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« on: April 22, 2021, 10:02:19 am »
I am so sorry it took this long, but work was a bear this week (still is!). I managed to get some time to write up my thoughts. I truly enjoyed playing with each card and seeing each entrants' creation performing in actual game situations. If I get to do this again in the future, I know a lot more about how to budget my time in play-testing and theorizing.
Here's how I saw things (please keep in mind, this how I viewed things, and others may see things differently!):
Family Loyalists by Xen3k:
Both my opponent and I felt that this one needed an on-play effect. Delaying the $2 discount is a little unsatisfying and is surprisingly more awkward to plan around than having the discount on the current turn (which is compounded by having to choose the card(s) you are going to target a turn before you will try to buy them).
Moving the Kin markers felt forced and usually unnecessary, in addition to being awkward both in the game sense and physically. In the game sense, you have only one FL in play, you can't just leave your markers where they are, and if you have two in play, you can effectively leave them there but then you either must move both or neither. I think the card has potential, but the awkwardness overshadowed that during our play-testing.
Palazzo di Famiglia by emtzalex:
The Kin mechanic itself has a few intrinsic problems, for me, but the foremost of them showed itself in most of the designs we tested: that is, the strength of the card depends entirely too much on which cards are randomly selected to also be Kin cards in your kingdom. This card gives each new Kin card an intrinsic VP value which we both felt helped neutralize this problem to a degree. It definitely felt like it could easy be pretty strong, even for $6 (as it's essentially a limited Laboratory that is likely going to be worth at least 2VP - consider that Harem is a Silver with 2 VP tagged on to it, and that adds $3 in cost to that card). A good card, probably needs a couple of tweaks.
Family Reunion by mxdata:
Another Laboratory variant. This one is physically cumbersome, which was the first thing we noticed in playing, but not much more than many other cards. It did, however, noticeably slow down the game. Drawing more Family Reunions with this card is a feature, of course, but it definitely exacerbated the slowing down. I almost wonder if only the first FR played on a turn sifted for Kin cards and the others just plain old drew 2 cards if it would help. As is, this card is a shaky investment until you have a decent dive into the Kin piles in your deck.
The ability to sift for more FRs makes this card worth the extra $ over a Lab for sure, but the overall strength of the card, again, entirely depends on the value of those other 2 Kin cards. For the Kin mechanic to really work, I feel like this issue needs some mitigation.
Sepulchre by Timinou:
This one suffers from being terminal. When played, you may not have any means to play another Kin card, meaning the only way to fully utilize it is to trash itself, which is pretty limiting. The value of the random Kin cards plays a heavy role here, too. If you don't want to trash a card because it is useful to your deck, this makes Sepulchre less valuable, and likewise if you just don't want to buy or play the Kin card. I'm not worried about the single VP gain because 1) it doesn't seem like it would be very realistic for this strategy to compete with even Big Money and piling out Provinces, and 2) when playing a Sepulchre, you will want to trash something for the extra VP at least some portion of the time, which would then progress the game. I think that aspect is fine, I just think it needs some means of getting the cards it needs to trash into play in games without Villages.
Kinslayer by Mahowrath:
This one was the most interesting to play with for sure. My main question is if +3 Cards, +1 Action, and +$2 is a little too much. My opponent focused on buying Labs and Wild Hunts (the other 2 Kin cards) and eeked out a win after trashing his last Lab on the last turn to give the last kick to his turn to buy 2 Provinces and a Duchy (to win by 3). I tended to only use the Kinslayers to trash the other Kinslayers I had picked up. This leads me to believe it's not too strong, but man that just feels like a lot of reward. It makes me really pause to consider what it would've been like had the other Kin cards been something like Pearl Diver and Border Guard or something like that. Definitely a good card and good fun.
Collection by mathdude:
This one can definitely get out of hand. Generally speaking, you will want to take the bonuses in a certain order most of the time (ie, you might first want to take +1 Card, then next +$1 most turns), but you will surely want to switch that up from time to time. Tracking these things can easily get confusing, especially when you do it differently than you have. I think this is probably a little too cheap at $2, but again, a lot depends on what the other 2 Kin cards are. This one is my favorite in terms of ideas, for sure.
Fratricide by johntgrizzz:
I missed this card entirely when looking through the thread for entries, so I'm thankful to Aquila for doing a quick write-up of all the entries. Without that, I wouldn't have noticed the omission.
This one is very strong for $4. The way this card is set up, if you can play this card as the last card out of your hand, you don't have to trash a card at all. Again, this is difficult enough to do, I don't think it sets up any game progression problems, but my balance sense says that this should be +2 VP for trashing Kin, for a total of 3 instead of +3 VP for a total of 4. The interaction with other Kin cards is minimal here, but effective.
My Finalists:
Palazzo di Famiglia
Kinslayer
Collection
My winner:
Kinslayer by Mahowrath