Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - tristan

Filter to certain boards:

Pages: 1 2 [3] 4 5 ... 28
51


Baths is the non-perma-duration version of Pirate Hideout, a mixture between Oasis and Baker, combined with a Gathering mechanism.
I am not sure about it yet as there is a good reason non-terminal Gathering cards should not exist. To illustrate this via the extreme case, if you had 5 Baths in the top 10 cards of your deck and were able to play 5 Baths you would be able to net 3 Coin tokens and 4 VPs.



Charon is another problem card as the random discard attack could be too swingy. I don't worry about the non-terminal VP token gaining, it takes some time until a pile is empty and this card does nothing for your economy so you will probably only spice your deck with one or two of them in the later middlegame. For the same reason I don't worry about pins either, they are theoretically possible but as this card does nothing for your economy they are extremely hard to set up. I wouldn't use this in a 4P game though but nobody with some sanity left plays 4P Dominion anyway (well, I did once with Ambassador in the Kingdom and got my sanity back afterwards).




Dwarven Miner is a fairly straghtforward investment idea. First I wanted it to net you Coin tokens but this seemed too strong. Now you have to pick a turn in which you have an extra Buy if you call this with more than 8 tokens on it.



Farm is an implementation of marketsquire's idea's of durations that stay in play for several turns. With several of them in play you can easily build up an engine early on but later in the game it remains a mere Necropolis.
It could be too strong and the trigger might have to be tuned down from 5 Actions to 4 or the wording could be changed from Actions played to Actions in play.



Scholar is a variant of Waterfall and avoids the problem of the overpowered Double Lab with Debt costs which occured, according to DXV, while playtesting Empires not so much via the small liability but via being very expensive early and only becoming mildly cheaper, Peddler style, over the course of the game. Price is not fixed yet and might have to be changed to 13D.



Monastery is obviously a Fugitive variant. It has been around for quite some time but I was never satisified with it. The first version also discarded before drawing but that was too strong. The negative coin respectively now "take 1 Debt" made it too weak. The third version is a mixture between the previous two versions, implemented via the Season mechanism.
The wording of the Reaction might have to be changed to avoid infinite repetitions. That you can reveal it to several different Victory cards being gained (as opposed to Horse Trader being set aside after the quasi-Lab reaction) is intentional though, making it a potential powerhouse in the endgame or in alt-VP.



Woodlands is an attempt to do a simpler Season-Victory card than the original ones of Asper and Cookielord. It is perhaps a bit bland.



Wine Harvest is based on a playtest version of Patrol

Patrol: This replaces Scout. Pretty directly really; it can also get Curses, and instead of +1 Action it's +3 Cards, and it costs $5 instead of $4. For a while it gave +1 Action and +$1 per different type in your top 3 cards, and only Scouted 3 deep

It makes sense to do this as a Debt card as it very weak early on and only becomes good in the middlegame, once it is more likely that you reveal a variety of types. I considered to do this is a Treasure card and while the differences between a non-terminal virtual coin Action and a Treasure card are not that huge I think that this is more interesting due to the usual Peddler, Conspirator, Tactician, Library combos.



Feudalism could be too strong and delay the game when everbody is trashing their Gold and Provinces near the end of the game.

52
Variants and Fan Cards / Re: Kru5h's card ideas
« on: December 03, 2016, 01:18:00 pm »
I didn't say that Cipher doesn't work but that it is only better than Smithy if you actually use the "spend an Action" option.

Village and Smithy is the equivalent of two Labs, the combo is non-terminal. Village and Cipher triggered on the other is a massive terminal draw (with discarding or final topdecking). You draw a lot but are out of actions ... unless your starting hand featured two villages.

So unless there are double villages like Port, Fishing Village, Bustling Village or your deck has an incredibly high village density you cannot play a triggered Cipher with other Action cards in your deck.

You don't need to playtest this stuff, it is just how the card mechanically works: you need 2 Actions to trigger it.

Of course there can be a Kingdom in which you play village and Cipher without the second option being triggered ... but then the card is weaker than Smithy and we should reconsider the price.
This is after all how this entire discussion started, with balance considerations. The problem is that Cipher in its current form is too good for 3 and too weak for 4. You could change the card, price it in debt or Potion or price it at 4 and add an on-gain bonus.

53
Variants and Fan Cards / Re: Kru5h's card ideas
« on: December 03, 2016, 12:41:56 pm »
Ehm, if a complex card can only be used for particular decks it is not more interesting to play with than a vanilla card.
Take Hunting Party. It is similar to Lab but whereas Lab is pretty straightforward to play there are quite some subtleties involved with playing Hunting Parties well.

