No Victory card in in this set - that's a surprise.No VP card and no reaction, that makes me pretty sad actually.
Advisor is basically a Minion at best (+1 Action/+2 Coppers) and if there's even one VP card in there you're doomed?
Candlestick Maker comes pretty close to "strictly better" when compared to Pawn.The strenght of pawn is its versability, so I disagree.
For the same price, you get +1A/+1B/+$1 where Pawn can just get you two of those.
Of course, Pawn can get you a card, but if you never need a card (say something with Minion or Library), you'd always pick this.
Soothsayer: I wonder what the timing is with respect to WT. Does WT jump into action right after you gained the Curse or can you pick which one you want to resolve first: The drawing or the trashing?
Soothsayer: I wonder what the timing is with respect to WT. Does WT jump into action right after you gained the Curse or can you pick which one you want to resolve first: The drawing or the trashing?
It says each player that gained a curse then draws a card. So gain a curse first. Resolve. Draw.
Soothsayer: I wonder what the timing is with respect to WT. Does WT jump into action right after you gained the Curse or can you pick which one you want to resolve first: The drawing or the trashing?
Soothsayer: I wonder what the timing is with respect to WT. Does WT jump into action right after you gained the Curse or can you pick which one you want to resolve first: The drawing or the trashing?
It says each player that gained a curse then draws a card. So gain a curse first. Resolve. Draw.
But to be clear, you still get to draw a card even if you trash the Curse with Watchtower. Just not if you gained a Silver instead via Trader.
I see Merchant Guild having a Goons-esque megaturn with Watchtower present. Build an engine that gives 40 buys, and then gain 400 coin tokens. Of course, you can't spend the coin tokens the same turn, which is why you'd want to Watchtower away to Copper.
I see Merchant Guild having a Goons-esque megaturn with Watchtower present. Build an engine that gives 40 buys, and then gain 400 coin tokens. Of course, you can't spend the coin tokens the same turn, which is why you'd want to Watchtower away to Copper.
You probably can. After the first 30 buys you have 30 tokens which you can use for the last 10 buys. I think.
I see Merchant Guild having a Goons-esque megaturn with Watchtower present. Build an engine that gives 40 buys, and then gain 400 coin tokens. Of course, you can't spend the coin tokens the same turn, which is why you'd want to Watchtower away to Copper.How about KC KC MG MG MG. That could get pretty crazy too. Just a thought.
I see Merchant Guild having a Goons-esque megaturn with Watchtower present. Build an engine that gives 40 buys, and then gain 400 coin tokens. Of course, you can't spend the coin tokens the same turn, which is why you'd want to Watchtower away to Copper.
You probably can. After the first 30 buys you have 30 tokens which you can use for the last 10 buys. I think.
You can only use coin tokens during your buy phase and before buying a card.
Edit: Except for those special cards which let you spend them for other things (Butcher)
I see Merchant Guild having a Goons-esque megaturn with Watchtower present. Build an engine that gives 40 buys, and then gain 400 coin tokens. Of course, you can't spend the coin tokens the same turn, which is why you'd want to Watchtower away to Copper.How about KC KC MG MG MG. That could get pretty crazy too. Just a thought.
Soothsayer is going to lead to some interesting decisions - do I block the Attack, or do I draw a card? Of course, Watchtower lets you have both.no it doesn't...
I see Merchant Guild having a Goons-esque megaturn with Watchtower present. Build an engine that gives 40 buys, and then gain 400 coin tokens. Of course, you can't spend the coin tokens the same turn, which is why you'd want to Watchtower away to Copper.
You probably can. After the first 30 buys you have 30 tokens which you can use for the last 10 buys. I think.
You can only use coin tokens during your buy phase and before buying a card.
Edit: Except for those special cards which let you spend them for other things (Butcher)
You have to use them before buying A SINGLE card of before buying the FIRST card?
But yeah, probably you're right.
Stonemason is pretty sweet. So, I can pay $9 and get two KC's! Hell yeah! I'm really loving this set. Masterpiece just loves Feodum.
Soothsayer seems pretty nice. Most likely not on the power level of Mountebank or Witch, but still solid.
Candlestick Maker
Types: Action
Cost: $2
+1 Action. +1 Buy. Take a Coin token.
Stonemason
Types: Action
Cost: $2+
Trash a card from your hand. Gain 2 cards each costing less than it.
When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.
Masterpiece
Types: Treasure
Cost: $3+
Worth $1.
When you buy this, you may overpay for it. If you do, gain a Silver per $1 you overpaid.
