I did some massive overhaul on my Woodlands fan set. I threw out some cards, redid others, and added a bunch more. It's a lot better than before.
There are 16 cards in the set and I am looking for feedback on all of them!
I've also decided to keep things simple and post them all at once.
The theme for the set is: "Cards that get better or worse as the game progresses"
Now, here's the cards:
2 Cost:Wildfire
Action
If this is the first time you have played this card this turn, reveal cards from your deck until you reveal 2 other Wildfire cards. Put them into your hand.
+1 Action
+1$This card is pretty cool. The more you have, the more often you can play it. It's a gold if you can get 3.
3 costSawmill
Action
+1 Buy
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When gain this card, put it onto your Sawmill mat. During any turn, you may add any amount of cards on your Sawmill mat to your hand.It's a buy when you need it. Once this is in your deck, though, it becomes a nuisance without any spare actions. One of my favorite cards.
Shaman
Action
+2$
During cleanup, you may put this card on top of your deck.Excellent in BM decks. Can cause terminal collision in Engine decks.
Hunter
Action
+2$
Trash a card from the supply.A niche card. Can cause piling, counter decks that revolve around one card, or drain Provinces while ahead.
4 CostVender
Action
+1$
+1 Card
If no supply piles are empty:
+1 Action
Gain a VenderA trap card! The more you play it, the more you get, the more get, the faster it's pile runs out. And once its pile runs out you'll be left with a bunch of terminal actions. Eagerly looking for suggestions to make this card work much smoother.
Squire
Action/Attack
+2 Cards
Every other may reveal 2 Estate cards from their hand. Those who don't, gain an Estate.The first attack card in the set, and a junker at that. Powerful early game, but can really help people late game.
Sacrifice
Action
Trash up to 3 cards in your hand, or trash this card.This set's trasher! Original version was too good of an opener. Thank you One Armed Man for this version!
Cottage
Action
+1 Card
+3 ActionsPretty vanilla card. Weaker than a lot of the other 4 cost villages, but fit perfectly in this set.
5 CostJewels
Treasure
0$
Choose a treasure card in play. This is worth as much as the chosen Treasure.The engine version of Venture! Early game, this is usually a Copper, but late game it can be a Gold! Pretty nifty and not as subject to mindless playing as Venture is. I'm just afraid it might be too weak. I just hope the ability to choose which Treasure for it to represent will make up for it's 0 money output.
Encampment
Action
+2 Cards
You may spend an Encampment token. If you do, +2 Cards
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When you gain this, take 2 Encampment tokens.My solution to the +4 Cards terminal drawer. Speeds up an engine, but the engine's going to need to learn to survive once you are out of tokens. Use them sparingly. Considering lowering gained tokens to 1.
Lodge
Action
If this is the first time you've played this card this turn:
+2 Cards
+2 Actions
Otherwise, choose one: +2 Cards, or +2 ActionsThe name is a play-off of Inn. I really like this card. I don't know of it's strength though. Sometimes I think it's too good, other times, too weak. Might remove bottom part and change it to an Envoy feel.
Banquet
Action
Trash this card, gain 2 cards costing up to 5.
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This card cannot be bought if you have 5 or more Coppers in playThis card idea isn't new, I know that. I added the Copper restriction to prevent first turn buys. Pretty solid card, but only really shines when there's lots of 5s
Haunted Grove
Action/Attack
+1 Buy
While this card is in play, every other player gains a Curse card for each card bought in your Buy phase besides the first one.This set's curser! It's stack able, but not kings court/throne room able. One of the most creative cards I've created, and also another one of my favorites. Forcing you to buy 2 or more cards to give curses is bad for you early game, but that buy can be helpful late game.
Burial Ground
Action/Reaction
Trash a card from your hand.
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Whenever you trash a non victory card costing 5 or less, you may reveal this card from your hand, then set it aside. Either you gain a copy of then trashed card or everyone else does. Return this card to your hand at the start of your next turn.Another unique card. Afraid it might be too good, but I really like it's interaction with this set. The action part of this is so that it's not useless in non-trashing games. I have a feeling we'll end up seeing a reaction similar to this when Dark Ages comes out
6+ CostPlantation
Victory
Cost: 9*
Worth 1 VP per Plantation card in your deck.
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Setup: Give each player 10 Plantation tokens. Whenever you buy a Plantation card, remove a Plantation token. This card costs 1 less for every 2 Plantation tokens you have, rounded down.The most complicated of all cards in the set. But the whole token maths make the idea of "1 VP per this card" idea not overpowered.
Acreage
Action/Victory
Costs: 6
2 VP
Reveal cards from your deck until you've revealed three Victory cards, putting them into your hand. Discard the rest of the revealed cards. Then discard as many Victory cards as you want from your hand, and draw that many cards.This card is the one I haven't play tested that much. It's +3 Cards if you have 3 VP cards in your deck, more if you have more. It seems balanced, but I don't know. It interacts with itself, and makes Scout better as well as Crossroads.
That's all of them! I think most of these are balanced, but I still need some feedback.
Thanks for reading!
P.S. I'm also looking for someone who card make these cards, either own their own or sending me templates.
P.P.S. If you have also have any name suggestions to make these cards more on theme with "Woodlands" that would be much appreciated too!