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Author Topic: Old ideas that work better with Guilds rules  (Read 2087 times)

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Asper

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Old ideas that work better with Guilds rules
« on: June 18, 2013, 08:20:07 pm »
0

I don't know about you, but i found the new Guilds rules were able to strongly improve some older card ideas i had. Am i alone?

For example

Old version:New version with Guilds rules:
Expedition
4$, Action - Duration
+1 Card
+1 Action
+2$
At the start of your next turn: + 1 Buy

While this is in play, at the start of each other players buy phase, he gets +1$         
Expedition
4$, Action
+1 Card
+1 Action
+1$
Each player (including you) takes a coin token.



Elf
3$, Action
+3 Actions
+1 Buy

When you buy this, you may put a card from your hand back in the supply.
If you do, gain a card costing at most the same.
(No name yet)
2$+, Action
+3 Actions
+1 Buy

When you buy this, you may overpay for it. If you do, for each $ you overpaid,
put a card from your hand back in the supply and gain a card costing at most the same.

PS: If you have a good name idea (or any idea at all) how to name a Village-y card-changer with a bit of guilds in it and that fits in a set named "modern times", let me know.

PPS: Hooray for Tables!
« Last Edit: June 19, 2013, 06:23:26 am by Asper »
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mail-mi

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Re: Old ideas that work better with Guilds rules
« Reply #1 on: June 18, 2013, 10:51:34 pm »
+1

Expedition: so much worse than tournament.
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jonts26

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Re: Old ideas that work better with Guilds rules
« Reply #2 on: June 18, 2013, 11:16:33 pm »
+2

One of my cards for the mini-set contest was:

$3* - Victory
2 VP
--
When you buy this card, pay any amount greater than or equal to its cost. Then, gain a victory card costing at most $2 less than that amount.

I'd probably rephrase it to

$3+  Victory
2 VP
--
When you buy this, you may overpay for it. If you do, gain a Victory card costing $2 less than you overpaid.
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AJD

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Re: Old ideas that work better with Guilds rules
« Reply #3 on: June 19, 2013, 12:51:01 am »
+1


PS: If you have a good name idea (or any idea at all) how to name a Village-y card-changer with a bit of guilds in it and that fits in a set named "modern times", let me know.

PPS: Hooray for Tables!

"Shopping Mall"?
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Asper

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Re: Old ideas that work better with Guilds rules
« Reply #4 on: June 19, 2013, 06:19:13 am »
0

Expedition: so much worse than tournament.

I bet you read "each other player" instead of "each player". Inserted "including you".
« Last Edit: June 19, 2013, 06:23:41 am by Asper »
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Asper

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Re: Old ideas that work better with Guilds rules
« Reply #5 on: June 19, 2013, 06:43:53 am »
0

One of my cards for the mini-set contest was:

$3* - Victory
2 VP
--
When you buy this card, pay any amount greater than or equal to its cost. Then, gain a victory card costing at most $2 less than that amount.

I'd probably rephrase it to

$3+  Victory
2 VP
--
When you buy this, you may overpay for it. If you do, gain a Victory card costing $2 less than you overpaid.

If i paid 4$ for the first one, wouldn't i gain an Estate? 3 VP for 4$, but in two cards, seems balanced to me. Buying the second one is better than Duchy or Province only on (some) alt-victory boards or for 11$+ without Colony. In fact it's worse than an additional buy.
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Graystripe77

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Re: Old ideas that work better with Guilds rules
« Reply #6 on: June 19, 2013, 11:00:22 am »
+1

One of my cards for the mini-set contest was:

$3* - Victory
2 VP
--
When you buy this card, pay any amount greater than or equal to its cost. Then, gain a victory card costing at most $2 less than that amount.

I'd probably rephrase it to

$3+  Victory
2 VP
--
When you buy this, you may overpay for it. If you do, gain a Victory card costing $2 less than you overpaid.

I've had a similar idea to this, but you could gain any card type.
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