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1
Dominion General Discussion / Re: Opening Inn?
« on: January 28, 2012, 02:55:58 am »
I'd do it if inn/tunnel were on the board. However, at http://councilroom.com/openings, the only inn opening on the "good" list is inn/tunnel and it's ranked #705 :(

Inn is essentially a village+warehouse, neither of which is a great opening.


2
Dominion Articles / Combo: King's Court/Scheme
« on: October 29, 2011, 05:30:22 pm »
King's Court is a very swingy card. In a typical game, you will play KC - KC - copper-copper-estate, only to have your opponent play KC - mountebank next turn, or vice-versa. Scheme, however, eliminates most of the swing by allowing you to topdeck two king's courts and a scheme every turn. In the worst case, if you have no other targets for a king's court after playing KC- - KC - scheme, you'll still have a five card hand and three actions, and you'll still be able to return all three combo cards to the top of your deck.

If King's Court and Scheme are out on the same board as any cursing attack, this combo is a no-brainer. In the absence of discarding attacks, it may well be worth it to go KC -  KC - scheme - scheme - (horrible attack) - (other horrible attack), playing scheme x3, schemex3, (horrible attack)x3, then (other horrible attack) x1.

This combo, as far as I can tell, has three effective counters. The most effective is minion, which seems to be the best scheme counter at any rate. Next up is possession - however, KC + KC + scheme is probably the best possible enabler for possession, so a possession board may well be a race to set up KC, KC, scheme, scheme, possession, possession. Last but not least comes the sheer opportunity cost of buying two king's courts, which is probably not worth it in the absence of +buy and good card-drawing actions. Militia is not a very effective counter: while it will cause a discard down to KC - KC - scheme, if your deck is at least 33% actions, which is not difficult to attain by repeatedly buying schemes, your second and third plays of KC will likely find targets, making KC-KC-scheme worth keeping.



 

3
Variants and Fan Cards / Re: Curse Variants
« on: September 08, 2011, 03:26:38 pm »
What about an alternate curse card like this:

Counterfeit - $0
$1
-1 VP
At the end of your clean-up phase, put this card on top of your deck.
Treasure-Curse

Gain five of these in a game without trashing and you are completely locked out of provinces unless your opponent is kind enough to hit you with a minion discard.

4
Chapel away coppers and a single estate. Remake remaining two estates into silver, then into two treasure maps. Next turn, cash in.

5
Variants and Fan Cards / Re: Meta Cards
« on: August 19, 2011, 10:16:03 am »
You're right, I meant for the smelter and sewer abilities not to stack, since I was a little afraid of somebody trashing a card to draw four more cards or something. But you know what? If it's possible to make a draw engine with smelter-chapel or smelter-ironworks-watchtower, I'd like to see how it plays out.

As for sewer, I think the ability is probably too powerful. Perhaps if an estate were +1 card +$1, so peddler rather than laboratory, it would be a little more balanced.

6
Variants and Fan Cards / Re: Meta Cards
« on: August 17, 2011, 03:43:33 pm »
Sewer doesn't make estates into laboratories. It makes an estate *and* a sewer into two other cards. Apart from the +buy, it's strictly worse than trashing those estates altogether. If it gave +3 cards it might be a contender. In the worst scenario, you'd draw copper, sewer, estate, estate, estate. Play sewer, and get a $3 buying phase. That's pretty poor compared to just getting silvers. This definitely isn't worth $5. It might not even be worth $2.

Similarly with smelter. Drawing one card would just be equivalent to not having the smelter in hand at all.

I don't think you understand how this card works: setting aside an estate does not cost an action and can be done repeatedly, just as hoard's "while this is in play" effect triggers each time you buy a victory card. The "worst-case" turn you described would be

copper, sewer, estate, estate, estate

(play sewer)

copper, estate, estate, estate
(set aside one estate)

copper, estate, estate, two more cards

(set aside other estate)

copper, estate, four more cards,

(set aside third estate)

copper, six more cards that are not estates

This turn would likely net you $7, which is why I priced sewer above Baron.

