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Author Topic: Mini-Set Design Contest, Challenge #18: Reaction Card!  (Read 42168 times)

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Polk5440

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #75 on: September 27, 2012, 02:13:46 pm »
0

And we only vote for cards that combo with Scout, of course.

Of Course. How else can you explain Canal's, Museum's, and Tea House's joint victory?

Wait, all the entries that time comboed with Scout? Huh.
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popsofctown

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #76 on: September 27, 2012, 02:16:00 pm »
0

Pedantic man says there was a Peddler variant that set itself aside whenever you buy it.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #77 on: September 27, 2012, 03:30:02 pm »
0

Just a quick note -- I'm not going to wind up with enough time to get the ballot for this contest ready today.  So I'll post it tomorrow.  The ballot for #17 will be going up in a few minutes, though.
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DWetzel

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #78 on: September 27, 2012, 09:11:46 pm »
0

Just a quick note -- I'm not going to wind up with enough time to get the ballot for this contest ready today.  So I'll post it tomorrow.  The ballot for #17 will be going up in a few minutes, though.

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rinkworks

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #79 on: September 28, 2012, 02:56:37 pm »
+1

Here is the ballot for Challenge #18!

--

Voting Rules:

Each person may cast votes as follows:  For each Challenge, you may fill your ballot out in one of two ways:

(1) Award 3 points to one entry.  Award 1 point to any number of other entries.
(2) Award 2 points to each of two entries.  Award 1 point to any number of other entries.

Submit your votes via PM to me by Monday, October 7, 2012, 10am EDT in the following format:

Quote
Challenge 1

3 CardName
1 AnotherCardName
1 StillAnotherCardName
1 AnotherCardNameGoesHereToo

Challenge 2

2 CardName
2 AnotherCardName
1 StillAnotherCardName

Please use the above format!  One card per line, with the number of votes given before it, and no extra punctuation or anything.  This will make it easy for me to copy-and-paste your votes into the format my vote-counting script needs it to be in.

Do not submit votes for your own cards.  (If you do, my script will catch you anyway.)

By submitting vote(s) for a challenge, you will automatically earn 1 point for your entry in that challenge.  This is to incentivize contestants to submit votes.  (My script does this automatically, so don't worry that I'll forget to do this.)

Note that the supplied card names are for discussion/identification only -- they are not the card names that were submitted to me.  The proper card names will be revealed when the results are announced.  Whenever card text says "[This Card]" it means the submitted text says the card's own name there.

Inclusion on the ballot means that the card was deemed eligible for the contest.  You therefore do not need to consider eligibility when voting.  In some cases, this may mean a pretty loose interpretation of the eligibility requirements.  I tried to be fair but also forgiving when a submission came in that twisted the rules in a way I hadn't foreseen.

As a voter, you may use whatever criteria you wish in determining what your votes will be.  Be as forgiving or particular as you like concerning conformance to standard Dominion terminology.   For all winning cards, there will be a chance to tweak the wording as a community, if necessary, before they are canonized.

--

Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.


Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.


Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.


Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.


Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.


Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.


Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)


Canfield
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this.  If you do, trash that card and gain a card costing up to $2 more.


Baccarat
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand.  If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification:  Your choice of gained card and your opponents choice are independent of each other.)


Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.


Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.


Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.


Canasta
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand.  If you do and if this is the first time you have revealed [This Card] in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example.  If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)


Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.


Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.


Savannah
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a [This Card] during your Clean-Up phase, even as a result of discarding a [This Card], you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)


Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.


Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.


Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.


Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)


Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.


Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.


Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.


Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.


Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.


Jungle
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card.  If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of [This Card]'s reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)


Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.


Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.


Ninety-Nine
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)


Monastery
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.


Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.


Pennies From Heaven
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand.  If you do, gain a Victory card costing up to $3 less than that card.


Pyramid
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it.  If you do, gain a copy of the gained card.


Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.


Finish Line
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.


Poch
$3 - Action-Reaction
Select a card on your [This Card] mat. Choose one; trash it, or put it on top of your deck.  Set aside a card from your hand onto your [This Card] mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your [This Card] mat.
--
At the end of the game, trash this and trash all cards on your mat.


Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.
--
(Rules clarification:  Any player means including you.)


Horseshoe
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.


Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.


Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.


All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)


Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.
« Last Edit: October 04, 2012, 09:13:32 am by rinkworks »
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popsofctown

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #80 on: September 28, 2012, 03:31:32 pm »
+1

Lots of punishing behavior that doesn't need to be punished.  Don't punish a guy for buying an Oracle and a Hamlet instead of a Wharf or Merchant Ship.  It's hard enough to find a board to convince Dominion players to use their +buys creatively in the first place.
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Davio

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #81 on: September 28, 2012, 03:35:04 pm »
0

Also a lot of cards that are only useful in a very limited subset of possible kingdoms.
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Robz888

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #82 on: September 28, 2012, 03:39:48 pm »
0

Quote
Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.

Reactions that bounce Curses back to the Attacker will just not work, because no one will ever buy the Attack then. The other part of the card is kind of interesting, though the draw probably isn't enough to make up for the self-cursing aspect--although it's an appealing pickup after Curses run out. So actually I do like this card, except for the Reaction part.
Quote
Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

It's fine, but not very creative.
Quote
Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.

So you need to draw this in the first hand after your reshuffle? No thanks.
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Jack Rudd

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #83 on: September 28, 2012, 03:55:45 pm »
+3

"Bridge" might be an unfortunate substitution name.
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popsofctown

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #84 on: September 28, 2012, 03:56:14 pm »
0

Canfield might be my favorite that isn't mine.  Nonterminal 2$ like Minion, with a Workshop mode instead, and then curse blocking, copper gain shenanigans, +buy shenanigans, smugglers shenanigans, lots of general shenaniganery but none of it really broken.
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #85 on: September 28, 2012, 04:03:28 pm »
+1

Canfield might be my favorite that isn't mine.  Nonterminal 2$ like Minion, with a Workshop mode instead, and then curse blocking, copper gain shenanigans, +buy shenanigans, smugglers shenanigans, lots of general shenaniganery but none of it really broken.

I think a too-similar card just won the $2 contest:

Missionary by Graystripe77
$2 - Action-Reaction

Trash two cards from your hand.
When you would gain a card, you may discard this from your hand. If you do, instead gain a card costing exactly $1 more.
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popsofctown

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #86 on: September 28, 2012, 04:34:08 pm »
0

Meh.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #87 on: September 28, 2012, 05:23:44 pm »
0

One of these cards is mine, and unlike the +Buy contest my entry here is not a joke. ;)



Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.

Nope.  Politics.

Quote
Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

Unchecked, gaining cards to hand leads to broken combos.  Example:

I have 4 unique cards in play.  Buy phase starts, I play HoP.  I gain a HoP.  I play it.  I gain a HoP.  And so on.

Or even better -- 5 unique cards to start, HoP gains BV with HoP.  Two piles instantly gone!

Quote
Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.

This trigger basically means that it's only useful when you draw it immediately after the reshuffle.  This could easily be a $2 card.  Compare with Moat.  Moat is often better, actually.

Quote
Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.

Ehh.  A card that only gives +1VP could lead to stagnant games.  Monument at least gives you money to encourage you to buy something.  Seems too weak to me, anyway.

Quote
Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.

This isn't the Bridge I know. ;)

I think I need to evaluate this later.  Off the bat, it looks quite strong.  I like that it has +Buy, since the ones in the +Buy contest were not particularly inspiring.  I think it would be fine.

Quote
Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.

