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Dominion => Variants and Fan Cards => Weekly Design Contest => Topic started by: Gubump on January 12, 2021, 06:13:45 pm

Title: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 12, 2021, 06:13:45 pm
Thanks for all the kind words, spheremonk. I'm glad you liked my card.

Without any further ado:
Contest #101: "You may turn your Journey token over."

Design a card (or card shaped thing, it doesn't have to be a Kingdom card) that uses "you may turn your Journey token over." Of course, it should do something that prevents it from being effectively the same as a choose one; it could make you vulnerable while the Journey token is in a given state a la Kudasai's Lancers (http://forum.dominionstrategy.com/index.php?topic=18987.msg805554#msg805554), for example.

Another note, please do not submit a card that you've previously posted on the forums, such as the aforementioned Lancers, even if you posted it as a submission to a previous WDC. I tend to be biased in favor of new cards/cards I haven't already seen, and I want to avoid that as much as I can.

My judging criteria will focus on balance, playability, fun, and creativity.

P.S. Edit: Any submissions that would be better suited as a "choose one:" will be disqualified (don't worry, I'll let you know ASAP if your submission won't work).

P.P.S. Edit: A couple of things I should've mentioned earlier:
1. Your submission doesn't necessarily have to say "you may turn your Journey token over" word for word, it just has to optionally allow you to turn it over. It can even be conditional if you want.
2. The effect of turning your Journey token over doesn't necessarily have to be on-play. It could be an on-call effect on a Reserve card, or a Reaction effect, whatever you want (within reason).

P.P.P.S. Edit: Some further clarifications:
If the condition for turning your Journey token over is something passive like "if you have 5 or more Actions in play" or when a specific event occurs, then turning your Journey token at that point has to be optional, even if triggering that specific event or meeting that condition is optional to begin with.
Reaction cards that flip your Journey token over as part of its Reaction automatically qualify (unless it's a mandatory Reaction like Patron's) since revealing it is optional. Same with calling Reserve cards.
Title: Re: Weekly Design Contest Thread #101
Post by: pubby on January 12, 2021, 07:53:14 pm
(https://i.imgur.com/KPZOu2Z.png)
A cheaper village that can also be used for remodel tricks. Plus, it's pretty good with the adventures journey cards. But it's tricky to buy!
Title: Re: Weekly Design Contest Thread #101
Post by: Gubump on January 12, 2021, 08:08:51 pm
(https://i.imgur.com/OCBD7uL.png)
A cheaper village that can also be used for remodel tricks. Plus, it's pretty good with the adventures journey cards. But it's tricky to buy!

What happens if I play 3 Bridges? There are 2 ways that can work:
1. The 3 Bridges first try to reduce Frontier Village's cost to -(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png), dropping it to (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png) instead, then Frontier Village passively raises its own cost by (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png), ending with a cost of (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png).
2. Frontier Village passively raises its cost by (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) to (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png), then the 3 Bridges reduce its cost to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png).

In order to address this issue, I would recommend changing it to:

Cost (http://wiki.dominionstrategy.com/images/thumb/f/fa/Coin7star.png/16px-Coin7star.png)
This costs (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) less if your Journey token is face up (it starts face up).

This is functionally identical to interpretation #2, but is unambiguous.
Title: Re: Weekly Design Contest Thread #101
Post by: pubby on January 12, 2021, 08:29:00 pm
I would recommend changing it to:

Cost (http://wiki.dominionstrategy.com/images/thumb/f/fa/Coin7star.png/16px-Coin7star.png)
This costs (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) less if your Journey token is face up (it starts face up).

This is functionally identical to interpretation #2, but is unambiguous.

Seems like a reasonable fix, thanks!
Title: Re: Weekly Design Contest Thread #101
Post by: Carline on January 12, 2021, 09:26:46 pm
Now that this topic moved to subboard, maybe would be good to move Hall of Fame for this same subboard.

http://forum.dominionstrategy.com/index.php?topic=19239.0
Title: Re: Weekly Design Contest Thread #101
Post by: spineflu on January 12, 2021, 10:09:39 pm
yall mind if I split out contest 101 to its own thread?
I'm not sure why I have mod powers or who gave them to me but I guess I'll use them to keep things organized
Title: Re: Weekly Design Contest Thread #101
Post by: Gubump on January 12, 2021, 10:13:17 pm
yall mind if I split out contest 101 to its own thread?
I'm not sure why I have mod powers or who gave them to me but I guess I'll use them to keep things organized

Go ahead.
Title: Re: Weekly Design Contest Thread #101
Post by: faust on January 13, 2021, 01:06:50 am
yall mind if I split out contest 101 to its own thread?
I'm not sure why I have mod powers or who gave them to me but I guess I'll use them to keep things organized
I saw that you did most of the latest work on the hall of fame, so I nominated you  ;D
Title: Re: Weekly Design Contest Thread #101
Post by: spineflu on January 13, 2021, 01:58:28 pm
This is a tough contest.
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/5fff42332d6e555efe4a80ed/9b1bc0aa0d4dcac30e550378ecc8eb51/image.png)
Quote
Grant • $5 • Action - Attack
You may turn your Journey token over (it starts face up). If you do, +$2 and trash a card from your hand.
-
While this is in play: if your Journey token is face up, when you buy a Duchy, each other player gains an Estate; Otherwise, when you buy a Gold, each other player gains a Copper and a Silver.

Two flavors of junking (and good for piling out the lesser victory cards). I kept coming up with designs that effectively were "choose one"s or ended up with microtext. The trashing is because this is probably a power junker. It was originally named "Bestow" but i didn't like the name of a non-event / non-remodel being a verb so now it's ambiguous whether i mean the verb or the noun.

EDIT: withdrawing this, entering a different card.
Title: Re: Weekly Design Contest Thread #101
Post by: Gubump on January 14, 2021, 01:31:49 am
A couple notes I forgot to mention that might make this contest a bit easier for people (the very low amount of submissions seems to suggest that I might've made the prompt too difficult):

1. Your submission doesn't necessarily have to say "you may turn your Journey token over" word for word, it just has to optionally allow you to turn it over. It can even be conditional if you want.
2. The effect of turning your Journey token over doesn't necessarily have to be on-play. It could be an on-call effect on a Reserve card, or a Reaction effect, whatever you want (within reason).

I'll add these to the OP as well.
Title: Re: Weekly Design Contest Thread #101
Post by: faust on January 14, 2021, 04:52:19 am
It was definitely a bit of a challenge. I feel like the contest lends itself to a split pile though.

(https://i.imgur.com/ROdRwPd.png) (https://i.imgur.com/rR6HrTh.png)

Quote
Astrolabe - $4
Treasure

+1 Action
Reveal your hand and discard the Treasures for +$2 each.
You may flip your Journey token over (it starts face up). If you did, and it's face down, return to your Action phase.
Quote
Surveyor - $5
Action

Draw until you have 6 cards in hand.
If your Journey token is face up, +1 Card, +1 Action.

The split is the usual 5/5, with Astrolabe on top.
Title: Re: Weekly Design Contest Thread #101
Post by: faust on January 14, 2021, 05:09:36 am
(https://i.imgur.com/KPZOu2Z.png)
A cheaper village that can also be used for remodel tricks. Plus, it's pretty good with the adventures journey cards. But it's tricky to buy!
The Frontier Village/Ranger combo is quite ridiculous, same with other Journey token cards. I feel like it would be better for Frontier Village to provide its bonus when the token is face up, but I'm not sure there's a good way to do that and still have your concept work.

