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Mini-Set Design Contest / Re: Treasure Chest Design Contest — Card #2: Hinterlands
« on: September 09, 2013, 07:09:43 pm »Quote
Palanquin
Types: Action
Cost: $5
+1 Action. You may discard an Action card. If you do, +1 Card per $ it costs.
Sadly too much of a monolithic strategy. If you have it say "an action card other than Palanquin" i think it's too expensive.
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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 +$2.
Classic on-buy-new-buy card. Too good with cost reducers, obviously. Would have to say "if you payed 3$ for this" or something along those lines.
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Quagmire
Types: Victory
Cost: $3
Worth 1 VP.
When you gain this, trash 3 cards from a Supply pile.
Interesting idea, but i would have wished for something different on top.
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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.
Interesting, but strange. And weak, i'm pretty sure. It resembles Native Village a bit, and if i'm not mistaken cards with Mats weren't allowed...?
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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.
So this is essentially a worse, but nonterminal Bridge. It's okay for megaturns, i guess, and if you were planning to flood your deck with Victories.
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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.
Aha, the other Embassy
I kind of like it, though it's obvious where the inspiration came from.
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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 $5.
So, this works like Border Village, just that you have to pay 1$ less for it and get a card worth 4$, instead of one worth 3$... I'm not sure whether this should be considered unbalanced or whether enough 5$s are terminal to make this seem about as bad. Hm... I think it's too good.
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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 exactly $3 more than it.
Interesting. A Smithy on buy and a Cantrip/Peddler depending on your treasure-ratio. It seems to encourage big money a bit, but as it itself is an action i guess it's okay. The fact that the treasure can be in play makes it nice. I kinda like it.
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Emerald Vein
Types: Action – Victory
Cost: $5
+1 Action. Reveal your hand. +$1 per Victory card revealed.
Worth 1 VP.
Self-synergy is a nice thing, but i feel this should be a Treasure. I also think i have seen a few cards with that idea before, and i'm still not perfectly convinced it works... Meh, i guess i should give it a chance and maybe playtest it.
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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.
Whoever came up with that name?
So, this is a better Celler, i see the thematic cave reference. Like stuff like that. It's also a bit like a worse Border Village effect on gain. Oh, and it's also a sifter, very Hinterlandish. So it fits nicely, i just don't know how this would play. Interesting.
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Vendor
Types: Action
Cost: $1
+1 Action
When you buy this, +2 Buys.
Ah, reminds me of one of my cards. Buy this for an additional buy. Hmm... I think it can easily cost 0$ and will still be a tad too weak, though. After all, you give yourself junk for that buy - it could at least be less horrible than Ruined Village (as that is a Ruins i don't count if for "strictly better" consideration).
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Artefact
Types: Action
Cost: $2
+1 Card. +1 Action. Choose a card from your hand. Trash it, discard it, or put it on top of your deck.
When you buy this, set it aside instead of gaining it. Discard it after you next shuffle your discard pile (or when the game ends).
Hmm... So if i buy this, i have to wait an additional reshuffle to claim it. I guess as a nonterminal, nonmandatory trasher, it is really too good for a regular 2$. A bit like Inn or Border Village, where price and on-play also don't match up - just the opposite way. Also, you want to gain this without buying it, which i think is pretty "hinterlandish".
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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.
So this is to Spy what Noble Brigand is to Thief. Quite different than Spy, though. Hm... I think it's probably too weak.
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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.
Funny, this is the counterpart to that other card that reduced costs when you gained it... I think i like the other a little bit better.
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Factory
Types: Action – Reaction
Cost: $4
+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.
A bit like Mint, just for Actions too, without discarding and nonterminal. I guess it's okay... The self-synergy is nice.
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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.
An instant island, i see. I think the on-play is a bit too weak, though. Also it kind of resembles Inn, which is funny considering the card's name
I'm just kidding, i think it's okay. Doesn't introduce new things, but still nice.
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Workers' Co-operative
Types: Action
Cost: $5
+1 Buy. +$3.
While this is in play, when you buy a card, each other player may gain a card costing less than it.
I feel this is a bit too weak. Considering Mandarin offers +3$ with something that can be a strategic option and an on-gain that can work as one, too, this doesn't compare too good. it also kind of reminds me of one Prosperity card. Maybe for 4$?
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Smelter
Types: Action
Cost: $4
+1 Buy. +$1.
While this is in play, when you buy a card, gain a Silver, putting it on top of your deck.
Simple. No concerns. Maybe could even do as a 3$, considering it's not "strictly" better than Woodcutter. Ah, probably better not.
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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.
Nice name. Interestingly, the on-gain counters the on-play. It's probably not worse than Navigator, but i'm not exactly sure how big your deck has to be for this to pay off more...
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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.
Up to now i didn't notice any card where the on-gain felt tacked on, personally. Here i'm not absolutely sure, but as it draws and also gives a buy, i think it's okay. Not thrilling, but not bad.
