Mining Village - Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost.You could play this exactly like the official Mining Village (http://wiki.dominionstrategy.com/index.php/Mining_Village), using the burn ability straight away. Or you could wait and see if that + (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) will be necessary to hit the desired price point, using the burn ability at the Buy phase after your Treasures are played. It's strictly better than the official card, so costs (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png).
+1 Card
+2 Actions
-
[flame]: + (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Slum $3 Action
+2 Actions
+1 Buy
----
[flame]: Discard your hand. +4 Cards.
(https://i.imgur.com/80ozJqgh.png) | Quote Slush Fund • $5 • Action - Duration |
(https://i.imgur.com/V78OWLyh.png) | Quote Slush Fund • $5 • Action - Duration |
May you trigger burn abilitie during an action playing before it be fully resolved?Good question, I guess this would come down to how much tracking is an issue for people. If I were Donald having to consider everybody, I would say no for simplicity. Because we're fans, I might make things a bit more open:
My Submission:This would need an "if this is in play" clause, otherwise would be like an invisible Fair (http://wiki.dominionstrategy.com/index.php/Fair) everyone has to remember they bought....
(https://i.imgur.com/V78OWLyh.png) QuoteSlush Fund • $5 • Action - Duration
At the start of each of your turns, if you have 2 Buys or fewer, +1 Buy.
(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +$4
(This stays in play.)
EDIT: It occurred to me that a player will keep getting the +1 Buy even after they trash their Slush Fund (and don't replace it). I'm probably going to change the card so that doesn't work, but I haven't decided that for sure.
(https://media.discordapp.net/attachments/827692005160648744/958371637256945684/Furnace.png?width=458&height=702)I did mention putting a burn ability on a Duration, but only had on-play Duration effects in mind. Sorry I wasn't clear. Duration burn abilities like this would twist the rules I described a bit, in that this would have to be both set aside and tracking the next-turn +Action at the same time, to be trashed at that turn's Clean-up. I suppose with the on-play not being a Duration tracking isn't too hard here; but it still wouldn't be a card in play for something like Emporium (http://wiki.dominionstrategy.com/index.php/Emporium).
My Submission:This would need an "if this is in play" clause, otherwise would be like an invisible Fair (http://wiki.dominionstrategy.com/index.php/Fair) everyone has to remember they bought....
(https://i.imgur.com/V78OWLyh.png) QuoteSlush Fund • $5 • Action - Duration
At the start of each of your turns, if you have 2 Buys or fewer, +1 Buy.
(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +$4
(This stays in play.)
EDIT: It occurred to me that a player will keep getting the +1 Buy even after they trash their Slush Fund (and don't replace it). I'm probably going to change the card so that doesn't work, but I haven't decided that for sure.
Relocate - Action - $2
+1 Card
+1 Action
-
(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +1 Action and +$1
(https://i.imgur.com/AtYwC7p.png)QuoteRelocate - Action - $2
+1 Card
+1 Action
-
(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +1 Action and +$1
A simple card, that just replaces itself, until you're ready to burn it. Sometimes you'll want to do that to make it a Village (hence the relocate theme), sometimes a Peddler. In a way, it's a Villager / Coffers combo.
Feedback always welcome. (and encouraged!)
I went with "Until you use this card's (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png)" instead of while-in-play, as I think putting the latter on a Duration creates an unnecessary rules issue.This is an excellent fix for all forms of Durations! I didn't twig that they could all be set aside and tracking next turn effects at once, but this solves the problem neatly. I'll add this to the OP:
Lumber Pile - $5
Treasure
$2
+1 Buy
----
§: Trash up to 4 cards from your hand.
Action-Victory - $4
You may trash a card from your hand.
§: +2 Cards and +2 Actions
-
Worth 1VP per 3 Victory cards in the trash.
Witch Trials
$5 - Action - Attack
+$2
+1 Buy
Each other player gains a Curse.
-
Burn: Return up to 2 Curses from your hand or from the trash to the Supply.
If a card has a burn ability and is also a Duration card with a normal next-turn effect, can you use the burn ability when it's someone else's turn?If by normal next-turn effect you mean not having "...if you didn't use this card's (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png)" then I can't see how it could work cleanly. So I'd think it just can't be done.
It is a strong handsize Attack, stronger than Legionary ... but do you really want to blow up your terminal draw for it?Its not terminal draw however I agree but it really depends because it makes your hands biger.
It is a strong handsize Attack, stronger than Legionary ... but do you really want to blow up your terminal draw for it?I think it could also use a thematic improvement. Is there a reason an assassin draws cards? Gives you a buy? (Other cards with this theme, thief, saboteur, cutpurse, etc., do none of these things). An assassin presumably kills for money, and so the card's benefit should be in nabbing treasure, or something along those lines. Perhaps be less concerned about filling design space, and more on coming up with a thematically tight and innovative card.
