Would be a good idea for a week of the weekly design contest.We did have it once, right back at contest #18.
Another fun contest would be for a "sequel" expansion, like how adventures is the seaside sequel, and empires is the prosperity sequel. I guess renaissance is a bit of guilds and dark ages. However, it would be fun to do new mechanics to complement Intrigue, or Nocturne maybe? Corncucopia would be interesting too.Would be a good idea for a week of the weekly design contest.We did have it once, right back at contest #18.
Variants on official cards might be a big enough field to explore with contests, or maybe not. Depends on how flexible you'd allow things to be, like would borrowing mechanics from other expansions be allowed? If not, I doubt there would be much room. Unless you do like Empires did to Prosperity, a new expansion extending a current expansion theme.
Enforcer - Action Attack, $5 cost.
+1 Card
+1 Action
+ $1
Each other player discards a card costing at least $2 per other Enforcer you have in play (or reveals they can't), then draws until they have 4 cards in hand.
So here's one for Spy:QuoteEnforcer - Action Attack, $5 cost.
+1 Card
+1 Action
+ $1
Each other player discards a card costing at least $2 per other Enforcer you have in play (or reveals they can't), then draws until they have 4 cards in hand.
Card Updating Contest 1Sea hag is a bad card? I crushed my opponents multiple times with it. Not just win... CRUSHED!
Make a new version of one of the following cards:
Sea Hag (curser using duration, top-of deck/bottom-of-deck, or using mats)
Spy (non-terminal deck attack. Try not to make it too slow)
Tournament (somehow gains from fixed deck of prizes. You can make your own prizes or use the same ones. Make sure it's not as rich-get-richer)
Judging will be in about two weeks
Card Updating Contest 1Sea hag is a bad card? I crushed my opponents multiple times with it. Not just win... CRUSHED!
Make a new version of one of the following cards:
Sea Hag (curser using duration, top-of deck/bottom-of-deck, or using mats)
Spy (non-terminal deck attack. Try not to make it too slow)
Tournament (somehow gains from fixed deck of prizes. You can make your own prizes or use the same ones. Make sure it's not as rich-get-richer)
Judging will be in about two weeks
Ok sure, I focused on just the cantrip Attack aspect. I think your idea would be much slower than Spy though? You'd have several cards at once to consider.So here's one for Spy:QuoteEnforcer - Action Attack, $5 cost.
+1 Card
+1 Action
+ $1
Each other player discards a card costing at least $2 per other Enforcer you have in play (or reveals they can't), then draws until they have 4 cards in hand.
The resemblance with spy is rather weak. It should be some sort of deck attack like rabble, oracle, scrying pool, etc. Maybe it can reveal from deck per played, then discard or put back, your choice? I do like the per played idea, makes it not too slow.
Brute - Action Attack, $5 cost.It's hitting somebody just once between turns. Maybe still nasty enough an Attack to cost it $5?
+ $2
Each other player reveals the top card of their deck. If it's an Action or Treasure, they discard it and gain a Curse onto their deck.
I think it should cost five since it makes 2$ and also discards good cards but always leaves useless ones.Ok sure, I focused on just the cantrip Attack aspect. I think your idea would be much slower than Spy though? You'd have several cards at once to consider.So here's one for Spy:QuoteEnforcer - Action Attack, $5 cost.
+1 Card
+1 Action
+ $1
Each other player discards a card costing at least $2 per other Enforcer you have in play (or reveals they can't), then draws until they have 4 cards in hand.
The resemblance with spy is rather weak. It should be some sort of deck attack like rabble, oracle, scrying pool, etc. Maybe it can reveal from deck per played, then discard or put back, your choice? I do like the per played idea, makes it not too slow.
But I'll submit another idea going down the Sea Hag route:QuoteScallywag - Action Attack, $4 cost.It's hitting somebody just once between turns. Maybe still nasty enough an Attack to cost it $5?
+ $2
Each other player reveals the top card of their deck. If it's an Action or Treasure, they discard it and gain a Curse onto their deck.
It's not bad as in weak, however it does have design issues, since it doesn't produce resources and can take over games.What is "take over games" supposed to mean?
2) It is really, really, good. You need to buy it in the opening or else you will drown in curses.That is a general statement about junkers; Sea Hag is not more mandatory than any other one.