A copy of "it"?  Probably means the Victory card you gained, not another Anaconda.  But it's ambiguous.

I think this is OK, though not a huge fan.

Quote
Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)

Clarification should prevent broken combos with Crystal Ball, yes? :P

Looks OK, I think.

Quote
Canfield
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this.  If you do, trash that card and gain a card costing up to $2 more.

Too similar to Salesman (cost reducing gainer) and Missionary (reaction to gain something costing more), I think.

Quote
Baccarat
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand.  If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification:  Your choice of gained card and your opponents choice are independent of each other.)

Nope.  I will rage against reactions that are just retaliatory attacks.

Quote
Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

I think I may like this more than all the cards in the +Buy contest.

It's half a Wharf, unless you can set the reaction off.  If you set it off, it becomes the Duration part of Wharf. 

I like the reaction trigger.  It might be neat as a counter to Astrolabe.

As far as cost, $3 looks good.  Without the reaction, I think it would be just fine at $2.  The reaction is powerful, but other cheap cards have powerful reactions -- Squire, Market Square.  I think $3 is actually fine.

Quote
Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.

Why do the vanilla bonuses come at the end?

This looks really weak to me.  Consensus was that +2 Actions, +$1 would be weak even at $2.  This little bit of filtering isn't enough to jump the price to $4.

Quote
Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.

The vanilla bonuses are just like Bridge, above, except it gets +1 Action instead of +1 Card. 

If you have two of these in hand, you can discard one of itself with the other.  Then each one is almost a Market (I believe you end up down one card).

Looks alright to me.

Quote
Canasta
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand.  If you do and if this is the first time you have revealed [This Card] in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example.  If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)

Too many wording gymnastics here.  Specifying cards gained through actions is clunky, and specifying "the first time you have revealed" is clunky as well.  The proper solution is to require discarding the card to use the reaction.

Also, with any gainer (Rebuild is a good example here) you could use this to easily double-Province or double-Colony.

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Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.

The main action seems weak, but the reaction is fairly strong.  From the wording, it sounds like it can be used even in the Clean-Up phase.  The style seems influenced by Crystal Ball.

Looks OK to me.

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Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.

Not a new idea.  Can't remember if it had any broken combos.  I imagine it should have a cost range in the same vein as Graverobber.

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Savannah
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a [This Card] during your Clean-Up phase, even as a result of discarding a [This Card], you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)

Seems OK, mostly.  I think some broken interactions are possible.  Say you have a thin deck and a few Schemes.  Scheme a few of these on top, then draw your deck.  With a small enough deck relative to the number of these you have, you can get to the point where discarding Savannah just lets you draw it again.

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Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.

Seems OK.

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Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.

I like the trigger -- see comments on Euchre, above.  Reaction result is fine too.  Vanillas are OK -- smaller Warehouse with +$1.  Overall looks OK.

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Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.

Not a fan of permanent durations.

The reaction is not a reaction.  If it's in play, it is in public view.  No reveal.

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Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)

Seems OK.

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Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.

No to non-terminal VP gainer.  Encourages endless games where you just try to play this as much as possible.

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Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.

Seems a little too specific to me.  But even discounting that, this kind of reaction seems out of place on a Victory card.  Drawing one extra card from a +1 Card is not that great, certainly not enough to buy an otherwise dead card before the late game.  When you do start picking these up for the VP, you're probably not going to connect them to your +1 Card card.  It's late enough that you might not even make it to reshuffle.

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Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.

When you discard... even in the clean-up phase?  Seems too strong that way.

The action part is too similar to Hamlet, IMO.

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Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.

It's like a Super Smugglers.  I'm not sure how it would play out.  If you use the Action, you can't use the card that you are gaining.  it gives you no other bonuses either.  When you use the reaction, this would have been a dead card in your hand making it that much harder to buy the good card.  Tough to evaluate.

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Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.

Seems very board dependent.  The Action portion has no appeal at all.  The reaction seems like a variation on Smugglers.  I suspect this would be weak.

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Jungle
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card.  If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of [This Card]'s reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)

Without any gainers, this is just an expensive Moat.  Mehh.  Not sure how it would play with gainers.

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Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.

Main action is worse than Warehouse.

Reaction is confusing.  Draw the same number as what?  As cards discarded?  Do you need to have two copies of it (one in hand, one discarded) for it to work?

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Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.

Seems fine to me.

Quote
Ninety-Nine
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)

And what happens if I reveal it more than once?  Rules clarification helps, but I don't like that it needs the clarification.

Not a fan of this.  Seems swingy -- sometimes someone gets all their Silver nerfed, sometimes they get cheap Gold.

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Monastery
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.

I don't see a point to making it a Looter.  Also, this reaction seems way too powerful to me.

I also don't really want to see a $2 junking attack.

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Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.

The reaction is not useful until the late game, when people start greening.  I don't think it would be worth it to get a $3 Copper.  The on-play effect (which needs some rewording)  is OK.

I think it's too weak overall.

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Pennies From Heaven
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand.  If you do, gain a Victory card costing up to $3 less than that card.

Seems OK, I think.

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Pyramid
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it.  If you do, gain a copy of the gained card.

The reaction is quite restrictive.  I don't think it's enough for me to want a $5 Woodcutter.

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Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.

"When you draw this" is not a practical trigger.  It will drastically slow down games with any card draw as people have to check each card before adding them to their hand.

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Finish Line
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.

OK, I suppose.  I'd like it more if it didn't give +1 Card.  You're already getting a pretty good bonus for discarding the card -- no need to top up your hand.  I'd also like it more if it triggered on any VP, not just Duchy.

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Poch
$3 - Action-Reaction
Select a card on your [This Card] mat. Choose one; trash it, or put it on top of your deck.  Set aside a card from your hand onto your [This Card] mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your [This Card] mat.
--
At the end of the game, trash this and trash all cards on your mat.

Seems fine.  Best used as a trasher.

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Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.

Seems fine.  I wish it had +Buy, just because it wouldn't be out of place here and we need more +Buy in the set.

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Horseshoe
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.

Seems OK.  Reaction is a little weird.

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Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.

Seems alright.

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Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.

Really, really weak on play.  Reaction makes it better.

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All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)

The rules clarification is not intuitive and NEEDS to be on the card.

The action (terminal Silver) is so weak that I think this would be fine at $3.  The reaction is decently strong, but it still needs some support to work.

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Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.

The first "you may" -- are the two cards tied together?  Can I set aside only another card but not Casino, or do I need to set aside Casino too?

The reaction is good, but we already have Astrolabe.
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #88 on: September 28, 2012, 05:30:56 pm »
0

Here are my comments.  One of these is mine.  My comments are a bit stream of consciousness ... if I discover something midstream... I change my mind mid-review... on some of these.  Sorry about lack of flow, but maybe it is instructive?

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Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.

This doesn't seem fun to me.  It is only non-terminal if you have (or draw) a Curse in hand.  If you don't, it kinda sucks b/c it is terminal and gains a Curse -- unless you draw one of these dead... then you curse your opponent with the reaction ability (weird).  Plus, the reaction stops cursing attacks dead in their tracks.

Also, would you play Curse "when you would gain" tennis if multiple players have one of these in hand in a multiplayer game?  Suppose Player 1 draws one of these dead in hand, then reveals and discards... opponents would then gain curses, unless P2 has one of these and reveals and discards... so in this case original P1 gains a Curse anyway, and P3 gets 2 Curses because he doesn't have a deflector?  What if all three have the card?  I suppose you'd have to resolve in order... seems too confusing for me.

