FYI, official cards that would qualify includes Contraband, Grand Market, Souk, Poor House, Mission, Mountain Village.
I am not sure if Bad Omens, Fear and Deluded did.
So how do we handle “you must”?
Smithy Village/Gold Smith • Randomizer. :)
This pile starts with as many copies of each card as players, but minimum three and maximum five. All copies of Smithy Village are on top.
. :)
Smithy Village • $4 • Action
+1 Card
+3 Actions
You may let all players trash a card from their Hand.
. :)
Gold Smith • $6 • Action - Duration
Now and at the start of your next turn, +2 Cards and all players may discard a card for +1 Card and you may discard a non-Victory card for +1 Action.
Coach
Action $5
You may gain an Action card from the Supply costing up to $5 (other then coach), and play it twice. Each other player may discard two cards from their hand to gain a copy of it (or a horse) to their hand.
Do you gain two Action cards or do you gain one and play it twice?
(https://i.imgur.com/TxYr1bI.png)QuoteCoach
Action-Command. $5
You may gain and play a non-Command Action card from the Supply costing up to $5 twice. Each other player may discard two cards from their hand to gain a copy of it (or a horse) to their hand.
Do you gain two Action cards or do you gain one and play it twice?
(https://i.imgur.com/TxYr1bI.png)QuoteCoach
Action-Command. $5
You may gain and play a non-Command Action card from the Supply costing up to $5 twice. Each other player may discard two cards from their hand to gain a copy of it (or a horse) to their hand.
(https://i.imgur.com/NTjt47z.png)QuoteCoach
Action-Command. $5
You may gain a non-Command Action card from the Supply costing up to $5, and play it twice. Each other player may discard two cards from their hand to gain a copy of it (or a horse) to their hand.
Night Market | Action - Duration | $4
The next time you buy a Curse, trash this.
While this is in play, you can't buy Provinces, and at the start of your turns +$1 +1 Buy
(https://i.imgur.com/wSXqzOn.png)QuoteNight Market | Action - Duration | $4
The next time you buy a Curse, trash this.
While this is in play, you can't buy Provinces, and at the start of your turns +$1 +1 Buy
v2
(https://i.imgur.com/wh5rCyb.png)
(https://i.imgur.com/wSXqzOn.png)QuoteNight Market | Action - Duration | $4
The next time you buy a Curse, trash this.
While this is in play, you can't buy Provinces, and at the start of your turns +$1 +1 Buy
I don't think it's too strong in most kingdoms, but I could see it leading to un-fun games when combined with fast cursing. Suppose no one wants to buy one of the last Curses and lose their Night Markets just to preserve their ability to buy Provinces later. Then all players end up unable to buy Provinces which promotes three-piling on, say, Curses, Duchies, and Estates.
(https://i.imgur.com/wSXqzOn.png)QuoteNight Market | Action - Duration | $4
The next time you buy a Curse, trash this.
While this is in play, you can't buy Provinces, and at the start of your turns +$1 +1 Buy
I don't think it's too strong in most kingdoms, but I could see it leading to un-fun games when combined with fast cursing. Suppose no one wants to buy one of the last Curses and lose their Night Markets just to preserve their ability to buy Provinces later. Then all players end up unable to buy Provinces which promotes three-piling on, say, Curses, Duchies, and Estates.
If this turns out to be problematic, you could add a clause that Night Markets are also trashed when the curse pile empties.
(https://i.imgur.com/bRO3KZk.png)
It seems like a great deal until you go to check out.
The answer to your question is the same as the answer to the question: „what happens when you play Forager while having no cards in your hand?“.
I think "If you can buy cards, and there are cards in the supply costing up to the $ you have, you must spend all your buys" covers the edge cases.I mean, technically, this condition would trigger when you play Black Market, which is of course nonsensical. But: Do you have to buy a card from BM?
I disagree. "Do as much as you can" is the general rule in most games (no idea whether this is formalizes in Dominion) and this does not imply some decision space reducing stuff like buy Copper first, then buy the Debt card.The answer to your question is the same as the answer to the question: „what happens when you play Forager while having no cards in your hand?“.
There is still a problem. If you have $5 and 2 buys, and those piles are empty, are you allowed to buy a Duchy then claim you can't use all your buys, even though you could have bought a Silver and an Estate? This will actually come up on games with Debt - can you buy Overlord and then nothing or do you have to gain a copper first. What about Mission?
