Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
Cold Iron
Types: Treasure Attack Victory Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.
Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.
Sphinx (A)
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
Sphinx (B)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
Paladin
Types: Action Attack Victory
Cost: $4
+1 Action. Choose one: Each player (including you) with 4 or more cards in hand discards a card; or each player (including you) draws until he has 4 cards in hand.
Worth 1 VP for every 4 Attack cards in your deck (rounded down).
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Dance
Types: Action Attack Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.
When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
Quartermaster
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Architect (A)
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
Prefecture
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Nabob
Types: Action Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.
Courtier
Types: Action Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.
Lord
Types: Action Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.
Worth 1 VP.
Bailey
Types: Action Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.
Worth 1 VP.
Wall
Types: Action Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)
When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Shrine
Types: Action Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.
Worth 2 VP.
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Taylor-Compton
Types: Action Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.
Worth 1 VP.
Usurer
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
Dungeon
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
Wedding
Types: Action Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.
Liege
Types: Action Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
Traitor
Types: Action Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.
Homestead
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
Architect (B)
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.
Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.
Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.
Mob
Types: Action Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.
Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.
Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
Hidden Passage
Types: Action
Cost: $3
+1 Card. +1 Action. You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Secret Plot
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
Castellan
Types: Action Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
Inquisitor
Types: Action Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.
Narcissist
Types: Action
Cost: $4
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
Ironworker
Types: Action
Cost: $2
Discard a card. If it is an Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)
Cannoneer
Types: Action Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
Visiting Dignitary
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
Landlord | 16 | |
Prefecture | 13 | |
Overseer | 13 | |
Monastery | 10 | |
Homestead | 10 | |
Concerto | market squire | 9 |
Majordomo | Robz888 | 9 |
Observatory | Eistee | 9 |
Nouveau Riche | Asper | 9 |
Architect (A) | A Drowned Kernel | 8 |
Dungeon | scott_pilgrim | 8 |
Logothete | Gveoniz | 7 |
Paladin | markusin | 7 |
Quartermaster | Guy Srinivasan | 7 |
Acropolis | Eggplantation | 7 |
Courtier | soulnet | 7 |
Wall | Powerman | 7 |
Secret Plot | eHalcyon | 7 |
Lawyer | angrybirds | 6 |
Taylor-Compton | Jack Rudd | 6 |
Wedding | KingZog3 | 6 |
Tiller | nopawnsintended | 6 |
Cold Iron | andwilk | 5 |
Nabob | heatthespurs | 5 |
Bailey | jamespotter | 5 |
Committee | LastFootnote (Enterprise) | 5 |
Heir | SirPeebles | 5 |
Narcissist | WanderingWinder | 5 |
Visiting Dignitary | Schneau | 5 |
Sphinx (B) | mail-mi | 4 |
Dance | Matt_Arnold | 4 |
Lord | ignorentmen | 4 |
Liege | jackelfrink | 4 |
Groundskeeper | XerxesPraelor | 4 |
Hidden Passage | Showdown35 | 4 |
Castellan | Chaos | 4 |
Ironworker | dnkywin | 4 |
Cannoneer | GwinnR | 4 |
Traitor | dghunter79 | 3 |
Mob | yuma | 3 |
Legate | Watno | 3 |
Inquisitor | cpgiels | 3 |
Warden | Saucery | 3 |
Shrine | ChocophileBenj | 2 |
Sphinx (A) | ray | 1 |
Usurer | ConMan | 0 |
Architect (B) | werothegreat | 0 |
When it comes right down to it, cards that give you choices are common everywhere.
lots of Intrigue cards would be fine in the Base Set.
I don't think Coppersmith or Wishing Well really go beyond the base set. In fact DXV once said that if he had a Dominion time machine (http://forum.dominionstrategy.com/index.php?topic=3353.0) he'd have probably put those two into the base set in place of Chancellor and Feast.
So Courtyard, Secret Chamber, Swindler, Scout, Duke, Saboteur, Trading Post, Upgradethat's eight cards from Intrigue that, in my opinion, would feel more or less at home in the base set. Well, I guess that's not that few; it's almost a third of the expansion, anyway.You really need to compare that with other expansions.
I have some crazy ideas for this one too, but not particularly well developed. :-\
I have some crazy ideas for this one too, but not particularly well developed. :-\
Just make sure to put the gained ideas on top of your deck!
I have some crazy ideas for this one too, but not particularly well developed. :-\
Just make sure to put the gained ideas on top of your deck!
If you go this route, you need to gain two ideas, one costing exactly one more, and one costing exactly one less than your original idea. This technique works best when there is a synergy between ideas that have a cost difference of two, or when ideas cost $7.
I believe it's making the jokes up to $3 better.I have some crazy ideas for this one too, but not particularly well developed. :-\
Just make sure to put the gained ideas on top of your deck!
If you go this route, you need to gain two ideas, one costing exactly one more, and one costing exactly one less than your original idea. This technique works best when there is a synergy between ideas that have a cost difference of two, or when ideas cost $7.
This joke was bad enough when it was just Mint and Mine, so can we please stop expanding this joke to include more cards? It's not making things any better.
I believe it's making the jokes up to $3 better.I have some crazy ideas for this one too, but not particularly well developed. :-\
Just make sure to put the gained ideas on top of your deck!
If you go this route, you need to gain two ideas, one costing exactly one more, and one costing exactly one less than your original idea. This technique works best when there is a synergy between ideas that have a cost difference of two, or when ideas cost $7.
This joke was bad enough when it was just Mint and Mine, so can we please stop expanding this joke to include more cards? It's not making things any better.
I believe it's making the jokes up to $3 better.I have some crazy ideas for this one too, but not particularly well developed. :-\
Just make sure to put the gained ideas on top of your deck!
If you go this route, you need to gain two ideas, one costing exactly one more, and one costing exactly one less than your original idea. This technique works best when there is a synergy between ideas that have a cost difference of two, or when ideas cost $7.
This joke was bad enough when it was just Mint and Mine, so can we please stop expanding this joke to include more cards? It's not making things any better.
I like how you expanded the joke beyond simple Mine/Mint.
I think you've done this joke Well. Now you get another joke, +1 time to speek and you may wish for another joke.I believe it's making the jokes up to $3 better.I have some crazy ideas for this one too, but not particularly well developed. :-\
Just make sure to put the gained ideas on top of your deck!
If you go this route, you need to gain two ideas, one costing exactly one more, and one costing exactly one less than your original idea. This technique works best when there is a synergy between ideas that have a cost difference of two, or when ideas cost $7.
This joke was bad enough when it was just Mint and Mine, so can we please stop expanding this joke to include more cards? It's not making things any better.
Anyone up for someone bouncing a card idea off them? I know the basic mechanic I want to use, I just have two ways of implementing it and am torn between which is better.
Anyone up for someone bouncing a card idea off them? I know the basic mechanic I want to use, I just have two ways of implementing it and am torn between which is better.
Aaargh deadline is 8 AM instead of 10 AM, and I posted my card 2 minutes late ! Hope it'll be validated !
This contest will be the first one since I wrote my simulator, so I might go a little overboard and simulate every card: be warned.
Viceroy
I thought the deadline was yesterday. I'm impatient to see the card list :P
I thought the deadline was yesterday. I'm impatient to see the card list :P
Well, for us Canadians, it is Thanksgiving weekend, maybe LastFootnote is spending time with family in St. Paul... Alberta?
A fellow Dominion player who also lives in Quebec! We still get the day off here in Canada, though Canadian Thanksgiving is not nearly as big as it is in the U.S.I thought the deadline was yesterday. I'm impatient to see the card list :P
Well, for us Canadians, it is Thanksgiving weekend, maybe LastFootnote is spending time with family in St. Paul... Alberta?
I am in Canada :P Just that I'm in Quebec, so some people here don't like the english holidays...
My Intrigue submission is my first one since Indulgence that I'm looking forward to discussing. I don't have particularly high hopes for it in this contest, but I think there is some interesting and largely unexplored design space there even if the particular card I chose to submit is not ideal.
My theory is that this contest was secretly being operated and funded by the US federal government, and has somehow been deemed "non-essential".Are you crazy telling us that??? When you stop posting here tomorrow, I'll send a Helicopter to save you from Guantanamo ;-)
Long time after the deadline has past. Does anyone know what happened to LastFootNote ?
Perhaps it would be valuable to make a new account specifically for the contest, and get a collaborator so that two different people can see the private messages and put them out there.Long time after the deadline has past. Does anyone know what happened to LastFootNote ?He's probably just busy. It seemed to me like this contest was overwhelming him.
Perhaps it would be valuable to make a new account specifically for the contest, and get a collaborator so that two different people can see the private messages and put them out there.Long time after the deadline has past. Does anyone know what happened to LastFootNote ?He's probably just busy. It seemed to me like this contest was overwhelming him.
My theory is that this contest was secretly being operated and funded by the US federal government, and has somehow been deemed "non-essential".
My theory is that this contest was secretly being operated and funded by the US federal government, and has somehow been deemed "non-essential".
This is another theory:
(http://forum.dominionstrategy.com/avatars/Dominion%20Cards/adventurer.jpg)
Also, LF might be sidetracked by pokemon.
My theory is that this contest was secretly being operated and funded by the US federal government, and has somehow been deemed "non-essential".
This is another theory:
(http://forum.dominionstrategy.com/avatars/Dominion%20Cards/adventurer.jpg)
Also, LF might be sidetracked by pokemon.
Something something, compares all cards to Warehouse, something something.
That sounds a lot like Mine!
That sounds a lot like Mine!
I don't see how? Does it really let you gain a copy of a treasure when you reveal one from your hand AND make you trash all the treasures you have in play on buy? If not, it's not Mine!
That sounds a lot like Mine!
I don't see how? Does it really let you gain a copy of a treasure when you reveal one from your hand AND make you trash all the treasures you have in play on buy? If not, it's not Mine!
I think he was going for the pun... as in, it sounds like mine (my own card submission).
And the card you are describing is Mint!
That sounds a lot like Mine!
I don't see how? Does it really let you gain a copy of a treasure when you reveal one from your hand AND make you trash all the treasures you have in play on buy? If not, it's not Mine!
That sounds a lot like Mine!
I don't see how? Does it really let you gain a copy of a treasure when you reveal one from your hand AND make you trash all the treasures you have in play on buy? If not, it's not Mine!
I think he was going for the pun... as in, it sounds like mine (my own card submission).
And the card you are describing is Mint!
That sounds a lot like Mine!
I don't see how? Does it really let you gain a copy of a treasure when you reveal one from your hand AND make you trash all the treasures you have in play on buy? If not, it's not Mine!
And some people claim i complain too much about Mine/Mint jokes. They are everywhere!! If Mine/Mint-jokes were freaking cameras, FDS would be freaking 1984!
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
Cold Iron
Types: Treasure Attack Victory Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.
Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.
Sphinx (1)
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
Sphinx (2)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
Paladin
Types: Action Attack Victory
Cost: $4
+1 Action. Choose one: Each player (including you) discards a card; or each player (including you) draws until he has 4 cards in hand.
Worth 1 VP for every 4 Attack cards in your deck (rounded down).
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Dance
Types: Action Attack Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.
When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
Quartermaster
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Architect
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
Prefecture
Types: Action Victory
Cost: $5
Reveal a cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Sphinx (1)
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
Paladin
Types: Action Attack Victory
Cost: $4
+1 Action. Choose one: Each player (including you) discards a card; or each player (including you) draws until he has 4 cards in hand.
Worth 1 VP for every 4 Attack cards in your deck (rounded down).
Dance
Types: Action Attack Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.
When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
Quartermaster
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
Courtier
Types: Action Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
Bailey
Types: Action Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.
Worth 1 VP.
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Usurer
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
Liege
Types: Action Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.
Mob
Types: Action Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.
Hidden Passage
Types: Action
Cost: $3
You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Narcissist
Types: Action
Cost: $5
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)
Visiting Dignitary
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
Cold Iron
Types: Treasure Attack Victory Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.
Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.
Sphinx (1)
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
Sphinx (2)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
Paladin
Types: Action Attack Victory
Cost: $4
+1 Action. Choose one: Each player (including you) discards a card; or each player (including you) draws until he has 4 cards in hand.
Worth 1 VP for every 4 Attack cards in your deck (rounded down).
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Dance
Types: Action Attack Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.
When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
Quartermaster
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Architect
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
Prefecture
Types: Action Victory
Cost: $5
Reveal a cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Nabob
Types: Action Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.
Courtier
Types: Action Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.
Lord
Types: Action Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.
Worth 1 VP.
Bailey
Types: Action Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.
Worth 1 VP.
Wall
Types: Action Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)
When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Shrine
Types: Action Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.
Worth 2 VP.
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Taylor-Compton
Types: Action Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.
Worth 1 VP.
Usurer
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
Dungeon
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
Wedding
Types: Action Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.
Liege
Types: Action Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
Architect
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.
Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.
Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.
Mob
Types: Action Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.
Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.
Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
Hidden Passage
Types: Action
Cost: $3
You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Secret Plot
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
Castellan
Types: Action Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
Inquisitor
Types: Action Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.
Narcissist
Types: Action
Cost: $5
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
Ironworker
Types: Action
Cost: $2
Discard a card. If it is an Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)
Cannoneer
Types: Action Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
Cold Iron
Types: Treasure Attack Victory Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.
Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.
Sphinx (1)
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
Sphinx (2)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
Paladin
Types: Action Attack Victory
Cost: $4
+1 Action. Choose one: Each player (including you) discards a card; or each player (including you) draws until he has 4 cards in hand.
Worth 1 VP for every 4 Attack cards in your deck (rounded down).
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Dance
Types: Action Attack Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.
When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
Quartermaster
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Architect
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
Prefecture
Types: Action Victory
Cost: $5
Reveal a cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Nabob
Types: Action Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.
Courtier
Types: Action Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.
Lord
Types: Action Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.
Worth 1 VP.
Bailey
Types: Action Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.
Worth 1 VP.
