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Messages - CPiGuy

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26
Variants and Fan Cards / Re: CPiGuy's Cards
« on: November 14, 2017, 12:26:32 pm »
Roving Bandits - $5 Action-Attack-Looter-Reaction-Duration
Now and at the start of your next turn, each other player gains a Ruins, and if they don't, discards a card and draws up to 4 cards in hand.
-
When another player gains a Gold, you may trash this from your hand, to instead gain that Gold.
Two players react with this at once, who gets the Gold? Better they gain their own Gold and let the buyer keep theirs. I feel either this would never be bought for $5 because there's no definite benefit to the buyer or it would because the Attack is imbalanced hitting twice in one play.

This is a good point; my ruling is that you go in turn order, so the first player to the left of the one gaining the Gold is the first one with the opportunity to use their Bandits. The second person could then trash their Bandits to take the Gold from that player, though, so perhaps I should adjust the wording:

"When another player gains a Gold, you may trash this. If you do, they trash that Gold, and you gain a Gold."

I don't like that. If I know I'm not the only player with this card, it comes down to a game of chicken. Should I react, or wait a few more minutes to see wheather somebody else does so first? The obvious solution to this is to not strip the first gainer of their Gold at all.

Using the later wording, I would rule that if A gains a gold, and B and C both trash bandits, they both get a Gold, and A trashes their Gold. I would also keep the ruling that this goes in turn order -- each person has one opportunity to trash or not trash their Roving Bandits (but I don't know why B wouldn't reveal it even if they thought C also had a Roving Bandits, since C couldn't take theirs.

For that matter, here's another wording tweak:

"When another player gains a Gold due to a card other than a Roving Bandits, you may trash this. If you do, they trash that Gold, and you gain a Gold."

While I still don't like the fact that turn order matters, and actually think that stealing something a player spent good money on is rather unfun, here's a wording suggestion:
"When another player gains a Gold, you may trash this, to put that Gold in your discard pile."

That is also good.

I think turn order mattering is a) unavoidable and b) something that is already rather common in real Dominion cards, many of which involve interacting only with the player to your left.

27
Variants and Fan Cards / Re: CPiGuy's Cards
« on: November 13, 2017, 10:05:55 pm »
Roving Bandits - $5 Action-Attack-Looter-Reaction-Duration
Now and at the start of your next turn, each other player gains a Ruins, and if they don't, discards a card and draws up to 4 cards in hand.
-
When another player gains a Gold, you may trash this from your hand, to instead gain that Gold.
Two players react with this at once, who gets the Gold? Better they gain their own Gold and let the buyer keep theirs. I feel either this would never be bought for $5 because there's no definite benefit to the buyer or it would because the Attack is imbalanced hitting twice in one play.

This is a good point; my ruling is that you go in turn order, so the first player to the left of the one gaining the Gold is the first one with the opportunity to use their Bandits. The second person could then trash their Bandits to take the Gold from that player, though, so perhaps I should adjust the wording:

"When another player gains a Gold, you may trash this. If you do, they trash that Gold, and you gain a Gold."

I don't like that. If I know I'm not the only player with this card, it comes down to a game of chicken. Should I react, or wait a few more minutes to see wheather somebody else does so first? The obvious solution to this is to not strip the first gainer of their Gold at all.

Using the later wording, I would rule that if A gains a gold, and B and C both trash bandits, they both get a Gold, and A trashes their Gold. I would also keep the ruling that this goes in turn order -- each person has one opportunity to trash or not trash their Roving Bandits (but I don't know why B wouldn't reveal it even if they thought C also had a Roving Bandits, since C couldn't take theirs.

For that matter, here's another wording tweak:

"When another player gains a Gold due to a card other than a Roving Bandits, you may trash this. If you do, they trash that Gold, and you gain a Gold."

28
Variants and Fan Cards / Re: CPiGuy's Cards
« on: November 13, 2017, 09:45:25 pm »
Revision to Circle the Wagons:

Circle the Wagons, $2 Event.
Once per turn: +1 Buy. Take a Circle the Wagons token.
-
When anyone plays an Attack, you may return a Circle the Wagons token, to be unaffected by it.

