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Author Topic: Mini-Set Design Contest, Challenge #17: +Buy!  (Read 44613 times)

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GendoIkari

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #50 on: September 27, 2012, 05:25:24 pm »
+2

Combat is way too crazy strong in many Kingdoms. Except when there's no Villages around, in which case it's practically useless. That's FBI right? I mean, play a Village and then Combat. Now, every Cantrip is a Peddler. Every Peddler is an activated Conspirator. Play a couple Villages and get 2 Combats in play. Now every Pawn and Hamlet is a Grand Market! Far too easy to pull that off.

Then, put it in a Kingdom without a Village. It's a Ruined Market that costs $5.

*Note that Peddler = any Peddler variant, and Village = any +2 Actions card.
« Last Edit: September 27, 2012, 05:27:18 pm by GendoIkari »
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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #51 on: September 27, 2012, 05:26:58 pm »
+2

Quote
Othello
$6 - Action
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand. Discard the other revealed cards.

Again, let's compare to Grand Market. This is easier to buy than Grand Market, and so long as it draws a card worth at least $1, equivalent or better in effect. And since it only draws Actions and Treasure, it's probably better. So again, wrongly cheaply priced.

Wait, what?

Othello : Grand Market :: Farming Village : Bazaar.
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Drab Emordnilap

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #52 on: September 27, 2012, 05:28:45 pm »
0

Well, it does cost more than Cellar, so it's allowed to be strictly better.
I'd argue Cellar isn't that bad though, and I think it's too nice of a village.  If you have two estates in your hand, it's a lot like Crossroads.  If you don't have estates in your hand, you probably have those terminals you buy with this kind of strategy and it seems a little bit win win.
For Village to be stronger you need to have 1 or 0 cards you are willing to discard.  If you have 2 or more cards that you don't need, you're getting more draw and at least as many actions.  I don't like how they compare.

Rinkworks will probably disagree because he likes the whatchamacallit village "+2 cards, discard any number of cards, +1 action per card discarded", which is also broken.
I'm not saying I think Moon Patrol is on a balanced power level; I was just pointing out that it costs more than Cellar does, so it's okay that it does everything Cellar does, and more. Maybe too much more.

Quote
Human Cannonball
$4 - Action
+1 Card
+1 Action
+1 Buy
Choose one: Put a Coin token on your [This Card] mat; or remove any number of Coin tokens and get +$1 per removed token.

It's a Native Market!
« Last Edit: September 27, 2012, 05:30:28 pm by Drab Emordnilap »
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GendoIkari

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #53 on: September 27, 2012, 05:29:00 pm »
0

Quote
Othello
$6 - Action
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand. Discard the other revealed cards.

Again, let's compare to Grand Market. This is easier to buy than Grand Market, and so long as it draws a card worth at least $1, equivalent or better in effect. And since it only draws Actions and Treasure, it's probably better. So again, wrongly cheaply priced.

Wait, what?

Othello : Grand Market :: Farming Village : Bazaar.

This is interesting.... I never thought about it before, but shouldn't Farming Village basically be better than any Peddler variant 95% of the time then? I mean, if you can assume that the card it draws you is at least worth $1, then Farming Village is Bazaar.... why isn't it a really strong $4 then?
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Dsell

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #54 on: September 27, 2012, 05:30:52 pm »
+1

Quote
Othello
$6 - Action
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand. Discard the other revealed cards.

Again, let's compare to Grand Market. This is easier to buy than Grand Market, and so long as it draws a card worth at least $1, equivalent or better in effect. And since it only draws Actions and Treasure, it's probably better. So again, wrongly cheaply priced.

Wait, what?

Othello : Grand Market :: Farming Village : Bazaar.

This is interesting.... I never thought about it before, but shouldn't Farming Village basically be better than any Peddler variant 95% of the time then? I mean, if you can assume that the card it draws you is at least worth $1, then Farming Village is Bazaar.... why isn't it a really strong $4 then?

Because Bazaar gives you the +$1 AND the card, which is not guaranteed to be worth $1, but very likely is in a decent deck.
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GendoIkari

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #55 on: September 27, 2012, 05:31:17 pm »
0

Quote
Othello
$6 - Action
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand. Discard the other revealed cards.

Again, let's compare to Grand Market. This is easier to buy than Grand Market, and so long as it draws a card worth at least $1, equivalent or better in effect. And since it only draws Actions and Treasure, it's probably better. So again, wrongly cheaply priced.

Wait, what?

Othello : Grand Market :: Farming Village : Bazaar.

This is interesting.... I never thought about it before, but shouldn't Farming Village basically be better than any Peddler variant 95% of the time then? I mean, if you can assume that the card it draws you is at least worth $1, then Farming Village is Bazaar.... why isn't it a really strong $4 then?

Because Bazaar gives you the +$1 AND the card, which is not guaranteed to be worth $1, but very likely is in a decent deck.

Right, duh. Never mind then!
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Drab Emordnilap

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #56 on: September 27, 2012, 05:31:25 pm »
0

This is interesting.... I never thought about it before, but shouldn't Farming Village basically be better than any Peddler variant 95% of the time then? I mean, if you can assume that the card it draws you is at least worth $1, then Farming Village is Bazaar.... why isn't it a really strong $4 then?
Bazaar gets you a card AND $1. Farming Village often only gets you $1.

EDIT: If you guys took the time to trim down the giant quote walls, I'd have a chance to answer questions first.  >:(
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Tejayes

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #57 on: September 27, 2012, 05:34:13 pm »
0

After complaining about such practices in the Treasure contest, I'm going to discuss these cards, one of which is mine...

Sky Diver
$4 - Action
+$2
+1 Buy
Discard a Copper, or reveal a hand with no Copper.  If you did discard a Copper, +1 Card, +1 Action.

It's a Woodcutter if you don't have a Copper, and it's basically a Market if you do since the loss of a Copper will drop the net money bonus to +$1. Probably balanced at $4, if a little strong in the early game.

Quote
Othello
$6 - Action
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand. Discard the other revealed cards.

If this isn't named Farmer's Market, I'll shave my head. *had fingers crossed behind his back while typing that*

Quote
Centipede
$6 - Action
+$3
--
While this is in play, when you gain an Action, Treasure, or Victory card that you have not gained this turn: +1 Buy, +$1.

Could be handy for those pesky $7 turns, if you don't mind buying a Copper. Not sure if $6 is too much, though.

Quote
Asteroids
$5 - Action-Attack
Choose one: +$3 or +3 Cards.
Each other player chooses one: they trash a card from their hand, or draw a card and discard a card from their hand.
Choose one: +1 buy and each other player gains a Copper; OR trash a card from your hand and each other player with four or more cards in hand discards a card.

Definitely a creative idea, if a bit crazy. Looks like fun.

Quote
Egg Catch
$3 - Action-Duration
+2 Cards
Set aside any number of Treasure cards from your hand face up on top of this card.
During the buy phase of your next turn: +1 Buy and play the set aside cards in any order.

Meh.

Quote
Millipede
$4 - Action
+1 Action
+1 Buy
+$1
Trash one or three cards from your hand.

One or three, but not two? It's Junk Dealer with a +Buy instead of a +Card and the option to trash two extra cards. Strong opener.

Quote
Pole Position
$5 - Treasure
Choose one:
If this is the only Treasure you play this turn, choose 2. Otherwise, choose 1: +$1P; OR +$2; OR +$1, +1 Buy.

Clunky wording. If I understand it correctly, this could be a Gold+Potion or Gold+Buy or Silver+Potion+Buy if you get the full effect. In a full-draw deck with ample alternate $, this could be a decent-ish sole Treasure. Otherwise, I'll pass.

Quote
Dig Dug
$4 - Action-Duration
Now and at the start of your next turn:
+1 Buy
+$1
--
While this is in play, when you gain a card, you may trash a card from your hand.

Gimped Herbalist now, net Market later. Allows you to basically trade a crap card for something else. I normally don't care for fan Durations cards for some reason, but I'd at least want to try this out.

Quote
Pengo
$3 - Action
+1 Buy
Reveal and discard the top three cards of your deck.  If all three are identical, +$4.  If exactly two are identical, +$2.  If there are no duplicates, +$1.

Reverse Harvest with +Buy. As an opener, this will usually be a Woodcutter with cycling, and a little luck could make this ridiculously strong. Then again, it's probably not strong enough for $4. Hmm...

Quote
Mario Bros
$2 - Action-Duration
+$3
+1 Buy
At the start of your turn: +$1.
--
During your Clean Up phase, place [This Card] in play for the player to your right.

So this is a strong one-shot will just go back and forth in a 2P game, never leaving play, and always giving the current owner +$1 for each Mario Bros played. I like crazy cards, but this is too much for me.