It is a strong handsize Attack, stronger than Legionary ... but do you really want to blow up your terminal draw for it?I think it could also use a thematic improvement. Is there a reason an assassin draws cards? Gives you a buy? (Other cards with this theme, thief, saboteur, cutpurse, etc., do none of these things). An assassin presumably kills for money, and so the card's benefit should be in nabbing treasure, or something along those lines. Perhaps be less concerned about filling design space, and more on coming up with a thematically tight and innovative card.
County Fair - a rotating split pilePark & Ride is far too similar to Student.
Ticket Booth looks very weak. Terminal sifting is not really a thing with only 1 Card and it does nothing in Kingdom without other Alt-Treasures for a long time (takes a long time until Ride Ticket is more than just a Silver).
I like State Fair though, that is some cool Forager style interaction. But the on-play effect has to be stronger.
Salt Collector • $4 • Action
If there are any empty supply piles, +1 Card and +1 Action.
Trash up to 2 cards from your hand. Gain a copy of any Action trashed this way.
-
§: Trash an Action from the Supply per Action in the Trash.
infangthief | Quote Slum - Action, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost. | Non-drawing Village with +Buy that can be burned for mild draw-to-X. +: the hand change is effective on a burn ability; it's a choice, and doing it later than when played can make more draw. Losing a Village and a +Buy can make a challenging decision. -: Drawing a poor hand with the burn can feel awful. Overview: a useful package for engines or big money (burning while playing Treasures to draw more). Likeable, but possibly it's worth (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png). |
Augie279 | (https://media.discordapp.net/attachments/827692005160648744/958371637256945684/Furnace.png?width=458&height=702) | Smithy that can be burned for now and next turn Village. +: Draw that burns for +Actions is a simple and effective use of the mechanic. -: As already mentioned, tracking the next turn burn effect is awkward. Overview: if the (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png) gave +2 Villagers instead, that might make a compelling card. |
emtzalex | (https://i.imgur.com/80ozJqgh.png) | Fair as a Hireling (http://wiki.dominionstrategy.com/index.php/Hireling) variant that can be turned off for a (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) refund. +: Carrying a lump of money over to a future turn is a good way to use the burn mechanic, being limited to cards in the Supply unlike Coffers. -: nothing wrong really, I'm just not too excited by this. Overview: very much a plan ahead card, since it's not the best for early +Buys. Because it's a (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png), I guess players will almost always get this thinking ahead to Provinces/relevant win condition, and not to building. At (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) giving less (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png), it may help build too. I think this is what's boring me. |
scolapasta | (https://i.imgur.com/AtYwC7p.png) | A Coffers and Villager in one, as a card. +: very simple, it can be used just like a Villager and/or a Coffers. -: perhaps not too interesting because this almost already exists in more flexible forms; a Villager can let terminal draw be played first in a turn, but this needs to be played before terminal draw to work. Overview: it can exist, a (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) that never hurts the deck, but it won't add much excitement. |
Xen3k | (https://live.staticflickr.com/65535/51973134697_03a2466bfd_b.jpg) | One-shot trasher and payload in one. +: the (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png) adds an alternative early game function to an otherwise mid to late game card; a nice use of the mechanic. It has pleasing niches over other trashers. -: with payload including +Buy and mass trashing, this may dictate the way every game it's in is played. With no other trashing, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)/(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) openings are at a huge advantage. Overview: perhaps a cheaper variant trashing fewer cards and giving (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) would be less dictating and be accessible to everyone regardless of opening. |
Timinou | (https://i.imgur.com/O5Inj4E.png) | Engine support that may become alt VP later. +: A tempting trasher that can disappear when it's done or if the burn boost is needed now, that can also have strong reason to keep around. It makes interesting decisions while being interactive. -: the VP strength is affected by the number of players in the game, especially without Shelters. Overview: somehow make the VP work around player number, and this could be interesting. |