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Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

I like the synergy between the reaction and the action.  Seems weaker than Trader, which gains $X silvers for an X-cost card, but it is cheaper too.  The reaction doesn't quite nest with Trader because of the in-hand business -- you could use this to Ironworks good cards to hand. This might be a particularly strong combo there.  Interesting.

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Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.

At first, this seems too particular for the reaction, either you could use this only on hands you draw after the reshuffle, or immediately after a re-shuffle -- which could be useful -- turning +2 Card terminal into +1 Action, +3 Cards (since the reaction doesn't use an action).  If you can otherwise piece together an engine that will draw through a re-shuffle, this card's reaction could put it over the top to draw your whole deck... viewed that way, maybe it's not too particular.  Subtle.

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Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.

Monument minus +$2, buffed with the defensive trash option.  If you can swing a deck where playing these in multiples is easy, abuse cases (unending games) are easy to imagine.  Doesn't feel right to me.

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Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.

Contest Bridge!  This reduces handsize a lot, it is terminal, but it gives the +$2.  That doesn't seem to buff the buying power enough to necessitate the +Buy.  Then, on the reaction, it increases handsize and gains a silver (but there's no +Buy).  I don't know... there are lots of pieces to this, and I'm not sure how they'd interact.... seems a little antisynergy, a bit much for me.

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Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.

A fair 2 VP option with a nice defensive trashing option.  This could be great in Fairgrounds games where powering up to 6 VP is feasible... it may be even better in Highway-Province games where your opponent takes the Highway route.  Overall, I like it... not as big on this as Rummy or Pitch.

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Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)

A mild counter to discard attacks -- turns a Militia into a benevolent Ghost Ship.  The action part of the card makes me wonder why we don't see +2 Cards, +$1 by itself elsewhere.  It looked weird, but I couldn't put my finger on it.

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Canfield
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this.  If you do, trash that card and gain a card costing up to $2 more.

Vanilla Interpretation: There's self-synergy.  If you have two of these in hand, you may use them to gain a card up to $6.  Spicy Interpretation: This makes Provinces cost $6 if you have one in hand, like a bootstrapping Farmland.  So, you either play it as a Workshop (not great) or use it as an in-hand Princess without the +Buy.  Super-Spicy Interpretation: Two of these in hand... and that cost reduction stacks (as long as there are $4 cost cards).... just buy a 4 coster, trash it, gain a Gold, trash it, gain a Province.  Combo with Wharf to draw a bunch of these to hand (note... b/c of the reaction, they can't be drawn dead for cost reduction), and who needs money?  Seems too strong.

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Baccarat
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand.  If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification:  Your choice of gained card and your opponents choice are independent of each other.)

Killing the attacker seems like a strong reaction ability.  Seems like it would be strong enough to make attack-buying off of the equilibrium path.  Although I don't like attacks (they're mean), this violates a worse rule in my mind -- messing with someone else's strategy (Embargo, Saboteur, and Swindler fit into this category ... and they're on my list of least favorites).

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Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

The reaction is like "Add +1 Action to this card"... at first, that seems weak, but this turns a bad card (Moat without protection) into a good card (Lab).  Maybe it is right at $3, but I'm not excited about it.

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Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.

Combos well with draw up to X, and it helps filter the cards that you'd draw.  By itself, it's not going to make huge waves.... but the good news is that you'll get a bunch of these if your opponent is attacking you.

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Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.

Some self-synergy, but like Bridge, I'm wondering why the +1 Buy is there.  Maybe if you get a lot of these, you'll pile up a lot of synthetic money... but to maintain hand size, you need to complement with draws or self-synergize .... which stunts the synthetic money pile.

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Canasta
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand.  If you do and if this is the first time you have revealed [This Card] in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example.  If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)

Ironworks a Gardens or Silk Road... and gain two of them.  Plus, you don't have to discard this, so sprinkle in some extra actions, and you can use it to gain coppers (not bad in an alt-vp rush) and get extra buys.  Seems strong in rushes.

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Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.

Self-Spy with top deck trashing and junk eliminating in discard attack games... could be good, but I'd have to see how it plays.  I'm not overly excited about it yet, but I'd like to see what others have to say.

Quote
Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.

For some reason, I'm very confused about the reaction.  Except for malicious opponent trashing (Knights, Swindler, Saboteur), I'm not sure I see the point.... maybe you could forge a Province into a Province, and use this card to rescue the first Province?  So this would help with trash for benefit (Expand, Salvager, Forge, Remodel, Graverobber)... and wouldn't hurt if you get overrun by Rats... maybe?  But, then again, I'm confused.

Quote
Savannah
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a [This Card] during your Clean-Up phase, even as a result of discarding a [This Card], you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)

The reaction is strangely posed if you interpret the Clean-Up phase as "draw up to 5 Cards in hand" instead of "+5 Cards"... I'm not sure the correct interpretation.  I guess (rules clarification), you can wait until you draw your 5 cards, then say "haHAH, I've got a Savannah" ... discard, then draw 2 cards... still, it's a bit awkward.

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Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.

If someone else plays a Village of any type, this turns into an ordinary Village if you want.  I guess that's ok... not sure I like it though.

Quote
Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.

Super-Oasis with 2sifting instead of 1sifting.  Plus, there's this Gold thing.  It seems strong, but I'm guessing that you're gaining Golds at the wrong point in the game.  Just when you would get flush with these, the game will end... might be better if it were "When any other player gains a non-Victory card"  Just noticed though -- you could be the player who gains the Victory card... so you could reserve this in hand, buy a Province and gain a Gold.... that's cute.

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Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.

Permanent duration, game extender... I have no idea how to think about this.  Part of me is lukewarm on this, but the rest of me thinks that this a little warmed over.  I guess a lot of other people like permanent durations, but I'm not a fan.

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Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)

I like this for the same reason that I like Rummy.  This is great in Engines.  Rummy will help you draw your whole deck instead of most of it.  Hearts will turn an ordinary Village into a Bazaar.  It would take some setting up, but engines take some setting up... plus, this (a sub5 Village that helps with some trashing) is good for building an engine.

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Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.

I like VP tokens, but this seems like it would go crazy... doesn't seem to help get to the endgame either.

Quote
Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.

Seems particular.  I guess this makes Margrave weaker, slightly.  Combos with Great Hall, Peddler, activated Conspirators... lots of revealing though.  Maybe it is fine?

Quote
Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.

This one seems like it could be good... a $2 coster that gains Golds if you get multiples in hand with Victory cards.  Plus, you could use it for +Buy if you get all those golds in your hand with nothing to do with them.

Quote
Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.
Like a Talisman or Mint that works only on Actions... not sure if that's the right way to think about it.  Could be good for building a deck of lots of Laboratories... but it competes with Lab on price.  I don't know.

Quote
Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.

The reaction doesn't seem to make up for the terribleness of the main effect (+2 Cards isn't worth $2 by itself; see Moat).  The reaction seems rather weak when you think about it.  Maybe it would be better if it was "costing at most $2 more than it"...


Note:  I'm starting to get tired... so the rest will be rushed.  Sorry if  this affects your own card's commentary.

Quote
Jungle
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card.  If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of [This Card]'s reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)

Crazy with Farmlanding into Provinces... or other trash for benefit... seems too good in some situations

Quote
Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.
The reaction confuses me.

Quote
Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.

Decent against Minion and discard attacks.  I'm not sure what I'd do with +2 Buys if I'm not Gardening or PhilStoning.

Quote
Ninety-Nine
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)

Another confusing reaction... self-reacts... seems like a lot of rules clarifications reading around the table.