Quote
Combat
$5 - Action
+1 Buy
--
While this is in play, whenever you play an Action, +$1.

In Village-free games, no one will buy this. Even in games with good chains available, you'll have to play this early to get the best mileage out of it. Situational at best.

Quote
Space War
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand.  If you do, gain two differently named cards costing up to $6, placing the card with the lowest cost on top of your deck.

Up to $6 total or up to $6 each? I need clarification before I can critique for sure.

Quote
Outlaw
$3 - Action
+1 Card
+1 Action
+1 Buy
--
When you buy a Treasure you have not yet bought this turn, +$1.

Sort of a delayed Market, assuming you buy a Treasure. Meh.

Quote
Pac-Man
$4 - Action
+1 Action
+3 Buys
+$3
--
If you have unused buys at the end of the turn you play this card, trash this card.

It's a decent one-shot or Gardens' best friend. Too friendly, even for this Gardens lover.

Quote
Jungle Hunt
$3 - Action
+2 Cards
+1 Action
+1 Buy
Reveal and discard 2 cards. If both cards discarded were Actions or Treasures, +1 Card.

Laboratory-plus with a forced discard, but the option of another card if you lose two unwanted Actions or Treasures. Too strong.

Quote
Krull
$5 - Action-Duration
+1 Buy
+$1
On your next turn: +1 Buy.
Choose two non-empty piles from the supply. Place a Plus token on one and a Minus token on the other.
--
While this is in play, cards from supply piles with Plus tokens on them cost $1 more and cards from supply piles with Minus tokens on them cost $1 less (to a minimum of $0). When this leaves play, remove one Plus token and one Minus token from supply piles.
--
(Rules clarification: The maximum change in price is $1, even if there are multiple Plus or Minus tokens on a pile. If there are both Plus and Minus tokens on a pile, there is no change. If you play this card with a multiplier such as Throne Room or King's Court, there will be tokens left on piles once [This Card] leaves play, but if nobody has one in play, the tokens will do nothing.)

tl:dr. Seriously, this is another one of those "too crazy even for me" cards. And I entered a card that changes Potion costs, for crying out loud!

Quote
Battlezone
$4 - Action-Duration
Set aside a card from your hand. At the start of your next turn, return it to your hand and gain +1 Card, +1 Action, +1 Buy.
--
When a player plays an Attack card, they may discard a Treasure card. If they do not, players who have a [This Card] in play are unaffected by the attack.

Haven-plus with a conditional Lighthouse ability. Too strong at $4 for me.

Quote
Breakout
$6 - Action-Duration
Now and at the start of your next turn:
+$3
+1 Buy
--
While this is in play, cards cost $1 more.

Do they cost more for everyone, or just me? If the former, then this is too shenaniganny. If the latter, I don't think this is strong enough.

Quote
Casino
$3 - Action
+1 Card
+1 Action
+1 Buy
Reveal the top card of your deck.  If it is a Ruins, Curse, or a Copper, put it into your hand.

Vagrant + Buy - Victory power = meh.

Quote
Phoenix
$5 - Action
+1 Buy
--
While this is in play, Action cards you buy are immediately played.
--
(Rules clarification: This would allow you to play action cards during the buy phase, but only those you are purchasing. This is not optional and does not require leftover actions.)

As I said before, I would like the ability to restart an Action phase. This method, though, I do not like.

Quote
Secret Quest
$3 - Action
+1 Buy
When you play this, +$1 per Buy you have.

Starts as an Herbalist without top-decking, then is a Woodcutter, then a Horse Traders without discard... Without extra actions, non-terminal +Buy, or TR/KC, this would be lame.

Quote
Adventure
$4 - Action
Look at the bottom card of your draw pile; you may discard it. If you do, +$2 and +1 Buy. If you don't; put it back on bottom, +2 Actions, and +1 Card.

It's a Woodcutter or a Village depending on whether or not you like the bottom card of your deck. Or just what you need. I don't know about this one.

Quote
Night Driver
$4 - Action
+1 Card
+$1
You may discard up to 2 Cards. +1 Action and +1 Buy per card discarded.

Similar to Sky Diver, but you can discard a Victory or Curse, then do it again if you need a village. And I thought Sky Diver was a strong-ish $4.

Quote
Obelix
$4 - Action
+$2
+1 Buy
--
When you discard this from play, if you gained at least 1 Treasure card, 1 Action card, and 1 Victory card this turn, draw an additional card during this turn's Clean-up phase.

This Woodcutter variant allows you to get an immediate Caravan bonus if you do things right. Very situational, and pretty lame if Militia or something similar is on the board.

Quote
Crossbow
$4 - Action
+1 Card
+1 Action
+1 Buy
+$1
Discard a card.
--
When you gain this, if at least one supply pile is empty, you may put this on your deck.

Oasis Market with a Hinterlands-y, Treasury-y bonus that I kind of like. Fine at $4.

Quote
Defender
$3 - Action-Victory
+1 Action
+1 Buy
--
Worth 1 VP
--
When you buy this, if this is the first card bought this turn, +1 Buy.

Great Hall without the +Card but some Gardens potential. Is it enough, though?

Quote
Surround
$4 - Action-Duration
+1 Buy
+$1
--
At the end of your Buy phase, set aside one card from your deck for every unused buy face down. At the start of your next turn, put them into your hand.

Now that is a better way to convert Buys to cards, but does this work for both turns or just the turn played? In any case, Caravan is more readily spammable, but this card

Quote
Xenophobe
$6 - Action
+1 Buy
+$5
Discard 3 cards or 1 [This Card].

Good placeholder name, rinkworks. Still, this wouldn't be all that fantastic unless you can get rid of your Treasures.

Quote
Street Racer
$2 - Action
+1 Buy
All players (including you) reveal a card from their hand. All cards revealed this way cost $1 less this turn, but not less than $0.
--
If you did not buy any copies of the revealed cards, you may put this card on top of your deck.

Interesting idea. Sort of a targeted Bridge that you can reuse if it didn't work for you the first time. Still a bit weak, but it has its uses.

Quote
Road Runner
$5 - Action
+2 Actions
+3 Buys
--
In games using this, when you trash a Fool's Gold, you may gain an [This Card].
--
Setup: Add Fool's Gold as an extra Kingdom card pile.

Any card that requires the addition of a Kingdom card from another set (yes, this is a fan set, but it counts) doesn't work for me.

Quote
Star Raiders
$2 - Action
+1 Action
+1 Buy
--
While this is in play, when you buy a card, gain a card costing exactly $2 more.
--
When you discard this from play, trash it if you have any unused Buys.

I like this use of "trash if you have unused Buys" better than Pac-Man for sure. This could be interesting.

Quote
Quadrun
$6 - Action
+1 Buy
Trash any number of differently named cards from your hand. +$2 for each card trashed.

Being restricted to one trash per card name doesn't appeal to me at $6, even if it is potentially worth a fortune.

Quote
Space Invaders
$6 - Action
Reveal an Action card from your hand, play it up to three times.
If you play it once: +1 Buy, +$3.
If you play it twice: +1 Action, +1 Card, +$1.
If you play it thrice: trash the Action card.

Play the Action once, it's a non-terminal super Woodcutter. Play the action twice, it's a Bazaar-plus-Throne Room. Play it three times, it's a King's Court that one-shots the Action. At times, I think this may be even better than King's Court, though certainly not always.

Quote
E.T.
$5 - Action-Reaction
+1 Card
+1 Action
+1 Buy
--
When you buy a card you may discard this.  If you do, +$3.

Same Action portion as Market Square, with a Reaction that is both less situational and less appealing.

Quote
Missile Command
$3 - Action
+1 Action
Choose one: +2 Cards and discard 2 cards; or +1 Card, +1 Buy.

Too cheap.

Quote
Galaxian
$4 - Action
+2 Cards
+1 Buy
Discard 2 cards. Reveal your hand. If you have 2 or less treasures in it, +$3 and gain a silver.

Interesting. Gaining the Silver could actually hurt future plays of this card a little. At least, I guess that's the idea. Highly variable in power for sure, but I kind of like it.

Quote
Moon Patrol
$3 - Action
+1 Buy
Discard any number of cards. For each card discarded this way, +1 Card, +1 Action.

Crazy Cellar. No thanks.

Quote
Human Cannonball
$4 - Action
+1 Card
+1 Action
+1 Buy
Choose one: Put a Coin token on your [This Card] mat; or remove any number of Coin tokens and get +$1 per removed token.

I like this. Usually a Market Square, it becomes a Market(+) when you need it to be. Maybe a touch strong at $4, but not as an opener. I'd like to try this for sure.