Wall
Types: Action Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)
When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Shrine
Types: Action Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.
Worth 2 VP.
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Taylor-Compton
Types: Action Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.
Worth 1 VP.
Usurer
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
Dungeon
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
Wedding
Types: Action Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.
Liege
Types: Action Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
Traitor
Types: Action Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.
Homestead
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
Architect
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.
Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.
Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.
Mob
Types: Action Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.
Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.
Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
Hidden Passage
Types: Action
Cost: $3
You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Secret Plot
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
Castellan
Types: Action Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
Inquisitor
Types: Action Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.
Narcissist
Types: Action
Cost: $5
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
Ironworker
Types: Action
Cost: $2
Discard a card. If it is an Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)
Cannoneer
Types: Action Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
CastellanSo, a little bit Governor, a little bit Margrave? Would you announce the order up front, or could you choose the discard first, then decide between draw and trash (I guess the first, based on how Pawn works)? I don't mind it, but I feel like it will be a bit too strong and complicated.
Types: Action Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
InquisitorA nice Torturer variant. Probably most interesting in a 3-4 player game, if one player discards down to 3 and the other does nothing.
Types: Action Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.
NarcissistProbably a little strong, even with the differently-named restriction, but maybe passable.
Types: Action
Cost: $5
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
IronworkerWaaaaay too strong at $2. It's like Crossroads, but better because you can chain it much more easily. Maybe bearable at $3-4?
Types: Action
Cost: $2
Discard a card. If it is an Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
WardenThe choices all combo well with each other, but I'm worried that picking the second option first will cause lots of headaches with tracking - especially if you use it to play another one of these or a Throne Room-variant.
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)
CannoneerThe attack is probably too powerful. It's only bearable in cases where there's a cheap card that you don't mind having lots of in your deck but don't mind losing either (so maybe Silver, but even then ...)
Types: Action Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
Visiting DignitaryWeird. I assume the trash-and-regain effect is to limit the number of times it can be used, but still ... ? I don't know what to make of it. And it's a reusable, non-terminal Victory feast. Very Intrigue-y, but that's about all I can say.
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
QuoteArchitect
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
Stacks crazy. The second one you play is +4 Cards, + 1 Action. And then +6 Cards, +1 Action... It's a lot stronger than Gold.QuoteAcropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
Another card that stacks like crazy. The first one is a Village, the second one is a Level 2 City, the third one is +3 Cards + 2 Actions. You would never be able to ignore it.
QuoteMajordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
I think this is about as strong as Stables, and should cost 5.
QuoteSecret Plot
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
A card from your hand, I assume. Seems like it turns the game into kind of a no-fun game. You kind of have to buy Secret Plots since they can be worth a lot of points. And then all the other players have to do the same thing. And then the end result is they are all worth 0VP.
QuoteCastellan
Types: Action Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
Pretty weak -- almost a gimped Steward.
QuoteIronworker
Types: Action
Cost: $2
Discard a card. If it is an Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Well, either this, or Narcissist, or both, are priced wrong. I think both.
Ballot changes!
I accidentally omitted a card:QuoteVisiting Dignitary
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
At the author's request, I'm changing the wording of Paladin so that players only discard if they have 4 or more cards in hand.
[/quote]QuoteIronworkerWaaaaay too strong at $2. It's like Crossroads, but better because you can chain it much more easily. Maybe bearable at $3-4?
Types: Action
Cost: $2
Discard a card. If it is an Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
I don't see why this is a must-buy. It's very skippable. If one player buys it, others can still deny them their points without buying Secret Plot themselves.
I don't see why this is a must-buy. It's very skippable. If one player buys it, others can still deny them their points without buying Secret Plot themselves.
Can they?
If we have the same number of secret plots (in a two player game) killing a card I haven't already killed denies you points. Either I get the points because it doesn't match, or you don't get them. But if I lose the secret plot battle 10-2, now if I don't hide the right card I lose 8 points.
I don't see why this is a must-buy. It's very skippable. If one player buys it, others can still deny them their points without buying Secret Plot themselves.
Can they?
If we have the same number of secret plots (in a two player game) killing a card I haven't already killed denies you points. Either I get the points because it doesn't match, or you don't get them. But if I lose the secret plot battle 10-2, now if I don't hide the right card I lose 8 points.
Hmm. So you think that the Plotter will be able to hide a variety of cards and get lots of points out of it, which the non-Plotter can't contend with unless he also picks up the card. I just feel like it would be too slow to buy unique cards just to try to hide them away. Keep in mind that the Plotter is helping opponents trim down their decks, and they actually get to buy and use power cards whereas the plotter is using them for fodder. Maybe I'm underestimating the cost-benefit here though and the Plot points are a big deal. It is 1:1. Maybe 1VP per 2 unique cards would be better then.
At last! Now, to remember which card is the one I submitted, so I don't denigrate it too much.Actually, scratch that. I just took another look at my card and it is terrible. Literally terrible and completely unfixable.
Maybe I overspoke? Still, while Crossroads can and will explode, it only does so on an already green deck, and since it only gives you the +3 Actions once per turn there's a limit to how much you can stack them. With this, on the other hand, besides the interaction with multi-type cards there's the fact that with any other decent draw in your deck it's a super-Village and a combination of this and random green cards is, in my opinion, at least as good as Crossroads. Think about how much this would power up a Scrying Pool+stackable terminal deck. So definitely $3, maybe $4.Ballot changes!
I accidentally omitted a card:QuoteVisiting Dignitary
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
At the author's request, I'm changing the wording of Paladin so that players only discard if they have 4 or more cards in hand.
Visiting Dignitary -- Pretty weird. It generally works out to "gain a Duchy/alt VP" except it helps empty an extra pile. I suppose the intention is to facilitate alt VP rushes? I fear that this is either useless or too powerful if it makes it easy to win by piling on this and Duchies and something else. Hard to say without playing with it though.QuoteIronworkerWaaaaay too strong at $2. It's like Crossroads, but better because you can chain it much more easily. Maybe bearable at $3-4?
Types: Action
Cost: $2
Discard a card. If it is an Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
I honestly don't see how this is super powerful. It's not easier to chain than Crossroads because you don't get both cards and actions at the same time (unless you are discarding Great Hall/Islands/Nobles) and you are limited to +3 Cards at a time, whereas Crossroads provides +3 actions up front and can explode in a Madman-esque fashion. Ironworker's +actions are expensive because you have to discard another action and the money option is just terminal +$2. The draw is passable but it can whiff, and it's still terminal. Maybe the VP draw is enough to justify $3, but that's all I see. The other options are sub $2.
Maybe I overspoke? Still, while Crossroads can and will explode, it only does so on an already green deck, and since it only gives you the +3 Actions once per turn there's a limit to how much you can stack them. With this, on the other hand, besides the interaction with multi-type cards there's the fact that with any other decent draw in your deck it's a super-Village and a combination of this and random green cards is, in my opinion, at least as good as Crossroads. Think about how much this would power up a Scrying Pool+stackable terminal deck. So definitely $3, maybe $4.QuoteIronworkerWaaaaay too strong at $2. It's like Crossroads, but better because you can chain it much more easily. Maybe bearable at $3-4?
Types: Action
Cost: $2
Discard a card. If it is an Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
I honestly don't see how this is super powerful. It's not easier to chain than Crossroads because you don't get both cards and actions at the same time (unless you are discarding Great Hall/Islands/Nobles) and you are limited to +3 Cards at a time, whereas Crossroads provides +3 actions up front and can explode in a Madman-esque fashion. Ironworker's +actions are expensive because you have to discard another action and the money option is just terminal +$2. The draw is passable but it can whiff, and it's still terminal. Maybe the VP draw is enough to justify $3, but that's all I see. The other options are sub $2.
I don't see why this is a must-buy. It's very skippable. If one player buys it, others can still deny them their points without buying Secret Plot themselves.
Can they?
If we have the same number of secret plots (in a two player game) killing a card I haven't already killed denies you points. Either I get the points because it doesn't match, or you don't get them. But if I lose the secret plot battle 10-2, now if I don't hide the right card I lose 8 points.
Hmm. So you think that the Plotter will be able to hide a variety of cards and get lots of points out of it, which the non-Plotter can't contend with unless he also picks up the card. I just feel like it would be too slow to buy unique cards just to try to hide them away. Keep in mind that the Plotter is helping opponents trim down their decks, and they actually get to buy and use power cards whereas the plotter is using them for fodder. Maybe I'm underestimating the cost-benefit here though and the Plot points are a big deal. It is 1:1. Maybe 1VP per 2 unique cards would be better then.
So its like Bishop in that regard. Except can get you a lot more points per trash if you get lucky. Unless the other guy defends, and the only way to defend is to a) get rid of your good cards yourself and hope you get lucky matching or b) go after the card yourself and that way even if you dont match your good cards, the points are a wash.
It certainly is an interesting card, but if one player goes after it I agree that it is kind of impossible for the other player to ignore even if they don't actually buy it themselves.
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
Cold Iron
Types: Treasure Attack Victory Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.
Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.
Sphinx (1)
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
Sphinx (2)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
Paladin
Types: Action Attack Victory
Cost: $4
+1 Action. Choose one: Each player (including you) discards a card; or each player (including you) draws until he has 4 cards in hand.
Worth 1 VP for every 4 Attack cards in your deck (rounded down).
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Dance
Types: Action Attack Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.
When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
Quartermaster
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Architect
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
Prefecture
Types: Action Victory
Cost: $5
Reveal a cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Nabob
Types: Action Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.
Courtier
Types: Action Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.
Lord
Types: Action Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.
Worth 1 VP.
Bailey
Types: Action Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.
Worth 1 VP.
Wall
Types: Action Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)
When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Shrine
Types: Action Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.
Worth 2 VP.
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Taylor-Compton
Types: Action Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.
Worth 1 VP.
Usurer
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
Dungeon
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
Wedding
Types: Action Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.
Liege
Types: Action Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
Traitor
Types: Action Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.
Homestead
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
Architect
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.
Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.
Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.
Mob
Types: Action Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.
Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.
Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
Hidden Passage
Types: Action
Cost: $3
You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Secret Plot
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
Castellan
Types: Action Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
Inquisitor
Types: Action Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.
Narcissist
Types: Action
Cost: $5
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
Ironworker
Types: Action
Cost: $2
Discard a card. If it is an Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)
Cannoneer
Types: Action Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
LogotheteWow ! +1 card/+$1 for each victory card is too strong ! 2 victory cards : an Inn +$2. And all of it to sacrifice one bad hand at bottom of deck, maybe more ? Well, I don't know ! At least it synergizes nicely with scout !
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
Cold IronFour types ! I pretty dislike this. The attack part is a bit poor because it is far less disturbing than the double top-decking of Ghost ship, plus it may help him "Thanks, I draw a Watchtower !"
Types: Treasure Attack Victory Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.
Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.
Sphinx (A)Too political and swingy and not in the spirit of Dominion.
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
Sphinx (B)Another complicated card...
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
PaladinI dislike cards depending on attack cards. Look at Silk road and Trade route : the more victory cards you have in the supply, the more likely they may be interesting, but because you always have 3 victory cards in the supply (4 with SR), it's always worth something !
Types: Action Attack Victory
Cost: $4
+1 Action. Choose one: Each player (including you) with 4 or more cards in hand discards a card; or each player (including you) draws until he has 4 cards in hand.
Worth 1 VP for every 4 Attack cards in your deck (rounded down).
LandlordAction part is nice, and Victory part is always at least one VP, but rarely 2. There is also a risk of an over-combo by depleting several piles simultaneously at the last turn but this isn't a concern.
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
DanceA new reaction trigger, but not that interesting.
Types: Action Attack Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.
When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
QuartermasterI hate the "share a type with" and it's essentially "I discard so I hope you discard".
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
ConcertoA mix between Ironmonger and Scavenger. In BM you will mostly choose +1 act +$1 and get back your platinums. In engine you WILL get your action cards, it's nice but a bit weak. And I don't see why you would get back a pure victory card.
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Architect (A)Assuming you know how many $s you generate everytime you play an action card, I think this is possible (catch me if I'm wrong), but it may be boring.
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
AcropolisStacking village ^^. It plays differently if there are other villages around. But it's like King's court, it's dreadful if you chain can them ! Not interesting enough, though, because setting it up isn't easy !
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
PrefectureWhat's the point ? It skips your good cards for a victory card, so in this sense this is even worse than scout, and it anti-comboes with itself !
Types: Action Victory
Cost: $5
Reveal a cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
NabobDefinitely stronger than Remodel and Butcher. Looks a bit like ambassador except when good $2s.
Types: Action Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.
CourtierHey, what's all this copper gaining ?
Types: Action Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
MonasteryReally interesting idea, but let's analyse the nerf :
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
LawyerSwingyness... may be too risky if there are nothing interesting but silver at $3 and if there are key $5 such as minion/hunting party... it's even worse if you TR/KC this since the action card doesn't get discarded.
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.
LordAnother idea that wanted to be orignal but is poor. The fact that you have to keep it in hand to play it is terrible.
Types: Action Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.
Worth 1 VP.
BaileyAs some people said, it may be too easily a +1 action +$4, or a +2 actions +$2 so it's too strong !
Types: Action Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.
Worth 1 VP.
WallThe three options may make it a poor $4.
Types: Action Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)
When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.
OverseerA bit boring, but why not...
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
ShrineEither a great hall, either a VP cards that trashes your smaller cards ? Well, at least it's nice with an engine. But there may be some more exciting ideas to explore.
Types: Action Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.
Worth 2 VP.
CommitteeInteresting gamer... or not !
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Taylor-ComptonPoorer oasis that works only on victory cards, but several at once. I think it's fine, and making it a victory card sets an interesting dilemna.
Types: Action Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.
Worth 1 VP.
UsurerI play many action card, I discard my hand, so do the players. I win. Perfect.
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
DungeonWay stronger than chapel and than shrine above. May easily be $3, maybe $5.
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
MajordomoA poorer stables ? Seems nice...
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
WeddingNon-terminal attacker like this leads to boring games...