Quote
Monastery
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.

You could reveal this multiple times as written... reveal it 10 times, draw your deck?  Sorry, I'm tired.  Edit: Now that I'm not tired,  I'm still not excited about it.

Quote
Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.

So, I can stuff my opponent with a Province in his next hand if he buys one this turn?  That's kinda mean.

Quote
Pennies From Heaven
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand.  If you do, gain a Victory card costing up to $3 less than that card.
Another defensive Duchy gainer.  I like the concept... and I like this better than the last one.  And, it's not useless usually in late game... but it feels like it would be of limited use early.

Quote
Pyramid
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it.  If you do, gain a copy of the gained card.
In reaction mode, it is worse than workshop.  In action mode, it is Woodcutter... you don't get both, so I'm wondering why it is $5.

Quote
Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.
SometimesbetterthanGreatHallButNotAlways... hmm... not too exciting to me.  Tired though.

Quote
Finish Line
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.

Smithy that turns into Duchy late game... like a useful until the end Feast... and it doesn't take up space in FeastMode.... uh... ok.

Quote
Poch
$3 - Action-Reaction
Select a card on your [This Card] mat. Choose one; trash it, or put it on top of your deck.  Set aside a card from your hand onto your [This Card] mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your [This Card] mat.
--
At the end of the game, trash this and trash all cards on your mat.

I don't like it.  Seems like a useless to risky mat.  But, I'm tired... it could be awesome.

Quote
Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.

Another you-may-immediately-play-this-when-activated card... like adding +1 Action to it...the set aside helps against discard attacks, too... it'sokIguess.

Quote
Horseshoe
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.

With a big hand, this is Cellar with loads and loads of Actions and Buys... I'm not sure how useful those extra actions and buys are though... the reaction seems mild... usually don't want to gain loads of copper.

============== And now it is time for me to go... I apologize to the rest of the cards.  I don't know if I'll get to them, but I'm sure they're lovely.  I'll read them and others' comments before voting.  Overall, nice cards y'all! ================

Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.


Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.


All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)


Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.
[/quote]
« Last Edit: September 29, 2012, 12:03:00 pm by nopawnsintended »
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #89 on: September 28, 2012, 05:58:26 pm »
0

@nopawnsintended

Pitch is broken with HoP. :P

Are you misreading Anaconda?  It isn't a defensive reaction, since it only works off of your own gain.

Monastery should only be revealable once.  Reading it, you should either discard Monastery or put it on top of your deck.  It does have a superfluous line, "then discard this card" -- you can't, because the previous directions already told you to either discard it or topdeck it.
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popsofctown

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #90 on: September 28, 2012, 06:55:20 pm »
0

I disagreed with many of Ehalcyon's criticisms.  One of them might be mine.


Quote
Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

Unchecked, gaining cards to hand leads to broken combos.  Example:

I have 4 unique cards in play.  Buy phase starts, I play HoP.  I gain a HoP.  I play it.  I gain a HoP.  And so on.

Or even better -- 5 unique cards to start, HoP gains BV with HoP.  Two piles instantly gone!
I have to disagree.  You have to line up Pitch and Horn of Plenty in the same hand, that's Treasure Map difficulty right there.  It gets harder than Treasure Map when that very same hand needs to have enough cantrips and Labs to reach 5 unique cards, because Pitch doesn't help with that.  Then when you pull that off you have 10 Horn of Plenties, which I find much more underwhelming than 4 Golds.  The Horn of Plenties all have the same name.  How do you win from there?  That will be the last time you hit 5$ with a Horn of Plenty all game.

Of course, you could just gain 4 Horn of Plenties.  Then we're accomplishing a Treasure Map style feat and getting a Treasure Map style effect.  I'm ok with that.  It's not wrong, just different.

Border Village is a three card combo, and I never think 3 card combos are sufficient reason to scrap a card. I'm not sure it's so terrible anyway, the player without Pitch can just buy a single HoP.  Then the chain would end with 1 Border Village remaining in the pile, frustrating the rush IGG style.  Good luck hitting 6 again with 9 Horn of Plenties.
Quote
Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.

Ehh.  A card that only gives +1VP could lead to stagnant games.  Monument at least gives you money to encourage you to buy something.  Seems too weak to me, anyway.
[/quote]
I think that if this card has a fault, it's not so much the stagnation.  We know Monument is solid and balanced giving +2$ and a VP chip.  Subtracting a massive 2$ from the card means that usage of this guy will definitely be tied to the reaction.  And I don't hate the reaction it's a nice way to let a player catchup and/or try alternative strategies.
Quote
Quote
Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.

This isn't the Bridge I know. ;)

I think I need to evaluate this later.  Off the bat, it looks quite strong.  I like that it has +Buy, since the ones in the +Buy contest were not particularly inspiring.  I think it would be fine.
As I posted earlier, punishing creative +buy usage is just bad design.  If you like +buy, Ehalcyon, you should dislike this card.
Quote
Quote
Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.

A copy of "it"?  Probably means the Victory card you gained, not another Anaconda.  But it's ambiguous.

I think this is OK, though not a huge fan.
Why not?


Quote
Quote
Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.

Why do the vanilla bonuses come at the end?

This looks really weak to me.  Consensus was that +2 Actions, +$1 would be weak even at $2.  This little bit of filtering isn't enough to jump the price to $4.
There's synergy though, Village decks benefit from filter and the reaction helps you line up Villages and terminals.  Not every card needs to be crazy strong.  Compare this to Oracle, which gives you 2 of the "action or card" enginey commodities, but doesn't give you +1$ and instead gives you an attack.  It's not a Margrave but it's fun to see when it's worth your while.
I really like how this deals with almost every kind of attack, similar to Watchtower.  Something for cursing, discard attacks, spies, and deck inspection attacks.
Quote
Quote
Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.

Not a new idea.  Can't remember if it had any broken combos.  I imagine it should have a cost range in the same vein as Graverobber.
I dislike this style of criticism.  It vaguely suggests that the card might be imbalanced, but doesn't make a concrete, clear arguments why the libel is warranted (with Pitch, I have to concede you were concrete and clear about what you thought was wrong)
Quote
Quote
Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.

No to non-terminal VP gainer.  Encourages endless games where you just try to play this as much as possible.
The double lab probably makes people buy Provinces.  I don't think the problem is that the forced mirror match never ends, its that it's a forced mirror match.  Like IGG - my complaint is not that it makes the game last too long, but, I do have a complaint..


Quote
Quote
Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.

Seems very board dependent.  The Action portion has no appeal at all.  The reaction seems like a variation on Smugglers.  I suspect this would be weak.
[/quote]
The reaction isn't very board dependent, it's a nonterminal workshop-superworkshop on any board.  People are gonna buy Provinces, golds, and 5's.  You can hose this by buying Duchy/Silver instead, and that's what I think makes this a nifty, interesting card with fun 3 pile ending games.
The Action portion doesn't need to be appealing, because the reaction can almost stand alone. 



Quote
Quote
Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.

The reaction is not useful until the late game, when people start greening.  I don't think it would be worth it to get a $3 Copper.  The on-play effect (which needs some rewording)  is OK.
You're reading it wrong dude.  It's a Loan that can trash Estates and draw Silvers!
This is better than Develop or Trade Route and at least on par with Loan, that is to say, this is a good enough trasher that I don't worry about it never seeing play.

Quote
Quote
Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.