Of course there's only 3 official Journey token cards, maybe it's fine for these combos to exist.
Title: Re: Weekly Design Contest Thread #101
Post by: silverspawn on January 14, 2021, 05:21:39 am
I've always disliked the idea of cards that reward the journey token for being down. The fact that it only matters for a few interactions can't be a reason to do it. (It's dumb but it'll only occasionally matter so it's fine?) It doesn't fit with the concept; the idea of the journey token is that you have to get a weaker thing first to get a stronger thing later.
Title: Re: Weekly Design Contest Thread #101
Post by: spineflu on January 14, 2021, 05:36:47 am
I've always disliked the idea of cards that reward the journey token for being down. The fact that it only matters for a few interactions can't be a reason to do it. (It's dumb but it'll only occasionally matter so it's fine?) It doesn't fit with the concept; the idea of the journey token is that you have to get a weaker thing first to get a stronger thing later.

idk i think it's more pragmatic to view it as a two-state toggle, like "is the discard pile empty" on Fisherman or Swashbuckler, but with a more even/predictable value distribution than those. Like, I get that it's a Journey, but it's the tool we have for an evenly-splitting two state toggle, right?
Title: Re: Weekly Design Contest Thread #101
Post by: Carline on January 14, 2021, 06:04:09 am
I've always disliked the idea of cards that reward the journey token for being down. The fact that it only matters for a few interactions can't be a reason to do it. (It's dumb but it'll only occasionally matter so it's fine?) It doesn't fit with the concept; the idea of the journey token is that you have to get a weaker thing first to get a stronger thing later.

I think the concept weaker thing/strong thing as original needs the compulsory flip over to works properly. As the rules of the contest are optional flip, players need a good reason to want to flip the token over to both faces.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: LibraryAdventurer on January 14, 2021, 06:13:49 am
Quote
Cabal
$4 Action
You may turn your Journey token over (it starts face up). Then, if it's face up, +1 Card, +1 Action, and +$2.
-
While you have any Cabals in play, if your Journey token is face up, when you buy a card, gain a Copper, and you may not buy Victory cards.

A conspirator variant. You don't want to play just one in a turn. The more, the better.

EDIT: previously was "While this is in play".
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Carline on January 14, 2021, 06:28:47 am
Quote
Cabal
$4 Action
You may turn your Journey token over (it starts face up). Then, if it's face up, +1 Card, +1 Action, and +$2.
-
While this is in play, if your Journey token is face up, when you buy a card, gain a Copper, and you may not buy Victory cards.

A conspirator variant. You don't want to play just one in a turn. The more, the better.

(As the first playing is terminal and doesn't draw, the average result of two Cabals is $1 per playing, half than a non-activated Conspirator.)

Edit: Nevermind, I misread it, as it would have a "if you did" clause, but not, you may leave it up if you want and take the bonus. It is as I said only if you want to avoid the Copper penalty and play a second Cabal as terminal only to turn the token over.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Mahowrath on January 14, 2021, 08:18:05 am
Cheers for the mechanic idea, this will be going into my fancard set regardless:
(https://i.ibb.co/2ZY8vvq/Sea-Fog-v0-1-2.png) (link: https://ibb.co/hY1XBBs)

Quote
Sea Fog - $4
Action - Reaction - Duration
You may turn your journey token over (it starts face up). While it is face up and this is in play, you are unaffected by attacks.
Now and at the beginning of your next turn, draw until you have 6 Cards in hand.
-
When another player plays an Attack Card, and your journey token is face down, you may first reveal this from your hand to be unaffected by it.

Sea Fog started out as a "lighthouse you can play in response to attacks", with double-dtx, as a both sudden-but-lingering defensive measure for foggy flavour. However, the lack of particular drawback for being able to play both ways, combined with the ugly double draw to 6 when played in response, left the card a little sad, and it didn't make the cut when I showcased some cards to Reddit.
The adventure token mechanic really gave Sea Fog a second wind. Being non-terminal already, it doesn't particularly abuse the mechanic when combined with existing adventurers. Now the player has to choose whether to protect now or later, which feels more balanced and tactical.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: BBobb on January 14, 2021, 10:54:27 am
Cheers for the mechanic idea, this will be going into my fancard set regardless:
(https://ibb.co/hY1XBBs) (link: https://ibb.co/hY1XBBs)

Quote
Sea Fog - $4
Action - Reaction - Duration
You may turn your journey token over (it starts face up). While it is face up and this is in play, you are unaffected by attacks.
Now and at the beginning of your next turn, draw until you have 6 Cards in hand.
-
When another player plays an Attack Card, and your journey token is face down, you may first reveal this from your hand to be unaffected by it.
Welcome to the Forums!
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Aquila on January 14, 2021, 12:42:37 pm
Selected entry:
Quote
Quay - Action Duration, $4 cost.
You may discard 2 cards to turn your Journey token over. Then, if it's face up, +4 Cards.
At the start of your next turn, if it's face down, +3 Cards, otherwise 0.

Former entries:
Quote
Trade Union - Project, $3 cost.
At the start of your turn, you may turn your Journey token over. When you gain a card, if the token is face down, put it onto your deck, or if face up, Exile a card from your hand.
Quote
Ambition - Event, $4 cost.
Move your Journey token onto an Action Supply pile. When you play a card from that pile, if the token is face up, first get +1 Card. When a card is gained from that pile, turn your token over.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: segura on January 14, 2021, 01:14:12 pm
I think that this is far too good relative to Pathfinding. Pathfinding has the tension of "normal building" vs. striving to spike in order to early hit $8.
This doesn't, you only have an incentive to quickly run out a pile and then Lab-ify it "en passant", without any effort.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 14, 2021, 01:41:32 pm
Quote
Ambition - Event, $4 cost.
Move your Journey token onto an Action Supply pile. When you play a card from that pile, if the token is face up, first get +1 Card. When a card is gained from that pile, turn your token over.
Thanks for the new qualifications gubump. The (it starts face up) bit feels like the kind of thing Donald would remove and keep in the instructions with a later reprint, so I've not put it on here.
Ultimately a cheap +Card token with extra Journey token card interaction. Maybe too cheap for how strong it can be.

You can optionally turn your token over by choosing to gain the selected Action; maybe too loose from the contest brief seeing how other players can force turning it?

Unfortunately, since turning the token over is forced when the trigger occurs, this won't quite qualify. Sorry. It wouldn't qualify even if only you could trigger it.

To clarify, when I said that turning over the Journey token can be conditional, if that condition is not something that can be optionally performed (such as discarding two cards to turn your Journey token over), i.e. it's something passive like "if you have 5 or more Actions in play" or when a specific event (such as gaining a card) occurs, then turning your Journey token has to be optional, even if triggering that specific event is optional to begin with.

Reaction cards that flip your Journey token over with its Reaction automatically qualify (unless it's a mandatory Reaction like Patron's) since revealing it is optional. Same with calling Reserve cards.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: silverspawn on January 14, 2021, 03:00:19 pm
Question for contest mod: if I design another traveler line where some cards have 'you may turn your journey token over', does that qualify? It's one of the ways to keep with the spirit of the contest while preserving the rule that journey token up > journey token down.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 14, 2021, 03:09:40 pm
Cheers for the mechanic idea, this will be going into my fancard set regardless:
(https://ibb.co/hY1XBBs) (link: https://ibb.co/hY1XBBs)

Quote
Sea Fog - $4
Action - Reaction - Duration
You may turn your journey token over (it starts face up). While it is face up and this is in play, you are unaffected by attacks.
Now and at the beginning of your next turn, draw until you have 6 Cards in hand.
-
When another player plays an Attack Card, and your journey token is face down, you may first reveal this from your hand to be unaffected by it.

If you want the image to show up properly, go to the link, right click on the image, select "view image," and paste that url into the [ img ] [ /img ].
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 14, 2021, 03:10:15 pm
Question for contest mod: if I design another traveler line where some cards have 'you may turn your journey token over', does that qualify? It's one of the ways to keep with the spirit of the contest while preserving the rule that journey token up > journey token down.

Yes, that should qualify. I'll have to see the Traveller line first to make a concrete judgement, ofc.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Mahowrath on January 14, 2021, 04:25:39 pm
If you want the image to show up properly, go to the link, right click on the image, select "view image," and paste that url into the [ img ] [ /img ].

Thanks Gubump; I'd missed the link wasn't a file location.

Cheers for the welcome BBobb
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Fragasnap on January 14, 2021, 05:38:29 pm
(https://i.imgur.com/vTfTtx2.jpg)
Quote
Homestead
Types: Action
Cost: $4
+1 Card, +2 Actions. If your Journey token is face down, you may turn it face up for +2 Cards.
When you discard this from play, if you have at least $2 unspent, you may turn over your Journey token.
Homestead is a $4-cost Village that gives you +3 Cards and +2 Actions once each turn provided you "pay" for it with a Wine Merchant-like condition.  It only gives you the strong effect when turning face up, so it should play nice with other Journey token effects.  You can also use it as a Village and simply hold back the $2 to activate other Journey token effects each turn.

