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Variants and Fan Cards / Re: Mine variants
« on: August 07, 2013, 12:45:42 pm »
how about: ... when you gain this and you don't have a copper mine set aside, return it back to the suply; otherwise set it aside ...
The Pirate Ship card doesn't tell you to put the coin tokens on the Pirate Ship mat. It just says "take a Coin token", same as what Baker says.
Yes, you will first buy a bread and then jump, and all the overpaying happens after the buy (before the gain).Thank you.
No. That's the way the official cards are worded, too.But on those cards you first buy something and then you do something else. Like when you buy victory card gain gold. You first pay, then buy victory card and then you gain gold.
Builder
$3 Action - Reaction
+$2
__________
When you buy a card without an overpay effect, you may reveal this from your hand. If you do, you may overpay for it. If you do, +1 Buy.
Hmm, I notice that the Guilds rules say specifically that coin tokens earned with e.g. Baker can't be put on your Pirate Ship mat, but it doesn't say that coin tokens earned with Pirate Ship can't be spent like any other coin tokens. I assume this is an oversight in the rule-book editing process.
Still, it does mean that, retroactively, Pirate Ship is now a card whose effect is different from what the card actually says.
Seems like a lot of text for what essentially amounts to +1 Buy in most cases.It's more like *2 Buys, but only one copy of it counts. So it should be useful in situations where you need to piledrive something. I'm not sure I like the card but I wouldn't say that it's effectively the same as +1 Buy.
I think you should probably turn the extra Hermit into a Madman. You don't need the fifth Province, but an extra Madman makes getting two in the same hand more likely to happen and the occasional fizzling despite having two Madmen in the starting 5 less likely to happen.Maybe - but i wanted to stress the other point - that having X+3 madmen and X+1 trashers is not a waste of that one trasher. That example I used was to explain how to implement it. But let us also consider this. Suppose that I have 5 madmen and 3 hermits and I plan to turn one more hermit into madman and suddenly two of my madmen collide; I think I should use the opportunity.
Hmm, good points, Bron. Thanks for the feedback!
If the current version appears weak after further playtesting, I'll definitely consider making changes. It would be...convenient...if it were to cost $5, though. How does this version strike you?QuoteExchange
Types: Action
Cost: $5
+1 Action. Trash this. Trash 2 cards from your hand. For each trashed card, gain a card costing up to $2 more than it, putting the gained cards into your hand.
It basically just takes your idea and doubles it.
Oh, I somehow didn't saw that clause. Maybe you should let it out because this is what makes the card more interesting.
But now it seems pretty weak. Maybe if you add: "You might gain a card costing up to $3" or "You might gain a Silver".
shame on me - I'm too lazy; I meant to only change 5->4 so the +1 action and reaction part would be the same so non-terminal draw-to-4.What about
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Draw until you have 4 cards in your hand; or put this card on top of your deck.
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This should "fix" the mentioned issues whithout changing the "spirit" of the card.
So, leave the reaction as is but have it only draw up to 4, without +action?
This card is very weak. "Draw up to 4" draws 0 cards from a starting hand of 5. And it's terminal. It is OK against attacks, but if there aren't any attacks then it would be a liability. Not even neutral.
Non-terminal draw-to-4 might be a better fix. Or terminal draw-to-5 (or maybe even 6).
...I think that all issues will remain at $5; i.e. it won't help in this case.
3. the same, but in the cost of 5$. Though, the 5-cost cards are the elite one and I'm not sure, if it's even possible to compare Force Barrier to Wharf, Mountebank or others.
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You can already do Estate->Remodel->Gold... with Remodel. Yeah, gaining cards with the University in the interim is a bonus, but that kind of perk is not out-of-line for $XP cards compared to $X+2 cards IMO (consider the stacking of Alchemist vs. Laboratory, or the non-terminal nature of Familiar vs. $5 cursers)...
(Well, six counting this one)Yes the point is to be able to "remodel" this card into something useful. To be able to remodel $2P into $6 seems to be too powerful since you'd be able to do estate->university->gold. Of course it can be something like $xP-> $(x+3) but I haven't found simple wording.