29
Dominion Online at Shuffle iT / Re: Is it okay to buy Possession?
« on: November 13, 2017, 12:30:39 pm »
Donald just asked me to temporarily ban possession until we get the banned cards feature up.
I agreed to do that and will release it in a day or two.

I guess that settles this threads question.

Just curious, will this feature be part of your previously announced Thursday update, since you haven't implemented it yet?

The Possession ban is already implemented.
http://forum.shuffleit.nl/index.php?topic=604.msg10646#msg10646

I was referring to the banned cards feature.

30
Dominion Online at Shuffle iT / Re: Is it okay to buy Possession?
« on: November 12, 2017, 05:38:58 pm »
Donald just asked me to temporarily ban possession until we get the banned cards feature up.
I agreed to do that and will release it in a day or two.

I guess that settles this threads question.

Just curious, will this feature be part of your previously announced Thursday update, since you haven't implemented it yet?

31
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: November 07, 2017, 10:19:34 pm »
Turn 1: buy Courtier
Turn 2: buy Travelling Fair, buy Ruined Village, buy Donate, trash all Coppers and Estates

32
Variants and Fan Cards / Re: CPiGuy's Cards
« on: October 31, 2017, 04:41:31 pm »
Roving Bandits - $5 Action-Attack-Looter-Reaction-Duration
Now and at the start of your next turn, each other player gains a Ruins, and if they don't, discards a card and draws up to 4 cards in hand.
-
When another player gains a Gold, you may trash this from your hand, to instead gain that Gold.
Two players react with this at once, who gets the Gold? Better they gain their own Gold and let the buyer keep theirs. I feel either this would never be bought for $5 because there's no definite benefit to the buyer or it would because the Attack is imbalanced hitting twice in one play.

This is a good point; my ruling is that you go in turn order, so the first player to the left of the one gaining the Gold is the first one with the opportunity to use their Bandits. The second person could then trash their Bandits to take the Gold from that player, though, so perhaps I should adjust the wording:

"When another player gains a Gold, you may trash this. If you do, they trash that Gold, and you gain a Gold."

33
Is there a way to make strategies which involve putting the Training, etc. tokens on certain piles? If so, how?

34
Variants and Fan Cards / Re: CPiGuy's Cards
« on: October 31, 2017, 12:52:55 pm »
I don't like Spymasters as it has already been considered by DXV (Secret History of Empires: "I tried a giant Pawn briefly.").
It would probably be OK at 6 too (mostly used as Lab) and I don't think that some hyperflexible card leads to interesting play.

Demagogue should feature a non-Demagogue clause (to prevent infinite loops) is cool and is probably OK at 4 due to the strong alternative option.

I have no idea how to play well with the DarkAge-y Kurgan but I like it.

Commission is a Treasure version of a something a bit weaker than Caravan Guard aka delayed Peddler (as the card and not the coin is delaed). Nothing fancy but balanced.

Foothills
isn't  bad but boring: it rewards what you want to do anyway.

Ancient City on the other hand creates a nice incentive to not go for mono-card strategies and, come on, who doesn't like Cornucopia-esque variety-rewarding cards.

My thought with Spymasters being 7 was not "having one copy of this card is so good it ought to cost 7"; it was more "this card is so good in lots of multiples that I want to make it hard to obtain several". I agree it's not the most interesting of ideas, but it's still fun to think about, and it's nice because it would basically never be dead.

Good catch on Demagogue. I'd like to actually play with this card to see how strong it is, but I agree that 4 isn't unreasonable.

I think the play with the Kurgan landmark would be interesting, because obviously you can get lots of points from keeping a Copper, but so can your opponent, so in that regard it's a lot like Fountain. I think the interesting bit would be where you want to trash actions that you have a copy of, or not play self-trashing actions. The Victory card would reward trashing single copies of actions you have, at least if you win the Kurgan split; I think it works better as a Landmark because it doesn't suffer the problem with victory cards based on the trash where whoever loses the split has no incentive to make their copies better, since they're based on a common resource, and basically no way to make them worse.

Here's another card, which I admit that I came up with entirely for the gimmick of having a card with five types, but which I think is actually a decent card.

