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501
Variants and Fan Cards / Re: Dominion: Revolution
« on: July 11, 2017, 12:38:47 pm »
I'm finding it hard to decide which Innovator variant is better at the moment, the one I have on the OP with Treasure play and needing 2 actions, or Asper's variant not involving debt at $4 cost. Neither show themselves imbalanced, but the former is certainly hard to work out when throned.

But one card I have plans to change is Expert. Look at the card and you might at first think 'that's nice, a really flexible card', like me. But, what does it actually add to a game? How does it impact a kingdom/board? Someone else's first impression of the card was 'boring' and now I see why - it's nearly always just a strictly better version of another card, nothing different.

So I thought about fusing it into Patent, so that it could become thematic:

Quote
Patent - Action, $6 cost.
Choose one: +1 card, +1 action, +1 buy or + $1 , then treat this as the card on your Patent mat.
-
When you first gain this, choose an Action card from the Supply costing up to $4 that is not on any other player's Patent mat. Put it on your Patent mat.
Functionally, it might play better at $7 cost allowing $5-costs on the mat. More usability, but maybe more problems with it.

502
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: July 10, 2017, 04:40:50 pm »
A few things about playing and then returning cards to the research mat:
How do you intend it to work with durations and reserves? After your turn, and Anthropologist leaves play to go into the discard pile, a duration cannot really leave play; Hireling becomes pointless, and where will cards with a Haven, Gear or Archive go? Reserves themselves leave play, would they move from the tavern to the research mat?

I would suggest 'treat this as a card on your research mat' instead, but I notice you can actually get a selection of cards of the same price, if you have two Anthropologists in a turn, the first takes a card off the research mat to play it so the second can get a card the same cost as the one just played. Unless you keep the ramp-up idea set so you only have one card per price tier, I guess you're adding a lot more words to qualify all cards correctly, something like 'when it would be discarded at Clean-up, return it to the research mat.'

503
Variants and Fan Cards / Re: Dominion: Revolution
« on: July 04, 2017, 12:28:56 pm »
I'm not getting why you would ever buy Banner. It does nothing for you at all on play, compared to Embargo's $2. And then, while Embargo can hurt or shut down an opponent's strategy if it's different from yours, Banner only affects the first time they purchase the card, and even then instead of giving them a Curse, it gives them a one-shot terminal.

Or you could put it on the pile you want to buy to make it only cost $4 instead of $5 or something, maybe that was the intent? Although then it's just a terminal Copper. I'm not sure when you would ever actually want to spent the money and action space to get one.

I'm going to take out the problematic Banner. Seeing that it's a variant on a principle that has come up more than once on this forum, that of putting a supply card onto a different pile, I thought it good to write my thoughts against it for any fan card creators who come to the same idea. With the introduction of split piles I anticipate this being more likely.
Banner was this:
Quote
Banner - Action Victory, $4 cost.
Return this to the supply. Move a Banner onto a different Supply pile that doesn't have a Victory on top. Cards on that pile cannot be gained or bought before it is.
-
When you buy this, gain the card under it.
-
1VP
It wouldn't just change 5-costs into 4, but any cost; Platinum, and even Fortune and the other Debt-cost cards could all be bought for $4, with the intention that the player would get a junk card with it for balance. With hindsight, Banner isn't really a junk card. You can use an action to remove it from your deck and put it on a pile irrelevant to the game, even if that's Curse, and you can then run the risk of giving the same power to your opponents.

Besides this, you could use it aggressively to try denying piles to your opponents, like those that cost cheaper or those that depend on being bought like Mint. This denies the pile to yourself too, which you may not always want to work around.
I'd like to use a card mocked up on these forums as a reference to what would happen with a card that makes large on this denying effect, being of less benefit to the buyer's deck:


Both Rabbits and Banner have in-built ways to still allow gaining cards from the piles they sit on. With a card that doesn't, a game with it and no extra buys would see any chosen pile completely denied, taken out the game. No player will want to use a precious buy and turn on that card just to open up the cards underneath, as it will not progress the deck's payload.

Rabbits' impact on a game will vary depending on the presence of other sources of +buy. If there are no others, the only way to gain a card from a pile it sits on, and avoid the total denial problem, is by playing another Rabbits. This boils down to two outcomes: either there are few Rabbits out because few are bought, and a player is likely denied a key card to their strategy because they don't have a Rabbits on a turn they can afford it; or there are many out because many are bought, and that leads seamlessly to my conclusion. And if there are other buys, Rabbits become more like attempts at junking the opponent, but that eventually come right back at you.

My conclusion with all such kingdom cards that move onto other piles is this: they may add extra variety to games, but, with the greatest respect to kru5h and his Rabbits, I do not personally feel they are a welcome addition. They take away from all the central strategy elements of the game and instead make it more a mindless process of 'buy whatever's available and see what happens'.

And from there I find it's impossible to balance Banner. No cost is fair yet effective, for if it's too low it's too powerful at letting players buy whatever they want, if it's too high you can totally eliminate more piles, and if it's in the middle like at $4, as Gendo said it has little point.

504
Variants and Fan Cards / Re: Dominion: Revolution
« on: June 03, 2017, 08:09:56 am »
About Advancing Village, I like the cap but think that it still so good that it might have to cost 4. Its main advantage over Coin of the Realm is that the later frequently stays on the Tavern mat when you shuffle wheras Advancing Village accumulates tokens. Because of that you might even open with it in some Kingdoms.
Agree with everything here. First I compared AV to Village, sometimes it looked worse when it gave no immediate actions, but in balance an action token is better than a +action. Then that it can give 2 of them makes it good in the games you can do so. Yes, it feels like it should cost more, and testing showed no problems with that.

Incinerate does not need an extra buy. All the trashers that do have one, Forager, Trading Route and Salvager, are also (conditional) payload cards which can make use of the extra buy whereas a multitrasher rarely does. I like that Incinerate makes Cursers slightly weaker.
Take the +buy off and it looks weak compared to Chapel. It isn't there to try making it a later payload card, trying to get the $1 often wouldn't be a good idea. It's there so players can simply buy a Curse if they want to try accelerating their trashing, especially for the games with no cursing Attack, and if not it gives reason to choose it over Chapel in such a game, something for it to do after the deck is trimmed. It was +action and gain a Curse on buy at first, but a) this set didn't need an extra non-terminal and b) who wants to be forced to get junk with their trasher?

Locusts runs into scaling issues. Assuming that every player only buys one Locusts you can use it on average 5 times in a 2P game, 3.3 times in a 3P game and so on. So perhaps use 4x # players Locusts per pile in a game?
It is hard to judge though what x should be in the case of an 'on average x times and then self-destruct' cantrip trasher that costs 4.
I like how thematic the card is with the pile eating.
Too many Locusts I feared would empty the piles too fast, but that was during the first version when they gained and trashed on play rather than end of turn. They may be slow enough now to merit several. They could always be a 12 card pile like Port though, so everyone can get an even share of them in any size of game.


And I'll put this one out as well - I hope thanks to Theta's post above I have revived Potteries. Playtesting at present seems to show as much:
Quote
Dairy - Action Reserve, $5 cost.
+2 cards
+1 buy
+ $2

At the start of your Buy Phase, put this on your Tavern mat.
-
At any time during your Action Phases, you may discard this from your Tavern mat and -1 action.
I put Textile Mill in this format, but it's a really tight squeeze on cardspace. This feels similar to Wine Merchant but plays differently enough. For the issue of theme, I renamed it Dairy, you send the produce to your tavern.

