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Messages - Rush_Clasic

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51
Variants and Fan Cards / Re: Clasic_Cards #48 - Tower
« on: January 29, 2013, 11:43:26 am »
Very cool idea, but unfortunately this does create some rule resolution issues.

The problem with an on-buy ability that moves a card is that the card hasn't been gained yet. So after the card moves to the top of the player's deck, it would then be gained and move to the discard pile. Either that or it makes on-gain effects lose track of the card. It's messy, regardless.

I'm not convinced that this problem exists. The rules read as though buying is a different form of gaining, and that the purchase and placement are part of one process. The effect of my card replaces the placement altogether; it's not stepping in between, it's rewriting.

What if you could reveal the card when a player gained a card during the buy phase? Or just during their buy phase, if you don't want it to work for the Curses that Ill-Gotten Gains gives out?

That would mirror conventional wording more. And offer up a few cute interactions. Looking through the sets, both the "gained during a buy phase" version and my version only have questionable interactions with Possession and Watchtower. (Everything else is rather straight-forward on how it should play out.) Possession would fortunately work the same as with Royal Seal... except I'm not entirely sure how that interaction works. If you've Possessed someone with Royal Seal and you, say, want to buy a Curse and put it on top of their deck, can you? I'd usually think no, but they're both trying to replace where the card ends up which leads me to think the possessing player would have a choice in the matter. Watchtower has a similar issue of which replacement takes precedence. If a player buys a Curse then reveals Watchtower to trash it, then I reveal Tower to top it, whose wins? Furthermore, who has precedence over reacting first?

That last issue might be cause for change. Possibly something like "Whenever a bought card is put into a discard pile..."

52
Variants and Fan Cards / Clasic_Cards #48 - Tower
« on: January 29, 2013, 02:36:49 am »
Previous version:

Tower $4
Action - Reaction
+$2
+1 Buy
-----
Whenever a player buys a card, you may reveal this from your hand. If you do, that player puts that card on top of his deck.


Tower $4
Action - Reaction
+$2
+1 Buy
-----
Whenever a player gains a card during a buy phase, you may reveal this from your hand. If you do, that player puts that card on top of his deck.

  • #48
  • I'm always on the lookout for an interesting interaction card. One of the features I take issue with in Dominion is the lack of direct interaction at times. It isn't the biggest issue; I enjoy that the game has a pace and flow to it, and attacks and reactions in general offer the ability to affect the opposition. The balance is important to keep. I just think there's room for more such connections.
  • This card originally triggered on gaining cards at any time, to facilitate Workshop effects and Curse attacks and so on. I felt at the time that the process of gaining a card was enough of a turn stop itself for the reaction not to matter. But after a bit of discussion with peers, it seems that's not the case, especially with players quite familiar with the game. So I changed it to buying, which is easy enough to handle and doesn't feel like such an interruption. As is, its mostly a semi-Royal Seal for you and a green hater on the opposition.

53
Variants and Fan Cards / Clasic_Cards #47 - Dividends
« on: January 14, 2013, 06:24:04 am »
Dividends $7
Treasure
When you play this, its worth $1 per different cost among cards you have in play.



  • #47
  • Quite possibly a card that's been posted before. Cards that care about costs could work as a neat set theme, and would be an easy way to slip potions into a big set without them feeling out of place.
  • I cost this the same as Bank because it seems just as strong. The both have their own boons and faults, but I imagine this can be a powerhouse, hence it's big price tag.

54
Variants and Fan Cards / Re: Card that Name: Fancy Hat
« on: October 16, 2012, 08:26:46 pm »
Fancy Hat
Cost: 5
Action/Duration
+1 Card
+1 Action
Put this card on top your head.
                                       
At the beginning of any of your future turns, +1 VP for every Fancy Hat on top of your head.
                                       
If a Fancy Hat falls off of your head at anytime, gain a Curse.

I really don't see it getting better than this. I encourage attempts, but I doubt the end results.  :P

55
I forgot the word "this" between the words "discard" and "other" on Ghost Town.  :-X

56
Variants and Fan Cards / Re: Clasic_Cards #46 - Peacekeeper
« on: October 15, 2012, 05:35:35 pm »
That's a fair assessment. I'm not sure how best to tackle it, though. You can't work on attack piles being empty in some of those cases, or the game just 3-pile ends. The "no attacks" trigger is the interesting part of the card, but the reaction effect functions in rather the same fashion as Moat. It might be an unfortunate part of the card, but not one that detracts a whole lot from the overall enjoyment I think.

To get what you want, I think the design needs to be approached at altogether differently. Perhaps concentrating on a specific attack pile, like the reverse Young Witch I mentioned.

57
Variants and Fan Cards / Re: Clasic_Cards #46 - Peacekeeper
« on: October 15, 2012, 02:03:26 pm »
I was thinking: could the top half get "+1 Buy" without much harm? +2 Cards, +1 Buy seems weaker than Woodcutter overall, but a bit better in the level 2 status, which is right around where I want this card's power level.

Seems great against Minion and Cultist,  and to a lesser extent against Torturer.  But how often do Attack piles run out?  Even when with this card, it seems it would be rare.  And then this card is worse than moat.  And what if there's an attack like Saboteur that no one buys?  Then this card is just hosed.

