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Author Topic: Mini-Set Design Contest, Challenge #18: Reaction Card!  (Read 42147 times)

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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #100 on: September 29, 2012, 11:11:03 am »
0

Comments on the cards I didn't review for lack of energy last time.

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Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.

Interesting idea to save money for later, and use the reaction ability to put Coppers on a mat to be used later.  I suppose you would want to save up for a big turn in games when you use the reaction ability (Mountebank, other cursers, Amb).  A little +Buy... some actions to play them all, and I'd be loving the possibility of getting a bunch of provinces all at once.  Seems like this strategy would take some learning to execute well though.  You also wouldn't need many of this card because you'd be thinning your deck of all of your money... so lots of plays per buy.

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Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.

It would be fun to Swindle an opponent into trashing a card, then I'd get to play this for free, no?  The duration part of trashing a card from your hand is a bit too Lookoutesque for me.  At least I'd usually have twice the # of options for my trashing then.

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All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)

I like this.  A great reaction to discard attacks, but it costs you a little in that you need to discard one more to get the Gold bonus.  Plus, the terminal silver part isn't anything to sneeze at.

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Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.

Seems strong for an Island plus trasher plus terminal Silver.  This is much stronger than Island.  Maybe it would be better if it read, "Set aside this and a card from your hand"... strike the first "You may" and it might be ok.... still probably stronger than it should be.
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #101 on: September 29, 2012, 03:20:11 pm »
0

Lets see how we can have ~40 reactions! I read from the bottom.
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Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.
This is quite a strong defense to Cursing. If player 1 plays Witch, player 2 responds with Whist, and player 1 response with Whist, player 3 just received 3 curses. I don't like that gameplay.
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Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.
I don't want to open up this can of worms. This is too similar to JOAT and Hermit.
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Rummy
$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 so luck dependent unless you have deck inspection. If you do, this is a double Lab, since it doesn't cost an action to discard!
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Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.
This doesn't excite me. There isn't much reason to get this, and making it cheaper doesn't help.
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Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.
I don't want to discourage buying.
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Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.
This is just a discount, received in advance, for when you get a victory card. I could imagine this getting picked up on the first shuffle of greening. This is missing the Reaction type. We have enough victories in the set. Seems okay.
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Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)
I don't like the mix of +cards and +$. I also don't like the confusion-to-usefulness ratio of the reaction. We already have a discard reaction in the set.
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Canfield
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this.  If you do, trash that card and gain a card costing up to $2 more.
We just voted a card that did most of this Graystripes missionary. We also have similar gainers in our set.
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Baccarat
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand.  If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification:  Your choice of gained card and your opponents choice are independent of each other.)
This is too strong a defense. It discourages buying Attacks because they are now a liability.
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Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.
Another card here used a "you can play it without taking an action" clause I liked a little more. A +2 cards, +1 buy is very weak. If an opponent gets a Victory card, this becomes a Lab +buy. I am not excited.
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Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.
A village with a Reaction needs to not draw cards with its primary effect. This avoids doing that. Seems okay.
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Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.
This is so weak alone, I don't like it. I don't like the potential confusion with discard attacks.
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Canasta
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand.  If you do and if this is the first time you have revealed [This Card] in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example.  If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)
I don't like the restriction on the reveal or the standard card effect. I would prefer the reaction effect (not trigger) to be another low cost card with a discard clause.
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Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.
Being able to turn opponent's Militia into a trashing machine for you is pretty powerful. The standard part (for if you have 2 of them) is pretty good, too. Seems fun.
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Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.
This combines with Pillage, Knights, Feast, Horn of Plenty, and Embargo, and it protects from trashing attacks. Seems okay.
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Savannah
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a [This Card] during your Clean-Up phase, even as a result of discarding a [This Card], you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)
I don't mind this as much the other "miracle" (when draw) cards. This is a Lab that makes you more vulnerable to hand-size attacks. If you have terminals in hand or happen to draw this in the middle of your turn, this is an overcosted village. Part of me thinks it is too strong, but I want to try it. Seems okay.
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Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.
I don't like a card this specific. Also, other than protecting from hand-size attacks, this is just a village that makes you lose if opponents play BM.
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Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.
I wouldn't be too upset if this won, so seems okay.
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Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.
You would never not want to reveal this. Also, I would prefer if this was trashed when you get the extra turn. Not a bad permanent card, though.
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Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)
There is too much luck here. I would much prefer a $6 liking missing the reshuffle because you are always upset if a power card is on the bottom.
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Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.
Non-terminal +VP have problems with not ending the game.
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Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.
This is way too situation and I don't want to support the rules headaches.
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Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.
We have quite a few $2s now. I think one discard "leads to being able to play the card" is enough for our set. Is the name some kind of direct Tunnel reference?
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Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.
I compare this to the Jude/Crown card I posted in the Treasure contest. It was considered weak at $6 even though it did the effect this card did, included Treasures, and gave $2 non-terminally. I cannot imagine this being strong enough.
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Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.
+2 Cards is such a weak standard effect. Otherwise, it is a very weak non-terminal Smuggler that still does something if the opponent buys a province.
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Jungle
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card.  If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of [This Card]'s reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)
Cards that gain: Ironworks, Workshop, Armory, University, Horn of Plenty, Border Village, Trading Post, Mine, Governor, Upgrade-effects, swindler, Spoils-gainers, Urchin, Hermit, Jester, Haggler, a few others. I liked the reaction from another contest that was a victory card that did that with any gaining.
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Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.
I am very confused as to what this does. I think one discard "leads to being able to play the card" is enough for our set.
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Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.
A woodcutter with an extra +buy protecting from hand size attacks and Minion by making itself non-terminal, closer to a Festival. Seems okay.
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Ninety-Nine
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)
This is too strong. Without the reaction, it is very strong. The reaction, while potentially weakening the card's primary effect, lets the card give a 4 to 6 $ swing each time it is drawn.
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Monastery
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.
I don't like having such a cheap Ruins attack. We already have a $2 Action-Reaction and a few $2 actions in our set.
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Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.
This counters Trading Post, Explorer, Mine, Jester?, Followers, gaining victory cards, and works with Embargo. I don't think the reaction counts as an attack, just like IGG isnt'. How does this resolve with Watchtower, if they would rather trash the card? I think it an interesting effect. I only accept the main part of the card because of how it responds to itself. Seems okay.
Quote
Pennies From Heaven
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand.  If you do, gain a Victory card costing up to $3 less than that card.
A weaker Baron that you can use to gain free Duchies from other people's Provinces? This seems tailor made for a Duke strategy. If this doesn't like up with a Victory card, is is very bad. If it does, it is similar to a cheaper Explorer. Seems okay.
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Pyramid
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it.  If you do, gain a copy of the gained card.
I don't like how weak both halves of this card are.
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Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.
I don't like the immediate draw thing. The accountability bothers me. I don't particularly like how it changed Magic: the Gathering either.
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Finish Line
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.
I don't want to hate on people gaining Duchies. If you do, then people buy Actions instead of Duchies to avoid the risk. It is also an uninteresting bonus over a Smithy for most of the game. At the same price point, you can buy Duchy. I guess the choice between the two is the point.
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Poch
$3 - Action-Reaction
Select a card on your [This Card] mat. Choose one; trash it, or put it on top of your deck.  Set aside a card from your hand onto your [This Card] mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your [This Card] mat.
--
At the end of the game, trash this and trash all cards on your mat.
You half-trash a card from your hand. You gain a card you trashed earlier while you had Poch in your hand on top of your deck. Why let you trash cards on your mat, since they aren't still in the game at the end of the game?
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Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.
I thought about cards that let you recover your hand size, but that seems to be better with Draw-up-to like Production Village and cards like Menagerie. The word "resolves" rubs me the wrong way.
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Horseshoe
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.
Something similar is in the other contest. You can cycle your deck for +4 actions, +4 Buys or more. The reaction doesn't seem connected to the rest of the card.
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Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.
This lets you convert +buys into +$ that you can redeem whenever. Also, it lets you remove 2 coppers from your hand and gives +$1. It is probably fine, but our set already has Pawn Shop, a good Copper trasher and gainer that serves the same role.
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Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.
An action you can play on other people's turns. I don't know how the rules will handle it. It seems silly. I compare it to Masquerade since everyone gets rid of a card from their hand (if they have them in their hands, too.) Probably strong, but seems okay.
Quote
All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)
I don't want another "when you discard" one, so I will skip this. This is too similar to Tunnel.
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Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.
A too similar card just won the Treasure contest. This submission was just ill-timed.
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Rush_Clasic

