Palisade $4* Night - Duration Quote While this is in play, when anotherPalisade. A structure that protects against attacks. When attacks are not in sight, maintaining it is cheaper and people care about other things. | Dyke $4* - Victory Quote Worth 2VP per empty Supply pile.Dyke. Supply is needed to rebuild the dyke. The more is put into it the more valuable the land behind it. | Souk $6* - Action Quote +1 CardSouk. Like a Summer sale. They want to sell their stuff before the season ends. |
I like Dyke a lot.I agree that Dyke seems pretty cool.
Soul does not work though. There is a reason there is no official unconditional DoublePeddler which would have to cost $7 and this comes with a village on top.
I like Dyke a lot.
Soul does not work though. There is a reason there is no official unconditional DoublePeddler which would have to cost $7 and this comes with a village on top.
Palisade looks like a caravan guard variant. It doesn't seem that exciting to me but I would imagine it plays fine.
I like Dyke a lot.
Soul does not work though. There is a reason there is no official unconditional DoublePeddler which would have to cost $7 and this comes with a village on top.
I agree that Dyke seems pretty cool.Great!
Grand Market is like a better Double-Peddler and it works fine. Souk should probably cost $7 and/or have something that weakens it though, at $6 this might be too accessible.After I saw segura's reply and before yours, I thought about a cost of $7.
Dyke looks fun.I am too tired now to think seriously about the impact of differences you have suggested. Just one thing: One pile will be always empty; so you would easily get 2 VP without much risk.
I was wondering if it might be better at 3* (and cost $2 more per empty pile).
So it would be $1 cheaper with no piles, and $1 with 2 empty piles.
Grand Market is like a better Double-Peddler and it works fine. Souk should probably cost $7 and/or have something that weakens it though, at $6 this might be too accessible.Grand Market only works at its price because of the anti Copper clause. Similar with Vassal and Conspirator, they are not unconditional DoublePeddlers.
I think $3* are enough for dyke. Normally there are 2 piles empty. And they are dead carts. Nevertheless I like the idea.
Dyke looks fun.
I was wondering if it might be better at 3* (and cost $2 more per empty pile).
So it would be $1 cheaper with no piles, and $1 more expensive with 2 empty piles.
Grand Market is like a better Double-Peddler and it works fine. Souk should probably cost $7 and/or have something that weakens it though, at $6 this might be too accessible.Grand Market only works at its price because of the anti Copper clause. Similar with Vassal and Conspirator, they are not unconditional DoublePeddlers.
During playtesting of Prosperity DXV had a DoublePeddler for $7. So Souk would likely have to cost $8. I would not go into vanilla territory though, the official way to make the cards cheaper but make them trickier to buy or play seems more interesting.
Now and at the start
of your next turn: +1 Card
and +1 Action and +$1.
-------------------------------
This costs $1 less per empty Supply pile.
Just think about Grand Market: you would often be willing to pay $8 for it / you often have 2 Coppers in hand when you buy it.Grand Market is like a better Double-Peddler and it works fine. Souk should probably cost $7 and/or have something that weakens it though, at $6 this might be too accessible.Grand Market only works at its price because of the anti Copper clause. Similar with Vassal and Conspirator, they are not unconditional DoublePeddlers.
During playtesting of Prosperity DXV had a DoublePeddler for $7. So Souk would likely have to cost $8. I would not go into vanilla territory though, the official way to make the cards cheaper but make them trickier to buy or play seems more interesting.
Well, one thing became clear to me: $6 is clearly too cheap for Souk with the current abilities and even $7 might still be too low (although I am not yet convinced about that).
I thought about some handicaps for gaining the card, but so far didn't came up with anything exciting and not too wordy.
If $7 would be too cheap, $8 would be the next logical step, but I don't like it that much. Better would be a debt of 8 (and of course a decrease of the cost by 1 debt per empty pile). Then I thought about splitting the double-Peddler effect in form of a Duration card, in case the simple cost increase doesn't solve potential problems. The easiest and simplest version would look like:
Souk
$6* - Action - DurationQuoteNow and at the start
of your next turn: +1 Card
and +1 Action and +$1.
-------------------------------
This costs $1 less per empty Supply pile.