Quote
Gravitar
$3 - Action
+2 Buys
Gain a Silver.
--
While this card is in play, when you buy a Victory card, +$3.

Another "+$ when you buy cards" card, but a little better done with the extra buy and the restriction to Victory cards. Still a little too Gardens happy, even for me.

Quote
Ikari Warriors
$5 - Action-Attack
+1 Buy
+$3
Discard one card; if you do, each other player gains a Curse card.
--
While this is in play, if you buy an Attack card; play it immediately.

Even with the discard, this seems too strong for $5.

Quote
Joust
$4 - Action
+1 Buy
You may put a Victory card from your hand on top of your deck. If you do, +$3.

Similar mechanic to the Holiday Village I entered a few challenges back. This one is too weak for the cost, though.

Quote
Vanguard
$4 - Action
+1 Buy
--
While this is in play, when you buy a card, gain a Gold if you have no Treasures in play. Otherwise, gain a Silver if you have no Golds in play.

And I thought Trader was Silver-happy...
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AJD

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #58 on: September 27, 2012, 05:34:40 pm »
0

Oh, I think Robz and I assumed it was reveal and discard FROM YOUR DECK. If it's from your hand, that's different.

I also assumed this. Okay, I see now had it's not strictly superior to Lab. It is in desperate need of a "From your hand" clause, though.

"Unless otherwise specified, discarded cards are from the player’s hand"—though if multiple people were misled by it, it should probably have the stipulation anyway.
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popsofctown

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #59 on: September 27, 2012, 05:44:26 pm »
0

Vanguard can read

"You may discard your hand, if you do, gain 4 Silvers"

Which is too strong.
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jotheonah

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #60 on: September 27, 2012, 05:47:13 pm »
0

Vanguard can read

"You may discard your hand, if you do, gain 4 Silvers"

Which is too strong.

how do you figure?
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GendoIkari

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #61 on: September 27, 2012, 06:05:58 pm »
0

Vanguard can read

"You may discard your hand, if you do, gain 4 Silvers"

Which is too strong.

I don't see how you can get 4 Silvers... What it does do is allow you to get 2 Golds and 2 Coppers every time you play it, which is probably way too strong.
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GendoIkari

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #62 on: September 27, 2012, 06:07:39 pm »
0

Oh, I think Robz and I assumed it was reveal and discard FROM YOUR DECK. If it's from your hand, that's different.

I also assumed this. Okay, I see now had it's not strictly superior to Lab. It is in desperate need of a "From your hand" clause, though.
"Unless otherwise specified, discarded cards are from the player’s hand"—though if multiple people were misled by it, it should probably have the stipulation anyway.

It's the "reveal and discard" that was misleading, compared to just "discard." I suppose the same "hand is default" rule would still apply, but it's not quite as immediately obvious.
« Last Edit: September 27, 2012, 06:13:02 pm by GendoIkari »
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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #63 on: September 27, 2012, 06:08:36 pm »
0

Vanguard can read

"You may discard your hand, if you do, gain 4 Silvers"

Which is too strong.

how do you figure?
The mean of a Copper and a Gold is a Silver
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GendoIkari

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #64 on: September 27, 2012, 06:13:43 pm »
0

Vanguard can read

"You may discard your hand, if you do, gain 4 Silvers"

Which is too strong.

how do you figure?
The mean of a Copper and a Gold is a Silver

Ah, so you meant the same thing I did. Except I'd say 2 Golds and 2 Coppers is a good bit stronger than 4 Silvers, in most decks.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #65 on: September 27, 2012, 06:52:07 pm »
0

I wrote all of the below before reading any other thoughts.  I am reading now, before posting, and I see many of my thoughts have already been posted.  Some almost word for word.  So, um, yeah. :P

I have an entry in this contest, but it's not a serious entry.  +1 to first person who guesses my entry and what the joke is. :D

I actually don't like many entries this time around.  Hmm.

I will put in another disclaimer -- I know pops entry again.  He didn't submit the one that I liked out of his several ideas though. :P





Sky Diver
$4 - Action
+$2
+1 Buy
Discard a Copper, or reveal a hand with no Copper.  If you did discard a Copper, +1 Card, +1 Action.

This is usually very close to Market.  A little weaker, so it shouldn't be $5, but I think this may be too strong for $4.  It wouldn't whiff very often, after all.  Hmm.

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Othello
$6 - Action
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand. Discard the other revealed cards.

I bet this is called Farmer's Market.  Stronger than Market, certainly.  This is probably a weak $6, but still OK.

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Centipede
$6 - Action
+$3
--
While this is in play, when you gain an Action, Treasure, or Victory card that you have not gained this turn: +1 Buy, +$1.

Why not just say, "when you gain a card..."?  I think the only cards not covered by those three are Curse and Hovel.  The latter is a non-issue, and I see no reason to discount the former.

Given the structure of the card, this can always be +$4 if you are willing to pick up a Copper to start.

I wonder if this may be too strong.  It competes with Gold, and it fares OK.  It becomes a terminal but gains at least one +Buy in every case where it would matter, plus it can make MORE money as you make more purchases.  There's the Copper trick, of course.  And if you have a a cost reduction card available, you can pick up a few other things for free money too.

The restriction is a nice check to the card.  Not sure how worrying those combos might be.

I think this may be OK, but I'd like it a lot more if it didn't make you more money and only gave extra buys.

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Asteroids
$5 - Action-Attack
Choose one: +$3 or +3 Cards.
Each other player chooses one: they trash a card from their hand, or draw a card and discard a card from their hand.
Choose one: +1 buy and each other player gains a Copper; OR trash a card from your hand and each other player with four or more cards in hand discards a card.

Too many moving parts for my taste.  The number of choices on this card is staggering -- first, money or cards.  Then everyone has to decide trash or filter, and in that case they have to decide which card to trash/discard.  And then you have to choose an attack, and if you choose the second one then everyone has to choose a card to discard. 

This card is just trying to do so much at once.  It would be extremely slow to play, and I suspect this would be too powerful anyway.

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Egg Catch
$3 - Action-Duration
+2 Cards
Set aside any number of Treasure cards from your hand face up on top of this card.
During the buy phase of your next turn: +1 Buy and play the set aside cards in any order.

Seems mostly OK, I think.  It recalls Tactician a bit, so I wonder if $3 is too cheap.

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Millipede
$4 - Action
+1 Action
+1 Buy
+$1
Trash one or three cards from your hand.

Hard to judge.  Trashing 3 cards was apparently a lot slower in testing (on Chapel).  This does a few other things, but if you trash 3 it's still unlikely in the early game that you'll have enough to buy anything.  Trashing one, the natural comparison is Junk Dealer.  This gives a Buy instead of a Card, and Card is usually better.  Not sure if the 3 card trashing option would be enough to put it on par with Junk Dealer.  So maybe $4 is the right price for it.

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Pole Position
$5 - Treasure
Choose one:
If this is the only Treasure you play this turn, choose 2. Otherwise, choose 1: +$1P; OR +$2; OR +$1, +1 Buy.

So, if you play this first, do you choose 2?  What happens if you play more Treasure after that -- does your second choice get rescinded?

If the wording was supposed to be, "If this is the only Treasure you have played so far this turn" then it is too powerful as the first one is a terminal Gold with options if you prefer something else.

Perhaps the intention is that you postpone the choice until all treasures have been played?  That doesn't quite work within Dominion frameworks though.  Things happen when cards are played.  Other things may happen "while this card is in play".  So if this was the intention, maybe the wording could be changed to make it work.  But it would be awkward.

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Dig Dug
$4 - Action-Duration
Now and at the start of your next turn:
+1 Buy
+$1
--
While this is in play, when you gain a card, you may trash a card from your hand.

Looks OK to me.  There sure are a lot of Duration submissions this time around.

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Pengo
$3 - Action
+1 Buy
Reveal and discard the top three cards of your deck.  If all three are identical, +$4.  If exactly two are identical, +$2.  If there are no duplicates, +$1.

Obvious comparison is with Harvest.  This is cheaper and comes with +Buy.  The criteria is a little more difficult to evaluate.  Harvest wants different cards, Pengo wants the same cards.  This should hit $2 pretty easily.  It's almost certainly a better opening than Harvest.  But how quickly does it drop off?  I am not sure.

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Mario Bros
$2 - Action-Duration
+$3
+1 Buy
At the start of your turn: +$1.
--
During your Clean Up phase, place [This Card] in play for the player to your right.

I don't like this at all.  There is probably some other intention, but this is how it would play out according to its wording:

You play it the first time and get a HUGE boost to your turn.  Huge.

In cleanup, you pass it to the player on your right.

