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Author Topic: Card idea - Self-countering Sea Hag  (Read 1387 times)

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gman314

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Card idea - Self-countering Sea Hag
« on: July 16, 2012, 04:48:26 pm »
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There are some cards which indirectly counter the effects of their own attack. For instance, if you play a Ghost Ship after an opponent's Ghost Ship, you draw the cards you put on top. It would be interesting to have a Sea Hag variant to this effect:

Sea Hag +
Action - Attack $5
Every player (including you) discards the top of their deck. Each other player gains a Curse on top of their deck.

Thoughts?
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Grujah

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Re: Card idea - Self-countering Sea Hag
« Reply #1 on: July 16, 2012, 04:59:41 pm »
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Doesn't need a cost boost?

You get two of these and hit your other one on accident. GJ.
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iangoth

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Re: Card idea - Self-countering Sea Hag
« Reply #2 on: July 16, 2012, 05:16:41 pm »
+3

In general, I don't think self-countering attacks make the game more interesting. They reduce the strategy space and encourage mirror strategies because attacking and defending become one and the same.

Your particular variant probably wouldn't be a huge problem since all players are probably going to buy a sea hag anyways, but it's not enough stronger than the official sea hag to cost $5.
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rinkworks

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Re: Card idea - Self-countering Sea Hag
« Reply #3 on: July 16, 2012, 06:54:00 pm »
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In general, I don't think self-countering attacks make the game more interesting. They reduce the strategy space and encourage mirror strategies because attacking and defending become one and the same.

So that raises the question:  Can we design an attack card that makes you MORE vulnerable to it if you also buy one?
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One Armed Man

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Re: Card idea - Self-countering Sea Hag
« Reply #4 on: July 16, 2012, 07:31:14 pm »
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Raiding Party
Action-Attack
cost 5
+2 cards. Look at the top 3 cards of your deck. Discard the Victory cards and Curses and put the others back in any order.
Each other player discards cards from their hand until they have 3 cards.

Cutpurse Coppersmith
Action-Attack
cost 5
Each other player discards a Copper cards from their hand or reveals a hand without Coppers. Each copper in your hand produces +1C this turn.

Illusionist
Action-Attack
cost 4
+1 coin.
Each other player reveals their hand. If they reveal an Illusionist and a Curse, they gain a Curse. If they reveal no Curse, they gain a Curse. If they reveal a Curse, they gain nothing.

Illusionist could probably be made more simple. Normally, you aren't hit if you have a Curse in hand, but if you have an Illusionist as well, you gain the Curse anyway.

Hireling
Action-Attack
cost 4
Reveal your hand. For each different card type among these: Curse, Action, Victory, and Treasure, +1 card.
Each other player with 4 or more cards in their hand reveals an Action card from their hand or reveals a hand with no actions. If they reveal a Mercenary, they discard it. If they reveal a Reaction, do nothing. Otherwise, they discard a card.

Agitator
Action-Attack
cost 3
Choose a card in your hand costing 4 or less. Gain 2 copies of it, placing them on your deck. Each other player reveals their hand. If they reveal at least 2 or more cards with the same name, they discard 1. If there are more than 1 set of cards with the same name, that player chooses.
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