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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 30, 2018, 09:39:23 am »
See this post for the latest version of this card.
Looks to me like a half Capital without the extra Buy that you can use twice before it becomes dead. Pretty weak.
On its own, yes. In multiples, or with other debt cost cards, maybe you can do more with it.
I did wonder whether it would be better priced at $3. What do you think?
Looks to me like a half Capital without the extra Buy that you can use twice before it becomes dead. Pretty weak.
You may spend a Creditor to ignore the effect of Debt when buying one card.To be clear, this means that you can buy a card when you have debt, not that you can buy a card that has debt in its cost for free, right?
Ledger
Types: Treasure
Cost: $4
$3
Take @3. You may trash this.
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When you gain or trash this, take 2 Creditors
Obviously, Drawers are tokens that can be used for +1 card at any point during your turn.Without wanting to diss your simple and good design, in my opinion Drawers are the most dubious of the three vanilla tokens as draw is something you rarely want to save. Early in the game cycling is very strong so the main strategic application of them is probably in the endgame, e.g. to set up a megaturn.
No worries, I mainly made it for the pun.
Have you ever thought about doing non-functional promos instead of kingdom cards/events? I mean stuff that has no impact on the game but is cool to have or look at, like a trash mat with different art or special coins or something.
Perhaps something like this:QuoteIn games using this, at the start of your Buy phase, you may look through your discard pile and set aside any number of Curses from your discard pile or your hand. This card costs less for each Curse still set aside in this way, to a minimum of . When you buy this card, return a set-aside Curse to the supply for each that its price has been reduced by in this way. At the end of your Buy phase, discard any remaining set-aside curses.
It's still pretty messy - I'm not happy with the "for each $1 that its price has been reduced by in this way" part, but I don't see how else to make it play properly with Bridge and friends.
In games using this, at the start of your Buy phase, you may look through your discard pile and set aside any number of Curses from your discard pile or your hand. You may pay for this card by returning set-aside Curses, with each paying for $1 of its cost. At the end of your Buy phase, discard any remaining set-aside Curses.
I feel like this needs to be reworded somehow. I see exactly what you intend to happen, but not sure that it works with the rules. Your clarification says you may buy it so long as you have enough to pay its reduced cost, but until after you have bought it, there is no way to determine what that reduced cost is! I think you need to have a way of reducing the cost before the buy actually happens. But the only way I can think of to keep identical functionality without breaking rules is pretty messy wording:
In games using this, at the start of your buy phase, you may look through your discard pile and reveal any number of Curses from your discard pile or your hand. This costs less for each Curse revealed this way. When you buy this, return all revealed Curses to the supply.
In games using this, at the start of your Buy phase, you may look through your discard pile and set aside any number of Curses from your discard pile or your hand. This card costs less for each Curse still set aside in this way, to a minimum of . When you buy this card, return a set-aside Curse to the supply for each that its price has been reduced by in this way. At the end of your Buy phase, discard any remaining set-aside curses.
Grand High Witch
Types: Action, Attack
Cost: $8*
+2 Cards
+1 Action
Each other player gains a Curse.
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While this is in the supply, during your Buy phase, you may look through your discard pile. When you buy this, you may return any number of Curse cards from your hand or discard pile to the supply. For each one you return, this costs $1 less, to a minimum of $0.
I don't get what you mean with "support card", a village?
Wine Critic and Bridge are both terminals so this comparison makes no sense. The only advantage of Wine Critic over Bridge is that you can save it for another turn.
Also note that two Bridges are the equivalent of either +1 Buy and +$6 or +2 Buys and +$8 (if you use all 3 Buys you get the cost reduction of 2 on the 3 cards that you buy).
This looks worse than Bridge. If you use the two Buys Bridge is +1 Buy +$3 but Bridge provides a Coin token in advance.
Despite the ability to save this for later the megaturn potential is actually lower as you need the extra Buys from another card. This is why I'd put the extra Buy on the calling part.
Wine Critic
Cost: $4
Types: Action, Reserve
+1 Buy
Put this on your Tavern mat
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After you buy a card, you may call this, for $3
Triptych
Types: Action
Cost: $4
Reveal separate Action, Treasure and Victory cards from your hand, for $4.
Gain a cheaper card to your hand.
Cheaper than what?
Cheaper than the Scepter.
I had the same question; as worded it sounds more like it needs to be cheaper than the attack card; but it could go either way.
If the card needs to be cheaper than Scepter, then no reason to also say a non-Scepter card. If you are going to say a non-Scepter card, then probably fine to just say "costing up to ", and allow it to combo with cost-reducers like most gainers do.
Gain a cheaper card to your hand.
Bribe
Cost: $5
Types: Treasure - Reaction
$2, +1 Buy
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When another player gains a second card in their turn, you may set this aside. If you do, gain a copy of that card, and that player gets $2 and +1 Buy. Return this to your hand at the start of your turn.
Here's a challenge I had a go at tackling: make a two-sided portrait card.
More examples: Victory/Duration card.
The most important thing for me is : will there be a coppersmith revival ?
"+1 coin token/coffer for every copper you have on play"
Wouldn't it be awesome ?
Fortunately, this announcement brings clarity to the Coffers renaming: the tokens that save coins had to be renamed to Coffers so that the ones that save actions could be called Coin Tokens.