Also, if you chapel away a single card after playing smelter, you effectively have four cards in hand, one action, and $1 to spare, which is on par with masquerade.


7
Variants and Fan Cards / Meta Cards
« on: August 17, 2011, 02:39:38 pm »
I've noticed that a few dominion cards, rather than having a direct effect like +money or +actions, instead change the way another card behaves or the way a turn phase behaves. Let's call these cards "meta" cards. Coppersmith is the most prominent example: it makes copper produce an additional +$1. Hoard is a lesser example, since it changes your buy phase so you gain golds when you buy victory cards, as is goons, which allows you to gain +1 VP for buying things. Throne room and King's Court define their effects based on another card in hand, so they're also tentatively meta cards.

As you'll notice, not many meta cards exist and those that do are often quite powerful; goons and KC are unstoppable on the right board. Since the theme hasn't been explored much, I'm attempting to concoct an expansion around the concept, and I'm curious what other people think. Here are some examples:


Sewer
---
+1 action
+1 buy
---
While this is in play, you may set aside an estate or curse to draw 2 cards. At the end of your turn, discard the cards set aside.
---
Reaction: When you gain a card, you may reveal this to trash it and gain an estate in hand.
Action/Reaction (5)

Effectively, this card turns an estate into a laboratory (wow!), so it might make flooding your deck with estates a viable strategy. However, any turn in such a deck that skips a sewer is going to suck. Note that any turn with a single sewer in hand in the initial deck will net $4 in the worst case scenario, and $5 if there is at least one estate in hand, so this card can make some big money.

As for the interaction with curses, it's probably too strong, but I wanted to include it just for thoughts.

Smelter
---
+2 actions
+$1
---
While at least one smelter is in play, when you trash a card, draw another card.
---
Action (3)

This card is meant to support weaker trashers like trading post, which becomes +2 cards +$2 trash one card with smelter support, or trade route, which becomes significantly more attractive. I didn't want it to stack because, while drawing four cards for each card you chapel away sounds hilarious, it's probably broken.

8
Variants and Fan Cards / Re: Solving the Good Curse Card problem?
« on: August 17, 2011, 01:56:24 pm »
A -1 VP malus may seem to suck, but it really doesn't. Keep in mind that any card gets used only 2-3 times in a thick deck, especially late game cards like gold.

I'm not sure which proposed cards you're talking about here, but I've playtested the two I proposed, and they're really not THAT strong.  Both need support to "virtually guarantee" a Province, which takes time to build up, which means that a player playing without these cards might already be buying Provinces without the penalty.  If not, then the question is not whether "probable Province in exchange for -1 VP" is a good trade or not (obviously it is) but whether the -1 VP card gave you a sufficient lead in Province-buying power to compensate.

The other point I'd contend is that they only get used 2-3 times.  On the contrary, both my cards tend to produce (and work best within) decks that draw themselves every turn or two,  which means that you're possibly playing them every single turn in the end game.  In my playtests, blindly playing them every time is frequently (though not always) suicide.  I've racked up -20 VP playing with them indiscriminately, and range anywhere from around -2 to -10 VP in more sensible games.  Sure, on any individual play that makes a Province possible, it's worth it, but sometimes you've got a Province already and wonder if you can rack up a Duchy too.  And sometimes you still fall short of the Province mark.  Sometimes you're trying to draw into your other engine cards, which might yield a double-Province turn but nothing at all if it fails.

Lastly, I'd say that IF you're playing in a fat, clogged deck that can't draw itself, you're also playing in exactly the type of deck that CANNOT guarantee a Province just by playing it, because the cards it's liable to draw will be junk.  And even if it does, that penalty can still be decisive:  If someone plays Valkyrie and jumps from $7 to $8 to afford a Province, maybe he still loses to an opponent who managed to pull that off with a Bazaar instead.

That's really interesting news. Have you playtested the cards with an optional penalty (say, card acts as a cantrip if you don't want to use its uber-ability), or at a cheaper pricepoint? With the news you just shared, it sounds like the +3 cards, +1 action might be more tempting at $5.

