I want to upgreade the feast:
Banquet $5
Action
+1 action
Gain an card costing up to $6
Trash this card
-
When you trash this card, gain 2vp
I think it gives card does give some play. You can do duchy rushes, or gain some vital points in an spilt situation.
Way of the Turkey
Way - Liaison
+3 Favors
Each other player gets +1 Favor.
(This counts as playing a Liaison.)
Meal - $2 - Action/DurationA non-terminal Duration-feast.
+1 Action
At the start of your next turn, trash this and gain a card costing up to $5.
Previous version
(https://i.vgy.me/IoWL3j.png)QuoteMeal - $2 - Action/Duration
+1 Action
At the start of your next turn, trash this and gain a card to your hand costing up to $5.
Probably too powerful for $2, but you get the concept. Cheaper Duration Feast that puts the card into your hand. Could probably stand to lose the +Action.
(https://i.vgy.me/IoWL3j.png)QuoteMeal - $2 - Action/Duration
+1 Action
At the start of your next turn, trash this and gain a card to your hand costing up to $5.
Probably too powerful for $2, but you get the concept. Cheaper Duration Feast that puts the card into your hand. Could probably stand to lose the +Action.
This is way too good. I'd argue this is stronger than Feast, since it's non-terminal and gets the gained card immediately next turn. Pretty much the only time this isn't better than Feast is if the gained card is a Victory card, or if you have enough draw to play a Feast and then draw the gained card in the same turn. I don't think this works at any price.
This is way too good. I'd argue this is stronger than Feast, since it's non-terminal and gets the gained card immediately next turn. Pretty much the only time this isn't better than Feast is if the gained card is a Victory card, or if you have enough draw to play a Feast and then draw the gained card in the same turn. I don't think this works at any price.
Yeah, definitely needs to lose the +Action then.
The same argument still applies even without the +Action. I think it might be fine if it instead dropped the "to hand."This is way too good. I'd argue this is stronger than Feast, since it's non-terminal and gets the gained card immediately next turn. Pretty much the only time this isn't better than Feast is if the gained card is a Victory card, or if you have enough draw to play a Feast and then draw the gained card in the same turn. I don't think this works at any price.Yeah, definitely needs to lose the +Action then.
The same argument still applies even without the +Action. I think it might be fine if it instead dropped the "to hand."This is way too good. I'd argue this is stronger than Feast, since it's non-terminal and gets the gained card immediately next turn. Pretty much the only time this isn't better than Feast is if the gained card is a Victory card, or if you have enough draw to play a Feast and then draw the gained card in the same turn. I don't think this works at any price.Yeah, definitely needs to lose the +Action then.
Feast was not removed because it was too weak but because it was too boring.The same argument still applies even without the +Action. I think it might be fine if it instead dropped the "to hand."This is way too good. I'd argue this is stronger than Feast, since it's non-terminal and gets the gained card immediately next turn. Pretty much the only time this isn't better than Feast is if the gained card is a Victory card, or if you have enough draw to play a Feast and then draw the gained card in the same turn. I don't think this works at any price.Yeah, definitely needs to lose the +Action then.
Worth remembering that Feast is stupidly weak though, so being almost always stronger than it is not necessarily a problem.
(https://i.imgur.com/wIBYD9q.png)
Sweets
+2 Coffers
Simple, but good
$4
(https://i.imgur.com/wIBYD9q.png)
Sweets
+2 Coffers
Simple, but good
$4
This is far too strong for only $4. Both a $4 Silver+ and a $4 card that gives +2 Coffers have both been tested and been shown to be too good. Adding some negative effect to this card could help out and make it more interesting (something to play off the idea that sweets are bad for you?)
Meat Pie - $5
Treasure - Liaison
Reveal up to two cards from your hand. For each different card type they have, choose a different thing: +$2; +1 Buy; +1 Villager; +1 Favor; Gain a Silver; Gain a Horse.