505
Puzzles and Challenges / Re: Most VP from 1 buy
« on: June 02, 2017, 06:04:19 am »
Suppose you buy one card (resolving the buy and any effects triggered by that buy). What is the largest number of VP you can gain from that process?
If we're talking about VP gain, not VP difference, then I guess Wall and Wolf Den will be irrelevant.

Here's a way to 219 I think:
4 player game: Haggler, Castles, Fairgrounds, Vineyard, Silk Road, Death Cart, Rats, Knights, Page, Hunting Grounds. Tower, Museum.
You have all 12 Fairgrounds, all 12 Vineyards, the first 10 Castles, 11 Silk Roads, 9 Hagglers, 19 Rats, and Champion out with 3 HGs to reliably draw and play all the Hagglers. 4 other different cards too, say potion, copper, silver, estate.
You buy the first King's Castle; having all 10 before it means it gives 22 VP +2 for each Humble Castle, for 24. And:
- it's the 20th different card, so the 12 Fairgrounds give 24 VP, and Museum adds another 2
- 11 Silk Roads give 11 VP
You have 9 cards to gain with the Hagglers. These are the 20th Rats, the 10th Haggler, 2 Death Carts to gain 4 different Ruins, and 5 Knights not named Josephine. These give:
- 30 VP from the now empty Haggler and Rats piles with Tower
- 10 more different cards, for 20 Museum VP and 48 more from Fairgrounds
- 13 more Actions to add to the 32 you currently have, for 60 Vineyard points.
And the other 3 players...just buy Gold and Silver?

506
Variants and Fan Cards / Re: Dominion: Revolution
« on: May 28, 2017, 03:58:31 pm »
Wanderers feel like they should be events. I like the idea of a rotating event pile, though. But making them events follows naturally from the rules that exist, instead of thinking of them as a new type of card that "can't be gained or trashed".
Yes, I do agree with this, because the Wanderers are a bit too swingy as they are. Making them rotate so each player can access them during a full round of turns is fairer. The current cards would need a revamp, and, well, what would they do that current events don't? Or would they still be bought? Could they be things to use actions on, or could they be passive effects? I have these ideas going around at the moment.

507
Variants and Fan Cards / Re: Dominion: Revolution
« on: May 28, 2017, 10:10:57 am »
Here's a more boring version that doesn't need a Village in the kingdom to work (which would be my main critizism of the "spend several actions" mechanic, and one of the reasons my Road always comes with a Village):

Innovator, Action, 5$
+1 Action
+2$
Lose any amount of $. Gain a card costing at most the amount you lost to your hand.

Obvious comparisons are Minion and Royal Seal. Royal Seal can use its effect later in your turn and can't be drawn dead, but it's topdecking is quite a bit weaker, lacking both the implicit +1 Card and the implicit +1 Buy.
This is coming back to how it first was, though without the Treasure playing. I hadn't considered that was why it was too good, so I will give this a go. Thanks.

I have looked at Town and Road, and they are good. Champion as you say is the main snag, so my only real question with them is, is a Town-Page opening broken?

Just saw your last post, agree with 'you may'.

About Multi cards, I am against the subtype. You don't need a new type for each mechanic, intrigue didn't come with "choosing" type cards. You say it's for simplicity but it doesn't make things simpler. Even if you want to keep the type, I'd change it.
So what are your thoughts on the Gathering type? I find the text on the cards to be self-explanatory, but I suppose it's easier for players to see 'gathering' and think 'we put VP tokens on this pile then'. This is what led me to do the Multi type. It's easier for newer players to read 'Multi' and think 'this is a card we can use more than 1 action on' than read the text. I can also save card space by not having to write common rules about applying -1 action on each card.

But, having said all of this, what you say next is interesting:
Regarding the multi cards, I think you should have -1 Action tokens. Whenever you would have to spend an action (other than playing a card), if you have no actions you may take a -1 Action token. These are basically the same as debt. You can't take more -1 Action tokens if you have some and you have to play them off with Actions.
Make this turn strong with actions to sacrifice the next? I think you can implement this mechanic in a Reserve:

Quote
Textile Mill
Do these in either order: +3 cards; look at the top 5 cards of your deck, discard any number, then put the rest back with any number from your hand in any order.
Put this on your Tavern mat.
-
At any time during your Action Phases, you may discard this from your Tavern mat for -1 action.
If this works it can save using tokens at all.

@Gendo: I've only just got to playtest banner, I'll reply later if it doesn't work. Your thoughts are fair; I guess ultimately the card came from groping with the idea of putting cards on different Supply piles. This was kind of a final possibility before fully concluding the idea doesn't work at all.

508
Variants and Fan Cards / Re: Dominion: Revolution
« on: May 26, 2017, 06:22:17 pm »
Innovator - IDK about the -action, but the rest should be just gaining. "Spend all of your $, then gain a card to your hand costing up to the total $ spent." I don't think you need the option to do only one, right now the card seems too good. I could really be underestimating the -action though.
Playtesting hasn't been that thorough like this, but it's come a long way to get to something close to balanced. It's fair at buying Treasures, as you lose out on total coins for the Buy Phase, it's buying Actions that's been the trouble. You either need enough virtual coin played before and 2 actions left, or enough Treasure in hand and 3 actions, to play the Action card of choice straight away. Both involve a bit more than just a Village, so it's not so scary an opener.

I think you have a card similar to this on your thread, one called Munitions, that buys a card like this onto your deck for $3 cost. Maybe I should test it for strength.

Locusts - Looks really good. A cantrip trasher for 4, that gives you a free $5? Sure, it has limited uses but it's a guaranteed opener. Even with 5, you need to grab one to at least contest the pile.
Hmm, it doesn't gain the card costing up to 5 but trashes it from the Supply. That would of course be too strong.
Did you maybe misread it because it says '...costing up to 5' and not '5 or less'?

509
Variants and Fan Cards / Re: Dominion: Revolution
« on: May 26, 2017, 04:48:07 am »
Some more definite updates.

Just by putting each Multi with Fishing Village it was clear which ones looked balanced and which weren't:
  • Colliery was insane, but removing the +card has reined it in. I'm now trying it as an overpay card, $2 +1 action token per 1 overpay. Looking fine at the moment.
  • Glassworks got decks going too fast, with trash and good draw together. It's an outtake.
  • Potteries was so good it's silly. Straight to the outtakes.
  • Textile Mill was in the same boat as Potteries, with +2 cards +2 coins (in the form of to hand silver) together. But with Potteries gone, I'm trying +3 cards on it instead.
No problems with the others yet.

And Hawker's been weak. I've got an idea in line for a fix, but it hasn't been tested yet.

And three promising new cards:

Quote
Incinerator - Action, $3 cost.
+1 buy
Trash up to 2 cards from your hand. If you trashed a Curse, trash up to 2 more cards from your hand and + $1.

Quote
Innovator - Action Multi, $5 cost.
Choose one, or do both in either order and -1 action:
+ $3 and play up to three Treasures from your hand; or pay all your $ to buy a card immediately, gaining it to your hand.

Quote
Locusts - Action, $4 cost.
+1 card
+1 action

Set this aside. Trash a card from your hand and one from the Supply costing up to $5 other than Locusts.
At the end of your turn, trash this and gain a Locusts.