Roving Bandits - $5 Action-Attack-Looter-Reaction-Duration
Now and at the start of your next turn, each other player gains a Ruins, and if they don't, discards a card and draws up to 4 cards in hand.
-
When another player gains a Gold, you may trash this from your hand, to instead gain that Gold.

35
Variants and Fan Cards / Re: CPiGuy's Cards
« on: October 26, 2017, 01:45:24 am »
And here are a couple more cards. One has two versions, and I am debating which one I like more, or whether I should keep both (but rename one).

Demagogue - $3 Action
The player to your left may reveal an Action card from their hand. If they do, play this as that; it's that card until it leaves play. Otherwise, +2 Cards and +2 Actions.

Kurgan - $6 Victory
Worth 1VP per differently named card in the Trash of which you have a copy.
---
Setup: Put a Copper and an Estate in the Trash.

Kurgan - Landmark
When scoring, 1VP per card in the Trash of which you have a copy.

I think I like the Landmark more.

Dolmen - $4 Victory
Worth 1VP per 6 cards you have costing $2 or $3.

Commission - $3 Treasure - Duration
$1
-
At the start of your next turn, +1 Card.

Bountiful Land - Landmark
When scoring, +1VP for every card you have costing $5 or more, and -1VP for every card you have costing $3 or less after the first 5.

Foothills - Landmark
Once per turn, if you play two cards costing $6 or more or four cards costing $5 or more in a turn, take 1VP from here.
-
Setup: Put 6VP here per player.

Ancient City - Landmark
If you end your turn having played five differently named Actions, take 2VP from here.
-
Setup: Put 6VP here per player.

[Also, I've been uploading all of these new cards to the GDrive link in the OP if you'd like to take a look at the art.]

36
Variants and Fan Cards / Re: CPiGuy's Cards
« on: October 25, 2017, 11:28:22 am »
Tailor, $2 Action-Reserve
+1 Card
+1 Action
Put this on your Tavern mat.
-
At the start of your turn, you may call this, to trash a card from your hand, and gain a differently named card to your hand of up to the same cost.
I don't know. If you got Curses and Ruins in your deck you rather want a Ratcatcher and if you wanna get rid of your Estates you can transmogrify them into Silvers. With decent 2s around this is of course preferrable to Transmogrify but I don't think that it does enough new stuff (OK, it does provide some 3-pile control) to be worthwhile.

So, I see Transmogrify as being useful for making your deck better but also for insane pile-outs. This card is designed to stop that (or at least make it harder), and my intent for it was really so that you could swap around engine components. Drew two Smithies? Tailor one of them into a Walled Village. Drew a Throne dead? Tailor your Gold into a Nobles!
I don't think that it is much harder to pile out with Tailor than with Transmogrify. Like with all Remodelers you gotta closely watch the Province pile but Tailor is cheaper and draws.

Eh, it's harder to run a single pile, though. and you don't have to watch the Province pile, since you can't tailor a card into itself.

Also, some new cards. (I've also made some Night cards, but I'll hold off on those until Nocturne is officially released, in case they end up not working with unreleased mechanics or something.)

Spymasters - $7 Action
Choose three (the choices don't have to be different): +1 Card, +1 Action, +1 Buy, +$1.

[To pre-empt the obvious rules question: you make your decision on all three before you do any of them, so you can't draw your first card and then decide you'd rather have a Village than a Poacher.]

Reanimate - $2 Action
Trash a card from your hand. Choose at least one: gain a card costing up to the same price, or gain a card costing up to $4 more from the trash.

[If you do both, you can do them in either order.]

37
Wow, these cards are really cool!

Raider seems like it could be incredibly brutal, though, especially in games with dominant strategies (like a Rebuild game, or one in which both players buy lots of Labs).

Can your opponent discard a Raider to your Raider?

38
Dominion: Nocturne Previews / Re: Nocturne Teasers Speculation
« on: October 20, 2017, 11:33:42 am »
Baseless speculation on some of the cards that have been revealed so far.