Gluttony - $4
Action
+1 Card
+1 Action
This turn, you can't play Silvers from your hand, and cards everywhere cost $1 less.
Silver Spoon - $3
Treasure - Heirloom
Choose one: Trash a Copper from hand then gain a Silver to hand; +1 Buy; or +$1.
So i tried a few different names, but most were too complex so i settled for something simple.Duration cards only stay in play if there is something to track on a future turn. So if you choose the first option then it won't stay in play... which makes this card strictly better than Laboratory!
(https://i.imgur.com/RDOwiiZ.png)
Even if it did stay in play on the Laboratory option (which it doesn't), it would still be too powerful at $3. Compare it to Caravan, which costs $4 and doesn't give you the Lab effect until next turn (in addition to not having the other option).So i tried a few different names, but most were too complex so i settled for something simple.Duration cards only stay in play if there is something to track on a future turn. So if you choose the first option then it won't stay in play... which makes this card strictly better than Laboratory!
(https://i.imgur.com/RDOwiiZ.png)
Dough
$2
Night - Duration
Set aside any number of cards from your hand face down. At the start of your next turn, put them into your hand.
Yeast
$6
Action - Duration
At the start of your next turn, +$1 per card in your hand.
Even merely the secondary option would be too strong at $3.Even if it did stay in play on the Laboratory option (which it doesn't), it would still be too powerful at $3. Compare it to Caravan, which costs $4 and doesn't give you the Lab effect until next turn (in addition to not having the other option).So i tried a few different names, but most were too complex so i settled for something simple.Duration cards only stay in play if there is something to track on a future turn. So if you choose the first option then it won't stay in play... which makes this card strictly better than Laboratory!
(https://i.imgur.com/RDOwiiZ.png)
Even having it be +1 Card +1 Action now would be strong, since you could buy them for the next-turn effect (which is stronger than Caravan's) but still have the cantrip option to keep them from harming you if you drew them too early. You might even be able to knock a card off of both options, which would still make it a useful tool for boosting the reliability of your engine (I'd buy it in most games), although I don't know if that would make it too weak compared to Gear (which admittedly is pretty strong, IMO).
Even merely the secondary option would be too strong at $3.Even if it did stay in play on the Laboratory option (which it doesn't), it would still be too powerful at $3. Compare it to Caravan, which costs $4 and doesn't give you the Lab effect until next turn (in addition to not having the other option).So i tried a few different names, but most were too complex so i settled for something simple.Duration cards only stay in play if there is something to track on a future turn. So if you choose the first option then it won't stay in play... which makes this card strictly better than Laboratory!
(https://i.imgur.com/RDOwiiZ.png)
Even having it be +1 Card +1 Action now would be strong, since you could buy them for the next-turn effect (which is stronger than Caravan's) but still have the cantrip option to keep them from harming you if you drew them too early. You might even be able to knock a card off of both options, which would still make it a useful tool for boosting the reliability of your engine (I'd buy it in most games), although I don't know if that would make it too weak compared to Gear (which admittedly is pretty strong, IMO).
Duration terminal draw is the only delayed effect (Horses don’t count as they are cards that can be Remodeled or Throned) that is slightly better than the immediate effect as the increase in engine consistency does on average outweigh the decrease in frequency of play of the card.True. I love when I can get start-of-next-turn draw for my engines, and always feel a bit disappointed when I have to use Barge for its this-turn effect (in Kingdoms with other draw) instead of saving it for next turn. Kicking off an engine from 8 cards or 11 cards is so much more reliable than just having 5.
So i tried a few different names, but most were too complex so i settled for something simple.Even at $5 the card is still strictly better than a Lab, as it gives you choice between the exact Lab effect or something else. It still only stays in play for 1 turn when making the first choice. Therefore this needs to cost at least $6 (although I would instead recommend a different modification to add an extra gimmick to the card, as right now it’s just a choice between 2 sets of vanilla effects)
(https://i.imgur.com/VRBzqTw.png)
Update 20221114: Yeah, i should have priced this at $5. I neglected to change the price from the last card i made.
