For Renaissance, the Artifacts did not work out so great. Maybe the best move there is to save them for the next set and see if I improve them. ... I like Flag Bearer and Swashbuckler; so, two cards, not really enough, save Artifacts for when I have more.
Feedback is appreciated. |
(https://cdn.discordapp.com/attachments/983012263751458848/983017688089628722/Doorbell1.png) | (https://cdn.discordapp.com/attachments/983012263751458848/983017687385006100/Doorbell2.png) |
Quote Door - Action - Reaction - Cost: 4$ | Quote Doorbell - Artifact |
(I had a quick check and couldn't see an Artifact contest before - if it has already been done let me know.)It appears that WDC 47 already did an artifact contest, though it specifically asked for an event+artifact.
Heres an Ally that uses ArtifactsI don't think this will work well with Importer. You never want to take an Artifact because your opponent will just take it from you and then get to keep it.
(https://i.imgur.com/k6mqJyW.png)
What if door is the only card that discards cards in the kingdom? If it is I don't really want to discard doors most of the time to get the doorbell so the doorbell is useless unless you have a bunch of doors.Playing two doors means you'll have to discard two of your other three cards, so I think you'd usually just discard a door there. If you only have one door in hand, you have no choice anyways. Buying another door to discard is only 1 buy and 4$ to be able to take the doorbell many times in future turns, which I consider much cheaper than anything that lets you pay to take it once. In the end, there are two ways (I think) to play doors (assuming no other discarder): Either take one or two (more in slogs) and be ready to discard a copper or victory card, or take as many as possible to have it function as sifting village (with doorbell).
Well-spotted.(I had a quick check and couldn't see an Artifact contest before - if it has already been done let me know.)It appears that WDC 47 already did an artifact contest, though it specifically asked for an event+artifact.
Witch in Training - $3
Action
+2 Cards
-
When you gain this, take the Broom.
Broom
Artifact
When you play a Witch in Training, each other player gains a Curse, then pass this to the player to your right.
Heres an Ally that uses Artifacts
v2
(https://i.imgur.com/6sKjZg0.png)
And an artifact (well its really just transmogrify as an artifact)
(https://i.imgur.com/zhuJ7z1.png)
(https://i.imgur.com/hTYnfbXh.jpg)
You might want to size this up a bit, instead of width do height.
Like this:
(https://i.imgur.com/hTYnfbXh.jpg)
Mystery BoxThis is like as good as village for $2.
Artifact
At the start of your turn receive the next Boon.
Night Porter
Night
$2
Choose two: Gain a Horse; +1 Villager; +1 Coffer (The choices must be different).
You may discard a non-Victory card costing $2 or more to take the Mystery Box.
(https://i.imgur.com/SjGT9cIh.png) | Quote Junk • $4 • Action - Duration |
(https://i.imgur.com/qJ2AFQIh.png) | Quote Smuggler's Map • Artifact |
Mystery BoxThis is like as good as village for $2.
Artifact
At the start of your turn receive the next Boon.
Night Porter
Night
$2
Choose two: Gain a Horse; +1 Villager; +1 Coffer (The choices must be different).
You may discard a non-Victory card costing $2 or more to take the Mystery Box.
(https://i.ibb.co/vXqCj14/Astronomer-v1-1.png)
(https://i.ibb.co/6n8LB0G/Telescope-v1-0.png)
I will say from playtesting experience that the Telescope effect is super nuts. I'm guessing it's too strong for an Artifact like this. Luckily it's very easy to tone down by tweaking the number of cards, if you should decide to do so.Alright, Makes sense. I'm considering either 3 or 4, I'll go with 3 to be safe. Updating...
(https://i.imgur.com/ipkS6U0.png)(https://i.imgur.com/rf4ztnf.png)I don't like that the player to your left always gets the tool box if they don't have it. Having +1 Action at the start of each of your turns is in most scenarios if its not taken from you in 2 turns or less is much better then +2 Action every 3 to 8 turns or so making this a piece of junk if its not being used by 2 players or more which messes up the whole card.
making this a piece of junk
overpowered villages.I love this ;D
This cannot be fixed via changing the costs. The simply problem is that the gift for the other players is not much of a gift in the presence of DoubleSplitters that do nearly the same thing as the Artefact.
If the Kingdom card did something else, a Baracks Artefact would be much stronger.
This cannot be fixed via changing the costs. The simply problem is that the gift for the other players is not much of a gift in the presence of DoubleSplitters that do nearly the same thing as the Artefact.
If the Kingdom card did something else, a Baracks Artefact would be much stronger.
Saying that the power level of the card can't be fixed by changing the cost seems crazy to me. I don't see how this wouldn't almost always be worse than Port at 4 for instance. What am I missing?