Should the amount of $ held back to flip be greater? I thought matching Wine Merchant made it simpler and it sounds nice with Giant and Ranger, but Pilgrimage for $6 is pretty bonkers (buying it twice for $8 would often be the right move if it wasn't "once per turn").  Making it cost $4 to flip your token sounds pretty bad on its own.  It seems like Journey token effects will just have to stomach sometimes making each other really strong, Pilgrimage more than most.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: MochaMoko on January 14, 2021, 08:35:06 pm
(https://cdn.discordapp.com/attachments/685147225470271508/799519809364557824/Migrant_Tribe.png)
Quote
Migrant Tribe ⑤ Action
+1 Card
+1 Action

You may turn over your
Journey token to get
+2 Cards and discard 2 cards.
Then, if your Journey token
is face up, +1 Villager.

It's a Villager Village that can also be Forum if you want it to (This isn't strictly better than Forum because Forum is buy-neutral).
You have all the stuff you want in hand? Then you can stay put and rack up some villagers. If you need the sifting, it'll be a little bit before you can settle down again.

(14 Jan Edit: removed "(it starts face up)".)
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 14, 2021, 08:38:13 pm
(https://cdn.discordapp.com/attachments/768179599841820702/799413359694446682/Migrant_Tribe_1.png)
Quote
Migrant Tribe ⑤ Action
+1 Card
+1 Action

You may turn over your Journey
token (it starts face up) to get
+2 Cards and discard 2 cards.
Then, if your Journey token
is face up,+1 Villager.

It's a Villager Village that can also be Forum if you want it to (This isn't strictly better than Forum because Forum is buy-neutral).
You have all the stuff you want in hand? Then you can stay put and rack up some villagers. If you need the sifting, it'll be a little bit before you can settle down again.

Just to make sure I'm interpreting this correctly, having your Journey token face up gets you +1 Villager regardless of whether you turned it over, right?
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: MochaMoko on January 14, 2021, 08:39:50 pm
Just to make sure I'm interpreting this correctly, having your Journey token face up gets you +1 Villager regardless of whether you turned it over, right?

Correct.

Astrolabe - $4
Treasure

+1 Action
Reveal your hand and discard the Treasures for +$2 each.
You may flip your Journey token over (it starts face up). If you did, and it's face down, return to your Action phase.

Astrolabe sounds very interesting, and it works excellently with DtX. It seems like it can give a lot of money early on, if you use terminal draw and draw it with several Coppers. That effect alone on a Treasure card feels good enough to make it worth ④ (though it would probably be a rather situational card).
I'm worried that remembering how many coins it gave will be difficult once the Action phase shenaniganery kicks in, but it's not too big of a deal, I guess. It seems uncommon to be able to activate an Astrolabe more than once a turn (only one player will be able to do that even in 2p). In 3-4p, the limited amount of Astrolabes means that some will not be able to activate an Astrolabe even once a turn. That's a little sad.

Quote
Surveyor - $5
Action

Draw until you have 6 cards in hand.
If your Journey token is face up, +1 Card, +1 Action.
Surveyor looks like a good card on its own, but from what I'm reading, it actually sounds kind of underwhelming when used with Astrolabe. 'Cause if you return to the Action phase with Astrolabe, it's now only a Watchtower instead of an awesome non-terminal Dt7. I'm sure that's what you intended, but it just feels a little sad that this card is buried under a bunch of Astrolabes. Though since Astrolabe is a Village, it'll probably be alright still. I can play one before I play an Astrolabe, have another one in my hand, Astrolabe back to my Action phase, and draw to 6 with an Action left, I guess. That's not too bad.

I think Astrolabe would still be a fine card if it were a pile of 10 cards. (Yeah, it would love to work with DtX, but it's still a Village, or a half-Village, sort of.) Though maybe that isn't so appealing, specifically because people will be able to activate Astrolabe more than once a turn.

Quote
Cabal
$4 Action
You may turn your Journey token over (it starts face up). Then, if it's face up, +1 Card, +1 Action, and +$2.
-
While this is in play, if your Journey token is face up, when you buy a card, gain a Copper, and you may not buy Victory cards.

A conspirator variant. You don't want to play just one in a turn. The more, the better.

As the first playing is terminal and doesn't draw, the average result of two Cabals is $1 per playing, half than a non-activated Conspirator.

The first play can already be the activated Conspirator, because your token starts face-up. Your last Cabal will have to "shut the doors" and be a terminal nothing-card, though, if you don't want to get hurt.

I think it really hurts that for every Cabal in play, you gain a Copper. It makes the prospect of leaving your behind open a lot less appealing as you continue, which is kind of a shame, because I think that's when I'd rather think about maybe leaving my token up. Like with Treasury (but wayy better than Treasury), it works great with Events, especially Events that give you VP. Uh, and especially especially Triumph. I think this card is quite strong.

Ambition - Event, $4 cost.
Move your Journey token onto an Action Supply pile. When you play a card from that pile, if the token is face up, first get +1 Card. When a card is gained from that pile, turn your token over.

The player interaction is cute. I sounds like it could be similar to some Flag war. Imagine when your token is out of sync with your opponent's!
Ah, I just realized this -- the thing is, if you buy the Event when your desired Action Supply pile has an even amount of cards (or is just empty -- would you know it, zero is an even number), it turns out to just be a cheap Pathfinding in the end, once the pile depletes (which it sure will if the cards are all Pathfound), as long as there isn't any returning-to-pile or gaining-from-trash or exiling/trashing-from-Supply shenaniganery that will sabotage your plot. This leads me to think that the fundamental mechanic on this Event is kind of broken on most boards.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Erick648 on January 14, 2021, 09:26:02 pm
Curio Merchant
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Action
+3 Cards
+1 Buy
You may turn your Journey token over.  If you do, and it's face up, you may take the Automaton.

Automaton
Artifact
Directly after you finish playing an Action card, you may discard a card for +1 Villager if your Journey token is face up or for +1 Coffer if your Journey token is face down.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 14, 2021, 09:58:44 pm
Ambition - Event, $4 cost.
Move your Journey token onto an Action Supply pile. When you play a card from that pile, if the token is face up, first get +1 Card. When a card is gained from that pile, turn your token over.

The player interaction is cute. I sounds like it could be similar to some Flag war. Imagine when your token is out of sync with your opponent's!
Ah, I just realized this -- the thing is, if you buy the Event when your desired Action Supply pile has an even amount of cards (or is just empty -- would you know it, zero is an even number), it turns out to just be a cheap Pathfinding in the end, once the pile depletes (which it sure will if the cards are all Pathfound), as long as there isn't any returning-to-pile or gaining-from-trash or exiling/trashing-from-Supply shenaniganery that will sabotage your plot. This leads me to think that the fundamental mechanic on this Event is kind of broken on most boards.

Another major flaw (I can say this even though I'm the judge because it's disqualified anyway) is that Port and Experiment completely break it, since you get two of them at a time.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Carline on January 14, 2021, 10:19:42 pm
(https://uploaddeimagens.com.br/images/003/034/393/full/Janus_%285%29.png?1610680724)

UPDATED TO:

(https://uploaddeimagens.com.br/images/003/034/427/full/Janus_%286%29.png?1610686330)

UPDATED AGAIN TO:

(https://uploaddeimagens.com.br/images/003/036/418/full/Janus_%2812%29.png?1610860569)

- If tokens match: If you do nothing, it's Smithy. If you turn token over it's Village. If you play the first as Village, the second one would be a Lost City and the third only a Village or Smithy.

- If tokens don't match: If you do nothing, it's a Moat, but there's no reason to do nothing, as you may turn the token over to it be a Lost City. Next one played would be only Village or Smithy.

If you want to leave tokens matching to your opponent for their first playing not be Lost City, your last play of it in your turn has to be Lost City or Smithy. If you think the player to your right won't play a Janus, is better for you leave tokens unmatched, playing last one as Village only.

As its condition isn't if it's up or down but the opponent token status, I think it would be interesting how it interacts with cards that cares about up/down face of Journey token.

Feedbacks are always welcome!
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: LibraryAdventurer on January 14, 2021, 10:37:23 pm
Quote
Cabal
$4 Action
You may turn your Journey token over (it starts face up). Then, if it's face up, +1 Card, +1 Action, and +$2.
-
While this is in play, if your Journey token is face up, when you buy a card, gain a Copper, and you may not buy Victory cards.