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #102 on: September 29, 2012, 05:58:39 pm »
0

But, changing it to "When your discard pile becomes empty" means that you can't chain the reaction part of it upon reshuffling.  This is sooooo much better and more compelling if it becomes (effectively) "+1 Action, +3 Cards" when you hit a reshuffle... until you don't draw one of these into your hand (sorta like Cultist).

I agree that Reactions as they are currently coded on isotropic look for events as triggers, but that doesn't mean that an empty discard pile isn't something that can cause a reaction.  At least the card discards itself so that repeated reaction doesn't lead to some degenerate state (there might be some weird repeated reacting and drawing the discarded Rummy cards at the end of drawing your whole deck, but why would you bother when you get to that point?).

My comment was just lining up with how the game works mechanically. Conditions could probably work as triggersbut it isn't really "reacting" which seems to be the point of reactions. After thinking about it a bit more, I wouldn't make this a reaction at all, but rather just some ability that allows you to discard it. "As long as your discard pile is empty, you may discard this at any time. If you do: +2 Cards."

nopawnsintended

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #103 on: September 29, 2012, 06:11:05 pm »
0

But, changing it to "When your discard pile becomes empty" means that you can't chain the reaction part of it upon reshuffling.  This is sooooo much better and more compelling if it becomes (effectively) "+1 Action, +3 Cards" when you hit a reshuffle... until you don't draw one of these into your hand (sorta like Cultist).

I agree that Reactions as they are currently coded on isotropic look for events as triggers, but that doesn't mean that an empty discard pile isn't something that can cause a reaction.  At least the card discards itself so that repeated reaction doesn't lead to some degenerate state (there might be some weird repeated reacting and drawing the discarded Rummy cards at the end of drawing your whole deck, but why would you bother when you get to that point?).

My comment was just lining up with how the game works mechanically. Conditions could probably work as triggersbut it isn't really "reacting" which seems to be the point of reactions. After thinking about it a bit more, I wouldn't make this a reaction at all, but rather just some ability that allows you to discard it. "As long as your discard pile is empty, you may discard this at any time. If you do: +2 Cards."

