Tab
Project
@6
The first card you buy each turn, you may buy as though you do not have @. That card's $ cost may be replaced with that much @.
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At the end of the game -1% per @1 you have
(https://media.discordapp.net/attachments/827692005160648744/949830336970387466/Tavern2.png?width=441&height=676)(https://media.discordapp.net/attachments/827692005160648744/949829853471989800/Tipsy1.png?width=1036&height=676)
You're gonna love this being the only Village on the board.
What happens if you play a card that gives +2 Actions but not any +Cards? You get +1 Action and ignore the minus +Cards part?
PintThere are 12 copies of Pint in the pile.
Action - Reserve
$3
+1 Action
Gain a Pint to your Tavern mat.
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At the start of your turn, you may call this for +$3, +1 Buy and discard a card from your hand.
(https://i.imgur.com/OWViRfs.png)interesting but too easy to juice via sifters - you might want to change it to just count the first time you shuffle on a turn
Barrel is a weird one, it's a pure Reserve card that goes right to your Tavern mat, but it's secretly a VP card that you want to buy early and gets better with age. Each time you shuffle, you decide if you want to add a VP token to it (sort of like a Gathering card) or call it to take all the VP. The Barrel becomes a dead card in your deck afterwards. The more times you can shuffle, the more points you can earn, but don't let them age too long, as you don't get any VP for uncalled Barrels! You gotta drink it sometime.
Way of the Drunk
Way
+1 Action
Turn your deck over so it is face up and your discard pile over so it is face down. Your deck is now your discard pile and your discard pile is now your deck.
- Could have some interesting interactions with deck manipulation cards as this turns previous top decking into discarding and discarding into putting cards on the bottom of your deck.
Way of the Drunk
Way
+1 Action
Turn your deck over so it is face up and your discard pile over so it is face down. Your deck is now your discard pile and your discard pile is now your deck.
- Could have some interesting interactions with deck manipulation cards as this turns previous top decking into discarding and discarding into putting cards on the bottom of your deck.
This has the problem that the order of your discard pile now suddenly matters. It should either make you shuffle your discard pile or arrange it in any order.
Wine Snob - 6*
Action
+$5
+1 Buy
This turn, Treasures costing $2 or less do nothing when played.
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You can’t buy this if you have any Coppers in play.
Bacchanal • $3 • Night
Do each of the following, in any order: trash a card from your hand; discard a card; put a card from your hand onto your deck; Exile a card from your hand.
(https://live.staticflickr.com/65535/51924956775_518d1b4000_b.jpg)QuoteWine Snob - 6*
Action
+$5
+1 Buy
Discard a Treasure card from your hand or trash this.
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You can’t buy this if you have any Coppers in play.
An expensive payload card that give $5 and a buy. This is a very strong card, but has the Grand Market purchase restriction and requires you to discard a Treasure when playing it or you have to trash it. There are ways to get around the restrictions on it, but that will require some work, and I think this is actually weaker in that regard when compared to Animal Fair. Feedback is appreciated.
Trappist • $3 • Action - Reserve
If you don't have a token on your Trappist Mat, place one on the "Trash a card from your hand" spot.
Put this on your Tavern Mat
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At the start of your turn, you may call this to take your bonus from the Trappist Mat. If you don't, choose one: advance your Trappist tokens; or add a Trappist token.
Trappist Mat
Per token you have here:
Trash a card from your hand | +1 Buy | +1 Action | +$1 | +1 Card
Original version:
(https://i.imgur.com/Y1lec1H.png)(https://i.imgur.com/oTgsJ1D.png)Bacchus' inebriating attack can be quite brutal, although this can be somewhat mitigated by its Heirloom.
The best defense against Bacchus other than Moat variants will be cards like Fishing Village and Ghost Town, throne room variants, and cards that give you +Villagers (including Bacchus itself) (or just go for a money strategy).Rules clarification: Bacchus' effect also applies to the next time you play a card with +Actions this turn, so you could use it to play a Village as a Smithy or for some extra economy.