"When you draw this" is not a practical trigger.  It will drastically slow down games with any card draw as people have to check each card before adding them to their hand.
You can check each group of cards , it's a commutative thing, you don't have to draw Smithy's cards separately.
I don't think it's that much of a problem.


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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #91 on: September 28, 2012, 07:32:31 pm »
0

@pops

Pitch -- I don't think it is so difficult to get HoP to 5 uniques.  I expect it would be fairly simple.  Copper, Silver, Gold, X, HoP.  Maybe another Pitch, if you get several -- because unlike TM, Pitch itself is not a dead card and has a useful effect.  If you have some other gainers, you could actually use them to gain something right to hand and then place it, to boost HoP further.  It looks pretty easy to set it up to me.  The brokeness part isn't in gaining 5 HoP -- it's in taking down a nearly full pile in one fell swoop.  Possibly two piles.  I think it would be too easy to set up.

Bridge -- I'm not sure what the issue is?  I was not particularly favourable on Bridge -- I just said that I think it would be OK.  As far as +Buy goes, I'm just not fond of most of the "creative" usages in the +Buy contest.  I'm not punishing them.  I'm simply not giving them extra points for doing something crazy.

Anaconda -- I'm not sure why I don't really like it.  I did say that I thought it would be OK.

Pinochle -- I'm not down on it because it's weak.  I'm down on it because it's weak and costs $4.  I think this would be fine at $2.  The reaction doesn't help you line anything up -- it just gives you more Pinochles, and that's not that great.  It doesn't compare to Oracle at all, because Oracle draws cards.  It doesn't really deal with any attacks -- it just lets you gain more of itself.  Unless you mean the on-play effect?  But that's just minor filtering.  Pinochle would be fine at $2.

Go Fish -- I am a little short, but there are a lot of entries!  The latter sentence is concrete -- I compare it to Graverobber.  Note that Graverobber has a cost range.  Go Fish has a similar function, except it is proactive (prevent from going to trash vs. fishing out of trash).  Since Donald X. saw fit to put a restriction on GR, I believe there must have been some problem that required that restriction.  Therefore Go Fish should probably have a similar restriction.

Klabberjass -- I don't quite understand your defence of the card.  I think it is board dependent because sometimes there just aren't any actions you'll really want.  When the opponent buys Gold, the best you can get is a $4 card.  When he buys a Province, what good action will you pick up?  Why did you pick up Klabberjass instead of the good action in the first place?  Will it even help, since your opponent is already greening?

Wichita -- I said the on-play was fine. :P

Shanghai -- eh, maybe.  It still worries me.  There has been discussion about this elsewhere in the forums.
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AJD

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #92 on: September 28, 2012, 07:57:18 pm »
0

Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.

This should be "when you trash", not "when you would trash"; otherwise there's no "trashed card" to set aside. (And if it were a "would trash" effect, then it would give you no benefit to reveal it in response to, say, Mining Village or, in most cases, Trading Post. I dunno, that might be desirable?)

Effects that trash multiple cards trash them simultaneously. It's not clear from the wording whether this untrashes all of the cards being trashed or just one of them.

If this reacts on someone else's turn, the trashed cards wait until the end of your next turn to be returned to you, I guess?
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Polk5440

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #93 on: September 28, 2012, 08:18:54 pm »
+1


Quote
Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

Unchecked, gaining cards to hand leads to broken combos.  Example:

I have 4 unique cards in play.  Buy phase starts, I play HoP.  I gain a HoP.  I play it.  I gain a HoP.  And so on.

Or even better -- 5 unique cards to start, HoP gains BV with HoP.  Two piles instantly gone!
I have to disagree.  You have to line up Pitch and Horn of Plenty in the same hand, that's Treasure Map difficulty right there. 

Let's try a different example, then. Perhaps a Gardens/Silk Road rush?

Open Pitch-Ironworks. When you get Pitch and Ironworks together (as early as turn 3) use the Ironworks to gain an Ironworks. Reveal Pitch. Place Ironworks in hand, play Ironworks... empty Ironworks pile (in one turn!). Proceed to Ironworks all cheap green in sight, empty 3 piles, and win.
« Last Edit: September 28, 2012, 08:22:03 pm by Polk5440 »
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popsofctown

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #94 on: September 28, 2012, 08:44:15 pm »
0

@pops

Pitch -- I don't think it is so difficult to get HoP to 5 uniques.  I expect it would be fairly simple.  Copper, Silver, Gold, X, HoP.  Maybe another Pitch, if you get several -- because unlike TM, Pitch itself is not a dead card and has a useful effect.  If you have some other gainers, you could actually use them to gain something right to hand and then place it, to boost HoP further.  It looks pretty easy to set it up to me.  The brokeness part isn't in gaining 5 HoP -- it's in taking down a nearly full pile in one fell swoop.  Possibly two piles.  I think it would be too easy to set up.
Copper, Silver, Gold, X, HoP is a 5 card hand without a Pitch in it..
Emptying a pile doesn't mean anything at all unless you have the VP lead to back it up.  There's no VP lead here. 
All you've done is prove the card creates a really fast way to concede, just like rushing Hamlet, Ruins, and Estates can three pile a game. 
Quote
Bridge -- I'm not sure what the issue is?  I was not particularly favourable on Bridge -- I just said that I think it would be OK.  As far as +Buy goes, I'm just not fond of most of the "creative" usages in the +Buy contest.  I'm not punishing them.  I'm simply not giving them extra points for doing something crazy.
I meant, using a +buy card during a dominion game to pick up two different engine pieces should be rewarded Goons style, not punished Bridge style.  Buying Village/Baron is part of a skill intensive strategy, buying Gold/nothing is a simplistic strategy.  Bridge scares you into the latter.

Quote
Pinochle -- I'm not down on it because it's weak.  I'm down on it because it's weak and costs $4.  I think this would be fine at $2.  The reaction doesn't help you line anything up -- it just gives you more Pinochles, and that's not that great.  It doesn't compare to Oracle at all, because Oracle draws cards.  It doesn't really deal with any attacks -- it just lets you gain more of itself.  Unless you mean the on-play effect?  But that's just minor filtering.  Pinochle would be fine at $2.
Well that's some amount of clarification.  I was picking up the feeling you thought it was too weak at any cost.
Quote
Go Fish -- I am a little short, but there are a lot of entries!  The latter sentence is concrete -- I compare it to Graverobber.  Note that Graverobber has a cost range.  Go Fish has a similar function, except it is proactive (prevent from going to trash vs. fishing out of trash).  Since Donald X. saw fit to put a restriction on GR, I believe there must have been some problem that required that restriction.  Therefore Go Fish should probably have a similar restriction.
I feel like you should have an example.  Someone mentioned Expanding Province into Province being kinda whack, that's a good point there.
Quote
Klabberjass -- I don't quite understand your defence of the card.  I think it is board dependent because sometimes there just aren't any actions you'll really want.  When the opponent buys Gold, the best you can get is a $4 card.  When he buys a Province, what good action will you pick up?  Why did you pick up Klabberjass instead of the good action in the first place?  Will it even help, since your opponent is already greening?
There's almost always something good at 5$.  It's the same reason University is printable.  Law of averages.  It's no more board dependent than  Village's dependence on terminals.  There's almost always a terminal. 
Quote
Shanghai -- eh, maybe.  It still worries me.  There has been discussion about this elsewhere in the forums.
This might be ad hom, but how much paper dominion do you play?  When I have an engine roaring in paper dominion, I start checking cards as I draw them to see if they are cantrips i can immediately lay on the table.  So this just doesn't strike me as problematic.

