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Messages - FishingVillage

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51
Variants and Fan Cards / Re: Clasic_Cards #31 - Overflowing Landfill
« on: August 21, 2012, 05:04:50 pm »
For the most part nowadays, I tend to avoid games that have cursing and no means of mitigation. Even IRL, if the randomizer proposes a kingdom with a curser but no trasher, my friends will likely skip that, as it becomes a race to fill the other players' decks with curses before the curses get into my deck.

I don't think I'd like seeing Landfill in a game with a curser. For the player that starts getting ahead in cursing, he might want to buy a Landfill to just cover up curses and prevent them from leaving any players' decks, even when trashers are available.

52
Dominion Articles / Re: The Thing With... Duration Cards
« on: August 21, 2012, 04:58:13 pm »
Hmm... the second turn effects are definitely very nice on Duration cards, but for just the first turn effects, they would be overpriced (Lighthouse becomes an overcosted Copper, Caravan's first turn effect can be done by Pawn, which also has more options on play, MS is definitely overpriced). Waiting a turn for good stuff... well I guess that's usually fine since Durations are so cost effective, but while it's better to have a big turn than to have two middling turns, it's also better to have something now than to have something later.

For the price of a Wharf, I could get a Laboratory, which would potentially let me draw more Laboratories and pick up enough money for a Province this turn, but a Wharf by itself might not get me enough money now. That will probably change next turn but I used up two turns to get a Province, when I could potentially have used just one turn. For the price of a Merchant Ship, I could get a Minion, which can also give me $2 and doesn't stop there, or maybe a Jester or Mountebank to junk up decks. The latter two don't let me play more cards but they can do something useful for me without having me wait a turn.

Sometimes when I'm using Tactician, it really sucks that I have to discard the rest of my hand and hope that my opponent doesn't get the last Province. If I had some other $5 card instead of Tactician, it's very likely that Province would've been mine. This isn't as lopsided with the other Duration cards (Lighthouse gives me coin at least), but waiting a turn for a Duration card to be at least cost effective can be too slow sometimes (but boy do they become cost effective).

53
Variants and Fan Cards / Re: Companion
« on: August 21, 2012, 03:08:19 pm »
Hmm ok, sorry about the confusion.

Assuming $4 is the ideal price for a vanilla money cantrip though, Companion seems to be a little weak by itself. Your Companions may only reduce the cost of 1 card for the rest of the turn, and the reduction can't apply to Victory cards. That seems rather limited. Even considering that a lot of Companions can be played, I doubt anyone would name more than 3 different Card types at once, particularly since Victory cards can't be named. I wouldn't mind being able to name a card per Companion, but okay.

As for fun things to do, TFB cards like Bishop and Apprentice would probably like working with Companion moreso than Highway. Reducing the costs of a specific card leaves other card costs normal, so they still get the full benefit out of trashing something else. Saboteur would probably like being able to skip over Silver to hit something more meaningful as well.

I think being able to name VP cards would be fine.

54
Variants and Fan Cards / Re: Companion
« on: August 21, 2012, 01:05:51 pm »
Hmm... out of curiosity, what would happen if I use King's Court or Throne Room on Companion. Do I get to name a card three times to get a reduction each time, or name three different cards to get a reduction on each? Or will it only count the last name I gave and only for 1 reduction?

Edit: Bah, been doing this a lot. Missed the first time played clause.

55
Variants and Fan Cards / Re: how much should this cost?
« on: August 20, 2012, 06:21:43 pm »
I think it's very dangerous to generalise as 'coins are more valuable than cards', or whatever.
I would think, in general, coin is indeed more valuable than cards (not something ridiculous like +$1 is always more useful than +20 Cards, but +$ is usually of higher priority than +Cards).

Ultimately players don't gain Provinces by reaching a specific hand size, they use cards that give coin (or else they do really weird things like playing 4 Highways and using Workshop to fetch one (but even Highways are giving coin value in some way)). Buying Silvers and Golds (and maybe whatever other Treasures or non-terminal coin sources are available) will increase the average coin value per card in your deck, but Smithies do not.

Players will eventually want Smithies, of course, to make better use of their deck as a whole instead of gambling on every new hand giving $8. I think though, a player would be far more doomed if he ignored Golds than if he ignored Smithies (and yes Gold is more expensive than Smithy, but one gives +$3, the other gives +3 Cards, I would think there's a good reason why one costs more than the other). I don't want to make it sound like I am endorsing BM as a foolproof strategy, just that having 100 cards in hand coming out to $7 somehow, is probably not as useful as a 3 card hand of Duchess and 2 Golds.