You know what?  On reading this comment, Rummy isn't as strong as I have been arguing.  I made a dumb error in thinking that the discard pile remained empty after the reaction... as it would if the card were set aside instead of discarded... not true.  That would be much stronger than the card as written.  I thought it was more like Hearts with its set-aside mechanic (just bad reading on my part).  Now, I don't like the card (Rummy) as much.
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Saucery

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #104 on: September 30, 2012, 02:27:08 am »
0

I'm going to quote the cards I feel are good, or warrant some extra attention. The rest are by category below. [Disclaimer: most of these aren’t mine, etc…]

Quote
Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)
Counters inspection attacks like spy nicely, lets you do some weird gymnastics with sifting cards, or store some cards at the bottom for later. Weird enough that I like it.

Quote
Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.
A draw up to engine counters militia anyway, so the defensive capability is moot in those decks. Stacking these on their own, they chain together, each one being worth 1/2 or 1/3 a grand market. Not bad.

Quote
Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.
Defensively, militia helps instead of hurts, and the friendly spy is okay. The reaction is the same as one of my previously submitted cards, and it’s a reaction that I like. You can trash your deck down using this and warehouse/cartographer/other big discarders.

Quote
Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.
This card potentially sets up a megaturn, or just lets you control your income a fair bit. I think both sides of the card are pretty strong, since you can leave coppers in there until lategame. I don’t see the comparison to Pawn Shop, which is more of a supertrasher which burns out quickly. In fact, it might combo with Pawn Shop.

Quote
Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.
I can use this card to (a) regenerate Trash-Me cards like Cultist/Embargo and (b) defend versus trashing attacks. I can trash my other card for its benefit, then set it aside instead. Its hard to judge whether you can get a viable combo running out of this.

Quote
Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.
I would like this, but the effect is unlimited (turning every great hall into a great lab for you), and the effect is tedious (reveal each time you cantrip).  Two of these and all your cantrips become +3 cards, +1 action. Needs a revision.

Quote
Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.
What this is trying to say is: if you play Warehouse and discard 3 cards, and Knaves is one of them, then draw 3 cards. Or, if you discard 2 and Knaves is one of the 2, draw 2 cards. It lets you draw a 2nd Knaves dead and have it be useful. I would playtest this card and probably end up changing the wording to make it more clear.

Quote
Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.
In certain kingdoms, namely drawing attacks, this becomes interesting. It'll turn your Spy into a Spy-lab, or Margrave into a Hurty Council Room, whilst defending against Margraves. That's fine, but every other time this is crapper than Moat. Almost warrants an 'add an attack card pile to the supply' clause.

Defenses
Whist, Baccarat: Reflectors have been discussed to death. And these aren't the new interesting way which makes them work.
Pinochle: Why would I want to remove a village from my hand? Don't I need it? If I don't need it, isn't it just luck that my opponent attacks me? Maybe you need a bunch of these as well as smithies in hand for this to all make sense.
Canasta: What this really wants to achieve is double gains for ironworks/remodelly cards, and trashes against junkers, but not anything inbetween. The text needs to be shrunken/simplified somehow. It tries too hard to ensure some cards get the benefit but not others. I’d be happier if it was just ‘gain other than during your buy phase’ really.
Monastery: An attack that defends against itself? This is one of the reasons why people hate minion.
Wichita: The reaction is an attack? How about when you play it? Makes junkers you play more powerful, which is unnecessary.
Poch: Every use of this card, aside from junk defense, appears awfully slow. Even DA gymnastics wouldn't make it worth having this.
Horseshoe: I suppose it gives you something to discard. I don't know if I like one card generating so many actions and buys at little to no cost.
Casino: A mat filled with Junk and VPs. It has too many similarities (and advantages) over island to be an alternative worth adding to the game.

Discard or Trash Me for a Thing
Poker: I suppose this is fine. I wonder if a terminal with just +VP would be worth it to most people. Maybe this is good against a fast BM-terminal player.
Anaconda: So you can potential save some $. Seems okay.
Frog: Non-terminal, virtually unrestricted VPs, and an escalating bonus leading to everyone spamming these. No thanks.
Rummy: The trigger covers a length of time rather than a specific event, which might pose problems. The card as its intended chains together like cultist which is okay.
Savannah: So you need to have this on your deck at the end of your turn. The choice is odd but usually intuitive (depends on whether I have terminals), except for the random buy thrown in there.
All Fours, Tribello: A little too similar to tunnel. They seem okay, but still, not new or interesting.
Cuttle, Michigan, Euchre: I don't see the point of reactions saving me actions. Am I going to collide these with a terminal on purpose, hoping my opponent triggers it?
Canfield, Bridge, Klabberjass, Jass, Cribbage, Jungle, Pennies from Heaven, Pyramid, Finish Line: These cards make you choose between two weak effects, or two effects which turn out to be the same thing anyway, or give a nonsensical/luck-based bonus, or two completely unrelated effects. Maybe they'd be fine if you didn't have to sacrifice one for the other. I'm sure they have their niche uses.