Changeling - maybe something like BoM or Overlord where it imitates stuff, or maybe something along the lines of "choose three" from a long list of options?
Cobbler - Forge lite, somehow? or a remodeler?
Crypt - probably a sifter
Cursed Village - maybe something like "+2 Actions +1 Card; you may gain a Curse for [more benefits]"?
Exorcist - a trasher, maybe? or a Reaction? maybe something Death Cart-style along the lines of "Trash a Curse from your hand; if you did, +$5", that might even induce you to buy Curses?
Ghost Town - I'd like to think this is a Village that involves topdecking somehow, since there's a general theme that ghosts scare cards from your hand back onto your deck. so maybe
+2 Actions +2 Cards, topdeck a card.
Guardian - probably a Reaction, maybe something like Lighthouse (does Nocturne have Durations?)
Leprechaun - this had better be a Gold gainer.
Monastery - trasher?
Necromancer - this is a Dark Ages sequel, so this probably gains cards from the trash. Or maybe there's a non-supply pile of Zombies or something that it gains you.
Night Watchman - maybe this is a Reaction, maybe this is something you play in your Night phase to give you protection from attacks? who knows
Raider - "each opponent reveals their hand; for each opponent, choose a card costing between $3 and $6 and gain a copy of it".
Sacred Grove - probably alt-VP. a cool mechanic would be something like "every time you trash a card, take a Sacred Grove token; your Sacred Grove is worth 1 for every 4 Sacred Grove tokens you have" or something. it'd have to have on-gain trashing, though, to pull that off without making it completely and utterly dead sometimes.
Secret Cave - maybe something along the lines of "put a card from your hand on your Secret Cave mat, or pick up your Secret Cave mat / take a card off your Secret Cave mat".
Shepherd - I really hope there's a non-supply pile of Sheep.
Tracker - deck inspector? this sounds awfully similar to Scout; perhaps an improved Scout much like Noble Brigand was an improved Thief?
Werewolf - I bet it's like "each other player may reveal a Silver, otherwise they [get attacked]".

I think that Blessed Village and Cursed Village are going to be two cards which take up one "Kingdom slot", kind of how Young Witch comes with a Bane, wherein you include both of them and that pushes the number of piles to 11. They'll probably just be both vanilla villages, except if you played a Cursed and not a Blessed that turn, it hurts you (maybe "gain a Curse", or you get a Hex, whatever those are), and if you played a Blessed and not a Cursed that turn, it helps your opponents (maybe they gain a Silver, or draw an extra card for their next hand, or get a Boon, whatever those are). So, you're going to want to balance them. Now, I'm probably completely wrong, but this is a fun idea.

39
Variants and Fan Cards / Re: CPiGuy's Cards
« on: October 19, 2017, 03:48:22 am »
Tailor, $2 Action-Reserve
+1 Card
+1 Action
Put this on your Tavern mat.
-
At the start of your turn, you may call this, to trash a card from your hand, and gain a differently named card to your hand of up to the same cost.
I don't know. If you got Curses and Ruins in your deck you rather want a Ratcatcher and if you wanna get rid of your Estates you can transmogrify them into Silvers. With decent 2s around this is of course preferrable to Transmogrify but I don't think that it does enough new stuff (OK, it does provide some 3-pile control) to be worthwhile.

So, I see Transmogrify as being useful for making your deck better but also for insane pile-outs. This card is designed to stop that (or at least make it harder), and my intent for it was really so that you could swap around engine components. Drew two Smithies? Tailor one of them into a Walled Village. Drew a Throne dead? Tailor your Gold into a Nobles!

40
Variants and Fan Cards / Re: CPiGuy's Cards
« on: October 17, 2017, 06:55:55 pm »
Pilgrim, Action, $2+1D
Flip over your Journey token (it starts face up). Then, if it's face up, +3 Cards. If it's face down, +3 Actions.
This looks a bit strong for its cost.

Well, my thoughts are that it's half a Lost City (since you need two of them to get the same effect as one Lost City). Perhaps a straight $3 or even $3D would be stronger? I think it's worse than Smithy, so $4 is too much.

Also, a new card.

Tailor, $2 Action-Reserve
+1 Card
+1 Action
Put this on your Tavern mat.
-
At the start of your turn, you may call this, to trash a card from your hand, and gain a differently named card to your hand of up to the same cost.

41
Variants and Fan Cards / Re: CPiGuy's Cards
« on: October 14, 2017, 05:56:25 pm »
Another card.

Pilgrim, Action, $2+1D
Flip over your Journey token (it starts face up). Then, if it's face up, +3 Cards. If it's face down, +3 Actions.