Types: Action Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.
LiegeSo it's +2*(max # of victory cards in your opponent's hand). Too bad it doesn't stack well, though !
Types: Action Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
TraitorToo frustating to force the opponent to discard his only village. Nope !
Types: Action Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.
HomesteadI tried exactly the same card with "+1 card +1 action" instead of "+2 actions" ^^ and it was just a Scout-like to them.
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
ObservatoryNope !
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
TillerWorse than remodel ! I miss the point.
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
Architect (B)
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.
GroundskeeperHey, it may be a strong island-like if you manage to play it each turn and to exile your victory card. I miss the point of the second option.
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.
HeirDo you choose one option per victory card, or not ?
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.
MobEven worse (in terms of fun, not strength) than Smugglers !
Types: Action Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.
Nouveau RicheToo complicated. Interesting in terms of cycling.
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.
Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
Hidden PassageThis time, I really miss the point. Something must have been forgotten somewhere !
Types: Action
Cost: $3
You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
LegateHey, may look like an attack !
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Secret PlotLike a "Petit bac" ? (don't know how it's named in French) okay, maybe.
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
CastellanWow ! How do you want me to play it ?
Types: Action Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
InquisitorNearly strictly worse than Militia. They will only gain curse in the end of game.
Types: Action Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.
NarcissistWhen tribute meets Cornucopia and stays in your own deck...
Types: Action
Cost: $5
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
IronworkerNice enough ! At least !
Types: Action
Cost: $2
Discard a card. If it is an Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
WardenToo complicated with the second choice ! It's too easy to get lost !
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)
CannoneerVanilla bonus is kinda meh, and attack part is interesting.
Types: Action Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
Visiting Dignitary[/quote]
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
Architect (B)So, Remodel crossed with Salvager+. Not hugely exciting, but not a bad variant on the concept.
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.
GroundskeeperThis feels ... Seaside-y, even if it's more "affect several turns in the future" rather than "next turn". Needs a "look through your discard pile" wording, but on the whole the mechanic is really nice for people who strategise and control their shuffles, but otherwise a little boring.
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.
HeirAn Endgame card! How exciting! And a bit of a weird alt-VP card, especially since you could technically choose different options for each Heir to try to maximise how much each one's worth. Probably a little too AP-inducing, but I really like the underlying idea.
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.
MobA Jester variant that I think is a bit too swingy and junk-happy (even compared to the original Jester) - assuming there's no good Copper-trashing, you'll have a good chance of being able to give everyone Coppers, which makes it more likely you'll be able to give them Coppers on the next play, which makes it more likely ...
Types: Action Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.
Nouveau RicheA little complicated, works really nicely with Tunnel, pretty terrible in a Shelters game, but fairly decent otherwise.
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.
Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
Hidden PassageFeels like an Attack to me, and even allowing for the choice between two cards this is a top-of-deck trasher which tends to be painful and swingy.
Types: Action
Cost: $3
You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
LegateNot bad, as a Peddler-variant probably needs to cost $5. Kind of non-Attacky interaction? Cruel combination with Minion, though.
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Secret PlotTricky, and I assume you count the VP they're worth first *then* return the cards otherwise it's a little pointless. Also, feels Seaside-y again with it being like a variant of Island (and a little Cornucopia-y with the push to having as much variety as possible). But as an idea, it's kind of cool.
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
QuoteSphinx (1)
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
Funny card, but not sure how well it'll play. The more I play the more guesses everyone has, but it's really hard to guess how many cards someone will play. It'll also slow the game down as people count how many cards are left in supply piles. PStone is already annoying IRL, and this will be slower for sure.
QuoteLandlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
It's at most a duchy, and is a Village on play only if you have another Victory card. It sort of works with itself since it can Discard other Landlords. I think it's a decent card that might get on of my votes.
QuoteQuartermaster
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
It's ok as an idea, but it can still leave people with no cards in hand, especially with more than 2 players. This is the 3rd card with this problem so far.
QuoteUsurer
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
I'm guessing it's supposed to be Usurper. It's either a Secret Chamber or a super Militia that its only good if you can discard to under 5 cards without hurting your hand. I don't imagine it'll that good since often you'll have to sacrifice a lot of your turn in order to hurt your opponents.
QuoteHidden PassageFeels like an Attack to me, and even allowing for the choice between two cards this is a top-of-deck trasher which tends to be painful and swingy.
Types: Action
Cost: $3
You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
I don't really care for comments like "too strong" or "too weak", unless the strongness/weakness is unfixable, which is probably a minority of cases, then I feel like it should almost not be evaluated here. The proposed mechanic or general idea should.
QuoteSphinx (1)
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
Funny card, but not sure how well it'll play. The more I play the more guesses everyone has, but it's really hard to guess how many cards someone will play. It'll also slow the game down as people count how many cards are left in supply piles. PStone is already annoying IRL, and this will be slower for sure.
Players only guess the first time it is played.
I don't understand the comparison to PStone. People will count supply piles to try to figure out how many action cards you have, I guess?
QuoteLandlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
It's at most a duchy, and is a Village on play only if you have another Victory card. It sort of works with itself since it can Discard other Landlords. I think it's a decent card that might get on of my votes.
It can actually be worth more, but that would be pretty rare.
QuoteQuartermaster
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
It's ok as an idea, but it can still leave people with no cards in hand, especially with more than 2 players. This is the 3rd card with this problem so far.
It only hits players with 4 or more cards in hand.
QuoteUsurer
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
I'm guessing it's supposed to be Usurper. It's either a Secret Chamber or a super Militia that its only good if you can discard to under 5 cards without hurting your hand. I don't imagine it'll that good since often you'll have to sacrifice a lot of your turn in order to hurt your opponents.
"Usurer" is another word for a moneylender.
I find it funny that you pointed out the issue of locking other players out of a hand with other cards, but not with this one which does it much more easily. Yeah it hurts you too, but there are ways around that. :P
Is this really that strong, though? The first situation you cite would be harder to set up than Baron until late game and takes 3 cards (total), and the second is an almost-festival that takes 2 cards (total) from your hand to achieve. Is that really as strong as it has been made out to be? The one place where this card would be overpowered, it seems to me, is with some alt-VP, and alt-VP games change almost every card's balance.QuoteBaileyAs some people said, it may be too easily a +1 action +$4, or a +2 actions +$2 so it's too strong !
Types: Action Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.
Worth 1 VP.
QuoteArchitect
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
Stacks crazy. The second one you play is +4 Cards, + 1 Action. And then +6 Cards, +1 Action... It's a lot stronger than Gold.QuoteAcropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
Another card that stacks like crazy. The first one is a Village, the second one is a Level 2 City, the third one is +3 Cards + 2 Actions. You would never be able to ignore it.
Architect doesn't sound like it stacks to me. You get +2 Cards instead of +$2, so even when you have multiples in play, you shouldn't be able to proc them all.
Acropolis should be slower than you think. The first one is only Necropolis because you don't get +actions before you draw. So for example: Turn begins, I have 1 action. I play Acropolis. I have 0 actions so I draw nothing, then I get +2 actions. I play second Acropolis, using 1 action and having 1 action left. Now I get to draw 1 card, then I get +2 actions for 3 actions total. And so on.
QuoteMajordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
I think this is about as strong as Stables, and should cost 5.
I think Stables is stronger. If you discard a treasure, Stables increases your hand size whereas Majordomo does not. To match Stables in draw, Majordomo needs to discard an action card. That's significantly worse than discarding a treasure because your deck starts with a bunch of weak treasures but you are unlikely to have a bunch of weak actions in your deck.
QuoteSecret Plot
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
A card from your hand, I assume. Seems like it turns the game into kind of a no-fun game. You kind of have to buy Secret Plots since they can be worth a lot of points. And then all the other players have to do the same thing. And then the end result is they are all worth 0VP.
I don't see why this is a must-buy. It's very skippable. If one player buys it, others can still deny them their points without buying Secret Plot themselves.
QuoteCastellan
Types: Action Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
Pretty weak -- almost a gimped Steward.
The comparison doesn't make sense to me because this is draw AND trash, not to mention a discard that isn't part of Steward at all.
QuoteIronworker
Types: Action
Cost: $2
Discard a card. If it is an Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Well, either this, or Narcissist, or both, are priced wrong. I think both.
Hard to say if either is priced correctly, but both might be fine. Ironworker only discards one card, which is often less powerful than Narcissist which can discard a bunch.
Sphinx (B)I'm not sure, if this will lead to difficult choices, but I like the composition of the choices.
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
QuartermasterCool interaction between players!
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
PrefectureThis "a" makes no sense there I think.
Types: Action Victory
Cost: $5
Reveal a cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
OverseerHm, this is a bit strange. The ultimate vanilla-choice, when you are the first one who plays it. But it get worse, when you play it later. I think I'll vote for it.
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
DungeonNo idea how good this will be, but I like the idea of getting a huge benefit for a good deck. (Which might be not so fair, but that's the game ;-))
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
LiegeMany cards benefit from having Victory cards. This is is a card that benefits from others having Victory cards. Cool! Maybe to strong in the end? I don't know.
Types: Action Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
CannoneerCool interaction. You have to reveal a card, that is ok for you to gain and ok for you being trashed. May lead to difficult choices.
Types: Action Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
Nabob
Types: Action Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.
Courtier
Types: Action Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.
Lord
Types: Action Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.
Worth 1 VP.
Bailey
Types: Action Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.
Worth 1 VP.
Wall
Types: Action Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)
When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Shrine
Types: Action Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.
Worth 2 VP.
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Taylor-Compton
Types: Action Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.
Worth 1 VP.
Usurer
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
Dungeon
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
LogotheteOne great turn and one bad turn is better than two mediocre turns, no? This card works on that principle, so I think it's fine balance wise, considering that it can also whiff.
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
Cold IronThe 1VP makes it like a mini-harem, but everything else on the card is neat. Nice reaction.
Types: Treasure Attack Victory Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.
Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.
Sphinx (A)"I guess, uh, 10."
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
Sphinx (B)This is Steward, just worded in a more confusing way to make it seem like it's not Steward.
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
PaladinSo, this rewards you for being a jerk and getting lots of attacks, but strangely enough its draw ability nerfs discard attacks. I wouldn't mind getting a bunch of these with Ironworks, since they basically replace themselves like Great Hall, but with extra player interactions.
Types: Action Attack Victory
Cost: $4
+1 Action. Choose one: Each player (including you) with 4 or more cards in hand discards a card; or each player (including you) draws until he has 4 cards in hand.
Worth 1 VP for every 4 Attack cards in your deck (rounded down).
LandlordBecomes a Lab worth VP when you start greening. Always worth at least 1VP. I just worry that players will always get this over Duchy.
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
DanceI imagine that pinning players with this is rare, but I suppose it can be done. Uh, doesn't feel too coherent.
Types: Action Attack Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.
When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
QuartermasterReminds me a bit of Taxman, except it only costs $3, benefits your current turn, and can discard Pearl Divers for great effect. Not bad.
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
ConcertoEach option on its own is very weak, and putting cards on the bottom of the deck might not do much. You see them again in the current shuffle, but they may very well miss the next shuffle...or not. You don't know if you'll see that Victory card next shuffle or not.
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Architect (A)I didn't like any of those outtakes cards that swapped vanilla bonuses. This turns every card into an engine component, especially Conspirator.
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
AcropolisTake note, you use up an action to play this, so playing this first makes it a Necropolis. Still, it's insane with even 1 other Village variant in the game, or KC.
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
PrefectureYou'd buy this over Duchy very often, but it's weak enough to justify the cost and VP numbers. Kinda like what Scout should have been. Neat.
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
NabobYikes. Power Remodel that doesn't become useless in the early/mid game due to the attack option.
Types: Action Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.
CourtierThe only way to avoid the copper junking is to take an even more junky card? No, this is just a copper junker, but whose benefit for the attacker is Bureaucrat level. Doesn't seem too fun.
Types: Action Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
MonasteryI kinda like this one. It's a more versatile workshop.
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
LawyerWhy wouldn't I want this when there are good 3$ actions to get? Nice idea though.
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.
LordNow this, I wouldn't want to mass up with Ironworks. Alt-VP cards shouldn't hurt your deck this much as you get more of them.
Types: Action Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.
Worth 1 VP.
BaileyThe top is already powerful, in a better-than-Silver-at-$4 kind of way. Given the versatility of this card, it can pass as a $5, WITHOUT the VP bonus, though I wouldn't mind that card.
Types: Action Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.
Worth 1 VP.
WallThe reaction is fine. The top part can maybe be simplified so that this card can cost 3$. I feel like it wants to cost 3$.
Types: Action Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)
When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.
OverseerI don't care if it's not Dominion-y. I still really like it.
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
ShrineOkay, THIS card is a card you'll almost always get over Duchy. It's pretty much a greater hall.
Types: Action Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.
Worth 2 VP.
CommitteePowerful, as is, but has potential.
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Taylor-ComptonSo, cantrip secret chamber, worth VP. It looks like it combos with itself, but it's a cantrip, so I'll naturally want to keep these to hopefully draw a better card. Not nearly better that Duchy in almost all cases, so that's a plus. it works for me
Types: Action Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.
Worth 1 VP.
UsurerIt's even stronger than I initially realized. At the end of your engine turn, you can play one of these to get the secret chamber effect on every card except another copy of Usurer, then play the other Usurer for the second option. Too Brutal. Also, if you have just this in hand with 4 junk cards, you can use this to kill everyone's turn.
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
DungeonJust like the Dungeon in the Dominion outtakes, this is a fine card that has no real reason not to be in the set. The VP part is really fragile. Imagine, you trash your whole deck to just $5+ cost cards, then someone passes you a copper with Masquerade on the last turn. I don't mind that because the top part is still worth getting for $5.
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
MajordomoYeah, I like it.
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
WeddingNot "Dark Wedding" or "Royal Wedding"? Anyway, I like the card itself. Kinda like Mercenary, except you don't have to go through hoops to get it. Like with Mercenary the discard attack option really hurts opponent Weddings, but not as harshly, I guess.