Weird Triggers and Other Stuff
Pitch: Putting gained cards to hand without limits has ironworks/gainer problems, as has been discussed a few times on this forum (and in this thread).
Old Maid: Hey, I'm a regular village too! Ok fine, but I'd rather buy a regular village most of the time, which needs to exist for the reaction to even work. A consolation prize for a crappy hand really.
Spades: An extra turn! There’s virtually no decision whether or not to reveal here, so does this need to be a reaction? It’s a decent card regardless.
Ninety Nine: With no reaction, already way better than explorer, woodcutter, or anything inbetween.
Shanghai: Gonna have to start drawing one card at a time to ensure accountability. Tedious in that regard.
Hearts: Lots of luck and awkwardness make up this card. Maybe I need a card which can put this at the bottom of my deck? Is cleanup draw 5 or draw up to 5?
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Polk5440

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #105 on: September 30, 2012, 12:36:44 pm »
+1

Here are some comments, by category. I submitted a card to the contest. I am most concerned with the quality of the reaction. This is also the hardest thing to gauge on how a card will play. Tejayes's little discussion on reactions is good.

While I'll be keeping these points in mind as I review, a good Reaction card does not need to follow all of these guidelines. If a Reaction ability is strong and almost always useful, then a weak non-Reaction ability could work. Also, the two abilities don't exactly need to be correlated (looking at Moat, especially) as long as they both do a good job that warrants a gain either way. Finally, if I like a $5+ entry, I'll vote for it.

In addition, I would like to add that if there is a lot of self-synergy between the action and reaction parts of the card, each part can be weaker. For me, maybe more than Tejayes, the card needs to feel like it's a whole card and not just a bunch of pieces put together. Also, for me, if the card is a little weak, that is less of a concern than if it is too strong since it is easy to add a vanilla bonus somewhere.

Cards that React to (Cursing) Attacks

Quote
Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.
--
(Rules clarification:  Any player means including you.)

Well, this is okay. Not weaker than Moat because you can use its reaction after you attack, and kind of a Moat x Secret Chamber reaction. It doesn't excite me, though.

Whist, Baccarat: Bad for this reason: http://forum.dominionstrategy.com/index.php?topic=71.0
Pinochle: Too situational. I agree partially with eHalcyon, probably can be tweaked to be a good $2 card.
Michigan: Seems balanced, but too boring.
Monastery: The wording on this card is just weird. Should it be a duration, too? I don't really like this, either.

Reactions that Trigger When you Discard

Several cards in this category would benefit from an "other than during your Cleanup Phase" or more precise language explaining when exactly you get the effect when you discard.

Quote
Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.

Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.

Both of these cards have action ideas I like (own Spy, weak Village, respectively) and okay reaction ideas that synergize with the actions, but both would benefit from an "other than during your Cleanup Phase" in order to make the power more reasonable in the reaction. I think that is an easy fix. Otherwise, Crazy Eights would allow you to trash any number of cards in the Cleanup phase without using an Action and Tribello would likely be stronger than Tunnel because of the ability to discard Victory cards in the Cleanup phase.

Quote
All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)

Nice and simple. Or at least, it would be if the reaction was worded clearer. Maybe just reveal and discard rather than reveal and set aside? 

Klondike: The pieces don't make sense as a whole to me. The reaction would cause a lot of slow down in play in particular circumstances (Golem, Venture, etc.) where you have a lot of cards to choose one by one where they should go.
Blackjack: Synergizes with itself, but even so a little weak (or maybe just a little boring). It is better put together than Bridge, though.

Reactions that Trigger when you Gain Card

Quote
Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.

Needs less ambiguous "it" and Reaction label. Here's the thing: I like this card. I like how it interacts with alt VP. I don't like that it kind feels like it treads on the toes of other winning cards in the set (e.g. Salesman, Carpenter) even though I like this better, I think. @Rush_Clasic: reaction also works during your buy phase. Anaconda is better than Canfield, which also steps on Missionary's toes. Also better than Scoundrel, another Victory-Reaction.

Pitch: Action is okay, reaction is no good (see previous discussion in this thread).
Canasta: Too strong. As worded, this could react to Haggler, Expand, Remodel, etc. resulting in easy double Provinces/Platinums/Colonies.
Jass: Mint + Talisman for Actions. Might be too strong because you can trigger the reaction on buy, as well.
Poch: Definitely not my cup of tea. Sorry.
Horseshoe, Piquet, Casino: The reaction is not enough of the star here.

Reactions that Trigger When Others Gain a Card

Quote
Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.

I agree with nopawnsintended that the reaction should be limited to when other players gain. Too strong, otherwise.  Might not need the +$1, either. Interesting idea, though.

Quote
Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

Like eHalcyon, I like the analogy to "half-a-Wharf." This has a nice catch-up feel for a losing player without being swingy. The Reaction can be triggered in every game it's in, so to me, it's okay that it's a little weak. Definitely one of the better entries in this category. Pennies From Heaven is another nice catchup card, but I prefer Euchre. I also have a feeling that Pennies's reaction should be reveal and trash. I do like Pennies better than Finish Line.

Klabberjass, Jungle, Pyramid: I am not liking these gainers as good additions to the set.
Wichita: I would prefer this card to be reworded as an Action-Attack-Reaction. 
 
Wow, There are a Lot of "Unique" Reactions Left Uncategorized...

Quote
Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.

Nice and simple. I like it better than Savannah, which is another reveal and draw mechanic and a little strong. But might be too niche.

Quote
Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.

