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1476
Variants and Fan Cards / Name That Card
« on: October 31, 2015, 03:12:33 pm »
Troubadour:
Choose one: +1 Card and +1 Action; or choose an Action card from your hand. Play the chosen card once for each differently named Action card you have in play other than this.
Cost: $6
Action


So I'm making this card for a fan expansion I'm working on, and it's based on the Renaissance, with a theme of cards that care about what you have in play.

1477
Variants and Fan Cards / Re: Wording Challenge 3: Artifact
« on: October 31, 2015, 02:51:15 pm »
It doesn't have any tracking issues with Black Market or Storyteller. Treasures played with those remain in play. I like your suggested wording, though. Also, we decided that it really needs to cost $5.

The tracking issue I meant was that you have to remember which cards you gained until your buy phase. Which is really a porblem with any mid-turn gainer.

For the card itself, I think the pricing is better now... best comparison is Horn of Plenty. Artifact is weaker as a gainer (despite with stuff like Hunting Party-BM), but it provides a bit of income instead. I think it's balanced this way.

Um, Storyteller isn't a gainer.

Storyteller, play Artifact, is.

Ah, so you're saying if you play Artifact (now Painting) with Storyteller. I understand now.

1478
Variants and Fan Cards / Re: Wording Challenge 3: Artifact
« on: October 31, 2015, 12:45:50 pm »
It doesn't have any tracking issues with Black Market or Storyteller. Treasures played with those remain in play. I like your suggested wording, though. Also, we decided that it really needs to cost $5.

The tracking issue I meant was that you have to remember which cards you gained until your buy phase. Which is really a porblem with any mid-turn gainer.

For the card itself, I think the pricing is better now... best comparison is Horn of Plenty. Artifact is weaker as a gainer (despite with stuff like Hunting Party-BM), but it provides a bit of income instead. I think it's balanced this way.

Um, Storyteller isn't a gainer.

1479
Variants and Fan Cards / Re: Wording Challenge 3: Artifact
« on: October 30, 2015, 10:27:14 pm »
Well, Durations are bad :(

The original version has serious tracking issues though, in particular with Storyteller/BM involved. How about this:

Artifact:
$1
Name a card other than Artifact. If you have more at most as many Aritfacts in play as copies of that card, gain another copy of that card.
Cost: $4
Treasure

It's ever-so-slightly weaker, but I think that will hardly ever be relevant in pratice, and comparing numbers of two cards in play is way easier than remembering how many cards you gained. It is also stronger in that it does not keep track of other gains during your turn (which would be a mess).

It doesn't have any tracking issues with Black Market or Storyteller. Treasures played with those remain in play. I like your suggested wording, though. Also, we decided that it really needs to cost $5.

1480
Variants and Fan Cards / Re: Next-turn Village
« on: October 30, 2015, 08:41:10 pm »
Actions now, Cards later is boring, it's too automatic. Cards now, actions later combines the uncertainty of terminal draw with the flexibility of engines, that makes it interesting. Villages, labs, and terminal draw are all very saturated in terms of design space, so you gotta do something spicy if you're only working with these two vanilla bonuses.

I think 4 is cheap for this version, although I see the arguments. Personally I compared District to Lost City, considering the loss of reliability to be approximately equal to Lost City's penalty (imo $4->$5 is a bigger leap than $5->$5+Lost City Penalty)

If I was gonna try another version, I would try +3 Cards, next turn +1 Action. Even that is probably a little too automatic, just load up on this Lab-variant + a good payload and away you go.

If you really want this to cost $5, I would make it +3 Cards now and +1 Action next turn. +2 Cards now and +2 Actions next turn is a $4 cost, IMO.

1481
Variants and Fan Cards / Re: Wording Challenge 3: Artifact
« on: October 30, 2015, 08:39:06 pm »
This can be very strong I think. I would playtest it in Colony games, as gaining Platinums seems OP. Also Potion cost cards are much easier to get this way.