I happen to agree that sea hag is a fine design, but I think talking about power level is looking at the wrong spectrum. Cards generally aren't fun or unfun base solely on power level. If you doubt this, just look at donate.Well, sure, but how fun a card is lies in the eyes of the beholder.
I happen to agree that sea hag is a fine design, but I think talking about power level is looking at the wrong spectrum. Cards generally aren't fun or unfun base solely on power level. If you doubt this, just look at donate.Well, sure, but how fun a card is lies in the eyes of the beholder.
It is much easier to get consensus on more objective criteria, like the swinginess of Tournament or the massive underpowerdness of Spy.
I happen to agree that sea hag is a fine design, but I think talking about power level is looking at the wrong spectrum. Cards generally aren't fun or unfun base solely on power level. If you doubt this, just look at donate.Well, sure, but how fun a card is lies in the eyes of the beholder.
It is much easier to get consensus on more objective criteria, like the swinginess of Tournament or the massive underpowerdness of Spy.
I don't think this is a case where you want to give up on optimizing the thing you care about directly because it's harder to measure
It's not like powerlevel is almost the same as fun-level. It's a totally different thing. Ditto with swinginess. Very low powerlevel is the best proxy because everyone agrees that a card that never gets bought isn't fun, but high powerlevel really doesn't tell you much.
I'd make a poll -- come up with 10 plausible candidates, vote for the least fun one, then resdesign that one.
Sea Hag: Action-Attack, $5
+$1
Each other player looks at the top card of their deck and may discard it, then gains a Curse onto their deck.
also here's my sea hag. makes it closer to old witch and borrows a bit from Lookout.I think this takes too much away from the brutality of Sea Hag. Obviously there΄s room for brutality to be taken away buy I think this is a bit much.
(https://i.imgur.com/K7vCunw.png)
(https://i.imgur.com/CSYsbif.png?1)
Updating Sea Hag via a sort of merge with Spy.
(https://i.imgur.com/CSYsbif.png?1)
Updating Sea Hag via a sort of merge with Spy.
If you play this multiple times, you can ruin someones turn with curses
Sorry, didn't read that wellNo you can't, it has to discard the curse to give them another.(https://i.imgur.com/CSYsbif.png?1)
Updating Sea Hag via a sort of merge with Spy.
If you play this multiple times, you can ruin someones turn with curses
Spy
$4 - Action - Attack
+1 Card
+1 Action.
Each other player reveals the top card of their deck. If it's an action or treasure costing at least $2, they discard it. Otherwise, they put it back. If no one discarded a card, +$1.
Each other player gains a Curse.
If this is the first time you played a Sea Hag
this turn, they gain it onto their deck.
If there are one or more empty Supply piles, +$1.
Sea Hag variant:
(https://s12.directupload.net/images/200826/vinwdzk2.png)
Sea Hag
$4 Action - AttackQuoteEach other player gains a Curse.
If this is the first time you played a Sea Hag
this turn, they gain it onto their deck.
If there are one or more empty Supply piles, +$1.
Good point, but being 4th in a game with a strong, cheap Curser is harsh anyway. As the 4th player in such a scenario, I wouldn't buy a Sea Hag myself, but instead a powerful $4 cost card (not considering the possibility of a $5-$2 opening). A strong Trasher, if available. A Smithy could solve that problem in a different way. Even when the 4th player can't do anything against having 3 Curses on their next turn, would it be really worse than having those Curses scattered in their deck? Having a turn with 3 Curses means that the next hand is unaffected.Sea Hag
$4 Action - AttackQuoteEach other player gains a Curse.
If this is the first time you played a Sea Hag
this turn, they gain it onto their deck.
If there are one or more empty Supply piles, +$1.
Too harsh in 4-player games. Imagine 3 Curses are on your deck when you end your 3rd turn.
Sea Hag variant:
(https://s12.directupload.net/images/200826/vinwdzk2.png)
Sea Hag
$4 Action - AttackQuoteEach other player gains a Curse.
If this is the first time you played a Sea Hag
this turn, they gain it onto their deck.
If there are one or more empty Supply piles, +$1.
also here's my sea hag. makes it closer to old witch and borrows a bit from Lookout.I think this takes too much away from the brutality of Sea Hag. Obviously there΄s room for brutality to be taken away buy I think this is a bit much.
(https://i.imgur.com/K7vCunw.png)
Spy - $4
Action - Attack
+1 Action
Look at the top 3 cards of your deck. Put one in your hand and discard the rest.
