however the attack is fairly situational not sure if it balances it out. I like both versions but my favorite is the 4 cost. 

kru5h

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Re: Kru5h's card ideas
« Reply #156 on: November 20, 2016, 06:07:35 pm »
0

Edit: I could shorten the wording by allowing any card to be set aside and forcing it to be set aside.

Quote
Trap Action - Attack - Duration,
+3 Cards
Set aside a card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

Edit 2: Forgot to make it a Duration card. Fixed.

Still hard to get a good read on this card, +3 Cards with a curse effect for 5 does seem really strong, however the attack is fairly situational not sure if it balances it out. I like both versions but my favorite is the 4 cost.

It's slightly worse than 3 cards because you set one aside for next turn (unless you have colliding terminals.)

The cursing is slightly worse than a Witch because the opponent can choose not to gain the Curse. Game Theory-wise, giving an opponent a choice between two things is always weaker than forcing them to do one of those things because the opponent will choose the weakest of the two.

Also, sometimes it doesn't even attack: Let's say you set aside a Curse because you need every single other card this turn. This will become more common as the number of Curses increase.

Also, once people start having a decent number of Curses in their deck, this card becomes weakened because they are less likely to have the set aside card in their hand.

Like I said, it's very similar in power to Torturer. Maybe slightly stronger, but probably not as strong as Cultist or Mountebank. It will be up to playtesting, though.
« Last Edit: November 20, 2016, 06:47:50 pm by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #157 on: November 20, 2016, 08:03:10 pm »
0

Edit: I could shorten the wording by allowing any card to be set aside and forcing it to be set aside.

Quote
Trap Action - Attack - Duration,
+3 Cards
Set aside a card from your hand.
Until your next turn, the first time each other player plays a copy of that card, they gain a Curse.
At the start of your next turn, put that card into your hand.

Edit 2: Forgot to make it a Duration card. Fixed.

Still hard to get a good read on this card, +3 Cards with a curse effect for 5 does seem really strong, however the attack is fairly situational not sure if it balances it out. I like both versions but my favorite is the 4 cost.

It's slightly worse than 3 cards because you set one aside for next turn (unless you have colliding terminals.)

The cursing is slightly worse than a Witch because the opponent can choose not to gain the Curse. Game Theory-wise, giving an opponent a choice between two things is always weaker than forcing them to do one of those things because the opponent will choose the weakest of the two.

Also, sometimes it doesn't even attack: Let's say you set aside a Curse because you need every single other card this turn. This will become more common as the number of Curses increase.

Also, once people start having a decent number of Curses in their deck, this card becomes weakened because they are less likely to have the set aside card in their hand.

Like I said, it's very similar in power to Torturer. Maybe slightly stronger, but probably not as strong as Cultist or Mountebank. It will be up to playtesting, though.

Yeah I didn't say it was overpowered or better than witch. I just can't really get a good idea on how good it will be, since it's pretty much a bit of witch, torturer, swamp hag and haven mixed into one card.

kru5h

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Re: Kru5h's card ideas
« Reply #158 on: November 21, 2016, 02:19:41 am »
0

Quote
Angry Mob Action - Attack - Duration,
+
Each other player discards down to 4 cards in hand.
Until your next turn, when another player ends their turn (after drawing),
they discard down to 4 cards in hand.

A cheap/weak Militia. Meh.

I should probably nerf it slightly so that it isn't so similar to Fortune Teller.

Quote
Angry Mob Action - Attack - Duration,
Each other player discards down to 4 cards in hand.
Until your next turn, when another player ends their turn (after drawing),
they discard down to 4 cards in hand.
At the start of your next turn,
+

You don't want it to say "Now and at the start of your next turn, each other player discards down to 4 cards in hand" because that's harder to track with reaction cards.

Quote
Angry Mob Action - Attack - Duration,
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or put this into your hand.

Okay, I'm kinda liking this version. You want to keep replaying it until you're going to shuffle, you have no spare +actions, or you really need the +$2. All of those can be hard to judge sometimes. It can be a bit annoying if played every single turn for the rest of the game, but I'm working on that part.

Quote
Angry Mob Action - Attack - Duration,
+1 Action
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or put this onto your deck.

Kind of weak. You're giving up an average card to your next hand to make everybody else give up the worst of 5 cards in their hand. Definitely against your interests to put this on your deck.

Quote
Angry Mob Action - Attack - Duration,
+1 Action
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or discard a card to put this into your hand.

The +$2 is slightly strong when you get +1 Action.

Quote
Angry Mob Action - Attack - Duration,
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or discard a card to play this again.
« Last Edit: November 21, 2016, 03:59:11 am by kru5h »
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loneXolf

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Re: Kru5h's card ideas
« Reply #159 on: November 21, 2016, 04:31:35 am »
0

Quote
Angry Mob Action - Attack - Duration,
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or discard a card to play this again.

Cute card, the "discard a card to play this again" effect is handy, since it gives you the option to save +2 coins for another turn. Angry Mob looks to be around the same strength level as Fortune Teller, however I don't see this card being Impactful as Swindler, Ambassador, Catapult or Oracle can be at times which is fine.
« Last Edit: November 21, 2016, 01:44:14 pm by loneXolf »
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Re: Kru5h's card ideas
« Reply #160 on: November 21, 2016, 04:42:27 am »
0

Quote
Fame Treasure - $9 (or even $10?)
$2
You may trash this. If you do, gain a province.

I totally think this could work.
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kru5h

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Re: Kru5h's card ideas
« Reply #161 on: November 21, 2016, 04:58:04 am »
0

Quote
Fame Treasure - $9 (or even $10?)
$2
You may trash this. If you do, gain a province.

I totally think this could work.

It could work, it's just not my style of card. You can do it yourself if you'd like.

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Re: Kru5h's card ideas
« Reply #162 on: November 21, 2016, 05:02:10 am »
0

Quote
Angry Mob Action - Attack - Duration,
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or discard a card to play this again.

Cute card, the "discard a card to play this again" effect is handy, since it gives you the option to save +2 coins for another turn. Angry Mob looks to be around the same strength level as Fortune Teller, however I don't seeing this card being Impactful as Swindler, Ambassador, Catapult or Oracle can be at times which is fine.

I feel like this card could use a tiny buff.

Quote
Angry Mob Action - Attack - Duration,
You may discard a card for +1 Card.
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or discard a card to play this again.

The first time you play this, the discard/+1 Card is useful. The second time you play it, it's not as useful because you already discarded a card to play this again, but it's still microscopically useful. Enough to offset the fact that you're delaying your +$2 for another turn.

Edit: Or maybe:

Quote
Angry Mob Action - Attack - Duration,
+1 Card
Discard a card.
Each other player discards down to 4 cards in hand.
At the start of your next turn, choose one:
+; or discard a card to play this again.
« Last Edit: November 21, 2016, 12:13:11 pm by kru5h »
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ThetaSigma12

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Re: Kru5h's card ideas
« Reply #163 on: November 21, 2016, 07:13:19 am »
0

Quote
Fame Treasure - $9 (or even $10?)
$2
You may trash this. If you do, gain a province.