I am not a fan of permanent durations in general, but this one has some things going for it; primarily that it's a $7 card, and those are allowed to be a little game-warping. If an opponent has this in play, you want to win by more than a one point margin; intresting incentive. I don't know how I feel about the $1 on every turn, though. It's way better than Treasury by itself.

Quote
Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)

A village-plus. Very nice self-synergy because the reaction triggers when you reshuffle, which happens more often in engine games, which is what a village with trashing promotes. A similar idea to, but more interesting than Rummy, in part because Rummy doesn't stack.

As far as VP token entries, Poker and Frog do not encourage the game to end enough.

As for the others:
Go Fish: This card is baffling to me. I think the reaction turns a trash into a discard? I think I like Graverobber's version of saving cards from the trash better, anyway.
Old Maid: Slows the play of engines WAY DOWN. Every time you play a village, you would have to wait and see whether someone wants to reveal this. Other reactions submitted seem more fun.
Knaves, Ninety-Nine: These reactions are ... atrocious. Sorry.
Cuttle: I don't like the "you may play this card" in the reaction.
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AJD

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #106 on: September 30, 2012, 12:39:02 pm »
+1

Quote
Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.
Two of these and all your cantrips become +3 cards, +1 action.

I'm not sure that's true. Scoundrel doesn't say "draw a card in addition to the card you were already drawing" or "increase the number of cards drawn by 1"; it says "+2 cards instead"—in other words, it flat-out replaces the +1 card with a +2 cards, just as Trader replaces the gain-whatever with gain-silver. So if you reveal two Scoundrels to a single +1 card, they both replace the +1 card with +2 cards; they're not additive in a way that would produce +3 cards.
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #107 on: September 30, 2012, 01:42:39 pm »
0

Hearts: Lots of luck and awkwardness make up this card. Maybe I need a card which can put this at the bottom of my deck? Is cleanup draw 5 or draw up to 5?

As I pointed out and Polk5440 mentioned in his comments, this is a trigger that happens more often when you're building an engine.  You also don't need to have any actions left to use the reaction part, so there's less luck than you might think initially.  Really, what you need is a card that can draw through the end of your deck.

To see why, suppose you have a Smithy and a Hearts in hand, and only two cards left in your deck.  Here, it would be crazy to play Hearts, then Smithy in the early game.  You'd want to play Smithy, trigger the reshuffle/reaction, trim your deck, and start your next hand (effectively) with a Bazaar.

In writing this, it just occurred to me that Hearts can be much more likely to trigger early game (because there aren't many cards between shuffles).  If you set it up right (Courtyard would be a dream combo), this can be a fantastic way to jumpstart an engine deck.  Once you have your engine deck, this is more likely to trigger anyway.

Also, it is an easy fix to add a rules clarification that says "For the purpose of this card, cleanup means draw up to 5." 
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Tables

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #108 on: October 01, 2012, 09:28:41 am »
+4

This should be obvious, but make sure you read each card carefully when making your critique (either publicly, or in votes). Some cards are usually a bit vague, but I've noticed for example a number of comments which seem to be based on thinking the card does something different to what it says it does, or not fully applying all the rules of Dominion to the card (in edge cases I'm referring to, obviously). I know I do this as well but I thought it might be good to point out (especially as I know my card has gotten some flak over things which could have only come about as a misreading, not that I was expecting my card to win (it was about 25% joke entry...)).
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #109 on: October 01, 2012, 10:16:55 am »
0

This should be obvious, but make sure you read each card carefully when making your critique (either publicly, or in votes). Some cards are usually a bit vague, but I've noticed for example a number of comments which seem to be based on thinking the card does something different to what it says it does, or not fully applying all the rules of Dominion to the card (in edge cases I'm referring to, obviously). I know I do this as well but I thought it might be good to point out (especially as I know my card has gotten some flak over things which could have only come about as a misreading, not that I was expecting my card to win (it was about 25% joke entry...)).

I've noticed the same thing - if you are going to criticize a card, make sure you really understand what it does!
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Kirian

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #110 on: October 01, 2012, 11:23:20 am »
0

This should be obvious, but make sure you read each card carefully when making your critique (either publicly, or in votes). Some cards are usually a bit vague, but I've noticed for example a number of comments which seem to be based on thinking the card does something different to what it says it does, or not fully applying all the rules of Dominion to the card (in edge cases I'm referring to, obviously). I know I do this as well but I thought it might be good to point out (especially as I know my card has gotten some flak over things which could have only come about as a misreading, not that I was expecting my card to win (it was about 25% joke entry...)).

This is exactly why I've tried to refrain from making public comments on the cards.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #111 on: October 01, 2012, 12:01:36 pm »
+3

I make public comments so that people can point out my misconceptions and so people can rebut my arguments and correct my mistakes. It helps me learn. :-)
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #112 on: October 01, 2012, 12:37:53 pm »
+1

I make public comments so that people can point out my misconceptions and so people can rebut my arguments and correct my mistakes. It helps me learn. :-)

Me too.  I don't think there's anything wrong correcting yourself after you've made a mistake.  In a way, it's better.  You get to learn and clarify your thoughts in public instead of bringing misconceptions to voting.  With so many cards (and new mechanics), commenters are bound to misread a card.... heck, I did it with Rummy, and thought the card was much stronger (and cooler) than it is.
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Rush_Clasic

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #113 on: October 01, 2012, 03:29:31 pm »
+2

This should be obvious, but make sure you read each card carefully when making your critique (either publicly, or in votes). Some cards are usually a bit vague, but I've noticed for example a number of comments which seem to be based on thinking the card does something different to what it says it does, or not fully applying all the rules of Dominion to the card (in edge cases I'm referring to, obviously). I know I do this as well but I thought it might be good to point out (especially as I know my card has gotten some flak over things which could have only come about as a misreading, not that I was expecting my card to win (it was about 25% joke entry...)).