Each other player reveals the top card of their deck, and discards it or puts it back, your choice.
(https://scontent-ort2-2.xx.fbcdn.net/v/t1.15752-9/118640603_311210743471825_3995967899574220926_n.png?_nc_cat=110&_nc_sid=b96e70&_nc_ohc=8lYHuGvfzhkAX_BDaoz&_nc_ht=scontent-ort2-2.xx&oh=d8df0d689c170c552dc407db67f0c6bc&oe=5F743624)This doesn't solve the problem with spy that it takes too long to resolveQuoteSpy - $4
Action - Attack
+1 Action
Look at the top 3 cards of your deck. Put one in your hand and discard the rest.
Each other player reveals the top card of their deck, and discards it or puts it back, your choice.
Just a bit of a buff to the personal card selection/sifting. Vanilla Spy is actually pretty popular in my game group, but we do acknowledge it is not very powerful. I think this change would make it very desirable just for the non-attack effect.
(https://scontent-ort2-2.xx.fbcdn.net/v/t1.15752-9/118640603_311210743471825_3995967899574220926_n.png?_nc_cat=110&_nc_sid=b96e70&_nc_ohc=8lYHuGvfzhkAX_BDaoz&_nc_ht=scontent-ort2-2.xx&oh=d8df0d689c170c552dc407db67f0c6bc&oe=5F743624)This doesn't solve the problem with spy that it takes too long to resolveQuoteSpy - $4
Action - Attack
+1 Action
Look at the top 3 cards of your deck. Put one in your hand and discard the rest.
Each other player reveals the top card of their deck, and discards it or puts it back, your choice.
Just a bit of a buff to the personal card selection/sifting. Vanilla Spy is actually pretty popular in my game group, but we do acknowledge it is not very powerful. I think this change would make it very desirable just for the non-attack effect.
Spy - $4
Action - Attack
+1 Action
Look at the top 3 cards of your deck. Put one in your hand and discard the rest.
Each other player reveals the top card of their deck. If it is an Action or Treasure discard it, otherwise put it back.
This is basically a mini-Rabble that is more customizable to cooperate with Bandid or Pirate Ship. It is chainable. I'm not sure about the vanilla bonus; I was original thinking about +2 Cards, but that'd possibly make its chainability too good.
(https://i.imgur.com/EDcjL0c.png)
Congratulations to grrgrrgrr and thanks to LordBaphomet for your work.
I have a question to your card:This is basically a mini-Rabble that is more customizable to cooperate with Bandid or Pirate Ship. It is chainable. I'm not sure about the vanilla bonus; I was original thinking about +2 Cards, but that'd possibly make its chainability too good.
(https://i.imgur.com/EDcjL0c.png)
Could you explain how the first line "Name any amount of card types" works? I understand it literally in that you could name any existing (and even non-existing) card types. If true that would be quite time consuming and would always guarantee a 100% hit; though probably I misunderstood that card somehow.
Congratulations to grrgrrgrr and thanks to LordBaphomet for your work.
I have a question to your card:This is basically a mini-Rabble that is more customizable to cooperate with Bandid or Pirate Ship. It is chainable. I'm not sure about the vanilla bonus; I was original thinking about +2 Cards, but that'd possibly make its chainability too good.
Could you explain how the first line "Name any amount of card types" works? I understand it literally in that you could name any existing (and even non-existing) card types. If true that would be quite time consuming and would always guarantee a 100% hit; though probably I misunderstood that card somehow.
You can indeed name a lot of different cards. I disagree that it is a 100% guarantueed hit, as it only looks at the top 2 cards. If you name "Action" and "Treasure", then the attack will be literally a weaker Rabble attack. But if you want to play a Bandit or a Pirate Ship after this attack, it can be better to not say "Treasure" (and maybe add "Victory Card" into the mix).
Then it looks at the top 2 cards, discards all Attack cards, and topdecks all non-Attack cards.Congratulations to grrgrrgrr and thanks to LordBaphomet for your work.
I have a question to your card:This is basically a mini-Rabble that is more customizable to cooperate with Bandid or Pirate Ship. It is chainable. I'm not sure about the vanilla bonus; I was original thinking about +2 Cards, but that'd possibly make its chainability too good.
