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Author Topic: Mini-Set Design Contest, Challenge #15: $2 Card!  (Read 31252 times)

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RD

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #25 on: September 17, 2012, 05:07:26 pm »
0

I don't get Sail-On. So when you buy it it goes into play for the Duration effect? And the second option is to gain another copy next turn (which I presume doesn't give you another opportunity to get these effects, since those are on-buy not on-gain)?
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #26 on: September 17, 2012, 05:13:23 pm »
+1

Can I say that I find it really odd that the names are multiple words this time?

I find it really odd. :P

Sail On
$2 - Action-Duration
+$2
--
When you buy this you may pay more than $2. For every additional $1 paid, choose one (you may choose each one more than once).
- Trash a card in hand.
- Next turn: +1 [This Card].
- Next turn: +1 Action.
- Next turn: +1 Buy.

Have to say that the "you may pay more" option kind of feels like a cheat.

What does "+1 [This Card]" mean?  You gain another Sail On?

RD brings up a good point about the Duration typing.

Quote
Marcella
$2 - Action
+2 Actions
+1 Buy
Discard any number of Curse cards. +1 Card per Curse card discarded.
--
When you gain this, gain a Curse.

I don't like this kind of on-gain penalty.  Without it, this is often better than Hamlet.  You don't draw an initial card, but you get both bonuses without discarding and you can draw cards by discarding Curses.

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Shut Down
$2 - Action
Reveal your hand. +$1 per Victory card revealed. If this is the first time you have played a [This Card] this turn, +1 Action.

Kind of like a limited SC, where the first one is non-terminal?  Probably OK, but a little boring.

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The Trader
$2 - Treasure
+$2
When you gain this, gain a Copper.

Very boring. :P

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Darlin'
$2 - Action-Reaction
Trash two cards from your hand.
--
When you would gain a card, you may discard this. If you do, instead gain a card costing exactly $1 more.

I think I'm OK with this.

Quote
California Girls
$2 - Action-Reaction
+$2
You may place your [This Card] token onto any supply pile.
--
When another player plays the card your [This Card] token is on, you may reveal and discard this card. If you do, gain a Silver, putting it into your hand.

Is there only one token for everyone, or does each player have their own?

If you want this at all, you want to gain Silver... so you'll probably want to put the token on Copper or a key card that will be played often.  I don't think that decision is particularly interesting.

Seems OK anyway.

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Together Again
$2 - Action
+2 Cards
+2 Actions
+2 Buys
Return this card to the supply.

Way too good, even for a one-shot.  Non-terminal means you can load up on them, and +2 Buys means you can easily buy them back.

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Warmth of the Sun
$2 - Action
+1 Action
+$1
Trash 2 Curses or Ruins from the supply. If you do, +1 Card.

Since this isn't a Looter, Ruins don't get put out.  But assuming that they are in the game, that makes the first 10 plays of this in a game a very cheap Peddler that also runs out two piles.  After that, it's still a Copper.

I think there is room for cards that trash from the supply (besides Salvager, which is more flexible), but this doesn't do it for me.

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Wild Honey
$2 - Action-Reaction
+2 Actions
When you discard this from your deck, you may reveal it. If you do, put it in your hand.

This is probably fine.  I like having more "when you discard" mechanics.  A cheap $2 non-drawing Village is OK.  Reaction doesn't always need to be relevant, of course.  I think I like this.

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Do It Again
$2 - Action-Looter
Reveal cards from your deck until you reveal a card costing 2 or less. Trash it. You may put one revealed card in your hand; discard the rest.
--
When you trash this, each other player gains a Ruins.

I find this card difficult to judge.  It's a decent trasher, like a more flexible Loan (with the drawback that it's a terminal action).  It self-combos by being able to trash itself, to inflict Ruins.  It also counters itself, in trashing Ruins you get from opponents.  If the only card in your deck at $2 or less is a single DIA, this card lets you put any card from your deck into your hand.  It's terminal though, so it's a little more difficult to set it up to play a certain action every turn.

I like it, but I don't know if it's balanced.

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Caroline
$2 - Action
If you have no other cards in play you may discard your hand. If you do, gain a card costing up to 6.

Guaranteed Gold for $2?  Um.

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Cotton Fields
$2 - Action
Choose one: Gain an Estate; or Gain a Spoils.

the Estate option is kind of terrible.  I don't know about Spoils... but I think it might be too strong.  I don't know.

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Pet Sounds
$2 - Action
+$2
Trash this card. Put a [This Card] token on top of a supply pile costing $3 or more.
--
Cards cost $1 more per [This Card] token on that pile.

More of the Tax token concept.  Still hard to judge, but I don't really like the Tax concept to begin with.

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Barbara Ann
$2 - Action-Attack
+1 Action
Every other player gains a Curse, putting it in their hand, or discards a Curse, gaining a Silver, putting it in their hand.

I don't like the idea of a $2 Curser, even though it self Moats.

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Mona
$2 - Action
+1 Buy
+$1
The first time you buy a card this turn, +$2.

I like that it gives +Buy.  The bonus is hard to judge.  +$3 total is too good, but $2 of it is inaccessible until after your first buy.  I don't know if that restriction is enough.  But I like this.

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Wind Chimes
$2 - Action
+1 Action
+1 Buy
--
When you discard this from play, if you bought fewer than two cards this turn, you may put this on top of your deck.

+Buy Walled Village?  I think I like this.

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Wouldn't It Be Nice
$2 - Action
+1 Buy
Choose one: Take a [This Card] token; or return any number of [This Card] tokens, +$2 per [This Card] token returned.

Poor source of +Buy, but it's there if you need it.  In the meantime, you can save up coin for the future.  I think I like this.

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Wake the World
$2 - Action-Duration
At the start of your next turn, trash this. If you do, gain an Action card and put it into your hand.

I find this really hard to judge.

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Kokomo
$2 - Action
Choose one: +1 Buy, +$1; or discard your hand. If you discarded any cards this way, draw 1 fewer cards than the number you discarded, +1 Action, and return this card to your hand.

This leaves me a bit confused.  So it's either +Buy and $1 or a bad Cellar that keeps itself around so you can try again?  Eh.

Quote
Sunshine
$2 - Action
+1 Card
--
While this is in play, keep the top 2 cards of your deck revealed. You may put them in any order at any time.
--
(Rules clarification: While any number of [This Card] cards are in play, the top 2 cards of your deck are revealed at all times. For all intents and purposes (including its own card draw), you may treat either as the top card of your deck by reordering them at any time. If a card draws more than one card (such as Smithy), you draw one of the two revealed cards and reveal a replacement before drawing any more cards. If a card reveals a series of cards from the top of the deck (such as Scout), you select which of the two is revealed first, but the card is still technically the top card of the deck until the other card resolves, meaning you do not reveal any more cards for [This Card]'s effect until the other card is resolved. When there are no longer any [This Card]s in play, you must return the revealed cards to the top of your deck in any order.)

I like this as a quirky, unique idea, but I think execution needs work.  Playing Smithy with this card is suddenly super, super slow. And since this is terminal, you do need to work to set it up.

Quote
Fun Fun Fun
$2 - Action-Attack
Each player (including you) reveals the top and bottom cards of his deck and either switches their placement or returns them to where they were before, your choice.

The attack is quite tame, and the self-bonus is weak too.  I don't think I'd ever really want this.  maybe if it was a cantrip.

Quote
409
$2 - Action-Attack-Looter
Reveal a Ruins cards from the Ruins pile each player in the game.  Place one Ruins card aside, of your choice, and shuffle the remaining revealed Ruins cards putting on the top of the Ruins pile. Each other player gains a Ruins card. Gain the set aside Ruins card and play it immediately.

Wording issue in first sentence... should it read, "for each player"?  A few other minor wording issues elsewhere as well.  $2 junker is scary, but it junks the player as well.  Not sure.

Quote
Good Vibrations
$2 - Action
+1 Action
Gain an Action or Treasure card costing up to $5.
Each other player may gain an Action or Treasure card costing up to $3.
Put this card on top of the discard pile of the player to your left.
--
(Rules clarification: This card uses a passing mechanism similar to that of Masquerade, but the card passes itself instead of another card. The card is placed in the opponent's discard pile instead of his hand and he doesn't gain it, so he can't react to it.)

I don't know!  Big gains, but opponents get a bit of it too.  Passing it around means I think I would not buy this very often.  Easier just to get it from opponents.  But I'm unsure!

Quote
Honda
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand.  If you do, gain a card costing up to $6, putting it on top of your deck.

$2 optional Treasure Map with +Buy and a lesser result if you pair them up.  Might actually be fine.

Quote
So Good To Me
$2 - Action-Victory
Draw up to 5 cards in hand.
--
Worth 0.5 VP

We already ahve a Draw-up-to-5 card.  It's also useless unless there is a way to get down to few cards in hand, or else it's just +1 card.  There is no good reason for this to award fractional VP, except that it would otherwise be strictly superior to Estate.  But I don't see why it should be VP anyway.

Quote
In My Room
$2 - Action-Treasure
When you play this, +1 Card, +1 Action.
--
(Rules clarifications: You can play this card during your action phase, which requires an action, or during your buy phase, which doesn't. Either way, you get +1 Card and +1 Action. You can't play actions during your buy phase, though.)

Yeah... seems like it's trying to be different for the sake of being different.  Is this worth any amount of money?  Maybe it was omitted.  But as is, this is a Treasure that produces no money or a pure cantrip, which means you might as well not have had it at all.  The clarification that you can't play other actions during your buy phase (despite having +1 action) means that this is functionally useless.

And if it DID produce money as a cantrip, it would be severely undercosted since it would be at least a Peddler.

Quote
Deuce Coupe
$2 Action
+2 Actions
+1 Buy
--
When you trash this, +3 Cards and +1 Buy.

Like Marcella but with a different bonus -- instead of doing something with Curses, this has an on-trash.  Without the on-trash, this still seems better than Hamlet most of the time -- and Hamlet is already really good.

Quote
Little Bird
$2 - Action
+2 Actions
+$2
Discard a card from your hand.

I think this is too strong.

Quote
Don't Worry Baby
$2 - Action-Reaction
+1 Action
Reveal the top 5 cards from your deck.  Discard any actions or treasures revealed this way.  Put the rest in your hand.
--
When you gain a Curse, you may reveal this from your hand.  If you do, put it in your hand.

I wonder if this is better than Scout. ;)

I suppose this is mostly useful for cycling and drawing your Estates and Curses together to be trashed by something else.  Since it discards actions and treasures it doesn't really improve your next hand on average.

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Surfin' Safari
$2 - Treasure
Worth $1
--
If you have one of these cards in play, gain a Silver during your buy phase; or if you have two or more of these cards in play gain a Gold during your buy phase.

Probably too strong.  I can't quite remember but I think Donald X mentioned a Copper variant that gained Silver which just didn't work out?  I'm not sure.

But yeah, looks too strong to me.

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Be True
$2 - Action
+2 Actions
+$2
Discard a card.

Exactly the same as Little Bird?  Well, this one doesn't say "from your hand".

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Hawaii
$2 - Action-Victory
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
--
Worth 0 VP

Haha. :P

Quote
Heroes
$2 - Action-Looter
Gain a Ruins, putting it into your hand.
Choose one: play a Ruins from your hand three times; or reveal and return any number of Ruinses from your hand to the bottom of the Ruins pile in any order.

This can be a Smithy, or a terminal Gold, or +3 Actions, or +3 Buys, or a bunch of sifting with Survivors.  With a Ruins penalty.

Hard to judge.  The +$3 possibility makes it too good, maybe.  I think I'd like it better if it didn't give you a way out in returning Ruins.  It's only a $2 card, after all!

Quote
Villians
$2 - Action-Victory
Worth 0 VP
--
Choose one: Discard one card, draw one card. Gain a Silver. Trash this, gain an Estate.

It isn't clear how the options are split because this does not follow the usual formatting of using semi-colons and the word "or".

I'll assume it's by periods.

Choice one (discard one draw one) is really weak.  Silver gaining is OK.   One shot "gain an Estate" is really weak.

Squire already gives you the "Gain a Silver" option on a $2 card with much better alternative options.  This looks too weak to me.

Quote
Friends
$2 - Action
+1 Card
+2 Actions
Discard a card.
--
When a player buys a card from a kingdom card pile with the [This Card] token on it, he gains a [This Card] and moves the [This Card] token to a different kingdom card pile.
--
Setup: Add an extra Action card pile to the Supply and put the [This Card] token on it.

Peculiar.

I think it looks OK.

Quote
Surfer Girl
$2 - Action
+1 Card
+1 Action
You may discard a Treasure Card; if you do, +$1, +1 Buy.

Discard Treasure to make it a Market?  Or maybe Oasis is a better comparison.

Oasis costs more, lacks +Buy and has mandatory discard, but you can discard any card to Oasis while this requires Treasure.

At best, you discard Copper to this.  So then it is a little more like Market Square without the reaction.

Not sure.  Feels a little on the strong side, but this could be fine.

Quote
Wonderful
$2 - Action
+1 Action
Gain a Curse in hand.
Reveal your hand.
+2 Cards per Curse revealed.

I still don't like cards with this penalty.

Quote
Sloop John B
$2 - Action-Duration
+1 Action
Now and at the start of your next turn: +$1.
--
While this is in play, all other players play with their hands revealed.

Ehhhh.  Interesting, but I wonder how much it would throw certain kingdoms out of balance.  Maybe it would make no difference, or maybe only a slight difference?   Or maybe a huge difference?  Hard to say.

Quote
Then I Kissed Her
$2 - Action
+1 Card
+1 Action
Gain a card that costs exactly $1 + $1 for each [This Card] in play.

The set already has two gainers. :P

Quote
Dance Dance Dance
$2 - Action
+$2
You may gain a [This Card], putting it in your hand.

Seems fine.