About the variable usage of Cipher, I just don't see it. The card is only better than Smithy if you actually spend an action to play it again so it is only better than Smithy in engines. But to play other Action cards in that engine besides a village and Cipher you either need double villages or a massive amount of villages.
So all you'll do is buy villages, Ciphers and Treasures. No room for other Action cards. Yawn.

Spend an Action is a cool concept but it simply doesn't work for terminal draw.

54
Variants and Fan Cards / Re: Kru5h's card ideas
« on: December 03, 2016, 04:33:14 am »
Quote
You could do that and probably lose all games. Cipher is less flexible and on average worse than Smithy.
Whoa whoa whoa, Chipher is more flexible then smithy.
No.

You can use Smithy for BM and in all kind of engines. Cipher on the other hand is strictly worse than Smithy for BM and if you use it in an engine you can most likely only use it as a pure draw engine (if you don't spend an action to trigger Cipher a second time it is again strictly worse than Smithy). The only exception to that is the presence of double villages like Port or Fishing Village, they might enable you to buy other Action cards besides villages and Ciphers.

"Spend an action" is an interesting concept, I use it for a payload card (4$: Spend an Action. If you do: +4$, +1 Buy). But even that comes with an on-gain one-shot village.
That card works because you play it last. Cipher on the other hand is triggered during your turn, when you draw extra cards so that second Action you gotta play really hurt as you very likely draw Actions cards dead. Sure, you can topdeck one but at the end it still boils down to something that can only be really used in a pure draw-engine.

So the card is not very flexible, it is a niche card, something that can only be used for one particular thing. This is not the end of the world but obviously a flexible card that can be used in all kinds of situations is more interesting.

55
Variants and Fan Cards / Re: Kru5h's card ideas
« on: December 02, 2016, 08:04:43 am »
Village and Smithy is equivalent to 2 Labs.
Village and Cipher is (sometimes) +3 Cards, discard 1 Card, +3 Cards, discard 1 Card. Kind of a super Embassy. But is it really stronger than a Double Lab?

The problem is that you are out of actions after having played it again (assuming that you start your hand with only one village) so whatever engine pieces you draw are dead. But Cipher for 4 is only viable compared to Smithy if you actually do use its 'play again' effect and in order to do that you need an engine.

So technically the problem is that this card converts two Actions in a huge load of cards. It is a pure draw engine with little room to add in some Action cards that provide extra buys or Attacks (admittedly the discarding is an indirect defense against junkers) or whatever.

This design is too narrow for my taste.

Courtyard is better than smithy in some cases.
Extremely situational. I'd never ever take a free Courtyard over a free Smithy.

Quote
1. First you don't need play it a second time after a village you will only really do this if you don't have a better option for said action.
Then Cipher at a price of 4 is inferior to Smithy.  ::)

Quote
2. Even if you use all of your actions on this card and then draw dead engine pieces you can put one of them on top of your deck so maybe it won't miss a cycle. This effect is also useful for saving any extra golds/silvers.
That's your only good point: you can topdeck a village if you draw it deck. But you will probably not risk to get any other engine pieces besides a village and Cipher into the mix.

So overall I stick to what I said: this is on average weaker than Smithy but probably still too good for 3.
The problem of the card is its "wobbliness". It draws a huge shitload of card which is BMish but to kickstart it you need a high village density in your deck which is engine-ish. But you cannot play anything else besides the massive draw in your engine so it becomes an incredibly narrow card to use.
Any other terminal draw can be thrown into a mix much easier than this.

I still would rather build Cipher/Village in more kingdoms than Smithy/Village, if you disagree with me that's fine.
You could do that and probably lose all games. Cipher is less flexible and on average worse than Smithy.
Your error is probably that you seriously overestimate the advantage of topdecking a card Courtyard style.

56
Variants and Fan Cards / Re: Kru5h's card ideas
« on: December 02, 2016, 06:13:06 am »
Village and Smithy is equivalent to 2 Labs.
Village and Cipher is (sometimes) +3 Cards, discard 1 Card, +3 Cards, discard 1 Card. Kind of a super Embassy. But is it really stronger than a Double Lab?

The problem is that you are out of actions after having played it again (assuming that you start your hand with only one village) so whatever engine pieces you draw are dead. But Cipher for 4 is only viable compared to Smithy if you actually do use its 'play again' effect and in order to do that you need an engine.

