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maduka

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Northern Lands - Viking
« on: November 03, 2013, 09:50:25 pm »
0

Here are some cards from an Dominion fan
the set is not completed but still contains 29 cards.

there can only be 4 attachments so i added 4 cards to show off..


set name: NorthernLands - Vikings
cards in set from a to z are..

***
Aftermath
2 action
Trash up to 3 cards from hand. look trough the trash pile and pick 1 card that you choose

***
Campaign Return
5 action - Duration
+ 1 card
+ 1 action
+ 2
nxt turn
+ 1 card
+ 2

***
Conquest Militia
5 action - attack - duration
+2
each other player discareds down to 3 cards in hand
nxt turn
+2 OR each other player discards down to 3 cards in hand

***
Dragon Cave
6 Treasure
3
when you play this trash a treasure card from hand and gain a gold. the other players may trash a curse or gain a silver.

***
Emigration
3 action
+ 4 cards
discared 2 cards

***
King Valemon
2 action attack
Each other player with a witch / seahag / young witch in hand must trash that card.
Reveal the top 4 cards in deck and put any curses reveald in hand, then you can put all curses in hand back in the supply.

***
Looting
5 action -attack
+ 1 buy
each other player reveals the top 2 cards in his deck. if the reveald any treasure cards you gain one from each player (that you choose) put one of the gained treasures in youre hand

***
Mutiny
2 action
Discared up to 3 cards
+ 2 card pr card discared

***
Negotiations
3 action
+ 1 buy
look at the top 3 cards of your deck
put an reveald treasure on yhour hand and discuard the rest

***
Nothernland
3 victory
Worth 1 VP for evry gold and platinum in deck

***
Nøkken - see image
4 action attack
+ 2 cards
trash upto 2 cards that is not an action card
the other players gains a curse regardles to if you trash cards. but if you trash 2 cards the other player gains a plague.. (plague is a - 3 vp card)

***
OrmenLange
4 action attack
+ 3 cards
each other player disvareds 1 card

***
peace agremnent
4 action
+ 1 card
+1 action
you may trash a card from your hand. if you do: reveal a card from your hand and gain a copy of it

***
persuades
4 action attack
Each other player reveals the top card of his deck. if you choose to discared it you gain a copy of it. but if you choose to trash it, he gains a card with the same cost that you choose

***
Plague
0 curse
-3VP

***
shelter house
2 action
+2 cards
discard 1 card

***
slave trader
2 action
choose one; + 2 cards or + 1 buy or trash 2 cards from hand

***
Soria Moria
4 action
+ 1 card
reveal a victory card from your hand costing more then 2 if you do: gain a gold if you dont gain a silver.

***
Stavkirke
3 action reaction
+ 1 card
you may trash up to 2 cards
when another player plays an attack card you may reveal this from your hand. if you do then afther the attack + 1 card. you cant gain a curse or plague with this reveald

***
Viking assult
5 action attack
+1card
+2actions
each player must eather trash a card or discard 2 cards ( cant have less then 3 in hand)

***
Viking Campaign
4 action duration
+1card
+1action
nst turn
+1 card
+1 action

***
Viking conquest
5 action Duration
+2cards
+1action
nxt turn
+2cards OR +1 action

***
Viking Embargo
2 action
Trash this card.
put 2 embargo tokens on top of 1 or 2 supply piles. if a supply contains 2 or more embargo tokens a player can choose to gain a plague insted of 2 curses
edit rule if 3 embargo tokens.. eather 3 curses or 1 plague and 1 curse..

***
viking Feast
5 action
+ 1 card
+ 1 action
+ 1 buy
if you buy a card with this in play gain a card costing less than it

***
Viking militia
3 action attack
+1 action
each other player discard 2 cards

***
Viking Pillage
4 action attack
+1 action
each other player reveals 1 card from his deck
if its a
victory card: he must discared a treasure from his hand. you may gain a copy of it from the supply
action card: eather he gains a copy of it or you do. your chouse
treasure card: trash it or discard down to 3 cards in hand his choise
you may gain a copy of the reveald tresure

***
viking Trade
3 action
+ 1 action
each player reveals 2 cards from his deck and chooses one of them to be traded. you choos what to trade with whom. cards with VP + - cant be traded.

***
Viking village
4 action
+ 1 card
+ 2 actions
look at the top 2 cards in your deck; discard one or trash one put the other one on top of your deck

***
viking village develop
4 action
+ 1 card
trash a card from your hand gain a card costing up to 2 more that it and a card costing less than it
when you gain this gain a silver

***

thats all from now.. i see ive missed out a card..

***
huldra
4 action attack
+ 2 cards
each other player gains a plague

...
thats all from now lol.. guess that makes 30 cards.
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ConMan

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Re: Northern Lands - Viking
« Reply #1 on: November 03, 2013, 10:39:13 pm »
0

Without regard to the actual quality of the cards, I've attempted to put them in more formal Dominion wording. Can you verify that I've interpreted them all correctly?
***
Aftermath
Cost 2
Action
Trash up to 3 cards from your hand. Gain a card from the trash.

***
Campaign Return
Cost 5
Action - Duration
+ 1 Card
+ 1 Action
+ $2
At the start of your next turn,
+ 1 Card
+ $2

***
Conquest Militia
Cost 5
Action - Attack - Duration
+$2
Each other player discards down to 3 cards in hand
At the start of your next turn, choose one:
+$2; or each other player discards down to 3 cards in hand

***
Dragon Cave
Cost 6
Treasure
$3
When you play this, trash a Treasure card from your hand and gain a Gold. Each other player may choose to either trash a Curse or gain a Silver.

***
Emigration
Cost 3
Action
+ 4 Cards
Discard 2 cards

***
King Valemon
Cost 2
Action - Attack
Each other player must trash a Witch, Sea Hag or Young Witch from his hand, or reveal a hand with no such cards.
Reveal the top 4 cards in deck and put any Curses revealed in hand. You may return any number of Curses from your hand to the Supply. Put the remaining revealed cards back on top of your deck in any order.

***
Looting
Cost 5
Action - Attack
+ 1 Buy
Each other player reveals the top 2 cards of his deck.
If they revealed any treasure cards, you gain one from each player (that you choose). Put one of the gained treasures in your hand.

***
Mutiny
Cost 2
Action
Discard up to 3 cards
+ 2 Cards per card discarded

***
Negotiations
Cost 3
Action
+ 1 Buy
Reveal the top 3 cards of your deck. You may put one Treasure from the revealed cards in your hand. Discard the rest.