Quote
Wendy
$2 - Action
+$1
You may reveal and discard a Victory Card costing 5 or more from your hand. If you do, +$2.
You may reveal and discard a Treasure or Action card from your hand. If you do, +$2.

I think this is OK.

Quote
When I Grow Up
$2 - Action-Reaction
+1 Card
+1 Action
If you returned any copy of [This Card] to your hand at the start of your turn, +$1.
--
When another player buys a card, you may reveal your hand.  If you do and if the bought card costs at least $2 more than any card in your hand, set this card aside and return it to your hand at the start of your next turn.

Too complicated for nothing spectacular.  The trigger is too narrow.  The effect could have been written directly into the reaction so as to be a little simpler.  What else does this wording include?  Haven, I guess?

Quote
Break Away
$2 - Action
+2 Actions
You may return a card from your hand to the supply. If you do, gain a card with the same cost, putting it in your hand.

Probably OK.

Quote
I Get Around
$2 - Action
+2 Actions
+1 Buy
Trash the top card of a non-victory supply pile.

Another +2 Actions, +1 Buy.  I still think these concepts compare too well to Hamlet even without the extra bonus effect.  Maybe that's incorrect of me.
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popsofctown

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #27 on: September 17, 2012, 05:46:15 pm »
+1

Quote
Sail On
$2 - Action-Duration
+$2
--
When you buy this you may pay more than $2. For every additional $1 paid, choose one (you may choose each one more than once).
- Trash a card in hand.
- Next turn: +1 [This Card].
- Next turn: +1 Action.
- Next turn: +1 Buy.
I'm disinclined to vote for this because there is not any Seaside style mnemonic going on.

Quote
Marcella
$2 - Action
+2 Actions
+1 Buy
Discard any number of Curse cards. +1 Card per Curse card discarded.
--
When you gain this, gain a Curse.
Never would ever buy, unless the curses were out, probably not even then.

Quote
Shut Down
$2 - Action
Reveal your hand. +$1 per Victory card revealed. If this is the first time you have played a [This Card] this turn, +1 Action.
Compares poorly to Crossroads.  +coin is only a hair better than +card and only during the opening phase of the game, removing 2 actions from the card neuters it too much.
Quote
The Trader
$2 - Treasure
+$2
When you gain this, gain a Copper.
I like this Cache variant.  It's sometimes better than Silver.  I might vote for something that more frequently surpasses Silver in quality though, this only does so with Dukes, Gardens, and Silk Road.

Quote
Darlin'
$2 - Action-Reaction
Trash two cards from your hand.
--
When you would gain a card, you may discard this. If you do, instead gain a card costing exactly $1 more.
Okay card.
Quote
California Girls
$2 - Action-Reaction
+$2
You may place your [This Card] token onto any supply pile.
--
When another player plays the card your [This Card] token is on, you may reveal and discard this card. If you do, gain a Silver, putting it into your hand.
Broken in half in no-trash, I would open two of these without batting an eyelash.  On 5/2, even.  Explorer is terminal. Srsly.
Even trashing probably doesn't cut down on the coppers fast enough.
Quote
Together Again
$2 - Action
+2 Cards
+2 Actions
+2 Buys
Return this card to the supply.
I don't think 2$ cards should always be better than nothing.  This is.  Embargo is not always better than nothing.
Quote
Warmth of the Sun
$2 - Action
+1 Action
+$1
Trash 2 Curses or Ruins from the supply. If you do, +1 Card.
I don't like trashing Curses form the supply, could lead to odd curse giving assymetries and uninteresting new rushes.
Quote
Wild Honey
$2 - Action-Reaction
+2 Actions
When you discard this from your deck, you may reveal it. If you do, put it in your hand.
Cute.  It's unbuyable on one too many boards I think.
Quote
Do It Again
$2 - Action-Looter
Reveal cards from your deck until you reveal a card costing 2 or less. Trash it. You may put one revealed card in your hand; discard the rest.
--
When you trash this, each other player gains a Ruins.
This is worse at clearing out your starting cards than Develop, meaning it is trashing so bad you tend to try to develop (no pun intended) a trashing-free gameplan.
Quote
Caroline
$2 - Action
If you have no other cards in play you may discard your hand. If you do, gain a card costing up to 6.
Problematic 2/5 openings.  At 3 I'd have to put more thought to it.
Quote
Cotton Fields
$2 - Action
Choose one: Gain an Estate; or Gain a Spoils.
I like it.  Seems slightly weak, I'd like if it could gain up to two Estates.
Quote
Pet Sounds
$2 - Action
+$2
Trash this card. Put a [This Card] token on top of a supply pile costing $3 or more.
--
Cards cost $1 more per [This Card] token on that pile.
Gaining curses is way more deterrent, and Embargo relies on that strong of a deterrent to be worth picking up a one shot card.  +2$ cost increase is probably better balanced.
I mean, Embargoing a pile is very close to removing it from the Supply.  Embargo is weakest on Provinces, and you still reduce it to a pair of Duchies.
Quote
Barbara Ann
$2 - Action-Attack
+1 Action
Every other player gains a Curse, putting it in their hand, or discards a Curse, gaining a Silver, putting it in their hand.
WTF why would you take the swinginess I hate the most in Trader and build it into a cursing attack itself.

Quote
Mona
$2 - Action
+1 Buy
+$1
The first time you buy a card this turn, +$2.
This is cute. It encourages Walled Village/Oracle kinda decks and I dig that.
Quote
Wind Chimes
$2 - Action
+1 Action
+1 Buy
--
When you discard this from play, if you bought fewer than two cards this turn, you may put this on top of your deck.
Overcosted by 3$. 
Quote
Wouldn't It Be Nice
$2 - Action
+1 Buy
Choose one: Take a [This Card] token; or return any number of [This Card] tokens, +$2 per [This Card] token returned.
This is a pretty cool card.  It allows you to set up engines that play this a lot, then green really late.  And not in a broken way I don't think.
Quote
Wake the World
$2 - Action-Duration
At the start of your next turn, trash this. If you do, gain an Action card and put it into your hand.
This is undercosted by at least 3$.

Quote
Kokomo
$2 - Action
Choose one: +1 Buy, +$1; or discard your hand. If you discarded any cards this way, draw 1 fewer cards than the number you discarded, +1 Action, and return this card to your hand.
A little weak.  Think about how often you'd rather have Cellar than this, then think about how often you'd rather have some other 2 instead of Cellar.

Quote
Sunshine
$2 - Action
+1 Card
--
While this is in play, keep the top 2 cards of your deck revealed. You may put them in any order at any time.
--
(Rules clarification: While any number of [This Card] cards are in play, the top 2 cards of your deck are revealed at all times. For all intents and purposes (including its own card draw), you may treat either as the top card of your deck by reordering them at any time. If a card draws more than one card (such as Smithy), you draw one of the two revealed cards and reveal a replacement before drawing any more cards. If a card reveals a series of cards from the top of the deck (such as Scout), you select which of the two is revealed first, but the card is still technically the top card of the deck until the other card resolves, meaning you do not reveal any more cards for [This Card]'s effect until the other card is resolved. When there are no longer any [This Card]s in play, you must return the revealed cards to the top of your deck in any order.)
I'm fine with crazy rules bending if you're adding something interesting to the game, but that's not really happening here.  90+% of the time the information goes to waste.
Quote
Fun Fun Fun
$2 - Action-Attack
Each player (including you) reveals the top and bottom cards of his deck and either switches their placement or returns them to where they were before, your choice.
Overcosted by 3 or 4$.

Quote
409
$2 - Action-Attack-Looter
Reveal a Ruins cards from the Ruins pile each player in the game.  Place one Ruins card aside, of your choice, and shuffle the remaining revealed Ruins cards putting on the top of the Ruins pile. Each other player gains a Ruins card. Gain the set aside Ruins card and play it immediately.
Um.  This is a do nothing for yourself to hurt everyone else sort of thing (if I'm deciphering it right, hence the "um").  Sea Hag on its own provides enough games of this type for dominion players.  Slow slogs.  Unique slow slogs, and Sea Hag is probably worth having, but a second Sea Hag in the world is unnecessary.
Quote
Good Vibrations
$2 - Action
+1 Action
Gain an Action or Treasure card costing up to $5.
Each other player may gain an Action or Treasure card costing up to $3.
Put this card on top of the discard pile of the player to your left.
--
(Rules clarification: This card uses a passing mechanism similar to that of Masquerade, but the card passes itself instead of another card. The card is placed in the opponent's discard pile instead of his hand and he doesn't gain it, so he can't react to it.)
This will only see use for late Duchy gain squabbling, if that.

Quote
Honda
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand.  If you do, gain a card costing up to $6, putting it on top of your deck.
I see what you did there, but this is overcosted by about 2$.
Quote
So Good To Me
$2 - Action-Victory
Draw up to 5 cards in hand.
--
Worth 0.5 VP
Let's not introduce decimal VP values unless the card is more interesting than vanilla imo.
Quote
In My Room
$2 - Action-Treasure
When you play this, +1 Card, +1 Action.
--
(Rules clarifications: You can play this card during your action phase, which requires an action, or during your buy phase, which doesn't. Either way, you get +1 Card and +1 Action. You can't play actions during your buy phase, though.)
This doesn't do anything without dead draw on the board, and dead draw isn't at all uniquitous.
Quote
Deuce Coupe
$2 Action
+2 Actions
+1 Buy
--
When you trash this, +3 Cards and +1 Buy.
Not good enough without the trashing.  If it's the only source of +actions, you play big money because Village- won't support you well enough.  If it's the only source of buys, well yeah you buy it 13$ Herbalist style but that's not improving dominion.
Quote
Little Bird
$2 - Action
+2 Actions
+$2
Discard a card from your hand.
The other one matches Oasis' wording.  I like this card, possibly best of the vanillas.
Quote
Don't Worry Baby
$2 - Action-Reaction
+1 Action
Reveal the top 5 cards from your deck.  Discard any actions or treasures revealed this way.  Put the rest in your hand.
--
When you gain a Curse, you may reveal this from your hand.  If you do, put it in your hand.
Weaker than Scout (which is overcosted at 2$).  Scout puts the good stuff back, important difference.  This just makes Smithies played this turn hit better, if those Smithies trigger a reshuffle.  That's it.
Quote
Surfin' Safari
$2 - Treasure
Worth $1
--
If you have one of these cards in play, gain a Silver during your buy phase; or if you have two or more of these cards in play gain a Gold during your buy phase.
Too much like Fool's Gold, which I dislike.
Quote
Be True
$2 - Action
+2 Actions
+$2
Discard a card.
Quote
Hawaii
$2 - Action-Victory
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
--
Worth 0 VP
Good joke submission I reckon.

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Heroes
$2 - Action-Looter
Gain a Ruins, putting it into your hand.
Choose one: play a Ruins from your hand three times; or reveal and return any number of Ruinses from your hand to the bottom of the Ruins pile in any order.
Ruineses.  This card is too weak.  Maybe if it played the ruins 4 times.
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Villians
$2 - Action-Victory
Worth 0 VP
--
Choose one: Discard one card, draw one card. Gain a Silver. Trash this, gain an Estate.
Worth 0 VP? Why?
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Friends
$2 - Action
+1 Card
+2 Actions
Discard a card.
--
When a player buys a card from a kingdom card pile with the [This Card] token on it, he gains a [This Card] and moves the [This Card] token to a different kingdom card pile.
--
Setup: Add an extra Action card pile to the Supply and put the [This Card] token on it.
Encouraging mirror strategies is bad.  Reverse embargo has a reverse effect on mirror likelihoods, unfortunately.
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Surfer Girl
$2 - Action
+1 Card
+1 Action
You may discard a Treasure Card; if you do, +$1, +1 Buy.
I think +1 Card +1 Action +1 Buy is ok at 2$.  This is noisier but mostly the same.
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Wonderful
$2 - Action
+1 Action
Gain a Curse in hand.
Reveal your hand.
+2 Cards per Curse revealed.
I like this.  It seems like it'd work, if only just.
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Sloop John B
$2 - Action-Duration
+1 Action
Now and at the start of your next turn: +$1.
--
While this is in play, all other players play with their hands revealed.
Cool card.  I like it.
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Then I Kissed Her
$2 - Action
+1 Card
+1 Action
Gain a card that costs exactly $1 + $1 for each [This Card] in play.
Much too strong.  It's a useful cantrip that gains useful cantrips which then gain Silvers.
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Dance Dance Dance
$2 - Action
+$2
You may gain a [This Card], putting it in your hand.
Only good with Fishing Village, sadly. 
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Wendy
$2 - Action
+$1
You may reveal and discard a Victory Card costing 5 or more from your hand. If you do, +$2.
You may reveal and discard a Treasure or Action card from your hand. If you do, +$2.
This is balanced, but I don't like that it accelerates the game by greasing the greening phase (by rewarding you for Provinces).  If the second clause was Duchies only I'd dig this card.
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When I Grow Up
$2 - Action-Reaction
+1 Card
+1 Action
If you returned any copy of [This Card] to your hand at the start of your turn, +$1.
--
When another player buys a card, you may reveal your hand.  If you do and if the bought card costs at least $2 more than any card in your hand, set this card aside and return it to your hand at the start of your next turn.
I swear rinkworks picked these names deliberately..
Probably not a joy to play with this card in meatworld. 

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Break Away
$2 - Action
+2 Actions
You may return a card from your hand to the supply. If you do, gain a card with the same cost, putting it in your hand.
I don't like that I like this card.  You can self Swindle based on the situation, that situation usually being that you have +2 Actions so you better use them.
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I Get Around
$2 - Action
+2 Actions
+1 Buy
Trash the top card of a non-victory supply pile.
[/quote]
Same thing goes for the other +2 Actions +1 Buy card I commented on.
« Last Edit: September 17, 2012, 05:47:40 pm by popsofctown »
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RD

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #28 on: September 17, 2012, 05:59:21 pm »
0

Quote
Another +2 Actions, +1 Buy.  I still think these concepts compare too well to Hamlet even without the extra bonus effect.  Maybe that's incorrect of me.
I don't think this is right. The point of Hamlet is that you usually don't need both options, so you don't have to use them. You usually wind up discarding only one card (sometimes none), and "Best four out of five cards" is generally a lot better than "Four random cards."

