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Messages - jamespotter

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26
I wonder if -Stef-'s name influenced LastFootnote's interest in the card.

It's impossible for me to give a 100% objective answer to this, but I doubt it. In my experience, skill at playing Dominion does not directly correlate to making good Dominion cards. I'm not in love with most of WanderingWinder's cards, for instance (Nothing personal, WW).

I completely agree that skill at Dominion has almost no correlation to skill at designing cards. I am actually really mediocre at Dominion, and my cards have always done well in these contests. I think there is a definite difference between being good at strategic theory and being good at strategic implementation.

@Tables- My thinking had been that the buy was important to the card cohesion, so perhaps a cost increase or change in effect is more natural? I understand the OP idea now, though, so thanks for clarifying  :)

EDIT:semi-ninja'd by WW

27
I'm wishing I voted, too, I loved Mountain Dwellers but I feel Diviner is ridiculously overpowered.

I give jet lag as an excuse.

I'm genuinely curious as to why you (and others) feel it is so drastically overpowered. Could someone please explain, because I feel it is very similar in power to Oracle.

28
I'd be willing to for anyone, but my response might take a day or so, and I am by no means an expert.

29
Congrats, James. Diviner was one of the cards which got my vote. I think it's an interesting mechanic, and the card is nice and simple.

Thanks! I have noticed that simple design mechanics often get chosen over complex ones simply because they are easier to analyze and understand...I think that may be due to the sheer number of submissions for each contest. It's definitely the way my vote skews...

30
@cluckyb The bottom seemed interesting enough, I just wasn't a fan of the top, mostly because I have seen (and made) way too many "Discard a card, gain a copy" clauses on cards, and they always just end up seeming boring. I would have liked the bottom on a much weaker, cheaper card.

I am really surprised Diviner won, but I guess I  will follow SirPeebles example, though mine will probably end up a lot more boring:

Secret History of Diviner

This card started out as an on-buy attack, with the wording "When you buy this, each player (including you) reveals the top 2 cards of their deck, discards one that you choose, and puts the other back." I read the Secret Histories around that time, and realized that on-buy attacks usually end up being painful and unfun, and also, I had created an effect that would be really hard to balance. That got rid of the attack. Now, unfortunately, the sifting was boring, and overall too weak, so I finally came up with the idea of changing of it to the similar "When you buy a card". Thus, the bottom.

I now approached the top, knowing it had to have a +buy, and should probably be terminal, because this card can stack and become slightly obnoxious, and I didn't want it to be a "no-brainer" type of buy. I decided to go for +2 cards with the buy because it had been used less than coins, and it fit Hinterlands "Cycling" theme. I decided to cost it at $3 because on an average turn (one where you buy one thing) it is a Oracle that draws first, cycles second, and doesn't hurt anyone else, with a buy tacked on. I realize that is not its intended use, but it was certainly not a $5, and I saw no reason to prevent someone from opening double Diviner, especially since it was not strictly better than Oracle. The name was something I came up with last minute, and I am certainly open to changes.


There you have it, in case anyone was interested.  :P

EDIT: And, of course, thank you to LastFootNote for organizing and administrating this great contest.


31
Mini-Set Design Contest / Re: Tweaking Diviner
« on: September 16, 2013, 03:02:16 pm »
Two things I missed when designing the card were the fact that it probably should be look at, not reveal, and it should say "While this is in play, when you buy a card, you may..." That would make it work with the online interface, too, addressing your concern, LastFootNote, as you could just click "no" a bunch of times, ending the sequence. I am totally open to a name change, I just lack the creativity to come up with something better.

32
What is it that people see in Hinterland? (That's a serious question.) To me, the concept seems really weak, even for a $2 card.

33
This is a sort of stream of consciousness type thing, so I may say one thing and then change my mind by the end of the paragraph. (One of these is mine) Lots of people posted while I was typing this, so I may repeat some things...

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Palanquin
Types: Action
Cost: $5
+1 Action. You may discard an Action card. If you do, +1 Card per $ it costs.

EDIT:I agree with Robz...way OP.


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Tribe
Types: Action
Cost: $3
+2 Actions. +$1. Look at the top 2 cards of your deck. Discard one and put the other anywhere in your deck.

When you buy this, you may discard a card. If you do, +1 Buy and +$2.

I really like the top, but I think the bottom makes the card a bit too powerful for its price point. Essentially, it means: if you have a victory card in hand, you can pick up a valuable engine piece for $1, without using a buy.


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Quagmire
Types: Victory
Worth 1 VP.

When you gain this, trash 3 cards from a Supply pile.

This doesn't have a cost, so I don't know exactly how I feel about it, but I have never been a fan of cards that are straight up game tempo manipulation.


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Hinterland
Types: Action
Cost: $4
Swap the cards in your hand with the cards on your Hinterland mat.

When you gain this, gain a Silver, putting it on your Hinterland mat.

This is an interesting concept, essentially saving a whole hand for later, but I feel that in practice it won't be very useful, and the best strategy will be to avoid Hinterland entirely.


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Pilgrimage
Types: Action
Cost: $3
+1 Action. +2 Buys.

While this is in play, when you gain a Victory card, Victory cards cost $1 less, but not less than $0.

This card confuses me. I understand the purpose of the "when you gain a victory card" clause, but it seems a clunky solution. Also, I think this card might be too good in multiples, or in combination with other cost reducers. The +1 action makes it easily playable, and the +2 buys is really good, especially at $3. Now that I think about it though, the card itself is fairly weak, and is almost useless except late in the game, when the low price won't matter to you as much. Overall, I think I like this card, but it will need some playtesting to see if it creates broken combos.


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Consulate
Types: Action
Cost: $4
+3 Cards. +1 Action. Discard 2 cards.

