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D782802859

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D782802859's Fan Cards
« on: March 12, 2020, 09:00:50 pm »
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So, these are just some cards that are kind of set-like, but there isn't really a cohesive theme here, although there are some common mechanics. So, there are five and a half mechanics here. Gathering cards, vp tokens, split piles, and Artifacts return, and there are 2 new things. Workers are something I did for a Weekly Design Contest and decided was worth doing more of. They're effects that you save for later. Injuries are a new junk card that need to be played or they give you more junk. If you don't treat an Injury, it gets worse. If you have a card with the subtype "Horror" include a pile of Injuries in the supply equal to the number of players. I'm gonna do this increments, so first up is the non-mechanic cards. There are a lot of these.

Just a simple trasher, who doesn't love that? I certainly do, potentially too much as you might see. Trash for benefit but the benefit is more trashing. Not a lot to say about this one. Plus, most of the rules questions are covered by Doctor.

Painter gains you a card to your hand costing up to as much as it to your hand. It shouldn't say that, I meant to change it to the discard pile so as to not step on Sculptor's toes. Also, it should have a cost asterisk. I'm dumb.

Nunnery is just a simple little thing that I'm surprised isn't official yet. It's a duration that stays out longer if you fulfill a condition. In this case trashing! If you keep it out, you get some draw.

Not gonna sugarcoat it, this is a fixed version of Adventurer. It's like Adventurer but you choose the type! Also, I really love the art. It's somewhat balanced by only grabbing 2, but if you need one, it can be a strong filterer.

Harlequin is a trasher. Also. Sensing a theme? That wasn't on purpose so just pretend you didn't. But it also gets you a better use out of your actions once.

Regent is pretty messy. The concept is there but needs refinement. You choose a card on the first play that it becomes for the rest of the turn. I need to find a good phrasing.

Judge reacts to another player drawing cards by playing itself. Just you watch when this ends up in Menagerie.

Sawmill turns your gains into other cards. Keep in mind, you get on buy, but not on gain effects. Other rule disputes work like changeling, as you would expect. Also, it's a duration to block junkers.

Let it never be said I can't make two cost cards. It would be true, but don't say it. Anyways, a trasher again. It remodels, but you need two cards.
I'll post more of the set over a few days probably. Artifacts next if I don't change my mind.
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mxdata

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Re: D782802859's Fan Cards
« Reply #1 on: March 12, 2020, 09:05:39 pm »
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I like Painter.  A gainer that becomes more powerful later in the game?  Pretty great idea (and also the worst possible card to use Ferry on!)
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Re: D782802859's Fan Cards
« Reply #2 on: March 13, 2020, 08:26:52 am »
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for regent, you've now got a precedent for more "casual" wording - "When you play a Regent this turn, do the same thing."
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GendoIkari

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Re: D782802859's Fan Cards
« Reply #3 on: March 13, 2020, 08:47:38 am »
+1

For Nunnary, did you mean the start of your clean-up phase? There's no such thing as a discard phase.

I'm not sure how Judge's reaction can work... You can't really know if the card they played will cause them to end up with more than 5 cards always. Menagerie (the card) is a simple example, but also Hunting Party; and really even just Smithy since you can't count how many cards they have left in their deck when they play the Smithy. So you wouldn't be able to respond when the card is first played, like you do with other reactions. The reaction could be to your opponent drawing a 6th card perhaps.
« Last Edit: March 13, 2020, 08:52:40 am by GendoIkari »
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D782802859

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Re: D782802859's Fan Cards
« Reply #4 on: March 13, 2020, 08:51:51 am »
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For Nunnery, I did mean clean-up phase.
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mxdata

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Re: D782802859's Fan Cards
« Reply #5 on: March 13, 2020, 12:04:12 pm »
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For Nunnary, did you mean the start of your clean-up phase? There's no such thing as a discard phase.

I'm not sure how Judge's reaction can work... You can't really know if the card they played will cause them to end up with more than 5 cards always. Menagerie (the card) is a simple example, but also Hunting Party; and really even just Smithy since you can't count how many cards they have left in their deck when they play the Smithy. So you wouldn't be able to respond when the card is first played, like you do with other reactions. The reaction could be to your opponent drawing a 6th card perhaps.