42
Variants and Fan Cards / Re: Really bad card ideas
« on: October 10, 2017, 02:22:08 am »
Tactical Outpost
Action-Duration, $10
Discard your hand. If you discarded any cards, take another turn after this one, and at the start of that turn, +5 Cards, +1 Action, and +1 Buy.

43
The classic one is playing Crown in your Action phase without Action cards in hand.

Sauna with autobuy is pretty terrible online as well; say you have a Sauna in play, two Silvers and three Coppers in hand and click on a Gold to buy it. After a Silver is automatically played, you will get to trash a Copper and even though you still have enough $ in hand to buy the Gold, you will not automatically play the rest of your treasures and will not get the Gold. You're now stuck with just a Silver in play, unable to play any treasures barring an undo.

These are the two worst offenders.

Seriously, someone come up with an edge case where all you have in hand is Crown and Treasures, and you want to play the Crown as an action.  (Note that the Crown counts as an Action in play for the purposes of buying Peddler, even when played as a Treasure.)

Villa is on the board with a +1 card token, and you know that the top card of your deck is a Conspirator (which cares about actions played, not actions in play).

or, if we're banning tokens, Villa, Farmland, and a +buy treasure are on the board and there's an Overgrown Estate in your hand (not a Treasure, but eh), your top card is conspirator, and you play Crown as action, use a treasure with +buy, buy Farmland (or some trashing event?) and farm your Overgrown Estate into... something, draw the Conspirator, buy Villa, play it, play the Conspirator.

44
Baron / Royal Carriage / Fountain provides stupid megaturn potential. (this position also had Triumph on the board for extra bonus points.)

- play baron
- call royal carriages until 1 estate left
- use associated buys to get up to 10 coppers
- buy triumph for many points
- game ends on piles

45
Let's Discuss ... / Re: Let's Discuss Adventures Events: Lost Arts
« on: September 27, 2017, 01:51:36 pm »
Um. This is a really amazing thing to put on Poor House in a game with trashing, because you can easily obtain lots of Poor Houses, and play several of them in a turn without having any treasure.

46
Variants and Fan Cards / Re: CPiGuy's Cards
« on: September 27, 2017, 02:05:58 am »
Two new cards, forming one split-pile.

Wanderer, $1 Action
+1 Card
+1 Action
---
Once per turn: When you gain this, +1 Buy.

Pack Horse, $4 Action
+1 Card
+1 Action
Reveal cards from your deck until you reveal a Wanderer. Discard the other cards, and play the Wanderer.

47
Variants and Fan Cards / Re: CPiGuy's Cards
« on: September 25, 2017, 01:44:07 pm »
A couple more changes.

Survey, $5 Event
Reveal the top 8 10 cards of your deck. You may trash one of them. You may set one aside and put it into your hand at end of turn (after drawing). You may put up to two of them on top of your deck. If you revealed three differently-named...
Actions, you may gain a copy of one of them.
Treasures, you may set one of them aside and put it into your hand at end of turn (after drawing).

Victory cards, +2VP.
Discard the remaining revealed cards.

Wassail, $1 $3 Event
+1 Buy
Pay up to $3. For each $ you paid, Once per turn: take a Coin token.

48
Variants and Fan Cards / Re: CPiGuy's Cards
« on: September 21, 2017, 12:44:47 pm »
I have made changes to some cards. New content is in bold, deletions are struck through.

Battle; $3 Event
Once per turn: Each player (including you) trashes a card from their hand or discards 3 cards (their choice).
Draw an extra card for your next turn.

Dead City; $3 Action
+2 Cards +1 Card
+1 Action +2 Actions
You may discard a Curse for +1 Action +1 Card. If you don't, gain a Curse.

Demolition; $4 Action
You may trash a card costing $6 or more. If you do, +8VP +5VP.

Deserted Village; $2 Action
+2 Cards +1 Card
You may discard any number of cards, for +1 Action each.

Flea Market, $6 Action
+1 Buy
+$1
If you have now played a Flea Market an odd number of times this turn, +1 Card. Turn over your Flea Market token (it starts every turn face down). If it's face up, +1 Card.
If you did not get any Actions from playing this card, choose one: +2 Actions, or return this to your hand.

