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Author Topic: Mini-Set Design Contest, Challenge #17: +Buy!  (Read 44558 times)

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #75 on: September 27, 2012, 11:44:29 pm »
+1

I've seen some surprising comments on some cards. Cards I think look weak people are saying look strong and vice versa. Let's go.

Quote
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.

Woodcutter or Market for $4, often Market. Well, it also reduces hand size in the process which is a good thing. One of these in your deck seems very good, getting more and you run risks of a very bad hand (compare Market x5 to Sky Diver x5...). I like it.

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.

So now we can Farmerize cards, just like we can Grand them? Interesting... it seems like an alright card.


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 agree with Robz, I don't see the need for spelling out card types. It seems like it would go extremely well into an Engine where you're happy to pick up a few different cards at a time, and especially well with cost reducers. But in BM it's weak, and I think it seems like a fun card to try and take advantage of.


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.

Took me a minute to get my head around this. So it's basically three parts: Big bonus to yourself, bonus to everyone else, weak attack on everyone else. The +buy also looked a little tacked on until I saw what was going on with it in the attack, either everyone gets extra cards (+buy for you and coppers for others) or everyone loses a card (trashing for you and discarding for others). I actually don't think this looks too strong, like, maybe top 20 $5 level? +$3 +buy is pretty good, but the bonus to others outweighs it (turn an Estate into a copper, sounds good, or cycle my deck, also good). And in terms of choices, mostly I think it seems pretty easy to decide what you want. I actually think this would be an interesting card to play.

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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.

Apt name. This doesn't seem too good to me actually. You can only set aside treasures, and how much treasure do you want to set aside? It's a bit like Tactician in a way, but it could combo very well with tactician as well. I think that actually, you'd happily set aside $2-4 to almost guarantee a Gold/Province the next turn. I think I'd like this more at $5.

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

One or three? This is otherwise a copper with buy, which also thins your deck, which seems too weak compared to the other forced-trasher-with-buy (e.g. Salvager, Trade Route etc. which can give +$3 or more easily), but the deck thinning early maybe makes up for that? Hard to say. It doesn't really excite me to be honest. I think I might have liked that +action to be a +$1 although then I wonder about power. Probably still okay at $4 actually.

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.

This card's wording seems so horribly broken I don't even want to explain. But going by the card's intention, it's going to be a Gold with buy if you play no other treasure, or your choice of silver or copper with buy otherwise. In Alchemy games, it's at least copper plus Potion, which is just too good there, simply. Just... Ugh.

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.

Flat effect is alright. In play effect is cool and interesting. For a start, you can probably turn your Estates into Coppers very easily, and generally improve your deck very well. Seems like a very fun card to use.

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 a buy. Seems a lot less reliable, though, but much better early game where you have a decent shot of getting +$4 (on turn 3, if you draw this I think it's a 21% chance... less on turn 4, and there's a 1/6 chance you don't draw it until turn 5... okay, that's actually not too great). I think this is probably usually worse than Woodcutter, and that's one of the weakest $3's already. And I don't think there's enough top of deck manipulation to make me give this a 'fun to manipulate' point.

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.

Okay, this requires some thinking about what the heck exactly it's supposed to do. I THINK it's supposed to move the card itself, meaning you get a big bonus immediately, and then the card starts cycling around, giving players +$1 as it moves, until the end of the game. And as this is such a strong opener for $2 (one shot +$3? Yes please), I can easily see many of these entering play and basically causing massive money inflation. Pass. Massive pass.

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

I like the idea, but the fact you need a village, and really NEED an engine to get any real benefit out of this card is a massive turn off. It's a pretty much dead card far too often, I think. To work well, I think you need the card to have +1 action, probably +2 actions, so it's not often still dead and then it's too good, so you need to limit it, and well suddenly you've made my submission to the village contest.

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.

The +buy feels tacked on, and that's all I think I need to say in this contest.

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

Alas! This would have been far more interesting if not for Market Square. I actually like the concept, though. It means you can turn it into a gimped Peddler by buying a Copper, or a Market if you pick up a Silver (at the cost of needing to buy Silver), and even more if you can get other +buys. In particular it stacks with itself in a powerful way - play e.g. three of them, if you have $3 in play then grab Copper, then Gold, then Silver. That's just one option of course. I like this card.

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.

Should be terminal, and even then, a $4 one shot Gold is enough to be worthwhile a lot of the time. Especially when it gives you extra buys, should you need them. Also, did someone mention Gardens?

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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.

Uh, okay. Slight wording confusion, does this require both to be (Actions or Treasures), or both to be one or the other? Either way it's a Warehouse that gives a buy in exchange for a little less sifting. Seems fine but generally not very exciting.

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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.)

Multiples of these in play starts getting silly, as you apply the effect for each one and start to get very easily accessible cards and almost impossible to access cards. It's a very interesting idea, and this is probably the best 'tax card' implementation I've seen, and after some thought the +buy makes a lot of sense. So... do I like it? I honestly don't know. I think with some clever play it could be amazing fun. So yes.

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.

So it's a more extreme Haven with a weak but very interesting Lighthouse effect. I like it.

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.

It's a barely stronger Merchant Ship, ultimately. ... Oh! But it affects other players! Which I think makes it too strong, and thus games with this will be frustrating and slow BM+Breakout games a lot of the time.

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.

This is pretty close to, uh, Vagrant(?) but with a random +buy. No.

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.)

I'm sure there are some rules nightmares that will occur here. If you have at least $10 you can immediately run out the Bridge pile. And pick up at least two Provinces as a result. It's a very interesting idea though, even though I'm cautious about some rule issues.

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

Strictly better than Woodcutter. Next.

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.

Village or Woodcutter with a possible nudge towards choosing the other one. I don't like the random linking between bottom-of-deck and what bonus you get. I don't like this because of that.

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

So it's either +Card, +$1, or an Oasimarket, or a... Market+Hamlet almost thing. It seems good, but not too good for it's cost. The versatility makes me think it'd be a strong, but situational $4. I like it.

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.

Woodcutter with a difficult to activate condition that also makes it a Lab. Hmm... Very nice, yes. It's the kind of card that would fit perfectly into an Engine, but even if you can't activate it, it's a Woodcutter for $4 which is fine. And it's much easier to trigger with multi type cards.

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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.

Oasimarket which can go on deck. Fine. Sometimes the simple cards are best. I don't actually think the top decking clause is necessary but, okay.

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.

It's probably okay, but, boring. And extra buys are kinda shoehorned.

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 very good potentially. Turns +buy into a Lab next turn. Especially stacking these, makes your extra buys far too good. There's a reason Diadem is limited to a single copy.

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

Oh, man, that's tough to judge. It's a better Horse Traders, that's for sure, but without the reaction and more expensive. One of these plus a Gold or another of these is probably (or certainly) a Province, but then again, so's two Gold. In fact comparing two of these to two Golds, and this comes out worse, and discarding three cards, this probably comes out worse. So in conclusion, seems too weak. You can do clever things if you can draw your deck (discard 1 of these, draw it again, play one, discard one of these etc.) but that's about it.

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.

Hard to track, although let's be honest, everyone else is going to reveal Copper/Estate/Curse etc. So not that bad actually. It's a trickier to use Bridge which is cheaper. Seems like a fun card to try and make work but generally pretty poor. I like it.