Duration cards are another way you can often not know if your opponent will have more than 5 cards.  Suppose they played Wharf from a hand of 4 or fewer cards.  They don't have more than 5 cards now, but at the start of their next turn they probably will ... unless they get hit with a discard attack before the start of their next turn, so replacing "would cause" with "causes" is probably best*, the reaction then being triggered after the draw rather than before.  And now that I think about it, Barge is an even better example.  Whether your opponent chooses to play it now or on their next turn could determine whether they exceed that 5-card threshold.  And Mastermind is even worse there - you have no way of knowing what card, if any, will be played thrice.  If it's a draw card, then they'll most likely end up with more than 5 cards at the start of their next turn, but if not, then they're not going to exceed 5

Judge could potentially be involved in a series of reactions.  For example, suppose you play a Gainer, Sculptor works best here.  You play Sculptor from a 5-card hand, gain a card to hand, you're still at 5 cards.  But suppose you had a Sheepdog in hand.  You could now play that as a reaction bringing you up to 6 card.  Your opponent can now react with their Judge, bringing them up to 6 cards (assuming no discard attacks have been played).  Now, since they have more than five cards, if you also have a Judge, your Judge can react to their Judge

Or even more fun: you use Sculptor to gain an Estate (or a Duchy if there's cost reduction).  Since you gained a Victory card, your opponent gets to play Black Cat.  You gain a Curse.  Now, it happens that you have a Sheepdog in hand, so you can react to the gaining of the Curse with Sheepdog.  This could bring you up to more than 5 cards.  So, your opponent reacts with their Judge, bringing them up to 6 cards.  They have more than 5 cards now, so you react with your Judge

*The "cause" wording also has some other possible problems.  Suppose someone had previously played Council Room, or you have the Flag, so you start your turn with 6 cards.  You play a Laboratory, you now have 7 cards.  Would Judge be triggered?  A literal reading would suggest no.  Laboratory didn't cause you to have more than 5 cards, because you already had more than 5 cards.  That is, it didn't cause a change in state - you had more than five before it and more than five after it.  So, maybe something like "If another player has more than five cards in their hand immediately after they play a card ..."  This would avoid the problem with "would cause" and the problem with a player who started with more than 5 cards in hand.  It would also indirectly allow some duration draws to trigger Judge.  I play Barge, choose next-turn option.  At the start of my turn, I now have 7 cards.  That doesn't trigger Judge in my version, because it's not "immediately after" (and in the original version would've been ambiguous for the reasons already given).  However, I then play something that doesn't give me any draws.  But even so, I still have 6 cards in my hand.  That's more than five, so you can react with your Judge
« Last Edit: March 13, 2020, 12:22:14 pm by mxdata »
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navical

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Re: D782802859's Fan Cards
« Reply #6 on: March 13, 2020, 12:13:48 pm »
+1

I think Judge would need to be phrased as
"Directly after another player finishes playing a card, if they have more than 5 cards in hand, you may play this from your hand."

However, the fact that Judge can react to itself being played seems bad, so I'd probably phrase it as

"Directly after another player finishes playing a card on their turn, if they have more than 5 cards in hand, you may play this from your hand."

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mxdata

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Re: D782802859's Fan Cards
« Reply #7 on: March 13, 2020, 12:26:33 pm »
+1

I think Judge would need to be phrased as
"Directly after another player finishes playing a card, if they have more than 5 cards in hand, you may play this from your hand."

However, the fact that Judge can react to itself being played seems bad, so I'd probably phrase it as

"Directly after another player finishes playing a card on their turn, if they have more than 5 cards in hand, you may play this from your hand."

I kind of like the possibility of Judge reacting to itself.  And that reaction chain is limited.  You play something that causes you to have more than 5 cards.  Your opponent reacts with Judge.  You react to their reaction with Judge.  The chain is now stopped, since your opponent's already played their Judge (well, technically they could've had two Judges in hand, but why wouldn't they have played both Judges in the initial reaction in that case?)
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D782802859

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Re: D782802859's Fan Cards
« Reply #8 on: March 13, 2020, 04:23:38 pm »
+1

Have some Artifacts. There were some recent changes so these are probably less good because only one existed prior to today. But here they are anyways.