(https://i.imgur.com/Y1lec1H.png)(https://i.imgur.com/oTgsJ1D.png)
Bacchus' inebriating attack can be quite brutal, although this can be somewhat mitigated by its Heirloom.
The best defense against Bacchus other than Moat variants will be cards like Fishing Village and Ghost Town, throne room variants, and cards that give you +Villagers (including Bacchus itself) (or just go for a money strategy).
Rules clarification: Bacchus' effect also applies to the next time you play a card with +Actions this turn, so you could use it to play a Village as a Smithy or for some extra economy.
(https://i.imgur.com/Y1lec1H.png)(https://i.imgur.com/oTgsJ1D.png)
Bacchus' inebriating attack can be quite brutal, although this can be somewhat mitigated by its Heirloom.
The best defense against Bacchus other than Moat variants will be cards like Fishing Village and Ghost Town, throne room variants, and cards that give you +Villagers (including Bacchus itself) (or just go for a money strategy).
Rules clarification: Bacchus' effect also applies to the next time you play a card with +Actions this turn, so you could use it to play a Village as a Smithy or for some extra economy.
is it the first time they play a +actions card, or each time? card is unclear
I suggest making it "the second time" partially to make the attack slightly weaker (because it's kind of brutal if there's no other way to get villagers or other good counter), and so the person playing the attack is more likely able to use the effect.(https://i.imgur.com/Y1lec1H.png)(https://i.imgur.com/oTgsJ1D.png)
Bacchus' inebriating attack can be quite brutal, although this can be somewhat mitigated by its Heirloom.
The best defense against Bacchus other than Moat variants will be cards like Fishing Village and Ghost Town, throne room variants, and cards that give you +Villagers (including Bacchus itself) (or just go for a money strategy).
Rules clarification: Bacchus' effect also applies to the next time you play a card with +Actions this turn, so you could use it to play a Village as a Smithy or for some extra economy.
is it the first time they play a +actions card, or each time? card is unclear
It’s a one-time thing, so should only apply to the first time an opponent plays a card with +Actions. I didn’t use “the first time” as with Enchantress because otherwise the active player may not be able to make use of the effect on their current turn if they already played a card with +Actions. Nonetheless, I’m OK with giving up the extra versatility and changing the text to “the first time” if that eliminates any confusion.
BartenderI think of it as a Lab variant with the +action delayed.
$4 - Action
+2 Cards.
You may put an Action card from your hand on your tavern mat. If you do (and it isn't already a Reserve card), at the start of your turn, you may call that card to play it.
(https://live.staticflickr.com/65535/51924956775_906dd756ae_b.jpg)This looks extremely weak compared to Grand Market.QuoteWine Snob - 6*
Action
+$5
+1 Buy
You may discard a Treasure card. If you don't, trash this.
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You can’t buy this if you have any Coppers in play.
An expensive payload card that give $5 and a buy. This is a very strong card, but has the Grand Market purchase restriction and requires you to discard a Treasure when playing it or you have to trash it. There are ways to get around the restrictions on it, but that will require some work, and I think this is actually weaker in that regard when compared to Animal Fair. Feedback is appreciated.
Edit: Fixed the above line text to actually function as intended. Thanks to AJL828 for the feedback.
Old Version
(https://live.staticflickr.com/65535/51924956775_518d1b4000_b.jpg)
A while back, I made a mini-expansion with the theme of drinking (even though I rarely drink personally), so I'll use one of my favorites of those.QuoteBartenderI think of it as a Lab variant with the +action delayed.
$4 - Action
+2 Cards.
You may put an Action card from your hand on your tavern mat. If you do (and it isn't already a Reserve card), at the start of your turn, you may call that card to play it.
FAQ: You may call the card you put on the mat more than one turn after playing the Bartender (it doesn't have to be the next turn), which means it can also be used as a pseudo-trasher for Ruins or other Actions you don't want anymore.
A while back, I made a mini-expansion with the theme of drinking (even though I rarely drink personally), so I'll use one of my favorites of those.QuoteBartenderI think of it as a Lab variant with the +action delayed.