When it gets to that players turn, they have an extra $1.  At the end of their turn, it again passes to the right.  And round and round it goes, forever.

Maybe this rotating bonus would be interesting, but I don't think I'd like it -- especially considering that there may very well be multiples of these going around and around.

I wonder if this was what the designer intended.  If so, I give them credit for thinking outside of the box.  It's just too strange for my tastes though.

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Combat
$5 - Action
+1 Buy
--
While this is in play, whenever you play an Action, +$1.

I am going to call FBI on this.  On many boards, this will be completely useless.  If you have no way to play multiple actions (no Villages, no TR, no Golem, etc.) then this is just a really expensive +1 Buy.

But on engine boards, this card is ridiculously powerful.  Get one of these in play and then every cantrip becomes a Peddler.  Two in play and they are all activated Conspirators.  KC any card and you automatically get +$4 per Combat in play ($1 from playing the KC, $1 for each play of the selected card).  It's mind-boggling.

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Space War
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand.  If you do, gain two differently named cards costing up to $6, placing the card with the lowest cost on top of your deck.

Resub?  I feel like I've seen this before.

Is it two cards each costing up to $6, or two cards costing up to $6 total?  If the former, too swingy.

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Outlaw
$3 - Action
+1 Card
+1 Action
+1 Buy
--
When you buy a Treasure you have not yet bought this turn, +$1.

OK, I think.  Maybe a little weak.  Market Square has a really good reaction.  The effect here is not that great because it restricts your purchases.

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Pac-Man
$4 - Action
+1 Action
+3 Buys
+$3
--
If you have unused buys at the end of the turn you play this card, trash this card.

Quite torn on this.  Probably OK.  I wonder how fun it would be though... If I'm buying this, I either want it for the big money boost or for the +Buy.  If the latter, it would feel terrible to have to trash this.  But how often would you fully use FOUR buys on a turn?  I mean, really.  Three buys even?  So you'll almost always have to pick up at least one Copper if you don't want to lose your source of +Buy.  You'll usually have to pick up 2, quite often 3.

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Jungle Hunt
$3 - Action
+2 Cards
+1 Action
+1 Buy
Reveal and discard 2 cards. If both cards discarded were Actions or Treasures, +1 Card.

It's close to Warehouse with +Buy.  I think the extra chance at +1 Card is superfluous.  It will be pretty rare when you'll want to use it -- you have +1 action so you would usually rather play your actions than discard them.  And it's usually not worth discarding two Copper for a random card, I think.

Still, this is probably OK.

My evaluation assumes that the "reveal and discard" part is "discard from your hand".  If it's from the deck, then this is way, way better than Lab.

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Krull
$5 - Action-Duration
+1 Buy
+$1
On your next turn: +1 Buy.
Choose two non-empty piles from the supply. Place a Plus token on one and a Minus token on the other.
--
While this is in play, cards from supply piles with Plus tokens on them cost $1 more and cards from supply piles with Minus tokens on them cost $1 less (to a minimum of $0). When this leaves play, remove one Plus token and one Minus token from supply piles.
--
(Rules clarification: The maximum change in price is $1, even if there are multiple Plus or Minus tokens on a pile. If there are both Plus and Minus tokens on a pile, there is no change. If you play this card with a multiplier such as Throne Room or King's Court, there will be tokens left on piles once [This Card] leaves play, but if nobody has one in play, the tokens will do nothing.)

So if a card has 2 + tokens and 1 - token, there is still no change in price?  Not intuitive.

But if you take the net change, then you run into the issue of ordering -- what happens if there are enough - tokens to make the price negative, and one + token?  Does it cost $1 (counting - tokens before + tokens) or still $0 (counting + tokens first)?

Quote
Battlezone
$4 - Action-Duration
Set aside a card from your hand. At the start of your next turn, return it to your hand and gain +1 Card, +1 Action, +1 Buy.
--
When a player plays an Attack card, they may discard a Treasure card. If they do not, players who have a [This Card] in play are unaffected by the attack.

Wording should not have "and gain".  Should be: "At the start fo your next turn, +1 Card, +1 Action, +1 Buy and return the set aside card to your hand."

I think the card is too weak since it does pretty much nothing on your turn.  However, it has a rather neat way to Moat attacks.

Quote
Breakout
$6 - Action-Duration
Now and at the start of your next turn:
+$3
+1 Buy
--
While this is in play, cards cost $1 more.

The problem with cost increasers is that they conflict with cost decreasers.  Which applies first?  If I play three Bridges, does an Estate cost $0 or $1?

$0: 2 - 3 + 1 = 0
$1: 2 - 3 = -1 but it can't be less than 0; 0 + 1 = 1

A convention can be chosen, of course, but that's an unintuitive rule that has to be made via FAQ, since there isn't really room on a card to explain it all.

Assuming that issue is fixed, is this card any good?  +$3 is nice, but then everything costs $1 more!  That makes this pretty much Merchant Ship with +1 Buy, where that Buy is actually not so good because things become more expensive after the first one.

Another funny thing is that this can be inferior to Merchant Ship if you have a separate source of +Buy and a good enough deck to make use of those Buys.

Hm, but then you factor in that it is kind of an attack, since it should affect opponents inbetween turns...

Still, I think that price increasing is too gimicky.

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Casino
$3 - Action
+1 Card
+1 Action
+1 Buy
Reveal the top card of your deck.  If it is a Ruins, Curse, or a Copper, put it into your hand.

This is Vagrant with +Buy that picks up Copper instead of Victory/Shelter.  It's probably just fine, but I think it's too similar to Vagrant.

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Phoenix
$5 - Action
+1 Buy
--
While this is in play, Action cards you buy are immediately played.
--
(Rules clarification: This would allow you to play action cards during the buy phase, but only those you are purchasing. This is not optional and does not require leftover actions.)

Expensive +Buy.  Is it worth it for the effect?  As always, it depends on the board.  What happens if a cantrip or Village is played?  You now have extra actions -- can you use them?  I'm guessing no.  But this kind of mechanic worries me.

I also imagine that there must be some sort of broken combo, probably involving Bridge.

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Secret Quest
$3 - Action
+1 Buy
When you play this, +$1 per Buy you have.

Probably OK, but I think this could get out of buy in some scenarios.  There is a reason why Diadem is a Prize instead of a regular stack of 10.

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Adventure
$4 - Action
Look at the bottom card of your draw pile; you may discard it. If you do, +$2 and +1 Buy. If you don't; put it back on bottom, +2 Actions, and +1 Card.

Village or Workshop, as required.  Fine, I think.

Quote
Night Driver
$4 - Action
+1 Card
+$1
You may discard up to 2 Cards. +1 Action and +1 Buy per card discarded.

I like this more than Sky Diver, except this should cost $5.  I may vote for it in hopes that it gets a price increase.  It needs it.  But the potential Village and more Buys is cool.

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Obelix
$4 - Action
+$2
+1 Buy
--
When you discard this from play, if you gained at least 1 Treasure card, 1 Action card, and 1 Victory card this turn, draw an additional card during this turn's Clean-up phase.

That's a rather specific trigger.  What if I buy a Great Hall and a Copper.  Am I covered, or do I need to buy three separate cards?

Quote
Crossbow
$4 - Action
+1 Card
+1 Action
+1 Buy
+$1
Discard a card.
--
When you gain this, if at least one supply pile is empty, you may put this on your deck.

Oasis:Crossbow::Peddler:Market

Except for that topdecking clause.

I guess it seems OK.

Quote
Defender
$3 - Action-Victory
+1 Action
+1 Buy
--
Worth 1 VP
--
When you buy this, if this is the first card bought this turn, +1 Buy.

I guess it's OK.

Quote
Surround
$4 - Action-Duration
+1 Buy
+$1
--
At the end of your Buy phase, set aside one card from your deck for every unused buy face down. At the start of your next turn, put them into your hand.

Seems OK.

Quote
Xenophobe
$6 - Action
+1 Buy
+$5
Discard 3 cards or 1 [This Card].

Wow, um.  I don't know.  +$5 is quite a lot.  Discard 3 is quite a lot too.

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Street Racer
$2 - Action
+1 Buy
All players (including you) reveal a card from their hand. All cards revealed this way cost $1 less this turn, but not less than $0.
--
If you did not buy any copies of the revealed cards, you may put this card on top of your deck.

Too difficult to track, I think.  Gotta remember what was revealed and what was not.  And do duplicates reduce cost by more than $1?

Quote
Road Runner
$5 - Action
+2 Actions
+3 Buys
--
In games using this, when you trash a Fool's Gold, you may gain an [This Card].
--
Setup: Add Fool's Gold as an extra Kingdom card pile.

Sounds decent.