Advisor
Types: Action
Cost: $4
+1 Action. Reveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand.
Plaza
Types: Action
Cost: $4
+1 Card. +2 Actions. You may discard a Treasure card. If you do, take a Coin token.
Taxman
Types: Action – Attack
Cost: $4
You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to $3 more than the trashed card, putting it on top of your deck.
Merchant Guild
Types: Action
Cost: $5
+1 Buy. +$1.
While this is in play, when you buy a card, take a Coin token.
Soothsayer
Types: Action – Attack
Cost: $5
Gain a Gold. Each other player gains a Curse. Each player who did draws a card.
So, can I "overpay" for Stonemason by $0 and gain two free Peddlers? Or for that matter, Ruins, or some other actions with cost reduction?
Stonemason is pretty sweet. So, I can pay $9 and get two KC's! Hell yeah! I'm really loving this set. Masterpiece just loves Feodum.
Soothsayer seems pretty nice. Most likely not on the power level of Mountebank or Witch, but still solid.
And Gardens, but it's going to be absolutely useless otherwise. You have to overpay by at least $2 in order to actually get your money's worth out of it.
So, can I "overpay" for Stonemason by $0 and gain two free Peddlers? Or for that matter, Ruins, or some other actions with cost reduction?
I'm guessing not. You'll notice that Stonemason is the only overpay card with an "if you do" clause. Peddler is probably the reason.
EDIT: Nevermind. Masterpiece also has that wording. Still, my guess stands.
Winners: eHalcyon for Advisor AKA Harbinger, and LastFootnote for Journeyman AKA Gatherer.
Stonemason is pretty sweet. So, I can pay $9 and get two KC's! Hell yeah! I'm really loving this set. Masterpiece just loves Feodum.
Soothsayer seems pretty nice. Most likely not on the power level of Mountebank or Witch, but still solid.
And Gardens, but it's going to be absolutely useless otherwise. You have to overpay by at least $2 in order to actually get your money's worth out of it.
It's a Silver Flooder. BM-Masterpiece might even be interesting. Instead of buying a Gold, you essentially gain 1 Copper and 3 Silvers. Even better when you have $7 to spend. It would probably go well withEnvoyAdvisor.
I don't really like the wording on Soothsayer. I can already see the people I play with in reallife arguing that "Each player who did draws a card" also applies to them when they play it, because they gained a Gold.I am assuming clarifying that will be the first entry in Soothsayer's FAQ.
Am I misremembering, or is this the first "Gain a Gold" card that you don't have to jump through hoops for? Bag of Gold has you jumping through hoops to get it, and all the others I can think of (Treasure Map, Tunnel, Market Square) have you jumping through hoops to use them. Strange to finally have a card that just straight-up gains a Gold, especially after the Curses run out.
Well, I think there is a difference between choosing not to overpay, versus choosing to overpay by $0.I don't get how you can overpay by 0.
Am I misremembering, or is this the first "Gain a Gold" card that you don't have to jump through hoops for? Bag of Gold has you jumping through hoops to get it, and all the others I can think of (Treasure Map, Tunnel, Market Square) have you jumping through hoops to use them. Strange to finally have a card that just straight-up gains a Gold, especially after the Curses run out.
Governor?
I guess I'll give my initial reactions.QuoteStonemason
Types: Action
Cost: $2+
Trash a card from your hand. Gain 2 cards each costing less than it.
When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.
The on-play effect looks terribly weak. Compare it to Develop. You get worse cards and they don't get topdecked. I'm guessing it'll be most useful for turning a Gold into 2 Duchies or some other expensive cards into 2 copies of Silk Road, Gardens, etc. Turning a Familiar into two Vineyards could be cool.
The on-buy effect seems very powerful. If you get one early, hopefully those new awesome Actions will offset having the Stonemason in your deck.
I guess I'll give my initial reactions.QuoteStonemason
Types: Action
Cost: $2+
Trash a card from your hand. Gain 2 cards each costing less than it.
When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.
The on-play effect looks terribly weak. Compare it to Develop. You get worse cards and they don't get topdecked. I'm guessing it'll be most useful for turning a Gold into 2 Duchies or some other expensive cards into 2 copies of Silk Road, Gardens, etc. Turning a Familiar into two Vineyards could be cool.
The on-buy effect seems very powerful. If you get one early, hopefully those new awesome Actions will offset having the Stonemason in your deck.