Types: Action Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.
LiegeWhat? In 3-4 player games, this is very likely to be at Least a Hunting Grounds for $5. It can be even more than that too, especially if players go for hybrid victory cards. it shuts down too many alt-VP strategies, and that's not cool.
Types: Action Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
TraitorThe first option is probably going to be weaker than Taxman's attack, but the second option makes up for that, and it has a small combo with itself. Intrigue is a good place to have small combos.
Types: Action Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.
HomesteadSo this passes the "massable VP" test. The VP part has purpose here, as it lets the card draw a copy of itself (sometimes). That's good, since that lets this be your primary action splitter if needed. Good card!
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
ObservatoryLooks like a must buy on certain boards (think Hybrid-VP cards), but that's nothing a little balance work can't fix.
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
TillerOther than the $5 cost to Province thing, this is just worse than Remodel.
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
Architect (B)2 $4 cost options for the price of $5. There's an issue I have with this: the second option covers the key weakness of the first option and vice-verse. That makes this card too safe, I think.
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.
GroundskeeperWhat is "it" in the second option? The discarded card, or the discard pile? I...it seems fine.
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.
HeirI agree that the options for the bottom effect can be reduced and this will still be a good card.
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.
MobThis seems too strong, especially with cost reduction. It's totally safe.
Types: Action Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.
Nouveau RicheI like this one. It works because it explicitly names Estate and Duchy for the first and second option, respectively.
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.
Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
Hidden PassageThis one is interesting, because people are scared of the lookout effect. When playing against this card, you really got to take advantage of the Lookout effect. The only problem with Hidden Passage is that it feels a bit too safe, compared to the unreliable bonus the other players get. I'd fix that replacing "You may trash a card from your hand" to "Trash a card from your hand".
Types: Action
Cost: $3
+1 Card. +1 Action. You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
LegateYeah, this should probably be an attack (anti-Haven effect when combined with a discard attack). Otherwise, I like the card.
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Secret PlotAh, the famous Plotter. Of course, the wording should change so that the cards on the mat are counted before being put back into the deck, or the cards on the mat are never returned to the deck at all (too bad, Gardens). This actually doesn't seem too strong to me. What, are you really going to put your Knights and Prizes on the mat, when other Knights can trash the plotter and Prizes are so good anyway? If you're going to put stuff that's better than copper on the mat, then you're hurting your deck, so it's not a simple choice. if it does end up being too strong, then it can just be rebalanced. This is the card to look out for. I for one like it a lot.
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
CastellanAP aside, this seems like an fine card (note: terminal). Doesn't seem as crazy as Governor. Am I missing some horrible design flaw?
Types: Action Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
InquisitorIf players don't take the curse, then this pretty much Militia-Masquerades the player by itself. The opponents discard down to 3 cards, then they must trash a card out of those 3 cards. That's pretty mean.
Types: Action Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.
NarcissistLooks insane with Hybrid-VP cards. Don't know about the typical case, though.
Types: Action
Cost: $4
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
IronworkerShould probably cost $3. Otherwise, it seems fine. Similar to Steward, but not entirely similar.
Types: Action
Cost: $2
Discard a card. If it is an Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
WardenWoah is this strong. I mean, you can remodel a card from your hand and then draw it with some other cards, non-terminally. Or, you can play Remodel from your hand and then draw 6, non-terminally. A weaker version of this that costs less would probably fit the set better. It's an interesting card.
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)
CannoneerFor some reason, I don't like cards that appear to give choices, but which in reality hurt you no matter what you do. In this case, the choice is obviously not to reveal Province or Gold or anything.
Types: Action Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
Visiting DignitaryIn this case, depleting the Visiting Dignitary card is hardly a drawback at all, because you probably want the game to end once you got that many Victory cards. Seems like a must buy on certain boards.
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
That sounds a lot like Mine!
I don't see how? Does it really let you gain a copy of a treasure when you reveal one from your hand AND make you trash all the treasures you have in play on buy? If not, it's not Mine!
And some people claim i complain too much about Mine/Mint jokes. They are everywhere!! If Mine/Mint-jokes were freaking cameras, FDS would be freaking 1984!
It's not 1986
@dghunter -- Secret Plot seems like it would be weaker if it came from the Black Market.
QuoteSphinx (1)
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
I expect this will be quite controversial, but I think it's all right. Balance-wise, it's at worst a Familiar, which is nasty at $4, but it doesn't stack in a single turn, and I imagine that early on it's quite easy to guess that they will only play one action. Later on they can mess with you by withholding an action to make sure they don't match your guess, which can maybe get political with 3+ players.
Overall I don't like it enough to vote for it, but it's a unique concept.
QuoteLegateYeah, this should probably be an attack (anti-Haven effect when combined with a discard attack). Otherwise, I like the card.
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
@dghunter -- Secret Plot seems like it would be weaker if it came from the Black Market.
Yes, but when they're both in the Kingdom, doesn't the game then descend into joylessly buying all the cards in the Black Market, and then putting them on the Secret Plot mats?
Secret Plot would also be the only Dominion card that makes it impossible to know if you're winning. Is that the appeal of it to the card's supporters? Why do the cards need to be kept hidden.
Also, what is a good Secret Plot board? I guess if there's a super dominant strategy on the board. Other than that, doesn't it just reduce the rest of the Kingdom to Card1, Card2, Card3, where all that matters is the prices?
Is this card different enough from Fairgrounds?
I guess I just don't see the appeal. It seems like a card where you have to do a lot of work and in the end it's just worth zero. Or, your opponent ignores it and it's a 3-cost Copper worth 13 VP. How do its supporters see it playing? What is the fun part that you all want to preserve?
QuoteLogothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
That's a pretty stiff penalty! And not much of a benefit. Would this ever be good if there weren't Great Halls/Nobles/Harems on the board?
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Architect
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
Hidden Passage
Types: Action
Cost: $3
+1 Card. +1 Action. You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
Secret Plot
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
Cold Iron
Types: Treasure Attack Victory Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.
Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.
Sphinx (A)
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
Sphinx (B)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
Paladin
Types: Action Attack Victory
Cost: $4
+1 Action. Choose one: Each player (including you) with 4 or more cards in hand discards a card; or each player (including you) draws until he has 4 cards in hand.
Worth 1 VP for every 4 Attack cards in your deck (rounded down).
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Dance
Types: Action Attack Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.
When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
Quartermaster
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Architect (A)
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
Prefecture
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Nabob
Types: Action Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.
OK, these are the ones I'd like to discuss more, so these are the ones I'm voting for now.QuoteLandlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
I think counting empty supply piles is neat.
QuoteArchitect
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
As I said before, I'm not sure if it's too crazy or just the right amount of crazy. Would like to hear others' thoughts.
QuoteOverseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
The concept seems solid to me. This is a high level concept such that I would be tolerant of much more in the way of tweaks. The card I have in mind says, "Put a marker on an empty District of the Overseer Mat and get its bonus. If X districts of the mat are occupied, remove all the markers." I think that wording is necessary because the current wall of text won't fit on a card. The specific Districts could end up very different from the ones listed in the entry, and there could even be duplicates of some of them.
As a whole, perhaps this concept is too different from regular Dominion. But it does sound very interesting to me.
QuoteTiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
After Warwick's point of how one might cleverly use it to force an Expand, I think this warrants another look. Still not sure about it.
QuoteHidden Passage
Types: Action
Cost: $3
+1 Card. +1 Action. You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
Now that it's a cantrip, this is more interesting. Cantrip trashing is powerful, but it gives opponents a benefit that is potentially even better (but also potentially worse).
QuoteSecret Plot
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
Discussed above. After discussion, it looks more interesting to me now than it did before.
QuoteAcropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
If you have 1 action left when you play this, this card is Lab. If you have 2, it's Level 2 City. If you have zero, then it's necropolis. You know, I think it's probably too strong, because it has a crazy amount of self-comboing. Interesting, but imbalanced.
Extreme case: You see that the other player has two treasure maps in the revealed 3 cards. You force them to draw one of the treasure maps. Hence "anti-Haven", but "Reverse-Haven" is probably a better term.QuoteLegateYeah, this should probably be an attack (anti-Haven effect when combined with a discard attack). Otherwise, I like the card.
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
I think(?) multiple people have said this, but... how? Legate doesn't make opponents discard. It doesn't even discard cards from the top of their deck. Even combined with a discard attack, you really just made the attack weaker. You give me a sixth card? Either you gave me junk and I discard that (effectively cycling it from my deck) or you give me a good card and I get to keep that and discard something else. I don't understand what "anti-Haven" is even supposed to mean. This is basically a weaker version of the Council Room penalty, where everyone gets to draw a card, except instead of a random [average] card, you get something a little worse than average. And of course, each player also gets info about the top of their deck so they can set up Wishing Well or Mystic or even just cantrip draw.
I wouldn't worry too much about Black Market. That's one card out of over 200, and it's still not nearly as powerful a combo as Hermit/Market Square. And anyway, the other players can still put their own BM purchases onto their mat when you play this. So, it all comes down to the split, but at $3 it's far from inaccessible.@dghunter -- Secret Plot seems like it would be weaker if it came from the Black Market.
Yes, but when they're both in the Kingdom, doesn't the game then descend into joylessly buying all the cards in the Black Market, and then putting them on the Secret Plot mats?
Secret Plot would also be the only Dominion card that makes it impossible to know if you're winning. Is that the appeal of it to the card's supporters? Why do the cards need to be kept hidden.
Also, what is a good Secret Plot board? I guess if there's a super dominant strategy on the board. Other than that, doesn't it just reduce the rest of the Kingdom to Card1, Card2, Card3, where all that matters is the prices?
Is this card different enough from Fairgrounds?
I guess I just don't see the appeal. It seems like a card where you have to do a lot of work and in the end it's just worth zero. Or, your opponent ignores it and it's a 3-cost Copper worth 13 VP. How do its supporters see it playing? What is the fun part that you all want to preserve?
Ooh, good point about putting away unique cards from the Black market. Hadn't thought of that. Hmm, OK, let's see. In the case where Plot is in the kingdom, that just becomes a strong combo that players have to seriously consider. Can another strategy run fast enough to beat the BM Plot points? I don't think that in itself is broken -- yeah it means that you very well may have to try to get Secret Plots, but there are other cards like that. Ignore Witch or Wharf at your peril. Or more relevant, ignore Duke at your peril (a fair amount of time). Yeah, I don't think that's actually a problem. It might be, but I'm not convinced of it. Consider -- let's say you win the Secret Plot split 6/2. That's a generous supposition; if the combo is strong, it's more likely to split 5/3 or 4/4. But OK, you've got 6 of them. Now you try to milk the BM deck. First, you have to spend a buy on something from the BM. Then, in a subsequent shuffle, you have to line up that card with a Secret Plot. Then you have to forego playing that card (which could be strong) so that you can push it onto you mat (at the same time letting others pseudo-trash something). And for all that effort, you get 6VP. I think that it will have been earned at that point.
And for the case where you've got Secret Plot from the BM and you can just stack your mat with more cards from the BM deck, that just seems like a weaker Monument.
I expect the cards are hidden so as to be... intriguing. ;) On knowing whether you are winning -- yeah, this variable VP can do that. But it's not the only card that does it. Masquerade can do it, with VP card passing. And plenty of other alt VP cards can make it difficult to figure out unless you are working hard to track everyone's decks (IRL, I'm sometimes not sure even playing with just base VP).
I'm not saying that I think the card is awesome. It's just that it sounds like you are calling it extremely powerful when I think it is actually weaker. I don't see it playing as a major VP card. The main thing for me is that it lets everybody Island things away on play, and I expect that this is generally better for opponents than for the Plotter. I'll generally be happy if you spend $3 on a Copper just to help me trim my deck down. I think pretty often I'll be able to leverage that into building a strong engine that can take down bigger VP before you can make your Plot(s) worth much at all.
I wasn't sure if I was going to vote for it before, but I'm liking the discussion on it enough that I think I will. I do think that it fits well with Intrigue -- choices about what to put away on the mat, hybrid VP, combos with Ironworks and, most importantly, Scout.
Gonna look back on the list to see what else I'll vote up.
Prefecture
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
Cold Iron
Types: Treasure Attack Victory Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.
Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.
Sphinx (A)
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
Sphinx (B)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
Paladin
Types: Action Attack Victory
Cost: $4
+1 Action. Choose one: Each player (including you) with 4 or more cards in hand discards a card; or each player (including you) draws until he has 4 cards in hand.
Worth 1 VP for every 4 Attack cards in your deck (rounded down).
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Dance
Types: Action Attack Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.
When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
Quartermaster
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Architect (A)
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
Prefecture
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Nabob
Types: Action Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.
Courtier
Types: Action Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.
Lord
Types: Action Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.
Worth 1 VP.
Bailey
Types: Action Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.
Worth 1 VP.
Wall
Types: Action Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)
When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Shrine
Types: Action Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.
Worth 2 VP.
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Taylor-Compton
Types: Action Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.
Worth 1 VP.
I wouldn't worry too much about Black Market. That's one card out of over 200, and it's still not nearly as powerful a combo as Hermit/Market Square. And anyway, the other players can still put their own BM purchases onto their mat when you play this. So, it all comes down to the split, but at $3 it's far from inaccessible.
Personally, I like the whole thing about not knowing whose winning. The physical game of Dominion forbids point tracking, anyway.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat and receive that district's bonus. If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts with the following titles and bonuses:
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
Usurer
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
Dungeon
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
Wedding
Types: Action Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.
Liege
Types: Action Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
Traitor
Types: Action Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.
Homestead
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
Architect (B)
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.
Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.
Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.
Mob
Types: Action Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.
Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.
Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
Hidden Passage
Types: Action
Cost: $3
+1 Card. +1 Action. You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Secret Plot
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
Castellan
Types: Action Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
Inquisitor
Types: Action Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.