A conspirator variant. You don't want to play just one in a turn. The more, the better.

As the first playing is terminal and doesn't draw, the average result of two Cabals is $1 per playing, half than a non-activated Conspirator.

The first play can already be the activated Conspirator, because your token starts face-up. Your last Cabal will have to "shut the doors" and be a terminal nothing-card, though, if you don't want to get hurt.

I think it really hurts that for every Cabal in play, you gain a Copper. It makes the prospect of leaving your behind open a lot less appealing as you continue, which is kind of a shame, because I think that's when I'd rather think about maybe leaving my token up. Like with Treasury (but wayy better than Treasury), it works great with Events, especially Events that give you VP. Uh, and especially especially Triumph. I think this card is quite strong.

I didn't realize before that it would make you gain a Copper for each buy times each Cabal in play when face-up. I'll fix that and make it "When you have any Cabals in play".
Do you think I should make part of the effect unconditional?
(Would it be confusing if it said "+$1. You may turn your Journey token over (it starts face up). Then, if it's face up, +1 Card, +1 Action, and +$1" ?)
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Xen3k on January 14, 2021, 10:41:28 pm
(https://live.staticflickr.com/65535/50846388526_faed4f87d1_b.jpg)
Quote
Snake Oil - $5
Treasure - Night
$2
If your Journey token is face down (it starts face up) or it's your Night phase, you may turn it over for +1 Buy and +$2.

This is a really difficult competition. I am going with a design that I am not sure is appealing, let alone balanced. Similar to Stockpile or Fools Gold, this has a conditionally greater value than expected. However unlike the examples, getting multiple copies of it does not produce a huge payload. It may be a bit weak as it currently is, but was told it looked busted if it produced more or was cheaper. Feedback is appreciated.

Edit: Changed wording to be more clear. Changed price to $3, may still be a bit weak.

Edit2: Changed per the suggestion of LibraryAdventurer.

Edit3: A complete rework on the layout. Looks much more presentable. Thanks goes to LibraryAdventurer, once again.

Edit4: Changed the intent of the card. Not gonna compete with Fools Gold as a cheap conditional treasure. Now it acts more like a Silver you can save for later use alongside another Snake Oil. It costs $5 now to prevent it being an easy early game pick up to accelerate you. Could still feel weak, but now should feel more enjoyable to use.

Quote
Old Versions
(https://live.staticflickr.com/65535/50838706408_d697e23d80_b.jpg) (https://live.staticflickr.com/65535/50836332878_ae8d788e34_b.jpg) (https://live.staticflickr.com/65535/50836271633_cedc58b8f7_b.jpg)
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 14, 2021, 10:47:46 pm
(https://live.staticflickr.com/65535/50836271633_cedc58b8f7_b.jpg)
Quote
Snake - Oil
Treasure - Night
If it's your Buy phase, you may turn your face down Journey token over (it starts face up) for +1 Buy and +$3, otherwise +$1. If it's your Night phase, you may turn your Journey token over.

This is a really difficult competition. I am going with a design that I am not sure is appealing, let along balanced. Similar to Stockpile or Fools Gold, this has a conditionally greater value than expected. However unlike the examples, getting multiple copies of it does not produce a huge payload. It may be a bit weak as it currently is, but was told it looked busted if it produced more or was cheaper. Feedback is appreciated.

In order to make this harder to misread, I recommend wording it like:
Quote
If it's your Buy phase:
If your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). If you don't, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png).
If it's your Night phase,...
I misread it at first and was very confused.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Xen3k on January 14, 2021, 10:51:58 pm
(https://live.staticflickr.com/65535/50836271633_cedc58b8f7_b.jpg)
Quote
Snake - Oil
Treasure - Night
If it's your Buy phase, you may turn your face down Journey token over (it starts face up) for +1 Buy and +$3, otherwise +$1. If it's your Night phase, you may turn your Journey token over.

This is a really difficult competition. I am going with a design that I am not sure is appealing, let along balanced. Similar to Stockpile or Fools Gold, this has a conditionally greater value than expected. However unlike the examples, getting multiple copies of it does not produce a huge payload. It may be a bit weak as it currently is, but was told it looked busted if it produced more or was cheaper. Feedback is appreciated.

I recommend wording this "If it's your Buy phase: If your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). If you don't, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png). If it's your Night phase..." to make it harder to misread. I misread it at first and was very confused.
Like this?
"If it's your Buy phase and your Journey token is face down, you may turn your Journey token over (it starts face up) for +1 Buy and +$3, otherwise +$1."
The concern I have is that it would give the impression it will not produce +$1 if the Journey token is face up.

Edit: I am gonna try and make an adjustment.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 14, 2021, 10:52:31 pm
(https://live.staticflickr.com/65535/50836271633_cedc58b8f7_b.jpg)
Quote
Snake - Oil
Treasure - Night
If it's your Buy phase, you may turn your face down Journey token over (it starts face up) for +1 Buy and +$3, otherwise +$1. If it's your Night phase, you may turn your Journey token over.

This is a really difficult competition. I am going with a design that I am not sure is appealing, let along balanced. Similar to Stockpile or Fools Gold, this has a conditionally greater value than expected. However unlike the examples, getting multiple copies of it does not produce a huge payload. It may be a bit weak as it currently is, but was told it looked busted if it produced more or was cheaper. Feedback is appreciated.

I recommend wording this "If it's your Buy phase: If your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). If you don't, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png). If it's your Night phase..." to make it harder to misread. I misread it at first and was very confused.
Like this?
"If it's your Buy phase and your Journey token is face down, you may turn your Journey token over (it starts face up) for +1 Buy and +$3, otherwise +$1."
The concern I have is that it would give the impression it will not produce +$1 if the Journey token is face up.

I made an edit with a better wording while you were responding.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Carline on January 14, 2021, 10:59:03 pm

(https://uploaddeimagens.com.br/images/003/034/393/full/Janus_%285%29.png?1610680724)

Could I let the instructions "Journey tokens start game face-up" to the rules or I should write it on the card? I don't want to write, if it would not be imperative.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: LibraryAdventurer on January 14, 2021, 11:04:05 pm
Quote
Snake - Oil
Treasure - Night
If it's your Buy phase, you may turn your face down Journey token over (it starts face up) for +1 Buy and +$3, otherwise +$1. If it's your Night phase, you may turn your Journey token over.

This is a really difficult competition. I am going with a design that I am not sure is appealing, let along balanced. Similar to Stockpile or Fools Gold, this has a conditionally greater value than expected. However unlike the examples, getting multiple copies of it does not produce a huge payload. It may be a bit weak as it currently is, but was told it looked busted if it produced more or was cheaper. Feedback is appreciated.
This is overpriced. The only thing that makes this better than Fool's Gold is the +Buy. Fool's Gold can be stronger if you have more of them (and another source of +buy) because only one Snake Oil per turn can give $3.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Xen3k on January 14, 2021, 11:08:46 pm
(https://live.staticflickr.com/65535/50836271633_cedc58b8f7_b.jpg)
Quote
Snake - Oil
Treasure - Night
If it's your Buy phase, you may turn your face down Journey token over (it starts face up) for +1 Buy and +$3, otherwise +$1. If it's your Night phase, you may turn your Journey token over.

This is a really difficult competition. I am going with a design that I am not sure is appealing, let along balanced. Similar to Stockpile or Fools Gold, this has a conditionally greater value than expected. However unlike the examples, getting multiple copies of it does not produce a huge payload. It may be a bit weak as it currently is, but was told it looked busted if it produced more or was cheaper. Feedback is appreciated.

I recommend wording this "If it's your Buy phase: If your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). If you don't, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png). If it's your Night phase..." to make it harder to misread. I misread it at first and was very confused.
Like this?
"If it's your Buy phase and your Journey token is face down, you may turn your Journey token over (it starts face up) for +1 Buy and +$3, otherwise +$1."
The concern I have is that it would give the impression it will not produce +$1 if the Journey token is face up.

I made an edit with a better wording while you were responding.