I might disagree here. Develop restricts you with gaining cards of a specific price. This seems to be much more versatile. You could probably use it to help build an engine by picking up a bunch of $5 and $4. Border Village and Peddler seem like good targets. It would also seem to accelerate the greening phase, as you mentioned.
Well, I think there is a difference between choosing not to overpay, versus choosing to overpay by $0.I don't get how you can overpay by 0.
a: "Hey, I bought a car for 20.000$"
b: "What? My car is exactly the same and I only payed 20.000$ instead of 20.000$"
a: "Really? You say I overpayed 0$ for my car? Oh man, sucks to be me..."
I guess I'll give my initial reactions.QuoteStonemason
Types: Action
Cost: $2+
Trash a card from your hand. Gain 2 cards each costing less than it.
When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.
The on-play effect looks terribly weak. Compare it to Develop. You get worse cards and they don't get topdecked. I'm guessing it'll be most useful for turning a Gold into 2 Duchies or some other expensive cards into 2 copies of Silk Road, Gardens, etc. Turning a Familiar into two Vineyards could be cool.
The on-buy effect seems very powerful. If you get one early, hopefully those new awesome Actions will offset having the Stonemason in your deck.
I might disagree here. Develop restricts you with gaining cards of a specific price. This seems to be much more versatile. You could probably use it to help build an engine by picking up a bunch of $5 and $4. Border Village and Peddler seem like good targets. It would also seem to accelerate the greening phase, as you mentioned.
Border Village and Peddler are definitely good targets, I agree. But on most boards, you'd have to trash a Gold (or a Province) to gain $5 cards. That's a Gold you could have spent this turn!
feodum seems like a big winner with guilds. with stonemason you can trash a feodum and gain 5 silvers. you can over pay a lot for masterpiece and gain a lot of silver. then with that high money density, you will be able to over pay for masterpiece again in the future, gaining even more silver. this seems like the best non-trasher feodum-enabler yet (with perhaps the reaction of trader in a hand with many buys).Stonemason : I think in practice, it's not so good (and I'm probably the most fervent defender of Feodum here). Stonemason can trash feodum but usually in a feodum game you don't want to trash more than 2 feodums.
Has anyone mentioned yet that Butcher, Baker, and Candlestick Maker are a combo?
but the most important question is: do these cards help to empty the supply in 3 turns? stonemason is the only one that might I think.
Plaza looks terrific. So much flexibility there, although it'll require some coppers (or masterpieces) lying around in your engine.
When you overpay for something and the cost with overpay is higher than 4, do you still gain a second copy with Talisman if the original cost was lower than 5?
#2 (tie) - Artificer by eHalcyon with 13 points (Clementine)
$5 - Action
+5 Cards
+1 Action
Reveal your hand. The player to your left chooses a card to discard from your hand, then the player to your right does the same.
When you overpay for something and the cost with overpay is higher than 4, do you still gain a second copy with Talisman if the original cost was lower than 5?
Overpaying does not change the cost of the card.
Masterpiece -- I can't think of any realistic reasons why you would buy this for $3. At $3, Silver is strictly better. The only exception is when you want variety for some reason, but you'll want Silver anyway and it would be better to get this with an extra Silver for $4 rather than buying the Silver separately. Outside of Gardens games, you'll probably never buy this for less than $5. Even at $4 you will usually prefer having a Silver without an extra Copper. At $5, it is a decent deal: 2 Silvers with an extra Copper tossed in. Since overpay is on buy, you can still lose the Masterpiece to, for example, Trader. Masterpiece+Trader could be very silly, especially with Feodum (and Feodum+Trader is already silly).
Taxman -- the treasure discarder that fan card creators always think about! This one keeps the power reasonable through two checks:
- it only hits players with more than 4 cards in hand;
- you have to trash a copy of the treasure, so it hurts you to target non-Copper treasures.
If that were all that it did, then probably this would be nothing more than a Copper trasher most of the time. But it also has a delayed Mine effect, top-decking the gained treasure instead of putting it in your hand. Thus it is not strictly superior to Mine.
Plaza -- simple village variant for the theme. The Treasure discard is necessary so as not to make it superior to Bazaar. This may be a tricky card to use optimally. Villages want to be in engines. Many engines will want to trash away all the Coppers; discarding the few high quality treasures in the deck would not be worth just one coin token. But the drawback is ameliorated if you can draw the treasure back again.
I see Merchant Guild having a Goons-esque megaturn with Watchtower present. Build an engine that gives 40 buys, and then gain 400 coin tokens. Of course, you can't spend the coin tokens the same turn, which is why you'd want to Watchtower away to Copper.How about KC KC MG MG MG. That could get pretty crazy too. Just a thought.