Narcissist
Types: Action
Cost: $4
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
Ironworker
Types: Action
Cost: $2
Discard a card. If it is an Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)
Cannoneer
Types: Action Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
Visiting Dignitary[/quote]
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
As you say, the game will come down to the Secret Plot-split, which, if you lose, you are done, the game is over, because all the Plots will be worth a bajillion points. So, on 4-3, open two Plots, and then buy them on turn 3 and 4, and then Black Markets. If you open 5-2 against 4-3, you will probably lose the split, and the game. Wouldn't 5-2 against 4-3 on a board with Plot and Black Market be the new worst opening in the game?
I wouldn't worry too much about Black Market. That's one card out of over 200, and it's still not nearly as powerful a combo as Hermit/Market Square. And anyway, the other players can still put their own BM purchases onto their mat when you play this. So, it all comes down to the split, but at $3 it's far from inaccessible.
Personally, I like the whole thing about not knowing whose winning. The physical game of Dominion forbids point tracking, anyway.
Yes, they can put their own purchases onto their mats on your turn, though they wouldn't do that unless they had already bought into Secret Plots as well, which I assume both players would do when Black Market and Plot are both on the board.
As you say, the game will come down to the Secret Plot-split, which, if you lose, you are done, the game is over, because all the Plots will be worth a bajillion points. So, on 4-3, open two Plots, and then buy them on turn 3 and 4, and then Black Markets. If you open 5-2 against 4-3, you will probably lose the split, and the game. Wouldn't 5-2 against 4-3 on a board with Plot and Black Market be the new worst opening in the game?
If both players open Plot-Plot-Plot-Plot, and get the even split, the "game" of buying Black Markets, and then draining all 25, or 50, or 200 cards out of the Black Market begins. This sounds like a long game, it doesn't seem fun, and it doesn't feel like Dominion. My guess is, this combo turns the game into such an endless boring slog that it would be banned at most tables.
Yeah, Black Market is only one out of 200 cards, but it's SUCH a bad combo.
I'm not arguing that Secret Plot is bad because it's over-powered, exactly. Obviously, it is a terrible card for any purpose other than buying all the other cards, and putting them on the mat. Because of the huge benefit it gives opponents, it is unbuyable for any other purpose. If you are buying it for VP, there are probably other combos that can outrace it. And if not, it can be easily countered by another player playing the same strategy. As I've been saying, a frequent outcome is that both players will put in a lot of work, and then the card will be worth zero points.
What I'm trying to explain is that the card doesn't work. More importantly, I don't see what's so fun about it that you guys are willing to ignore its significant drawbacks. The fun part of it is already done by Fairgrounds. If I understood what there even was to like about the card, what a "Secret Plot game" felt like in your heads, I could maybe suggest how the card could be unbroken.
Did you consider my example at all? I said, suppose you win the split 6-2, which is generous. To get a Province worth of points, you still need to buy a card from the BM, reshuffle, then put the purchase onto the mat...
I see some minor drawbacks in that it's probably weak most of the time, with a possible fun mini-game of trying to outguess the other players in hiding the right cards on your mat.
Overseer[/quote]
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
The playing-with of LHV is {Copper, Silver, Harem, Estate, Duchy, Province, Lord, Village}.
The play-values of LHV is {0, 0, 0, 0, 0, 0, 2, 1}.
The buy-values of LHV is {0, 2, 8, 0, 0, 10, 4, 3}.
The treasure-values of LHV is {1, 2, 3, 0, 0, 0, 0, 0}.
The hand-values of LHV is {1, 3, 4, 0, 0, 0, 5, 5}.
A changesomething rule for LHV:
if the totalcards of Lord is greater than 4:
now entry 7 of the buy-values of LHV is 0;
if the in-supply of Province is less than 5:
now entry 5 of the buy-values of LHV is 2;
if the in-supply of Province is less than 3:
now entry 5 of the buy-values of LHV is 8;
now entry 4 of the buy-values of LHV is 4.
On the other hand, if I simply gave it +1 Action and paired it up with Woodcutter, it does much better (70% win rate against SmithyBM). Since it wants actions in the hand, giving it +1 Action would probably be good.Logothete was easier to make a program for. I tried a simple strategy with smithy and tunnel and it did nicely, but not brokenly. Given the results, logothete seems pretty balanced.
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
QuoteConcerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
That's fine, but probably too weak for $3. But what do you want to put on the bottom of your deck? You would make Actions and treasures miss reshuffles, and Victory cards you would draw sooner? Actually, eh, this is probably just not up to par.
I think you're mistaken. Putting your good cards on the bottom of your deck, from your discard pile, doesn't really make them miss the reshuffle. In practice what it really means is that you'll get them at the very start of the next shuffle; just slightly before that. So while they technically miss the next shuffle, you get to play them the same number of times, if not more, because you're playing them twice this shuffle.
Did you consider my example at all? I said, suppose you win the split 6-2, which is generous. To get a Province worth of points, you still need to buy a card from the BM, reshuffle, then put the purchase onto the mat...
I see some minor drawbacks in that it's probably weak most of the time, with a possible fun mini-game of trying to outguess the other players in hiding the right cards on your mat.
If you win the split 6-2, I need my Secret Plots to be worth 8 more than yours before you buy all the Provinces. Considering that you spent two turns buying Plots, and that they are likely to be worth 0, I think it should be pretty easy most of the time.
I'm sure the card could be fixed, although I think it's at least a few steps away. But I don't get what this emergent mini-game is supposed to be like. There's only two reasons to buy Secret Plots. Either for VP, in which case you just want to put all the cards you can on the mat. Or to deny them to another player. But what would there ever be to outguess?
Did you consider my example at all? I said, suppose you win the split 6-2, which is generous. To get a Province worth of points, you still need to buy a card from the BM, reshuffle, then put the purchase onto the mat...
I see some minor drawbacks in that it's probably weak most of the time, with a possible fun mini-game of trying to outguess the other players in hiding the right cards on your mat.
If you win the split 6-2, I need my Secret Plots to be worth 8 more than yours before you buy all the Provinces. Considering that you spent two turns buying Plots, and that they are likely to be worth 0, I think it should be pretty easy most of the time.
I'm sure the card could be fixed, although I think it's at least a few steps away. But I don't get what this emergent mini-game is supposed to be like. There's only two reasons to buy Secret Plots. Either for VP, in which case you just want to put all the cards you can on the mat. Or to deny them to another player. But what would there ever be to outguess?
You need to spend 6 buys on Secret Plots, 8 buys with Black Market (which will take multiple shuffles), and then you need to align them with the Plots to put them away. All this time, you have given me free pseudo-trashing for my engine. I really don't think it's as clear cut as you are making it out to be.
I see it mainly as a pseudo-trasher that you can maybe use to sneak a few extra points out. Maybe your opponent trashed away their Shelters so you try to sneak them onto your mat for some extra points. Maybe you put a Silver on your mat. Maybe you don't, and you hope that your opponent wastefully puts one on theirs in an attempt to deny you. I think the BM interaction is exceptional, but not broken. If BM-SP is the dominant strategy, you're not going to win the split that hard. Then maybe it's a bit boring, but no more than many other situations that already exist with official cards and I don't think it would be a common situation.
QuartermasterThis takes a lot of words to get across but is pretty clear. Seems mildly vanilla and it's a pretty brutal Attack, both of which make it feel very Intrigue. I think the Attack is too swingy though: One player discards a Silver, another discards a Gold.
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
ConcertoThe vanilla bonuses really obfuscate the coolest part of this card: Stacking the bottom of the deck. This provides a neat little decision and combos with dual-types. I'd like to see the bonuses rotated since most of the cards worth stacking on the deck are Actions.
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Prefecture+2 cards is really weak and this ascertains that one of the cards is a Victory card... but being a Victory card itself, drawing a Prefecture and the best of 4 or 5 cards sounds pretty cool, even if it would choke hard on other green.
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
I don't know why Overseer go so many votes. I'm not so fond of it, mainly because I find it's a bit too much going on for one card, as well as the choices all being rather boring.
I don't know why Overseer go so many votes. I'm not so fond of it, mainly because I find it's a bit too much going on for one card, as well as the choices all being rather boring.
It seems pretty divisive. Some people love it, others hate it.
Also remember that we're voting more based on ideas than exact implementations. While it isn't the most complete card, I think people are excited about the possibilities for how it could be tweaked.
I didn't know the deadline was today. The ballot just went up on Thursday.
I didn't know the deadline was today. The ballot just went up on Thursday.
It's a complete card and well thought out, and I don't think it would be a good idea to try and spice it up. I think the main problem is that it's not on theme. Having a communal board where you're vying for control in order to make your cards better could be fun, but mechanically it's more like a different boardgame than any Dominion expansion. It's not adding a new card to the list of Dominion fan cards, it's adding a whole new component to the game of Dominion which will only interact with one card out of 200. Coin tokens would be the only analogue for this in the official expansions: every other component is just an organizational tool or a visual reminder of something that your card did for you.I don't know why Overseer go so many votes. I'm not so fond of it, mainly because I find it's a bit too much going on for one card, as well as the choices all being rather boring.
It seems pretty divisive. Some people love it, others hate it.
Also remember that we're voting more based on ideas than exact implementations. While it isn't the most complete card, I think people are excited about the possibilities for how it could be tweaked.
Overseer - 12 (5.9%)
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Landlord - 11 (5.4%)
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Prefecture - 9 (4.4%)
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Monastery - 8 (3.9%)
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Homestead - 8 (3.9%)
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
Observatory - 8 (3.9%)
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
Nouveau Riche - 8 (3.9%)
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.
Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
Dungeon - 8 (3.9%)
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
I think it was probably to give us time to start voting on the leaders. Its not like the deadline wasn't posted.
The clock was on the poll itself.I think it was probably to give us time to start voting on the leaders. Its not like the deadline wasn't posted.
I can't tell if you are being sarcastic or not. When was the deadline posted? I just searched through all of LastFootnote's posts here and did a search for "Monday" or "October 21" and didn't find anything. Was it in another topic?
Overseer - 12 (5.9%)This feels like a great idea. Sure it's a different feel than "standard Dominion" but not too different, and all the choices are so vanilla that it should be easy to conceptualize "do I need a Smithy, Woodcutter, or Workshop right now?". Maybe it's too AP inducing. Maybe it has too much early-player advantage. But above all of that it sounds fun in a new way if the issues are worked out or not actually there.
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Prefecture - 9 (4.4%)A Lab. But with downside and upside! And if you have Nobles, it's amazing! And it draws itself. Okay, 2 VP may be too much, make it 1 VP I think. But this seems like a pretty simple twist on a staple card. It really feels like it fits Intrigue.
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Monastery - 8 (3.9%)I love Workshop. This is Workshop but you can choose to get something more expensive at a very painful cost. A simple upgrade over a base set card that I enjoy, with choices for you and your opponents. The only problem is that I'm not sure whether it's ever worth gaining a card that costs $5 or $6... unless of course you're grabbing a Duchy. Which might make it too good?
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Nouveau Riche - 8 (3.9%)I love being rewarded for early greening. Sloggy games are my favorite. This seems to nicely reward me for picking up Duchies and Estates before my opponents, but I'm worried it's too weak. It does nothing without matching up to an Estate or Duchy.
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.
Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
Landlord - 11 (5.4%)I didn't like the idea of an expensive card rewarding 3-piling. I'm not entirely certain why, because as I look at Landlord now I kinda like it.
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Homestead - 8 (3.9%)A village that draws me junk? Sounds annoying to play with! No thanks. Okay it could be good with Harem, Nobles, and Homestead. I dunno, just not interesting.
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
Observatory - 8 (3.9%)I almost voted for this. I didn't because I thought it would feel too swingy and be too disappointing when you hit and got... well, not really the promised 3 cards, because one is bad!, and too disappointing when you missed and discarded good cards.
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
Dungeon - 8 (3.9%)Way too swingy. It would be really fun the first few times, I think, but then just silly on too many boards. And its above-the-line effect is too often too good to pass up, so its swinginess wouldn't even be avoidable.
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
Am I the only one seeing that the poll is still open? I never saw it close and its telling me I have until the 24th to vote.Nope, me too. Still thinking about what I want to vote for and it looks like I have a few days left. Did the poll just get changed to public?
Number of responses has gone up to 32. Sounds like LF granted the lazy folk a reprieve.
Pshh. We all know what's really important in life. 8)Number of responses has gone up to 32. Sounds like LF granted the lazy folk a reprieve.
It is ironic that people who don't spend hours on an online forum are called "lazy" here and "busy" in the outside world.
To crush your enemies, see them driven before you, and hear the lamentation of their women?Pshh. We all know what's really important in life. 8)Number of responses has gone up to 32. Sounds like LF granted the lazy folk a reprieve.
It is ironic that people who don't spend hours on an online forum are called "lazy" here and "busy" in the outside world.
To crush your enemies, see them driven before you, and hear the lamentation of their women?Pshh. We all know what's really important in life. 8)Number of responses has gone up to 32. Sounds like LF granted the lazy folk a reprieve.
It is ironic that people who don't spend hours on an online forum are called "lazy" here and "busy" in the outside world.
I only voted for my own card, as I didn't realise I could pick more than one option. I liked quite a few cards and would love the chance to submit a proper vote.The voting-system has changed to two rounds. The first X cards of the first round get to a round where we chose the winner. That there is a poll has nothing to say. The effect is just that LastFootnote has much less work. And noone could avoid that you only vote for your own card before, so there is no change with this.
It makes me wonder though; what effect does the new system have on votes? I can "get away with" voting only for myself.
Could somebody tell me why people can still vote after the results allready show? This makes it a whole lot easier to manipulate the voting. Also it makes the thing pretty disappointing to those of us who have to see their card dropping. I think my intrigue card was the best i sent in for any of these contests, and it dropped about 0.3% after the initial voting closed... :(
Also the obvious winner is a card that doesn't fit in Intrigue and uses a mat - which was originally forbidden for place reasons (i guess the knights stack, a thing i would like to use, is still not allowed.). Overseer isn't bad, definitely not - but it's as much Intrigue as Ironworks is Cornucopia (probably less).