Now regarding Blacksmith... yeah I could probably see it as being pretty nice at $3, and maybe not as nice at $4. Early game without taking into account the card bought on the other starting turn, drawing 2 cards means you either get CC, or CE, or EE. Drawing CC makes Blacksmith better than Silver. Drawing CE makes it as good as a Silver and gets a dead card out of your next hand. Drawing EE mean you likely won't deal with them for your next hand and you have $4 anyway (due to a hand of CCCEB). It would be interesting if Blacksmith offered +$2 and +1 Card instead, that would probably be worth it at $4.

Also I am a self-professed village idiot, so I think I have some personal experience in understanding how +$ can be more valuable than +Cards =\

Again though, my point is that I oppose the general statement. You can't swap out a +1 card into a +$1 and say, oh, coin is better than cards, because that generalisation doesn't apply.

Comparing Golds to Smithies is just not enough. (let's not forget that Golds don't require actions to play, multiple golds in hand are awesome, while multiple smithies with no villages are terrible, etc.) You need to think about what roles this card is going to fit into, as a strategy. And in general, a +3 card drawer is going a enable a heck of a lot more strategies than a +2 card drawer, and that +$1 is going to seem like scant consolation a lot of the time because you failed to land the other half of the engine you were looking for or whatever and ended up with a lame-ass $7 hand. Just look at the whole array of cards out there that enable you to trash coppers (thus swapping a future copper for some other card), or which let you swap out a copper for another card (cellar, stable), and how cards which add coppers to your deck are effectively punishing you (Cache, Ill Gotten Gains, Mountebank, Ambassador). Blacksmith is basically a smithy combined with a feature that does the reverse - it turns out of the three cards you drew into a virtual copper. That's not very good.

As it's proposed, it just falls between two stools - it's not a power cash giver, because if you are reliant on that $1 to push you over the edge you'd be crazy. And it doesn't draw enough to easily enable chains of cards.
Hmm, well I admit in my analysis that Blacksmith is probably nice at $3 and maybe not right at $4. Having only 1 of something is usually not good enough. But swapping +2 Cards for +$2 from Smithy to Blacksmith would make it much stronger, and I would think that +1 Card, +$2 is good at $4 and better than the current iteration. Does this seem problematic? My only point was that, considering +$X vs +X Cards, +$X is probably better to have in almost any strategy, and so in general 'coins are more valuable than cards'. I'll admit this was a point that I made separately from the valuation of Blacksmith itself (which is why I quoted a very specific part of your post), so I'm sorry if I misunderstood or did not make my position clear.

56
Variants and Fan Cards / Re: Clasic_Cards #30 - King Midas
« on: August 20, 2012, 03:30:30 pm »
It will get really confusing when trying to play Action cards as Treasures.  For example, if there is a token on Village and you play it in your Buy phase... do you now have actions to play other action cards?  It's a mess.

That's the only example I could find that has a natural question that isn't answerable just by reading the cards. It'd be clarified in the rules: extra actions gained during the buy phase are generally useless save for things like Diadem. If you notice other confusing things, let me know, cause I'm wondering if the are any big ones out there.
Quick question on this then; if I put a Midas token on Throne Room or King's Court, would I be able to play Action cards from my hand during my Buy phase by using those?

57
Variants and Fan Cards / Re: how much should this cost?
« on: August 20, 2012, 02:52:01 pm »
I think it's very dangerous to generalise as 'coins are more valuable than cards', or whatever.
I would think, in general, coin is indeed more valuable than cards (not something ridiculous like +$1 is always more useful than +20 Cards, but +$ is usually of higher priority than +Cards).

Ultimately players don't gain Provinces by reaching a specific hand size, they use cards that give coin (or else they do really weird things like playing 4 Highways and using Workshop to fetch one (but even Highways are giving coin value in some way)). Buying Silvers and Golds (and maybe whatever other Treasures or non-terminal coin sources are available) will increase the average coin value per card in your deck, but Smithies do not.

Players will eventually want Smithies, of course, to make better use of their deck as a whole instead of gambling on every new hand giving $8. I think though, a player would be far more doomed if he ignored Golds than if he ignored Smithies (and yes Gold is more expensive than Smithy, but one gives +$3, the other gives +3 Cards, I would think there's a good reason why one costs more than the other). I don't want to make it sound like I am endorsing BM as a foolproof strategy, just that having 100 cards in hand coming out to $7 somehow, is probably not as useful as a 3 card hand of Duchess and 2 Golds.

