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Author Topic: herw's cards  (Read 27990 times)

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herw

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herw's cards
« on: April 04, 2017, 09:59:01 am »
+7

backsides:



basic cards:



legacy:















travellers:



backsides:

i have tested several times at meinSpiel and compared with german ASS-cards :)





basic cards:



Add these two basic cards to an Alchemy-game. Choose a few Alchemy kingdom cards.



Nobody needs it, but ...



Individual cards:

Normal Kingdom Cards



Abandoned Village (2019-01-10)
a simple attack card to villager's and coffer's mat. (under examination)





Prospecting (2019-02-07)
simple





Shoemaker (2019-02-06)
simple but useful





Barter (2018-11-12)
changes your deck





Lucky Thaler (2019-02-05)
for luck and fun :)





Striking (2019-02-08)





Tradeswoman (2018-12-08)
A simple card which helps Big Money strategy.





Moneyer (2019-02-06)





Day Laborer (2019-02-05)




Antimony (2019-02-05)
Alchemy needs treasures and cards with potion in costs!




Extraction (2020-01-12)
an attractive Victory-card-trasher




Money Changer




Village Square (2020-02-15)
simple and useful




Warlock (2018-12-08)
a simple Alchemy-card. Thanks to Asper for discussion and tips.





Forrest Village (2019-02-19)





Market Town





Bewitched Town (2019-01-11)
I like to create ALCHEMY-cards. Combining with RENAISSANCE-idea of coffers and villagers it is a little bit more simple.





Counter Magic (2019-02-11)
If you are a wizard you need always a counter magic :)





Adept (2020-01-11)  is useful, to get potion often to your hand.





Dark Path (2020-01-28), a very interesting travellers line. You have to accept: negative victory points, but much money. The trick is the last card of the line.
« Last Edit: February 16, 2020, 02:09:30 am by herw »
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herw

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Bewitched Town
« Reply #1 on: January 11, 2019, 07:38:25 am »
0

Bewitched Town (2019-01-11)

from Weekly Design Contest 13 Thread

« Last Edit: January 15, 2019, 12:37:38 pm by herw »
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ClouduHieh

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Re: herw's cards
« Reply #2 on: January 11, 2019, 10:20:38 pm »
0

Heya herw I also like alchemy cards. I have a thread with my alchemy cards, you should check it out it might give ya some inspiration.
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herw

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Re: herw's cards
« Reply #3 on: January 12, 2019, 02:42:11 am »
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Heya herw I also like alchemy cards. I have a thread with my alchemy cards, you should check it out it might give ya some inspiration.
yes i know the thread. I have made five other Alchemy-cards and i am testing them. I will translate to english and publish here, if they are good enough.
ciao herw
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ClouduHieh

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Re: herw's cards
« Reply #4 on: January 12, 2019, 10:51:28 am »
0

Cool can’t wait to see them in english

And I’ve added a new one to it which you may not have seen called dragons hoard.
« Last Edit: January 12, 2019, 10:52:34 am by ClouduHieh »
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herw

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Warlock
« Reply #5 on: January 13, 2019, 10:45:35 am »
+1



a simple Alchemy-card., hope you like it. Thanks to Asper for discussion and tips.
« Last Edit: January 14, 2019, 01:16:57 am by herw »
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herw

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Abandoned village
« Reply #6 on: January 13, 2019, 04:02:02 pm »
0



Abandoned Village (2019-01-10)
an attack to villager's and coffer's mat.
« Last Edit: February 07, 2019, 01:13:12 pm by herw »
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faust

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Re: herw's cards
« Reply #7 on: January 13, 2019, 04:35:12 pm »
0



Abandoned Village (2019-01-10)
an attack to villager's and coffer's mat.
Don't you just always get this? It never hurts as it is at least a cantrip. Seems a bit mindless. In general I belive Attacks should not be cantrips unless you have a really good reason for it.
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Commodore Chuckles

