Fruit - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.
You may play an Action card costing more than this from your hand. Then, +2 Cards.
Fur - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.
+1 Card
+2 Actions
Ore - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.
+1 Action
+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Wood - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.
+1 Card
+1 Action
+1 Buy
-
When you gain or trash this, +1 Buy and +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png).
Fruit - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) cost.
You may play an Action card costing more than this from your hand. Then, +2 Cards.
Fur - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) cost.
+1 Card
+2 Actions
Discard a card.
Ore - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) cost.
+1 Action
+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Wood - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) cost.
+1 Card
+1 Action
+1 Buy
Fruit - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.
[same]
Fur - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost
+1 Card
+2 Actions
Ore - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.
[same]
Wood - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.Fruit now can't play (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Actions. Fur can be plain Village (maybe a bit boring). Ore can equal Silver (do you actually go for it? The Ducat - Candlestick Maker debate). Wood gets a when-gain and when-trash to bring it up to (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png); you aren't so sad if you have to get an excess of them.
+1 Card
+1 Action
+1 Buy
-
When you gain or trash this, +1 Buy and + (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png).
Harvester
$3 - Action
Trash a card from your hand to gain a Resource onto your deck.
(https://i.imgur.com/OHhNsVRh.png) | Quote Stone Soup • Action • $4 |
Resource Trader
$4 Action
You may rotate the Resources. You may trash a card from your hand, if it ... costs $0, you may gain a Resource; or is a Resource, you may review the top three Resources, placing one under its pile and gain the other two.
Ore
$3 Action - Resource
You may trash a card from your hand, if it is a Treasure, +1 Coffer; otherwise, +1 Villager.
Fur
$3 Action - Resource
+1 Card, +1 Action; Discard an Action for +1 Card and +1 Action or reveal a hand with no Action cards to discard a Non-Victory for +1 Action.
I find it interesting that you removed the discarding from Fur. I think i would have gone another direction - maybe something like:That looks even worse than the first version which was inferior to Hamlet which again was an issue in a random pile with a $4.5 power level Lab variant.QuoteFur
$3 Action - Resource
+1 Card, +1 Action; Discard an Action for +1 Card and +1 Action or reveal a hand with no Action cards to discard a Non-Victory for +1 Action.
Interesting that no resource allows you to trash - is this on purpose?I did have a trashing Resource to start with, in addition to the other 4, to mirror Survivors in Ruins. The trouble with it was, if it showed up late game and players had already thinned down, it was a junk card, a sad situation. All the other Resources are consistently good throughout the game, and adding a trasher would work against some of their possibilities.
Ore seams like a worse version of Silver since it could be drawn dead.There are cards that prefer Ore; this forum has discussed Ducat (http://wiki.dominionstrategy.com/index.php/Ducat) and Candlestick Maker (http://wiki.dominionstrategy.com/index.php/Candlestick_Maker) quite deeply. That said, I almost kept Ore at (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png), but didn't in case of two players opening (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)/(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) and only the first one getting an Ore. It's a rare case, so it may still be good to do?
I find it interesting that you removed the discarding from Fur. I think i would have gone another direction - maybe something like:Simplicity is the reason I did it. 4 different cards added to the game with the word 'Resource' on a card can be hard for some players to remember, especially together with some potential effects with that word 'Resource'.QuoteFur
$3 Action - Resource
+1 Card, +1 Action; Discard an Action for +1 Card and +1 Action or reveal a hand with no Action cards to discard a Non-Victory for +1 Action.
Dogsled - $3
Action - Reaction
+2 Cards
You may play a Resource from your hand.
----
When any player gains a card with 2 or more types, you may discard this, to gain a Resource to your hand.
segura | Quote Harvester | Remodel that upgrades junk into Resources for next draw. +: Consistent engine building with the components coming in random order. The variation created with each player's deck is nice early game, and imbalance could be amended later. Going onto deck means ever-changing plans for the next draw. -: hard to find a negative that isn't attached to the Resource mechanic itself. Overview: a safe design that's casually pleasing. It has disadvantages over other trash-junk-for-benefit cards in unreliability, but it can sometimes build an engine better. |
czzzz | (https://live.staticflickr.com/65535/52699393254_ca12e9f744_w.jpg/) | Village that particularly likes playing Resources and can gain them. +: optionally gaining a Resource lets unwanted ones be skipped. It doesn’t add too much to help a pure Resource deck. -: the impetus to gain and play a lot of Resources doesn’t feel great. A Village often wants to play stronger cards; to get the +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) the deck’s potential power density has to be diluted a bit. Overview: it’s a (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Village that can contribute other important engine pieces to the deck, but is made less meaningful by the ability to buy those pieces, including Fur. It's there if no other Village exists and not enough Fur shows up, which isn't bad, but only mildly interesting. |
emtzalex | (https://i.imgur.com/OHhNsVRh.png) | Terminal draw that needs to line up with Resources. +: Some Resources are more favourable than others, Fur especially, making their differences relevant. -: the way this uses Resources isn’t that interesting, extra things to play first as well as Villages. Overview: a large part of the deck's makeup is defined if it uses this, several Resources to increase the chance of playing one first and copies of these for its main draw. The variation in number of each Resource does help it be more replayable, but games with it may overall end up feeling very similar. This doesn’t stand out much over other terminal draw, so if Smithy is in the same game, it will be the preference for reliability; Wood can give the +Buys. |
BryGuy | Quote Resource Trader | Trasher that upgrades $0s into Resources and undesirable Resources into desirable ones. +: like Harvester, turning Copper into Resources is pleasant opening engine support. -: when a Resource is trashed, it may leave a worse outcome. The rotating and the choice of 3 effect feel like unnecessary complexity together, and one could go. Overview: it incorporates the simple appeal of Harvester, only Estates can't be turned into Resources. The other abilities mean the variety of Resources is about digging for the right ones. This is fine when the game gives a definite importance to one or more of them, but then a bit sad when it doesn't quite work out. I might prefer a different Resource trash bonus. |
Xen3k | (https://live.staticflickr.com/65535/52707819650_a737422f4c_b.jpg) | +2 Cards Reaction dog that acquires and builds a deck with Resources. +: A reaction that gains Resources to hand is a nice principle, improving the hand or denying one to opponents at precise moments. Fruit, often the strongest Resource, is likely the weakest with this. -: the on-play effect looks strong for a (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png), seeing that 3 of the 4 Resources are always non-terminal. Sometimes the Reaction can’t get a needed Resource because the top is too useful. Testing may prove these to be small issues. Overview: as the deck’s principal draw this will do similarly to Stone Soup, making up a large part of the deck and feeling repetitive long term; but this doesn’t depend on Resources to draw, so it isn’t as scripted and a deck could run with other sources of draw alongside this. The use of Resources here is about fixing the power level of the cards gained and played, which is OK. Overall it feels like Rope, in that it will help any engine deck but not win by itself; but because it draws quite well it may still contribute a bit too much for a single kingdom pile? |