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Author Topic: Treasure Chest Design Contest — Card #7: Alchemy  (Read 41718 times)

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LastFootnote

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Treasure Chest Design Contest — Card #7: Alchemy
« on: December 11, 2013, 03:18:14 pm »
+2

The seventh contest is to design a card that would fit well in Alchemy.

Submission Rules

• Submit no more than one card per challenge.
• You are not obligated to submit a card for every challenge.
• Submit your card to me via this forum's messaging system.  Submissions made after each week's deadline cannot be accepted.
• Each card you submit must have a name, a cost, a list of types, and the exact wording that should appear on the card.  Also include a brief description of any special design considerations (e.g., Stash having a unique back), but do NOT include any other information, such as strategic commentary or examples about it would play.
• Unlike the previous set design contest, the name you give your card will appear on the ballot. If multiple cards with the same name are submitted, I will differentiate them with letters in a randomly chosen order, e.g. [Card Name] A, [Card Name] B, etc. Cards themselves will likewise be listed in a random order on the ballot.
• I will accept revisions to your contest entries provided they are submitted to me before the deadline.  If you submit a revision to an entry you have previously submitted to me, resubmit your revised card(s) in their entirety.  That is, don't tell me "Oh, can you make that +2 Cards say +3 Cards instead?"  Just resubmit the full card.
• Only submit cards that are your own design.
• You may submit cards that have been previously posted here in this forum, including those that have been refined by the community as a whole, provided you can still claim that the central conceit of the card -- and the majority of its final version -- is yours.
• A single card might conceivably qualify for multiple challenges within this series. If your card doesn't win the first challenge you submit it to, you may submit it for any and all future challenges (until it wins), provided the card fits those challenges. This is particularly pertinent for cards that don't win the first of two slots for a large expansion, although depending on which card does win, your card may not qualify for the second challenge.
• Do not disclose your submissions publicly, either in this thread or elsewhere!

For this Treasure Chest set, you may not submit cards that combine certain mechanics from multiple expansions. The idea is that you could simply slot the cards into their respective sets without needing components or rules specific to another set. Specifically:

• Duration cards may only be submitted as candidates for a Seaside slot.
• Potion-cost cards may only be submitted as candidates for the Alchemy slot.
• Cards that use VP tokens or cost $7 or more may only be submitted as candidates for a Prosperity slot.
• Cards that use Coin tokens and cards that use overpay may only be submitted as candidates for the Guilds slot.
• Cards that use Ruins (Looters) and cards that use Spoils may only be submitted as candidates for a Dark Ages slot.

Many mechanics are fair game for any submission. The following is an incomplete list.

• Victory/Action and Victory/Treasure hybrid cards.
• Cards that allow you to choose an ability from a list.
• Cards with on-buy, would-gain, on-gain, and on-trash abilities.

I will be putting some constraints on the set as a whole.

• The raw number of cards (including randomizers) must not exceed 150. This means no more Victory card submissions will be accepted until and unless a submission that uses fewer than 10 cards wins.



Challenge #7 : Alchemy

Design a Kingdom card that would fit into the Alchemy expansion. Such a card should have one or more of the following qualities:

• Has a Potion in its cost.
• Is good in multiples.
• Cares about Actions.

The deadline for this week's challenge is Wednesday, December 18, 2013 at 8am CDT.

If you have any questions, please post them here or send me a private message and I will endeavor to answer them in a timely manner. Good luck!
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LastFootnote

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #1 on: December 11, 2013, 03:18:31 pm »
+2

Quote
Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.


Quote
Elixir (A)
Types: Treasure
Cost: $2P
Worth $2. You may play an Action card from your hand.


Quote
Conjuror (A)
Types: Action
Cost: $2P
+3 Cards. You may discard a Potion. If you do, +1 Action. Otherwise, gain a Potion, putting it on top of your deck.


Quote
Professor
Types: Action
Cost: $2P
+1 Action. +1 Buy. Choose one: All cards cost $1 less this turn; or Action cards cost $2 less this turn. Cards cannot cost less than $0.


Quote
Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.


Quote
Druid
Types: Action
Cost: $4P
+1 Card. +1 Action. Choose one: +$2; or +P.

When you buy this, trash all Treasure cards you have in play.


Quote
Contraption
Types: Action
Cost: $4P
+1 Action. Look at the top 3 cards of your deck and reveal one of them. Gain an Action costing less than it. Discard any number of the looked-at cards. Put the rest back in any order.


Quote
Metallurgist
Types: Action
Cost: P
+1 Buy. You may trash a Treasure from your hand. If you do, +P. You may trash a Potion from your hand. If you do, +$3.


Quote
Enclave
Types: Action
Cost: $2P
+2 Actions. You may discard your hand. If you do, +1 Card per Action card you have in play.


Quote
Clairvoyant
Types: Action
Cost: $3P
+1 Action. Reveal the top 4 cards of your deck. Set aside a revealed Action card. Put a revealed Victory card into your hand. Discard the rest. Play the set-aside Action.


Quote
Alkahest
Types: Actoin
Cost: $5P
+1 Card. +1 Buy. Choose one: +2P; or +$3. You may choose an Action card in your hand costing at least P and play it.


Quote
Kettle
Types: Action
Cost: $3P
Reveal your hand. You may trash any number of cards from your hand up to the number of Victory and Curse cards revealed. +1 Card. +1 Action. +1 Buy.

While this is in play, cards cost $1 less, but not less than $0.


Quote
Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.



Quote
Wizard
Types: Action
Cost: $4P
+1 Card. +1 Action. +1 Buy. Gain a copy of the cheapest card with a Potion in its cost that the player on your right gained last turn. If he didn't gain such a card, gain a copy of the cheapest card he gained instead.

Clarification: This card has a unique back, like Stash. If there are multiple cards that have the same lowest cost, choose one of them.


Quote
Quicksilver
Types: Treasure – Reaction
Cost: $2P
When you play this, reveal your hand. This is worth $1 plus $1 per Action revealed.

When another player plays an Action, you may discard this. If you do, gain a copy of that Action.


Quote
Distill
Type: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile.) For each card returned, each player other than the one that returned it gains a copy of it. You may trash any number of the cards you gain this way. If there are no cards in your hand, discard pile, or deck, the game is over and you win.

EDIT: Distill updated so that you can trash the cards you gain, rather than the one you'd otherwise be returning to the Supply.

Quote
Bottle Imp
Types: Action
Cost: $5P*
+1 Card. +1 Action. +1 Buy. +$1. You may trash this. If you do, gain a cheaper card.

If you have at least 2 Actions in play, this costs P less.


Quote
Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.


Quote
Retort
Types: Treasure – Reaction
Cost: $3P
When you play this, it's worth $1 per differently named Treasure you have in play (including this).

When another player plays a Potion, you may discard this. If you do, gain a Treasure.


Quote
Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more cards in hand discards an Action card (or reveals a hand with no Action cards).


Quote
Catalyst
Types: Action
Cost: $3P
+1 Card. +1 Action. +1 Buy. +$1. Reveal then discard any number of Action cards. For each card discarded, +1 Card, +1 Buy, and +$1.


Quote
Brewmaster
Types: Action
Cost: PP
+1 Card. +1 Action. You may trash a card from your hand. If you do, gain a Potion. You may discard a Potion. If you do, choose one: Cards cost $2 less this turn; or cards cost P less this turn.


Quote
Assistant
Types: Action
Cost: $4P
Reveal cards from your deck until you reveal an Action other than an Assistant. Discard the rest, then play that Action twice.


Quote
Ritualist
Types: Action
Cost: $2P
+1 Card. You may discard a Potion. You may play an Action card from your hand. If you discarded a Potion, play it again. If it is a Ritualist, play it again. You may play it one more time. If you do, trash it.


Quote
Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.


Quote
Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.


Quote
Drunkard
Types: Action
Cost: P
Discard any number of cards. Draw until you have 5 cards in hand. You may discard a Potion or an Action. If you do, play this again.

When you buy this, +2 Buys.


Quote
Conjurer (B)
Types: Action
Cost: $3P
You may play an Action card from your hand three times. Either trash that card or trash this.


Quote
Elixir (C)
Types: Action
Cost: $3P
+1 Action. +1 Buy. +$1. Reveal cards from your deck until you reveal a Potion or a card costing at least P. Put that card into your hand and discard the rest.


Quote
Enchanter
Types: Action
Cost: $2P
+3 Cards. You may play an Enchanter from your hand.

« Last Edit: December 27, 2013, 11:55:34 am by LastFootnote »
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LastFootnote

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #2 on: December 11, 2013, 03:18:42 pm »
0

Reserved for results!
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LastFootnote

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #3 on: December 11, 2013, 03:29:29 pm »
+2

A Word About Potion-Cost Cards

I highly recommend that you submit a Potion-cost card for this contest. When people want more Alchemy cards, this is what they're talking about. That being said, there is a myth out there that a Potion in a card's cost is approximately equal to 2.5 Coins. FALSE! For example, if you have a card that you think is too strong for $4, but too weak for $5, you may have been saving it for this contest so that you could submit it with a $2P cost. Please think twice about this. Maybe it'll be fine, but the important things to remember about Potion-cost cards are these:

1) A card with a Potion cost should ideally make you consider buying a Potion even if it's the only Potion-cost card on the board. Personally, I always play with 4-5 Alchemy cards at a time, but I know that's not the norm around here. This means that a Potion-cost card should ideally be either:

• A non-terminal Action that you want a bunch of.
• A Treasure card (that you want a bunch of).
• A Vault/Remodel that makes you happy to discard other copies of itself.

Or something along those lines.

2) A Potion cost limits how quickly you can amass that card.

3) I strongly caution you against cards that produce a potion (the thing that the Potion cards produce). With no other Potion cards on the board, you'll only be able to use it to buy more of the same card.

I guess that's about it. Again, I'll accept any (non-Victory) submission, but please keep some of this stuff in mind. Thanks.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #4 on: December 11, 2013, 03:44:12 pm »
0

Very much ready for this one too. :P
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markusin

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #5 on: December 11, 2013, 05:45:25 pm »
0

Err...

I have no ideas for this, and don't own a physical copy of Alchemy, so it would be really hard to playtest anything I come up with, particularly with other potion-costing cards.

I'm just not going to submit anything for this contest, but i'm excited to see what others come up with.
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soulnet

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #6 on: December 11, 2013, 08:12:06 pm »
0

I had a nice Victory card for this one. Snif... not even a chance tu submit it.

Anyway, I also had a non-Victory, so lets stay positive.
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Archetype

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #7 on: December 11, 2013, 08:21:25 pm »
0

Been waiting for this one.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #8 on: December 11, 2013, 10:10:50 pm »
0

Excess Lead
$P - Action
+1 Card
+3 Actions

When you trash this, gain 2 Gold cards, putting them on top of your deck.
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Robz888

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #9 on: December 12, 2013, 12:09:04 am »
0

/tag
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LastFootnote

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #11 on: December 12, 2013, 02:05:48 pm »
+8

3 out of 8 submissions SO FAR are named Elixir. Just a heads-up. Maybe name your card something else if you haven't submitted yet.
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cluckyb

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #12 on: December 12, 2013, 05:32:32 pm »
+15

3 out of 8 submissions SO FAR are named Elixir. Just a heads-up. Maybe name your card something else if you haven't submitted yet.

Now that you've told me, I'm gonna name my card "Elixir (A)" just to add maximal confusion.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #13 on: December 12, 2013, 07:03:46 pm »
+1

3 out of 8 submissions SO FAR are named Elixir. Just a heads-up. Maybe name your card something else if you haven't submitted yet.

Some of you guys should switch to "Excess Lead".  Just saying, it should be the Cheesemaker of Alchemy.  Some other names:

Quicksilver
Alkahest (or Azoth, or Universal Solvent)
Aqua Fortis
Aqua Regia
Distillery
Charlatan
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #14 on: December 12, 2013, 07:32:00 pm »
+2

Quicksilver
[…]
Charlatan

…ITYM "Quacksalver"
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #15 on: December 12, 2013, 10:00:07 pm »
0

I thought I had nothing for this contest. Turns out I did.
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #16 on: December 13, 2013, 03:09:28 am »
0

I thought I had nothing for this contest. Turns out I did.

I always end up making something up in my PM to LastFootnote.  That's probably why I never win any of these.
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #17 on: December 13, 2013, 03:22:39 am »
0

3 out of 8 submissions SO FAR are named Elixir. Just a heads-up. Maybe name your card something else if you haven't submitted yet.

Now that you've told me, I'm gonna name my card "Elixir (A)" just to add maximal confusion.
I'll do the same, so your card gonna be Elixir (A) (A) and mine (insert Mine/Mint-joke here ;-)) gonna be Elixir (A) (B).

« Last Edit: December 13, 2013, 04:48:52 am by GwinnR »
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #18 on: December 13, 2013, 12:07:58 pm »
0

I thought I had nothing for this contest. Turns out I did.

I always end up making something up in my PM to LastFootnote.  That's probably why I never win any of these.

Me too, but one of my cards has done pretty well.
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #19 on: December 15, 2013, 01:29:00 pm »
0

I had a nice Victory card for this one. Snif... not even a chance tu submit it.

Anyway, I also had a non-Victory, so lets stay positive.

Me too, except for the second part. Okay, I will strain myself to rework my victory card into something else...
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terminalCopper

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #20 on: December 16, 2013, 04:25:17 am »
0

I mixed up rats with stables - and to be honest, I love the result ;)

Addict
Cost: Potion - Action

Trash a treasure.

If you do:
+3 Cards
+ 1 Actions
Gain an Addict.

Remark: Similar to Rats, the supply pile should contain like 20 cards.


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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #21 on: December 16, 2013, 09:10:28 am »
0

I mixed up rats with stables - and to be honest, I love the result ;)

Addict
Cost: Potion - Action

Trash a treasure.

If you do:
+3 Cards
+ 1 Actions
Gain an Addict.

Remark: Similar to Rats, the supply pile should contain like 20 cards.

The problem with this is the same as Transmute. I would almost never buy the Potion just for this. It doesn't even lower my deck size and can't trash junk, which Transmute can do. Essentially this is for turning your treasure cards into action cards, with a one time bonus in the trash. At least that's the way I see it.
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #22 on: December 16, 2013, 09:22:30 am »
+1

I'll concede that Addict is an incredible Scrying Pool accelerator. Maybe the Scrying Pool is actually just a hallucination?
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #23 on: December 16, 2013, 01:06:28 pm »
+2


 It [ ...] can't trash junk, which Transmute can do.

Depends on whether you want copper. To better understand this card, just imagine Stables would replace the discarded treasure by another Stables.
Copper ---> Stables  is usually a great thing, isn't it? And a card costing "Potion" is expensive, but not much more than 5$.

I'd argue that this card definitely has its moments, e.g. in the abundance of copper, with Beggar, with Scrying Pool ... (I only playtested it one evening, it was quite funny.)
But it's trappy as well, once your addicts have consumed your treasure they will ask for more and if there is not enough money, they will clog up your deck. This makes it an interesting question of timing when to get the first Addict (not to soon, probably).

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #24 on: December 16, 2013, 02:44:54 pm »
0

Soon you will need to replenish Coppers, unless you are using Addict as a Copper trasher and plan to trash Addicts as well shortly after usage, or you are running SP in which case you don't mind the "dead" Actions. If there is an abundance of +Buy (you are using WV's or Festival mostly for the Actions) or some Copper junker coming at you, you can replenish, but those are odd cases. And even in those cases, Addict is just a faster but less reliable Stables. In summary, I think it can shine, but it would be rare. But maybe not as rare as Coppersmith or Counting House shining.

My question is, why did you post your card here instead of submitting it?
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #25 on: December 16, 2013, 02:52:53 pm »
0

Presumably you can reveal a hand with no treasures to trash nothing.  I think it's bonkers strong in a treasureless deck (+3 cards, +1 action that gains a card that gives +3 cards, +1 action, that gains...).  Like, if there's a village and some decent virtual coin or any peddler variants on the board, this will be a crazy strong engine card.
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #26 on: December 16, 2013, 03:08:32 pm »
0

Presumably you can reveal a hand with no treasures to trash nothing.  I think it's bonkers strong in a treasureless deck (+3 cards, +1 action that gains a card that gives +3 cards, +1 action, that gains...).  Like, if there's a village and some decent virtual coin or any peddler variants on the board, this will be a crazy strong engine card.

It says if you do.
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #27 on: December 16, 2013, 04:26:02 pm »
0

Soon you will need to replenish Coppers, unless you are using Addict as a Copper trasher and plan to trash Addicts as well shortly after usage, or you are running SP in which case you don't mind the "dead" Actions. If there is an abundance of +Buy (you are using WV's or Festival mostly for the Actions) or some Copper junker coming at you, you can replenish, but those are odd cases. And even in those cases, Addict is just a faster but less reliable Stables. In summary, I think it can shine, but it would be rare. But maybe not as rare as Coppersmith or Counting House shining.

My question is, why did you post your card here instead of submitting it?

Probably because it's a 20 card pile, which is out of scope at this point.  No room for it.

My feeling is that it is too weak anyway.  Consider:

- Many of the times you want Rats, it's because you like the $4 fodder for TfB.  That doesn't hold up as well for Addict, which would have a low Potion cost.
- In cases where you want Stables, you do NOT want to be trashing away Copper.  Even in Stables games, you could accidentally overbuy Stables and not have enough treasure to discard, making Stables dead cards.  Addict makes this happen even faster.
- In cases where you want to trash Copper, it's probably too slow to warrant the detour required to get a Potion card, especially if it just replaced the Copper with cards that will end up being junk.

I think a possible avenue for a fix would be to add +1 Buy so you can replenish Copper with ease, but then it might be too easy.  It would probably warrant a $2p or $3p cost then.
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soulnet

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #28 on: December 16, 2013, 04:28:34 pm »
+1

Coppers will likely run out in a heartbeat with Addict+1Buy.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #29 on: December 16, 2013, 04:32:20 pm »
0

Coppers will likely run out in a heartbeat with Addict+1Buy.

Yeah, it's not a perfect fix.  Just a direction that might help it.
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nopawnsintended

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #30 on: December 16, 2013, 11:56:14 pm »
0

I mixed up rats with stables - and to be honest, I love the result ;)

Addict
Cost: Potion - Action

Trash a treasure.

If you do:
+3 Cards
+ 1 Actions
Gain an Addict.

Remark: Similar to Rats, the supply pile should contain like 20 cards.

You might as well face it, I'm addicted to ... Copper?
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scott_pilgrim

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #31 on: December 17, 2013, 01:47:58 am »
0

Presumably you can reveal a hand with no treasures to trash nothing.  I think it's bonkers strong in a treasureless deck (+3 cards, +1 action that gains a card that gives +3 cards, +1 action, that gains...).  Like, if there's a village and some decent virtual coin or any peddler variants on the board, this will be a crazy strong engine card.

It says if you do.

Oh, my bad!
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LastFootnote

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #32 on: December 19, 2013, 03:52:08 pm »
0

Ballot going up soon, guys. I'm not dragging my feet this time. It just takes a while to compile the cards.
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LastFootnote

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #33 on: December 19, 2013, 04:53:38 pm »
0

The ballot is up! I'll put the first poll up hopefully on Saturday. If I messed up or omitted your card, please let me know!

EDIT: Added Enchanter to the end of the ballot.
« Last Edit: December 19, 2013, 05:02:03 pm by LastFootnote »
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cluckyb

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #34 on: December 19, 2013, 05:11:46 pm »
+1

Just doing a quick glance through for now

Quote
Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more Action cards in hand discards an Action card (or reveals a hand with no Action cards).

