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Mini-Set Design Contest / Re: Treasure Chest Design Contest Card #5: Intrigue
« on: October 17, 2013, 06:30:36 pm »Quote
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
That's a pretty stiff penalty! And not much of a benefit. Would this ever be good if there weren't Great Halls/Nobles/Harems on the board?
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Cold Iron
Types: Treasure Attack Victory Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.
Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.
It's a lot of things, all of which seem reasonable. I didn't at first think they came together in a cohesive way, but maybe they do. It's a really weak attack, maybe even, of all attacks, the attack which is most likely to be helpful. But it's a strong reaction to attacks. I don't think it's something you'd buy if there were no other attacks on the board. But, if there are, you buy Iron -- and then you end up playing the attack, cause you have it, and therefore triggering more reaction plays of Iron. I dunno. It's weird.
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Sphinx (1)
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
Can be political.
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Sphinx (2)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
Steward, but more complicated without adding much to the game.
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Paladin
Types: Action Attack Victory
Cost: $4
+1 Action. Choose one: Each player (including you) discards a card; or each player (including you) draws until he has 4 cards in hand.
Worth 1 VP for every 4 Attack cards in your deck (rounded down).
4 is a lot! And this card isn't very strong. Some interesting combos, with, like, Ironworks and other things.
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Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Kind of interesting. Might be too strong, since it's always worth at least 1VP, and 2 if you buy all of them, so 16VP if you run the stack. And they are pretty good on their own. Would everyone go for them? The thing is, if everyone goes for them, they're worth the same for everyone.
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Dance
Types: Action Attack Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.
When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
This makes it too easy to force your opponents into 0-card hands.
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Quartermaster
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
Not bad!
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Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Moving a card from the discard to the bottom of the deck feels a little esoteric.
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Architect
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
Stacks crazy. The second one you play is +4 Cards, + 1 Action. And then +6 Cards, +1 Action... It's a lot stronger than Gold.
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Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
Another card that stacks like crazy. The first one is a Village, the second one is a Level 2 City, the third one is +3 Cards + 2 Actions. You would never be able to ignore it.
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Prefecture
Types: Action Victory
Cost: $5
Reveal a cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
I like it.
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Nabob
Types: Action Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.
Remodel plus two really good benefits for a buck more. That's really strong, not sure it needs the +2 Cards.
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Courtier
Types: Action Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
That's really strong.
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Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Too much stuff. Simplify.
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Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.
I like it. I guess I'm a sucker for cards that involve gambling.
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Lord
Types: Action Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.
Worth 1 VP.
I'm not really crazy about these Victory cards that aren't very good or that fun, but that bribe you into buying them by being worth VP.
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Bailey
Types: Action Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.
Worth 1 VP.
Another card that is bribing you into buying it by being worth VP.
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Wall
Types: Action Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)
When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.
Too much stuff. Simplify.
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Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
It doesn't feel very Dominion-y, but I still really like it, bordering on love.
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Shrine
Types: Action Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.
Worth 2 VP.
The cumulative effect of reading all these weak cards that are begging you to buy them by being worth VP, is that of going to a dog pound full of really old dogs.
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Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Seems a little strong. Maybe it has to be "name a card that is not a victory card."
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Taylor-Compton
Types: Action Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.
Worth 1 VP.
Another old dog.
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Usurer
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
This makes it too easy to get other players down to zero-card hands, turn after turn.
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Dungeon
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
Interesting. Two questions -- is it be too easy to get this up to 5VP? Since it's definitely very easy to get this up to 3VP, does it become too much of a must-buy? Maybe it trashes too many cards.
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Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
I think this is about as strong as Stables, and should cost 5.
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Wedding
Types: Action Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.
I like this version better than the earlier draft. Much cleaner. Lose the +Action though.
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Liege
Types: Action Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
Interesting. I like it.
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Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
Interesting. I like it.
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Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
Interesting. I like it.
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Architect
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.
Another $5 that is a Remodel plus too many benefits.
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Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.
Too esoteric.
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Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.
Manic. Maybe pick the best one of these things and be that thing.
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Mob
Types: Action Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.
Too strong.
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Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.
Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
OK. I'm not sure I want to build this deck but I appreciate that this card is at least not worth VP.
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Hidden Passage
Types: Action
Cost: $3
You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
I think this is Bishop but with a much worse benefit to you and often a better benefit to your opponent.
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Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
That's a pretty intense benefit for your opponent.
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Secret Plot
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
A card from your hand, I assume. Seems like it turns the game into kind of a no-fun game. You kind of have to buy Secret Plots since they can be worth a lot of points. And then all the other players have to do the same thing. And then the end result is they are all worth 0VP.
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Castellan
Types: Action Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
Pretty weak -- almost a gimped Steward.
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Inquisitor
Types: Action Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.
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Narcissist
Types: Action
Cost: $5
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
Interesting. A bit weak.
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Ironworker
Types: Action
Cost: $2
Discard a card. If it is an Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Well, either this, or Narcissist, or both, are priced wrong. I think both.
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Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)
The +action is too much.
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Cannoneer
Types: Action Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
Too strong.