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Shoreline
Types: Victory
Cost: $6
Worth 4 VP.
When you gain this, +1 Buy.
Even another on-buy-buy? Has the same issues with cost reducers, i'm afraid, and the top is... standard.
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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.
I think Donald said something about the horrors of on-gain discard attacks... I've come to acknowledge it's probably not the best idea...
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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 the gained Victory card.
This definately has to be more complex
I'm not so sure the halves synergize, actually.
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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.
Too good, and also probably makes for a monolithic strategy. Play this, discard all, gain this. Repeat, then use it to gain Duchies. Repeat for third pile (preferably Labs or sifters).
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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, +$2 and discard the top card of your deck. If it's a Victory card, trash this.
What is this wickedness? A foreign game? Seriously though, i have no clue how this works out. If you buy two cards, it's +4$, if not, it's a Woodcutter. The danger of it trashing itself is not very nice to play with, i think.
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Wayfarer
Types: Action
Cost: $2
+1 Card. +1 Action. +1 Buy.
When you buy this, you may trash a card from your hand. If you do, +$ equal to its cost in coins.
What's up with all this money and buy during the buy phase? I think the name needs something economic to fit. Other than that, probably balanced... I guess...
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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.
Another top-decker on gain... I don't even know what Sultan and Laboratory have in common. If it was Vezir, okay... Don't get me wrong, i guess it's fine, it's just not... the card i have been eagerly awaiting, you know... It's not the only one here that feels like that.
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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.
Another Tunnel, just for junkers instead of discarding... What i don't like is that, regardless of my money, i can always just buy a Copper and discard this. Provided good trashing, this leads to a game where money doesn't matter until it's time to get the Provinces, i'm afraid...
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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 $5 to the Supply. Cards from that pile are Reinforcement cards and cannot be bought.
Clarification: Unlike most Victory cards, there are always 10 copies of Commander in the Supply regardless of the number of players.
I know this, i'm pretty sure. Basically this is "when you buy a randomly chosen 5$, gain a little Duchy for free"... I think it feels less confusing with this approach, but i guess it doesn't become more interesting, either...
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Midnight Gathering
Types: Action
Cost: $5
+1 Action. You may put your deck into your discard pile. Look through your discard pile. You may reveal an Action card from it; put it into your hand.
So like a Band of Misfits that can impersonate 5$+ cards but in order to do that, you have to own them... I wanted to say no to this, but i guess it's not so bad after all.
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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.
Meh. Another 2VP-Reaction... I guess it's okay, but again, it doesn't feel like something we have been missing up to now.
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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.
Hmm, a Workshop with a Scout effect. Balanced, i guess. Again, not thrilling, but it would be unfair to say anything's wrong with this entry. Other than it being not really needed, that is.
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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.
It's interesting, but i think it might be too weak. Then again, i've been wrong about things like this before.
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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.
I don't really get what this does. Also i'd like to know whether the last part is still under the condition of not putting the card in your hand... If it is not, i think it's probably a bit too strong (compared to Chancellor or even Scheme), if it is, i guess it's okay.
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Fence
Types: Action
Cost: $5
While this is in play, when you gain a card, gain a card costing exactly $1 more than it.
Endless circle. All i have to say. I gain a Silver, and because of that, a Jack of all Trades, and because of that, a Duchy... and a Gold, and a Forge, and a Province, and a Platinum...
Make it on-buy and maybe give it a +1$ or even an additional +1 Buy, and it's probably allright.
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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.
Hmm, so it allows playing a better card that you have every time you play it. Considering the on-gain is an advantage for other players, i think it's fine. I guess i kind of like it...
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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.
Why would i want to do that? To force somebody to buy that Scout before getting his City...? I think it's a pretty unfair thing to do, and if it's intended to synergize with the top - it doesn't (unless you count the card can gain itself). I'm all for wacky things, don't get me wrong, this just is a bit too unfair. It causes a player who really wants that City to think whether he actually wants to buy that Scout - leaving the possibly last City for somebody else or maybe have it covered by another Scout again - or just not go for it anymore. For that matter, it's much worse than Embargo, where you still get what you want, just wih a penalty. Sorry.
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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 $5 from the Supply onto the Thrift Shop mat.
Clarification: There is only one community Thrift Shop mat. Each player does not have his own.
I don't think its going to be better than Woodcutter often enough. Of course, in a perfectly greased engine you can play loads of these, but then again, somebody who has a perfectly greased engine even though some of it's parts are weak, terminal 6$ cards, doesn't really need any more support, does he?
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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.
Another gainer... I somehow feel some of the themes here appear a bit to often... Here, the halves don't synergize. It's also not that interesting.
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Construct
Types: Action
Cost: $3
Trash a card from your hand. Gain two cards each costing exactly $1 more than it.
When you gain this during your Action phase, +1 Card and +1 Action.
