(https://i.ibb.co/s5TFJqM/Cart-lI.png) | Quote Cart - $3* |
This is a one-shot non-Supply card like Horse. Notable differences
are that the strength of Cart depends on the number of empty piles
(note: any piles, not only Supply piles) and that the number of
cards in the Cart pile is more limited, i.e. 8 for 2 players and 2
more for each additional player.
Please note that for both versions, all empty piles (not only Supply piles) count for an upgrade of Cart. While there is no official card that has such an instruction as far as I am aware of, piles should be defined as being set up at the start of the game (or if a Fan-made or future official card would allow to form a pile later in the game, it should define it as such). All cards of a non-Supply pile are labeled with “(This is not in the Supply.)” and I think no other cards (e.g. Heirlooms, Shelters, Zombies) that are not part of a non-Supply pile have this note. An exception is the Black Market deck for obvious reasons. It is defined as a “deck” by the card’s set-up instructions. In relation to Cart, I count it as a pile, though in practice that should be rarely relevant anyway.I will be interpreting this as meaning that landscape cards such as Artifacts and States are not considered piles that can be depleted and power up Cart. /End of Edit
(https://i.ibb.co/K7nkvB0/Glass-Slipper.png) (https://i.ibb.co/6BQvJ7w/Hector.png) (https://i.ibb.co/QHjt0Wk/Sleepy-Hollow.png)
Glass Slipper
$3 - ActionQuote
+2 Cards
You may discard a card
to gain a Cart. Hector
$3 – ActionQuote+$2
If one or more piles are
empty, gain a Cart.
-----------------------
When you gain this, if no
pile is empty, +1 Villager. Sleepy Hollow
$4 – Action – Attack - LooterQuote
Gain a Cart.
Each other player may
discard a Cart to draw a
card. If they don’t, they
gain a Ruins.
Advocatus • $5 • Action
+3 Cards
Choose one: +1 Buy; or you may discard an Action card to gain a Cart.
Are States and Artifacts part of non-supply piles? If, for instance, someone takes “Lost in the Woods”, does that power up Carts?
Please note that for both versions, all empty piles (not only Supply piles) count for an upgrade of Cart. While there is no official card that has such an instruction as far as I am aware of, piles should be defined as being set up at the start of the game (or if a Fan-made or future official card would allow to form a pile later in the game, it should define it as such). All cards of a non-Supply pile are labeled with “(This is not in the Supply.)” and I think no other cards (e.g. Heirlooms, Shelters, Zombies) that are not part of a non-Supply pile have this note. An exception is the Black Market deck for obvious reasons. It is defined as a “deck” by the card’s set-up instructions. In relation to Cart, I count it as a pile, though in practice that should be rarely relevant anyway.
(https://i.imgur.com/dXPUlw7.png)
(https://i.imgur.com/dXPUlw7.png)
Is it intended for you to gain a Cart anyway? So, why put it conditionally?
(https://i.imgur.com/dXPUlw7.png)
Is it intended for you to gain a Cart anyway? So, why put it conditionally?
Oh yeah, good point. You always get a Cart. It should just say "Gain a cart." I'll fix it later
(https://i.imgur.com/dXPUlw7.png)
Is it intended for you to gain a Cart anyway? So, why put it conditionally?
Oh yeah, good point. You always get a Cart. It should just say "Gain a cart." I'll fix it later
Technically, there is a way to not gain a Cart.
1. Get exactly (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) cost reduction.
2. Gain a card that costs (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) (after cost reduction).
3. Play Farrier and gain a Wayfarer (which currently costs (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)).
4. Use Architects' Guild to gain a Skulk off of gaining the Wayfarer.
5. Gain Gold from Skulk's on-gain.
^ All of this occurs as part of resolving Farrier's "gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)" instruction.
6. Wayfarer now costs (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png), so Farrier does not gain a Cart.
New entry: Wanted a simpler card, and wanted to make an ally.
(https://i.imgur.com/u2RPHQn.png)
Gaining extra actions with favors seemed like a niche that wasnt filled in this expansion. Since extra actions AND money is very good, i made it cost 2 favors. Might still be too good. maybe it should be topdecked or put in the discard pile?
Are States and Artifacts part of non-supply piles? If, for instance, someone takes “Lost in the Woods”, does that power up Carts?
Redacted entry: not my entry anymore, way too much text tbh.
(https://i.imgur.com/HtPBdJL.png)
Get a ton of cards with this packrat! First you can play a card with it, and then you later get some draw with a horse, some actions with the cart and some money too! This clogs your deck of course, But if you happen to get one of those in your hand with this, you can play that non-supply card again! And if you happen to have travellers or spirits in the mix, well, this whole kingdom can explode.
- Wanted to make a card that just creates a lot of non supply cards: seems like a fun idea.
You may play an Action or Treasure from your hand. If it's from a Supply pile, gain a Horse, a Spoils, and a Cart. Otherwise, play it again and then return it to its pile.It doesn't work the way you intend as you worded it, because the Action or Treasure you play is never in the Supply; it's in play. Its pile is in the Supply and copies of it are in the Supply (assuming the pile isn't empty), but the card itself is not in the Supply.
My recommended wording:QuoteYou may play an Action or Treasure from your hand. If it's from a Supply pile, gain a Horse, a Spoils, and a Cart. Otherwise, play it again and then return it to its pile.
Salt Merchant • $5 • Action - Attack
Trash an Action from the Supply.
Each other player discards a copy of it from their hand (or reveals they can't).
For each additional type it has, gain a Cart.
My recommended wording:QuoteYou may play an Action or Treasure from your hand. If it's from a Supply pile, gain a Horse, a Spoils, and a Cart. Otherwise, play it again and then return it to its pile.