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 don't like the double lines, I don't like forcing Fool's Gold, I don't like that the card is boring and usually bad, but occasionally very strong (but only probably one-two copies of it)

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 don't vote for $5 or $6 cards when they cost $2. Let me give you an idea of how strong this is. I open with this and whatever. Turn 3 I draw this, Estate, 3 Coppers. I buy Silver, I also gain a $5 card. I let this card get trashed, or even, I buy a Copper and gain another of these. Now imagine it with about $8 and three buys.

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

Hmm... this seems good normally with Copper/Estates to trash, but in DA with Ruins, Shelters etc. it could get crazy. But it's a $6 and getting that many different cards into hand requires some effort. It being able to get that crazy though, I think is enough to make me err away from it.

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 far too good. You can choose your bonus and some of them are very good (as long as it collides with an action, it's at least a terminal Gold+buy+whatever card you chose, or throne room with awesome bonuses). Maybe even as good as KC, being able to choose Smithy for 7 cards, an action and a coin is pretty awesome.

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.

Gimped Gold for $5, which can at worst let itself activate itself. Very nice.

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

Weaker warehouse or cantrip buy. Sounds alright. Not very exciting but, alright.

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.

Obvious comparison is Horse Traders. It's a little tougher to activate, but if you can't you normally have at least $4 in hand and likely more. It seems pretty strong overall.

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

Hmm... Cellar that generates plentyful extra actions, with a random +buy. I can't see the point of the +buy. So no vote.

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.

Native Market? Seems pretty good, probably almost as good as Market actually, although... maybe not. Hm. Probably much better in engines? I dunno. I disagree with DWetzel's comments in particular - because you need those Provinces to actually be available at the end of the game, you need the extra buys, and more than likely you'll need to do some trading in for Duchies at a 5:3 rate, which is cantrip +0.6VPs. Overall I like this.

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

Sounds like a crazy engine card and pretty bad in BM. It doesn't excite me much.

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.

Sounds too strong. +$3 +1 buy is already a decent $5, adding an almost free cursing attack is crazy, much better than Witch and Mountebank (okay, weaker after curses are gone but still). Oh and by the way I'm saying it's stronger than Witch while ignoring the instant play attack clause, which makes it utterly ludicrous.

Quote
Joust
$4 - Action
+1 Buy
You may put a Victory card from your hand on top of your deck. If you do, +$3.
Um, okay. Baron does pretty much the same thing, but with discarding instead of self-Bureaucrating, and gives an extra $1. And it gains Estates. This is better in endgame, kinda, but that's not enough to make up for the penalty. I'd rather see this at $5 giving +$5 I think. And that sounds a little crazy, so... eh.

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.

Play this. Buy two Copper. Gain two Gold. Overpowered.
Logged
...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.

jotheonah

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #76 on: September 28, 2012, 12:09:08 am »
0

The wording on Pole Position doesn't seem horribly broken to me. It's not on existing cards, but it's hardly ambiguous.

If you've already played other treasures, than obviously you can only choose one. If you play it first, than you can choose one or choose two, but if you choose two than you can't play anymore treasures. Pretty straightforward.
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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #77 on: September 28, 2012, 12:10:44 am »
0

What I am afraid of off the bat is that people just tacked +Buy onto one of their ideas and tried to get it into the set. Let's see, starting from the bottom.

Quote
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 better than Market, a $5 card. Even if it weren't, it is uninteresting.
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.
This is a slightly better Market that has the Farming Village effect added to it. I don't think it is particularly interesting.
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 don't know why this doesn't let you self-curse. Other cards, such as Gravitar, do this coin for buys in a more interesting way.
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.
There are too many choices on this card. The +buy seems extraneous.
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.
I don't like that this is a Tactician that only works in Big Money.
Quote
Millipede
$4 - Action
+1 Action
+1 Buy
+$1
Trash one or three cards from your hand.
The buy seems tacked on. The card also doesn't work well with giving a +Action.
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.
I don't want a non-potion card giving me potion resources.
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.
This is a jack of all trades, not the card. It lets you trade in cards from your hand for coppers, trashes, and gives you +$2 and 2 buys overall. I like it, but I don't think we need it in the set. Seems okay.
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.
I love Pengo, the game, but this little game seems bothersome. It depends on luck and is only good between the first and second reshuffles.
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.
This confuses me a little. I don't like cards that cycle around the table. I think this card just increases the $ output of all turns forever.
Quote
Combat
$5 - Action
+1 Buy
--
While this is in play, whenever you play an Action, +$1.
If you play KC-KC-Action-Action-Action after this, you get an additional +$12, right? This card is only good if you can play additional actions, making this useless without villages. Also, you need to play a village, this, and 3 cards after this to get anything better than a woodcutter.
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.
This is a Treasure Map that you can get easily, that helps you buy the other one, and this time offers a more reasonable benefit. I still don't want another card that creates that kind of gameplay.
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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.
This almost explicitly says: buy a Copper to make this a Market. The other variants interested me more.
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.
This is not my favorite application of the "one-shot unless you use all your buys" idea. This one gives you the choice to use it once or get loads of Coppers.
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.
A weak Warehouse that lets you dump good cards for a +card. Slightly weaker than a card that said +3 cards. +1 action. +1 buy. Discard 2 cards. If either was neither an action or treasure, discard another card. The +buy seems extraneous.
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.)
Too much work. It does seem well balanced, though.
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.
This is a terminal defense. Compared to Lighthouse, which is a slightly delayed Silver, this is a terminal that delays 2 cards and gives you a Worker's Village next turn. Its defense is also weaker. It is like the middle ground between Haven and Tactician. I think this card combines an element of nearly every card in Seaside, hah! seems okay.
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.
A reverse Bridge Merchant Ship. It gives you +$2 each turn essentially. The +Buy is a (still a good thing) liability here since all cards are costlier. This card is mostly weaker than Merchant ship for a higher cost, though I like higher cost shannanigans. Edit: I realize that this would increase the cost of cards for all other players. That makes it too strong, then. In 4player, if played by more than one player more than one turn, cards start being too expensive to end the game.
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.
Too similar to Vagrant.
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.)
Lets say you have this and buy a Smithy, you get +3 cards and only the Treasures matter, cool. Lets say you buy a Count, cool stuff happens. Buy a Conspirator, hey this became a Woodcutter. This is too weak and causes too many rules headaches.
Quote
Secret Quest
$3 - Action
+1 Buy
When you play this, +$1 per Buy you have.
By itself, this is a worse Woodcutter. Even if you played three of these, it wouldn't be better than 3 Woodcutters. You need other +Buy to make this even close to worth it. Market Squares become Markets, Markets become Grand Markets, Pawns become Super-Pawns. This doesn't seem to be at the right position between too weak and too strong enough.
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.
When I saw the name, I was hoping for a card that was slightly less adventure-y than Adventurer. The bottom of deck choice has less to do with that card and more to do with whether you want a Village or Woodcutter. That makes the card less cool than a card that just gave the choice directly.
Quote
Night Driver
$4 - Action
+1 Card
+$1
You may discard up to 2 Cards. +1 Action and +1 Buy per card discarded.
This, like Crossbow, is an Market Oasis. It can also be a Bazaar +2 Buys if you discard 2 cards. The versatility is cool. Seems okay.
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 is a lot of work for a little reward. You either need to buy a useful Victory card (Tunnel, Great Hall, Island, Harem, Farmlands) or  this is just a Woodcutter with a small chance to buy an Estate for an additional card.
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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.
A Market Oasis instead of a Peddler one. It is balanced, but it isn't interesting to me.
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.
Like a Great Hall that you can pick up on any stray $11 that you have. I don't see this card defining or particularly helping any strategy.
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.
This turns every +Buy into a +Card next turn. When you have multiple +Buys, from Squires or multiple of any non-terminal +buy, this seems too good, while it is very weak without it.
Quote
Xenophobe
$6 - Action
+1 Buy
+$5
Discard 3 cards or 1 [This Card].
As a center-piece of a deck, this works. If your 5-card hand includes this and a Gold, you can get a Province (like with Vault). That makes the choice to get this or a Gold interesting. Seems fun.
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.
Other players could always pick Copper, and this is useless.
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 don't like adding Setup restrictions to our set. Fools Gold already has good friends. The article about it is on the front page.
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.
Now we are starting to have too many $2s. If you have this and $4 in hand, you can buy a 4 cost card and get a free Gold, but unless you also get a Copper and a free Star Raiders, you have to trash this card. If you have this and $5, you can buy a Silver, get a $5 action, then get a Star Raiders, getting a $4 card. Out of the cards that get trashed if you have unused buys, this one seems the most fun, but the giant decks this causes are a little crazy. Seems okay.
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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 came up with this or remembered it (depending on whether it was mentioned earlier) when deciding on my submission. This feels like a Forge/Salvager hybrid that depends on a lot of luck and doesn't work well as late in the game as it appears. Great against Cursing/Ruins, but you have to be able to afford it against the tide.
Quote
Space Invaders
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.
This is posted in the wrong contest, rinkworks!
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 is a Gold that you can use on a second buy, or a Market Square. You can play 2 of these, buy a cheap card, and then get another card. I try to get excited, but I can't.
Quote
Missile Command
$3 - Action
+1 Action
Choose one: +2 Cards and discard 2 cards; or +1 Card, +1 Buy.
This is either a weak Warehouse or Market Square. These options seem boring to me.
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.
This confusing card provides a mix of cards and $. It seems like having 4 or less Treasures out of 6 cards is mostly to chance.
Quote
Moon Patrol
$3 - Action
+1 Buy
Discard any number of cards. For each card discarded this way, +1 Card, +1 Action.
The +1 Buy seems tacked on. I would likely discard all my cards except Actions worth 5 or more. I would then have a hand of 4 cards, +4 Actions. This is too strong, since it produces up to +4 actions, more if your hand size is larger.
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.
Like EHalcyon's Plunder/Wouldn't it Be Nice, this one lets you save up a little bit of money. Every other use of this could be a Market, or every 3 uses is a Grand Market, or this can be saved up for a megaturn or to buy more components. Seems strong, but fun.
Quote
Gravitar
$3 - Action
+2 Buys
Gain a Silver.
--
While this card is in play, when you buy a Victory card, +$3.
I like buying a VP card for +$3, since it is a net profit from an Estate. In the late game, this makes each Estate (which you want at that point) add further to your score. If you had 5 total buys and $10, you can buy Estate ($11), Estate ($12), Estate ($13), Province ($8), Province ($3) and get a total of 15 VP. If this card was a Bridge instead, you could almost buy 2 Provinces. Gaining a Silver is another buffer against this greening. Seems okay.
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.
This is just way 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.
We talked about a village version of this earlier. That one worked like a Festival. This one works like a Woodcutter that self Bureaucrats in order to get an extra $. It is sad when this doesn't collide with Victory cards, though multiples can help with that. Compared to Baron, this looks really bad.
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.
Doesn't this let you buy 2 coppers and get 2 free Golds? This seems a little silly and unworkable. Watchtower, Trader, Market Square, Pawn, Hamlet, Vault, and other interactions push this over the top.
« Last Edit: September 28, 2012, 12:21:09 am by One Armed Man »
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GendoIkari