Lots of cards get hosed by the board. This card is trying to lessen variance, but that doesn't mean it should destroy it. If you have a Kingdom with Saboteur and Moat, you have the same effect, really. That is an argument for adding the +1 Buy, but not really an argument for the way its designed. This already fairs better than Moat on boards with no attacks. One attack no one wants is just an acceptable drawback for this card.

Do you have to discard a card if there are attack cards in the supply? I think the card would be better if you only have to discard if you drew a third card. Otherwise, I rather like this. The reaction seems correctly worded to me.

You only have to discard if you drew the extra card. There would be a line break between the top half abilities and the bottom half abilities on the actual card.

58
Variants and Fan Cards / Clasic_Cards #46 - Peacekeeper
« on: October 15, 2012, 03:06:48 am »
Peacekeeper (3)
Action - Reaction
+2 Cards
If no Attack cards are in the Supply:
+1 Card
Discard a card.
-----
Whenever another player plays an Attack card, you may set this aside from your hand revealed and trash a copy of that card from the Supply. If you do, you are unaffected by that Attack. At the start of this turn's Clean-up, return this to your hand.



  • War. What is it good for? Absolutely nothing!
  • The story of this card came about in a rather reverse order. Considering Young Witch, it seems you could make a similar design that includes an actual Reaction card in the Kingdom rather than turning another card into one. The opposite seems just as true: a Reaction card can utilize the fun setup idea by including a random Attack card in the Kingdom. While I think both ideas are worthwhile, this brainstorming really made me want to design a Reaction card that got better when no Attacks were around. Thus, Peacekeeper.
  • This was a tricky card to balance. It needs to be sufficient whether attack cards are in the Kingdom or not, because that's its design goal. Making it a bigger Moat with a few quirks handled a lot of the design issues... I think.

59
Ghost town with "discard outside a clean up phase" (like tunnel) doesn't strike me as any more complicated than fortress. The secret chamber problem is the same as playing a Mercenary when you have one fortress in hand; you can't trash the fortress than trash it again. At any rate, "discard outside a clean up phase" is less ambiguous than "discard from your deck" - since cards that you reveal from your deck aren't in your deck, given that you have to "put them back".

At any rate, I hope you get it all figured out. It's an amazing concept, and this set needs another village.

Hunh. Dark Ages strikes again! If the precedent it there, I suppose I'm not that opposed.

60
I loved the concept of Ghost Town, but I didn't understand why it wasn't "discard other than from play". Comboing with cards like Oasis is fine. It could also do with a boost - maybe give it $1 or another benefit with self synergising, (benefit+discard a card, spy effect).

1) It didn't seem that weak to me when it was designed, and after much thought, I still agree. How much virtual card-draw does a cheaper village need to give? I'm not sure, but I don't think it's much.
2) I wanted to avoid the awkwardness of things like Secret Chamber. That is, if I discard a Ghost Town to Secret Chamber, does it return to my hand right away? Can I infinitely cycle it? That's not a question I want players considering. There are some ways to fix it, but nothing elegant.

That said, it might want a revision. Here's the list of cards in currently interacts with based on the reaction alone:

COMBOS
spy
adventurer
lookout
navigator
scrying pool
golem
harvest
hunting party
duchess
oracle
jack of all trades
cartographer
catacombs
ironmonger
rebuild
sage
survivors

DEFENSE
thief
saboteur
tribute
pirate ship
sea hag
rabble
fortune teller
jester
noble brigand
rogue
knights

NOMBO
loan
venture

That isn't the most in the world, but that's only considering the reaction aspect. Any card like Library works well with a village that lowers your hand count. (Speaking of, I don't think the reaction works with Library, but I'm not sure.) And villages tend to be necessary buys in a variety of engines. If the right idea shows up, I'll adjust it accordingly.

61
I was ninja'ed rather poetically by someone who "gets" what the actual point of the contest is, rather than what I misperceived/hoped it was.

If you get people who want to playtest the set and leave wide open the ability to adjust, cut, and add cards as needed, the set can be more than what I see it as. Right now, it's nothing more than a collection of cards. (Set-wise, that is. Contest-wise, it's much more.)

62
This was never the ideal way to build a set anyway. I'd just take it for what it is: a collection of interesting ideas. For the set to seem like anything more would take plenty of testing and crafting of different thematic ideas, and you just don't get that in this format. Not that I think this was a bad idea; it was a great exercise!

63
This should be obvious, but make sure you read each card carefully when making your critique (either publicly, or in votes). Some cards are usually a bit vague, but I've noticed for example a number of comments which seem to be based on thinking the card does something different to what it says it does, or not fully applying all the rules of Dominion to the card (in edge cases I'm referring to, obviously). I know I do this as well but I thought it might be good to point out (especially as I know my card has gotten some flak over things which could have only come about as a misreading, not that I was expecting my card to win (it was about 25% joke entry...)).

I've noticed the same thing - if you are going to criticize a card, make sure you really understand what it does!

If people are making incorrect comments about cards, it's because they incorrectly believe they understand what the card does. There's a lot of ideas here to comment on, and I'd much rather people shared their misinformed opinions than vote based on them.