This should probably be just "5 or more cards", right?
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LastFootnote

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #35 on: December 19, 2013, 05:15:55 pm »
0

Just doing a quick glance through for now

Quote
Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more Action cards in hand discards an Action card (or reveals a hand with no Action cards).

This should probably be just "5 or more cards", right?

Yes, thanks!
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ConMan

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #36 on: December 19, 2013, 06:06:47 pm »
+1

I'm just scanning through the cards, making some initial observations. So far, my notes look something like this (in order, but not every card has a note):

WTF?
Pretty strong
Eh
Minty fresh!
I like
Scout joke!
WTF?
WTF??
Eh
Huh?
WTF?
Interesting
Nifty
Meh
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cluckyb

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #37 on: December 19, 2013, 06:36:59 pm »
+2

The PP cards are an interesting choice. I get why people tried to create them - when you think of Potions as just another type of currency "why can't you have something that costs more than one potion" is a common conclusion. The issue is that it kind of turns your Potions into treasure maps. Granted one of the PP cards doesn't cost PP when you buy it, and another has a bunch of other problems, but Brewmaster seems pretty weak given how hard it would be to get one.
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A Drowned Kernel

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #38 on: December 19, 2013, 06:45:21 pm »
0

Quote
Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.

My first thought on this card is maybe it should be a treasure card, maybe worth zero, and have all its effects be "when this is play" so that you have to choose to have it effect all the cards you buy or none of them. I still don't know if I like it but that might make it more interesting.
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The perfect engine
But it will never go off
Three piles are empty

eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #39 on: December 19, 2013, 07:30:42 pm »
+3

Right then, gonna read these from bottom to top again, just for the different perspective.  So if anybody reads my response from top to bottom, I might reference cards that come "later". :)

As usual, one of these is mine.

Quote
Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.

"You may look through your cards" should probably be specific to "cards on your mat" for everything to make sense. 

OK, so this is like a tactical Native Village mixed with Upgrade and Island.  Compared to NV, it is more powerful in that you get to choose a card from your hand to set aside instead of taking one from the deck blindly.  It's a tiny bit weaker in that it isn't actually a village.  Compared to Upgrade (or Junk Dealer), it doesn't give an extra bonus BUT it is safer in that you can choose not to "trash" anything at all.  You can choose the non-trash options, and you could even choose to take back 0.  Compared to Island, it is more flexible in that you can use a single copy to set aside multiple VP cards, but it is far more dangerous in that your cards will get trashed if you don't pull them back at the end of the game.

I like it as an enabler for pulling together combo pieces.  It also provides a lot of extra utility, as described above.  That everything on the mat gets trashed in the end is a neat difference from NV.

A potential problem is that it could feel pretty bad for a player who sets aside VP cards and is unable to bring them back before the end of the game due to bad luck.  That's a matter of risk and judgement though, so maybe it's OK.  Other than that, I like it.

Quote
Elixir (A)
Types: Treasure
Cost: $2P
Worth $2. You may play an Action card from your hand.

I don't like the rules confusion that this would bring up.  I get to play an extra Action, so I play Village.  That gives me +2 actions, so can I now play more actions?  The answer is no, since you are no longer in your action phase, but many people will get confused by that.

Quote
Conjuror (A)
Types: Action
Cost: $2P
+3 Cards. You may discard a Potion. If you do, +1 Action. Otherwise, gain a Potion, putting it on top of your deck.

Not that exciting, and perhaps a bit too similar to Retort from the previous contest.  Yeah Retort gets a free extra action, but it still feels similar to me.

Quote
Professor
Types: Action
Cost: $2P
+1 Action. +1 Buy. Choose one: All cards cost $1 less this turn; or Action cards cost $2 less this turn. Cards cannot cost less than $0.

Eh, probably OK.  Like Elixir (B), not that exciting.

Quote
Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.

Cantrip and throne... might work?  Not particularly exciting to me though, and I can get a little extra confusing if you use Elixir on Elixir.

Quote
Druid
Types: Action
Cost: $4P
+1 Card. +1 Action. Choose one: +$2; or +P.

When you buy this, trash all Treasure cards you have in play.

Minty on-buy.  That fits well with +P here.  Buy a Potion, get your first Druid, and then you can still get more Druids without having to keep that Potion in your deck.  Fairly interesting for a Market variant.

Quote
Contraption
Types: Action
Cost: $4P
+1 Action. Look at the top 3 cards of your deck and reveal one of them. Gain an Action costing less than it. Discard any number of the looked-at cards. Put the rest back in any order.

Mild filtering with a highly variable card gain.  I think that's alright.  I like it as a way to potentially gain expensive cards.  I don't really think that it's worth $4P.  Maybe the high cost could be a good thing if Contraption flips another Contraption, letting you gain an Alchemist... but that's pretty luck dependent, and it would be easier to just buy an Alchemist instead of a second Contraption in that case.  I could see this costing $3P, maybe even $2P.

Quote
Metallurgist
Types: Action
Cost: P
+1 Buy. You may trash a Treasure from your hand. If you do, +P. You may trash a Potion from your hand. If you do, +$3.

I find this a bit underwhelming.  This is a trasher, but it doesn't do anything particularly compelling compared to other trashers.  It's terminal and trashes up to two cards.  That's comparable to Steward, but Steward comes out ahead.  You can't open with Metallurgist, and Steward has more utility after trashing is done.  Metallurgist gives a few bonuses, but they are largely inconsequential.  You won't be trashing Potion very often, and +P is not useful if Metallurgist is the only thing available.  The real kick in the teeth is that Metallurgist can only trash treasure.  That's a big limitation.

Nonetheless, Metallurgist could potentially find use if there are no other trashers on the board.  It can also be helpful with other Potion cards on the board.  You can pick it up when you miss $3P for Familiar and make it a lot easier to get it on the next shuffle.

Overall though, there are many other entries I like better.

Quote
Enclave
Types: Action
Cost: $2P
+2 Actions. You may discard your hand. If you do, +1 Card per Action card you have in play.

Ooh, a mechanic I haven't really seen before.  Drawing cards for cards in play is actually pretty neat.  I like how it combos with itself AND other action cards.  I feel like it fits well with the theme of Alchemy.  If you build your deck for it, it can be extremely powerful draw.  The potion cost and the hand discard are good checks to keep Enclave from getting too crazy, except when it's justified (i.e. when you've built your deck specifically for that purpose).  I like it a lot.

Quote
Clairvoyant
Types: Action
Cost: $3P
+1 Action. Reveal the top 4 cards of your deck. Set aside a revealed Action card. Put a revealed Victory card into your hand. Discard the rest. Play the set-aside Action.

Not sure if the "set aside" is necessary, but that's a minor wording thing.  I'm also a bit curious about the Victory card draw.  I suppose it can matter when about to reshuffle and to increase your hand size for cards that care about that.  The action card stuff essentially makes Clairvoyant a village with some strong filtering.  It's interesting, but it can be simplified and buffed pretty easily:

"+2 Actions.  Reveal the top 4 cards of your deck.  Put a revealed Victory card and a revealed Action card into your hand and discard the rest."

That does essentially the same thing as Clairvoyant except it gives more flexibility (can play two actions already in your hand, can choose order of actions played) and it can't whiff (when there is no action card in the next 4).  Even like this, I'm not sure it's really worth $3P.  Still, it could be interesting.

Quote
Alkahest
Types: Actoin
Cost: $5P
+1 Card. +1 Buy. Choose one: +2P; or +$3. You may choose an Action card in your hand costing at least P and play it.

It's alright.  A bit boring, I think.  Not sure it's powerful enough to warrant a $5P cost, and it feels very vanilla overall.  I like Potion cards to be a bit more unique.

Quote
Kettle
Types: Action
Cost: $3P
Reveal your hand. You may trash any number of cards from your hand up to the number of Victory and Curse cards revealed. +1 Card. +1 Action. +1 Buy.

While this is in play, cards cost $1 less, but not less than $0.

Why "Kettle"?

The trashing is kind of interesting.  Considering the card as a whole, the best strategy is probably to trash Coppers first.  You want to get rid of them, but you won't be able to if you trash away all your green first.  That's interesting.  And then you get vanilla bonuses after the trashing, which further limits the trashing efficiency.  All good.

But the card as a whole is scary powerful.  This is Highway with built in +Buy and trashing.  Highway is great with support.  Kettle is its own support, everything it needs.  Probably needs to cost $4P, maybe even more.

With some tweaks, it might be alright.  Still, not sure if I really want this all-in-one powerhouse.

Quote
Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.

Trash Copper, find a Silver/Potion.  Trash Potion, find a Gold.  Trash Estate, probably just cycle your whole deck.  All in all, that's pretty neat.  Wording could use a bit of cleaning up, but this is simple and fairly unique.

Quote
Wizard
Types: Action
Cost: $4P
+1 Card. +1 Action. +1 Buy. Gain the cheapest card the player on your right gained last turn.

Clarification: This card has a unique back, like Stash. If there are multiple cards that have the same lowest cost, choose one of them.

LastFootnote's Note: This card doesn't work in its current form. Which has the lowest cost, Alchemist or Gold? Also, I have no idea why it has a unique back. So the player to your right can screw you over by buying a Copper or something, I guess. Anyhow, I meant to PM the author to discus changing the card but never got around to it. My bad. Author, if you want to discuss changes to this card, let me know! If you talk to me before Saturday, I can update the ballot. Thanks.

Well, LF has already pointed out a few big flaws with this card.  I would add that this is not different enough from Smugglers to be interesting.  I mean, there are differences.  Cantrip gives it a boost, and if the player to your right only buys a Province, you can gain that.  But I think that's actually a bad thing.  Smugglers is already a bit swingy in  whether you get it on a turn where it can actually gain something decent.  Wizard is a bit worse for that because it can gain much better things.  Cantrip does mean it can fit better into an engine (easier to draw and play it every turn, thus more reliable than Smugglers), but then that unique back means that an opponent can mess with you.  It can even get a bit political because of that.

Quote
Quicksilver
Types: Treasure – Reaction
Cost: $2P
When you play this, reveal your hand. This is worth $1 plus $1 per Action revealed.

When another player plays an Action, you may discard this. If you do, gain a copy of that Action.

The value based on actions is OK.  There is a bit of anti-synergy there, in that you might have to hold back on playing actions in order to get more value out of Quicksilver.  Works better with terminals in that regard.  The reaction is terrible.  It's a popular fan card idea, but the problem is that the trigger is too common.  Any game with Quicksilver just drags because everyone has to wait after playing every single action to see if anybody wants to react to it.  It would be the most hated card in online play.  It gets slightly more tolerable IRL, but the playres would have to come to an agreement on how to do it.  Players would have to move slower anyway.

Quote
Distill
Types: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile. You may trash it instead.) For each card returned, each player other than the one that returned it gains a copy of it. If there are no cards in your hand, discard pile, or deck, you win.

Uhhh, what?  OK, it costs $PP.  That's usually a bad idea, as I explain below for Elicitor.  Does it work here though?

Each player essentially gets an optional play of mini-Ambassador.  You get a far more flexible version of it.  And then you have a new win condition.

This card is incredibly slow to play.  People already complain about Scrying Pool, but this is far slower.  For each player, instead of being a simple check (reveal top card, put back or discard) you have a whole series of actions.  Do you want to return a card?  If so, everybody else gains a copy.  And then you have to wait for all those players gaining cards to potentially use reactions.

The new win condition -- that's actually a neat idea, but I don't think it works here.  Most of the time, it's just too difficult to set up.  Distill itself only removes cards one at a time.  That's way too slow to bring itself to victory, especially considering the time it would take to do that with a $PP cost (so, verdict -- $PP cost doesn't work here).  So you need some outside support.  Chapel, probably.  In that case, however, it might end up as a swingy race to see who has better shuffle luck to chapel down.  If not Chapel or another strong trasher, maybe you could set up a deck to draw and play almost everything.  That seems like the most interesting scenario. 

But that's not all -- when you play Distill, everybody gets a chance to block you.  It'll be obvious when Distill would give you the win, which means that your opponent can ALWAYS stop you, even if it means sacrificing a good card.  So that means that the extra wincon pretty much never comes into play, except as a way to occasionally force an opponent to give you a card.  It's worse with more than 2 players.  Say you play this in 3p and meet the special win condition.  The next player declines to return a card.  Now the third player could be in a kingmaker position, choosing whether or not to return a card to stop you.

I like the idea of adding a special win condition, but there are just too many holes in this implementation.

Quote
Bottle Imp
Types: Action
Cost: $5P*
+1 Card. +1 Action. +1 Buy. +$1. You may trash this. If you do, gain a cheaper card.

If you have at least 2 Actions in play, this costs P less.

Market that can become a one-shot Workshop+.  Fairly interesting.  I really, really don't like the cost clause.  $5P is already very expensive.  By the time you could afford that, you'll be far enough in the game that getting two actions in play is trivial.  Nobody would ever buy a Potion to get Bottle Imp unless there weren't any useful non-terminal cards available at all, and in that case BMX is probably going to beat any strategy that spends time picking up Potion.

Quote
Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.

Feels overly complicated just due to the amount of text.  Cards like Ironworks and Tribute make this kind of thing work because they simply grant vanilla bonuses.  I also don't think that a Potion cost makes sense for Refinery.  This is a pure Reaction card, which means it is not so great in multiples.  The bonuses are decent, but not enough to warrant $4P.  I think even $P is usually more trouble than its worth.  It's also a little odd to have only "set aside" for the Island mechanic on Victory cards.  Can I look at the cards that are set aside this way? 

Also, I don't really like the "everyone else gains a copy" choice.  It's not an attack, but casual players will probably try to react with Moat (or other reactions) anyways.  And I think it's also broken.  From how it's worded, this should be legal:

I buy a Curse.  I reveal Refinery.  Everybody else gains a Curse instead of me.  I reveal Refinery again.  Everybody else gains a second Curse.  I reveal Refinery again -- third Curse.  Repeat until Curse pile is empty.

That should be legal because the reaction is just reacting to the Buy, so it can be repeated.  It's not like Trader where it reacts to the gain and becomes redundant if you reveal multiple times.  So... there's that.

Quote
Retort
Types: Treasure – Reaction
Cost: $3P
When you play this, it's worth $1 per differently named Treasure you have in play (including this).

When another player plays a Potion, you may discard this. If you do, gain a Treasure.

This name is already taken in the previous contest.

It feels a bit too similar to the initial versions of Horn of Plenty, as mentioned in the Secret Histories.  Feels that way, though it probably isn't.  A better complaint is that it doesn't really fit with Alchemy, since it encourages a BM game rather than an action game.

Quote
Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more cards in hand discards an Action card (or reveals a hand with no Action cards).

I don't like this that much.  This particular attack card concept has been discussed before, and most agree that it's a bad idea.  Making others discard actions just discourages players from buying any action cards in the first place, thus pushing a BM game.  That in turn makes the attack card a bit useless, since nobody else has actions to discard anyways.  Does a Potion cost fix this?  I suppose that players would be more willing to get some action cards and risk the attack, since the Voodoo Doll player would not be able to immediately go on the offensive by buying a Voodoo Doll.  Still, I don't find it compelling.  If a buy a Potion early and there aren't other Potion cards on the board, then my opponent knows what I'm planning and could just play BM, making my Potion a dead card.  If I wait until the opponent has already committed to an engine, it's probably not worth it to get a Potion for VD.  It's too slow and it would probably be better for me to continue building on my own engine.

Quote
Catalyst
Types: Action
Cost: $3P
+1 Card. +1 Action. +1 Buy. +$1. Reveal then discard any number of Action cards. For each card discarded, +1 Card, +1 Buy, and +$1.

Market that can also simultaneously Cellar and SC action cards.  Sounds OK.  Doesn't excite me that much though.

Quote
Brewmaster
Types: Action
Cost: PP
+1 Card. +1 Action. You may trash a card from your hand. If you do, gain a Potion. You may discard a Potion. If you do, choose one: Cards cost $2 less this turn; or cards cost P less this turn.

The action is a little too complicated.  It's decently powerful.  Actually, it's extremely powerful.  But $PP is just a terrible cost to have, as I explain for Elicitor below.  And it doesn't really do much that Highway and Bridge don't already do.  The Potion cost decrease could be interesting, but I think that, in practice, it mostly just helps the first person to get Brewmaster to snowball into more.

Quote
Assistant
Types: Action
Cost: $4P
Reveal cards from your deck until you reveal an Action other than an Assistant. Discard the rest, then play that Action twice.

Not different enough from Golem for my tastes.  Otherwise, probably works fine since Golem works fine.

Quote
Ritualist
Types: Action
Cost: $2P
+1 Card. You may discard a Potion. You may play an Action card from your hand. If you discarded a Potion, play it again. If it is a Ritualist, play it again. You may play it one more time. If you do, trash it.

No, I really don't like this.  It just gets way too confusing too fast as you Ritualist other Ritualists.  Much worse than King's Court and Procession chains.  If the author really, really loves the idea and wants to refine it, I would suggest changing the order of some of those re-plays:

"You may play an Action card from your hand.  If it is a Ritualist, play it again.  You may discard a Potion.  If you do, play the Action card again.  You may play it one more time.  If you do, trash it."

This way you don't have to remember if you discarded a Potion to that Ritualist way back at the start of the chain.  Still, it's just too much.  At least with KC, you know that the card is played thrice.  With this, you have to remember whether it was played just once, or twice, or three or four times.  Blah.

Quote
Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

First thought is that $PP is a terrible cost.  It requires colliding two Potions, i.e. as difficult as Treasure Map.  But actually, Elicitor only costs $P because of the clause at the end.  That makes the cost a bit confusing, which is a point against it.  The purpose is so that Elicitor has extra self-synergy, allowing two actions to be gained instead of just one.

I don't really like it though.  I don't think I would buy a Potion to buy Elicitor if no other action cards are on the board.  The default action is pretty weak -- discard then Lab.  It's just mild filtering and it doesn't increase hand size.  I don't think that's worth a Potion cost.  The other effect is way better -- discard a potion-cost card and you get to gain an action to your hand.  That's good.  But it's difficult to pull off.  You need two shuffles to get two potion-cost cards, and then you need them to collide in other to make it work.  So again, like Treasure Map, except it takes even longer to set up.  Not only that, but you probably won't want to discard anything other than a second Elicitor.  Most other potion cards you get, you want to play!

It might work and it might be really interesting, but I just don't really think it would.  I'm averse to the Treasure Map mechanic.

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Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.

For some reason, $1P is a cost that just feels a bit off to me.  It's like, if you have $P then you're almost always going to have $1P... so why not just make it cost $P?  The extra 1 coin feels unnecessary, and dropping it is just more fun because it opens up more options to a player with +Buy.  It has a decent purpose with Research though.  By costing $1P, it gives players an option to trash Coppers into Research instead of Estate.  So that's nice.

Not sure how much I like it, otherwise.  I don't know if a potion cost is really needed for this concept -- would love to hear opinions on that.  Maybe it's too powerful with a regular coin cost?  You could trash two Silvers into a Province, which is pretty good.  And that's not even factoring the on-gain.  Hmm.

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Drunkard
Types: Action
Cost: P
Discard any number of cards. Draw until you have 5 cards in hand. You may discard a Potion or an Action. If you do, play this again.

When you buy this, +2 Buys.

The on-buy is certainly fun.  The action... hm.  It can be pretty good, though being terminal hurts it.  The way you can do it again is fun.  Since you have to discard, your hand size gets smaller and thus prevents an infinite loop.  It's neat.  There are enough reasons to justify the Potion cost, I think, but just barely.  Interesting!

Edit: Actually, this can end up getting played over and over again ad infinitum, since it's fixed draw.  Not sure how to feel about that.