I've noticed the same thing - if you are going to criticize a card, make sure you really understand what it does!

If people are making incorrect comments about cards, it's because they incorrectly believe they understand what the card does. There's a lot of ideas here to comment on, and I'd much rather people shared their misinformed opinions than vote based on them.

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #114 on: October 01, 2012, 07:56:26 pm »
0

Here are my reviews of the cards I liked, one of which is mine. Overall, these submissions are much better than the ones for the +Buy challenge - there are a lot of workable cards here, good job!

Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.

The top part is very close to Horse Traders, so is probably balanced. The bottom is basically like doing the top part except you gain a Silver and you get it all without playing this terminal. That's pretty dang strong - probably more so than Horse Traders' Reaction. Of course, they react to different things, but I'm guessing they'd come up about as often. Anyway, this is a very strong $4 card, but probably not unbalanced. It's not the most unique card either (at least the top part), but I can't help but like it.

(BTW, why doesn't this card reduce the cost of cards by $1? ;) )

Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

When you hit the Reaction, it is pretty good. Otherwise, it is pretty darn weak. But, I like the +Buy, we could use more of those. Anyway, the Reaction will probably hit enough for this to sometimes be worthwhile, and sometimes not, which is a good amount. But, your really only start your turn with 6 cards and a +Buy, which makes this seem weak compared to Caravan. I don't know! I guess I like it!

Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.

The vanilla bonuses should really come first, unless there's a reason not to. The top is pretty weak (compare to Squire), and the reaction is ok. It would probably work better at $3, or even $2. But, I think this would be buyable at $4, especially as the only Village. Besides the non-standard ordering, I find nothing here offensive and actually like it. It is nice that it does what it does without doing too much. I'm guessing the price would have to come down with playtesting.

Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.

The top is pretty weak by itself, probably too weak for a $3 card (compare to Silver, which doesn't give +Buy but doesn't discard 2 cards). The self-synergy Reaction is interesting, and would also synergize with cards that Tunnel works with. What happens when someone plays Militia and you discard this? Do you end up with 3 cards or 5? How about if you discard 2 of them? I think these types of things would need a rules clarification, but I don't think there's anything broken. Anyway, I'm happy enough with this card either way on the Attack-discard decision.

Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.

Mini-spy that self-synergizes to trash instead of discard. Which can be pretty good as a cantrip trasher. But, you definitely need to stack these for any worth - otherwise, they are pretty weak. Or, you know, work them with other cards / opponent attacks. I think the Reaction wording needs a little work, and should probably just be all times besides clean-up phase. But, I like it a lot!

Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.

I sort of like it and it sort of makes me laugh. A Necropolis that can become a Village (uppercase) if someone else plays a village (lowercase)? Sounds about right at $2. And to tell the truth, I like it!

Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.

Reaction is like Fool's Gold's, except works on any Victory and doesn't topdeck. Action is like a Lab that gets +$1 and discards 2 cards. Or maybe like a weak Warehouse +$1. To tell the truth, this is probably a bit weak for a $5 card - you'd usually be able to take advantage of gaining a Gold in the endgame, which is just when you don't want to be discarding good cards like this one and gaining Golds that you'll possibly never see again. This card would likely be good in Curse slogs and alt-VP mirrors, so it's not all weak. Anyway, I guess it's probably fine to a weak $5, and may be decent enough to vote for.

Just realized that this can trigger on your buys of VP. Which makes this even stronger for alt-VP and Curse slogs, and makes me like it a bit more. I don't think it would be OP in those situations either.

Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.

As a 2VP Victory-Reaction, this surely draws comparisons with Tunnel. This card allows you to turn many villages and cantrips into double draws. The wording doesn't allows multiples of these to activate at the same time, since when you activate one it gives you +2 Cards instead, which doesn't activate a second. This may be pretty strong in some engines and weak in other decks. I do like that it has a unique Reaction trigger, and that it, like Tunnel, forces you to be careful to not over-buy them or risk clogging your deck.

Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.

Replicator Activated. This is pretty strong, but costs $5, so maybe that's ok. The Action is worse than Workshop for cheap cards, since you have to discard a copy, but can also get you expensive cards. The Reaction will likely happen more often, since you'll more often be gaining a card you want to replicate than wanting to discard a card to replicate it. It may be on the weak side of $5, but is probably ok.

Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.

I like this card besides the +2 Buys. Why would you put that on this card? It just lowers the chances of people voting for it, which is sad, because if it were just a Woodcutter action, the Reaction is interesting enough to make this a fun card. I still may vote for it, but including multiple buys on a card without a good reason is usually a bad idea. Anyway, the Reaction works well on this card - I think it would be more difficult to judge on a card that gave +Cards or +Actions.

Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.