When you gain this, each other player gains a Copper, putting it into his hand.

I think this card might be balanced. At first I thought it was overpowered, but after rereading the bottom and realizing the copper goes to hand, I think it could be okay. The idea doesn't excite me much, though, as it feels to much like Warehouse.


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Trade Agreement
Types: Action
Cost: $5
+3 Cards.

While this is in play, when you gain a Trade Agreement, gain a card costing up to $5.

This is cool, but I am wary of cards that want you to buy themselves on the card. I think this would be interesting, though, in that a lot of terminal draw could really mess you up, so the timing of purchases would have to be carefully planned out. I think I like this card because it causes some interesting tactical decisions.


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Mountain Dwellers
Types: Action
Cost: $5
+1 Card. +1 Action. Reveal your hand. If you revealed 3 or more Treasure cards, +$1.

When you buy this, you may trash a Treasure card you have in play. Gain a Treasure card costing excatly $3 more than it.

Oooh, this is interesting. It may promote big money just a tad too much for my taste, but I love the bottom part of the card. I think if the top were tweaked slightly to be less "Yay Big Money!" It would be a great card.


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Emerald Vein
Types: Action – Victory
Cost: $5
+1 Action. Reveal your hand. +$1 per Victory card revealed.

Worth 1 VP.

SCOUT! Actually, though, I personally don't like the +$1 per VP card concept, but that is just personal preference. The card seems fine.


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Troglodyte Caves
Types: Action
Cost: $5
+1 Card. +1 Action. Discard any number of cards. +1 Card per card discarded.

When you gain this, you may reveal a card from your hand costing less than this. Gain a copy of it.

A better Cellar with a weird on-gain mechanic. I like this one, as it blends Cellar and Border Village while not straying too far into either's territory. This may be too much better than Cartographer, although I suppose they fulfill different functions.


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Vendor
Types: Action
Cost: $1
+1 Action

When you buy this, +2 Buys.

This type of thing has been tried before, and I think Tribe executes the same idea a lot better. This card is just too vanilla for me.


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Artefact
Types: Action
Cost: $2
+1 Card. +1 Action. Choose a card from your hand. Trash it, discard it, or put it on top of your deck.

When you buy this, set it aside instead of gaining it. Gain it after you next shuffle (or when the game ends).

Cool idea, but I will either accidentally add this card into my deck, or forget about it. I have enough trouble with durations already.


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Ring Leader
Types: Action – Attack
Cost: $3
When you buy or play this, each player (including you) reveals the top 4 card of his deck, discards one that you choose, and puts the rest back in an order he chooses.

Seems okay.


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River
Types: Victory
Cost: $3
Worth 2 VP.

When you gain this during your turn, all cards except Victory cards cost $2 less this turn, but not less than $0.

This is interesting, and could drive a lot of oddball strategies that might work. It is sleek and seems balanced. This is my favorite so far.


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Factory
Types: Action – Reaction
+1 Action. You may discard a card that is not a Victory card. If you do, gain a copy of it.

When you gain a card, you may reveal this from your hand and put it onto your deck. If you do, put the gained card into your hand.

Again, no price, but I would assume $5. This seems too swingy, as a lucky draw of this with King's Court could make a huge difference. Things like the top have been tried before, by myself included, and they always seem to not be very interesting. I like the bottom though, especially if it were on a weaker card.


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Sanctuary
Types: Action
Cost: $5
+2 Cards. Discard 2 cards.

When you gain this, set aside a card from your hand. Return that card to your deck at the end of the game.

Feels like Island, except maybe worse and it costs $5.


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Workers' Co-operative
Types: Action
Cost: $5
+1 Buy. +$3.

While this is in play, when you buy a card, each other player may gain a card costing less than it.

A reboot of Charity (A)? I liked that, but I like this slightly less, because I feel that being a treasure really made Charity (A) exciting. Still, it is a cool concept.


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Smelter
Types: Action
Cost: $4
+1 Buy. +$1.

While this is in play, when you buy a card, gain a Silver, putting it on top of your deck.

This feels boring, but seems balanced.


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Witch Doctor
Types: Action
Cost: $4
+$1. Look through your deck; reveal and discard any number of Victory and Curse cards from it. Shuffle your deck.

When you gain this, put your deck into your discard pile.

Look through and shuffle your deck. That line makes this card not fun for me. On the top part of an action, this could be happening 2-3 times a turn, and that is ridiculously slow.


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Diviner
Types: Action
Cost: $3
+2 Cards. +1 Buy.

While this is in play, when you buy a card, reveal the top 2 cards of your deck, discard any number, and put the rest back on top in any order.

This card is interesting. It seems similar to Smelter, but fits the Hinterlands cycling theme more and has more of a strategic niche. I like it.


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Shoreline
Types: Victory
Cost: $6
Worth 4 VP.

When you gain this, +1 Buy.

Again, I am not a fan of this type of +1 buy on the bottom.


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Mill
Types: Action
Cost: $5
+1 Action. Each other player draws a card. Gain a card costing up to $5.

When you gain this, each other player discards down to 3 cards in hand.

This is a nerfed University, but easier to get, with an Attack when you buy it. I don't think this is balanced at any cost, even without the attack.


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Travelling Salesman
Types: Action – Reaction
Cost: $5
Discard any number of Treasure cards from your hand. +2 Cards per card discarded.

When another player gains a Victory card, you may discard this. If you do, gain a card costing less than it.

Less than Travelling Salesman or less than the Victory Card? If it is the former, I think this is a neat little card, which would have its place in some games, but not all.


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Courier (A)
Types: Action – Reaction
Cost: $4
+1 Card. +1 Action. Discard any number of cards. Gain a card costing exactly $1 per card discarded.

When you would gain a card other than during your Buy phase, you may discard this from your hand. If you do, gain a card costing up to $2 more instead.