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Conjurer (B)
Types: Action
Cost: $3P
You may play an Action card from your hand three times. Either trash that card or trash this.

King's Court that ends up trashing the target or itself.  I don't see the point of it when King's Court exists.  The cost means that you can get it before the second shuffle... but it's just not compelling.  It doesn't do anything different from KC and it's usually inferior.  Why?

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Elixir (C)
Types: Action
Cost: $3P
+1 Action. +1 Buy. +$1. Reveal cards from your deck until you reveal a Potion or a card costing at least P. Put that card into your hand and discard the rest.

Market variant that always draws a Potion or a Potion card.  That's actually pretty neat.  At first, it seems like it might be weaker than Market in general.  However, it stacks with itself pretty well.  On average, one Elixir will draw half the other Elixirs in your deck and your Potion card.  That changes if you get more than one Potion or if you mix other Potion-cost cards in.  If you get several Elixirs, it can draw up several others until it's worth more than Gold while providing +Buy at the same time.  Pretty neat.

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Enchanter
Types: Action
Cost: $2P
+3 Cards. You may play an Enchanter from your hand.

Hmm, not sure I like this.  It steps on Cultist's toes a bit.  Moreover, I'm not sure it really fits with Alchemy.  Since it is mostly terminal, it doesn't really fit with Alchemy's schtick of big action chains.  Yes, you can certainly chain a bunch of Enchanters, but you can't do much else.  I guess this is alright, but it doesn't really grab me.  I think the concept could be interesting, but I'm not convinced that it needs a potion cost.
« Last Edit: December 20, 2013, 02:08:24 am by eHalcyon »
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Nic

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #40 on: December 19, 2013, 07:32:50 pm »
+2

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Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.

My first thought on this card is maybe it should be a treasure card, maybe worth zero, and have all its effects be "when this is play" so that you have to choose to have it effect all the cards you buy or none of them. I still don't know if I like it but that might make it more interesting.
Also, it has two contradictory effects on purchased Action-Victory cards, both of which are proc'd as soon as you reveal the Refinery. It's going to need to be rewritten or given an awkward special-case clause specific to dual-type cards.

Also, unrestrained unfiltered Copper junking generally gets a card dismissed out of hand here, and I don't think adding 'unmoatable' to that list is a good idea. In a lot of Kingdoms it is possible to get to 6-8 buys if you build your deck around it; I played a Chapel/TR/Market game the other day.
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A Drowned Kernel

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #41 on: December 19, 2013, 07:56:11 pm »
0

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Refinery
...

My first thought on this card is maybe it should be a treasure card, maybe worth zero, and have all its effects be "when this is play" so that you have to choose to have it effect all the cards you buy or none of them. I still don't know if I like it but that might make it more interesting.
Also, it has two contradictory effects on purchased Action-Victory cards, both of which are proc'd as soon as you reveal the Refinery. It's going to need to be rewritten or given an awkward special-case clause specific to dual-type cards.

Also, unrestrained unfiltered Copper junking generally gets a card dismissed out of hand here, and I don't think adding 'unmoatable' to that list is a good idea. In a lot of Kingdoms it is possible to get to 6-8 buys if you build your deck around it; I played a Chapel/TR/Market game the other day.

Yeah, that's probably all enough to kill it. I thought it was a interesting idea but in the end it doesn't really work.
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markusin

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #42 on: December 19, 2013, 08:18:51 pm »
+2

So, I didn't submit a card for this contest, yet I'm going to be the one of the first to comment on them all. I must be really bored.

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Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.
This reminds me of -Stef-'s Hinterland from the Hinterlands contest. It's more of a mega-Haven really. People like Haven, right? Can this work for $2p?

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Elixir (A)
Types: Treasure
Cost: $2P
Worth $2. You may play an Action card from your hand.
I don't think this causes contradictions with any existing cards. Fan cards that say "don't take a buy phase this turn" may be a different story. At any rate, this can be converted into an action that can be played even if you don't have any actions left, but the intend of the card is so much clearer as a Treasure.

So it's a retroactive village. I'm cool with that.

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Conjuror (A)
Types: Action
Cost: $2P
+3 Cards. You may discard a Potion. If you do, +1 Action. Otherwise, gain a Potion, putting it on top of your deck.
Less reliable than Alchemist, but gives more per play and so is faster to get going than Alchemist. I think this is going to be a really nice card to pick up if you had the potion anyway, say to get Familiar or Golem, but fall a bit short. The gaining of the potion on top the deck can help keep your turn going in a pinch if you have extra actions. That's a plus.

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Professor
Types: Action
Cost: $2P
+1 Action. +1 Buy. Choose one: All cards cost $1 less this turn; or Action cards cost $2 less this turn. Cards cannot cost less than $0.
Having cost reduction on a potion card seems like a good idea to try out, and this one plays differently from the others. It's easier to multiples of these into play than it is to get multiple Bridges (though harder than playing multiple Highways), but is harder to amass. The payload isn't even that great for greening, but it's awesome for building up your engine in the mid-game. Will that be worth the midgame slowdown? You'll have to judge if it turns up in a game.

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Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.
The comparison to KC is like the comparison between Familiar and Witch. This card is so much more reliable than KC and TR, since having 2 of these collide with no other actions in hand can still work out in the end. Very Alchemy like.

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Druid
Types: Action
Cost: $4P
+1 Card. +1 Action. Choose one: +$2; or +P.

When you buy this, trash all Treasure cards you have in play.
This seems kinda strong with the +P option, because it means you can buy this minion-like card without having a potion in your deck for the majority of the game. How about this just trashes all treasures except for Potion when bought? Still, for a potion cost card, this seems like it will either be too monolithic or too much of a support card (or a vineyard enabler).

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Contraption
Types: Action
Cost: $4P
+1 Action. Look at the top 3 cards of your deck and reveal one of them. Gain an Action costing less than it. Discard any number of the looked-at cards. Put the rest back in any order.
Challenging to set this up well, but powerful when it does work. I like the challenge that it pushes on the player.

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Metallurgist
Types: Action
Cost: P
+1 Buy. You may trash a Treasure from your hand. If you do, +P. You may trash a Potion from your hand. If you do, +$3.
Well, if you miss the potion card you want the first time you see potion in your hand, this can help you make sure you don't miss it a second time. An okay support card for other potion cards, and can trash Potion for coin when the time comes, but doesn't seem very attractive when it's the only potion card on the board.

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Enclave
Types: Action
Cost: $2P
+2 Actions. You may discard your hand. If you do, +1 Card per Action card you have in play.
The other Madman. This card works in the same kind of decks that Scrying Pool works in, except this is much faster to resolve. At the very least, this card belongs in the "pretty cool" category. There's always an upper bound to how good card draw can be, which is the max buying power of the rest of your deck, so that's something of a balance check.

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Clairvoyant
Types: Action
Cost: $3P
+1 Action. Reveal the top 4 cards of your deck. Set aside a revealed Action card. Put a revealed Victory card into your hand. Discard the rest. Play the set-aside Action.
Well, the non-potion costing version of this kind of this was considered overpowered by DXV in the outtakes. I wonder if it works better as an expensive potion cost card. At any rate, I find it's functionally too similar to Golem, even with the mini-Scout effect. Just like, the first action Golem finds is Ruined Village.

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Alkahest
Types: Actoin
Cost: $5P
+1 Card. +1 Buy. Choose one: +2P; or +$3. You may choose an Action card in your hand costing at least P and play it.
I like this one. It's powerful with other potion cost cards that it helps get for you, but is also good if it collides with itself. Also very good for vineyard

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Kettle
Types: Action
Cost: $3P
Reveal your hand. You may trash any number of cards from your hand up to the number of Victory and Curse cards revealed. +1 Card. +1 Action. +1 Buy.

While this is in play, cards cost $1 less, but not less than $0.
Highway, with a buy, and with trashing. That seems way too powerful. Cantrip cost reduction with a buy seems too taboo even for a potion card. Absurd with crossroads and action-VP hybrid (and Scout?).

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Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.
Clever. Can be a more usable Mine-without-the-gain, or a more usable Procession-without-the-gain. An all around useful card, which is strangely not the norm for potion cost cards.

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Wizard
Types: Action
Cost: $4P
+1 Card. +1 Action. +1 Buy. Gain the cheapest card the player on your right gained last turn.

Clarification: This card has a unique back, like Stash. If there are multiple cards that have the same lowest cost, choose one of them.

LastFootnote's Note: This card doesn't work in its current form. Which has the lowest cost, Alchemist or Gold? Also, I have no idea why it has a unique back. So the player to your right can screw you over by buying a Copper or something, I guess. Anyhow, I meant to PM the author to discus changing the card but never got around to it. My bad. Author, if you want to discuss changes to this card, let me know! If you talk to me before Saturday, I can update the ballot. Thanks.
Well, maybe it can be worded to exclude potion cards, though that would be pretty much the opposite of what you'd expect from an Alchemy card. Or, the wording changes to somehow only consider the cost in coins. I'm guessing the card has a unique back to allow other players to know what's coming because the author hates the way Smugglers works.

This card has the +buy built in, so it can be used to counter itself by buying an extra Copper at the end of a shopping spree. $4 sounds like too much though. Or, you can specify "cheapest action".You typically want gainers early, but card really comes later on in the game, giving a gaining ability that is even less reliable than Smugglers. Can always be rebalanced though.


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Quicksilver
Types: Treasure – Reaction
Cost: $2P
When you play this, reveal your hand. This is worth $1 plus $1 per Action revealed.

When another player plays an Action, you may discard this. If you do, gain a copy of that Action.
So the on-play rewards you for holding off on playing action cards, or if you played poorly enough to constant have too many terminals in hand. The bottom part is neat, and perhaps workable on a potion cost card. Perhaps that's the main focus of the card. It even lets you over-terminal if you want. Why would you do that? So that you can get more coin out of this of course!

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Distill
Types: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile. You may trash it instead.) For each card returned, each player other than the one that returned it gains a copy of it. If there are no cards in your hand, discard pile, or deck, you win.
So, it will be very rare that a player actually wins with this, but the threat that you can win may force other players to give you really good cards to prevent that. I don't like how this card is just a free pass for engine players to build as much as they want, totally ignore VP cards, and just bully opponents into a pin lest they want to immediately concede the game to you.

It costs PP, so that's a check to it's strength in these cases, but makes it really suck in all cases where you're not trying to auto-win. Who comes out ahead when you play this? No one, really. Well, maybe you do because you can trash a card instead, but you probably wasted so much time getting this.

Also, it probably scales badly with more players if the player is trying to auto-win, because they have to get rid of 2 or more cards being passed at a single time, or the player on your right doesn't have to return a card because everybody else already did to prevent you from winning, or the player on your left forces the player puts the responsibility of the players to his or her right to block the win from you.

...sorry for the rant.

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Bottle Imp
Types: Action
Cost: $5P*
+1 Card. +1 Action. +1 Buy. +$1. You may trash this. If you do, gain a cheaper card.

If you have at least 2 Actions in play, this costs P less.
Kinda cute, actually. Just a Market for the most part, with a Peddler-like cost barrier, but it can self trash at the right moment. The self trashing bonus looks better than Mining Village's self-trash bonus. It can even gain other potion cost cards when this is the first action you play during your turn. So, a rather simple card for a change. Nice.

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Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.
Putting this kind of effect on a potion cost card is interesting. The top-decking of actions alone can already be covered by Royal seal and Watchtower. The VP buy ability is more special. The "Other card" effect sounds pretty absurd. Like, insta-mega-junk attack with multiple buys. Especially strong with Goons and Merchant Guild.

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Retort
Types: Treasure – Reaction
Cost: $3P
When you play this, it's worth $1 per differently named Treasure you have in play (including this).

When another player plays a Potion, you may discard this. If you do, gain a Treasure.
I don't know. As far as potion cost treasures go, I prefer the much more specialized Philosopher's Stone. Also, the on-play effect is strictly weaker than Bank's. Only the bottom part keeps the card from being strictly weaker as a whole.

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Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more cards in hand discards an Action card (or reveals a hand with no Action cards).
About as brutal as Pillage, but conflicts in cost with things like Familiar. I'm not going to rule this one out. The cost may justify its power. I imagine people will Hate being hit by this at the wrong moment, but that's just the attack doing its job (see Possession).

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Catalyst
Types: Action
Cost: $3P
+1 Card. +1 Action. +1 Buy. +$1. Reveal then discard any number of Action cards. For each card discarded, +1 Card, +1 Buy, and +$1.
Discarding action cards in your hand for the Market effect sounds awesome. It can also get out of hand really quickly if you just end up drawing all the cards you discarded with this (and maybe play another copy of this), especially since you'll have enough buys to just empty out piles effortlessly. I'd like it much more if the +buy for each card discarded was removed. That can be arranged if necessary, right?

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Brewmaster
Types: Action
Cost: PP
+1 Card. +1 Action. You may trash a card from your hand. If you do, gain a Potion. You may discard a Potion. If you do, choose one: Cards cost $2 less this turn; or cards cost P less this turn.
Super Highway with a unique cost restriction. This card helps you get more of these though, and you still need +buy from somewhere else to really capitalize on the cost reduction. So then, this may actually work out as a card.

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Assistant
Types: Action
Cost: $4P
Reveal cards from your deck until you reveal an Action other than an Assistant. Discard the rest, then play that Action twice.
Again, functionally too similar to Golem. It just needs less action cards in the deck than Golem does. That actually goes against the action-crazy theme of Alchemy .

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Ritualist
Types: Action
Cost: $2P
+1 Card. You may discard a Potion. You may play an Action card from your hand. If you discarded a Potion, play it again. If it is a Ritualist, play it again. You may play it one more time. If you do, trash it.
This can play a ritualist up to 4 times (with the Ritualist getting trashed), and any other action up to 3 times. This enables those cute TR plays, but requires fewer cards to do so, and gives +1 card even. That's what Alchemy is all about. I expect tracking this will be tough IRL.

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Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.
I'm not sure which wording is more elegant. This wording above, or wording that specifies you gain an extra card if you discarded an Elicitor, and then make this just cost P. I expect this will be a sifting lab for the most part, but can do cool things if you get more of these or some other potion cost cards. Interesting.

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Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.
As i grow weary of making comments, I can relax a bit upon looking at this mini-Forge. Free action card gain? It works well with this kind of card. Whether or not it's too much of a freebie depends on the worth of this card's on play effect.

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Drunkard
Types: Action
Cost: P
Discard any number of cards. Draw until you have 5 cards in hand. You may discard a Potion or an Action. If you do, play this again.

When you buy this, +2 Buys.
What kind of crazy sifting card is this? And look, it gives free buys when you buy it, totally avoiding many of the opportunity cost problems of Transmute. This card seems too good to need that.

Well, if Scrying Pool can exist in the game, surely this can too. It wants you to have lots of action cards to ensure it does a good job, but you usually want to keep actions in your hand if you can play them. this is terminal, so maybe you can't play them. So then, it helps you find your treasure cards to fit in a 5-card hand? Maybe this does work for P after all.

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Conjurer (B)
Types: Action
Cost: $3P
You may play an Action card from your hand three times. Either trash that card or trash this.
Kinda hard to evaluate this one. It takes some work to get potion cost cards, and this disappears if you use it to play a good action.

I think that this card could be good with other potion cost cards in the game, where you might have gotten Potion for gaining other cards. At some point near the end-game, you might say "you know what, instead of using my spare buy to get another Scrying Pool/Alchemist, I'll get this". Early game, you aren't likely to have a card worth playing 3-times if you got sidetracked into getting this.

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Elixir (C)
Types: Action
Cost: $3P
+1 Action. +1 Buy. +$1. Reveal cards from your deck until you reveal a Potion or a card costing at least P. Put that card into your hand and discard the rest.
Potion-card Sage. That sounds exactly like a card I want to have when pursuing a strategy involving potion cost cards. That it can pick up Potion and Philosopher's Stone too, perhaps differentiates it enough from Golem to not be so redundant.

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Enchanter
Types: Action
Cost: $2P
+3 Cards. You may play an Enchanter from your hand.
I think there was an outtake that DXV rejected that was this but only drew 2 cards. It wasn't a potion cost card though. I don't know how much the potion might change things, nor am I sure what DXV didn't like about the card. I think this particular card is okay. Well wait, having Enchanters makes it easy to find your potion to get more of these. Seems like a powerful 1-card strategy. What do others think?
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dghunter79

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #43 on: December 19, 2013, 08:55:38 pm »
+2

Quote
Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.

I like it, though it's a bit complex.  The end-game trashing is a bit odd, as is the idea of playing with this and Native Village and having all these cards going back and forth among all these mats.


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Elixir (A)
Types: Treasure
Cost: $2P
Worth $2. You may play an Action card from your hand.

Interesting.  What's the benefit of playing Actions during your buy phase? 

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Conjuror (A)
Types: Action
Cost: $2P
+3 Cards. You may discard a Potion. If you do, +1 Action. Otherwise, gain a Potion, putting it on top of your deck.

I don't know if you'd really want to gain Potions to feed Conjuror.  Then again, you usually don't want to gain Estates to feed Baron.  I don't know.  It's fine I think.

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Professor
Types: Action
Cost: $2P
+1 Action. +1 Buy. Choose one: All cards cost $1 less this turn; or Action cards cost $2 less this turn. Cards cannot cost less than $0.

Like Highway, it's non-terminal.  Like Bridge, it gives +Buy and can be Throned.  And, it can also be the best part from Quarry, without Quarry's limitation to the buy phase.  Seems over-powered.

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Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.

A little familiar.

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Druid
Types: Action
Cost: $4P
+1 Card. +1 Action. Choose one: +$2; or +P.

When you buy this, trash all Treasure cards you have in play.

It's obvious utility is attractive.

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Contraption
Types: Action
Cost: $4P
+1 Action. Look at the top 3 cards of your deck and reveal one of them. Gain an Action costing less than it. Discard any number of the looked-at cards. Put the rest back in any order.

Feels like this would usually be pretty weak.  You'd maybe want it to gain Potion cards, but you'd need two of these, and you'd need to collide them.  Seems easier to just buy the Action cards you want.

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Metallurgist
Types: Action
Cost: P
+1 Buy. You may trash a Treasure from your hand. If you do, +P. You may trash a Potion from your hand. If you do, +$3.

Feels kind of like Transmute, a P cost limited-utility trasher.  Also, feels weaker than all the other Copper-trashers.

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Enclave
Types: Action
Cost: $2P
+2 Actions. You may discard your hand. If you do, +1 Card per Action card you have in play.

Would it be overpowered in engine decks?  Or maybe it's like Crossroads, awesome but rarely.

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Clairvoyant
Types: Action
Cost: $3P
+1 Action. Reveal the top 4 cards of your deck. Set aside a revealed Action card. Put a revealed Victory card into your hand. Discard the rest. Play the set-aside Action.

Feels like it could be streamlined.  The Victory card feels a bit superfluous.

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Alkahest
Types: Actoin
Cost: $5P
+1 Card. +1 Buy. Choose one: +2P; or +$3. You may choose an Action card in your hand costing at least P and play it.

Very strong but very expensive.  OK, but has the problem where it's a race to this card and then whoever gets there first snowballs into a huge lead.

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Kettle
Types: Action
Cost: $3P
Reveal your hand. You may trash any number of cards from your hand up to the number of Victory and Curse cards revealed. +1 Card. +1 Action. +1 Buy.

While this is in play, cards cost $1 less, but not less than $0.

The trashing mechanic is interesting.  Not sure I like a cost-reducer that is non-terminal and gives out buy.

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Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.

Fun, although a lot of shuffling.  I like it.