The Copper gain Reaction will unlikely ever happen besides with Curses, though I guess I could see a use if you have +Buy to put some Coppers there for one last big turn. The Action is decent for putting away some treasures for later. I guess this is probably fine, though it only gets me a little bit excited.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #115 on: October 03, 2012, 01:58:45 am »
0

Upon review (and taking into account others' comments), I think these are the cards I support the most:

Michigan -- unlike another poster above, I actually like that this has +2 Buys.  The second buy isn't that big a boost in power, but I like how it is a touch different than Workshop.  There are lots of official (and unofficial) Workshop+ cards already, so even a slight difference like this is cool.

Blackjack -- mostly I just like this as another not-so-bad +Buy.

Anaconda -- I didn't like it that much at first, but I really appreciated the analogy someone brought up of this being a "discount" on a future VP card.

Pinochle -- except I'd want this to start testing at $2 or $3.
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Schneau

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #116 on: October 03, 2012, 07:04:05 am »
+1

Upon review (and taking into account others' comments), I think these are the cards I support the most:

Michigan -- unlike another poster above, I actually like that this has +2 Buys.  The second buy isn't that big a boost in power, but I like how it is a touch different than Workshop Woodcutter.  There are lots of official (and unofficial) Workshop Woodcutter+ cards already, so even a slight difference like this is cool.

Blackjack -- mostly I just like this as another not-so-bad +Buy.

Anaconda -- I didn't like it that much at first, but I really appreciated the analogy someone brought up of this being a "discount" on a future VP card.

Pinochle -- except I'd want this to start testing at $2 or $3.

FTFY
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #117 on: October 03, 2012, 11:28:31 am »
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Oops! Thanks.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #118 on: October 09, 2012, 11:35:51 am »
+3

The results for the Reaction card challenge are in!  As a reminder, here was the objective:

Quote
Create a card that has the "Reaction" type.  The card may have other types as well.  The card text must clearly specify the event or events that may activate the reaction card and what the reaction card does when activated.

The trigger event for the Reaction may not be an event that already exists on an official card that is NOT a Reaction.  For example, since Nomad Camp is not a Reaction card, you may not submit a Reaction card with the trigger event "When you gain this...."

Reaction cards can be tricky to evaluate, especially those whose usefulness is situational (e.g., Tunnel, Market Square), in part because the Reaction component is usually just half the card and also in part because we have relatively few official cards to use as examples.

As with the +Buy challenge, the votes were pretty spread out.  And once again, we have a tie!  Interestingly, both also offer +Buy.  Your two winning Reaction cards are:


#1 (tie) - Silver Smelter by jamespotter with 12 points (Blackjack)
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.

#1 (tie) - Landfall by eHalcyon with 12 points (Euchre)
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.


Silver Smelter is a situational Silver that offers +Buy but cannibalizes your hand pretty severely.  You probably need the reaction ability (or desperately need +Buy) to want this, and to use the reaction at all, you need a discarder.  But, oh, look, Silver Smelter is itself a discarder!  It'll also turn an Oasis into a Laboratory+Market and undo the effects of a Militia (you discard all cards to Militia at once, then reveal and activate Silver Smelter).  But in exchange for its self-synergy, it doesn't get activated by as many other cards as Tunnel does -- an Adventurer, for example, won't increase your hand-size, no matter how many of these things you skip over in search of Treasures.

Our second winner is a weak vanilla card whose effects can sometimes be postponed to the next turn.  What good is that, you say?  Well, on the next turn it doesn't use up an action to capitalize upon, which means that +2 Cards is a Laboratory rather than a Moat.  Additionally, +Buy is something that might well go to waste on any given turn, so having a way to defer it when you don't need it could be quite useful.  But it's a late-game card:  early on, this is probably usually pretty bad.

Hot on the heels of the winners:


#3 (tie) - Diviner by PurplePotato with 10 points (Crazy Eights)
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.

#3 (tie) - Repair Shop by Mecherath with 10 points (Canfield)
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this.  If you do, trash that card and gain a card costing up to $2 more.

#5 (tie) - Sappers by werothegreat with 8 points (Michigan)
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.

#5 (tie) - Memorial by yuma with 8 points (Frog)
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.

#5 (tie) - Tallager by RobertJ with 8 points (Cribbage)
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.

#8 (tie) - Farmer's Market by nopawnsintended with 7 points (Hearts)
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)

#8 (tie) - Fief by Archetype with 7 points (Anaconda)
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.

#10 (tie) - Guarded Village by One Armed Man with 6 points (Pinochle)
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a Guarded Village, placing it on top of your deck.

#10 (tie) - Dog Keeper by ignorentmen with 6 points (Bridge)
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.

#12 (tie) - Ivy by ashersky with 5 points (Shanghai)
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.

#12 (tie) - Forger by Fuu with 5 points (Jass)
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.

#14 (tie) - Reinforcements by angrybirds with 4 points (Rummy)
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.

#14 (tie) - Carver by popsofctown with 4 points (Pitch)
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

#14 (tie) - Piggy Bank by Saucery with 4 points (Piquet)
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your Piggy Bank mat. Cards on your Piggy Bank mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your Piggy Bank mat.

#14 (tie) - Marquess by Davio with 4 points (Pennies From Heaven)
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand.  If you do, gain a Victory card costing up to $3 less than that card.

