Hibernation Cave • $1 • Reaction - Shelter
When you return a card to its pile, you may Exile this from your hand.
Remote Lake • $1 • Victory - Shelter
Worth 1VP if on your Exile mat at the end of the game (otherwise worth 0VP).
Wild Pasture • $1 • Treasure - Shelter
$0
When you trash or Exile this, gain a Horse.
For Seaside:If these are supposed to be like Shelters, then they don't have a pile, so they cannot be exchanged.
Northern Passage
Action - Duration - Passage - $4*
If this is the first time you played a Passage this game, at the start of each of your turns for the rest of the game, +1 Action. Otherwise, exchange this for an Estate when you discard this from play.
Southern Passage
Action - Duration - Passage - $4*
If this is the first time you played a Passage this game, at the start of each of your turns for the rest of the game, +1 Buy. Otherwise, exchange this for an Estate when you discard this from play.
Inland Passage
Action - Duration - Passage - $4*
If this is the first time you played a Passage this game, at the start of each of your turns for the rest of the game, +$1. Otherwise, exchange this for an Estate when you discard this from play.
Cottage • $3 • Treasure - Residence
$1
You may play an Action card from your hand.
Lodge • $3 • Reaction - Residence
When you gain a Treasure, you may trash this from your hand and gain a Silver.
Manor • $3 • Victory - Residence
2 VP
When you trash this, gain a card costing up to $7.
My submission is Housing for Prosperity.[...]
where did you get the art from?
Faerie Tree - $3
Action - Victory - Fate - Shelter
You may reveal a Victory card from your hand to receive a Boon.
----
1VP
Hanging Tree - $1
Attack - Reaction - Doom - Shelter
When another player gains a Victory card, you may play this for +1 Card.
If that player hasn't received a Hex this turn, they receive the next Hex.
Shaman Hut - $1
Night - Shelter
Gain a Will-o'-Wisp.
If you have not gained a Victory card this turn, trash this to gain a Will-o'-Wisp and a Curse.
For Seaside:
Northern Passage
Action - Duration - Passage - $2*
If this is the first time you played a Passage this game, at the start of each of your turns for the rest of the game, +1 Action. Otherwise, trash this and gain an Estate when you discard this from play.
Southern Passage
Action - Duration - Passage - $2*
If this is the first time you played a Passage this game, at the start of each of your turns for the rest of the game, +1 Buy. Otherwise, trash this and gain an Estate when you discard this from play.
Inland Passage
Action - Duration - Passage - $2*
If this is the first time you played a Passage this game, at the start of each of your turns for the rest of the game, +$1. Otherwise, trash this and gain an Estate when you discard this from play.
For Seaside:
Northern Passage
Action - Duration - Passage - $2*
If this is the first time you played a Passage this game, at the start of each of your turns for the rest of the game, +1 Action. Otherwise, trash this and gain an Estate when you discard this from play.
Southern Passage
Action - Duration - Passage - $2*
If this is the first time you played a Passage this game, at the start of each of your turns for the rest of the game, +1 Buy. Otherwise, trash this and gain an Estate when you discard this from play.
Inland Passage
Action - Duration - Passage - $2*
If this is the first time you played a Passage this game, at the start of each of your turns for the rest of the game, +$1. Otherwise, trash this and gain an Estate when you discard this from play.
Normally the judge shouldn't comment on the cards before judging, but I need some clarification on how these work. It seems to me that if you're trashing a Passage, then you're not discarding it from play and so you'll never gain the Estate.
Some Shelters for Empires.
Broker
$1
Treasure - Shelter
$2
___________________________________________
When you discard this from play take 4 debt tokens
Stall
$1
Reaction - Shelter
Whenever you gain a card you may reveal this from your hand and discard it for +1 Buy
Gatehouse
$1
Victory - Shelter
Worth 9VP if you have 1 Broker, 1 Stall and 1 Gatehouse.
Notes
- Gatehouse follows the Empires theme of promoting potentially unusual strategies. If you hang on to these three shelters they will also effectively be a Duchy each at the end of the game.
