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Author Topic: Tomb - Gambling for a Draw or a Curse  (Read 8867 times)

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simval

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Tomb - Gambling for a Draw or a Curse
« on: December 07, 2014, 11:47:26 pm »
+1

Hi ! :)

I had two games today with my sister and two friends. Putting the other card I recently presented on hold, we playtested a card I designed. I don't have the card picture in this computer right now, but I'll put it later. Without further ado, here it is :

So the first version was...
Quote
Tomb
Action - $3
+1 Action
Name a card. Reveal the top 4 cards of your deck. If there are matches, draw them. If there are not, gain a Curse.

So that was pretty straightforward. Keeping on with my ''interaction with your piles'' theme, the goal of this card is too force you to keep track of your deck... But with great rewards if you do !

However, it had a problem : where do you put the cards that you don't draw ? We quickly ruled that you could put them back in any order on top of your deck. The first game played with this made it clear that it was really good ! In the beginning, always naming copper was at least a +$1, and really often it was a +$3, which is awesome for a non-terminal. The card became weaker and weaker as the game went on, but we each built decks that could build around Tomb's weakness (one of my friends had an awesome deck full of silvers and nobles and was drawing both of them like crazy).

My two options were to weaken the card or put it a $4. I like the fact that it kind of combos with itself, but in a risky way, so I decided to leave it at $3 (so you can open double Tomb). Here's the updated version :

Quote
Tomb
Action - $3
+1 Action
Name a card. Reveal the top 4 cards of your deck. If there are matches, draw them. If there are not, gain a Curse. Discard the other cards costing $4 or more and put the other ones back on the top of your deck in any order.

So. This card was quite fun to play. Really stressful, you always wanted to name your powerful cards, like golds, but since you don't have much of those cards, it's a big gamble : you don't want the curse ! Pricing it at $3 was a great choice, because you don't lose your other Tombs in the discard when you reveal them with a first Tomb. An obvious combo was with powerful $3 cards : Masquerade and Silvers were my choice for this game and it worked quite well. I was discarding a lot of Band of Misfits and Fortress, but the strong drawing (a couple of silvers is a lot of money) was helping me staying alive.

Combos :
Strong $3.
Mystic.
Courtyard (if you can play a village before).
Scout (!!)
Cards playing stuff from your discard... (in coming in my expansion)

So. What do you think about this card ? Any obvious combos I missed ? Any big problem with the card ? It is priced low and has a huge potential, but I think that it can also hurt you a lot. Not sure if the actual balance is right. Comments are welcomed. :D
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simval

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #1 on: December 08, 2014, 10:37:58 pm »
+1

                     
The initial post is full of text, maybe it's hard to comment on the right thing. Here's the picture.

Comments are welcomed !
« Last Edit: December 08, 2014, 10:45:07 pm by simval »
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enfynet

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #2 on: December 08, 2014, 10:54:51 pm »
0

So, it's a Wishing Well you don't want?
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Awaclus

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #3 on: December 08, 2014, 11:01:30 pm »
0

Have you tried naming Copper a lot? Sounds like it would be pretty powerful that way, like, I don't think I would ever not open Tomb if I had a 4/3 opening (outside Hermit/Market Square games etc).
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simval

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #4 on: December 09, 2014, 12:04:05 am »
0

So, it's a Wishing Well you don't want?

Not really, since it can draw a lot better. +$3 (with copper) and +$4 (two silvers) were frequent. With Wishing Well, maybe it's just me, but I seem to be missing the named card every time I play it.  :P

Have you tried naming Copper a lot? Sounds like it would be pretty powerful that way, like, I don't think I would ever not open Tomb if I had a 4/3 opening (outside Hermit/Market Square games etc).

Yes, and naming copper is in fact super good. However, even if you get +$4, buying Gold and other expensive cards is dangerous since you can miss them by playing tomb later.
So that's a lot like Sage : an early Sage is pretty much always super great with good $4 cards (like Sea Hag for instance), but it gets worse later.