I'm sorry for being such an ass.
Could somebody tell me why people can still vote after the results allready show? This makes it a whole lot easier to manipulate the voting. Also it makes the thing pretty disappointing to those of us who have to see their card dropping. I think my intrigue card was the best i sent in for any of these contests, and it dropped about 0.3% after the initial voting closed... :(
Also the obvious winner is a card that doesn't fit in Intrigue and uses a mat - which was originally forbidden for place reasons (i guess the knights stack, a thing i would like to use, is still not allowed.). Overseer isn't bad, definitely not - but it's as much Intrigue as Ironworks is Cornucopia (probably less).
I'm sorry for being such an ass.
I don't think Overseer needs a mat. Whatever fields are needed to store the tokens, can be printed on the randomizer card.
I think Overseer would work best as 5 cards (which is how many spare slots the set will have), with each effect being on one of the cards.
Like this:
Overseer
Action - $4
If there are 4 or more district cards face down, flip them all face up.
Choose a face up district card, follow the instructions on it
Then on each card would be, for example "+3 cards, flip this card face down"
I think Overseer would work best as 5 cards (which is how many spare slots the set will have), with each effect being on one of the cards.
Like this:
Overseer
Action - $4
If there are 4 or more district cards face down, flip them all face up.
Choose a face up district card, follow the instructions on it
Then on each card would be, for example "+3 cards, flip this card face down"
How does this take less space than a mat?
I think Overseer would work best as 5 cards (which is how many spare slots the set will have), with each effect being on one of the cards.
Like this:
Overseer
Action - $4
If there are 4 or more district cards face down, flip them all face up.
Choose a face up district card, follow the instructions on it
Then on each card would be, for example "+3 cards, flip this card face down"
"Setup: Lay the randomizers for Village, Smithy, Workshop, Peddler, and Woodcutter in the center of the board. These are the District cards."
I think you already know where to go from here ;D
Also, I don't like Overseer[...] I don't hate it, but I would really, really rather not have a card that requires a new mat/tokens to win. Partly the reason for that is that it makes it harder for those who want to print the cards and play with them to do so[...]
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
Cold Iron
Types: Treasure Attack Victory Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.
Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.
Sphinx (A)
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
Sphinx (B)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
Paladin
Types: Action Attack Victory
Cost: $4
+1 Action. Choose one: Each player (including you) with 4 or more cards in hand discards a card; or each player (including you) draws until he has 4 cards in hand.
Worth 1 VP for every 4 Attack cards in your deck (rounded down).
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Dance
Types: Action Attack Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.
When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
Quartermaster
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Architect (A)
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
Prefecture
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Nabob
Types: Action Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.
Courtier
Types: Action Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.
Lord
Types: Action Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.
Worth 1 VP.
Bailey
Types: Action Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.
Worth 1 VP.
Wall
Types: Action Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)
When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Shrine
Types: Action Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.
Worth 2 VP.
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Taylor-Compton
Types: Action Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.
Worth 1 VP.
Usurer
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
Dungeon
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
Wedding
Types: Action Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.
Liege
Types: Action Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
Traitor
Types: Action Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.
Homestead
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
Architect (B)
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.
Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.
Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.
Mob
Types: Action Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.
Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.
Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
Hidden Passage
Types: Action
Cost: $3
+1 Card. +1 Action. You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Secret Plot
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
Castellan
Types: Action Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
Inquisitor
Types: Action Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.
Narcissist
Types: Action
Cost: $4
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
Ironworker
Types: Action
Cost: $2
Discard a card. If it is an Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)
Cannoneer
Types: Action Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
Visiting Dignitary[/quote]
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
It might be only me... but what's with all this love for Overseer? No offense to whoever made it, but it seems to me like it is a very poor card at best. It doesn't open up engines, because you can't rely on it for villages without other villages, you can't rely on it for draw without other draw, etc. It's not good for big money at all. It can't be used as a workshop for rushes or to gain many copies of engine parts. So you get a much much much more limited Band of Misfits, that you can't even use to keep copying a key card.
I see this card as a trap / niche card at best, and a flat out poorly designed card at worst.
It might be only me... but what's with all this love for Overseer? No offense to whoever made it, but it seems to me like it is a very poor card at best. It doesn't open up engines, because you can't rely on it for villages without other villages, you can't rely on it for draw without other draw, etc. It's not good for big money at all. It can't be used as a workshop for rushes or to gain many copies of engine parts. So you get a much much much more limited Band of Misfits, that you can't even use to keep copying a key card.
I see this card as a trap / niche card at best, and a flat out poorly designed card at worst.
While we're on it, what's with all this love for Boardwalk? It's really expensive! And you can't even build houses or hotels on it without Park Place -- which you might not even own. In fact your opponent might own Park Place, and then they'll be able to charge you an arm and a leg for it! Seems really poorly thought out. PASS.
Q in Scrabble? Newsflash, there aren't a lot of words with a Q in them. And most of those words have a U. So if you have a Q with no U, you're in pretty bad shape. Bad card. MY VOTE IS NO.
Courtier
Types: Action Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.
Lord
Types: Action Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.
Worth 1 VP.
Bailey
Types: Action Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.
Worth 1 VP.
Wall
Types: Action Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)
When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Shrine
Types: Action Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.
Worth 2 VP.
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Taylor-Compton
Types: Action Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.
Worth 1 VP.
Usurer
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
Dungeon
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
Wedding
Types: Action Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.
It might be only me... but what's with all this love for Overseer? No offense to whoever made it, but it seems to me like it is a very poor card at best. It doesn't open up engines, because you can't rely on it for villages without other villages, you can't rely on it for draw without other draw, etc. It's not good for big money at all. It can't be used as a workshop for rushes or to gain many copies of engine parts. So you get a much much much more limited Band of Misfits, that you can't even use to keep copying a key card.
I see this card as a trap / niche card at best, and a flat out poorly designed card at worst.
While we're on it, what's with all this love for Boardwalk? It's really expensive! And you can't even build houses or hotels on it without Park Place -- which you might not even own. In fact your opponent might own Park Place, and then they'll be able to charge you an arm and a leg for it! Seems really poorly thought out. PASS.
Q in Scrabble? Newsflash, there aren't a lot of words with a Q in them. And most of those words have a U. So if you have a Q with no U, you're in pretty bad shape. Bad card. MY VOTE IS NO.
It might be only me... but what's with all this love for Overseer? No offense to whoever made it, but it seems to me like it is a very poor card at best. It doesn't open up engines, because you can't rely on it for villages without other villages, you can't rely on it for draw without other draw, etc. It's not good for big money at all. It can't be used as a workshop for rushes or to gain many copies of engine parts. So you get a much much much more limited Band of Misfits, that you can't even use to keep copying a key card.
I see this card as a trap / niche card at best, and a flat out poorly designed card at worst.
While we're on it, what's with all this love for Boardwalk? It's really expensive! And you can't even build houses or hotels on it without Park Place -- which you might not even own. In fact your opponent might own Park Place, and then they'll be able to charge you an arm and a leg for it! Seems really poorly thought out. PASS.
Q in Scrabble? Newsflash, there aren't a lot of words with a Q in them. And most of those words have a U. So if you have a Q with no U, you're in pretty bad shape. Bad card. MY VOTE IS NO.
These are examples of risk vs. payoff. It's hard to use Q, but when you do you'll get a lot of points. Boardwalk again is expensive, but when someone lands on it more than once it'll pay off big time. Overseer has no big payoff. It's a bunch of $3-$4 cards that you get to choose from, and sometimes not all of them. Even Counting House can have a huge payoff by pulling up 5-6 coppers or something.
EDIT: Didn't read the last post. Scott_Pilgrim already covered all I said.
QuoteCourtier
Types: Action Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
...It's a new mechanic, like an attack but your opponent has the choice...
QuoteCourtier
Types: Action Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
...It's a new mechanic, like an attack but your opponent has the choice...
Torturer says hi.
QuoteCommittee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Intriguing (oh, that's a good sign!). He names Copper, okay you can't trash Copper, but you can just gain a copy of some good card. He names some good card, you trash Copper or Estate or Curse or whatever. As long as you have multiple engine pieces, you can always be gaining them though. Hang on, eventually he always has to name Province. Yeah, this needs some limitation, like "he can't name a Victory card" probably. Interesting though.
Quote from: Robz888QuoteCommittee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Intriguing (oh, that's a good sign!). He names Copper, okay you can't trash Copper, but you can just gain a copy of some good card. He names some good card, you trash Copper or Estate or Curse or whatever. As long as you have multiple engine pieces, you can always be gaining them though. Hang on, eventually he always has to name Province. Yeah, this needs some limitation, like "he can't name a Victory card" probably. Interesting though.
Disallowing him from naming a victory card would make this way too strong, as it could then simply gain Provinces.
Is this really a "Overseer is very powerful because +buy allows you to buy multiple Provinces" argument? The card is really good because it can give +buy?These are examples of risk vs. payoff. It's hard to use Q, but when you do you'll get a lot of points. Boardwalk again is expensive, but when someone lands on it more than once it'll pay off big time. Overseer has no big payoff. It's a bunch of $3-$4 cards that you get to choose from, and sometimes not all of them. Even Counting House can have a huge payoff by pulling up 5-6 coppers or something.
EDIT: Didn't read the last post. Scott_Pilgrim already covered all I said.
Imagine a Scrying Pool deck in which you can draw your whole deck and create a lot of cash. But the only way you can get plus buy is with Overseer, and you manage to play it for two buys, and buy two extra Provinces. That is a big pay-off.
These are examples of risk vs. payoff. It's hard to use Q, but when you do you'll get a lot of points. Boardwalk again is expensive, but when someone lands on it more than once it'll pay off big time. Overseer has no big payoff. It's a bunch of $3-$4 cards that you get to choose from, and sometimes not all of them. Even Counting House can have a huge payoff by pulling up 5-6 coppers or something.
EDIT: Didn't read the last post. Scott_Pilgrim already covered all I said.
Imagine a Scrying Pool deck in which you can draw your whole deck and create a lot of cash. But the only way you can get plus buy is with Overseer, and you manage to play it for two buys, and buy two extra Provinces. That is a big pay-off.
Is this really a "Overseer is very powerful because +buy allows you to buy multiple Provinces" argument? The card is really good because it can give +buy?These are examples of risk vs. payoff. It's hard to use Q, but when you do you'll get a lot of points. Boardwalk again is expensive, but when someone lands on it more than once it'll pay off big time. Overseer has no big payoff. It's a bunch of $3-$4 cards that you get to choose from, and sometimes not all of them. Even Counting House can have a huge payoff by pulling up 5-6 coppers or something.
EDIT: Didn't read the last post. Scott_Pilgrim already covered all I said.
Imagine a Scrying Pool deck in which you can draw your whole deck and create a lot of cash. But the only way you can get plus buy is with Overseer, and you manage to play it for two buys, and buy two extra Provinces. That is a big pay-off.
Is this really a "Overseer is very powerful because +buy allows you to buy multiple Provinces" argument? The card is really good because it can give +buy?These are examples of risk vs. payoff. It's hard to use Q, but when you do you'll get a lot of points. Boardwalk again is expensive, but when someone lands on it more than once it'll pay off big time. Overseer has no big payoff. It's a bunch of $3-$4 cards that you get to choose from, and sometimes not all of them. Even Counting House can have a huge payoff by pulling up 5-6 coppers or something.
EDIT: Didn't read the last post. Scott_Pilgrim already covered all I said.
Imagine a Scrying Pool deck in which you can draw your whole deck and create a lot of cash. But the only way you can get plus buy is with Overseer, and you manage to play it for two buys, and buy two extra Provinces. That is a big pay-off.
I was asked to describe a way in which Overseer can have a big payoff. So, I did. Any card with +buy can provide a big payoff. Some cards make you jump through a hoop to get the +buy, though. That can be pretty fun! Like, imagine just barely ending a game by three-piling, making use of the Overseer's Village to play its Woodcutter and Workshop.
Overseer is not a card you can just spam-play. Many engines will want it, though. Some more than others. Like Boardwalk and Q, it has internal tension built into it. I find that tension interesting and unique. It imports tested elements from other games into Dominion in a way that I think might really play well.
A good comparable is Ironmonger, which also isn't reliable, but does a number of useful things well enough that it can be a key card on many boards.
I was asked to describe a way in which Overseer can have a big payoff. So, I did. Any card with +buy can provide a big payoff. Some cards make you jump through a hoop to get the +buy, though. That can be pretty fun! Like, imagine just barely ending a game by three-piling, making use of the Overseer's Village to play its Woodcutter and Workshop.By this logic, Woodcutter can give a huge payoff. It doesn't, it just gives +buy. But at least I know that whenever I play it that's what I'll get. Overseer could be a woodcutter, unless it's already been played recently. I mean, I love Ruined Market. I gives me such a huge payoff every time I use it to buy an extra card!
A good comparable is Ironmonger, which also isn't reliable, but does a number of useful things well enough that it can be a key card on many boards.
I was asked to describe a way in which Overseer can have a big payoff. So, I did. Any card with +buy can provide a big payoff. Some cards make you jump through a hoop to get the +buy, though. That can be pretty fun! Like, imagine just barely ending a game by three-piling, making use of the Overseer's Village to play its Woodcutter and Workshop.By this logic, Woodcutter can give a huge payoff.
No, I know Ironmonger will filter and give me a bonus. In addition, the bonus is 1.Based on my deck which I have control over 2. Always something I want and 3. Ironmonger is always a cantrip. Overseer can get stuck as terminal for one player. I've used Ironmonger as a village, because I can fill my deck with Actions and reliably have it as a village. On occasion it may hit a victory card and be a lab, but it's definitely reliable.