510
Variants and Fan Cards / Re: Dominion: Revolution
« on: May 14, 2017, 04:33:29 am »
Having got some good playtesting done, I thought I'd post some updates. Here are the main ones:

  • I've put all the cards that use multiple actions under the type 'Multi'. It's a clean solution that makes wording much shorter and simpler. All Multi cards call for -1 action to do extras in various ways, and the rule simply is you can't do such effects of you have none left.
  • Advancing Village (was 5 cost 1 card 2 actions take token) now gives tokens when you gain cards. It seemed better to not simply give tokens out on a simple cantrip, but to make it a bit more challenging to get them.
  • Cameo similarly gives its token if you do top-deck a card. It's bumped up to 5 like the other silver+ Treasures.
  • Glassworks now trashes cards rather than returns them to the Supply. It actually progresses to the game end now, and plays nicely.
  • Consumerist is now called Hawker, actually a thing, and reads:
    Quote
    each other player reveals their hand and sets aside all Treasure cards. They take another Buy Phase after their next one with them, with +1 buy. At the start of your next turn: + $3.
  • Entrepreneur now gives +1 buy on pile empty. It basically takes what Labourer ​tried in being a delayed Market, so Labourer can now go.
  • Executive is now called Magnate:
    Quote
    discard up to 2 cards. Take an action token per card discarded. While this is in play, when you spend an action token, instead of +1 action you get: +1 card, and you may play an Action card from your hand twice.
  • Patency is now Patent, again actually something real, and it needed​ to become a Multi. You choose one set aside Action, and can then do the other for -1 action.
  • Revolters was weak, and easily stopped by BM. It's now:
    Quote
    At the start of each other player's Buy Phase during their next turn, they get -1 action. If they have no actions left, they gain a Curse. At the start of your next turn, +1 action.
    It doesn't quite seem right as is, it'll need a bit more work.
  • Steelworks is now:
    Quote
    draw up to 8 cards, then discard down to 5; or reveal your hand, and if there are... 2 or more Actions, +2 actions; 2 or more Treasures, +1 buy; 2 or more Victories, + $2.
  • Textile Mill is now:
    Quote
    +2 cards and gain a Silver to hand; or look at the top 5 cards of your deck, discard any number, then put the rest back with any number from your hand in any order.

And there are outtakes:
Labourer (+1 action, +1 buy, if 3 or more actions have been used this turn +1 card +1 coin) didn't look very interesting alongside Entrepreneur, as explained above.
Taskmaster (+1 card +4 actions, on buy draw 2 less cards for next hand) lost its appeal once I started thinking action tokens.
Toxic Waste (while in play cards not in supply cost 1 less, when other player plays a card costing 1 or less they gain Curse) tried too hard to be different, and was potentially too strong. I could make Revolters a much simpler curser.

The OP has had an overhaul to make it a hopefully simpler read.

511
Variants and Fan Cards / Re: Really bad card ideas
« on: April 30, 2017, 02:05:55 pm »
Donald found that an alt VP that depends on the trash doesn't work, as whoever wins the split will be the only person to fill the trash. Not sure being much stronger with more players does any favours to its design either.

512
Variants and Fan Cards / Re: Asper's Cards
« on: April 03, 2017, 05:05:19 pm »
While we're on spelling corrections, 'Sommer' on Student.

And a little question...

What were your thoughts on this adding 3 Provinces specifically? In 2-4 player games the Provinces can all be split evenly, but here in 2 and 4 player they can't be. Certainly the first player to get 6 in 2 players seems at a huge advantage if there's no alt VP.
Just that this could read 'add an extra Province to the Supply per player' if you were only aiming to make more time for things like Duke.

513
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: March 27, 2017, 05:07:13 pm »
Yes, you're right. Anyhow, it would still behave more like a duration or reserve than a Tunnel reaction, so Neirai's way is cleaner.

514
Variants and Fan Cards / Re: Dominion: Revolution and other ideas
« on: March 27, 2017, 03:47:45 pm »
Updated the OP with wording changes and hopefully clearer commentary on each card.

Appreciate the suggestions, but I think I like the 'do this twice' format the best. It already exists on Remake. And I think it should go first, so that running through the effects in order one doesn't think they can use an extra action to then choose two more times. So like this:
Quote
Colliery - +1 card. You may use an extra action to do the following twice, or two extra actions for three times: +2 coins, discard a card. 4 cost.
Does this make complete sense? Do they need the 'extra' there?

A problem with this wording is that it's not clear what happens if you choose not to use an extra action. I know you intend it to mean that you do the part that follows a single time, but it's not clear from the wording. The way it reads, you don't actually get any benefit from playing the card at all unless you spend additional actions. Something like "Otherwise, do it once" is needed, which could be in parentheses.

I like Asper's suggestion of "If you have unused Actions, you may ... -1 Action". It doesn't require any additional rules and it's not too wordy. The only problem is that it doesn't work nicely with every possible clause you have after it, but if you have something like discard a card, it's pretty clean.
I went with do it once, since as you said the format wouldn't work very well for all the multiple action cards, so I decided to keep them all the same. That said, it could work (now I notice Diadem says 'unused actions'). Here they both are:
Quote
Colliery - +1 card. You may do the following once, use an extra action to do it twice, or two extra actions for three times: + $2, discard a card.
Quote
Colliery - +1 Card, +1 Action. Do this three times: If you have any unused Actions, you may discard a card, for -1 Action, +$2.

Quote
Potteries - Action, You may use an extra action to do the following twice. Choose one: +3 cards; or +1 buy, + $2.
Quote
Potteries - choose one: +3 cards; or +1 buy, + $2. If you have any unused actions, you may choose again for -1 action.
I could even try the second use format again:
Quote
Potteries - +4 cards. If you have any unused actions, you may do: -1 action, +1 buy, + $2.
I would appreciate opinions as to what format is best.

And so this isn't all just a discussion on how to word cards properly, I'll put the question out:
Quote
Consumerist - Action attack duration. Each other player reveals their hand at the start of their turn and plays all Treasure cards, then pays all their $. They may gain a card costing up to the amount. At the start of your next turn: +1 card + $2. $5 cost.
Split your opponents' total coins for the turn in two. It has them gain a card to save Black Market-like confusion, particularly involving debt, and it prevents on-buy effects too. This may be strong, or at least swingy in its impact.
...
This may skew game mechanics too far, but:
"Each other player starts their next turn with a Buy Phase, in which they keep their hand revealed and play all Treasures. (They still have a Buy Phase after their Action Phase.)"
The potential this has is when a player can hit 8 but only with the actions he has. Instead he gets two buy phases with less than 8 to spend.
A hopefully simpler solution I thought of:

"While this is is play, when another player starts their turn, they reveal their hand and set aside all Treasure cards. Then they play the cards set aside in any order."

This still has weirdness with Crown, but the rules should be clear; any additional Treasures are not played. It nerfs Counterfeit since you don't get to trash anything, but that's fine.

On power level: I get that, but hitting $8 is only really important late-game; maybe the attack hurts very early as well if you would reach $5 with Action + Treasures. Mid-game, gaining the card and being able to play it the same turn may well be a bonus; providing virtual +buy may be a bonus too. Attacks that are sometimes beneficial can work (see Haunted Woods) and it's an interesting way to attack a player, but I think the other effects of the card are too weak.
I realised making Consumerist start turns with buy phases gets really wonky with Villa, so before bothering to get the wording sussed, is his attack too weak based on faust's reasoning?

