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Variants and Fan Cards / Re: Idea for non-terminal drawer
« on: September 10, 2012, 03:50:03 pm »
the problem I have is that there's so little incentive to discard anything but a copper or a curse. at its best (without opponents trying to help you) it is a lab. in any games without poor house or shelters there is nothing that costs 1. since the average value of a card is generally going to be more than $1 pretty quickly, you pretty much never want to discard a $3 just to stop the +$1, especially since you lose your $3. so maybe you drop an estate to cost them $1. I feel like it'd be more interesting if the spectrum of available discard options was a little wider. maybe take out the drawing part and just make it no draws if a player discarded since, in 90% of cases, that's what will happen anyway. you could then up the power by shifting the $1 into the main part so that when it went off it was a copper-lab and when it didn't it was a copper. or you could even up the thing to "if any player didn't discard, +2 cards" to make it better in multiplayer. that way it opens up more interaction (heck, I could discard a $7 to it if I get stuck with two terminals and want to play the other) and it makes all other players act together, which is neat. although the politics involved in being third-seat and promising you'll discard just to pass up on it when the other players do are annoying. you could do a complicated vote-and-reveal system if you wanted, but that's lame.