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Author Topic: Card Fusions  (Read 7316 times)

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Tiago

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Re: Card Fusions
« Reply #125 on: April 09, 2024, 07:33:34 pm »
+2

« Last Edit: April 09, 2024, 07:35:07 pm by Tiago »
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BryGuy

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Re: Card Fusions
« Reply #126 on: April 21, 2024, 07:03:13 pm »
+1

Card Fusions #26
Barge & Merchant Guild
:)                         :)                         :)

czzzz

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Re: Card Fusions
« Reply #127 on: April 21, 2024, 08:26:50 pm »
+1


Quote
Shipwright Guild $6 - Action - Duration
+2 Cards
+1 Buy


Until the end of your next turn, you may not spend Coffers, and when you gain a card, +1 Coffers.
Since the idea was to do a Duration version for Merchant Guild, I added "can't spend Coffers" so you don't have to just keep track in your head of how many cards you gained across multiple turns, haha.
Especially if you're trying to run multiple SGs in your deck and/or always drawing your deck, the Coffer locking might be pretty rough, in retrospect.
But hey it gives Coffers in your Action phase too. Ideally you probably play these awhile and hoard Coffers (no choice if you're playing them), then Remodel these and blow all your Coffers when it's time to green?
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Tiago

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Re: Card Fusions
« Reply #128 on: April 22, 2024, 07:21:32 pm »
+1

This is hilarious. Without remembering your card at all, I made mine called Shipwright. I guess the obvious connection from Barge to Merchant Guild is people building ships.



Exotic Goods feels too much like Garrison. But I like Garrison! And it's sad that it's under Tent. So who cares.



I feel like the +2 Cards is out of place here. You can't use it as a draw card because of the duration part. It's probably still good enough without that? You could make the +1 Buy be on both turns; I'd get annoyed if I was just getting this for the +Buy and I had to get two copies.

Also "until the end of your next turn" probably means it won't be discarded until the end of the player to your left's turn after that, since that'll be after you discard and draw your new hand.
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czzzz

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Re: Card Fusions
« Reply #129 on: April 22, 2024, 09:27:50 pm »
0

This is hilarious. Without remembering your card at all, I made mine called Shipwright. I guess the obvious connection from Barge to Merchant Guild is people building ships.
That is funny hahaha

I feel like the +2 Cards is out of place here. You can't use it as a draw card because of the duration part. It's probably still good enough without that?
Yeah. I did like it being thematically tied to Wharf, but I didn't feel satisfied with my card. It was a stretch

You could make the +1 Buy be on both turns; I'd get annoyed if I was just getting this for the +Buy and I had to get two copies.
As it is, it's not really reliable/effective at providing buys or draw yeah. It has a lot of problems, especially for a $6 cost lol
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czzzz

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Re: Card Fusions
« Reply #130 on: April 27, 2024, 08:30:30 pm »
0

Card Fusions #27
Ambassador & Sack of Loot
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czzzz

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Re: Card Fusions
« Reply #131 on: April 27, 2024, 09:43:14 pm »
+1


Quote
Mold $3 Treasure
$1
+1 Buy


You may trash two Treasures costing $3 or more from your hand to gain a Loot.
Each Treasure is $3 or more, not a total like Forge of course -- just to be clear.

Quote
Crooked Dealer $5 Action
Gain a Loot to your hand.
Each other player gains a Gold.
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Zoyarox

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Re: Card Fusions
« Reply #132 on: April 28, 2024, 05:43:04 am »
+1



Quote
Charity
$4 Action - Attack
Return two cards from your hand to the Supply.
If at least one of them costs $3 or more, gain a Loot.
Each other player chooses one of the returned cards and gains a copy of it.
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Tiago

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Re: Card Fusions
« Reply #133 on: April 28, 2024, 10:17:27 am »
+1

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StrangerSon712

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Re: Card Fusions
« Reply #134 on: April 28, 2024, 02:36:36 pm »
+1

Renovater $3 Action
Gain a Loot.
Each other player may return a card from their hand to the Supply.
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BryGuy

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Re: Card Fusions
« Reply #135 on: April 30, 2024, 11:27:49 pm »
0

Card Fusions #28
Monastery & Charm
:)                         :)                         :)

Zoyarox

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Re: Card Fusions
« Reply #136 on: May 01, 2024, 01:59:19 am »
+2

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Tiago

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Re: Card Fusions
« Reply #137 on: May 02, 2024, 11:33:29 pm »
+1

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czzzz

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Re: Card Fusions
« Reply #138 on: May 03, 2024, 12:42:13 am »
0

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Tiago

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Re: Card Fusions
« Reply #139 on: May 03, 2024, 09:02:18 am »
+1



Peddler (to fix this you can make it a Treasure) and Prince

Edit: or just say non-Victory
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Will(ow|iam)

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Re: Card Fusions
« Reply #140 on: May 03, 2024, 01:01:43 pm »
0



Peddler (to fix this you can make it a Treasure) and Prince

Edit: or just say non-Victory

It's a combo, but it doesn't seem unfun or monolithic.
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Tiago

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Re: Card Fusions
« Reply #141 on: May 03, 2024, 07:06:07 pm »
0



Peddler (to fix this you can make it a Treasure) and Prince

Edit: or just say non-Victory

It's a combo, but it doesn't seem unfun or monolithic.

Yes it does. Get a Peddler, trash down, now your Scribes say "Gain a Province." Use Prince for perfect reliability.
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czzzz

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Re: Card Fusions
« Reply #142 on: May 03, 2024, 08:50:29 pm »
0

Yeah it should say non-Victory, that was the intention anyways
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czzzz

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Re: Card Fusions
« Reply #143 on: May 05, 2024, 04:27:14 pm »
0

Card Fusions #29
Emporium & University
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czzzz

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Re: Card Fusions
« Reply #144 on: May 05, 2024, 04:55:47 pm »
0


Quote
Campus $4P - Action
+1 Card
+2 Actions


Gain a card costing up to $5.
If it was an Action, +1VP.
I think it's trying to do too much, but here's my attempt
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StrangerSon712

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Re: Card Fusions
« Reply #145 on: Today at 12:16:19 pm »
0

Principal $2P Action
+1 Card
+1 Action
+$1
You may gain a card costing up to $6. If you do, each other player takes 1VP.
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BryGuy

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Re: Card Fusions
« Reply #146 on: Today at 04:55:28 pm »
0

:)

Quote
Scolar's Emporium • $3P • Action
+1 Card
+2 Actions

-
When you gain this, if you have at least four Hand cards, +1 VP.

:)
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