Update 20221115: Ok, now it is $5 instead of the mistaken $3.
Honey - $5
Treasure
$1
Play an Action you have in Exile. At the start of Clean-up, Exile an Action you would discard from play this turn.
My entry this week is a split pile
(https://imgur.com/7xVtV07.png)(https://imgur.com/Ye2qEyz.png)QuoteDough
$2
Night - Duration
Set aside any number of cards from your hand face down. At the start of your next turn, put them into your hand.QuoteYeast
$6
Action - Duration
At the start of your next turn, +$1 per card in your hand.
Dough should be a somewhat useful card at storing extra cards for a mega turn, it might help Estates dodge shuffle, help synchronize combo pieces together, or help catch a few terminals trapped in hand. Dough should also help players spike up to $6 to buy a Yeast. It is a Night card so when drawn after all actions had been used it is still useful. Also the best bakers make their Dough at Night so it has chance to proof and be ready in the Morning.
Yeast is the Powerhouse of the set. If generate +$5 money or more, which is a lot. This card is limited by its high cost of $6, it being at the bottom of a spilt pile, it is terminal, its reward is delayed, and it can only be used every other turn. Yeast also combos with the Dough for even higher numbers but without adding a source of +Buys their is not too much of a point in doing that. This effect is also countered by a few attack cards like Militia and the sort.
Smorgasbord, Action, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
Choose two different options: +1 Action; +1 Buy; trash a card from your hand; gain a Silver.
Mayor of San Cristóbal $5
Reveal the top 5 cards of your deck. Play 2 actions among the revealed cards, other than. Put the rest back and gain a copper onto your deck.
Mayor of San Cristóbal $5This looks very weak. If you just hit one Action, you got a self-juking cantrip. And due to the Attack, this happens more often than not.
Reveal the top 5 cards of your deck. Play 2 actions among the revealed cards, other than. Put the rest back and gain a copper onto your deck.
Its a weird mix of golem and lost city, which would normally be VERY powerful, but the more greedy you get with these, the more you get punished. I really wanted to make something for this that gives this specific hex for you, my other opption was a feast with the same punishment, but that wouldnt work out. The name is from a city in mexico where the cola is better accessible for the normal person than water, so i think it fits very well.
My entry this week is a split pile
(https://imgur.com/7xVtV07.png)(https://imgur.com/Ye2qEyz.png)QuoteDough
$2
Night - Duration
Set aside any number of cards from your hand face down. At the start of your next turn, put them into your hand.QuoteYeast
$6
Action - Duration
At the start of your next turn, +$1 per card in your hand.
Dough should be a somewhat useful card at storing extra cards for a mega turn, it might help Estates dodge shuffle, help synchronize combo pieces together, or help catch a few terminals trapped in hand. Dough should also help players spike up to $6 to buy a Yeast. It is a Night card so when drawn after all actions had been used it is still useful. Also the best bakers make their Dough at Night so it has chance to proof and be ready in the Morning.
Yeast is the Powerhouse of the set. If generate +$5 money or more, which is a lot. This card is limited by its high cost of $6, it being at the bottom of a spilt pile, it is terminal, its reward is delayed, and it can only be used every other turn. Yeast also combos with the Dough for even higher numbers but without adding a source of +Buys their is not too much of a point in doing that. This effect is also countered by a few attack cards like Militia and the sort.
i think it could be hard to uncover yeast, because who would want more than a single dough? giving it +1 card for the next turn could already be fixing that maybe? So its a cantrip
Pantry, Action - Reserve, $4
Gain a card costing up to $4.
Put this on your tavern mat.
At the start of your turn, you may call this to draw until you have 6 cards in hand, and then you may trash a card from your hand.