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #78 on: September 28, 2012, 12:15:24 am »
0

The wording on Pole Position doesn't seem horribly broken to me. It's not on existing cards, but it's hardly ambiguous.

If you've already played other treasures, than obviously you can only choose one. If you play it first, than you can choose one or choose two, but if you choose two than you can't play anymore treasures. Pretty straightforward.

And what if another rule instructs you to play another card? Not that I can think of any official examples off the top of my head, but saying "you may not play another treasure this turn" just sounds problematic. With actions, it definitely doesn't work, like if it were played with Golem.
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werothegreat

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #79 on: September 28, 2012, 12:30:35 am »
+3

Seeing everyone ripping into my card (though not as badly as some) really makes me want to go back and revise it.  I really should think these cards through more before I submit them...
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #80 on: September 28, 2012, 12:38:45 am »
0

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.
Vault already has this interaction with "draw up to x". Vault gives you +2 cards, and you can discard 5 cards from your hand for +$5. I don't find that the Vault, Draw up to interaction comes up that much.

Death Cart has +$5 written on it.
« Last Edit: September 28, 2012, 12:43:41 am by One Armed Man »
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NoMoreFun

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #81 on: September 28, 2012, 12:55:34 am »
0

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.
Vault already has this interaction with "draw up to x". Vault gives you +2 cards, and you can discard 5 cards from your hand for +$5. I don't find that the Vault, Draw up to interaction comes up that much.

It might with a Production Village engine in this set
This card's benefit is identical to Vault with a +buy for $1 more, but I think the "clash" ability is powerful.
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Archetype

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #82 on: September 28, 2012, 01:05:19 am »
0

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.
Vault already has this interaction with "draw up to x". Vault gives you +2 cards, and you can discard 5 cards from your hand for +$5. I don't find that the Vault, Draw up to interaction comes up that much.

Death Cart has +$5 written on it.
Death Cart has you trash, not discard. Which is a huge difference.

Vault gives your opponet an occasional benifit, while this gives you an occasional benifit (having an Xeno in hand)

Death Cart also lacks the +Buy this has, and has the Ruins penalty (you could argue that is useful fodder for DC though)

Overall, I have to agree and say this card is too strong. I think choice discard is interesting and would make a great theme for a fan set, but this card is just too powerful.
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DWetzel

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #83 on: September 28, 2012, 01:13:12 am »
0

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.
Vault already has this interaction with "draw up to x". Vault gives you +2 cards, and you can discard 5 cards from your hand for +$5. I don't find that the Vault, Draw up to interaction comes up that much.

Death Cart has +$5 written on it.
Death Cart has you trash, not discard. Which is a huge difference.

Vault gives your opponet an occasional benifit, while this gives you an occasional benifit (having an Xeno in hand)

Death Cart also lacks the +Buy this has, and has the Ruins penalty (you could argue that is useful fodder for DC though)

Overall, I have to agree and say this card is too strong. I think choice discard is interesting and would make a great theme for a fan set, but this card is just too powerful.

Conceptually I do kind of like it.

One word should hopefully explain why this is a really dangerous card: Scrying Pool.

Okay, that's two words.  It's also pretty gross with Tactician (but, I suppose, what isn't?)
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Archetype

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #84 on: September 28, 2012, 01:19:53 am »
0

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.
Vault already has this interaction with "draw up to x". Vault gives you +2 cards, and you can discard 5 cards from your hand for +$5. I don't find that the Vault, Draw up to interaction comes up that much.

Death Cart has +$5 written on it.
Death Cart has you trash, not discard. Which is a huge difference.