Winners: eHalcyon for Advisor AKA Harbinger, andLastFootnoteandwilk for Journeyman AKA Gatherer.
I think Taxman isn't as strong as it seems on the first glare:
yes the attack part is stronger than the one from cutpurse but it leads you to difficult decisions after the first phase of the game:
do i want to turn my silver into a gold not sure if the attack will hit? but if it hits i hurts more than losing only a copper..
and compared to mine: not getting the "upgraded" treasure in hand makes a huge difference, even though you have it top decked.
I think Taxman will be decently powerful, mostly for Copper trashing + Cutpurse effect. The option to hit other treasures and the topdeck Mine effect is just icing.
Merchant guild promotes a lot of buying too.but the most important question is: do these cards help to empty the supply in 3 turns? stonemason is the only one that might I think.
Baker could help, starting out with a coin token.
Merchant guild promotes a lot of buying too.but the most important question is: do these cards help to empty the supply in 3 turns? stonemason is the only one that might I think.
Baker could help, starting out with a coin token.
I just noticed Merchant's Guild costs $5. For a terminal copper that seems bonkers to me. The below-the-line text must be crazy powerful to warrant that but it's not something I would have guessed.
No VP card and no reaction, that makes me pretty sad actually.
I misread this as three piling. Carry on.Merchant guild promotes a lot of buying too.but the most important question is: do these cards help to empty the supply in 3 turns? stonemason is the only one that might I think.
Baker could help, starting out with a coin token.
But you can't spend the coin tokens earned from Merchant Guild until the following turn, and you'd be hard pressed to play a Merchant Guild turn 2 while amassing a meaningful number of tokens.
Well, I guess you could earn tokens from Black Market purchases and still spend them in your buy phase. Still, won't help here though.
Plaza -- simple village variant for the theme. The Treasure discard is necessary so as not to make it superior to Bazaar. This may be a tricky card to use optimally. Villages want to be in engines. Many engines will want to trash away all the Coppers; discarding the few high quality treasures in the deck would not be worth just one coin token. But the drawback is ameliorated if you can draw the treasure back again.
Ah, this is a good point. In a strong enough engine, you'll be able to draw back that Silver or Gold you discarded, while keeping the coin token.
Plaza -- simple village variant for the theme. The Treasure discard is necessary so as not to make it superior to Bazaar. This may be a tricky card to use optimally. Villages want to be in engines. Many engines will want to trash away all the Coppers; discarding the few high quality treasures in the deck would not be worth just one coin token. But the drawback is ameliorated if you can draw the treasure back again.
Ah, this is a good point. In a strong enough engine, you'll be able to draw back that Silver or Gold you discarded, while keeping the coin token.
Similar to Stables in that respect. Although I'm not sure Plaza and Stables would mesh well.
If you pay 5, you've just got 5$ over 3 cards, which is, pretty much, a Cache. And Cache sucks?
Plaza -- simple village variant for the theme. The Treasure discard is necessary so as not to make it superior to Bazaar. This may be a tricky card to use optimally. Villages want to be in engines. Many engines will want to trash away all the Coppers; discarding the few high quality treasures in the deck would not be worth just one coin token. But the drawback is ameliorated if you can draw the treasure back again.
Ah, this is a good point. In a strong enough engine, you'll be able to draw back that Silver or Gold you discarded, while keeping the coin token.
Similar to Stables in that respect. Although I'm not sure Plaza and Stables would mesh well.
Stables nets you an extra card, though, while Plaza decreases your hand size by one. So Plaza requires a full drawing engine to support it, while Stables is itself part of that drawing engine.
Plaza -- simple village variant for the theme. The Treasure discard is necessary so as not to make it superior to Bazaar. This may be a tricky card to use optimally. Villages want to be in engines. Many engines will want to trash away all the Coppers; discarding the few high quality treasures in the deck would not be worth just one coin token. But the drawback is ameliorated if you can draw the treasure back again.
Ah, this is a good point. In a strong enough engine, you'll be able to draw back that Silver or Gold you discarded, while keeping the coin token.
Similar to Stables in that respect. Although I'm not sure Plaza and Stables would mesh well.
Stables nets you an extra card, though, while Plaza decreases your hand size by one. So Plaza requires a full drawing engine to support it, while Stables is itself part of that drawing engine.