Yeah, we did playtest it in Colony games. We next to never play Province games.

1482
Variants and Fan Cards / Re: Wording Challenge 3: Artifact
« on: October 30, 2015, 08:37:52 pm »
I think the cleanest and most trackable way to this is:

Artifact:
$1
Name a card other than Artifact. If you have a copy of that card in play, discard it and gain a copy of the named card.
Cost: $4
Treasure

Durations.

Yeah, I thought about that wording before the version I posted, but I almost immediately realized that it makes Duration cards too hard to track.

1483
Variants and Fan Cards / Re: Next-turn Village
« on: October 30, 2015, 04:28:42 pm »
The card is like a Moat sans defense ability now and two Villages or a Crossroads sans card draw on the second turn. Sounds pretty bad to me compared to Fishing village which is a Peddler and a Village (or a Bazaar) on the second turn.
I think that situations in which you want 3 actions (instead of just 2) at the beginning of your turn are rare.

This is why I think that it would be better (read: make the card better) to switch the bonuses around. Now a Necro and later two Labs sounds pretty smooth to me.

On the other hand there is a nice self-synergy: if you have enough Districts they become quasi Lost Cities. This self-synergy is obviously stronger if you have the extra cards in the first turn (as you direly want the extra actions from preciously played Districts).

No matter which version you pick, I'd playtest them at 4. As other people have already mentioned, Wharf or Village or any other super-strong official Duration card should not be the benchmark though and if it turns out to be too strong for 4 you can still make it a weak 5.

I think that if it gave 2 Actions now and 2 cards at the start of your turn, it would be quite a powerful $5-cost card. It would be extremely easy to chain them together, unlike Wharf, and they wouldn't be much worse than a Wharf the second turn. I think it would be about the same strength as Wharf, maybe even stronger.

1484
Variants and Fan Cards / Re: Next-turn Village
« on: October 30, 2015, 09:53:21 am »
A card can be much, much worse than Wharf, and still be in the top 50% of all cards in the game. 


Don't use a god tier card to try to figure out whether a card is balanced.  That'll only help you figure out whether the card is God Tier.

Is there a more balanced 5$ terminal that gives you 2 of a bonus this turn and 2 of a bonus next turn, oh, duh, there is, Merchant Ship.  +2 cards > +2$.  +2 Actions < +2$.  Checks out that the card should be fine.


The card breaks the game at 4$.

I think it's weak only because of which turns you get the bonuses.

1485
Variants and Fan Cards / Re: Next-turn Village
« on: October 29, 2015, 07:26:42 pm »
In a previous post I offhandedly threw out a duration that is terminal this turn, but gives +actions next turn. It's an interesting concept in its own right, so I shortlisted this simple version:

District
+2 Cards
At the beginning of your next turn, +2 Actions
$5 Action - Duration

We played this in 3 player with the following kingdom (random - District replaced Rebuild):
Shelters
Amulet, Chancellor, Scheme
Bureaucrat, Conspirator, Rats
Bandit Camp, Catacombs, District, Storyteller

As you can see, it was a strong engine deck without +buy or attacks, so things were pretty straightforward. I bought mostly District at $5, after starting with one Bandit Camp for reliability. My dad ignored District and went traditional Catacombs + Bandit Camp. My fiance went Rats and was a non-factor, haha. I won, mostly on account of greening on the correct turn.

The presence of another village (+Necropolis) and Scheme made this a very mild test for District. I was never pinched into playing it terminally, and I would say I had some good luck too. It would be interesting to try in a kingdom with lower reliability.

What do you think?

I think that it would be more interesting if you gave switched the timing on the +2 Actions and the +2 Cards. +2 Actions is very weak, and getting a bonus next turn is worse than getting it now. So as it is now, it's pretty weak.