Vault gives your opponet an occasional benifit, while this gives you an occasional benifit (having an Xeno in hand)

Death Cart also lacks the +Buy this has, and has the Ruins penalty (you could argue that is useful fodder for DC though)

Overall, I have to agree and say this card is too strong. I think choice discard is interesting and would make a great theme for a fan set, but this card is just too powerful.
[snip]
Okay, that's two words.  It's also pretty gross with Tactician (but, I suppose, what isn't?)

Menagerie.

Library.

Hunting Party.
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Archetype

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #85 on: September 28, 2012, 01:21:51 am »
0

Madman's pretty horrible with it too.


/jk
« Last Edit: September 28, 2012, 01:24:28 am by Archetype »
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #86 on: September 28, 2012, 01:35:03 am »
0

@OAM, you have two evaluations that are very wrong.

Sky Diver is not usually better than Market.  Since you have to discard a Copper for the cantrip bit, that +$2 is actually +$1.  It's usually about the same as a Market.

I didn't notice the first time through, but Secret Quest is always at least as good as Woodcutter.  When you play it, you have at least 2 Buys, so it is +$2 -- as good as a regular Woodcutter.  The second Woodcutter gives +$3.  It is strictly better than Woodcutter!  Not sure why you think that even playing three of these is inferior.  Maybe you're not counting the +1 Buy it gives you off the bat?
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Rush_Clasic

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #87 on: September 28, 2012, 04:08:08 am »
0

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 a neat way to encourage Copper to remain in your deck, which is a strategy I find is fun to build around. I agree with others that the stats aren't perfectly, but I find the concept acceptible and interesting.

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.

Big Farming Village is an okay idea, but not a particuarlly more exciting one.

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 don't know whether I'd name the card types or not. Is buying a Curse, a Copper, and 4 different Ruins to make this mega a neat interaction or a bad one? I'd say the latter, since its risky but splashy. I don't like how this interacts with Highway, but you'd have to spam pretty hard for it to totally break. I like the idea, but I don't like that it goes for "infinite" buys.

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.

I concede that busy cards are possibly a necessity of the game, but I think the game itself sports some poor ones, and I don't think this calamity improves on those.

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.

I don't enjoy the concept of the mini-tactian save in its more innocent forms (see Haven). It's just a lot more difficult to balance the concept at lower costs.

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

Trashing and extra buys don't really mesh all that well. They don't necessarily have to, but unless there's a trade-off occuring (Salvager, Trade Route), it doesn't do a whole lot. I realize that's not necessarily the main feature on this card, but it still isn't a redeeming factor. I like the trash 1 or 3 mechanic, just not for this particular set of stats.

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.

Because treasures can be played in any order, you'll need a lot of extra text to make this work. It's already messy as is.

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.

I like it! Elegant and interesting. I'm somewhat in the camp that a set with durations wants multiple durations, but that won't stop me from voting for this. One thing of note, though: the extra buy will rarely help you with trashing, at least, not early on. If you open DD/Silver, and draw DD/S/C/C/E, chances are you're gonna buy a $5 and trash the Estate rather than buy two $2s. I don't necessarily think that's a bad feature, but it seemed worth mentioning.

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.

Funny how this will often get worse as the game goes on. It's an interesting card that allows for blistering fast starts at times, which probably makes up a little too much for the downward spiral it takes (though it won't fall through the floor in all games). I think I like it, but I'd want to see a lot of playtesting results.

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'd go with "At start of Clean-up, pass this to the player on your right. It remains in play." I think the idea of a card continually staying in play is neat, but also difficult to manage without some special care. 10 of these running around getting passed every turn feels like a nuisance.

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

Too swingy for my tastes. It's either totaly crap or broken. Card's are allowed to be swingy, but should be closer to the center than this.

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.

I liked this concept in the Honda contest, but felt the spamability to be a negative feature. This twist is interesting, but doesn't really solve the issue I had with the other version.

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

Has that spammable Market quality, except multiples of these are way more impressive at such a cost. The concept itself has some merit, but I'm more on the side of making it difficult to stack this type of effect.

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.

Interesting way to impose a restriction. Has that Cache quality to it. An okay submission.

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.

The mechanic is broken or anything, I just don't like how the card meshes overall.

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.)

Too much going on compared to what you get from it all.

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.

Part Tactician, part Haven, part Lighthouse, less appealing than all three.

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.

I'm not a fan of the +1 Buy with card taxing anti-synergy. It just seems pointless to grant the +Buy at all. The only two reasons I see for making a card that increases costs is to hurt other players (which this thankfully does) and on trash for benefit cards. That's the combination I'd go with and leave the buy out. It's a clever interaction, but not an interesting one in actual game-play.

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.

Too similar to Vagrant for my votes. It would have been much cooler to say "Reveal the top card of your deck. If it costs $0, put it in your hand." That way it works with all the cards you listed and has some cute combos on the side.

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.)

I've been convinced that playing cards in phases they aren't normally played in just isn't fun. But I really like this card. I'm more in favor of trying this out than saying no to it because of some cautionary standard.

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

I've seen this idea attempted in a few ways, but never this simply. It has the unfortunate feature of requiring 3 buys just to get ahead of Woodcutter. I'm not sure the best way to balance this, but I like the card in general.

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.

I don't get it. Like, I understand how it works just fine, but I don't know why you'd want to put these abilities together.

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

Simple and efficient. Seems rather decent, actually.

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 that you avoided the need to make this a duration. I wonder if the bonus is enough, but I think it is. I wonder if +2 Buys would have been appropriate here.

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.

I think the bottom half is rather neat. Not sure how I feel about the card as a whole, though.

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 would love the simple Victory-only version of this. Making it an Action card took a lot of the interest away for me.

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.

This is so good with spammable buys. A Worker's Village or Market chain turns this into a super-Tactician without the cost. I like the idea of counting unused buy (I've made some bad renditions myself), but I just don't think this is the right way to tackle it.

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

Has that Death Cart vibe to it. Not a bad card, really; I wonder if $4 would be just as fine. I sorta think it would.

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.

Could be a fine Bridge variant. Not sure if I like it better or worse with the reuse ability.

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.

Very specific. Wouldn't want it in a set that didn't also have Fool's Gold in it. Which I suspect this set won't, even if this card got top nominations. A more general card would work better, me thinks.

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.

Haggler goes minimum of $1 down and costs $5. I fear this favors too well in comparison working up.

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

Nice. I like this a lot.

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.

It's an interesting exercise mentally, but I think it's asking too much of the players. Very neat. I'm just a bit wary.

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

The self-synergy is neat. I have a feeling it works better over if you brought the cost down to $4 and the discard trigger down to $2. But a nice idea indeed.

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

It's just a hodgepodge. The more cohesive the "choose your adventure" cards feel, the better.

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.

The thing that sucks about being toward the bottom of these lists is that a tired reviewer like myself starts losing his cool and just wants to say "meh" or "cool". Anyway, this card is sorta interesting, sorta blaise. It seems functional, but just doesn't interest me. (Note: I like complicated cards and simple cards of all varieties, so a card will rarely get nixed just because of that.)

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

Spamming actions like that might not actually be detrimental, but I'm not a fan of it.

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.

People sure do love their Market variants. Something about getting all the features. This one is fine, but one of the endearing things about storage cards is that they aren't easily to stack up all in one turn on their own.