9
Variants and Fan Cards / Re: Solving the Good Curse Card problem?
« on: August 17, 2011, 12:18:08 pm »
A -1 VP malus may seem to suck, but it really doesn't. Keep in mind that any card gets used only 2-3 times in a thick deck, especially late game cards like gold. So a -1 VP malus in exchange for a card that nearly guarantees a province when used is, effectively, a negative duchy, which is moot unless you're tied for provinces - a 5-3 split gives a 12-point score gap.

What would balance a powerful card you want to spam? I'd say gaining a curse - or even an estate or copper - is actually much worse than a -1 VP malus would be, because it can prevent you from buying a province on a later turn. Trashing several curses is much harder than trashing a single ubercard with a VP penalty, especially in games where deck-drawing is poor.

Here's a card from an expansion I'm working on with precisely this penalty:

Workhouse
---
+$1
+1 buy
Gain a card of cost at most 0. All cards cost $2 less this turn.
---
Action (5)

Each turn you play this card, you gain a copper. It's not to be taken lightly, even though it's more powerful than bridge.

10
Variants and Fan Cards / Re: Tax
« on: August 17, 2011, 12:07:50 pm »
This idea has been suggested as "bridge troll" in the fairy tale fan expansion, with some modifications. The biggest problem with tax, in any implementation, is that it can make a pile effectively impossible to buy if it stacks - a $11 province is well out of price range in a province-only game. It's not really changing the playing field much, just making the game nigh-impossible to end without remodel or +buy. You could make taxes non-stackable to avoid that issue, but then a $1 malus just doesn't affect the game much.

If tax doesn't stack and affects base cost instead of buy cost, then it can be used to place $4 cards out of the range of ironworks or $5 cards out of the range of university, which at least alters strategies. Furthermore, it could either be used to make gold $7 so upgrade can take gold -> province (!), or make copper $1 to mess up somebody trying to upgrade copper, both of which significantly alter the strategy space. Maybe try that.

11
Variants and Fan Cards / Re: Master of Disguise
« on: August 15, 2011, 02:10:56 am »
Here's a rather odd adjustment of your card idea:

Master of Disguise
---
+1 action
Choose a card from the supply costing 4 or less. Treat Master of Disguise as that card for the remainder of the turn, and play it.
---
Action - (6)

I think the biggest issue with the master of disguise is that it can imitate $5 cards. A $4 card plus an action is usually good enough. Consider that

  • Smithy + 1 action = 2 laboratories
  • Envoy + 1 action = 3 laboratories (!)
  • militia + 1 action = jump-start your torturer chain without villages
  • moat + 1 action = laboratory

So even in the worst case, with only moat in the sub-$4 category, this card is at least a laboratory. And in the best case, it is twice as powerful as the second-best $5 non-attack.

12
Variants and Fan Cards / Re: Soldiers Card: Take Victory Cards
« on: August 02, 2011, 04:43:43 pm »
First off, props on the card artwork, which is really good. As for the card itself, as you've probably noticed from the replies, it is nigh-impossible to balance a trashing card. Saboteur is balanced because it warps the game but ultimately doesn't provide that much benefit unless you can A) play it constantly and B) have plenty of +cards/+actions to spare. Thief and pirate ship are balanced because treasures are really easy to replace, you can fill your deck with cantrips (+1 card/+1 action) or action/victory cards to defend against their effects, and thief trashing opposing coppers *helps* your opponent.


To balance Soldiers, you'll need to understand the problems with trashers. From Donald X's thoughts on Saboteur:

"Saboteur: This is one end result in the quest for a working version of "each other player trashes the top card of their deck." That concept, as I have previously mentioned, has three problems: 1) it's often weak, trashing Coppers and Estates; 2) it's too random, sometimes trashing one player's Copper and another's Province; 3) it can lead to a weird game state in which everyone only has 5 cards left and can't get anywhere, which is cool if it just happens once ever, but bad if it happens every time a particular card is on the table.