So Milliner is a gainer, but it's restricted in what you can gain if you want to keep it. But if you lose it, you get a Sculptor every other turn. Ups and downs. If you gain another Milliner, you can also use it as a Smithy for a bit.


Steamboat is a Duration cellar. You can also keep cards out of your deck if you really want to. Coal complements it by giving you card selection whenever you draw. Steamboat is one of the tested cards, so it, along with Nunnery are fairly balanced.


Interest is Envy but on an actual card. It doesn't hit copper for obvious reasons. I don't want this to stack, but can't figure out ways to make it not, any suggestions? Note that you can take Payment on either turn at the cost of the coin and buy. The Payment is basically a permanent Bank. It somewhat counters the attack too.


Mausoleum is alt-vp worth 1 per time you trashed it. It doesn't have all the tricks of Fortress, but it still has some of them and, of course, if you trash it once, it's a Duchy for 4. Also, there's always Salt the Earth. Tombstone is a permanent Market Square. It's pretty simple, but some things have to be.
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mxdata

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Re: D782802859's Fan Cards
« Reply #9 on: March 13, 2020, 04:48:56 pm »
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Have some Artifacts. There were some recent changes so these are probably less good because only one existed prior to today. But here they are anyways.


So Milliner is a gainer, but it's restricted in what you can gain if you want to keep it. But if you lose it, you get a Sculptor every other turn. Ups and downs. If you gain another Milliner, you can also use it as a Smithy for a bit.

What happens to the cards you set aside on the Hatbox if someone else takes it?



Steamboat is a Duration cellar. You can also keep cards out of your deck if you really want to. Coal complements it by giving you card selection whenever you draw. Steamboat is one of the tested cards, so it, along with Nunnery are fairly balanced.

I like this one.  It definitely helps you out, but it seems like it could be somewhat overpowered if I'm reading it correctly.  If, for example, you have +3 cards, would Coal apply to each card you draw?  Or did you intend for it only to apply to the first card drawn?



Interest is Envy but on an actual card. It doesn't hit copper for obvious reasons. I don't want this to stack, but can't figure out ways to make it not, any suggestions? Note that you can take Payment on either turn at the cost of the coin and buy. The Payment is basically a permanent Bank. It somewhat counters the attack too.

Payment seems a bit overpowered to me, maybe something a bit more limited?  For example, "During your buy phase, +$1 per differently named Treasure".  One way to limit the effect of Interest is something like "If this is the first Interest played this turn, then while it is in play ...", although that wording feels a bit clunky to me.



Mausoleum is alt-vp worth 1 per time you trashed it. It doesn't have all the tricks of Fortress, but it still has some of them and, of course, if you trash it once, it's a Duchy for 4. Also, there's always Salt the Earth. Tombstone is a permanent Market Square. It's pretty simple, but some things have to be.

Interesting ideas there.  In some games, Tombstone could end up almost like Treasure Chest from Renaissance.  I feel like it should be harder to get considering how many Golds it can gain you in some games.  Of course, there'll also be some games where the Tombstone can never be gained because there's no trashing.  Though, perhaps a "once per turn" limit might be good here?  Otherwise, in games with heavy trashing, you'd end up with an absurd amount of Gold.  Monastery would especially be a huge combo.  As long as you gained at least one card, Monastery could end up converting all of your Coppers in play and all unused cards in your hand into Golds, since each time you trash a card, you gain a Gold, increasing the number of cards gained that turn by one, and thereby allowing Monastery to trash another card!
« Last Edit: March 13, 2020, 04:50:08 pm by mxdata »
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D782802859

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Re: D782802859's Fan Cards
« Reply #10 on: March 13, 2020, 06:52:14 pm »
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If someone else takes the Hatbox, the cards on it stay on it. The Coal reveals a card each time you draw directly before drawing the card. A Smithy would have you Spy, then draw, Spy again, then draw a second time, Spy a third time, then draw the last card. Payment might be too strong, and it's somewhat confusing with Interest. What happens if you have it on the first turn, but it is taken on the second turn? Does Interest still have the extra 1? Anyways, it's likely too strong, like you said, so I'll probably give it a rework. Tombstone is definitely going to get a once per turn. I think the ease to get it isn't too bad with this, since it's weaker. I might rework this one too since it's pretty similar to the Treasure Chest with that change. The clunky wording for Interest will be figured out eventually.
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mxdata