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

This card is wacky in Garden games: play this, gain a Silver, play two Copper, buy an Estate, +$3, buy an Estate, $1 +$3, buy a Gardens. That just gained you 4 cards. I'm all for making a better Woodcutter, but not in this capacity.

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.

I liked the simpler version posted above WAY more.

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

This card should be called Hypocrite. I feel it could almost be any card that gets tossed back on top. The problem then is the trigger condition becomes too easy. But requiring a victory card makes for some turns where you get nothing, and that's such a griefer. This is basically Mandarin for cheaper, and I'm not on board with that.

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.

Interesting enough that I'd want to see it tested.
« Last Edit: September 28, 2012, 01:58:47 pm by Rush_Clasic »
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Saucery

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #88 on: September 28, 2012, 05:20:31 am »
0

Well, i have the time so i'm going to do one of these. The cards that interest me are ones which have new mechanics and weird interactions, ones where I can look at it and see a lot of untapped potential for new strategies. Ones which look and play like existing cards usually bore me.
Disclaimer: most of these cards aren't mine, etc...

Quote
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.
More cards which can be terminal or cantrip/village would be interesting, but this doesn't really give you a choice. I guess its okay.
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.
Eh its fine.
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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.
I believe the clause here is to prevent someone spamming coppers to get infinite $+1 and deck bloat. I think it would be fair if the player wanted to buy a curse for that extra $1.
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.
A whole lot of choices. It would be fine if they all interacted together in some broad scheme, but i don't see it, making the card seem tedious.
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.
Scoop up a whole bunch of cards and use them next turn. Opening this card/silver would allow you to hotshot to platinum by turn 4/5. Probably needs a rethink.
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Millipede
$4 - Action
+1 Action
+1 Buy
+$1
Trash one or three cards from your hand.
Salvager works with +buy because you can sometimes generate alot of coin with it. This one not so much, I don't like +buy on this.
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.
The timing of this cards effects given subsequent treasure plays is awkward and can be fixed with wording. Hey, if i need potions or buys, its there.
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.
When you consider that merchant ship is simply +$2 now & later, this seems too strong for $4. Its a worthy $5 to me. Gaining cards happens almost every turn, so the mechanic only becomes interesting (very strong) when you start adding gainers or extra buys into the equation.
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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.
I'm not a fan of the luck involved in this card as an opener. Even when you refine your deck a bit, ehh its okay.
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.
The pass around effect is overall neutral and adds some luck into the game. I'm open to a card which get passed around, but this particular card isn't it.
Quote
Combat
$5 - Action
+1 Buy
--
While this is in play, whenever you play an Action, +$1.
+$1 is worth a fair bit on cantrips. Reminds me of king's court; if you draw it with the right components before your opponent then it explodes and you usually win. Not a fan of those types of games.
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.
+Buy lets you get some more of these, but lack of coin doesn't. It would be interesting to see if spamming these is in fact a good way to start up your deck.
Quote
Outlaw
$3 - Action
+1 Card
+1 Action
+1 Buy
--
When you buy a Treasure you have not yet bought this turn, +$1.
Definitely good for museum. Seems fine but not super exciting.
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.
Like a few other cards around here, its very strong with some alt VP (gardens). Problem is this is also very strong and kind of a no-brainer pickup in the majority of decks. Not a fan.
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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 would be okay at $4, but +buy with a card which reduces your handsize (or buying power if you discard treasures) isn't very good.
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.)
Using cost changes to hurt an opponent and help yourself. With a computer doing the work, i wouldn't mind trying this card out. In live games, there needs to be a way to tell which cards correspond to which tokens if there are multiple Krulls flying around. Love the idea but needs work.
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.
A halfway house between a number of cards. This basically works out to both improve and preserve your next hand. Mitigates chain attacks and luck, which i like.
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.
This is interesting enough. When you finally get around to putting a couple of these in play they can stop a BM or alt VP opponent dead in their tracks. I actually like it, but the effect could get too out of control (stalling the game) and probably needs a limit.
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.
Theres a material difference to vagrant in that its a lab+buy in a copper deck. This only makes it a little less dull.
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.)
It seems absurd that you could play treasures then buy a watchtower and regenerate your hand. Not any more absurd than black market but still, this type of effect requires rigorous playtesting.
Quote
Secret Quest
$3 - Action
+1 Buy
When you play this, +$1 per Buy you have.
Quite niche. The way it should be played is quite obvious. Diadem has similar issues. Overall its meh.
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.
The two choices being tied together is awkward and unintuitive. It would be completely fine without the bottom card mechanic.
Quote
Night Driver
$4 - Action
+1 Card
+$1
You may discard up to 2 Cards. +1 Action and +1 Buy per card discarded.
Super hamlet/market hybrid. Probably fine, nothing new.
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.
Very situational and the bonus isn't a big deal. Doesn't really capture my imagination.
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.
These markets are beginning to blend together in my mind. Topdecking one or two of these is probably fine, too many and you're begging for a draw up to something.
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 look at this and i'm indifferent. Hey, if i need buy or points, its there.
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.
I suppose if you got enough of these, and enough villages, you would end up with a wharf-style engine. Turning buys into something has potential. Its better than most.
Quote
Xenophobe
$6 - Action
+1 Buy
+$5
Discard 3 cards or 1 [This Card].
This could be the money piece of both a draw engine (if you can redraw the discarded Xeno over and over) and a draw up to engine. Its fine, but could do with being more flexible.
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.
I'd get frustrated trying to keep track of everything when multiples are played, which seems to be what you want with bridge type cards. Concept has potential.
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.
There's no guarantee you'll have fool's gold available. Better to extend the effect to more piles.
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.
$2 +buy with the potential for some explosion ($5/KC, $4/gold, gold/prov) if you can pull it off. Its ok.
Quote
Quadrun
$6 - Action
+1 Buy
Trash any number of differently named cards from your hand. +$2 for each card trashed.
Its fine, better at clearing ruins than other junk. It has similar problems to forge. It could very well be 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.
A whole bunch of choices, similar to KC, not particularly inspiring and falls into spice merchant territory as far as being a source of buy.
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.
Ok, fine. The reaction is a little awkward given its a cantrip, works okay if you already played one. You'll need to know more about the top of your deck when using this.
Quote
Missile Command
$3 - Action
+1 Action
Choose one: +2 Cards and discard 2 cards; or +1 Card, +1 Buy.
Hey, it works. But not interesting.
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.
Cantrip and draw up to engines will clog up when using this. Decks which want lots of cards or to hit $5 consistently will love this. Add gardens or duke and this is very strong. Maybe too strong?
Quote
Moon Patrol
$3 - Action
+1 Buy
Discard any number of cards. For each card discarded this way, +1 Card, +1 Action.
Jokes
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.
One of the better market ideas. However, when you're saving up a whole bunch of coin, you're not using the buys that a string of these will generate. I suppose the same could be said with regular markets, but you can happily grab just one or two of those. For this one, you want to play it quite often.
Quote
Gravitar
$3 - Action
+2 Buys
Gain a Silver.
--
While this card is in play, when you buy a Victory card, +$3.
Mostly an awkward and not very useful terminal. This card probably dominates in alt VP, as you can get $1 gardens/silk roads or $2 duchys, and those decks want silver. So situational it suffers, and could be more interesting with some tweaks.
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.
This is stronger than already super strong $5 cursers without the on-buy effect. Keep in mind a slog like that will usually have an estate or curse to discard.
Quote
Joust
$4 - Action
+1 Buy
You may put a Victory card from your hand on top of your deck. If you do, +$3.
Its okay, maybe a bit weak. I find mandarin to be much more interesting.
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 agree with the others, its exploitable.
« Last Edit: September 28, 2012, 05:32:54 am by Saucery »
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #89 on: September 28, 2012, 08:24:44 am »
0

@OAM, you have two evaluations that are very wrong.

