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Mini-Set Design Contest / Re: The Contest Set Card List
« on: October 11, 2012, 10:52:45 am »Mountain Pass:
pics
While I think these look gorgeous, they should be drawings though.
Unless they're like, ultra-realistic.
Mountain Pass:
pics
QuoteEach other player trashes a Treasure card from his hand. He then gains a Treasure card costing at most $3 less than it (cost of gained card must be no lower than $0), and may choose to put it in his hand. Otherwise he reveals his hand with no Treasure cards.It seems like you want to achieve that you can always get at least a Copper, but you are doing the opposite. When you trash a Copper, you "gain(s) a Treasure card costing at most -$3 (cost of gained card must be no lower then $0)".
That means you are looking for a Treasure that costs less than -$3, but not less than $0, which is quite impossible for standard notions of '-', '0', '3', '$' and 'less'.
Better, but still not perfect wording would be "gain a Treasure costing at most $3 less, or $0".
If I'm wrong with my interpretation, and you really want to allow to trash Coppers without replacement, the "(cost of gained card must be no lower than $0)" is unneccessary, as there anyway is no card that cost less than $0, so this restriction is none.
From challenge #9: Non-terminal silver
Scammer
$6 - Action-Attack
+$2
Each other player trashes a Treasure card from his hand. He then gains a Treasure card costing at most $3 less than it (cost of gained card must be no lower than $0), and may choose to put it in his hand. Otherwise he reveals his hand with no Treasure cards.
Scammer
$5 - Action-Attack
+$2
Each other player trashes a Gold or Silver card from his hand. If he does, he gains a Treasure card costing exactly $3 less than the trashed card, and may put it into his hand. Otherwise he reveals his hand with no Gold or Silver cards.
From challenge #10: Potion card
Red Stone
$5P - Action
Trash this card. Discard a Potion from your hand.
If you do both, trash a card from your hand, then gain a card of any cost.
Red Stone
$2P - Action
Trash this card and a card from your hand.
If you do, gain a card of any cost from the supply.
Scammer
$6 - Action-Attack
+$2
Each other player trashes a Treasure card from his hand. He then gains a Treasure card costing at most $3 less than it (cost of gained card must be no lower than $0), and may choose to put it in his hand. Otherwise he reveals his hand with no Treasure cards.
Red Stone
$5P - Action
Trash this card. Discard a Potion from your hand.
If you do both, trash a card from your hand, then gain a card of any cost.
Bronzeworks
$3 - Victory-Reaction
Worth 2 VP if you have the most Copper cards in your deck compared to other players (a tie for most would qualify as well).
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper. You may discard this card to put the Copper into your hand.
Theorist
$4 - Action
+1 Card
+1 Action
All players reveal a card from his hand. If all players revealed a Treasure card, +1 Card for all (including you) and +$1 for you. Otherwise, all players gain a Copper, putting it into his hand (including you).
Investment
$4 - Treasure
Worth $2
Trash this card. Gain a Silver, and the player to your right gains a Gold.
--
When you would gain this, the player to your left gains this card instead, and only that player can gain this card.
--
(Rules clarification: The player to the left cannot have the player to HIS left gain this card, he is the sole person gaining the card. Reactions to card gains apply in this situation however, e.g. Watchtower. When this card is played, the original buyer of this card will gain the Gold, and the "player to the left" gains the Silver.)
Samurai
$5 - Action-Attack-Reaction
+1 Card
Each other player discards a card.
You may return up to two Samurai tokens to its supply. Each other player discards an additional card per token returned.
Gain a Samurai token.
--
When another player plays an Attack card, you may return a Samurai token to its supply and discard this, then at the start of your next turn, +1 Card. You may instead trash this card if you do not return a Samurai token to its supply, if you do, gain a Samurai token.
If you do either, you are unaffected by that Attack.
Abandoned Village
$2 - Action
+2 Actions
+1 Buy
Discard any number of Curse cards. +1 Card per Curse card discarded.
--
When you gain this, gain a Curse.
Mortgage
$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
--
During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
--
When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
--
(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)
Poseur
$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.
Village Idiot
$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.
#19 (tie) - Village Idiot by PenPen with 3 points (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.