I totally think this could work.
Hmm, I actually like this one.
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AdrianHealey

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Re: Kru5h's card ideas
« Reply #164 on: November 21, 2016, 07:31:51 am »
+1

Quote
Fame Treasure - $9 (or even $10?)
$2
You may trash this. If you do, gain a province.

I totally think this could work.
Hmm, I actually like this one.

You know what to do, young padawan.
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Re: Kru5h's card ideas
« Reply #165 on: November 21, 2016, 01:55:10 pm »
0

Quote
Fame Treasure - $9 (or even $10?)
$2
You may trash this. If you do, gain a province.

I totally think this could work.

Seems fair, a silver/w effect card that you should buy over province when the province pile is near full, if you can. However this card seems pretty worthless in a colony game unless you plan to rush provinces, even then Platinum is probably a better buy instead of this when the victory piles are full or almost full. Also all of the versions of Fame buffs hero by a lot (I know Fortune is in the game but still)
« Last Edit: November 21, 2016, 03:27:24 pm by loneXolf »
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ThetaSigma12

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Re: Kru5h's card ideas
« Reply #166 on: November 21, 2016, 04:25:37 pm »
0

Quote
Fame Treasure - $9 (or even $10?)
$2
You may trash this. If you do, gain a province.

I totally think this could work.

Seems fair, a silver/w effect card that you should buy over province when the province pile is near full, if you can. However this card seems pretty worthless in a colony game unless you plan to rush provinces, even then Platinum is probably a better buy instead of this when the victory piles are full or almost full. Also all of the versions of Fame buffs hero by a lot (I know Fortune is in the game but still)
Maybe a "You can't gain this during your Action phase" would help avoid Mint/Hero/Bridge and Workshop shennaigans
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navical

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Re: Kru5h's card ideas
« Reply #167 on: November 21, 2016, 08:08:17 pm »
0

Quote
Fame Treasure - $9 (or even $10?)
$2
You may trash this. If you do, gain a province.

I totally think this could work.

Seems fair, a silver/w effect card that you should buy over province when the province pile is near full, if you can. However this card seems pretty worthless in a colony game unless you plan to rush provinces, even then Platinum is probably a better buy instead of this when the victory piles are full or almost full. Also all of the versions of Fame buffs hero by a lot (I know Fortune is in the game but still)
Maybe a "You can't gain this during your Action phase" would help avoid Mint/Hero/Bridge and Workshop shennaigans

I really don't think it's needed. The first two seem strong but they're not unskippable while in the third case, at that point you can just Workshop the Provinces directly too so I'm not seeing the problem.
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Re: Kru5h's card ideas
« Reply #168 on: November 21, 2016, 08:11:10 pm »
0

Fame
Treasure - $9*
Worth $2
You may trash this. If you do, gain a victory card.

When you would gain this during your action phase, instead trash this.
This costs $12 if there is a victory card costing more than $8 in the supply.

How does this look?
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kru5h

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Re: Kru5h's card ideas
« Reply #169 on: November 21, 2016, 08:38:03 pm »
0

Quote
Fame Treasure,
When you play this, gain a card costing up to per card you have in play.
The player to your left chooses a card you have in play other than this.
Trash that card.
« Last Edit: November 21, 2016, 08:39:44 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #170 on: November 21, 2016, 09:36:05 pm »
+1

Quote
Fame Treasure,
When you play this, gain a card costing up to per card you have in play.
The player to your left chooses a card you have in play other than this.
Trash that card.

Looks like a more powerful Horn of Plenty sorta. You need 8 cards in play to make the most of this effect or you would just be trashing a engine piece or gold for the same card or a duchy. This card seems meh, only will be really useful if it's the only way to gain a second province per turn in the kingdom or maybe if you can get a lot of actions into play. This card also requires your deck to run well and at the point of the game why not just buy a province? Also what happens when a duration card gets trashed?
« Last Edit: November 21, 2016, 10:17:20 pm by loneXolf »
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ThetaSigma12

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Re: Kru5h's card ideas
« Reply #171 on: November 21, 2016, 09:43:34 pm »
0

Panoply (Treasure) $9
+$2
When you play this, you may trash this, to gain a Province.

This is the the version I might make sometime.
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Re: Kru5h's card ideas
« Reply #172 on: November 22, 2016, 03:44:26 am »
0

I made some modifications to my cards.

Quote
Bond Treasure - Duration,
When you play this, choose one:
+1 buy and + now; or
+ at the start of your next turn.

This used to cost 5. Wow. that was overpowered.

Quote
Sellout Event,
+1 Buy
Once per turn: Gain a curse. If you did, + and you can't buy Victory cards this turn.

This has had several changes. I can't keep track of them anymore. Needless to say, I think this version is the best.

Hounds


I need to change the +2 cards to +1.

Quote
Rare Coin/Beaches Split Pile (Supply 12)

This pile starts the game with 6 copies of Rare Coin on top, then 6 copies of Beaches.
For a 2-player game, use only 4 of each card. Only the top card of the pile can be gained or bought.

Quote
Rare Coin Treasure,

When you play this, if there are no Rare Coins left in the supply, +.
---
While this is in play, Rare Coins cost less, but not less than .

Quote
Beaches Victory,
3
Worth 2 more if there are no Beaches left in the supply.

Rare Coins make other Rare coins cheaper. It didn't used to do that.

Quote
Cobbler Action,
Gain a card costing less than this.
If the gained card is an...
Action card, play it.
Treasure card, put it into your hand.
Victory card, gain an Estate.

Changed "Victory card, gain a copy of it" to Estate.

Quote
Bronze Treasure

+1 Buy
When you gain this or play it, you may trash a Copper from your hand.
If you do, you may gain a Bronze.

Changed cost to 3 (from 2.)

Quote
Whispers Event, +
You may overpay for this.
Gain a card costing less than the amount you paid and a card costing up to .

Used to cost 4 to gain a 4 and a 2.

Quote
Angry Mob Action - Attack - Duration,
+1 Card
Discard a card.
Each other player discards down to 4 cards in hand.

At the start of your next turn, choose one:
+; or discard a card to play this again.

The first line used to be "You may discard a card for +1 Card." But that was slightly weak.
« Last Edit: November 22, 2016, 04:00:10 am by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #173 on: November 22, 2016, 04:24:54 am »
0

Quote
Pupil Action,
Play this as if it were an Action card in the Supply costing up to .
This is that card until it leaves play.
When you discard this from play, trash it.

Turn a card in the supply into a cheaper, single-use version.

I'm tempted to put this into a split pile so there aren't 10 of them. Using them as $3 Pillages would be quite annoying.

Split Pile: 6 Pupils on top and 6 Campuses on bottom. Use four of each for a two-player game.

Quote
Campus Victory,
At the end of the game, treat this as if it were a copy of a Victory card in the supply that you choose.

Usually these will be Duchies. If the game 3-piles, these are Provinces. In a Colony game these are usually cheap Provinces. Sometimes there will be Colonies left at the end of the game. That means that people will desperately rush for these and green very early, but not too early because they need to buy all the Pupils first. In an Alt-VP game, these can be an extra copy of that Alt-VP if there are any left. If there aren't, these can be Provinces. The possibilities are endless.