So technically the problem is that this card converts two Actions in a huge load of cards. It is a pure draw engine with little room to add in some Action cards that provide extra buys or Attacks (admittedly the discarding is an indirect defense against junkers) or whatever.

This design is too narrow for my taste.

Courtyard is better than smithy in some cases.
Extremely situational. I'd never ever take a free Courtyard over a free Smithy.

Quote
1. First you don't need play it a second time after a village you will only really do this if you don't have a better option for said action.
Then Cipher at a price of 4 is inferior to Smithy.  ::)

Quote
2. Even if you use all of your actions on this card and then draw dead engine pieces you can put one of them on top of your deck so maybe it won't miss a cycle. This effect is also useful for saving any extra golds/silvers.
That's your only good point: you can topdeck a village if you draw it deck. But you will probably not risk to get any other engine pieces besides a village and Cipher into the mix.

So overall I stick to what I said: this is on average weaker than Smithy but probably still too good for 3.
The problem of the card is its "wobbliness". It draws a huge shitload of card which is BMish but to kickstart it you need a high village density in your deck which is engine-ish. But you cannot play anything else besides the massive draw in your engine so it becomes an incredibly narrow card to use.
Any other terminal draw can be thrown into a mix much easier than this.

57
Variants and Fan Cards / Re: Kru5h's card ideas
« on: December 01, 2016, 07:47:21 am »
Village and Smithy is equivalent to 2 Labs.
Village and Cipher is (sometimes) +3 Cards, discard 1 Card, +3 Cards, discard 1 Card. Kind of a super Embassy. But is it really stronger than a Double Lab?

The problem is that you are out of actions after having played it again (assuming that you start your hand with only one village) so whatever engine pieces you draw are dead. But Cipher for 4 is only viable compared to Smithy if you actually do use its 'play again' effect and in order to do that you need an engine.

So technically the problem is that this card converts two Actions in a huge load of cards. It is a pure draw engine with little room to add in some Action cards that provide extra buys or Attacks (admittedly the discarding is an indirect defense against junkers) or whatever.

This design is too narrow for my taste.

58
Mini-Set Design Contest / Re: How to do a travellerline competition
« on: November 30, 2016, 07:39:52 am »
Travellers are the most difficult type of card to design. So posting rough, untested concepts without any playtesting is probably not that useful; nobody will print out stuff he doesn't know will even be moderately balanced.
Actually, Yes! Many cards I play with I have no idea on the balance, and some are so unbalanced anyways that they may as well have been comepltley untested!
Few cards here are updated after some playtesting which is sad. But then again only few people actually print out fan cards (I do) or use Tabletop Simulator.

I don't wanna discourage people from coming up with Traveller ideas but if you witnessed how often Cookielord changed his Traveller cards might have an idea about how hard it is to do this well. I definitely wouldn't dare to do it.

59
Variants and Fan Cards / Re: Chris's half-assed card concepts thread
« on: November 30, 2016, 05:40:07 am »
Poacher is often just as good as Peddler, but sometimes it is worse. Only in extremely rare edge cases is it better. That makes it worse overall.
"Extremly rare edge" is an exaggeration. Library and Tunnel directly gain from it significantly whereas if you already green or have junk in your deck discarding a card is neither beneficial nor advantageous.
So while I agree qualitatively, i.e. that Poacher is on average worse than a hypothetical Peddler at 4, I consider the strength difference to be very small.

The main reason is that once a pile is empty you usually either start greening or still build up a strong engine. In the former case you can discard Victory cards whereas in the latter case it is fairly insignificant whether you have a Peddler or an Oasis in your deck as you strive for more powerful stuff in your deck..

60
Mini-Set Design Contest / Re: How to do a travellerline competition
« on: November 30, 2016, 05:34:17 am »
Travellers are the most difficult type of card to design. So posting rough, untested concepts without any playtesting is probably not that useful; nobody will print out stuff he doesn't know will even be moderately balanced.

61
Dominion Articles / Re: Caravan Guard Strategy Article
« on: November 25, 2016, 09:42:34 am »
He pretends that the Reaction rarely matters which is total nonsense. A Peddler for 3 IS a big deal and Attacks occur in many Kingdoms.
So despite the contrarcy claims, Carvan Guard is simply better than Silver in most circumstances.
Remember it has to been in your starting hand to be a full Peddler. In a 20 card deck that's a 1/4 chance (slightly higher if you have more CGs). That's not a big deal.
With Attacks around you will rarely buy Silver instead of Caravan Guard so you will have some of them in your deck ... and when you can play them because you are attacked you sometimes draw another one. Caravan Guard is after Lighthouse probably the most forceful attack-counter reaction so its presence seriously impacts the relative strength of attacks.