This cannot be fixed via changing the costs. The simply problem is that the gift for the other players is not much of a gift in the presence of DoubleSplitters that do nearly the same thing as the Artefact.
If the Kingdom card did something else, a Baracks Artefact would be much stronger.
Saying that the power level of the card can't be fixed by changing the cost seems crazy to me. I don't see how this wouldn't almost always be worse than Port at 4 for instance. What am I missing?
I think what he means is that the concept of the card can't be fixed by changing the cost. The problem with Charitable Village isn't necessarily the power level, it's that the Artifact and the effect of the card are redundant. The effect of the card makes the Artifact's Barracks effect nigh irrelevant.
Builder
Action - $4
Gain a card costing up to $4. Choose one: +$1, or take the Hammer.
Hammer
Artifact
When you shuffle, first gain a card costing up to $4.
I wanted to make an Artifact that gives interesting tactical choices. If you're not about to shuffle, there's more of a risk that another player will snatch the Hammer away from you before you can use it. And getting stuck with it when all the good cheap cards are gone isn't good either. But maybe you want it at the very end to gain some Estates.
Also, this + Gamble is pretty ridiculous.Builder
Action - $4
Gain a card costing up to $4. Choose one: +$1, or take the Hammer.
Hammer
Artifact
When you shuffle, first gain a card costing up to $4.
I wanted to make an Artifact that gives interesting tactical choices. If you're not about to shuffle, there's more of a risk that another player will snatch the Hammer away from you before you can use it. And getting stuck with it when all the good cheap cards are gone isn't good either. But maybe you want it at the very end to gain some Estates.
this + warehouse/forums (or other cycling) ends games real fast
unsure whether thats a feature or a bug
Greengrocer • $2P • Action
+1 Card
+1 Action
+1 Buy
+$1
When you buy this, you may overpay. If you do, take the Secret Ingredient
Secret Ingredient • Artifact
At the start of your turn, +P
Builder
Action - $4
Gain a card costing up to $4. Choose one: +$1, or take the Hammer.
Hammer
Artifact
When you shuffle, first gain a card costing up to $4.
I wanted to make an Artifact that gives interesting tactical choices. If you're not about to shuffle, there's more of a risk that another player will snatch the Hammer away from you before you can use it. And getting stuck with it when all the good cheap cards are gone isn't good either. But maybe you want it at the very end to gain some Estates.
this + warehouse/forums (or other cycling) ends games real fast
unsure whether thats a feature or a bug
Telescope + Astronomer | by Builder_Roberts |
Cursed Stone + Road | by Joxeft |
Seal of Loyalty + Pawn Shop | by Augie279 |
Doorbell + Door | by J410 |
Magic Brew + Scientist Association | by fika monster |
Quill + Scribe | by 4est |
Broom + With in Training | by faust |
Building Permit + Reconstruct | by AJL828 |
Mystery Box + Night Porter | by xyz123 |
Smuggler's Map + Junk | by emtzalex |
Toolbox + Charitable Village | by Galaxi |
Hammer + Builder | by Commodore Chuckles |
Secret Ingredient + Greengrocer | by spineflu |
Telescope + Astronomer by Builder_Roberts | (https://i.ibb.co/vXqCj14/Astronomer-v1-1.png)(https://i.ibb.co/r7jZrPj/Telescope-v1-1.png) | A Laboratory where you get to pick 2 cards from 4 sounds strong already, then the possibility of a free Warehouse effect at the end of your turn. But then $6 is a lot, so maybe ok. An interesting twist might be if the Telescope made you topdeck instead of discard, then you could use it to help set up for regaining it with an Astronomer next turn (though that might increase the game-slowing decisions). Either way, looks like a good Navigator replacement. |
Cursed Stone + Road by Joxeft | (https://trello.com/1/cards/628d543bace9d953b16b5090/attachments/62a352a16e71e935d3248ac8/download/Road.png)(https://trello.com/1/cards/628d543bace9d953b16b5090/attachments/62a352a4b7f79a09d69683b5/download/Cursed_Stone.png) | Silver with a bonus if you're happy to restrict your buying choices. DXV has said he doesn't like $4 Silver+ cards, because people just buy them when they would have bought Silver anyway. I'm not sure I agree with him, so I'm not going to count that against this card. Cursed Stone is an interesting penalty that will always be relevant - at the very least it prevents you buying more Roads, Silvers or Golds, and there are nearly always Action cards with $ in them. |
Seal of Loyalty + Pawn Shop by Augie279 | (https://media.discordapp.net/attachments/827692005160648744/982745506688168067/Pawn_Shop1.png)(https://media.discordapp.net/attachments/827692005160648744/982745085336780801/Seal_of_Loyalty.png) | This does a lot! Double Broker, with the option to get the Artifact. Seal of Loyalty is very useful, especially with future Pawn Shops (if you still have it when you play them). Very good thematically too. |