Campus could probably use some work.
« Last Edit: November 22, 2016, 05:20:33 am by kru5h »
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ThetaSigma12

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Re: Kru5h's card ideas
« Reply #174 on: November 22, 2016, 07:47:14 am »
0

Bond: That seems good, I'll change that in the next mock-up.
Sellout: I'm still not interested in it. If you dropped the Curse part then it would be cool:
Quote
+1 Buy. Once per turn: If you gained no victory cards this turn, +$2 and you can't buy victory cards this turn.
Hounds: That seems good, and even though +1 Card terminals are usually frowned upon since it drew another Victory card it should be good.
Rare Coin: Maybe just make it cost 4, i liked the simplicity of the pile.
Cobbler: I don't like it. It's either way better than Ironworks, as it can directly play cards costing up to 3, and when the only good cards are 4, it's annoying and just a weaker explorer usually. I think it would be more interesting at 5.
Bronze: I like King Leon's Charcoal Burner better. It seems more interesting and more balanced. (see mini-set mockups 2.0)
Whispers: I don't like the name. One of the most important parts of the card is the name. The effect is nice enough, but it needs the wording
Quote
Gain a card costing up to $2 and a card costing less then the amount you paid for this.
-------
When you buy this, you may overpay for it.
Pupil: It's cool I guess, but a more powerful version would be more interesting:
Quote
Pupil (Action-Treasure) $3
If it's your Action phase, play this as if it were an Action other than Pupil in the supply. If it's your buy phase, play it as a Treasure instead. This is that card until it leaves play.
------------
When you discard this from play, trash this.
Even then I'd just make it trash itself to avoid all kind of lose-track shenanigans.
Campus: I like this one.

Reviews of the older cards:

Rabbits: I like the concept, and I can live with the name.
Young Noble: It's cool.
Inventor: With the drawback maybe it can cost $5.
Cell: A permanent haven isn't that interesting. I'd try to spice it up.
Mulligan: I like it. I used a similar idea for a card with a new mechanic I'm working on.
Caltrops: The attack is unique, but the whole card is really weak (sorry i read it wrong but I still agree with the rest). It's a powerful millita-thingy usually, and I imagine it would either lead to un-fun decks or un-fun turns. In other words, the concept is cool but I have a hunch that playing with it would suck.
Snakes: Change the name please dude. I like it, but I'm pretty sure there's a reason Chapel has a limit.
Locksmith: It has an exotic concept, and I think if you really nail the wording it would work out nicely.
Promotion: Too strong. A workshop-to hand could already maybe cost $5, and letting it remodel is too good.
Magic Lamp: Too similar to Wishing Well. A bigger better version is just uninteresting, and I feel like Accomplice is similar too. Maybe if you combined them:
Quote
Accomplice $7
+2 Actions
Name a card, then reveal the top 4 cards of your deck. Choose one: trash the named cards, or put them into your hand. Discard the rest
what do you think?
Ivory Tower: Other than the name (Beacon? Edifice?) it's by far my favorite. It's unique, cool and seems to work.
Dagger: I guess? It's still a meh card.
Cipher: I think it should cost $4. It's way better than courtyard as-is.
Scepter: It's cool I guess.
Bell: I notice a big top-of-your deck theme. Maybe you should keep Magic Lamp and Accomplice as-is, and make all 3 of these a little synergistic. It would definitely be a cool sub-theme.
Angry Mob: +1 Card on a terminal is frowned upon. I like the card, but maybe too much like Caltrops?
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loneXolf

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Re: Kru5h's card ideas
« Reply #175 on: November 22, 2016, 11:48:33 am »
0

I made some modifications to my cards.

Quote
Bond Treasure - Duration,
When you play this, choose one:
+1 buy and + now; or
+ at the start of your next turn.

This used to cost 5. Wow. that was overpowered.

Seems like a worst gold for 6 unless you need the +1 buy.

Quote
Rare Coin/Beaches Split Pile (Supply 12)

This pile starts the game with 6 copies of Rare Coin on top, then 6 copies of Beaches.
For a 2-player game, use only 4 of each card. Only the top card of the pile can be gained or bought.

Quote
Rare Coin Treasure,

When you play this, if there are no Rare Coins left in the supply, +.
---
While this is in play, Rare Coins cost less, but not less than .

Quote
Beaches Victory,
3
Worth 2 more if there are no Beaches left in the supply.

Rare Coins make other Rare coins cheaper. It didn't used to do that.

Seems like a weird split pile since the two cards have no synergy, Also is multiple players go for either of these the supply pile of 5 will be gone quickly. And beaches being 5 vp seems a tad too strong to me idk.

Quote
Cobbler Action,
Gain a card costing less than this.
If the gained card is an...
Action card, play it.
Treasure card, put it into your hand.
Victory card, gain an Estate.

Changed "Victory card, gain a copy of it" to Estate

Static nerf, whatever.

Quote
Bronze Treasure

+1 Buy
When you gain this or play it, you may trash a Copper from your hand.
If you do, you may gain a Bronze.

Changed cost to 3 (from 2.)

Seems fair at the cost of 2 to me. idk, this could be a hidden buff to make Remodel work with Bronze better.

Quote
Angry Mob Action - Attack - Duration,
+1 Card
Discard a card.
Each other player discards down to 4 cards in hand.

At the start of your next turn, choose one:
+; or discard a card to play this again.

The first line used to be "You may discard a card for +1 Card." But that was slightly weak.

Static buff seems good.
« Last Edit: November 22, 2016, 12:09:55 pm by loneXolf »
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loneXolf

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Re: Kru5h's card ideas
« Reply #176 on: November 22, 2016, 12:06:01 pm »
0

Quote
Pupil Action,
Play this as if it were an Action card in the Supply costing up to .
This is that card until it leaves play.
When you discard this from play, trash it.
Turn a card in the supply into a cheaper, single-use version.

I'm tempted to put this into a split pile so there aren't 10 of them. Using them as $3 Pillages would be quite annoying.

Split Pile: 6 Pupils on top and 6 Campuses on bottom. Use four of each for a two-player game.

Quote
Campus Victory,
At the end of the game, treat this as if it were a copy of a Victory card in the supply that you choose.

Usually these will be Duchies. If the game 3-piles, these are Provinces. In a Colony game these are usually cheap Provinces. Sometimes there will be Colonies left at the end of the game. That means that people will desperately rush for these and green very early, but not too early because they need to buy all the Pupils first. In an Alt-VP game, these can be an extra copy of that Alt-VP if there are any left. If there aren't, these can be Provinces. The possibilities are endless.

Campus could probably use some work.

Pupil- Seem weird, So I will just list types of cards that I think this card are good with: Gold gainers, "Ex: Bandit", Cards with their own usable once effect, "Ex:Wine Merchant, Mining Village, Feast" Combos, "Treasure Map" Cards that make the most of dead hands, "Ex: Tactician" Also Missing engine pieces.Also does this card just copy Distant Lands for 3? And this card can be hard to track of you copied multiple reserve cards.