LibraryAdventurer | Quote Witch Trials - Action Attack, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost. | A curser that can keep the pressure on a long time. Burning during the on-play effect could be relevant as Curses can be pulled out from the trash to give out should the pile be empty. +: It's a much gentler Witch that has an interesting choice with its (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png). Having to trash the card to put Curses back into the Supply stops cursing going on indefinitely. -: behaviour will be a bit different with number of players; 2 returned Curses will be given out in one attack in 3-player, but not in 2. Overview: I started out not liking this - returning Curses never seemed doable - but I've warmed to it. It appears to be a high skill curser, which not many of the official ones are, involving thought about having the fewest Curses long term. |
Joxeft | (https://trello.com/1/cards/622148ff423fd06905f52c39/attachments/624872dad7c2676f341917db/download/Assassin.png) | Next-turn hand size increaser or one-shot Attack with 3-card Minion. I assume the next turn +2 Cards +1 Buy first checks the (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png) hasn't been used. +: The on-play can defend against the attack, if one doesn't use the (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png). -: the attack can be used politically in 3+ players; one can wait until the player to the left has had their turn. Yes their next turn will be weaker, but they may not get a next turn. Overview: this card helped me see that a Duration (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png) attack isn't safe ground. |
fika monster | (https://i.imgur.com/5typr6H.png) | Weak engine assistance that burns to grant the Cavalry effect. +: There are several fun combos; like gaining and buying things to the top of the deck, drawing them with the (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png) and having the +Actions to play them. -: nothing much can be wrong with this, only its similarity to Cavalry. Even then, the timing of the return to Action phase creates different play. Overview: safe and interesting. |
UltimateGeek | (https://tinyurl.com/cf-park-n-ride-1-1-img)(https://tinyurl.com/cf-ticket-booth-1-1-img) (https://tinyurl.com/cf-ride-ticket-1-0)(https://tinyurl.com/cf-state-fair-1-1-img) | Rotating split pile focused on the powerful top trasher and the bottom VP card. As yet, I've had no play experience with rotating piles. +: scaling payload in Ride Ticket could be interesting in a rotating pile. -: The best Treasure Ticket Booth can get is often Silver; it helps to patch up economy loss from Park & Ride trashing, but is still a weak (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). There's no urgent rush to trash the State Fairs since they're cantrips, so Ride Ticket won't often do much. Overview: Park & Ride is very desirable, so these County Fairs will likely rotate. Ticket Booth could easily be ignored unless a nice (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Treasure is in the game. Ride Ticket could become a cheap Gold later, and until then will be skipped. State Fair is a good pick-up worth contesting, an easier Distant Lands (http://wiki.dominionstrategy.com/index.php/Distant_Lands). So, as is, the game flow with this pile seems quite scripted, and the two middle cards could be strengthened with more independent use. |
spineflu | (https://trello.com/1/cards/624c56e94f022744061e891c/attachments/624c56ee4d21ab8364064a65/previews/624c56f04d21ab8364064b47/download/image.png) | Deck thinner that can be used later as a Supply emptier. +: it makes large on the unconventional way to end the game while providing a constant self benefit. -: it could put huge pressure on with explosive emptying potential. Several factors can make it crazy: more players; presence of certain cards like Cultist (http://wiki.dominionstrategy.com/index.php/Cultist) or Necromancer (http://wiki.dominionstrategy.com/index.php/Necromancer); if this is the only trasher. Overview: a radical fan card that may spice up a few games, but I wouldn't think too many. Sometimes this won't be welcome on the table. |
Im on a new medication and is feeling somewhat under the weather. could i nominate someone else to make the theme and judgement for next week?
Ok.Im on a new medication and is feeling somewhat under the weather. could i nominate someone else to make the theme and judgement for next week?
Of course! I hope you get better soon.
Traditionally, we've let the Runner Up take over if the Winner can't, so maybe LibraryAdventurer will be kind enough to take over.
(https://i.imgur.com/pa5BVIYh.png) | Quote Ronin • $4 • Action |
(https://i.imgur.com/1VEOSDQh.png) | Quote Fueller • $5 • Action |
(https://i.imgur.com/ZGj0VjIh.png) | Quote Stash House • $4 • Action |
(https://i.imgur.com/RbPEiIdh.png) | Quote Strategic Hero • $5 • Action |
(https://i.imgur.com/XvFzNd6h.png) | Quote Wicked Little Town • $3 • Action |
(https://i.imgur.com/gCEv89dh.png) | Quote Martyr • $4 • Action |
(https://i.imgur.com/J59iC2xh.png) | Quote Well-Fed Workshop • $4 • Action |
(https://i.imgur.com/HzsPcq4h.png) | Quote Toadies • $2 • Action - Liaison |
(https://i.imgur.com/G3XUaGih.png) | Quote Lost Memorial • $4 • Action - Victory |
(https://i.imgur.com/CdGmjfOh.png) | Quote Evil Eye • $0 • Action - Attack - Curse |
(https://i.imgur.com/5YtUIHLh.png) | Quote Novelties • $1 • Treasure |
(https://i.imgur.com/8E00Mvbh.png) | Quote Quicksilver • $4 • Treasure |
(https://i.imgur.com/qRPzm7Jh.png) | Quote Postal Route • $4 • Action |
(https://i.imgur.com/HqKU7wnh.png) | Quote Chinatown • $4 • Action - Level |
(https://i.imgur.com/T8wt8zkh.png) | Quote Matriarch • $6 • Action - Kin |