Plus, blindly loading up on these will kill your deck, unlike Hamlet which is a cantrip at worst. And there's the cycling thing too.

That's not necessarily an endorsement of any specific card though.


Marcella
$2 - Action
+2 Actions
+1 Buy
Discard any number of Curse cards. +1 Card per Curse card discarded.
--
When you gain this, gain a Curse.

See above, but I think the opposite of eHalcyon: I think it's at best it's a less interesting Hamlet, and likely a weaker one, which the Curse doesn't help. Countering Curses is all good fun but still it won't be any stronger than it was before. Is there a big unexplored design space for engines with a basically weak +Actions component which can just barely withstand Cursing attacks? I don't know.

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Darlin'
$2 - Action-Reaction
Trash two cards from your hand.
--
When you would gain a card, you may discard this. If you do, instead gain a card costing exactly $1 more.

I'm assuming this follows the same rules as Trader: for instance that if there is no card at that price point then you just don't gain anything.

This seems like it would need a lot of playtesting but it looks fun. Ironworks/Darlin' gets you into University territory very quickly, and Darlin' trashing helps set up the combo.

I'm also not sure it is a $3 card; I think it compares reasonably well to Steward given that it stops using up a terminal slot when you're done trashing.
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California Girls
$2 - Action-Reaction
+$2
You may place your [This Card] token onto any supply pile.
--
When another player plays the card your [This Card] token is on, you may reveal and discard this card. If you do, gain a Silver, putting it into your hand.

Almost certainly this needs to be Kingdom cards only, or it just becomes a nonterminal Explorer (okay, without the Gold gain, but still that's WAY too strong for $2. Maybe it's in that Chapel zone where it's too strong to be a $5?) Even if you do restrict it, in many games that's what's going to happen.

I agree the token placement is not all that interesting of a decision, but I'm not sure that matters as long as the decision to buy this card is interesting.

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Together Again
$2 - Action
+2 Cards
+2 Actions
+2 Buys
Return this card to the supply.

I'm not sure but I think I disagree with eHalcyon here. If you always use your extra Buys to replenish your Together Agains then you're using up your extra card and more (since most decks don't have an average card value of $2, and if they do, it probably means you already have an engine built). So you might just wind up treading water. Could be wrong.

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Wild Honey
$2 - Action-Reaction
+2 Actions
When you discard this from your deck, you may reveal it. If you do, put it in your hand.

I find bare +2 Actions really boring so I'm biased, but this seems much too narrow for me. Maybe someone can name some interesting combos?

I might like it better if it were "When you discard this from your deck, you may reveal it. If you do, +1 Action," so suddenly you have Harvest becoming nonterminal and maybe some other weird stuff like that. But then that breaks the interaction with opponents' attacks.

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Caroline
$2 - Action
If you have no other cards in play you may discard your hand. If you do, gain a card costing up to 6.

I agree this looks overpowered.

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Cotton Fields
$2 - Action
Choose one: Gain an Estate; or Gain a Spoils.

Of course the Estate option is there to make it relevant in the endgame. It might not be important enough to bother having though. I have no idea whether it's balanced, have to play with Spoils more.
« Last Edit: September 17, 2012, 06:01:56 pm by RD »
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Archetype

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #29 on: September 17, 2012, 06:04:12 pm »
0

There are some really unique cards here!

Arent Little Bird and Be True the same? rinkworks, are you going to combine them into one card?
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Tables

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #30 on: September 17, 2012, 08:31:51 pm »
0

Ugh, just realised for the card I submitted, I prettied up the wording while submitting it but changed one word accidentally and made the card go from 'interesting moderate card' to 'almost strictly better than a specific $5'. Upset because it seemed to be a competitive card otherwise.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Sakako

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #31 on: September 17, 2012, 09:01:50 pm »
+1

Okay, so this is my first time properly reviewing cards for one of these contests, so bear with me. I think I being a little bit too frank! Disclaimer, one of these is mine. I actually noticed that a lot of the cards seem overpowered for $2 - so I think it was a good contest, to see just how well people could price such a weak card. (Let's completely ignore Fool's Gold here guys.)

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Sail On
$2 - Action-Duration
+$2
--
When you buy this you may pay more than $2. For every additional $1 paid, choose one (you may choose each one more than once).
- Trash a card in hand.
- Next turn: +1 [This Card].
- Next turn: +1 Action.
- Next turn: +1 Buy.
I don't know if I like this. How are we supposed to keep track of the duration effects? There's nothing stopping me from saying (in a game with otherwise megaturns) that I paid $4 for it last turn, and I notice I have clashing terminals in my hand so I say I went for Actions... (Of course I'd never do this personally :P) What does "+1 [This Card]" mean, anyway? Gain a [This Card]? Hm.

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Marcella
$2 - Action
+2 Actions
+1 Buy
Discard any number of Curse cards. +1 Card per Curse card discarded.
--
When you gain this, gain a Curse.
So, it's like a much more terrible Cellar with an extra Action and a Buy? In games with cursers, it might be nice if you're way behind, but I don't think I'd ever want to buy this.

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Shut Down
$2 - Action
Reveal your hand. +$1 per Victory card revealed. If this is the first time you have played a [This Card] this turn, +1 Action.
Hm, a card to go with Crossroads. I guess it's kind of useful in the mid-late game.

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The Trader
$2 - Treasure
+$2
When you gain this, gain a Copper.
So it's like a Cache, but Silver. I guess it's an okay idea.

Quote
Darlin'
$2 - Action-Reaction
Trash two cards from your hand.
--
When you would gain a card, you may discard this. If you do, instead gain a card costing exactly $1 more.
This card is a little bit too powerful for $2. You'd definitely always open with it (it's a half Chapel) which ends up as a Copper in the hand (as you can use it to get to those elusive $6 or $7 cost cards). It'd probably be balanced at $3, or $4 even (I personally think the reaction is better than that of Trader).

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California Girls
$2 - Action-Reaction
+$2
You may place your [This Card] token onto any supply pile.
--
When another player plays the card your [This Card] token is on, you may reveal and discard this card. If you do, gain a Silver, putting it into your hand.
Open with this, then put your token on the Copper pile. Makes this card strictly-better-than-Silver, if you ask me.

Quote
Together Again
$2 - Action
+2 Cards
+2 Actions
+2 Buys
Return this card to the supply.
This card isn't broken per se, being a one shot; but if I've got a spare $2 lying around, I'm going to be buying this, for sure.

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Warmth of the Sun
$2 - Action
+1 Action
+$1
Trash 2 Curses or Ruins from the supply. If you do, +1 Card.
Can I trash 1 Curse and 1 Ruins? Does this even add Ruins to the supply? (/pedantry) Having said that, it's not a terrible card. It becomes a Copper in the late game, which you've paid $2 for. Still, when there's a curser or a looter on the board, this card is broken as all get-out.

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Wild Honey
$2 - Action-Reaction
+2 Actions
When you discard this from your deck, you may reveal it. If you do, put it in your hand.
This card is probably balanced at $2. It's a good defense against cards like Rabble and Fortune Teller, and it combos well with a few cards like Cartographer, Lookout and others. It'd even be okay giving $1 too. I could see myself voting for this, maybe.

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Do It Again
$2 - Action-Looter
Reveal cards from your deck until you reveal a card costing 2 or less. Trash it. You may put one revealed card in your hand; discard the rest.
--
When you trash this, each other player gains a Ruins.
So it can trash itself, it can trash Coppers and Estates for you. I think it's probably okay. Combos well with trashers, but nothing terribly broken. I think I could vote for this, too.

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Caroline
$2 - Action
If you have no other cards in play you may discard your hand. If you do, gain a card costing up to 6.
So, this card has to be the first card you play, I suppose. But this card is definitely the one I'd want to buy. Slightly underpriced I think; if you open Caroline/Caroline, then even if you somehow clash them into one of your hand, you've still got Gold/Caroline in your next few turns. I think this card's a little bit too powerful in a Province game - she's a guaranteed Gold. Not sure about Colony games, but I think it'd be okay.

Quote
Cotton Fields
$2 - Action
Choose one: Gain an Estate; or Gain a Spoils.
Seems legit. Definitely good in the early and late game. There's probably better actions that you could play. I'd definitely open with this, even better if I've got 5/2; but I wouldn't open two, and that's what makes this card really nice I think.

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Pet Sounds
$2 - Action
+$2
Trash this card. Put a [This Card] token on top of a supply pile costing $3 or more.
--
Cards cost $1 more per [This Card] token on that pile.
Almost as good as Embargo, but pretty boring.

Quote
Barbara Ann
$2 - Action-Attack
+1 Action
Every other player gains a Curse, putting it in their hand, or discards a Curse, gaining a Silver, putting it in their hand.
This card is the definition of "swingy". But non-terminal Cursers are always nice. Especially at $2. Nombos exceedingly well with Mountebank. I think it's a little powerful though, if you only play one a turn.

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Mona
$2 - Action
+1 Buy
+$1
The first time you buy a card this turn, +$2.
Alright... I guess? Terminal "gold"? At worst, I can just buy a copper, and make this card a $2 gold that gives me a copper. Usually I want to buy something else with that extra buy. Like Hamlet. Or this.

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Wind Chimes
$2 - Action
+1 Action
+1 Buy
--
When you discard this from play, if you bought fewer than two cards this turn, you may put this on top of your deck.
This seems fine.

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Wouldn't It Be Nice
$2 - Action
+1 Buy
Choose one: Take a [This Card] token; or return any number of [This Card] tokens, +$2 per [This Card] token returned.
Much better than Pirate Ship, that's for sure. Okay, so you have to return the tokens, but still, it always hits when you want it to. And Throne Rooming this twice gives you a province. Sure.

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Wake the World
$2 - Action-Duration
At the start of your next turn, trash this. If you do, gain an Action card and put it into your hand.
Gain AN Action card? Costing, perhaps... up to 7? I think this card is a LITTLE bit too powerful for $2. Strictly better than Feast for action cards, strictly better than University, in terms of gaining power mind you. This card would be balanced at $4, I think.

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Kokomo
$2 - Action
Choose one: +1 Buy, +$1; or discard your hand. If you discarded any cards this way, draw 1 fewer cards than the number you discarded, +1 Action, and return this card to your hand.
Well, hey. It's a more interesting Cellar. I think I could get used to this. You can filter out those early Estates, and whatnot.

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Sunshine
$2 - Action
+1 Card
--
While this is in play, keep the top 2 cards of your deck revealed. You may put them in any order at any time.
--
(Rules clarification: While any number of [This Card] cards are in play, the top 2 cards of your deck are revealed at all times. For all intents and purposes (including its own card draw), you may treat either as the top card of your deck by reordering them at any time. If a card draws more than one card (such as Smithy), you draw one of the two revealed cards and reveal a replacement before drawing any more cards. If a card reveals a series of cards from the top of the deck (such as Scout), you select which of the two is revealed first, but the card is still technically the top card of the deck until the other card resolves, meaning you do not reveal any more cards for [This Card]'s effect until the other card is resolved. When there are no longer any [This Card]s in play, you must return the revealed cards to the top of your deck in any order.)
Whooooaaaaaa. Why so rules clarification, buddy? Still, I think in a deck which wants to draw itself, it's a pretty nice tool in the box. I guess it's okay, once you get your head around the rulings.

Quote
Fun Fun Fun
$2 - Action-Attack
Each player (including you) reveals the top and bottom cards of his deck and either switches their placement or returns them to where they were before, your choice.
This card would great... as a Ruins. Seriously, I don't think I'd ever buy this, or ever care when it was used on me. Great Ambassador fuel.

Quote
409
$2 - Action-Attack-Looter
Reveal a Ruins cards from the Ruins pile each player in the game.  Place one Ruins card aside, of your choice, and shuffle the remaining revealed Ruins cards putting on the top of the Ruins pile. Each other player gains a Ruins card. Gain the set aside Ruins card and play it immediately.
This card is pretty weak. With Trader, it's too strong.

Quote
Good Vibrations
$2 - Action
+1 Action
Gain an Action or Treasure card costing up to $5.
Each other player may gain an Action or Treasure card costing up to $3.
Put this card on top of the discard pile of the player to your left.
--
(Rules clarification: This card uses a passing mechanism similar to that of Masquerade, but the card passes itself instead of another card. The card is placed in the opponent's discard pile instead of his hand and he doesn't gain it, so he can't react to it.)
Seems fun. I'd probably test this out myself. But who's going to buy it? Seems overpriced.

Quote
Honda
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand.  If you do, gain a card costing up to $6, putting it on top of your deck.
A more versatile Treasure Map. A bit swingy, cause you can open with two of them. With the +Buy, it almost cries out "Buy me!" I think I like this card. Definitely worth a second consideration.

Quote
So Good To Me
$2 - Action-Victory
Draw up to 5 cards in hand.
--
Worth 0.5 VP
*click* Pfft. Good joke. :D

Quote
In My Room
$2 - Action-Treasure
When you play this, +1 Card, +1 Action.
--
(Rules clarifications: You can play this card during your action phase, which requires an action, or during your buy phase, which doesn't. Either way, you get +1 Card and +1 Action. You can't play actions during your buy phase, though.)
So I'm guessing this is a Treasure worth $0? Cause that's what I'd pay for it. Why would anyone want to buy this card? Conspirators, Peddlers and Banks be damned; this card isn't worth buying in any kingdom.