The top seems too good with engines. Drawing your deck is often easy to set up when you don't care about having money, and this card makes that work even faster by making getting the components easy, too. The bottom might work, but on a much weaker card.


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Oicho-Kabu
Types: Action – Victory
Cost: $5
+1 Buy. +$2.

Worth 1 VP. While this is in play, when you buy a card, +$2 and discard the top card of your deck. If it's a Victory card, trash this.

I have no clue if this breaks anything, but I feel like it does. The self limiting might help, but overall, I don't think this card is good enough for me to want to buy, 90% of the time.


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Wayfarer
Types: Action
Cost: $2
+1 Card. +1 Action. +1 Buy.

When you buy this, you may trash a card from your hand. If you do, +$ euqal to its cost in coins.

Seems cool, and fairly balanced. I would probably mostly use this as an early copper trasher, but it could have other uses. I like it.


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Sultan
Types: Action
Cost: $5
+2 Cards. +1 Action. Discard a card.

When you gain this, look at the top 3 cards of your deck. Discard any number of them and put the rest back in any order.

Lab with a slight nerf, but an on-gain effect. It is probably fine, but doesn't excite me all that much. It would be a good buy most of the time, like Lab.


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Safe House
Types: Victory – Reaction
Cost: $3
Worth 2 VP.

When you gain a card costing $0, you may discard this. If you do, gain a Gold.

This feels a lot like tunnel, with the whole "Victory card that gains gold" thing. It might be overpowered, however, because it lets me buy a gold+copper for $0, when gold+2 coppers costs $5.


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Commander
Types: Victory
Cost: $5
Worth 2 VP

When you gain this, gain a Reinforcement card, putting it on top of your deck.
Setup: Add an extra Action Kingdom card pile costing $5 to the Supply. Cards from that pile are Reinforcement cards and cannot be bought.

Clarification: Unlike most Victory cards, there are always 10 copies of Commander in the Supply regardless of the number of players.

Problem: when the reinforcement card is a brutal attack, a 5-2 opening becomes way too good in comparison to a 3-4. Cool idea, though, and an anti-attack clause might fix this card.


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Midnight Gathering
Types: Action
Cost: $5
+1 Action. You my put your deck into your discard pile. Look through your discard pile and reveal an Action card from it; put it into your hand.

This is an elegant execution of the "search you deck" mechanic, and I think it may actually be balanced, unlike many cards in a similar vein. I would be interested to see how it played.



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Pasture
Types: Victory – Reaction
Cost: $4
Worth 2 VP.

When another player gains a Victory card, you may reveal and discard this along with any number of cards from your hand. If you do, +2 Cards per Pasture and +1 Card per other card discarded.

This is an interesting idea, but I would probably ignore it in most games, except as cheap VP at the end. 


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Trailblazer
Types: Action
Cost: $4
Gain a card costing up to $4.

When you gain this, reveal the top 4 cards of your deck. Put any number of the revealed Victory cards and Curses into your hand. Put the other cards back in any order.

This combination of Scout and Workshop seems dull. It's balanced, but I would only buy it in the circumstances I would buy Workshop.


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Bargain
Types: Action
Cost: $4
You may trash a card from your hand. Gain a card costing exactly $1 more than it, a card costing exactly $2 more than it, and a card costing exactly $3 more than it. Discard down to 2 cards in hand.

When you gain this, each player (including you) may trash a card from his hand.

This seems way too good, as it is a way better Remodel with "Discard a card" thrown in on the end. THe on-gain is fine, but the card is still overpowered.


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Clairvoyant
Types: Action
Cost: $3
+1 Action. Look at the top card of your deck. You may put it into your hand. Otherwise, +$1 and either discard it or put it back. Look through your discard pile and put a card from it or your hand at the bottom of your deck.

This is interesting, and combines a lot of effects that are marginally useful to make one good card. It is a clever idea.


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Fence
Types: Action
Cost: $5
While this is in play, when you gain a card, gain a card costing exactly $1 more than it.

This is broken, as it will allow you to gain a whole pile of $5s and the Border Village pile. It is also odd because it has no "Action effect".


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Shaman
Types: Action
Cost: $4
+1 Action. Name a card. Reveal cards from your deck until you reveal an Action card with that name. Put it into your hand and discard the rest.

When you gain this, each other player discards any number of cards from his hand then draws a card per card discarded.

The same concept as Midnight Gathering, but I don't think it is as cleanly executed. It could also cause a lot of waiting around while a player flips over 20 cards.


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Tinker's Wagon
Types: Action
Cost: $4
Gain a card costing up to $4.

When you gain this, move a card costing between $3 and $6 from the top of one Supply pile to the top of another.

This is just weird. It could be and interesting card, but I don't have any idea if it is overpowered, broken, or good.


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Thrift Shop
Types: Action
Cost: $6
+1 Action. +$2. If this is not the first time you played Thrift Shop this turn, you may gain a card from the Thrift Shop mat.

When you gain or play this, place a card costing up to $5 from the Supply onto the Thrift Shop mat.

Clarification: There is only one community Thrift Shop mat. Each player does not have his own.

This card is another one that encourages gaining a lot of itself, for no reason other than to activate the card. I am not a fan of that mechanic.


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Grandee
Types: Action
Cost: $5
+1 Buy. Gain a card costing up to $4.

When you gain this, gain a Gold; each other player gains a Silver.

This is too powerful. A $4 action that comes with a gold is not offset by by the silver gain. Embassy also gives other players a silver, and that's just because the action is good.


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Construct
Types: Action
Cost: $3
Trash a card from your hand. Gain two cards each costing exactly $1 more than it.

When you gain this during your Action phase, +1 Card and +1 Action.

This card is balanced and neat. I like it.

