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Variants and Fan Cards / Re: Fan expansion: Pandemonium
« on: September 02, 2017, 04:08:27 pm »
Hi guys! Thanks all for commenting! After some rigorous 8+ hrs playtesting today, in which I particulary took in consideration your opinions, as well as trying different solutions to certain cards my suggestion for some of them I will post here. Please tell me what you think.
A significant buff from before. It was as terrifying to play with as smugglers are. The hell card is sometimes avoided due to that you actually have to buy it, and sometimes it can motor things in your deck or serve as a block. The +1 Buy proved to be very significant also, although I don't quite understand why.
This worked really well. It was also a pain to play against because it interacts with a lot of cards in the set.
This proved to be a lot of fun. Borderline too strong but it was still comparable to Devil and Fallen Angel. It removed the boring situation of being unplayable after not having action cards left as well as optimizing the deck nicely.
I give up you vultures , it was borderline to weak, now it's borderline too strong but much more fun to play...
I've seen what you wrote about the experiments with a delayed Throne Room and that it eventually got removed for reasons. The difference with this card is that it somewhat neutralizes the randomness, it's very valueable even when it's delayed. I'd say it definitely was on par with a normal throne room.
We only lightly got to test this. It was good, probably it has the potential of being broken.
Other:
Removed the attack part, it was and is indeed redundant and boring.
I got pinned this time, so I see what you mean. I didn't lose because of it but it wasn't particulary fun. I'll probably go with the advice of removing the +2 card part and replacing it for +$2.
We removed the "during your turn" part of it and changed it to when you buy it instead of gain. It didn't change the game particulary for us except from one moment when my friend started mass gaining them from Imposters. But that seemed fair, he pretty much won that game because of it but I liked it. It was fun.
Although, I like the part of changing the wording, suggested by navical. It could just be: "When you gain this, draw 4 cards during your next clean-up phase." That'd be a good solution
Unsolved:
We still didn't find this card particulary weak but probably it is because we indeed did play it in this set. And in the set there are a couple of ways of making the long action sacrifice for +2VP go rather smoothly. But I have no idea how to make it more viable in other sets. It was a while since I playtested it in other sets.
That said, I do really like the suggestion from navical to drop the self-trashing part of it as well as the revealing. That might just do the trick. Sadly I didn't test it today like that.
(Will be renamed to Raiding Party)
I could remove the discard from deck part of it. It is a fun card to play with, believe it or not, but it is indeed tricky to balance when you're playing with 3+ players. I don't know how to solve that issue.
It's a very fair card in a sense. I don't really see an issue with it other than that the pile will never deplete, probably not even when you play 4 people. That I find a problem. Maybe it would be possible to word it something like "You may trash down to 2 cards, every other player discards down to the same amount of cards you have in your hand to a minimum of 3 (or 2)." It would probably be a strict buff but maybe then it would be more attractive to buy more than one or two copies of.
If I missed anything I'm terribly sorry, and please let me hear your opinions of these corrections. I changed the fluff in the main post Asper, now it should be fine.
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Imposter - Cost $2
Action: +1 Buy, gain a copy of a non-victory card that the player to your right gained on their last turn
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When you buy this, gain a Hell card from the Hell pile.
A significant buff from before. It was as terrifying to play with as smugglers are. The hell card is sometimes avoided due to that you actually have to buy it, and sometimes it can motor things in your deck or serve as a block. The +1 Buy proved to be very significant also, although I don't quite understand why.
Quote
Desolation - Cost $3
Action: +2 cards
Duration: Same as before i.e. +2 cards when opponent gains VC during his/hers turn.
This worked really well. It was also a pain to play against because it interacts with a lot of cards in the set.
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Reanimation - Cost $5
Action: No idea how to properly word this, but basically. Take two cards out of the discard. Play them or not, trash them if they're discarded during clean-up.
_________
When you gain this put it ontop of your deck.
This proved to be a lot of fun. Borderline too strong but it was still comparable to Devil and Fallen Angel. It removed the boring situation of being unplayable after not having action cards left as well as optimizing the deck nicely.
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Siniter Plot - Cost $2
Action: +1 action
Duration: Same as before.
I give up you vultures , it was borderline to weak, now it's borderline too strong but much more fun to play...
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Siege - Cost $4
I'll fix the wording of it but basically: During action phase (doesn't have to be the turn you actually play it), put an action card on it. That card is played this turn, and the next turn.
I've seen what you wrote about the experiments with a delayed Throne Room and that it eventually got removed for reasons. The difference with this card is that it somewhat neutralizes the randomness, it's very valueable even when it's delayed. I'd say it definitely was on par with a normal throne room.
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Exile - Cost $4
Action: $1, increase prize on a card in the supply by 1.
Duration: $1 every round in play.
__________
Discards when you buy a card costing 6 or more.
We only lightly got to test this. It was good, probably it has the potential of being broken.
Other:
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Angel
Removed the attack part, it was and is indeed redundant and boring.
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Betrayal
I got pinned this time, so I see what you mean. I didn't lose because of it but it wasn't particulary fun. I'll probably go with the advice of removing the +2 card part and replacing it for +$2.
Quote
Forsaken Village
We removed the "during your turn" part of it and changed it to when you buy it instead of gain. It didn't change the game particulary for us except from one moment when my friend started mass gaining them from Imposters. But that seemed fair, he pretty much won that game because of it but I liked it. It was fun.
Although, I like the part of changing the wording, suggested by navical. It could just be: "When you gain this, draw 4 cards during your next clean-up phase." That'd be a good solution
Unsolved:
Quote
Church
We still didn't find this card particulary weak but probably it is because we indeed did play it in this set. And in the set there are a couple of ways of making the long action sacrifice for +2VP go rather smoothly. But I have no idea how to make it more viable in other sets. It was a while since I playtested it in other sets.
That said, I do really like the suggestion from navical to drop the self-trashing part of it as well as the revealing. That might just do the trick. Sadly I didn't test it today like that.
Quote
Raid
(Will be renamed to Raiding Party)
I could remove the discard from deck part of it. It is a fun card to play with, believe it or not, but it is indeed tricky to balance when you're playing with 3+ players. I don't know how to solve that issue.
Quote
Annihilation
It's a very fair card in a sense. I don't really see an issue with it other than that the pile will never deplete, probably not even when you play 4 people. That I find a problem. Maybe it would be possible to word it something like "You may trash down to 2 cards, every other player discards down to the same amount of cards you have in your hand to a minimum of 3 (or 2)." It would probably be a strict buff but maybe then it would be more attractive to buy more than one or two copies of.
If I missed anything I'm terribly sorry, and please let me hear your opinions of these corrections. I changed the fluff in the main post Asper, now it should be fine.