***
Nothernland
Cost 3
Victory
Worth 1 VP for every Gold and Platinum in your deck

***
Nøkken - see image
Cost 4
Action - Attack
+ 2 Cards
Each other player gains a Curse.
Trash up to 2 cards from your hand that are not Action cards. If you do, each other player gains a Plague.

***
OrmenLange
Cost 4
Action - Attack
+ 3 Cards
Each other player discards a card.

***
Peace Agreement
Cost 4
Action
+ 1 Card
+1 Action
You may trash a card from your hand. If you do, reveal a card from your hand and gain a copy of it.

***
Persuade
Cost 4
Action - Attack
Each other player reveals the top card of his deck. For each player, choose one: He discards the revealed card and you gain a copy of it, or he trashes the revealed card and gains a card with the same cost that you choose.

***
Plague
Cost 0
Curse
-3VP

***
Shelter House
Cost 2
Action
+2 cards
Discard 1 card

***
Slave Trader
Cost 2
Action
Choose one; + 2 Cards; or + 1 Buy; or trash 2 cards from your hand

***
Soria Moria
Cost 4
Action
+ 1 Card
You may reveal a Victory card from your hand costing more than $2. If you do, gain a Gold. Otherwise, gain a Silver.

***
Stavkirke
Cost 3
Action - Reaction
+ 1 Card
Trash up to 2 cards from your hand.

When another player plays an Attack card you may reveal this from your hand. If you do, then you do not gain any Curses or Plagues as a result of the Attack, and once the Attack resolves +1 Card.

***
Viking Assault
Cost 5
Action - Attack
+1 Card
+2 Actions
Each (other?) player with more than 3 cards in hand must either trash a card from his hand or discard 2 cards (if this would cause them to have fewer than 3 cards in hand, he only discards 1 card).

***
Viking Campaign
Cost 4
Action - Duration
+1 Card
+1 Action
At the start of your next turn,
+1 Card
+1 Action

***
Viking Conquest
Cost 5
Action - Duration
+2 Cards
+1 Action
At the start of your next turn, choose one:
+2 Cards; or +1 Action

***
Viking Embargo
Cost 2
Action
Trash this card.
Put a total of 2 Embargo tokens on top of 1 or 2 Supply piles.

When a player buys a card, he gains a Curse card per Embargo token on that pile. For every 2 Embargo tokens on that Supply pile, he may choose to gain a Plague card instead of a Curse.

***
Viking Feast
Cost 5
Action
+ 1 Card
+ 1 Action
+ 1 Buy

While this is in play, when you buy a card, gain a card costing less than it.

***
Viking Militia
Cost 3
Action - Attack
+1 Action
Each other player discards 2 cards

***
Viking Pillage
Cost 4
Action Attack
+1 Action
Each other player reveals the top card of his deck.
If it is a:
Victory card: he discards a Treasure card from his hand or reveals a hand with no Treasure cards. You may gain a copy of the discarded card.
Action card: either he gains a copy of the revealed card or you do, your choice.
Treasure card: he chooses to either trash the revealed card or discard down to 3 cards in hand. You may gain a copy of the revealed card.

***
Viking Trade
Cost 3
Action
+ 1 Action
Each player reveals the top 2 cards of his deck and chooses one of them to be traded. You choose what to trade with whom. Victory cards may not be traded.
(There will need to be some clarifications on this one.)

***
Viking Village
Cost 4
Action
+ 1 Card
+ 2 Actions
Look at the top 2 cards in your deck; discard one or trash one, and put the other one on top of your deck

***
Viking Village Develop
Cost 4
Action
+ 1 Card
Trash a card from your hand. Gain a card costing up to $2 more than it and a card costing less than it.

When you gain this, gain a Silver.

***
Huldra
Cost 4
Action - Attack
+ 2 Cards
Each other player gains a Plague
« Last Edit: November 03, 2013, 10:57:09 pm by ConMan »
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ConMan

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Re: Northern Lands - Viking
« Reply #2 on: November 03, 2013, 10:57:53 pm »
0

And, on the assumption that I've gotten all of those correct, I'll point out some of the main issues.
Quote
***
Aftermath
Cost 2
Action
Trash up to 3 cards from your hand. Gain a card from the trash.
Both official cards that gain from the trash provide a means of putting cards in the trash that you wanted there in the first place. This probably needs the same (although it may be ok given the cost and the large number of cards it trashes).

Quote
***
Campaign Return
Cost 5
Action - Duration
+ 1 Card
+ 1 Action
+ $2
At the start of your next turn,
+ 1 Card
+ $2
This is massively better than Merchant Ship, which is a reasonably solid $5.

Quote
***
Conquest Militia
Cost 5
Action - Attack - Duration
+$2
Each other player discards down to 3 cards in hand
At the start of your next turn, choose one:
+$2; or each other player discards down to 3 cards in hand
Duration Attacks are difficult, particularly their interaction with cards like Moat. Better to leave the Attack effect on this turn.

Quote
***
Dragon Cave
Cost 6
Treasure
$3
When you play this, trash a Treasure card from your hand and gain a Gold. Each other player may choose to either trash a Curse or gain a Silver.
Why only trash Curses, especially given that there's a good chance they won't have one?

Quote
***
King Valemon
Cost 2
Action - Attack
Each other player must trash a Witch, Sea Hag or Young Witch from his hand, or reveal a hand with no such cards.
Reveal the top 4 cards in deck and put any Curses revealed in hand. You may return any number of Curses from your hand to the Supply. Put the remaining revealed cards back on top of your deck in any order.
So the idea is to protect against cursing attacks? In games without those three cards, the first half of the card is practically useless, and in games with them it's almost certainly overpowered (compare something like Pillage which trashes itself to let you choose a card for your opponent to discard). Maybe if it just caused them to discard an Attack card? And the second half is kind of weird, especially when there are no cursing attacks around.

Quote
***
Mutiny
Cost 2
Action
Discard up to 3 cards
+ 2 Cards per card discarded
Probably too strong for the cost. This is a better sifter than Storeroom, although it does lack the latter's Buy and discard-for-coins.

Quote
***
Nothernland
Cost 3
Victory
Worth 1 VP for every Gold and Platinum in your deck
Generally, you don't need to reward players for collecting lots of Gold/Platinum, because that's what they're going to do anyway.

Quote
***
OrmenLange
Cost 4
Action - Attack
+ 3 Cards
Each other player discards a card.
Unconditional discard is bad, because if you can chain lots together you can force opponents to have no cards left in hand for their turn.

Quote
***
Plague
Cost 0
Curse
-3VP
The problem with Curse-type cards is that you need to specify what happens every other time something refers to curses - for example, if there are no normal Curses left and I play a Witch, do you gain one of these?