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Missionary
Types: Action
Cost: $4
Reveal cards from your deck until you reveal a Victory card. Gain an Action or Treasure card costing up to the Victory card's cost, putting it onto your deck. Discard the revealed cards.

When you buy this, reveal a card from your hand. If that card costs $6 or less, gain a copy of it.

The action is powerful enough in the right deck without the mediocre on-buy effect. I would like this card at $5.


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Chapterhouse
Types: Action
Cost: $5
+1 Action. +$1. Draw until you have 6 cards in hand. Discard 2 cards.

When you buy this, each other player draws a card. When you gain this, each other player with at least 4 cards in hand discards a card.

I have no idea if this is balanced, but the thrown together concepts actually form an interesting and cohesive card. This needs play testing, but I like it.

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Barn
Types: Action
Cost: $5
+1 Card. +1 Action. Discard a card. If you discarded a Victory or Curse card, gain a Treasure costing up to $4. Otherwise, +$1 and gain a Victory card costing up to $4. Put the gained card into your hand.

When you gain this, gain an Action card costing up to $4, putting it onto your deck.

There is a lot going on here, and I am not sure if the card is interesting enough for it to be worth it.


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Huntsmen
Type: Action
Cost: $0*
+1 Action. +1 Buy.

When you gain this, +2 Buys. During your Buy phase, this costs $2 more for each card you've gained this turn.

As I said before, +Buys on the bottom is not my thing. This card is well-made, though.


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Painful Journey
Types: Action – Curse – Reaction
Cost: $4
Discard any number of Curses. +2 Cards for each Curse discarded.

Worth –1 VP. When you would buy a Victory card, you may trash this from your hand. If you do, gain a Victory card costin less than the bought card and gain 2 Curses.

Clarification: You cannot gain this card when another card instructs you to gain a Curse.

The Curse-type debate has waged for a long time, and this card does not seem worth bringing it up again. I am confused as to why I would buy this card.


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Wagon Raider
Types: Action – Attack
Cost: $4
Each other player may put a card costing more than $2 from their hand into your discard pile. If he doesn't, he gains a Curse.

While this is in play, when you buy a Gold, you may gain a Province.

The top attack is already one of the strongest $4s available. It definitely does not need the bottom to make it better. I don't like the bottom, as it encourages BM too much, and doesn't add much interest to the game.


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Nomadic Village
Types: Action – Reaction
Cost: $4
+1 Card. +2 Actions.

When you gain this, put it into your hand.
When an opponent gains an Action card, you may discard this. If you do, search your discard pile for an Action card and put it into your hand.

I am wary of the gain into hand clause, as it seems broken. Other than that, this seems like a fun card.

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Stranger
Types: Action
Cost: $5
+1 Card. +1 Action. +1 Buy. Each other player discards the top card of his deck. Copies of cards revealed this way cost $2 less this turn, but not less than $0.

Cool cost reduction mechanism, but I actually think this encourages gaining not as good cards in the same vein as Indulgence, albeit through different means. The card seems balanced, though. I like it, just maybe not for the set as a whole.


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Courier (B)
Types: Action
Cost: $2
+1 Action. +1 Buy.

When you discard this from play, if you bought no more than one card this turn, you may put this on top of your deck.

This card is a so weak I would almost never buy it. I don't think it is worth having an entire card for the few situations where I would. Also, it is just the Walled Village of buys, so it doesn't feel very original to me.


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Sawmill
Types: Action
Cost: $3
+1 Action. +1 Buy.

When you gain this, set it aside onto your Sawmill mat. At the start of each of your turns, you may put any number of cards from your mat into your hand.

I like this "buys on demand" concept better. This card would cause some interesting strategic and tactical decisions, and it is well designed too. I really like this card.


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Pyramid
Types: Action
Cost: $4
+1 Action. +$1. +1 Card per Pyramid you have in play. Discard one card per Pyramid you have in play.

When you buy this, gain an extra copy of it.

Another card where you want a ton of copies of it, only to power it up. The bottom mechanic also means the pile will empty very quickly, which I think causes tempo and fairness issues, as it exacerbates the first player advantage in some cases.


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Lucky Coin
Type: Treasure
Cost: $4
Worth $1.

When you gain this, each other player with at least 5 cards in hand reveals his hand and discards a card that you choose.

Basically an on-gain Pillage. I also don't know if I would really buy this, as I don't think wasting a buy and money on a copper is worth the onetime attack.

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Used Land Salesman
Types: Action
Cost: $5
+4 Cards.

While this is in play, when you buy a card, gain a Victory cards costing less than it.

Seems way overpowered, as the top is Hunting Grounds, which costs $6, and the bottom is a nerd, but not a very effective one. I could be completely wrong about this card, though.

34
Variants and Fan Cards / Re: New Dominion CONTEST
« on: September 03, 2013, 05:46:01 pm »
Don't know if this has been asked, but is there a limit on the number of cards in the kingdom pile? (e.g. rats?)

35
Variants and Fan Cards / Re: Dominion - Leitmotif
« on: June 30, 2013, 10:32:23 pm »
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Mad Scientist
Action, 4$
+ 1 Card
Trash a card from your hand. If it was...
An action card: +2 Actions + 1 Buy
A treasure card: + 1$
A victory card: + 1 Card

When the player to your left gains a card costing 4$ or less, you may reveal and discard this from your hand. If you do, either you or he gains another copy of that card, your choice
The reaction is an unbalanced one, and I can't figure out a way to fix it. The top nigh be okay by itself as a $3 card.

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Observatory
Action, 3$
+ 1 Action
Reveal the top 3 cards of your deck. If you revealed at least one action card, put all the revealed cards in your hand. Otherwise, discard them.
The fact that this is almost strictly better than scout irritates me, but it is a balanced card.