Quote
Deuce Coupe
$2 Action
+2 Actions
+1 Buy
--
When you trash this, +3 Cards and +1 Buy.
The wording's a little off, but I think it's an okay card.

Quote
Little Bird
$2 - Action
+2 Actions
+$2
Discard a card from your hand.
Early game, the discard's not really a problem. I think it's a little sharp to be opening two of these. It's kind of like a Festival, probably.

Quote
Don't Worry Baby
$2 - Action-Reaction
+1 Action
Reveal the top 5 cards from your deck.  Discard any actions or treasures revealed this way.  Put the rest in your hand.
--
When you gain a Curse, you may reveal this from your hand.  If you do, put it in your hand.
Well hey, I guess you can put a hat on me and call me Atticus, cause this card reminds me of something... but it's way worse. What's with the reaction? Seriously! Who wants a Curse in hand? It doesn't even defend against Sea Hag - you still have to discard the top card of your deck!
... That being said, I think this is a shoe-in. 3 points from me.

Quote
Surfin' Safari
$2 - Treasure
Worth $1
--
If you have one of these cards in play, gain a Silver during your buy phase; or if you have two or more of these cards in play gain a Gold during your buy phase.
Well, I know what I'm opening with.

Quote
Be True
$2 - Action
+2 Actions
+$2
Discard a card.
This card is exactly the same as "Little Bird". Gets exactly the same response.

Quote
Hawaii
$2 - Action-Victory
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
--
Worth 0 VP
Half the price of Scout and strictly better than it. Seems balanced to me.

Quote
Heroes
$2 - Action-Looter
Gain a Ruins, putting it into your hand.
Choose one: play a Ruins from your hand three times; or reveal and return any number of Ruinses from your hand to the bottom of the Ruins pile in any order.
I think this card could be pretty interesting. You can see what you're getting, so you know not to play it when you see a Survivors unless you like epic sifting.

Quote
Villians
$2 - Action-Victory
Worth 0 VP
--
Choose one: Discard one card, draw one card. Gain a Silver. Trash this, gain an Estate.
The real villain here is the wording. Why not "Discard a card, +1 Card"? Why not use the convention for choosing, the semicolon? I'm sure what the card is supposed to do is worse than Squire, though.

Quote
Friends
$2 - Action
+1 Card
+2 Actions
Discard a card.
--
When a player buys a card from a kingdom card pile with the [This Card] token on it, he gains a [This Card] and moves the [This Card] token to a different kingdom card pile.
--
Setup: Add an extra Action card pile to the Supply and put the [This Card] token on it.
Ironically, I think the name suits the card. I think it's good at $2. Definitely interesting. I may vote for this.

Quote
Surfer Girl
$2 - Action
+1 Card
+1 Action
You may discard a Treasure Card; if you do, +$1, +1 Buy.
Nnnnnnope.

Quote
Wonderful
$2 - Action
+1 Action
Gain a Curse in hand.
Reveal your hand.
+2 Cards per Curse revealed.
I think if you're going to be getting Curses anyway, you may as well get them with this. Not a "Wonderful" early buy, buy anyone's standards, but it's interesting - at least on boards with cursers.

Quote
Sloop John B
$2 - Action-Duration
+1 Action
Now and at the start of your next turn: +$1.
--
While this is in play, all other players play with their hands revealed.
Strictly more pointless than Lighthouse. Sure, you can decide if you want to play a Militia over some other terminal card. But, yeah, there's nothing else.

Quote
Then I Kissed Her
$2 - Action
+1 Card
+1 Action
Gain a card that costs exactly $1 + $1 for each [This Card] in play.
A good engine would get all of these cards. Cantrip gaining? Sure, why not. I think it's too powerful at $2.

Quote
Dance Dance Dance
$2 - Action
+$2
You may gain a [This Card], putting it in your hand.
Hm, terminal Silver that lets you get another terminal Silver. Good when there's lots of Villages, I guess. But you can clog your deck up. I think it's about right at $2.

Quote
Wendy
$2 - Action
+$1
You may reveal and discard a Victory Card costing 5 or more from your hand. If you do, +$2.
You may reveal and discard a Treasure or Action card from your hand. If you do, +$2.
Well, it's great in the late game. It's not great to open with, but once you've started greening a little bit, Wendy becomes a nice terminal Platinum pick for $2. Probably a little bit powerful, in that respect.

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When I Grow Up
$2 - Action-Reaction
+1 Card
+1 Action
If you returned any copy of [This Card] to your hand at the start of your turn, +$1.
--
When another player buys a card, you may reveal your hand.  If you do and if the bought card costs at least $2 more than any card in your hand, set this card aside and return it to your hand at the start of your next turn.
This is a nice Peddler variant when you react with it. You could build a nice engine around these. I guess $2 is fine, in that case.

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Break Away
$2 - Action
+2 Actions
You may return a card from your hand to the supply. If you do, gain a card with the same cost, putting it in your hand.
I think this card is undercosted. You could turn Estates into this easily, and play them. Probably, again, a little bit too powerful for $2. Cause, you know. Everyone loves Actions.

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I Get Around
$2 - Action
+2 Actions
+1 Buy
Trash the top card of a non-victory supply pile.
Stupidly overpowered in Dark Ages boards (especially with cards like Squire). May be used to help you end on piles... I dunno.  Looks a bit underpriced.
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #32 on: September 17, 2012, 09:59:58 pm »
0

Read from the bottom again. Also, I did not submit to this contest, my rescinded entry was posted as part of my fan set (which has no comments yet). This was a hard contest, and none of the ones I liked stick out in my mind. My comments:
Quote
Sail On
$2 - Action-Duration
+$2
--
When you buy this you may pay more than $2. For every additional $1 paid, choose one (you may choose each one more than once).
- Trash a card in hand.
- Next turn: +1 [This Card].
- Next turn: +1 Action.
- Next turn: +1 Buy.
+1 of this? If you buy this for $7, then it becomes most of a Tactician. This seems quite strong.
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Marcella
$2 - Action
+2 Actions
+1 Buy
Discard any number of Curse cards. +1 Card per Curse card discarded.
--
When you gain this, gain a Curse.
This is not likely to line up with its Curse at all. In a Cursing game, this is still a penalty until the Curses run out. As a protection, I prefer Wonderful.
Quote
Shut Down
$2 - Action
Reveal your hand. +$1 per Victory card revealed. If this is the first time you have played a [This Card] this turn, +1 Action.
It is quite weak compared to a Crossroads.  A 2-Victory hand gives this +$2, +1 Action, like a Silver. A Crossroads has +2 cards, +3 actions, which would be a 7 cost card.
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The Trader
$2 - Treasure
+$2
When you gain this, gain a Copper.
This is a Silver than gains you a Copper like Cache gains you 2. Its cute.
Quote
Darlin'
$2 - Action-Reaction
Trash two cards from your hand.
--
When you would gain a card, you may discard this. If you do, instead gain a card costing exactly $1 more.
Trash 2 cards or gain $1 or non-terminally trash a card you just received. Seems okay.
Quote
California Girls
$2 - Action-Reaction
+$2
You may place your [This Card] token onto any supply pile.
--
When another player plays the card your [This Card] token is on, you may reveal and discard this card. If you do, gain a Silver, putting it into your hand.
When you use this, it makes this card temporarily non-terminal and gains a Silver. I like that it captures some of the spirit of my "Chan" Magistrate from the Trashing Contest. One annoying bit is that it doesn't encourage diverging strategies, just lets a player predict the most played card for the game. Edit: Ohhh that card is Copper. I thought it said Kingdom pile, which would make this a much better card, I think.
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Together Again
$2 - Action
+2 Cards
+2 Actions
+2 Buys
Return this card to the supply.
Way too strong. I would pick this up nearly every time I had the chance too, filling my deck with terminal actions and coasting to victory every game.
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Warmth of the Sun
$2 - Action
+1 Action
+$1
Trash 2 Curses or Ruins from the supply. If you do, +1 Card.
A peddler variant for $2? I would remove the Ruins part. In 2player, this can be used 5 times, 10 times with Ruins. In 4 player, this can be used quite a bit more times, especially with Ruins. I do like the idea that a player receiving the rough end of Cursing can use this to deplete the Curses before they get them. Seems okay.
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Wild Honey
$2 - Action-Reaction
+2 Actions
When you discard this from your deck, you may reveal it. If you do, put it in your hand.
Just from your deck? That comes up so little that this is undependable. Think of Native Village, which can get you a card every other play or 2 cards every 3 plays. Wild Honey only gets you a card a third of the time, even when it is in the right deck.
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Do It Again
$2 - Action-Looter
Reveal cards from your deck until you reveal a card costing 2 or less. Trash it. You may put one revealed card in your hand; discard the rest.
--
When you trash this, each other player gains a Ruins.
I am now surprised that this "When you trash this" ability wasn't used. This is very likely to just hit a Copper, making the card only slightly better than "$1,trash a card from your hand". Weak.
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Caroline
$2 - Action
If you have no other cards in play you may discard your hand. If you do, gain a card costing up to 6.
Boring, since it only does one thing. It also can invalidate the other cards you drew with it.
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Cotton Fields
$2 - Action
Choose one: Gain an Estate; or Gain a Spoils.
This is a terminal Gold where you get the Gold way later and at the cost of a card in your hand. Considering the much better Marauder was made, I think that this would be weak. It also can gain an Estate.
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Pet Sounds
$2 - Action
+$2
Trash this card. Put a [This Card] token on top of a supply pile costing $3 or more.
--
Cards cost $1 more per [This Card] token on that pile.
I have never found one of these cards that make things more expensive to my taste. They likely slow the game down quite a bit.
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Barbara Ann
$2 - Action-Attack
+1 Action
Every other player gains a Curse, putting it in their hand, or discards a Curse, gaining a Silver, putting it in their hand.
I don't want there to be a $2 curser. Even used only twice sucessfully, it is strong. The way to use this card is to figure out your opponent's hand, first.
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Mona
$2 - Action
+1 Buy
+$1
The first time you buy a card this turn, +$2.
This is a weak version of Bridge that doesn't have the normal tricks and requires you to make the first buy. The only difference is that you can buy a Copper to make this into a terminal gold for $2. Is that too strong? Maybe, but it also isn't interesting enough for me.
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Wind Chimes
$2 - Action
+1 Action
+1 Buy
--
When you discard this from play, if you bought fewer than two cards this turn, you may put this on top of your deck.
I don't think that I would want a +1 action, +1 buy very often. In those cases, I probably don't want it nearly every turn, taking up a space in my hand.
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Wouldn't It Be Nice
$2 - Action
+1 Buy
Choose one: Take a [This Card] token; or return any number of [This Card] tokens, +$2 per [This Card] token returned.
This lets you stock up money, the same way Native Village lets you stock cards. This seems weak. Even if you got enough for an expensive Victory card, you would have to start from scratch later.
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Wake the World
$2 - Action-Duration
At the start of your next turn, trash this. If you do, gain an Action card and put it into your hand.
Too strong. This is like a next-turn drawer and a gainer that can gain a Possession, Kings Court, or Familiar without going through the normal hurdles.
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Kokomo
$2 - Action
Choose one: +1 Buy, +$1; or discard your hand. If you discarded any cards this way, draw 1 fewer cards than the number you discarded, +1 Action, and return this card to your hand.
this card lets you trade your current hand for another that is smaller. The $1 and buy are in the wrong order. This might make a silly combo with Tunnel. Seems okay.Seems okay.
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Sunshine
$2 - Action
+1 Card
--
While this is in play, keep the top 2 cards of your deck revealed. You may put them in any order at any time.
--
(Rules clarification: While any number of [This Card] cards are in play, the top 2 cards of your deck are revealed at all times. For all intents and purposes (including its own card draw), you may treat either as the top card of your deck by reordering them at any time. If a card draws more than one card (such as Smithy), you draw one of the two revealed cards and reveal a replacement before drawing any more cards. If a card reveals a series of cards from the top of the deck (such as Scout), you select which of the two is revealed first, but the card is still technically the top card of the deck until the other card resolves, meaning you do not reveal any more cards for [This Card]'s effect until the other card is resolved. When there are no longer any [This Card]s in play, you must return the revealed cards to the top of your deck in any order.)
This is complicated and probably destroys the rules. It doesn't gain much from doing it, anyway.
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Fun Fun Fun
$2 - Action-Attack
Each player (including you) reveals the top and bottom cards of his deck and either switches their placement or returns them to where they were before, your choice.
You have to play this from your hand for 1 card and 1 action. Other players get an attack that could be weaker than even Spy's. The entire benefit you get can be undone by future plays of this. Too weak.
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409
$2 - Action-Attack-Looter
Reveal a Ruins cards from the Ruins pile each player in the game.  Place one Ruins card aside, of your choice, and shuffle the remaining revealed Ruins cards putting on the top of the Ruins pile. Each other player gains a Ruins card. Gain the set aside Ruins card and play it immediately.
I assume the word "for" is between "pile" and "each". There is a lot of work to hurt your opponents less than you are hurting yourself. There is no Ruins that actually replaces the 1 card and 1 action you used to play a 409.
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Good Vibrations
$2 - Action
+1 Action
Gain an Action or Treasure card costing up to $5.
Each other player may gain an Action or Treasure card costing up to $3.
Put this card on top of the discard pile of the player to your left.
--
(Rules clarification: This card uses a passing mechanism similar to that of Masquerade, but the card passes itself instead of another card. The card is placed in the opponent's discard pile instead of his hand and he doesn't gain it, so he can't react to it.)
You have to buy this. It takes up a space in your hand. You gain a better card than your opponents, but an opponent gets this card. It seems like you have to make the initial buy for a marginal gain over your opponent. It only seems to work well when there is no $3 as good as Silver.
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Honda
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand.  If you do, gain a card costing up to $6, putting it on top of your deck.
People are really hanging onto their self-synergy ideas. This is a Treasure Map that you can get easily, that helps you buy the other one, and offers far less benefit. I frankly don't want another card that creates that kind of gameplay.
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So Good To Me
$2 - Action-Victory
Draw up to 5 cards in hand.
--
Worth 0.5 VP
Whoever posted "WorkswithScout" opened the Pandora's 0.5VP Box. This works with only a small percentage of engines and doesn't offer enough protection from discard attacks (you want to discard a card this weak). We already have a draw up to 5 in our set.
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In My Room
$2 - Action-Treasure
When you play this, +1 Card, +1 Action.
--
(Rules clarifications: You can play this card during your action phase, which requires an action, or during your buy phase, which doesn't. Either way, you get +1 Card and +1 Action. You can't play actions during your buy phase, though.)
I like the Lucky Coin (peddler instead of cantrip) versions of this effect better, especially the ones where you restart your buy phase.
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Deuce Coupe
$2 Action
+2 Actions
+1 Buy
--
When you trash this, +3 Cards and +1 Buy.
This is outclassed by Squire. Why the +Buy when this can be trashed on an opponent's turn?
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Little Bird
$2 - Action
+2 Actions
+$2
Discard a card from your hand.
This is just awful. I couldn't think of a single reason to play this card. I really don't even know why someone decided to even post this.
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Don't Worry Baby
$2 - Action-Reaction
+1 Action
Reveal the top 5 cards from your deck.  Discard any actions or treasures revealed this way.  Put the rest in your hand.
--
When you gain a Curse, you may reveal this from your hand.  If you do, put it in your hand.
The wording gets you that pure Reaction card, cool. Losing the good cards from your deck generates a bad feeling. If you are going to get this to counter Cursers, you should get more benefit from it than that. The "point" of this card is to assemble a collection of cards to trash with "heavy trashers", but that niche is very narrow.
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Surfin' Safari
$2 - Treasure
Worth $1
--
If you have one of these cards in play, gain a Silver during your buy phase; or if you have two or more of these cards in play gain a Gold during your buy phase.
The text probably needs a little cleaning up. It bothers me a little that these treasures gain you other Treasures. It only scales up to 2. It seems balanced and I can accept a copper that gives you a Silver if you want that sort of thing. Seems okay.
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Be True
$2 - Action
+2 Actions
+$2
Discard a card.
As a non-traditional village, it looks good. It loses Festival's +Buy and adds a "discard a card". It is also a Fishing Village that gets the second +$ up front and doesn't give an action the next turn. I would like a simple cheap village and this would work. Seems okay.
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Hawaii
$2 - Action-Victory
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
--
Worth 0 VP
I still don't like 0VP Victory card. This is another Scout that picks itself out. I don't want to print an almost-just better at $2 card.
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Heroes
$2 - Action-Looter
Gain a Ruins, putting it into your hand.
Choose one: play a Ruins from your hand three times; or reveal and return any number of Ruinses from your hand to the bottom of the Ruins pile in any order.
If the top Ruins is Survivors, this is quite bad. If it is Ruined Village, you get +3 actions, but probably don't want that either. +$3 and +3 cards aren't really worth polluting your deck and I cannot imagine a Heroes "strategy" working.
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Villians
$2 - Action-Victory
Worth 0 VP
--
Choose one: Discard one card, draw one card. Gain a Silver. Trash this, gain an Estate.
Quote
The wording of the "Choose one" is off. I don't like the 0VP Victory idea.
Friends
$2 - Action
+1 Card
+2 Actions
Discard a card.
--
When a player buys a card from a kingdom card pile with the [This Card] token on it, he gains a [This Card] and moves the [This Card] token to a different kingdom card pile.
--
Setup: Add an extra Action card pile to the Supply and put the [This Card] token on it.
A weak village where you can get it for free by grabbing a random pile. Oddly, this can be moved to a Kingdom Treasure or Victory card. It adds another pile. If a Young Witch declares this as a Bane or vice versa, that can be a lot of piles. Interesting, but probably not in a fun way.
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Surfer Girl
$2 - Action
+1 Card
+1 Action
You may discard a Treasure Card; if you do, +$1, +1 Buy.
Quote
This is a Market where you discard a Copper, making the net effect +1Card, +1Action, +1 Buy. Market Square does that for $3.
Wonderful
$2 - Action
+1 Action
Gain a Curse in hand.
Reveal your hand.
+2 Cards per Curse revealed.
Quote
A self-cursing Lab? If you have a means of trashing, or you are being Cursed anyway, this is reasonable. There are also reasons you would want this to grow your handsize, or to be able to reach an expensive card. Seems fun.
Sloop John B
$2 - Action-Duration
+1 Action
Now and at the start of your next turn: +$1.
--
While this is in play, all other players play with their hands revealed.
Quote
This is too similar to Lighthouse, and the ability isn't interesting enough of the time.
Then I Kissed Her
$2 - Action
+1 Card
+1 Action
Gain a card that costs exactly $1 + $1 for each [This Card] in play.
Quote
We have Synergistic cards already. This one is a Cantrip that may gain a copy of itself, then starts gaining itself and Silvers. When this gets to the point when it was worth buying, you have gained over a dozen (mostly unneeded) cards, I bet. This wouldn't "work" at another cost. It just needs to have a different effect.
Dance Dance Dance
$2 - Action
+$2
You may gain a [This Card], putting it in your hand.
We saw this in the contest earlier. I am still not liking how out of hand this can get.
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Wendy
$2 - Action
+$1
You may reveal and discard a Victory Card costing 5 or more from your hand. If you do, +$2.
You may reveal and discard a Treasure or Action card from your hand. If you do, +$2.
$5 from a terminal $2... At the beginning of the game, this is only a terminal Copper, but it encourages buying Duchies to make it into a terminal Gold (that also lets you discard unneeded actions for $2). I am on the fence.
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When I Grow Up
$2 - Action-Reaction
+1 Card
+1 Action
If you returned any copy of [This Card] to your hand at the start of your turn, +$1.
--
When another player buys a card, you may reveal your hand.  If you do and if the bought card costs at least $2 more than any card in your hand, set this card aside and return it to your hand at the start of your next turn.
Funny name-effect thing. The effect is rather complicated. All this work in order to turn all When I Grow Ups into Peddlers?
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Break Away
$2 - Action
+2 Actions
You may return a card from your hand to the supply. If you do, gain a card with the same cost, putting it in your hand.
All previous attempts to un-Swindle a card haven't won contests. I like this one. It lets you turn Estates into itself or other 2 cost, creating an engine out of itself and drawers. Seems okay.