Most cantrips are only good if they cost 4 or more. Caravan Guard is the exception and it is this the perfect target for the token-ification Events like Pathfinding (easy to rush the pile). Also good Throne targets, as already pointed out they help your economy in the presence of attacks so in most cases clearly better than Silver.
Tokening CG and Durations in general is less than ideal, as it will skip a lot of turns by being already in play. I'm not saying don't do that, but I think a lot of the time I'd strongly prefer to token stuff like Hamlet or Pearl diver or village or suchlike.
Depends. I agree that non-durations are more efficient but you would buy Pearl Diver only for the sake of later turning it into a Lab or whatever whereas Caravan Guard already does something useful for your economy until you reach that point at which you hit 8 (or 6 in the case of Training or Lost Arts).

62
Variants and Fan Cards / Re: Chris's half-assed card concepts thread
« on: November 25, 2016, 02:32:52 am »
I think one reason that Poacher discards is so that it doesn't cause strictly better/worse problems, and not necessarily that it would be too strong without it.

It's clearly worst than a normal peddler in most kingdoms. Once one supply pile is empty it's pretty much a Oasis(costs 3) even if you want Poacher to be Oasis for some card combo, it's hard to control since you need one supply pile gone and it's even worst when 2 supply piles are gone.
Poacher is not strictly worse than a hypothetical Peddler that costs 4. On average it is a tad weaker... but when one pile is empty folks often start to green anyway so the discarding is not much of a liability.

It's not strictly worse in the literal sense, but you need a pretty specific combo to make it not worse.
No. As I said,  when one pile is empty greening often starts (in Kingdoms in which it doesn`t folks strive for powerful cards so it doesn`t matter much when your Poachers degenerate into Oaseses) so you can discard Victory cards with Poacher. The difference between Poacher and Peddler for 4 is quite tiny.

63
Variants and Fan Cards / Re: Chris's half-assed card concepts thread
« on: November 24, 2016, 06:09:06 pm »
I think one reason that Poacher discards is so that it doesn't cause strictly better/worse problems, and not necessarily that it would be too strong without it.

It's clearly worst than a normal peddler in most kingdoms. Once one supply pile is empty it's pretty much a Oasis(costs 3) even if you want Poacher to be Oasis for some card combo, it's hard to control since you need one supply pile gone and it's even worst when 2 supply piles are gone.
Poacher is not strictly worse than a hypothetical Peddler that costs 4. On average it is a tad weaker... but when one pile is empty folks often start to green anyway so the discarding is not much of a liability.

64
Dominion Articles / Re: Caravan Guard Strategy Article
« on: November 19, 2016, 02:41:20 am »
He pretends that the Reaction rarely matters which is total nonsense. A Peddler for 3 IS a big deal and Attacks occur in many Kingdoms.
So despite the contrarcy claims, Carvan Guard is simply better than Silver in most circumstances.
Remember it has to been in your starting hand to be a full Peddler. In a 20 card deck that's a 1/4 chance (slightly higher if you have more CGs). That's not a big deal.
With Attacks around you will rarely buy Silver instead of Caravan Guard so you will have some of them in your deck ... and when you can play them because you are attacked you sometimes draw another one. Caravan Guard is after Lighthouse probably the most forceful attack-counter reaction so its presence seriously impacts the relative strength of attacks.

Most cantrips are only good if they cost 4 or more. Caravan Guard is the exception and it is this the perfect target for the token-ification Events like Pathfinding (easy to rush the pile). Also good Throne targets, as already pointed out they help your economy in the presence of attacks so in most cases clearly better than Silver.

65
Variants and Fan Cards / Re: Dominion: Civilization (Beta)
« on: November 19, 2016, 02:31:26 am »
Are you repeating yourself? All of your points seem the same as your last post.
No shit Sherlock. You claim that Gallery is overpowered, I claim that it is only conditionally good.