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Sacred Cavern
Action, 4$
You may trash a card from your hand. If you do: + 4 Cards
Each other player may trash a card.

This seems too strong for a $4 card. Maybe $5 with a very small boost.

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Recreate
Action, 4$
+1 action
trash a card from your hand. If you do, choose one: Gain an action card costing exactly 1$ more then it, putting it in your hand. Or: Gain a silver.

This seems too powerful for a $4. I would almost always always open with this. I would buy this as is at $5.

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Ghost Town
Action, 5$
+ 1 Card
+ 2 Actions
Trash a card from your hand. If it was a card costing 3$ or more: + 2 Cards

This is the best variation on a trashing village I've seen. Looks fun.

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Elixir
Treasure, 5$
2$
You may trash this card immediately. If you do: +1$, gain a Silver.

This seems a little weak. Maybe add a slight bonus?


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Philosophers (Ver 2)
Action, 5$
+ 3 Cards
Gain a card costing less then this. If it was a Curse: + 1 Action, +1 Buy, + 1$

Philosopher 1 is too powerful. This one is interesting, but still a bit too good, IMO. Maybe say costing up to $3 for the gaining.

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Coven
Action - Attack - Looter, 5$
+ 2 Cards
+ 1$
Discard three cards from your hand. If you discarded three differently named cards this way, each other player gains a Curse and a Ruins.
This card is balanced, but I think it would seldom be bought. It won't even be effective until mistake, and its effect on your opponents is diminished as the game progresses.

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Commander
Victory, 6$
2 VP
When you buy this, gain a Reenforcement card, putting it on top of your deck.

Add an extra kingdom card pile to the supply costing 5$ or 6$. Cards from that pile are Reenforcement cards. Reenforcement cards can not be bought.

This is a fun interesting, and seemingly balanced card. Well done.

I like the MtG pictures, and this set seems to have a slight trashing trashing subtheme.


36
Variants and Fan Cards / Re: Spell Cards
« on: June 30, 2013, 07:33:10 pm »
One per player it is...that seems fair.

37
Variants and Fan Cards / Re: Spell Cards
« on: June 30, 2013, 05:14:25 pm »
You're right I totally missed that. 4 per pile seems fair then.

38
Variants and Fan Cards / Re: Spell Cards
« on: June 30, 2013, 04:57:41 pm »
I was trying to avoid AP, but now that I consider it, the 5 piles and choose is probably better. Still, I think only two copies of each, because cards are returned as they are played. The potion cost is interesting, but I think the opportunity cost of the card is too immense to make it ever a viable option in an engine.

39
Variants and Fan Cards / Spell Cards
« on: June 30, 2013, 02:13:10 pm »
One of numerous "variable not in the supply" stack ideas. I tried to make all of the Spells worth around $5.

5 stacks of spell cards, one per player of each type. (All contain the text "not in the supply")

Growth Spell 0*
Action-Spell
+1 action
Gain a card costing up to $6
Return this card to the bottom of the Spell pile.

Reduction Spell 0*
Action-Spell
+1 action
All cards cost $2 less this turn, but not less than $0
Return this card to the bottom of the Spell pile.

Transformation Spell 0*
Action-Spell
+1 card
+2 actions
Trash a card from your hand. Gain a card of the same cost, putting it into your hand.
Return this card to the bottom of the Spell pile.

Levitation Spell 0*
Action-Duration-Spell
+3 cards
Set aside any number of cards from your hand.
At the start of your next turn, +1 action, put all cards set aside this way into your hand, and return this card to the bottom of the Spell pile.

Invisibility Spell 0*
Action-Spell
+1 card
+1 action
Trash up to 3 cards from your hand. +1 card per card you trashed.
Return this card to the bottom of the Spell pile.


Wizard 4
Action
+$2
Gain a Spell card from a Spell pile.

Mage's Study 2
Action-Reaction
Do this twice: Choose one: +1 card, discard a card; or +$1
___________________________________________________
When you discard this card except during your cleanup phase, you may reveal it and gain a Spell card from a Spell Pile.

EDIT: Changed to "from a Spell pile" and changed Spell rules


40
Variants and Fan Cards / Re: Fan cards
« on: June 29, 2013, 09:25:30 am »
I think Haunted Village could work...provided the bane clause becomes "reveal a victory card". Still, I think you may have found an interesting way to create the long sought-after "attack village".

41
Variants and Fan Cards / Re: Credit or: $6 is the new $7
« on: February 02, 2013, 09:20:01 am »
Maybe I'm missing something, but as it stands, I don't see how Credit nets you anything except for a buy. It costs $1 and gives you $1, so that makes your net money gain 0. Right now, it only generates buys.

42
Variants and Fan Cards / Re: Dominion:Enlightenment
« on: January 26, 2013, 12:35:58 pm »
OK, now I'm confused. My comments were predicated on the fact that Books is currently not a one-shot. Nowhere on Books does it say "trash this" or "return this to the Books pile". Is it supposed to be a one-shot?
Whoops, sorry about that. One of my earlier iterations of the card (in the file I was referencing with my notes) had it down as a slightly different effect that made it a one shot with the effect:

BooksA
Types: Action
Cost: $0*
+1 Action. Look at the top 3 cards of your deck. You may trash one then put the remaining revealed cards into your hand. If you don't trash a card in this way, trash Books.
(This is not in the supply.)

I later changed the text to lower card complexity...now I think BooksA might be more balanced. Any ideas?

43
Variants and Fan Cards / Re: Dominion:Enlightenment
« on: January 26, 2013, 09:59:03 am »
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Barricade
Types: Action – Duration
Cost: $2
+1 Buy. +$1. At the start of you next turn, +1 Card.

While this is in play, when another player plays an Attack card, you may gain a card costing up to $2. If you do, you are not affected by that Attack.