Could you explain how the first line "Name any amount of card types" works? I understand it literally in that you could name any existing (and even non-existing) card types. If true that would be quite time consuming and would always guarantee a 100% hit; though probably I misunderstood that card somehow.
You can indeed name a lot of different cards. I disagree that it is a 100% guarantueed hit, as it only looks at the top 2 cards. If you name "Action" and "Treasure", then the attack will be literally a weaker Rabble attack. But if you want to play a Bandit or a Pirate Ship after this attack, it can be better to not say "Treasure" (and maybe add "Victory Card" into the mix).
Okay, thank you. What happens when I name the type "Attack"?
Then it looks at the top 2 cards, discards all Attack cards, and topdecks all non-Attack cards.Congratulations to grrgrrgrr and thanks to LordBaphomet for your work.
I have a question to your card:This is basically a mini-Rabble that is more customizable to cooperate with Bandid or Pirate Ship. It is chainable. I'm not sure about the vanilla bonus; I was original thinking about +2 Cards, but that'd possibly make its chainability too good.
Could you explain how the first line "Name any amount of card types" works? I understand it literally in that you could name any existing (and even non-existing) card types. If true that would be quite time consuming and would always guarantee a 100% hit; though probably I misunderstood that card somehow.
You can indeed name a lot of different cards. I disagree that it is a 100% guarantueed hit, as it only looks at the top 2 cards. If you name "Action" and "Treasure", then the attack will be literally a weaker Rabble attack. But if you want to play a Bandit or a Pirate Ship after this attack, it can be better to not say "Treasure" (and maybe add "Victory Card" into the mix).
Okay, thank you. What happens when I name the type "Attack"?
Mine $5 Treasure Quote
| Explorer $5 Action Quote
| Royal Seal $4 Treasure - Duration Quote
|
I know, you mentioned to only submit a new version for one of the 3 cards, but I couldn't resist.This royal seal wouldn't work as you think it would, the ruling on duration cards makes it so that this only works one turn.
(https://s12.directupload.net/images/200905/6aatm92y.png) (https://s12.directupload.net/images/200905/jayc8he5.png) (https://s12.directupload.net/images/200905/wyhyu2tq.png)
Mine
$5 TreasureQuoteYou may trash a Treasure
you have in play. Gain a
Treasure to your hand
costing up to $3 more
than it.Explorer
$5 ActionQuoteGain a Gold. You may
reveal a Province from
your hand to put that Gold
into your hand.Royal Seal
$5 Treasure - DurationQuote$2--------------------While this is in play, when
you gain a card, you may put
it onto your deck.
I know, you mentioned to only submit a new version for one of the 3 cards, but I couldn't resist.This royal seal wouldn't work as you think it would, the ruling on duration cards makes it so that this only works one turn.
(https://s12.directupload.net/images/200905/6aatm92y.png) (https://s12.directupload.net/images/200905/jayc8he5.png) (https://s12.directupload.net/images/200905/wyhyu2tq.png)
Mine
$5 TreasureQuoteYou may trash a Treasure
you have in play. Gain a
Treasure to your hand
costing up to $3 more
than it.Explorer
$5 ActionQuoteGain a Gold. You may
reveal a Province from
your hand to put that Gold
into your hand.Royal Seal
$5 Treasure - DurationQuote$2--------------------While this is in play, when
you gain a card, you may put
it onto your deck.
My entries: (mine will be later)
My entries: (mine will be later)
I may have added the option to come with multiple ideas. This doesn't mean, however, that you have to. If you have no good ideas for Mine, I'd prefer it if you skip the card (it ain't gonna boost your chances for winning the contest).
Royal Seal $5 Treasure
Cards cost $2 less this turn.
-
While this is in play, when you gain a card, you may put that card onto your deck.
Explorer $5 Action
You may reveal a Province from your hand. If you do, gain a Gold to your hand. If you don't, gain a Silver to your hand.
You may play an Action card you do not have a copy of in play.
Mine $5 NightRoyal Seal gets a bridge/quarry-like update.
You may trash a Treasure from in play. Gain a Treasure to the top of your deck costing up to $3 more than it.
