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Author Topic: Holunder's cards  (Read 3047 times)

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Thanar

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Re: Holunder's cards
« Reply #75 on: April 26, 2018, 02:05:14 am »
+1

Thanks for making this set!

While downloading everything from the (updated) first post, I noticed that your imgur folder only contains 19 unique Traitor cards (5 Backstabbers, 5 Defectors, 5 Heretics, but just 4 Turncoats), instead of the advertised 20. Can you add the missing Turncoat?
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Holunder9

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Re: Holunder's cards
« Reply #76 on: April 26, 2018, 07:05:09 am »
+1

Thanks for your kind words and pointing out the missing Traitori, I fixed it.
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Holunder9

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Re: Holunder's cards
« Reply #77 on: May 06, 2018, 03:08:03 pm »
0



This is based on an idea by Seprix.
If you give it a fixed price it could be better than Province in some Kingdoms (e.g. if there are Attacks, Durations and Night cards this is better than Province as you can always buy a Curse to make Gate worth 7VPs). The variable/extra cost is a way to make the card a bit more interesting. Now you want to gain it when you have few different types in play yet your deck should have many different types.
Not sure on the numbers yet. To make the "gain at the right moment" aspect more relevant it could e.g. be 3-2 instead of 5-1 (implying a "base" price of 5 Coin and 2 Debt; you will rarely have only Actions or only Treasures in play).
A Peddler-like wording, e.g. "This costs 1 more per different type on the cards you have in play." is an alternative but it seems needlessly complicated with trash for benefit around.
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Holunder9

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Re: Holunder's cards
« Reply #78 on: May 08, 2018, 05:53:17 pm »
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I am not too happy with the current version. Not so much because the debt is not elegant but because it doesn't punish multiple types harsh enough. The debt version with 3-2 could just be too easy with gainers so I am going to try a straightforward cost increase. It shouldn't run into any issues except for trashing attacks. Unless you have an Action-Duration in play Knight (at a price of 7 it is safe) and Swindler (unless there are others 7s you get another Gate) could kill this.


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GendoIkari

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Re: Holunder's cards
« Reply #79 on: May 08, 2018, 06:27:08 pm »
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Although I really like the idea of Gate, I'm not sure how it will work given that it seems to be too literally dependent upon the Kingdom. As in; while all card's are better or worse in different Kingdoms, Gate has an easy-to-see hard cap which can vary wildly from game to game.

The max could be as little as 4 in some Kingdoms, and up to 22 in others.

While other victory cards may have some Kingdoms that make their caps easier to reach; the only example I can think of with a changing hard cap like this is Fairgrounds; and other than Black Market, it has a pretty small range of value. *Edit* Technically Vineyard and Silk Road have a kingdom-dependent cap; but only if you consider the situations of buying out the Kingdom pretty much.

For fun, a Kingdom that lets you get all 22 different types in your deck (without needing Black Market). It was actually pretty hard to figure out.




« Last Edit: May 08, 2018, 06:36:24 pm by GendoIkari »
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Gazbag

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Re: Holunder's cards
« Reply #80 on: May 08, 2018, 07:27:14 pm »
+1

Although I really like the idea of Gate, I'm not sure how it will work given that it seems to be too literally dependent upon the Kingdom. As in; while all card's are better or worse in different Kingdoms, Gate has an easy-to-see hard cap which can vary wildly from game to game.

The max could be as little as 4 in some Kingdoms, and up to 22 in others.

While other victory cards may have some Kingdoms that make their caps easier to reach; the only example I can think of with a changing hard cap like this is Fairgrounds; and other than Black Market, it has a pretty small range of value. *Edit* Technically Vineyard and Silk Road have a kingdom-dependent cap; but only if you consider the situations of buying out the Kingdom pretty much.

For fun, a Kingdom that lets you get all 22 different types in your deck (without needing Black Market). It was actually pretty hard to figure out.




You have Necromancer, but no way to get a Zombie into your deck!
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Holunder9

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Re: Holunder's cards
« Reply #81 on: May 09, 2018, 01:33:56 am »
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Although I really like the idea of Gate, I'm not sure how it will work given that it seems to be too literally dependent upon the Kingdom. As in; while all card's are better or worse in different Kingdoms, Gate has an easy-to-see hard cap which can vary wildly from game to game.
I agree. It is fairly easy to get most types present in a Kingdom into your deck (if you have half the pile of Gates in a game without junkers it can even make sense to buy a Curse in the endgame as it is the equivalent of a Duchy) whereas other Alt-VP depends more sensitively on your deck. So even without cost scaling the card could be too bland.
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GendoIkari

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Re: Holunder's cards
« Reply #82 on: May 09, 2018, 07:58:21 am »
0

Although I really like the idea of Gate, I'm not sure how it will work given that it seems to be too literally dependent upon the Kingdom. As in; while all card's are better or worse in different Kingdoms, Gate has an easy-to-see hard cap which can vary wildly from game to game.

The max could be as little as 4 in some Kingdoms, and up to 22 in others.

While other victory cards may have some Kingdoms that make their caps easier to reach; the only example I can think of with a changing hard cap like this is Fairgrounds; and other than Black Market, it has a pretty small range of value. *Edit* Technically Vineyard and Silk Road have a kingdom-dependent cap; but only if you consider the situations of buying out the Kingdom pretty much.

For fun, a Kingdom that lets you get all 22 different types in your deck (without needing Black Market). It was actually pretty hard to figure out.




You have Necromancer, but no way to get a Zombie into your deck!

Dang it! It might be impossible then. Any of the very few ways to get a card from the trash donít provide any extra types.  So 21 might be the limit.
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Holunder9

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Re: Holunder's cards
« Reply #83 on: May 25, 2018, 03:29:48 am »
0

After some playtesting Djinn got changed as the on-gain restriction made the card too swingy.

Given the abundance of $4 villages I have a weakness for $2 villages so here is a quick, random idea:

+1 Card
+1 Action

You may discard an Action card for +1 Card and +1 Action.

or slight weaker:

You may discard an Action card for +2 Cards and +2 Actions.
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