I'm particularly interested in feedback on the Assets, both the general mechanic of Trade piles and the balance of them (I tried to ensure that they were all cards that would actually be priced at $3 or $4 were they Kingdom cards).
Cards with vanilla bonuses always list them in the order [Card, Action, Buy, $, VP].
This is true, and I was aware of this rule, but appear to have subconsciously violated it in the case of sifters. Good catch.
So is this a selection of your cards with some new ones? I'd like it if I could see all your other cards too without overlap. Anyways, some of the cards look great. But some of them are... weird. Are these card ideas, or have you done some playtesting with them? I guess here's some feedback.
This is some of my cards (selected for flavor and theme mostly) with some new ones (including all the Assets and some of the events). I also changed a couple cards (for example, Blockade is now Stockade for flavor reasons, and Circle the Wagons is no longer an unmotivated mess), and turned a couple cards (Drought and Emigration) from bad cards into better events.
Thanks for the feedback! Responses:
The first part of
Prospectors that I came up with was the revealing-cards part, with the idea being it would be a higher-variance Gold gainer that could sometimes gain you two or three, but sometimes give you junk. Then the set didn't have very many villages (or nonterminals at all for that matter) so it got +2 Actions as the extra bonus. Then it got a 6D cost because I thought it was strong for 4 but underwhelming at 5.
I'm pretty satisfied with
Railroad Village, but you're right that it's not super interesting.
With regard to
Wanderer, I interpret "once per turn" as meaning "whatever follows this only takes effect once per turn". This wording has the added effect of not giving you unlimited buys of Estates when you've inherited Wanderers.
I think
Gold Pan is pretty strong for $2, but then again so is Fool's Gold, and also it tends to get in the way of itself since getting it in multiples invariably adds cards to your deck that are not Gold Pans, and then you can get rid of them but you get even more cards in return.
Tailor is in fact similar to Transmogrify, although it lacks the ability to easily pile out with a stack of them. However, there are actual cards which are very similar to previous cards (Guardian/Lighthouse comes to mind), so I think it's different enough to justify including.
I seem to remember that the result of the
Pilgrim discussion was that $4 is probably too much, since on-play it's a choice you have little control of between two cards which are worse than or equal to $4, and when you have two of them they're either a Smithy and a dead card or a Village and a Lab. I didn't want to make them a flat $3 though because I didn't want you to be able to use gainers on them.
Hustlers can gain Assets very fast, but I don't think Assets are any better than other $3 or $4 cost cards, so I don't think that's a huge deal.
Purchase/Territory is probably first to go if I cut anything, yeah. It's pretty boring and not even a new mechanic.
Fair point about
Fur Traders -- this set is kind of lacking in nonterminals and +Buy, so perhaps I'll make Fur Traders +1 Action +1 Buy.
Homestead and Shepherd... yikes!
Outfitter can't gain $0-$2 cost cards because I don't want people junking the Trade piles out of spite if their opponents have more Trader cards.
I think your proposed change to
Township, while you're right that it can get kinda crazy, is a bad idea, since after playing five Townships you're going to have drawn 15 cards, and you'll probably have other things at that point and so you're going to have your whole deck drawn, and so if you want to draw your whole deck with Townships you're going to need more Townships than the "ideal" amount since shuffle luck works that way, so rewarding people for drawing dead Townships will just make the card more powerful.
Good catch on
Treaty... that was certainly not my intention.
I'll probably change
Cyclone so that each player draws up to 3 unless the card you trashed was a Victory card, since if you've built an engine that can draw your whole deck, trash multiple Provinces to Cyclone per turn, and still win on VP, you deserve the win.