@Polk, preview edit: 2 card combos are worthy of concern, 3 card combos are grains of sand on a Dominion beach of possible kingdoms. 

For example, Tunnel/Hamlet/Apprentice is a 3 card combo that forces a luckbased mirror too, but none of those cards should die because it doesn't come up often.
« Last Edit: September 28, 2012, 08:48:43 pm by popsofctown »
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Rush_Clasic

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #95 on: September 28, 2012, 08:51:08 pm »
0

Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.

Unlike some, I think there's room for reactions that hurt attackers. But it has to be subtle, and this is anything but.

Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

Simple interactions that work well together. Like, REALLY well. It doesn't do much against attacks on the surface, but the synergy brings it all together. This is sick against Mountebank, netting you an extra $1 for your turn and giving you something easy to trash. I love this card all around. It's just so damn elegant. It's the type of card I'm jealous for not coming up with. All that said, it really should set itself aside. You can get endless gain cycles with this and certain comboes in the game otherwise.

Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.

This fella is odd. I think the reaction condition is a nifty one, and though it doesn't play too much with opposing cards, there's enough things other players can do to force you into shuffling, so it deserves to be a reaction. I'd write it "When your discard pile becomes empty..." Reactions look for events to trigger off, not conditions. I like enough for what it is.

Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.

Doesn't influence you enough to move the game along.

Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.

It's messy and not a trigger condition I find to be all that interesting.

Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.

Intriguing. Although I'm not strict on the following rule, I like reactions a whole lot better when they interact with the opponent. It's the whole reason for them being reactions, really. This only interacts with Governor, Saboteur, and Swindler that I can tell. Which might be enough. Still, I wish there was a way for this card to be more interesting in actual game-play. It's a nice idea on paper, but I fear it might end there.

Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)

It's okay. The card doesn't really meld together for me.

Canfield
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this.  If you do, trash that card and gain a card costing up to $2 more.

This is easily fair at $4. It's either a bad workshop or a one-shot remodel. The combination makes it a nice card, though.

Baccarat
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand.  If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification:  Your choice of gained card and your opponents choice are independent of each other.)

Not a fan of that reaction. Making it one sided seems a bit more fair. You are nuking their card, after all.

Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

"When another player gains a Victory card: +1 Action." :P I know it can't be worded that way, but that's basically what the card does. I suppose its an okay idea, but the interaction is so minimal that all the extra text feels like a waste.

Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.

It fights attacks by flooding your deck with itself? That could be cool if the card were better at interacting with attacks.

Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.

I like self-interaction, but it feels so heavy handed here.

Canasta
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand.  If you do and if this is the first time you have revealed [This Card] in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example.  If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)

Bleh. Too much reading for the end result. Wordy cards need to wow!

Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.

Ooooo... intriguing. I'd assume that you can't reveal this during the Clean-up discard since they're all getting discarded at the same time. It'd probably be more sensible to write "When you discard a card from your deck or hand other than during Clean-up,..." I like that card. The attack part of Spy was never that great anyway.

Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.

Meh. I don't want my trashed card's back 98% of the time.

Savannah
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a [This Card] during your Clean-Up phase, even as a result of discarding a [This Card], you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)

Such a narrow reason to have a reaction.

Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.

That's silly. Specific and silly. I like looking for novel things to react to, but this doesn't feel like a production one.

Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.

In general, if the bottom half of your reaction has nothing to do with the top half, making the top half elegant is the way to go. As is, this card is crowded.

Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.

Whoa. That's sort of cool. Changes the whole dynamic of play in a lot of cases. If you have this out, you almost never want to be the one that ends the game. I'm not sure if that's a good facet to have. I'm not gonna vote for this, but I find the concept extremely interesting and worthy of some play-testing.

Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)

I think "When you reshuffle" can work as a trigger, but I don't like the extraneousness of the full reaction. Just trashing a card seems good enough.

Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.

Doesn't encourage the game to move on. In fact, it encourages you to just spam these and go into endless VP gaining.

Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.

That's not a very pretty trigger. And it triggers way too often.

Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.

It's an okay thing to trigger off of, as it happens with just the right amount of frequency, but its basically better than Tunnel in most ways.

Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.

Quite the spammer! It seems like some strong interactions can come up when you Jass into Jass into Jass, but then, that takes a long time to set up and gives you a ton of terminals. I think this is balanced and well designed.

Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.

The regular play half feels like a punishment when you don't discard this. That's one of the reasons they made Border Village a cantrip: it's never useless! A similar route would make this less of a groaner when you had to hold onto it.

Jungle
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card.  If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of [This Card]'s reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)

I like that "Remodel for Gold" is a thing in this game. I like that its difficult enough to achieve and that it has a fairly even power-level. I don't like that your card rewards a player for watching someone else do that.

Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.

The base-action is sooooooooo weak, even with the self-synergy. The trigger condition could be an interesting one, though. I like that it works for Militia and Cellar and Vault. But it could easily just read "When you discard this from your hand other than during Clean-up..."

Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.

+2 Buys is such an awkward thing to see that it really wants an apparent reason for being on a card.

Ninety-Nine
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)

I like the idea, I just wish there was a more managable way to do it.

Monastery
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.

Sorta interesting. I don't know what to think of a junker at $2. Probably makes you want to go big money unless there are good junkers available. The reaction is a fun idea, though. Recycle your hand! I think I'd still rather this be reworked into a higher cost.

Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.

That's a really weak and obstuse reaction. It's such an odd way to hate on someone greening when you could just make it part of the actual playing of the card in some way and get an actively interesting card.

Pennies From Heaven
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand.  If you do, gain a Victory card costing up to $3 less than that card.

Fringe usefulness. I suppose it helps you catch up when they're running out Provinces. It's okay.

Pyramid
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it.  If you do, gain a copy of the gained card.

Not pointing out you, I swear, but this idea seems popular. I just think Smugglers doesn't it cleaner.

Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.

Could probably be worth 2VP without batting an eyelash. I don't like the draw trigger. I've experienced what it's like playing with similar mechanics via Magic and it's just not fun.

Finish Line
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.

Fairly straight-forward. A lot of complicated stuff tossed about this round, but I think this is sensible just the way it is. I'm not even sure it would be over-powered letting you gain Duchies yourself (but it probably is). This could get +1 Buy without harm.

Poch
$3 - Action-Reaction
Select a card on your [This Card] mat. Choose one; trash it, or put it on top of your deck.  Set aside a card from your hand onto your [This Card] mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your [This Card] mat.
--
At the end of the game, trash this and trash all cards on your mat.

A commonly done idea that I've seen done cleaner. =/

Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.

This is a general complaint: why, when Moat exists, do people insist on costing +2 Cards at $3? Especially when the reactions have been arguably weaker than Moat.

Horseshoe
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.

I'm not a fan of this type of +Action spamming, even on a $5 card. The reaction itself is sorta weak, though I suppose it could be interesting in certain +Buy spams and is okay against Junkers.

Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.

I dig the Native Village feel, but 1 card at a time feels fine. The reaction has the stats as the above card, really, but it is interesting that you can save it for later.

Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.

Now that Dark Ages has given us cards with 3 types, it doesn't look at ugly as I thought it might. Still, Reactions and Durations exist on opposite ends of the spectrum and should rarely be mixed... except that I find this case to be a neat exception. I think it ultimately runs the risk of being too much better than Caravan, but I still think you found an example of something I didn't think I'd ever like, so that's cool in itself.

All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)

So, discard, set this aside, and discard again? Man that's steep.

Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.