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Quicksilver
Types: Treasure – Reaction
Cost: $2P
When you play this, reveal your hand. This is worth $1 plus $1 per Action revealed.

When another player plays an Action, you may discard this. If you do, gain a copy of that Action.

It's hard to think of a time you'd rather play Quicksilver than play the actions.  Maybe with a lot of terminals, but even then, Quicksilver is only going to be 2 or 3, so why not just buy basic treasures?  Well, I suppose with terminal draw it could be nice.

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Distill
Types: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile. You may trash it instead.) For each card returned, each player other than the one that returned it gains a copy of it. If there are no cards in your hand, discard pile, or deck, you win.

The first part would take a long time to resolve, and seems kind of like it cancels itself out.  The second part -- isn't it often fairly easy to play all the cards in your deck?

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Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.

With this and Squire, it becomes trivial to super-junk everyone with Curses, then Coppers.


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Retort
Types: Treasure – Reaction
Cost: $3P
When you play this, it's worth $1 per differently named Treasure you have in play (including this).

When another player plays a Potion, you may discard this. If you do, gain a Treasure.

I like the top part. 

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Catalyst
Types: Action
Cost: $3P
+1 Card. +1 Action. +1 Buy. +$1. Reveal then discard any number of Action cards. For each card discarded, +1 Card, +1 Buy, and +$1.

The combo with Scrying Pool is just too strong.

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Brewmaster
Types: Action
Cost: PP
+1 Card. +1 Action. You may trash a card from your hand. If you do, gain a Potion. You may discard a Potion. If you do, choose one: Cards cost $2 less this turn; or cards cost P less this turn.

You already need two Potions to buy this, and then it gives you more Potions.  It provides a usage for the Potions, but a very weak one.  It would be very rarely useful, I think.


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Ritualist
Types: Action
Cost: $2P
+1 Card. You may discard a Potion. You may play an Action card from your hand. If you discarded a Potion, play it again. If it is a Ritualist, play it again. You may play it one more time. If you do, trash it.

Crazy, but I like it.  Unfortunately, this wording is really difficult, and I don't know how to fix it.

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Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

Too crazy with high-ticket Actions like Possession and King's Court.

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Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.

I think it works, but I'd lose the on-gain.

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Drunkard
Types: Action
Cost: P
Discard any number of cards. Draw until you have 5 cards in hand. You may discard a Potion or an Action. If you do, play this again.

When you buy this, +2 Buys.

I don't know how I feel about a card you could play till infinity.  Well, I mean, it's pretty hilarious, I'll give it that.  I guess my initial disposition is positive.

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Elixir (C)
Types: Action
Cost: $3P
+1 Action. +1 Buy. +$1. Reveal cards from your deck until you reveal a Potion or a card costing at least P. Put that card into your hand and discard the rest.

This feels like a forced buy?  If you have all 10, then if you draw two you're guaranteed $10 +10 buys.  If you trash the Potion you only need one of them to guarantee the $10.  If you only use your Potions to buy Elixirs, then each one you draw is guaranteeing at least $1 and is guaranteed to draw your Potion eventually.  So they are also easy to amass quickly.  I don't know how you could compete with Elixirs.
« Last Edit: December 19, 2013, 09:34:17 pm by dghunter79 »
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Guy Srinivasan

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #44 on: December 19, 2013, 08:59:35 pm »
+7

Cost reduction: can cards cost e.g. -$1+P? It's not less than $0...
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #45 on: December 19, 2013, 09:24:02 pm »
+3

Cost reduction: can cards cost e.g. -$1+P? It's not less than $0...

Whoa.

Not sure if it's clarified anywhere in rulebooks, but I would wager than the intention is that cost reducers don't reduce cost in coins below $0.
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KingZog3

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #46 on: December 19, 2013, 10:23:02 pm »
+2


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Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.

Super Island + Super Native Village. I imagine this is pretty strong for engines and BM. It has the risk of keeping cards near the end of the game though, so you'll want to junk your deck with all the VP before the game is done. I like it and for sure consider giving it a vote.

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Elixir (A)
Types: Treasure
Cost: $2P
Worth $2. You may play an Action card from your hand.

I don't like playing Action cards during the buy phase. It can just get confusing I think.

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Conjuror (A)
Types: Action
Cost: $2P
+3 Cards. You may discard a Potion. If you do, +1 Action. Otherwise, gain a Potion, putting it on top of your deck.

Sort of a lubricant type of card. Because it Potion Junks your own deck though, I'm not sure how reliable it can be. It think the mandatory gaining of Potions is more of a bad thing than a good thing.

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Professor
Types: Action
Cost: $2P
+1 Action. +1 Buy. Choose one: All cards cost $1 less this turn; or Action cards cost $2 less this turn. Cards cannot cost less than $0.

Yeah, seems pretty standard. Not sure if it's too strong, but I think its ok being non-terminal because it's a Potion cost. Witch is to Familiar as Bridge is to Professor.

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Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.

Again, non-terminal Throne Room. This may be a tab strong though, because the whole point of TR is that it's dead it it doesn't match up. $2P is cheap for a Potion card. I would get this almost every game.

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Druid
Types: Action
Cost: $4P
+1 Card. +1 Action. Choose one: +$2; or +P.

When you buy this, trash all Treasure cards you have in play.

Nice. It trashes the pesky Potion and coppers, and then it an provides it itself. Or it can be a non-buy Grand Market. 4P sounds right, and I can see myself buying it often. I think a vote is in order.

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Contraption
Types: Action
Cost: $4P
+1 Action. Look at the top 3 cards of your deck and reveal one of them. Gain an Action costing less than it. Discard any number of the looked-at cards. Put the rest back in any order.

Sifter+University. Might be close to university as it'll mostly gain $5, but it can gain $6 and $7 actions if a Province is revealed. Also gives filtering, which is good for engines. Definitely something to consider.

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Metallurgist
Types: Action
Cost: P
+1 Buy. You may trash a Treasure from your hand. If you do, +P. You may trash a Potion from your hand. If you do, +$3.

A few things on this card.
1) Transmute is not bad because of the effect, it's bad because of the cost. P as a cost is awkward to buy.
2) Your effect is weak. Weaker than Transmute I think. I can get +P if I trash a treasure (Copper), which is only good if there are other Potion cards, or it can trash a Potion for +$3, but it needs to be paired up and then why did I take this huge detour when Smithy-BM has already won the game. I won't be buying Potions just to feed the Metallurgist.
3) I like the name though.

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Enclave
Types: Action
Cost: $2P
+2 Actions. You may discard your hand. If you do, +1 Card per Action card you have in play.

Hmmmm. It's interesting that's for sure, but I can't decide if it's worth it. Certainly not as my main village. It'll be a Necropolis until I have a junky hand, and even then I need to have played a bunch of cards first to pick anything up, so it's not good until I've probably drawn lots of cards. I can see it being good in a cantrip engine, or with Caravan, but those decks are rare enough.

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Clairvoyant
Types: Action
Cost: $3P
+1 Action. Reveal the top 4 cards of your deck. Set aside a revealed Action card. Put a revealed Victory card into your hand. Discard the rest. Play the set-aside Action.

I like this c-SCOUT-ard. It's got sifting and a Hera-SCOUT-ld kind of eff-SCOUT-ect to go along with it. I imagine it's good with Har-SCOUT-em or other hybrid Victo-SCOUT-ry cards. GAH! I can't seem to type to day. Seriously though I do kind of like it. The sifting seems to be added just to punt Scout in the face though. Take that Scout! I don't think it's worth a Potion cost though. It can only pull 1 VP card, and otherwise it's very close to Herald. Sure it looks at more, but it might not be a cantrip.

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Alkahest
Types: Actoin
Cost: $5P
+1 Card. +1 Buy. Choose one: +2P; or +$3. You may choose an Action card in your hand costing at least P and play it.

+1card +1buy is strange. The card is fine. I dunno, I just think there are more exciting choices. This gets better with other Potion cost cards, but I can't really see myself buying this in my Scrying Pool deck, or my Alchemist stack. They don't need it, and neither do the other Potion cards. They all work pretty well by themselves.

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Kettle
Types: Action
Cost: $3P
Reveal your hand. You may trash any number of cards from your hand up to the number of Victory and Curse cards revealed. +1 Card. +1 Action. +1 Buy.

While this is in play, cards cost $1 less, but not less than $0.

Tea time everyone! It's not a great trasher unless you have lots of junk or have an engine going. And it gets worse as you trash the junk! Unless you're trashing Copper. It is a cantrip, which makes it stronger, but the happens after the trashing. And it's a cost reduction card. I don't see why it needs the trashing. It feels like 2 cards smashed into 1 more expensive Potion cost card.

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Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.

Yeah, I've tried to do things with card types, but the thing is everything is a type. Reaction, Victory, Treasure, Action, Attack, Knight, Looter, Curse. They are all types. Now, for the effect it'll mostly find Better Treasures, or sift Victory cards, but it can skip actions which is bad. I don't see it being worth the Potion cost. Yes, cantrip trashing is good, but it's uninteresting and this card has that downside.

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Wizard
Types: Action
Cost: $4P
+1 Card. +1 Action. +1 Buy. Gain the cheapest card the player on your right gained last turn.

Clarification: This card has a unique back, like Stash. If there are multiple cards that have the same lowest cost, choose one of them.

LastFootnote's Note: This card doesn't work in its current form. Which has the lowest cost, Alchemist or Gold? Also, I have no idea why it has a unique back. So the player to your right can screw you over by buying a Copper or something, I guess. Anyhow, I meant to PM the author to discus changing the card but never got around to it. My bad. Author, if you want to discuss changes to this card, let me know! If you talk to me before Saturday, I can update the ballot. Thanks.

I'll assume it's cheapest cost in coins, even though that's still awkward with Potion cards. I also don't get different back thing. And it's not even that good. With good trashing I'll just buy Copper and ruin your $4P card.

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Quicksilver
Types: Treasure – Reaction
Cost: $2P
When you play this, reveal your hand. This is worth $1 plus $1 per Action revealed.

When another player plays an Action, you may discard this. If you do, gain a copy of that Action.

Oooooooo a reaction card. It'll basically never be worth more than $1 or $2 unless you got really unlucky or ruined you deck. The reaction is good though, especially for a Potion card. I don't think it discourages playing action cards though, because Quicksilver is hard to get and it mostly not good when you play it.

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Distill
Types: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile. You may trash it instead.) For each card returned, each player other than the one that returned it gains a copy of it. If there are no cards in your hand, discard pile, or deck, you win.

Yuck. I don't like the PP cost (Which is crazy annoying and expensive to get), I don't like the weird "everyone ambassador's everyone" else (probably just resulting in everyone gaining each others trash/ending up with more junk than when they started with more than 2 players) and I really don't like that win condition. Plus it doesn't even make sense. I need that card in my deck to be able to get the efect, but then I have a card in my hand, so I don't win (also should then be a Victory card). So I assume it should say "aside from this." Even then you would need a self trasher that also trashes other cards (Death Cart...uh...Island. That's it right?) to get down to 1 card, because everyone else will just pass you a card from your Distill to make sure you never get down to just 1 card. Oh yeah, and once you're at that point you'll never win because you'll be so far behind everyone else. I don't care if I pass KC to you. You have nothing to use it on aside from Distill.

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Bottle Imp
Types: Action
Cost: $5P*
+1 Card. +1 Action. +1 Buy. +$1. You may trash this. If you do, gain a cheaper card.

If you have at least 2 Action cards in play, this costs P less.

Fixed the bottom. This is basically Market with an extra, and weak, ability. It can gain other Potion cost cards, but other than that it's nothing new. Don't get me wrong, it's not bad, just nothing new.

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Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.

Pure reaction. It was said by someone before me that it could be a Treasure or something. I think I agree with that, just to make it simpler. Also it can't be reveal, because you can reveal infinitely, giving the entire Curse pile in 1 buy. (every contest there's like 3 cards like this). But I do like it and I'll probably vote for it.

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Retort
Types: Treasure – Reaction
Cost: $3P
When you play this, it's worth $1 per differently named Treasure you have in play (including this).

When another player plays a Potion, you may discard this. If you do, gain a Treasure.

Feels more like Cornucopia. The bottom is ok, but what if they don't go for Potion cards? Then it's not so strong a card. Usually never more then $4. It has a Potion cost, so I think it needs to be more powerful.

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Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more cards in hand discards an Action card (or reveals a hand with no Action cards).

Yeah, it seems ok. Terminal and Potion cost means it's hard to play often, but brutal if you can manage it. Then again, straight money owns Voodoo Doll so much. I think it's ok, might need some tweaking.

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Catalyst
Types: Action
Cost: $3P
+1 Card. +1 Action. +1 Buy. +$1. Reveal then discard any number of Action cards. For each card discarded, +1 Card, +1 Buy, and +$1.

I dunno, I don't like discarding my action cards. Especially for something not super exciting.

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Brewmaster
Types: Action
Cost: PP
+1 Card. +1 Action. You may trash a card from your hand. If you do, gain a Potion. You may discard a Potion. If you do, choose one: Cards cost $2 less this turn; or cards cost P less this turn.

Again, PP cost is really strange and annoying to buy. Yes it's a cantrip $2 cost reducer, but it needs to discard Potions and Potions junk you up. There is a reason you only ever need 1 or 2 of them.

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Assistant
Types: Action
Cost: $4P
Reveal cards from your deck until you reveal an Action other than an Assistant. Discard the rest, then play that Action twice.

It's a fine card, but it just feels like Golem. Same price, similar effect.

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Ritualist
Types: Action
Cost: $2P
+1 Card. You may discard a Potion. You may play an Action card from your hand. If you discarded a Potion, play it again. If it is a Ritualist, play it again. You may play it one more time. If you do, trash it.

I went from "This is insane" to "It's not really that good. It's +1card, play and Action card 1. Play it again if you discard a Potion (requires matching it up) (Played card twice). Play it again if it's a Ritualist. Play it again and trash it. I dunno. I can't decide yet.

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Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

Hmmm. I think I like it. Self combo card, the PP cost is only for the effect, not the buying which is cool. I think it gets a vote.

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Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.

1P is basically just P. This is a strange remodel/forge variant. I guess it's ok. Works with other Potion cards, but again you often don't want to remodel Potion cards. The on gain effect is just sort of there too. It's ok I guess.

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Drunkard
Types: Action
Cost: P
Discard any number of cards. Draw until you have 5 cards in hand. You may discard a Potion or an Action. If you do, play this again.

When you buy this, +2 Buys.

Name is so un-alchemy. Terminal Sifting. Basically Terminal Cellar. The on gian helps with the P cost. I'm not feeling it though. No reason other than my brain.

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Conjurer (B)
Types: Action
Cost: $3P
You may play an Action card from your hand three times. Either trash that card or trash this.

Cheap KC. It'll be awful to go through the Potion thing and then trash the hard earned Potion card. I'm running out of steam :( I'm sorry author of Conjurer. I think it's ok. I'll read what others say.

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Elixir (C)
Types: Action
Cost: $3P
+1 Action. +1 Buy. +$1. Reveal cards from your deck until you reveal a Potion or a card costing at least P. Put that card into your hand and discard the rest.

Not interesting enough. Market+sifting.

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Enchanter
Types: Action
Cost: $2P
+3 Cards. You may play an Enchanter from your hand.
[/quote]

Basically Smithy/Cultist. Not interesting but I think it's good as a Potion card.
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AJD

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #47 on: December 19, 2013, 10:40:55 pm »
+1

Quote
Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.

A little familiar.

No, a little familiar would be "+1 Card +1 Action. Discard two cards. Each other player may reveal a Bane…" ah, I'll just show myself out.
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AJD

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #48 on: December 19, 2013, 10:47:24 pm »
0

Quote
Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more cards in hand discards an Action card (or reveals a hand with no Action cards).

I don't like this that much.  This particular attack card concept has been discussed before, and most agree that it's a bad idea.  Making others discard actions just discourages players from buying any action cards in the first place, thus pushing a BM game.

So, it's interesting. This is countered by BM-nothing, of course; but BM-nothing is really weak in general, obviously. Which means if you play BM-nothing for fear I'll use Voodoo Doll, then I can play a pretty weak engine and still win. So there's a rock-paper-scissors thing going on here which makes this more interesting than it sounds.

And note that Voodoo Doll is also well-countered by a dense, Action-heavy engine. If my hand is four Scrying Pools and a Pearl Diver, your Voodoo Doll isn't pulling its weight either.
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AJD

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #49 on: December 19, 2013, 11:07:15 pm »
+2

By the way, I really like "Retort" as the name of a Reaction card. Presumably what's actually meant by the card name is this thing, but the idea of reacting to something with a "Retort" reminds one pleasantly of insult dueling.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #50 on: December 19, 2013, 11:24:13 pm »
0

Quote
Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

Too crazy with high-ticket Actions like Possession and King's Court.

It's for each Potion in its cost, not each coin.  Discarding KC just gives you +2 cards, and discarding Possession would only gain one action.

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Drunkard
Types: Action
Cost: P
Discard any number of cards. Draw until you have 5 cards in hand. You may discard a Potion or an Action. If you do, play this again.

When you buy this, +2 Buys.

I don't know how I feel about a card you could play till infinity.  Well, I mean, it's pretty hilarious, I'll give it that.  I guess my initial disposition is positive.

I don't think this plays to infinity:

Play Drunkard.  Discard 4 cards, draw 4 cards.  Discard a Potion/Action and you only have 3 cards left.  Discard 3 cards, draw 3 cards.  Discard another card and you would only have 2 cards left.  You'd run out of cards after two more iterations.

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Metallurgist
Types: Action
Cost: P
+1 Buy. You may trash a Treasure from your hand. If you do, +P. You may trash a Potion from your hand. If you do, +$3.

A few things on this card.
1) Transmute is not bad because of the effect, it's bad because of the cost. P as a cost is awkward to buy.
2) Your effect is weak. Weaker than Transmute I think. I can get +P if I trash a treasure (Copper), which is only good if there are other Potion cards, or it can trash a Potion for +$3, but it needs to be paired up and then why did I take this huge detour when Smithy-BM has already won the game. I won't be buying Potions just to feed the Metallurgist.
3) I like the name though.

Ehh, Transmute wouldn't be any better with a higher cost.  It's just that the effect isn't good enough to warrant a Potion cost at all.  It's pretty rare you would buy a Potion just for Transmute, even less so if it cost $2P or $3P.

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Enclave
Types: Action
Cost: $2P
+2 Actions. You may discard your hand. If you do, +1 Card per Action card you have in play.

Hmmmm. It's interesting that's for sure, but I can't decide if it's worth it. Certainly not as my main village. It'll be a Necropolis until I have a junky hand, and even then I need to have played a bunch of cards first to pick anything up, so it's not good until I've probably drawn lots of cards. I can see it being good in a cantrip engine, or with Caravan, but those decks are rare enough.

Why do you need a junky hand?  All you need is to have played a card or two.

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Distill
Types: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile. You may trash it instead.) For each card returned, each player other than the one that returned it gains a copy of it. If there are no cards in your hand, discard pile, or deck, you win.

Yuck. I don't like the PP cost (Which is crazy annoying and expensive to get), I don't like the weird "everyone ambassador's everyone" else (probably just resulting in everyone gaining each others trash/ending up with more junk than when they started with more than 2 players) and I really don't like that win condition. Plus it doesn't even make sense. I need that card in my deck to be able to get the efect, but then I have a card in my hand, so I don't win (also should then be a Victory card). So I assume it should say "aside from this." Even then you would need a self trasher that also trashes other cards (Death Cart...uh...Island. That's it right?) to get down to 1 card, because everyone else will just pass you a card from your Distill to make sure you never get down to just 1 card. Oh yeah, and once you're at that point you'll never win because you'll be so far behind everyone else. I don't care if I pass KC to you. You have nothing to use it on aside from Distill.

