Stronghold | Victory | $4
Worth 2vp if you have the most copies of this at the end of the game.
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When you gain this, gain an Action card costing up to $5
Sort of like if Banquet costed 4 and only junked 1 card instead, and could only gain Action cards. Sometimes it is worth to rush 5, and then perhaps you can trash your Stronghold. Although, you may want to hold on to them, at the end of the game they could be worth something. Is it worth hanging on to the junk?
Designed this with two tensions -- a card that junks you to get a $5 is something you are likely to get in the opening, but victory cards you only want in the ending, so what do you do? Your choice! You may want to rush these to get that decisive VP lead, but a tie means no one gets the bonus points.
The Action card restriction prevents infinite loop, and also prevents IGG rush which would make this laughably powerful and un-fun.
Open to feedback
So thinking about game plans:
- rushdown: Pretty potent
- Midgame rush: Get an provice and suplements them with this
- quick fix for an five: nice balance
- supplementary victory points and at the start of the endgame (doens't clog your deck to an halt as fast as VP Cards). Okey
But why do you need the "if you have the most copies of this at the end of the game." instead of just: "2 VP" What are you trying to prevent?
- In an rushdown the one who had the most wins anyway
- Midgame rush: Nobody is going to join in.
- Quick Fix: For many players it aint vicotry points, but just an dead card
- Suplementary victory points: Does discourage that expect for the first player who starts with it
So it feels like it descourages certain play paterns