Saboteur solves all of those problems. It can't hit Coppers or Estates; it has a much more even effect on your opponents; and the weird game state is much harder to achieve. And all it took was lots of tiny text!"

This card suffers from 1 and 2 in all suggested iterations. Sometimes it trashes estates, sometimes it trashes provinces. It's also possession + ambassador - level swingy as previously mentioned. Those problems need to be solved before the card is printable.

Some possible remedies:

1. Place all opposing victory cards back on the deck instead of trashing them, making this card an uber-bureaucrat with no player benefit.
2. Divide victory cards into smaller victory cards by allowing (requiring?) the opponent to gain two victory cards of cost at least $3 less than the original. Province -> two duchies, duchy -> two estates, colony -> two provinces, estate -> nothing. Soldiers "dividing" an opponent's territory into smaller territories is acceptable flavor. This way soldiers helps players when it reveals estates (by trashing them), it's horrible in colony games unless it can be played very, very often, and it balances itself by running out piles, allowing an opponent who is ahead in VP to end the game before opposing soldiers render his deck unusable.

Sadly, I don't think Kirian's solution works, because as previously mentioned it allows perpetual VP gain.

13
Variants and Fan Cards / Re: Solving the Good Curse Card problem?
« on: July 29, 2011, 02:55:48 pm »
It would actually be very interesting to see a card like this one in three/four player curse games, where one province actually *is* enough to win. You play your deal with the devil in endgame, get a single province, win by a single point.

14
Variants and Fan Cards / Re: The negatives
« on: July 29, 2011, 06:01:54 am »
Ah - got it, my bad.

15
Variants and Fan Cards / Re: Thought exercise: nerfs and buffs
« on: July 29, 2011, 05:47:49 am »
* I kinda want to improve Adventurer somehow.  Maybe give $1 if you hit two Coppers?  Or perhaps just slap on a +Buy?
I'd make adventurer an action/treasure: if played as an action, it does what adventurer does; if played as a treasure, it's worth $2. That way an adventurer can draw adventurers but doesn't allow the absurd chaining that venture does without lots of +actions.

*One thing I might consider is to boost Bureaucrat and Scout by allowing them to interact with Curses: make your opponent put a Curse on deck w/Bureaucrat, or draw up those Curses w/Scout.  They're not so useless that they need it to be playable, and this doesn't actually improve them much, but this tweak seems to be in the spirit of the cards at least.  I considered a stronger buff for Bureaucrat, like putting the Silver in hand, but then what do you do with Explorer? 
I'd agree with this, and it even seems thematic for a scout - he warns you of upcoming danger as well as the lay of the land (green cards).

*Speaking of, Thief and Explorer are the two cards which I find to be so useless that that actually do need a buff to be playable.  Explorer is probably just a blind spot in my play-style, but Thief is actually completely useless in virtually every single Kingdom.  Perhaps you can put the stolen loot on top of your deck?  In your hand?  Give the Thief +1 Card/+1 Action?  It needs something.
I think explorer would be useful with apprentice: draw a ton of cards with apprentice by trashing a gold, use explorer to reveal a province and gain a gold in hand, then buy another province. Disclaimer: I have used explorer effectively exactly *once*.

Thief... well, it helps in over-chapeled games, but masquerade helps more. Thief fights against itself - while its purpose is to get you more money in hand, playing it gives you no money. I'd give it +$2 I guess.

*On the other end of the spectrum, there is exactly one card that desperately needs a nerf: Ambassador.  Ambassador is the best card in the game, basically a true must-buy in all but Gardens situations, it's cheap as all get-out, and it's attack becomes obnoxious in a way that even the curse attacks aren't.  I get why it is as cheap and powerful as it is: its power is not immediately apparent to newbies, so there's a "journey of discovery" like you have with Chapel.  But once you're experienced, Chapel games stay fun and Ambassador games become dreary slog-fests where everyone goes Ambassador and the winner is usually just going to be the one who doesn't have his/her two Ambassadors clash, or show up on Turn 5, or whatever.  Among good players, Ambassador is just too powerful to exist in its present form.  Maybe it should cost $4?  Maybe your opponent doesn't get a card if you return two- so you have to choose between maximum thinning and maximum attacking?  Maybe take it even further, and say that they only get a card if you return exactly one to the supply?  This would prevent the midgame from getting too degenerate.  Ugh, something needs to be done about this card.
I've just grown to accept Ambassador games as a different style of dominion, sort of like chapel, where deck-drawing power is way, WAY more important than usual, and cursing attacks (except mountebank) become less important. Granted, it's a really soul-sucking sort of "different," but.. different.

