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Author Topic: Card Fusions  (Read 6580 times)

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Gubump

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Re: Card Fusions
« Reply #75 on: March 25, 2023, 01:24:50 am »
+2

Bounty autopiles with cost reduction, "costing up to $2 less" fixes it

It also should probably set aside the gained card in the non-Treasure case instead of relying on being able to fish the gained card out of your discard pile next turn.
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czzzz

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Re: Card Fusions
« Reply #76 on: March 07, 2024, 05:29:35 am »
0

Well, since I'm back I might revive this for a bit. Feel free to look at the first post to remind ya what this is about, haha -- same purpose as before.
Card Fusions #17
Town & Astrolabe

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czzzz

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Re: Card Fusions
« Reply #77 on: March 07, 2024, 06:16:11 am »
0

Here's mine:

Quote
Cart
$5 - Action - Treasure
If it's your Action phase: +1 Card, +2 Actions.
Otherwise, +1 Buy, +$2.
Just a Town you can dead-draw and still use. Not exciting

Quote
Telescope
$3 - Treasure
$1
Choose one:
+1 Card; or +1 Buy.
Marginally more interesting. +1 Card to gamble for Treasure, basically, haha. Does it suck enough it could cost $2?

Quote
Observatory
$4 - Action - Duration
Now and at the start of your next turn, choose one:
+1 Card, +1 Action; or +1 Buy, +$1.
I liked this one most. Town options nerfed, but choosing the cantrip to start your next turn makes it act like a village.
How much would it cost unnerfed? The double Woodcutter made me worried it would have to be maybe $6? or more?
« Last Edit: March 07, 2024, 06:17:19 am by czzzz »
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BryGuy

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Re: Card Fusions
« Reply #78 on: March 07, 2024, 08:13:35 am »
+1

:)
Quote
Covered Wagon • $4 • Action - Duration
+1 Card
+1 Action

At your next turn's Start, +1 Buy and +$1.
:)

Here's mine:
Quote
Telescope
$3 - Treasure
$1
Choose one:
+1 Card; or +1 Buy.
Marginally more interesting. +1 Card to gamble for Treasure, basically, haha. Does it suck enough it could cost $2?

Quote
Observatory
$4 - Action - Duration
Now and at the start of your next turn, choose one:
+1 Card, +1 Action; or +1 Buy, +$1.
I liked this one most. Town options nerfed, but choosing the cantrip to start your next turn makes it act like a village.
How much would it cost unnerfed? The double Woodcutter made me worried it would have to be maybe $6? or more?

To me Telescope seams too strong for $2 so here are two options to make it not such a weak $3.
Quote
Telescope - $3 - Treasure
$1
The first time you play Telescope this turn, +1 Card and +1 Buy; otherwise choose one:
+1 Card; or +1 Buy.

Quote
Telescope - $3 - Treasure
$1
Choose one:
+1 Card; or +1 Buy.
-
When you gain or trash this, +1 Buy and +$1.
« Last Edit: March 07, 2024, 12:43:38 pm by BryGuy »
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segura

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Re: Card Fusions
« Reply #79 on: March 07, 2024, 11:51:43 am »
+3

Observatory is strictly better than Caravan.
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czzzz

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Re: Card Fusions
« Reply #80 on: March 07, 2024, 07:43:23 pm »
0

Observatory is strictly better than Caravan.
True. $5 would be more appropriate.

Telescope - $3 - Treasure
$1
The first time you play Telescope this turn, +1 Card and +1 Buy; otherwise choose one:
+1 Card; or +1 Buy.
A small boost that makes it feel better to play with, nice.

Telescope - $3 - Treasure
$1
Choose one:
+1 Card; or +1 Buy.
-
When you gain or trash this, +1 Buy and +$1.
Hm, so you have to have $3 to buy it, but it only costs you $2 and gives your buy back? Interesting to think about.
An extreme example, but with cost reduction you could pile it out and actually make a profit, haha.

Card Fusions #18
Duke & City


Also anyone can "submit" a fusion for a previous one too, whenever; just quote which cards you're fusing so we can follow along.
But since it's not a contest I'm just gonna keep going
« Last Edit: March 07, 2024, 07:46:28 pm by czzzz »
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czzzz

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Re: Card Fusions
« Reply #81 on: March 07, 2024, 08:43:37 pm »
0


Quote
Cottage $4 - Victory
Worth 2VP if you have at least 2 Duchies.
Worth 1VP more if there are two or more empty Supply piles.
If you set it up right, it's like getting Duchies for $4, after those first two.