I'm not sure what your point is here. Are you suggesting the cards do work well together? Certainly they have complimentary effects, but as they both rely on discarding the same resource (treasure cards), they have a fair amount of anti-synergy. Or was your comment in response to my suggestion that the cards are similar? Obviously they do different things (as you said, they have nearly opposite effects), but they are similar in the respect that they become much much better once you can reliably draw your deck. Your point is well taken that Stables actually contributes to that goal much more directly, whereas Plaza provides other benefits (actions, coin smoothing). I guess the point then is that Stables is a better single-card engine while Plaza is a better component for a wide variety of multi-card engines.
Candlestick MakerI suspect this will be pretty strong, mostly because I think tokens will be strong. Let's see, how about just rushing these? I am probably emptying them, mmm, some time around turn 8. Then every 4 turns, I am gaining 10 tokens. Uh, this seems to be roughly on par with purely basic Big Money - key is to just hold off on buying provinces until you blitz them at the end. By the way, while this strategy sucks, the point on token spendage is probably pretty good - definitely don't spend them to get the better green until very late - your last shuffle really. So but ok, that strategy is terrible, I grant, but I think it shows that probably just about any deck can use this, well, not terminal draw BM, but it should be really good in both slogs and engines; this is somewhat strange, as those seem like opposite strategies. In engines, it's mostly a non-terminal copper-with-a-buy, plus a bonus, which isn't great but not terrible by any means. Actually, I bet this is best in slogs. Also good with e.g. minion.
Types: Action
Cost: $2
+1 Action. +1 Buy. Take a Coin token.
StonemasonI assume you can overpay $0, based on what Donald said about how the overpay effects stack. If you have something like Haggler in play, and you buy an overpay card, you first choose whether to trigger overpay, then you choose what order to resolve the on-buy effects, and you only choose how much to overpay when you go to resolve the overpay effect. I dunno, seems to imply 0 as a possibility. Anyway, develop is what comes to mind for the play effect. This is cheaper, but doesn't top deck (well, this is a plus if you use it to gain green), and both cards have to be cheaper. Although they don't have to be exactly $1 off. Trashes copper just as well, but sucks at trashing estates, unless for some reason you really want 0-cost cards. Actually, that might make it non-terrible in slogs, turn your estates into 2 coppers? Mmmm, seems pretty marginal even then. So I would guess pretty weak. The on-buy, well it might be pretty good. If I get $7, do I want 2 fives? Probably yeah, even if I have to take this. I suspect the on-buy will be by far the biggest use, very dependent on the other actions on the board, and then this at least trashes coppers for your engine and has *some* utility later, or can be trashed.
Types: Action
Cost: $2+
Trash a card from your hand. Gain 2 cards each costing less than it.
When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.
DoctorAs I said in the previews, I think this will be a VERY strong early trasher, on-buy pretty marginal.
Types: Action
Cost: $3+
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order.
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
MasterpieceAh, very interesting. For 3, it's copper and terrible. Slogs will buy it even on $4. At 5 it's similar to cache but less spread... which makes it... uh, a tiny bit worse, since you generally do less with silver than gold, and there's less possibility of getting big benefit out of it than cache via dealing with the coppers? At 6+ that is a lot of silver, pretty good for money decks. So... good for slogs always, really good in non-mirror, decent-ish for BM, particularly BM-draw... Good-ish card overall, but not spectacular.
Types: Treasure
Cost: $3+
Worth $1.
When you buy this, you may overpay for it. If you do, gain a Silver per $1 you overpaid.
AdvisorSo... quite good? Early on, it is likely to be a peddler which cycles you rather a lot. Good. And later on, only gets better? Well, but it can make your best cards miss your reshuffle, essentially, which is potentially a very steep price, worse than I think a lot of people realize. Which means you want to have relatively even distribution of cards. Also bad if you have heavy green. So terrible in slogs, quite good for engines, not great for money, though not *terrible* there. Probably good with e.g. silver flooder-BM. So not just a blow-me-away or a build-around so much, but very good in the right spots.
Types: Action
Cost: $4
+1 Action. Reveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand.
HeraldWe saw this already, too. I think I've cooled a little since then, but I still think it's a bit above-average for a 4.
Types: Action
Cost: $4+
+1 Card. +1 Action. Reveal the top card of your deck. If it is an Action, play it.
When you buy this, you may overpay for it. For each $1 you overpaid, look through your discard pile and put a card from it on top of your deck.
PlazaThe village. This will be strong - I guess it's the 2nd-best 4-cost village after Wandering Minstrel. Actually might take this over Bazaar sometimes, too. Really strong, but not at all in danger of being broken. Nice.