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Re: herw's cards
« Reply #8 on: January 13, 2019, 06:18:11 pm »
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Yeah, this will just end up as an unfun arms race. At the very least, you shouldn't have an attack whose attack part so thoroughly cancels out its on-play part.
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herw

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Abandoned village
« Reply #9 on: January 13, 2019, 11:40:28 pm »
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Yeah, this will just end up as an unfun arms race. At the very least, you shouldn't have an attack whose attack part so thoroughly cancels out its on-play part.
hm - yes that's a problem. The idea was to have an attack card with very low costs and it's a little bit better than a cantrip.
On the other side villagers and coffers are very powerful if you have other cards which add villagers or coffers to your mat. So you think there shouldn't be a bonus +1 villager for the player?
But if there are no other cards which adds villagers or coffers? To be sure, that there are + villagers- and + coffers-cards there should be one.

Have to think about it.
« Last Edit: January 14, 2019, 01:16:34 am by herw »
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herw

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Barter
« Reply #10 on: January 14, 2019, 01:15:48 am »
0

Barter (2018-11-12)
I like to change the deck and keep it small.


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herw

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Market Town
« Reply #11 on: January 14, 2019, 02:03:45 am »
+1


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majiponi

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Re: Market Town
« Reply #12 on: January 14, 2019, 03:49:42 am »
0



See "Secret History" of Bandit Camp. Gaining Treasures is not so good, even if you gain into your hand.
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herw

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Re: Market Town
« Reply #13 on: January 14, 2019, 04:26:30 am »
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See "Secret History" of Bandit Camp. Gaining Treasures is not so good, even if you gain into your hand.
i have read it, but you can draw potions too (to your hand!). So i hink this is a good idea.
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faust

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Re: Market Town
« Reply #14 on: January 14, 2019, 04:31:25 am »
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See "Secret History" of Bandit Camp. Gaining Treasures is not so good, even if you gain into your hand.
i have read it, but you can draw potions too (to your hand!). So i hink this is a good idea.
If you have Market Town, you already have a Potion. The instances where you'd want a second are very limited.
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herw

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Re: Market Town
« Reply #15 on: January 14, 2019, 05:19:35 am »
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See "Secret History" of Bandit Camp. Gaining Treasures is not so good, even if you gain into your hand.
i have read it, but you can draw potions too (to your hand!). So i hink this is a good idea.
If you have Market Town, you already have a Potion. The instances where you'd want a second are very limited.
If you have only one potion and your deck is growing you need more potions. Remember that Donald recommend three Alchemy-cards in Dominion with Alchemy. So it's sometimes more useful to gain a potion. And there are still some more treasures up to 4.
And there are several cards to change potion into gold. I think, Donald secrets keep sometimes something secret ;)
« Last Edit: January 14, 2019, 06:02:42 am by herw »
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Asper

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Re: herw's cards
« Reply #16 on: January 14, 2019, 12:37:18 pm »
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I dunno, gaining a Silver to your hand makes this behave like a Grand Market that exchanged its Buy for an Action the turn you play it... That's pretty huge. Of course your deck gets filled with Silvers, but you're complaining on a rather high level there, I think. Even in a Silver-flooded deck, this still helps you pick up copies of itself. My main gripe would be that Silver gaining and +Actions aren't exactly going smoothly together. Perhaps you could say this balances the card, but I think that if your concept was to have a Village with a good, but village-unfriendlysecond bonus, you might want to focus on that and drop the potion. But that's just me.
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herw

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Counter Magic
« Reply #17 on: January 15, 2019, 12:29:40 pm »
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Please correct the text, because i am a non native speaker.

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GendoIkari

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Re: Counter Magic
« Reply #18 on: January 15, 2019, 12:54:08 pm »
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Please correct the text, because i am a non native speaker.

Wording stuff:

+2 Cards
Each other player gains a Copper.
You may trash a card from your hand, for +1 Card and +1 Action.
________________________________________________________
When you draw a card during another player's turn, you may discard this and any number of other cards from your hand, then draw that many.