Campus - Are you missing the text:"non-empty supply pile" not 100% sure on how the wording works here? This card seems fair, but I see it being so weak in games where both the duchy and province piles are out.
« Last Edit: November 22, 2016, 08:10:01 pm by loneXolf »
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Re: Kru5h's card ideas
« Reply #177 on: November 22, 2016, 07:01:41 pm »
+1

Quote
Pupil Action,
Play this as if it were an Action card in the Supply costing up to .
This is that card until it leaves play.
When you discard this from play, trash it.
Turn a card in the supply into a cheaper, single-use version.
I'm tempted to put this into a split pile so there aren't 10 of them. Using them as $3 Pillages would be quite annoying.
I like Pupil and I don't think the combo with Pillage will come up often enough to be worth making it a split pile.

Split Pile: 6 Pupils on top and 6 Campuses on bottom. Use four of each for a two-player game.

Quote
Campus Victory,
At the end of the game, treat this as if it were a copy of a Victory card in the supply that you choose.

Usually these will be Duchies. If the game 3-piles, these are Provinces. In a Colony game these are usually cheap Provinces. Sometimes there will be Colonies left at the end of the game. That means that people will desperately rush for these and green very early, but not too early because they need to buy all the Pupils first. In an Alt-VP game, these can be an extra copy of that Alt-VP if there are any left. If there aren't, these can be Provinces. The possibilities are endless.

Campus could probably use some work.

Pupil- Seem weird, So I will just list types of cards that I think this card are good with: Gold gainers, "Ex: Bandit", Cards with their own usable once effect, "Ex:Wine Merchant, Mining Village, Feast" Combos, "Treasure Map" Cards that make the most of dead hands, "Ex: Tactician" Also Missing engine pieces. Also does this card just copy Distant Lands for 3? And this card can be hard to track of you copied multiple reserve cards.

Campus - Are you missing the text:"non-empty supply pile" not 100% sure on how the wording works here? This card seems fair, but I see it being so weak in games where both the duchy and province piles are out.
Pupil wouldn't work at all with reserve cards (except Wine Merchant) because "This is that card until it leaves play" It would stop being a Distant Lands (or whatever) when you put it on the tavern mat.

The wording works as-is for campus because if the pile is empty the card isn't in the supply anymore. Band of Misfits is worded in a similar way. I wonder if campus will be overpowered in any game that doesn't end on provinces. It is taking a risk when you buy it betting that the game will end on piles, so that might be okay. It seems pretty rare that both the provinces and duchies will run out.

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Re: Kru5h's card ideas
« Reply #178 on: November 22, 2016, 08:06:50 pm »
0


Pupil wouldn't work at all with reserve cards (except Wine Merchant) because "This is that card until it leaves play" It would stop being a Distant Lands (or whatever) when you put it on the tavern mat.


Right I didn't see until this card leaves play text. Also I miss read the Campus text, I must had posted that while I was tired.
« Last Edit: November 22, 2016, 08:13:37 pm by loneXolf »
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kru5h

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Re: Kru5h's card ideas
« Reply #179 on: November 22, 2016, 08:33:18 pm »
0

+1 Card terminals are usually frowned upon since it drew another Victory card it should be good.

Why are they frowned upon?

Rare Coin: Maybe just make it cost 4, i liked the simplicity of the pile.

Good idea.

Cobbler: I don't like it. It's either way better than Ironworks, as it can directly play cards costing up to 3, and when the only good cards are 4, it's annoying and just a weaker explorer usually. I think it would be more interesting at 5.
It has to be stronger than Ironworks, since it is limited and situational. It could perhaps be "Put it into your hand." for action cards, though.

Whispers: I don't like the name. One of the most important parts of the card is the name. The effect is nice enough, but it needs the wording
Quote
Gain a card costing up to $2 and a card costing less then the amount you paid for this.
-------
When you buy this, you may overpay for it.

Thanks.

Pupil: It's cool I guess, but a more powerful version would be more interesting:
Quote
Pupil (Action-Treasure) $3
If it's your Action phase, play this as if it were an Action other than Pupil in the supply. If it's your buy phase, play it as a Treasure instead. This is that card until it leaves play.
------------
When you discard this from play, trash this.

Even then I'd just make it trash itself to avoid all kind of lose-track shenanigans.
Campus: I like this one.

It's a single use version of one of the most powerful cards in the game (Overlord.) I don't think it needs to be any more powerful.

As for the lose track, it's mostly only affected by Scheme. Oh well.


Inventor: With the drawback maybe it can cost $5.
Would be too powerful for Big Money, which only needs 1-2 of these.

Caltrops: The attack is unique, but the whole card is really weak (sorry i read it wrong but I still agree with the rest). It's a powerful millita-thingy usually, and I imagine it would either lead to un-fun decks or un-fun turns. In other words, the concept is cool but I have a hunch that playing with it would suck.
Yeah, it needs testing.

Snakes: Change the name please dude. I like it, but I'm pretty sure there's a reason Chapel has a limit.
I'm not really worried about naming or art until I work on balance. Chapel has a limit, but this is a one-use card. Donate doesn't have a limit.

Promotion: Too strong. A workshop-to hand could already maybe cost $5, and letting it remodel is too good.
Probably, but I haven't found an elegant way to nerf this card yet. It's similar in strength to Trading post. It can gain a 4 instead of a Silver and only trashes one card instead of 2. Trading post isn't that powerful, so this could actually work out to be fine.

Magic Lamp: Too similar to Wishing Well. A bigger better version is just uninteresting, and I feel like Accomplice is similar too. Maybe if you combined them:
Quote
Accomplice $7
+2 Actions
Name a card, then reveal the top 4 cards of your deck. Choose one: trash the named cards, or put them into your hand. Discard the rest
what do you think?

Meh.

Cipher: I think it should cost $4. It's way better than courtyard as-is.

It's a bit strong. If there are no Villages, this is weaker than Smithy. If there are Villages, you have to use a second action to net +2 cards. (This card was inspired by Asper's Road, which allows you to play +2 cards as many times as you want.) That's strong, but usually there are better terminals to play. Keep on mind that Courtyard is a 2-cost. I'll keep my mind open for elegant nerfs, though.
« Last Edit: November 22, 2016, 08:38:22 pm by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #180 on: November 22, 2016, 08:46:39 pm »
0

Quote
Campus Victory,
When scoring, treat this as if it were the top card of a Supply pile that you choose.
This is that card card until scoring is complete.

Clarified and slightly buffed. Now you can play it as a Silver if you need just one more Silver for your Feodum. It can be one more Action card for your Vineyard. Etc. This could be a King's Castle in a Castle game. Whichever combination gets you the most points.

This may seem weak in a game that isn't going to three-pile, but remember that if you get to Campus in a 2-player game, there are only 4 of them in the Supply. It would be pretty easy to empty that pile and maybe 3-pile the game. It's a risk, though.

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Re: Kru5h's card ideas
« Reply #181 on: November 22, 2016, 09:01:41 pm »
0

I'll probably just change Promotion to this:

Quote
Promotion Action,
Trash a card from your hand.
Choose one:
Gain a card costing up to onto your deck; or
gain a card costing up to more than the trashed card.

A bit boring, though.

« Last Edit: November 22, 2016, 11:06:22 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #182 on: November 22, 2016, 09:07:20 pm »
0

I made some modifications to my cards.