Types: Action
Cost: $4
+1 Card. +2 Actions. You may discard a Treasure card. If you do, take a Coin token.
TaxmanSo, it's a cross between mine and cutpurse. Interesting. Delayed compared to mine, which it has to be for comparison, and you also miss (probably) at least $2 in buying power compared to mine this hand. Wonder how well it works with fool's gold. Well, I'm very unlikely to want it except for early, so the question is, how good is it early? Drawing it with 3 copper would be the worst, unless there's a good 2-cost. With 4, you can still buy a 3, and with 2 or fewer, your other hand is quite good and you weren't likely to buy much this turn anyway. So, solid but not great as an opener, progressively worse the longer you go. Well, and probably good for BM no draw mirrors. The attack has to be reasonably effective.
Types: Action – Attack
Cost: $4
You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to $3 more than the trashed card, putting it on top of your deck.
BakerSaw this as well, I am guessing middling, setup rule relatively important.
Types: Action
Cost: $5
+1 Card. +1 Action. Take a Coin token.
Setup: Each player takes a Coin token.
ButcherAnd we saw this, it should be strong but not strong-as-related-to-other-5s. Average-ish as a 5.
Types: Action
Cost: $5
Take 2 Coin tokens. You may trash a card from your hand and then pay any number of Coin tokens. If you did trash a card, gain a card with a cost of up to the cost of the trashed card plus the number of Coin tokens you paid.
JourneymanOkay, this is the last of them we've seen, yeah? Like I said, a little better than catacombs. Actually probably a little better than I thought even - it's really good early.
Types: Action
Cost: $5
Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest.
Merchant GuildOkay, so very interesting. This card just seems pretty weak, and I wonder if it couldn't have costed 4. Well, I am sure Donald and his playtesters know what they're doing, so I guess not. But I pointed out at some point that woodcutter that generates a coin (not coin token, like just an extra coin for your pool) is almost just the same as bridge, a little better because you get benefit out of buying free stuff and there isn't anything equivalent to the cost-0-floor, a little worse if there's cost-restricted gaining to chain with. This is similar to that, but gives a token instead of the coin-to-spend now, and it gives you a whole $1 less. Well, the token has pros, you can spend that whenever, and you do get it on the first buy, but you also can't spend it NOW. So this just looks weak. But okay, can you get lots of these and do something crazy? Well, maybe, but it will be hard to manage that, as they're terminal and don't help that much in keeping your money high. They also promote you buying cards, which doesn't help to keep being able to play multiples of these. I bet this is weak, as I just am going to want to do things better on 5 (oh, and note that bridge isn't a power 4), but might be good with really strong trashing, where you can just buy some copper and retrash them later.
Types: Action
Cost: $5
+1 Buy. +$1.
While this is in play, when you buy a card, take a Coin token.
Soothsayer
Types: Action – Attack
Cost: $5
Gain a Gold. Each other player gains a Curse. Each player who did draws a card.
Masterpiece -What card wouldn't be a lot better if you made it cheaper? Well, there are some, but not many.
It would be so much better if it were 2+.
If you pay 3, you just bought a copper. Terrible.
If you pay 4, you've just bought a Silver and Copper for additional 1$. Still Terrible.
If you pay 5, you've just got 5$ over 3 cards, which is, pretty much, a Cache. And Cache sucks?
If you pay 6, you get 3 silvers and a copper. This might be worth it, but is it better than gold? I guess if you're deck is full of curses this is awesomest?
It will be awesome with Gardens and Feodum, though.
Masterpiece -What card wouldn't be a lot better if you made it cheaper? Well, there are some, but not many.
It would be so much better if it were 2+.
Rats.Masterpiece -What card wouldn't be a lot better if you made it cheaper? Well, there are some, but not many.
It would be so much better if it were 2+.
Border Village. Maybe Remodel?
You can overpay Potions, but not $0.
http://boardgamegeek.com/thread/991269/can-you-overpay-by-s0-or-potion
You can overpay Potions, but not $0.
http://boardgamegeek.com/thread/991269/can-you-overpay-by-s0-or-potion
So you can buy a Stonemason and overpay by $2P to gain two Scrying Pools. Nice!
Shame you can't do it with Philosopher's Stones.
The new dimensions that coin tokens and overpaying add to the game are huge, and I am really looking forward to playing with these cards.
I am not, however, looking forward to how clunky the Goko interface will likely be with both overpaying and coin tokens. It could be dreadful.