515
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: March 25, 2017, 08:30:55 am »
Quote
+1 Action
Discard any number of cards, then draw until you have 5 cards in hand.
-
When you discard this card during an Action phase, you can reveal it and set it aside.
If you do, during your next Clean-up phase, discard it and draw a card.
Firstly I'm guessing you want Petroglyph to increase the handsize of a later turn's hand, as you could easily say 'when you discard this other than during Clean-up, you may reveal it for +1 card' so it replaces itself this turn.
If you do, it seems a bit strange to 'draw a card' during Clean-up, because you draw 5 for your next hand anyway. I would find better sense with
Quote
...Clean-up, you may set it aside. If you do, discard it during your next Clean-up to draw an extra card for your​ next turn's hand.
Or if you want to do what it did before without it becoming Hireling, maybe:
Quote
When you would discard this other than during Clean-up, you may reveal and set it aside instead. If you do, discard it at the start of your next turn for +1 card.

So you buy several Petroglyphs​ as they both cycle and can make themselves delayed Labs if they clash. 4 is a good price for this, or maybe 3 could work?

516
Variants and Fan Cards / Re: Dominion: Antiquity (WIP! Please help!)
« on: March 23, 2017, 08:06:19 pm »
A few observations:

Quote
Petroglyph (4)   
Action - Reaction   
+1 Action
Discard any number of cards, then draw until you have 5 cards in hand.
-
When you discard this card any time other than during Clean-up, you can reveal it and set it aside.
If you do, discard it at the start of your next turn and draw a Card.
The way the wording on the reaction part reads, when you discard it from setting it aside, it can still be seen as discarding other than during cleanup and you could choose to set it aside again. This can be a nifty choice you can make, if you draw a good hand and don't need the extra card. You could even stock them up and draw several cards at once for a mega turn. It's a nice feature, I just wonder if it was intended.

Quote
Obelisk (5)
Action - Reaction - Attack
+2 Cards
You may trash two differently named cards from your hand. If you do, +[VP per $2 one of them costs.
-
When you discard this card any time other than during Clean-up, you can reveal it. If you do, each other player gains a Curse.
Agree with the comments made on the reaction part. The top part alone looks strong compared to Bishop, with the card draw as well, but the trashing two different cards may be enough of a setback. Either way, you'll need to say '(round down)' for odd-number costs.

Quote
Tomb Raider (4)
Action
+1 Action
Each opponent discards an attack card (or reveals a hand containing no attacks.)
You may gain a copy of a Treasure revealed this way.
Maybe have them reveal their hand regardless? In games with no attacks this seems to just be Ruined Village. I guess this needs the Attack type anyway, to help here, so like this:
Quote
Tomb Raider (4)
Action Attack
+1 Action
Each opponent reveals his hand and discards an Attack card.
You may gain a copy of a Treasure revealed this way.
Edited: (But then if this is the only Attack in a game, will it ever be bought?) It can become a lesser Hero in gaining any treasure, which is fine, it just runs the risk of clashing with the opponent's Tomb Raider.

Quote
Idol (4)
Treasure
$3
While this is in play, when you buy a card, put it on your Idol mat.
If it a Curse, start a new turn with all of the cards from your Idol mat as your hand.
Wording advice on this would be appreciated.
An interesting card. Just to make it more like Outpost's ​wording:
Quote
While this is in play, when you buy a card, put it on your Idol mat.
If it is a Curse, take another turn after this one, with all of the cards from your Idol mat as your hand.
And I don't suppose it needs to let you only take one extra turn. I don't think you can take infinite turns with it as you're forced to buy another Idol and Curse, and no one action can give enough buys and $. Well, with Ferry and Seaway it might be possible...but it only ends the game on 3 piles with you on numerous Curses, so all good.

Quote
Inspector (3)
Action - Attack
+2 Cards
Reveal then discard 2 cards.
Per card discarded, each other player with 4 or more cards in hand dicards a copy of it (or reveals a hand with no copies.)
I assume you reveal from your hand?

Quote
Riches (4)
Treasure
$4
When you buy a card using this, trash all the other treasures you used to buy that card.
I like the potential in this one. So you only buy one, and this ultimately becomes the only Treasure in the deck, and so it sets up engines. I think it needs virtual coin to work rather than make it OP, as other Treasures are almost worthless as one-shots (buy a gold for 6, it pays back only half of that). I have two questions with this: is 4 the right price for it? You can easily get a 5-8 cost card by turn 4, and trash some coppers at the same time. Which leads to, how do you declare what Treasures you use to pay for cards? Suppose I have a hand of Riches and 3 Coppers and want to buy a 4 cost card. Can I declare paying the three Coppers on it, perhaps by playing them first, or would the Riches always be the whole cost?

Quote
Collector (4)
Action
+$2
Reveal and trash the top card of your deck to gain a card that shares a type with it that costs up to $3 more.
Mine deals exclusively with Treasures and costs 5. Rebuild does Victories and is 5, and Expand is 7. I doubt the randomness and same-type restriction reduces the cost that much, especially as it doesn't interfere with your hand.

Quote
Ziggurat (4)
Action
You may discard cards from the top of your deck until there are 3 cards in your discard pile.
You may trash up to two cards from your discard pile.
If you trashed a card, you may play a card from your discard pile.
Can it play a Treasure? Could you bring an Estate or another pure Victory into play to Bonfire it?

517
Variants and Fan Cards / Re: Dominion: Conquest
« on: March 17, 2017, 03:28:09 pm »
Cavalry - Action $4
+4 Cards
Discard 2 cards, +1 Buy per Treasure discarded.

Falconer - Action $5
Trash a card from your hand and then reveal your hand. Gain a card costing up to $5 that is not a copy of a card in your hand or in play.
First impressions are these look balanced, though it wouldn't be surprising if playtesting proved otherwise. Cavalry may or may not be 5 when compared to Embassy. Falconer looks quite interesting as is, very similar to Altar but should play differently enough.

Commander - Action - $5
+1 Buy
+ $3
Reveal your hand. - $1 per Commander you reveal.
-
When you gain this, gain a copy of it.
Small change, the gaining a copy needs to be on-buy so you don't get the whole pile at once.

518
Finally getting some good testing for the Pedestal card. I'm thinking it'll be good with the "discard up to 3 cards" limitation.
I think it's necessary; as it is, wouldn't it make a golden deck that never pushed the game end with Alchemist?

519
Variants and Fan Cards / Re: Dominion: Revolution and other ideas
« on: March 16, 2017, 12:47:19 pm »
Appreciate the suggestions, but I think I like the 'do this twice' format the best. It already exists on Remake. And I think it should go first, so that running through the effects in order one doesn't think they can use an extra action to then choose two more times. So like this:
Quote
Action. You may use an extra action to do the following twice. Choose one: trash a card from your hand and gain a card costing up to 2 more than the trashed card; or look through your discard pile and put a card from it into your hand. 5 cost.
Canal - +1 buy. You may use an extra action on this. If you do, cards everywhere cost 2 less this turn, but not less than 0. For the first time Canal is played on your turn, when you gain a card, you may gain a Treasure costing up to 4. 5 cost.
Colliery - +1 card. You may use an extra action to do the following twice, or two extra actions for three times: +2 coins, discard a card. 4 cost.
Glassworks - You may use an extra action to do the following twice. Choose one: return up to 2 cards from your hand to the piles they came from, and you may gain a card costing exactly the sum of the returned cards; or draw up to 6 cards in your hand. 5 cost.
Potteries - You may use an extra action to do the following twice. Choose one: +3 cards; or +1 buy, +2 coins. 6 cost.
Does this make complete sense? Do they need the 'extra' there?