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Re: D782802859's Fan Cards
« Reply #11 on: March 13, 2020, 10:49:19 pm »
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If someone else takes the Hatbox, the cards on it stay on it. The Coal reveals a card each time you draw directly before drawing the card. A Smithy would have you Spy, then draw, Spy again, then draw a second time, Spy a third time, then draw the last card. Payment might be too strong, and it's somewhat confusing with Interest. What happens if you have it on the first turn, but it is taken on the second turn? Does Interest still have the extra 1? Anyways, it's likely too strong, like you said, so I'll probably give it a rework. Tombstone is definitely going to get a once per turn. I think the ease to get it isn't too bad with this, since it's weaker. I might rework this one too since it's pretty similar to the Treasure Chest with that change. The clunky wording for Interest will be figured out eventually.

When you say "the cards on it stay on it", does that mean the player who took it now has those cards?
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segura

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Re: D782802859's Fan Cards
« Reply #12 on: March 14, 2020, 02:56:32 am »
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If someone else takes the Hatbox, the cards on it stay on it. The Coal reveals a card each time you draw directly before drawing the card. A Smithy would have you Spy, then draw, Spy again, then draw a second time, Spy a third time, then draw the last card. Payment might be too strong, and it's somewhat confusing with Interest. What happens if you have it on the first turn, but it is taken on the second turn? Does Interest still have the extra 1? Anyways, it's likely too strong, like you said, so I'll probably give it a rework. Tombstone is definitely going to get a once per turn. I think the ease to get it isn't too bad with this, since it's weaker. I might rework this one too since it's pretty similar to the Treasure Chest with that change. The clunky wording for Interest will be figured out eventually.

When you say "the cards on it stay on it", does that mean the player who took it now has those cards?
No, it means that the cards stay on the Project. Literally and physically. The Artifact specifies how one can gain the cards on it.

I like Milliner a lot. At first it feels kinda weird but that's probably just because we are not used to interactive gainers.
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mxdata

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Re: D782802859's Fan Cards
« Reply #13 on: March 14, 2020, 03:59:14 am »
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If someone else takes the Hatbox, the cards on it stay on it. The Coal reveals a card each time you draw directly before drawing the card. A Smithy would have you Spy, then draw, Spy again, then draw a second time, Spy a third time, then draw the last card. Payment might be too strong, and it's somewhat confusing with Interest. What happens if you have it on the first turn, but it is taken on the second turn? Does Interest still have the extra 1? Anyways, it's likely too strong, like you said, so I'll probably give it a rework. Tombstone is definitely going to get a once per turn. I think the ease to get it isn't too bad with this, since it's weaker. I might rework this one too since it's pretty similar to the Treasure Chest with that change. The clunky wording for Interest will be figured out eventually.

When you say "the cards on it stay on it", does that mean the player who took it now has those cards?
No, it means that the cards stay on the Project. Literally and physically. The Artifact specifies how one can gain the cards on it.

I like Milliner a lot. At first it feels kinda weird but that's probably just because we are not used to interactive gainers.

Right, I mean, it's not in the other person's deck immediately, but they have access to those cards?  Like, the cards you'd set aside on there, your opponent can now gain if they took Hatbox?
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segura

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Re: D782802859's Fan Cards
« Reply #14 on: March 14, 2020, 05:09:00 am »
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If someone else takes the Hatbox, the cards on it stay on it. The Coal reveals a card each time you draw directly before drawing the card. A Smithy would have you Spy, then draw, Spy again, then draw a second time, Spy a third time, then draw the last card. Payment might be too strong, and it's somewhat confusing with Interest. What happens if you have it on the first turn, but it is taken on the second turn? Does Interest still have the extra 1? Anyways, it's likely too strong, like you said, so I'll probably give it a rework. Tombstone is definitely going to get a once per turn. I think the ease to get it isn't too bad with this, since it's weaker. I might rework this one too since it's pretty similar to the Treasure Chest with that change. The clunky wording for Interest will be figured out eventually.