Do you think it's still so good that people would always open with Tomb no matter what ?
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GendoIkari

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #5 on: December 09, 2014, 12:15:32 am »
+1


Do you think it's still so good that people would always open with Tomb no matter what ?

In the early game you might be able to compare it to Smithy. Early on you don't care that Smithy is terminal; it's not going to likely draw other actions anyway. So Smithy draws you 3 cards, mostly copper Tomb draws you 2-4; all Copper. So based on that, it doesn't sound overpowered as an opener. It's not doing much more than Smithy anyway. Of course you can't double-open Smithy, and even if you could you wouldn't want to. With this, double-opening is probably a pretty good opener most of the time. But I don't think it's automatic.

Besides, this can always happen:

« Last Edit: December 09, 2014, 12:17:57 am by GendoIkari »
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Awaclus

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #6 on: December 09, 2014, 01:01:07 am »
0


Do you think it's still so good that people would always open with Tomb no matter what ?

In the early game you might be able to compare it to Smithy. Early on you don't care that Smithy is terminal; it's not going to likely draw other actions anyway. So Smithy draws you 3 cards, mostly copper Tomb draws you 2-4; all Copper. So based on that, it doesn't sound overpowered as an opener. It's not doing much more than Smithy anyway. Of course you can't double-open Smithy, and even if you could you wouldn't want to. With this, double-opening is probably a pretty good opener most of the time. But I don't think it's automatic.
It's automatic. You can't open Smithy+terminal and you can't open Smithy+$4 card.

EDIT: Misread that. Yeah, double opening is definitely not automatic.
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faust

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #7 on: December 09, 2014, 04:14:41 am »
0

I think it's an interesting concept, but there are some issues with it.

1. Swinginess: Yeah, it's incredibly swingy. Assume a game where both players open Tomb/X. It's already so much better to draw it T3 because it won't cause a reshuffle. Then, if I play it T3, draw 3 Coppers, get a Goons, and you play it T3, reaveal 3 Estates/X, it's already game over.

2. Punishing yourself: I guess that's in the very concept, and I don't mind it much, but there are definitely players who don't like cards that punish you.

3. Power level: Opening Tomb/nothing already guarantees hitting $5 during the second shuffle; I don't think any other $3/$4-cost can do that. As such, I think it's close to a must-buy, at least in kingdoms with key $5/$6 costs (and these are common)

4. Encouraging uninteresting strategies: Which strategies work best with this card? Those who rely on spamming the same card over and over - Minion, Governor, that kind of stuff.

Overall, I think I like the concept, but maybe it could be better with a little twist... I'll think of something.
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SwitchedFromStarcraft

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #8 on: December 09, 2014, 08:46:43 am »
0

The text needs to be clearer, to make certain what the "matches" are: the drawn cards that "match" the card you named, rather than cards that match each other.

I know the space on a card is limited, but the following is not too much longer than what you have.  It can probably be shortened further (e.g., "costing $4 or more" could become "costing $4+", which would save about 8 picas):

"Name a card. Reveal the top 4 cards of your deck. Draw all copies of the named card. If there are none, gain a Curse. Discard the remaining cards costing $4 or more. Place the others on the top of your deck in any order."

I've never considered a sort of "reverse sifter", one that causes you to skip your (typically) more powerful cards.

I also was concerned about the price associated with the next hand, in those early game situations where you named copper:the estates you reveal go back on the deck. But of course those estates would have been in your next hand anyway, they just got revealed early.

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #9 on: December 09, 2014, 08:58:54 am »
+1

I think "matches" is perfectly clear. There are other wording problems though. It's better if you finish describing a process before you get to something else, if possible. In this case, first say what you do with the cards, then describe the penalty.

I would suggest this wording:

Quote
+1 Action
Name a card. Reveal the top 4 cards of your deck. Put the matches into your hand. Put the cards costing less than 4$ back in any order. Discard the rest. If you didn't draw any cards this way, gain a curse.

That's only slightly shorter than the original, but it's much more simple. And hey, it's still shorter.

original:
Quote
+1 Action
Name a card. Reveal the top 4 cards of your deck. If there are matches, draw them. If there are not, gain a Curse. Discard the other cards costing 4$ or more and put the other ones back on top of your deck in any order.