+Buy is important, but it's not the sort of thing you want lots of copies of (usually). That's why it's ok at a lower price.Well, I think we'd all expect it to be lower. But 3 lower? Usually it seems to be 2, or a little more than 2.
Wow. This has got 255 top member count on today. That's huge.Never. But 335 was last August 16, which iirc, was the full Dark Ages cardlist.
By the way, anyone know when we got 355?
3 is a little more than 2. ;)+Buy is important, but it's not the sort of thing you want lots of copies of (usually). That's why it's ok at a lower price.Well, I think we'd all expect it to be lower. But 3 lower? Usually it seems to be 2, or a little more than 2.
Naw, 3 is a LOT more than 2 - that's 50% man!3 is a little more than 2. ;)+Buy is important, but it's not the sort of thing you want lots of copies of (usually). That's why it's ok at a lower price.Well, I think we'd all expect it to be lower. But 3 lower? Usually it seems to be 2, or a little more than 2.
3 is a little more than 2. ;)+Buy is important, but it's not the sort of thing you want lots of copies of (usually). That's why it's ok at a lower price.Well, I think we'd all expect it to be lower. But 3 lower? Usually it seems to be 2, or a little more than 2.
3 is a little more than 2. ;)+Buy is important, but it's not the sort of thing you want lots of copies of (usually). That's why it's ok at a lower price.Well, I think we'd all expect it to be lower. But 3 lower? Usually it seems to be 2, or a little more than 2.
Best argument for having a threesome.
3 is a little more than 2. ;)+Buy is important, but it's not the sort of thing you want lots of copies of (usually). That's why it's ok at a lower price.Well, I think we'd all expect it to be lower. But 3 lower? Usually it seems to be 2, or a little more than 2.
Best argument for having a threesome.
THAT'S the best argument you got?
The Guilds cards! Finally! And there really is a Candlemaker. Too much to say about these cards for now.
Though some of these cards are pretty simple in terms of card text, I predict that the coin tokens will shake things up by making the game faster. The more coin tokens you get, the easier it becomes to get exactly what you want with little consequence.
I have a question about Stonemason. Can you overpay for it with a Potion? Like, can someone pay 8$ and 1 potion for Stonemason to get 2 Possessions?
I hope the secret history confirms or denies my assumption that Soothsayer was designed before marauder?
I have a question about Stonemason. Can you overpay for it with a Potion? Like, can someone pay 8$ and 1 potion for Stonemason to get 2 Possessions?
I'd say Lab -> Market Square is more than a little more than 2.+Buy is important, but it's not the sort of thing you want lots of copies of (usually). That's why it's ok at a lower price.Well, I think we'd all expect it to be lower. But 3 lower? Usually it seems to be 2, or a little more than 2.
IIWG is key. I could see overpay simply being enacted by playing more treasure than you need to. In which case, you would have to think more carefully before playing treasure cards. Alternatively, it could be like you suggest, and the "little thing for how much" interface being like the Zaps interface, where there is only a "+" button and no "-" button. You're right about the coin tokens; that interface should be fine.The new dimensions that coin tokens and overpaying add to the game are huge, and I am really looking forward to playing with these cards.
I am not, however, looking forward to how clunky the Goko interface will likely be with both overpaying and coin tokens. It could be dreadful.
iiwg, (that's if it weren't Goko), I would expect it to be pretty nice. I mean, one thing for whether you want to overpay or not, and then if you do, a little thing for how much. Coin tokens, a little box saying how many you have, you click on it to pay one.
I think people are ragging on Stonemason's on-play a bit much. It's niche, but not bad. How often in a slog or the end-game would you like to trash a gold to gain 2 duchies?Well, how much on-play can you expect out of a $2 card? (that isn't Chapel, Hamlet, Haven, Native Village, Courtyard or Pawn)?
I think people are ragging on Stonemason's on-play a bit much. It's niche, but not bad. How often in a slog or the end-game would you like to trash a gold to gain 2 duchies?Well, how much on-play can you expect out of a $2 card? (that isn't Chapel, Hamlet, Haven, Native Village, Courtyard or Pawn)?
No VP card and no reaction, that makes me pretty sad actually.Hmm. Yeah.
In case someone missed it - Guilds are already on GOKO :-PAnd if someone bought it yet, can he please host a game to play with me ? I can't wait to try the guilds cards ! (I'm currently on goko)
Advisor is the 4th lab variant (first 3: Caravan, HP, Stables).
Or is he?Advisor is the 4th lab variant (first 3: Caravan, HP, Stables).