When you say "the cards on it stay on it", does that mean the player who took it now has those cards?
No, it means that the cards stay on the Project. Literally and physically. The Artifact specifies how one can gain the cards on it.

I like Milliner a lot. At first it feels kinda weird but that's probably just because we are not used to interactive gainers.

Right, I mean, it's not in the other person's deck immediately, but they have access to those cards?  Like, the cards you'd set aside on there, your opponent can now gain if they took Hatbox?
Hatbox say: "At the start of your turn [..] or gain the cards on this to your hand."

Seems pretty clear to me. Your confusion arises probably because you attribute ownership (a meaningless term in Dominion but whatever) to the cards on the Artifact.

Like your deck, your hand, your discard, in play, set aside, under XYZ, on the ABC mat or the trash, "on Hatbox" is just a space where cards can be.
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Re: D782802859's Fan Cards
« Reply #15 on: March 14, 2020, 09:26:29 am »
+1

While I like coal in concept, I think that in practice, it's going to cause time issues. Just smithy now suddenly has 3 decision points, and if you're playing an engine, where turns already tend to take a while and have lots of draw capability, that's a lot of extra time. Not to mention interacting with sculptor and other hand gainers, and adding so much extra time to scrying pool, which already takes forever.
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D782802859

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Re: D782802859's Fan Cards
« Reply #16 on: March 14, 2020, 11:10:26 am »
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Since some of the cards need a bit more work, I'm gonna do a mini Secret History today instead of posting more cards. Like Donald does. Enjoy!
Royal Guard
A simple card that never changed. The idea was TFB where the benefit was more trashing. Trashing from hand doesn't work, so I went for the overpay effect of Doctor.
Painter
This is based on an outtake from an official set that was a workshop that worked like City. I found a way to make it work. Originally it spelled out what you could gain, I found a nice solution to make it a lot less wordy. I also dropped it to a 4, instead of a 5 that gained to hand.
Nunnery
Other than getting a better wording, this didn't change much.
Folk Hero
One day, I was thinking about the removed first edition cards. For the base set, most of them have fixed versions, save Feast and Hero. I tried to fix Feast but it became an Outtake. It's a simple fix. Drop it to 5 and let it get any type of card.
Harlequin
This is based on a card from a Weekly Design Contest. It formerly just worked on actions, which is clearly too weak, so I buffed it.
Regent
This is also based on a WDC card, but more loosely. It was a choose 1 where each choice was once per turn. I realized the choices were very Governor-esque, but it inspired this. Here the choosing is the once per turn part. Oh and here's a better wording, hey.

Judge
Got a better wording and dropped from 5 to 4. It used to just give you a flat +2 cards, but Menagerie's reactions gave me the idea to buff it.
Sawmill
Also based on a Weekly Design card. It traded buys to workshop. This is similar, and actually does the same thing if used on copper, but it's stronger and more interesting.
Tailor
I wanted a Remodel variant, I thought of this twist on Remake. It might be a 3.
Milliner
The idea here is flipped Tragic Hero. The idea there was better than I thought. It got Hatbox a while back, a lot longer before than all the other cards. Neither really changed.
Steamboat
This was 4, before I very quickly figured out that it was not. It also didn't set aside, but just discarded. Coal was a pretty basic idea. To change some completely awful interactions, I'm changing it.

It now only works with static +Card amounts and is generally less slow.
Interest
I saw Envy from Nocturne and thought "That would make an interesting attack." I found a good wording, also.

It only hits Silver and Gold, but it's stronger on Gold to compensate.
Mausoleum
This dropped to 4 so it wouldn't be completely dead if you couldn't trash it. I am changing the Tombstone.