Quote
Bond Treasure - Duration,
When you play this, choose one:
+1 buy and + now; or
+ at the start of your next turn.

This used to cost 5. Wow. that was overpowered.

Seems like a worst gold for 6 unless you need the +1 buy.

The option value of this card is huge. If a treasure card were simply +2 now or +2 next turn, that alone could be worth $5. You're playing it at the very end of your turn, exactly when you know how much money you'll need to buy what you want. Don't need the money? Save it for next turn and it's a gold.

+1 Buy +2 coin is worth about $5 by itself (See Charm.)
+3 coin next turn is worth $5 by itself.
Choosing which option you want exactly when you need it? That's nearly perfect option value.

Edit: I did end up buffing it, though:

Quote
Bond Treasure - Duration,
When you play this, choose one:
+1 Buy and + now; or
+1 Buy and + at the start of your next turn.

Never mind. I changed it back to 5. I forgot that you can only play it for +3 coin every other turn, which can significantly weaken it.
« Last Edit: November 23, 2016, 09:05:18 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #183 on: November 22, 2016, 09:57:46 pm »
+1

Hounds compares too favorably to sage.
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Re: Kru5h's card ideas
« Reply #184 on: November 22, 2016, 10:15:55 pm »
0

Hounds compares too favorably to sage.

I should probably make it cost 3.

It would still be better than Sage, but I'm fine with that.

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Re: Kru5h's card ideas
« Reply #185 on: November 23, 2016, 04:52:25 pm »
0

This might be overpowered, but worth a thought:

Quote
Hounds Action,
Name a Type (Action, Attack, Etc.)
Reveal cards from your deck until you reveal one of that type.
Put it into your hand and discard the rest.
If you named...
Action, +2 Actions
Treasure, +1 Buy and +
Victory, Draw until you have 7 cards in hand.

Essentially it's a slightly better Village when you need a Village.
It's a slightly better Woodcutter when you need coin.
It's decent draw when you need cards.
Extremely versatile. Probably too much.

Edit: Never mind. I don't like this version.
« Last Edit: November 23, 2016, 05:48:23 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #186 on: November 23, 2016, 06:06:28 pm »
+1

Quote
Fame Treasure,
Gain a card costing up to .
For each in its cost above , take 2 Debt tokens.

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Re: Kru5h's card ideas
« Reply #187 on: November 24, 2016, 12:35:56 am »
0

Quote
Fame Treasure,
Gain a card costing up to .
For each in its cost above , take 2 Debt tokens.

Maybe too much like Capital?
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Re: Kru5h's card ideas
« Reply #188 on: November 24, 2016, 03:50:15 am »
0

Quote
Plantation Victory,
9
---
You may only buy or gain this during your first two turns.

Do you want to give up one of your first buys and carry around a victory card the rest of the game? Maybe for 9 victory points.
You probably don't want two of these, but the option's always there.
« Last Edit: November 24, 2016, 03:56:15 am by kru5h »
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Re: Kru5h's card ideas
« Reply #189 on: November 24, 2016, 04:16:35 am »
0

Quote
Plantation Victory,
9
---
You may only buy or gain this during your first two turns.

Do you want to give up one of your first buys and carry around a victory card the rest of the game? Maybe for 9 victory points.
You probably don't want two of these, but the option's always there.

Weird effect. it might limit new card effects, good in a 5/2 split. Also I don't see someone buying more that 1 often.
« Last Edit: November 24, 2016, 02:48:28 pm by loneXolf »
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Re: Kru5h's card ideas
« Reply #190 on: November 24, 2016, 07:40:30 am »
+1

Quote
Plantation Victory,
9
---
You may only buy or gain this during your first two turns.

Do you want to give up one of your first buys and carry around a victory card the rest of the game? Maybe for 9 victory points.
You probably don't want two of these, but the option's always there.
It's been done before (Called Swamp), and it was 6VP. That seems better.
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Re: Kru5h's card ideas
« Reply #191 on: November 24, 2016, 12:00:45 pm »
0

Quote
Plantation Victory,
9
---
You may only buy or gain this during your first two turns.

Do you want to give up one of your first buys and carry around a victory card the rest of the game? Maybe for 9 victory points.
You probably don't want two of these, but the option's always there.
It's been done before (Called Swamp), and it was 6VP. That seems better.

Funny thing is, I almost named this Swamp by pure coincidence.

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Re: Kru5h's card ideas
« Reply #192 on: November 24, 2016, 12:11:31 pm »
+1

Quote
Plantation Victory,
9
---
You may only buy or gain this during your first two turns.

Do you want to give up one of your first buys and carry around a victory card the rest of the game? Maybe for 9 victory points.
You probably don't want two of these, but the option's always there.
It's been done before (Called Swamp), and it was 6VP. That seems better.

Funny thing is, I almost named this Swamp by pure coincidence.

Swamp was mine.  :) Here's some discussion on it: http://forum.dominionstrategy.com/index.php?topic=11495.msg400579#msg400579
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Re: Kru5h's card ideas
« Reply #193 on: November 24, 2016, 08:17:43 pm »
0

Quote
Auction Action,
Reveal and set aside the top 5 cards of your deck.
The player to your left distributes 4 debt tokens on the 5 cards any way they choose.
Put any number of the set aside cards into your hand, taking the debt tokens they have on them.
Discard the rest.

This is really weak at the beginning of the game. Suppose you draw 3 Coppers, an Estate, and a Silver. The player to your left just puts 2 debt on the Silver and one on most of the Copper. As your cards get better, you get a better deal. If there's an amazingly good card, it might have a lot of debt on it, allowing you to get the weaker cards for free.
« Last Edit: November 24, 2016, 08:22:07 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #194 on: November 24, 2016, 09:14:16 pm »
0

Quote
Auction Action,
Reveal and set aside the top 5 cards of your deck.
The player to your left distributes 4 debt tokens on the 5 cards any way they choose.
Put any number of the set aside cards into your hand, taking the debt tokens they have on them.
Discard the rest.

This is really weak at the beginning of the game. Suppose you draw 3 Coppers, an Estate, and a Silver. The player to your left just puts 2 debt on the Silver and one on most of the Copper. As your cards get better, you get a better deal. If there's an amazingly good card, it might have a lot of debt on it, allowing you to get the weaker cards for free.

Not a bad card idea, However I think most decks would rather have a higher costed terminal draw card. Too weird of a card to see how powerful it is, since nothing in the game does the same thing like this does.
« Last Edit: November 25, 2016, 01:49:31 am by loneXolf »
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Re: Kru5h's card ideas
« Reply #195 on: November 24, 2016, 09:49:33 pm »
0

Quote
Auction Action,
Reveal and set aside the top 5 cards of your deck.
The player to your left distributes 4 debt tokens on the 5 cards any way they choose.
Put any number of the set aside cards into your hand, taking the debt tokens they have on them.
Discard the rest.

This is really weak at the beginning of the game. Suppose you draw 3 Coppers, an Estate, and a Silver. The player to your left just puts 2 debt on the Silver and one on most of the Copper. As your cards get better, you get a better deal. If there's an amazingly good card, it might have a lot of debt on it, allowing you to get the weaker cards for free.