I like the Native Village reaction idea, I just like it in a simpler fashion. It's already a wordy concept and a bit more conplex than your standard card.

-------------------------------

I'm not usually one to harp on about power-level, but a lot of these submissions dwarfed the top-half of the card needlessly. 9/10 times, the top-half of your card doesn't need to be much weaker than its non-reaction equivalent. Maybe if your reaction is very powerful you'd have a case, but that's usually another problem altogether. The reaction on Moat is really good at what it does, and yet its still a +2 Cards for $2.
« Last Edit: September 28, 2012, 08:54:45 pm by Rush_Clasic »
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #96 on: September 29, 2012, 12:16:40 am »
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@pops #94

Pitch -- but the ability to completely take out a whole pile so quickly is an issue.  If you don't like the HoP example, Polk's Ironworks example is very, very good, and it is something worth worrying about.  You can't write it off as a 3 card combo.  3 card combos do come up, and there are several cards that could fill the third slot -- Gardens, SR, GH, Island.  This kind of combo is far more dangerous than Tunnel/Hamlet/Apprentice.

Bridge -- I think I'm starting to see what you're getting at.  You dislike the reaction because it discourages opponents from using their +Buy?  I just don't really see it as a punishment.  Does Fool's Gold punish you for buying Provinces?  Eh.

Klabberjass -- University can gain you $5 cards quickly though, and it has +2 actions to support the gaining of terminals.  Klabberjass cannot do the same, because it is entirely dependent on the opponent buying an expensive card while you have Klabberjass in hand.  That's quite a few things that need to line up!  Also, to be snarky -- does Klabberjass punish you for buying an expensive card? :P  The other thing about Klabberjass is that you would only want to use it when you can gain cantrips, or if there are villages.  If it's a board full of terminals, you almost never want to load up on them.  Not that Klabberjass is all that fast.

Shanghai -- meh, it's a fair point.  No, I don't play that much.  But I'm not just going off of my own intuition.  I'm also considering conversation that came up in this very thread.  Example:

When you draw cards with Smithy, they go directly into my hand before I even look at what they are, and indeed before I should have to look at what they are.  It's a completely different operation, both logically and according to the Dominion rules.

This is not to say people can't experiment with reactions like that and see how they work in practice.  I just don't believe it can work without changing the mechanics of how Dominion is played in a tedious, fiddly kind of way.

Maybe Shanghai is just fine.  I'm just saying that it could be an issue.  Perhaps my original wording of "drastically slow" was a bit too harsh though.
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Tejayes

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #97 on: September 29, 2012, 12:40:31 am »
0

I want to preface my critique of these Reaction cards with a general thought on the type.

Currently, there are nine official Kingdom Reaction cards (so I'm not counting Hovel). Of these official nine...
  • None cost more than $4. Not saying a winning entry should be $4 at most, but it's hard to judge when there are no official $5+ Reactions.
  • All of their non-Reaction abilities are fitting for their price, if not spectacular.
  • Only Fool's Gold, Watchtower, and Trader have Reaction abilities that can be used in every game. The rest require certain abilities that don't appear in every Kingdom.
  • Most of them have some synergy between the Reaction and other abilities (Secret Chamber deals with cards you don't want right now, Horse Traders gives you more cards to discard, you can usually draw top-decked cards with Watchtower right away, etc.).

While I'll be keeping these points in mind as I review, a good Reaction card does not need to follow all of these guidelines. If a Reaction ability is strong and almost always useful, then a weak non-Reaction ability could work. Also, the two abilities don't exactly need to be correlated (looking at Moat, especially) as long as they both do a good job that warrants a gain either way. Finally, if I like a $5+ entry, I'll vote for it.

Oh, and one of these is mine, of course.

Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.

The big problem with this Reaction comes in multiplayer games. If you reveal a Whist and the other victim of a Cursing attack doesn't, does that mean that player gains 2 Curses? And what if the attacker then reveals a Whist of his own? Does unlucky schmo #3 gain 3 Curses now? That's too shenaniganny for me.

Quote
Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

Decent Action ability that's not too powerful, and the two abilities have good synergy. However, this could be a bit strong when you can gain powerful cards easily, like with Remodel or Tunnel.

Quote
Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.

Weak Action, but the very strong Reaction makes up for it. I agree with Rush_Clasic that the wording of the reaction could be a bit better, but this has potential.

Quote
Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.

Action is much weaker than Monument, and the Reaction just seems a little meh at $3. Not worth getting until the end game, and even then you probably won't get a lot of use out of this. Pass.

Quote
Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.

The synergy between the two parts is there, but each half just has so much going on. Pass.

Quote
Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.

Same Victory ability as Tunnel, and certainly has more synergy. Still, it's basically a Feast for better Victory cards. It's a decent idea, to say the least.

Quote
Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)

The Action is like Smithy with one card always being a Copper. Comparable, but certainly not stronger at $4. The Reaction certainly nullifies Rabble, Spy, and the like. After discarding through Militia, Warehouse, etc. you can top-deck, then draw those cards with the Action, so that's a little synergy, anyway. Would be awesome with Harvest.

Quote
Canfield
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this.  If you do, trash that card and gain a card costing up to $2 more.

If it wasn't for the trashing, this would basically be "Choose one: this is a Workshop; or this is a Silver." There is synergy for sure, especially when you can discard multiple copies. Also can accelerate games. Still not big on the cost, but the idea is there.

Quote
Baccarat
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand.  If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification:  Your choice of gained card and your opponents choice are independent of each other.)

Action is a gimped Smithy at the same price, and the Reaction is useless in non-Attack games. Plus, it discourages Attacks completely. Pass.

Quote
Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

Again, clunky wording on the Reaction. The Action is not great, but can work at $3. The Reaction is applicable to every game and basically turns this card into a Laboratory+. Of course, you could also say "If any other player gained a Victory card on his last turn, +1 Action." There would be minor differences (TR/KC, Outpost, etc.), but you wouldn't need the Reaction for it. Still, good idea.

Quote
Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.

Not a fan of the Reaction ability at all. It just seems silly to me. The Action isn't bad, though it's a bit of a hodge-podge. Don't see the synergy, either.

Quote
Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.

The Action is a little weak at $3, but it's Reaction ability synergizes well with it. If you open double-Blackjack, they clash, and you discard an Estate (let's say) and the other Blackjack, you can get up to $6 if you draw two Coppers and had no other Estates in hand. Then again, if they don't clash, you're guaranteed no more than $4 per hand. Has its uses against certain cards as well, and let's not forget Warehouse. I like this the more I think about it.

Quote
Canasta
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand.  If you do and if this is the first time you have revealed [This Card] in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example.  If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)

The Copper gaining is a decent enough drawback for this $4 Action. The Reaction is, again, quite clunky, but it synergizes decently with the aforementioned drawback. Combos incredibly well with a lot of gainers, but those cards don't appear in every game. Again, thinking about this yields a better opinion than my first impression.

Quote
Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.

The Action is a non-Attack Spy -- not great at $3, but has some self-synergy already. The Reaction ups the self-synergy by a great deal. Good counter against a Militia opener.

Quote
Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.

Why not just discard the would-be-trashed card right away? Is the miss-a-reshuffle drawback that necessary? While the theme of the two abilities has synergy, the abilities themselves really don't since you're not forced to trash anything good. I guess the miss-a-reshuffle can come in handy with Victory cards, but it's still too minor of an ability for me.