Ford, $2 Event
Set aside five cards from your hand. If you set aside five cards, trash them in any order and +5VP. Otherwise, return them to your hand.

Fortified Moat, $5 Action - Reaction
+1 Card
+1 Action
When another player plays an Attack card, you may reveal this from your hand, to be unaffected by it.
When another player buys a Treasure or Victory card costing $5 or less, you may reveal this from your hand. If you do, gain a copy of that card.
When you gain a card, you may reveal this from your hand, to trash that card.

Homestead, $4 Treasure
When you play this, reveal your hand. This card is worth $2 for every Victory card revealed each of the first 2 Victory cards revealed, and $1 for each further Victory card.

Liege, $5 Action
You may gain both a Duchy and an Estate a Copper. Play a Victory card from your hand as if it were an Action card from the Supply costing less than it that you choose. It gains the abilities and types of that card until it leaves play.

Mendicant, $3 Action
Gain a Copper, a Silver, and a Gold to your hand.
Trash one to three cards from your hand.

Posse, $5 Action - Attack - Reserve
+5 +4 Cards
Discard 4 3 cards.
Discard any number of cards. Each other player discards that many cards. until they have the same number of cards in their hand as you.
Put this on your Tavern mat.
---
When anyone plays an Attack, you may call this, to gain a Gold, putting it on top of your deck.

Rebellious Province, $5 Victory
6VP
---
In games using this, when you discard your hand during Clean-up, reveal it, and for each Rebellious Province in it, either put all of the Rebellious Provinces in it on top of your deck or trash it (your choice).


49
Variants and Fan Cards / Re: CPiGuy's Cards
« on: September 15, 2017, 11:41:28 am »
Some comments mainly on potential mechanical flaws:

Battle -- sure, that's reasonable.

Blockade -- I think that's not necessarily true -- after all, you can avoid a blockade with $3 and an extra buy (or basically any gainer). I think the most interesting thing about Blockade is its potential to stop strategies that rely on gaining, not buying, a certain card (for example, blockading the Silvers stops your opponent's Trader play, and blockading the Curses stops their Sea Hags from having any effect.)

Charlatan -- is there any reason why VP tokens and debt don't go together, other than "it hasn't been done"? Genuinely asking -- I hadn't seen this before, and am wondering if there's some specific interaction. Also, I think 1VP is enough stronger than 1 coin token that perhaps it should be "Take a coin token, or take 1VP and <1>". Although that wouldn't stop the "discourages buying" element, the fact that this can get you a significant number of coin tokens would seem to encourage buying enough to counteract that.

Custom House -- yeah, this can prevent buying provinces, but I think that playing this during the greening phase is not usually a good play, since you're trading "me and my opponent both get Provinces" for "I get nothing and you get a Duchy". The "you can't buy Victory cards this turn" was inserted to stop that -- do you think people would still play it in the endgame?

Ford -- oh my god, I spent a lot of time thinking of a way to phrase this card in such a way that it doesn't permit you to trash fewer than 5 cards. this is perfect. thanks!

Fortified Moat -- I added the treasure-gaining reaction as a way to buff the card, since "cantrip Moat" doesn't seem very good. I think that perhaps a "Once per turn" clause there would be helpful.

Rebellious Province -- it does say on the card to make people reveal their hand every turn.

Salt Pan -- Wasn't Great Hall weak for 3? This seems like not enough more of a benefit to justify costing 4, since "trash a card from the supply" is not something you always want to do.

50
Variants and Fan Cards / Re: CPiGuy's Cards
« on: September 14, 2017, 10:42:49 pm »
The only way I see this being really disgusting is Swindler, so I'll probably add a "you can't gain this if it's not your turn" clause.

Most of the answers you gave were rather convincing, but maybe you can get around the "you can't gain this" more elegantly somehow... Not that I have any better idea, but that seems just so clunky.

Uh, I don't know, maybe some stipulation that like "if you gain this during another player's turn, you may trash it". Or...


What if you just had the option of trashing a Rebellious Province instead of topdecking it? That way you can always get out of a pin.

That is a good idea.