A question about Barge however, as I didn't vote for it because my understanding was that you can gain-trash as many cards as you would like, while it's put in play? It felt like there's lots of opportunity where you can manipulate your hand with the right combination.
The while-in-play effect does certainly work for as many cards as you gain, but you're still limited by how many cards you can gain in the first place. With +Buy, that does mean you can buy two Coppers at minimum, but doing that undermines whatever deck-thinning you hoped to accomplish. So it's really more of an sneaky upgrader (like Rats) than a trasher.
As for manipulating your hand, you can't add cards to it, only remove cards, so I guess you could sneakily activate a Menagerie that wouldn't otherwise have activated, but that seems like something you ought to be able to do if you're clever enough.
Maybe there's something I'm missing, though.
#14 (tie) - Poseur by PenPen with 4 points (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.
Maybe rinkworks lost the votes?
Submit your votes via PM to me by Thursday, October 6, 2012, 10am EDT in the following format:
I may have missed a clarification, but is it Thursday... or October 6? Same applies to the Reaction competition.
I'm going to guess that Guilds will have a subsystem where certain cards can interact with each other and make other related cards played stronger.
In the mini-set contest I designed a card that uses tokens. I think Guilds would probably have something like that and make it a communal token where certain cards can make use of the tokens to be a little better when it's played.
Communal like this, where multiple cards use the same tokens, or communal like all players use the same mat?
Some possible images for Missionary
Missionary:Quotepics
One other game I really liked when I was younger was Bang. It's partially a hidden information game, like Mafia. Anyone familiar with it? More recently I've been playing a Chinese rip-off of it called San Guo Sha. While it is largely a re-themed carbon-copy, it actually makes the game so much more fun via the myriad of different characters.I played San Guo Sha once. It was a bit difficult, since I know approximately 15 words of Mandarin, none of which were particularly helpful in reading the cards, but I was teamed up with my girlfriend (who is Singaporean) against some other Singaporeans of varying skill levels in the game. I can imagine that if I had the full translation of all the cards in front of me it's a pretty cool variation on Bang.
I am a huge fan of Innovation, but it is definitely a game that will not be to everyone's tastes - almost every turn the board can change drastically, so it's much more of a tactical game than a strategic one. I haven't been brave enough to get the "Echoes of the Past" expansion as I haven't heard fantastic things about it - mostly that it tries to introduce about 3 new mechanics at once - but the second expansion, "Figures in the Sand", sounds like it might be a bit better.
Don't worry, if Rinkworks hasn't posted the cards he's usually pretty lenient on deadlines.
When do we vote on the entries?
#10 (tie) - Mortgage by PenPen with 10 points (Strawberry Fields)
$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
--
During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
--
When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
--
(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)
Some people brought up that the price reduction on Mountain Pass could be abused because it will stack with KC. I didn't want to put up a big defense while it was still in voting, but I'll discuss it now.
Stackability was fully intended. Since MP is one-shot, it is awkward to word it such that it doesn't stack. Lacking +Buy and being one-shot actually hurts a lot while you are building your deck. With Bridge, you can play it and build up your deck quickly. You can't do that with MP -- if you use it, it disappears and you'll have to buy a new one. To use MP effectively, you'll need to build an effective engine without it and THEN bring it in for one big turn. You can do the same with Bridge, except it needs less support (coming with its own +Buy) and it can help you during the ramp-up.
MP would be most used as support for a cool engine with +Buy, probably in a mega-turn strategy. If there is cheap +Buy on the board (Market Square, Hamlet), it can also be a nice slingshot. I thought it would be good for the set, which has plenty of expensive cards. We still need +Buy though!
Oops, actually, the easy wording to limit it would be "if you do". But again, I think it is better without that limit. There is a soft-limit in that it forces you to trash another card from your hand. That can screw up your hand if you're not careful.
Ummm...The results are in! As a reminder, here was the objective for this challenge:QuoteCreate a one-shot card. This is a card that trashes itself, returns itself to its pile, or sets itself aside permanently when played. The card must always do this when played; it can't, for example, only trash or return itself under certain circumstances, or if the player chooses a particular option. You may only submit a single card -- that is, you can't submit multiple cards that work together (such as Pillage and Spoils).
You are in the wrong thread! Is that what you are confused about?