Quote
Town Hall $4 - Action - Victory
+1 Card
+1 Buy
+$1
You may discard two Victory cards, revealed, for +1 Card, +1 Action.
---
Worth 1VP if you have the least Provinces of all players.
Rewards you for cluttering up with Victory cards, ideally non-Provinces (i.e. Duchies and these).
Wasn't sure how best to phrase the VP line but settled on "least X of all players"...

Quote
Winery $4 - Action
+1 Card
+2 Actions
You may set aside a Duchy from your hand for +1 Card, +1 Buy.
Discard the Duchy in Clean-up.
Borrowing the setting-aside from Joust. If you want to do a bunch of Wineries as Lost City+, you have to match each of them with their own Duchy.
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BryGuy

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Re: Card Fusions
« Reply #82 on: March 08, 2024, 09:47:30 am »
+1

:)
Quote
Earl • $5 • Victory
Worth 1VP per three Duchies you have (rounded) and
worth 1VP per empty supply pile.
:)
Quote
City Cottage • $5 • Action - Victory
+1 Card
+2 Action

For each empty supply pile +1 Card and discard a card.
If you discarded a Treasure, +1 Buy.
-
Worth 1VP per three Duchies you have (rounded).
:)

Gubump

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Re: Card Fusions
« Reply #83 on: March 08, 2024, 06:00:09 pm »
+2

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czzzz

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Re: Card Fusions
« Reply #84 on: March 12, 2024, 07:36:11 pm »
0

Card Fusions #19
Harvest & Peddler
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Will(ow|iam)

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Re: Card Fusions
« Reply #85 on: March 12, 2024, 07:58:15 pm »
+1

Watermelons
$8 Action
+1 Card
+1 Action
+$1
In games using this, at the start of your buy phases, you may reveal your hand, for this to cost $1 less per differently-named card revealed, until end of turn.
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czzzz

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Re: Card Fusions
« Reply #86 on: March 12, 2024, 09:52:05 pm »
0

[img
Quote
Haymaker $3 - Action
+1 Card
+1 Action

Reveal the top 4 cards of your deck. If they were all differently named, +$1.
Either discard them all, or put them back in any order.
Flat bonus instead of scaling. If it just discarded them all every time, it'd be more like a $2-cost...but with the reordering vs dicard option, I feel like it boosts it enough to be more like $3.

Quote
Tailor $8* - Action
+$3
-----
During your Buy phase, this costs $2 less per differently named Action card you have in play.
When you trash this, +1 Card, +1 Action.
Have to be more careful adding them to your deck than Peddler, as they're terminal. But they know they're getting Remodeled, haha

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czzzz

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Re: Card Fusions
« Reply #87 on: March 16, 2024, 08:28:21 pm »
0

Card Fusions #20
Plunder & Swindler
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czzzz

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Re: Card Fusions
« Reply #88 on: March 16, 2024, 09:34:45 pm »
+2


Quote
Extortion $5 Treasure - Attack
$2
Each other player discards 3 cards from the bottom of their deck.
Then they reveal a Copper, Curse, or Victory card from their discard pile and put it onto their deck
(or reveal a pile without any).
Too wordy, even with the typo on the image. It's also not terribly related -- I just wanted to do something more creative than tacking Swindler's attack onto a Silver, haha.

Quote
Wardrobe $5 Action - Treasure
+$2
Trash the top card of your deck. You may gain a card to your hand costing up to $1 more than it.
Kinda Swindling yourself, for benefit? It lets you Wish a card into your hand, but the Wish's power is dependent on what you happened to pull from your deck. Action phase you might be able to get a card you need to keep an engine going -- Buy phase you could grab a Treasure. If it hits your Province you might just have to mill, lol.
I'm sure this doesn't work right as-is but I thought it might be a fun concept, with some balancing reworks

Quote
Juggler $3 Action
+$2
You may trash a card from your hand. Gain a card up to its $ cost;
if the card you gained does not share a type with the trashed card, +1VP
If you're willing to give up a card in your hand and don't might whatever it might need to turn into to keep the juggling act going, this is a discounted Monument. And there's times where you want to convert or mill cards even though this doesn't upgrade their $ value.
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grumpo

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Re: Card Fusions
« Reply #89 on: March 19, 2024, 03:42:55 pm »
+1

Swindler is a notorious little trickster at my home table, so riffing on that card is fun. I really enjoy the flavor and decision-making of that Juggler card idea - it plays with multi-type cards in a way that I haven't seen many other cards do (making them somewhat of a liability rather than an occasional boon for cards like Courtier).

Here's my take:

Second Draft



After feedback from the folks below, revised this so that there wasn't any passing of cards between players to remove some of the swinginess while preserving the social/mental game part (which I like personally but may not be fun for everyone). Also made it an Attack card so that it could be blocked or reacted to by cards that interact with Attacks.

