Freemason Types: Action Cost: $4 +1 Buy. If you have the Grand Lodge, +$2. Otherwise, +3 Cards. While this is in play, when you buy a Treasure, you may take the Grand Lodge. | Grand Lodge Types: Artifact The first time any player plays a Freemason on each of their turns, +1 Coffers and +1 Villager. |
I came up with a wording using tokens that will let Grand Lodge proc more normally across player counts
Grand Lodge
Types: Artifact
At the end of your turn, put tokens here until there are 3.
When any player (including you) plays a Freemason, remove a token from here. If you do, +1 Coffers and +1 Villager.
I can't imagine wanting to turn it into a Woodcutter for a few extra Coffers and Villagers very often
I'd swap the functions on Freemason, i think; Draw with a buy is Very Good at $4 and Still Desirable at $5; Woodcutter... well woodcutter was a $3. Even if you can stack some Coffers + Villagers doing it.
Both spineflue and alion8me's posts seem to identify Freemason for the Grand Lodge player being a
Woodcutter. For clarity, if you have Grand Lodge, your Freemasons also give you +1 Coffers and +1 Villager, so it's not
Smithy+Buy versus
Woodcutter: It's
Smithy+Buy (that benefits another player) versus
Woodcutter+1 Coffers+1 Villager. Is there some way I can make that more clear? Grand Lodge still procs a limited number of times, so I can't push all the words into Freemason.
If you were clear about that and still think
Woodcutter+1 Coffers+1 Villager loses every time to
Smithy+Buy+Other-Player-Benefit...
- Would increasing +$2 into +$3 be too much on Freemason?
- Would changing +$2 into +2 Coffers even address the issue?
- Would changing the whole set of benefits into +2 Coffers on Freemason and +2 Villagers on Grand Lodge (or the opposite) be more tempting?
If +Cards was the Grand Lodge function, someone taking the Grand Lodge and turning your source of draw into a coin payload would wreck your deck, leading to a lot of the same unfun play patterns of
Flag Bearer. Swapping those would make fighting for Grand Lodge the only thing you ever do with Freemason, which defeats the point of the challenge. My hope is to make a non-zero number of games where players form a truce in which one player gets tokens where others get whatever else Freemason can do. In order to make that happen, Freemason's other thing has to be something worth playing when another player benefits from it: +Buy with draw seems like a good one.
Breakthrough • PP • Event
Move your Alembic token to an Aqua Vitae card with no tokens on it. (During your turn Potions are also Actions with 'If it's your Action phase, play the card with your Alembic token on it.')
Breakthrough • (randomizer)
Set Up: Include the "Breakthrough" Event in the Kingdom. Shuffle the Aqua Vitae Actions and place one per player, plus one extra, next to the Breakthrough Event; These are not in the Supply. Return the rest to the box.
Abyss • $5 • Action - Aqua Vitae
Trash a card from your hand. Gain a card costing up to $1 per uniquely named card in the trash. If it's a Victory card, trash all Potions you have in play.
Oust • $5 • Action - Aqua Vitae
+1 Card, +1 Action. Exile the top 3 cards of your deck. You may discard a card from Exile.
Radiant City • $5 • Action - Aqua Vitae
If you have an odd number of Potions in play, +3 Actions; otherwise +2 Cards.
You may spend any number of Actions (not Action cards) for +$1 each
Repair • $5 • Action - Aqua Vitae
Trash a card from your hand. Gain a card that costs up to $2 more than it. If both cards share a type, +$2.
Transfigure • $5 • Action - Aqua Vitae
Trash a non-Victory card to gain a card that shares a type with it.
Trestle • $5 • Action - Aqua Vitae
+1 Buy. Cards cost $1 less this turn. You may reveal a card from your hand that you do not have a copy of in play for +$2.
Abyss, Oust, Repair, and Transfigure are all very weak for the amount of effort the PP cost is.
Abyss is not a
Horn of Plenty variant, but instead
Altar variant that starts much weaker than
Altar. If
Horn of Plenty were a terminal Action it would also be very bad.
Oust as a
Laboratory that optionally exiled would likely be comparable to
Sanctuary. If you want the fast Exiling, you could make it more unique and much stronger by having it pull an Exiled card straight to hand.
Transfigure might work without the Victory restriction, but racing to PP would be frustrating when it was relevant.
Radiant City ends up trading invisible resources for other invisible resources, which makes tracking a bear.
Repair is functionally
Remodel. Sure it has a benefit attached to it, but you can't trash most Treasures into Treasures or Victory cards into Victory cards, so the only time it does anything is if you're trashing an Action you could play into another Action, which you don't tend to do very often.
Trestle has a lot of words attached to it considering any non-Potion Treasure and all Victory cards will typically fulfill its "reveal a card" condition.
Land Grant - <10> - Project
Once per game, place a cube in a Landmark of Land Grant set that has no cubes on it. When scoring, it applies only for you.
Setup: make a Land Grant set with the following Landmarks: Acreage, Barony, Bishopric, County, Domain, Grange, Virgin Lands and Yards.
County - Landmark
When scoring, 3 VP for different type of cards you have.
Domain - Landmark
When scoring, 3 VP for set you have of Province - Duchy – Estate.
Land Grant could be a "once-per-game" event that sets aside the Landmark in question. You could minimize the wording by taking from
Tournament and making the Landmarks into Victory cards with a special type. Something like "Once per game, gain and set aside a Grant from the Grant pile." and then the eight cards are Victory-Grant cards that are not in the Supply.
County seems too volatile. Many games have only 4 realistic card types, but some have 8 or more.
Domain looks much too weak compared to the others.
Specialize
Move your +1 Action, +1 Card, +$1, or +1 Buy token to an Action Supply pile without the same type of token already on it.
Event
5 Debt
You need a catch to ensure a single player can't put multiple of different tokens onto the same card, unless your intention is for each player to build different super-
Laboratories every game or else try to stop each other from doing so.
Even then this looks like the ultimate first-player-advantage card. <5> for a turn-1
Pathfinding that locks out other players'
Pathfinding sounds crazy.
The +1 Buy token is the only token that works with this kind of function.