Bold mine.  It doesn't count cards in play, so it is theoretically possible to win with this card.  It is practically impossible though, because you give your opponents a chance to give you a card just by playing it.

It doesn't need to be a Victory card because it doesn't give any Victory points.  It's just an alternate win condition.

Oh, a thought on this card that I don't think I mentioned in my own big review -- this probably can't ever clean your deck down.  With Ambassador tennis, you are typically returning 2 cards on your turn and getting 1 card back when your opponent attacks.  In the long run, your deck slims down.  But with Distill, the tennis is built right into the card and it's only one card at a time.  So you get rid of one junk card from your deck, but your opponent immediately sends a junk card right back to you.  If you choose to return, then you even give your opponent more junk cards to send to you -- the tennis would never end.  Your only option then is to choose the trash option, in which case you don't send any junk to your opponents.  Thus you help everyone else trim down while you stay at status quo.  It's only after their decks are completely trim that you get to start trimming down your own deck.  And that's just in 2p... in 3p or more, your deck actually gets bigger whenever you play this. 

Quote
Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more cards in hand discards an Action card (or reveals a hand with no Action cards).

I don't like this that much.  This particular attack card concept has been discussed before, and most agree that it's a bad idea.  Making others discard actions just discourages players from buying any action cards in the first place, thus pushing a BM game.

So, it's interesting. This is countered by BM-nothing, of course; but BM-nothing is really weak in general, obviously. Which means if you play BM-nothing for fear I'll use Voodoo Doll, then I can play a pretty weak engine and still win. So there's a rock-paper-scissors thing going on here which makes this more interesting than it sounds.

And note that Voodoo Doll is also well-countered by a dense, Action-heavy engine. If my hand is four Scrying Pools and a Pearl Diver, your Voodoo Doll isn't pulling its weight either.

Yeah, my feeling is that Voodoo Doll just doesn't really work in general.  Depends on how strong the attack actually is... if it's strong enough, maybe the Potion cost does make it an interesting RPS situation.  I discussed a bit about how I think the cost comes into play.  Not sure though.
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KingZog3

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #51 on: December 19, 2013, 11:50:36 pm »
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Quote
Enclave
Types: Action
Cost: $2P
+2 Actions. You may discard your hand. If you do, +1 Card per Action card you have in play.

Hmmmm. It's interesting that's for sure, but I can't decide if it's worth it. Certainly not as my main village. It'll be a Necropolis until I have a junky hand, and even then I need to have played a bunch of cards first to pick anything up, so it's not good until I've probably drawn lots of cards. I can see it being good in a cantrip engine, or with Caravan, but those decks are rare enough.

Why do you need a junky hand?  All you need is to have played a card or two.

Yeah, I don't know why either. I just don't know...But I still think that using this as my main action is kind of meh. It's not good to play before anything is in play, so lots of  cantrips helps this a lot.

Quote
Distill
Types: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile. You may trash it instead.) For each card returned, each player other than the one that returned it gains a copy of it. If there are no cards in your hand, discard pile, or deck, you win.

Yuck. I don't like the PP cost (Which is crazy annoying and expensive to get), I don't like the weird "everyone ambassador's everyone" else (probably just resulting in everyone gaining each others trash/ending up with more junk than when they started with more than 2 players) and I really don't like that win condition. Plus it doesn't even make sense. I need that card in my deck to be able to get the efect, but then I have a card in my hand, so I don't win (also should then be a Victory card). So I assume it should say "aside from this." Even then you would need a self trasher that also trashes other cards (Death Cart...uh...Island. That's it right?) to get down to 1 card, because everyone else will just pass you a card from your Distill to make sure you never get down to just 1 card. Oh yeah, and once you're at that point you'll never win because you'll be so far behind everyone else. I don't care if I pass KC to you. You have nothing to use it on aside from Distill.
Oh, a thought on this card that I don't think I mentioned in my own big review -- this probably can't ever clean your deck down.  With Ambassador tennis, you are typically returning 2 cards on your turn and getting 1 card back when your opponent attacks.  In the long run, your deck slims down.  But with Distill, the tennis is built right into the card and it's only one card at a time.  So you get rid of one junk card from your deck, but your opponent immediately sends a junk card right back to you.  If you choose to return, then you even give your opponent more junk cards to send to you -- the tennis would never end.  Your only option then is to choose the trash option, in which case you don't send any junk to your opponents.  Thus you help everyone else trim down while you stay at status quo.  It's only after their decks are completely trim that you get to start trimming down your own deck.  And that's just in 2p... in 3p or more, your deck actually gets bigger whenever you play this. 

I did mention all that, just in 1 sentence.
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #52 on: December 19, 2013, 11:53:29 pm »
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I had the same idea as Druid did before with the whole "+P can be saved by making it a choice"...
« Last Edit: December 19, 2013, 11:56:08 pm by sudgy »
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #53 on: December 19, 2013, 11:54:26 pm »
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By the way, I really like "Retort" as the name of a Reaction card. Presumably what's actually meant by the card name is this thing, but the idea of reacting to something with a "Retort" reminds one pleasantly of insult dueling.
Retort is totally eHalc's card.
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #54 on: December 19, 2013, 11:57:38 pm »
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I had the same idea as Druid did before with the whole "+P can be saved by making it a choice"...

Should have called shotgun on it.
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dghunter79

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #55 on: December 20, 2013, 12:25:22 am »
+1

Quote
Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

Too crazy with high-ticket Actions like Possession and King's Court.

It's for each Potion in its cost, not each coin.  Discarding KC just gives you +2 cards, and discarding Possession would only gain one action.

What I mean is, Elicitor gains any action straight to hand, and it's not too tricky to buy bunches of Elicitors and pair them.  So, it can be "Play Elicitor, +1 Action, discard Elicitor, gain King's Court and Possession in hand.  That's a little much. 

Easy enough to fix, I guess.

Quote
Drunkard
Types: Action
Cost: P
Discard any number of cards. Draw until you have 5 cards in hand. You may discard a Potion or an Action. If you do, play this again.

When you buy this, +2 Buys.

I don't know how I feel about a card you could play till infinity.  Well, I mean, it's pretty hilarious, I'll give it that.  I guess my initial disposition is positive.

I don't think this plays to infinity:

Play Drunkard.  Discard 4 cards, draw 4 cards.  Discard a Potion/Action and you only have 3 cards left.  Discard 3 cards, draw 3 cards.  Discard another card and you would only have 2 cards left.  You'd run out of cards after two more iterations.

It doesn't Cellar, it draws to 5 each time.  So, it keeps drawing the same amount.  If your discard is empty and you have 5 cards or fewer in hand, you can draw and discard the same Scout for the rest of your life, I think.

Also, if your hand is Watchtower, Tunnel, Potion, Drunkard and your deck and discard are empty --
Play Drunkard, discard Tunnel, gain Gold, trash Gold, draw Tunnel, discard Potion; REPEAT, discard Tunnel, gain Gold, trash Gold, draw Potion, discard Potion; REPEAT until the Gold pile is empty.  Neat trick.

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #56 on: December 20, 2013, 02:10:33 am »
0

Quote
Distill
Types: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile. You may trash it instead.) For each card returned, each player other than the one that returned it gains a copy of it. If there are no cards in your hand, discard pile, or deck, you win.

Yuck. I don't like the PP cost (Which is crazy annoying and expensive to get), I don't like the weird "everyone ambassador's everyone" else (probably just resulting in everyone gaining each others trash/ending up with more junk than when they started with more than 2 players) and I really don't like that win condition. Plus it doesn't even make sense. I need that card in my deck to be able to get the efect, but then I have a card in my hand, so I don't win (also should then be a Victory card). So I assume it should say "aside from this." Even then you would need a self trasher that also trashes other cards (Death Cart...uh...Island. That's it right?) to get down to 1 card, because everyone else will just pass you a card from your Distill to make sure you never get down to just 1 card. Oh yeah, and once you're at that point you'll never win because you'll be so far behind everyone else. I don't care if I pass KC to you. You have nothing to use it on aside from Distill.
Oh, a thought on this card that I don't think I mentioned in my own big review -- this probably can't ever clean your deck down.  With Ambassador tennis, you are typically returning 2 cards on your turn and getting 1 card back when your opponent attacks.  In the long run, your deck slims down.  But with Distill, the tennis is built right into the card and it's only one card at a time.  So you get rid of one junk card from your deck, but your opponent immediately sends a junk card right back to you.  If you choose to return, then you even give your opponent more junk cards to send to you -- the tennis would never end.  Your only option then is to choose the trash option, in which case you don't send any junk to your opponents.  Thus you help everyone else trim down while you stay at status quo.  It's only after their decks are completely trim that you get to start trimming down your own deck.  And that's just in 2p... in 3p or more, your deck actually gets bigger whenever you play this. 

I did mention all that, just in 1 sentence.

I think we're reading this in entirely different ways, and I think my way is correct.

As I understand it, your interpretation is that this is a Victory card that gives you victory at the end of the game if you fulfill the condition, except that its very presence makes fulfilling the condition impossibile.

My interpretation (which is based on the way it is worded and the fact that it isn't Victory typed) is that it gives you an instant win after you play it if the conditions are met.  That is, you play the card, you follow the instructions.  One of those instructions is to check if you have no cards other than in play, and if that is true then you win immediately.  By my interpretation, it is theoretically possible to win by playing Distill.  However, the mechanics of the card make it extremely difficult to do.  Nearly impossible, in fact, because it gives opponents a way to foil you every time unless you manage to eliminate their hands first so they have nothing to send to you.

By the way, I really like "Retort" as the name of a Reaction card. Presumably what's actually meant by the card name is this thing, but the idea of reacting to something with a "Retort" reminds one pleasantly of insult dueling.
Retort is totally eHalc's card.

No it's your card!

Quote
Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

Too crazy with high-ticket Actions like Possession and King's Court.

It's for each Potion in its cost, not each coin.  Discarding KC just gives you +2 cards, and discarding Possession would only gain one action.

What I mean is, Elicitor gains any action straight to hand, and it's not too tricky to buy bunches of Elicitors and pair them.  So, it can be "Play Elicitor, +1 Action, discard Elicitor, gain King's Court and Possession in hand.  That's a little much. 

Easy enough to fix, I guess.

Ahh, I see.  I don't think that's a huge issue.  Buying a card taht costs $PP is already tough enough -- basically Treasure Map.  But to do what you're talking about you basically have to hit TMaps (Potions) twice to get two Elicitors, then hit them a third time (two Elicitors) to gain those two action cards.  It's just so much work and/or luck that it's impractical, and if you manage it then you deserve it.

Quote
Drunkard
Types: Action
Cost: P
Discard any number of cards. Draw until you have 5 cards in hand. You may discard a Potion or an Action. If you do, play this again.

When you buy this, +2 Buys.

I don't know how I feel about a card you could play till infinity.  Well, I mean, it's pretty hilarious, I'll give it that.  I guess my initial disposition is positive.

I don't think this plays to infinity:

Play Drunkard.  Discard 4 cards, draw 4 cards.  Discard a Potion/Action and you only have 3 cards left.  Discard 3 cards, draw 3 cards.  Discard another card and you would only have 2 cards left.  You'd run out of cards after two more iterations.

It doesn't Cellar, it draws to 5 each time.  So, it keeps drawing the same amount.  If your discard is empty and you have 5 cards or fewer in hand, you can draw and discard the same Scout for the rest of your life, I think.

Also, if your hand is Watchtower, Tunnel, Potion, Drunkard and your deck and discard are empty --
Play Drunkard, discard Tunnel, gain Gold, trash Gold, draw Tunnel, discard Potion; REPEAT, discard Tunnel, gain Gold, trash Gold, draw Potion, discard Potion; REPEAT until the Gold pile is empty.  Neat trick.

Ahhhhhhhhh.  I read that wrong, my bad.  Mild edit to my big post to note this.

Oh, that's definitely problematic with Tunnel.  That's too bad.
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #57 on: December 20, 2013, 04:37:44 am »
0

The cards I like:

Quote
Contraption
Types: Action
Cost: $4P
+1 Action. Look at the top 3 cards of your deck and reveal one of them. Gain an Action costing less than it. Discard any number of the looked-at cards. Put the rest back in any order.
A bit unfair, becauseplayers who have good cards yet get more good cards, but it's not too unfair. Maybe a bit to weak for its costs.

Quote
Quicksilver
Types: Treasure – Reaction
Cost: $2P
When you play this, reveal your hand. This is worth $1 plus $1 per Action revealed.

When another player plays an Action, you may discard this. If you do, gain a copy of that Action.
I like the first part, because it gives you a benefit for the actions you couldn't (or didn't want to) play. But I think the reaction-part is a too strong, espeacially with potion-cost cards.

Quote
Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.
Only reaction? But ok, then you can only use it, when you buy a card. Again I think this is too strong for its costs. And what happen, if you buy a action-victory card as Great Hall? Do you choose, if you get it back next turn or at the end or is this an "other card" and you won't react?
But I like the possibility to put victory-cards away till the end. So you can buy them earlier.

Quote
Assistant
Types: Action
Cost: $4P
Reveal cards from your deck until you reveal an Action other than an Assistant. Discard the rest, then play that Action twice.
Ok, this is just a Golem for one card. But this changes some things: You can use it with less action cards and the revealed card is more important.

Quote
Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.
Ok, another X-Build. Nothing really new, but nice choice between $2 and $1P, which is the cost of Research, so you can trash 2 Coppers for a Research. Well constructed.
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KingZog3

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #58 on: December 20, 2013, 10:53:16 am »
0

Quote
Distill
Types: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile. You may trash it instead.) For each card returned, each player other than the one that returned it gains a copy of it. If there are no cards in your hand, discard pile, or deck, you win.

Yuck. I don't like the PP cost (Which is crazy annoying and expensive to get), I don't like the weird "everyone ambassador's everyone" else (probably just resulting in everyone gaining each others trash/ending up with more junk than when they started with more than 2 players) and I really don't like that win condition. Plus it doesn't even make sense. I need that card in my deck to be able to get the efect, but then I have a card in my hand, so I don't win (also should then be a Victory card). So I assume it should say "aside from this." Even then you would need a self trasher that also trashes other cards (Death Cart...uh...Island. That's it right?) to get down to 1 card, because everyone else will just pass you a card from your Distill to make sure you never get down to just 1 card. Oh yeah, and once you're at that point you'll never win because you'll be so far behind everyone else. I don't care if I pass KC to you. You have nothing to use it on aside from Distill.
Oh, a thought on this card that I don't think I mentioned in my own big review -- this probably can't ever clean your deck down.  With Ambassador tennis, you are typically returning 2 cards on your turn and getting 1 card back when your opponent attacks.  In the long run, your deck slims down.  But with Distill, the tennis is built right into the card and it's only one card at a time.  So you get rid of one junk card from your deck, but your opponent immediately sends a junk card right back to you.  If you choose to return, then you even give your opponent more junk cards to send to you -- the tennis would never end.  Your only option then is to choose the trash option, in which case you don't send any junk to your opponents.  Thus you help everyone else trim down while you stay at status quo.  It's only after their decks are completely trim that you get to start trimming down your own deck.  And that's just in 2p... in 3p or more, your deck actually gets bigger whenever you play this. 

I did mention all that, just in 1 sentence.

I think we're reading this in entirely different ways, and I think my way is correct.

As I understand it, your interpretation is that this is a Victory card that gives you victory at the end of the game if you fulfill the condition, except that its very presence makes fulfilling the condition impossibile.

My interpretation (which is based on the way it is worded and the fact that it isn't Victory typed) is that it gives you an instant win after you play it if the conditions are met.  That is, you play the card, you follow the instructions.  One of those instructions is to check if you have no cards other than in play, and if that is true then you win immediately.  By my interpretation, it is theoretically possible to win by playing Distill.  However, the mechanics of the card make it extremely difficult to do.  Nearly impossible, in fact, because it gives opponents a way to foil you every time unless you manage to eliminate their hands first so they have nothing to send to you.

I take back the Victory card thing. You're right that it probably shouldn't be. But I said that it's essentially impossible to win with this. Everyone always know when I'm about to win, so they just pass me anything. It doesn't really matter what they pass, because I have to trash it in order to win. Theoretically, yes you can, but only if you're playing morons. It doesn't take a lot of skill to see when I have no cards left. It's clear what I'm going for. And with more than 2 players, playing this will just increase your hand size, so even with Chapel, I can get down to Chapel-Distill, I play Distill, put Chapel back and then get 2 cards from other players. Then what? I'm further from winning. I did say that in my original post.

I don't like the weird "everyone ambassador's everyone" else (probably just resulting in everyone gaining each others trash/ending up with more junk than when they started with more than 2 players)
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dghunter79

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #59 on: December 25, 2013, 11:38:15 pm »
0

Quote
Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

Too crazy with high-ticket Actions like Possession and King's Court.

It's for each Potion in its cost, not each coin.  Discarding KC just gives you +2 cards, and discarding Possession would only gain one action.

What I mean is, Elicitor gains any action straight to hand, and it's not too tricky to buy bunches of Elicitors and pair them.  So, it can be "Play Elicitor, +1 Action, discard Elicitor, gain King's Court and Possession in hand.  That's a little much. 

Easy enough to fix, I guess.

Ahh, I see.  I don't think that's a huge issue.  Buying a card taht costs $PP is already tough enough -- basically Treasure Map.  But to do what you're talking about you basically have to hit TMaps (Potions) twice to get two Elicitors, then hit them a third time (two Elicitors) to gain those two action cards.  It's just so much work and/or luck that it's impractical, and if you manage it then you deserve it.

Yeah, but Elicitor is the card where it effectively only costs P during your buy phase, and then reverts to PP during your action phase.  So, it's pretty easy to buy them.  Also, the first person to pair two Elicitors can play one Elicitor, discard the other, and then gain more two Elicitors to hand.  Repeat.

There is something kind of insane and interesting about the idea of gaining two action cards right into your hand.  But I think you'd need to cap the cost of the gained actions at 5.  Gaining King's Court or Golem to hand is overpowered. 

Even with a cap it might still be overpowered because gaining a card to hand is really strong!  There's almost zero cards that do that.

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #60 on: December 26, 2013, 01:15:10 pm »
0

The first poll is up! It will run for 10 days.

Also, Wizard has been updated at the request of the author!


Quote
Wizard
Types: Action
Cost: $4P
+1 Card. +1 Action. +1 Buy. Gain a copy of the cheapest card with a Potion in its cost that the player on your right gained last turn. If he didn't gain such a card, gain a copy of the cheapest card he gained instead.

Clarification: This card has a unique back, like Stash. If there are multiple cards that have the same lowest cost, choose one of them.
« Last Edit: December 26, 2013, 01:21:31 pm by LastFootnote »
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soulnet

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #61 on: December 26, 2013, 01:34:27 pm »
+1

To be consistent with the clarification, wizard should say "a cheapest" instead of "the cheapest".
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #62 on: December 26, 2013, 01:42:41 pm »
0

To be consistent with the clarification, wizard should say "a cheapest" instead of "the cheapest".

While I understand what you mean, I don't think "a cheapest card" is syntactically sound. Perhaps the clarification should be on the card itself. I could see that.
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soulnet

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #63 on: December 26, 2013, 01:58:11 pm »
+1

While I understand what you mean, I don't think "a cheapest card" is syntactically sound. Perhaps the clarification should be on the card itself. I could see that.

I don't know if it is or not, I just know it is usual in math articles to say analogous things, that's where I got it from. But still, saying "the cheapest" sounds wrong to me (not dubious or ambiguous, plain wrong). Maybe say "a card not more expensive than any other card he gained" or something like that.