To make it more interesting, it gives you coins instead of Golds.
Outtakes
Lots of these.
I have +1 Card +1 Action, when you trash this gain a card costing up to $6. This quickly changed to the same on trash with +2 Actions +2 Buys on the top. In both directions, an obvious dud.
Village, if you have at least $1 remaining you can topdeck this. I've seen other players make the exact same card, so I cut it. Nothing really wrong with it.
Village that plays from your discard wasn't doing a lot.
+1$, At the start of your next turn, +2 Actions, when you gain this, gain a cheaper action as a treasure for $4 wasn't interesting enough to make the cut since coin of the realm exists.
Trash for benefit that reduced costs based on the trashed card was too nothing or too much like salvager.
A few cheap draw cards that discarded your expensive cards. Seer renders these obsolete.
An early version of Harlequin let you play 2 cards twice, then trash them, they could be actions or treasures. I did Harlequin instead.
Save your hand for next turn, at the start of your next turn, Secret Chamber seemed not super interesting.
Cantrip, gain a card costing up to 2 for 2. Drains piles like crazy and can grab lots of estates, it was insane.
A choose 1 with a bunch of unrelated abilities. It wasn't cohesive and was usually too strong.
Reveal top 3, grab actions. Both boring and obscenely strong.
Name a cost, another player chooses a card at that cost, you gain it. Usually broken, always boring.
A delayed village with an artifact. I had too many durations and didn't need more artifacts
A duration trasher with an artifact had similar problems. Too many trashers, enough artifacts. The card itself wasn't super interesting.
Various cursers, most with artifacts. I had a better curser, and then Donald stole the card's name when Coven was revealed, so I killed it.
This set used to have events. Most of them were doing new tokens to put on piles. One let you spy before playing it, one let you replay, then trash, the card, which doesn't play well as a token. One gave anything the Soldier Attack. The only really good one gave any card the Border Village on gain effect, I'm still fond of that one. Menagerie was revealed to have events, so I killed them.
A mechanic that let you buy additional effects for certain cards. I had more interesting mechanics, so I killed it.
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mxdata

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Re: D782802859's Fan Cards
« Reply #17 on: March 15, 2020, 02:04:25 am »
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If someone else takes the Hatbox, the cards on it stay on it. The Coal reveals a card each time you draw directly before drawing the card. A Smithy would have you Spy, then draw, Spy again, then draw a second time, Spy a third time, then draw the last card. Payment might be too strong, and it's somewhat confusing with Interest. What happens if you have it on the first turn, but it is taken on the second turn? Does Interest still have the extra 1? Anyways, it's likely too strong, like you said, so I'll probably give it a rework. Tombstone is definitely going to get a once per turn. I think the ease to get it isn't too bad with this, since it's weaker. I might rework this one too since it's pretty similar to the Treasure Chest with that change. The clunky wording for Interest will be figured out eventually.

When you say "the cards on it stay on it", does that mean the player who took it now has those cards?
No, it means that the cards stay on the Project. Literally and physically. The Artifact specifies how one can gain the cards on it.

I like Milliner a lot. At first it feels kinda weird but that's probably just because we are not used to interactive gainers.

Right, I mean, it's not in the other person's deck immediately, but they have access to those cards?  Like, the cards you'd set aside on there, your opponent can now gain if they took Hatbox?
Hatbox say: "At the start of your turn [..] or gain the cards on this to your hand."

Seems pretty clear to me. Your confusion arises probably because you attribute ownership (a meaningless term in Dominion but whatever) to the cards on the Artifact.

Like your deck, your hand, your discard, in play, set aside, under XYZ, on the ABC mat or the trash, "on Hatbox" is just a space where cards can be.

Right, I mean, I can definitely understand how it would work, I just wasn't sure if that was how it was intended to work.  Like, you can set a bunch of cards aside, but then someone else gets it, seems like a strange mechanism to add.  Presumably you wouldn't want to get too many cards set aside on Hatbox, cause then you'd potentially be benefiting someone else if they took the artifact from you

Also, it should probably technically not read "gain" on both parts, because otherwise you're gaining the same card twice.  Probably best to read "Set aside a card costing up to $4 from the Supply on this", and then the actual gaining is when you take the cards off it
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mxdata

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Re: D782802859's Fan Cards
« Reply #18 on: March 15, 2020, 02:08:44 am »
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Interest
I saw Envy from Nocturne and thought "That would make an interesting attack." I found a good wording, also.

It only hits Silver and Gold, but it's stronger on Gold to compensate.

Why a Treasure instead of an Action?
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D782802859

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Re: D782802859's Fan Cards
« Reply #19 on: March 15, 2020, 01:00:12 pm »
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Interest is a Treasure for both flavor and as a slight buff. Also, I would like to issue a small erratum. Harlequin no longer works on durations, similar to Procession, so as to not have confusing tracking.
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