And if you do want the short version, there is also this:

Quote
+1 Action
Name a card. Reveal the top 4 cards of your deck. Put the matches into your hand (if there are none, gain a Curse). Put the cards costing less than 4$ back in any order. Discard the rest.

Personally though, I'd drop the penalty and just do this:

Quote
+1 Action
Name a card. Reveal the top 4 cards of your deck. Put the matches into your hand. Put the cards costing less than 4$ back in any order. Discard the rest.

SwitchedFromStarcraft

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #10 on: December 09, 2014, 09:56:52 am »
0

Because there are already cards that have you revealing cards and comparing the revealed cards to each other, my concern was that someone might naturally start comparing the revealed cards to each other when confronted with the concept of "matches" during a reveal step. But perhaps it's my bias (I'm old enough to have watched Concentration on TV in the 60's).  I have an acquaintance who, upon playing Tribute, chants "Don't match, don't match" when revealing the two top cards from his deck. I acknowledge that the card text for Tribute uses the term "differently named".  And since Harvest uses the term "duplicate" to delineate a match between cards, I can see your point.

I haven't played Dominion for 3 years, but I don't recall the use of the word "match". For the sake of precedent, maybe a slight rework of the text on Wishing Well would be best:

Name a card. Reveal the top 4 cards of your deck. If any are the named card, put them into your hand.....

But hey, it's his card, and this is just feedback.
« Last Edit: December 09, 2014, 10:10:36 am by SwitchedFromStarcraft »
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faust

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #11 on: December 09, 2014, 10:12:17 am »
0

I believe the card is too strong without the penalty. To do it without penalty, I'd suggest something like this:

Quote
+1 Action
Name a card. Reveal the top 4 cards of your deck. Put one of the revealed card that is the named card into your hand. Put the rest back in any order.

For the penalty, I think it would be much more interesting if it punished you for guessing "too good" instead of "too bad" (because having guessed bad already is a penatly). I imagine something like this:

Quote
+ 1 Action
Name a card. Reveal the top 4 cards of your deck. Put the matches into your hand. Discard the rest. If you put more than 2 cards into your hand that way, gain a Curse.
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Re: Tomb - Gambling for a Draw or a Curse
« Reply #12 on: December 09, 2014, 10:36:22 am »
0

Because there are already cards that have you revealing cards and comparing the revealed cards to each other, my concern was that someone might naturally start comparing the revealed cards to each other when confronted with the concept of "matches" during a reveal step. But perhaps it's my bias (I'm old enough to have watched Concentration on TV in the 60's).  I have an acquaintance who, upon playing Tribute, chants "Don't match, don't match" when revealing the two top cards from his deck. I acknowledge that the card text for Tribute uses the term "differently named".  And since Harvest uses the term "duplicate" to delineate a match between cards, I can see your point.

I haven't played Dominion for 3 years, but I don't recall the use of the word "match". For the sake of precedent, maybe a slight rework of the text on Wishing Well would be best:

Name a card. Reveal the top 4 cards of your deck. If any are the named card, put them into your hand.....

But hey, it's his card, and this is just feedback.
well, the reason why I think that it's fine is because there are official card(s) that use it



and I think faust is making good points.

GendoIkari

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #13 on: December 09, 2014, 10:51:05 am »
0


Do you think it's still so good that people would always open with Tomb no matter what ?

In the early game you might be able to compare it to Smithy. Early on you don't care that Smithy is terminal; it's not going to likely draw other actions anyway. So Smithy draws you 3 cards, mostly copper Tomb draws you 2-4; all Copper. So based on that, it doesn't sound overpowered as an opener. It's not doing much more than Smithy anyway. Of course you can't double-open Smithy, and even if you could you wouldn't want to. With this, double-opening is probably a pretty good opener most of the time. But I don't think it's automatic.
It's automatic. You can't open Smithy+terminal and you can't open Smithy+$4 card.

EDIT: Misread that. Yeah, double opening is definitely not automatic.