Also, "cheapest", with any article, is ambiguous/wrong if costs with more than one potion are allowed. If the revealed cards are costed 1P and PP, there is no cheapest? Both are?
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #64 on: December 26, 2013, 02:08:29 pm »
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Woah. There's 3 Elixirs now?
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #65 on: December 26, 2013, 02:08:35 pm »
+1

I am going to do a video review of the cards, I just haven't had any time.
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #66 on: December 26, 2013, 02:15:27 pm »
+1

I don't know if it is or not, I just know it is usual in math articles to say analogous things, that's where I got it from. But still, saying "the cheapest" sounds wrong to me (not dubious or ambiguous, plain wrong). Maybe say "a card not more expensive than any other card he gained" or something like that.

I understand exactly what you mean, but in this specific case I'd rather have a slightly wrong wording than a syntactically incorrect or really awkward one. If the clarification is on the card, it's easy to understand what is meant.

Also, "cheapest", with any article, is ambiguous/wrong if costs with more than one potion are allowed. If the revealed cards are costed 1P and PP, there is no cheapest? Both are?

Since none of the published Alchemy cards cost PP and neither does Wizard itself, I don't really care about this. People have already been over why costing something at PP is a bad idea and I agree with them. I'm OK with leaving this ambiguous for now.

What it boils down to is that unless the card wins, I'm not going to bother finding the prefect wording for it. If it wins, we can totally have this conversation then.

Woah. There's 3 Elixirs now?

??? There were 3 Elixirs before. Weren't there?

I am going to do a video review of the cards, I just haven't had any time.

I empathize, and look forward to your video!
« Last Edit: December 26, 2013, 02:19:40 pm by LastFootnote »
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #67 on: December 26, 2013, 03:34:47 pm »
0

Quote
Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

Too crazy with high-ticket Actions like Possession and King's Court.

It's for each Potion in its cost, not each coin.  Discarding KC just gives you +2 cards, and discarding Possession would only gain one action.

What I mean is, Elicitor gains any action straight to hand, and it's not too tricky to buy bunches of Elicitors and pair them.  So, it can be "Play Elicitor, +1 Action, discard Elicitor, gain King's Court and Possession in hand.  That's a little much. 

Easy enough to fix, I guess.

Ahh, I see.  I don't think that's a huge issue.  Buying a card taht costs $PP is already tough enough -- basically Treasure Map.  But to do what you're talking about you basically have to hit TMaps (Potions) twice to get two Elicitors, then hit them a third time (two Elicitors) to gain those two action cards.  It's just so much work and/or luck that it's impractical, and if you manage it then you deserve it.

Yeah, but Elicitor is the card where it effectively only costs P during your buy phase, and then reverts to PP during your action phase.  So, it's pretty easy to buy them.  Also, the first person to pair two Elicitors can play one Elicitor, discard the other, and then gain more two Elicitors to hand.  Repeat.

There is something kind of insane and interesting about the idea of gaining two action cards right into your hand.  But I think you'd need to cap the cost of the gained actions at 5.  Gaining King's Court or Golem to hand is overpowered. 

Even with a cap it might still be overpowered because gaining a card to hand is really strong!  There's almost zero cards that do that.

Oops!  I knew that when I first reviewed it, but I must have forgotten at some point during the discussion.  My bad.
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LastFootnote

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #68 on: December 27, 2013, 11:54:15 am »
0

I'm about to change Distill on the ballot. Apparently, the idea is that you are able to trash the cards that other players give you, not the card that you would otherwise be returning to the Supply. That makes a lot more sense, but in my defense, the original submission was not at all clear about this. The author has also asked that "you win" be restored to his original, more verbose "the game is over and you win". So the updated version looks like this:

Quote
Distill
Type: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile.) For each card returned, each player other than the one that returned it gains a copy of it. You may trash any number of the cards you gain this way. If there are no cards in your hand, discard pile, or deck, the game is over and you win.
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KingZog3

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #69 on: December 27, 2013, 04:39:19 pm »
0

I'm about to change Distill on the ballot. Apparently, the idea is that you are able to trash the cards that other players give you, not the card that you would otherwise be returning to the Supply. That makes a lot more sense, but in my defense, the original submission was not at all clear about this. The author has also asked that "you win" be restored to his original, more verbose "the game is over and you win". So the updated version looks like this:

Quote
Distill
Type: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile.) For each card returned, each player other than the one that returned it gains a copy of it. You may trash any number of the cards you gain this way. If there are no cards in your hand, discard pile, or deck, the game is over and you win.

I see. That does fix the issues that this had before. It is not possible to win, not just theoretically. Now the problem is that I feel this card is mostly who can get it and play it the most. Because the win condition excludes all other VP, it's actually a race for me to get 8 Provinces (Or end 3 piles) before my opponent empties their deck. I still don't like it, because of that whole "VP doesn't matter anymore."
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LastFootnote

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #70 on: December 27, 2013, 04:52:20 pm »
0

I'm about to change Distill on the ballot. Apparently, the idea is that you are able to trash the cards that other players give you, not the card that you would otherwise be returning to the Supply. That makes a lot more sense, but in my defense, the original submission was not at all clear about this. The author has also asked that "you win" be restored to his original, more verbose "the game is over and you win". So the updated version looks like this:

Quote
Distill
Type: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile.) For each card returned, each player other than the one that returned it gains a copy of it. You may trash any number of the cards you gain this way. If there are no cards in your hand, discard pile, or deck, the game is over and you win.

I see. That does fix the issues that this had before. It is not possible to win, not just theoretically. Now the problem is that I feel this card is mostly who can get it and play it the most. Because the win condition excludes all other VP, it's actually a race for me to get 8 Provinces (Or end 3 piles) before my opponent empties their deck. I still don't like it, because of that whole "VP doesn't matter anymore."

In fairness, a complaint about Dominion that I used to see a lot (on BGG) is that it only has one route to Victory. Now that's kind of a trick because a lot of cards (especially alt-VP cards) change the dynamic of that route dramatically. But apparently that bothers some people.

That being said, I don't think I'd like playing with Distill either.
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KingZog3

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #71 on: December 27, 2013, 05:17:11 pm »
+1

I'm about to change Distill on the ballot. Apparently, the idea is that you are able to trash the cards that other players give you, not the card that you would otherwise be returning to the Supply. That makes a lot more sense, but in my defense, the original submission was not at all clear about this. The author has also asked that "you win" be restored to his original, more verbose "the game is over and you win". So the updated version looks like this:

Quote
Distill
Type: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile.) For each card returned, each player other than the one that returned it gains a copy of it. You may trash any number of the cards you gain this way. If there are no cards in your hand, discard pile, or deck, the game is over and you win.

I see. That does fix the issues that this had before. It is not possible to win, not just theoretically. Now the problem is that I feel this card is mostly who can get it and play it the most. Because the win condition excludes all other VP, it's actually a race for me to get 8 Provinces (Or end 3 piles) before my opponent empties their deck. I still don't like it, because of that whole "VP doesn't matter anymore."

In fairness, a complaint about Dominion that I used to see a lot (on BGG) is that it only has one route to Victory. Now that's kind of a trick because a lot of cards (especially alt-VP cards) change the dynamic of that route dramatically. But apparently that bothers some people.

That being said, I don't think I'd like playing with Distill either.

That is a fair point. 3 piling is the second route to victory (in my mind).

To the author: Maybe a victory condition like this could work for Dominion, but this isn't very much fun. I don't think trashing my deck every turn is fun. There isn't much complexity in this, plus the cost, as said before, is essentially Treasure Map to get.
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cluckyb

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #72 on: December 30, 2013, 03:36:40 pm »
0

Felt like a lot of the cards here were either overly complex, or just did things other Alchemy cards already do but differently or were overly complex. So here are the ones I'm probably going with:

Quote
Conjuror (A)
Types: Action
Cost: $2P
+3 Cards. You may discard a Potion. If you do, +1 Action. Otherwise, gain a Potion, putting it on top of your deck.

Nice simple smithy variant.

Quote
Clairvoyant
Types: Action
Cost: $3P
+1 Action. Reveal the top 4 cards of your deck. Set aside a revealed Action card. Put a revealed Victory card into your hand. Discard the rest. Play the set-aside Action.

Interesting village/scout hybrid. Might be too expensive, also kinda complex, but is a cool idea.

Quote
Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.

Seems like a cool enough mechanic that is at least worth advancing for further discussion.

Quote
Quicksilver
Types: Treasure – Reaction
Cost: $2P
When you play this, reveal your hand. This is worth $1 plus $1 per Action revealed.

When another player plays an Action, you may discard this. If you do, gain a copy of that Action.

This one has borderline support. I like the top half but don't like the bottom half.

Quote
Catalyst
Types: Action
Cost: $3P
+1 Card. +1 Action. +1 Buy. +$1. Reveal then discard any number of Action cards. For each card discarded, +1 Card, +1 Buy, and +$1.

I think this could lose the +Buy from discarded cards, but "turns your other actions into peddlers" is a really cool Market+ twist. Turning them into Markets just feels a bit too strong. I think its my favorite card in the round though.

Quote
Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.

A little clunky, but a remodel variant for Alchemy would be cool.

Quote
Enchanter
Types: Action
Cost: $2P
+3 Cards. You may play an Enchanter from your hand.

Another nice smithy variant. Steps on cultists toes, but the extra card should make it easier to chain them which is cool.
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dghunter79

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #73 on: December 30, 2013, 11:30:46 pm »
0

Quote
Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.

Seems like a cool enough mechanic that is at least worth advancing for further discussion.

This is the only one I voted for besides my card.  I think it's an interesting addition to the cantrip trashing family.  How do people think it ranks with Upgrade and Junk Dealer?  I feel like the cycling alone could be hugely useful.

Quote
Catalyst
Types: Action
Cost: $3P
+1 Card. +1 Action. +1 Buy. +$1. Reveal then discard any number of Action cards. For each card discarded, +1 Card, +1 Buy, and +$1.

I think this could lose the +Buy from discarded cards, but "turns your other actions into peddlers" is a really cool Market+ twist. Turning them into Markets just feels a bit too strong. I think its my favorite card in the round though.

Yeah, it's interesting, but I think even without the +buys, this is too strong in engines.  And then the rest of the time it's not very useful at all.

Quote
Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.

A little clunky, but a remodel variant for Alchemy would be cool.

Hm.  I think as written this is very difficult to use, except earlyish in the game, to trash down and get more Researches.  Midgame, it's gonna be really difficult to pair this with two cards that you want to trash that add up to exactly 2 less than the card you want.  If it's only an early game trasher, then Potion feels like a tough cost to justify.

KingZog3

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #74 on: December 31, 2013, 02:35:59 am »
0

Quote
Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.

A little clunky, but a remodel variant for Alchemy would be cool.

Hm.  I think as written this is very difficult to use, except earlyish in the game, to trash down and get more Researches.  Midgame, it's gonna be really difficult to pair this with two cards that you want to trash that add up to exactly 2 less than the card you want.  If it's only an early game trasher, then Potion feels like a tough cost to justify.

I agree that this may be hard to use. Maybe if the gaining was mandatory, but otherwise it'll mostly replace the card you trashed with things you don't want.

I didn't see this said anywhere before, but this on-gain is a nice way to give incentive to get the Potion for this. It slows you down less. I feel something like this could maybe make Transmute more worthwhile.
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simval

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #75 on: January 02, 2014, 10:27:02 am »
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Quote
Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.

A little clunky, but a remodel variant for Alchemy would be cool.

Hm.  I think as written this is very difficult to use, except earlyish in the game, to trash down and get more Researches.  Midgame, it's gonna be really difficult to pair this with two cards that you want to trash that add up to exactly 2 less than the card you want.  If it's only an early game trasher, then Potion feels like a tough cost to justify.

I agree that this may be hard to use. Maybe if the gaining was mandatory, but otherwise it'll mostly replace the card you trashed with things you don't want.

I didn't see this said anywhere before, but this on-gain is a nice way to give incentive to get the Potion for this. It slows you down less. I feel something like this could maybe make Transmute more worthwhile.

Yes remember that with the on-gain effect, you could trash two coppers to gain one research and one... whatever let's say Farming Village.

That's some good upgrade to your deck !
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KingZog3

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #76 on: January 02, 2014, 11:55:17 am »
0

Quote
Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.

A little clunky, but a remodel variant for Alchemy would be cool.

Hm.  I think as written this is very difficult to use, except earlyish in the game, to trash down and get more Researches.  Midgame, it's gonna be really difficult to pair this with two cards that you want to trash that add up to exactly 2 less than the card you want.  If it's only an early game trasher, then Potion feels like a tough cost to justify.

I agree that this may be hard to use. Maybe if the gaining was mandatory, but otherwise it'll mostly replace the card you trashed with things you don't want.

I didn't see this said anywhere before, but this on-gain is a nice way to give incentive to get the Potion for this. It slows you down less. I feel something like this could maybe make Transmute more worthwhile.

Yes remember that with the on-gain effect, you could trash two coppers to gain one research and one... whatever let's say Farming Village.

That's some good upgrade to your deck !

Yes that is what the on-gain effect does. The point is that Potion cards are slow, and spending time to buy Potion, then buy this means you're passing up the opportunity to buy other things you need. Transmute isn't worth the Potion cost because it's too slow to bother with. This on-gain is a nice way to buff up cards like this.
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Asper

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #77 on: January 02, 2014, 01:32:09 pm »
0

Quote
Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.

Yeah, I've tried to do things with card types, but the thing is everything is a type. Reaction, Victory, Treasure, Action, Attack, Knight, Looter, Curse. They are all types. Now, for the effect it'll mostly find Better Treasures, or sift Victory cards, but it can skip actions which is bad. I don't see it being worth the Potion cost. Yes, cantrip trashing is good, but it's uninteresting and this card has that downside.

Trashing a Copper for a Silver/Potion/Gold is still neat, i think. The only cards where you normally can't hope for something better to reveal are Curse, Estate and Hovel (as you usually don't want to trash your other Victories - Feodum excluded) - and as you trash Estates as early as possible it's likely for all three that they will be the cheapest around and so this is still cantrip-trashing with a chancellor effect. Usually it would be better, giving you a hold of your Potions more often or trashing cheap actions for better ones (Rats!).

About the types:
Action: Useful
Treasure: Useful
Victory: Obviously the weakest of the main types, but can still give Chancellor effect (Aside: Tournament/Explorer)
Curse: Sure Chancellor effect
Knight: Irrelevant, as all Knights are actions.
Looter: Irrelevant, as all Looters are actions.
Ruins: Irrelevant, as all ruins are actions.
Reaction: Only type where things can get weird, but still only relevant with Hovel and another Reaction (benefit) or with Tunnel/Fool's Gold for a 4$ Reaction.
« Last Edit: January 02, 2014, 01:33:32 pm by Asper »
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soulnet

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #78 on: January 02, 2014, 01:40:36 pm »
+1

You missed Duration and Attack, but those are all Actions too.
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Asper

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #79 on: January 02, 2014, 05:23:36 pm »
0

You missed Duration and Attack, but those are all Actions too.

Thanks - how could i even forget the attack type? :P
I guess there is also Prize and Shelter, but as for each all cards have the same cost they also don't matter.
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dghunter79

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #80 on: January 02, 2014, 09:03:01 pm »
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Quote
Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.

Yeah, I've tried to do things with card types, but the thing is everything is a type. Reaction, Victory, Treasure, Action, Attack, Knight, Looter, Curse. They are all types. Now, for the effect it'll mostly find Better Treasures, or sift Victory cards, but it can skip actions which is bad. I don't see it being worth the Potion cost. Yes, cantrip trashing is good, but it's uninteresting and this card has that downside.

Trashing a Copper for a Silver/Potion/Gold is still neat, i think. The only cards where you normally can't hope for something better to reveal are Curse, Estate and Hovel (as you usually don't want to trash your other Victories - Feodum excluded) - and as you trash Estates as early as possible it's likely for all three that they will be the cheapest around and so this is still cantrip-trashing with a chancellor effect. Usually it would be better, giving you a hold of your Potions more often or trashing cheap actions for better ones (Rats!).

About the types:
Action: Useful
Treasure: Useful
Victory: Obviously the weakest of the main types, but can still give Chancellor effect (Aside: Tournament/Explorer)
Curse: Sure Chancellor effect
Knight: Irrelevant, as all Knights are actions.
Looter: Irrelevant, as all Looters are actions.
Ruins: Irrelevant, as all ruins are actions.
Reaction: Only type where things can get weird, but still only relevant with Hovel and another Reaction (benefit) or with Tunnel/Fool's Gold for a 4$ Reaction.

Trashing Actions with Incantation will be really nice if they're Ruins or Rats, but other than that, it seems like something you'd rarely do.  Usually Incantation will be trashing Estates and getting the Chancellor effect, or trashing Coppers and getting +1$-ish.  I don't know how good that is, honestly.  3P seems like a high cost for it.  Also, I don't know if the Potion in the cost makes it more or less fun.


As for Research... the on-buy bonus makes it better, but do you even want Research?  It seems like a weak card with too many restrictions.  The problem with it is that, yeah, it's neat the way it's designed to trash two Coppers into a Research.  But why would you want more than one Research?  Having two Researches in your hand is usually bad.  It's difficult to trash the second one into something useful, as you can with colliding Remodels or Upgrades. 

If there's Alchemists, Familiars, or Philosopher's Stones, you can trash a Research and a Copper into one of those.  If there's Golem, you can trash Research and a Shelter or a Poor House into it.  And Possession works.  But if those cards aren't on the board, the 2nd Research is basically dead.  That might be fine if the card wasn't forcing more Researches into your deck.  Research has some things going for it but I think Transmute might still be a stronger trasher.

LibraryAdventurer

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #81 on: January 03, 2014, 12:11:28 am »
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I really like Research except for that flaw about multiplying and colliding researches that dghunter pointed out.  (Kindof similar to the difficulty using the Forge which I tried out recently for the first time.)  Maybe it could be tweaked to allow a conversion like this:

Quote
Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins. You may ignore any potion in the cost of the trashed cards when choosing a card to gain.

When you gain this, gain an Action costing up to $4.
This way you could get something useful out of colliding Research cards (or turn a familiar into a non-potion cost card after the curses run out).

...This fun scenario just popped into my head:
Play a familar (giving out the last curse), then play a research, trashing your other familiar and a copper to gain a peddler.

I like the incantation too.  Not only trashing a copper to get a silver or a silver to get a gold, but also to trash those action cards that are useful early game and not as useful later on (chapel, moneylender, bureaucrat).
And it could also probably be improved with a small tweak "...If you do, reveal cards from your deck until you reveal a card that costs at least as much as it and shares a type with it. Put it into your hand and discard the rest."
Then you couldn't count on getting a silver to replace a trashed copper, but getting a copper to replace your trashed copper is still good.

« Last Edit: January 03, 2014, 12:20:19 am by LibraryAdventurer »
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soulnet

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #82 on: January 03, 2014, 09:20:14 am »
0

For the purpose of trashing it with Research, Research costs $1, so it is trashable (although less obviously than Upgrade or Remodel). It says "cost in coins", which, like Salvager and Forge, means that Potions in the cost are ignored, no need for extra text.

BTW, Forge has a similar problem colliding with itself. Costing $7 is really hard (impossible before DA) to trash one and get a Province. In Colony games is better, but still. The difference is that usually you don't get more than one Forge, and when you do is because they are not likely to collide all the time, while you are somehow forced to get more Researches, as was pointed out before.

Play a familar (giving out the last curse), then play a research, trashing your other familiar and a copper to gain a peddler.