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I Get Around
$2 - Action
+2 Actions
+1 Buy
Trash the top card of a non-victory supply pile.
Supply trashing probably doesn't have to come at such a high cost. This could safely be +1 coin, +2 actions, +1 Buy. I think. That is, unless the rules work as Sakako said. If that is the case, it has FBI.
« Last Edit: September 17, 2012, 10:20:39 pm by One Armed Man »
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Sakako

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #33 on: September 17, 2012, 10:10:22 pm »
+4

Quote
Little Bird
$2 - Action
+2 Actions
+$2
Discard a card from your hand.
This is just awful. I couldn't think of a single reason to play this card. I really don't even know why someone decided to even post this.

Quote
Be True
$2 - Action
+2 Actions
+$2
Discard a card.
As a non-traditional village, it looks good. It loses Festival's +Buy and adds a "discard a card". It is also a Fishing Village that gets the second +$ up front and doesn't give an action the next turn. I would like a simple cheap village and this would work. Seems okay.

.. Does anyone else notice a bit of discrepancy here? :3
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #34 on: September 18, 2012, 12:38:40 am »
0

I commented on my favorite and most ironically-named cards.  One of these is mine.

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Shut Down
$2 - Action
Reveal your hand. +$1 per Victory card revealed. If this is the first time you have played a [This Card] this turn, +1 Action.

This is essentially a weaker version of one of my favorite cards from the Treasure competition.  Plus, there's a CRAZY combo with Crossroads.  I like it a lot.

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The Trader
$2 - Treasure
+$2
When you gain this, gain a Copper.

Ironic that The Trader would benefit greatly from having Trader in your hand.  Aside from the irony, I'm not sure I like it.

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Do It Again
$2 - Action-Looter
Reveal cards from your deck until you reveal a card costing 2 or less. Trash it. You may put one revealed card in your hand; discard the rest.
--
When you trash this, each other player gains a Ruins.

I think it would be funny to Throne Room a Do It Again.  Other than that, not a huge fan... but I could be won over to the Ruins concept soon.  I got Dark Ages for my birthday, and will be playing it soon.

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Caroline
$2 - Action
If you have no other cards in play you may discard your hand. If you do, gain a card costing up to 6.

An early game Vault without the externality.  Seems really strong, or so I have been told.  Then again, it won't be like Vault+Gold == Province... it just gets stuck gaining $6 cost cards early and Duchies late.  And, if you want Provinces, you'll need to put up with a dead card in your hand.  Still seems strong at $2, but I generally like it.

Quote
Honda
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand.  If you do, gain a card costing up to $6, putting it on top of your deck.

I like it.  It is a Ruined Market by itself, but it helps you get more and if you get more, they may collide and you've found Gold (or Grand Market) or Governor.  Plus, the card comes with +Buy, so that makes a strategy that tries picking up more of them viable.

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So Good To Me
$2 - Action-Victory
Draw up to 5 cards in hand.
--
Worth 0.5 VP

This is a little silly, but I like the fractional VP (not strictly better than Estate).  Not sure what else to say about this one.  Combos with Scout, but not in a good way... but not necessarily bad with Scout reordering of the top of the deck.  It won't fix Scout.  As we all know, Scout is overpowered.

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Be True
$2 - Action
+2 Actions
+$2
Discard a card.

This would combo well with So Good To Me (or Production Village).  Maybe too well.

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Wonderful
$2 - Action
+1 Action
Gain a Curse in hand.
Reveal your hand.
+2 Cards per Curse revealed.

This could maybe get to be too Wonderful.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #35 on: September 18, 2012, 07:19:20 am »
0

Can I say that I find it really odd that the names are multiple words this time?

I find it really odd. :P

Sail On
$2 - Action-Duration
+$2
--
When you buy this you may pay more than $2. For every additional $1 paid, choose one (you may choose each one more than once).
- Trash a card in hand.
- Next turn: +1 [This Card].
- Next turn: +1 Action.
- Next turn: +1 Buy.

What does "+1 [This Card]" mean?  You gain another Sail On?

That was an error of my own.  It should just say "+1 Card."  It'll be apparent why my script did that when the results are announced.  I'll fix the ballot post.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #36 on: September 18, 2012, 07:42:39 am »
0

Round up of errata...

(1) I had the entries Surfin' Safari from this contest and Let It Be from #16 swapped.  I've fixed the original ballots.

(2) Little Bird and Be True, being the same card, have been combined into a single entry under the "Little Bird" name.
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #37 on: September 18, 2012, 09:26:20 am »
0

Quote
Surfin' Safari
$2 - Action
Discard an Estate and a Treasure from your hand; if you do, gain a Treasure card costing less than a Gold to your hand.
--
When you buy this, gain an Estate.
I don't like the "Less than a Gold" line. I think that if you can reduce everything's cost, you should be able to get the gold. Also, I don't want to gain extra estates. This reminds me of a Tunnel that only combines with one card.

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Be True, Little Bird
$4 - Action
+4 Actions
+$4
Discard 2 cards from your hand.
This seems a little strong now that they are combined. Still, it is my favorite entry so far. Excellent work!
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #38 on: September 18, 2012, 03:02:50 pm »
+1

That was an error of my own.  It should just say "+1 Card."  It'll be apparent why my script did that when the results are announced.  I'll fix the ballot post.

The card must be named Card.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #39 on: September 18, 2012, 04:27:42 pm »
0

Round up of errata...

(1) I had the entries Surfin' Safari from this contest and Let It Be from #16 swapped.  I've fixed the original ballots.

(2) Little Bird and Be True, being the same card, have been combined into a single entry under the "Little Bird" name.

Another:

(3) The author of California Girls wishes to fix a wording mistake.  The first line of the card should have read "You may place your [This Card] token onto any kingdom supply pile."  Since in this case the mistake wasn't mine, and it's after the deadline, I didn't think it was right to change the ballot.  However, let's call it a "rules clarification."  It's up to the individual voter whether to take this clarification of the author's intent for the card into account when voting.
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popsofctown

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #40 on: September 19, 2012, 09:49:56 am »
+2

I feel like if we are accepting of "rules clarifications" like that that occur after a card has received criticism, it opens a floodgate of card modification.
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Schneau

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #41 on: September 19, 2012, 10:19:45 am »
0

Yeah, sorry, I feel bad if you made a mistake, but I'm going to criticize and vote based on the original wordings. I'm happy to change things if it wasn't your fault (for instance, a rinkworks mistake), but if it was your mistake, you're in the same boat as the rest of us.
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RD

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #42 on: September 19, 2012, 11:20:20 am »
0

Quote
Surfin' Safari
$2 - Action
Discard an Estate and a Treasure from your hand; if you do, gain a Treasure card costing less than a Gold to your hand.
--
When you buy this, gain an Estate.
I don't like the "Less than a Gold" line. I think that if you can reduce everything's cost, you should be able to get the gold. Also, I don't want to gain extra estates. This reminds me of a Tunnel that only combines with one card.


You could split the difference with "costing at most $3 more than this," so it takes three Highways to get there. But looking at it this way it does seem unneccessarily difficult. Highway decks don't like having all these Treasures/Estates. And Highway+Surfin' Safari is a four-card combo (although the Treasure part is quite easy), which is not much helped by a constant influx of Silvers or whatever you're gaining from SS. Village+Bridge+SS is a FIVE card combo. Maybe you really have earned your Gold at this point?
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zahlman

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #43 on: September 19, 2012, 01:28:10 pm »
0

Quote
Little Bird
$2 - Action
+2 Actions
+$2
Discard a card from your hand.
This is just awful. I couldn't think of a single reason to play this card. I really don't even know why someone decided to even post this.