Quote
Star Raiders
$2 - Action
+1 Action
+1 Buy
--
While this is in play, when you buy a card, gain a card costing exactly $2 more.
--
When you discard this from play, trash it if you have any unused Buys.

Hard to judge.  Gaining a card that costs MORE seems dangerously good.  OTOH, it will often force you to pick up extra junk if you don't want to lose this card.

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Quadrun
$6 - Action
+1 Buy
Trash any number of differently named cards from your hand. +$2 for each card trashed.

Seems OK.  I think this might work just fine at $5.

Quote
Space Invaders
$6 - Action
Reveal an Action card from your hand, play it up to three times.
If you play it once: +1 Buy, +$3.
If you play it twice: +1 Action, +1 Card, +$1.
If you play it thrice: trash the Action card.

So strong.  Too strong, I think.  Note that if you play the other action only once, you get an effect that is already worth $6 on its own.  It is tempered in that (presumably) you don't get any bonus if you don't have another action to play.  But dang, this is really, really powerful.

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E.T.
$5 - Action-Reaction
+1 Card
+1 Action
+1 Buy
--
When you buy a card you may discard this.  If you do, +$3.

Probably OK.  I find it difficult to judge powerful reactions like this.  I wonder if this could be cheaper -- compare with Market Square.  The only difference is the price and the reaction.  Is this reaction so much better?  Probably -- easier to trigger, at least.  Hm.

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Missile Command
$3 - Action
+1 Action
Choose one: +2 Cards and discard 2 cards; or +1 Card, +1 Buy.

Probably OK.  Choose between weaker Warehouse or Market Square.

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Galaxian
$4 - Action
+2 Cards
+1 Buy
Discard 2 cards. Reveal your hand. If you have 2 or less treasures in it, +$3 and gain a silver.

Two or FEWER.  Grammar, people!  (I make this mistake a lot and one friend never lets me get away with it.)

I'm trying to figure out how often you can get the +$3 to trigger.  +2 cards leaves you with a hand of 6, then you discard two, leaving you with a hand of 4.  Early game you probably have a decent shot of leaving yourself with 2 Copper, 2 Estate.  So then you have $5 to spend plus you gain a Silver.  That seems really good to me.

Hmm... might be OK anyway.  I think I'd like it more if it didn't also gain Silver.

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Moon Patrol
$3 - Action
+1 Buy
Discard any number of cards. For each card discarded this way, +1 Card, +1 Action.

Much better than Cellar, but it does cost more.  Hmm.  I think this is OK.  In general, this is just a way to get a bucketload of extra actions.  Might need to be $4, but I think it's OK to start testing at $3.

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Human Cannonball
$4 - Action
+1 Card
+1 Action
+1 Buy
Choose one: Put a Coin token on your [This Card] mat; or remove any number of Coin tokens and get +$1 per removed token.

Aha.  This reminds me so, so much of my $2 card submission.  It reminds me of the original concept, in fact, before I did some tweaking.  And I will indeed expound on this.

A while back, I thought it would be interesting if a set of cards used shared tokens.  The best concept card I came up with was one that would exchange those tokens for +$1.  That's how I eventually created my $2 Card submission, Plunder.

By the name "Plunder" you might surmise that it relates to Pirate Ship.  And so it did.  The original concept used Coin tokens as well, with the intent that it could combo with PS.  This is also why I made the token return worth $2, because otherwise it was always better NOT to return the tokens, because Pirate Ship was worth just as much without powering itself down.

But I didn't keep it on Coin token.  Why did I change it?  Look at the wording for Pirate Ship.  It says, "+$1 per Coin token you've taken with Pirate Ships this game".

The implications are subtle, but important. 

First, since it specifies tokens "taken with Pirate Ships", it means that Coin tokens gained by some other means (like a fan card) would not count towards Pirate Ship.  This already makes tracking difficult, as you have to keep some of your Coin tokens separate.

Second, since it specifies "tokens taken" and not "tokens you have", it means that Coin tokens removed by some other means (like a fan card) do not change the amount that PS produces.  Losing tokens doesn't change how many you've taken!  So that confounds tracking even more.

Anyway, I am slightly miffed at how similar this card is to my own earlier concept, so I probably won't vote for it.  I do realize, of course, that this concept is simple enough that independent minds could easily come up with it, so no cries of copying.  The designer didn't think enough about the implications of using Coin tokens though! ;)

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Gravitar
$3 - Action
+2 Buys
Gain a Silver.
--
While this card is in play, when you buy a Victory card, +$3.

Probably fine.

Quote
Ikari Warriors
$5 - Action-Attack
+1 Buy
+$3
Discard one card; if you do, each other player gains a Curse card.
--
While this is in play, if you buy an Attack card; play it immediately.

Terminal Gold is too strong for $5.  Then this has +Buy to boot.  Discarding a card might be enough to temper it (HT discards 2 but it only costs $4, plus it has the reaction).  But then this will Curse others as well?  Way too good.  And then the "while in play" just kicks it up even higher. 

Too strong.  Too strong.

Quote
Joust
$4 - Action
+1 Buy
You may put a Victory card from your hand on top of your deck. If you do, +$3.

I think this is usually inferior to Baron.  Both will only give you money if you can draw it with a Victory card.  Baron is stricter, but for the early game it makes no difference.  Baron does not harm your next turn, whereas this does.  Baron gives more money.  If you don't draw the VP card, Baron gains you an Estate while Joust does not -- and this can be a point for Joust (really want +Buy, don't want junk) though it is sometimes a point for Baron (late game tie-breaking).

Might be OK anyway.

Quote
Vanguard
$4 - Action
+1 Buy
--
While this is in play, when you buy a card, gain a Gold if you have no Treasures in play. Otherwise, gain a Silver if you have no Golds in play.

I don't really like this.  I think it may be too powerful that you can use this to gain two Gold before the second reshuffle (albeit you have to buy two Coppers as well).  I don't want to crunch the numbers though.

It can also gain Silvers lightning fast, and Silver gaining is pretty strong on its own.
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AJD

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #66 on: September 27, 2012, 06:56:08 pm »
0

Mario Bros
$2 - Action-Duration
+$3
+1 Buy
At the start of your turn: +$1.
--
During your Clean Up phase, place [This Card] in play for the player to your right.

As written, this is incoherent, since the part under the line needs to be more specific than "During your Cleanup phase". (Following the instructions as written, turn 1 would be: I play 3 coppers, I buy a silver, I discard my coppers and estates, and put 10 copies of Mario Bros from the supply into my opponent's play area.)

I suspect the intended effect of this card is the following, though I can't be sure:

+$3
+1 Buy
During your cleanup phase this turn, place this card in the play area of the player to your right.
At the start of that player's next turn, he gets +$1.

...though there are other possible interpretations that might also be reasonable.
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GendoIkari

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #67 on: September 27, 2012, 07:10:48 pm »
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Quote
Space Invaders
$6 - Action
Reveal an Action card from your hand, play it up to three times.
If you play it once: +1 Buy, +$3.
If you play it twice: +1 Action, +1 Card, +$1.
If you play it thrice: trash the Action card.

Just realized that this isn't clear.... it reads to me like if you play it 3 times, then you get the bonuses for playing it once as well as playing it twice... is that the intent? I could see it going either way. If you play a card 3 times, then you did play it once, right? Followed by 2 more times?
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Polk5440

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #68 on: September 27, 2012, 07:14:03 pm »
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Why did everyone take collective leave of their senses this round?

It seems that people like strong cards, view them as "more interesting" than weak cards, and are thus more willing to "try them out" (i.e. vote for them). Strong cards have been consistently getting lots of votes, and stronger versions of other cards entered tend to get more votes, and sometimes even win. Thus it seems to be better to err on the side of strength if you are going for votes.
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Drab Emordnilap

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #69 on: September 27, 2012, 07:54:03 pm »
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Quote
Breakout
$6 - Action-Duration
Now and at the start of your next turn:
+$3
+1 Buy
--
While this is in play, cards cost $1 more.

The problem with cost increasers is that they conflict with cost decreasers.  Which applies first?  If I play three Bridges, does an Estate cost $0 or $1?

$0: 2 - 3 + 1 = 0
$1: 2 - 3 = -1 but it can't be less than 0; 0 + 1 = 1

A convention can be chosen, of course, but that's an unintuitive rule that has to be made via FAQ, since there isn't really room on a card to explain it all.

Assuming that issue is fixed, is this card any good?  +$3 is nice, but then everything costs $1 more!  That makes this pretty much Merchant Ship with +1 Buy, where that Buy is actually not so good because things become more expensive after the first one.

Another funny thing is that this can be inferior to Merchant Ship if you have a separate source of +Buy and a good enough deck to make use of those Buys.