Quote
***
Soria Moria
Cost 4
Action
+ 1 Card
You may reveal a victory card from your hand costing more than $2. If you do, gain a Gold. Otherwise, gain a Silver.
Much stronger than Explorer, except that it doesn't gain to hand.

Quote
***
Stavkirke
Cost 3
Action - Reaction
+ 1 Card
Trash up to 2 cards from your hand.

When another player plays an Attack card you may reveal this from your hand. If you do, then you do not gain any Curses or Plagues as a result of the Attack, and once the Attack resolves +1 Card.
Complicated, and I had to struggle with the wording quite a bit.

Quote
***
Viking Campaign
Cost 4
Action - Duration
+1 Card
+1 Action
At the start of your next turn,
+1 Card
+1 Action
This is just Caravan.

Quote
***
Viking Conquest
Cost 5
Action - Duration
+2 Cards
+1 Action
At the start of your next turn, choose one:
+2 Cards; or +1 Action
As a Duration-Laboratory, almost certainly overpowered for the price.

Quote
***
Viking Militia
Cost 3
Action - Attack
+1 Action
Each other player discards 2 cards
Again, spammable discard attacks are bad.

Quote
***
Viking Village Develop
Cost 4
Action
+ 1 Card
Trash a card from your hand. Gain a card costing up to $2 more than it and a card costing less than it.

When you gain this, gain a Silver.
Much stronger than Remodel (at least when trashing expensive cards or $0 cards) at the same price.

Quote
***
Huldra
Cost 4
Action - Attack
+ 2 Cards
Each other player gains a plague

Much stronger than Witch but cheaper.
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Jack Rudd

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Re: Northern Lands - Viking
« Reply #3 on: November 03, 2013, 11:36:15 pm »
0

Aftermath
2 action
Trash up to 3 cards from hand. look trough the trash pile and pick 1 card that you choose
In the early game, this is just a gimped Chapel. Might be more interesting in the later game if trash-for-benefit cards are also around.

Quote
Campaign Return
5 action - Duration
+ 1 card
+ 1 action
+ 2
nxt turn
+ 1 card
+ 2

I'm assuming "+2" here means "+2 Coins". If so, this is grotesquely overpowered for its cost - look at its power compared with 5-cost money-providing cantrips such as Market and Treasury.

Quote
Conquest Militia
5 action - attack - duration
+2
each other player discareds down to 3 cards in hand
nxt turn
+2 OR each other player discards down to 3 cards in hand
My eyeball guess would be that this is overpowered, but playtesting may prove me wrong. The bit after "next turn" should be preceded by "Choose One:".

Quote
Dragon Cave
6 Treasure
3
when you play this trash a treasure card from hand and gain a gold. the other players may trash a curse or gain a silver.
Interesting. Bear in mind that, as written, this can give free Gold - you just play it after all your other Treasures. Possibly overpowered, but worth playtesting.

Quote
Emigration
3 action
+ 4 cards
discared 2 cards
This looks too strong for its cost - you could build a fearsome draw-your-deck engine with this and a decent village.

Quote
King Valemon
2 action attack
Each other player with a witch / seahag / young witch in hand must trash that card.
Reveal the top 4 cards in deck and put any curses reveald in hand, then you can put all curses in hand back in the supply.
Er, no. Just no. This falls into the "reactions that harm the attacker" trap (it's not a Reaction, but it serves much the same purpose): it's so strong as a defence against cursers that nobody will buy the cursers, and then the card itself will be utterly useless because nobody is giving you curses.

Quote
Looting
5 action -attack
+ 1 buy
each other player reveals the top 2 cards in his deck. if the reveald any treasure cards you gain one from each player (that you choose) put one of the gained treasures in youre hand
So thief with a +Buy, and the gain is to-hand and mandatory? There might be decks where it works, but mostly I think it's likely to just junk up your own deck with Copper. But again, needs playtesting.

Quote
Mutiny
2 action
Discared up to 3 cards
+ 2 card pr card discared
A $2 card that can effectively function as +3 Cards? This is very overpowered in any decent draw engine. Compare and contrast Smithy.

Quote
Negotiations
3 action
+ 1 buy
look at the top 3 cards of your deck
put an reveald treasure on yhour hand and discuard the rest
Might be balanced. Probably comparable to Woodcutter on average, which isn't really saying much. I'm likely buying it if I need the +Buy and skipping it if I don't.

Quote
Nothernland
3 victory
Worth 1 VP for evry gold and platinum in deck

Does this mean "1 VP per gold, 1 VP per platinum" or "1 VP per gold-platinum pair"? (If the latter, it needs a setup rule to ensure Platinum and Colony are in the game.) Likely to be overpowered for its cost and strategically uninteresting: expensive basic treasures are worth going for anyway; rewarding a player for getting them doesn't really add much.

Quote
Nøkken - see image
4 action attack
+ 2 cards
trash upto 2 cards that is not an action card
the other players gains a curse regardles to if you trash cards. but if you trash 2 cards the other player gains a plague.. (plague is a - 3 vp card)
This is rather clumsily written. Do you mean:
+ 2 Cards
Trash up to 2 cards that are not Action cards. If you trashed 2 cards, each other player gains a Plague; if you did not, each other player gains a Curse.

This is strictly superior to Witch, and Witch is already one of the strongest $5 cards. Needs dialling down a bit.

Quote
OrmenLange
4 action attack
+ 3 cards
each other player disvareds 1 card
Think about what happens if a player plays OrmenLange five times in a turn, which is easy enough in an engine that's using OrmenLange as its draw.

Quote
peace agremnent
4 action
+ 1 card
+1 action
you may trash a card from your hand. if you do: reveal a card from your hand and gain a copy of it
Any card from your hand? I King's Court this and gain three Colonies.

Quote
persuades
4 action attack
Each other player reveals the top card of his deck. if you choose to discared it you gain a copy of it. but if you choose to trash it, he gains a card with the same cost that you choose
Hmm, a SwindlerJester. Very swingy - look at what happens if you hit a Colony, compared to what happens if you hit a Curse.

Quote
Plague
0 curse
-3VP

Extra cards with the "Curse" type may cause confusion. Give it its own type and rules for when it's included (cf the Ruins from Dark Ages).

Quote
shelter house
2 action
+2 cards
discard 1 card
Underpowered - compare and contrast Moat, which is usually a weak card at the same cost.

Quote
slave trader
2 action
choose one; + 2 cards or + 1 buy or trash 2 cards from hand
I'd try this at $3, but it looks plausible.