Hamlet Little Bird/Library says hi. Yeah, you're basically forced into Hamlet's double-discard option, and don't get the cycling/filtering, but you get +$2 instead of +1 Buy, which is quite nice if you can get +Buy from somewhere else.
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Schneau

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #44 on: September 19, 2012, 03:34:37 pm »
0

rinkworks: I think your program did something funny with the song Heroes and Villains, since it turned it into two cards. Plus, Villains is spelled incorrectly ("Villians"), which made it hard to search for! Probably too late to fix it at this point, though. You'll likely want to make sure that votes for both spellings get counted.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #45 on: September 19, 2012, 04:25:36 pm »
0

rinkworks: I think your program did something funny with the song Heroes and Villains, since it turned it into two cards. Plus, Villains is spelled incorrectly ("Villians"), which made it hard to search for! Probably too late to fix it at this point, though. You'll likely want to make sure that votes for both spellings get counted.

Separating Heroes and Villains into two pseudonyms was deliberate (I was running out of (reasonably well known) song titles).  But the misspelling was not.  Oops.

I'll fix it in the original post.  Votes for either spelling will count -- that's not a problem, as my script quits and reports an error whenever a vote goes to something it doesn't recognize, so I've been correcting typos all along.
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Archetype

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #46 on: September 19, 2012, 08:29:56 pm »
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Sail On
$2 - Action-Duration
+$2
--
When you buy this you may pay more than $2. For every additional $1 paid, choose one (you may choose each one more than once).
- Trash a card in hand.
- Next turn: +1 Card.
- Next turn: +1 Action.
- Next turn: +1 Buy.
Interesting Mechanic. Really, it's good, but I don't think it's going to get many votes for it's quirkiness.
Marcella
$2 - Action
+2 Actions
+1 Buy
Discard any number of Curse cards. +1 Card per Curse card discarded.
--
When you gain this, gain a Curse.
Eh, it's ok. I'm not too big of a fan of Self Cursing, and this card would often be very good, or very weak.
Shut Down
$2 - Action
Reveal your hand. +$1 per Victory card revealed. If this is the first time you have played a [This Card] this turn, +1 Action.
Too similar to Crossroads for my tastes, and I prefer Crossroads anyways.
The Trader
$2 - Treasure
+$2
When you gain this, gain a Copper.
Haha, I like it. Really simple, but kinda cool. Opening Cache/The Trader would be great for a Copper flood.
Darlin'
$2 - Action-Reaction
Trash two cards from your hand.
--
When you would gain a card, you may discard this. If you do, instead gain a card costing exactly $1 more.
Pretty cool. I'd like it better if the Action was "Gain a card costing up to 3" because I really like self-synergy. Getting a vote from me as I could see lots of fun tricks with this.
California Girls
$2 - Action-Reaction
+$2
You may place your [This Card] token onto any supply pile.
--
When another player plays the card your [This Card] token is on, you may reveal and discard this card. If you do, gain a Silver, putting it into your hand.
The reaction seems that it wouldn't happen often enough, WITH this in your hand for a whole new token system to be invented. Cool concept though.
Together Again
$2 - Action
+2 Cards
+2 Actions
+2 Buys
Return this card to the supply.
Seems like this would have the problem the old Madman had. You'd just pick this up with extra buys, and then eventually you'll just buy a couple Gold and Silvers, play a bunch of these, use your money and all +Buys to buy a bunch more. Rinse and Repeat for a boring game.
Warmth of the Sun
$2 - Action
+1 Action
+$1
Trash 2 Curses or Ruins from the supply. If you do, +1 Card.
Would like it if it was only 1 Card trashed, and restricted to Curses. This card seems to have the Ruins on it just for the sake of being different. Which isn't the point of Ruins.
Wild Honey
$2 - Action-Reaction
+2 Actions
When you discard this from your deck, you may reveal it. If you do, put it in your hand.
Sorry bud. There can be only 1 "discard from your deck" card in this set. Besides, this card is slightly too weak. Might need a +1$.
Do It Again
$2 - Action-Looter
Reveal cards from your deck until you reveal a card costing 2 or less. Trash it. You may put one revealed card in your hand; discard the rest.
--
When you trash this, each other player gains a Ruins.
I had a card similar to this made in my mind. It's an interesting mechanic, but the Ruins part just makes me not like it. I might just give it a vote for how much it reminds me of my card.
Caroline
$2 - Action
If you have no other cards in play you may discard your hand. If you do, gain a card costing up to 6.
Naw. Too good. It's a Vault that costs 2 and doesn't potentially help your opponents.
Cotton Fields
$2 - Action
Choose one: Gain an Estate; or Gain a Spoils.
I...really like this. It's so simple, and is a 2 cost card that isn't trying too hard to be one. I hope people don't write this one off as 'trying to be fancy' because of it's mentioning of Spoils. The Spoils is what makes this card interesting.
Pet Sounds
$2 - Action
+$2
Trash this card. Put a [This Card] token on top of a supply pile costing $3 or more.
--
Cards cost $1 more per [This Card] token on that pile.
Tax Variant. Never was fond of the idea.
Barbara Ann
$2 - Action-Attack
+1 Action
Every other player gains a Curse, putting it in their hand, or discards a Curse, gaining a Silver, putting it in their hand.
Too strong. Tries too hard to be a 2 cost card which it isn't.
Mona
$2 - Action
+1 Buy
+$1
The first time you buy a card this turn, +$2.
Too good. It's pretty much +$3, unless I'm reading it wrong.
Wind Chimes
$2 - Action
+1 Action
+1 Buy
--
When you discard this from play, if you bought fewer than two cards this turn, you may put this on top of your deck.
Cooleo. It's like Walled Village, but different, in a good way. Also doesn't try too hard to be a 2 cost card. Getting a vote from me.
Wouldn't It Be Nice
$2 - Action
+1 Buy
Choose one: Take a [This Card] token; or return any number of [This Card] tokens, +$2 per [This Card] token returned.
Nice. Has some self synergy which is good, but I really wish that +Buy was a +Action instead to promote chaining.
Wake the World
$2 - Action-Duration
At the start of your next turn, trash this. If you do, gain an Action card and put it into your hand.
So, ANY Action card?? This is so much better than Feast! It's good to have some freedom, but not this much freedom :P

Kokomo
$2 - Action
Choose one: +1 Buy, +$1; or discard your hand. If you discarded any cards this way, draw 1 fewer cards than the number you discarded, +1 Action, and return this card to your hand.
Uh..this card confuses me. I think I'm reading it right..it's a Cellar that goes into your hand, but suffers from one less draw. Ehh, not different enough for my tastes.
Sunshine
$2 - Action
+1 Card
--
While this is in play, keep the top 2 cards of your deck revealed. You may put them in any order at any time.
--
(Rules clarification: While any number of [This Card] cards are in play, the top 2 cards of your deck are revealed at all times. For all intents and purposes (including its own card draw), you may treat either as the top card of your deck by reordering them at any time. If a card draws more than one card (such as Smithy), you draw one of the two revealed cards and reveal a replacement before drawing any more cards. If a card reveals a series of cards from the top of the deck (such as Scout), you select which of the two is revealed first, but the card is still technically the top card of the deck until the other card resolves, meaning you do not reveal any more cards for [This Card]'s effect until the other card is resolved. When there are no longer any [This Card]s in play, you must return the revealed cards to the top of your deck in any order.)
Way too complicated for something that usually doesn't even matter. Pass.
Fun Fun Fun
$2 - Action-Attack
Each player (including you) reveals the top and bottom cards of his deck and either switches their placement or returns them to where they were before, your choice.
Nice, but I'd like there to be some benefit. Maybe +2$, might get a vote from me because of the unique Attack. 
409
$2 - Action-Attack-Looter
Reveal a Ruins cards from the Ruins pile each player in the game.  Place one Ruins card aside, of your choice, and shuffle the remaining revealed Ruins cards putting on the top of the Ruins pile. Each other player gains a Ruins card. Gain the set aside Ruins card and play it immediately.
The Attack seems to hurt you just as much as it hurts them, you do get the best Ruins of them, and you get to play it, but still...
Good Vibrations
$2 - Action
+1 Action
Gain an Action or Treasure card costing up to $5.
Each other player may gain an Action or Treasure card costing up to $3.
Put this card on top of the discard pile of the player to your left.
--
(Rules clarification: This card uses a passing mechanism similar to that of Masquerade, but the card passes itself instead of another card. The card is placed in the opponent's discard pile instead of his hand and he doesn't gain it, so he can't react to it.)
I don't think I would ever buy this, it's like giving the Embassy player gain to others, except slightly better for you and better for everyone else.
Honda
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand.  If you do, gain a card costing up to $6, putting it on top of your deck.
Treasure map, but with only 1 Gold. Pretty weak, I'd like if the Vanilla Bonus was +1 Card, +1 Action instead of +Buy.
So Good To Me
$2 - Action-Victory
Draw up to 5 cards in hand.
--
Worth 0.5 VP
I'm taking this as a joke submission, because it is too weak otherwise. Well, in a way.
In My Room
$2 - Action-Treasure
When you play this, +1 Card, +1 Action.
--
(Rules clarifications: You can play this card during your action phase, which requires an action, or during your buy phase, which doesn't. Either way, you get +1 Card and +1 Action. You can't play actions during your buy phase, though.)
Bleh. Action-when-you-run-out-of-Actions cards have been done before, and there is probably a way to do it, but this isn't it.
Deuce Coupe
$2 Action
+2 Actions
+1 Buy
--
When you trash this, +3 Cards and +1 Buy.
Huh, I like the simplicity of it. And with enough trashing cards, I'm glad some on-trash benefit cards are sprouting up.
Little Bird
$2 - Action
+2 Actions
+$2
Discard a card.
Really like this one. It's so simple, but also seems very tricky to play correctly. Also has some synergy with Production Village, which is cool. Doesn't try too hard to be a 2$, so it's getting a vote from me.
Don't Worry Baby
$2 - Action-Reaction
+1 Action
Reveal the top 5 cards from your deck.  Discard any actions or treasures revealed this way.  Put the rest in your hand.
--
When you gain a Curse, you may reveal this from your hand.  If you do, put it in your hand.
Oooh a Scout Varient. I like it. The Curse to your hand thing is pretty odd, but doesn't break the card.
Surfin' Safari
$2 - Action
Discard an Estate and a Treasure from your hand; if you do, gain a Treasure card costing less than a Gold to your hand.
--
When you buy this, gain an Estate.
Less than a Gold...interesting wording. The on-gain thing is interesting, and makes sense. I think I like this, but I would change the wording.
Hawaii
$2 - Action-Victory
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
--
Worth 0 VP
haha, I.see.what.you.did.there. but seriously this card is undercosted.
Heroes
$2 - Action-Looter
Gain a Ruins, putting it into your hand.
Choose one: play a Ruins from your hand three times; or reveal and return any number of Ruinses from your hand to the bottom of the Ruins pile in any order.
Unlike the other Looters that were submitted, I really like this one. It's like a mini Death Cart, which is awesome because I love Death Cart.
Villains
$2 - Action-Victory
Worth 0 VP
--
Choose one: Discard one card, draw one card. Gain a Silver. Trash this, gain an Estate.
Words can express how terrible this card is :P Also, why 0 VP?
Friends
$2 - Action
+1 Card
+2 Actions
Discard a card.
--
When a player buys a card from a kingdom card pile with the [This Card] token on it, he gains a [This Card] and moves the [This Card] token to a different kingdom card pile.
--
Setup: Add an extra Action card pile to the Supply and put the [This Card] token on it.
Hm. I wish the Action portion of the card was different. Something like +1 Action Discard 2 cards from your hand, Return this to the supply. Neat-o mechanic though.
Surfer Girl
$2 - Action
+1 Card
+1 Action
You may discard a Treasure Card; if you do, +$1, +1 Buy.
Another one I like. Doesn't try too hard to be a 2 cost card, and is pretty simple. Sucks it's similar to Almoner.
Wonderful
$2 - Action
+1 Action
Gain a Curse in hand.
Reveal your hand.
+2 Cards per Curse revealed.
Another self curse for benefit card. Still not a fan, but I like this card better because the effect is immediate and you can potentially trash the Curse.
Sloop John B
$2 - Action-Duration
+1 Action
Now and at the start of your next turn: +$1.
--
While this is in play, all other players play with their hands revealed.
Interesting effect, but it's probably too similar to Lighthouse for it to exist.
Then I Kissed Her
$2 - Action
+1 Card
+1 Action
Gain a card that costs exactly $1 + $1 for each [This Card] in play.
We already have a gainer in the set that improves on successive plays. Sorry.
Dance Dance Dance
$2 - Action
+$2
You may gain a [This Card], putting it in your hand.
It'd be more interesting if it was an Attack of some sort that hand others gain copies of it. It's almost always too weak otherwise.

Wendy
$2 - Action
+$1
You may reveal and discard a Victory Card costing 5 or more from your hand. If you do, +$2.
You may reveal and discard a Treasure or Action card from your hand. If you do, +$2.
I loved it until I realized you could discard Coppers for +2$. It'd be more interesting if it was just Actions and Victories.
When I Grow Up
$2 - Action-Reaction
+1 Card
+1 Action
If you returned any copy of [This Card] to your hand at the start of your turn, +$1.
--
When another player buys a card, you may reveal your hand.  If you do and if the bought card costs at least $2 more than any card in your hand, set this card aside and return it to your hand at the start of your next turn.
I think this card tries too hard to be different. It is, but the whole revealing thing can take a long time, especially in multiplayer.
Break Away
$2 - Action
+2 Actions
You may return a card from your hand to the supply. If you do, gain a card with the same cost, putting it in your hand.
It's kinda like Band of Misfits, where you can pick what card you want to have in your hand, but a bit different and gives +2 Actions. I really like this one!
I Get Around
$2 - Action
+2 Actions
+1 Buy
Trash the top card of a non-victory supply pile.
Sorry but no. Why +Buy? Maybe to end the game quicker on piles. I don't know, I just know I'm not a fan of it.