Quote from: Robz888QuoteCommittee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Intriguing (oh, that's a good sign!). He names Copper, okay you can't trash Copper, but you can just gain a copy of some good card. He names some good card, you trash Copper or Estate or Curse or whatever. As long as you have multiple engine pieces, you can always be gaining them though. Hang on, eventually he always has to name Province. Yeah, this needs some limitation, like "he can't name a Victory card" probably. Interesting though.
Disallowing him from naming a victory card would make this way too strong, as it could then simply gain Provinces.
You can't CHOOSE a Victory card, is I think what I meant.
No, I know Ironmonger will filter and give me a bonus. In addition, the bonus is 1.Based on my deck which I have control over 2. Always something I want and 3. Ironmonger is always a cantrip. Overseer can get stuck as terminal for one player. I've used Ironmonger as a village, because I can fill my deck with Actions and reliably have it as a village. On occasion it may hit a victory card and be a lab, but it's definitely reliable.
Yeah, occasionally Ironworks will be a Lab when you wanted a Village. Occasionally it will be a Peddler. That's the point. Mountebank will occasionally be a Silver that costs an action. Overseer will also occasionally be one thing when you wanted another.
Cards don't need to be 100% reliable to be worthwhile. The costs have to outweigh the benefits. Is that true about Overseer? I think so, yeah. I tend to think that it would be both a frequently bought card and create interesting choices.
About the arguments that it's "unreliable" -- I feel like, yeah, that's very clearly the point.
My point was the Ironmonger can become nearly 100% reliable in a deck of all action cards. Also, cards that are unreliable tend to be bad. Tribute, Harvest etc. Do you like these cards? Are they strong, or fun? Have you ever based your engine off Tribute's +2Actions? My guess is most often you don't, because it has too much of a chance (most of the time) to not get what you want.
I really don't think either is that much fun, but at least Tribute can give me a crazy effect, and Harvest can give a bunch of money. It`s hard to get excited for a card that has a +buy in it. Like I said, Ruined Market has no big payoff. It's junk card. Just...just...it doesn't have any payoff. This is my last post about this if the conclusion is that Ruined Market has a big risk vs. reward payoff.
I think the criticism is that the design leaves it unable to fulfill any particular niche. If you need +Buy, it is extremely unreliable, and I think this is still a valid criticism. Ironmonger and Mountebank are different. With Ironmonger, you can build you deck to make it reliable...
If you say that the point is to be unreliable... well then, the payoff doesn't really reflect that. It's high risk, medium reward except in super niche situations. So again, Powerman's criticism stands.
Is that the most fun use of Ironmonger? Making it into a Village? Is the reason that Ironmonger is OK that you can turn it into Village?
My point was the Ironmonger can become nearly 100% reliable in a deck of all action cards. Also, cards that are unreliable tend to be bad. Tribute, Harvest etc. Do you like these cards? Are they strong, or fun? Have you ever based your engine off Tribute's +2Actions? My guess is most often you don't, because it has too much of a chance (most of the time) to not get what you want.
I really don't think either is that much fun, but at least Tribute can give me a crazy effect, and Harvest can give a bunch of money. It`s hard to get excited for a card that has a +buy in it. Like I said, Ruined Market has no big payoff. It's junk card. Just...just...it doesn't have any payoff. This is my last post about this if the conclusion is that Ruined Market has a big risk vs. reward payoff.
Is that the most fun use of Ironmonger? Making it into a Village? Is the reason that Ironmonger is OK that you can turn it into Village?
Tribute and Harvest are not my favorite "unreliable" cards. (Although like with all unreliable cards, it can sometimes be fun to try and control, or adapt to, their randomness.) They're pretty different from Overseer, though, in that they are unreliable because of random card flipping. The "unreliability" of Overseer is controlled by the gameplay. (Although I like Knights! And those are unreliable because you don't know what cards will be flipped. One thing that Knights and Overseer have in common is that they provide +actions and +buy, but in limited quantities.)
Hey, there are times when you'd love to have a Ruined Market. Even when there's other +Buy on the board -- sometimes it's Trade Route, and you got nothing left to trash. If that offends you, I don't know what to say.I think the criticism is that the design leaves it unable to fulfill any particular niche. If you need +Buy, it is extremely unreliable, and I think this is still a valid criticism. Ironmonger and Mountebank are different. With Ironmonger, you can build you deck to make it reliable...
If you say that the point is to be unreliable... well then, the payoff doesn't really reflect that. It's high risk, medium reward except in super niche situations. So again, Powerman's criticism stands.
You can make Overseer incredibly reliable, also. Any time you can draw your deck with extra actions, Overseer is clockwork. The +buy is now very reliable. You just can't get as much of it as you could if the +buy came from Market. Yes, I agree, it is medium-reward. It is also medium-risk.
I find Powerman and your criticisms of the card to be kind of shallow cuts. You're both just pointing out things that the card wasn't designed to do. If you start thinking about how the card would play on different boards you see that interesting game play can emerge from what you perceive as the card's weaknesses.
Ironmonger can be high reward because its possibilities are Laboratory+, Peddler+ and Village+. The filtering bumps it up.
What role does Overseer play in engines? What is the ideal use case? The options are not all "decent to harmless" because most of them are terminal, and cheap terminals at that. There will be better terminals to play. For use in engines, you need to have outside action support and probably draw support as well. If you have those without Overseer, why get Overseer at all? That's why +Buy seems to me to be the only use case.
What part of Overseer makes it particularly fun?
Laboratory+ is huge though. Peddler+ is better than a $4 card. That is not low reward; you're underestimating cycling and filtering.
I say again that the concept is neat, but there are certainly issues to consider. Are you arguing that it's perfect as is? It really sounds like it, which is why I am responding more critically than I might otherwise. The un-fun thing about this card is how often you can get burned by it. You buy it for some purpose, and then the opponent always manages to get it before you. I can see that being extremely frustrating.
Is it your card, perchance?
Of course I think my card is the best!Is it your card, perchance?
If it is, defending it so vigorously is bad form. I - as probably one or two others - think my card is the best here, but i don't walk around saying "Vote for my card."
Edit: Anyhow, i think i can say those are the cards i voted for: Dance, Acropolis, Homestead, Nouveau Riche
Is it your card, perchance?
getting warmer . . . You might not own Base if you own Cornucopia. That's why Young Witch doesn't say "Setup: Add Moat to the supply". Any time you have the temptation to reference a specific card, there's a dominiony and an undominiony way to proceed."Setup: Lay the randomizers for Village, Smithy, Workshop, Peddler, and Woodcutter in the center of the board. These are the District cards."
I think you already know where to go from here ;D
This would require owning Base and Prosperity, which is probably not ok for an Intrigue-themed Treasure Chest card.
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Dance
Types: Action Attack Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.
When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
Prefecture
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Shrine
Types: Action Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.
Worth 2 VP.
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.
Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
Secret Plot
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Alright, let's talk about other cards:QuotePrefecture
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
I think this is clever, but it just isn't good. If the first card you reveal is a Victory, it does basically nothing (yeah yeah, edge case, Harem, actions left...). Then again, it's allready almost a Duchy. I don't like how it anty-synergizes with itself and is so much against Intrigue's "deal with Victory cards" theme.
QuoteOverseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Ugh... First, it has 1st player advantage. Second, it introduces tokens and mats and still is just a iunreliable bundle of allready known effects. The card is a lot of old things, put together with new things that make the card more complex or unfair without need. I never thought "choices" should be seen as typically Intrigue, and this is the perfect example of a choice-card that has nothing to do with Intrigues other main themes - hybrids and dealing with victory cards. Let alone the mat is absolutely un-intrigue. It's probably balanced or can easily made balanced, but i think it shouldn't take a spot that could be filled with a card that actually fits Intrigue.
QuoteShrine
Types: Action Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.
Worth 2 VP.
Kind of like Landlord, a Victory card that does something special. It's astounding how many votes Landlord got and how few Shrine got. I preferred this over Landlord and still didn't vote for it.
Well, in fact I didn't expect Shrine to win and I agree the VP came out with no real reason. But still... zero votes...
And I'm truly surprised of some winners of some previous cards. But I didn't tell, because... I thought people were right and I was wrong. But now I think this has gone too far... I'm no more able to hold it for me.
Okay, now let's tell some truths I hold for myself too long...
.....I'm sure we'd all like to see people being encouraged to submit their ideas here.....I told myself after the last one of these that I would stop posting here and just lurk. But since 'breaking the silence' seems to be the thing to do in this thread .....
search "CAP smogon" and look at the forum they have there. I think that's a good example of what I hoped this would become. They have purpose, and they have good debate. In fact, the point is not the cards, and is the debate, but the point of the debate is to broaden our knowledge, not to attack other people. Debate can be good if it has its goal in mind, and lots of people don't. Let's solidify what we want and go from there.
I actually think we should focus more on the cards than CAP does on its final product, but that's only a matter of degree and not of purpose.
This is also why reminders of "the card will likely go through balancing" never stick. People will easily latch on to complaining that they do not like the name of the card or that it is too strong to cost $3. That's because the core mechanic is likely fine but arguing is so fun they need to find something to argue about. Because the back and forth sparing is what they take the most joy in.
Traitor
Types: Action Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.
QuoteShrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.
Worth 2 VP.
Kind of like Landlord, a Victory card that does something special. It's astounding how many votes Landlord got and how few Shrine got. I preferred this over Landlord and still didn't vote for it.
Because Landlord is an interesting alt-VP where as this is just a shitty action with 2 VP slapped on to make it worth more and is as such, super boring. There is no real reason for this to be a victory card, other than "oh its intrigue and I wanted a hybrid"
Wait, why is everyone revealing their cards now if there is still another round of voting?Again, even if we don't know the exact cutoff we still have a good idea of what cards made it to the final round. It's essentially the same list as before, but now LFN can take the top five, nine, or eleven cards to the next round. If your card got eight votes or less, I don't think there's any danger in talking about it. I like the secret histories better when they're spread out, rather than getting them all posted on the same day.
Also, while prices can be changed, I prefer having them be part of the submissions. It's nice to have a suggested price for each card, rather than try to figure out what the price of each card should be. That would be a headache. Also, sometimes the price is important because it highlights self-interaction (or lack thereof).
Landlord - 16 (5.8%)Yes. It's an alt-VP that's powerful enough to force rushes, but I like this better than Silk Road or Duke. Because those cards power up with the amount of green in your deck, you get penalized for losing the SR/Duchy split, above and beyond the raw point value of each card. If you split the Tunnels or Islands 2-6, you're down (6-2)*2=8 points, while losing the Duchy split 2-6 in a Duke game makes it impossible to win, even if you contest the Dukes and buy a bunch of Provinces. Giving you points for having more points than your opponent is a really stupid bonus, and I like this card because it synergizes with itself without falling into that trap. It's worth the same amount of points for each player, and it gives you more utility in a clogged deck. I would be very happy if this won.
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Overseer - 13 (4.7%)Already given my opinion. I'll vote for it in a future contest, if it gives a useful flat bonus and switches to randomizer cards instead of a mat. Heck, I'll vote for any card that makes the randomizers useful.
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Prefecture - 13 (4.7%)
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Homestead - 10 (3.6%)Yes and yes. I seem to be unique in that I like both of them, and I actually like Homestead a bit more. It'd be fun to see what sort of decks people would make if Homestead was the only village, but it is worrying that you might have to shuffle multiple times a turn.
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
Monastery - 10 (3.6%)Not feeling it, sorry. The concept is fine, but the options are way goofier than they need to be. "Draw a card; or trash up to two cards from your hand" would have made me happy, but as is, it just feels bloated. Maybe make the trashing better and toss the second option?
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Prefecture
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Homestead
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
I feel like "Vote for the concept, we can tweak it later" is cute and sounded great, but in practice I don't feel that it's working, at least for me. Maybe because we don't seem to have a formal tweaking procedure. Maybe because "tweaking later" is just so vague. I'm thankful for this contest, but in the future I would prefer to either stick with voting for cards as submitted or to make the entire enterprise less competitive and more collaborative from the start. I'm not sure how one would do that though.There have been more tweaks to cards during the voting phase than after the winner was announced. I prefer having the final card be as close to the submitted card as possible. Yeah, a vanilla bonus boost/reduction can be made here and there, but I want to know that the card I vote for is the card I get. So far, I've been more pleased with the submissions that I playtested in their final form. I think that, somehow, a card that is well balanced from the start makes a better impression on the voters.
I'm just wondering if it's okay to know which players' card is in the top 5. Theoretically, one can deduce that through process of elimination.Wait, why is everyone revealing their cards now if there is still another round of voting?Again, even if we don't know the exact cutoff we still have a good idea of what cards made it to the final round. It's essentially the same list as before, but now LFN can take the top five, nine, or eleven cards to the next round. If your card got eight votes or less, I don't think there's any danger in talking about it. I like the secret histories better when they're spread out, rather than getting them all posted on the same day.
Also, while prices can be changed, I prefer having them be part of the submissions. It's nice to have a suggested price for each card, rather than try to figure out what the price of each card should be. That would be a headache. Also, sometimes the price is important because it highlights self-interaction (or lack thereof).
Okay, now let's tell some truths I hold for myself too long...
You probably should have held onto those truths. To my eye, this post isn't so much about constructive criticism as the venting of a poor loser. If this was not your intent, feel free to correct me; either way, I would encourage you to reconsider the parts of your post that perhaps come off too personally or aggressively. I'm sure we'd all like to see people being encouraged to submit their ideas here, not greeting their efforts with degrees of hatred on a scale. In the end, different people are going to have different opinions about what works and what doesn't, what's fun and what isn't. We have to respect that.
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Prefecture
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Homestead
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Re: Committee -- what if, instead of +$2, the "gain" option gains the card to your hand? Overall this would be a nerf, but sometimes it is equivalent (gain a Silver) and sometimes you can do some neat things with it (gain an action card, play action card).
