Part 3Here are now the remaining Equipment cards I’d like to show you, except one. That one also has
Moral as a concept, together with 2 other cards unrelated to Equipment. Those cards I’d like to present separately as I don’t want to introduce too many things at once.
I have a couple of more ideas for Equipment cards. However, those I show here are already more than I would like to include in my set. With my limited experience, I’ve found that it is nice and fun to have a few of them in a game, but when too many are around at once, it can become confusing and can affect the game flow.
If you feel you would like to comment on the terminology, please don’t wait for more cards. Equally important for me is if you could give feedback on the individual cards.
Now to the cards:
Tinker$2* – Action Equipment: Jug, Kettle, Pot+1 Action Follow the instructions of the Tinker’s Equipment cards on your Cabinet mat.
Take one of your set-aside Tinker’s Equipment cards. ------------------------------ This costs $1 more per Tinker’s Equipment card on your Cabinet mat.
| Jug $0 – Action – Cabinet - Equipment Put this on your Cabinet mat.
------------------------------
If this is on your Cabinet mat, when you play a Tinker, +1 Card.
| Kettle $0 – Action – Cabinet - Equipment +1 Action Put this on your Cabinet mat. ------------------------------ If this is on your Cabinet mat, when you play a Tinker, gain a Cart and discard this at the start of Clean-up.
| Pot $0 – Action – Cabinet - Equipment Put this on your Cabinet mat.
------------------------------
If this is on your Cabinet mat, when you play a Tinker, +1 Buy and +$1.
|
Tinker and the associated Equipment cards Jug, Kettle, PotThis has the same basic principle as Kingsman, i.e. a gradual up-grading of a Kingdom card through getting its Equipment cards on the Cabinet mat.
However, there are some notable differences:
- Tinker starts as a cheap $2 cost card.
- The cost of Tinker changes in dependency of the number of Tinker’s Equipment cards on the Cabinet mat.
- The Equipment card Kettle leaves the Cabinet when used by Tinkers. When played again, it is put back to the Cabinet.
When a Tinker follows the instructions of Kettle, the player gains a Cart, a non-Supply card I’ve introduced in another
thread.
Since discarding of Kettle from the Cabinet occurs in the Clean-up phase, playing multiple Tinkers before that in the same turn gives multiple Carts.
---------------------------------------------------------------------------------------------------------------------------------------------
Truth$4 – Action Equipment: Globe, Lyre, Palette+1 Action Look at the top 3 cards of your deck. Choose one: Put them back in any order; or follow the instructions of one of the Truth’s Equipment cards on your Cabinet mat. Take one of your set-aside Truth’s Equipment cards.
| | Globe $0 – Action – Cabinet - Equipment Put this on your Cabinet mat. ------------------------------ If this is on your Cabinet mat, when you play a Truth and you choose this: Trash any number of the 3 cards and put the rest back in any order.
| Lyre $0 – Action – Cabinet - Equipment Put this on your Cabinet mat. ------------------------------ If this is on your Cabinet mat, when you play a Truth and you choose this: Discard the 3 cards, then +1 Card and +1 Buy.
| Palette $0 – Action – Cabinet - Equipment Put this on your Cabinet mat. ------------------------------ If this is on your Cabinet mat, when you play a Truth and you choose this: Put one of the 3 cards into your hand and discard the rest.
|
Truth and the associated Equipment cards Globe, Lyre, PaletteYet another Kingdom card with several associated Equipment cards that go to the Cabinet. The difference to the others is that Truth can only play one of its Equipment cards. Thus, up-grading of Truth is done by increasing the choices, i.e. giving it more flexibility.
Truth starts as a non-terminal deck inspection card allowing rearrangement of the top 3 cards of the deck. The Equipment cards then give additional choices such as trashing cards or putting one of them into hand. I am not sure whether the trashing effect of Globe is too strong and should be reduced to just one card. On the other hand, it takes some time until it’s available.
---------------------------------------------------------------------------------------------------------------------------------------------
Camp$3 - Action Equipment: Tent+1 Card +1 Action Follow the instructions of a Tent on your Cabinet mat.
Once per game: Take your set-aside Tent.
| Tent $0 – Action – Cabinet - Equipment +1 Action You may put this on your Cabinet mat. If you don’t: +$1 for each Camp you have in play. ------------------------------ If this is on your Cabinet mat, when you play a Camp, +1 Card and discard this at the start of Clean-up.
|
Camp/TentAnother example of an Equipment card, Tent, that strictly depends on the associated Kingdom card, Camp, i.e. a player not going for Camp will not get Tent into the game.
Tent can be put on the Cabinet, but it doesn’t have to. On the Cabinet, it transforms for one turn each subsequently played Camp to a Lab, and is then discarded from the mat. This does not have to be the same turn the Tent has been put on the mat, as it will stay there until a Camp is played. If played, but not moved to the Cabinet, Tent transforms each Camp that is already in play to a Peddler. If a Camp is played and a Tent is neither on the Cabinet mat nor played later in the same turn, it is just a cantrip.
---------------------------------------------------------------------------------------------------------------------------------------------
Pawnshop$4 – Action Equipment: Balance For each Coin token on the Pawnshop pile choose one: +1 Card; +1 Action; +1 Buy; +$1. The choices must be different. ------------------------------ Once per game: When you gain this, take Balance to your hand.
| Balance $0 - Action – Night - Equipment Add a Coin token to the Pawnshop pile. If there are 5 tokens on it, remove 2 and if it’s your Action phase, move 1 of them to your Coffers mat.
|
Pawnshop/BalanceAgain a pair of cards with an Equipment card, Balance, strictly dependent on its Kingdom card, Pawnshop. No Cabinet involved here.
Pawnshop is another example of a Market/Peddler variant that improves over time, here by being powered up by Balance. The differences to the other cards with a similar mechanic (Kingsman, Tinker) are:
- The power level is controlled by coin tokens (via Balance).
- The coin tokens are placed on the Pawnshop pile and thus are shared by the players.
- Tokens can be removed, temporarily decreasing the power level of Pawnshop.
Balance can be played during the Action or Night phase. If tokens are removed, the player gets one as a Coffers, if Balance was played during the Action phase.