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Variants and Fan Cards / Re: Fan Card Mechanics Week 74: Tiny Isle
« on: October 02, 2023, 09:02:56 pm »Just to be sure, the cards that you put in your hand are your choice?Yes
Just to be sure, the cards that you put in your hand are your choice?Yes
Reaper • $5 • Treasure
Choose one: trash a Treasure from your Hand for +1 Buy and +$1; or discard a Victory for +1 Buy.
Choose one: gain a Silver; or trash a Silver from your Hand to gain a Gold to your Deck's top.
Heirloom: Sickle
Sickle • $2 • Treasure - Duration
$1
On your next turn, choose one: +1 Buy; or Treasures cost $1 less this turn.
A card with two reactions:Is this a split pile?QuoteRoad Builder
$4 - Action - Reaction
Discard up to 2 cards for +$2 per card discarded.
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When a card gives you +Buy, you may play this from your hand.
When you discard this, you may reveal it for +1 Card and +1 Buy.QuoteTrade Route(I don't mind having a card share a name with a removed card.)
$6 - Action - Duration
Now and at the start of next turn: +1 Card and +1 Buy, then discard a card and for the rest of the turn, cards that share a type with the discarded card cost $2 less.
FAQ: If a card shares more than one type with the discarded card, it is still only discounted by $2.
Action (costs 3)Once you trash a card there is usually an odd quantity so the middle is already filled with a card from that pile. The easiest resolution would be to not trash a card.
Wolverine
Trash an action or treasure card from the supply. Reveal cards from your deck until you reveal a copy of the trashed card. play it and trash it, Discarding the rest.
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set up:
Trash a card from every kingdom supply pile in the kingdom, and put an aristocratic feline in the middle of the piles.
Prospector/Panner • Randomizer
For four or less players, this pile starts with one more copy than players; otherwise use five copies. All Prospectors are on top.
Prospector • $4 • Action
+2 Cards
+3 Actions
Discard a card.
Overplay: Per Action, +2 Cards and discard three cards.
Panner • $6 • Action
+4 Card
+1 Action
+1 Buy
Discard two cards.
Overplay: Per Action, +1 Card and +$1
FishSo i had two ideas and this idea seamed more fun than the Reaction to gain a Loot, apparently there is not one yet. Red Fish is like Market. Green fish is like Laboratory. Small Fish is like Festival. Originally these flipped a Fish token and either you return them or you gain a Fish. Maybe as Reactions they are more interesting?
Action - Reaction
In 2 or 3 player games, this pile starts with three copies; otherwise this starts with four copies of Red Fish, Green Fish, Small Fish, and More Fish. Shuffle before play.
Red Fish
$3 Action - Reaction - Fish
+1 Card
+$1
+1 Buy
+1 Villager
Return this to the bottom of the Fish pile.
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When anyone plays a Fish, you may discard this to gain two Fish.
Green Fish
$3 Action - Reaction - Fish
+2 Cards
+1 Villager
Return this to the bottom of the Fish pile.
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When anyone plays a Fish, you may discard this to gain two Fish.
Small Fish
$3 Action - Reaction - Fish
+$2
+1 Buy
+2 Villagers
Return this to the bottom of the Fish pile.
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When anyone plays a Fish, you may discard this to gain two Fish.
More Fish
$3 Action - Reaction - Fish
+1 Card
+1 Villager
Trash a card from your Hand to gain a Fish.
Return this to the bottom of the Fish pile.
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When anyone plays a Fish, you may discard this to gain two Fish.
If Hex token are negative point and not in your deck, why would you trade them (one for one) for junk in your deck?QuoteCursed HeirloomHex token rules:
$4 - Action-Duration
Now and at the start of your next turn: Choose one: +$1, or Play an Action card from your hand twice and take 2 hex tokens.
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When you discard this from play, if the Curse pile isn't empty and you have 4 or more hex tokens, return one and gain a Curse.
Hex tokens are -1 VP at the end of the game. Whenever you would trash a card costing $2 or less, you may instead discard it to lose a hex token. (Originally, they were the same as Violet CLM's Mutineers, but they seemed to easy to get rid of. So I changed them to make them a little harder to get rid of.)
I had several versions of this, but I've narrowed it down to two:
Anyone want to help me choose which of these is better?QuoteDoor to the Land of the Dead(Should I cut the "once per turn" part?)
$4 - Event
Once per turn, choose one: Trash a Province from your hand for +7 VP; or trash a Duchy from your hand for +1 VP and, if there is at least one Province in the trash, end the game.QuoteDoor to the Land of the Dead
$4 - Event
Once per turn, choose one: Trash a Province from your hand for +7 VP, or gain a Province from the trash and take <6> debt.
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In games using this, if a turn ends with at least 3 Provinces in the trash, end the game.
I prefer the second one, but i'd just have the Province cost $1 less in the trash. Debt is too easy for anyone to take and reducing by 2 is already generous. Since there are often times when you have $7 without anything costing $7. It would be nice to occasionally have a Province to gain as an option.
You're leaving out the cost of the event. With this event, gaining a Province from the trash is essentially $4 + <6>debt.
Golden CityUsing this depletes either Gold or Silver leading to the potential end of the game.
$6 Action
+2 Cards
+2 Actions
Discard a card.
If you have an odd count of Golden City in play, gain a Gold and take <1>Debt; otherwise trash a Silver from the Supply.
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In games using this, the Gold pile counts as two piles for the game ending condition.