And two other proposed tweaks:
Quote
Cameo - Treasure, +$2. Take an Action Token. You may put a card from your hand on top of your deck. $4 cost.
Generally more playable.

Quote
Patency - When you first gain this, set aside 2 different Action cards other than Patency from the Supply costing up to a total of $8. When you play this, it becomes the action on the left until it is resolved, then, unless this has left play, the one on the right. $7 cost.
Wording adjustment that should play durations and reserves in a balanced way. Put a Reserve on the left and the right card never gets played as Patency goes to the Tavern mat, leaving play.
If a Duration is the left card, then we follow on from what was discussed earlier with Royal Carriage's interaction with durations; it is resolved after the immediate turn's effects are completed, not the later ones. Patency will then become the right card, thereby cancelling the next turn effects. So no shenanigans with Tactician or Hireling.
And if either are on the right, they play normally.
Well, that was wordy... I hope you get it.

520
Variants and Fan Cards / Re: Dominion: Conquest
« on: March 15, 2017, 01:42:12 pm »
Guards - Action - Reaction $2
+ $2
+1 Buy
-
When another player plays an attack card, you may reveal this from your hand. If you do, trash this and gain a copy of the attack card.
Quite a neat reaction effect, though at present it's a strictly better Woodcutter for less. You may not need the 'reveal this' part and just say '...an Attack card, you may trash this and...'
And another thought, regarding Warrior and Soldier; Disciple can't gain copies of them so could this? Disciple's wording doesn't specify supply cards only but the rules do, so I would assume the same of this.

Commander - Action - $3
+1 Buy
+ $3
Reveal your hand. - $1 per Commander you reveal.
So each player would only buy one of these, and an attack like Ambassador or Jester would be the only way to make the negative mean anything. Quite cool when these cards are there, but even then unreliable, and in games without them this is one very strong buy for 3, especially as an opener. It should be 5 I guess.
Or could you gain two Commanders with one buy, like Port?

521
Variants and Fan Cards / Re: Dominion: Revolution and other ideas
« on: March 14, 2017, 12:01:14 pm »
OK, so the wording is still misleading. What it needs to convey is when you play the action, you have the option of using one extra action on it to replay it, but avoid 'replaying' it for such cases as Champion. Maybe...
"You may use an action to do this twice."

Tracking which effect you choose each time is a valid point. When it comes to the number of times you replay an action with Executive or Expert or if you 'use it twice' you can put an action token on the card for each extra time. An idea for indicating which effect you chose is put the token on the picture for one effect and on the text for the other. For some tracking cases (such as maybe KC-Pawn or Courtier) you just have to be creative.

522
Variants and Fan Cards / Re: Dominion: Revolution and other ideas
« on: March 14, 2017, 05:50:49 am »
Some good observations, thank you all.

Quote
Consumerist - Action attack duration. Each other player reveals their hand at the start of their turn and plays all Treasure cards, then pays all their $. They may gain a card costing up to the amount. At the start of your next turn: +1 card + $2. $5 cost.
Split your opponents' total coins for the turn in two. It has them gain a card to save Black Market-like confusion, particularly involving debt, and it prevents on-buy effects too. This may be strong, or at least swingy in its impact.
This has serious problems with Crown. You are forced to play Crown, but it's your Action phase, so uh I suppose you can throne an Action. What if I draw more Treasures? Do I have to play them? Am I allowed to play them? And what if I discard some of the Treasures in my hand? Am I still required to play them?

Similar problems, to a lesser extent, occur with Counterfeit - did I play the counterfeited card and have thus fulfilled the requirement to play it, or does Consumerist line up the cards in your hand for play and you have to play them even when they stop being in your hand? And if I Counterfeit Rocks to gain a Silver in hand, what about that?

Unfortunately, I do not have a good idea of how to fix these issues while keeping the premise. Other than that, I would add that gaining a card at the start of your turn rather than at its end is usually considered a bonus, so I'm not sure the attack is strong enough to be worth it.
This may skew game mechanics too far, but:
"Each other player starts their next turn with a Buy Phase, in which they keep their hand revealed and play all Treasures. (They still have a Buy Phase after their Action Phase.)"
The potential this has is when a player can hit 8 but only with the actions he has. Instead he gets two buy phases with less than 8 to spend.

It's not at all clear what "you may use 2 actions on this" means. To me, it reads "you may play this card and have it consume 2 actions instead of 1", with no additional effect.

Do you actually mean "You may use an additional Action to play this card a second time"?

These cards give you an extra optional effect, if you pay Actions. Think of how Butcher lets you pay Coin tokens, and then that gives you an extra benefit. Here, you pay Actions for the extra benefit.

Take Potteries for example (using the version from the first post). When you play it, it's just like Hunting Grounds. Then, you can pay another Action (if you have one) for +1 Buy, +$2.

I find the wording on these cards a bit confusing, especially considering the explanation on how Action tokens work. The card texts themselves should be enough to explain how the card works. The alternating back and forth between 1st action part and 2nd action part seems too complicated. The concept of "using two actions" is certainly ambiguous and should be reworded.

I think the concept could work somehow like this, for example:

Quote
Potteries - $6 Action - +3 Cards, You may pay an Action. If you did, +1 Buy, +$2.

This wording would be consistent with Storyteller, but still might be a little ambiguous on its own because Action is an overloaded word in Dominion (see Diadem). Actually, if you want to be consistent with Diadem, you may want to say "You may pay an unused Action", but I'm not sure that's necessary.
How does this read:
"Choose one: +3 cards; or +1 buy +$2. You may use a second action on this to replay it."

As for Action tokens, you could make them work just like Coin tokens from Guilds. Instead, you would have, during your Action phase, you may spend an Action token, for +1 Action. I think that is what you intended, though I'm not sure. I would think, though, to prevent some rules problems or confusion, you would want to limit when Action tokens can be spent to after completely resolving an Action, or whenever you "may pay an Action".
I never did explain did I? Well this is exactly what I thought.

Unfortunately, by Executive changing Action tokens into Royal Carriage effects, the only reasonable time to be able to spend Action tokens is after completely resolving an Action, which doesn't work nicely with the "may pay an Action"/"use two Actions on this" cards. Honestly, though, Executive is overpowered and probably needs to change anyway. A single Executive and a single Bridge can end the game in just a few turns, as soon as you can get 7 or 8 Action tokens and collide Executive and Bridge.
Ah yes, I had kept my Canal in mind but I suppose a Bridge-Silver opening would be too fast. If I limited the number of Treasures it could discard to 2?

523
Variants and Fan Cards / Re: Dominion: Revolution and other ideas
« on: March 13, 2017, 01:36:38 pm »
Some adjustments thanks to your feedback.

I guess a lot of confusion arises with this whole 'second action' idea. If we remove that things should be easier. I can do what I did to the unnamed remodeler, 'choose one... You may use two actions on this'.

Quote
Glassworks - action. Choose one: return up to 2 cards from your hand to the piles they came from, and you may gain a card costing exactly the sum of the returned cards; or draw up to 6 cards in your hand. You may use two actions on this. $5 cost.
Should play just the same, only Thrones let you do one then the other too.

Quote
Potteries - Action, choose one: +3 cards; or +1 buy, + $2. You may use two actions on this. $6 cost.
I feared that playing Village-this to draw 4 cards twice would be too strong, so it's down to 3 but hopefully a lot simpler. I'm toying with adding 'when you gain this, take 2 action tokens.'