64
But, changing it to "When your discard pile becomes empty" means that you can't chain the reaction part of it upon reshuffling.  This is sooooo much better and more compelling if it becomes (effectively) "+1 Action, +3 Cards" when you hit a reshuffle... until you don't draw one of these into your hand (sorta like Cultist).

I agree that Reactions as they are currently coded on isotropic look for events as triggers, but that doesn't mean that an empty discard pile isn't something that can cause a reaction.  At least the card discards itself so that repeated reaction doesn't lead to some degenerate state (there might be some weird repeated reacting and drawing the discarded Rummy cards at the end of drawing your whole deck, but why would you bother when you get to that point?).

My comment was just lining up with how the game works mechanically. Conditions could probably work as triggersbut it isn't really "reacting" which seems to be the point of reactions. After thinking about it a bit more, I wouldn't make this a reaction at all, but rather just some ability that allows you to discard it. "As long as your discard pile is empty, you may discard this at any time. If you do: +2 Cards."

65
Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.

Unlike some, I think there's room for reactions that hurt attackers. But it has to be subtle, and this is anything but.

Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

Simple interactions that work well together. Like, REALLY well. It doesn't do much against attacks on the surface, but the synergy brings it all together. This is sick against Mountebank, netting you an extra $1 for your turn and giving you something easy to trash. I love this card all around. It's just so damn elegant. It's the type of card I'm jealous for not coming up with. All that said, it really should set itself aside. You can get endless gain cycles with this and certain comboes in the game otherwise.

Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.

This fella is odd. I think the reaction condition is a nifty one, and though it doesn't play too much with opposing cards, there's enough things other players can do to force you into shuffling, so it deserves to be a reaction. I'd write it "When your discard pile becomes empty..." Reactions look for events to trigger off, not conditions. I like enough for what it is.

Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.

Doesn't influence you enough to move the game along.

Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.

It's messy and not a trigger condition I find to be all that interesting.

Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.

Intriguing. Although I'm not strict on the following rule, I like reactions a whole lot better when they interact with the opponent. It's the whole reason for them being reactions, really. This only interacts with Governor, Saboteur, and Swindler that I can tell. Which might be enough. Still, I wish there was a way for this card to be more interesting in actual game-play. It's a nice idea on paper, but I fear it might end there.

Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)

It's okay. The card doesn't really meld together for me.

Canfield
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this.  If you do, trash that card and gain a card costing up to $2 more.

This is easily fair at $4. It's either a bad workshop or a one-shot remodel. The combination makes it a nice card, though.

Baccarat
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand.  If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification:  Your choice of gained card and your opponents choice are independent of each other.)

Not a fan of that reaction. Making it one sided seems a bit more fair. You are nuking their card, after all.

Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

"When another player gains a Victory card: +1 Action." :P I know it can't be worded that way, but that's basically what the card does. I suppose its an okay idea, but the interaction is so minimal that all the extra text feels like a waste.

Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.

It fights attacks by flooding your deck with itself? That could be cool if the card were better at interacting with attacks.

Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.

I like self-interaction, but it feels so heavy handed here.

Canasta
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand.  If you do and if this is the first time you have revealed [This Card] in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example.  If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)

Bleh. Too much reading for the end result. Wordy cards need to wow!

Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.

Ooooo... intriguing. I'd assume that you can't reveal this during the Clean-up discard since they're all getting discarded at the same time. It'd probably be more sensible to write "When you discard a card from your deck or hand other than during Clean-up,..." I like that card. The attack part of Spy was never that great anyway.

Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.

Meh. I don't want my trashed card's back 98% of the time.

Savannah
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a [This Card] during your Clean-Up phase, even as a result of discarding a [This Card], you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)

Such a narrow reason to have a reaction.

Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.

That's silly. Specific and silly. I like looking for novel things to react to, but this doesn't feel like a production one.

Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.

In general, if the bottom half of your reaction has nothing to do with the top half, making the top half elegant is the way to go. As is, this card is crowded.

Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.

Whoa. That's sort of cool. Changes the whole dynamic of play in a lot of cases. If you have this out, you almost never want to be the one that ends the game. I'm not sure if that's a good facet to have. I'm not gonna vote for this, but I find the concept extremely interesting and worthy of some play-testing.

Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)

I think "When you reshuffle" can work as a trigger, but I don't like the extraneousness of the full reaction. Just trashing a card seems good enough.

Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.

Doesn't encourage the game to move on. In fact, it encourages you to just spam these and go into endless VP gaining.

Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.

That's not a very pretty trigger. And it triggers way too often.

Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.

It's an okay thing to trigger off of, as it happens with just the right amount of frequency, but its basically better than Tunnel in most ways.

Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.

Quite the spammer! It seems like some strong interactions can come up when you Jass into Jass into Jass, but then, that takes a long time to set up and gives you a ton of terminals. I think this is balanced and well designed.

Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.

The regular play half feels like a punishment when you don't discard this. That's one of the reasons they made Border Village a cantrip: it's never useless! A similar route would make this less of a groaner when you had to hold onto it.

Jungle
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card.  If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of [This Card]'s reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)

I like that "Remodel for Gold" is a thing in this game. I like that its difficult enough to achieve and that it has a fairly even power-level. I don't like that your card rewards a player for watching someone else do that.

Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.

The base-action is sooooooooo weak, even with the self-synergy. The trigger condition could be an interesting one, though. I like that it works for Militia and Cellar and Vault. But it could easily just read "When you discard this from your hand other than during Clean-up..."

Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.

+2 Buys is such an awkward thing to see that it really wants an apparent reason for being on a card.

Ninety-Nine
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)

I like the idea, I just wish there was a more managable way to do it.

Monastery
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.

Sorta interesting. I don't know what to think of a junker at $2. Probably makes you want to go big money unless there are good junkers available. The reaction is a fun idea, though. Recycle your hand! I think I'd still rather this be reworked into a higher cost.

Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.

That's a really weak and obstuse reaction. It's such an odd way to hate on someone greening when you could just make it part of the actual playing of the card in some way and get an actively interesting card.

Pennies From Heaven
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand.  If you do, gain a Victory card costing up to $3 less than that card.

Fringe usefulness. I suppose it helps you catch up when they're running out Provinces. It's okay.

Pyramid
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it.  If you do, gain a copy of the gained card.

Not pointing out you, I swear, but this idea seems popular. I just think Smugglers doesn't it cleaner.

Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.

Could probably be worth 2VP without batting an eyelash. I don't like the draw trigger. I've experienced what it's like playing with similar mechanics via Magic and it's just not fun.

Finish Line
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.

Fairly straight-forward. A lot of complicated stuff tossed about this round, but I think this is sensible just the way it is. I'm not even sure it would be over-powered letting you gain Duchies yourself (but it probably is). This could get +1 Buy without harm.

Poch
$3 - Action-Reaction
Select a card on your [This Card] mat. Choose one; trash it, or put it on top of your deck.  Set aside a card from your hand onto your [This Card] mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your [This Card] mat.
--
At the end of the game, trash this and trash all cards on your mat.

A commonly done idea that I've seen done cleaner. =/

Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.

This is a general complaint: why, when Moat exists, do people insist on costing +2 Cards at $3? Especially when the reactions have been arguably weaker than Moat.

Horseshoe
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.

I'm not a fan of this type of +Action spamming, even on a $5 card. The reaction itself is sorta weak, though I suppose it could be interesting in certain +Buy spams and is okay against Junkers.

Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.

I dig the Native Village feel, but 1 card at a time feels fine. The reaction has the stats as the above card, really, but it is interesting that you can save it for later.

Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.

Now that Dark Ages has given us cards with 3 types, it doesn't look at ugly as I thought it might. Still, Reactions and Durations exist on opposite ends of the spectrum and should rarely be mixed... except that I find this case to be a neat exception. I think it ultimately runs the risk of being too much better than Caravan, but I still think you found an example of something I didn't think I'd ever like, so that's cool in itself.

All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)

So, discard, set this aside, and discard again? Man that's steep.

Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.

I like the Native Village reaction idea, I just like it in a simpler fashion. It's already a wordy concept and a bit more conplex than your standard card.

-------------------------------

I'm not usually one to harp on about power-level, but a lot of these submissions dwarfed the top-half of the card needlessly. 9/10 times, the top-half of your card doesn't need to be much weaker than its non-reaction equivalent. Maybe if your reaction is very powerful you'd have a case, but that's usually another problem altogether. The reaction on Moat is really good at what it does, and yet its still a +2 Cards for $2.

66
Variants and Fan Cards / Re: Clasic_Cards #45: Inventor
« on: September 28, 2012, 04:05:59 pm »
I should also mention that I'm posting this now because I really like the concept and really want help finding a balanced way to do it. As is, I'm afraid it gets too swingy. Imagine turning all your Pawns into Laboratories... just... eek!

This thread might be of interest to you:  http://forum.dominionstrategy.com/index.php?topic=2665.msg90837#msg90837

Essentially it's the same idea, only it's limited to just adding +$1 to a card and only does it for one particular player.  It's a strong effect, though at first I underestimated just how punishing the opportunity/setup costs are.  Taking those critical differences into account, that idea and your idea are not very comparable.  Still, it may help to see another incarnation of that basic idea.

Very useful read-through. Your final summation gives some credence to the power concerns, although they are rather different in this case. I'll have to playtest this some over the weekend.

67
Variants and Fan Cards / Re: Clasic_Cards #45: Inventor
« on: September 28, 2012, 02:58:47 pm »
I should also mention that I'm posting this now because I really like the concept and really want help finding a balanced way to do it. As is, I'm afraid it gets too swingy. Imagine turning all your Pawns into Laboratories... just... eek!

68
Variants and Fan Cards / Clasic_Cards #45: Inventor
« on: September 28, 2012, 02:40:39 pm »
Inventor (4)
Action - Looter
$2
Gain a Ruins and attach it to the Randomizer card of any Action in the Supply. Trash any other Ruins already attached to that card. Whenever a player plays a copy of that card, he also gets the effects of the attached Ruins.



