2024
« on: February 18, 2012, 09:00:40 am »
I posted the expansion on BGG with changes; check them out, including the "Rule" card (mainly used for clarifications)
Also I posted this to explain my thought process behind each card
My thoughts when creating the cards (presented like a Secret History)
Ambush: My way of implementing a "trap", and one of the first things I thought of when coming up with the idea of altering supply piles. It's designed to counteract cursing cards or predictable strategies. Most of the time it will be played directly below the top card of a supply pile, and it will function like an embargo in that sense. However it need not be, and it can lead to some clever mind games. It's also viable to deliberately ambush yourself to trash coppers; and this can be more widely employed than buying Mint.
Uncertainty: This was added (like Pride) because it's not worth adding in a complication to the rules for a single kingdom card. It also gives Ambush games a unique flavor.
Arms Dealer: I wanted a card that gave value to +buys if you didn't want to use them. Originally you could use buys to give unblockbale curses. Obviously this was too strong, hence the Action or Treasure distinction. It will be used as a copper attack mainly, but the +buy is there if you genuinely need it.
Tactic: Inspired by the immediate attack of Noble Brigand. It was originally called "first strike" but I learned about the Black Market/Tactician combo, and the name was changed accordingly. I personally really like combos like Black Market/Quarry and don't think they break the game.
Maneuver: This card doesn't really need to be here, but I liked the idea of an effect that came into play when a supply pile was depleted. Of course, this only works with Tactic and Black Market.
Lifeline: Originally the card was just a +1 card +1 action Moat that jumped into your hand when you needed it (eg when Margrave or Sea Hag attacked), and it was heavily underpriced at 2. I then noticed that it functioned similarly to Laboratory, but was more interesting in how it worked, so the moat effect was removed. The text is worded as such that you don't draw the card when searching the deck with venture, hunting party etc. and so Golem plays it, but it can't be drawn dead by Smithy. The Stash feature is a necessary due to needing the card to be identifiable and not being able to guarantee fair shuffling.
Missionary: A slightly slower, more costly variant of chapel that can trash itself, and the first card that can actively deplete supply piles. It's ability to trigger Ill Gotten Gains and Border Village is deliberate - in the case of the former the effect of cheaply giving out unblockable curses is mitigated by guaranteeing there's a curse trasher in the supply, while in the case of the latter it'll temporarily function as a stronger workshop.
Racketeer/Racket: This was the first "single card that changes the game" that I thought of, but the racketeer was created so that the "racket" has a home. Originally it sat on top of the provinces and cost far, far less. This card is designed to stop predictable strategies and also play a role in the stage of the game when grand market, possession and the $7 cards are viable, as well as the late game buying of alternative victory cards (this card can be a real obstacle a gardens strategy if played too predictably).
Relic: A spin on Cache, also bringing in the idea of a fairly useless card that's good for its remodel value. I also thought that it would be cool to have games in which people would actually buy a curse, although I don't think people will take the "free silver" option often.
Salesman: I wanted a card that did something with the randomisers, instead of just sitting there to remind players of empty piles. This card was costed to be a cheaper, riskier, market. The fact that it contradicts the other cards in the set (which don't have randomisers) didn't occur to me until I was typing this, but I don't think it's much of a problem
Scrapyard: The "village" of this expansion; too bad the name "Shanty Town" was taken. I wanted to make a card where you look closer at the trash pile, but I didn't want to fall into the trap that Yu-Gi-Oh fell into where "removed from play" was simply a different level of "Discard". The triggering of the new effects at 6 means that cards likely to be trashed (Copper, Curse, Estate, Feast, Ambush, White Elephant, Relic) don't trigger the effect, and instead either a conscious decision has to be made to give up a powerful card (usually a gold) to power up scrapyards, or the game has to have reached a point where golds are being remodelled into provinces.
Settlers: This expansion is trying to make other decks have an unexpected influence, and I wanted a "gardens" that was based off another players deck. Originally it was based off estates, but the idea of a curser that keeps track of cursing was the simplest.
Tower/Foundation: The card would fit well against the Variety theme of Cornucopia; fail to have variety and these cards will be very powerful by the end of the game. This card is also designed to somewhat direct the flow of gameplay; if one player is going for towers the best counter is usually to diminish the value of the pile, forcing the tower player onto the defensive.
Warchest: Originally called "piggy bank". This card was the best thing I could think of for a card that would be bought early in the game and used near (or at the end) of it. It's also designed so that Thief and Pirate Ship can have an added sting (by filling the deck with useless copper)
White Elephant/Pride: The idea is a very powerful card that you'd want as early as possible, but one that slows you down. The original concept was a very strong victory card you had to use as your action, but one that you couldn't buy with any treasure other than copper in play. This was a bit more fun, and less exploitable for the late game. The Pride rule exists just to keep players honest about whether there's a White Elephant in their hand.
Conflict: I wanted to fit as much variety as possible into a theoretical small box expansion, so I came up with the three special cards that go on top of the piles that nobody would usually buy from in their right mind to add a bit of variety. Here I make estates free when nobody would be buying estates in their right mind anyway, to provide a little extra motivation. My first thought was that the first province or colony destroyed the rule, but I didn't want it to power up Gardens or Silk road too much.
Burden: Purely here for fun. It's a hot potato that in most cases will be thrown back. Might also create some interesting situations in games with Ill gotten gains or Familiar, with players waiting for the ideal moment to get that last curse in.
Rare Coin: A copper that you might actually want to buy. It might be worth hanging onto if you want your mountebanks, noble brigands, jesters and arms dealers to be fully effective, and it makes "Cache" all the more intriguing. I think it will come and go often enough to be fair.