Hm, but then you factor in that it is kind of an attack, since it should affect opponents inbetween turns...

Still, I think that price increasing is too gimicky.

I think it would work similarly to how Poor House works, in that it depends on the order the effects are played in. Village-Breakout-Bridge means Copper costs $0, but Village-Bridge-Breakout means Copper costs $1.

Also, it's a duration. Its effect lasts as long as it's in play, and just like Bridge, the cost changes affect all cards.
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Rush_Clasic

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #70 on: September 27, 2012, 08:29:05 pm »
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Quote
Obelix
$4 - Action
+$2
+1 Buy
--
When you discard this from play, if you gained at least 1 Treasure card, 1 Action card, and 1 Victory card this turn, draw an additional card during this turn's Clean-up phase.

That's a rather specific trigger.  What if I buy a Great Hall and a Copper.  Am I covered, or do I need to buy three separate cards?

Seems like the same rules governing Ironworks for Great Hall cover this. I suppose it could use "a" instead of "1", but that doesn't seem to actually make a difference.

Mario Bros
$2 - Action-Duration
+$3
+1 Buy
At the start of your turn: +$1.
--
During your Clean Up phase, place [This Card] in play for the player to your right.

As written, this is incoherent, since the part under the line needs to be more specific than "During your Cleanup phase". (Following the instructions as written, turn 1 would be: I play 3 coppers, I buy a silver, I discard my coppers and estates, and put 10 copies of Mario Bros from the supply into my opponent's play area.)

I suspect the intended effect of this card is the following, though I can't be sure:

+$3
+1 Buy
During your cleanup phase this turn, place this card in the play area of the player to your right.
At the start of that player's next turn, he gets +$1.

...though there are other possible interpretations that might also be reasonable.

The only question I have on this card is whether the intention was for it to endlessly go in a circle or for it to stop after one pass, go into that player's discard pile, and wait to be used again before passing.
« Last Edit: September 27, 2012, 08:33:16 pm by Rush_Clasic »
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popsofctown

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #71 on: September 27, 2012, 08:55:50 pm »
0

To maximize effectiveness of my influence, I'm only going to comment on cards I think have a shot at victory, to either prevent or ensure the such a victory.
Othello
$6 - Action
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand. Discard the other revealed cards.
It's ok.  I don't love it.  Wouldn't be upset if it won I guess.
Quote
Centipede
$6 - Action
+$3
--
While this is in play, when you gain an Action, Treasure, or Victory card that you have not gained this turn: +1 Buy, +$1.
I like what this aims to do, encourage buying a slew of cheap cards instead of one big card.  But I think its use as a copper penalized terminal +4$ is going to overshadow that and in practice it will rarely get used for a bunch of small purchases.  Decks that draw your whole deck with Oracle and Village or whatever won't hit 6$ early enough to want this, especially since its terminal.
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Outlaw
$3 - Action
+1 Card
+1 Action
+1 Buy
--
When you buy a Treasure you have not yet bought this turn, +$1.
So this is at the price point where I'd like to see Centipede, but it is restricted to treasures.  Which is less interesting.  It's also probably too weak, so there's that.
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Pac-Man
$4 - Action
+1 Action
+3 Buys
+$3
--
If you have unused buys at the end of the turn you play this card, trash this card.
This isn't going to get used the way the designer intended, I don't think.
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Jungle Hunt
$3 - Action
+2 Cards
+1 Action
+1 Buy
Reveal and discard 2 cards. If both cards discarded were Actions or Treasures, +1 Card.
We have too many similar official cards I think.  Between Warehouse, Embassy, Inn, Oasis, and Young Witch, we kind of already have cards that feel like this.
Quote
Phoenix
$5 - Action
+1 Buy
--
While this is in play, Action cards you buy are immediately played.
--
(Rules clarification: This would allow you to play action cards during the buy phase, but only those you are purchasing. This is not optional and does not require leftover actions.)
The problem is, the rules say you play all your treasures, then start buying stuff.  So if you play a Smithy with this, you aren't allowed to play the Treasures you drew.  With that in mind, there aren't enough cards that support this.  Terminal Silvers work, but if there's not enough this guy is a dead card.  It's pretty weak even with terminal Silvers, really.
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Secret Quest
$3 - Action
+1 Buy
When you play this, +$1 per Buy you have.
Am I interpreting this wrong when I say this is strictly better than Woodcutter?  Even if it's not, I don't like Diadem style FBI.
Quote
Adventure
$4 - Action
Look at the bottom card of your draw pile; you may discard it. If you do, +$2 and +1 Buy. If you don't; put it back on bottom, +2 Actions, and +1 Card.
Waaay too strong, why do people like this?? A huge part of what makes all the official villages weaker is that sometimes you draw all your villages together and you don't get use out of the actions.  This Village guarantees that doesn't happen.  I know people like strong villages, and everyone likes Fishing Village and doesn't care that it's too strong, but I like villages at the usual power level.
Also, this is at the same price tier as both Woodcutter and Village and lets you choose which effect you want. Is there not something obviously wrong with that for you guys? 

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Night Driver
$4 - Action
+1 Card
+$1
You may discard up to 2 Cards. +1 Action and +1 Buy per card discarded.
Again, too strong for my liking.  This is similar to "Lab, discard a card" at 4$ that I recall Donald saying tested out too well, with this card replacing the card with a $, a downgrade, but allowing a village option, major upgrade.  The +buys are the gravy that pushes it over the edge.
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Obelix
$4 - Action
+$2
+1 Buy
--
When you discard this from play, if you gained at least 1 Treasure card, 1 Action card, and 1 Victory card this turn, draw an additional card during this turn's Clean-up phase.
I like the concept, but it's a little too hard to pull off.
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Crossbow
$4 - Action
+1 Card
+1 Action
+1 Buy
+$1
Discard a card.
--
When you gain this, if at least one supply pile is empty, you may put this on your deck.
This is like that other one , but forced into a particular mode, which is much more appropriate balance.  This makes the $/card substitution difference from "Lab, discard a card" enough to make this probably ok.
I don't love it, but can't fault it.
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Defender
$3 - Action-Victory
+1 Action
+1 Buy
--
Worth 1 VP
--
When you buy this, if this is the first card bought this turn, +1 Buy.
This reminds me of how Great Hall voted more highly with unskilled players in Qvists card list, IIRC...
Too weak, very much so.

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Street Racer
$2 - Action
+1 Buy
All players (including you) reveal a card from their hand. All cards revealed this way cost $1 less this turn, but not less than $0.
--
If you did not buy any copies of the revealed cards, you may put this card on top of your deck.
Someone saw how much positive feedback Wind Chimes got and said "mm people like Walled Village clauses".
I think this is a bit too weak, unfortunately, though it's a nice concept.
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Star Raiders
$2 - Action
+1 Action
+1 Buy
--
While this is in play, when you buy a card, gain a card costing exactly $2 more.
--
When you discard this from play, trash it if you have any unused Buys.
Why exactly 2 more instead of up to 2 more?  Actually, with that in mind, how come Governor and Farmland are the same way.  Probably design principles beyond my understanding.
This card is weird.  It encourages working cheap cards into your strategy, that's a plus for me.  You can use it as a one shot Haggle too, kinda like Embargo with "gain a card costing 2$ less than the card you buy this turn". 
I don't know exactly what to think about this, in a good way.
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Quadrun
$6 - Action
+1 Buy
Trash any number of differently named cards from your hand. +$2 for each card trashed.
I don't like it when a board's key trasher is at an inaccessible price point.  That includes Forge, I hate Forge.
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Space Invaders
$6 - Action
Reveal an Action card from your hand, play it up to three times.
If you play it once: +1 Buy, +$3.
If you play it twice: +1 Action, +1 Card, +$1.
If you play it thrice: trash the Action card.
The second mode is too good.  It's like your King's Courting something, but the third time it turns into a Peddler.  Which is really, really good in that kinda situation.