  • This came up when I was brainstorming reactions for reaction week. I sort of became fixated with the idea, and finally decided to strip it down to the basics of what I wanted it to do. I have more reaction ideas, but this thing has been nagging me and I needed to get it out.
  • Originally, this started out with "Modifier cards" that were mostly the same as the Ruins, except instead of Survivors I had a trashing card. I went through a lot of versions of this design. I think it's potentially harmful: making Smithy into a super-Laboratory seems scary, for instance. But the duality and the ability to change what Ruins is attached makes me think it could possibly work. There was also a time where the Modifiers had a postive and negative ability, and another instance where there were just two piles of Modifiers, postitive and negative, and where you chose the good affect to attach and the player on your left chose the bad one. That idea had some merit, but was difficult to do simplistically. Stumbling onto using Ruins was a nice idea that solved a lot of problems (though I'm not sure it solves all of them).
  • The trigger effect gets you the Ruins benefits before the card you played resolves. That is, you do the Ruins first. If that isn't clear, I'll need to weasel out just why.

69
Mini-Set Design Contest / Re: Mini-Set Design Contest, Challenge #17: +Buy!
« on: September 28, 2012, 02:00:36 pm »
One of these cards is mine and I just had to point something out.  :P

Othello
$6 - Action
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand. Discard the other revealed cards.
Too weak IMO. Market is one of the weakest 5-cost cards. At 5 I think it'd be fairly strong.

It can't really be a $5 because of Market. I can imagine enough situations where you'd want this over Gold, especially in a deck that's trimmed its Copper count.

Dig Dug
$4 - Action-Duration
Now and at the start of your next turn:
+1 Buy
+$1
--
While this is in play, when you gain a card, you may trash a card from your hand.
This card feels too strong. Merchant Ship at 5 with +1 Buy on each turn had to be nerfed, it was better than Wharf. This loses +$1 on each turn but lets you trash... which actually makes this much more balanced, now that I think about it, since you'll run out of things you want to trash and this will start colliding a lot more due to trashing.

The trash not being forced, it doesn't ever really become awkward unless you have multiples, and even then you can just trash copies to each other.

Pengo
$3 - Action
+1 Buy
Reveal and discard the top three cards of your deck.  If all three are identical, +$4.  If exactly two are identical, +$2.  If there are no duplicates, +$1.
I guess early on you'll most always get a Woodcutter out of this, sometimes only +$1, and occasionally +$4. I'd want to see just how often 3 Copper comes up, it needs to be fairly frequently for this card to work. It's nice that the more you get +$4 the faster you start getting +$1.

If you go Pengo/$4 card, and if my math is correct (which it might not be), then playing Pengo on turn 3 will net you $4 a little over 21% of the time.

Casino
$3 - Action
+1 Card
+1 Action
+1 Buy
Reveal the top card of your deck.  If it is a Ruins, Curse, or a Copper, put it into your hand.
This feels fairly better than Silver in the opening. What happens after the reveal? Discard, put back, choose?

It's just like Wishing Well: the card remains on top. Revealing doesn't actually move anything from anywhere, like how Moat just stays put in your hand after each reveal.

Obelix
$4 - Action
+$2
+1 Buy
--
When you discard this from play, if you gained at least 1 Treasure card, 1 Action card, and 1 Victory card this turn, draw an additional card during this turn's Clean-up phase.
Woodcutter with a tiny, tiny upside, for 4. No thanks.

How many cards would you have to net over the course of a game to make this better than Noman Camp? Camp has that initial buying boost, but this can easily grab an extra 3 cards over the course of a game, more in kingdoms with dual-type cards. It might want +2 Buys to help facilitate that, though.

Joust
$4 - Action
+1 Buy
You may put a Victory card from your hand on top of your deck. If you do, +$3.
Interesting! Woodcutter but you have to Bureaucrat yourself and you get +$1... I think this would be fine at 3-cost.

The jump from providing $2 and providing $3 is a big one. This is basically a cheaper Mandarin part of the time. $3 seems ridiculously low for that sort of effect.

70
Mini-Set Design Contest / Re: Mini-Set Design Contest, Challenge #17: +Buy!
« on: September 28, 2012, 04:08:08 am »
Sky Diver
$4 - Action
+$2
+1 Buy
Discard a Copper, or reveal a hand with no Copper.  If you did discard a Copper, +1 Card, +1 Action.

This is a neat way to encourage Copper to remain in your deck, which is a strategy I find is fun to build around. I agree with others that the stats aren't perfectly, but I find the concept acceptible and interesting.

Othello
$6 - Action
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand. Discard the other revealed cards.

Big Farming Village is an okay idea, but not a particuarlly more exciting one.

Centipede
$6 - Action
+$3
--
While this is in play, when you gain an Action, Treasure, or Victory card that you have not gained this turn: +1 Buy, +$1.

I don't know whether I'd name the card types or not. Is buying a Curse, a Copper, and 4 different Ruins to make this mega a neat interaction or a bad one? I'd say the latter, since its risky but splashy. I don't like how this interacts with Highway, but you'd have to spam pretty hard for it to totally break. I like the idea, but I don't like that it goes for "infinite" buys.

Asteroids
$5 - Action-Attack
Choose one: +$3 or +3 Cards.
Each other player chooses one: they trash a card from their hand, or draw a card and discard a card from their hand.
Choose one: +1 buy and each other player gains a Copper; OR trash a card from your hand and each other player with four or more cards in hand discards a card.