This is sort of an oddball card. Obviously it's going to be very popular in games with Attacks and $2 cards you want a lot of, like Fool's Gold, Native Village, etc. Unfortunately, t's probably powerful enough in those games to deter people from buying Attacks at all. In games without powerful $2 cards, it seems incredibly weak. I don't think I want a ton of Barricades in my deck most of the time, although I could be wrong about that.

I'd take off the bit about the Attack not affecting you and raise the limit of the gained card to $3. That makes it more useful in more games and should deter Attacks much less.

I do really like how it interacts with cost-decreasers that other players play. "Oh, you played 3 Highways and then a Militia? I'll just gain a Wharf."

I didn't think of it from that point of view. I hesitate to raise the gaining to $3 because then it becomes just a different sort of beggar... What if it said "choose one: gain a card costing up to $2, or the attack does not affect you?"
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Academy
Types: Action – Reaction
Cost: $3
+$2

When you play an Action card, you may discard this. If you do, +2 Cards.

I think this is probably undercosted and incentivizes Academy rushes too much. If I play an Academy, I can then discard an Academy from my hand to draw two cards. If one (or both) of those is an Academy, I can then discard that one for two more cards. There's no way to tell if I had it in my hand initially, after all. So as long as you buy no other Action cards, they're basically incredibly cheap Laboratories except the first one, which is worth $2. It might work at $4, but it might need tweaking before it can work at any cost.

The endless Academy chain was not my intent... What if wording was changed to "When you play an action card, you may discard this. If you do, +2 cards. You may not reveal another Academy until you play another action."  Obviously, the wording needs some cleaning up.
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Scholar
Types: Action – Reaction
Cost: $3
Look at the top 4 cards of your deck. Put one into your hand, then put the rest back in any order.

When you gain an Action card, you may discard this. If you do, gain a Books from the Books pile.

Seems solid enough. You'd have to playtest it to make sure the cost is right, but I don't think the concept is fundamentally flawed. The reaction portion seems a bit tacked on, though. Scholar doesn't really seem as built to work with Books as Librarian does.

It wasn't meant to work as well with books. The top part is a fairly weak effect, so the main part of this card is the book gaining ability...the top was just another effect I had lying around that I thought would balance out the card.
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Town Commons
Types: Action
Cost: $3
+2 Actions. +1 Buy.

When you buy or trash this card, gain a differently named Action card costing up to $4.

Interesting. It's sort of a reversed Border Village. Seems…powerful. It's a pretty weak card in your deck, but it does let you open $4/$4/Town Commons, which seems pretty darn good. I like the strategy space it opens, but I wouldn't be surprised if testing revealed it to be too powerful in a lot of games.

I think the key thing to remember is that it is essentially a necropolis once in your deck, usually junk. Obviously, the +buy does make it more powerful, so you could be right about the overpowered aspect, but I think the 4/4 opening is alleviated by the junk you now have in your deck as well. Do you think it would be better without the +buy?

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Cafe
Types: Action – Victory
Cost: $4
You may play an Action card from your hand. +1 Card.

Every Cafe in your deck after the first is worth 3 VP.

I'm not terribly fond of either half of this one. The interactions with Action cards that reorder the top of your deck are cute, but I don't think it's worth the potential confusion and tracking issues. When you start chaining and Throning them, it just gets more confusing.

As for the bottom half, it just doesn't really seem interesting to me. Maybe I'm judging it too quickly. Can you try to sell me on it?

I see what you mean about the top, so I'll scrap it for now, and try to sell you on the bottom as if the top is simply a cantrip. The interesting thing about Cafe is that you really have to plan for them the entire game, because you can't just add one or two to your deck at the end of the game. Unless you are really stalling, in which case a couple of cafes isn't going to win it for you, you have to either be buying cafes throughout the game, wasting time you could be developing your deck, or building up to a megaton where you buy most of the cafes, in which case, why didn't you go for provinces? Either way, Cafe encourages players to run odd strategies, without being unignorable on any board.
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Librarian
Types: Action
Cost: $4
Choose one: Gain a Books from the Books pile; or reveal cards from you deck until you reveal a Books, put it into your hand, and discard the other revealed cards.
You may play a Books.

You must have an Action card in play to buy this.

When you gain this, trash an Action card you have in play.

Books
Types: Action
Cost: $0*
+1 Action. Look at the top 3 cards of your deck. Trash one and put the rest into your hand.
(This is not in the supply.)

So, let's talk about Books. Librarian/Scholar/Books remind me of similar cards in my Enterprise expansion, Barracks and Conscripts. One of the key differences is that Books isn't a one-shot. Books is like a Super-Lookout in a lot of ways. You look at the top 3 cards of your deck and trash one, but instead of discarding one and putting one back, you draw them both. That's incredibly powerful, like a Laboratory-Lookout! But like Lookout, I'm guessing that you don't want many Books, because once you've trashed most of your junk, playing Books is a bad idea. In games without junking Attacks, you probably want one Books. With junking Attacks, two or maybe three.

So the interesting interactions that Books has with Librarian sort of go to waste if you're only gaining one Books per game. It might take the strategy out of it, because you probably know exactly how many Books you want, you'll get them ASAP, and then you'll never need any more.

You could have Librarian "re-shelve" the Books (return them to the Books pile) for a bonus. That could be cool and thematic.

As far as Librarian itself goes, I'm not sure it needs the buy restrictions. What's your logic there?

The buy restrictions were originally to prevent opening with Librarian (it costed $5), which would give you a significant leg up. I'm not sure they really need to remain, if it stays costed at $4. The question is, is Librarian a too powerful card at just $4?

