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Subject: Blank Cards rss

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Other than buying another copy of the basic set, or the 10-pack from the BGG store, does anyone know where I can get more blank cards?
 
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Angel Cabrera
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On Ebay? It'll prob cost you more though,

http://rover.ebay.com/rover/1/711-53200-19255-0/1?type=4&cam...
 
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Mark Judd
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angelcab01 wrote:

Um, yeah - quite a bit more! Stash is $2.50 from the Geek Store and the blanks are $2.50 from the Geek Store. $5.00 for both (with free shipping) as compared to $13.99 (with free shipping) on E-Bay. But you are only limited to one set from the Geek Store as per restrictions set by Rio Grand Games (although they do lower the restrictions around Christmas).

I'd suggest checking with Rio Grande Games and the Geek Store. I understand the limits on the other promos, but don't think the blanks should be limited to 1 copy. So they might be able to wave that for you.
 
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Chris G
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Color photo copier + Go nuts
 
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Andrew Rice
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I've got about 50 blanks, never used -- PM me.
 
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Matt E
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If you're proxying cards by sleeving them and inserting paper between the front of the blank cards and the sleeve, then it doesn't matter if the cards are actually blank or not. You can buy a set of Base Cards (250 cards for ≈$15) and use your old base cards as blanks. It works quite well. The only downside is that you don't get any randomizer-backed cards.

If you don't sleeve your cards, then this obviously doesn't help you.
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Niclas Matikainen
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There are blanks in just about every expansion, so no need to buy the Base game again. Prosperity Seaside has most blanks at 12, so there's where you get most blanks for your buck...
 
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Matt E
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Older Nick wrote:
There are blanks in just about every expansion, so no need to buy the Base game again. Prosperity has most blanks at 12, so there's where you get most blanks for your buck...

Prosperity has 1 blank. You're thinking of Seaside.
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M S
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LastFootnote wrote:
Older Nick wrote:
There are blanks in just about every expansion, so no need to buy the Base game again. Prosperity has most blanks at 12, so there's where you get most blanks for your buck...

Prosperity has 1 blank. You're thinking of Seaside.


Correct, and to be more specific, the Seaside blanks are: 11 kingdom cards and 1 randomizer.
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Mark Judd
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rogue148 wrote:
LastFootnote wrote:
Older Nick wrote:
There are blanks in just about every expansion, so no need to buy the Base game again. Prosperity has most blanks at 12, so there's where you get most blanks for your buck...

Prosperity has 1 blank. You're thinking of Seaside.


Correct, and to be more specific, the Seaside blanks are: 11 kingdom cards and 1 randomizer.

I sure would have loved another orange kingdom card leaving us with just one single blank instead of an entire set of blanks!
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M S
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Beaveman wrote:
I sure would have loved another orange kingdom card leaving us with just one single blank instead of an entire set of blanks!


Amen, Brother! Amen.
 
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Roger Horner
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LastFootnote wrote:
If you're proxying cards by sleeving them and inserting paper between the front of the blank cards and the sleeve, then it doesn't matter if the cards are actually blank or not. You can buy a set of Base Cards (250 cards for ≈$15) and use your old base cards as blanks. It works quite well. The only downside is that you don't get any randomizer-backed cards.


You could always use the "randomizer-backed" cards (place holders) for the base cards that came with the base game (including the trash card). Most people don't bother using those. May not be enough, but it is a start.

Beaveman wrote:
I sure would have loved another orange kingdom card leaving us with just one single blank instead of an entire set of blanks!


While I understand where some games have some blanks, I don't understand why Seaside came with 11+1 instead of 1 plus an extra set of 10+1 kingdom cards (duration or otherwise, though I agree duration would have been nice).

On a related note, it would be nice if the next promo card was something other than an normal action (maybe an action/attack, victory, treasure, etc). I can understand why it wouldn't be something that requires rules or cards from a specific expansion though, so a duration promo may not be feasible.
 
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The Compulsive Completist
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roger1818 wrote:
I can understand why it wouldn't be something that requires rules or cards from a specific expansion though, so a duration promo may not be feasible.

Never really understood why Durations were limited to Seaside to begin with. Rules complexity seems to be up there with any non-Duration card anyway.
 
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Donald X.
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roger1818 wrote:
While I understand where some games have some blanks, I don't understand why Seaside came with 11+1 instead of 1 plus an extra set of 10+1 kingdom cards (duration or otherwise, though I agree duration would have been nice).

Some people thought that some people would like blanks. You can replace a damaged card, or make your own card. Obv. if you want to make your own card you probably want to make more than one, and never get enough blanks to make a bunch; and if you damage a card, you probably don't damage that many, and have more than enough blanks from the first blanks you get. But uh at the time some people thought, blanks, nonzero value, let's have a card's worth. And the set had been going to be 25 cards, like the main set and Intrigue were, so there was space for the blanks.

Seaside originally was just cards. Native Village and Pirate Ship (but not so much Island) really wanted playmats; so, there were two cards that filled that role (times 6 copies of each is 12) (obv. you use the trashed treasures in place of tokens for Pirate Ship, and Embargo itself went on the Embargo'd pile). The set was 25 cards, with some blanks and then cards to be used as playmats. When the playmats became playmats, that freed up space for more cards. Rather than have a big pile of blanks, Haven made it back into the set. That's just 11 cards though; it could already have fit in place of blanks. Anyway you did in a sense get an extra duration card instead of blanks. You just also got the blanks.
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Donald X.
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Hockey Mask wrote:
Never really understood why Durations were limited to Seaside to begin with. Rules complexity seems to be up there with any non-Duration card anyway.

Originally they were not limited. Fishing Village is from Prosperity. They only took a sentence or so of rules - if a card affects a future turn, leave it out until the end of the last turn it does something. And then maybe you add a Throne Room clause. Anyway it didn't seem like much and I thought multiple sets would have one or two, just as Dark Ages has Death Cart as a when-gain.

The actual rulebook rules take up a bunch of space though - more than a page. It didn't seem worth it to sprinkle in a card here and there. And as far as doing duration cards as a theme again, I considered it for Guilds, but Jay thought a new theme would be more exciting than more of an old theme, and he was right.
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Dave Green
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I wouldn't mind seeing more old-theme cards in Guilds, though. More VP chips, more Durations, more Potion cards, more everything!
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