I concede that busy cards are possibly a necessity of the game, but I think the game itself sports some poor ones, and I don't think this calamity improves on those.

Egg Catch
$3 - Action-Duration
+2 Cards
Set aside any number of Treasure cards from your hand face up on top of this card.
During the buy phase of your next turn: +1 Buy and play the set aside cards in any order.

I don't enjoy the concept of the mini-tactian save in its more innocent forms (see Haven). It's just a lot more difficult to balance the concept at lower costs.

Millipede
$4 - Action
+1 Action
+1 Buy
+$1
Trash one or three cards from your hand.

Trashing and extra buys don't really mesh all that well. They don't necessarily have to, but unless there's a trade-off occuring (Salvager, Trade Route), it doesn't do a whole lot. I realize that's not necessarily the main feature on this card, but it still isn't a redeeming factor. I like the trash 1 or 3 mechanic, just not for this particular set of stats.

Pole Position
$5 - Treasure
Choose one:
If this is the only Treasure you play this turn, choose 2. Otherwise, choose 1: +$1P; OR +$2; OR +$1, +1 Buy.

Because treasures can be played in any order, you'll need a lot of extra text to make this work. It's already messy as is.

Dig Dug
$4 - Action-Duration
Now and at the start of your next turn:
+1 Buy
+$1
--
While this is in play, when you gain a card, you may trash a card from your hand.

I like it! Elegant and interesting. I'm somewhat in the camp that a set with durations wants multiple durations, but that won't stop me from voting for this. One thing of note, though: the extra buy will rarely help you with trashing, at least, not early on. If you open DD/Silver, and draw DD/S/C/C/E, chances are you're gonna buy a $5 and trash the Estate rather than buy two $2s. I don't necessarily think that's a bad feature, but it seemed worth mentioning.

Pengo
$3 - Action
+1 Buy
Reveal and discard the top three cards of your deck.  If all three are identical, +$4.  If exactly two are identical, +$2.  If there are no duplicates, +$1.

Funny how this will often get worse as the game goes on. It's an interesting card that allows for blistering fast starts at times, which probably makes up a little too much for the downward spiral it takes (though it won't fall through the floor in all games). I think I like it, but I'd want to see a lot of playtesting results.

Mario Bros
$2 - Action-Duration
+$3
+1 Buy
At the start of your turn: +$1.
--
During your Clean Up phase, place [This Card] in play for the player to your right.

I'd go with "At start of Clean-up, pass this to the player on your right. It remains in play." I think the idea of a card continually staying in play is neat, but also difficult to manage without some special care. 10 of these running around getting passed every turn feels like a nuisance.

Combat
$5 - Action
+1 Buy
--
While this is in play, whenever you play an Action, +$1.

Too swingy for my tastes. It's either totaly crap or broken. Card's are allowed to be swingy, but should be closer to the center than this.

Space War
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand.  If you do, gain two differently named cards costing up to $6, placing the card with the lowest cost on top of your deck.

I liked this concept in the Honda contest, but felt the spamability to be a negative feature. This twist is interesting, but doesn't really solve the issue I had with the other version.

Outlaw
$3 - Action
+1 Card
+1 Action
+1 Buy
--
When you buy a Treasure you have not yet bought this turn, +$1.

Has that spammable Market quality, except multiples of these are way more impressive at such a cost. The concept itself has some merit, but I'm more on the side of making it difficult to stack this type of effect.

Pac-Man
$4 - Action
+1 Action
+3 Buys
+$3
--
If you have unused buys at the end of the turn you play this card, trash this card.

Interesting way to impose a restriction. Has that Cache quality to it. An okay submission.

Jungle Hunt
$3 - Action
+2 Cards
+1 Action
+1 Buy
Reveal and discard 2 cards. If both cards discarded were Actions or Treasures, +1 Card.

The mechanic is broken or anything, I just don't like how the card meshes overall.

Krull
$5 - Action-Duration
+1 Buy
+$1
On your next turn: +1 Buy.
Choose two non-empty piles from the supply. Place a Plus token on one and a Minus token on the other.
--
While this is in play, cards from supply piles with Plus tokens on them cost $1 more and cards from supply piles with Minus tokens on them cost $1 less (to a minimum of $0). When this leaves play, remove one Plus token and one Minus token from supply piles.
--
(Rules clarification: The maximum change in price is $1, even if there are multiple Plus or Minus tokens on a pile. If there are both Plus and Minus tokens on a pile, there is no change. If you play this card with a multiplier such as Throne Room or King's Court, there will be tokens left on piles once [This Card] leaves play, but if nobody has one in play, the tokens will do nothing.)

Too much going on compared to what you get from it all.

Battlezone
$4 - Action-Duration
Set aside a card from your hand. At the start of your next turn, return it to your hand and gain +1 Card, +1 Action, +1 Buy.
--
When a player plays an Attack card, they may discard a Treasure card. If they do not, players who have a [This Card] in play are unaffected by the attack.

Part Tactician, part Haven, part Lighthouse, less appealing than all three.

Breakout
$6 - Action-Duration
Now and at the start of your next turn:
+$3
+1 Buy
--
While this is in play, cards cost $1 more.