You're forgetting Alchemist.
Candlestick Maker
Types: Action
Cost: $2
+1 Action. +1 Buy. Take a Coin token.
Stonemason
Types: Action
Cost: $2+
Trash a card from your hand. Gain 2 cards each costing less than it.
When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.
Masterpiece
Types: Treasure
Cost: $3+
Worth $1.
When you buy this, you may overpay for it. If you do, gain a Silver per $1 you overpaid.
Advisor
Types: Action
Cost: $4
+1 Action. Reveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand.
Plaza
Types: Action
Cost: $4
+1 Card. +2 Actions. You may discard a Treasure card. If you do, take a Coin token.
Taxman
Types: Action – Attack
Cost: $4
You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to $3 more than the trashed card, putting it on top of your deck.
Merchant Guild
Types: Action
Cost: $5
+1 Buy. +$1.
While this is in play, when you buy a card, take a Coin token.
Soothsayer
Types: Action – Attack
Cost: $5
Gain a Gold. Each other player gains a Curse. Each player who did draws a card.
The first Attack card that can trash your own cards?
And Urchin can trash itself.As does pillage
The first Attack card that can trash your own cards?
Well, there are Mercenary and Dame Anna. And technically all Knights can end up trashing themselves if they hit another Knight. :P
QuoteTaxmanSo, it's a cross between mine and cutpurse. Interesting. Delayed compared to mine, which it has to be for comparison, and you also miss (probably) at least $2 in buying power compared to mine this hand. Wonder how well it works with fool's gold. Well, I'm very unlikely to want it except for early, so the question is, how good is it early? Drawing it with 3 copper would be the worst, unless there's a good 2-cost. With 4, you can still buy a 3, and with 2 or fewer, your other hand is quite good and you weren't likely to buy much this turn anyway. So, solid but not great as an opener, progressively worse the longer you go. Well, and probably good for BM no draw mirrors. The attack has to be reasonably effective.
Types: Action – Attack
Cost: $4
You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to $3 more than the trashed card, putting it on top of your deck.
QuoteTaxmanSo, it's a cross between mine and cutpurse. Interesting. Delayed compared to mine, which it has to be for comparison, and you also miss (probably) at least $2 in buying power compared to mine this hand. Wonder how well it works with fool's gold. Well, I'm very unlikely to want it except for early, so the question is, how good is it early? Drawing it with 3 copper would be the worst, unless there's a good 2-cost. With 4, you can still buy a 3, and with 2 or fewer, your other hand is quite good and you weren't likely to buy much this turn anyway. So, solid but not great as an opener, progressively worse the longer you go. Well, and probably good for BM no draw mirrors. The attack has to be reasonably effective.
Types: Action – Attack
Cost: $4
You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to $3 more than the trashed card, putting it on top of your deck.
Sorry for the double post, but oh gosh I have to say this. Taxman+Fool's Gold seems really strong.
Band of Misfits?The first Attack card that can trash your own cards?
Well, there are Mercenary and Dame Anna. And technically all Knights can end up trashing themselves if they hit another Knight. :P
Yeah, I meant Attacks that can trash cards from your hand. Mercenary and Dame Anna are true, still this is the first full 10 card kingdom card.
PDF Rules now available on RGG.
We hope you enjoy this expanding world of Dominion!
Quote from end of flavor text:QuoteWe hope you enjoy this expanding world of Dominion!
Uh, I think that the world of Dominion has finished expanding.
Leftover flavor text from Prosperity?PDF Rules now available on RGG.
Link here. (http://riograndegames.com/Game/1265-Dominion-Guilds)
Quote from end of flavor text:QuoteWe hope you enjoy this expanding world of Dominion!
Uh, I think that the world of Dominion has finished expanding.
Leftover flavor text from Prosperity?PDF Rules now available on RGG.
Link here. (http://riograndegames.com/Game/1265-Dominion-Guilds)
Quote from end of flavor text:QuoteWe hope you enjoy this expanding world of Dominion!
Uh, I think that the world of Dominion has finished expanding.
Question: isn't Merchant's Guild worse than Bridge? You can't TR or KC it for added effect, and though the free coins work like Bridge's cost reduction, you can't spend the coins until the next turn (meaning that big turns will come one turn later).
As another comparison, if MG's effect was on a cantrip, would it need to cost $6 for being "Better than highway"?Yes, and also for being "Better than Baker".
As another comparison, if MG's effect was on a cantrip, would it need to cost $6 for being "Better than highway"?Yes, and also for being "Better than Baker".