I think "If you can buy cards, and there are cards in the supply costing up to the $ you have, you must spend all your buys" covers the edge cases.
(https://i.ibb.co/khj4vr7/slumlord.png)
Because when youre at the top, nobody can dethrone you.
Locked Treasure (Treasure-Liaison, $5)
You may spend a Favor for
+$3 Cards, +1 Buy
-
Setup: Choose an Action Supply pile. When you play a card from that pile, +1 Favor.
(https://i.imgur.com/yiNXNU7.png)
(https://i.imgur.com/5sNNXl4h.png) | Quote The Eye • Artifact |
(https://i.imgur.com/rQWhaJdh.png) | Quote Annuit Cœptis • $0 • Event |
I don’t get this. It just oscillates to and fro and an extra Buy is quickly (in 3P game literally on T2) worth a Province. In a 2P game greening will start on T3 so the game will be over on T6.
Taxidermy
$3 - Project
Once per turn: During your action phase, you may spend an action for +1 Card.
I don’t get this. It just oscillates to and fro and an extra Buy is quickly (in 3P game literally on T2) worth a Province. In a 2P game greening will start on T3 so the game will be over on T6.
At least in a 2P game, you would hesitate to buy AC as soon as there's six tokens on it, since your opponent would then be the first one to get a Province from it - and possibly the only one, since they can just wait until the last turn of the game to get the $8 Eye for an extra free Province. The game won't become a Province rush unless both players want it to.
I think it's an interesting interactive card in 2P. But I'd consider setting up the Eye with 2 or 4 tokens instead of 3, to make the first AC buy of the game a more difficult decision. With 3 tokens at set-up, if you're the first to buy the Event and it oscillates to and fro, you'll also be the first to gain a Province from it (since the token is added before the gaining).
But I agree that AC can be broken in multi-player games. There, if two (or more) of your opponents will just snatch it from each other each turn, you must join in if you don't want to lose.
It would be nice if the concept could be salvaged to also work in multi-player games. Maybe only allow a player to buy AC if their right neighbour has the Eye? That way each buy of AC would be a difficult decision instead of an automatic one in multi-player.
Quote Eye Shadow • Artifact | Quote Eye Shadow Shadow • Artifact |
Quote Eye Shadow Shadow Shadow • Artifact | Quote Eye Shadow Shadow Shadow Shadow • Artifact |
I do like totally disagree. Unless you open 5/2, A will buy the Event to kickstart something that is beneficial for him. B cannot forsake gaining a $5 on T1 unless he has 5/2 so he will also buy it. A will gain a $5 or Gold on T2 and B cannot really skip buying the Event (unless he had 2/5). So we have a slightly asymmetric situation with A having weaker cards but the first player tempo advantage. He can always force a draw via gaining Provinces. That is scripted play and beyond boring.I don’t get this. It just oscillates to and fro and an extra Buy is quickly (in 3P game literally on T2) worth a Province. In a 2P game greening will start on T3 so the game will be over on T6.
At least in a 2P game, you would hesitate to buy AC as soon as there's six tokens on it, since your opponent would then be the first one to get a Province from it - and possibly the only one, since they can just wait until the last turn of the game to get the $8 Eye for an extra free Province. The game won't become a Province rush unless both players want it to.
I think it's an interesting interactive card in 2P. But I'd consider setting up the Eye with 2 or 4 tokens instead of 3, to make the first AC buy of the game a more difficult decision. With 3 tokens at set-up, if you're the first to buy the Event and it oscillates to and fro, you'll also be the first to gain a Province from it (since the token is added before the gaining).
I don't think buying AC will at all be automatic
I do like totally disagree. Unless you open 5/2, A will buy the Event to kickstart something that is beneficial for him. B cannot forsake gaining a $5 on T1 unless he has 5/2 so he will also buy it. A will gain a $5 or Gold on T2 and B cannot really skip buying the Event (unless he had 2/5). So we have a slightly asymmetric situation with A having weaker cards but the first player tempo advantage. He can always force a draw via gaining Provinces. That is scripted play and beyond boring.
If there has been gained anything with extra Buys, the situation becomes more complex as players could do something else on there turns besides just gaining Provinces.
In the end my point is fairly simple: Provinces gaining without any costs like Remodel or whatever just does not work. Not because it is mechanically unsound but because it can lead to simple, boring rushes.
I think that the card would still be boring with a non-Victory clause (it is like a scaling Alms) but at least it would work.