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Author Topic: Better "you must" than "you may"; A card design challenge  (Read 1737 times)

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NoMoreFun

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Better "you must" than "you may"; A card design challenge
« on: March 23, 2012, 11:42:37 pm »
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Your challenge in this topic is to design a card, with the text "you may " in it, that gets better if you replace it with "you must". I define better as if both cards are in the supply and the same price, you'd buy the latter every time.

Things that I don't count as making a card better:
* Having fewer clicks in isotropic/less analysis paralysis
* Making the card more balanced/fair (it has to be objectively BETTER)
* Making the card less wordy
* Removing the moral burden of having to "pull the trigger" (so if torturer had a "you may" clause you couldn't justify playing it by saying "I need it for the cards")
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AJD

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Re: Better "you must" than "you may"; A card design challenge
« Reply #1 on: March 24, 2012, 12:03:54 am »
+1

Well, I'll start with a cheap entry that's maybe not quite in the spirit of it, but it's the best I can think of at the moment:

Zealot
Action — $5
+$3
For every card in play (including this) with "you may" in its text, discard a card.
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jimjam

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Re: Better "you must" than "you may"; A card design challenge
« Reply #2 on: March 24, 2012, 03:58:36 am »
+1

Duration: On your next turn, you may gain 1 VP token. This is better when there's Possession. Not a full solution, but strictly better or equal.


Virus Vial
Typeless
$5
When you gain this card other than in the buy phase, you must gain 5 curses.
with Ambassador, this is better to buy.

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AJD

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Re: Better "you must" than "you may"; A card design challenge
« Reply #3 on: March 24, 2012, 10:18:51 am »
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Jimjam, I really like your first one. I hadn't thought of Possession shenanigans as a way to make the difference between "may" and "must", but you're totally right.
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jomini

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Re: Better "you must" than "you may"; A card design challenge
« Reply #4 on: March 24, 2012, 02:40:48 pm »
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Three general classes I see:
1. Possession counters. You may force other players to do bad thing X, you MUST force other players to bad thing X. Chips and attacks both work well here. E.g When you play this card you may give each other player a curse. When you play this card you MUST give each other player a curse.

2. Masq/ambassador fun. When this card is first gained, the you may gain 3 VP chips. When this card is gained a second time, you may give the first owner 5 VP chips from the supply. Changing both of those to musts, makes this a much more powerful card in a few circumstances without weakening it all.

3. Swindle juice. When you gain this card you may give the current player 2VP chips. When you gain this card, you must give the current player 2 VP chips.

The biggee I'm seeing is that there are some circumstances where you want to buy this for yourself and you want your opponent to have make a decision with your card. Masq, swindler, ambassador, and possession all allow you to get a card of your choice into your opponent's decision space so it should be easy to write up situations where cards that interact with these are better as "must" than "may".
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Ozle

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Re: Better "you must" than "you may"; A card design challenge
« Reply #5 on: March 24, 2012, 03:04:41 pm »
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Seems fairly straightforward?

Easy Win
$3 -Action
Gain 4 Victory Points


Showing Off
$3 - Action
You May Gain 4 Victory Points
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