That is much more concise than what I was going to change it to. Thanks! Original post updated with new wording.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 14, 2021, 11:10:38 pm

(https://uploaddeimagens.com.br/images/003/034/393/full/Janus_%285%29.png?1610680724)

Could I let the instructions "Journey tokens start game face-up" to the rules or I should write it on the card? I don't want to write, if it would not be imperative.

You can leave it out. I feel like the "(it starts face up)" is kind of like the "when you play this" that Treasures used to have, in that it isn't really necessary and can just be left to the rulebook.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Xen3k on January 14, 2021, 11:11:51 pm
Quote
Snake - Oil
Treasure - Night
If it's your Buy phase, you may turn your face down Journey token over (it starts face up) for +1 Buy and +$3, otherwise +$1. If it's your Night phase, you may turn your Journey token over.

This is a really difficult competition. I am going with a design that I am not sure is appealing, let along balanced. Similar to Stockpile or Fools Gold, this has a conditionally greater value than expected. However unlike the examples, getting multiple copies of it does not produce a huge payload. It may be a bit weak as it currently is, but was told it looked busted if it produced more or was cheaper. Feedback is appreciated.
This is overpriced. The only thing that makes this better than Fool's Gold is the +Buy. Fool's Gold can be stronger if you have more of them (and another source of +buy) because only one Snake Oil per turn can give $3.

I originally had it priced at $2, but was told that looked busted. It may just not be a workable concept to have a "reverse" Fools Gold, but I wanted to give it a shot.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Carline on January 14, 2021, 11:23:50 pm

(https://uploaddeimagens.com.br/images/003/034/393/full/Janus_%285%29.png?1610680724)

Does the wording make it clear that the part after the "Then,.." applies anyway and not only when you turn the token over?
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: LibraryAdventurer on January 14, 2021, 11:27:01 pm
Quote
Snake - Oil
Treasure - Night
If it's your Buy phase, you may turn your face down Journey token over (it starts face up) for +1 Buy and +$3, otherwise +$1. If it's your Night phase, you may turn your Journey token over.

This is a really difficult competition. I am going with a design that I am not sure is appealing, let along balanced. Similar to Stockpile or Fools Gold, this has a conditionally greater value than expected. However unlike the examples, getting multiple copies of it does not produce a huge payload. It may be a bit weak as it currently is, but was told it looked busted if it produced more or was cheaper. Feedback is appreciated.
This is overpriced. The only thing that makes this better than Fool's Gold is the +Buy. Fool's Gold can be stronger if you have more of them (and another source of +buy) because only one Snake Oil per turn can give $3.

I originally had it priced at $2, but was told that looked busted. It may just not be a workable concept to have a "reverse" Fools Gold, but I wanted to give it a shot.
I'd suggest making it give $2 when you don't turn it face-up. Then it's good at $4 cost (and not too much better than Silver because you still have to play one at night for no coin in order to get the $3 and a Buy next time).
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 14, 2021, 11:32:49 pm

(https://uploaddeimagens.com.br/images/003/034/393/full/Janus_%285%29.png?1610680724)

Does the wording make it clear that the part after the "Then,.." applies anyway and not only when you turn the token over?

Yes, it does.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Xen3k on January 14, 2021, 11:35:36 pm
Quote
Snake - Oil
Treasure - Night
If it's your Buy phase, you may turn your face down Journey token over (it starts face up) for +1 Buy and +$3, otherwise +$1. If it's your Night phase, you may turn your Journey token over.

This is a really difficult competition. I am going with a design that I am not sure is appealing, let along balanced. Similar to Stockpile or Fools Gold, this has a conditionally greater value than expected. However unlike the examples, getting multiple copies of it does not produce a huge payload. It may be a bit weak as it currently is, but was told it looked busted if it produced more or was cheaper. Feedback is appreciated.
This is overpriced. The only thing that makes this better than Fool's Gold is the +Buy. Fool's Gold can be stronger if you have more of them (and another source of +buy) because only one Snake Oil per turn can give $3.

I originally had it priced at $2, but was told that looked busted. It may just not be a workable concept to have a "reverse" Fools Gold, but I wanted to give it a shot.
I'd suggest making it give $2 when you don't turn it face-up. Then it's good at $4 cost (and not too much better than Silver because you still have to play one at night for no coin in order to get the $3 and a Buy next time).

Yeah, that looks much better than what I was trying to do. Idea implemented. Thanks for the feedback and help!
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 15, 2021, 12:34:22 am
(https://live.staticflickr.com/65535/50836332878_ae8d788e34_b.jpg)
Quote
Snake Oil - $4
Treasure - Night
If it's your Buy phase: If your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +$3. If you don't, +$2. If it's your Night phase, you may turn your Journey token over.

Just realized: Since its Buy phase effect always gives at least +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png), you could shorten this by rewording it as:
Quote
If it's your Buy phase, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) and if your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png). If it's your Night phase, you may turn your Journey token over.
You could also drop the "you may" from the Night phase effect, since you could just not bother playing it if you don't want to turn your Journey token over (since the Night phase effect does nothing but flip your Journey token), and it would still qualify because of the Buy phase effect.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Carline on January 15, 2021, 12:36:02 am

(https://uploaddeimagens.com.br/images/003/034/393/full/Janus_%285%29.png?1610680724)

Does the wording make it clear that the part after the "Then,.." applies anyway and not only when you turn the token over?

Yes, it does.


UPDATE TO MY ENTRY:

(https://uploaddeimagens.com.br/images/003/034/427/full/Janus_%286%29.png?1610686330)

Updated to invert effects. I put Village on turn over and Smithy when tokens status match.

This way:

- When at the start of your turn your token and the token of the player to your right match: If you do nothing, Janus is a Smithy. If you flip the token, Janus is a Village. If you play one as a Village, the second you play could be both, Village+Smithy. The next would be only a Village or only a Smithy again.

- When at the start of your turn tokens don't match: If you do nothing, its a Ruined Library, but there's no reason to do nothing, as you may flip the token over for it be a Village+Smithy. The next you play would be only a Village or only a Smithy.

The combined effect of each two Janus played when the first of them is not played as Smithy, is 2 Villages + Smithy or Village + 2 Smithies. If first is played as Smithy, there's no way to activate both effects in the next playing, so combined effect would be 2 Smithies or Village + Smithy.

The best situation at the start of the turn is when tokens don't match, so you can change the satus of your token at the end of your turn to make tokens match and leave to your opponent the worst situation for them. On the other hand, if you have reasons to believe the player to your right won't play Janus on their turn, it's better for you to make tokens unmatch.

Feedbacks are always welcome!
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: faust on January 15, 2021, 03:54:45 am
Astrolabe - $4
Treasure

+1 Action
Reveal your hand and discard the Treasures for +$2 each.
You may flip your Journey token over (it starts face up). If you did, and it's face down, return to your Action phase.

Astrolabe sounds very interesting, and it works excellently with DtX. It seems like it can give a lot of money early on, if you use terminal draw and draw it with several Coppers. That effect alone on a Treasure card feels good enough to make it worth ④ (though it would probably be a rather situational card).
I'm worried that remembering how many coins it gave will be difficult once the Action phase shenaniganery kicks in, but it's not too big of a deal, I guess. It seems uncommon to be able to activate an Astrolabe more than once a turn (only one player will be able to do that even in 2p). In 3-4p, the limited amount of Astrolabes means that some will not be able to activate an Astrolabe even once a turn. That's a little sad.

Quote
Surveyor - $5
Action

Draw until you have 6 cards in hand.
If your Journey token is face up, +1 Card, +1 Action.
Surveyor looks like a good card on its own, but from what I'm reading, it actually sounds kind of underwhelming when used with Astrolabe. 'Cause if you return to the Action phase with Astrolabe, it's now only a Watchtower instead of an awesome non-terminal Dt7. I'm sure that's what you intended, but it just feels a little sad that this card is buried under a bunch of Astrolabes. Though since Astrolabe is a Village, it'll probably be alright still. I can play one before I play an Astrolabe, have another one in my hand, Astrolabe back to my Action phase, and draw to 6 with an Action left, I guess. That's not too bad.

I think Astrolabe would still be a fine card if it were a pile of 10 cards. (Yeah, it would love to work with DtX, but it's still a Village, or a half-Village, sort of.) Though maybe that isn't so appealing, specifically because people will be able to activate Astrolabe more than once a turn.