$4 - Action
+2 Cards.
You may put an Action card from your hand on your tavern mat. If you do (and it isn't already a Reserve card), at the start of your turn, you may call that card to play it.
FAQ: You may call the card you put on the mat more than one turn after playing the Bartender (it doesn't have to be the next turn), which means it can also be used as a pseudo-trasher for Ruins or other Actions you don't want anymore.
A doubt about rules: can you call a non-reserve card?
A while back, I made a mini-expansion with the theme of drinking (even though I rarely drink personally), so I'll use one of my favorites of those.QuoteBartenderI think of it as a Lab variant with the +action delayed.
$4 - Action
+2 Cards.
You may put an Action card from your hand on your tavern mat. If you do (and it isn't already a Reserve card), at the start of your turn, you may call that card to play it.
FAQ: You may call the card you put on the mat more than one turn after playing the Bartender (it doesn't have to be the next turn), which means it can also be used as a pseudo-trasher for Ruins or other Actions you don't want anymore.
A doubt about rules: can you call a non-reserve card?
It probably needs an "in games using this" wording.
Round of Shots - $4
Action/Duration
Reveal your hand. +1 Card per revealed Silver.
At the start of your next turn, +2 Actions. Until then, when any player (including you) plays a Round of Shots, they gain a Silver.
(https://i.imgur.com/rogb5Zx.png)QuoteRound of Shots - $4
Action/Duration
Reveal your hand. +1 Card per revealed Silver.
At the start of your next turn, +2 Actions. Until then, when any player (including you) plays a Round of Shots, they gain a Silver.
The Silvers are supposed to indicate your state of intoxication rather than actual money :) It's not a perfect representation but it wasn't worth creating an extra non-supply card for.(https://i.imgur.com/rogb5Zx.png)QuoteRound of Shots - $4
Action/Duration
Reveal your hand. +1 Card per revealed Silver.
At the start of your next turn, +2 Actions. Until then, when any player (including you) plays a Round of Shots, they gain a Silver.
weird antithematic element: when i end up doing a round of shots irl, i usually end up with much less money by the end of the night than if i'd not done that
I suggest making it "the second time" partially to make the attack slightly weaker (because it's kind of brutal if there's no other way to get villagers or other good counter), and so the person playing the attack is more likely able to use the effect.(https://i.imgur.com/Y1lec1H.png)(https://i.imgur.com/oTgsJ1D.png)
Bacchus' inebriating attack can be quite brutal, although this can be somewhat mitigated by its Heirloom.
The best defense against Bacchus other than Moat variants will be cards like Fishing Village and Ghost Town, throne room variants, and cards that give you +Villagers (including Bacchus itself) (or just go for a money strategy).
Rules clarification: Bacchus' effect also applies to the next time you play a card with +Actions this turn, so you could use it to play a Village as a Smithy or for some extra economy.
is it the first time they play a +actions card, or each time? card is unclear
It’s a one-time thing, so should only apply to the first time an opponent plays a card with +Actions. I didn’t use “the first time” as with Enchantress because otherwise the active player may not be able to make use of the effect on their current turn if they already played a card with +Actions. Nonetheless, I’m OK with giving up the extra versatility and changing the text to “the first time” if that eliminates any confusion.
(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Bacchanal (Night)Whoa, this does a lot! I suspect that this is potentially too strong. I first eyed how this offers an efficient way of dealing with greening, not unlike Bounty Hunter, via Exiling. This also thins your deck and gives you a Way of the Frog. Finally, it is a good Village Green enabler. You can do all of that at once. This sounds utopian enough, but in reality, you’ll probably do less effects than the 4 that are prescribed – and this is to your advantage. Sometimes you don’t want to top deck a green card; Exile it! And then, oops, your hand’s empty, haha, guess you don’t have to topdeck a crappy card no more!