(https://i.imgur.com/1AY8BA9h.png) | Quote Costermonger • $5 • Action |
(https://i.imgur.com/zuvYEZzh.png) | (https://i.imgur.com/JYJ9Qnzh.png) | (https://i.imgur.com/mqV4MzFh.png) |
Quote Apples • $1* • Treasure - Fruit | Quote Cherries • $4* • Treasure - Fruit | Quote Mangos • $7* • Treasure - Fruit |
Here's a split pile. 4 copies of each, same as the other ones in Allies.
Breakfast
$3 Action - Victory - Mealtime
+3 Actions
You may rotate the Mealtimes
Lunch
$4 Action - Mealtime
+2 Cards
If the previous card you played doesn't have +Actions in its text, +1 Action. You may play an Action card which doesn't have +Actions in its text.
Dinner
$5 Action - Mealtime
+$3
+1 Buy
You may rotate the Mealtimes.
Midnight Snack
$6 Night - Duration - Mealtime
+3 Cards
+1 Buy
Return to your Action phase. At the start of your next turn, discard 2 cards.
Power level is kind of off with Lunch being the best of the bunch. Also, kinda vanilla heavy.
Here's a split pile. 4 copies of each, same as the other ones in Allies.
Breakfast
$3 Action - Victory - Mealtime
+3 Actions
You may rotate the Mealtimes
Lunch
$4 Action - Mealtime
+2 Cards
If the previous card you played doesn't have +Actions in its text, +1 Action. You may play an Action card which doesn't have +Actions in its text.
Dinner
$5 Action - Mealtime
+$3
+1 Buy
You may rotate the Mealtimes.
Midnight Snack
$6 Night - Duration - Mealtime
+3 Cards
+1 Buy
Return to your Action phase. At the start of your next turn, discard 2 cards.
Lunch has to specify where the played Action card comes from (I assume your hand).
Also, I know this is nitpicky, but the vanilla bonuses on Dinner should be reversed, as +(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) come after +Buys (except on Treasures).
Changelog:
* Removed the "may play an action" clause on Lunch, now it's a sometimes-lab instead of a sometimes-lost-city.
* Properly ordered the buy and coins on Dinner
* Buffed Midnight Snack
Breakfast
$3 Action - Victory - Mealtime
+3 Actions
You may rotate the Mealtimes
Beekeeper - $4
Action - Reaction
+2 Cards
If you have no other cards in play, gain a Gold.
-
When another player plays an Attack, you may first play this from your hand.
My Submission:
(https://i.imgur.com/1AY8BA9h.png) QuoteCostermonger • $5 • Action
+1 Card
+1 Action
+$1
This turn, you may buy and gain Fruit as if it were in the Supply.
(https://i.imgur.com/zuvYEZzh.png) (https://i.imgur.com/JYJ9Qnzh.png) (https://i.imgur.com/mqV4MzFh.png) QuoteApples • $1* • Treasure - Fruit
$1
+1 Buy
(This is not in the Supply.) QuoteCherries • $4* • Treasure - Fruit
$2
+1 Buy
(This is not in the Supply.) QuoteMangos • $7* • Treasure - Fruit
$3
+1 Buy
(This is not in the Supply.)
My submission is fairly straightforward. Costermonger is a peddler variant that allows a player to buy or gain Fruit. Each Fruit corresponds to a basic Treasure, costing $1 more and giving +1 Buy in addition to the normal payload. There are 10 copies of each Fruit (and 10 Costermongers, obvi).
FAQ:
- Costermonger is an Action card that allows the player who plays it to buy or gain Fruit cards.
- There are three Fruit cards: Apples, Cherries, and Mangos. In games using Costermonger, include Apples, Cherries, and Mangos.
- Like any card not in the Supply, players cannot generally buy Fruit cards during the Buy phase or gain them using cards or landscapes that say "gain" (e.g. Workshop).