Sky Diver is not usually better than Market.  Since you have to discard a Copper for the cantrip bit, that +$2 is actually +$1.  It's usually about the same as a Market.

I didn't notice the first time through, but Secret Quest is always at least as good as Woodcutter.  When you play it, you have at least 2 Buys, so it is +$2 -- as good as a regular Woodcutter.  The second Woodcutter gives +$3.  It is strictly better than Woodcutter!  Not sure why you think that even playing three of these is inferior.  Maybe you're not counting the +1 Buy it gives you off the bat?

Sky Diver is sometimes a Woodcutter. Sometimes, you would prefer a Woodcutter, if you have greened your way to a low average $. Still, it is definitely not always better than Market. It is still uninteresting.

I didn't notice the first time through, either. The wording is deceptive. Secret Quest is strictly better than Woodcutter!
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Polk5440

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #90 on: September 28, 2012, 09:17:42 am »
0

@OAM, you have two evaluations that are very wrong.

Sky Diver is not usually better than Market.  Since you have to discard a Copper for the cantrip bit, that +$2 is actually +$1.  It's usually about the same as a Market.

But sometimes it's better, as well. The Copper discard and $2 do not cancel and become +$1. Discarding the Copper allows you to draw more cards with Library cards (as noted by others) or doesn't really matter (like with Minion). There's supposed to be a big gap between $4 and $5 and I'm not seeing it here.
« Last Edit: September 28, 2012, 09:19:08 am by Polk5440 »
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rinkworks

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #91 on: September 28, 2012, 10:05:29 am »
+1

Official Non-Examples: Spice Merchant, because not having a Treasure in hand to trash happens a bit too often to be considered an edge case.
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.

Really rinkworks?  My deck starts with 7 Treasures in it, it doesn't start with 7 actions in it.
The Spice Merchant example was a legitimate roadblock for me in designing a card, so I would be rather unhappy if this card won.  This is on an entirely different level from Almoner in terms of rules violation.

You have a compelling point.  The truth is, I didn't have enough time this week to vet as thoroughly as I would have liked (I couldn't even get the other ballot posted yesterday).  I stand by the card's eligibility at this point, but of course voters may use whatever criteria they wish to decide how to vote.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #92 on: September 28, 2012, 10:07:43 am »
+2

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

Ohhhhh!  The protests make so much more sense now.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #93 on: September 28, 2012, 10:41:20 am »
0

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 assuming this wasn't your intention, but this reads really rude to me.  I'll be happy to comment on the card after the contest is over if asked, but please let me speak for myself when it comes to what my opinion might be on it.  For now, I've explicitly stated that my opinion of the card overall is that I have no opinion.

As for the "+2 Cards, discard cards, +1 Action per card discarded" one, I have not commented on that card since Donald came out saying that "Laboratory, discard a card" (which is strictly inferior) is too strong for a $4 price tag.  As he's said this, I have no choice to concede that the Discarder Village needs a $5 price tag at minimum.

I have, however, played a few dozen games, maybe 30, with the card priced at $3 and $4, and I can assure you that "broken" is an overstatement.  As a Village, it is not especially amazing.  Here's the thing, though -- and it's a testament to how, despite playtesting being the single most important thing for a fan card designer to do to refine his cards -- it is not infallible.  I'd never actually tried using it as a Laboratory variant, only as a Village variant.

Following Donald's statement, I went back to the card and tried playing a few games using it as a nerfed Lab.  Turned out, I could see what he meant.  It IS stronger as a Lab variant than as a Village variant.  I didn't notice because I hadn't played with it that way before.  Even if I had, the strength is extremely subtle.  I probably would not have reached the conclusion that it's overpowered at $4 on my own, but I could see why he made that call (and I take it for granted that it was the correct call).

But I do not believe it is "broken," and I don't see how you can assert that it is without (correct me if I'm wrong) having playtested it even once, let alone as many times as I have.  Donald didn't say it was broken.  He said it was "too crazy," which is rather more subjective.  And he did not say that the Discarder Village version wouldn't be perfectly fine at $5.  I haven't tested it at $5 yet, but I am looking forward to doing so.

As for how this relates to Moon Patrol, I must point out that it is not the +Actions part of Discarder Village that makes it strong but the "Lab, discard a card" use of it.  Moon Patrol can't be used that way, and so if it is too strong, that's not the reason why.
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Polk5440

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #94 on: September 28, 2012, 10:50:49 am »
+1

Here are some comments, by category. Submitted cards are getting stronger and less fixable by a price change, which leaves me less to like. I also don't like as many of the mechanics this time around. I submitted a card to the contest.

"Markets"

Some nice ideas here. Cards in this category can certainly add something to our set.

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.

Probably okay at $6. Nice and simple. I like nice and simple, but considering most $6 Action cards in Dominion have a little more strategic spice to them, this card leaves me wanting.

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

It's a Market only if you buy two cards and at least one Treasure. I kind of like it, actually. It's a slick new restriction spelled out in just a few words. The restriciton is a softer version of what is being achieved in E.T.: more coin if you make a second buy. I prefer Outlaw.
 
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.

In between an Oasis and a Market. The top-decking condition could lead to some interesting buy choices mid to late game. Night Driver is a more convoluted version of Crossbow.

I don't like these:
Sky Diver: I agree with Robz888. Too often a Market or better. 
Millipede: Probably too strong at $4 and too close to Junk Dealer. I like Junk Dealer better, anyway.
Casino: Probably too similar to Vagrant, and not as well designed.
Human Cannonball: Another "save it for later" card. Only not implemented as well as some of the previous incarnations we've seen. Probably too strong, as well, as popsofctown noted. And Coin tokens on a new mat? I still don't like these fan cards that introduce new mats.

This Was a Duration Contest, Right?

Lots of durations this time! Is it just me or are the Duration cards getting worse with each contest?

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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.

The best of the bunch. Neat defense. Second turn is really strong though. @OneArmedMan: This is more than a Worker's Village: It's like a +2 Cards, +2 Actions, +1 Buy card. That's more than a $5 card. I like the idea of another duration Village, but honestly, I would have liked to see the benefits a little more spread out. If it actually was a Worker's Village on your next turn (just +1 Action, +1 Buy), it would have been better balanced.

Egg Catch: Loves Bank. And conveniently gives you a plus buy, too. Village + Egg Catch + Tactician could be pretty amazing, too. Too strong at $3.
Dig Dug: Interesting idea, but the may trash condition on a duration is most likely going to be too strong because it allows trashing on your first turn buy, during Cursing/Looting/Clogging attacks, and on the second turn all with one card.
Mario Bros: Just...no. So many wording and rules issues here. And doesn't seem that fun.
Krull: Frankly, I'm done with the cost adjustment cards for now. We just put two of them in the set two weeks ago. Also, two new tokens and the text won't fit on a card. Three stikes and this card's out.
Breakout: I'm done with the cost adjusters for now. So may as well knock out the other non-duration cost adjuster, Street Racer, too.
Surround: I don't like the ability.

