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Variants and Fan Cards / Re: Terminal Draw non-duration Tactican
« on: July 13, 2012, 05:53:21 pm »
I think it would have to draw 7 cards to have qualified. :/
Elephant
$4 - Action
+4 Cards
Each other player gains an Action card costing at most $4.
Hippopotamus
$3 - Action
Draw until you have 7 cards in hand.
--
While this is in play, you cannot buy Treasure cards.
Rhinoceros
$3 - Action
+3 Cards
During your clean-up phase, draw only 3 cards.
--
When you gain this, you may place it on top of your deck.
Fossa
$5 - Action
+6 Cards
Lose your next turn.
Zebra
$6 - Action-Duration
Until the beginning of your next turn, for all other players, all cards (including in players' hands) cost $1 less.
Now and at the start of your next turn:
+3 Cards
Wildebeest
$2* - Action
+3 Cards
+1 Buy
--
This costs $1 more per Treasure card you have in play.
Leopard
$5 - Action
Reveal the top 4 cards of your deck. The player to your left chooses to discard them or return them to the top of your deck.
+4 Cards
Okapi
$5 - Action
Name two cards. Reveal cards from your deck until you have revealed two cards that you did not name. Place those two cards into your hand and discard the rest.
Hartebeest
$5 - Action
+3 Cards
While this is in play, when you buy a card, if it is a Victory card, trash a copy of the card from the supply. Otherwise, trash two copies of the card from the supply.
Jackal
$6 - Action-Attack
Each player (including you) reveals the top 4 cards of their deck. Your opponents discard any card of your choice, and they place the remaining 3 on top of their deck in the order of their choice. You may discard any number of cards from your own deck. Place the remaining cards on top of your deck in the order of your choice.
+3 Cards
Impala
$6 - Action
Discard any number of cards, then draw up to 7 cards in hand. You may trash a card from your hand; if you do, +1 Card.
Eland
$3 - Action
Reveal cards from your deck until you reveal 3 cards costing $4 or less.
Put all revealed cards costing $4 or less into your hand and discard the other revealed cards.
Lemur
$4 - Action-Attack
+3 Cards
Put one card from your hand on the bottom of your deck.
Each other player draws a card, then puts cards from his hand on the bottom of his deck until he has 3 cards in his hand.
Bonobo
$5 - Action
+3 Cards
You may draw up to three additional cards. For each card drawn this way, discard a card at the end of your clean-up phase.
Hyena
$6 - Action
Reveal the top 7 cards of you deck. Put 2 of them into your hand and discard the rest.
Camel
$5 - Action
Gain a card costing up to $5, putting it on top of your deck.
+2 Cards
Duiker
$5 - Action
+1 Buy
Draw until you have 7 cards in hand. You may set aside up to 3 cards drawn this way, as you draw them. Each other player draws a card for each card you set aside. Discard the set aside cards after you finish drawing.
Kudu
$5 - Action
Draw until you have 7 cards in hand. You may nominate a card name, that, as you draw them, may be set aside; discard the set aside cards after you finish drawing.
Badger
$5 - Action
+4 Cards
Put 1 or 2 cards from your hand on top of your deck.
Waterbuck
$3 - Action
+2 Cards
Reveal cards from your deck until you reveal an Action card. Put the Action card in your hand and discard the other revealed cards.
You KCed a scheme, you can always set it so that it's the top card of your deck.
1. Multi-player pins are possible, just hard to pull off. A simple example is Kc/Scheme/Militia/Outpost/Kc/Masq:
Kc -> Sc -> Mi -> Op -> Kc -> Mq
Kc -> Sc -> Mi -> Kc -> Mq
That will pin two players in 3er.
Are you sure that isn't insane? It's pretty easy exp growth.
KC Scholars -> 24 cards in hand?
I think given tunnel and gov that you want to buy harem pretty much always instead of gold
Governor may merit a special mention. Along with being a great $5 target for estates, you may be able to make the Expand into a Province when your opponent remodel's a gold into a Province.
QuoteTernNot enough enablers to be worth existence imo.
$3 - Victory
2 VP
--
If you gain this during your action phase:
+1 Card
+1 Action
+$1
QuoteYellowlegsDoesn't this compare poorly to Harem when it gains gold?
$7 - Victory
2 VP
--
When you gain this, gain a card costing less than this.
$3 is where Woodcutter, Chancellor and Silver both are. Woodcutter and Chancellor are like the default terminal Silvers. But I think Moat's reaction isn't that strong. You still need to have it in hand when your opponent plays his attack. And if his attack is not so harmful then the reaction pales in comparison too.
As a side note, I had a friends that played a whole USCF rated game that started with his bishops and knights swapped. No one noticed (including his opponent) until after the game, so the tournament director counted it as an official game.Man, I have only played Chess a little, but how can anyone not notice this the first time they try to move a knight (which is usually pretty early)?
I believe his first (or maybe second) move was Kd3. It was a huge innovation in opening theory, but has rarely been played since.
If there's no other cursers and your opponent IGG rushes and you don't, you gain around 10 curses. You're forced to play IGG.
I'm really beginning to like to kingdom supply based stats from the council room. This suggests the torturer prefers, from worst to best : university, nobles, shanty town, mining village, hamlet, native village, inn, walled village, border village, farming village, village, festival, worker's village, bazaar, fishing village, city. It's interesting that three of the worst torturer partners are the villages from the Intrigue set.
Whaaaaaaaa? Border village is worse than vanilla village with torturers according to CR? That's such a classic combo.
One of the throne rooms is pinned to the outpost.
Or if you want to be a bit cleverer:
Minion/Throne Room/Throne Room/Outpost/Masquerade
....I'm not actually entirely sure that's a bad idea. >_> A pretty strong opener on most boards, but it de-synergizes with itself so you can't really stack it or build around it.
I think you're right about Murzim on $3. Still not crazy about it, though.
I hate to admit I didn't realize Rigel's copper gain was mandatory. Still like it, though. Even if you count the copper gain as +$1, it is an activated Conspirator. Is that too strong for a $5, considering the (usual) downside of an extra copper?