Confused; what did you misread that made you say it's automatic then later change to "not automatic"?
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GendoIkari

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #14 on: December 09, 2014, 10:55:08 am »
0

3. Power level: Opening Tomb/nothing already guarantees hitting $5 during the second shuffle; I don't think any other $3/$4-cost can do that. As such, I think it's close to a must-buy, at least in kingdoms with key $5/$6 costs (and these are common)

Feast. Death Cart. Several others like Smithy and Horse Traders make it so that you only won't hit $5 with extremely bad luck.

Quote
4. Encouraging uninteresting strategies: Which strategies work best with this card? Those who rely on spamming the same card over and over - Minion, Governor, that kind of stuff.

I don't agree with this. A deck full of Tombs don't do anything for you compared to a deck full of Minions or a deck full of Governors. You still need cards that get you money, buys, attacks, etc. With a deck with lots of Tombs, you'll probably want to name Tomb when you first play a Tomb. So you get another 1-2 Tombs in hand. And you know a card or 2 that's on top of your deck, so you can safely name that for the next Tomb. But they're not going to be really good cards either, because expensive cards are discarded. So it will probably act more like Apothecary; a way to pull your coppers into your hand.

In fact, I really wonder if this will play more like Apothecary than Wishing Well. Any time you name Copper, the effect is almost exactly the same as Apothecary. Except with more drawbacks. So it has the flexibility of naming other things, but what else are you going to name that's going to be as good or reliable as Copper? You have to combo it with cards like Governor or Minion; cards that you want to play a lot of during your turn.
« Last Edit: December 09, 2014, 11:02:34 am by GendoIkari »
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faust

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #15 on: December 09, 2014, 11:10:39 am »
0

3. Power level: Opening Tomb/nothing already guarantees hitting $5 during the second shuffle; I don't think any other $3/$4-cost can do that. As such, I think it's close to a must-buy, at least in kingdoms with key $5/$6 costs (and these are common)

Feast. Death Cart. Several others like Smithy and Horse Traders make it so that you only won't hit $5 with extremely bad luck.

Quote
4. Encouraging uninteresting strategies: Which strategies work best with this card? Those who rely on spamming the same card over and over - Minion, Governor, that kind of stuff.

I don't agree with this. A deck full of Tombs don't do anything for you compared to a deck full of Minions or a deck full of Governors. You still need cards that get you money, buys, attacks, etc. With a deck with lots of Tombs, you'll probably want to name Tomb when you first play a Tomb. So you get another 1-2 Tombs in hand. And you know a card or 2 that's on top of your deck, so you can safely name that for the next Tomb. But they're not going to be really good cards either, because expensive cards are discarded. So it will probably act more like Apothecary; a way to pull your coppers into your hand.

In fact, I really wonder if this will play more like Apothecary than Wishing Well. Any time you name Copper, the effect is almost exactly the same as Apothecary. Except with more drawbacks. So it has the flexibility of naming other things, but what else are you going to name that's going to be as good or reliable as Copper? You have to combo it with cards like Governor or Minion; cards that you want to play a lot of during your turn.

Well, it's not really fair to count one-shots :P And all cards that make it reasonably likely to hit $5 are terminal, I think.

I didn't mean monolithic strategy as in "only buy Tomb"; rather that the kind of strategy Tomb works well in is a Minion/Governor sort of strategy with little diversity.
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GendoIkari

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #16 on: December 09, 2014, 11:17:57 am »
0

3. Power level: Opening Tomb/nothing already guarantees hitting $5 during the second shuffle; I don't think any other $3/$4-cost can do that. As such, I think it's close to a must-buy, at least in kingdoms with key $5/$6 costs (and these are common)

Feast. Death Cart. Several others like Smithy and Horse Traders make it so that you only won't hit $5 with extremely bad luck.

Quote
4. Encouraging uninteresting strategies: Which strategies work best with this card? Those who rely on spamming the same card over and over - Minion, Governor, that kind of stuff.

