Hola, amigos. I know it's been a long time since I rapped at ya, but things have been pretty crazy around here. Haven't had much time for playtesting Enterprise. But I got to thinking about Conscripts today. The old version (in the OP) is this:
Conscripts
Types: Action – Attack
Cost: $0*
+1 Action. +$2. Return this to the Conscripts pile. Each other player discards down to 3 cards in hand. If he did not discard any cards, he gains a Curse. (This is not in the Supply.)
I liked this version because it pushed the "dig for an Attack" option of Barracks, making you want to match up your Conscripts. But the problem with it is that discarding down to 3 cards makes it too difficult to deal with the Curses you get. So I sadly mocked up this version, which I didn't yet get the chance to test:
Conscripts
Types: Action – Attack
Cost: 0*
+1 Action. +$2. Return this to the Conscripts pile. Each other player gains a Curse. (This is not in the Supply.)
But today I was thinking of how to push matching up Conscripts without making it too harsh. One obvious path is, "If you have another Conscripts in play, each other player gains a Curse", but whoops, it's a one-shot. "If you have another Attack in play" is better yet, but most Attacks are terminal, making this too much of a pain to pull off (and requiring a village). But today I realized I could make the returning to the Supply itself contingent on giving out a Curse, so Conscripts that don't give out Curses just stick around until you match them up. So:
Conscripts
Types: Action – Attack
Cost: 0*
+1 Action. +$2. If you have another Attack card in play, return this to the Supply and each other player gains a Curse. (This is not in the Supply.)
Hmm, but that has the same problem with needing to play a possibly terminal Attack first. I mean it works fine with other Conscripts, but it's better to push the combos, you know? How about:
Conscripts
Types: Action – Attack
Cost: 0*
+1 Action. +$2.
When you play another Attack card with this in play, you may return this to the Conscripts pile. If you do, each other player gains a Curse. (This is not in the Supply.)
A bit like Urchin. But crap! This is (at best) confusing with Moat because the actual Attack part doesn't happen on-play. Let's turn it around!
Conscripts
Types: Action – Attack
Cost: 0*
+1 Action. +$2.
You may reveal an Attack card from your hand. If you do, return this to the Conscripts pile and each other player gains a Curse. (This is not in the Supply.)
This is where I've landed. You have to back the Conscripts up with another Attack if you want them to fight! I like this version, but I'd really like to hear your opinions about it.
I'm also considering changing Barracks to cost $4 and gain only one Conscripts. It gives two because otherwise you're way more likely to gain Conscripts every time you play it (and because at the time it changed to gaining 2 it was super weak at gaining 1). Giving two pushes the digging. But if Conscripts sticks around when it whiffs, this is less of a concern. You'd probably want at least 2 Barracks, but hey it only costs $4. The biggest reason I'm considering it is that it seems a bit lame to have a $5 card that digs for another $5 (or cheaper) Attack. I mean it has its uses, but it's not the best. Obviously it's the Conscripts gain option that makes it strong enough to cost $5, but yeah. It might be worth trying the cheaper version.