Not a bad card idea, However I think most decks would rather have a higher costed terminal draw card. Too weird of a card to see how powerful it is, since nothing in the game does the same thing like this does.

Closest card is envoy.

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Re: Kru5h's card ideas
« Reply #196 on: November 24, 2016, 09:53:54 pm »
0

I think I found a way to make Hounds not so similar (and better) than Sage.



Change it to "Either trash it or put it into your hand." and change the cost to 4.

You can name Curse to hunt down Curses and trash them without having to give up any cards in your hand. You can trash your Estates for +1 or +2 cards (I haven't decided yet if I want to change it to 1.)

Edit: Yeah, I need to change it to 1 Card.

Edit 2: Meh. I don't like this change. I have enough trashing cards as it is.
« Last Edit: November 25, 2016, 02:08:50 am by kru5h »
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Re: Kru5h's card ideas
« Reply #197 on: November 25, 2016, 02:11:21 am »
+1

I think I found a way to make Hounds not so similar (and better) than Sage.



Change it to "Either trash it or put it into your hand." and change the cost to 4.

You can name Curse to hunt down Curses and trash them without having to give up any cards in your hand. You can trash your Estates for +1 or +2 cards (I haven't decided yet if I want to change it to 1.)

Edit: Yeah, I need to change it to 1 Card.

Review for the 2 cost version: Seems way better than sage for picking up actions, since it cannot pick up dead victory cards and silvers. The treasure option is useful for the +1 buy and when there is trashing, Also the victory option seems weak at +1 card(Would be too strong at +2). However it can be useful in some rare cases.

Review for the 4 cost version: I really like the "Either trash it or put it into your hand" effect. I would nerf the victory option down to +1 card or +1 VP and would slightly buff the treasure option by making it +1 coin, +1 buy so it's better at trashing coppers(Idk might make it too strong).
Random Idea - Make this card force trash the revealed card, however greatly buff benefits to something like this: Action, +2 Cards +1 Action; Treasure, 2+ Coins +1 Buy; Victory, Gain VP Tokens equal to half of the cost of the trashed card in coins, rounded down.
« Last Edit: November 25, 2016, 02:18:23 am by loneXolf »
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Re: Kru5h's card ideas
« Reply #198 on: November 25, 2016, 02:17:29 am »
0

I think I found a way to make Hounds not so similar (and better) than Sage.



Change it to "Either trash it or put it into your hand." and change the cost to 4.

You can name Curse to hunt down Curses and trash them without having to give up any cards in your hand. You can trash your Estates for +1 or +2 cards (I haven't decided yet if I want to change it to 1.)

Edit: Yeah, I need to change it to 1 Card.

Review for the 2 cost version: Seems way better than sage for picking up actions, since it cannot pick up dead victory cards and silvers. The treasure option is useful for the +1 buy, however it will be sorta weak if there is no trashing for copper, since it turns this card into a mini-Adventurer with +1 buy. Also the victory option seems weak at +1 card(Would be too strong at +2). However it can be useful in some rare cases.

Review for the 4 cost version: I really like the "Either trash it or put it into your hand" effect. I would nerf the victory option down to +1 card or +1 VP and would slightly buff the treasure option by making it +1 coin, +1 buy so it's better at trashing coppers.
Random Idea - Make this card force trash the revealed card, however greatly buff benefits to something like this: Action, +2 Cards +1 Action; Treasure, 2+ Coins +1 Buy; Victory, Gain VP Tokens equal to half of the cost of the trashed card in coins, rounded down.

My current version is the same as the original except it costs 3 and has +1 card instead of 2 for victory. Two-cost is too cheap since it's usually better than Sage.

I don't really like the forced trashing. I feel like Sacrifice from Empires fits that niche.

The 4-cost with +1 card is a decent card, but I just have so many trashers as it is, so I prefer the 3-cost/+1 Card version.

Edit: The +1 coin change is a really good change if I decide to go with the 4-cost version.
« Last Edit: November 25, 2016, 02:43:49 am by kru5h »
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Re: Kru5h's card ideas
« Reply #199 on: November 25, 2016, 02:25:48 am »
0

I think I found a way to make Hounds not so similar (and better) than Sage.



Change it to "Either trash it or put it into your hand." and change the cost to 4.

You can name Curse to hunt down Curses and trash them without having to give up any cards in your hand. You can trash your Estates for +1 or +2 cards (I haven't decided yet if I want to change it to 1.)

Edit: Yeah, I need to change it to 1 Card.

Review for the 2 cost version: Seems way better than sage for picking up actions, since it cannot pick up dead victory cards and silvers. The treasure option is useful for the +1 buy, however it will be sorta weak if there is no trashing for copper, since it turns this card into a mini-Adventurer with +1 buy. Also the victory option seems weak at +1 card(Would be too strong at +2). However it can be useful in some rare cases.

Review for the 4 cost version: I really like the "Either trash it or put it into your hand" effect. I would nerf the victory option down to +1 card or +1 VP and would slightly buff the treasure option by making it +1 coin, +1 buy so it's better at trashing coppers.
Random Idea - Make this card force trash the revealed card, however greatly buff benefits to something like this: Action, +2 Cards +1 Action; Treasure, 2+ Coins +1 Buy; Victory, Gain VP Tokens equal to half of the cost of the trashed card in coins, rounded down.

My current version is the same as the original except it costs 3 and has +1 card instead of 2 for victory. Two-cost is too cheap since it's usually better than Sage.

I don't really like the forced trashing. I feel like Sacrifice from Empires fits that niche.

The 4-cost with +1 card is a decent card, but I just have so many trashers as it is, so I prefer the 3-cost/+1 Card version.

Yeah sacrifice does first came to mind with that idea, however it trashes the top card of your deck of that type instead from your hand which is way stronger, but obviously has way less control on what card you will trash. Anyway, the 3 cost version of Hounds does still sorta feel like a powercreep of sage to me, since it's just plain better at fishing actions while having the other two options for more flexibility, and also having way more control on the card you get most of the time.
« Last Edit: November 25, 2016, 02:39:10 am by loneXolf »
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Re: Kru5h's card ideas
« Reply #200 on: November 25, 2016, 03:13:10 am »
0



I think I'm going to change Hounds to the 4-cost version. (Trashing option, +1 coin instead of Buy, +1 Card instead of 2.)

To get rid of some of the excess trashing among my cards, I'm going to change Accomplice.



A village that also trashes? So powerful. Instead I'll change it to discard. Feels slightly weak at 5, but too strong for 4. I'll think on it.

Edit: Ooh, I just got a good idea. "If it's an Accomplice or an Attack card, put it into your hand. Otherwise you may discard it."



I need to change this to "At any time during your turns" instead of "At the start of each of your turns." Otherwise it's a bit weak. This will also allow you to do interesting things during discard attacks. Especially Pillage.

Edit: Never mind. I like the 3-cost Hounds and Accomplice the way it is. I will reword Cell, though.
« Last Edit: November 26, 2016, 09:29:35 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #201 on: November 25, 2016, 04:28:52 am »
+1

Quote
To get rid of some of the excess trashing among my cards, I'm going to change Accomplice.