I don't agree with this. A deck full of Tombs don't do anything for you compared to a deck full of Minions or a deck full of Governors. You still need cards that get you money, buys, attacks, etc. With a deck with lots of Tombs, you'll probably want to name Tomb when you first play a Tomb. So you get another 1-2 Tombs in hand. And you know a card or 2 that's on top of your deck, so you can safely name that for the next Tomb. But they're not going to be really good cards either, because expensive cards are discarded. So it will probably act more like Apothecary; a way to pull your coppers into your hand.

In fact, I really wonder if this will play more like Apothecary than Wishing Well. Any time you name Copper, the effect is almost exactly the same as Apothecary. Except with more drawbacks. So it has the flexibility of naming other things, but what else are you going to name that's going to be as good or reliable as Copper? You have to combo it with cards like Governor or Minion; cards that you want to play a lot of during your turn.

Well, it's not really fair to count one-shots :P And all cards that make it reasonably likely to hit $5 are terminal, I think.

I didn't mean monolithic strategy as in "only buy Tomb"; rather that the kind of strategy Tomb works well in is a Minion/Governor sort of strategy with little diversity.

Fair enough.
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simval

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #17 on: December 09, 2014, 12:59:55 pm »
0

A lot of comments ! Thanks a lot.


Do you think it's still so good that people would always open with Tomb no matter what ?

In the early game you might be able to compare it to Smithy. Early on you don't care that Smithy is terminal; it's not going to likely draw other actions anyway. So Smithy draws you 3 cards, mostly copper Tomb draws you 2-4; all Copper. So based on that, it doesn't sound overpowered as an opener. It's not doing much more than Smithy anyway. Of course you can't double-open Smithy, and even if you could you wouldn't want to. With this, double-opening is probably a pretty good opener most of the time. But I don't think it's automatic.

Besides, this can always happen:
(Bad Luck Brian)

Thanks for the comparison with Smithy. It's not an automatic opening for sure, but I think your comparison is another reason to price it at $3 : at $4 it's just a dangerous smithy in the beginning (and at $3 you can open Tomb-Tomb, and it doesn't discard itself, like I said earlier).
The Bad Luck Brian thing isn't likely to happen, because you'd need a hand of Tomb-Copper-Copper-Copper-Copper. If I had that in hand I probably wouldn't even play my Tomb, since my deck would be full of estates. Or in fact I would probably play it and name Estate, as to not draw a hand with three estates, a copper, and something. As soon as you have at least one estate in hand, Tomb becomes less swingy, because there is at least one Copper on top of your deck in such a case.

I think it's an interesting concept, but there are some issues with it.

1. Swinginess: Yeah, it's incredibly swingy. Assume a game where both players open Tomb/X. It's already so much better to draw it T3 because it won't cause a reshuffle. Then, if I play it T3, draw 3 Coppers, get a Goons, and you play it T3, reaveal 3 Estates/X, it's already game over.

2. Punishing yourself: I guess that's in the very concept, and I don't mind it much, but there are definitely players who don't like cards that punish you.

3. Power level: Opening Tomb/nothing already guarantees hitting $5 during the second shuffle; I don't think any other $3/$4-cost can do that. As such, I think it's close to a must-buy, at least in kingdoms with key $5/$6 costs (and these are common)

4. Encouraging uninteresting strategies: Which strategies work best with this card? Those who rely on spamming the same card over and over - Minion, Governor, that kind of stuff.

Overall, I think I like the concept, but maybe it could be better with a little twist... I'll think of something.

A great reply. :D I'll address each or your point :

1. As I said earlier, the player naming copper and revealing 3 Estates/X is playing dangerously, he's supposed to know that it can happen. However, you are right that it may be to swingy in the beginning of the game.

2. You are right, but it's the whole point of the card. And we don't mind doing that, the people I play with thinks it's a fun concept.

3. Like someone pointed earlier : Death Cart guarantees you a lot of money soon enough, Feast guarantees a $5, Count is pretty good at it too... Etc.

4. You are right. However, I think it mostly encourages strategy based around $3-cost cards, since it doesn't discard those. I can't say I'm particularly concerned by this as most power cards that you want in multiple are of $5 cost.