I removed the non-action part, is there a reason to limit it to discarding "non-action cards"? You will almost never want to discard action cards anyway; so it would almost always be used the same way anyway without that extra wording. It only really makes a difference in games with Ruins. I also removed the "have to draw" part, because I think that causes confusion about when that applies... if your opponent plays Vault, and you discard 2 cards, you then have to draw a card. But you also could have chosen not to discard 2 cards, so does "have to draw" apply here?

But I think that reaction wording actually has issues... you discard all the cards at the same time, and you don't have to reveal Counter Magic if it's not the one you put on top of your discard. So for accountability, you would need some really awkward wording... "when you draw a card on another player's turn, you may discard this from your hand. If you do, discard any number of cards, then draw that many, then +1 card."

I don't understand the point of the reaction as a whole though, I think you should just leave it off. It is very rare that you draw a card during another player's turn; so this will do nothing in the vast majority of games. There's only a very small handful of cards that make this happen. And even when it does happen, I think you would rather have this card in your hand for its main ability than you would want to discard it for a Cellar effect.

*Edit* I think there are only a total of 7 cards in Dominion that could cause this reaction to be used... Council Room, Legionary, Lost City, Governor, Margrave, Minion, and Soothsayer.

For the main effect... as a general rule, pure Copper junking like this is bad, because there are a huge number of Copper cards, and that number also differs per game, based on both player count, and whether or not players have chosen to combine treasures from 2 base sets (which the rules say you can do, and should do for higher player-counts). It seems like this should just give Curses instead... I'm not even sure if that would be stronger or weaker, due to the fact that Curses will run out.

The card is also super powerful. Of course Potion-costing cards generally are... but this is way over powered. Look at how strong Masquerade is, just due to having +2 cards, trash a card. This is +3 cards, +1 action, trash a card. That's insane. AND it is a junking attack on top of that. Compare this to Familiar... +1 card, +1 action, junk opponents. This is Familiar, with an extra +2 cards and trashing on top!

« Last Edit: January 15, 2019, 01:00:38 pm by GendoIkari »
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herw

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Counter Magic
« Reply #19 on: January 15, 2019, 03:26:01 pm »
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arrgghh, i ment „gain a card”, my fault.



thanks for wording, ideas and comment, will wait until there are some other comments.

« Last Edit: January 16, 2019, 03:44:28 am by herw »
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LittleFish

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Re: herw's cards
« Reply #20 on: January 15, 2019, 06:03:59 pm »
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why is Aktion spelled like that on warlock?
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Re: herw's cards
« Reply #21 on: January 15, 2019, 06:27:35 pm »
0

arrgghh, i ment „gain a card”, my fault.



thanks for wording, ideas and comment, will wait until there are some other comments.

Several comments:
1. It should be each other player, not any.
2. Wording for the bottom: "When you gain a card during another player's turn, you may reveal this to discard it and any number of non-Action cards from your hand, then draw an equal number of cards."
3. I agree with GendoIkari that it's far too strong for $3P, and for all the same reasons. I'd go so far as to say it should cost the same as Possession, $6P.
« Last Edit: January 15, 2019, 06:29:25 pm by Gubump »
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herw

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Counter Magic
« Reply #22 on: January 16, 2019, 01:13:21 am »
0

thanks for helping. I think costs of 5P are enough.

« Last Edit: February 08, 2019, 01:52:31 pm by herw »
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herw

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Warlock
« Reply #23 on: January 16, 2019, 01:15:03 am »
+1

why is Aktion spelled like that on warlock?
Because i am german and i am using my own template. Sometimes i forget to translate - have changed the type. thanks
« Last Edit: January 16, 2019, 03:45:07 am by herw »
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LittleFish

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Re: Warlock
« Reply #24 on: January 16, 2019, 07:52:36 am »
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why is Aktion spelled like that on warlock?
Because i am german and i am using my own template. Sometimes i forget to translate - have changed the type. thanks
You could have left it like that. It looks sort of magic-like
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