And that's them all! Not that many I like, but I do like 'The Trader', 'Darlin'', 'Cotton Fields', 'Wind Chimes', 'Little Bird', 'Heroes', 'Surfer Girl', and 'Breakaway'.

Good Luck to everyone! Will be reviewing the Treasure cards soon!
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Polk5440

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #47 on: September 19, 2012, 11:40:29 pm »
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For me, I don't care if a $2 card is ignorable more often than the average card. A good $2 card is situational, but not too strong. I felt like quite a few cards are just Too Strong for Two (TM). Since this is a $2 cost contest, I ignore Too Strong for TWo (TM) cards and other silly cards.
I am also kind of over most of the one-shot ideas.

Comments on other select cards, in order of appearance:

Quote
Shut Down
$2 - Action
Reveal your hand. +$1 per Victory card revealed. If this is the first time you have played a [This Card] this turn, +1 Action.

A chainable limited Secret Chamber. Good with Crossroads. I like this.

Quote
The Trader
$2 - Treasure
+$2
When you gain this, gain a Copper.

This is even less interesting than:

Nowhere Man
$2 - Treasure
Worth $1.5

I do like the idea that The Trader is a Baby Cache. I just wouldn't really want to play with it.

Quote
Wild Honey
$2 - Action-Reaction
+2 Actions
When you discard this from your deck, you may reveal it. If you do, put it in your hand.

I like the card, but it may not be the best addition to the set. EDIT: I changed my mind. I think it would work as a mini-theme.

Quote
Cotton Fields
$2 - Action
Choose one: Gain an Estate; or Gain a Spoils.

I like the idea a lot. I am a little put off that it requires cards from Dark Ages, but we do have Potion cost cards requiring Potions, and that is worse...

Quote
Wind Chimes
$2 - Action
+1 Action
+1 Buy
--
When you discard this from play, if you bought fewer than two cards this turn, you may put this on top of your deck.

Cute idea, but I am having a little trouble thinking of times I would actually want it, except in a buy deprived kingdom.

Quote
Honda
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand.  If you do, gain a card costing up to $6, putting it on top of your deck.

Baby Treasure Map. Only more reasonable! +1 Action isn't actually a bad idea. Maybe even in addition?

Quote
So Good To Me
$2 - Action-Victory
Draw up to 5 cards in hand.
--
Worth 0.5 VP

Here's a non-integer card I can get behind. Every faction of VP counts!

Quote
Deuce Coupe
$2 Action
+2 Actions
+1 Buy
--
When you trash this, +3 Cards and +1 Buy.

In the past, I haven't really liked cards that have an on-trash benefit when they can't really trash themselves since there is no guarantee there will be a trasher in the kingdom. Dark Ages increased the likelihood these style cards will work. So I guess this is okay.

Quote
Little Bird
$2 - Action
+2 Actions
+$2
Discard a card.

Ok, but not my favorite Village this time around. I am a little concerned that +$2 is too much.

Quote
Hawaii
$2 - Action-Victory
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
--
Worth 0 VP

I really like this. More similar to Scout than the version of it I submitted in an earlier contest. 0VP is simple. Combos with itself. [Replaces Scout.]

Quote
Friends
$2 - Action
+1 Card
+2 Actions
Discard a card.
--
When a player buys a card from a kingdom card pile with the [This Card] token on it, he gains a [This Card] and moves the [This Card] token to a different kingdom card pile.
--
Setup: Add an extra Action card pile to the Supply and put the [This Card] token on it.

I think a $2 village is a great idea. But would:

Quote
Friends Without Benefits
$2 - Action
+1 Card
+2 Actions
Discard a card.

be a better card? I think so. EDIT: As pointed out below, this is worse than Hamlet. I guess I just like the idea of a $2 Village with the above as a base, and don't like the ability Friends adds on.

Quote
Sloop John B
$2 - Action-Duration
+1 Action
Now and at the start of your next turn: +$1.
--
While this is in play, all other players play with their hands revealed.

I like it. Honesty. Saves on memorizing your opponents hands when they reveal.

I submitted cards to the contests.
« Last Edit: September 20, 2012, 11:14:25 am by Polk5440 »
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zahlman

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #48 on: September 20, 2012, 12:56:44 am »
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Quote
Wild Honey
$2 - Action-Reaction
+2 Actions
When you discard this from your deck, you may reveal it. If you do, put it in your hand.

I like the card, but it may not be the best addition to the set. EDIT: I changed my mind. I think it would work as a mini-theme.

I'm envisioning some weird Black Market/Venture/Wild Honey/terminal draw combo.

Quote
Quote
Hawaii
$2 - Action-Victory
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
--
Worth 0 VP

I really like this. More similar to Scout than the version of it I submitted in an earlier contest. 0VP is simple. Combos with itself. [Replaces Scout.]

:|

Quote
But would:

Quote
Friends Without Benefits
$2 - Action
+1 Card
+2 Actions
Discard a card.

be a better card? I think so.

That's strictly worse than Hamlet.

Quote
Quote
Sloop John B
$2 - Action-Duration
+1 Action
Now and at the start of your next turn: +$1.
--
While this is in play, all other players play with their hands revealed.

I like it. Honesty. Saves on memorizing your opponents hands when they reveal.

Yeah, I kinda have to support this one because it's most similar to the one I didn't get to submit :)
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Schneau

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Re: Mini-Set Design Contest, Challenge #15: $2 Card!
« Reply #49 on: September 20, 2012, 09:55:44 am »
0

Beginning notes:

- As rinkworks pointed out, $2 cards often do things that no other card does, which makes you want to get them when you need them. So, I will unlikely vote for cards that are just downgrades from more expensive cards unless they are really intriguing. On the flip side, I will be more likely to vote for cards that have unique mechanics.

- Lots of no-draw-Villages here. I wasn't a fan of most of them, unfortunately.

- Lots of terminal Silvers. I find this sort of strange, since there are only 2 official cards that cost $2 that are terminal Silver - Duchess and Embargo.

- What's up with fractional numbers? I'm all kinds of against these. What's next, +$sqrt(2*pi)?

Let's get to the cards!

Sail On
$2 - Action-Duration
+$2
--
When you buy this you may pay more than $2. For every additional $1 paid, choose one (you may choose each one more than once).
- Trash a card in hand.
- Next turn: +1 Card.
- Next turn: +1 Action.
- Next turn: +1 Buy.

I actually don't have a big problem with the Duration type here - it's different than other durations, but that's fine, as long as it's explained in the rulebook. What I have a problem with is the rest of the card. You will rarely want to overspend on a terminal Silver just to get one of these weak bonuses. Also, since this is the $2 challenge, it's a bit hokey to have the cost be variable.

Marcella
$2 - Action
+2 Actions
+1 Buy
Discard any number of Curse cards. +1 Card per Curse card discarded.
--
When you gain this, gain a Curse.

This is very weak. I would never want to buy a weak Village that comes with a Curse. Being able to discard Curses just replaces the cards you would have otherwise gotten had you not bought this card. This may even be weaker than Necropolis.

Shut Down
$2 - Action
Reveal your hand. +$1 per Victory card revealed. If this is the first time you have played a [This Card] this turn, +1 Action.

This is probably fine if not a little boring. In reality, it's a lot like Secret Chamber that gives you +1 Action the first time you play it, without the Reaction. Probably pretty weak.

The Trader
$2 - Treasure
+$2
When you gain this, gain a Copper.

When I first read this, I thought it was a terminal Silver Action card, which would have been terribly weak. As a Treasure, it is probably fine (Note: Most people write "Worth $2" instead of "+$2" on Treasure cards). This is going to be pretty strong in most alt-VP rushes, but probably not OP. And otherwise, it's a Silver version of Cache. Most of the time, you would only buy this on 5/2 openings or when you want the Copper. I'm happy enough with it.

Darlin'
$2 - Action-Reaction
Trash two cards from your hand.
--
When you would gain a card, you may discard this. If you do, instead gain a card costing exactly $1 more.

I've designed a Reaction with this idea before. It's pretty weak, though it does block Curses effectively. With the two-card trashing, this would be a good buy in Cursing games. And, $2 is a good level for Reactions. At the same time, this definitely is in the same niche as Chapel, and would definitely be overshadowed by it most of the time. I'm torn, Darlin', I think I'd like you better if your non-reaction portion were different.

California Girls
$2 - Action-Reaction
+$2
You may place your [This Card] token onto any supply pile.
--
When another player plays the card your [This Card] token is on, you may reveal and discard this card. If you do, gain a Silver, putting it into your hand.

I feel like you would almost never put your token on a pile besides Copper. And when you do, you will likely get a Silver in place of this every time it is in your hand. Probably too strong? I'd say yes, since it's a terminal Silver if you ever have to play it. Terminal Silver at $2 has to basically be paired with something that doesn't really benefit or hurt you, such as Duchess.

Together Again
$2 - Action
+2 Cards
+2 Actions
+2 Buys
Return this card to the supply.

Why return this to the supply instead of trashing? WHY? See my comments on Challenge 13.

Warmth of the Sun
$2 - Action
+1 Action
+$1
Trash 2 Curses or Ruins from the supply. If you do, +1 Card.

If you are going to mention Ruins, this should probably be a Looter. It's weird say you can trash them if they aren't in the supply. Basically, this is an early game Peddler that becomes a Copper once the Curses (and Ruins?) are gone. They'll go fast, which makes this card weak. It also interacts poorly with Cursers and Looters (IMHO), since it will basically make them non-factors. (P.S. I think it would be Ruinses.)

Wild Honey
$2 - Action-Reaction
+2 Actions
When you discard this from your deck, you may reveal it. If you do, put it in your hand.

Hmmm, how often do you discard from your deck? In games without this mechanic, this is a $2 Necropolis. It probably is usually much weaker than Fishing Village, except for rare games where you often discard from your deck.

Do It Again
$2 - Action-Looter
Reveal cards from your deck until you reveal a card costing 2 or less. Trash it. You may put one revealed card in your hand; discard the rest.
--
When you trash this, each other player gains a Ruins.

I was thinking that this should be an Attack card, but then I realized it shouldn't, since it's more like IGG than anything else. As worded, since you reveal the card that you trash, it sounds like you could put the card you trash in your hand. It should probably say "You may put one of the other revealed cards in your hand; discard the rest". I sort of like this card otherwise, though it is difficult to tell the power of it. It basically trashes your next cheap card, lets you draw a non-cheap card if you're lucky, and gives an on-trash benefit. I actually really like that the "attack-ish" part of this card won't trigger very often - it's sometimes nice to have a medium-often junker. Anyway, I like it, and it's probably not too strong, though maybe too weak.

Caroline
$2 - Action
If you have no other cards in play you may discard your hand. If you do, gain a card costing up to 6.

So, it's like a Tactician that can get you a Gold or other powerful card? Plus, you can't have any other cards in play? I'm really not a fan of the no-other-cards-in-play clause. This makes playing this card really boring - it ruins your hand when you play it, and you can't do interesting things before playing it. It may also have Fancy Balance Issues (FBI). Let's say you open 2 Carolines - if you hit them turns 3 and 4, you'll have 2 Golds during second reshuffle (granted, without anything helping them). I'm guessing this makes it too strong, since unless you can buy multiple good cards or something costing over $6, it would be best to just play this and get the goods anyway.

Cotton Fields
$2 - Action
Choose one: Gain an Estate; or Gain a Spoils.

Hmmm, interesting. Basically, this will get you Spoils if you think you'll get through your deck another time, otherwise it will get you an Estate. I'm not sure if this is too strong or not (basically, can you have a $2 Spoils getter?). I would guess that this is fine, but it's hard to say. I sort of like its simplicity, though it's rather like a downgraded Marauder.

Pet Sounds
$2 - Action
+$2
Trash this card. Put a [This Card] token on top of a supply pile costing $3 or more.
--
Cards cost $1 more per [This Card] token on that pile.

This card (not my submission) is one that I came up with a long time ago, and that I know others have come up with as well. Basically, Embargo with cost increase instead of Curses. I have a few thoughts on this specific reincarnation: it is interesting that the supply pile must cost at least $3 - this, I assume, is to prevent never-ending games where Coppers and Curses and Estates are too expensive to buy because for some reason you don't have any cards (Masquerade pin maybe?). It seems like a good solution to that problem, as far as I'm concerned. I am concerned about the wording of the second part - if you have a Silver in hand, and Silver has 3 tokens on it, can you Remodel it into a Province? It is very unclear as currently worded, and I'm guessing that the intent (and what I'd recommend) is that you cannot. I would recommend the wording that I use: "Cards in the supply cost $1 more for every Inflation token on that pile."

Besides all this, I have to say that this card is a bit boring, since everyone and their mother has come up with this concept before. I mean, it's probably balanced, but it shouldn't be in this fan expansion.

Barbara Ann
$2 - Action-Attack
+1 Action
Every other player gains a Curse, putting it in their hand, or discards a Curse, gaining a Silver, putting it in their hand.

This is too hit-or-miss. And probably too strong. A non-terminal curser for $2? Even with the option to discard-Curse-gain-Silver, yeah, too strong. I'd much prefer the options be "gain Curse and Silver" and "discard Curse". That way, both options are about equal in strength. I sort of like that version, though it should probably cost $3 or $4.

Mona
$2 - Action
+1 Buy
+$1
The first time you buy a card this turn, +$2.