- However, once a player plays a Costermonger's ability, for the rest of the turn they treat the Apples, Cherries, and Mangos as if they were cards in the Supply for the purposes of buying and gaining cards.
- Once this happens, the effect continues until the end of the turn, and is not optional. For example, if a player plays Costermonger then plays Upgrade (from Intrigue) and trashes a Copper, they must gain an Apples if available (although, had they not played Costermonger first, they would gain nothing).
- An empty Apples, Cherries, and/or Mangos pile does not count towards an end-of-game condition, even at the end of a turn in which a Costermonger was played.
My Submission:
(https://i.imgur.com/1AY8BA9h.png) QuoteCostermonger • $5 • Action
+1 Card
+1 Action
+$1
This turn, you may buy and gain Fruit as if it were in the Supply.
(https://i.imgur.com/zuvYEZzh.png) (https://i.imgur.com/JYJ9Qnzh.png) (https://i.imgur.com/mqV4MzFh.png) QuoteApples • $1* • Treasure - Fruit
$1
+1 Buy
(This is not in the Supply.) QuoteCherries • $4* • Treasure - Fruit
$2
+1 Buy
(This is not in the Supply.) QuoteMangos • $7* • Treasure - Fruit
$3
+1 Buy
(This is not in the Supply.)
My submission is fairly straightforward. Costermonger is a peddler variant that allows a player to buy or gain Fruit. Each Fruit corresponds to a basic Treasure, costing $1 more and giving +1 Buy in addition to the normal payload. There are 10 copies of each Fruit (and 10 Costermongers, obvi).
(https://i.imgur.com/0DSmlQa.png)QuoteBeekeeper - $4
Action - Reaction
+2 Cards
If you have no other cards in play, gain a Gold.
-
When another player plays an Attack, you may first play this from your hand.
Who wants to buy Apples or Cherries via 5-cost Action card? Just buying a Market instead of Costermonger is much stronger. I think Costermonger needs more incentive to be bought, like Treasures cost $1 less this turn.
Could Costermonger not read "This turn, you may buy and gain Fruit." removing the last half of the sentence?
I'm struggling to understand why anyone would ever buy Apples as presented.
I could see several ways to improve this.
Option-A: Have the gaining of Costermonger include the gaining of an Apple.
Option-B: Reduce the cost of Costermonger by $1 and remove Apples.
Option-C: Change the Fruit to a split pile with one of each per player.
Option-D: Change Apples so be more negative and have Costermonger dispense them to other players.
Option-E: Remove Costermonger's coin to instead reduce Fruit's cost by $1 for your turn.
Option-F: Each fruit produces a Coffer when not the first played this turn.
Option-G: At Clean-up Apples allow you to trash a Copper from play when more than one Copper is in play.
Option-H: Each fruit cost one more. Cherries and Mangoes produce a Coffer if an Apple is in play.
Option-I: Reduce the cost of Fruit by $1. The gaining of a Cherries or a Mango gains an Apple to deck top.
Option-J: Costermonger reveals the top deck card. If it is a Fruit, it is gained to your hand.
Option-K: At Clean-up Cherries allow you to trash a Treasure costing less than it, from play when more than one of that Treasure is in play.
Option-L: At Clean-up Mangos allow you to trash a Treasure costing less than it, from play when more than one of that Treasure is in play.
So many other ways to improve this. Best of luck!
(https://i.imgur.com/dp0kG6U.png)
I'm struggling to understand why anyone would ever buy Apples as presented.
Again, I will acknowledge that Apples is a pretty marginal card, and would rarely be bought, except to be another, different card in a players deck (it's easy to imagine a player buying it in a game with Museum, especially after they've bought and played the other Fruit, and use the extra $1 for 2VP).
There could be some circumstances where it might be gained. Since Costermonger is a cantrip, you can easily play other Action cards after it. For example, if you used Dismantle on an Estate, you'd rather get an Apples than a Copper along with your Gold (especially since you can then Dismantle the Apple into a Copper and a Gold).I could see several ways to improve this.