As far as another ability goes, I think Librarian is already a very powerful card, because when you use books as a one shot, it is the equivalent of playing 2 Laboratories, plus it is almost all good cards because you didn't want to trash any. Even a card that gains a one-shot like that, and then searches for it and plays it, is pretty powerful.
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Rebel Village
Types: Action – Attack – Looter
Cost: $4
+2 Actions. Each other player with at least 5 cards in hand trashes a Copper from his hand or reveals a hand with no Copper and gains a Ruins.

When you gain this, gain 2 Coppers.

I generally don't like fan cards that require you to own a specific expansion, and this is no exception. That aside, I think this card has other issues. In a 2-player game, this is almost always going to help your opponent. However, in a multiplayer game where everybody opens with this, I worry that economies will just be destroyed before they can get off the ground, gained Coppers notwithstanding. Cutpurse is at least terminal. Once your opponents trash your Copper, you could have a hand (and deck!) that consists only of your Estates, a Silver, and two Rebel Villages. Then you destroy the other players' turns. It could easily be a vicious circle.

I don't really have any suggestions on fixing it. If my concerns turn out to be correct, I don't think there's a way to fix the card without fundamentally changing it.

I actually agree with your sentiments. I don't like cards that require expansions, and I thought this card has the potential to be awful or devastating. You've confirmed my doubts on this one, so it needs a serious reboot. What about:

Rebel Village
Cost:$4
Action-Attack
+1 card
+2 actions
Trash a treasure card from your hand, or reveal a hand with no treasure. Each other player chooses one: gain 2 copper into hand or gain a curse into hand.
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Headmistress
Types: Action
Cost: $5
Choose three: +1 Card; +1 Action; +1 Buy; +$1; trash a card from your hand; gain a Silver. (The choices must be different.)
If you have more than one Headmistress in play, discard a card.

I am not a fan of this one. I don't like that there are 20 different combinations to choose from, I don't like that each individual option is boring, and I don't like the heavy-handed way it limits itself. Sorry!

Eh, not every card is liked by everyone. This card is balanced and it adds some strategic variation, but it's not exactly the most interesting card in the world.
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Poet
Types: Action
Cost: $5
+2 Cards. +1 Action. +$1. Put this card on your Poet mat.

You may buy cards from your Poet mat for $1 during your buy phase.

Cool idea. It could easily be balanced as-is, but of course playtesting could reveal otherwise. I wouldn't mind if the effect was a little snazzier than just three vanilla bonuses.

The idea behind the vanilla bonuses is that it is always powerful, and you pretty much always want it in your deck. Obviously, it requires a strategy to keep in your deck, but, like Lab, the only time it really hurts is when drawn with terminal draw, in which case you shouldn't have bought it. Any snazzy bonuses could make those last couple statements not true, which would fundamentally break the card.
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Private Funds
Types: Treasure
Cost: $5
When you play this, it's worth $1 for every Action card you have in play. If this is worth $5 or more, trash this.

Interesting. I wonder if it incentivizes not playing a fifth Action. Even if it does, I don't think it's a dealbreaker. It overlaps with one of my own fans cards a bit, in both name and effect, but that's the way the cookie crumbles. It also has obvoius parallels with Horn of Plenty, but time and testing will tell if plays differently enough to be interesting. I think it probably will.

Sorry! I came up with this idea on my own, and the name is actually a reference to the private aristocratic investors that would sometimes fund revolutionaries' mad schemes during the Age of Enlightenment. I think this card is different enough from HoP to be interesting, as money and gaining are pretty far apart.
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Revolutionary
Types: Action – Attack
Cost: $5
Choose one: Each other player discards down to 3 cards in hand; or each other player gains a Curse.
Each other player may trash a Treasure from his hand.
If this is the first time you played a Revolutionary this turn, +$2.

I don't know quite what to make of this one, but my overall reaction is negative. For one thing, it might create politics in the same way that early versions of Goons did. If the player to your right just played a discard Attack, your discard attack will only hit that player and the effect you choose may be driven by how well that player is doing. On the other hand, given the choice between these two two attack effects, I think you're usually going to choose the cursing until the Curses run out, then choose the discarding. On the third hand, discarding Attacks tend to lose a lot of oomph in Curse-heavy games, so the discard option seems a little superfluous.

Looking at the rest of the card, I feel like it has too many moving parts and that most of the parts won't matter most of the time. As others have said, I don't think you'll be seeing many opponents trashing Treasures from their hands in a Curse-heavy game. I've already mentioned that the discard Attack probably won't end up mattering much. In a Curse-heavy game, you're unlikely to play more than one Revolutionary in a turn, so the self-limiting effect probably won't matter much, either.

I would argue that this card is only slightly more political than militia. "I have a militia and a chancellor, the player to my right also played a militia. How important is it that I hit him with the attack? Eh, I don't like him, i'll play it."

As for the fiddliness, the parts are all preventing something, and the discarding attack would be significant if you opponents are using trashing. Perhaps the treasure trashing should go, but the +$2 limit is essential, otherwise this card becomes deadly at the hands of a King's court or Throne Room.
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Philosopher
Types: Action
Cost: $6
Choose one: Trash up to 4 cards from your hand. Gain a card costing up to $2 more than the number of cards you trashed; or trash this; if you do, gain a card costing up to $6.

Seems too swingy. If you get lucky, you get to trash more cards and get a better card in return. If you get unlucky, you don't get to trash many cards and you get a mediocre card in return. It's a double whammy. That's one more whammy than I can stand.

You're right. What if it was reworded:

PhilosopherA
Cost:6
Action
Trash up to 4 cards from your hand. Gain a card costing up to $7, but $1 less for each card you trashed.

Thanks for your feedback!

44
Variants and Fan Cards / Re: Dominion:Enlightenment
« on: January 18, 2013, 02:30:12 pm »
Thanks for all of the feedback! I've changed a couple things so they are not broken. Still not sure about the wording on Cafe, though.