Hmm... It trashes less cards than Remake, but still gains two... When you trash a Copper with this, it's better than Remodel. When you trash an Estate with it, it's about as good... For cards costing more than 2$, it's not actually striclty worse. I kind of like the idea, even though it's another gainer. I'm just not convinced it's balanced, yet.
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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.
Whenever i see a card with a religious motive, i think it has to be a trasher, because Bishop and Chapel (and somehow Altar) are. On the card: I think it's too weak. Reveal an Estate, and it basically junks yourself. Reveal a Duchy and this is a Workshop that doesn't give you a choice. So in order for this to somehow work, you need to either get many Provinces, Nobles, Harems and whatnot, or trash your starting Estates and at least get some of them. I think getting expensive Victory cards is usually the goal anyway, so what this card does is not helping you get there, but further rewarding you for being successful. I kind of like the on-gain, though.
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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.
Is this meant to be Charterhouse?
It somehow resembles Margrave on-buy, and i guess having many of this is a nice way to sift through your cards. I guess it could do with a few words less, though. For example, i'd combine on-buy and on-gain, and if only to save a dividing line.
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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 $4, putting it onto your deck.
So, if i discard a Victory or Curse card, this is a better Oasis. If i don't, this is a weaker Oasis, as long as you consider "gain an Estate" (which this card is usually going to be) a penalty. Ah, i just saw this makes the next Barn better than Oasis again... I'm still not convinced it needs to cost 5$. it's probably fine without the on gain-which feels a bit tacked on, anyhow. As a sifter (and gainer), i think it's hinterlandish enough.
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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.
Ah, a on-gain-buy that does not ignore the problems of cost-reducers. I think it's still a bit problematic with cost reducers, especially Highway and Princess which are not event-triggered like Bridge, but condition-triggered. So even if i play princess and then gain a Huntsmen, she's still in play. I guess rules could just adress those things directly and say the order of play matters, but it's definately a drawback... I still think it's the best try to solve the on-buy-buy concept here.
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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.
First of all, can a Painful Journey make you gain a Painful Journey? It's "another card", just not "a differently named card". Also, the clarification would have to be on the card, because unlike "there is one Chromosome Mat for each player" it's not something you could know from having the actual card and material in hand. Also, it's weak, like almost all curse-supporting cards i have seen yet. Even when constantly junked with Curses, i wouldn't want to buy this. Sorry.
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Wagon Raider
Types: Action – Attack
Cost: $4
Each other player may put a card costing more than $2 from their hand into your discard pile. If he doesn't, he gains a Curse.
While this is in play, when you buy a Gold, you may gain a Province.
First i thought they just discarded it and wondered whether the wording was to not trigger Tunnel... Then i saw it actually steals cards... I guess the top part would arguably be okay, because after all it's weaker than Sea Hag, which is a (very powerful) 4$. The bottom part is absurd, though. Going from 6$ to 8$ is immensely much to do, and just giving that to you just for having a 4$ in play... Then again, if it gave +2$, you could buy it yourself, but then it would have to be a 5$... Considering this card not only curses opponents (or steals their cards), but also is even better than +2$ on several occasions, i'd make it a 5$ at least.
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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 think the reaction alone would have done it. It wouldn't be hinterlandish, but a better card. Like this it has two dividing lines and feels like... Too much. The on-gain feels too much like it will be useless most of the time.
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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.
Scales very much with increasing number of players. A very interesting concept, but i really don't like that it's swingy and the mentioned scaling. I guess it can be changed in a way that preserves the spirit and works, though. Maybe make the player to your left reveal 2, like with Tribute?
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Courier (B)
Types: Action
Cost: $2
+1 Action. +1 Buy.
When you discard this from play, if you bought no more than one card this turn, you may put this on top of your deck.
I think this would work nicely as a cantrip for 3$. A lot like walled Village, but nice. Just not very hinterlandish, i'm afraid.
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Sawmill
Types: Action
Cost: $3
+1 Action. +1 Buy.
When you gain this, set it aside onto your Sawmill mat. At the start of each of your turns, you may put any number of cards from your mat into your hand.
Another one with a mat... I was so sure they weren't allowed for this contest... Ah well...
This is yet another on-buy-buy, just so that you can keep it for later turns. Hm... I think the fact that you have to spend 3$ on it makes it a bit too weak, though. For 1$ or maybe 2$, i'd definately buy it sometimes. welp, probably even 3$ will be okay sometimes... I'd still rather price it at 2$, though.
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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.
Okay, a Copper that lets you sift if you have more of them... The first is basically an Oasis... Ah, now i see the theme
Fancy that. Yeah, i think i really like it.
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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.
Argh, Pillage meats Ill-Gotten-Gains... Another one of Donalds-rejected on-gain discard-attacks, only worse than the other... I know i'd hate playing with this card, even though it's probably correctly priced. Just so anti-fun...
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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.
Not "strictly" better than Council Room, but very, very close to it. I guess all those Victories can be a liability, but i still think it's too good... Also the name should reflect the similarity.