How do you get $4 with this? On this page Reserve, under "Official Rules" it states "Calling a card does not repeat the abilities on the card above the dividing line; that part only happens when the card is played."
Trying to keep with the games original balance.
The kingdom pile comes with 12 copies.
The call timing of this makes the card basically just a +$4 card, which is too strong at $4, even without the bonus.
The wording is unclear about what happens when you call 5 or more "together". There needs to be some safeguard against triggering the Prov/Duchy gain multiple times.
Also, the "together" part is not well defined, since, other than when e.g. discarding multiple cards, you don't call all reserve cards at the same time, but rather one after another.
That sounds better for Marked.A garbage collector Traveller line: Centered around trashing, and interactions upon gaining.
Little Picker: "Collector" should replace "T2".
Collector: "Marked" should replace "T3".
Marked: That attack is too strong in my opinion.
Garbage Collector If you gain a Gold, Duchy, Silver, Estate, and ten Kingdom cards costing $2 that would be $36, so $30 is not unreasonable.
i will edit the errors you mentioned.
How does making marked have "each other player gains a curse" sound?
Is garbage lords $30 threshold too high or too low?
I originally intended top have it win if you gained a certain amount of uniquely named cards, would that be better?
A garbage collector Traveller line: Centered around trashing, and interactions upon gaining.![]()
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If you set things up correctly, you might be able to win the game in an alternate way with the Garbage Lord!! But that requires gaining A LOT of things from the trash. If you gain a province and gold, then you also need 3-4 more expensive cards to win that way
I had several versions of this, but I've narrowed it down to two:I prefer the second one, but i'd just have the Province cost $1 less in the trash. Debt is too easy for anyone to take and reducing by 2 is already generous. Since there are often times when you have $7 without anything costing $7. It would be nice to occasionally have a Province to gain as an option.
Anyone want to help me choose which of these is better?QuoteDoor to the Land of the Dead(Should I cut the "once per turn" part?)
$4 - Event
Once per turn, choose one: Trash a Province from your hand for +7 VP; or trash a Duchy from your hand for +1 VP and, if there is at least one Province in the trash, end the game.QuoteDoor to the Land of the Dead
$4 - Event
Once per turn, choose one: Trash a Province from your hand for +7 VP, or gain a Province from the trash and take <6> debt.
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In games using this, if a turn ends with at least 3 Provinces in the trash, end the game.
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Do want to play those Coppers, or do you want to hold onto them so you can Dream?
Free FoodTo play this requires that you discard a card most often weakening your position coupled with gaining another cheaper card onto your Geyser mat so not immediately.
$4 Action Duration Fury
To play, discard a card.
The next time you gain a card, gain a cheaper card onto your Geyser mat.
Silver ScepterWhile this card can help you concentrate Silvers to increase the probability of ending the game earlier, this is only useful if you have more Victory points than others.
$5 Action
+1 Action
Discard a card to choose one: gain two Silver; or trash two cards from your Hand.
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In games using this, during your Action phase, reveal a Hand of three or more and only Silver to end the game.
Compost PileAfter a while your trash may be become something more useful.
$4 Event
Once per turn, +1 Buy and choose one: trash up to two cards combined from either your Hand or your play area;
or +$1 per Non-Victory card in the trash costing more than $1.
Compost Pile
$3 Event
Once per turn, +1 Buy and choose one: trash up to two cards from either your Hand or non-Durations you have in play;
or +$1 per Non-Victory card in the trash costing more than $1.
yes. Since "rotating" is a defined mechanic for Allies split piles i believe it is a simple enough concept to extent to each player's deck.Rotating one's deck isn't a defined mechanic in-game. Is it just, put the top 2 cards on the bottom?QuoteMixing BowlThis could be useful in a Kingdom where there are at least one split pile or where opponent's strategy replies upon ordering thier deck.
$4 Event
+1 Buy
Rotate all Kingdom piles twice.
Each player who does not discard a card rotates their deck twice. If all other players discard a card, +1 Card.
+1 Villager
Mixing BowlThis could be useful in a Kingdom where there are at least one split pile or where opponent's strategy replies upon ordering their deck.
$3 Event
Once per turn, +1 Buy.
Rotate all Kingdom piles twice.
Each player who does not discard a card rotates their deck twice. If all other players discard a card, +1 Coffer.
+1 Villager
Mixing Bowl
$4 Event
+1 Buy
Rotate all Kingdom piles twice.
Each player who does not discard a card rotates their deck twice. If all other players discard a card, +1 Card.
+1 Villager
I think Bishop could be interesting as an event:Price seams fine. Half - round up or down?QuoteOfferingNot sure about the cost, is it too cheap?
$2 - Event
Trash a card from your hand. +1 VP equal to half its cost in coins.
Each other player may trash a card from their hand. If anyone else does, +1 VP.
QuoteImpoverished Village
$3 - Action
+1 Cards
+2 Actions
+2 Buys
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In games using this, at the end of your Buy phase, if you have at least 2 unused Buys or Actions, gain a Copper.
You get the Copper if you have two or more unused Buys, two or more unused Actions, or 1 unused Action and 1 unused Buy. The top would be strictly better than Village, but it always has to live in a world with the bottom. Even if both Village and Impoverished Village are in the same kingdom, there are reasons to get one, the other, or a mix of both.
IMO it isn't quite clear from reading the card text that it means 2 total between Actions and Buys rather than 2+ Actions or 2+ Buys.