[lots of cool feedback]

as with others, if i don't respond to your feedback i probably agree with it

Accountant -- yes, drawing instead of discarding is extremely powerful. That's why this card costs $7. I think it's not more game-breaking than, say, KC or Expand.

Alley -- yup, it's weak, that's why it costs $2. it's nice with villages and gainers (or nonterminal gainers), and it's pretty great with +buy (or, even better, villages with +buy).

Custom House -- seeing as you can field $6 while you're being Custom Housed, without any alt-treasure or Action money, I don't think it "ruins everything". It certainly isn't always going to be a strong attack, but that's why it costs $3.

Deserted Village -- yep, it needs to be +1 Card.

Drought -- is an okay trasher with some bonus ("trash one card" is not a great card, but seeing as you can incur some negative benefit towards your opponent in doing so, it makes it better.)

Dysentery -- you're like the fourth person out of four to claim that the optimal strategy with Dysentery on the board is to buy Dysentery. Am I missing something obvious? Do you not realize that Dysentery gives a Curse to the person who buys it as well (and in fact gives them that curse first)? Seriously, I thought of this as a flavorful event that you wouldn't usually want to buy but would be situationally useful (say, if your opponent has a Swindler and you do not).

Emigration -- yeah, you can do that, but you'd need to draw it with four golds first, which is probably harder to do than KC-KC-Bridge-Bridge-Bridge, since it requires four 6-cost cards.

Homestead -- would making it $2 for the first two and $1 for further be better, or still too good?

Liege -- this is more like Overlord, since you can play Duchies as $5 cards, but yes. (also, I'm probably going to change the estates to coppers, since there aren't many $2 actions, and +4VP and 2 junk cards is already pretty good for $5)

Mendicant -- yeah I'm starting to think that this is too strong. Perhaps if you gain the cards not to your hand, and then trash from one to three cards? Then it irrevocably junks you without really strengthening the trashing.

Orphan(age) -- I think picking up an Orphan with an extra buy will usually be the right decision, unless there are lots of good terminals and no splitters. Also, Orphanage is quite powerful with cost reduction. Just something to consider. (also, an Orphan and an Orphanage give +1 Card +$4, which is a pretty good payoff for two cards with a combined cost of $3.)

Posse -- I had not considered the multiplayer aspect of things. Perhaps "discard any number of cards, every other player discards until they have the same handsize as you" is better, since it makes you pin yourself to pin your opponents?

Prairie Schooner -- Wharf draws 4 cards and gives 2 buys over two turns. Wharf costs 5. I think Prairie Schooner and Wharf are of very comparable power. Therefore, I think Prairie Schooner is also worth 5. If one more card is really that much more powerful than 2 buys, then maybe this should be 6, but I don't think so.

Public Assembly -- I think that +5 cards is a good enough bonus that you don't care if you draw one out of five, or even two out of five cards dead. If your deck is 40% Actions, then Public Assembly is like a Smithy-Library hybrid. I think it is reasonably priced at 3, and I think there are definitely situations in which buying more than one is a correct decision.

Purchase/Territory -- yep, I didn't mention this, but as a Victory split pile this would be 4/4 or 6/6 depending on # of players.

Royal Marriage -- this was deliberately made terminal after originally being what you proposed, because of the fact that "nonterminal action that lets you choose the best 4-card hand out of 5 cards" is probably less or similarly harmful than "draw one fewer card next turn", so it'd be hard to justify giving $3 or even $2 for it when Borrow only gives $1.

Salt Pan -- so the vibe I'm getting is that this should say "a card that is not a Province or Colony". With that caveat, is this a good card?

Shopkeeper -- I wanted some simple cards to balance out the complicated ones. I do think that maybe this should say "costing up to $7".

Standard Bearer -- alright, so the flavor behind this card is that standard bearers make your army more triumphant, so your victories are more glorious, etc. do you think it's a bad card, or do you just think it's a non-intuitive combination?

Tax Collector -- yeah, this should probably be <1>.

Demolition with 5vp seems good to me. Interesting decisions on Provinces; and although it seems strong for Gold; it's pretty similar to using Remodel on Gold.

I do think I'm going to bump this down to 5. 8 is too much. Maybe "+8 if it costs $9 or more" so that trashing Platina and Colonies is something you at least consider.


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