Sure, I guess. Just know that I may or may not use them
well, you're most likely not going to use them, if half of all ideas would turn into cards, we'd have a lot more than we have now. anyway, i was thinking of this idea, and then i thought it kind of fits the enterprise theme... in a way. i know you already have two villages, but either way it seems easier than creating a thread for it.
Action - Ancient Village - 4$
+1 Card
+2 Actions
If you have exactly 5 cards in your hand, +1 Card
it would probably be one of the strongest village-with-bonus, but comparing it to Wandering Minstrel, I don't think it's broken. it may be boring, but you could do some cool stuff with oasis or just terminal silvers. it's also so simple that i wasn't sure whether it has been done before.
Byah, something about this slightly rubs me the wrong way. Maybe that it's so vulnerable to discard attacks. Like, if you're playing a game with no discard attacks, it's probably extraordinarily powerful. You can pretty quickly build a deck with enough terminal, non-drawing Actions to get back down to 5 cards and just go to town. With discard attacks, it's basically a Village. Well, with terminal draw you might be able to get back up to 5 cards and activate it. Probably it should cost at least $5.
I'm not sure it fits into this set, but I definitely think it's worth playtesting.
Are you going to make investment a Treasure worth $0, or a reaction, or is it working fine as is?
Unfortunately, I haven't gotten much playtesting in recently. I played one game last night (with Refurbish, Terrace, and General), and that's probably it in the last few weeks. I haven't tested Investment in a very long time. It has a few issues:
• It's not popular in my playtest games. I'm glad that it's been well received online and that's the reason I haven't scrapped or overhauled it yet, but I think it needs some sort of change to make it more desirable.
• You can invest in Conscripts, which is not ideal. Investing in Conscripts has a really low opportunity cost and a really high payoff.
I have three ideas that could fix the Conscripts issue. The question is which one is best.
First, playing the card before setting it aside.
Investment
Types: Action
Cost: ???
Trash this. You may play an Action card from your hand, then set it aside on your Investment mat.
When a player plays an Action card, he gets +$1 per copy of it on his Investment mat.
This doesn't work with Conscripts (or any one-shot) since Investment would lose track of it. I'm not sure it's a great idea to intentionally introduce this invocation of the lose-track rule, though. In a set themed around one-shots, it's going to come up a lot.
Second, set an Action card aside from the Supply instead of from your hand.
Investment
Types: Action
Cost: ???
Trash this. Set aside an Action card from the Supply onto your Investment mat.
When a player plays an Action card, he gets +$1 per copy of it on his Investment mat.
This is vastly more powerful because you don't have to line up the Investment with the card in your hand, nor do you lose a copy of it. The one gotcha is that you have to invest before the target pile empties, but that's fine and perhaps even a cool twist. I feel like maybe this version is too easy, though, if that makes sense.
So right now, I'm leaning toward a third, more radical change: combining it with the Tariff idea I had months ago.
Investment
Types: Action
Cost: ???
[Trash this?] Put the Investment marker on an Action card Supply pile.
Copies of the card that the Investment marker is on cost $2 more and generate an extra $1 when played.
This adds a larger element of interaction, since the Investment marker affects all players and there's only one such marker.
What were your thoughts with the Treasure or Reaction, though? I don't remember talking about that before.
EDIT: On a completely different topic, Terrace is quickly approaching complete satisfaction in terms of playtesting results. It's a pretty solid $4 village and I'm quite happy with it.