Now regarding Blacksmith... yeah I could probably see it as being pretty nice at $3, and maybe not as nice at $4. Early game without taking into account the card bought on the other starting turn, drawing 2 cards means you either get CC, or CE, or EE. Drawing CC makes Blacksmith better than Silver. Drawing CE makes it as good as a Silver and gets a dead card out of your next hand. Drawing EE mean you likely won't deal with them for your next hand and you have $4 anyway (due to a hand of CCCEB). It would be interesting if Blacksmith offered +$2 and +1 Card instead, that would probably be worth it at $4.

Also I am a self-professed village idiot, so I think I have some personal experience in understanding how +$ can be more valuable than +Cards =\

58
Variants and Fan Cards / Re: Really bad card ideas
« on: August 20, 2012, 02:56:31 am »
Secret Attack $5
Action

+2 Cards

Each other player gains a Curse card.

59
Variants and Fan Cards / Re: Clasic_Cards #28 - Studio
« on: August 16, 2012, 06:45:34 pm »
It is like the Dark Ages card Ironmonger, except that one is a filtering village, peddler, or lab.
I really like Ironmonger and Studio wrinkles me the wrong ways. Really, the only meaningful detail that the two cards have in common is flipping a treasure to get +$1. Studio giving away VP chips makes me plenty worried, but +1 Card might be beneficial in the Buy phase, since it might fetch you another treasure to play or draw another card that you might not want on your next turn.

60
Oh boy oh boy, I'm going to like Fortress. I was hoping Scavenger's picture would allude to Chancellor somehow, but Scavenger itself is pretty exciting too.

Squire and Goons in the same game is going to be hilarious. Squire, Goons and a trasher like Salvager in the same game is going to be terrifying.

Transmuting a Squire for a Duchy and a Scrying Pool or Familiar... that might be kind of neat.

61
Hmm... for novelty's sake I would try Cartographer and Quest here. Discard cards off the top and maybe leave 1, then play a bunch of Quests and name that card. Then get really loaded next turn :)

Otherwise I'd probably go for Smithy/Worker's Village/Merchant Ship, that seems pretty good.

62
Variants and Fan Cards / Re: Clasic_Cards #28 - Studio
« on: August 15, 2012, 06:56:28 pm »
I'm assuming I get both bonuses if I use a Studio to flip over another Studio, right?

+1VP seems like a very dangerous ability to put on a non-terminal, even if you don't always control what is your next card, and especially if there's some way for you to get Coppers out of the way. This costs $1 less, gives $1 less, and is not guaranteed +1VP like Monument, but it can be played repeatedly without any help required, so getting multiple +1VP per turn is more feasible. It's why I like Venture more than Adventurer, despite Venture costing only $1 less and picking up 1 less treasure (and forcing the treasure to be played immediately, which can be bad in certain cases).

Also, Studio doesn't do anything for you if you flip over an Action? This is probably intentional, though I think it might make one more reluctant to use Actions with Studio.

Seems that Kelume summed up my concerns very succinctly though.

63
Variants and Fan Cards / Re: Clasic_Cards #27 - Blockade
« on: August 15, 2012, 03:27:29 pm »
I'm not entirely sure what you mean here. Are you saying:

  • You shuffle in the middle of your turn.
  • My Blockade triggers.
  • At the start of my turn, I Spy your deck
You shuffle.

If so, that delay seems awkward to force on people. I don't want them to have to remember what happened in the middle of other player's turns. If that's not what you mean... elaborate, please?
Sure, I mean it would become a somewhat boring version like this:

Blockade #i (4)
Action - Duration
+2 Cards
At the start of your next turn: Each player (including you) reveals the top card of his deck and either puts it back or discards it, your choice, then +1 Card. This effect counts as playing an Attack card.

This is a far less exciting version of Blockade and only triggers once on your next turn, but it is helpful for your +1 Card and likely won't have any extremely strange corner cases. You can play multiples and they'll filter through your deck like a hot knife through butter, so it's still very useful as is. I can understand if this is not acceptable to the intended spirit of Blockade though.