Do each of the following, in any order: trash a card from your hand; discard a card; put a card from your hand onto your deck; Exile a card from your hand.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Bacchus (Action – Attack – Duration)This is hard to parse. It took me a couple of re-readings to comprehend the card well. So if, say, you play a Village under Bacchus’ attack, you’d net: +1 Card, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) and +1 Villager. Correct? Does this work on cantrips? Bacchus says Actions, that’s a plural right there. Man, I’m just no sure now. This seems too rules heavy. Plus, sometimes, this will be beneficial to your opponent. Okay, some Attack cards can already do that, like Haunted Woods. But here, it’s even more pronounced! Imagine a Squire that, instead, gives +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) and +1 Villager. For a card costing (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png), I say: Yes sir!
+3 Cards
Until your next turn, whenever each other player plays a card that gives +Actions, they get +(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) and +1 Villager instead.
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) Oenochoe (Treasure – Heirloom)
(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
+1 Villager
You may return to your Action phase.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Barrel (Reserve)A pure Reserve card! I tried to make one of these before. It’s not a simple task, but it is definitely not impossible! So how does Barrel fare in the light of that? I think it has a very interesting scoring minigame for sure! Involving shuffles to rack up (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) has been done before I think, but this does so in a very intuitive and elegant way.
When you gain this, put it on your Tavern mat.
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The first time you shuffle each turn, choose one: Add 1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) to this, or call this to take the (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) from this.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Bartender (Action)So, as far as drawing and trashing goes, the thing we know about it is the following: It’s strong. Masquerade and Recruiter are both top tier cards thanks to that. And henceforth arises a small problem. This, to me, seems strictly weaker than the aforementioned Recruiter. Recruiter not only gives you that Action without a penalty, but it can give you more than one. And they’re Action tokens too, so it’s even stronger! If Recruiter wasn’t a thing however, I’d advocate for Bartender to take its place (if Adventures tokens were in Renaissance, let’s imagine), because Recruiter is way too much of a power creep anyway.
+2 Cards
Trash a card from your hand. You may put your -1 Card token onto your deck for +1 Action.
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Bartender (Action)Truthfully and personally, I would’ve much preferred the “in games using this”. This way, you can drop the parenthesis bit. It’d be more elegant too I believe. But I digress.
+2 Cards
You may put an Action card from your hand on your Tavern mat. If you did (and it isn’t already a Reserve card), at the start of your turn, you may call that card to play it.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Celebration (Action – Reserve)First of all, I want to say this: welcome back! We missed you around here! :P
+1 Card
+1 Action
Put this on your Tavern mat.
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When you gain a Victory card, you may call this, to exile that card.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Distillery (Action)This is a weird take on Throne Room. A simple Throne Room with a +1 Card has proven to be too strong at (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) due to the easy and snowballing chaining ability it provides. So Distillery weakens the Throne aspect in return. This could work I believe. Maybe it’s a little bit unintuitive what would count for Distillery and what wouldn’t. In most cases, I believe it’s easy enough to determine. But it could happen! For instance, I don’t even know what Distillery on Distillery yields. On the second play, do you only get +1 Card, or do you get +2 Cards, +1 Action, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) and +1 Buy? I suspect it’s the former, but I believe that such questions might arise every now and then.
+1 Card
You may play an Action from your hand. If it’s still in play, play it again, ignoring all text (including dividing lines) that isn’t +Card(s), +Action(s), +(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) and +Buy(s).
(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Distillery (Action – Victory)I see Distillery as a way weaker Shepherd, seeing as it only works on Victory cards as well. Unlike Shepherd, this cannot increase your handsize; it merely sifts. In fact, it decreases your handsize. This is very weak, in my opinion. Sifters as such are best used in games where it can serve as your “pseudo trashing”, like Warehouse. Even then, this does so in a very poor way. As such, I do not expect Brothel to surface in many many games. Perhaps Battle Plan can help, lol. Speaking of Brothel, it doesn’t differ much more than Harem to excite me all that much, I’d say. Sure, the pile itself can feed it a bit, but again, who wants any Distilleries?
+1 Action
Discard any number of Victory cards, revealing them. +1 Card per card discarded.
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1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
(http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) Brothel (Treasure – Victory)
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
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Worth 1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) for each differently named Victory card of which you have at least 3 copies.