Quote
Soria Moria
4 action
+ 1 card
reveal a victory card from your hand costing more then 2 if you do: gain a gold if you dont gain a silver.
Usually better than Explorer at a lower price.

Quote
Stavkirke
3 action reaction
+ 1 card
you may trash up to 2 cards
when another player plays an attack card you may reveal this from your hand. if you do then afther the attack + 1 card. you cant gain a curse or plague with this reveald
Needs to be altered so that the defender can't reveal the same Stavkirke arbitrarily many times in response to the same Attack and draw his entire deck.

Quote
Viking assult
5 action attack
+1card
+2actions
each player must eather trash a card or discard 2 cards ( cant have less then 3 in hand)
Non-terminal attacks are tricky beasts, but this might be OK. I suspect that it's likely to be slightly underpowered because of the trashing option.

Quote
Viking Campaign
4 action duration
+1card
+1action
nst turn
+1 card
+1 action
This is strictly superior to Caravan, already a strong $4 card.

Quote
Viking conquest
5 action Duration
+2cards
+1action
nxt turn
+2cards OR +1 action
And this is far better than Laboratory, already a strong $5 card. This is a recurring theme here: check how your cards compare to existing cards that do similar things.

Quote
Viking Embargo
2 action
Trash this card.
put 2 embargo tokens on top of 1 or 2 supply piles. if a supply contains 2 or more embargo tokens a player can choose to gain a plague insted of 2 curses
edit rule if 3 embargo tokens.. eather 3 curses or 1 plague and 1 curse..
A major difference between this and regular Embargo is that this has no on-play benefit, so you're buying and playing it just to embargo a pile and hope you need that pile less than anyone else. I don't see myself gaining this too often.

Quote
viking Feast
5 action
+ 1 card
+ 1 action
+ 1 buy
if you buy a card with this in play gain a card costing less than it
Assuming it=the bought card, you might want to do what Haggler does and put a non-victory restriction on that; buying a Colony and gaining a free Province looks a trifle overpowered.

Quote
Viking militia
3 action attack
+1 action
each other player discard 2 cards
I get two King's Courts, a Scheme and a Viking Militia into my hand. You never play another turn again. (Discard attacks must have a limit, otherwise pins can wipe out turns. This is particularly vital for non-terminal discard attacks.)

Quote
Viking Pillage
4 action attack
+1 action
each other player reveals 1 card from his deck
if its a
victory card: he must discared a treasure from his hand. you may gain a copy of it from the supply
action card: eather he gains a copy of it or you do. your chouse
treasure card: trash it or discard down to 3 cards in hand his choise
you may gain a copy of the reveald tresure
Another nonterminal attack, with all the attendant problems. You probably want it to be "reveals and discards the top card of his deck", otherwise multiple iterations of this card will keep hitting the same card.

Quote
viking Trade
3 action
+ 1 action
each player reveals 2 cards from his deck and chooses one of them to be traded. you choos what to trade with whom. cards with VP + - cant be traded.
Trading is not defined in the rules - this will need further explanation.

Quote
Viking village
4 action
+ 1 card
+ 2 actions
look at the top 2 cards in your deck; discard one or trash one put the other one on top of your deck
Looks like a solid enough Village+.

Quote
viking village develop
4 action
+ 1 card
trash a card from your hand gain a card costing up to 2 more that it and a card costing less than it
when you gain this gain a silver
Looks OK at first glance. Would need playtesting to be sure.

Quote
huldra
4 action attack
+ 2 cards
each other player gains a plague
Again, compare and contrast with Witch. This card is stronger and cheaper.
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

maduka

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Re: Northern Lands - Viking
« Reply #4 on: November 04, 2013, 10:59:02 am »
0

Holy night I love the repy's :D this is helping guys :D
ive surly been in a cocon writing all thoose cards. and this helps sorting out many things.
yes some cards are overdoing it and some is underdoing it. theres just a litlle golden red line there. and ive made a lot of strange mistakes i see :P
ConMan thank you for the translation on it. i must say i did kinda just write it fast down so some of the txt is just my foult. for that im sorry. for the other part. you realy helped me out taking the time putting it in better wording so im greatfull for it :)
and conman and jack tnx for the feedback on the cards. I will add and answer the tweeks for it.
how is this normaly done here? i dunno. but ill do as you guys do here and write the cards under here.
so i look at your answers and translation. and answer you both under here :D

*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Quote
***
Aftermath
Cost 2
Action
Trash up to 3 cards from your hand. Gain a card from the trash.
Looks like i need to add a $1 into this card.? then it can work better in the early stages in the game and then add this.. You may gain a card..
Quote
***
Aftermath
Cost 2
Action
+ $1
Trash up to 3 cards from your hand. You may gain a card from the trash.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
It does look better now. ?

*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Quote
***
Campaign Return
Cost 5
Action - Duration
+ 1 Card
+ 1 Action
+ $2
At the start of your next turn,
+ 1 Card
+ $2
Hmm. I agree. Wonder if i should add a stipulation to next turn. That is + 1 card or + $2. But stil.. Thats kinda 2 silvers no matter how you look at it.. Maybe olso add the cost to 6.
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Campaign Return
Cost 6
Action - Duration
+ 1 Card
+ 1 Action
+ $2
At the start of your next turn,
+ 1 Card Or + $2
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Conquest Militia
Cost 5
Action - Attack - Duration
+$2
Each other player discards down to 3 cards in hand
At the start of your next turn, choose one:
+$2; or each other player discards down to 3 cards in hand
Yeah it goes both ways. Maybe adding additional text to it. Like. Discards 2 cards but can not have less then 3 cards in hand.
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Dragon Cave
Cost 6
Treasure
$3
When you play this, trash a Treasure card from your hand and gain a Gold. Each other player may choose to either trash a Curse or gain a Silver.
Good point. Maybe it should say. Trashing a $0 cost card.. May Trash a card or gain a silver