1486
Variants and Fan Cards / Wording Challenge 3: Artifact
« on: October 29, 2015, 06:40:32 pm »
Painting: (Version 4)
$1
When you play this, you may gain a copy of a card you have in play that is not a Painting. If you don't, this is worth $2.
Cost: $5
Treasure

Painting: (Version 3)
$1
When you play this, you may gain a copy of a card you have in play. You may not gain an Artifact this way.
Cost: $5
Treasure

Painting: (Version 2)
$1
When you play this, you may name a card other than Painting. If you have at most as many Paintings in play as copies of that card, gain a copy of the named card.
Cost: $5
Treasure

Artifact: (Version 1)
$1
When you play this, you may gain a copy of a card that you have more copies of in play than you have gained this turn. You cannot gain an Artifact this way.
Cost: $5
Treasure

So my intention is that the max # of copies of a card you can gain with Artifacts in a single turn is equal to the number you have in play. For example, if you have 1 Market in play, you can gain at most 1 Market w/ Artifacts. If you have 2, you can gain at most 2, if you have 3, you can gain at most 3, etc. Does anybody have any suggestions as to how to word this better/less confusingly?

EDIT: Artifact can no longer gain copies of itself.

EDIT 2: Now costs $5.

EDIT 3: Renamed "Painting." (I've decided to start making an expansion based around the Renaissance, which will include this card, as it fits the expansion's theme)

1487
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 28, 2015, 10:29:03 pm »
Okay, we just playtested Penny, and it is significantly too strong, mainly due to it being a Reserve card. So, I'll post the nerfed version in the OP.

1488
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 28, 2015, 07:06:42 pm »
Why Tactician, Watchtower, and JOAT? You probably wouldn't want to trash the Penny with JOAT.

You want to play it before playing a draw-to-X (or in Tactician's case, discard-to-X).

Ah, okay. Can't believe I didn't get that.

1489
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 28, 2015, 03:33:40 pm »
Also, I don't think you can ever say that a treasure breaks the strictly better rule because of an action, or vice-versa. Yes treasures as a general rule are stronger, because they can't be drawn dead. But they also become weaker in a pretty big number of edge cases, so you can't ever say one is strictly better than the other. A few times when you might wish your treasure were an action:

Throne Room
King's Court
Procession
Disciple
Tactician
Scrying Pool
Golem
Watchtower
Library
Jack of All Trades
Graverobber

Plenty more I'm sure.

Why Tactician, Watchtower, and JOAT? You probably wouldn't want to trash the Penny with JOAT.

Also, I didn't say or mean that Penny was strictly better than Lighthouse because of being a Treasure instead of an Action. I said that because you can get the 2nd +$1 at the start of any turn that you choose, not just on the turn after you play it.

1490
Variants and Fan Cards / Re: Wording Challenge(Again!): Pickpocket
« on: October 26, 2015, 03:20:48 pm »
Idea for new phrasing:

Pickpocket:
+$1
Each other player reveals his hand and you put a Treasure costing up to $2 from it into your hand.

Setup: Add the Penny pile to the Supply and replace one of each player’s starting Coppers with a Penny.
Cost: $4
Action – Attack

It's stronger (does not restrict to 5 or more cards hands), but also weaker (you have to gain all the treasures). I don't think wording it this way makes it too strong - it's hard-countering Fool's Gold, but that's not a bad thing. It doesn't scale too well with multiplayer, but no Thief variant does.

EDIT: Fixed for shortness.

Both of those are things that I was specifically avoiding. There's a reason that every discard attack has a limit (down-to-x, players with 5 or more cards in hand) or a way to get out of it (Torturer). And while it's true that Thief scales badly with more players, your wording suggestion makes it scale way too badly in multiplayer. If you're playing a 2-player game and it hits, you'll get $2, which is balanced at $4 in combination with its weak thief ability; if you hit everybody in a 4-player game, however, you'll get $4, which makes it stronger than Gold+-w/-bonus for the low, low price of $4!

Note: "Both of those" refers to the lack of a discard limit and putting all of the gained cards into hand.