64
Variants and Fan Cards / Re: Clasic_Cards #27 - Blockade
« on: August 15, 2012, 01:24:54 pm »
Hmm... would you be okay with Blockade only doing the Spy attack once on your next turn? In fact, if it worked on everyone and yourself, it would work nicely if the +1 draw was done after the Spy attack (so you could check if it was a card you wanted or not before you draw it). The recursive potential of the first version should be avoided, and thankfully that's mitigated in your new version.

Although, when you mention that it triggers on reshuffle, does that mean I can force a player to reveal and discard a card from the top of his deck if he's in the middle of drawing 5 cards during the Clean-up phase? I'm also curious now about whether Blockade is faster or Stash.

65
Variants and Fan Cards / Re: Clasic_Cards #27 - Blockade
« on: August 14, 2012, 05:18:29 pm »
Hmm, usually when there's something that everyone can do or has to do which can change card availability (such as the trashing choice from Governor or gaining Curses from Witch), it starts with yourself if it gives you a decision, then goes around clockwise to each other player (so then to the player to your left, then the player to the left of that player, all around). So resolving in turn order seems like the best rule to apply.

66
Variants and Fan Cards / Re: Clasic_Cards #27 - Blockade
« on: August 14, 2012, 02:54:13 pm »
In addition to the non-attacks you mentioned, there's Noble Brigand's on-buy effect and Ill-Gotten gains on-gain effect. So there's certainly precedent for attack-like things that can't be blocked by moat or lighthouse.

Also, why would it stay out indefinitely? The wording is just like lighthouse.
Ah right, forgot about those two cards too. I guess I was thinking more about attacks that occurred on play, as attacks on buy or gain are harder to do consistently.

Also, looks like I totally misread the turn part, pardon my impatience :P

Edit: Well I'd rather not be such a downer, now that I have all my marbles back. I do think that having the Attack attribute added is necessary, because you are able to selectively mess with your opponent here (good card? it's gone until the next reshuffle! bad card card? okay you can deal with it). The +2 Cards, +1 Card next turn seems fair enough for $3 to begin with, so adding on a conditional inspect attack for another $1 seems fine.

67
Variants and Fan Cards / Re: Clasic_Cards #27 - Blockade
« on: August 14, 2012, 02:03:42 pm »
Which cards are you thinking of that mess with opponents but don't count as attacks? When I think of pseudo attacks, Possession, Masquerade and Tribute come to mind. For those 3 cards, you can't selectively screw over your opponents, there just happen to be certain deck styles which those cards can exploit (though I'll admit Possession is absolutely infuriating). Blockade on the other hand lets you inspect a player's top card, and either leave it there or discard it. This is clearly the attack part of Spy, so I'm not sure why that doesn't count as an attack.

And it looks like Blockade stays out indefinitely... so can I do a Spy attack per Blockade in play whenever an opponent reshuffles?

68
Variants and Fan Cards / Re: Fountain of Youth
« on: August 14, 2012, 03:53:04 am »
The Seaside rules describe Duration such that you can theoretically have a Duration card that remains in play indefinitely.  Specifically, the rules state that a Duration stays in play until it no longer has an effect.  If it has an effect every turn, it will remain in play.  It's just that all the official Duration cards only have an effect "at the start of your next turn" rather than "at the start of each turn".
Ah okay. Well that's what I get for not fully understanding Duration rules then :(

69
Variants and Fan Cards / Re: Really bad card ideas
« on: August 14, 2012, 03:41:30 am »
<('u')> $0
Victory - Curse

0VP

70
Variants and Fan Cards / Re: Fountain of Youth
« on: August 14, 2012, 03:29:06 am »
While sulking to myself about my underappreciated contest entry ;) I came up with a completely different Potion-cost card idea:

Fountain of Youth - Action/Duration - $3P ?
+1 Card, +1 Action.
While this is in play, at the start of every turn:
Put a coin token on this card. Choose one: +1 Card, or +1 Action.
-
At the beginning of your buy phase, if this is in play, you may trash it. If you do: +$P, +1 Buy. Return the coin tokens from this card to the supply; +$1 for each coin token returned.

* The Potion makes the water in the fountain all magical and stuff when you buy it.
* People throw coins into fountains. When you take the fountain apart, you harvest those, and reclaim the potion.