This does not work because Peddler's cost does not decrease until your buy phase. Trashing Familiar and a Copper nets you a $5 or a $3P, and Peddler costs $8.
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Polk5440

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #83 on: January 03, 2014, 12:18:08 pm »
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Quote
Conjuror (A)
Types: Action
Cost: $2P
+3 Cards. You may discard a Potion. If you do, +1 Action. Otherwise, gain a Potion, putting it on top of your deck.

Not that exciting, and perhaps a bit too similar to Retort from the previous contest.  Yeah Retort gets a free extra action, but it still feels similar to me.

This should really be emphasized. Conjuror shouldn't get any consideration because of its obvious similarity to Retort.

--

I am liking Metallurgist, Alkahest, Bottle Imp, and Research.
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Asper

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #84 on: January 03, 2014, 04:31:18 pm »
0

Cards i have opinions to:

Edited because i misread Enclave.


Quote
Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.

Like the name. Don't like the after-game trashing. It feels clunky, even though Feodum, Catacombs and Hunting Grounds are the only cards i can think of where it matters.


Quote
Elixir (A)
Types: Treasure
Cost: $2P
Worth $2. You may play an Action card from your hand.

Probably pretty strong with terminal draw. I never was a fan of what Black Market did to the action phase though, and so i'm not sure about a card which does a similar thing to the buy phase.


Quote
Conjuror (A)
Types: Action
Cost: $2P
+3 Cards. You may discard a Potion. If you do, +1 Action. Otherwise, gain a Potion, putting it on top of your deck.

I kind of like it, mainly because the concept is pretty simple. I don't know if i think of it as too similar to Retort. I imagine it plays pretty different. Also it should totally be called "Unstables" with the art showing some dangerous looking chemicals (or a Mad Scientist congress ;) )


Quote
Professor
Types: Action
Cost: $2P
+1 Action. +1 Buy. Choose one: All cards cost $1 less this turn; or Action cards cost $2 less this turn. Cards cannot cost less than $0.

I feel this doesn't add enough, besides the choice between things that were allready there. Also seems very strong.


Quote
Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.

Again doesn't add much, and while it's simple on its own, it's a bit strong compared to Herald. Having read through all cards, it's probably the action-playing card i like the most in the contest, though.


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Druid
Types: Action
Cost: $4P
+1 Card. +1 Action. Choose one: +$2; or +P.

When you buy this, trash all Treasure cards you have in play.

For a card that offers +P, the bottom here goes naturally with it. Resembles Grand Market quite a bit though, especially on boards without other Potion cards.


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Contraption
Types: Action
Cost: $4P
+1 Action. Look at the top 3 cards of your deck and reveal one of them. Gain an Action costing less than it. Discard any number of the looked-at cards. Put the rest back in any order.

I'm not sure how to play with this - buy an expensive card (Province) as soon as possible, then try to reveal it often for good cards? Not sure whether i like how this would play, and whether it needs the Potion cost, especially as it can backfire.


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Metallurgist
Types: Action
Cost: P
+1 Buy. You may trash a Treasure from your hand. If you do, +P. You may trash a Potion from your hand. If you do, +$3.

This card is pretty irrelevant without other Potion cards, i think. More so than Druid.


Quote
Enclave
Types: Action
Cost: $2P
+2 Actions. You may discard your hand. If you do, +1 Card per Action card you have in play.

A Village Minion... First i thought it'd fit Alchemy well, as most cards there go for lots of Actions, but i changed my mind. Alchemy has very few +coin cards and terminals, which are the card types that i assume would benefit the most of this. Doesn't say this is a bad idea, but i'm not a fan to be honest.

Seems a little strange. A Village that is best if you allready played a lot of cards - so a Village that is best if your other cards are nonterminal...? What does it have the actions for, then? I mean, if it is the first card you play, it's rubbish, and if it takes off your turn is probably going pretty awesome allready. Honestly i feel the parts of it don't fit together that well, though i don't doubt it can be a relevant part in some draw-your-deck and megaturn strategies.


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Clairvoyant
Types: Action
Cost: $3P
+1 Action. Reveal the top 4 cards of your deck. Set aside a revealed Action card. Put a revealed Victory card into your hand. Discard the rest. Play the set-aside Action.

Putting the Victory card in hand does what, exactly? Somehow i feel that Action-Scout is not exactly worth 3$P...


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Alkahest
Types: Actoin
Cost: $5P
+1 Card. +1 Buy. Choose one: +2P; or +$3. You may choose an Action card in your hand costing at least P and play it.

So this is a Grandest Market, which, additionally to being hard to get, is restricted on which cards you can use the +1 action for. I think it's maybe a bit too hard to get a first one, suffers if other Potion cards are missing, and all in all has a bit too much going on.


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Kettle
Types: Action
Cost: $3P
Reveal your hand. You may trash any number of cards from your hand up to the number of Victory and Curse cards revealed. +1 Card. +1 Action. +1 Buy.

While this is in play, cards cost $1 less, but not less than $0.

The bottom feels unnecessary, and there's a lot going on. Also makes the impression it's supposed to be a "curse for benefit" card...


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Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.

Simple enough. I like how instead of giving +P it can simply dig for Potions, but isn't reduced to them.


Quote
Wizard
Types: Action
Cost: $4P
+1 Card. +1 Action. +1 Buy. Gain a copy of the cheapest card with a Potion in its cost that the player on your right gained last turn. If he didn't gain such a card, gain a copy of the cheapest card he gained instead.

Clarification: This card has a unique back, like Stash. If there are multiple cards that have the same lowest cost, choose one of them.

Why does this have that unique back? I guess so the player before you can buy some rubbish for you to gain or not buy a good card? That's overdoing it, i think. And also, while the card doesn't allow shuffeling it where you want, a player could "accidentally" shuffle this where he wants to.


Quote
Quicksilver
Types: Treasure – Reaction
Cost: $2P
When you play this, reveal your hand. This is worth $1 plus $1 per Action revealed.

When another player plays an Action, you may discard this. If you do, gain a copy of that Action.

Quick Silver - slow game. I don't like the reaction - it makes active players think about in which order they play their actions even more, and also you have to give every other player a chance to react to a play. It adds pauses where there normally are none.


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Distill
Type: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile.) For each card returned, each player other than the one that returned it gains a copy of it. You may trash any number of the cards you gain this way. If there are no cards in your hand, discard pile, or deck, the game is over and you win.

Instant win cards are nice for a laugh, but not for a real game. Definitely wouldn't like playing with this, sorry.


Quote
Bottle Imp
Types: Action
Cost: $5P*
+1 Card. +1 Action. +1 Buy. +$1. You may trash this. If you do, gain a cheaper card.

If you have at least 2 Actions in play, this costs P less.

So this is a harder to get Market, which can later be exchanged for another card. I think it's interesting how it can help you get Potion cards without buying a Potion, but without other Potion cards the best you can do is probably exchanging it for a Duchy in the endgame (which is a pretty awful bonus considering what you have to do to get it). So while i do like the idea i think it's not compelling enough in general.


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Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.

The first two with their Action/Victory problem aside, the last clause basically means you can exchange any of your +1 Buy for a "each other player gains a curse". Not good.


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Retort
Types: Treasure – Reaction
Cost: $3P
When you play this, it's worth $1 per differently named Treasure you have in play (including this).

When another player plays a Potion, you may discard this. If you do, gain a Treasure.

I don't like how this is an Alchemy card that kind of punishes me for going after Potions.


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Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more cards in hand discards an Action card (or reveals a hand with no Action cards).

Nasty, but then again the attack's not worse than Pillage. The fact that you don't have to buy it new after each attack would make this very annoying over time, though, and it also discourages going for actions, which goes against Alchemy's theme.


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Catalyst
Types: Action
Cost: $3P
+1 Card. +1 Action. +1 Buy. +$1. Reveal then discard any number of Action cards. For each card discarded, +1 Card, +1 Buy, and +$1.

Discarding action cards for a benefit is something i also considered (or actually did for a card not in this contest), but i'm not that fond of the bonus choice. I imagine remembering the amount of buys at the end of your turn might be a bit hard to do.


Quote
Brewmaster
Types: Action
Cost: PP
+1 Card. +1 Action. You may trash a card from your hand. If you do, gain a Potion. You may discard a Potion. If you do, choose one: Cards cost $2 less this turn; or cards cost P less this turn.

Another card that can choose $ or P... Man, i'm glad i didn't bring one of those into the competition - it sucks to see others had the same idea, and makes your card harder to distinguish...
As for this one, it costs PP - another thing never done in official Dominion, and for a good reason, i think: Though probably not as hard as with Treasure Map, having two Potions clash is very luck dependant. Also even without the last effect being tied to the Potion discard it feels slow - on a board without other Potion cards and no +buys, this is just a horribly hard to get buyless grand Market.


Quote
Assistant
Types: Action
Cost: $4P
Reveal cards from your deck until you reveal an Action other than an Assistant. Discard the rest, then play that Action twice.

This pretty much is Anti-Golem, doesn't add enough.


Quote
Ritualist
Types: Action
Cost: $2P
+1 Card. You may discard a Potion. You may play an Action card from your hand. If you discarded a Potion, play it again. If it is a Ritualist, play it again. You may play it one more time. If you do, trash it.

Overly complex and pretty likely to cause confusion even on normal board just by itself.


Quote
Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

Too strong for how easily you get it. Also two of these in hand can make you empty the pile.


Quote
Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.

I think this is too strong, mostly because the on-play would be fine for 4$ (i guess?) and it negates the typical "Argh, 2$P!!" problem. Now you can buy two decent cards, even with almost nothing but a Potion in hand.


Quote
Drunkard
Types: Action
Cost: P
Discard any number of cards. Draw until you have 5 cards in hand. You may discard a Potion or an Action. If you do, play this again.

When you buy this, +2 Buys.

I read "you may drink a Potion" here...
Anyway, it's interesting to see a card that gives buys on buy and doesn't suffer from (official) cost reducers (though i hardly think it's that useful here)... I don't really like the on play effect, as it seems to treat Actions as a mere tool to get many Treasures in hand (the card gives no +action).


Quote
Conjurer (B)
Types: Action
Cost: $3P
You may play an Action card from your hand three times. Either trash that card or trash this.

Nothing new, but well. Would hate to accidentally hit this with my Golem.


Quote
Elixir (C)
Types: Action
Cost: $3P
+1 Action. +1 Buy. +$1. Reveal cards from your deck until you reveal a Potion or a card costing at least P. Put that card into your hand and discard the rest.

An Alchemy Market... Probably a little strong, but okay otherwise.


Quote
Enchanter
Types: Action
Cost: $2P
+3 Cards. You may play an Enchanter from your hand.
[/quote]

Is it a Smitist or a Culthy? Either way, it doesn't add that much, sorry.
« Last Edit: January 03, 2014, 06:04:06 pm by Asper »
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soulnet

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #85 on: January 03, 2014, 04:47:12 pm »
0

Cards i have opinions to:


Quote
Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.

Like the name. Don't like the after-game trashing. It feels clunky, even though Feodum, Catacombs and Hunting Grounds are the only cards i can think of where it matters.

I agree. I think its best to say "put them in the trash" and let the on-trash event not trigger, to make it less confusing.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #86 on: January 03, 2014, 05:03:17 pm »
0

Quote
Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.

Like the name. Don't like the after-game trashing. It feels clunky, even though Feodum, Catacombs and Hunting Grounds are the only cards i can think of where it matters.

It also matters a lot for any victory cards.  You can put them on the mat to pseudo-trash them, but potentially bring them back into your deck before the end of the game so you still get those points.  That's a much bigger deal than the on-trash effects of the few DA cards that have them.

Quote
Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.

Again doesn't add much, and while it's simple on its own, it's a bit strong compared to Herald. Having read through all cards, it's probably the action-playing card i like the most in the contest, though.

Yeah it's probably stronger than Herald most of the time, but that's not really a concern, is it?  $2P is a lot more expensive than $4.

Quote
Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

Too strong for how easily you get it. Also two of these in hand can make you empty the pile.

Nice catch.  Not sure if it was mentioned before, but that's certainly another flaw with the card.  Elicitor discards Elicitor, gains two more in hand.  Repeat.

I'm actually not sure what to think of it anymore.  My first thought was that it's just too weak with the Treasure Map mechanic... but yeah.  I don't know anymore.

Cards i have opinions to:


Quote
Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.

Like the name. Don't like the after-game trashing. It feels clunky, even though Feodum, Catacombs and Hunting Grounds are the only cards i can think of where it matters.

I agree. I think its best to say "put them in the trash" and let the on-trash event not trigger, to make it less confusing.

Oh, if that's the question... then yeah, I guess that works fine?  But this might only be "clearer" to you because you are really familiar with Dominion mechanics.  I'd expect that most casual players would read "put them in the trash" and think, "that's a weird way to say 'trash the cards'.  Oh well.  Now how do we resolve these on-trash effects..."  It would still read as "trashing" to them, and the same question will come up even though it's technically no longer applicable.  Might be better to just address the issue as it is and allow for those times when you can get some bonus points out of a Hunting Grounds hidden on the mat.
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KingZog3

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #87 on: January 03, 2014, 05:07:06 pm »
0

Quote
Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

Too strong for how easily you get it. Also two of these in hand can make you empty the pile.

Nice catch.  Not sure if it was mentioned before, but that's certainly another flaw with the card.  Elicitor discards Elicitor, gains two more in hand.  Repeat.

I'm actually not sure what to think of it anymore.  My first thought was that it's just too weak with the Treasure Map mechanic... but yeah.  I don't know anymore.

Do you mean TM mechanic to buy it? Have you read that it costs P less if there is a Potion in play?
« Last Edit: January 03, 2014, 05:08:18 pm by KingZog3 »
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Asper

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #88 on: January 03, 2014, 05:11:02 pm »
+1

Cards i have opinions to:


Quote
Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.

Like the name. Don't like the after-game trashing. It feels clunky, even though Feodum, Catacombs and Hunting Grounds are the only cards i can think of where it matters.

I agree. I think its best to say "put them in the trash" and let the on-trash event not trigger, to make it less confusing.

Oh, if that's the question... then yeah, I guess that works fine?  But this might only be "clearer" to you because you are really familiar with Dominion mechanics.  I'd expect that most casual players would read "put them in the trash" and think, "that's a weird way to say 'trash the cards'.  Oh well.  Now how do we resolve these on-trash effects..."  It would still read as "trashing" to them, and the same question will come up even though it's technically no longer applicable.  Might be better to just address the issue as it is and allow for those times when you can get some bonus points out of a Hunting Grounds hidden on the mat.

How about: "Do not return cards from the Ivory Tower Mat to your deck when the game ends."
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #89 on: January 03, 2014, 05:11:21 pm »
0

Quote
Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

Too strong for how easily you get it. Also two of these in hand can make you empty the pile.

Nice catch.  Not sure if it was mentioned before, but that's certainly another flaw with the card.  Elicitor discards Elicitor, gains two more in hand.  Repeat.

I'm actually not sure what to think of it anymore.  My first thought was that it's just too weak with the Treasure Map mechanic... but yeah.  I don't know anymore.

Do you mean TM mechanic to buy it? Have you read that it costs P less if there is a Potion in play?

No, I mean the TM mechanic to get the benefit out of it.  You need two Elicitors so that you can discard one with the other.  This matters a lot because of the boards where Elicitor is the only Potion card around.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #90 on: January 03, 2014, 05:13:01 pm »
0

Cards i have opinions to:


Quote
Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.

Like the name. Don't like the after-game trashing. It feels clunky, even though Feodum, Catacombs and Hunting Grounds are the only cards i can think of where it matters.

I agree. I think its best to say "put them in the trash" and let the on-trash event not trigger, to make it less confusing.

Oh, if that's the question... then yeah, I guess that works fine?  But this might only be "clearer" to you because you are really familiar with Dominion mechanics.  I'd expect that most casual players would read "put them in the trash" and think, "that's a weird way to say 'trash the cards'.  Oh well.  Now how do we resolve these on-trash effects..."  It would still read as "trashing" to them, and the same question will come up even though it's technically no longer applicable.  Might be better to just address the issue as it is and allow for those times when you can get some bonus points out of a Hunting Grounds hidden on the mat.

How about: "Do not return cards from the Ivory Tower Mat to your deck when the game ends."

Does that work?  Even if not returned to your deck, they are still technically yours.  Would you not still count the points from VP on the mat, even though they aren't in you deck?
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KingZog3

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #91 on: January 03, 2014, 05:13:55 pm »
0

Quote
Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

Too strong for how easily you get it. Also two of these in hand can make you empty the pile.

Nice catch.  Not sure if it was mentioned before, but that's certainly another flaw with the card.  Elicitor discards Elicitor, gains two more in hand.  Repeat.

I'm actually not sure what to think of it anymore.  My first thought was that it's just too weak with the Treasure Map mechanic... but yeah.  I don't know anymore.

Do you mean TM mechanic to buy it? Have you read that it costs P less if there is a Potion in play?

No, I mean the TM mechanic to get the benefit out of it.  You need two Elicitors so that you can discard one with the other.  This matters a lot because of the boards where Elicitor is the only Potion card around.

Right, except it can be a sifter too, so it's like it's a dead card like TM if it doesn't match up.
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soulnet

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #92 on: January 03, 2014, 05:43:20 pm »
+1

Does that work?  Even if not returned to your deck, they are still technically yours.  Would you not still count the points from VP on the mat, even though they aren't in you deck?

Both trash and disappear without trashing would need clarification, but I think no on-trash effects is better, because many on-trash effects are confusing when the game is already over (like Rats' or Cultist's +Cards). We can return them to the supply, but there are non-supply cards. I think put in the trash +FAQ is enough. People playing with pre-DA will be fine anyway. People playing with DA should be confortable with strange FAQ.
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Asper

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #93 on: January 03, 2014, 06:41:53 pm »
0

Quote
Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.

Again doesn't add much, and while it's simple on its own, it's a bit strong compared to Herald. Having read through all cards, it's probably the action-playing card i like the most in the contest, though.

Yeah it's probably stronger than Herald most of the time, but that's not really a concern, is it?  $2P is a lot more expensive than $4.

Maybe i should have compared it to Throne Room. I'm aware that this comparison is not perfect, but putting +1 Card, +1 Action on a terminal 4$ will often be obviously very strong for 2$P, i think.

I won't decide my votes on the price or minor details, anyway (unless cards are unpriceable), so in case i'm mistaken it won't rob anybody of a deserved win.
« Last Edit: January 03, 2014, 06:47:19 pm by Asper »
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Guy Srinivasan

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #94 on: January 04, 2014, 02:49:26 am »
0

Quote
Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.

Again doesn't add much, and while it's simple on its own, it's a bit strong compared to Herald. Having read through all cards, it's probably the action-playing card i like the most in the contest, though.

Yeah it's probably stronger than Herald most of the time, but that's not really a concern, is it?  $2P is a lot more expensive than $4.

Maybe i should have compared it to Throne Room. I'm aware that this comparison is not perfect, but putting +1 Card, +1 Action on a terminal 4$ will often be obviously very strong for 2$P, i think.

I won't decide my votes on the price or minor details, anyway (unless cards are unpriceable), so in case i'm mistaken it won't rob anybody of a deserved win.
How is removing +1 Card, +1 Action from a $2P? Apothecary becomes "Reveal the top 4 cards of your deck, putting revealed Coppers and Potions into your hand" which is quite bad. Scrying Pool becomes "Discard a card. Spy attack. Draw as many Actions as you can and then +1 Card." which is almost always very bad for a $4 but can save an Engine with lots of +Actions, lots of Action cards, and poor draw. University doesn't become terminal, but it becomes "+1 Action. Discard a card. You may gain a card costing up to $5" which is Feast plus an action minus a card? Feels like a poor $4 but not terribad. Except that all of these modifications aren't as bad as removing +1 Card since getting +1 Card gets you a random card remaining in your deck but discarding a card loses you the worst card in your hand.
« Last Edit: January 04, 2014, 02:51:56 am by Guy Srinivasan »
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #95 on: January 04, 2014, 03:25:32 am »
0

Quote
Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.