Plus Buy and Coin

Lots of money is a good reason to have a plus buy. These cards give you more coin. And a buy.

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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.

I like the idea here. If it doesn't hit often enough, it would be easy to change "identical" to "share a  type."

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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.
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? 

Pops has a point here. I suppose you are treating $3 and $4 cards as the "same tier"? This card has AMAZING synergy with itself. Also note, you can get the +$2 and +1 Buy on Spice Merchant (which also gives you a choice), but you have to trash a Treasure, first. A $1 upcharge here probably isn't enough. I do really like the idea, though. The bottom of the deck condition is weird, though.

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

Nice idea. Like Forge and Bishop, helps endgame when you are canabalizing your deck for VP! Could be even better than Forge at this: a draw your deck engine with variety; trash all those Actions, etc. and buy the last two Provinces! I like this even better than the one-shot reduce-cost-by-$2 card we let in the set two weeks ago.

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 quite like this. It makes a big difference that you get the bonus with any Victory, not just Estates, so I think this is worse than Baron early, better as the game goes on. Definitely not too weak. Combos with Scout (Village-Joust-Scout).

Centipede: Should probably read "...that you have not gained another copy of this turn." Definitely has to be at $6 since it's better than Mandarin in most cases. But, I like Outlaw better for this mechanic.
Combat: Unbalanceable. Money generator for engines was done better last week by Lucy, Shut Down, and others by giving coin for Victory cards, I think.
Secret Quest: Lol. Must have been entered just in case no one's paying attention. People like strong cards, but voters haven't completely fallen off the cliff, yet.
Obelix: This is silly. Just put Woodcutter in the Kingdom, instead, please.
Xenophobe: At the very least, the +$5 should be conditional on discarding. As it is, the discarding is just not enough of a penalty most of the time.
Gravitar: This card scares me a little with alt VP games. Might be okay, but I think I would rather vote for something else.
Vanguard: Way too strong.

One Shots, Attacks, and all the Rest

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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.

Looks like a refinement from last week. A baby Treasure Map; same mechanic, but less swingy. I liked it then. I like it better now.

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

Appropriately priced version of Jungle Hut. Cleaner and simpler, too. I like Missle Command a lot better. As far as sifters go, I don't like Galaxian or Moon Patrol. They are also slightly strong, but not overly so, like some of the other cards submitted.

Asteroids: The externality may offset the power of this card, but I would be more sure of that if it read "each other player MAY choose one." Don't really like it, anyway.
Pac-Man: This one shot doesn't work for me. Feels like it should be a Treasure.
Defender: We had better versions of cards very similar to this in earlier contests. They didn't win, either.
Road Runner: Fool's Gold doesn't need to be made any stronger or more buyable in any more kingdoms than it already is.
Star Raiders: Is there a typo here? There has to be....
Space Invaders: So when I Throne Room an Action, it's like I also play a Grand Market and a Silver? Way too good. Unless it means "exactly one time," etc. In which case that should be clarified, and I don't really think it fits the spirit of the plus buy competition.
Ikari Warriors: Too strong.
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #95 on: September 28, 2012, 11:15:17 am »
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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.

The best of the bunch. Neat defense. Second turn is really strong though. @OneArmedMan: This is more than a Worker's Village: It's like a +2 Cards, +2 Actions, +1 Buy card. That's more than a $5 card. I like the idea of another duration Village, but honestly, I would have liked to see the benefits a little more spread out. If it actually was a Worker's Village on your next turn (just +1 Action, +1 Buy), it would have been better balanced.
Here is what I said: This is a terminal defense. Compared to Lighthouse, which is a slightly delayed Silver, this is a terminal that delays 2 cards and gives you a Worker's Village next turn. Its defense is also weaker. It is like the middle ground between Haven and Tactician. I think this card combines an element of nearly every card in Seaside, hah! seems okay.

To clarify: When you play this on a turn, you get -1action and -2 card immediately (counting one that you set aside). The next turn, you get +1 action, +1 Buy, and +2 cards (the set aside card and an additional card), the effect of a Haven and the (worth about 7) +2 cards, +2 actions, +1 Buy card. Things that benefit you: a delayed village, haven, and delayed +buy, and the lighthouse-like defense. You can also think of it as Tactician that only requires one discarded card, but gives 3 less cards on the following turn. The more I think about it, it seems less like a $4 card and more like a $5, but I would like to try it out.
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Polk5440

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #96 on: September 28, 2012, 11:42:06 am »
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ok. I misinterpreted what you meant by "delays two cards." Even so, I do think if it had more of a Village feel than a Tac feel, I would like it better. I did say it was the best duration card submitted, so I hope I conveyed that I do like it.
« Last Edit: September 28, 2012, 11:43:43 am by Polk5440 »
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Guy Srinivasan

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #97 on: September 28, 2012, 12:44:14 pm »
0

(one of these 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.
Simple and almost a required buy if there's no trashing. I like it.

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.
Too weak IMO. Market is one of the weakest 5-cost cards. At 5 I think it'd be fairly strong.

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.
Like a Bridge that comes with +$1 and more Buys as long as you diversify? Or like a terminal Gold that gives you +$1 if you happen to buy two things. Feels fun and not unbalanced.

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.
There's a lot going on here. My guess is the choice of +$3 or +3 Cards makes this too strong, but the benefit to the other players is pretty high. I'm not sure what the power level of this card is. I like the forced discard after your opponents trash or discard their worst card.

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.
This card feels too strong at $3. It doesn't have as many tricks as Tactician, of course, but it's such an important T1/T2 buy...

Millipede
$4 - Action
+1 Action
+1 Buy
+$1
Trash one or three cards from your hand.
Nope. One or three is funny, but I don't like how this makes me feel. Trade Route has upside, this is a super-awkward trasher that doesn't make me want to buy Copper to fuel it or anything.

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.
Templating issues. Silver with upside, I'm not sure the "choose 2" will really come up much...

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.
This card feels too strong. Merchant Ship at 5 with +1 Buy on each turn had to be nerfed, it was better than Wharf. This loses +$1 on each turn but lets you trash... which actually makes this much more balanced, now that I think about it, since you'll run out of things you want to trash and this will start colliding a lot more due to trashing.

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.
I guess early on you'll most always get a Woodcutter out of this, sometimes only +$1, and occasionally +$4. I'd want to see just how often 3 Copper comes up, it needs to be fairly frequently for this card to work. It's nice that the more you get +$4 the faster you start getting +$1.

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 cards like this. I think it's deceptively weak, which is fun. On the turn you play it, you get +$3, +1 Buy, -1 Action, -1 Card, and you put a card in your opponent's hand that says +1 Card, +1 Action, +$1, Trash this. And your opponent gets this card. Edit: others are reading this as staying in play forever, moving around the table. I don't think that was the original intent. Maybe we'll find out.

Combat
$5 - Action
+1 Buy
--
While this is in play, whenever you play an Action, +$1.
Worthless without a Village, nah.

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.
Kind of like a Bad Feast with a +Buy? Or you can gain Gold + Copper. Topdecking a Silver with another Silver gained isn't bad. I think this needs way more payoff though.

Outlaw
$3 - Action
+1 Card
+1 Action
+1 Buy
--
When you buy a Treasure you have not yet bought this turn, +$1.
Like a worse Market usually. Feels weak, not enough payoff for stacking them, just like Market.

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 is close to just being a Spoils with +Buy. Fairly costed at 4, probably.