I'm not a fan of the +1 Buy with card taxing anti-synergy. It just seems pointless to grant the +Buy at all. The only two reasons I see for making a card that increases costs is to hurt other players (which this thankfully does) and on trash for benefit cards. That's the combination I'd go with and leave the buy out. It's a clever interaction, but not an interesting one in actual game-play.

Casino
$3 - Action
+1 Card
+1 Action
+1 Buy
Reveal the top card of your deck.  If it is a Ruins, Curse, or a Copper, put it into your hand.

Too similar to Vagrant for my votes. It would have been much cooler to say "Reveal the top card of your deck. If it costs $0, put it in your hand." That way it works with all the cards you listed and has some cute combos on the side.

Phoenix
$5 - Action
+1 Buy
--
While this is in play, Action cards you buy are immediately played.
--
(Rules clarification: This would allow you to play action cards during the buy phase, but only those you are purchasing. This is not optional and does not require leftover actions.)

I've been convinced that playing cards in phases they aren't normally played in just isn't fun. But I really like this card. I'm more in favor of trying this out than saying no to it because of some cautionary standard.

Secret Quest
$3 - Action
+1 Buy
When you play this, +$1 per Buy you have.

I've seen this idea attempted in a few ways, but never this simply. It has the unfortunate feature of requiring 3 buys just to get ahead of Woodcutter. I'm not sure the best way to balance this, but I like the card in general.

Adventure
$4 - Action
Look at the bottom card of your draw pile; you may discard it. If you do, +$2 and +1 Buy. If you don't; put it back on bottom, +2 Actions, and +1 Card.

I don't get it. Like, I understand how it works just fine, but I don't know why you'd want to put these abilities together.

Night Driver
$4 - Action
+1 Card
+$1
You may discard up to 2 Cards. +1 Action and +1 Buy per card discarded.

Simple and efficient. Seems rather decent, actually.

Obelix
$4 - Action
+$2
+1 Buy
--
When you discard this from play, if you gained at least 1 Treasure card, 1 Action card, and 1 Victory card this turn, draw an additional card during this turn's Clean-up phase.

I like that you avoided the need to make this a duration. I wonder if the bonus is enough, but I think it is. I wonder if +2 Buys would have been appropriate here.

Crossbow
$4 - Action
+1 Card
+1 Action
+1 Buy
+$1
Discard a card.
--
When you gain this, if at least one supply pile is empty, you may put this on your deck.

I think the bottom half is rather neat. Not sure how I feel about the card as a whole, though.

Defender
$3 - Action-Victory
+1 Action
+1 Buy
--
Worth 1 VP
--
When you buy this, if this is the first card bought this turn, +1 Buy.

I would love the simple Victory-only version of this. Making it an Action card took a lot of the interest away for me.

Surround
$4 - Action-Duration
+1 Buy
+$1
--
At the end of your Buy phase, set aside one card from your deck for every unused buy face down. At the start of your next turn, put them into your hand.

This is so good with spammable buys. A Worker's Village or Market chain turns this into a super-Tactician without the cost. I like the idea of counting unused buy (I've made some bad renditions myself), but I just don't think this is the right way to tackle it.

Xenophobe
$6 - Action
+1 Buy
+$5
Discard 3 cards or 1 [This Card].

Has that Death Cart vibe to it. Not a bad card, really; I wonder if $4 would be just as fine. I sorta think it would.

Street Racer
$2 - Action
+1 Buy
All players (including you) reveal a card from their hand. All cards revealed this way cost $1 less this turn, but not less than $0.
--
If you did not buy any copies of the revealed cards, you may put this card on top of your deck.

Could be a fine Bridge variant. Not sure if I like it better or worse with the reuse ability.

Road Runner
$5 - Action
+2 Actions
+3 Buys
--
In games using this, when you trash a Fool's Gold, you may gain an [This Card].
--
Setup: Add Fool's Gold as an extra Kingdom card pile.

Very specific. Wouldn't want it in a set that didn't also have Fool's Gold in it. Which I suspect this set won't, even if this card got top nominations. A more general card would work better, me thinks.

Star Raiders
$2 - Action
+1 Action
+1 Buy
--
While this is in play, when you buy a card, gain a card costing exactly $2 more.
--
When you discard this from play, trash it if you have any unused Buys.

Haggler goes minimum of $1 down and costs $5. I fear this favors too well in comparison working up.

Quadrun
$6 - Action
+1 Buy
Trash any number of differently named cards from your hand. +$2 for each card trashed.

Nice. I like this a lot.

Space Invaders
$6 - Action
Reveal an Action card from your hand, play it up to three times.
If you play it once: +1 Buy, +$3.
If you play it twice: +1 Action, +1 Card, +$1.
If you play it thrice: trash the Action card.

It's an interesting exercise mentally, but I think it's asking too much of the players. Very neat. I'm just a bit wary.

E.T.
$5 - Action-Reaction
+1 Card
+1 Action
+1 Buy
--
When you buy a card you may discard this.  If you do, +$3.

The self-synergy is neat. I have a feeling it works better over if you brought the cost down to $4 and the discard trigger down to $2. But a nice idea indeed.