Again doesn't add much, and while it's simple on its own, it's a bit strong compared to Herald. Having read through all cards, it's probably the action-playing card i like the most in the contest, though.

Yeah it's probably stronger than Herald most of the time, but that's not really a concern, is it?  $2P is a lot more expensive than $4.

Maybe i should have compared it to Throne Room. I'm aware that this comparison is not perfect, but putting +1 Card, +1 Action on a terminal 4$ will often be obviously very strong for 2$P, i think.

I won't decide my votes on the price or minor details, anyway (unless cards are unpriceable), so in case i'm mistaken it won't rob anybody of a deserved win.
How is removing +1 Card, +1 Action from a $2P? Apothecary becomes "Reveal the top 4 cards of your deck, putting revealed Coppers and Potions into your hand" which is quite bad. Scrying Pool becomes "Discard a card. Spy attack. Draw as many Actions as you can and then +1 Card." which is almost always very bad for a $4 but can save an Engine with lots of +Actions, lots of Action cards, and poor draw. University doesn't become terminal, but it becomes "+1 Action. Discard a card. You may gain a card costing up to $5" which is Feast plus an action minus a card? Feels like a poor $4 but not terribad. Except that all of these modifications aren't as bad as removing +1 Card since getting +1 Card gets you a random card remaining in your deck but discarding a card loses you the worst card in your hand.

Strange line of thought.  Not sure if it's all that useful either.  Alchemist also becomes hilariously terrible if you subtract an action and a a card from it.

I won't belabour the point since I don't like Elixir that much, but I will say that I think $2P is an OK price for it.  Cantrip TR is good, but it's not THAT much better than regular TR and the potion cost is a big drawback.  When you want TR, you usually want lots of them with lots of other actions.  In that kind of setup, the Potion cost matters a lot, slowing down both your acquisition of more Elixirs and other action cards.
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Asper

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #96 on: January 04, 2014, 08:01:46 am »
0

Guess i shouldn't have made the comparison in the first place :P
I knew it was flawed. Personally, i like Elixir (B).

Edit: Still think it's to cheap. Somehow i thought Guy Srinivasan's line of thought and Alchemist were against my point, but i realized they support it. Maybe the comparison is not good, but i agree with soulnet that cantrip TR is much, much better than TR.
« Last Edit: January 04, 2014, 09:40:14 am by Asper »
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soulnet

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #97 on: January 04, 2014, 08:36:48 am »
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I won't belabour the point since I don't like Elixir that much, but I will say that I think $2P is an OK price for it.  Cantrip TR is good, but it's not THAT much better than regular TR and the potion cost is a big drawback.  When you want TR, you usually want lots of them with lots of other actions.  In that kind of setup, the Potion cost matters a lot, slowing down both your acquisition of more Elixirs and other action cards.

Strongly disagree. Cantrip + TR is a LOT stronger than TR. You can be unterminalizing a terminal on top of playing it twice. Turning a terminal into a non-terminal is very VERY powerful.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #98 on: January 04, 2014, 01:24:44 pm »
+1

I won't belabour the point since I don't like Elixir that much, but I will say that I think $2P is an OK price for it.  Cantrip TR is good, but it's not THAT much better than regular TR and the potion cost is a big drawback.  When you want TR, you usually want lots of them with lots of other actions.  In that kind of setup, the Potion cost matters a lot, slowing down both your acquisition of more Elixirs and other action cards.

Strongly disagree. Cantrip + TR is a LOT stronger than TR. You can be unterminalizing a terminal on top of playing it twice. Turning a terminal into a non-terminal is very VERY powerful.

I still think that potion cost is already restriction enough on it.

TR needs other payloads. Cantrip TR does as well. A potion cost makes it hard to get it AND enough strong payloads to be reliably useful. An expensive potion cost makes it that much harder.

Maybe 3P is appropriate, but I don't see 2P as underpriced for the effect.
« Last Edit: January 04, 2014, 01:31:04 pm by eHalcyon »
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #99 on: January 05, 2014, 08:28:41 pm »
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Oops, missed the voting deadline.

Ah well.
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #100 on: January 05, 2014, 08:49:53 pm »
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Oops, missed the voting deadline.

Ah well.
Too caught up with discussing the cards, eh?
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dghunter79

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #101 on: January 05, 2014, 09:08:45 pm »
0

Thoughts on the top cards.

INCANTATION: Good card.  Worth play-testing.
RESEARCH: A lot of fussy restrictions make it borderline unplayable.  The whole "Remodels-into-Potion-cards" concept might not actually be such a hot idea.
DRUID: A dominating card that is obviously useful, but creates very few interesting choices.
ELIXIR (B): Cantrip then Throne Room.
ELIXIR (C): Overpowered.  Will too often lead to races to drain the Elixir (C) pile.
CONTRAPTION: Does what University does but is almost always worse at it and is very expensive.  Good for fans of 9-card kingdoms.

cluckyb

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #102 on: January 05, 2014, 10:38:25 pm »
0

Thoughts on the top cards.

INCANTATION: Good card.  Worth play-testing.
RESEARCH: A lot of fussy restrictions make it borderline unplayable.  The whole "Remodels-into-Potion-cards" concept might not actually be such a hot idea.
DRUID: A dominating card that is obviously useful, but creates very few interesting choices.
ELIXIR (B): Cantrip then Throne Room.
ELIXIR (C): Overpowered.  Will too often lead to races to drain the Elixir (C) pile.
CONTRAPTION: Does what University does but is almost always worse at it and is very expensive.  Good for fans of 9-card kingdoms.

Agreed about Incantation.

Research I still like. What is wrong with "Remodels into Potion cards"???

Those were the only two of the ones that advanced which I voted for
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #103 on: January 05, 2014, 11:24:53 pm »
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Oops, missed the voting deadline.

Ah well.

Whoops, meant for this to run into Monday. I'll bring the poll back up for another day.
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dghunter79

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #104 on: January 05, 2014, 11:31:45 pm »
0

Thoughts on the top cards.

INCANTATION: Good card.  Worth play-testing.
RESEARCH: A lot of fussy restrictions make it borderline unplayable.  The whole "Remodels-into-Potion-cards" concept might not actually be such a hot idea.
DRUID: A dominating card that is obviously useful, but creates very few interesting choices.
ELIXIR (B): Cantrip then Throne Room.
ELIXIR (C): Overpowered.  Will too often lead to races to drain the Elixir (C) pile.
CONTRAPTION: Does what University does but is almost always worse at it and is very expensive.  Good for fans of 9-card kingdoms.

Agreed about Incantation.

Research I still like. What is wrong with "Remodels into Potion cards"???

Those were the only two of the ones that advanced which I voted for

There aren't a ton of Potion cards on the board, and you already have one card that's solely dedicated to getting them.  Also, other than Vineyard, there's no VP potion cost, so "Remodel-into-Potion" is going to become irrelevant.  The result is a card you won't get until the 3rd shuffle, that will soon become useless.

What do you like about Research?

cluckyb

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #105 on: January 06, 2014, 01:54:13 am »
0

Thoughts on the top cards.

INCANTATION: Good card.  Worth play-testing.
RESEARCH: A lot of fussy restrictions make it borderline unplayable.  The whole "Remodels-into-Potion-cards" concept might not actually be such a hot idea.
DRUID: A dominating card that is obviously useful, but creates very few interesting choices.
ELIXIR (B): Cantrip then Throne Room.
ELIXIR (C): Overpowered.  Will too often lead to races to drain the Elixir (C) pile.
CONTRAPTION: Does what University does but is almost always worse at it and is very expensive.  Good for fans of 9-card kingdoms.

Agreed about Incantation.

Research I still like. What is wrong with "Remodels into Potion cards"???

Those were the only two of the ones that advanced which I voted for

There aren't a ton of Potion cards on the board, and you already have one card that's solely dedicated to getting them.  Also, other than Vineyard, there's no VP potion cost, so "Remodel-into-Potion" is going to become irrelevant.  The result is a card you won't get until the 3rd shuffle, that will soon become useless.

What do you like about Research?

I like research for the same reason I liked the smithy variants. Unless you count transmute, there isn't a remodel variant in Alchemy. Even without the "or $1P" the "remodel two cards at once, add the cost" is interesting enough for further consideration
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dghunter79

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #106 on: January 06, 2014, 03:12:25 am »
0

Thoughts on the top cards.

INCANTATION: Good card.  Worth play-testing.
RESEARCH: A lot of fussy restrictions make it borderline unplayable.  The whole "Remodels-into-Potion-cards" concept might not actually be such a hot idea.
DRUID: A dominating card that is obviously useful, but creates very few interesting choices.
ELIXIR (B): Cantrip then Throne Room.
ELIXIR (C): Overpowered.  Will too often lead to races to drain the Elixir (C) pile.
CONTRAPTION: Does what University does but is almost always worse at it and is very expensive.  Good for fans of 9-card kingdoms.

Agreed about Incantation.

Research I still like. What is wrong with "Remodels into Potion cards"???

Those were the only two of the ones that advanced which I voted for

There aren't a ton of Potion cards on the board, and you already have one card that's solely dedicated to getting them.  Also, other than Vineyard, there's no VP potion cost, so "Remodel-into-Potion" is going to become irrelevant.  The result is a card you won't get until the 3rd shuffle, that will soon become useless.

What do you like about Research?

I like research for the same reason I liked the smithy variants. Unless you count transmute, there isn't a remodel variant in Alchemy. Even without the "or $1P" the "remodel two cards at once, add the cost" is interesting enough for further consideration

I don't think "there isn't a remodel variant in Alchemy" is reason enough to vote for a card.  Especially since it's very possible that "trash a card, gain a card costing P more" is just a weak concept.  Maybe there's a good reason that there's no Remodel variant in Alchemy.  (Except Transmute.)

As far as "remodel two cards at once, add the cost" being an okay card, I agree.  That card would be okay, if basically a retread of other things.  But adding on to that card "or 1p" and a bunch of other stuff doesn't necessarily improve the design.

eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #107 on: January 06, 2014, 03:47:32 pm »
0

Oops, missed the voting deadline.

Ah well.

Whoops, meant for this to run into Monday. I'll bring the poll back up for another day.

OK, since the poll is re-opened, my favourites...

Quote
Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.

I like the mechanic.  Simple concept overall, but it has flexible uses -- a way to pull together combo pieces, a temporary Island, pseudo- (or actual) trashing.

Quote
Enclave
Types: Action
Cost: $2P
+2 Actions. You may discard your hand. If you do, +1 Card per Action card you have in play.

Novel, interesting, and I think it is well aligned with the action-heavy theme of Alchemy.  It has potentially powerful draw, but the hand discard requirement is a nice check.  It prevents you from drawing your whole deck (like with Madman) unless you've designed your deck in a specific way (i.e. lots of actions you can play off before discarding and drawing).

Quote
Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.

Simple, unique filtering mechanic.  Pretty cool.

Quote
Elixir (C)
Types: Action
Cost: $3P
+1 Action. +1 Buy. +$1. Reveal cards from your deck until you reveal a Potion or a card costing at least P. Put that card into your hand and discard the rest.

Most interesting Market variant I've seen in a while.  Having thought on it more, the self-chaining is a little scary and might actually warrant a $4P cost.  Still sounds fun enough to warrant a vote.
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #108 on: January 06, 2014, 07:27:09 pm »
0

Is the trashing of ivory tower meant to be like that, i would think it would work better if it just said 'at the end of the game these cards do not count as in your deck' or, return them to the supply.
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #109 on: January 06, 2014, 08:38:46 pm »
0

Is the trashing of ivory tower meant to be like that, i would think it would work better if it just said 'at the end of the game these cards do not count as in your deck' or, return them to the supply.

That clarification was part of the original submission, yes.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #110 on: January 06, 2014, 09:33:06 pm »
0

Is the trashing of ivory tower meant to be like that, i would think it would work better if it just said 'at the end of the game these cards do not count as in your deck' or, return them to the supply.

That was being discussed recently in this thread.  I think the general idea is clear, and if it happens to win then everyone could suggest how to phrase it best.

FWIW, "return them to the supply" would be a bit strange.  Game ends in 3-pile, but what happens if a card returned un-empties a pile?  Presumably the game is still over, but it's confusing.  Or, what happens if you have a card that isn't from the supply, like Madman?  It can't be returned, so is it still yours?  Matters for certain victory cards, like Gardens.
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dghunter79

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #111 on: January 06, 2014, 11:08:00 pm »
0

Quote
Elixir (C)
Types: Action
Cost: $3P
+1 Action. +1 Buy. +$1. Reveal cards from your deck until you reveal a Potion or a card costing at least P. Put that card into your hand and discard the rest.

Most interesting Market variant I've seen in a while.  Having thought on it more, the self-chaining is a little scary and might actually warrant a $4P cost.  Still sounds fun enough to warrant a vote.

Even at 4P, Elixir itself makes amassing Elixir very easy.  Only the first one will be difficult to buy. 

I don't really see this card as interesting.  If you buy a Potion and then nothing but Elixirs, your hands will all more or less play themselves.  It's basically, "+1$, +buy, play all the Elixirs in your deck and put the rest of your deck in the discard."

dghunter79

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #112 on: January 08, 2014, 04:27:09 pm »
+1

Bottle Imp:

Druid and Research, as well as a few other submissions, demonstrate a desire1 for an "alternative path to Potion cards."  That's a reasonable aspiration.  Potion cards are fun!  Potions themselves are not.

But both of those cards illustrate the difficulties with the concept of "replacing" Potion.  Druid, by both trashing your Potion and then seamlessly replacing it, takes all the "cost" out of Potion-cost cards.  It's too obvious a solution to the Potion problem, and ends up oversimplifying gameplay, rather than branching it out.  Research, on the other hand, is a redundancy -- a card you need a Potion to buy that then fills your deck with more Researches to get more Potion-cost cards.  You'll rarely want Research if you've already bought a Potion.

Bottle Imp is, I think, the closest the contest came to a true Potion-alternative.  I think it works because it doesn't aim to replace Potion.  You need two action cards in play to even buy Imp2.  So it will be even later that you finally get Potion cards into your deck than if you'd gone the straightforward route.  Also, because each Imp has to be sacrificed to get a Potion card out of it, you'll never get as many Potion cards out of Imp as you would with Potion.  So, while it's nice to get Potion cards without having to clog your deck with Potion, the drawbacks of Bottle Imp are appropriately severe.  It's a true alternate route, and provides actual branching gameplay.

I don't think Imp is often a viable route, though.  Potion cards are designed to be massable, and Bottle Imp won't usually let you mass them.  So when you're going after mass Scrying Pools, Alchemists, or Apothecaries, Bottle Imp is probably worse than Potion.3  Familiar, on the other hand, you don't want to mass.  But you want them ASAP, sooner than your opponent, and Bottle Imp is going to lose the footrace to Potion.

Bottle Imp is a nice card for picking up Golems, since you don't really want a Golem until you have a lot of actions in your deck already, and you usually don't anticipate getting more than a few of them.  You might prefer Imps when Golem is the only other Potion cost card on the board.  But, Golem also tends to replace the need for Alchemist and Scrying Pool, so, even with those cards present, skipping Potion might be preferable.  Bottle Imp can also work nicely with Philosopher's Stone, a card that is more valuable later, and that you won't want more than a few of.  And, in those cases where a Familiar is better later4 Imp is a nice Potion alt. 

But, there are few cases when Bottle Imp beats Potion.  Usually, Potion will be the best way to buy Potion cards.  Luckily, Bottle Imp has other uses! 

Someone commented that Imp's ability to gain Duchies is a bad reward for the hoops you have to go through to get one.  But on engine boards, gaining Imp will be trivial, because you will almost always have two Action cards in play.  In those instances, the ability to trash into a Duchy can be huge for the endgame.  If you trash Imp on your last shuffle, then it was essentially a Market that was worth 3VP, which you probably bought for 5.  That's a great deal.

For that reason, it's probably good that you can't trash Imp into Duchy if you already have two Action cards in play.  That's the thing I really like about the card.  The "two action cards in play" clause intersects with the card's value at two critical points.  When the card costs 5, instead of 5P, it can no longer be trashed into Potion cards OR into 5s.  Now it can only grab 4s.  That might be nice for grabbing mass Silk Roads/Gardens/Feoda in a game-ending mega-turn.  But mass trashing into Duchies will be difficult.5

Imp has a few other uses besides trashing into VP.  In situations where +Buy is more valuable early in the game, such as with Peddlers, or with other Potion costs, you might want a "market" now, but a different 5 later.  You might want to trash them late-game into activated Cities.  The card offers some intriguing flex potential on a variety of boards.  And of course, there's also those other boards where all you really want is +buy or another non-terminal, and it's cost barrier is nothing more than a giant hassle.  Those are fun, too.

Anyway, those are my thoughts on my own card.  Thanks to those who voted for it and who said nice things about it!

1 If not an actual need.
2 Obviously you'd almost never buy it for 5P.
3 Though an Imp grabbed opportunely can help you win the Scrying Pool split.
4 Say your opponent has trashed down and then re-bloated their deck.
5 Though not impossible, since Imp can still be trashed into Duchy even if there's already one Action Card in play.  It self-trashes, so it no longer counts as an "action card in play" when the gaining happens.  Scrying Pool or Tactician can help you trash a bunch of Imps into 5s on the same turn.

Asper

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #113 on: January 30, 2014, 10:42:59 am »
0

Say, did LastFootnote mention when the second part of the contest(s) will start? I don't want to nag, annoy or apply pressure here, i'm just curious for the results.
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LastFootnote

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #114 on: January 30, 2014, 10:58:20 am »
+1

Say, did LastFootnote mention when the second part of the contest(s) will start? I don't want to nag, annoy or apply pressure here, i'm just curious for the results.

Dude, you do not need to worry about annoying me. I could use a lot more nagging. I'm the one dropping the ball here. I'm working from home today, so I'll try to find the time this afternoon to get this back up and running.
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Nic

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #115 on: January 30, 2014, 01:30:17 pm »
0

Well, I don't think anyone minded this time around. The contests were put together so we could look at new cards, and everyone in this subforum has been hanging out in the Enterprise threads for the past week or two. The time was certainly well spent.
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Asper

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #116 on: February 08, 2014, 02:13:35 pm »
0

Well, I don't think anyone minded this time around. The contests were put together so we could look at new cards, and everyone in this subforum has been hanging out in the Enterprise threads for the past week or two. The time was certainly well spent.

Thinking of it now, maybe the pause is also a good thing for the contest itself... I can't talk for anybody else, but it gave me the time to go over my cards again without stress, and i think i might have something for Dark Ages, Intrigue and Prosperity now. Hope it will have the same effect on others so we'll see some clever new designs then :)
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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #117 on: February 16, 2014, 10:09:19 pm »
0

Say, did LastFootnote mention when the second part of the contest(s) will start? I don't want to nag, annoy or apply pressure here, i'm just curious for the results.

Dude, you do not need to worry about annoying me. I could use a lot more nagging. I'm the one dropping the ball here. I'm working from home today, so I'll try to find the time this afternoon to get this back up and running.
Okay, here's some nagging for you
Hey LastFootnote, come on and get these contests moving! Get to it. chop chop
I almost tripped over that ball you dropped, twice. pick it back up.
 ;D
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