A village that also trashes? So powerful. Instead I'll change it to discard. Feels slightly weak at 5, but too strong for 4. I'll think on it.

Edit: Ooh, I just got a good idea. "If it's an Accomplice or an Attack card, put it into your hand. Otherwise you may discard it."

I think Accomplice would maybe be fine at 4 cost without the trashing effect, since it would look like a weaker Herald but as an village. Also adding the attack card part would fit the flavor of the name, however it sorta already seemed to be pushing it at the cost of 4 without it. I don't know, weird card to balance it's a spin on Herald, however Herald almost always has the risk of being a vanilla cantrip, but villages have pretty decent value on their own.

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Re: Kru5h's card ideas
« Reply #202 on: November 25, 2016, 04:34:32 am »
+1

Quote


I need to change this to "At any time during your turns" instead of "At the start of each of your turns." Otherwise it's a bit weak. This will also allow you to do interesting things during discard attacks. Especially Pillage.

Do you mean to change it's text to "At anytime"? Because cell will not do anything against attacks if you cannot use it out of your turn.

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Re: Kru5h's card ideas
« Reply #203 on: November 25, 2016, 04:45:16 am »
0

Quote


I need to change this to "At any time during your turns" instead of "At the start of each of your turns." Otherwise it's a bit weak. This will also allow you to do interesting things during discard attacks. Especially Pillage.

Do you mean to change it's text to "At anytime"? Because cell will not do anything against attacks if you cannot use it out of your turn.

Oh, right. Wasn't thinking.

Now I have to decide which version I like. Is there any way to abuse swapping cards on another player's turn?

It's probably just simpler to keep it as only "your turns" to avoid confusion.

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Re: Kru5h's card ideas
« Reply #204 on: November 25, 2016, 08:12:14 am »
0

Re cell: I'd use the wording "During your turn". It's not official but I've used it on several other fan cards.

A general suggestion: Wait a bit before you post a card. I've made this mistake a lot. Often you think up a card randomly you think is amazing, and then next day you hate it. Waiting and thinking could cut down on the clutter.
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Re: Kru5h's card ideas
« Reply #205 on: November 27, 2016, 12:21:20 am »
0

I modified Locksmith to this:

Quote
Locksmith Action - Duration,
+2 Cards
You may treat any other duration cards you have in play as if this is
the start of your next turn. (And your other turns are the next such turn.)
At the start of your next turn,
+1 Cards

Also seriously considering this:

Quote
Locksmith Action - Duration,
Now and at the start of your next turn,
+3 Cards then discard 2 cards.
You may treat another duration card you have in play as if this is
the start of your next turn. (And your other turns are the next such turn.)

Edit: Hmm. I like the top version.
« Last Edit: November 27, 2016, 05:43:44 am by kru5h »
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Re: Kru5h's card ideas
« Reply #206 on: November 27, 2016, 05:24:33 am »
0

Quote
Witness Action - Reaction,
Look at the top card of your deck.
Choose one:
+1 Card and +1 Action; or
+
---
When another player plays an Attack card, you may reveal this from your hand.
If you do, that player cannot play any other Attack cards this turn.
« Last Edit: November 27, 2016, 05:49:38 am by kru5h »
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Re: Kru5h's card ideas
« Reply #207 on: November 27, 2016, 07:41:58 am »
0

Quote
Witness Action - Reaction,
Look at the top card of your deck.
Choose one:
+1 Card and +1 Action; or
+
---
When another player plays an Attack card, you may reveal this from your hand.
If you do, that player cannot play any other Attack cards this turn.

+2 Coins is quite strong for a two cost, since there are way better 5 cost non-terminal cards for a 5/2 split than a 4/3 split. Also I see this card being fairly weak in a lot of cards since most of the time you will only play one attack per turn if any.

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Re: Kru5h's card ideas
« Reply #208 on: November 27, 2016, 02:15:35 pm »
0

I think the top is good. I don't like the bottom. I'd recommend "When another player plays an Attack card, you may reveal this from your hand. If you do, you are not affected by any attacks after this one until you next turn."
Still a good defence against toturer, rabble or familiar stacks, etc.
« Last Edit: November 27, 2016, 02:17:50 pm by LibraryAdventurer »
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Re: Kru5h's card ideas
« Reply #209 on: November 27, 2016, 02:28:55 pm »
0

I think the top is good. I don't like the bottom. I'd recommend "When another player plays an Attack card, you may reveal this from your hand. If you do, you are not affected by any attacks after this one until you next turn."
Still a good defence against toturer, rabble or familiar stacks, etc.
But that would not be any different from Moat. Maybe if you discarded it to gain some benefit. Gaining an Attack card is the first thing that comes to my mind, not saying it would be balanced.
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Re: Kru5h's card ideas
« Reply #210 on: November 27, 2016, 02:43:52 pm »
+1

I just realized that Witness leads to a contradiction. It says you can't play attack cards. Golem and Herald say to play a card. Which one wins?

Here's my updated version.

Quote
Witness Action - Reaction,
Look at the top card of your deck.
Choose one:
+1 Card and +1 Action; or
+
---
When another player plays an Attack card while they have another Attack card in play, you may reveal this from your hand.
If you do, that player gets +1 Card and +1 Action instead of following its instructions.

Doesn't really affect Urchin or Pillage.

Strongest against Goons, Cultist, Torturer, and Scrying Pool.

Trying to figure out how to word this for Relic...

Or I could do the opposite. Penalize the first play of an attack card.

Quote
The first time another player plays an Attack card this turn, you may reveal this from your hand.
If you do, that player gets +1 Card and +1 Action instead of following its instructions.

This might just make people buy more attack cards, though. Since now they can't collide.
« Last Edit: November 27, 2016, 06:42:50 pm by kru5h »
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Re: Kru5h's card ideas
« Reply #211 on: November 27, 2016, 09:20:34 pm »
+1

I just realized that Witness leads to a contradiction. It says you can't play attack cards. Golem and Herald say to play a card. Which one wins?.

I would have agreed with you a couple weeks ago, in fact I'm usually the first one to point this out when people make "you can't play" cards. But after Donald's comments on a recent rules thread about that issue, it's seems to me that he was fine with the "can't beats can" rule like MTG has. He didn't come right out and make such a rule, but he did say that that's how Black Market and Mission interact, and I take it as a canonical example that "can't" effects aren't automatically bad (though still preferable to avoid them if there's a simple alternate wording). Thread here.
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kru5h

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Re: Kru5h's card ideas
« Reply #212 on: November 28, 2016, 12:21:31 am »
0

The question is how this works with Relic:

Quote
Witness Action - Reaction,
Look at the top card of your deck.
Choose one:
+1 Card and +1 Action; or
+
---
When another player plays an Attack card while they have another Attack card in play, you may reveal this from your hand.
If you do, that player gets +1 Card and +1 Action instead of following its instructions.

Does the from Relic count as Instructions? Or just the "When you play this" part?

It's also slightly strange for a Treasure to give you +1 Card, +1 Action.

Edit: I looked up a ruling on Enchantress played before Crown, so there's precedent for a treasure giving you +1 Card, +1 Action. It still doesn't answer the question of whether the 2 coin counts as "instructions" or is just part of the card.

