
Bird
A Bird in the hand is worth two in the discard, as they say

A Bird in the hand is worth two in the discard, as they say
The “not set aside for Taboo” clause is to avoid gangups in multiplayer games. Note that the cost is much more than $3 since you are also giving up a useful card.
A gainer with a big downside. Probably only worth buying in the mid-to-late game.
Would this also work as a Project? How much would you pay for this effect, if anything?
Rules clarification: Treasures that don’t produce coin (such as Tools) are unaffected.
A lesson not to work too hard?
”End your Buy phase” is there for two reasons: one, to limit Mania to once per turn; and two, to avoid the need to remember how much $ and such you have left after trashing your cards.
Here's the math on this:
Incursion+Province = +8VP for $12
Incursion+Duchy = +5VP for $9
Incursion+Estate = +2VP for $6
So, these are more expensive and yield less VP than Colony, Province, or Duchy, respectively. But you don't add a junk card to your deck.
Or, for some alt-VP options:
Incursion+Nobles = +6VP for $10
Incursion+Mill (or Gardens) = +4VP for $8
Incursion + King's Castle = +10VP for $14
As another point of comparison, the wiki claims that a typical bid for Mountain Pass is about 13-14 debt for 8VP.
Hindrances are like Projects, except you start the game having them, and you pay their cost to lose them. You track them with wooden cubes like Projects.
I shared a few Hindrances yesterday and got great feedback. So here are some more Hindrances, as well as revised versions of the ones from yesterday, for a total of 11.
Some thoughts on specific Hindrances:
A Hindrance works like a Project, except you start with it active, and you have to pay its cost to lose it.
You track Hindrances with wooden cubes like Projects. At the start of the game everyone has a cube on the Hindrance, and if you “buy” a Hindrance, you remove your cube from it.
I would love any feedback, or ideas for more Hindrances :)
It’s a Woodcutter with a twist. He likes to press wildflowers.
Rules clarifications: when you gain this, either you play all Lumberjacks you have set aside including the one you just gained, or else none of them. Lumberjacks set aside by other effects (e.g. Haven) are not affected.
If the game ends due to this, that means that the player who triggered it got the last turn. So that’s an incentive to trigger it.
With this in play, Duchies are worth 2/3 as much as Provinces (instead of half), and Estates are worth 2/3 as much as Duchies (instead of 1/3). Action-Victory cards become highly valuable, and VP tokens are less attractive.
Compared to Battlefield, it doesn’t incentivize buying Estates quite as much, but it does make Duchies more tempting.