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Emigration
Cost 3
Action
+ 4 Cards
Discard 2 cards
Hard to changes this. But lol i was going to say smithy keeps all cards :P haha it cost more. The new prize will be 4 then. Does that make it better?
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King Valemon
Cost 2
Action - Attack
Each other player must trash a Witch, Sea Hag or Young Witch from his hand, or reveal a hand with no such cards.
Reveal the top 4 cards in deck and put any Curses revealed in hand. You may return any number of Curses from your hand to the Supply. Put the remaining revealed cards back on top of your deck in any order.
Yes this is eather to power full or to stupid to be added. I have to say that this falls into the way we play dominion at our table. Allways colony and platinum and evry card is in game no matter how many players there are.. This must be alternated... Is it better when it trashes it self. Discards a witch sea young and put curses back to the supply?
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Looting
Cost 5
Action - Attack
+ 1 Buy
Each other player reveals the top 2 cards of his deck.
If they revealed any treasure cards, you gain one from each player (that you choose). Put one of the gained treasures in your hand.
sounds like it stays as it is for now.
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Mutiny
Cost 2
Action
Discard up to 3 cards
+ 2 Cards per card discarded
Point taken. But if you get back what you discared then its just a Cellar. + 1 card or and + $1.What about this:discard up to 3 cards;1 card discarded= + 1card2 card discarded= + 1card + $1 3 card discarded= + 1card + $2????
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Negotiations
Cost 3
Action
+ 1 Buy
Reveal the top 3 cards of your deck. You may put one Treasure from the revealed cards in your hand. Discard the rest.
woodcutter does the same thing more or less. But yes thats the idea. If needed buy it :D
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Nothernland
Cost 3
Victory
Worth 1 VP for every Gold and Platinum in your deck
There must be an if but our somthing here. It can be damn strong if not. It should stay as a for each pair of gold or gold and platinum..
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Nøkken - see image
Cost 4
Action - Attack
+ 2 Cards
Each other player gains a Curse.
Trash up to 2 cards from your hand that are not Action cards. If you do, each other player gains a Plague.
Yes this is totaly my foult. The cost should be more. My bad. If it costs the same as witch its still stronger then witch somthing the nøkken is :P but it should say + 1 card. Think that balance it better
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Nøkken - see image
Cost 5
Action - Attack
+ 1 Card
Trash up to 2 cards that are not Action cards. If you trashed 2 cards, each other player gains a Plague; if you did not, each other player gains a Curse.
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OrmenLange
Cost 4
Action - Attack
+ 3 Cards
Each other player discards a card.
Should have a txt that says a player cant have less then 3cards left in his hand. Compared to smithy this is overkill with an attack. And militia. This should go up in prize to 5
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Peace Agreement
Cost 4
Action
+ 1 Card
+1 Action
You may trash a card from your hand. If you do, reveal a card from your hand and gain a copy of it.
reveal a card costing from 2 to 7 gain a copy of it.. Or with a non Victory card rule?
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Persuade
Cost 4
Action - Attack
Each other player reveals the top card of his deck. For each player, choose one: He discards the revealed card and you gain a copy of it, or he trashes the revealed card and gains a card with the same cost that you choose.
Catching a colony must be a home run for this card. Im thinking of a aditional rule that dosent allow you to pick up anything else then a dutchy
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Plague
Cost 0
Curse
-3VP
I think you should read this as a plague as it name. But it action is a curse. If you are to gain a curse. This is not a curse. Its a plague. Its like. Gain a silver that is a treasure. You dont gain a treasure like gold copper or platinum you gain a silver :D
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Shelter House
Cost 2
Action
+2 cards
Discard 1 card
Yeah it is. It should say + 1 card if you discard a card.??
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Slave Trader
Cost 2
Action
Choose one; + 2 Cards; or + 1 Buy; or trash 2 cards from your hand
Yeah the cost shoud be 3. Realy reminded me of steward when i look at it now
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Soria Moria
Cost 4
Action
+ 1 Card
You may reveal a Victory card from your hand costing more than $2. If you do, gain a Gold. Otherwise, gain a Silver.
Yes the prize is low. Should be 5 but should it gain to hand ... Hmm.
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Stavkirke
Cost 3
Action - Reaction
+ 1 Card
Trash up to 2 cards from your hand.
When another player plays an Attack card you may reveal this from your hand. If you do, then you do not gain any Curses or Plagues as a result of the Attack, and once the Attack resolves +1 Card.
Yes thats true. It should be "playd" so it only gives you +1 card pr player attacking you
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Viking Assault
Cost 5
Action - Attack
+1 Card
+2 Actions
Each (other?) player with more than 3 cards in hand must either trash a card from his hand or discard 2 cards (if this would cause them to have fewer than 3 cards in hand, he only discards 1 card).
Maybe this is to cheap.. Should cost 4.
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Viking Campaign
Cost 4
Action - Duration
+1 Card
+1 Action
At the start of your next turn,
+1 Card
+1 Action
Should add a or there. Next turn + 1 card or + 1 action
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Viking Conquest
Cost 5
Action - Duration
+2 Cards
+1 Action
At the start of your next turn, choose one:
+2 Cards; or +1 Action
The idea was a better Wharf card. But this is kinda a dual labratory more or less. I think i should add 1 to the prise and put 1 card draw in next turn.
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Viking Conquest
Cost 6
Action - Duration
+2 Cards
+1 Action
At the start of your next turn, choose one:
+1 Cards; or +1 Action

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Viking Embargo
Cost 2
Action
Trash this card.
Put a total of 2 Embargo tokens on top of 1 or 2 Supply piles.
When a player buys a card, he gains a Curse card per Embargo token on that pile. For every 2 Embargo tokens on that Supply pile, he may choose to gain a Plague card instead of a Curse.
This dosent give you more benefits then adding curses. The real embargo gives you just 1. :( i think 2 curses realy sets a bigger xample :D couse when you are playing the same pepole you will better know how to kill theyr game :D moohahahhaa
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Viking Feast
Cost 5
Action
+ 1 Card
+ 1 Action
+ 1 Buy
While this is in play, when you buy a card, gain a card costing less than it.
Yes there should be a non victory restriction on it :D
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Viking Militia
Cost 3
Action - Attack
+1 Action
Each other player discards 2 cards
yes should be. Cant discard more then down to 3 cards in hand.
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Viking Pillage
Cost 4
Action Attack
+1 Action
Each other player reveals the top card of his deck.
If it is a:
Victory card: he discards a Treasure card from his hand or reveals a hand with no Treasure cards. You may gain a copy of the discarded card.
Action card: either he gains a copy of the revealed card or you do, your choice.
Treasure card: he chooses to either trash the revealed card or discard down to 3 cards in hand. You may gain a copy of the revealed card.
Dunno what i mean by this lol. Couse it sounded awsome when i made it. But yes he should reveal and discared both cards. But not discarding down mor then 3 in hand.
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Viking Trade
Cost 3
Action
+ 1 Action
Each player reveals the top 2 cards of his deck and chooses one of them to be traded. You choose what to trade with whom. Victory cards may not be traded.
(There will need to be some clarifications on this one.)
this is kinda like maskerade. But you cant trade victory cards nor curses. The traded cards goes into players hands. And the other reveald card goes into the discared pile
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Viking Village
Cost 4
Action
+ 1 Card
+ 2 Actions
Look at the top 2 cards in your deck; discard one or trash one, and put the other one on top of your deck
Nice a card good enough hehe :D
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Viking Village Develop
Cost 4
Action
+ 1 Card
Trash a card from your hand. Gain a card costing up to $2 more than it and a card costing less than it.
When you gain this, gain a Silver.
2 hard to figure out cards combined to make it harder to figure out and when it works its good.
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Huldra
Cost 4
Action - Attack
+ 2 Cards
Each other player gains a Plague
My bad again. The price is 5 and the litle stronger ness is needed i think
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realy love the feedback guys :D tnx alot :D
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Minotaur

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Re: Northern Lands - Viking
« Reply #5 on: November 04, 2013, 12:12:31 pm »
0

About Conquest Militia:

First of all, it's strictly better than Merchant Ship. It should cost 6 or maybe 7.