Quote
Steelworks - Action. Choose one: draw up to 9 cards in hand, then put 3 cards from your hand on the bottom of your deck; or reveal your hand, and if there are… 3 or more Treasures, + $2; 3 or more Actions, +2 actions; 1 or more Victory cards, +1 buy. You may use two actions on this. $5 cost.
This is quite a bit stronger; you can reveal your hand twice for 3 actions and/or $4, but it'll be harder to get with a 4 card hand.

Quote
Textile Mill - Choose one: +1 card per card in your hand, discard up to 3 cards then put your hand on top of your deck in any order; or gain a card costing up to 4 into your hand. You may use two actions on this. $5 cost.
The Workshop part gains to hand to work better with the first part, but would two 4s to hand be too strong?

A change to Taskmaster to be similar to Lost City's balance:
Quote
Taskmaster - Action, +1 card +4 actions. When you gain this, draw 2 less cards for your next turn’s hand, down to 3.
The skill element is still there. There could be some complex reason to gain one just for the effect.

These changes should make Executive and Expert much simpler:
Quote
Executive - Action, +1 card. Discard any number of Treasure cards. Take an Action Token per card discarded. While this is in play, when you spend an Action Token you may replay the last action you played instead of +1 action. $6 cost.
Quote
Expert - Action. Choose one: +1 card, +1 action, +1 coin or +1 buy, then replay the last action you resolved that is not an Expert. $5 cost.

About replaying durations, the instructions for Royal Carriage seem to imply you can only do so on the turn you play them, and not on their later effects. If you do so the card stays out with it for easy tracking. It wouldn't make sense with Hireling otherwise. And it can't replay reserves as they're never in play after they're resolved. So, with the cards changed to be like this, the same rule would apply, the action token (Executive) or Expert card staying with the duration.

Hopefully improvements.

524
Variants and Fan Cards / Re: Dominion: Revolution and other ideas
« on: March 11, 2017, 11:27:31 am »
I suggest to post less cards at once.
Good call. I should thank you both for reading what you have.

Edit: so I split them up according to their mechanics. Reverted as they looked more clumsy dotted around. I am slowly working on images for each card.

Quote
Executive - Action, +1 card. Discard any number of Treasure cards. Take an Action Token per card discarded. While this is in play, when you spend an Action Token you may use the action on the last one you played.
I don't get the last part. Is the +1 Action Token supposed to be something like Royal Carriage? Because if it's just "When you play an Action card, you may use an Action token to get +1 Action", what would "use it on the last one you played" even mean?
So you play Executive, and discard some Treasures to get some action tokens. If there are no actions left after this, you would pay a token to gain +1 action in the usual way. You can choose to play an action from your hand at this point.
Or you can use the action you just got from the token on the Executive, since it is the last action you played. So it would still count as using an action, and you would again have none left.
Now the difficulty with wording; suppose after the Executive you play Potteries, then pay another token and use the action on the Potteries. You are using 'a second action' on it and would get the Woodcutter effect. If you were to 'replay' the Potteries like with Royal Carriage you would replay the card and get 4 cards again.

I hope this makes sense since it helps to explain this:
Quote
Advancing Village - Action, +1 card, +2 actions. If this was played from your hand, take an Action Token. $5 cost.
I don't get what you say about "replaying itself infinitely". If the +1 Action token just gives you +1 Action, however would you play this card again?
I should explain that when I wrote the commentary for each card in my own notes, the rule on Executive was always what action tokens did. I changed them for simplicity and then made Executive to keep the effect. I just forgot to update this.
So with an Executive in play, you'd play Advancing Village, gain a token, which you use on Advancing Village, gain another token, etc.

Edit: adjusted the comments on each card.

525
Variants and Fan Cards / Dominion: Revolution
« on: March 10, 2017, 03:30:48 pm »
The Industrial Revolution followed and built on the Renaissance. So does this fan set, borrowing Renaissance's mechanics with the aim of making cards calling for good skill. You can put it with any of the official sets, though you'll probably want Renaissance for its components.

Set Play Themes: resource control, mega turns

Mechanics: new ones in -1 Action, card costs, and landscapes you buy once that do something only right away. Also Durations, Coffers, Villagers, Artifacts, overpaying.
Unlike Renaissance, simplicity hasn't been a focus. New mechanics explained after the list of cards below.

(Card images have been removed from this post, a) because I want to improve how they look, and more importantly b) using internet images as I had could have infringed legal usage rights)



Landscape cards:
 




The New Mechanics

-1 Action: Exhausted

Quote
Exhausted - State
When you next have unused Actions (Actions, not Action cards) during your Action Phase, immediately return this and -1 Action.
Villagers make getting +1 Action much easier. So here's the opposite, -1 Action; just like the -$1 token but for Actions. After you take Exhausted, whenever you next have 1 or more Actions left during your Action phase, you immediately lose one and return this, whether you're in the middle of resolving an Action or not. If you end your Action phase still having Exhausted, it will stay over to next turn, and be returned right at the start to take away your starting Action. You could spend a Villager at any time during your Action phase to return this at any time; this can be quite important to pay off Exhausted at turn start to enable the Action phase. And you're only allowed one Exhausted at a time, for simplicity and balance reasons.

Card costs
(Shorthanded to [ ])
Instead of or as well as a coin symbol, some of these cards have a card back where the cost is. It means that instead of or as well as $, your cards are involved in the cost. They could in theory be from anywhere so long as you own them, but in this set each cost comes from hand since it's more of an actual expense. Below the line, there will be a description of the cost.
You might think of Animal Fair having the option of an Action in hand as a cost. It's an option, card costs are not.
For abilities that care about costs: this is another different kind of cost to join Potion and Debt. You can't remodel a $ cost card into a [ ] or $[ ] cost or vice versa, or [ ] into Debt or Potion costs. Each differently described card cost is also incomparable, no matter how much $, Debt or Potion is with them and even though some might be distinctly easier to pay than others. So you can't remodel a [ ] into a differently described [ ], but you could remodel [ ] into $1[ ] or $2[ ] if the described cost on each card is identical.

Prospects
Just like Projects, they're effects you buy once and then put a cube on. But unlike Projects, they are one-offs that happen straight away rather than effects that last for the rest of the game. So the cubes are used to track that you have bought the Prospect and can't get it again.
In other words, they're all like Seize the Day, but the rules require the cube to track buying them.


THE CARDS INDIVIDUALLY
An explanation of each card, then my thoughts on its design positives (+) and negatives (-). I have confidence in every card here; I only mention the negatives to keep modest and realistic, and maybe they raise helpful points. There are plenty of interactions between these cards (it's a set), which I keep quiet about so you can have the fun of finding them out. Some reflect Renaissance, others don't.


Quote
Advancing Village - Action Duration, $3 cost.
+2 Villagers
At the start of your next turn, +1 Card.
This first card has gone through many variations. I wasn't going to make a set called Revolution and not have an Advancing Village, it's what villages do during an industrial revolution. Here's some simplicity that you're not going to see further down; get some Villagers, keep some for next turn when you get a bigger hand.
+: it's a Village that advances to next turn, more flexibly than Village Green.
-: it might be favoured as a Caravan variant too often.


Quote
Campsite - Action, [ ] cost.
+1 Card
+2 Actions

-
[ ]: To buy this, reveal and discard 2 Victories.
Well here we have it, both Villages come first alphabetically. This one sets itself apart by being a card cost; have 2 Victories in hand, which you need to discard, to afford it. Campers need green space.
+: When you get a dud hand filled with green, you don't mind picking up an extra Village. It's useful, but doesn't improve deck power by itself so it's not easy mode.
-: it may be too easy to get.