I don't quite understand... doesn't your version already allow you to put all trashed cards into your hand?

putting one of them into your hand.

I think the hand-size restriction is unnecessary because mostly you'll be trashing Copper and thus doing your opponent a favor. There's only a very small amount of games in which you want lots of Copper, and in these games it will be hard to connect multiple Pickpockets. Show me a board where you think this would be too strong.

Also I don't think it's a problem to put them all into your hand. At this point, it's just a Beggar with a +1$ (and without the reaction), and Beggar costs $2 and is a fairly weak $2.

Well, when you put it that way, it isn't actually that strong, but my point that it scales too badly with more players still stands.

1491
Variants and Fan Cards / Re: Wording Challenge(Again!): Pickpocket
« on: October 26, 2015, 09:08:50 am »
Idea for new phrasing:

Pickpocket:
+$1
Each other player reveals his hand and you put a Treasure costing up to $2 from it into your hand.

Setup: Add the Penny pile to the Supply and replace one of each player’s starting Coppers with a Penny.
Cost: $4
Action – Attack

It's stronger (does not restrict to 5 or more cards hands), but also weaker (you have to gain all the treasures). I don't think wording it this way makes it too strong - it's hard-countering Fool's Gold, but that's not a bad thing. It doesn't scale too well with multiplayer, but no Thief variant does.

EDIT: Fixed for shortness.

Both of those are things that I was specifically avoiding. There's a reason that every discard attack has a limit (down-to-x, players with 5 or more cards in hand) or a way to get out of it (Torturer). And while it's true that Thief scales badly with more players, your wording suggestion makes it scale way too badly in multiplayer. If you're playing a 2-player game and it hits, you'll get $2, which is balanced at $4 in combination with its weak thief ability; if you hit everybody in a 4-player game, however, you'll get $4, which makes it stronger than Gold+-w/-bonus for the low, low price of $4!

Note: "Both of those" refers to the lack of a discard limit and putting all of the gained cards into hand.

1492
How about this wording:

Fairy Village:
+3 Cards
You may discard a Curse from your hand, if you didn't, gain a Curse.
If you discarded a Curse or gained one, +2 Actions.
Cost: $5
Action

The "if you discarded a Curse or gained one" makes sure that if you can't do either, you won't get the +2 Actions.

1493
Variants and Fan Cards / Re: stechafle card ideas
« on: October 25, 2015, 12:20:25 pm »
Here's just a list of various card ideas that have been percolating around my brain for some time. Since I'm unlikely to ever put this together into the beautiful card mockups that some of you make, I decided to put the ideas out on the forum for others to use/laugh at as you see fit  :)

Cathedral
+2 Cards
You may trash a Treasure card from your hand. If you do, +1VP.
--------------------------------------------------------------------------------------
When you buy this, you may overpay. +1 VP for each coin you overpaid.
$4+ Action

My kids always want their Treasures to count for something at the end of the game. I don't think that's such a great idea but here is a card to turn Treasures into Victory Point chips along with an overpay option for more chips.

Interesting. Random Trivia fact: The immediate effect is less cost effective than a Colony until you pay at least $44 for a single one (you get +40 VP, which is equal to buying 4 Colonies, which costs $44). I've never had that much in a single turn, though.

P.S.: This is not a complaint, this is just a random fact.

Cauldron
+2 Cards
Put this on your Tavern mat along with any number of cards from your hand.
--------------------------------------------------------------------------------------
At the start of your turn, you may call this to trash the cards you set aside with it, gain a card with cost exactly equal to the total cost in coins of the trashed cards, and put the gained card into your hand.
$5P Action - Reserve

A Forge variant that requires a Potion and a turn on the Tavern Mat.

Interesting. Cons: Requires a Potion and has a delay on the Forge effect. Pros: Gives +2 Cards before choosing what to set aside, puts the gained card into your hand, and lets you do it whenever it would be most convenient (for example, if you set aside two Estates, you could hold off on calling this so that you can trash them into a Throne Room when you have a Grand Market).