I'm not sure I like that, as written, it could be trashed on the turn it's played, without ever sitting out. But I don't see a good wording to prevent that, and maybe it's fine.
Is this using the variant of Duration that allows it to stay out indefinitely? :( I've been seeing it a lot lately, and maybe it's awful picky of me, but I would rather there be a new term for that instead (like maybe "Persistent" or "Timeless"?) since Duration has its own clear rules which only allow it to stay out for at most 2 clean-ups. derp

Anyway, assuming the Fountain of Youth can stay out forever, and I assuming I read it right, it is crazy good. It's better than Alchemist after one play, because it can do the same thing (increase your net hand size by 1) but you never have to worry about replaying it, don't need a Potion to guarantee it into your next turn, and the other players can't force you to trade it with Masqerade, or force you to discard it with attacks like Minion. And I don't think the other players can force the FoYs to leave play, so they're on a time limit before you blitz the Provinces. I'm not sure what the right price is for Fountain of Youth, but +1 Card at the start of your turn should probably not be on a card that stays out indefinitely.

71
Variants and Fan Cards / Re: Potion cards!
« on: August 13, 2012, 04:09:09 am »
Thanks for the feedback guys! :)

I actually tried Quicksilver as is in a couple games with my friends, and uh... I think it's actually decent, maybe a little undercosted? It requires a Potion to buy, so you won't see it in hand until much later, but it can also trash on buy. Imagine if Remake could also trash on buy, and provided +1 Action? Okay, so it's not as far reaching as Remake is, but Quicksilver lets players thin out their decks pretty quickly and provides money once the trashing's done, that seems like it'd be worth it.

I guess Homonculus (and Quicksilver in my experience) can be worthwhile enough to get one Potion for. I haven't play tested Homonculus yet, but I'll put it out for testing next time my friends come around.

I do agree that Elixir and Zeppelin promote mass Potion strategies, which can be kind of strange. I always figured it'd be nice if, for a change of pace, having more than one or two Potions in your deck can be a good idea (pfft hahaha). Elixir at least seems like it can reach that goal pretty easily (and it has utility beyond being a virtual money source). Zeppelin unfortunately doesn't seem as flexible, though it does provide a consolation prize for stocking up on Potions.

Before I created the thread, Zeppelin worked like this:
Quote
Zeppelin $3P

+2 Actions

You may play any number of Potion cards from your hand. +2 Cards per Potion card played this way.
______________________________

In games using this, during your Action phase, you may discard 2 Potions from your hand. If you do, gain a Zeppelin; put it into your hand.
I nerfed the draw part on Zeppelin because I figured Potion for Laboratory was probably too strong. Sure, the current iteration trades 1 Potion for 1 Card (which is worse than Cellar so that's kind of funny), but it's similar to Stables for the first Potion at least.

Liquid Gold and Fountain of Youth seem like cards which won't get too far. I think there's room for a treasure card that can provide coin and potion simultaneously, but maybe Liquid Gold is not the way to do it. Fountain of Youth itself may promote a neverending game, but you want to prolong the game, you probably won't race for Provinces. And if you leave the Provinces for your opponent(s), that can be a grave miscalculation if you can't lock them down.

72
Variants and Fan Cards / Re: Clasic_Cards #25 - Trust Fund
« on: August 11, 2012, 08:34:05 pm »
Uh... does the card bonus stack for each Trust Fund in play? So I play 3 Trust Funds and don't buy anything... is the intent that I now get 3 extra cards during the clean-up phase, because I have 1 unused Buy left and the 3 Trust Funds are each triggered off of that?

Also, like eHalcyon said, order of operations is important to keep track of here. Outpost has wordage that can be useful for you (it'll look like what eHalcyon's proposed).

73
Variants and Fan Cards / Re: Potion cards!
« on: August 11, 2012, 07:09:42 pm »
Quote
Fountain of Youth $4P
Victory

Worth 1VP per 5 turns you’ve played this game.
Just from personal experience, my games tend to last around 18 to 20 turns, so $4P for around 4 or 5 VP at that point sounds fine. Maybe this is a little overcosted. Perfect for the games in which everyone's been beating each other up for awhile, or when everyone's been playing Ghost Ship each turn (that is, games that everyone hate). Extra turns from Outpost and Possession count towards VP for Fountains of Youth.

On this card... maybe it's just me, but when I play IRL, I don't count the number of turns in the game.  Easy online... but might be difficult IRL unless you add like a mat and counters or something to track.
Hmm, I guess that's a good point. How about something like this:

Fountain of Youth $4P
Victory

Worth 1VP per 5 turn tokens on your turn mat.
---------------------------------------
In games using this, at the start of your turn, put a turn token on your turn mat.