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Missile Command
$3 - Action
+1 Action
Choose one: +2 Cards and discard 2 cards; or +1 Card, +1 Buy.
This applied to the other Warehouse variant, but, +buy doesn't synergize with Warehousery, which I dislike.  If you use +buy to buy a Treasury and a Lighthouse, then when you play Warehouse later, you'll have draw both the Treasury and the Lighthouse, and be all, "wtf, I want both these guys".  If you don't have any +buy, so you buy Gold, you draw a Gold and one of your starting cards, like Copper.  And then you say "oh I'm so glad I bought a sifter, I can dump this Copper and keep this Gold."
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Galaxian
$4 - Action
+2 Cards
+1 Buy
Discard 2 cards. Reveal your hand. If you have 2 or less treasures in it, +$3 and gain a silver.
slotmachine.gif
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Moon Patrol
$3 - Action
+1 Buy
Discard any number of cards. For each card discarded this way, +1 Card, +1 Action.
I already said, I don't like Villages that are this powerful.  Village and Smithy both cost a card and an action and supply 1 more card or action than they costed.  This can cost a card and give you 4 Actions, which is 2 more actions or cards than costed.  Like.  Think of it this way.  If you draw hands and see this card and don't look at any other cards, you can play it and discard everything and get 4 Actions.  You've done no intelligent sifting, so you just have this 3$ card that gives you +4 Actions, +1 Buy
This card is actually better than +4 Actions, which would be decried as OP at 3$.  But if you decide not to play this as blind sifting +4 Actions, it was because you could do something even -better-.  So it's even stronger than that.
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Human Cannonball
$4 - Action
+1 Card
+1 Action
+1 Buy
Choose one: Put a Coin token on your [This Card] mat; or remove any number of Coin tokens and get +$1 per removed token.
This is overpowered, I think.  It's kind of like "+1 Card, +1 Action, +1 VP", which would be overpowered at 4$.  Because at the end, you can convert the tokens into VP at a 8:6 ratio, without that VP being in your deck at any point before the very end of the game.
I think with any sort of trashing this card gets out of hand.
Quote
Gravitar
$3 - Action
+2 Buys
Gain a Silver.
--
While this card is in play, when you buy a Victory card, +$3.
Oh hey.. the Silver dilutes your deck so the VP cards don't hurt so much.
I'm afraid it won't work well enough in practice though because of poor comparison to Bureaucrat.
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DWetzel

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #72 on: September 27, 2012, 09:07:00 pm »
0

Usual "one of these cards is mine" disclaimer, blah blah.

Sky Diver
$4 - Action
+$2
+1 Buy
Discard a Copper, or reveal a hand with no Copper.  If you did discard a Copper, +1 Card, +1 Action.

I think this is actually OK.  Strong $4 in the early game, I agree, but strictly inferior to Market early on (equal quite often, never better) since you'll never have the cards to recover.  Conflicts with strong trashing though, and actually becomes a bit weaker later in the game as it's more likely to be a more expensive Woodcutter if you can't connect with a Copper.  Of course, if you're not hitting a Copper you're probably hitting other good stuff and don't care so much.  Might actually be better than Market with certain "draw up to X" cards.  Price it at $4.5 and call it a day?

Quote
Othello
$6 - Action
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand. Discard the other revealed cards.

I don't know that I like it fishing for Actions.  I guess the idea is that it's a super-Market (hey, there's a name) that always draws you something good.  Might be all right, I guess.

Quote
Centipede
$6 - Action
+$3
--
While this is in play, when you gain an Action, Treasure, or Victory card that you have not gained this turn: +1 Buy, +$1.

This seems fair enough to me, with a couple caveats.  The "no duplicate buys" restriction is a good move and a mechanic I like.  Might be better when "when you buy" instead of "when you gain"; this can get ugly fast with Border Village/Haggler shenanigans.

Quote
Asteroids
$5 - Action-Attack
Choose one: +$3 or +3 Cards.
Each other player chooses one: they trash a card from their hand, or draw a card and discard a card from their hand.
Choose one: +1 buy and each other player gains a Copper; OR trash a card from your hand and each other player with four or more cards in hand discards a card.

It's a pretty mild attack for the most part (the "each other player" part is never hurtful because "draw 1, discard 1" is at worst neutral).  Is $3 and a buy a fair price in a vacuum though?  It seems pretty strong, and the fact that there's an attack with it ... I dunno.

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Egg Catch
$3 - Action-Duration
+2 Cards
Set aside any number of Treasure cards from your hand face up on top of this card.
During the buy phase of your next turn: +1 Buy and play the set aside cards in any order.

Someone above compared this to a Tactician; I think a terminal super-Haven is probably more appropriate.  I am trying to figure out when I'd particularly want it, though I guess with +2 Cards it's pretty useful in a BM deck.

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Millipede
$4 - Action
+1 Action
+1 Buy
+$1
Trash one or three cards from your hand.

Maybe?  Trash 3 cards early on seems pretty nice.  Of course, the rest of it isn't useful then, but it's almost as good as a Chapel, and you could buy a useful $2 with it out... might be too good.  Maybe I'm missing something.

Quote
Pole Position
$5 - Treasure
Choose one:
If this is the only Treasure you play this turn, choose 2. Otherwise, choose 1: +$1P; OR +$2; OR +$1, +1 Buy.

Others have elaborated on the "how do you know if it's the only Treasure you play this turn" thing.  Besides that, I don't like the alternate Potion thing, and it doesn't seem like you'll really use the +Buy option a bunch, which makes it another reason to not vote for it.

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Dig Dug
$4 - Action-Duration
Now and at the start of your next turn:
+1 Buy
+$1
--
While this is in play, when you gain a card, you may trash a card from your hand.

Hmm.  Draw this/Estate/Estate/Copper/Copper turn 3, trash 2 Estates to buy Copper/Silver, draw CCCCE next turn, buy a $5 and trash your other Estate seems awfully strong to me.  And I didn't even draw your other turn 1/2 purchase.

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Pengo
$3 - Action
+1 Buy
Reveal and discard the top three cards of your deck.  If all three are identical, +$4.  If exactly two are identical, +$2.  If there are no duplicates, +$1.

This is a lock $2 early on, and probably averages out to like $2.5 or so (decent chance of hitting 3xCopper).  Of course, you don't need the +Buy then.  I dunno.
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Mario Bros
$2 - Action-Duration
+$3
+1 Buy
At the start of your turn: +$1.
--
During your Clean Up phase, place [This Card] in play for the player to your right.

So this perpetually gets passed around the table (albeit slowly), since it never really leaves play that I can see?  Whatever, I just don't like it.

Quote
Combat
$5 - Action
+1 Buy
--
While this is in play, whenever you play an Action, +$1.

Dare I utter the words FBI?  Either this is completely terrible (BM), or completely brokenly powerful (draw-your-deck situations with various other cards).  If nothing else, it turns all your Peddlers into non-terminal Silvers, your Familiars into curse-giving Peddlers... no.

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Space War
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand.  If you do, gain two differently named cards costing up to $6, placing the card with the lowest cost on top of your deck.

Up to $6 EACH?  Like Treasure Map, only far more swingy.  No thanks.

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Outlaw
$3 - Action
+1 Card
+1 Action
+1 Buy
--
When you buy a Treasure you have not yet bought this turn, +$1.

Hmm. I guess it's okay?  It doesn't really do anything for me.  Sort of a non-terminal mini-Quarry for treasure cards. 

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Pac-Man
$4 - Action
+1 Action
+3 Buys
+$3
--
If you have unused buys at the end of the turn you play this card, trash this card.

Even for a one-shot, I think this is too powerful -- and then I utter words like Watchtower and Gardens, and shake my head.

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Jungle Hunt
$3 - Action
+2 Cards
+1 Action
+1 Buy
Reveal and discard 2 cards. If both cards discarded were Actions or Treasures, +1 Card.

Does one Action, one Treasure count?  As it is, it's Inn minus an action and plus a Buy, and you get control over getting the third card; I think this would be more appropriately priced at $4.

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Krull
$5 - Action-Duration
+1 Buy
+$1
On your next turn: +1 Buy.
Choose two non-empty piles from the supply. Place a Plus token on one and a Minus token on the other.
--
While this is in play, cards from supply piles with Plus tokens on them cost $1 more and cards from supply piles with Minus tokens on them cost $1 less (to a minimum of $0). When this leaves play, remove one Plus token and one Minus token from supply piles.
--
(Rules clarification: The maximum change in price is $1, even if there are multiple Plus or Minus tokens on a pile. If there are both Plus and Minus tokens on a pile, there is no change. If you play this card with a multiplier such as Throne Room or King's Court, there will be tokens left on piles once [This Card] leaves play, but if nobody has one in play, the tokens will do nothing.)

This actually seems somewhat weak to me, but I could be wrong.  I'm comparing it to Bridge; your opponents get one turn of benefit from it, you get two, but you don't get a $1 the second time, and it's only a Bridge for one particular card (unless there are multiples of this card around)... it might be interesting, but I dunno.

Quote
Battlezone
$4 - Action-Duration
Set aside a card from your hand. At the start of your next turn, return it to your hand and gain +1 Card, +1 Action, +1 Buy.
--
When a player plays an Attack card, they may discard a Treasure card. If they do not, players who have a [This Card] in play are unaffected by the attack.

I am honestly not sure how to evaluate this.