Courtier
Types: Action Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
Dungeon
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
Homestead
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
Homestead
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Prefecture
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Secret Plot
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
The card itself is mediocre. You can use it as an infinite Island, but everyone else gets that too. That weakens it quite a bit. Making it worth even one VP could be quite tricky as well -- Coppers and Estates are almost certainly never going to do anything for you. Other VP cards are unlikely as well because opponents will be happy to Plot away their Provinces. To get VP, you'd have to try putting away something decent. Silver maybe, or Gold or a key action card. But is that even worth it? What if others have the same idea? I guess it's thematic that way.[/quote]
There is a practical concern in that people could very easily forget about revealing their mats at the end of the game and just dump them into the rest of their deck like with Native Village and Island. There's also a significant amount of text to fit underneath the big coin. Eh, this might be OK.
UsurerSo, this was my card. It has everything an Intrigue card needs - choice, crippling interaction, gives you something to do with all those pesky Victory cards ... and it's completely broken, like I realised after the card list was posted. The original idea was going to be something like "For each card discarded, choose one: +$1, or each other player discards a card", but I decided to be all clever and change it so you only had to make a single decision. Not that the original version was that much better, but it required you to draw a few cards before you could completely pin the other player. I would still like to make a card with some kind of similar ability, but even I wasn't going to vote for this one.
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
I wonder if Prefecture would still be strong enough if, instead of being worth the flat 2VP, it got the more interesting VP clause from Landlord.I don't think every card needs to be IGG. Prefecture is a very well-thought out action card, and one of the consequences of its construction is that it needs to be typed Action-Victory; the exact value doesn't matter. Similarly, Landlord is an alt-VP with a unique scoring mechanism, and the best way to make that viable in a game is for the card itself to give you some utility in alt-VP rushes. I think fusing them together would not only be a waste of one really good card, but also make the result a little bloated.
Homestead
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Prefecture
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Homestead
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
Prefecture
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Liege
Types: Action Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
Homestead
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
A popular idea for fixing scout is to make it a Victory card itself. I thought about how that would play, and while with Scout itself it wouldn't do much on its own, I thought some of the patterns were interesting. I looked at the card "1VP // +1 action, +$1, search for a victory card". Early game, the searching was worse than "+1 card", but with trashing the self comboing takes over, but it chokes on green as the game draws to a close. Also interesting was how it didn't benefit to have multiple copies in the same hand. I feel like it gave the card a sort of "alien" feel; that these were cards that behaved like they were in a different game, but they interacted perfectly with Dominion cards. It also worked well with Harem and the other Action/Victory cards, so it seemed perfect for Intrigue.
This idea was given a name and a thread, and the consensus was that it was too strong for $4, too weak for $5. I wanted the card to be a $4 card for Ironworks and so the effect of buying many copies could be seen in more games, but I didn't like the "0VP" idea. I couldn't think of any good alt VPs that would reasonably seem worse than a flat 1VP, and the card was very wordy despite being simple. So, with Peddler being too strong, I looked to other simple cantrips. Lab self combo'd a bit too well and would definitely be a $5 card, although it's an idea I may submit to later competitions for being interesting in its own way. I ended up going with Village, although it seemed quite weak. With trashing it might be especially good for a Megaturn, although it can be wonky and you'll need to have the other engine components ready to go in your hand, just like with other non drawing Villages. It should probably be $3 but I didn't think it should be the same price as Great Hall, and of course it can't be $2 because estate is $2.
The key idea is the non terminal Victory searching combined with being a Victory card itself. I went with a cheap and simple version, but if the card wins I would be happy for it to mutate heavily as long as it gives at least +1 action, is a Victory card and digs for Victory cards.
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
The top half is very generic. Basically I thought the concept of a Victory card that filters itself would be a cool concept. I thought a Lab variant suited it well, although it looks a bit boring, it gets the job done. To make it a bit more "fancy," I attached the VP for empty Supply piles. I thought it would be an interesting enough mechanic that brought something new to the table, but kept the simplicity of a beginner set. I think it'd be awesome for someone to try to empty more than three piles to rank up points, and the reason Landlord doesn't have a "+Buy" is so you need supporting cards to make that happen. I know others are turned off by the possible empty 4-6 of the piles, but I don't think it would happen often enough for it to be an issue. Like (I believe) someone said earlier about Beggar/Gardens or Trader/Feodum. I don't think City/Candlestick Maker/Landlord would come up often enough for it to matter. After all, every card has power that is (at least somewhat) board dependent.
I'm awful with pricing cards. I'm starting to wonder if Landlord would actually be worth $4. Gardens usually end up being a cheap Duchy for someone going for Provinces, so maybe that would be a fairer price for Landlord. Anyway, either way, (like any author) I am proud of my card: I enjoy its self-synergy, its simplicity, how it fits in the theme of Intrigue, its new way of earning VP, how in the end of the game each Landlord is the same VP for everyone, and that it is a Hybrid-Victory card which filters.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
The card started out life as a kind of friendly anti-ironworks; Gain a card costing up to $5. If it is an Action card, [Some Benefit to Opponents]. Treasure card, [Some Other Benefit]. Victory card, [Some Other Benefit]. This turns out to be a bad idea for a number of reasons. In particular, what benefit the opponents get would never really influence what sort of card you chose to gain. However, Intrigue is about choices as well as different card types so why not let the opponents choose their benefit? I stuck with 3 possible benefits (one for each card type) as before although this possibly a mistake. I also wanted the possible benefits to include something useful in all deck types and at all stages of the game. So we have: trashing (for engines and early game), gaining Coppers in hand (for slogs and late game cash boost), and filtering (generally useful but maybe best in money based decks).
If I were to tweak the card now I'd probably give a choice of 2 rather than 3 possible benefits (choosing one of 2 nice things to happen to you counterpoints torturer in some sense). This would make it a bit less wordy and maybe quicker to resolve. A more niche range of benefits might also make for more interesting decisions on when to buy and how to use the card, although it does go against the "something for every type of deck" principle. If the card does win then I'd be happy for it to be changed along these lines so long as it keeps the form "Gain an expensive card with a choice of benefit to opponents."
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
This started out trying to get a card like Minion that could combo with itself. Preventing you from repeating choices seemed like a good way to go about doing that as it let you create a card that did everything without doing everything at once (which would be too powerful). But then I realized a joint card could be far more fun than just keeping track of choices yourself. Sure it prevents the card from achieving the self-combo, but its more fun this way. The self combo is still sort of there (it can still gain itself, and you can still do village/smithy with it once, but even with no one else using it you still need other villages/drawers)
As far as the power of the card goes: I think I agree with most people that its probably weak because of the unreliability it provides. Its a balance that I probably didn't give enough thought to when creating the card. You want a group of powers that is diverse enough that the mechanic is meaningful, but you probably want enough sameness that people can get at least a little consistency out of the card because consistency is the bread and butter of dominion. As far as the mat mechanic goes: the amount of text on the card is a fair point. Moving the text to the mat, or using cards instead of mats (print text on card, put cards by supply, flip over cards to show they've been used) is probably a better idea. So some of the other cards are certainly far more complete ideas, but I think the mechanic of 'group set of choices that dwindles as more choices are made" works really well in a lot of other games and don't see why it couldn't be done with dominion as well.
Prefecture
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Prefecture has actually gone through some testing long before this competition to get to its current position. The testing is cursory though, so the card is open to changes.
Prefecture plays a lot with positive tension. When you play a Prefecture, you will pull a select card and bad Victory card from your deck (assuming you don't draw another Prefecture dead) which will leave your deck better, shuffling notwithstanding. This means that you will almost always come out ahead in a subtle way for playing a Prefecture.
Some posters worry the Action is weak. I can assure you: It is not very strong, but it is fun to use. While the choice of cards it gives you is often not a real decision to make, but if you can play them, drawing Actions makes Prefecture really fun to play.
GendoIkari pointed out that alternating Village and Prefecture makes Prefecture into a Laboratory. This is true, but doesn't properly emphasize that Prefecture is like a Laboratory that is worth VPs and, with light trashing, hunts for itself. Like Laboratory, it would take time to build up, so it is not likely that any game with a Village will work, even with the VP.
On that, I think it is valid to worry that the 2VP are too good attached to this Action. This has not received much testing at $5 producing 2VP, but I can imagine that players will almost always but 1 or 2 Prefectures on any table it appears... but that isn't necessarily a bad thing. Prefecture adds another question mark to "When should I green?" Prefecture doesn't hurt players' decks the same way a Duchy would, which makes Prefecture as a Victory card somewhat similar in utility to Farmland, but less tactical and more strategic.
Prefecture felt right at home in Intrigue from the day of its inception, being a hybrid Victory with an interesting choice mechanism built into it.
Author's commentary on Landlord:QuoteLandlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.QuoteThe top half is very generic. Basically I thought the concept of a Victory card that filters itself would be a cool concept. I thought a Lab variant suited it well, although it looks a bit boring, it gets the job done. To make it a bit more "fancy," I attached the VP for empty Supply piles. I thought it would be an interesting enough mechanic that brought something new to the table, but kept the simplicity of a beginner set. I think it'd be awesome for someone to try to empty more than three piles to rank up points, and the reason Landlord doesn't have a "+Buy" is so you need supporting cards to make that happen. I know others are turned off by the possible empty 4-6 of the piles, but I don't think it would happen often enough for it to be an issue. Like (I believe) someone said earlier about Beggar/Gardens or Trader/Feodum. I don't think City/Candlestick Maker/Landlord would come up often enough for it to matter. After all, every card has power that is (at least somewhat) board dependent.
I'm awful with pricing cards. I'm starting to wonder if Landlord would actually be worth $4. Gardens usually end up being a cheap Duchy for someone going for Provinces, so maybe that would be a fairer price for Landlord. Anyway, either way, (like any author) I am proud of my card: I enjoy its self-synergy, its simplicity, how it fits in the theme of Intrigue, its new way of earning VP, how in the end of the game each Landlord is the same VP for everyone, and that it is a Hybrid-Victory card which filters.
QuoteIf the card does win then I'd be happy for it to be changed along these lines so long as it keeps the form "Gain an expensive card with a choice of benefit to opponents."
QuoteIf the card does win then I'd be happy for it to be changed along these lines so long as it keeps the form "Gain an expensive card with a choice of benefit to opponents."
I really like the practice of the authors of the finalists stating what they believe to be the core concept of the card.
LandlordThe biggest problem I see with this card strategically is that it is practically impossible to sneak a 3-pile, even with +Buys. If 3-piling is beneficial to one player, players will work to end the game first (which a Landlord player has to get dangerously close to already).
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
OverseerThis card is a pain to remember. As a Dominion Academic you can tell me it gives me a choice between Village, Smithy, Peddler, Workshop, or Woodcutter, and I know what you mean, but think about that from a beginner stand-point. What are those cards?
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
MonasteryI'm not sure most of the benefits are good enough to let players gain even $5, let alone $6. I might like this a bit better if it did have only two options, but then I'm not sure what those options should be to really counterbalance how strong this Workshop+ is.
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
HomesteadHave we considered the ridiculous amount of shuffling this card implies? It's all the problems of Scrying Pool and Hunting Party with none of the payoff. There is an alien sense as the author stated in having so many Actions if you can trash those Estates, but I don't know if I could deal with all the shuffling.
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
PrefectureI keep flip-flopping on whether this is too weak or too strong. The top is certainly weak and will choke hard with other green even if it does somehow work when drawing itself. 2VP can be hard to ignore on a lot of boards in a non-dead card though...
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
QuoteHomesteadHave we considered the ridiculous amount of shuffling this card implies? It's all the problems of Scrying Pool and Hunting Party with none of the payoff. There is an alien sense as the author stated in having so many Actions if you can trash those Estates, but I don't know if I could deal with all the shuffling.
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
So you can say that Homestead is not as exciting to you as HP or SP, and that's fine, but I don't think it's as bad as either of them in terms of how much it slows the game down. I think it's more comparable to Golem.In most games I don't shuffle every turn, but some cards imply that I will need to shuffle frequently. That takes quite a bit of time and is one reason I am bothered to play with Scrying Pool and Hunting Party in real life--which is every game I play. Golem's effect on shuffling is not really comparable as Golem is much harder to stack than any previously mentioned card because it's so expensive. Even when I have used Golem, I've usually built up such an economy that by the time I have 2 or 3 Golems in my deck I need to be buying green. Consider how much more accessible Homestead is than any of these three other cards. Also one Homestead has much more effect upon your shuffle than one Scrying Pool or Hunting Party does (even if two don't).
At last i'd like to remind KingZog (who wrote that "you may discard a victory card" was confusing considering you just did that) that Hamlet uses the exact same wording.
At last i'd like to remind KingZog (who wrote that "you may discard a victory card" was confusing considering you just did that) that Hamlet uses the exact same wording.
I think I found it confusing just because it specifies Duchies and Estates, then just Victory cards. It sounds a bit like "Hey,I already did do that so I guess I should get this bonus too." But I mean, it is true Hamlet is like that. Maybe if they were on different lines, because I think the cards were all just written on one line. That way it would feel more sequential.
At last i'd like to remind KingZog (who wrote that "you may discard a victory card" was confusing considering you just did that) that Hamlet uses the exact same wording.
I think I found it confusing just because it specifies Duchies and Estates, then just Victory cards. It sounds a bit like "Hey,I already did do that so I guess I should get this bonus too." But I mean, it is true Hamlet is like that. Maybe if they were on different lines, because I think the cards were all just written on one line. That way it would feel more sequential.
Hope i wasn't rude - it was too late to have any influence on your vote, anyhow (not saying it would necessarily have influenced it at all), and it wasn't even a close call for Nouveau Riche... I guess it was just that i wanted to point it out before and feared i would make too obvious it was my card - but i wanted to, so i had to wait... Silly, i know.
Soo, are the other four finalists gonna be outed?