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Drunkard (Night – Reserve)Hey, an unseen “Night – Reserve” card, neat! First, just wording wise, it should say: “At the start of your turn”, but that’s quite alright.
Put this on your Tavern mat.
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At the beginning of your turn, you may call this, to play an Action card from your hand three times and then trash it.
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This is gained to your hand (instead of to your discard pile).
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Eggnog (Treasure)Well, there’s not much that I can say here. It’s extremely straight forward. It has a weird unintuitive setup clause. I’d add it on some kind of bottom-line on the card (“In games using this, replace this if […]”), or something. Otherwise, the effect is fine. It’s just kind of tough to see where this fits within Dominion.
Choose one: +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png); or +(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/10px-Potion.png)
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) Hops (Treasure)Oh I get it! Hops are consumed so it’s a one-shot card. And it gives more flavour the more, uh, stuff you have in play! Pretty nifty theming here!
+1 Buy
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per Action card you have in play. Trash this.
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) Intoxicate (Action)Short story? I love this.
+1 Buys
Each player drinks one of their shots.
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Setup: Pour 3 shots per player.
(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Pint (Action – Reserve)Very nice! Interesting minigame as well! And man, thematically spot on! Once someone adds a Pint to their deck, I expect the Pint Supply pile to empty at some point during the game. Perhaps a little slower than Magpies would, but still. Until you’ve drank so much, the bar has no more to often, heh.
+1 Action
+(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
Gain a Pint to your Tavern mat.
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At the start of your turn, you may call this for +1 Buy and +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) and to discard a card from your hand.
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Round of Shots (Action – Duration)If we’re talking about the theme, for me, I see the Silver as the silverware gentlemen are drinking from. Who says we can’t have fancy cups?
Reveal your hand. +1 Card per revealed Silver. At the start of your next turn, +2 Actions. Until then, when any player (including you) plays a Round of Shots, they gain a Silver.
(http://wiki.dominionstrategy.com/images/1/17/Debt6.png) Tab (Project)Um, this is a little complicated for a Project, in my opinion. I feel like I have to grind my gears to understand how this works, and to figure out the gameplay implications of it. From what I’m understanding, this exists so that you can buy cards willy-nilly without a care of their cost, but you suffer a huge (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) loss at the end if you stack it up too much. I have difficulty seeing how I’d be using this, whereas with other existing Projects I immediately go: “Ah-ha! Got it.” But this is Variant land, so we can get wacky all we want, fortunately. And this Project certainly has that wackiness going for it!
The first card you buy each turn, you may buy as though you do not have (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png). The card’s (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) cost may be replaced with that much (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png).
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At the end of the game, -1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) per (http://wiki.dominionstrategy.com/images/4/43/Debt1.png) you have.
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Tavern (Action)Well, a tavern is definitely invocative of alcohol! I suppose the name is a little too close to the Tavern mat, but this is hardly a concern.
+1 Card
+3 Actions
+1 Buy
If you have another Tavern in play, take Tipsy.
Tipsy (State)
The next time you play a card that gives at least +2 Actions, get +1 Card and +1 Action less and return this.
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) Tavern (Action – Duration – Reaction)What I said about the name of the previously judged Tavern also applies here, I suppose. So, let’s not dwell too much on that.
Either now or at the start of your next turn, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png).
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When another player gains a Treasure, you may play this from your hand.
(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Trappist (Action – Reserve)Okay, well. This is really complicated. Even before jumping in to analyse the card, I can tell you this: this one Kingdom card involves 2 mats at once. This is too much, in my opinion. The idea of upgrading tokens sounds cute, but it’d be better off as its own mechanism instead of trying to cram all rules onto one card. For instance, what does “advancing” a Trappist token mean? Does it mean moving it one space to the right on your mat? I expect that this is the case. Okay so one question down, second question about this one Kingdom card: Do you get all of the left bonuses from the position of your Trappist token when you remove it from the Trappist mat? Anyway, I could go on. Point is, while fun, this is a little too much. I’d rather see such a minigame expanded and bounded by global rules instead of having one card seizing it all for itself.