Quote
Savannah
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a [This Card] during your Clean-Up phase, even as a result of discarding a [This Card], you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)

Choose one: gimped Festival; or instant Laboratory that is vulnerable to Militia, et al. But yeah, in games without those discarding Attacks, this ability is way too strong for $4.

Quote
Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.

A weak $2 Action that becomes a cheap Vanillage if an opponent plays a Village himself. Decent idea and synergy, but kind of boring.

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Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.

Take Inn, trade an Action for $1, tack on a Gold-gaining reaction, and you got yourself a strong $5 that I don't really care for.

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Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.

Never liked the idea of permanents in Dominion, and I still don't. Pass.

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Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)

Well, if there was a reward for "Reaction Ability So Weird That It Makes You Laugh," this would win. The thought of setting aside a Village during a reshuffle to trash a card and make said Village a Bazaar next turn is just so... random. It probably works at the price, but it's just weird.

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Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.

Non-terminal Monument with a Reaction that makes use of this rare vanilla bonus. Simple, but I like it.

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Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.

If there are no cards with +1 Card, this is worse than Tunnel. Pass.

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Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.

The Action is a choice between an Inn-y Village or a money-free Festival, which is fine at $2 for me. The Reaction synergizes very well with the first choice... perhaps a little too well for $2.

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Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.

It's Mint for Actions! Wanna bet this is called "Doppelganger" or something similar? Anyway, it's pretty strong when you buy non-terminals, but the opportunity costs offset its power. If a $5 Reaction must win, this is my favorite so far.

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Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.

This, however, isn't a favorite. The Action is Moat, and the reaction is just so limited for a $5 Moat. Pass.

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Jungle
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card.  If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of [This Card]'s reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)

Again, an expensive Moat with a Reaction that isn't usable in every game. Pass.

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Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.

The Action alone would suck at $4, and I'm not so sure the Reaction synergy is enough by itself. It would be crazy good with Cellar and Warehouse, though.

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Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.

Action: Woodcutter with an extra Buy. Not great, but works at $4. Reaction: Similar to Horse Traders, although not as massive against discarders/Ghost Ship. Still, a pretty decent anti-Attack. Gardens games would like this.


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Ninety-Nine
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)

Action: Basically Woodcutter with an auto-Silver gain, and could be better if you have an extra to reveal. Often better than Explorer unless you have a Province in your hand. Reaction: A little hard to manage, but a novel idea for messing with your opponents. Not sure what to think about this one.

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Monastery
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.

Action: With Ruinses basically being weak Curses, this works at $2. Reaction: In other words, you discard cards you don't want, draw the same number of cards, and you can only do it once. Weird, but it has decent synergy.

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Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.

The problem with labeling this as an Attack is that most anti-Attack cards are Reactions with the wording "When another player plays an Attack..." Since you're not really playing the Attack portion of this, those Reactions won't work. Only Lighthouse would prevent this Reaction ability. Also, the Treasure portion is often better than Loan at the same price. Pass.

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Pennies From Heaven
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand.  If you do, gain a Victory card costing up to $3 less than that card.

The Action makes a decent opener, though it becomes pretty bad by the midgame. The Reaction makes this a nice endgame card. The two abilities are more of a Secret Chamber-esque synergy than others, but the idea is nice.

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Pyramid
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it.  If you do, gain a copy of the gained card.

A Woodcutter that can become a Smugglers' Workshop? Meh.

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Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.

While there will usually be +Card abilities, the rare games without it make this a costly Estate. With good drawing cards, this will often be a must-buy. Too situational and swingy for me.

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Finish Line
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.

A Smithy that can become a Duchy in the endgame? I guess that makes it worth $5, but I just find this card dull.

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Poch
$3 - Action-Reaction
Select a card on your [This Card] mat. Choose one; trash it, or put it on top of your deck.  Set aside a card from your hand onto your [This Card] mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your [This Card] mat.
--
At the end of the game, trash this and trash all cards on your mat.

Basically, it's a slow trasher with a slow Watchtower-esque Reaction. Pass.

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Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.

See Jungle.

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Horseshoe
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.

The Action is Cellar with extra Actions and Buys. The reaction is only really useful against Cursers and Ambassador'd Estates, but it powers up the Action. Not my favorite $5 Reaction, but it's not the worst.

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Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.

A similar Reaction to the Horseshoe just above it, but slightly stronger in that it doesn't have to enter your deck. The Action is basically a Copper trasher that can revive them for a needed money boost. Might be a little strong in that regard.

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Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.

Decent early trasher, and the Reaction and Duration abilities work well off of each other. I normally don't care for fan Durations, but this is pretty clever.

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All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)

Without any ways to discard on the board, it's a terminal Silver. Pass.

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Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.

I prefer Astrolabe. Pass.

---

Overall, there were quite a few cards that didn't really appeal to me at first, but I grew to like them as I thought about them a bit more.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #98 on: September 29, 2012, 08:56:46 am »
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Rules clarification on Tripoli:  "When any player plays an attack..." includes you playing your own attack.
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #99 on: September 29, 2012, 10:51:39 am »
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Some comments on some comments about Rummy, which I don't think is getting a fair shake.

Quote from: eHalcyon
This trigger basically means that it's only useful when you draw it immediately after the reshuffle.  This could easily be a $2 card.  Compare with Moat.  Moat is often better, actually.

Or, as I mentioned in my comments, it is useful if (1) you have it in your hand through a reshuffle, (2) you draw it into your hand once one of these is activated.  These are the kinds of conditions you'd expect to meet if you've built a solid engine.  Also, I was thinking about this one after making my comments yesterday -- with all of the bottom-decking mechanics that people like to mix in (none in our set, I don't think? yes? no? haven't been following the playtesting threads), this could combo really well with that idea.

I think $3 is probably right (though playtesting is probably needed) --> In my mind, a better comparison for the use is Menagerie.  Sometimes, it's weak (+2 Cards or +1 Card, +1 Action); sometimes it is strong (+1 Action, +3 Cards).  Maybe the comparison would work better if the card were +1 Card, +1 Action instead of +2 Cards.  It seems like this would trigger less often than carefully constructing a Menagerie deck, but then it would stack in a much more ridiculous manner -- multiple menageries sometimes, but not often activate... while multiple Rummi would definitely activate if the first activates.


Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.

This fella is odd. I think the reaction condition is a nifty one, and though it doesn't play too much with opposing cards, there's enough things other players can do to force you into shuffling, so it deserves to be a reaction. I'd write it "When your discard pile becomes empty..." Reactions look for events to trigger off, not conditions. I like enough for what it is.

But, changing it to "When your discard pile becomes empty" means that you can't chain the reaction part of it upon reshuffling.  This is sooooo much better and more compelling if it becomes (effectively) "+1 Action, +3 Cards" when you hit a reshuffle... until you don't draw one of these into your hand (sorta like Cultist).

I agree that Reactions as they are currently coded on isotropic look for events as triggers, but that doesn't mean that an empty discard pile isn't something that can cause a reaction.  At least the card discards itself so that repeated reaction doesn't lead to some degenerate state (there might be some weird repeated reacting and drawing the discarded Rummy cards at the end of drawing your whole deck, but why would you bother when you get to that point?).

Overall, Rummy strikes me as a swingy Menagerie-family card that activates when you hit a good engine, or if you sprinkle in some bottom decking (if that's something voters will consider), even tacit bottom decking by leaving it on the bottom with Pearl Diver might work too.

Disclaimer: This is not my card (nor do I know whose card it is), but I submitted a card to the competition.  And, unlike last week when I submitted the embarrassing dud Nowhere Man, I actually still like my card this week.
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