Challenge: Make a card that uses National Parks.1. Are landscapes (Event, Project, Ally, etc.) allowed?
A bit of an interesting one here. There's already a couple of non-Supply Actions (Spirits, Horse) and a non-Supply Treasure (Spoils) so let's round out the trifecta with a non-Supply Victory card.2. How many copies of National Park are there? Does it work like Supply Victory cards (8 for 2 players, 12 for 3+) or is there a different number of them.
A couple of questions:Landscapes are allowed. Normal Victory card supply counts apply here.
1. Are landscapes (Event, Project, Ally, etc.) allowed?
2. How many copies of National Park are there? Does it work like Supply Victory cards (8 for 2 players, 12 for 3+) or is there a different number of them.
Read the Intrigue Secret History, this quadratic scoring thingy was the first version of Duke and is broken. I think it is unlikely that making it a non-Supply version fixes the issue.Disagree, but that's a problem that card designs will have to work around. More interesting to have non-Supply piles give problems that its cards have to solve, IMO.
Make them hard to get like Wishes currently are. It's not purchasable. Do what you like with that restriction.Sure, you could do something like Leprechaun but instead of Wishes it gains Victory˛. Well, that is simple to analyze as well. You need 4 copies of this to become strictly better than Duchy (and thus Wish) and this is hard to pull of with Leprechaun. So you don’t want to go down that path.
Forest Paths
$2 Night - Duration
At the start of your next turn:
Discard any number of cards, then draw that many.
When you gain this, each player (including you) may gain a National Park.
TycoonThis doesn't directly interact with the on-trash penalty of National Park, but it does indirectly interact with it: The difficulty in trashing National Parks makes you think twice about getting one from an opponent's Forest Paths, and the Tycoon attack doesn't punish Curses like it does National Parks and other Victory cards.
$5 Action - Attack
Each player (including you) reveals the top 2 cards of their deck, discards any non-Victory cards, and puts the rest back in any order they choose.
Set aside any Action or Treasure cards you discarded in this way and play them in either order.
When i first saw the card, i though maybe we'd each pick a National Park and design a Victory to comprise a split pile like Castles. Future idea maybe?That does sound fun.
In my mind, regardless of the number of players, there are six national parks. Yes, six. Anything more and quadratic growth makes losing splits too painful when splits are a
(https://i.imgur.com/PiLu4kPh.png) | (https://i.imgur.com/LdnKlsfh.png) |
Quote Conservationist • $5 • Action | Quote Survey • Artifact |
Industrialist - $5
Action
Trash a card from your hand.
Gain a card costing up to $3 more than it that does not share a type with it.
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When you gain this, gain a National Park and a Curse.
Not sure the nerfs are enough to warrant the $5 pricetagI think you nerfed it well! The restriction on what it gains knocks it down from Expand. And the Curse is a good burden since it's not a thinner.