
Warfare Types: Event Cost: $3 Take the Holy Land. Trash a Victory card with the lowest cost in coins from the Supply. | Holy Land Types: Artifact
When you gain a Victory card, each other player may trash a card costing at least $3 from their hand. If they don't they gain a Curse. |
Fight over the Holy Land. Warfare trashes Victory cards from the Supply so that
1) You can buy Estates more easily to leverage the Holy Land while emptying Supply piles to threaten a 3-pile.
2) It prevents the objective of the game from ever turning into "fight over the Holy Land forever."
Other players have the option to trash a valuable card or gain a Curse so that postponing a 3-pile is possible (or other times when losing a card is better than gaining a Curse).
I don't know if I like it, but that might be my anti-expansion-mixing bias. Maybe I'm also a little upset with myself considering Holy Land was a pretty cool Artifact pubby made a bit ago. Maybe because of similarities between this and Salt the Earth.
Anyone else have any thoughts?
Warfare is kinda interesting in a Vineyards game. You could make it
Real
Weird for shelters games by having you put your hand into play without playing it and have it trash the Victory card with the lowest cost in coins from in play or the supply - also lets you do strange things with "trash a card in play"/"for each card you've got in play" when you've got +Buys.
Holy Land, man that's a stupid powerful curser. Maybe change it to when you Buy a victory card? and / or lower the trash-a-card-dodge cost to $2 (because presumably someone's gonna try to spam Estates to curse everyone else and then they can dodge it when someone takes it away from them)? That has the additional effect of making Going For It maybe not a wise thing to do right away - other players can trash their starting Estates to dodge.
I think they're workable as-is. I think if I were to redesign them, I'd have Warfare trash a Curse from the Supply as well (weakens Holy Land's Cursing ability), and
(and maybe this is last contest in my brain still) make Holy Land something like "When you gain a Victory card, choose one: each other player may trash a card costing at least $2 from their hand, and if they don't, they gain a Curse; or return a Curse from your hand to the Supply." so you can choose whether you wanna fight or grow. Thematic! but maybe not in a good way.
Surveil Types: Event Cost: $4 +1 Buy. Reveal the top three cards of your deck. You may trash or discard any number of them, then put the rest back in any order. If you have trashed three or more cards this turn, take the Beacon and put your deck into your discard pile. | Beacon Types: Artifact
When you would shuffle, you may look through and trash a card from your discard pile before shuffling. Play with your deck face-up. |
Beacon is really cool, though I can think of plenty of players who will mistake their deck and discard pile.
Surveil is ridiculous though. $4 trashes 4 Coppers\Estates on turn 1. Surveil should probably not trash so many cards so freely as it makes Beacon's trashing less notable.
That's a good point. I think drop the price tag on Surveil to $2 and have it peek at one is probably a saner solution - no turn one Beacons then (unless Cursed Gold? but thats fine, I guess, since everyone can do it. Feature, not bug.). I'll update that tomorrow when I'm back at my Real Computer.
I guess I didn't really think about whether people would mix up their deck/discard - I keep them on opposite sides of the "in play" zone, with Deck on the left all the time.
Looks like that's how the Playmats for the base game laid things out too. I suppose I could include Banes style "Deck" and "Discard" cards but that kinda seems like overkill. I think they'll figure it out.
Liturgy
Event - $3
+2 Buys
Take the Confessional
Confessional
Artifact
When you gain a card, you may trash a card from your hand
Hell Yeah More Buy-splitters