I kinda want to tone down King's Court as well, but there isn't a good way to do it: making it cost $8 wouldn't actually change much.
Wasn't there another thread about a proper cost for a non-recursive KC? That would certainly weaken it, but I'm not sure how to word such a card, especially since KC + TR would allow you to non-directly KC a KC anyway.

16
Variants and Fan Cards / Re: The negatives
« on: July 29, 2011, 05:25:52 am »
This card is completely harmless when bought with watchtower - you trash it, then trash the curse you gain. Just buy it with watchtower in hand and a ton of +buy and it effectively lets you convert a buy into an extra $2. With hamlet and watchtower this card would allow buying provinces with *no money in your deck*.

17
Dominion General Discussion / Re: Must-Buy Cards?
« on: July 21, 2011, 02:16:03 pm »
I'm surprised your opponent didn't use chapel to clear out some of that copper - 16 coppers?! wow.

18
Variants and Fan Cards / Re: Fan expansion: Infamy
« on: July 20, 2011, 01:30:47 am »
Thanks for the feedback, minced. I really appreciate it. Here's Cultist 3.5, which borrows from--of all things--Possession and Smugglers:

Cultist $3, 1 Taboo
(Action [Attack])
+$2
At the end of this turn, the player to your left sets aside one treasure card of his choosing for every Cultist or Taboo in play, or reveals a hand with no treasure cards left. He immediately takes one extra turn with these cards as his hand. Gain a copy of all cards the player gained on that turn. Cultist cannot cause him to take more than one extra turn.

This version forces the victim to choose between hurting himself and helping you, more or less. Sometimes it's a Cutpurse. Other times, if the victim has stronger trashing than you or is pursuing a different strategy, it's a chance for him to actually sabotage your deck. If it diminishes his hand by anymore than a militia would, then he can still probably make a decent buy with the diverted treasure hand. If it splits his treasure 2/3, or 3/3 it might actually help him pick up an important card he neglected but can't pick up now due to lack of buys. I know this can get pretty weird with duration cards, especially if it gives him a minion, but the way it affects you in the end (gain a copy of every card he gains) remains the same. The only problem I see here is that this creates a very intimate interaction between two adjacent players, which diverges from the "affect everyone equally" formula. And also, Possession gets balanced out by the fact that the player still gets a fresh hand to play from, however subtly you might have sabotaged it with Alchemist, Treasury, or dead draws/unwanted reshuffles.

I'm not sure i follow - couldn't the other player just buy a curse and have you gain it?

19
Variants and Fan Cards / Re: Reducing the luck factor?
« on: July 20, 2011, 01:29:19 am »
I'm not sure I follow why unassisted saboteur is better than unassisted TM - and do you mean it's better in a new player's hands, or in general?

In a new player's hands, I'd think TM would be better since the player will actually have a chance at getting provinces. If a new player buys multiple saboteurs, I'm not sure his/her deck would gain enough gold to do the same.

20
Variants and Fan Cards / Re: Fan expansion: Infamy
« on: July 19, 2011, 05:11:22 pm »
I see your point about Cultist 2.0. Cultist 1.0 had problems too... How about instead of potentially crippling other people's engines, every cultist you've played forces other players to discard 1 treasure from their hands, or reveal their hands if they have no treasures left? That way, most action chains are immune, and it punishes Big Money. And Cultist provides money so it's a good counter to itself.