Corrupt Official
+$2
Each other player does one of the following
  • Discards a Treasure costing $5 or less.
  • Reveals a Victory, Curse, or Ruins card from their hand and puts it on top of their deck
  • Reveals a hand without any card meeting the previous 2 conditions
$5 Action - Attack

A corrupt Bureaucrat. Doesn't touch your Gold.

The problem with using "Treasure costing up to $5" is that most of the time, it will only discard Silvers and Coppers, but if there are Kingdom Treasures, such as Treasure Trove, this becomes about twice as powerful.

Innkeeper
Each other player with 4 or more cards in hand discards a Treasure card or reveals a hand with no Treasure cards.
--------------------------------------------------------------------------------------
When you gain this, look through your discard pile. Reveal up to 2 Treasure cards from it and shuffle them into your deck.
$5 Action - Attack

Inspired by Inn and Le Miserable

Really lame. It's on-play effect is a $3-cost effect, and the on-buy effect is worse than Inn's (Inn lets you shuffle any number of Actions into your deck). Inn's on-play effect is a $4-cost effect (Donald said that Inn originally had no on-gain effect and cost $4), which means that it's quite a bit stronger, but it costs the same. I would next to never buy this for $5.

Juggler
+1 Action
+$1
Look at the top 3 cards of your deck. Discard any number of them. Put the rest back on top in any order.
$3 Action

I have posted this one before. Fine, but not too exciting.

It is a fairly interesting card. Pretty weak, since on play, it's just an Action Copper. My gut reaction says it should be a $2-cost card.

Midden
You may look through your discard pile. Trash a card from it.
--------------------------------------------------------------------------------------
When you trash this, gain a card from the trash.
$1 Action - Shelter

My attempt at a Shelter. Replaces Necropolis in your starting hand. Only trashes from discard pile to slow it down.

I'm assuming you can gain it back, since it turns into "a card from the trash" when you trash it? This is worse than Necropolis, I'd say, but it is obviously stronger than Hovel, since it does something. Nice for trashing cards w/ on-trash benefits. I think you should make the on-trash ability optional, though. In TfB or trasher-attack games, it's a benefit, but the rest of the time, it'll be a pretty major penalty.

Patron
Play another Action card from your hand. Add 1 to any vanilla +Card, +Action, +Buy, and +$ bonuses on the card.
$3 Action

Meant to be weaker than Throne Room. Works well with Market.

Yeah, I'd say it's worse than Throne Room most of the time. OP with Salvager, Apprentice, Storeroom, and Cellar, though. Probably better than King's Court with those four.

Pearl
$1
When you play this, reveal the bottom card of your deck. If it is a Treasure play it immediately; if it is an Action put it on top of your deck. Otherwise, discard it.
$4 Treasure

The Pearl Diver has to be after something, right?

This one's very interesting. At first I thought it was too weak, then I realized that Pearl is a Treasure. Oops.

Picket
Draw until you have 6 cards in hand. Put a card from your hand on top of your deck.
--------------------------------------------------------
When you gain a card, you may set this aside along with the gained card. Put the set aside cards into your discard pile after your next shuffle.
$2 Action - Reaction

A worse Watchtower.

Too much worse than Watchtower to only cost $1 less. This is probably just strong enough to cost $1.

Prophet
Gain an Action card costing up to $5 putting it on top of your deck. Each other player may gain a copy of it. If anyone does, +$2.
$5 Action

I'm not too sure about this concept. I toyed with the idea of giving +1 Card, +1 Action if anyone else decided to gain the card, but then I thought no one would.

The problem with this one is that it's too political. If even one opponent chooses to gain a copy and everybody else decides it's not worth giving you +$2, then those who don't gain a copy are basically being punished for somebody else's decision. I think it should just give +$2 flat out. Giving other players $5-cost cards is a pretty harsh penalty, especially because it's optional for them.

