General reminders: these ideas are for people who find the original cards too strong/weak/annoying and need inspiration to adapt them and have fun with them.
They concern only cards that are at the top or bottom of their price ranges in Qvist rankings, i.e. cards that are notoriously weaker/stronger than nearly all others.
Rebuild can be nerfed in a more simple fashion by making it terminal.
Witch is strong but most Cursers are. No need to mess with it.
Same applies to Soothsayer.
Goons is overpowered but without the extra buy it'd be too weak.
About Forge and Farmland, no need to make them stronger.
Rebuild once was terminal and was clearly too weak. Even if it was ok, Rebuild is just boring.
I have tried a few times my suggestion for it and it did work well. Forces you to green a bit earlier and therefore makes for more interesting gameplay than the current, brainless one, by changing the way most games are played (don’t buy VPs too early). And it remains a decent card (Lab) when it does not hit VPs.
Most
cursers are too strong for my taste, so although I like the idea of curses, I like them better if they’re a bit toned down because they’re real nasty obstacles.
Farmland has always been the second bottom card in its price category. I must admit I didn’t see how it comboes with itself, which seems to require some luck + 2 buys + $12 for 8 VP. Would it be terribly OP at $5 and an Expand ability (if not being worth 1 VP)?
Forge: whenever I went for it, I had poor ROI. That’s just my experience and I find Forge boringly unflexible.
While Chapel is strong, that is intentional by Donald X. to make games with it play differently than games without it.
Not everyone has to like what the lord likes
. I just notice
Chapel is a must-buy in most games and I’d rather play more games where cards are equally often strong or weak.
Saboteur
Draw until you have 2 cards worth 3 or more.
Put them aside. After you have shuffled your deck, put them into your discard pile.
Adventurer:
Stays the same, just +1 Buy.
Woodcutter:
+1 buy
choose one:
+$2
or
+1 Action
+ $1
I like these. Your councellor is almost strictly better than Silver. And I like the topdeck version of Feast better.
The best fix of Thief that I have seen posted is having it reveal three cards.
I've been playing with nonterminal Adventurer for a long time and it's allright. It becomes compatible with making interesting decks. (it also becomes much more like Venture, but I think it plays differently enough)
Regarding Goons I would like to try it without the attack.
Many fixes for Scout have been proposed, yours is on the conservative side. I think I prefer fixes that do a bit more, like "dig for 4 victory cards" or similar. Or giving it +1 coin.
For
thief, I like the fact that my try makes it scale better for all player counts (gain only one card), while boosting it on the other hand.
Non-terminal
adventurer, I fear might be a bit OP but ready to try.
Ready to try unattacking
Goons and digger
Scout too. I did see the +$1 versions of Scout so I suggested something different.
Pearl Diver
+1 Card; +1 Action
Look at the bottom card of your deck. Discard it or put it on top.
Like. I’m not sure how powerful an inverted Pearl diver would be – i.e. look at your top card, you may put it at the bottom. So you will potentially draw it one time fewer than other cards.
[Changes to Witch and Mountebank]
So your fix is to make two cards such that one is strictly worse than the other?
Well spotted. I might try the discard clause of Mountebank on Witch.
He said somewhere that they knew it was crazy good, and they were okay with it, if I remember correctly.
Here.
He’s ok with it. Not me. And not a number of other players.
1) Are these changes supposed to make the cards more fun to play or just different?
2) I especially like that you think Witch is too strong and Soothsayer is too weak.
3) Adding a buy to Counting House just makes it boring
4) and I play the variant where we never use Rebuild or Saboteur
5) Perhaps next time you would inspire better discussion by saying "What would happen if Adventurer couldn't put Copper in your hand?" versus saying "This is the way to make Adventurer better."
1) Different. More fun because more often interesting for some / less often must-buys for others (hopefully! note the "here are a few
tries"). Concerning
Rebuild, definitely both more fun per se and different.
2) I don’t think
Soothsayer is too weak, on the contrary. The stronger, simpler version I priced at $6.
3) I think a card you never buy is more boring than anything else. Players here and elsewhere found the +Buy addition interesting.
4) Do try my go-green Lab version of Rebuild. I never use Saboteur either.
5) I didn’t say the latter. Again, I said these were my
attempts.