So, this card gives $1 always, and an extra $2 to spend after your first buy? It's an interesting concept, but may in fact be too strong for a $2 card. Since it gives the +Buy, you could always spend your first buy on a Copper, and then this is basically a terminal Gold that gives you a Copper. Not only that, but it could stack - you play 3 of these, but only have to buy 1 Copper for them all to be terminal Gold. Is that too strong for a $2 card? My guess is yes. It could be really good for BM, where gaining a Copper to boost your buying potential for a Gold or Province isn't a big deal. Compare this to buying Cache, and you get a card that gives 1 Copper and usually will let you buy Gold (of course, you have use an Action on it). Anyway, I think the concept is neat, but it may be too strong.

Wind Chimes
$2 - Action
+1 Action
+1 Buy
--
When you discard this from play, if you bought fewer than two cards this turn, you may put this on top of your deck.

I guess this is sort of like a Walled Village for Buys? Except that it's not cantrip (which it shouldn't be at $2), so it's a bit of a risk to put it on your deck? This is probably fine. It is probably weak in engines, where you want to play your +Buy cards later in your turn and your +Cards and +Actions earlier. It may be interesting in BM, where you could keep it around until you hit a big turn to get Gold+Silver or something like that. Either way, it is probably pretty weak, but interesting idea. BTW, this would go well with our cost-reducer cards from last Challenges.

Wouldn't It Be Nice
$2 - Action
+1 Buy
Choose one: Take a [This Card] token; or return any number of [This Card] tokens, +$2 per [This Card] token returned.

Wouldn't it be nice if this card were better? It averages +1 Buy, +$1 if you take every other option every other time. Of course, you can save up those tokens for a bigger payout. Let's say you play this 5 times for 4 tokens and then a payout of $8 for a Province. That's an average of 8/5 = $1.6 per play. That's probably fine, but it takes a while to build these up. Unique card, probably a bit weak. Though, I just realized you don't have to return all your tokens if you choose that option, so that you can take only the number you need. That makes it a bit more balanced.

Wake the World
$2 - Action-Duration
At the start of your next turn, trash this. If you do, gain an Action card and put it into your hand.

This is ridonkydonk strong. If you think about it, it's basically like a 1-turn-delayed any-Action-you-like in your hand - and that Action only costs $2! 99% of the time this is better than Feast.

Kokomo
$2 - Action
Choose one: +1 Buy, +$1; or discard your hand. If you discarded any cards this way, draw 1 fewer cards than the number you discarded, +1 Action, and return this card to your hand.

Seems like a weird combination of Herbalist, Cellar, and Tactician. Besides edge cases with Potions or Platinums, this will be better than Herbalist since you get the choice of money and Buy or a large Cellar (where one of the cards you get back is this one). This card is the only one I can recall that can be returned to your hand after it has been played (I guess Procession could play then trash a card, followed by Graverobber to get it back and play it again, so I guess it's not totally unheard of). Seems like a balanced to weak $2, but I like that it does something no other card does.

Sunshine
$2 - Action
+1 Card
--
While this is in play, keep the top 2 cards of your deck revealed. You may put them in any order at any time.
--
(Rules clarification: While any number of [This Card] cards are in play, the top 2 cards of your deck are revealed at all times. For all intents and purposes (including its own card draw), you may treat either as the top card of your deck by reordering them at any time. If a card draws more than one card (such as Smithy), you draw one of the two revealed cards and reveal a replacement before drawing any more cards. If a card reveals a series of cards from the top of the deck (such as Scout), you select which of the two is revealed first, but the card is still technically the top card of the deck until the other card resolves, meaning you do not reveal any more cards for [This Card]'s effect until the other card is resolved. When there are no longer any [This Card]s in play, you must return the revealed cards to the top of your deck in any order.)

I don't know how I feel about this. It is unique (yay), possibly broken (boo), and most of the time not worthwhile (meh). I mean, it's ok to have cards be situational, but this card is very situational. Most potential combos require a village to be played first in order to play this and then the combo card. For example, this is very strong played before Wishing Well and Mystic. But, much of the time this will just let you draw your pick of your top two cards, and let you know what's coming next turn. Anyway, I'm not sure the interesting top-deck reveal mechanic is strong enough to ever buy this, so overall meh.

Fun Fun Fun
$2 - Action-Attack
Each player (including you) reveals the top and bottom cards of his deck and either switches their placement or returns them to where they were before, your choice.

This attack is a bit Boring Boring Boring. I mean, man, no offense, but this name should be on a more exciting card. This Attack is almost always basically equivalent to Spy: you get to put a different card on top or not. But, this is even worse than Spy, in that they will hit their good cards eventually anyway. I applaud trying to get a balanced $2 Attack, but I'd say this is just too weak.

409
$2 - Action-Attack-Looter
Reveal a Ruins cards from the Ruins pile each player in the game.  Place one Ruins card aside, of your choice, and shuffle the remaining revealed Ruins cards putting on the top of the Ruins pile. Each other player gains a Ruins card. Gain the set aside Ruins card and play it immediately.

I'm sorry if English is not your first language, but this is very poorly worded. If I am deciphering it correctly, this gives each of the N players (including you) a Ruins, but you get your choice of the top N and get to play it immediately. I'm not sure if this is good or horrid. Probably horrid.

Good Vibrations
$2 - Action
+1 Action
Gain an Action or Treasure card costing up to $5.
Each other player may gain an Action or Treasure card costing up to $3.
Put this card on top of the discard pile of the player to your left.
--
(Rules clarification: This card uses a passing mechanism similar to that of Masquerade, but the card passes itself instead of another card. The card is placed in the opponent's discard pile instead of his hand and he doesn't gain it, so he can't react to it.)

I'm getting bad vibrations from this card. The inequity of only the player to your left getting this isn't huge, but is troubling. For each person this is passed to, you have to wait for next reshuffle to play it yourself, which means fewer plays of your $5 card.

I'm also not a fan in general of cheap cards that are "balanced" by strong bonuses to opponents. Gaining an Action or Treasure up to $5 on a $2 card is crazy, and you try to balance it by helping opponents? This type of thing often has FBI, and can quickly become unbalanced in certain combos.

Honda
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand.  If you do, gain a card costing up to $6, putting it on top of your deck.

This card definitely seems to try to combo with the price reducers from last Challenges - if you reduce prices, you get +Buy and maybe a Province! Anyway, this card is Treasure Map's weak weak weak younger brother. I could vary rarely see it be worthwhile to try to hit two of these to get a Gold or other $6 card.

So Good To Me
$2 - Action-Victory
Draw up to 5 cards in hand.
--
Worth 0.5 VP

Pass.

(I almost don't want to even give this card more review than that, but to be fair I will: It is bad. It is usuall +1 Card plus half a VP that will never matter. Almost as bad as Ruined Library. Plus, I'm all kinds of against fractional things in Dominion.)

In My Room
$2 - Action-Treasure
When you play this, +1 Card, +1 Action.
--
(Rules clarifications: You can play this card during your action phase, which requires an action, or during your buy phase, which doesn't. Either way, you get +1 Card and +1 Action. You can't play actions during your buy phase, though.)

Sorry, don't want Action-Treasure cards. Never have, never will. Not to mention that this card is incredibly weak. Whether you play it during your Action or Buy phase, it is a cantrip, and that's it. The only benefit over an Action-only cantrip is that it can be played if drawn dead. But that's not a benefit when you could have not bought it in the first place. (And I guess it can be played with Counterfeit. Yay?)

Deuce Coupe
$2 Action
+2 Actions
+1 Buy
--
When you trash this, +3 Cards and +1 Buy.

I think this is weak just like Marcella. Plus, I'm not a fan of a card that is significantly better in the trash than in your hand. Plus, this can be trashed during an opponent's turn, making the +1 Buy confusing.

Little Bird
$2 - Action
+2 Actions
+$2
Discard a card from your hand.

In no-trashing games, this is pretty powerful, since you'll usually have stuff to discard. I have a hard time saying it is balanced without testing. It could definitely have FBI at $2, even though it's pretty simple. Opening Little Bird / Library is crazysauce strong.

Don't Worry Baby
$2 - Action-Reaction
+1 Action
Reveal the top 5 cards from your deck.  Discard any actions or treasures revealed this way.  Put the rest in your hand.
--
When you gain a Curse, you may reveal this from your hand.  If you do, put it in your hand.

This is very weak. No one likes drawing bad cards and skipping good ones. Sure, it combos with Vault or trashers, but so does Scout, and Scout is better than this. (Wording note: You have a pronoun problem here - it sounds like you put Don't Worry Baby in your hand instead of Curse when you say "put it in your hand".)

Surfin' Safari
$2 - Action
Discard an Estate and a Treasure from your hand; if you do, gain a Treasure card costing less than a Gold to your hand.
--
When you buy this, gain an Estate.

Not a big fan, sorry. This basically requires you to have high density of junk cards to gain a mediocre Treasure. Plus, it clogs yo with Estates.

Hawaii
$2 - Action-Victory
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
--
Worth 0 VP

Haha. No.

Heroes
$2 - Action-Looter
Gain a Ruins, putting it into your hand.
Choose one: play a Ruins from your hand three times; or reveal and return any number of Ruinses from your hand to the bottom of the Ruins pile in any order.

Hmmm, interesting! Let's think through the possibilities for choice 1:

- Ruined Market: +3 Buys, gain a Ruins. Ok? Pretty bad for a $2 card.
- Ruined Library: +3 Cards, gain a Ruins. That's like Smithy that gives you a Ruins. Maybe balanced at $2.
- Ruined Village: +3 Actions, gain a Ruins. Weaksauce.
- Abandoned Mine: +$3, gain a Ruins. Pretty similar to Ruined Library, mostly balanced at $2.
- Survivors: Do Survivors 3 times, gain a Ruins. Very weak, since you'll often gain no benefit after the first play.

But, that's not all! You get a second option: returning Ruinses to the supply! But, that's not very useful unless you've either already played this a bunch or there are other Looters giving them out. So, I'd have to say that this card is unfortunately uber-weak in games without other Looters, and weak in games with them. I'll have to pass, sorry, but at least it's unique.

Villains
$2 - Action-Victory
Worth 0 VP
--
Choose one: Discard one card, draw one card. Gain a Silver. Trash this, gain an Estate.

What's up with all the choices besides "Gain a Silver". You'll gain Silver 97% of the time, so remove the other options for AP sake.

Oops, because of the poor wording, I thought "discard one card" and "draw one card" were different options, not part of the same one. Still, a bit boring, pass.

Friends
$2 - Action
+1 Card
+2 Actions
Discard a card.
--
When a player buys a card from a kingdom card pile with the [This Card] token on it, he gains a [This Card] and moves the [This Card] token to a different kingdom card pile.
--
Setup: Add an extra Action card pile to the Supply and put the [This Card] token on it.

I think this is probably too strong. Village with a discard is pretty strong for $2 - you usually have a card to discard. (Of course, it is weaker than Hamlet, but just barely). But, the ability to gain one of these when buying another card definitely ups the strength. Duchess is weaker than this, plus it only allows you to get one when you buy a Duchy, which is probably a weaker buy than the supply pile with the This Card token on it.

Surfer Girl
$2 - Action
+1 Card
+1 Action
You may discard a Treasure Card; if you do, +$1, +1 Buy.

Since you'll usually discard Copper, this is basically a cantrip +1 Buy. That's weak to begin with - probably less than $2 - and this requires a Copper in your hand (or a different treasure that you're willing to sacrifice). Weak.

Wonderful
$2 - Action
+1 Action
Gain a Curse in hand.
Reveal your hand.
+2 Cards per Curse revealed.

Not a fan of self-Cursers. Probably FBI here.

Sloop John B
$2 - Action-Duration
+1 Action
Now and at the start of your next turn: +$1.
--
While this is in play, all other players play with their hands revealed.

I don't really like how this will often degenerate into games with all hands revealed most of the time. It is basically a Copper this turn and next. This should likely be an Attack.

Then I Kissed Her
$2 - Action
+1 Card
+1 Action
Gain a card that costs exactly $1 + $1 for each [This Card] in play.

Wasn't a fan of [This Card] in play clauses last Challenge, and I still am not.

Dance Dance Dance
$2 - Action
+$2
You may gain a [This Card], putting it in your hand.

Self-replicating terminal Silver? Seems rarely worthwhile, but maybe too strong with certain cards (Vineyards, Scrying Pool+Village).

Wendy
$2 - Action
+$1
You may reveal and discard a Victory Card costing 5 or more from your hand. If you do, +$2.
You may reveal and discard a Treasure or Action card from your hand. If you do, +$2.

I like it. Discarding Coppers makes this terminal Silver, which is fine for $2. The Victory card clause won't happen very often, but I like the idea there too. I sort of wish the all-the-time bonus was +1 Buy, since this card needs one and this set needs one. But, I can make-do as-is.

When I Grow Up
$2 - Action-Reaction
+1 Card
+1 Action
If you returned any copy of [This Card] to your hand at the start of your turn, +$1.
--
When another player buys a card, you may reveal your hand.  If you do and if the bought card costs at least $2 more than any card in your hand, set this card aside and return it to your hand at the start of your next turn.

This seems very weak. A Peddler, but only if someone bought a card costing more than any card in your hand? Very weak besides early-mid game, and even then it is weak.

Break Away
$2 - Action
+2 Actions
You may return a card from your hand to the supply. If you do, gain a card with the same cost, putting it in your hand.

At first I thought this card was basically Necropolis with a Estate -> Necropolis clause. It sort of is, but has other uses as well. Curse to Copper. Done with Sea Hag? Now it's a Conspirator! Anyway, this card may be situationally strong and other times a bit weak, but that's what $2 cards are supposed to be, right? I like it.

I Get Around
$2 - Action
+2 Actions
+1 Buy
Trash the top card of a non-victory supply pile.

I have never liked this mechanic.
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