First Draft


Part of the fun to me of Swindler is that "flip" moment where you see "okay, well how bad is this going to be for me?" I tried to build around that feeling at the table while also staying on the thematic vibe of "swindling". I had a hard time getting the wording down to an easily digestible level of detail. I toyed with there being some benefit for the players who guess right, but that was something I had to cut for length/complexity.

Ultimately settled on this not being an Attack for the same reason as Masquerade, it would futz with the passing too much for someone to be able to negate this (but maybe it should be more expensive for that reason?). Decided to make this a Treasure rather than an Action so that it would be harder to topdeck someone else's card and then immediately incorporate it into that current turn, cause that to me starts to feel un-fun.
« Last Edit: March 20, 2024, 10:30:49 am by grumpo »
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Tiago

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Re: Card Fusions
« Reply #90 on: March 20, 2024, 12:15:04 am »
+2

Isn't this very unbalanced and swingy, since if one player has a Copper and another player has a Province you get a free 12 (in a 2-player game) points? Am I missing something?
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segura

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Re: Card Fusions
« Reply #91 on: March 20, 2024, 03:36:55 am »
+3

No, you are not. It suffers from the same problem as unmitigated trashing Attacks would, only that it is twice as bad.
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grumpo

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Re: Card Fusions
« Reply #92 on: March 20, 2024, 09:52:30 am »
+1

Very true! I think I got a little caught up in trying to make the mind-game of it work and hadn't considered the swinginess of it with regard to VP. Needs a little more time in the oven.

Edit: Took another stab at it, trying to make my funky son work.
« Last Edit: March 20, 2024, 10:31:41 am by grumpo »
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BryGuy

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Re: Card Fusions
« Reply #93 on: March 20, 2024, 01:40:08 pm »
0

Card Fusions #21
Bridge & Border Village

J410

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Re: Card Fusions
« Reply #94 on: March 20, 2024, 03:58:17 pm »
+1

Hasty Inventor - - Action
Quote
Gain a card costing up to .
When you gain this, cards cost less for the rest of this turn.
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czzzz

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Re: Card Fusions
« Reply #95 on: March 20, 2024, 04:44:47 pm »
+1


Quote
Bustling Market $6 Action
+1 Card
+2 Actions
+1 Buy
+$1

---
When you gain this in your Buy phase, cards cheaper than this cost $2 less this turn.
I had some other ideas, but they were essentially Highway, Inventor, and Haggler, so I just have one card this time lol


Hasty Inventor
Gain a card costing up to .
When you gain this, cards cost less for the rest of this turn.
Haha I like it -- it's Inventor if it's Inventing itself, and Workshop otherwise. Very cool.
Ooh, you could Remake a Silver and Estate (in that order) into Hasty Inventors, and then as long as you have some Buys you'd have a sweet turn. There's opportunity for all kinds of cool combos
« Last Edit: March 20, 2024, 04:58:32 pm by czzzz »
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Tiago

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Re: Card Fusions
« Reply #96 on: March 20, 2024, 08:56:13 pm »
+2



Might be too strong. I have a similar card without the on-gain that costs $3 and is (sort of) balanced.
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grumpo

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Re: Card Fusions
« Reply #97 on: March 22, 2024, 11:04:47 am »
+1

I like the creative applications of all of these cards so far, lots of ways to make a high quantity of gains in a turn. I sort of mixed these cards with the "Ferry" event from Adventures because I have a strange affection for the tokens in that expansion. The idea is it's a Bridge variant that has a lot of short term, immediate benefit, but not the long term flexibility and stability of Bridge itself.



Pontoon Bridge

$5 - Action

+1 Buy
+$1
-
When you gain this, move your -$2 cost token to an Action supply pile. Then, gain a card from that pile.
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Tiago

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Re: Card Fusions
« Reply #98 on: March 22, 2024, 06:57:57 pm »
+1

I would recommend adding +1 Action or +$1 (or maybe both) to this. +1 Buy +$1 is really weak for a $5 Action (even with the on-gain effect). Great way to move the -$2 token though!

EDIT: or make it cost $4 or $3
« Last Edit: March 23, 2024, 12:33:23 am by Tiago »
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LibraryAdventurer

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Re: Card Fusions
« Reply #99 on: March 22, 2024, 07:43:22 pm »
+5

I would recommend adding +1 Action or +$1 (or maybe both) to this. +1 Buy +$1 is really weak for a $5 Action (even with the on-gain effect). Great way to move the -$2 token though!

EDIT: or make it cost $4 or $3
Pretty sure the card itself is supposed to be very weak because the on-gain is the main effect. Did you notice that it can gain any action in the supply as well as placing the $-2 token?
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