#14 (tie) - Chimney Sweep by Drab Emordnilap with 4 points (Cuttle)
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.

#19 (tie) - Jewelled Dagger by Adrienaline with 3 points (Wichita)
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.

#19 (tie) - Warrior by dnkywin with 3 points (Poker)
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.

#19 (tie) - Village Idiot by PenPen with 3 points (Old Maid)
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.

#19 (tie) - Falconer by Tejayes with 3 points (Klondike)
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)

#19 (tie) - Overreact by Bella Cullen with 3 points (All Fours)
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)

#24 (tie) - Necromancer by RichardNixon with 2 points (Whist)
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.

#24 (tie) - Commune by Fragasnap with 2 points (Savannah)
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a Commune during your Clean-Up phase, even as a result of discarding a Commune, you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)

#24 (tie) - Doctor by Qvist with 2 points (Go Fish)
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.

#27 (tie) - Thorp by Polk5440 with 1 point (Tribello)
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.

#27 (tie) - Decree by Robz888 with 1 point (Spades)
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.

#27 (tie) - Ridge by Schneau with 1 point (Scoundrel)
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.

#27 (tie) - Hole by NoMoreFun with 1 point (Poch)
$3 - Action-Reaction
Select a card on your Hole mat. Choose one; trash it, or put it on top of your deck.  Set aside a card from your hand onto your Hole mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your Hole mat.
--
At the end of the game, trash this and trash all cards on your mat.

#27 (tie) - Metal Worker by Rush Clasic with 1 point (Ninety-Nine)
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)

#27 (tie) - Soldier by Tables with 1 point (Monastery)
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.

#27 (tie) - Reverbatory by Guy Srinivasan with 1 point (Finish Line)
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.

#27 (tie) - Xxxxx by Graystripe77 with 1 point (Casino)
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your Xxxxx mat.
You may trash a card from your Xxxxx mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your Xxxxx mat. At the end of the game, return all cards on the Xxxxx mat to your deck.

#35 (tie) - Surgeon by Nicrosil with 0 points (Tripoli)
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.

#35 (tie) - Woodshop by Kirian with 0 points (Pyramid)
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it.  If you do, gain a copy of the gained card.

#35 (tie) - Reversal by Buggy with 0 points (Knaves)
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal Reversal from your hand when discarding it due to an Action. If Reversal is among the cards discarded, you may draw the same number of cards after discarding.

#35 (tie) - Industrial Espionage by Michaelf7777777 with 0 points (Klabberjass)
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.

#35 (tie) - Scriptorium by DWetzel with 0 points (Jungle)
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card.  If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of Scriptorium's reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)

#35 (tie) - Engineer by Sakako with 0 points (Horseshoe)
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.

#35 (tie) - Anvil by JFugue with 0 points (Canasta)
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand.  If you do and if this is the first time you have revealed Anvil in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example.  If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)

#35 (tie) - Venom by Powerman with 0 points (Baccarat)
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand.  If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification:  Your choice of gained card and your opponents choice are independent of each other.)
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Robz888

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #119 on: October 09, 2012, 11:42:57 am »
+1

I guess the set should officially be called "eHalcyon" now.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #120 on: October 09, 2012, 11:45:31 am »
0

I guess the set should officially be called "eHalcyon" now.

We could cut some of them out. :-P
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Robz888

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #121 on: October 09, 2012, 11:51:55 am »
0

I guess the set should officially be called "eHalcyon" now.

We could cut some of them out. :-P

Yeah, leave some room for other people! :)

I actually rather liked my card, with the obvious and unfortunate caveat that it probably shouldn't be a Reaction card at all:

#27 (tie) - Decree by Robz888 with 1 point (Spades)
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.

In any case, I do like the two winning cards quite a bit. Congrats!
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #122 on: October 09, 2012, 12:06:00 pm »
+1

#1 (tie) - Landfall by eHalcyon with 12 points (Euchre)
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

Is there a good reason for this not to say "If you do, then at the start of your next turn, play this"? It seems simpler if the card ends up in play instead of in your discard pile, just for purposes of tracking how many buys you have.
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PenPen

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #123 on: October 09, 2012, 12:07:59 pm »
0

Congrats to jamespotter and eHalcyon (again)!

Quote
#19 (tie) - Village Idiot by PenPen with 3 points (Old Maid)
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.

This card was made with the intention of a joke card. I thought that a reaction to certain wordings would be pretty cool and villages are the most common Action cards out there.

I actually was almost crazy enough to make the reaction where if you play a village (any +2 actions) you can reveal this card, search your deck for any copies of this and play all of them immediately without using any actions. But it doesn't get a +card, so you just played a bunch of Village Idiots, got dozens of unused actions and your hand is left with what you haven't played.

...that was a little extreme so I toned it down to this one. But it was fun making that up.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #124 on: October 09, 2012, 12:20:38 pm »
0

#1 (tie) - Landfall by eHalcyon with 12 points (Euchre)
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

Is there a good reason for this not to say "If you do, then at the start of your next turn, play this"? It seems simpler if the card ends up in play instead of in your discard pile, just for purposes of tracking how many buys you have.

I just didn't want to have to clarify that playing it that way would take no actions. But it's probably better, especially for tracking.

The name is meant to reference Wharf and be a response to Astrolabe.

And I am serious about dropping some of my cards. The ones that tied for first?
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