These were some interesting mechanics that definitely had good potential to combine in various ways. I appreciate the creative designs you all came up with.
Kind Teacher $5 Action - Duration +1 Gopher Gain a Day Worker. At the start of your next turn, +1 Card, +1 Villager. Day Worker $3* Action +2 Cards Trash a card from your hand. If it ... costs $0, gain a card costing up to $3 more; otherwise, gain a card costing up to $2 more. Return this to its pile. Not in the Supply.
|
{Feedback}At first glance, this seems like a bit of a random mix of effects. To be honest, I'm still not particularly sure what the point of the Gopher (rather than a regular +Buy) is, other than the fact that, later in the game the remodeling will mean that your deck is much better, so you'll want the extra buys then.
The fact that it automatically gains a Day Worker means that, except at the end of the game, each play generates a play of a Day Worker, meaning that the effect is inevitable. If you save the Villager you get for the Day Worker, it becomes a non-terminal remodeler, with a very strong bonus of turning a $0 Copper or Curse into a $3 at-least-a-Silver, which is much better than a $2 ususally-an-Estate. When you play KT to an empty deck, the +1 Card will increase the chances of getting the Day Worker sooner, which (somewhat) lessens the sting of it missing the shuffle.
Even with the Duration disadvantage and the delay in getting the Day Worker, this still strikes me as a bit too strong.
Note: Day Worker can just say "If it ... costs $0, gain a card costing up to $3 more"
|
|
|
Mosaic • $4 • Treasure - Jewelry +1 Power per card costing $2 or $3 you gained or trashed this turn. You may spend Power. For each spent, choose one: +$2, or +1 Worker.
|
A good use of the Jewelry mechanics ability to be played either before or after buying: before, you can cash out and use as a source of $ or Buys; after, you get extra power from what you bought. This can also work in-between, as you can buy an inexpensive card, play Mosaic to get power from it, then spend the power right away for $2 or a Worker (which you can turn into a buy). It's also a nice combo of the Jewelry mechanic with the Power mechanic. Since you will have to charge then benefit, you need to be able to carry over the bonus to subsequent turns.
However, the fact that this gives both +$ and +Buy, and that you can cash out as much Power as you want on a single play of Mosaic, makes this a powerful megaturn enabler. Four Power gets you a Province, and each 5 you have in addition to that gets you another Province and the Worker you can convert into a Buy to get it. Getting 2 Province for 9 Power could easily swing a game. It gets even stronger when combined with Horse gaining, which will often allow players to add multiple Power per play of Mosaic. With Stampede and a little trashing, you could get to a state where every turn you play the Horses you previously gained, play 5 Coppers, buy Stampede, then play 2-3 Mosaics to get +10 or +15 Power. Given that 39 Power gets you 8 Provinces, this could build to a huge turn very quickly. On the other hand, an official card (Collection) is an even more busted combo with Stampede, so I can't hold that specific thing too strongly against you. Still, I'd suggest that you consider either limiting how many Power you can spend per play of Mosaic, or have it only gain Power from cards gained costing $4 or more.
|
|
|
Slave Trade - $4 - Charter Until you gain a Victory card, when you gain a card, you may overpay for it. For each $1 you overpaid, +1 Buy token or +1 Villager.
|
This is an interesting design. While not (in most cases) game-changing, it provides a useful tool for getting +Actions and +Buys. It probably won't be enough to fuel an engine that is otherwise without +Actions, but the extra villagers can cover the occassional terminal collision, as well as providing (in many contexts) a source of +Buy. It reminds me most of Exploration, and I think it's probably well prived at $4 and giving one token per $1 overpaid.
I think you've got the syntax wrong. Even since the recent changes, Overpay still happens when you buy a card, not when you gain it (since you have to be paying for a card to overpay). Thus, I think it should say Until you gain a Victory card, on your turns, all [non-Victory ]cards have "Overpay: Per $1 overpaid, choose one: +1 Buy token or +1 Villager."
|
|
|
Horde of Elephants $3 Charter Next turn, when you gain a card, +1 Worker.
|
While this wasn't explicitly stated, my presumption has been that Workers, like Coffers, can be played at any time, including immediately after you receive them. This means that, on the turn after you buy Horde of Elephants, cards don't cost buys, because when you buy a card, you will gain it, which will give you a Worker, which you can then convert into a Buy.
This also means that you can autopile any card in the Supply costing $0. In a game with Tower the first player to hit $3 (which, in about 95% of games will be the first player) can buy HoE on turn one, buy 1-2 Estates and all of the Coppers and Curses on turn 2, then buy the rest of the Estates on turn 3 to 7/8/9, always winning the game. With Guildhall, you can buy all of the Coppers and 5 Provinces, then keep buying Duchies. Triumph, Quarry, Ferry, and many other cards lead to all kinds of absurd combos.
This is an interesting idea, but it's clearly busted as is.
|
|
|
Storage Plan - $3 - Charter +1 Power At the start of your next turn, choose one: +2 Workers, or +1 Card per Power and -2 Power.
|
A cool use of 3 different mechanics. I like that a player can wait until the following turn (seeing what they have in hand) to decide if they want to add to their Power and get the +Buy tokens or spend some of the power for +Cards. The fact that you get all of the +Cards for your Power but only lose 2 means that you can "spend" the power for +Cards more than once. This helps balance the fact that you have to spend $3 for each Power you have, and keeps it from being far weaker than Secret Plot (which only requires you to spend $4 once, ever). The Workers can both allow you to buy a storage plan (in addition to something else) and/or be a benefit on the major turns when you get +Cards. A really solid entry.
|
|
|
Span • $5 • Charter The next time you gain a card costing $4 or more, +2 Workers. Until then, during your turns, cards cost $1 less.
|
An interesting combo of discounting and a source of +Buy. It gives you a temporary Canal, but only until you gain a higher-cost (i.e. should have cost $5+) card. When you do, it gives you +Buy tokens, which you can potentially use after your next purchase of a Span. However, at $5, it's a pretty high cost for a relatively limited benefit. Absent certain combos (e.g. Captain) or times when you are trying to hit something above $5 but don't want anything at $5 (which won't be the case in most games, which have strong $5 Kingdom cards), you will usually be better off just getting the $5 purchase.
|
|
|
Work Elephant $4 Action - Mount Trash a card from your hand to gain an Action card costing up to $1 per Power more than it.
Mount: At the end of your turns, if you gained more than one card that turn, dismount; otherwise, +1 Power.
|
A scaling remodeler, which gets stronger (using the Power mechanic) the longer you keep one of them Mounted. It's remodel function is limited to gaining Action cards. In a lot of games, the first one you gain will stay mounted until you use another copy, which, if you decide to open with a Work Elephant, then add to payload before getting another, could easily be 4-5 turns, or more. At that point, you're probably going to be able to remodel anything of your junk into most available Action cards.
Without the Action card restriction, it would be way to easy to let it get up to 6 or 8 power and just start turning your Coppers into Golds or Provinces. But having it can limit the card's usefulness, depending on what is available. Of course, if you do have 4 power, you can get anohter WE and Mount it (getting rid of the junk without adding to your deck), but it will (usually) only stay out until you play WE again. However, in a game with solid engine components, it can easily become a huge contributor to accellerating your engine building, by simultaniously removing dead cards and adding those that boost your engine. I also really like the use of both mechanics.
|