426
Variants and Fan Cards / Re: 22 cards that need your input
« on: June 25, 2012, 05:38:20 pm »
First thoughts and reactions:
Interesting concept, but I don't think I would often if ever keep it in my hand for only a single coin bonus though.
It could be decent, but I'm not terribly excited to see it just for its bland action effect.
I like both Laboratory variants.
Seems more swingy and frustrating than Conspirator.
I would recommend leaving something that must inherently be in a deck on top of the deck: Victory cards or cards costing less or more than some number.
Baked GoodsFree one-shot Silver? With extra buys it would probably be a pile to empty pretty quickly. I like it, I think.
$0 Treasure
+$2
Trash this card.
DroneWording:
$2 Action
+1 Card
+1 Action
If this is in your hand during your Buy phase, +$1, +1 Buy.
Drone | +1 Card +1 Action In games using this, at the start of your Buy phase, reveal your hand: +$1, +1 Buy for each Drone in your hand. | $2 ACTION |
DeuceI struggle to find anything to say about this card. Both effects are painfully weak and uninteresting.
$2 Action
Choose one: +$2; or gain a Silver.
FeedbagOkay, so what about when I discard this during Clean-Up. Do I get a 7 card hand next turn when I discard this from play or do I discard the top 2 cards of my deck. The draw isn't even optional so it has to be done. Let me suggest some simplification:
$3 Action-Reaction
+$2
If you discard or trash this card, +2 Cards.
Feedbag | +$2 When you discard this or trash this except during a Clean-Up phase, you may reveal this. If you do, +2 Cards. | $3 ACTION - REACTION |
RefurnishA worse Remodel as I see it. It seems like it would largely serve as another placeholder card to show up and never be used in a lot of games.
$3 Action
Trash a Treasure card from your hand. Gain a Victory card costing up to $2 more than the trashed card.
DealerIt's a Masquerade without a draw that encourages you to pass something good but still asks each other player to pass the worst thing in his hand. It just makes me wish for Masquerade.
$3 Action
Each player chooses a card in his hand. The person to your right reveals their chosen card, then you reveal yours. +$1 per total cost in coins of those cards. Each player passes his chosen card to the left. You may trash a card from your hand.
HomesteaderWording:
$3 Action
+1 Card
+1 Action
If you reveal any Estates from your hand, +1 Card.
Homesteader | +1 Card +1 Action Reveal your hand. If you reveal any Estates, +1 Card. | $3 ACTION |
ComraderyWording:
$4 Action
+1 Action
For every Comradery in your hand, +$2.
If there are no Comraderies in your hand, +1 Card.
Comradery | +1 Action Choose one: +1 Card; or reveal your hand. For each Comradery revealed, +$2. | $4 ACTION |
Old HagFirst: As a Duration card, this is discarded during the first clean-up phase because it is the last turn that it will do anything. More importantly, I love Duration cursers, but this isn't a terribly novel idea. It will usually miss its mark because players won't shuffle while it's in play and the player often can't control when that will happen (and if they can, this discourages playing Actions). In addition, this would stack rather terribly in multiplayer.
$4 Action-Duration
+2 Cards
If another player reshuffles his deck before the start of your next turn, he gains a Curse on top of his deck.
DilemmaNot much of a dilemma. Gain Silvers early, gain Estates later. This would be killer with Silk Roads, but is otherwise doesn't look like it would do much.
$4 Action
+1 Card
+1 Action
Choose one: gain a Silver; gain 2 Estates.
MutatorI would drop this down to $3. Gaining a Gold is pretty strong, but you have to trash a card that you would likely otherwise want to get the Gold and a 1 card trash for benefit isn't going to do anything for slimming your deck.
$4 Action
Trash a card from your hand. If it's an Estate, Copper, or Curse, gain a Silver; otherwise, gain a Gold.
CheapskateGardens would be happy to see this card, but otherwise, I can't see myself buying this card.
$4 Action
Choose one: gain a card costing $2 and a card costing $4; or gain a Silver and a card other than Silver costing $3.
ConquistadorIt's hard to trash players' cards with Attacks. Swindler and Saboteur are very careful in doing so and even still lots of people hate the cards. There is something to be said for this card discouraging big money, but a terminal Silver that trashes every Gold in each player's hand seems like quite a lot of damage to wreak in one action, even if it does replace those Golds with Silvers. If it only replaced one Gold, then the attack would likely be hard enough to hit with to not completely over power Treasures.
$4 Action-Attack
+$2
Each other player reveals their hand, trashes any Gold in their hand, and gains that number of Silvers, putting them into their hand.
ProhibiterOw. Cutpurse (the obvious comparison) hurts a lot because, as an opener, it hits the Coppers you're either using to buy more cards or attempting to trash. This thing, being a cantrip, rather painlessly slaps Golds out of players' hands. If you give it a different bonus and allow players to draw cards for losing a Gold it might be okay, but a free possible $3 hit to your opponent's next turn is not cool.
Action-Attack
Cost: $4
+1 Card
+1 Action
+1 Buy
Each other player discards a Gold (or reveals a hand with no Gold).
SiloAt first blush, this seems fine: Non-terminal draw that leaves Golds, Platinums, and Harems on the deck. Then I remembered that Silvers aren't too shabby. This and a metric ton of Silvers could easily take over a game.
$4 Action
+1 Action
Reveal the top 4 cards of your deck. Place revealed Treasures costing $6 or more on the top of your deck, in any order. Draw the other revealed cards into your hand.
I would recommend leaving something that must inherently be in a deck on top of the deck: Victory cards or cards costing less or more than some number.
EntrepreneurCoppersmith is weak and Coppers are the most numerous treasures in our starting decks. I think it would be extremely difficult to get the density of Golds necessary to make this card even partially useful.
$4 Action
+1 Buy
Gold is worth $1 more this turn.
Placer MineI can't think of a scenario I wouldn't rather have Mint. The only thing that makes this better (different, rather) is that it can trash Coppers after it is bought.
$5 Action
You may reveal a Gold from your hand. Gain a copy of it. You may trash any number of Coppers from your hand.
Golden VillageThis is rather contradictory. It wouldn't work in most draw engines (since that card draw is a huge part of what makes village cards decent), but it gives you Gold as though it wanted to work in draw engines. I'd have to see this one in play.
$6 Action
+2 Actions
When you buy this, gain a Gold.
AcreageThere should probably be an "if you do" clause to prevent players from going up 15 points by playing this with King's Court, but I otherwise like this "seven coins for a Province" idea.
$7 Action
Trash this card. Gain a Province. Each other player gains an Estate.
Gilded VillageDo we really need to encourage buying Gold? I can't think of many games where I didn't want to buy as many Golds as I could-- these would simply make an already powerful treasure even stronger.
$3 Action
+2 actions
Reveal your hand. +1 Card for every Gold in your hand.
Streets of Gold
$4 Victory
Worth 1VP per every 2 Golds in your deck, rounded down.
Gilded Witch
$4 Action-Attack
+2 Cards
Reveal your hand. If you have any Gold in your hand, each other player gains a curse.