Rules: If it "attacks" twice, then IMO it should count as an attack card when you play it, and it should count as an Attack card you just played at the start of your next turn. But you give the option of not "attacking" the second time, so maybe "this is an Attack card you just played" should depend on whether you made that choice, and include this either on the card or, at the very least, on the "Viking rules sheet" that "comes with NL - Viking".

(I have a Duration card of my own that's sort of an attack, but it basically acts like a temporary Embargo, so I didn't know how to handle the Reactions! If it's an Attack, does it "remember" that it's been blocked when it comes around to your opponent's turn? I just chose to leave it as not an Attack card. Anyway, I wasn't sure that even that ruling would totally clear up all rules issues, so I didn't make it an Attack. And besides, Embargo isn't an attack, either, and that simplifies things a great deal!)
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maduka

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Re: Northern Lands - Viking
« Reply #6 on: November 04, 2013, 04:16:31 pm »
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it does say action attack duration- `?
dont know if that is what you meent by " it should count as an attack card?
du you mean if the nxt round any other player show a moat?
kinda tricky yes indeed.. well thougt is that can attack in 2 rounds. making it a more bad as card.. but yes the cost should be greater i can see that point :D
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Minotaur

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Re: Northern Lands - Viking
« Reply #7 on: November 04, 2013, 04:44:21 pm »
0

it does say action attack duration- `?
dont know if that is what you meent by " it should count as an attack card?
du you mean if the nxt round any other player show a moat?
kinda tricky yes indeed.. well thougt is that can attack in 2 rounds. making it a more bad as card.. but yes the cost should be greater i can see that point :D

The second turn, suppose you decide to just take the money. Do the other players get to Secret Chamber themselves anyway? If I'm writing the rules, then it counts as playing an Attack card precisely at the times that it does the "attack" action - that is, when you play it, and IF you choose the discard attack on the next turn.

The text can get overwhelming, though. You could just make a blanket rule that Duration-Attack cards *always* count as playing an attack card when you play them, and count as an attack card you just played at the start of your next turn. Reactions can be played both times, and each can only react to what the card says to do with that turn.

That said, other cards might be stickier to interpret even then, such as duration cards that could harm your opponents during *their* turns. If you limit yourself to duration-attacks that "do something" when played and at the start of your next turn, then that's not really an issue.
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maduka

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Re: Northern Lands - Viking
« Reply #8 on: November 04, 2013, 04:55:32 pm »
0

yes it is on my turns.. or the player who uses that cards turns.
he cant know if he wanna attack or take the +2 cash before he see his hand..

i think this reminds me of an issue i had while playing with the card pirate ship. when not reading the part of moating it for the cash :P
so yes it is a attack card regardles if he chooses to play the attack or not.

"The history beheind that card is that .. if a viking ship enterd and wanted to battle.. there will be battle going on in the nxt round as well."
the cost is hard to figure out..

and i must say i havent told all of my ideas here... the idea was adding yet another treasure like potion.. i wanted to choose potions. but the idea whent more on a viking amulett treasure card so many of my cheap cards would have a "potion" like prize into it. ...

i realy glad for all the feedback im getting on the cards. (thumbs)
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Minotaur

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Re: Northern Lands - Viking
« Reply #9 on: November 04, 2013, 05:02:49 pm »
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Another reason it may be simpler to have the two attacks count separately is that it wouldn't really be pleasant to have the card have to "remember" that it was Moated on your next turn. Plus, the Secret Chamber that was played won't really get to react to the second attack at all under the scenario where a Duration-Attack is only "played as an Attack card" once.
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maduka

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Re: Northern Lands - Viking
« Reply #10 on: November 04, 2013, 05:05:01 pm »
0

yes it is a 2 turn attack card. as you said simpler and better as you said :)
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eHalcyon

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Re: Northern Lands - Viking
« Reply #11 on: November 04, 2013, 05:41:25 pm »
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I think Aftermath was OK without the $1.  Yeah Chapel outclasses it for trashing, but Aftermath fills a niche as a cheap Trash-gainer.  There's no guarantee that there will be good cards in the trash to gain, but at $2 with other trashing, that isn't a huge concern.  I like having the trash-gain be optional, but I don't think it needs +$1.

Conquest Militia is a duration attack, which others have pointed out can be confusing.  To elaborate, the question is how it interacts with cards like Moat and Lighthouse.  By the rules, if you play CM and I reveal Moat, the attack does not affect me now and it also won't affect me next turn.  But for some people, it is counter-intuitive that Moat this turn would block the attack effect next turn.  It also introduces potential tracking issues (did I reveal Moat last turn?).

Dragon Cave -- the simplest way would be to just let others trash anything.  As for the Gold gaining, if you want to tie it to trashing, use an if statement: "When you play this, trash a Treasure card from your hand.  If you do, gain a Gold."

Emigration -- +4 cards and discard 2 cards is actually pretty scary filtering for $3.  Compare with Courtyard (+3 cards, put 1 back) which is a very powerful $2 card, and Embassy (+5 cards, discard 3) which is so powerful at $5 that it gives everybody else a free Silver when you gain it.  Emigration might be OK at $4.  still quite powerful, I expect.

King Valemon -- others have pointed out issues with it, but I'll add that it's just too weirdly specific.  It has no purpose in games without Cursers.  I suppose it makes more sense if you play with EVERY card available... still really odd though.

Looting -- pretty much like Thief, but sometimes better and usually worse (gain all the Copper!).

Mutiny -- +2 cards per card discarded is far too powerful.  Your proposed change of making it +1 card and +$X leaves it not much different than Secret Chamber.

