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Author Topic: Fan Cards Mechanics Week 101: Seasons  (Read 692 times)

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segura

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Fan Cards Mechanics Week 101: Seasons
« on: September 20, 2024, 12:20:55 pm »
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Design something with Seasons.

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BryGuy

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Re: Fan Cards Mechanics Week 101: Seasons
« Reply #1 on: September 20, 2024, 12:44:22 pm »
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:)                                                      :)
:)                                                      :)
Quote
Calendar • $3 • Treasure - Duration
Next turn, +1 Action.
While this is in play, if the Season marker movers to an ...
even space, +1 Coffer;
odd space, +1 Villager.
:)
Here is my entry - an odd Treasure that is like a next turn village and provides other benefits while it is out. This idea originated two years ago today.
:)                                                      :)
« Last Edit: September 21, 2024, 03:44:39 pm by BryGuy »
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Snorka

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Re: Fan Cards Mechanics Week 101: Seasons
« Reply #2 on: September 20, 2024, 10:09:26 pm »
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Well it could cost $4. But I figured $3 was more fun.
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Will(ow|iam)

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Re: Fan Cards Mechanics Week 101: Seasons
« Reply #3 on: September 21, 2024, 12:04:03 am »
+1

Way of the Caterpillar

In Spring, gain 2 Silvers.
In Summer, gain an action card costing up to $4.
In Fall, +1 Action, and once this turn, when you discard a card from play, you may put it onto your deck.
In Winter, return this to its pile to gain a Province.
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infangthief

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Re: Fan Cards Mechanics Week 101: Seasons
« Reply #4 on: September 25, 2024, 01:01:23 pm »
+1

Here's something that might work...

Quote
Arboretum
$4 Project

At the start of your turn: in Spring +1 Action;
in Summer +1 Card; in Fall discard a card;
in Winter gain a Curse.

Updated so it does something in Spring, Mostly just to avoid any questions of what happens in Spring - it might occasionally be useful then, but the real deal is of course Summer.

Previous version:
« Last Edit: September 25, 2024, 06:05:53 pm by infangthief »
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segura

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Re: Fan Cards Mechanics Week 101: Seasons
« Reply #5 on: September 28, 2024, 09:39:09 am »
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Calendar by BryGuy
2/10
This could be a $2. It does use the Seasons mechanic to do its thing but that's it.


Blossoming Village by Snorka
7/10
$3 is the absolutely correct price. This is reminiscent of Town but obviously weaker as it offers no choice.
I mostly like that this makes deck building tricky if there is no other splitter.


Way of the Caterpillar by Will(ow|iam)
5/10
I really like this and flavour-wise it is cool homage to Butterfly
Spring is weaker than Weaver, Summer is weaker than Workshop, Fall is weaker than Scheme but Winter is totally broken and gives a massiv advantage to the first player.
Sure, not every game reaches Winter but if it does it becomes pretty degenerate.


Arboretum by infangthief
9/10
I prefered the first version as the Spring version is pretty theoretical.
Unless there is drawing or sifting in the setup, buying this during Spring only yields a Spring benefit if there is a terminal collision in T5.
I really like that this is non-trivial to analyze (you draw less than with Sinister Plot) and that the seemingly harsh Winter option is self-balancing: if there is Cursing, the pile is likely empty in Winter; if there is no Cursing, the game might be over before Winter.


Winner: Arboretum by infangthief
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infangthief

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Re: Fan Cards Mechanics Week 101: Seasons
« Reply #6 on: September 28, 2024, 11:05:15 am »
+1

Cool, thank you.

Unless there is drawing or sifting in the setup, buying this during Spring only yields a Spring benefit if there is a terminal collision in T5.
I think if you buy terminals on T1 and T2 and neither of them show up in your T3 hand then you would want a T3 Arboretum to prepare for likely collisions in T4/5. But yes, the Spring effect has to be fairly marginal I think, to avoid giving too big an advantage to particular opening splits.

I'll get a new contest up in a bit.
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