Dominion steers clear of attacks that, even in fringe cases, completely lock an opponent out of the game. The only case I can recall is a KC x2, masqueradex2, goons combo. In this case, if you can throne room or KC a cultist your opponent loses a turn, end of story, unless he also goes cultists or has some sort of conspirator/minion thing going for him. Also note that Cutpurse v. 1.0 had a similar attack and got very annoying very fast. From Donald X's notes on the seaside cards:

"Cutpurse: This started out as "Cards cost $1 less this turn, then $1 more until your next turn." That doesn't have the same timing as the other duration cards - it goes away at the end of the previous player's turn, rather than at the end of your turn. The developers didn't like that. I replaced it with "+$2, name a treasure card, each other player discards it." That was quite strong. You don't have to discard Gold very many times before you're sick of it. I reined it in by having it only hit Copper. It's still quite annoying if multiples get played against you early on."

That said, it may well take an attack that strong to convince someone to buy curses. At least it doesn't target a specific treasure like the Cutpurse beta did, and it's very difficult to buy early - $3 + (potion equivalent) is roughly a $5 buy.

As for Port Tax, how about I remove the VP penalty, and boost it to a +$5? And everyone gains "a curse or copper, your choice" when they make any buys beyond their first?
Penalizing +buy essentially punishes players who aren't going big money, and +buy cards like market and woodcutter are already rather weak. Note that $6 + (potion) has more opportunity cost than a *province* so this card is also wickedly expensive for a curse-giver that almost never curses.

For Census I actually thought of the flavor to fit the function. I had cards like Transmute in mind when I decided to make this one "all over the place". Revealing an action gives you an estate, which initially bloats your deck by a little, but if the Census reveals the estate you gained, it's a free, action-less VP token (plus, in the endgame, who can argue with a free victory card?). Revealing a treasure gives you a gold, which is worth more than the ~$5 this would have cost. All the while it helps you cycle through the deck a little. In the end game, it gets risky with Provinces, but can help you grab a win-defining Duchy if you keep a Curse or Taboo. In the earlier game, the self-trashing function is more like a $5 feast to grab $6's.
First off, Census's text doesn't actually fit on a dominion card. Second, a card that can trash multiple provinces into duchies is not going to get bought in the endgame, ever, and a card that gives you estates in early game for drawing actions isn't really worth it - your deck is *already* going to be bloated because you got curses, and estates make that effect even worse. Third, transmute is entirely unlike this card because it gives you a choice, and this one doesn't.

That said, I really like the idea of playing russian roulette with your own deck, but this card is way too expensive and comes way too late in the game to be worth it.

21
Variants and Fan Cards / Re: Dominion:Transgression feedback
« on: July 19, 2011, 02:04:29 pm »
Lots of cards have changed. The suckiest (minstrel and highwayman) have either been removed or completely revamped, and around four new cards have been added, so take a look at

https://docs.google.com/document/pub?id=1la8dGiAIxe6jZqWlGdDuGJlb0Z2icimbWBxrSIOiBUM

22
Villas/Manor ($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 other cards. If there are no Victory Cards in your deck, you may put this on top of your deck.

I don't really see why a card that usually searches your deck for junk would be worth $4. At $2 it would be a fun buy because it cycles your deck quickly and has fun interactions with nobles/ironworks.

Come to think of it, you could play several of these to fish all the crap out of your deck and strategically trigger a reshuffle. ;)

Here's another.

Monastery ($4)

+2 Actions
Reveal the top card of your deck. You may discard it, trash it, or place it back on top.

It's a much, much better lookout. Not a bad card, but feels somewhat redundant.

Frontier Village
Action ($5)

+2 Actions

Reveal the top four cards of your deck. Pick one to add to your hand and discard the rest.
This card would probably be best in curse games, where you have a few good cards and a lot of crap. However, I think it's (almost) strictly inferior to hunting party. I almost think it would be better at $4 with "discard the rest" replaced by "rearrange the rest."


Heretical Village
Action ($4)

Choose one - Gain a Curse, adding it to your hand; or add all curses in your discard pile to your hand.