Edit: I'm going to argue that the 2 coin from Relic is an "instruction" and that you don't get it. I made this decision because many treasures have worth that is determined by their instructions (Fool's Gold, Philosopher's Stone, Charm, Fortune, Bank.)
« Last Edit: November 28, 2016, 03:07:17 am by kru5h »
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GendoIkari

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Re: Kru5h's card ideas
« Reply #213 on: November 28, 2016, 10:14:32 am »
0

The question is how this works with Relic:

Quote
Witness Action - Reaction,
Look at the top card of your deck.
Choose one:
+1 Card and +1 Action; or
+
---
When another player plays an Attack card while they have another Attack card in play, you may reveal this from your hand.
If you do, that player gets +1 Card and +1 Action instead of following its instructions.

Does the from Relic count as Instructions? Or just the "When you play this" part?

It's also slightly strange for a Treasure to give you +1 Card, +1 Action.

Edit: I looked up a ruling on Enchantress played before Crown, so there's precedent for a treasure giving you +1 Card, +1 Action. It still doesn't answer the question of whether the 2 coin counts as "instructions" or is just part of the card.

Edit: I'm going to argue that the 2 coin from Relic is an "instruction" and that you don't get it. I made this decision because many treasures have worth that is determined by their instructions (Fool's Gold, Philosopher's Stone, Charm, Fortune, Bank.)
Pretty sure you're right. The fact that the $2 is separate from the "when you play this" is simply asthetics to make the treasures look more like actual treasures. The rules for them should be the same as the rules for playing an action that gives money.
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loneXolf

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Re: Kru5h's card ideas
« Reply #214 on: November 28, 2016, 03:29:35 pm »
0

I just realized that Witness leads to a contradiction. It says you can't play attack cards. Golem and Herald say to play a card. Which one wins?.

I would have agreed with you a couple weeks ago, in fact I'm usually the first one to point this out when people make "you can't play" cards. But after Donald's comments on a recent rules thread about that issue, it's seems to me that he was fine with the "can't beats can" rule like MTG has. He didn't come right out and make such a rule, but he did say that that's how Black Market and Mission interact, and I take it as a canonical example that "can't" effects aren't automatically bad (though still preferable to avoid them if there's a simple alternate wording). Thread here.

In most games the "Can't" effect wins however not sure how it would work in dominion.

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Re: Kru5h's card ideas
« Reply #215 on: November 29, 2016, 06:47:25 pm »
+2

Hey, sorry for the hiatus, busy celebrating thanksgiving. Here's a few images changed per your request:


This wasn't changed but didn't seem to be added to the OP:

I changed the art on this one so I could use it elsewhere:

Here's a few I changed the art/name based on my preference, in case you wanted them:

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kru5h

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Re: Kru5h's card ideas
« Reply #216 on: November 30, 2016, 08:46:00 pm »
0

Made some drastic word changes to Campus and Witness. Changed cost of Pupil to 2 so it is more likely to actually empty.

Quote
Pupil/Campus Victory Split Pile (Supply 12)

This pile starts the game with 6 copies of Pupil on top, then 6 copies of Campus.
For a 2-player game, use only 4 of each card. Only the top card of the pile can be gained or bought.

Quote
Pupil Action,
Play this as if it were an Action card in the Supply costing up to .
This is that card until it leaves play.
---
When you discard this from play, trash it.

Quote
Campus Victory,
When scoring, choose one:
Count this as if it were a copy of a card from your deck costing less than this;
or count this as a copy of the top card of a Supply pile that you choose.
This is that card card until scoring is complete.

You can now score Campus as any cheaper card in your deck OR the top card from a supply pile. That should give it slightly more utility.

Quote
Witness Action - Reaction,
Look at the top card of your deck, then choose one:
+1 Card and +1 Action; or +
---
When another player plays an Attack card, you may reveal this from your hand to change the next Attack played this turn to
+1 Card and +1 Action instead of its instructions.

I drastically shortened the wording here. Note that it only changes the next attack, but you can keep revealing Witness every attack to keep affecting the next one. Only the first attack of a turn hurts you. I changed "Attack card" to "Attack" so that if they Throne room an attack card it avoids confusion. The second attack may not be an attack "card" since the card is already in play, but it's still an attack, so Witness can stop it.
« Last Edit: November 30, 2016, 08:51:42 pm by kru5h »
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kru5h

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Re: Kru5h's card ideas
« Reply #217 on: December 01, 2016, 05:01:51 am »
0

I should probably change this to a 4-cost. Thoughts?



Edit: I should probably change the wording.

"If this is the first time you played this this turn, you may spend an action to play it again."

That's a lot of "this".
« Last Edit: December 01, 2016, 05:24:37 am by kru5h »
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AdrianHealey

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Re: Kru5h's card ideas
« Reply #218 on: December 01, 2016, 05:21:38 am »
+2

That shpuld absolutely be 4.
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loneXolf

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Re: Kru5h's card ideas
« Reply #219 on: December 01, 2016, 07:36:37 am »
0

I should probably change this to a 4-cost. Thoughts?



Edit: I should probably change the wording.

"If this is the first time you played this this turn, you may spend an action to play it again."

That's a lot of "this".

Yeah this should cost 4 at least since this is pretty much "Mega Courtyard". It's second effect seems pretty strong with villages however without muit-action cards it can even be better than smithy in some cases.
« Last Edit: December 01, 2016, 07:40:26 am by loneXolf »
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tristan

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Re: Kru5h's card ideas
« Reply #220 on: December 01, 2016, 07:47:21 am »
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Village and Smithy is equivalent to 2 Labs.
Village and Cipher is (sometimes) +3 Cards, discard 1 Card, +3 Cards, discard 1 Card. Kind of a super Embassy. But is it really stronger than a Double Lab?

The problem is that you are out of actions after having played it again (assuming that you start your hand with only one village) so whatever engine pieces you draw are dead. But Cipher for 4 is only viable compared to Smithy if you actually do use its 'play again' effect and in order to do that you need an engine.

So technically the problem is that this card converts two Actions in a huge load of cards. It is a pure draw engine with little room to add in some Action cards that provide extra buys or Attacks (admittedly the discarding is an indirect defense against junkers) or whatever.

This design is too narrow for my taste.
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AdrianHealey

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Re: Kru5h's card ideas
« Reply #221 on: December 01, 2016, 07:54:59 am »
0

With champion it is 'draw your deck' btw
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ThetaSigma12

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Re: Kru5h's card ideas
« Reply #222 on: December 01, 2016, 07:56:34 am »
0

With champion it is 'draw your deck' btw
Nope.
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AdrianHealey

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Re: Kru5h's card ideas
« Reply #223 on: December 01, 2016, 08:04:25 am »
0

Everytime you play it is 'a second time', because every time you play it is a nw first time
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loneXolf

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Re: Kru5h's card ideas
« Reply #224 on: December 01, 2016, 08:06:37 am »
0

Village and Smithy is equivalent to 2 Labs.
Village and Cipher is (sometimes) +3 Cards, discard 1 Card, +3 Cards, discard 1 Card. Kind of a super Embassy. But is it really strong