Thanks for the commentary! I think you missed an important point on Astrolabe: it is very hard to activate more than once per turn. Since playing an Astrolabe discards all other Astrolabes from your hand, it is very hard to play more than one per buy phase.

The point of Surveyor is in part that it doesn't fully synergize with Astrolabe. This is so that the player who wins the Astrolabe split doesn't also benefit from having powered-up Surveyors; rather, it allows for players who ended up with few/no Astrolabes to get access to a powerful card as a catch-up mechanic. I think Surveyor would be too good as its own pile (maybe it would work if it turned the Journey token).

I realize though that the theming of these cards could be improved... it doesn't make a ton of sense that the Surveyors that don't have any Astrolabes are more effective.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: faust on January 15, 2021, 04:02:52 am
(https://live.staticflickr.com/65535/50836332878_ae8d788e34_b.jpg)
Quote
Snake Oil - $4
Treasure - Night
If it's your Buy phase: If your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +$3. If you don't, +$2. If it's your Night phase, you may turn your Journey token over.

Just realized: Since its Buy phase effect always gives at least +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png), you could shorten this by rewording it as:
Quote
If it's your Buy phase, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) and if your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png). If it's your Night phase, you may turn your Journey token over.
You could also drop the "you may" from the Night phase effect, since you could just not bother playing it if you don't want to turn your Journey token over (since the Night phase effect does nothing but flip your Journey token), and it would still qualify because of the Buy phase effect.
You could improve the wording by taking the +2$ out of the conditional, like so (with additional removal of some conditionals):

Quote
+2$
If your Journey token is face down (it starts face up) or it's your Night phase, you may turn it over for +1 Buy, +1$.
(it technically now gives coins and Buys even in the Night phase, but that should not matter.)
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: fika monster on January 15, 2021, 09:55:46 am
This is not finished yet, but im pretty happy with this.

(https://i.imgur.com/eaJyZ0c.png)

Its too strong, but im not sure where to nerf it.  ( the +2 actions used to be +3 actions, which was kinda nuts)
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Timinou on January 15, 2021, 09:58:42 am
(https://i.imgur.com/Zoh73KA.png)

Edit: Revised text
Edit 2: Revised Reaction to trash another card from hand
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: spineflu on January 15, 2021, 10:34:17 am
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/6001b4bfa404be3168cb1e2e/24489e0c809f10f2538aefa6efabf1d3/image.png)

Quote
Curator • $2 • Action - Reaction
+$2
You may turn your Journey token over (it starts face up).
-
When you discard this other than during Clean-up, if your Journey token is face up, you may reveal this to gain 2 Silvers; if your Journey token is face down, you may reveal this to gain an Action costing up to $4.

Tunnel - workshop / tunnel - silver gainer. Might be too cheap for what it does, but if you don't have a way to discard it, it's essentially Duchess. Withdrew my other entry.

withdrawing this too; I think i found something i like better.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: faust on January 15, 2021, 10:36:33 am
This is not finished yet, but im pretty happy with this.

(https://i.imgur.com/eaJyZ0c.png)

Its too strong, but im not sure where to nerf it.  ( the +2 actions used to be +3 actions, which was kinda nuts)
I don't see how this is "too strong". Without support, it is a worse Necropolis that can occasionally be a cantrip instead. It is also way too wordy. A streamlined version might look like this:

Quote
Play up to 2 non-Pilgrim cards from your hand. If your Journey token is face down, +1 Action per card you did not play.
You may turn your Journey token over, to draw a card per Action you have. If you did, set your Actions to 1.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: fika monster on January 15, 2021, 10:54:25 am
This is not finished yet, but im pretty happy with this.

(https://i.imgur.com/eaJyZ0c.png)

Its too strong, but im not sure where to nerf it.  ( the +2 actions used to be +3 actions, which was kinda nuts)

alternative version (https://i.imgur.com/tYqPNRQ.png)
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Meta on January 15, 2021, 12:09:33 pm
(https://i.postimg.cc/3x0z2GDy/Totendorf.png)  (https://i.postimg.cc/Pq72jr6Z/Ku-rbisfeld-copy.png)
Translations:
-------------------------------------
Village of the dead

+1 Card
+1 Action
If this is the first time you've played a Village of the Dead this turn, you may turn your Journey token over (it starts face up).
If your Journey token is facing up: +1$
Otherwise:+1 Action +1 Buy

Heirloom: Pumpkin patch
Cost: 5   Action
-------------------------------------
Pumpkin patch

If your Journey token is facing up: +1$ +1 VP
Turn over your Journey token (it starts face up).

Cost: 4   Treasure Heirloom
-------------------------------------
Unfortunately I haven't been able to playtest this yet, so it may be a bit unbalanced.

Edit: Small adjustments of the Heirloom and the english translation.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 15, 2021, 12:46:59 pm
(https://i.imgur.com/pwnNZZ4.png)

This is missing a "from your hand" for the Reaction part.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Timinou on January 15, 2021, 01:53:57 pm
This is missing a "from your hand" for the Reaction part.

Thanks, I revised it in the OP. 
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: fika monster on January 15, 2021, 04:30:29 pm
This is not finished yet, but im pretty happy with this.

(https://i.imgur.com/eaJyZ0c.png)

Its too strong, but im not sure where to nerf it.  ( the +2 actions used to be +3 actions, which was kinda nuts)

alternative version (https://i.imgur.com/tYqPNRQ.png)

changed so on face down you gain a silver unto deck which is mostly bad
(https://i.imgur.com/dtzACbs.png)
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: BBobb on January 15, 2021, 04:53:30 pm
changed so on face down you gain a silver unto deck which is mostly bad
(https://i.imgur.com/dtzACbs.png)
Just going to suggest to you some wording changes:
If your Journey token is Fface up, +3 Cards.
If your Journey token it's Fface down, gain a Silver uonto your deck.
You may turn your jJourney token over for . If you do, +1 aAction.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: silverspawn on January 15, 2021, 05:26:16 pm
(https://i.postimg.cc/3x0z2GDy/Totendorf.png)  (https://i.postimg.cc/Jhwvxhbp/Ku-rbisfeld.png)
Translations:
-------------------------------------
Village of the dead

+1 Card
+1 Action
If u play this card the first time this turn, you may turn your Journey token over (it starts face up).
If your Journey token is facing up: +1$
Otherwise:+1 Action +1 Buy

Heirloom: Pumpkin patch
Cost: 5   Action
-------------------------------------
Pumpkin patch

If your Journey token is facing up: +1$ +1 VP
Turn over your Journey token (it starts face up).

Cost: 4   Treasure Heirloom
-------------------------------------
Unfortunately I haven't been able to playtest this yet, so it may be a bit unbalanced.

Edit: small change in translation, to match the english wording of the original cards

Today I learned what the word Heirloom means.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 15, 2021, 11:51:53 pm
(https://i.postimg.cc/3x0z2GDy/Totendorf.png)  (https://i.postimg.cc/Pq72jr6Z/Ku-rbisfeld-copy.png)
Translations:
-------------------------------------
Village of the dead

+1 Card
+1 Action
If u play this card the first time this turn, you may turn your Journey token over (it starts face up).
If your Journey token is facing up: +1$
Otherwise:+1 Action +1 Buy

Heirloom: Pumpkin patch
Cost: 5   Action
-------------------------------------
Pumpkin patch

If your Journey token is facing up: +1$ +1 VP
Turn over your Journey token (it starts face up).

Cost: 4   Treasure Heirloom
-------------------------------------
Unfortunately I haven't been able to playtest this yet, so it may be a bit unbalanced.

Edit: Small adjustments of the Heirloom (no change in effect)

The proper wording for Village of the Dead in English would be "if this is the first time you've played a Village of the Dead this turn..."
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: scolapasta on January 16, 2021, 01:36:51 am
Entry for the week:

(https://i.imgur.com/3iuARCN.png)

Quote
Fortified Village - Action - Reaction $4

+1 Card
+1 Action
Turn your Journey token over (it starts face up). Then if it's face down, +1 Action. If it's face up, +1 Card.   
-
When another player plays an Attack card, you may reveal this from your hand to turn your Journey token over.

It alternates between being a Village and a Lab, but if you get attacked you get to pick what the next one will be. (or maybe you set up some other powerful Journey token card).