Then - Gain +1 Card and +2 Actions for each Curse in your hand.
With five curses, this card becomes a +5 cards +10 actions whenever you have two in hand, so it's fairly broken. I'd remove the curse-fishing and require the user to discard a curse to get +1 card +2 actions.


Barbaric Village
Action - Reaction ($4)

+1 Card
+1 Coin

Reveal your hand. If you have at least one attack card, +2 Actions.

When another player plays an attack card, you may reveal and discard this card. If you do so, the attack has no effect on you and you must trash a card from your hand.
Reactions are usually terminal for a reason: flooding your deck with reactions is not meant to be a winning strategy. Free trashing, attack immunity, *and* a setup for a counterattack? I think this card needs some work.


Pious Village
Action ($4)

+1 Card
+2 Actions

Trash or discard a card from your hand.
This card is ridiculously good as a trasher in a curse game - you just need to end the game before you have a thin deck and the pious villages become a liability, which is quite easy in curse games.

Guarded Village ($4)

+1 card
+2 actions

When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.

(actually, I'd been thinking of a moat cantrip, but I think a moat village may be a better cost $4).
Once again, reactions are specifically built so you *can't* build your deck around them: lighthouse has a weak benefit, moat's +2 cards is insufficient for a drawing engine, and secret chamber can easily get you stuck at $4 or below. I think a non-terminal reaction would have to provide a much weaker benefit than complete attack immunity, otherwise attacking games would get boring very quickly.

Soldiers' Village $4

+2 Actions

When you play this card, you may reveal the top three cards of your deck.  If you do, discard two, put the other one back on top, then, +1 Card.
Similar to frontier village. I think $4 and three cards makes it a little more useable. The cycling is a very strong benefit and not to be underestimated.



23
Variants and Fan Cards / Re: Inflation
« on: July 19, 2011, 12:28:05 pm »
This is a very interesting mechanic, but it penalizes +buy and rewards big money in many circumstances. I will, however, note that it has awesome interactions with apprentice. Trash a curse for +1 card or trash an estate for +3 cards!


24
Anarchists
+1 card
+2 actions
Trash a card from your hand. Gain another anarchists.

(note that after anarchists run out you trash *every time you play this* with no benefit, destroying your deck)

25
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: July 17, 2011, 07:50:05 pm »
COAL MINE
---
This card is worth $1 for each token on your Coal Mine mat.
-
(Setup: During your Clean-up phase, if you have no Buys and at least $3 remaining in play, put a token on your Coal Mine mat)
--
Treasure - $6

Really interesting idea. It's certainly weak in a Province game, because not buying a $6 card with $6 is likely suicide, but in cursing games, it will likely break the game because most turns will be around $3 and no buys.

CONDUCTOR
---
$2
Each other player may reveal a Victory card from his hand. If he doesn't, he discards a Treasure card from his hand. If he doesn't, he discards his hand.
--
Action/Attack - $5

I like this card because it's almost harmless on its own, but devastating with militia/torturer. The first thing a player does when hit by a militia attack is to discard victory cards, after which this attack virtually ruins his/her turn. I don't really see why it's a "conductor" though.

FUNICULAR
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+2 Cards
You may discard a Treasure card costing at least $3 from your hand. If you do, +3 Cards
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Action - $4

Interesting effect, gives net +4 cards if you discard a silver. That's just about as good as Envoy in early game but much better than Envoy late. A little strong but well-conceived.

HANDCAR
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+1 Card
+1 Action
Each other player may trash a Treasure card from his hand. If he does, both he and you draw a card.
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Action - $3

This card is junk in multiplayer because it only takes one player to refuse the trashing to deny you the lab effect. Other than that, it's kind of cool as a self-replacing trasher. 

JUNKYARD
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+1 Buy
+$1
You may convert 2 Actions, 2 Buys, or 1 Action and 1 Buy into $1
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Action - $2

It's half a diadem. I can see this card doing very, very well in city games. In most games it's probably worse than herbalist though.

Overall, you've put an impressive effort into writing cards that are not broken and have interesting mechanics, so keep posting.

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