My reasoning is that Gallery is almost always better than province when you want to start buying victory cards. Even if you are building towards the double province mega turns, you could buy gallery instead of the second province if you only have 14 coins, even if you get a solid 16 coins if you deck is not consistent or when you get over 16 coins but less than 24 I don't see a reason not to buy a Gallery.
More hogwash. First of all, if you hit 16 coins with more than one buy your deck is anything but inconsistent (and it certainly would not be improved by a Peddler). Second of all, 16 coins and two buys yield two Provinces and thus 12VPs. If you spend that on two Galleries you only get two Peddler and 4VPs.
If you hit 16 or more coins in a Province game and don't green you are making a mistake in more than 90% of the cases. Could be that 3 Labs or 2 Grand Markets and a 4 are the better choice. But it certainly doesn't make sense to spend 11 on a Peddler and 5 VPs when you have such a powerful engine that can yield 2 Provinces per turn. You only gotta play this twice to have half the Provinces!

I mean, gee, these are not subtleties which we could reasonably debate but hyperobvious stuff.  :o

Gallery is only good if there are no extra buys and you hit a huge amount of coins or for endgame shenanigans (alternative to Duchy dancing).

User was temp banned for this post.

66
Variants and Fan Cards / Re: Kru5h's card ideas
« on: November 18, 2016, 05:57:57 am »
Quote
Lost Coin Action,
+1 Card
+1 Action
+

Return this to the Supply.
---
The first time you buy a Lost Coin this turn, +1 Buy.

This functions similarly to a coin token. Got extra this turn? Buy this and you'll randomly have on one of your future turns. It's obviously weaker than a coin token because you can't choose which turn this shows up on.
This is very interesting and a potential fix of Asper's Conserve. It is only once per turn, features a better ratio (1:1 instead of 2:1) but as you said, unlike with a Coin token you cannot time when you get the one-shot Peddler.

67
Variants and Fan Cards / Re: Kru5h's card ideas
« on: November 18, 2016, 05:44:40 am »
Quote
Fame Treasure,
Gain a card.
---
If there's a card in the Supply costing more than ,
then this costs .
This is bad. In one of the contests one guy did a cantrip Duchy gainer for 6 if I remember correctly which is OK. In the absence of Silkroad and Duke Duchies are after all more of a sidekick.

But this is a non-terminal Province/Colony gainer and I don't see any situation in which you will not buy Fame instead of Province/Colony.

68
Variants and Fan Cards / Re: Dominion: Civilization (Beta)
« on: November 18, 2016, 01:40:33 am »
Face value, however making it harder to get fixes it. Reasoning: "why buy a province early game when you can get this" Forcing the player to buy a 4 costed peddler is not really a big downside. In my mind 5 vp tokens on it's own is worth at least 8 coins.
Without an extra this is of course better than a Provinces early in the game when you hit 9 or 10. With 8 you gotta seriously consider whether getting a Gold is not the better choice.
Also, in a Kingdom with extra buys you will never get this; when you hit 9 or 10 you will simply buy two good cards.

So Gallery is only situationally good: high coin value, early in the game, without extra buys. Doesn't seem like a powerhouse to me, niche cards rarely are.

69
Dominion Articles / Re: Caravan Guard Strategy Article
« on: November 18, 2016, 12:14:49 am »
Engines
This is where Caravan Guard is pretty weak. It doesn't help you hit 5 early that well, of course, although it does get you one card closer to cycling than Silver. This isn't a huge deal though, you still want silver over Caravan Guard early on in an engine. If the engine is super tight and you don't need a ton of coin then CG can be better, but be wary of things like Scrying Pool engines that need action density--Caravan Guard is only in your deck half of the turns.

Beyond the opening, it's important to realize what Caravan Guard is in your deck once you're drawing it. It's not a peddler. It's a half-peddler. So that means you're paying $3 for .5 coins/turn, which is just a terrible investment. You almost never want to add Caravan Guard to an engine that's under control, unless your only other option is nothing. If possible, it's usually better to take engine parts/treasure over another Caravan Guard. It just gives you so little economy.
I totally disagree with this. First of all, it blatantly ignores the Reaction part. Second of all, it ignores TR-pseudo-villagification issues which always matter in Kingdoms with TR, cantrips but no villages. Third of all, in my limited experience Caravan Guard is better than Silver, especially in engines. Not all Kingdoms feature decent draw / trashing and in this instances you want your rather want your coins to come from Peddler variants than from Silver for faster cycling.
For your first, you chose to willingly ignore the paragraph in the same section where he discusses the reaction. For your second, that tells you more about the strength of TR that caravan guard - any cantrip gives you the same behavior when throned.
He pretends that the Reaction rarely matters which is total nonsense. A Peddler for 3 IS a big deal and Attacks occur in many Kingdoms.
So despite the contrarcy claims, Carvan Guard is simply better than Silver in most circumstances.