I think this wording maybe would be a bit confusing, because of the different temporal instances of the two words "from". The first "from" means where the card imediatelly came from (the hand) and the second where it came from the first time it was gained (the supply). Sounds a bit weird, "play from your hand"... "if it's from supply...".
Edit: another question: what would you do if the card originally came from Black Market deck? Could we call it "pile"?
Edit 2: Anyway, these are just retoric questions, since fika monster already changed their entry.
New entry: Wanted a simpler card, and wanted to make an ally.
(https://i.imgur.com/u2RPHQn.png)
Gaining extra actions with favors seemed like a niche that wasnt filled in this expansion. Since extra actions AND money is very good, i made it cost 2 favors. Might still be too good. maybe it should be topdecked or put in the discard pile?
<Cart's Men Guild v2>(Personally, I thought it was fine costing 2 favors. There are already some allies with very strong effects for 1 or 2 favors.)
Also, I think the name should be Cartmen's Guild? Cart's Men Guild sounds weird.
(https://media.discordapp.net/attachments/827692005160648744/951674572355301416/Sweets_Shop.png?width=441&height=676) | Sweets Shop by Augie279 Quote Sweets Shop - $3 Sweets Shop is a terminal draw to 6 card that allows you to purchase Carts. It also reduces the cost of Carts. I really like the interaction between Carts and "Draw to..." cards. I don't like the cost reduction, and having it drop the cost of Carts to $0 with 2 of these in play seems busted, even with the limited size of the Cart pile. I think at $3, this card does a bit too much, but dropping the cost reduction feels more balanced. I wouldn't mind trying out a few other versions of this to see how they play. Good job! |
(https://i.imgur.com/LsmiDGbh.png) | Advocatus by emtzalex Quote Advocatus - $5 Advocatus is a Smithy+. I really like this card. Carts work well with terminal draw, and the ability to discard an Action card for a Cart after drawing 3 terminally is a great idea. Not much feedback here, but this is a solid design. |
Garbage Day by lompeluiten Quote Garbage day - $3 | Garbage day is an Event that is similar to Bonfire and Ride (only for Carts). This is doing some really cool stuff. In addition to getting you a Cart and trashing junk in play, it trashes an Action card from the supply. This does a few things, it progresses the game state closer to a 3 pile ending, combos with cards like Necromancer, and it works to power up Carts. I really like this. I am unsure how balanced it is at $3, but the +1 Buy can always be removed if it appears to be too easy to use during playtesting. |
(https://uploaddeimagens.com.br/images/003/765/970/full/Cart_Renew.png?1646988072) | Cart Renew by Carline Quote Cart Renew - $5 Cart Renew is a Duration source of Carts that allows you to keep the Carts in your deck instead of returning them to their pile when played. I have always liked this concept of keeping temporary cards around. I am unsure how annoying this will be for others that are unable to get new Carts with the pile being limited, but if Cart Renew is the only source of Carts it will just become a bit of a race for the Carts. Good solid design. |
(https://i.imgur.com/aABJpDi.png) | Farrier by Timinou Quote Farrier - $4 Farrier is a Workshop+. I really like the idea of a getting a bunch of Carts and Horses in my deck. It may be a little undercosted, but that would be something to figure during playtesting. Really nice design. |
Roadway by NoMoreFun Quote Roadway - $5 | Roadway is another gainer like Farrier. This one is closer to the likes of Falconer. I like that every player gets the card gained if you get it to your hand and the price seems spot on with that drawback, however I am unsure if the wording is right for how you intend it to function. As it is right now, it is not optional for the other players to gain a copy of the card gained to hand. That seems more like an Attack, and so the card should get that type if that is how it is intended to function. If the intention is to be an optional gain for other players, the text should be updated to reflect that. Really good design either way. |
Salt Merchant by spineflu Quote Salt Merchant - $5 | Salt Merchant is a really cool hand size attack card. It enables itself by having more than one type, which also protects the player from Salt Merchants. A really innovative attack. I also like how it powers up Carts by getting rid of cards in the supply as part of it's attack. I can see the Cart gaining portion of the card taking a back seat to the targeted discard attack in some kingdoms, especially if Salt Merchant is the only Action card with additional types, but I really like the strategic choices this poses. Great design! |
(https://i.imgur.com/26N5m2H.png) | Cartmen's Guild by fika monster Quote Cartmen's Guild Cartmen's Guild is a simple Ally that gains a Cart to your hand at the start of your turn. I agree that 2 Favors is probably the right price, but gaining it to your hand may make Liaisons pretty centralizing. I do like the choice between getting the early boost from Carts, or saving some Favors for later after powering up the Carts. If playtesting shows it is too centralizing you can always bump up the Favor cost. Good design. |
(https://trello.com/1/cards/6221490a7284da048cc36ecd/attachments/623277e54c4f9e70e6beef00/download/Way_of_the_Workhorse.png) | Way of the Workhorse by Joxeft Quote Way of the Workhorse Way of the Workhorse is a simple Way that gets Carts. Getting both Way of the Ox and Sheep, but delayed, seems really strong, but I feel that delay balances this pretty well. I can also see this becoming a Cart race as playing a Cart, returning it, then playing a Cart as Way of the Workhorse sounds like some fun. Could become annoying for those that were late to get Carts. Great simple design! |
Salt Merchant • $5 • Action - Attack
Trash an Action from the Supply.
Each other player discards a copy of it from their hand (or reveals they can't).
For each additional type it has, gain a Cart.
interesting card: how come it costs 5$ and not 4$?
Im not sure why, but it feels like it lacking something. can't pinpoint it.