Missile Command
$3 - Action
+1 Action
Choose one: +2 Cards and discard 2 cards; or +1 Card, +1 Buy.

It's just a hodgepodge. The more cohesive the "choose your adventure" cards feel, the better.

Galaxian
$4 - Action
+2 Cards
+1 Buy
Discard 2 cards. Reveal your hand. If you have 2 or less treasures in it, +$3 and gain a silver.

The thing that sucks about being toward the bottom of these lists is that a tired reviewer like myself starts losing his cool and just wants to say "meh" or "cool". Anyway, this card is sorta interesting, sorta blaise. It seems functional, but just doesn't interest me. (Note: I like complicated cards and simple cards of all varieties, so a card will rarely get nixed just because of that.)

Moon Patrol
$3 - Action
+1 Buy
Discard any number of cards. For each card discarded this way, +1 Card, +1 Action.

Spamming actions like that might not actually be detrimental, but I'm not a fan of it.

Human Cannonball
$4 - Action
+1 Card
+1 Action
+1 Buy
Choose one: Put a Coin token on your [This Card] mat; or remove any number of Coin tokens and get +$1 per removed token.

People sure do love their Market variants. Something about getting all the features. This one is fine, but one of the endearing things about storage cards is that they aren't easily to stack up all in one turn on their own.

Gravitar
$3 - Action
+2 Buys
Gain a Silver.
--
While this card is in play, when you buy a Victory card, +$3.

This card is wacky in Garden games: play this, gain a Silver, play two Copper, buy an Estate, +$3, buy an Estate, $1 +$3, buy a Gardens. That just gained you 4 cards. I'm all for making a better Woodcutter, but not in this capacity.

Ikari Warriors
$5 - Action-Attack
+1 Buy
+$3
Discard one card; if you do, each other player gains a Curse card.
--
While this is in play, if you buy an Attack card; play it immediately.

I liked the simpler version posted above WAY more.

Joust
$4 - Action
+1 Buy
You may put a Victory card from your hand on top of your deck. If you do, +$3.

This card should be called Hypocrite. I feel it could almost be any card that gets tossed back on top. The problem then is the trigger condition becomes too easy. But requiring a victory card makes for some turns where you get nothing, and that's such a griefer. This is basically Mandarin for cheaper, and I'm not on board with that.

Vanguard
$4 - Action
+1 Buy
--
While this is in play, when you buy a card, gain a Gold if you have no Treasures in play. Otherwise, gain a Silver if you have no Golds in play.

Interesting enough that I'd want to see it tested.

71
Mini-Set Design Contest / Re: Mini-Set Design Contest, Challenge #17: +Buy!
« on: September 27, 2012, 08:29:05 pm »
Quote
Obelix
$4 - Action
+$2
+1 Buy
--
When you discard this from play, if you gained at least 1 Treasure card, 1 Action card, and 1 Victory card this turn, draw an additional card during this turn's Clean-up phase.

That's a rather specific trigger.  What if I buy a Great Hall and a Copper.  Am I covered, or do I need to buy three separate cards?

Seems like the same rules governing Ironworks for Great Hall cover this. I suppose it could use "a" instead of "1", but that doesn't seem to actually make a difference.

Mario Bros
$2 - Action-Duration
+$3
+1 Buy
At the start of your turn: +$1.
--
During your Clean Up phase, place [This Card] in play for the player to your right.

As written, this is incoherent, since the part under the line needs to be more specific than "During your Cleanup phase". (Following the instructions as written, turn 1 would be: I play 3 coppers, I buy a silver, I discard my coppers and estates, and put 10 copies of Mario Bros from the supply into my opponent's play area.)

I suspect the intended effect of this card is the following, though I can't be sure:

+$3
+1 Buy
During your cleanup phase this turn, place this card in the play area of the player to your right.
At the start of that player's next turn, he gets +$1.

...though there are other possible interpretations that might also be reasonable.

The only question I have on this card is whether the intention was for it to endlessly go in a circle or for it to stop after one pass, go into that player's discard pile, and wait to be used again before passing.

72
Weblos
$2 - Action - Reaction
+1 Card
+1 Action
When you reveal this from your deck with a Scout, put it into your hand.

73
I'm guessing said ballot would be a forum message to rinkworks?

rinkworks covers the voting procedures when posting the entries. All the specifics will be explained then. :)

74
Thanks for your positive feedback.
Yes, I didn't submit it because I feared no-one would vote for this "boring" card.
And Davio agrees, so it might have been the right decision. Let's see.
I thought about adding (You may pick the same choice twice.), but I think it complicates the card more than it helps because it's a such simple card which don't need much text. And if you won't be allowed to pick the same choice twice, the card wouldn't make sense anyway.

I just think it would be clearer phrased as "choose one: +2 cards; +2 actions; or +1 card and +1 action".

Actually, that's probably the best approach. I honestly don't think it's clear enough to leave it without extra text, the same way it wasn't clear enough on Pawn.

75
I really do want to make the trigger I outlined work, cause its a neat intersection of all the attacks without having to say "attack", but for this card, you might be right. The bigger picture seems like it'd rather use "gain". I didn't see it since I designed from the other end out.

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