I think "matches" is perfectly clear. There are other wording problems though. It's better if you finish describing a process before you get to something else, if possible. In this case, first say what you do with the cards, then describe the penalty.

I would suggest this wording:

Quote
+1 Action
Name a card. Reveal the top 4 cards of your deck. Put the matches into your hand. Put the cards costing less than 4$ back in any order. Discard the rest. If you didn't draw any cards this way, gain a curse.

Thanks, definitely a better wording.

I believe the card is too strong without the penalty. To do it without penalty, I'd suggest something like this:

Quote
+1 Action
Name a card. Reveal the top 4 cards of your deck. Put one of the revealed card that is the named card into your hand. Put the rest back in any order.

As I said earlier, the point of the card is to punish yourself, so nope. Good idea though.

For the penalty, I think it would be much more interesting if it punished you for guessing "too good" instead of "too bad" (because having guessed bad already is a penatly). I imagine something like this:

Quote
+ 1 Action
Name a card. Reveal the top 4 cards of your deck. Put the matches into your hand. Discard the rest. If you put more than 2 cards into your hand that way, gain a Curse.

That's not a bad idea actually, but it kind of goes against the point of the card too. The idea of this expansion is that you have a lot of interaction with your deck or your discard, so in order to play optimally, you need to know what's in your deck. It's like if the point behind Chancellor (which is not a really good card, if I might add) became a whole expansion. So. For Tomb, I wanted a card that :

a. Rewarded good players, players paying attention to what's in their deck;
b. Punished players playing too randomly;
c. Didn't cost much.

That's the three main points. One might say that the whole ''anti-sifter'' thing of discarding the $4+ cards seems to be one of my goals too, but not really. It was more something I added to balance the card and, even if I like the idea, if it doesn't fit here I can always re-use it later as a penalty somewhere else. What I like in your last idea, faust, is the fact that it reduces swinginess a lot by punishing players who are having a lot of luck. However, it's going against my main objective (the a) by punishing someone playing well.

My idea would be to make it a one-shot when it's too good :

Quote
Tomb
Action - $3
+ 1 Action
Name a card. Reveal the top 4 cards of your deck. Put the matches into your hand. Discard the rest. If you put more than 2 cards into your hand that way, trash this card. If you didn't draw any cards, gain a Curse.

So opening Tomb/Tomb is still a good opening, but if you name Copper and draw a bunch of them (as in 3 or 4), you lose your Tomb too. And it still punishes the player who play without thinking and just name randomly. What do you think ?
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GendoIkari

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #18 on: December 09, 2014, 01:40:41 pm »
+1

I feel like adding on a "possible one-shot" effect to it is just making it way overly-complex. Even if it's slightly better for balance.
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Re: Tomb - Gambling for a Draw or a Curse
« Reply #19 on: December 09, 2014, 01:44:53 pm »
+1

I feel like adding on a "possible one-shot" effect to it is just making it way overly-complex. Even if it's slightly better for balance.
I feel the same.

I also don't get why the penalty is needed. You want to reward deck tracking. Whoever tracks his deck draws more cards, he gets rewarded. Whoever doesn't doesn't draw cards, he gets punished.

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #20 on: December 09, 2014, 01:58:52 pm »
0


Do you think it's still so good that people would always open with Tomb no matter what ?

In the early game you might be able to compare it to Smithy. Early on you don't care that Smithy is terminal; it's not going to likely draw other actions anyway. So Smithy draws you 3 cards, mostly copper Tomb draws you 2-4; all Copper. So based on that, it doesn't sound overpowered as an opener. It's not doing much more than Smithy anyway. Of course you can't double-open Smithy, and even if you could you wouldn't want to. With this, double-opening is probably a pretty good opener most of the time. But I don't think it's automatic.
It's automatic. You can't open Smithy+terminal and you can't open Smithy+$4 card.

EDIT: Misread that. Yeah, double opening is definitely not automatic.

Confused; what did you misread that made you say it's automatic then later change to "not automatic"?