Doorbell + Door by J410 | (https://cdn.discordapp.com/attachments/983012263751458848/983017688089628722/Doorbell1.png)(https://cdn.discordapp.com/attachments/983012263751458848/983017687385006100/Doorbell2.png) | This seems very weak to me, because discarding a card hurts a lot. At $3 this would be fine. Having Doorbell is an advantage, but using it just gives me a Village with a little bit of sifting, which is hard to get excited about. |
Magic Brew + Scientist Association by fika monster | (https://i.imgur.com/6sKjZg0.png)(https://i.imgur.com/zhuJ7z1.png) | I like the Magic Brew effect; permanent Transmogrify seems very strong (though I think the wording needs improving - see other exchange cards). And I like the Ally's pick your own Artifact idea, great flexibility. "Usable" would need defining in an FAQ. I think it still has the Importer problem that faust pointed out. |
Quill + Scribe by 4est | (https://i.imgur.com/2pPIHp5.png)(https://i.imgur.com/d3QIYqo.png) | Scribe/Quill seems really interesting. At first I thought it was so overpowered, like if you start your turn with Quill then your first Scribe is a Village and all subsequent Scribes are Lost Cities. But then I realised that, if it is that powerful, then you're very unlikely to start your turn with the Quill (but you still have the penalty of 1 fewer card end of last turn). So, a high risk strategy which kind of forces your opponent to mirror you. How does Quill work if you've played Outpost? Finalist |
Broom + Witch in Training by faust | (https://i.imgur.com/SQYsqPl.png)(https://i.imgur.com/ZRcySHA.png) | Another step down the Witch ladder, and I like the theme of the Witch school having only one broom to go round everyone. The only way to give out more curses than your opponents is to get extra copies, which is a different dynamic than standard Witch. And very interesting I think. In multiplayer it would be annoying if the player on your left decides not to get any Witches in Training, but that does increase the interdependence of different players' strategies. Finalist |
Building Permit + Reconstruct by AJL828 | (https://i.imgur.com/2n6Golkh.jpg)(https://i.imgur.com/hTYnfbXh.jpg) | Remodel variant that gains to your hand. The Building Permit looks like a powerful Artifact that will be fought over, which is good, but getting it is probably hard enough that there is some chance you will still have it at the start of your next turn. There is also the possibility of using Building Permit on the same turn that you get it, if you try hard. |
Mystery Box + Night Porter by xyz123 | Quote Mystery Box Quote Night Porter | Another strong Artifact that you can get by handicapping yourself. Seems like a great use of Boons and I like the Night Porter options, though I think it should probably cost $4. The choice of whether to take the Mystery Box is probably well balanced in some kingdoms (eg is it worth holding back a Silver to take it?); in others I think you'll hardly ever get to keep the Mystery Box till the start of your next turn, but at least it will be always influencing play. Finalist |
Smuggler's Map + Junk by emtzalex | (https://i.imgur.com/SjGT9cIh.png)(https://i.imgur.com/qJ2AFQIh.png) | Laboratories that stay out an extra turn, so long as you play at least one per turn. And if everyone does that then everyone has the Smuggler's Map whenever they need it, all very harmonious. Seems solid, similar to Caravan but with a bit more to think about. |
Toolbox + Charitable Village by Galaxi | (https://i.imgur.com/ipkS6U0.png)(https://i.imgur.com/rf4ztnf.png) | A cheap double-Village, with the drawback of giving someone else an extra Action at the start of their turn, which is handy for them for engine reliability. I'd be inclined to make it so all other players start with an extra Action, and increase the cost to $3, but might be fine as is. |
Hammer + Builder by Commodore Chuckles | Quote Builder Quote Hammer | The Hammer ability seems really good, and the Builder choice makes you estimate when you next expect to shuffle. I like "when-shuffle" triggers. I was going to say that a workshop with +$1 already seems too strong for $4, but there is Inventor, so I must be wrong there! Finalist |
Secret Ingredient + Greengrocer by spineflu | (https://trello.com/1/cards/62a3550215c2f10a542c85a9/attachments/62a3552bfa5fc607d27187a7/previews/62a3552dfa5fc607d27188be/download/image.png)(https://trello.com/1/cards/62a3550215c2f10a542c85a9/attachments/62a35524b8383a7ba9a871ba/previews/62a35525b8383a7ba9a87319/download/image.png) | A Market with a Potion cost. It's all about getting the Secret Ingredient, for which you will need an ordinary Potion and $3. Then once you've got it you can get Greengrocers really fast, and much easier to get any other Potion-costing cards, until someone takes the Secret Ingredient off you. Fun but very swingy. |