Quote
Chemist - Action, $4 cost.
+1 Card
+1 Action

Choose one: discard a card for +1 Villager; or spend a Villager for +1 Card and +1 Action.
Chemical industries improved significantly. This has two modes, shrink hand to collect Villagers or enlarge hand by spending Villagers. This Villager spending gives the Lost City effect, and is separate from spending Villagers normally.
+: it's simple resource management and mega turn draw potential.
-: could there be a better way to use Villagers to draw?


Quote
Colliery - Action, $6[ ] cost.
+1 Buy
Take Exhausted. If you do, + $1 per Action you have in play.
-
[ ]: To buy this, trash 2 copies of a card costing $3 or more from your hand.
Coal mines fuelled the factories, with an infamous amount of manpower. Here's the first card using Exhausted; it's effectively a double Action, one card that uses two Actions on play. If you play it and already have Exhausted (that'd be by Thrones or by playing it at the Buy phase), you just get a Buy. Played 'properly' it can give impressive payload, but can be hard to play well in multiples.
There's a dual cost too. You need both $6 and two cards costing $3+ to Treasure Map to afford this.
+: powerful payload strategy that can possibly exist and be balanced with a big card cost and Exhausted.
-: the cost may be a bit extreme as is.


Quote
Dismiss - Action, $5 cost.
+1 Card
+1 Action

You may discard a card, to reveal cards from your deck until you reveal a card that shares a type with it but has a different name. Put it into your hand and discard the rest.
Change a card in your hand for one in your deck that you need more right now, be it an Action you need to play earlier in the turn, or a better Treasure, or an actually useful Victory, etc.
+: a card that will help any deck and is failsafe to pick up, but better skill enhances how useful it is.
-: it's wordy.


Quote
Entrepreneur - Action Reaction, $2 cost.
+1 Action
+ $1

If the Entrepreneur Supply pile is empty, +1 Card.
-
When another player trashes a card, you may return this to the Supply, to gain a card costing up to $5.
He starts out as a Copper in Action form. But you invest with him; if either the pile empties or you catch someone else trashing with him in your hand, he can become a much better card. There's a catch to be aware of. When someone reacts with him, the pile is filled up more. Players are kept on their toes as the entrepreneurs seek out their next venture.
+: this weakens trashing whilst adding player interaction, two great things.
-: there's the potential for frustration with some players. And in this set, card costs lessen the likelihood of trashing and the usefulness of gaining a $ cost.


Quote
Farm - Action Duration Victory, $5 cost.
+1 Action
Set aside any number of Victory cards from your hand face up. At the start of your next turn, put them into your hand.
-
2 VP
Make your expanding green space fit your engine, tucking it all out the way. You'll need several of these to keep it up.
+: it's a nice thing to collect, a Victory card that can fit into the modern engine meta.
-: you can already do what this does with plenty of official cards, just not increasing your score at the same time. No testing yet, the cost or terminality may be issues.


Quote
Furnace - Action, $4 cost.
When you gain this or play it: trash a card from your hand. If it costs $4 or more, +2 Coffers. If it isn't a Treasure, you may trash another card from your hand.
A trasher that works on buy for immediate use. Good cards can become Coffers, and non-Copper junk fuel to burn more junk. When a Furnace trashes itself, you get both Coffers and more trashing.
+: some interesting decision making involved.
-: possibly too strong or doing too much.


Quote
Glassworks - Action, $2 cost.
+ $2
You may take Exhausted. If you do, +1 Coffers.
-
When you gain this, you may spend any amount of your $. +1 Villager per $1 you spent.
Glassworks range widely in size, from small domestic businesses to industrial scale. Bigger establishments come with more workforce. Overpay for Villagers on a cheap card, quite simple, only you can Workshop-gain it during your turn and it'll work too. The on-play effect can let you turn an extra Action into a Coffers. So it can in effect let you convert your Villagers info Coffers and vice versa.
+: Simple and effective, hopefully.
-: + $2 +Coffers could be too much for a $2 to give, especially if opened with.


Quote
Jailer - Action Attack Duration, $5 cost.
Each other player with exactly 5 cards in hand reveals their hand and sets aside a card that you choose. After they draw their next hand, they put it into their hand.
At the start of your next turn, +3 Cards.
Put one of their cards behind bars for a turn, but next turn it will be released into their hand of 5. Decimate their combos, do general damage, but do so carefully so as not to make their next turn too good. Keep in mind you can't lock someone up from a hand of 6 so easily.
+: an Attack needing some skill that fits right in the mega turn theme.
-: maybe too strong initially, the same as Pillage.


Quote
Local Art - Treasure, $5 cost.
When you play this, put a card from your hand onto your deck for + $2.
-
When you gain this, +4 Cards, +1 Buy, then play any number of Treasures from your hand.
An expression of the local area, drawing the people of your kingdom near. You can gain this to draw 4 cards; then you can play Treasures, which makes buying it not so bad, and overall gives it a lot of different uses depending on when you gain it and what kind of deck you have. The on-play is a weak Silver to balance this, though it's sometimes useful.
(There was a Foreign Art in the set that's now back in the works, explaining the name).
+: a lot of uses makes for a lot of different strategies available with this.
-: it's very radical and could easily be imbalanced.


Quote
Playwright - Action, $3 cost.
+1 Action
Look at the top 2 cards of your deck. You may trash one of them. Put the rest back in any order.
This turn, when you play an Action of which there's a copy in the trash, take the Pen.
Quote
Pen - Artifact
At Clean-up, you may set aside an Action when you discard it from play. If you do, at the start of your next turn, play it.
It just seemed cute to have writers squabble over a pen like treasurers a key, as well as extending the Renaissance theme directly. Play the Playwright and then a copy of an Action in the trash, and you get a better Prince. So players decide what Actions take the Pen, choosing carefully or adapting to what opponents trash so as to write the story of stronger turns more often than everyone else.
+: this seems like a nice way to get an Artifact.
-: perhaps too game defining, or not simple enough.


Quote
Revolters - Action Attack, $4 cost.
+ $2
Each other player may take Exhausted or lose a Villager. Those who do neither gain a Curse.
-
When you gain this, each player (including you) gets +1 Villager.
They've been worked too hard in awful conditions, and they want your opponents' workers to agree with them. An Attack that tries to take an Action away from the opponents. Forcibly doing this would be imbalanced, so they can instead have a crow for their troubles.
+: it adds a new decision for players to think about.
-: it's a shame that this is basically a curser, that trashing and the Curses emptying make the -1 Action part trivial.


Quote
Spinning Jenny - Action Treasure, $5 cost.
+3 Cards
+1 Buy

If it's your Buy phase, then for the rest of the turn, cards with no [ ] cost in the Supply have one that reads, "to buy this, discard 2 cards".
An invention that improved spinning threads to weave into fabrics, and this spins cards through your deck quickly. It can be terminal Action +3 Cards +1 Buy, which already exists and is useful, or it can be a Treasure for non-terminal Buy phase draw. If you do the latter, you'll have to discard cards to buy stuff so you can't use it all.
+: It gets you thinking resourcefully about your cards, and it's an Action Treasure which is also nice in the set.
-: Discarding 2 cards might be too harsh, but at 1 it's a bit too good in big money decks.