Quote
Breakout
$6 - Action-Duration
Now and at the start of your next turn:
+$3
+1 Buy
--
While this is in play, cards cost $1 more.

So it's $2 and a Buy twice, for $6 (and worse if you actually want to use the +Buy).  Compare to Merchant Ship, I suppose, but probably weak at $6?

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Casino
$3 - Action
+1 Card
+1 Action
+1 Buy
Reveal the top card of your deck.  If it is a Ruins, Curse, or a Copper, put it into your hand.

It's like a Wishing Well, only if you were really depressed and wanted to kill yourself.  Probably okay?  Not sure I'd want it?

Quote
Phoenix
$5 - Action
+1 Buy
--
While this is in play, Action cards you buy are immediately played.
--
(Rules clarification: This would allow you to play action cards during the buy phase, but only those you are purchasing. This is not optional and does not require leftover actions.)

What happens if I buy Throne Room?  I buy it, it looks for an Action card in my hand and I have to play that action twice, doesn't it?  Except it doesn't according to the rules clarification?  Space-time continuum is disrupted IMO.

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Secret Quest
$3 - Action
+1 Buy
When you play this, +$1 per Buy you have.

So the very first time you play it it's $2 and a Buy (because we have two buys, one from this card and one from our Buy).  With any other source of +Buy early on (I'm looking at you, Wharf), this is $3, +1 Buy for $3.  Seems strong for $3.

Quote
Adventure
$4 - Action
Look at the bottom card of your draw pile; you may discard it. If you do, +$2 and +1 Buy. If you don't; put it back on bottom, +2 Actions, and +1 Card.

So basically it's a Village/Woodcutter choice (ignoring the implications of not enjoying discarding the bottom card).  I think this might even be a tad weak because discarding from the bottom can really hurt.

Quote
Night Driver
$4 - Action
+1 Card
+$1
You may discard up to 2 Cards. +1 Action and +1 Buy per card discarded.

So +1 Action, +1 Buy, +$1 for $4 if you discard one, -1 Card, +2 Action, +2 Buy, $1 if you discard two, and probably something better than $2 and a buy in a big money deck.  I could see this being awesome with "draw up to X" combos.

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Obelix
$4 - Action
+$2
+1 Buy
--
When you discard this from play, if you gained at least 1 Treasure card, 1 Action card, and 1 Victory card this turn, draw an additional card during this turn's Clean-up phase.

I kinda like this, but I'm not sure how often the situation will actually come up to make it worth the extra $1 over Woodcutter.  Compare/contrast to the first card; this feels like it should cost $3.2, but it obviously can't cost $3 because, well, Woodcutter.

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Crossbow
$4 - Action
+1 Card
+1 Action
+1 Buy
+$1
Discard a card.
--
When you gain this, if at least one supply pile is empty, you may put this on your deck.

So, Oasis with a buy?  Seems fair enough, I guess.  I'm not sure about that last condition, merely because it's weird.

Quote
Defender
$3 - Action-Victory
+1 Action
+1 Buy
--
Worth 1 VP
--
When you buy this, if this is the first card bought this turn, +1 Buy.

(shrug) I dunno.  Pick a cheap one of these up and then your real card is the point, I guess.

Quote
Surround
$4 - Action-Duration
+1 Buy
+$1
--
At the end of your Buy phase, set aside one card from your deck for every unused buy face down. At the start of your next turn, put them into your hand.

Quote
Xenophobe
$6 - Action
+1 Buy
+$5
Discard 3 cards or 1 [This Card].

I'm not sure I like a card that can give $5 at will (okay, Platinum I'll let slide).  "Draw up to X" makes this completely gross, I think.  I could be convinced that I'm wrong, but I don't think I am.

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Street Racer
$2 - Action
+1 Buy
All players (including you) reveal a card from their hand. All cards revealed this way cost $1 less this turn, but not less than $0.
--
If you did not buy any copies of the revealed cards, you may put this card on top of your deck.

Hmm?  I'm trying to think of ways this is broken, but I can't (they can presumably come up with a Copper or something awful, right, and even if they don't...), so it's basically $1 and +1 Buy for a card you already have in your hand -- unless they're cheap and you want two of them or something.  I think it's too weak for a $2, and yes I know what I just said.

Quote
Road Runner
$5 - Action
+2 Actions
+3 Buys
--
In games using this, when you trash a Fool's Gold, you may gain an [This Card].
--
Setup: Add Fool's Gold as an extra Kingdom card pile.

I what is this I don't even... the fact that it adds a card I don't even like to the supply makes it worse.

Quote
Star Raiders
$2 - Action
+1 Action
+1 Buy
--
While this is in play, when you buy a card, gain a card costing exactly $2 more.
--
When you discard this from play, trash it if you have any unused Buys.

Yoiks, no way dude -- it's like a brokener Haggler.  I wouldn't buy it turn 1 of course, but early-mid game, hellz yeah, it's like a Hoard except you only need $6 for the Province/Gold combo.

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Quadrun
$6 - Action
+1 Buy
Trash any number of differently named cards from your hand. +$2 for each card trashed.

Maybe?  "Differently named" is pretty important here I suppose.  Might be too good even so, but I could be wrong, it is $6.  Might be okay.

Quote
Space Invaders
$6 - Action
Reveal an Action card from your hand, play it up to three times.
If you play it once: +1 Buy, +$3.
If you play it twice: +1 Action, +1 Card, +$1.
If you play it thrice: trash the Action card.

Seems pretty strong, because it's, at minimum, $3, +1 virtual Action, +1 Buy for $6 assuming you have another Action.  I'm trying to think about what happens if you chain these together with cheap actions.  It's not pretty. 

Quote
E.T.
$5 - Action-Reaction
+1 Card
+1 Action
+1 Buy
--
When you buy a card you may discard this.  If you do, +$3.

This might actually be pretty okay, because you need a second buy in the first place to take advantage of the reaction ability, which means you need two of these in hand (or some other buy source) to make it work.  Seems interesting.

Quote
Missile Command
$3 - Action
+1 Action
Choose one: +2 Cards and discard 2 cards; or +1 Card, +1 Buy.

I think this is better priced at $4, but I could be wrong.

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Galaxian
$4 - Action
+2 Cards
+1 Buy
Discard 2 cards. Reveal your hand. If you have 2 or less treasures in it, +$3 and gain a silver.

Not sure the "gain a silver" thing is necessary.  Otherwise it might be okay.

Quote
Moon Patrol
$3 - Action
+1 Buy
Discard any number of cards. For each card discarded this way, +1 Card, +1 Action.

I am quite sure I hate this (discard hand, draw various power cards; at any rate, start with +4 Actions and a four card hand is awfully good most of the time) for reasons I can't fully articulate.  Insane with draw to X.

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Human Cannonball
$4 - Action
+1 Card
+1 Action
+1 Buy
Choose one: Put a Coin token on your [This Card] mat; or remove any number of Coin tokens and get +$1 per removed token.

OK, I guess; better the longer you can hold off.  I think it might actually accumulate too well.

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Gravitar
$3 - Action
+2 Buys
Gain a Silver.
--
While this card is in play, when you buy a Victory card, +$3.

Seems awfully powerful to me.  Gain a Silver for $3 is by itself a decent card.

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Ikari Warriors
$5 - Action-Attack
+1 Buy
+$3
Discard one card; if you do, each other player gains a Curse card.
--
While this is in play, if you buy an Attack card; play it immediately.

Jeebus this is strong.  Too strong.  Am I wrong to think this plus two Highways = buy out the Ikari Warriors pile and dump a bunch of Curses on someone (until you run out of cards in hand)?  That's irrevocably broken.

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Joust
$4 - Action
+1 Buy
You may put a Victory card from your hand on top of your deck. If you do, +$3.

Swingy but a fair sort of swingy, I think.  I assume it's called Baroness.   It's pretty inferior to Baron, though.

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Vanguard
$4 - Action
+1 Buy
--
While this is in play, when you buy a card, gain a Gold if you have no Treasures in play. Otherwise, gain a Silver if you have no Golds in play.

Yeah, I don't like the "buy a gold and a Cache on turn 3" play, which is basically what this is.
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GendoIkari

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #73 on: September 27, 2012, 11:11:52 pm »
0

Am I interpreting this wrong when I say this is strictly better than Woodcutter?

Not if played via Phoenix!
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GendoIkari

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #74 on: September 27, 2012, 11:38:21 pm »
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Quote
Pac-Man
$4 - Action
+1 Action
+3 Buys
+$3
--
If you have unused buys at the end of the turn you play this card, trash this card.

I believe Donald recently said that Feast started out as "+$3. Trash this." for $4. So... Add +1 action, +3 buys, and not always one-shot.... It shouldn't still be $4.
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