- Broker potentially gives you a Silver in your starting hand to potentially spike some better cards on turn 1 and 2. If you use it though you have to pay back double the debt.
- For the third card, I deliberately wanted a weak card that didn't do a lot but could allow for some tricks in the right circumstances.
- I deliberately avoided making an action card to limit the number of cards that would allow you to trigger Gatehouse's points by exiling the cards. With that constraint I though a Shelter-Treasure, Shelter-Reaction and Shelter-Victory gave a nice mix.
I've updated my submission (again) (sorry)These are pretty significant changes! I really like both versions though :) But those yellow letters are near unreadable on my screen.
(https://i.imgur.com/JZDzEAI.png) (https://i.imgur.com/8gJrbou.png) (https://i.imgur.com/kpsvrVI.png)I think that you should prevent Hut from triggering via Clean-Up discards. Consider a situation where you have a board with these, a good trasher (Remake or something) and an expensive kingdom card (anything $6 or more). The first player to react with this could lock the other(s) out of the trasher and be able to gain a large advantage due to pure chance. It is possible the other(s) could uncover the pile but again, it would be chance. This might be a little bit specific but I think it could come up often enough to warrant an adjustment.
Meant for Allies.
Compass is the Copper version of Tent. It messes with the opening but comes at the cost of slower cycling.
Tavern is simple.
Hut is the crazy one. It is obviously inspiread by Battle Plan. Due to the second option you can create rotating piles and block/unblock a good pile (the restriction to Kingdom piles exists to prevent potentially degenerate play and keep green and money always "open"). It might lead to interesting mini-games. Not sure how strong it is, so I am not sure about costly it should be. I did consider spending a Favor but that might make it too weak and there could be basic deck stuff like topdecking or discarding as cost. Not sure about this one and open for feedback.
(https://trello.com/1/cards/628d543bace9d953b16b5090/attachments/62d6cfe2f8408e34b0ed092e/download/Old_Estate_(1).png) | Quote Old Estate - Shelter - Action - Victory - Cost: 3 |
(https://trello.com/1/cards/628d543bace9d953b16b5090/attachments/62d6d0593b9a8a13c3e5dfc9/download/Abandoned_Village_(1).png) | Quote Abandoned Village - Action - Shelter - Curse - Cost: 2 |
(https://trello.com/1/cards/628d543bace9d953b16b5090/attachments/62d6042af7ecc71483278172/download/Old_Barn.png) | Quote Old Barn - Shelter - Reaction - Cost: 2 |
Name: Hay Farmer
Types: Action, Farmer
Price: $1
Text: +1 Action; Exile a Horse from its pile.
Name: Animal Trader
Types: Action, Farmer
Price: $1
Text: Trash this. Gain a Horse.
Name: Rancher
Types: Action, Farmer
Price: $1
Text: +1 Buy
While this is in play, when you play a Horse, you first get +1 Card.
For Menagerie:
(https://trello.com/1/cards/628d543bace9d953b16b5090/attachments/62d604229617201408c5c56c/download/Old_Estate.png) QuoteOld Estate - Shelter - Reaction - Cost: 3
When you draw this you may reveal and trash it.
-
4%(https://trello.com/1/cards/628d543bace9d953b16b5090/attachments/62d604260da48e1466455151/download/Abandoned_Village.png) QuoteAbandoned Village - Action - Shelter - Cost: 2
+3 Actions
+1 Buy
-
-1%(https://trello.com/1/cards/628d543bace9d953b16b5090/attachments/62d6042af7ecc71483278172/download/Old_Barn.png) QuoteOld Barn - Shelter - Reaction - Cost: 2
When you trash this reveal it and choose one: +1%; or exile your hand.
I'm not sure if old barn needs the Reaction part please tell me if it doesn't.
Feedback is appreciated.
Name: Rancher
Types: Action, Farmer
Price: $1
Text: +1 Buy
While this is in play, when you play a Horse, you first get +1 Card.
