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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 04, 2019, 09:57:46 pm »cost $3 - Action
Reveal the top 3 cards of your deck. Discard one, and put the rest into your hand.
EDIT: Withdrawn
I don't think setting Schola aside is needed. Playing an expensive card via this seems nice, but you have to have them in hand together. Until that, Schola is dead. I prefer just buying the target card.Quote from: ShadowHawk
Good point. How about this?
Compared to Innovation, this seems less attactive. Playing an Action card after buying something is only useful when it is also an Attack or earns more money. I prefer just buying that Attack.
This cannot avoid loops. (But playing this with Ironworks is very attactive. I like it.)
A BoM with a Heirloom! Nice card, but I don't know when to go for it.
Shadow RealmWow, this is similar to Potion, as this enables you to access non-Supply cards. I like it.
Action/Command - $3
You may reveal an Action from your hand to play it, then play the Shadow card with the same cost, leaving it there.
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Setup: For each Action card cost present in the supply, set aside an extra non-command Action with that cost; these are the Shadow cards.
ZealotThis punishes engines too harsh. Some boards doesn't have cheap +Action cards. Enchantress is ok because it provides an incentive to gain more Action cards.
Types: Action, Duration, Attack, Command
Cost: $4
At the start of your next turn, +1 Card, +1 Action, and +$1. Until your next turn, the first time each other player plays a card on their turn, they ignore its effect and may play a cheaper non-Command card sharing a type with it from the Supply, leaving it there.
Oh nice. This was my first alternate for last week anyway.QuotePractise • $3 • Event
Play a non-Command, non-Duration Action card whose cost is $4 or less from the Supply, leaving it there. Take the Bow or the Rosin.QuoteBow • Artifact
At the start of your turn, +1 Buy. When you buy Practise, you may play a card whose cost is $5 or less instead.
(Follow all other restrictions on Practise)QuoteRosin • Artifact
At the start of your turn, +1 Buy. When you buy Practise, you may play the selected card twice, leaving it in the Supply.
(Follow all other restrictions on Practise)
Notes:
Bow lets you bypass Potion costs. This is intentional.cleaner to get rid of this and fix the "play debt cards for free"Rosin probably doesn't need the reminder textRosin now actually uses its reminder text- Practise now can't play Duration cards, because the tracking on that would be a mess.
Big shout-out to Fragasnap for making me think what an event/command card would look like, and to Gubump + scolapasta for reminding me that: Hey Debt exists and you should probably fix this.
Ideally, for theme, there would be a University mat or a Schola mat, but this game has enough mats as it is so I left it for the Tavern mat.
The Scholasticus collects research and students in the forms of Actions and then directs them. You need at least 2 of them to make the Command portion work.
My submission:
I am new to here and enjoyed making images!
You should say "If you did trash 3 cards, ..."
For Excavation, you trash two treasures of any value that you have in play. Since the event cost's $5, you may get lucky and trash Coppers but you may have to trash something more valuable. You also have to trash a Victory card that isn't an Estate.
The Holy Relic's ability only applies to the standard bonuses a card gives. If the card lacks these bonuses, nothing happens. For example, Village would become +2 Cards, +3 Actions while Throne Room would remain unaffected.
Necromancer cannot play durations. It's an explicit restriction on the card.
Edit: the fix would be to replace the Tactician in the trash with Band of Misfits and put the Ferry token on Tactician.
Does the Tactician have to have something to discard each time? Or can they be dead Tacticians?Whichever is ok. I have both answers.
Setup: trash Mandarin
play Storyteller to play Scepter for +$2
play Necromancer to play Zombie Apprentice to trash Tactician
play Rogue to gain Tactician, revealing Watchtower to trash it
you have 4 Scepters and a Watchtower in hand
play Scepter to replay Storyteller
play Scepter to replay Rogue to gain Tactician, revealing Watchtower to trash it
play Scepter to replay Rogue to gain Mandarin, revealing Watchtower to trash it
play Scepter to replay Necromancer to play Tactician to discard Watchtower
you have 4 Scepters and a Watchtower in hand
repeat
Nice. How about this?No. Captain cannot play a Duration card.A new puzzle.
Create a kingdom where you can play an Action card any number of times in a single Buy phase.
Scepter, Captain, Quarry.
Play Captain in Action phase. Buy phase: play Quarry, play Scepter, replaying Captain. Captain now costs $4, so you can play Captain with Captain recursively.
Ah, right. Okay, then:
Scepter, Captain, Quarry, Inheritance
Slight change to the first answer. Play Quarry on some setup turn to allow Inheriting Captains. Then, later, play Scepter to play Captain or Estate. Each Estate plays a Captain, which plays an Estate.
I think someone else came up with this idea on a different thread (probably the Rules Tweaks/Errata thread), but I don't remember who.
No. Captain cannot play a Duration card.A new puzzle.
Create a kingdom where you can play an Action card any number of times in a single Buy phase.
Scepter, Captain, Quarry.
Play Captain in Action phase. Buy phase: play Quarry, play Scepter, replaying Captain. Captain now costs $4, so you can play Captain with Captain recursively.
Shanty LibraryRevised a card named Animal Trail from https://s456.hatenablog.com/entry/2019/08/29/171427 .
cost $2 - Action
+1 Card
Put this into your hand.
If this is the first time you played Shanty Library in this turn, +2 Actions.
Extra Allowance
cost $2 - Event
Once per turn: Take your Allowance token. If you have 3, remove all tokens used in this game, and if the previous turn wasn't your turn, take another.
does this remove vanilla bonus tokens as well? or your –1 Card token? your Inheritance token? tokens on your Pirate Ship mat?