74
Variants and Fan Cards / Potion cards!
« on: August 11, 2012, 06:24:39 pm »
Well, I was late on the draw, and I forgot to submit my entry in time. Whoops! But anyway I thought the entry I had in mind was unique and also useful, so I'll just post it here for critique if that's ok. I had some other entries in mind that I was eventually going to post here for non-contest related critique.

Quote
Quicksilver $2P
Action

+1 Action

When you buy this or play it, choose twice: +$1; or trash a card from your hand.
Quicksilver would've been my entry into the Potion contest. It seemed like a great card to me, and I would pick it up even if it was by itself due to it being a non-terminal trasher and a non-terminal Silver (or something inbetween), so it would continue being useful once it has flushed all the cruft out of my deck. It doesn't explicitly say (it also doesn't explicitly say otherwise), but you can make the same choice twice.

Quote
Elixir $2P
Action

+1 Action

You may discard a Potion from your hand. If you do, +$4. Otherwise, gain a Potion; put it into your hand.
Hello... don't you seem familiar? Maybe I should've named this one Vizier, which is also a title of nobility (like Baron) but I couldn't figure out a way to associate Potions with Viziers without it being weird. Oh well! Elixirs let you get Potions on demand, which can be quite useful if you don't immediately have a spare Potion to buy Potion cards (or in case you don't want to let your Alchemists go to discard). It's also less of a problem if you stock up on a bunch of Potions, since Elixir helps you convert them back into coin. Being non-terminal is probably a pretty big deal as well here (though the +Buy might've been more useful, considering the decisions Potion cards force on players).

Quote
Zeppelin $3P
Action

+2 Actions

Discard any number of Potion cards from your hand. +1 Card per Potion card discarded. If you discarded any Potion cards this way, +2 Cards.
______________________________

In games using this, during your Action phase, you may discard 2 Potions from your hand. If you do, gain a Zeppelin; put it into your hand.
Zeppelin doesn't draw cards by itself, but it's got great mileage (if you've got the right fuel!). Basically, the first Potion you discard will be worth 3 Cards; every Potion after the first will get you one card further. Similar to Elixir, Zeppelins make it less of a problem if you end up going a little Potion crazy; if you've got 2 Potions, discard them and put a Zeppelin directly into your hand! And you can do this as much as you like! Now that's service.

Quote
Homunculus P
Action

+1 Card, +1 Action

You may trash this immediately. If you do, +1 Card.
______________________________

When you buy this, +1 Buy.
Okay after seeing Rats today I'm going to figure that Homonculus is possibly undercosted here. It's a very simple cantrip, but you can choose to trash it immediately for a makeshift Laboratory. It also doesn't use up a Buy during your Buy phase, so even if you end up with a hand of CCCPE, you can still get a Homonculus and a Silver. All in all Homonculus doesn't do much but it's nice to have and isn't as strict a commitment as other Potion cards.

Quote
Liquid Gold $4P
Treasure

Worth $3P
Something similar showed up during the contest, but I'm going to conveniently ignore it. At its current cost, Liquid Gold is probably rather prohibitive, and with no other Potion cards in the supply it's probably not really worth it. Consider this though; when you draw Liquid Gold, all you need to play is a Copper to get more Liquid Gold. After a couple of turns, buying Liquid Gold will probably end up being pretty easy (maybe easier than buying Gold?).

Quote
Fountain of Youth $4P
Victory

Worth 1VP per 5 turns you’ve played this game.
Just from personal experience, my games tend to last around 18 to 20 turns, so $4P for around 4 or 5 VP at that point sounds fine. Maybe this is a little overcosted. Perfect for the games in which everyone's been beating each other up for awhile, or when everyone's been playing Ghost Ship each turn (that is, games that everyone hate). Extra turns from Outpost and Possession count towards VP for Fountains of Youth.

75
Mini-Set Design Contest / Re: Declining Village/Chervil
« on: August 07, 2012, 05:33:23 pm »
I think I would've liked Declining Village more if the other plays were just +1 Card, +2 Actions instead of +$1, +2 Actions. Subsequent plays won't be as strong, but at least my momentum won't be completely dead. I don't think I mind if it's very strong with 1 or few; if I don't buy enough Declining Villages, I don't get to play them as often unless trashing is available. Somewhat reminiscent of Shanty Town; it's ok to have some, but not too many, otherwise when they collide then that hand becomes a waste of time.

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