Opening at least one Tomb is automatic. Opening two isn't.
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SwitchedFromStarcraft

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #21 on: December 09, 2014, 03:07:00 pm »
+1

Because there are already cards that have you revealing cards and comparing the revealed cards to each other, my concern was that someone might naturally start comparing the revealed cards to each other when confronted with the concept of "matches" during a reveal step. But perhaps it's my bias (I'm old enough to have watched Concentration on TV in the 60's).  I have an acquaintance who, upon playing Tribute, chants "Don't match, don't match" when revealing the two top cards from his deck. I acknowledge that the card text for Tribute uses the term "differently named".  And since Harvest uses the term "duplicate" to delineate a match between cards, I can see your point.

I haven't played Dominion for 3 years, but I don't recall the use of the word "match". For the sake of precedent, maybe a slight rework of the text on Wishing Well would be best:

Name a card. Reveal the top 4 cards of your deck. If any are the named card, put them into your hand.....

But hey, it's his card, and this is just feedback.
well, the reason why I think that it's fine is because there are official card(s) that use it



and I think faust is making good points.
I was unaware of Doctor, as I have never seen Dark Ages or Guilds.  Thanks for pointing it out. Clearly there is precedent for the use of the word "matches" in this sense, and I withdraw my comment on the use of that specific word.
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Re: Tomb - Gambling for a Draw or a Curse
« Reply #22 on: December 09, 2014, 03:54:41 pm »
0

To be fair, there is ambiguity in the original wording because "draw them" could refer to the matches or all revealed cards. "Draw the matches" or "Put the matches into your hand" fixes that.
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GendoIkari

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Re: Tomb - Gambling for a Draw or a Curse
« Reply #23 on: December 09, 2014, 04:08:55 pm »
0

I feel like adding on a "possible one-shot" effect to it is just making it way overly-complex. Even if it's slightly better for balance.
I feel the same.

I also don't get why the penalty is needed. You want to reward deck tracking. Whoever tracks his deck draws more cards, he gets rewarded. Whoever doesn't doesn't draw cards, he gets punished.

This is a good point. The penalty of having your card be about as good as a Ruined Village is penalty enough.
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Re: Tomb - Gambling for a Draw or a Curse
« Reply #24 on: December 09, 2014, 07:11:06 pm »
0

I feel like adding on a "possible one-shot" effect to it is just making it way overly-complex. Even if it's slightly better for balance.
I feel the same.

I also don't get why the penalty is needed. You want to reward deck tracking. Whoever tracks his deck draws more cards, he gets rewarded. Whoever doesn't doesn't draw cards, he gets punished.

Alright, it's true that putting a bunch of effects on top of each other is just complicated for the sake of it. No good in that ; ''keep it simple stupid''.

Silverspawn is also right by saying that failing to draw any cards is already a big penalty (however, now at least you know what's on the top of your deck, if you have another Tomb). Taking out the Curse penalty might be a good idea then, but I'm pretty attached to it.  ;D

A self-curser is a concept that hasn't been explored so much : you have Death Cart which is a self-looter, but that's pretty much it (I think). Also, the Curse goes well with the theme of the card, because raiding a Tomb isn't the holiest of things to do. So, how can we implement the Curse while keeping the card balanced ?

Faust's idea of punishing the players who draw too much is actually really thematic (''don't go too fat into the tomb !'') and works well. However, I don't want it to punish players who guess well, I want it to punish players who draw too much. That's different. So, what about...

Quote
Tomb - Action $3
+ 1 Action
Name a card. Reveal the top 4 cards of your deck. You may draw any number of matches. Discard the rest. If you put more than 2 cards into your hand that way, gain a Curse.

So at turn 3, my hand is Tomb-Estate-Copper-Copper-Copper. I name copper, I reveal : Copper-Estate-Copper-Copper. Since it states ''you may'', I can draw two coppers and have +$2 or three coppers for an early Gold, but this Gold comes with a price : a Curse. That's a lot less swingy in the early game, because the difference between drawing two coppers or revealing 4 bad cards isn't so big.

The only thing I'm not sure is the discarding, since I liked the fact that the Tomb would leave $3 cost (like other Tombs) on top of your deck, allowing strategies built around silvers.
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