If you don’t have a token on your Trappist Mat, place one on the “Trash a card from your hand” spot. Put this on your Tavern Mat.
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At the start of your turn, you may call this to take your bonus from the Trappist Mat. If you don’t, choose one: Advance your Trappist tokens; or add a Trappist token.
Way of the Drunk (Way)Wacky! I tried to make such a concept work for a long time before promptly giving up. So much text for something so un-Dominion-y! Here though, I believe you have found a pretty wise solution. You certainly feel like a drunk, mistaking your deck for your discard pile! Thematically pretty on-point here, I’d say.
+1 Action
Turn your deck over so it is face up and shuffle your discard pile then place it face down. Your deck is now your discard pile and your discard pile is now your deck.
(http://wiki.dominionstrategy.com/images/6/60/Coin6star.png) Wine Snob (Action)This is a pretty generous payload card once you get past the Grand Market restriction. And, not unlike Grand Market, winners win more. By that I mean, it’s easier to add these big Payload cards to your deck, because you can use the ones you bought/gained to help you get there. The Treasures costing less clause is hardly a concern in my opinion, since to get a Wine Snob, you do not want Coppers anyway. Or… a payload in the form of Treasures, for that matter. Maybe you’ll float a Gold or two (to help you get that first/second Wine Snob), but I wouldn’t go beyond that. And even then, Golds are unaffected. I will admit that I am not the biggest Grand Market fan, but Wine Snob feels less bad than it. I prefer this than that frustrating Prosperity card for sure!
+(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
+1 Buy
This turn, Treasures costing (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) or less do nothing when played.
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You can’t buy this if you have any Coppers in play.
(http://wiki.dominionstrategy.com/images/6/60/Coin6star.png) Wine Snob (Action)This is a pretty generous payload card once you get past the Grand Market restriction. And, not unlike Grand Market, winners win more. By that I mean, it’s easier to add these big Payload cards to your deck, because you can use the ones you bought/gained to help you get there. The Treasures costing less clause is hardly a concern in my opinion, since to get a Wine Snob, you do not want Coppers anyway. Or… a payload in the form of Treasures, for that matter. Maybe you’ll float a Gold or two (to help you get that first/second Wine Snob), but I wouldn’t go beyond that. And even then, Golds are unaffected. I will admit that I am not the biggest Grand Market fan, but Wine Snob feels less bad than it. I prefer this than that frustrating Prosperity card for sure!
+(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
+1 Buy
This turn, Treasures costing (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) or less do nothing when played.
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You can’t buy this if you have any Coppers in play.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Celebration (Action – Reserve)First of all, I want to say this: welcome back! We missed you around here! :P
+1 Card
+1 Action
Put this on your Tavern mat.
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When you gain a Victory card, you may call this, to exile that card.
Second of all, thank you. For crafting such a simple, elegant, useful and beautiful card. I immediately see the uses of this card, and it’s totally worth existing. Perhaps it fares a little poorly next to Sanctuary, but it’s definitely not strictly weaker. If Adventures and Menagerie had a lovechild, this would’ve definitely been it. Good card, I like it!
Thank you X-tra. I was very happy with my submission for this one, I'm glad you agreed!
However I noticed that the Pint you quoted in your judging is a bit different from the one I posted - you've given it +$3 on play, which I hadn't intended, and would make it broken I think.
Well done LibraryAdventurer.
I think if you actually try out this card you should do it with real pints instead of cards. At least, whenever there is a Pint on your tavern mat you should put a real pint on it, and whenever you call a Pint, you should drink it.Thank you X-tra. I was very happy with my submission for this one, I'm glad you agreed!
However I noticed that the Pint you quoted in your judging is a bit different from the one I posted - you've given it +$3 on play, which I hadn't intended, and would make it broken I think.
Well done LibraryAdventurer.
Oh woops, too right! But it’s ok, I don’t think I paid any attention to that wrong on-play economy I mistakenly added. I was too enamoured by the Pint minigame! So rest assured, my mistake did not influence my judging at all here. :)