Ruined Garden
Worth 1VP for every 5 Ruins in your deck.
$0 Victory - Ruins

Ruined Lighthouse
+1 Action.
At the start of your next turn, +$1
$0 Action - Duration - Ruins

Spoiled Feast
You may gain a card costing up to $2.
$0 Action - Ruins

A few alternative Ruins

I've thought of a Spoiled Feast ruins before, but it let you trash itself in exchange for any Ruins type of your choice, as long as there is a copy of that particular ruins in the Supply.

Saint
Reveal the top 3 cards of your deck. Trash any revealed cards that cost $0 and put the rest back on top in any order. +$1 per card you put back. Each other player may trash a card costing $0 from their hand.
$5 Action

I wanted to make a card that could only trash Coppers and Curses but still be useful when those are gone.

Interesting. Pretty weak before you trash all your Coppers and Curses, but strong after that (Chapel is better at trashing).

Tenants
+1 Action
Reveal cards from your deck until you reveal an Action or Treasure card. Put all of the revealed card into your hand. You may discard an Estate. If you do, +$1.
$4 Action

Baron/Farming Village combination.

Weird.

Torch
Once per turn: You may look through your discard pile. Set aside a card from it. At the start of your next turn, put it into your hand.
$5 Event

Might be too strong.

I like it, but why Torch?

Treaty
Trash an Attack card from your hand. If you do, each other player discards an Attack card or reveals a hand with no Attack cards; Move your +$1 token to an Action supply pile that is not an Attack.
$6 Event

Might be too wonky.

So if there aren't any Attacks in the Supply, it's Training, otherwise, it's (mostly) better. The penalty that you can't put the +$1 token on Attacks doesn't make up for the attack part of the Event. Also, it should make you reveal a hand with no Attack cards to prove you can't trash one, or the Attack trashing portion should be optional.

Twins
$1
You may trash 2 cards from your hand having the same cost. If you do, +$ equal to the common cost of the trashed cards.
$5 Action

Trashing 2 Coppers gives you $1, 2 Estates gives you $3.

So it's Salvager that gives +$1 instead of +1 Buy, which is generally worse in combination with what it does, and makes you trash TWO good cards instead of one, but costs MORE. I would price this at $2. In fact, I probably wouldn't even buy this for that much.

Usurper
+1 Card
+1 Action
Reveal up to 4 cards from your deck. Put the last revealed card into your hand. Discard any remaining revealed cards.
$5 Action

A Laboratory-variant that lets you gamble on getting a better 2nd card.

Now, this one is probably your most interesting card. Good job on this one.

1494
Variants and Fan Cards / Re: Genesis, chapel event
« on: October 25, 2015, 11:39:06 am »
I had thought about something similar, but way more fiddly.
Portal - event 1P
After clean up this turn, set aside all your cards, except two. Put those in your hand, and gain a Curse, a Potion and a Copper, putting them in your hand.

You need to specify whether "those" refers to the set aside cards or the two you didn't set aside. As written, it could be either.

1495
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 25, 2015, 11:37:50 am »
New (Post-Overhaul) Version:
$1
Put this on your Tavern mat.

At the start of your buy phase, you may call this. If you do, +$1.
Cost: $2
Treasure - Reserve

Though there are some differences, this is mostly just a much weaker version of Candlestick Maker.

Looks more like Lighthouse to me... if you call it the very next turn, which will often be what you want; then it's almost exactly a Lighthouse without the attack protection. Instead of attack protection, you get flexibility to get the second whenever you need it, and the advantage of not being able to draw it dead.

Interestingly, if you play this with a Black Market, then it's often just a cheaper Silver (if you don't need the money to buy from the black market deck).

So do you think that the extra flexibility without the attack protection is worth it?

It will be weaker than Lighthouse, but Lighthouse is pretty strong, so yes.