Feedback welcome (and encouraged!).
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: segura on January 16, 2021, 02:55:40 am
(https://cdn.discordapp.com/attachments/685147225470271508/799519809364557824/Migrant_Tribe.png)
Quote
Migrant Tribe ⑤ Action
+1 Card
+1 Action

You may turn over your
Journey token to get
+2 Cards and discard 2 cards.
Then, if your Journey token
is face up, +1 Villager.

It's a Villager Village that can also be Forum if you want it to (This isn't strictly better than Forum because Forum is buy-neutral).
You have all the stuff you want in hand? Then you can stay put and rack up some villagers. If you need the sifting, it'll be a little bit before you can settle down again.

(14 Jan Edit: removed "(it starts face up)".)
While this is indeed not strictly better than Forum, it is nonetheless better than it. A half Villager-Village is far stronger than the on-Buy effect of Forum.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: fika monster on January 16, 2021, 03:25:30 am
changed so on face down you gain a silver unto deck which is mostly bad
(https://i.imgur.com/dtzACbs.png)
Just going to suggest to you some wording changes:
If your Journey token is Fface up, +3 Cards.
If your Journey token it's Fface down, gain a Silver uonto your deck.
You may turn your jJourney token over for . If you do, +1 aAction.

thanks for the formatting suggestions.
(https://i.imgur.com/LHVIhlp.png)
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: silverspawn on January 16, 2021, 04:23:41 am
Imo, cut out the part with the Silver and you have a really good design. (Smithy that can nuke the next smithy for +1 Action). If that's too weak, make the other option +1 card. The silver is awkward.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Aquila on January 16, 2021, 04:56:41 am
A much needed new entry:

Quote
Quay - Action Duration, $4 cost.
You may discard 2 cards to turn your Journey token over. Then, if it's face up, +4 Cards.
At the start of your next turn, if it's face down, +3 Cards.
Tricky to make the optional journey token flip be interesting whilst interacting fine with the official Journey token cards.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: fika monster on January 16, 2021, 07:28:10 am
changed so on face down you gain a silver unto deck which is mostly bad


hows this silverspawn? this is quite nice to look at tbh, not too many words
(https://i.imgur.com/QiKCKM4.png)
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Timinou on January 16, 2021, 10:12:26 am
changed so on face down you gain a silver unto deck which is mostly bad


hows this silverspawn? this is quite nice to look at tbh, not too many words
(https://i.imgur.com/QiKCKM4.png)

I like this. Just a nitpick: “Cards” and “Actions” should be capitalized. 
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: silverspawn on January 16, 2021, 10:37:47 am
I like this. Just a nitpick: “Cards” and “Actions” should be capitalized. 

... and it's missing two periods.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: fika monster on January 16, 2021, 12:32:37 pm
changed so on face down you gain a silver unto deck which is mostly bad



I like this. Just a nitpick: “Cards” and “Actions” should be capitalized.
(https://i.imgur.com/r44OtQU.png)

oh yeah. spelling.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: pubby on January 16, 2021, 01:22:08 pm
(https://i.imgur.com/r44OtQU.png)

oh yeah. spelling.
I'd strongly suggest allowing you to flip the token before you draw, rather than after. The reason being, it's most useful to get +3 Cards, +1 Action at the start of your turn, and then have subsequent plays still give +3 cards. Once you've drawn your deck, the last play of Pilgrim can be to flip the token again, setting up for the next turn.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: silverspawn on January 16, 2021, 01:52:28 pm
I'd strongly suggest allowing you to flip the token before you draw, rather than after. The reason being, it's most useful to get +3 Cards, +1 Action at the start of your turn, and then have subsequent plays still give +3 cards. Once you've drawn your deck, the last play of Pilgrim can be to flip the token again, setting up for the next turn.

I'm not sure if you thought that through. The token starts face up. That means (assuming you flip the order) you start off with a card that is either +3 Cards or +1 Action. This doesn't give anything over Smithy. If you have no villages, neither option lets you salvage your turn. If you want to prepare it for next turn, you have to first sacrifice one for just +1 Action. It is a major nerf.

And it's an even bigger nerf in a second way: if you 'power up' the Pilgrim by going with just the +1 Action, then you have to collect your benefit the next time you play a Pilgrim. You can't save the +1 Action, +3 card play for when you need it.

Conversely, with the order as-is, you start off with +3 Cards, and can take +1 Action whenever you need it, which you then have to pay for by playing your subsequent Pilgrim for +1 Action.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: pubby on January 16, 2021, 02:33:39 pm
I don't consider lacking +1 Action on the first play a "major nerf". But if it's an issue, there's a simple fix, albeit one that buffs Adventures cards: just change "face-up" to "face-down'.

Quote
And it's an even bigger nerf in a second way: if you 'power up' the Pilgrim by going with just the +1 Action, then you have to collect your benefit the next time you play a Pilgrim. You can't save the +1 Action, +3 card play for when you need it.
Sure, you have to collect the benefit immediately, but with the previous version, you have to pay the cost immediately instead. You can use Pilgrim in the middle of your turn, but if you don't have 2 more Pilgrims in hand your turn is essentially dead. With the flipped version, you can delay paying the cost until your deck is already drawn.

In general, it's better to play your strongest draw effects at the beginning of your turn, and your weakest draw effects at the end. This is why I suggested the change. And since +Actions last until the end of your turn, it's not an issue to take +Action at the start of your turn if you can spend it later on.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: silverspawn on January 16, 2021, 03:34:16 pm
The situation where you have 2 more pilgrims (after drawing) seems to be exactly when you want the + 1 Action.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: D782802859 on January 16, 2021, 05:44:57 pm
Removed, ineligible
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 16, 2021, 05:57:12 pm
(https://i.imgur.com/LG3ylGd.png)

The contest is optional turning over of the Journey token. This doesn't qualify.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: MochaMoko on January 16, 2021, 10:33:04 pm
While this is indeed not strictly better than Forum, it is nonetheless better than it. A half Villager-Village is far stronger than the on-Buy effect of Forum.

Point taken. I'm considering making it "+1 Card and discard a card," or maybe some other bonus altogether. Forum is a pretty good card, not just because of it being buy-neutral. Fugitive as a card was too good to be a Kingdom card costing ④ according to Donald X., and this is, well, better than Fugitive on play.

I'm kind of worried that this is kind of a boring card. I gave it "+1 Villager" as a bonus just so it's easier on tracking, not really thinking too much about its power level.

Well, I should think some more about where I want to go with this card.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Carline on January 16, 2021, 11:59:27 pm
(https://uploaddeimagens.com.br/images/003/034/393/full/Janus_%285%29.png?1610680724)

UPDATED TO:

(https://uploaddeimagens.com.br/images/003/034/427/full/Janus_%286%29.png?1610686330)

- When at the start of your turn your token and the token of the player to your right match: If you do nothing, Janus is a Smithy. If you flip the token, Janus is a Village. If you play one as a Village, the second you play could be both, Village+Smithy. The next would be only a Village or only a Smithy again.

- When at the start of your turn tokens don't match: If you do nothing, its a Ruined Library, but there's no reason to do nothing, as you may flip the token over for it be a Village+Smithy. The next you play would be only a Village or only a Smithy.

The combined effect of each two Janus played when the first of them is not played as Smithy, is 2 Villages + Smithy or Village + 2 Smithies. If first is played as Smithy, there's no way to activate both effects in the next playing, so combined effect would be 2 Smithies or Village + Smithy.

The best situation at the start of the turn is when tokens don't match, so you can change the satus of your token at the end of your turn to make tokens match and leave to your opponent the worst situation for them. On the other hand, if you have reasons to believe the player to your right won't play Janus on their turn, it's better for you to make tokens unmatch.

Feedbacks are always welcome!

alion8me showed me at Discord that in fact the combined playing of two Janus was two Lost Cities, which would be too strong. Their comments also made me see that would be more interesting if you don't change token status at end of turn and be a part of playing decision how you would leave the tokens to opponent. So, I updated it again.

UPDATED VERSION:

(https://uploaddeimagens.com.br/images/003/036/418/full/Janus_%2812%29.png?1610860569)

With this version:

- If tokens match: If you do nothing, it's Smithy. If you turn token over it's Village. If you play the first as Village, the second one would be a Lost City and the third only a Village or Smithy.