OrmenLange -- At $4, it's strictly better than Smithy.  With your new changes, it's really similar to Torturer, but you leave opponents with 3 cards and they can't choose to take a curse instead.

Plague -- You may be missing the problem.  It looks like you are giving it the Curse type.  There are many cards that say things like, "each other player gains a Curse [card]".  It doesn't specify whether this means a card with the Curse type or the card specifically named Curse, which is why you create confusion if you make a new card with the Curse type.  When a card says "gain a Silver", there is no confusion because there are no cards with the type "Silver", so your example doesn't really apply.

Soria Moria -- If it gains to hand, it is strictly better than Explorer.

Viking Campaign -- Even if you make it a choice next turn, it is still strictly better than Caravan.

Viking Conquest -- Not strictly better (missing +Buy), but very often better than Wharf.  Wharf is already one of the top 5 cards, so making a stronger card at $5 is questionable. :P  The new $6 version is more interesting, yes.

Viking Embargo -- Not sure what you actually mean for it to do.  Interaction with the actual Embargo is also confusing.

Viking Trade -- With all those clarifications, you'll have to word the card more carefully.  If Victory cards cannot be traded, what happens if both my revealed cards are Victory cards?  With 3 players, does 1 player end up keeping their cards or do I end up choosing a rotation like Masquerade except it can go in either direction?

Viking Village -- Looks too strong to me.  Cantrip trashing is very powerful and this does it very safely.

Viking Village Develop -- Generally much stronger than Remodel.

Huldra -- Even at $5 this is just a Witch that gives out super-Curses, isn't it?
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eHalcyon

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Re: Northern Lands - Viking
« Reply #12 on: November 04, 2013, 05:43:16 pm »
0

Another reason it may be simpler to have the two attacks count separately is that it wouldn't really be pleasant to have the card have to "remember" that it was Moated on your next turn. Plus, the Secret Chamber that was played won't really get to react to the second attack at all under the scenario where a Duration-Attack is only "played as an Attack card" once.

yes it is a 2 turn attack card. as you said simpler and better as you said :)

The problem with that is that it doesn't jive with official rules.  Reactions react to Attacks being played, and Duration cards are not played on the second turn.  Therefore you cannot reveal a Moat to the attack on the second turn.  You can reveal it on the first turn when it is played, and that would block the attack both this turn and the next turn.  This confusion is why it's better not to do a next-turn attack at all.
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Minotaur

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Re: Northern Lands - Viking
« Reply #13 on: November 04, 2013, 05:58:34 pm »
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The problem with that is that it doesn't jive with official rules.  Reactions react to Attacks being played, and Duration cards are not played on the second turn.  Therefore you cannot reveal a Moat to the attack on the second turn.  You can reveal it on the first turn when it is played, and that would block the attack both this turn and the next turn.  This confusion is why it's better not to do a next-turn attack at all.

I still think it can be fixed, as long as there is a special rule like the one I described: The first attack counts as playing an attack card, and if the card has a second attack, then the second attack counts as "playing" a different copy of the card that has the second-turn effect. The rule saying that the Moat prevents everything the attack does doesn't stop the second attack because it's declared by the rules to be a separate act of "playing an Attack card" altogether. As far as I can tell, this is a satisfactory solution. (Having reactions played on the first turn apply once and for all time is unsatisfying, though it would be the "correct" interpretation of what was originally given on paper according to the existing rules.)

I think next-turn attacks are fine, but the reaction issue needs to be addressed and the balance might be tricky. To me, the rules issue is just a matter of deciding what actually gets printed on the card, and what goes into the rules sheet as a blanket rule for other potential cards of the same type.
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maduka

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Re: Northern Lands - Viking
« Reply #14 on: November 04, 2013, 06:03:29 pm »
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yes thats true..

keep going back over my thoughts about theese cards.
when i thought about leaving them without the "Potion" prize in it they keep falling to beeing to good for theyr own good.

Quote
King Valemon -- others have pointed out issues with it, but I'll add that it's just too weirdly specific.  It has no purpose in games without Cursers.  I suppose it makes more sense if you play with EVERY card available... still really odd though.
this needs to be "not in the supply" in some way.

Quote
Conquest Militia is a duration attack, which others have pointed out can be confusing.  To elaborate, the question is how it interacts with cards like Moat and Lighthouse.  By the rules, if you play CM and I reveal Moat, the attack does not affect me now and it also won't affect me next turn.  But for some people, it is counter-intuitive that Moat this turn would block the attack effect next turn.  It also introduces potential tracking issues (did I reveal Moat last turn?).
guess the best way for this to function is if it works simular to turnament / pirate ship. if you dont get to attack someone the nxt round dosent get so much good stuff.
and leave out the attack for round 2.
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Quote
I still think it can be fixed, as long as there is a special rule like the one I described: The first attack counts as playing an attack card, and if the card has a second attack, then the second attack counts as "playing" a different copy of the card that has the second-turn effect. The rule saying that the Moat prevents everything the attack does doesn't stop the second attack because it's declared by the rules to be a separate act of "playing an Attack card" altogether. As far as I can tell, this is a satisfactory solution.
i agree with that point 2. and its real good to se both sides to this. i realy appriciate it :)

Quote
Huldra -- Even at $5 this is just a Witch that gives out super-Curses, isn't it?
yes she's a B all right :P haha no.. yes.. super curse.
wonder if i can make it function better as a super curse but it adds simular stuff as ruins to it. just a card functions bad.

Quote
Viking Embargo -- Not sure what you actually mean for it to do.  Interaction with the actual Embargo is also confusing.
i want it to be more bad ass then embargo.. since the players i play with dosent seem to be affected by -1vp token on stuff. maybe -2vp will scare them more away.
then again i could add king valemon to strike out embargo tokens.
this realy need some thoughts :P

got a lot of rethinking to do with basicly all cards :)


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ConMan

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Re: Northern Lands - Viking
« Reply #15 on: November 04, 2013, 08:46:58 pm »
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Let me comment on some of the cards, or at least ideas, that I do like, because I do tend to dish out criticism more than praise.
Quote
***
Aftermath
Cost 2
Action
Trash up to 3 cards from your hand. Gain a card from the trash.
As others have said, it is actually a nice idea, and probably not terrible for the cost it's at. At worst, it's "Trash two cards, discard one card", but in the presence of a trash-for-benefit or trashing attack it could be pretty nice.

Quote
***
Emigration
Cost 3
Action
+ 4 Cards
Discard 2 cards
Could probably be a little pricier, because played on its own you essentially get the best 6 cards out of 8 and improve deck cycling, but otherwise I'd say it's a fairly solid card.