(https://trello-attachments.s3.amazonaws.com/5e42ebce1181de1d515adb5b/5f54e20581688a26b70e1a1d/a6d8ba1f8aae024070ad93b2eb7daa9d/image.png)(https://trello-attachments.s3.amazonaws.com/5e42ebce1181de1d515adb5b/5f54e20581688a26b70e1a1d/1a68f07c7833779d0a9c5a93f3b5539a/image.png)(https://trello-attachments.s3.amazonaws.com/5e42ebce1181de1d515adb5b/5f54e20581688a26b70e1a1d/e97a14e334511b92c9d306d514620bc2/image.png)QuoteRoyal Seal $5 Treasure
If you have an odd number of Royal Seals in play, +1 Buy.
Cards cost $2 less this turn.
-
While this is in play, when you gain a card, you may put that card onto your deck.QuoteExplorer $5 Action
You may reveal a Province from your hand. If you do, gain a Gold to your hand. If you don't, gain a Silver to your hand.
You may play an Action card you do not have a copy of in play.QuoteMine $5 NightRoyal Seal gets a bridge/quarry-like update.
You may trash a Treasure from in play. Gain a Treasure to the top of your deck costing up to $3 more than it.
Explorer gets imp-style non-terminality
Mine becomes a set-up card for money decks (and loses its terminality).
I mean, that's what silvers do also; i'm gonna take the +buy off tho, that is egregious in retrospect.(https://trello-attachments.s3.amazonaws.com/5e42ebce1181de1d515adb5b/5f54e20581688a26b70e1a1d/cddc98d11648c6b30d45ce2c779a67a9/image.png)(https://trello-attachments.s3.amazonaws.com/5e42ebce1181de1d515adb5b/5f54e20581688a26b70e1a1d/1a68f07c7833779d0a9c5a93f3b5539a/image.png)(https://trello-attachments.s3.amazonaws.com/5e42ebce1181de1d515adb5b/5f54e20581688a26b70e1a1d/e97a14e334511b92c9d306d514620bc2/image.png)QuoteRoyal Seal $5 Treasure
Cards cost $2 less this turn.
-
While this is in play, when you gain a card, you may put that card onto your deck.QuoteExplorer $5 Action
You may reveal a Province from your hand. If you do, gain a Gold to your hand. If you don't, gain a Silver to your hand.
You may play an Action card you do not have a copy of in play.QuoteMine $5 NightRoyal Seal gets a bridge/quarry-like update.
You may trash a Treasure from in play. Gain a Treasure to the top of your deck costing up to $3 more than it.
Explorer gets imp-style non-terminality
Mine becomes a set-up card for money decks (and loses its terminality).
So this version of Royal Seal makes Provinces cost $4 if you have two of them in play? I think that may be a bit too good. Quarry limiting it's effect to Actions made it reasonable. MAybe just having it effect non-Victory cards?
If +1 buy, card cost 2$ less is Price-level power, than it seems quite unlikely that your card is balanced.unpack this for me. I removed the buy because the price reduction combined with the +buy was too much; price reduction alone just makes it more useful in +buy games (same deal as quarry)
If +1 buy, card cost 2$ less is Price-level power, than it seems quite unlikely that your card is balanced.unpack this for me. I removed the buy because the price reduction combined with the +buy was too much; price reduction alone just makes it more useful in +buy games (same deal as quarry)
Dwarf
$4 - Action
Gain a Treasure card costing up to $5.
Choose one: Put the gained card in your hand, or +2 Cards.
Mithril Bar
$5 - Treasure
If you have a Dwarf in play, +$3.
Otherwise, +$2.
Choose a different mechanism for deciding which cards to update. I don't think either Explorer or Royal Seal or Sea Hag are poor designs. I wouldn't want any of them changed.Here's a passing idea: pick a completely random card to look at for a week, and people can choose either to make a replacement for it (if they think it's bad) or a variant new card (if they think it's already good). I guess looking at 'variant of card X' as a design brief rather than a WDC brief might inspire ideas in different ways? In any case it should help to reveal the good design qualities Donald's put in each of them, and that could generally help improve fan designs.
The WDC has been so successful, an interesting exercise would be revising or expanding the sets using ideas from the WDC.You mean like a thread that reviews WDC winners and runners-up how they could be best put into the real game, maybe with designed kingdoms? Or discuss playtest findings, possible tweaks, etc?
(https://i.imgur.com/fWdv7ex.png?1)That looks weak. If the kingdom doesn't have another draw card, I'm not usually going to be able to reliably play that late enough in the turn that it draws 3 or more cards; if it does, I'll probably buy that rather than Locksmith.
Another way to build an engine and encourage them in the base set.