Martyr - Reaction - ExpelledMartyr can Exile himself to save a horse, a butterfly, or someone else from Exile.
When you would Exile a non-Martyr card or return a non-Martyr card to the supply, you may Exile this to instead put it into your hand.
Brigand - Action - ExpelledThe Brigand, can help you leave Exile, or ride away using a horse.
You may put a card you have in Exile into your hand. If you didn't, gain a horse.
Warden - Action - ExpelledThe warden is a simple guy and just wants to see other people go in Exile.
This turn, when you Exile a card, +1 Card
Night Mayor • $1 • Night - Citizens
Put your deck into your discard pile.
Ombudsman • $1 • Reaction - Citizens
When a Boon is revealed on your turn, you may trash this from your hand to receive it again.
Bodygardener • $1 • Reaction - Victory • CitizensEDIT: made a clarity note on the trashing to specify "from your hand"; i'm not going to update the images since that would require firing up photoshop again and who has the time, but please use your imagination to fill in the gaps there.
When a hex is revealed, you may trash this from your hand to be unaffected by it.
-
1%
(https://i.imgur.com/udVYhlr.png) | (https://i.imgur.com/Rz3EZN4.png) | (https://i.imgur.com/a0uHZTA.png) |
Quote from: Alchemical Still Alchemical Still | Quote from: Extract Extract | Quote from: Forlorn Tower Forlorn Tower |
My Submissions:
(https://i.imgur.com/Q4p0qnO.png) (https://i.imgur.com/Rz3EZN4.png) (https://i.imgur.com/C17Q0K8.png)
- Cauldron allows you to gain a potion without missing out on another purchase.
- Extract is a one-shot potion treasure that allows you to gain a potion cost card in the opening turns. The downside is that it gains you a curse when you use it.
- Tower is an Estate. Keeping it can help you offset the Curse you could gain with Extract. If you manage to trash it, you can discard your deck to put any treasure in your discard to your hand.
(https://i.postimg.cc/d3c0Q6WW/Underdogs-v2.png) | ||
(https://i.postimg.cc/GmX9Pk22/Ascetic-v2.png) | (https://i.postimg.cc/zfMB68TY/Copycat-v2.png) | (https://i.postimg.cc/26Z6fMxb/Novice-v2.png) |
(https://trello.com/1/cards/62d889335b7e3a2f58b8f12c/attachments/62d889538e73a760bd9f2dca/previews/62d889558e73a760bd9f2e12/download/image.png)(https://trello.com/1/cards/62d889335b7e3a2f58b8f12c/attachments/62d88a79a837180f19156e15/previews/62d88a7ca837180f19156e4e/download/image.png)(https://trello.com/1/cards/62d889335b7e3a2f58b8f12c/attachments/62d88948c25c104136b4eb06/previews/62d8894bc25c104136b4eb50/download/bodygardener.png)
Savings/Benefactor/Ancestral Home by 4est
I feel that Savings sort of negates the purpose of Debt. The whole point of the mechanic is that you have to pay it back later, but Savings says, nope, you kinda don’t!
Hibernation Cave/Remote Lake/Wild Pasture by emtzalex
You proved me wrong! Shelters CAN be thematic for something other than Dark Ages. Onto the cards themselves. The most obvious way to get rid of Hibernation Cave is with a Horse… oh, and look, Wild Pasture gives you a Horse when you trash it! Very clever! I do worry about the luck-based aspect of this interaction if there’s no other way to gain Horses. But the fact that Horse increases your hand size reduces the luck at least. Remote Lake is very neat. The fact that Exiling is an expansion-specific mechanic is sort of a problem, but still, this is a great use of it. Oh, and Wild Pasture really doesn’t need to be a Treasure; I think it would be fine as a pure Shelter type. Still, I think you did a great job with these. I like how simple they are, and they tie in with Menagerie’s themes very well.
Winner: Hibernation Cave/Remote Lake/Wild Pasture by emtzalex