Quote
***
Mutiny
Cost 2
Action
Discard up to 3 cards
+ 2 Cards per card discarded
Similarly, this needs to be more expensive, but it's a fairly simple mechanic that isn't really explored in existing cards.

Quote
***
Slave Trader
Cost 2
Action
Choose one; + 2 Cards; or + 1 Buy; or trash 2 cards from your hand
Steward has the first and last option but +$2 instead of the +1 Buy, and costs $3, so I'd say price this at $3 as well but change some of the options.

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***
Viking Conquest
Cost 5
Action - Duration
+2 Cards
+1 Action
At the start of your next turn, choose one:
+2 Cards; or +1 Action
I like the idea of a Duration with options. I suspect this is balanced at this price, but it would probably need a little playtesting to check (it might turn out to compare unfavourably with Wharf).

Quote
***
Viking Village
Cost 4
Action
+ 1 Card
+ 2 Actions
Look at the top 2 cards in your deck; discard one or trash one, and put the other one on top of your deck
This sounds pretty cool as a sort of Lookout/Village crossover. I'd give this a try.

I think you've got some good ideas here, and some of them are original (or at least explore design space I haven't seen much done in before). Even the cards that don't yet work may still be turned into ones that do - I don't think any of the cards here is inherently unfixable, although for some it may be more difficult than others.
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maduka

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Re: Northern Lands - Viking
« Reply #16 on: November 04, 2013, 08:58:37 pm »
0

tnx for thoose words..

the hole set should be a good set. but mixed with others i kinda messed up.

i did think of adding "potion" into the cost of some cards.. thoose cards showed up here as to cheap..
but i dident think the potion whent well with the Viking theme..

so basicly many of thoose attack cards would have been with a cost 4 pluss "potion" etc.

i should however do that to my cards. add potion to the cost.

im glad for all the feedback i can get. it helps me to make the cards even better. so im glad :)

im realy stubborn on the embargo thingy.. fair enough the plague curse dosent seem to work well at the moment. but the add 2 curses to a pile is better then one thats getting ignored. hehe. with the pepole ive playd with i cant see to make it work better.. therfor this card :D

other thing that ive thought about is cards like Knights and Prizes thoose are gonna become God cards. from Odin Loke Thor etc. but its just a thought :D
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Minotaur

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Re: Northern Lands - Viking
« Reply #17 on: November 04, 2013, 09:40:46 pm »
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The newer Viking Conquest that costs 6 and can only give +1 card or +1 action the second turn is fairer than the original. If you still wanted to stick with the theme, you could make a swingy card that might be a justifiable 5:

Viking Conquest
Action-Duration
cost: 5
+2 cards
You may play an Attack card from your hand. If you did, then at the start of your next turn, +1 card and +1 action

(This way, it's not strictly better than Laboratory or Wharf, and it can actually whiff pretty hard. Though Wharf is probably better than this version most of the time... but if you have enough Attack cards in your deck, this could be better.)

I started writing this suggestion up before I saw your fix. +1 card instead of +2 cards is good, because rarely would you want any number of actions in the universe over two cards. If I'd seen this fix first, I would've been content, but it's too late now, and I'd rather share the alternate than delete it now. X-P
« Last Edit: November 04, 2013, 09:42:05 pm by Minotaur »
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maduka

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Re: Northern Lands - Viking
« Reply #18 on: November 05, 2013, 04:39:12 am »
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yeah that sounds good and it does fit the name of it :D
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Minotaur

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Re: Northern Lands - Viking
« Reply #19 on: November 05, 2013, 12:19:12 pm »
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yeah that sounds good and it does fit the name of it :D

I just thought of something - it could say to discard itself if it doesn't play the Attack. Otherwise, it would stay in play (I think), and this way, it wouldn't unless it was actually doing something that turn. Nothing to remember.
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maduka

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Re: Northern Lands - Viking
« Reply #20 on: November 05, 2013, 01:26:03 pm »
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sounds more like an action card. not a duration card. but yeah the duration aspect comes in if an attack is played. but then again the card must be half white and half orange?
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Minotaur

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Re: Northern Lands - Viking
« Reply #21 on: November 05, 2013, 01:44:58 pm »
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sounds more like an action card. not a duration card. but yeah the duration aspect comes in if an attack is played. but then again the card must be half white and half orange?

Hmmm. I don't know. The wording is probably important. IIRC, Outpost stays in play even if it's your second in a row and it doesn't give you another turn. This card could be like that, or it could decide whether or not it's a Duration card depending on whether it finds an Attack to play.

If it stays in play no matter what, the wording should be, "at the start of your next turn, do X if Y", which technically does nothing but it begins with an instruction for next turn.

If it only stays out when it succeeds, the wording should probably be, "if you did, this card counts as a Duration card while it remains in play, and +1 card, +1 action at the start of your next turn", or something like that.

In the second case, the card remembers for you whether it succeeded - by discarding itself if it fails.

Durations with conditions attached are sort of tricky, and I've been trying to do some myself, so I've been thinking about it.
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maduka

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Re: Northern Lands - Viking
« Reply #22 on: November 05, 2013, 01:50:11 pm »
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true.. could be that it searchd the deck also until it found an attack to play.. but then its more like 100% chance that it will get playd..
so play an attack from hand sounds best. then we just need to hope there will be an attack card in the supply :D
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Minotaur

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Re: Northern Lands - Viking
« Reply #23 on: November 05, 2013, 02:08:03 pm »
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true.. could be that it searchd the deck also until it found an attack to play.. but then its more like 100% chance that it will get playd..
so play an attack from hand sounds best. then we just need to hope there will be an attack card in the supply :D

You could have a card that searches for and plays an Attack card, but that's more like an improved Sage before you even add anything else to it. If all it did was that, it'd probably be worth at least 4. If you wanted to have something like that with a bonus, it would probably have to cost more and the bonus probably shouldn't be that strong. We're probably talking about a totally new card at this point.
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Re: Northern Lands - Viking
« Reply #24 on: November 05, 2013, 02:10:10 pm »
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true.. could be that it searchd the deck also until it found an attack to play.. but then its more like 100% chance that it will get playd..
so play an attack from hand sounds best. then we just need to hope there will be an attack card in the supply :D

You could have a card that searches for and plays an Attack card, but that's more like an improved Sage before you even add anything else to it. If all it did was that, it'd probably be worth at least 4. If you wanted to have something like that with a bonus, it would probably have to cost more and the bonus probably shouldn't be that strong. We're probably talking about a totally new card at this point.

What if there are no attacks in the kingdom?
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