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.
Um. No. Edit: Others point out this probably meant the cards to be discarded from hand. In that case, I think it's a little too angsty for me.

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.)
TEXT. Actually this feels like the best implementation of the long-term card-cost-changing effect I've seen yet. I think it's close to balanced, too. Like the Overpowered Merchant Ship with -$1, and some interesting help and hurt to opponents.

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.
This gives you a permanent +Buy and Attack defense? With a bit of choice about the permanent bit. Feels too strong, like I have to buy one. Edit: I completely misread this card. :)

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.
Too strong. It's the Overpowered Merchant Ship with a nice attack tacked on (and you lose $1 for every card after the first you buy).

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 feels fairly better than Silver in the opening. What happens after the reveal? Discard, put back, choose?

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.)
Hmm. Hard to evaluate. The +Buy fits very well. This becomes dead in a lot of decks a lot of the time. I think it ends up fairly weak? But in cost reduction engines this can be silly good. "Also, I buy all the Woodcutters for +$20".

Secret Quest
$3 - Action
+1 Buy
When you play this, +$1 per Buy you have.
Woodcutter with upside. I'm in. Simple and strictly better than Woodcutter, but hey, Woodcutter could use a boost. This much of a boost, though? Villages with +Buy make this amazing.

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.
Choose Woodcutter or Village? A choice between two very different effects is definitely worth the +$1 cost... solid card, not sparkly but solid.

Night Driver
$4 - Action
+1 Card
+$1
You may discard up to 2 Cards. +1 Action and +1 Buy per card discarded.
This is a good Gardens card? I can't decide whether it's better or worse than Hamlet, and I think it may be worse.

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.
Woodcutter with a tiny, tiny upside, for 4. No thanks.

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.
Slightly worse and slightly better than a non-stackable Market? I like cards like this. Simple and not quite what you wish it was every time you buy it.

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.
Worth buying in some decks if it's the only source of +Buy, otherwise very weak. +Card is in general much better than +Buy.

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.
Too strong even if you don't have other sources of +Buy, and then way too strong. Compare to Overpowered Merchant Ship and Wharf...

Xenophobe
$6 - Action
+1 Buy
+$5
Discard 3 cards or 1 [This Card].
Initial reaction: sweet concept! Now let's see if I like it on reflection... yeah I still do. This feels like a fun card, and it's simple!

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.
Fun. Maybe a bit weak? but potentially a nice engine-building helper.

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.
"An" information leak! Sorry, I don't like adding Fool's Gold.

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.
Almost a $2 non-terminal Feast... sometimes better. Definitely too strong.

Quadrun
$6 - Action
+1 Buy
Trash any number of differently named cards from your hand. +$2 for each card trashed.
I'd buy it if there were no other trashing available. Otherwise if you're buying this for the +$ then you're either making a mistake or you've built an interesting engine.

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.
Is this a Throne Room that gives +1 Card, +1 Action, +1 Buy, +$4, and has choices? This seems really good. Like a lot. Way better than King's Court even, 'cause when are you King's Courting a card that's better than +1 Card, +1 Action, +1 Buy, and +$4? Or should the bonuses not stack? In which case this is either a terminal Gold with a +Action and a +Buy, or it's about half a King's Court... yeah so I guess the bonuses aren't meant to stack, that's much more reasonable. I don't like the AP I predict this inducing.

E.T.
$5 - Action-Reaction
+1 Card
+1 Action
+1 Buy
--
When you buy a card you may discard this.  If you do, +$3.
Fun. The second and onwards are a cheap Gold if you buy two things, the first just hands you a +Buy and that's it. Feels a little weak but I'd try it out.

Missile Command
$3 - Action
+1 Action
Choose one: +2 Cards and discard 2 cards; or +1 Card, +1 Buy.
You only want one or two of these, nothing about them stacks well. Of course I'd pick one up if there weren't other +Buys, but I would never really be happy about it.

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.
Feels like it might be too strong? What are the T3/T4 options if you buy Silver? You'll play this and have a 6-card hand. If you have 2+ Estates, you can gain a Silver and a 5-6 cost card, which is very good. If you don't, then you have $5-6, which is an okay result. The worst is getting Estate and 5x Copper... everything else is quite strong. How likely is that? About 14%? I think this might be a must-buy.

Moon Patrol
$3 - Action
+1 Buy
Discard any number of cards. For each card discarded this way, +1 Card, +1 Action.
Amazing engine lubricant. Maybe too amazing? I think too amazing, yes. One of its default uses makes it read "+4 Actions, +1 Buy, Cycle your deck some".

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 +$1 per removed token.
This is better than Market. Sure, it gives somewhat less +$ overall, but the added variance is definitely worth it IMO. Kinda like how Native Village is more often useful than Village, I think.

Gravitar
$3 - Action
+2 Buys
Gain a Silver.
--
While this card is in play, when you buy a Victory card, +$3.
There has never been a better Gardens enabler. I love cards like this. Like Hoard. That said, I'm not convinced this card won't enable silly rushes even without Gardens on the board.

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.
Super strong. Wow, so strong. Sure, the Curses eventually run out, and then this is merely a pretty good card?

Joust
$4 - Action
+1 Buy
You may put a Victory card from your hand on top of your deck. If you do, +$3.
Interesting! Woodcutter but you have to Bureaucrat yourself and you get +$1... I think this would be fine at 3-cost.

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.
Wait, so I can just gain a Copper and a Gold off of this? Strong opening, rapidly gets mediocre and then bad. Er... hold on, I can actually grab 2x Copper and 2x Gold. Pretend it did nothing else, that's like two Caches. Too good.
« Last Edit: September 28, 2012, 12:45:58 pm by Guy Srinivasan »
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #98 on: September 28, 2012, 12:47:18 pm »
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@OAM, you have two evaluations that are very wrong.

Sky Diver is not usually better than Market.  Since you have to discard a Copper for the cantrip bit, that +$2 is actually +$1.  It's usually about the same as a Market.

But sometimes it's better, as well. The Copper discard and $2 do not cancel and become +$1. Discarding the Copper allows you to draw more cards with Library cards (as noted by others) or doesn't really matter (like with Minion). There's supposed to be a big gap between $4 and $5 and I'm not seeing it here.

"+$2, discard a copper" effectively becomes +$1 though.  Some other times when Sky Diver is better include when Grand Market is available (don't want Copper) and when you don't need the cantrip (i.e. prefer Woodcutter).

Sometimes it is worse -- you might want to keep your Copper for Bank, or Coppersmith (or Aqua Vitae), or as fodder for Stables or Spice Merchant or Moneylender.  Sometimes the hand size reduction hurts, for Cellar or any number of other reasons.  And what about cases where you want to make a slick Treasure-free engine?  Market works brilliantly but Sky Diver would not.  It even fails if all you want is to trash out the starting Copper and only have the bigger Treasures.

But my point in the end was that this is, on average, the same as Market.  We can keep spinning edge cases, but I am indeed in the camp that this is too strong for $4 (and too weak for $5).  If we keep talking about it, though, I might end up thinking it's OK.  It does lose its cantrippiness if you get rid of your Copper...  :-X
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popsofctown

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Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #99 on: September 28, 2012, 12:58:08 pm »
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I use the word broken hyperbolically.  I come from a fighting game community where the 7th best character in the game might spam his second best move 4 times in a row and we all yell broken until the word has little meaning left.
The +2 cards village is not broken, it's just rather strong.
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