Quote
Steam Engine - Action, [ ] cost.
+1 Action
Do this up to 3 times: take Exhausted. If you do, you may play an Action from your hand twice.
-
[ ]: To buy this, trash a Gold from your hand.
The first steam engines could be attached to several different machines. That's what you can do here, Throne up to 3 of your Action cards for an extra Action each time. It's just like going Throne Room - play, Throne Room - play, Throne Room - play, only you need the one Throne card not 3. This powerful effect is expensive though, and you get it in two stages: first get a Gold, then cash it in for a shiny new steam engine.
+: it's an elegant and thematic effect.
-: could easily be too strong, or swingy; you really don't want to draw this dead!


Quote
Textile Mill - Action, $5 cost.
+3 Cards
You may take Exhausted. If you do, +2 Cards.
A big place needing lots of people, quickly spinning cards through the deck. Yes, I decided to make both textile industry things draw. This gives you a choice on how much you draw. If you want more, you'll use an extra Action for it. There are times you want less.
+: one of the simplest things to do with Exhausted, and it's effective. It could take on an Artifact too, as an alternative Exhausted option.
-: could either be weak overall or too good with big money.


Quote
Timepiece - Action Duration, $4 cost.
+1 Action
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number and put the rest back in any order.
One plans ahead much better when they know the time. Sort out the top of your deck to be vaguely what you need, and move things you don't want there on. What you need now can be different starting next turn.
+: this has many different uses, yet isn't useful all the time.
-: two sort effects on one card may be too much for some people.


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Trade Circle - Action reaction, $4 cost.
Choose one: gain a Silver; or trash a Silver from your hand for + $4.
-
When a card moves to your deck or discard pile from anywhere except the Supply not during Clean-up, you may discard this to draw the card and get +1 Coffers.
You can get Silvers and/or trade them away for more money. This can be quite niche, so the Reaction adds more function. With the various ways to move your cards around during your turn, you can easily swap this for one such moved card get a Coffers bonus.
+: a new and hopefully interesting Reaction space.
-: possibly the reaction window is too open.


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Wastelands - Victory, [ ] cost.
4VP
-
[ ]: To buy this, trash 3 Actions and/or Treasures from your hand.
When this pile empties, it counts as 2 toward game end.
The more wasteland you own, the implication is the more productive your factories are. It rewards having few useful cards in your deck at game end, and has an on-gain that helps achieve this.
+: it makes a new way to win the game that takes strategy and skill. Opening it is bad most of the time, but can be done sometimes.
-: the VP could scale with the number of non-Victories in the deck (which it used to), so it's more defined as alt VP.



Prospects
Just like Projects, they're effects you buy once and then put a cube on. But unlike Projects, they are one-off boosts that happen right now rather than ones that last for the rest of the game. So the cubes are there to track that you have used the Prospect and can't use it again.


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Commission - Prospect, $2 cost.
+1 Buy
Return to your Action phase. Replay the last Action you played this turn that's still in play twice. (Put your cube on it, then on this when it leaves play.)
A single KC when you need it most.
+: it's simple, yet using it isn't always easy.
-: wordy.


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Conscription - Prospect, $1 cost.
+1 Buy
Choose one: discard your hand, +1 Villager per card discarded; or +$1 per Villager you have.
Resource conversion to time optimally. Change your Villagers into economy once, so hoarding them can be a strategy. Or if there are no Villagers cards, you can change your hand into Villagers.
+: more new strategies is good.
-: some people may want to try using this twice?


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Consumerism - Prospect, $0+ cost.
+5 Buys
You may overpay for this by $2 so non-Victory cards cost $2 less for the turn, or by $4 for all cards.
A big load of free buys with an optional Princess effect to pay for. Use for essential early purchases or build to a massive $ mega turn.
+: lets big spikes of $ by design or by accident always work out.
-: it will take a lot for the Victory cost reduction to be meaningful. $3 overpay may be more realistic.


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Demonstration - Prospect, $0 cost.
+1 Buy
Each player (including you) discards their hand and draws the same number of cards. Return to your Action phase.
There are times a change of hand would be just right for you, and there are times when you know the opponents have a good turn. Choose how and when to use this best.
+: a one-time attack suits competitive players whilst not degenerating the game too heavily.
-: there are times when everyone has a good or bad hand, and this isn't advantageous then. Choosing who discards would help avoid this but also be too political.


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Dividends - Prospect, $0 cost.
+1 Buy
If you have the same number of Actions and Treasures in play, +1 Coffers and +1 Villager per 1 of each type.
Count the number of times each type appears across the cards in play (Crown will be one for both), then if they're the same you get a Coffers and Villager for every Action (consequently every Treasure too) you have in play. Free tokens you might work to getting or take whenever it's convenient.
+: There are lots of ways this set and Renaissance can get the same number of each type in play, making hopefully compelling replayability.
-: could alternatively feel mundane, if one never works for lots of them.


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Imports - Prospect, $4 cost.
Gain a card from the trash.
-
Setup: add an extra kingdom pile to the trash.
You can either gain a single copy of a unique card for $4, or if there's other trashing (really, tfb) you can regain a trashed Province for $4.
+: unrestricted gain from the trash is safe on a Prospect, and the added pile can be interesting.
-: it might be mundane too often.


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Manufacture - Prospect, $2 cost.
+1 Buy
Choose one to gain: a card costing up to $4; a copy of a card you have in play; or a Duchy.
A cheap acquisition, because you make it yourself. It has a distinct early game option in gaining a $4 for $2, a late game boost in VP, and a middle game boost in gaining a copy of a good card you have in play.
+: it's an elegant way to get 3 different uses on the same card.
-: the late option in a Duchy might be comparatively weak.


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Migration - Prospect, $1 cost.
+1 Buy
Trash an Action from your hand to put your deck and discard pile into your hand. Return to your Action phase.
Put your whole deck into hand at once, at the cost of an Action card. Time it when you have the right Action to lose and there's enough stuff in the deck.
+: A new means of card movement opens up new strategies.
-: maybe too cheap or swingy, if the Action to trash comes too late.


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Prediction - Prospect, $2 cost.
+1 Buy
Put any number of cards you have in play that would be discarded this turn onto your deck.
Replay stuff next turn. When do you really need to do this?
+: an effective one-off.
-: it should work? Maybe it's a bit uninteresting.


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Progress - Prospect, $2 cost.
+1 Buy
Take half the tokens on this (round up) as Coffers, the rest as Villagers.
-
When a card costing $4 or more is gained, add a token to this.
A passive accumulation of tokens that players have to time taking. When do you need them, can you take them away from opponents when they really need them, can you try waiting for more?
+: lots of strategy to consider.
-: can be hard to remember adding a token each time.


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Stocks - Prospect, $1+ cost.
You may overpay for this. +1 Coffers per $1 overpaid.
Save some of your money from a turn for later.
+: overpay for Coffers can be achieved on a one-off.
-: timing may be trivial, that you always do it on a $3/4 or 4/3 start to get $5s.


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Takeover - Prospect, [ ] cost.
Gain a Victory card.
-
[ ]: To buy this, reveal and discard 2 Actions.
One of your Provinces/Colonies this game is quite cheap. When will you get it?
+: simple.
-: possibly just a boring speedup to the game? Or it rewards bad play?


Conclusions
And that's the end. I hope you've enjoyed looking through these as much as I enjoyed making them. Maybe you've seen a mistake or flaw somewhere, in which case don't be afraid to tell. No design can be called perfect or final without criticism, and part of the thrill of the design process is identifying and making gradual improvements.

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