@One Armed Man
Barricade is indeed effective at stopping attacks, but it is not exactly a great engine piece on a board with villages. Also, once the barricades run out, you will probably be forced to gain junk.

45
Variants and Fan Cards / Re: Dominion:Enlightenment
« on: January 16, 2013, 03:19:15 pm »
My intent was to have the victory part of Cafe make every 2 cafes worth 5 VP. Any suggestions on how to word that?

I'm actually rather proud of the top part of Cafe. Most of the time, it's a slightly weaker cantrip, but on occasion it gives cards a power boost. These would be cards that deal with the top of your deck. All of a sudden, develop, bureaucrat, duchess, and other such cards become quite a bit better.

I missed that problem with Town Commons...What if I added a clause "You may not gain more than one card using Town Commons per turn"?

46
Variants and Fan Cards / Dominion:Enlightenment
« on: January 16, 2013, 12:12:01 pm »
This is a fan expansion I've had in the works for a while. It emphasizes engine building and loves action cards. This is totally open for critique, so feel free to tear it apart. My goal is to end up with thematic cards that are also interesting to play with. Enjoy!
Note: A couple of these cards have been taken from one of my earlier threads about "choosing" cards.

Headmistress
Cost:5
Action
Choose 3 (Choices must be different): +1 card, +1 action, +1 buy, +$1, trash a card, gain a silver.
If you have 2 or more copies of Headmistress in play, discard a card.

Academy
 Cost:3
Action-Reaction
+$2

When you play an action card, you may discard Academy from your hand. If you do, +2 cards.

Barricade
 Cost:2
Action- Duration
+1 buy
+$1
At the start of you next turn: +1 card.

While this is in play, when an opponent plays an attack card, you may gain a card costing $2 or less. If you do, you are not affected by the attack.

Revolutionary
 Cost:5
Action- Attack
Choose one: Each other player discards down to 3 cards in hand; or each other player gains a curse.
Each other player may trash a treasure card from their hand.
If this is the first time you've played a Revolutionary this turn, +$2.

Tavern
 Cost:4
Action
 Choose one: +2 cards, put a patron token onto your tavern mat; or gain an action card costing up to $3 per patron token on your tavern mat, then remove all tokens from your tavern mat.

Books (support card)
Cost:0
Action
+1 action
Reveal the top 3 cards of your deck. Trash one, then put the rest into your hand.
(this is not in the supply)

Librarian
 Cost:4
Action
 Choose one: Gain a Books from the Books pile; or Reveal cards from you deck until you reveal a Books. Put it into your hand and discard the other revealed cards.
You may play a Books.

You must have an action card in play to buy this card.
When you gain this, trash an action you have in play.

Scholar
 Cost:3
Action- Reaction
Look at the top 4 cards of your deck. Put one into your hand, then put the rest back in any order.

When you gain an action card, you may discard this from your hand. If you do, gain a Books from the Books pile.

Private Funds
 Cost:5
Treasure
 When you play this it is worth $1 for every action card you have in play. If this is worth $5 or more, trash this card.

Cafe
 Cost:4
Action- Victory
 You may play an action card from your hand.
+1 card

Every Cafe in your deck after the first is worth 3 VP.

Poet
 Cost:5
Action
+2 cards
+1 action
+$1
Put this card in your Poet mat.

You may buy cards on your Poet mat for $1 during your buy phase.

Philosopher
Cost:6
Action
 Choose one: Trash up to 4 cards from your hand. Gain a card costing up to $2 more than the number of cards you trashed; or Trash Philosopher. If you do, gain a card costing up to $6.

Rebel Village
 Cost:4
Action- Attack- Looter
+2 actions
Each other player with 5 or cards in hand trashes a copper from their hand or reveal a a hand  without copper and gains a ruins.

When you gain this, gain 2 copper.

Town Commons
Cost:3
Action
+2 actions
+1 buy

When you buy or trash this card, gain an action card costing up to $4 that is not a Town Commons.

Let me know what you think.

EDIT: Changed cost of Librarian to $4, changed Town Commons to "When you buy or trash...", changed the VP system for Cafe, changed Headmistress' text to to "Trash a card from your hand and changed Scholar's reaction to "When you gain an action" to prevent the promotion of BM.

47
Dominion Articles / Re: Death Cart
« on: January 15, 2013, 12:29:41 pm »
Yes, you' 're right...my mistake.

48
Dominion Articles / Re: Death Cart
« on: January 15, 2013, 09:46:53 am »
IMO, the ruins gained with Death Cart are almost always a liability. Sure, an early collision will sustain your Death Cart for one more turn, but overall, they are a disadvantage similar to the two copper gained with Cache. My main reasoning for this is that Death Cart is a "one shot" 4- cost that produces $5. In the secret histories, Donald says that Feast was originally a one-shot 4- cost that produced $3 and it was too powerful. By this reasoning, the ruins must be a serious disadvantage, which they are in actual play.

I would seldom buy Death Cart, unless there was a good combo like Trader or Watchtower in the kingdom. If I were to buy it, I would see it as buying a powerful one shot that comes with a penalty, because most of the time, that's what it is.

49
Dominion Articles / Re: Graverobber
« on: January 11, 2013, 03:52:15 pm »
It should also be noted that action cards that have an on-trash effect are very useful with graverobber, especially Hunting Grounds. Being able to gain Province- Duchy consistently is very powerful. I agree that BM- Graverobber is not a very good strategy...it is slower than straight BM, I would think...

50
It is common consensus that you should never cost a "better silver" at $4, it reduces strategy because you will always buy it over silver, and it is almost at the same price point. Also, I am not convinced that Unicorn fixes that mechanic...it is still broken.

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