I agree. I have just enumerated the next logical steps without changing the abilities of the card.Just think about Grand Market: you would often be willing to pay $8 for it / you often have 2 Coppers in hand when you buy it.Grand Market is like a better Double-Peddler and it works fine. Souk should probably cost $7 and/or have something that weakens it though, at $6 this might be too accessible.Grand Market only works at its price because of the anti Copper clause. Similar with Vassal and Conspirator, they are not unconditional DoublePeddlers.
During playtesting of Prosperity DXV had a DoublePeddler for $7. So Souk would likely have to cost $8. I would not go into vanilla territory though, the official way to make the cards cheaper but make them trickier to buy or play seems more interesting.
Well, one thing became clear to me: $6 is clearly too cheap for Souk with the current abilities and even $7 might still be too low (although I am not yet convinced about that).
I thought about some handicaps for gaining the card, but so far didn't came up with anything exciting and not too wordy.
If $7 would be too cheap, $8 would be the next logical step, but I don't like it that much. Better would be a debt of 8 (and of course a decrease of the cost by 1 debt per empty pile). Then I thought about splitting the double-Peddler effect in form of a Duration card, in case the simple cost increase doesn't solve potential problems. The easiest and simplest version would look like:
Souk
$6* - Action - DurationQuoteNow and at the start
of your next turn: +1 Card
and +1 Action and +$1.
-------------------------------
This costs $1 less per empty Supply pile.
8D is roughly equivalent to $6 and definitely too cheap.
The Duration version is probably sound. But as it is Captain-Peddler², it seems not that innovative.Funny, that you consider Captain. I have looked to various Duration cards, but not to this one.
I'm guessing you meant to spell it "Dike". The word "Dyke" is lesbian slang.
How strong is the Ironworks-Dyke rush deck going to be? That sort of thing might be an important consideration in deciding where to price it.Ironworks does not care about the difference between $3 and $4 ... and at a base price of $5 the card is obviously too weak.
I think $3* are enough for dyke. Normally there are 2 piles empty. And they are dead carts. Nevertheless I like the idea.Dyke looks fun.
I was wondering if it might be better at 3* (and cost $2 more per empty pile).
So it would be $1 cheaper with no piles, and $1 more expensive with 2 empty piles.
Your suggestion (scolapasta) to start with an initially cost of $3* and an increase of $2 per empty Supply pile, with the same scale of VP scoring looks definitely interesting. I have thought about the Pros and Cons of both versions and both have some nice features and drawbacks.
An initial cost of $3 favors earlier buys of Dykes, which I like somehow. However, this can more frequently lead to premature emptying of the Dyke pile, which is not my intention. I think it is more interesting when other piles are emptied before, because then the cost increase of Dyke plays a more significant role.
In my opinion, the real race for Dykes should start shortly before other piles are running low, so relatively late in the game. On the other hand, a cost increase of $2 as you have suggested is more dramatic and can be interesting on its own.
Funny thing is that my version (after 2 empty piles) with a cost of $6 (versus yours with $7) is not immune to trashing Attacks that work in the range $3 to $6.
Anyway, I somehow like both versions and I haven’t decided yet, which is the more interesting one.
No, but if you cost it at $4, then you can't gain Dykes with Ironworks once the Ironworks pile is empty, which makes a difference.How strong is the Ironworks-Dyke rush deck going to be? That sort of thing might be an important consideration in deciding where to price it.Ironworks does not care about the difference between $3 and $4 ... and at a base price of $5 the card is obviously too weak.
No, but if you cost it at $4, then you can't gain Dykes with Ironworks once the Ironworks pile is empty, which makes a difference.How strong is the Ironworks-Dyke rush deck going to be? That sort of thing might be an important consideration in deciding where to price it.Ironworks does not care about the difference between $3 and $4 ... and at a base price of $5 the card is obviously too weak.
Vanguard $6* - Night - Duration Quote
I have thought about improving Souk, but haven’t found a satisfying solution. Here is a potential substitute: Vanguard. This gives a boost at the start of the next turn. Its cost depends on the number of Vanguards that are actually in play. | Coffersmith $2* - Action Quote +2 Cards I have been working for quite a while on this one. It could be easily the most ambiguous among the cards I presented here: Coffersmith. A terminal card drawer with variable costs and abilities. The actual cost and drawing power is determined by the number of Coffers tokens on the pile, which can change during the game in either direction. |