Actually, now that I've thought about that some more, I think that Penny might be too strong, because it is strictly stronger than Lighthouse in the absence of Attack cards.

Lighthouse in the absence of Attack cards isn't very strong, so that's fine.

That may be true, but as LFN said, it's too similar to Coin tokens.

1496
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 25, 2015, 11:26:00 am »
For what it's worth, the reason Adventures doesn't have this Reserve effect is that it's so close to Coin tokens.

Overhauled Penny for the 2nd (and hopefully last) time. Yeah, I guess I didn't think this through very well.

1497
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 25, 2015, 11:20:59 am »
New (Post-Overhaul) Version:
$1
Put this on your Tavern mat.

At the start of your buy phase, you may call this. If you do, +$1.
Cost: $2
Treasure - Reserve

Though there are some differences, this is mostly just a much weaker version of Candlestick Maker.

Looks more like Lighthouse to me... if you call it the very next turn, which will often be what you want; then it's almost exactly a Lighthouse without the attack protection. Instead of attack protection, you get flexibility to get the second whenever you need it, and the advantage of not being able to draw it dead.

Interestingly, if you play this with a Black Market, then it's often just a cheaper Silver (if you don't need the money to buy from the black market deck).

So do you think that the extra flexibility without the attack protection is worth it?

It will be weaker than Lighthouse, but Lighthouse is pretty strong, so yes.

Actually, now that I've thought about that some more, I think that Penny might be too strong, because it is strictly stronger than Lighthouse in the absence of Attack cards.

1498
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 25, 2015, 12:25:21 am »
New (Post-Overhaul) Version:
$1
Put this on your Tavern mat.

At the start of your buy phase, you may call this. If you do, +$1.
Cost: $2
Treasure - Reserve

Though there are some differences, this is mostly just a much weaker version of Candlestick Maker.

Looks more like Lighthouse to me... if you call it the very next turn, which will often be what you want; then it's almost exactly a Lighthouse without the attack protection. Instead of attack protection, you get flexibility to get the second whenever you need it, and the advantage of not being able to draw it dead.

Interestingly, if you play this with a Black Market, then it's often just a cheaper Silver (if you don't need the money to buy from the black market deck).

So do you think that the extra flexibility without the attack protection is worth it?

1499
Variants and Fan Cards / Wording Challenge(Again!): Pickpocket
« on: October 24, 2015, 05:04:48 pm »
Pickpocket:
+$1
Each other player with 5 or more cards in hand reveals his hand and trashes a Treasure costing up to $2 from it that you choose. You may gain any or all of the trashed cards, putting one of them into your hand.

Setup: Add the Penny pile to the Supply and replace one of each player’s starting Coppers with a Penny.
Cost: $4
Action – Attack

For reference,

Penny:
$1
+1 Buy
Put this on your Tavern mat.

At the start of your turn, you may call this to draw a card then discard two cards.
Cost: $2
Treasure – Reserve

^There are 16 of these, but you only put 10 in the pile (the other 6 are for starting Pennies w/ Pickpocket).

FAQ: Pennies are always an 11th kingdom pile if Pickpocket is in the Supply.

Basically a thief that steals Treasures directly from players' hands and puts one of the gained cards into yours, but can only steal Treasures costing up to $2. The problem is, even though the effect is simple, it's too wordy. It has 63 words, compared to Prince and Possession's 53 words. How do I shorten it without changing its effect too much?

1500
Variants and Fan Cards / Re: Wording Challenge: Penny
« on: October 24, 2015, 04:53:07 pm »
I can't think of a compelling reason that this should be a weird Treasure-Reaction rather than just an Action. "Look at the top card of your deck and choose one: put it into your hand; or +$1 and discard it." And at that point it's sort of just a weak Oasis?

Yeah, I didn't think of this very well. I'm going to just completely overhaul it.

EDIT: Completely overhauled Penny. The only thing it kept is the fact that it is still a Treasure that gives $1.

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