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« on: February 01, 2012, 01:04:11 pm »
All kinds of feedback, from costs and names to concepts, and from unconstructive criticism to blind praise will be much appreciated.
The expansion is a small box expansion with 150 cards (I like working within the same constraints as donald X).
There are some rules clarifications to fit in with some of the stranger cards in the expansion:
*Each supply pile is named after the cards in it when the game is first set up
*When you are instructed to gain a card, you gain the top card from that supply pile
*When you buy a card, do things in the following order: "Buy" the card -> Resolve any When Buy effects -> Gain the card -> Resolve any when gain effects
*When you are instructed to return a card to the supply, return it to the top
*URGENT cards are coloured red, and you follow the red text on the card if the conditions are met
*RULE cards are also coloured red, and remain in play until add a rule that must be followed for the rest of the game
*There is only one of each Italics card in the supply pile. They have blue backs, and also function as the randomisers for the card they refer to.
*When all players gain a card, they do so in a clockwise order from the player whose turn it currently is, starting to the player to the left.
*In every card's text, Curse refers to the type of card, not the card named "Curse".
Without further ado, the cards. The theme is cards with a mind of their own. There's also a focus on interactivity. The "special" component of the expansion is the single cards that you can put on top of existing piles to spice up the game.
Ambush:
Cost:3
Action/URGENT
+1 Card, +1 Action
You may place this card anywhere inside any supply pile.
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When this card appears on top of a supply pile other than "Ambush": Trash this card. If any cards were gained this turn, trash them. If it's your turn, you must either trash or discard all cards in play; you must at least trash the treasure or attack card of highest cost in play.
Uncertainty
Cost:3
RULE
You may not count the number of cards in a supply pile or otherwise view their contents. You may trash this rule when all 10 "Ambush" cards are in the trash pile.
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When you gain this card, gain an Ambush and immediately put this into play
Setup: Place this card on top of the Ambush supply pile
Arms Dealer
Cost: 5
Action
+1 action
+1 buy
While an Arms Dealer is in play, when you gain an action or treasure card, you may make all other players gain a copy of it as well. If you do, +1 coin, and you may then choose to return the gained card to the supply pile. If you do, +coin equal to the price of that card.
Tactic
Cost: 3
Action
You may immediately buy a card. If it's an action or treasure card, play it.
Maneuver
Special/URGENT
Cost: 0
If there are 2 empty supply piles and this card is on top of a supply pile: Trash this card
When you buy this card, +1 card, +1 action. You cannot gain this card.
Setup: Place this card at the bottom of the "First Strike" supply pile.
Lifeline
Cost: 5
Action/Reaction
+1 Card. +1 action. If you drew this card as part of an action, you may reveal it. If you do, +1 card.
On the back of the card: URGENT: If you are not currently drawing cards as part of an action or attack, when this card appears on the top of your deck, place it in your hand. This does not count as a draw. You may shuffle this card anywhere into your deck.
Missionary
Cost: 4
Action
Name a card other than "Province" or "Colony". Gain that card and put it in your hand. Reveal your hand, and trash all cards of that name in your hand and in play.
Racketeer:
Cost:2
Action
+1 card. +1 action. Gain a card from the supply pile with "Racket" on top of it.
Racket:
Cost: 7
Special
While this card is on top of a supply pile, when you are instructed to gain a card from this supply pile other than by playing "Racket", gain a curse instead. When you buy this card, move it to any kingdom's supply pile. If you move it from the Racketeer supply pile, gain a racketeer and put it on top of your deck. Setup: Place this on top of the racketeer supply pile.
Relic:
Cost: 5
Action
+1 Coin, +1 Card
---
When this card is in the supply, when you buy a curse, gain a Relic and a Silver. If you gain a Relic any other way, gain a Gold and a Curse.
Salesman:
Cost: 4
Action
+1 card, +1 action +1 buy. Reveal the top card of the sale deck. You may either, buy a copy of it for 2 less than its price during the buy phase, or trash a card of value at least 2 less than it to gain a copy of it it. During the clean up phase, shuffle the sale deck. Setup: Create a sale deck from the randomiser cards of the kingdom cards in the supply.
Scrapyard:
Cost: 4
Action/Reaction
+2 Actions
+1 Card
Trash a card from your hand
If there is a card of cost 6 or higher in the trash pile, +1 coin, +1 buy
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When you trash cards as the result of an action, you may reveal this card from your hand. If you do, +1 card. You may only do this once per action.
Settlers
Cost: 5
Action/Attack/Victory
Each other player gains a curse
Worth 1 VP for every 2 curses (rounded down) in the deck of the player with the most curses in it
Tower
Action/Victory
Cost: 4
You may move the Foundation card to the bottom of any kingdom card's supply pile.
Worth 1 VP for every 2 cards in the supply pile with "Foundation" in it (rounded up).
Foundation
Special/URGENT
If it's your turn: If this card is on top of a supply pile, immediately move it to the bottom of a kingdom's supply pile of your choice. Setup: Place this card at the bottom of the "tower" supply pile
Warchest
Cost: 4
Treasure
Value: 2
When you play this, gain a copper in hand, then set aside at least one treasure from your hand.
You may trash this card from your hand at any time.
When this card is trashed, place all the set aside treasures in your hand.
White Elephant
Cost: 4
Action
+2 VP Chips. If you this card is in your hand during the clean up phase, trash it instead, and gain a curse.
Pride
Cost: 4
RULE
You must reveal your hand at the beginning of your cleanup phase. You may Trash this rule if all 10 White Elephants are in the trash pile.
When you gain this, gain a White Elephant, and you must immediately place this card in play
Setup: Place this card on top of the White Elephant deck
Also, 3 special cards that retrofit to existing piles as variants
Conflict:
Cost: 0
RULE
Estates have a cost of 0 during the buy phase
Trash this rule when a player gains any victory card other than "Duchy", whether it is in play or not.
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When you gain this, gain an Estate and play this card immediately
Setup: Place this card on top of the Estate supply pile.
Burden:
Cost: 0
Action/Curse
Worth -3 VP
+1 action. Gain a curse in hand, then trash this card. When this card is trashed, place it on top of the "Curse" supply pile. Setup: Place this card on top of the Curse supply pile
Rare Coin:
Cost: 0
Treasure
Worth 1 coin
When you play this card, you may gain a copper. Then, trash this card. When this card is trashed, place it on top of the "Copper" supply pile. Coin Setup: Place this card on top of the "Copper" supply pile
More Clarifications:
*Cards with unique blue cards can't appear in the black market or sale deck (so it's a bit ironic that Salesman is in this expansion).
*Lifeline has no special text or symbols on the back of its randomiser card. If you use randomiser cards for "black market" for convenience, you should still gain a regular copy of the lifeline card if you buy it.
*The immediate buy for "Tactic" works exactly the same as the buy in "Black Market". You may play as many treasures as you want and there's no obligation to buy anything. In fact, its name is a nod to its combination with Tactician.
*The wording of Scrapyard is such that if you trash multiple cards using the same action (eg Chapel, Steward, Remake), you still only draw a single card. However if you play 2 Remodels or Feasts (for example), you can draw a card for each Remodel you play by revealing Scrapyard.