Yey guys my fist post in this forum!
Im following this thread since the beginning and was looking forward to every new card is this set
I really like you card compositon so far, the thematical relation is great and I look forward to the card testing - especially the new dimension of strategic depth!
And the pictures are all pretty nice! Good job you two!
Ok now thats enough of praise maybe i have a bit criticism for you
For everyone who doesnt have the time to read over my opinion on the older cards: just go over to the next paragraph
Sojourner: actually a nice idea, though im not sure at the pricepoint it seems pretty strong in fall, but at least the order of the bonuses fits good!
Bailiff: nice idea, but especially the second part is, as never known before, really hard to compare to other cards, further complicated through the season changing thing
Snow Witch: the thematical relation ist soooo nice, and in my view its good balanced too. Of couse you never have to underestimate the first player advantege at this point, I thougt quite a while about it but found no good solution and would play with the card anyway all the time
Student: one of my favourites, though i think i´d let you put the card token erlier on the card, because otherwise it takes such a long time to reach a card thats actually better than a village, espeially if you miss the spring bonus, which is likeley if you dont open with it. As a bad opener and the long long term bulid time to get it running, I think I would prefer the version with this order: Buy, $, Action, Card. I also like the synergie with Plantation but well that card doubles the fun of the whole set doesnt it?
Sanitarium: another top idea which isnt realised in the offical sets, i especially like the mechanic and strategie of the gain part.
Ballroom: also one of my favourites, it was really fun to follow the discussion about that one, and I was thinking about the comparion with a board of throne room and BoM all the time and came out with the thought that ballroom is stronger, at least in average.
Plantation: the mechanical star so far for me, it synergises well with itsself, but with any other seasons card its just amazing! All the cool synergies whith every single other card in this set... But actually i think you could buff it a bit, because the on-buy-effect, though it could be pretty strong could be pretty annoying too, actually it could be used as an attack too! Look at the combination with a card like restore and you just buy a plantation so your opponent couldnt trash his gold into a province any more! At least I can imagine wars between a player going for plantation and one initially not going for it, leading to a massive plantation pile drain and season confusing, which, though it seems funny not necessarily counts towards the 5$ price point. What about substituting the +1$ in Summer and Winter whith +2$ or at most +1$, +1Buy? That should really make the difference between a decent and a great 5$ card!
Restore: on point I dont like with that one is the one that it makes a 5/2 split so much stronger. Apart from that I would still consider it a strong 5$ but with the season-depending nerf it seems still not op. Watch out for the time when the leaf is getting green again!
Trade Port: this one is pretty good two, for me this ones balace is ok.
Timberland: Of cause any set needs a Alt-VP card!
I prefer the one for 7 because its much simpler and accelerates the game in contrdiction to the cheaper one, and I could imagine some situations in which I would just buy a duchy because of reliability. This cheaper one also has a devastating synergy with plantation.
Wayfare: I have to think about that one again
, but a first sight i would consider I really strong for 4$, of course the timing is really important. But think about a 4/3 split with a Wayfare in turn one!! Wouldnt your deck get a really huge boost with that?! Maybe that is a bit to strong...
So here my second issue:
from Doom_Shark
on: February 20, 2016, 12:26:06 am
Well, I just had a thought. You have all your season cards, but what about a non-season card that does stuff when you have seasons? Like:
Quote
Harvest Village-$4
+1 card
+2 actions
You may discard a season card. If you do, +1 card
Or maybe an attack that deals with season cards but is not necessarily a season card itself. like:
Quote
Forest Bandits-$3
+$2
Each other player may discard a season card. Each player that does not discards down to three cards in hand
At first: nice ideas of cause, I always like new mechanics!
But I have one big issue, which often leads to conflics within my own ideas and is actually one of the core rules for me when creating my own cards, or just some overall new mechanics with a rough set of possible cards. In my opinion all cards that you dont use just in case of using it with another 'trigger'-card (like urchin-mercenery) or come in play through such things, should reach a recent power level on their own and without much variation, and a card like your harvest village is just an overpriced village in like 80% of the games, at least if you play a random game with all offical cards. But I think the ideas came just to your head didnt they? So dont take this so seriosly, it was just a good opportunity to say that about creating cards of your own!
PS: Sry for the typos and the lengthy sentences Im producing all the time not such a good trait of mine
EDIT: sry for messing up the quote I didnt find the right way