I'm not sure that it needs to be improved. A pure peddler variant (+1 Card, +1 Action, +$1) is notoriously unpriceable, since it has to cost more than the $4 Poacher (http://wiki.dominionstrategy.com/index.php/Poacher) (which it is almost strictly better than), but less than several cards that are peddler+ at $5: Market (http://wiki.dominionstrategy.com/index.php/Market) (+Buy), Bazaar (http://wiki.dominionstrategy.com/index.php/Bazaar) (+Action), Treasury (http://wiki.dominionstrategy.com/index.php/Treasury) (recursion), Artificer (http://wiki.dominionstrategy.com/index.php/Artificer) (discard-for-gain), Baker (http://wiki.dominionstrategy.com/index.php/Baker) (Coffers instead of Coin), Skirmisher (http://wiki.dominionstrategy.com/index.php/Skirmisher) (conditional attack). Costermonger's ability isn't the strongest of these, but in at least some cases (e.g. wanting variety) it might be the best, and in others it's at least passable (and most games with Costermonger won't have another peddler variant).Option-A: Have the gaining of Costermonger include the gaining of an Apple.
Option-B: Reduce the cost of Costermonger by $1 and remove Apples.
Option-C: Change the Fruit to a split pile with one of each per player.
Option-D: Change Apples so be more negative and have Costermonger dispense them to other players.
Option-E: Remove Costermonger's coin to instead reduce Fruit's cost by $1 for your turn.
Option-F: Each fruit produces a Coffer when not the first played this turn.
Option-G: At Clean-up Apples allow you to trash a Copper from play when more than one Copper is in play.
Option-H: Each fruit cost one more. Cherries and Mangoes produce a Coffer if an Apple is in play.
Option-I: Reduce the cost of Fruit by $1. The gaining of a Cherries or a Mango gains an Apple to deck top.
Option-J: Costermonger reveals the top deck card. If it is a Fruit, it is gained to your hand.
Option-K: At Clean-up Cherries allow you to trash a Treasure costing less than it, from play when more than one of that Treasure is in play.
Option-L: At Clean-up Mangos allow you to trash a Treasure costing less than it, from play when more than one of that Treasure is in play.
So many other ways to improve this. Best of luck!
(https://i.imgur.com/dp0kG6U.png)
I think Option A nerfs a card that is already somewhat on the weaker side at its price point. Option B makes it too good (even without any access to the Fruit, a Peddler variant without a drawback cannot cost $4). So does Option D (an unconditional junking attack on a peddler variant would be super busted). I think the same is probably true with Option J; although that bonus is somewhat limited, it would strongly encourage player to buy Fruits, which would then considerably increase the chances of this being a peddler+Lab (which is crazy strong at $5). On the other hand, I think Option E is too weak; not being able to
I don't think Option C works; if the Apples are on top of the other cards, it would likely make it so none of them were ever bought/gained. As for Options F, G, H, I, K, and L, I do like the simplicity of the Fruit as they currently exist.
Beekeeper - SnesThat's fair. I waited until the last minute to start designing this one, so I was in a bit of a rush to incorporate the themes I wanted to include. I think I'll set aside the design for another card.
Really cool idea, with a similar mechanic to tormentor. I fear that this would be too good with big money and as a result would make many kingdoms less interesting, and that's without the reaction. This is a very strong reaction, especially in response to non-discard attacks. Probably underprice/over powered imo. 6/10
Beekeeper - $3
Action - Reaction
+$2
If you have six or more cards in hand, you may gain a Gold.
-
When you gain a card, you may reveal this from your hand, to trash that card.
I disagree with the notion that Costermonger is weak. You just need to match one Coastermonger with a Workshop to get access to a crucial engine component. That is arguably better than Market in terms of achieving sufficient Buy decency (hey, you gotta only Buy one $5) and arguably worse as you use stop cards as source of extra Buys.