70
Variants and Fan Cards / Re: Dominion: Civilization (Beta)
« on: November 17, 2016, 07:36:09 am »
Gallery - Debt for victory points in a ratio of 1 for 1 seems too good.
Ehm, that's not how the card works. It is rather something like "do I wanna buy a Peddler and 4 VPs for 6 Coins and 4 Debt?".
I have a hard time judging the strength of Gallery but I feel safe in claiming that in Kingdoms with extra buys you will rarely spend a huge amount for a Peddler and some VPs but instead rather buy 2 or 3 cards.

You didn't see this post I assume
Quote
Gallery - I know the peddler(Around 4 to 4.5 value) is over costed, however 2 coins does not seem to hurt the ratio by that much. Since 7 coins for 5 vp tokens is a good deal generally and that's not even including debt is easier to work around then static coin costs.
I did and totally disagree with it as Gallery is simply not 7$ -> 5 VPs but 6 Coins and 5 Debt for a Peddler and 5 VPs. That Peddler will not be particularly useful in any way for your deck so in the presence of extra buys you will most likely rather buy two 5s or a 5 and Gold or whatever.

71
Dominion Articles / Re: Caravan Guard Strategy Article
« on: November 17, 2016, 04:45:12 am »
Engines
This is where Caravan Guard is pretty weak. It doesn't help you hit 5 early that well, of course, although it does get you one card closer to cycling than Silver. This isn't a huge deal though, you still want silver over Caravan Guard early on in an engine. If the engine is super tight and you don't need a ton of coin then CG can be better, but be wary of things like Scrying Pool engines that need action density--Caravan Guard is only in your deck half of the turns.

Beyond the opening, it's important to realize what Caravan Guard is in your deck once you're drawing it. It's not a peddler. It's a half-peddler. So that means you're paying $3 for .5 coins/turn, which is just a terrible investment. You almost never want to add Caravan Guard to an engine that's under control, unless your only other option is nothing. If possible, it's usually better to take engine parts/treasure over another Caravan Guard. It just gives you so little economy.
I totally disagree with this. First of all, it blatantly ignores the Reaction part. Second of all, it ignores TR-pseudo-villagification issues which always matter in Kingdoms with TR, cantrips but no villages. Third of all, in my limited experience Caravan Guard is better than Silver, especially in engines. Not all Kingdoms feature decent draw / trashing and in this instances you want your rather want your coins to come from Peddler variants than from Silver for faster cycling.

72
Variants and Fan Cards / Re: Dominion: Civilization (Beta)
« on: November 17, 2016, 03:47:36 am »
Gallery - Debt for victory points in a ratio of 1 for 1 seems too good.
Ehm, that's not how the card works. It is rather something like "do I wanna buy a Peddler and 4 VPs for 6 Coins and 4 Debt?".
I have a hard time judging the strength of Gallery but I feel safe in claiming that in Kingdoms with extra buys you will rarely spend a huge amount for a Peddler and some VPs but instead rather buy 2 or 3 cards.

73
Variants and Fan Cards / Re: Kru5h's card ideas
« on: November 13, 2016, 03:13:07 am »
Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.
Probably too strong as it is nearly as good as KC. The only exceptions are not having enough actions (in order to play the card which you put back into your hand for a third time) and KC-KC which is better than Scepter-Scepter.

How about I weaken it but lower the cost?

Quote
Scepter Action,
You may choose a card from your hand. Play it twice.
You may put it onto your deck.
Similar to LFN's General (which is a bit bland: TR and Scheme combined into one card) but a bit better and more interesting. With a powerhouse Action card like Grand Market around it will probably be pretty strong. but no idea about how strong this is will be in general.

74
Variants and Fan Cards / Re: Kru5h's card ideas
« on: November 13, 2016, 02:21:36 am »
Quote
Scepter Action,
You may choose an action card in your hand. Play it twice.
Choose one: Put it into your hand; or put it onto your deck.

Stronger than Throne Room, but not quite King's Court.
Probably too strong as it is nearly as good as KC. The only exceptions are not having enough actions (in order to play the card which you put back into your hand for a third time) and KC-KC which is better than Scepter-Scepter.

75
Variants and Fan Cards / Re: Bribe - a new Embargo variant
« on: November 11, 2016, 12:13:19 pm »
In my opnion this is less interesting than Kru5h's Rabbits which keeps the junk around.

Pages: 1 2 [3] 4 5 ... 28

Page created in 0.07 seconds with 18 queries.