- If tokens don't match: If you do nothing, it's a Moat, but there's no reason to do nothing, as you may turn the token over to it be a Lost City. Next one played would be only Village or Smithy.

If you want to leave tokens matching to your opponent for their first playing not be Lost City, your last play of it in your turn has to be Lost City or Smithy. If you think the player to your right won't play a Janus, is better for you leave tokens unmatched, playing last one as Village only.

As its condition isn't if it's up or down but the opponent token status, I think it would be interesting how it interacts with cards that cares about up/down face of Journey token.

Feedbacks are always welcome!


(Edited for better wording).
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Fragasnap on January 17, 2021, 09:22:20 am
Village of the Dead
+1 Card, +1 Action. If u play this card the first time this turn, you may turn your Journey token over (it starts face up).
If your Journey token is facing up: +1$
Otherwise:+1 Action +1 Buy
Cost: 5   Action
Heirloom: Pumpkin Patch
$1
If your Journey token is facing up: +1$ +1 VP
Turn over your Journey token (it starts face up).
Cost: 4   Treasure Heirloom
Is it your intention that Pumpkin Patch produces $2 in your first shuffle?  I'm not a fan of such a change to the opening.  Is Pumpkin Patch's instruction "If your Journey token is face up: +$1 and +1VP and turn your token face down" or is it "If your Journey token is face up: +$1 and +1VP" and then either way "turn your Journey token over"?  I recommend maintaining consistency with other Journey token cards where turning the token face up is its stronger effect.

Snake Oil - $4
Treasure - Night
If it's your Buy phase: If your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +$3. If you don't, +$2. If it's your Night phase, you may turn your Journey token over.
You could improve the wording by taking the +2$ out of the conditional, like so (with additional removal of some conditionals):
Quote
+2$
If your Journey token is face down (it starts face up) or it's your Night phase, you may turn it over for +1 Buy, +1$.
(it technically now gives coins and Buys even in the Night phase, but that should not matter.)
Producing $ during the Night phase can technically matter for Wine Merchant, but that's just a fun coincidence.  The change is worth the simplicity (though I often prefer combining identical resource production as Giant does).
Either way, Snake Oil still looks amazingly worse than Fool's Gold.  3 Snake Oils ($12 in 3 Buys) with setup produce +1 Buy and +$7 or otherwise produce +$6 where 3 Fool's Golds ($6 in 3 Buys) always produce +$9.  +Buys are nice, but stop cards are expensive in their own right.

Maudlin Witch
Types: Action, Attack, Reaction
Cost: $4
+$2. You may turn your Journey token over. If it's face down, gain a Copper and each other player gains a Curse.
If your Journey token is face up: When you gain a card, you may reveal this from your hand to trash it.
This ought to take a wording from Watchtower, as its current wording is ambiguous as to whether you are trashing the gained card or the Maudlin Witch.
Code: [Select]
If your Journey token is face up: When you gain a card, you may reveal this from your hand, to trash that card.I'm not all too excited to see more really bad $4-cost Cursers, considering gaining a Copper is nearly as bad and moreover frustrating if a player blocks it with their own Maudlin Witch (which you'll have to commit to gaining a Copper before other players gain, and therefore trash, that Curse).
I might rather the benefit be +$1 so it can gain a Silver.  That would make it worse at blocking Curses and make it marginally less bad when other players do block them.

Quay - Action Duration, $4 cost.
You may discard 2 cards to turn your Journey token over. Then, if it's face up, +4 Cards.
At the start of your next turn, if it's face down, +3 Cards.
I think something ought to be written on this to make it more clear that it stays in play even if your Journey token is face up.  The fact that it stays in play is a somewhat esoteric nerf to an otherwise-superior Smithy at cost.  And that aside this reads so similarly to Ranger being a draw card that uses your Journey token.
I might like it better if you had the option to feed it for each draw, because as is you will likely just set your token one way and then never turn it again.

Pilgrim
Types: Action
Cost: $5
If your Journey token is face up, +3 Cards. You may turn your Journey token over. If you do, +1 Action.
Whatever it is worth, being able to draw cards before you decide to turn your token makes it a lot stronger.  I think the benefit is pretty marginal in engines: If you need to flip your token, you're paying big for it later, so I imagine this will mostly be an expensive Smithy.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Xen3k on January 17, 2021, 11:28:38 am

Snake Oil - $4
Treasure - Night
If it's your Buy phase: If your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +$3. If you don't, +$2. If it's your Night phase, you may turn your Journey token over.
You could improve the wording by taking the +2$ out of the conditional, like so (with additional removal of some conditionals):
Quote
+2$
If your Journey token is face down (it starts face up) or it's your Night phase, you may turn it over for +1 Buy, +1$.
(it technically now gives coins and Buys even in the Night phase, but that should not matter.)
Producing $ during the Night phase can technically matter for Wine Merchant, but that's just a fun coincidence.  The change is worth the simplicity (though I often prefer combining identical resource production as Giant does).
Either way, Snake Oil still looks amazingly worse than Fool's Gold.  3 Snake Oils ($12 in 3 Buys) with setup produce +1 Buy and +$7 or otherwise produce +$6 where 3 Fool's Golds ($6 in 3 Buys) always produce +$9.  +Buys are nice, but stop cards are expensive in their own right.


Thanks for the feedback! I think one way Snake Oil differs from Fools Gold is that you do not necessarily want a bunch of Snake Oils. I agree the reward for setup of just +$1 and +1 Buy is pretty weak, so I was thinking of bumping it up to +$2 and +1 Buy. The concern there would be making it a no brainer first buy to guarantee an upgrade to Gold when you have Snake Oil and two Coppers or their equivalent. Not sure if it would be busted making an additional +$2 instead of +$1, or just really good as a one-of.

Edit: Updated my original entry HERE (http://forum.dominionstrategy.com/index.php?topic=20637.msg860796#msg860796). Changed it to a $5 cost treasure. The concept just seems to function better in this form.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Timinou on January 17, 2021, 11:51:13 am
Maudlin Witch
Types: Action, Attack, Reaction
Cost: $4
+$2. You may turn your Journey token over. If it's face down, gain a Copper and each other player gains a Curse.
If your Journey token is face up: When you gain a card, you may reveal this from your hand to trash it.
This ought to take a wording from Watchtower, as its current wording is ambiguous as to whether you are trashing the gained card or the Maudlin Witch.
Code: [Select]
If your Journey token is face up: When you gain a card, you may reveal this from your hand, to trash that card.I'm not all too excited to see more really bad $4-cost Cursers, considering gaining a Copper is nearly as bad and moreover frustrating if a player blocks it with their own Maudlin Witch (which you'll have to commit to gaining a Copper before other players gain, and therefore trash, that Curse).
I might rather the benefit be +$1 so it can gain a Silver.  That would make it worse at blocking Curses and make it marginally less bad when other players do block them.

Thank you for the feedback, Fragasnap!  I updated the wording in the OP to be similar to Watchtower.

I think you can make a calculated decision about whether or not you want to trigger the self-junking and try to curse other players based on whether or not they have a Maudlin Witch in their deck and whether their Journey tokens are face up or face down.  I did think about whether or not to have the self-junking; my concern was that without it, there isn't much incentive not to try and attack.  I could make it less harsh (e.g. discard a card instead of gain a Copper), but given the theme of the contest, I'm trying to make sure that players have a meaningful decision to make about whether or not to flip their Journey token. 

EDIT:  I thought about it some more, and revised the Reaction to trash another card from your hand.  This makes it more useful as a trasher and makes the Attack more effective unless there's another way to block it in the Kingdom. 
(https://i.imgur.com/pmYsfA2.png)
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Meta on January 17, 2021, 12:03:00 pm
Village of the Dead
+1 Card, +1 Action. If u play this card the first time this turn, you may turn your Journey token over (it starts face up).
If your Journey token is facing up: +1$
Otherwise:+1 Action +1 Buy
Cost: 5   Action
Heirloom: Pumpkin Patch
$1
If your Journey token is facing up: +1$ +1 VP
Turn over your Journey token (it starts face up).
Cost: 4   Treasure Heirloom
Is it your intention that Pumpkin Patch produces $2 in your first shuffle?  I'm not a fan of such a change to the opening.  Is Pumpkin Patch's instruction "If your Journey token is face up: +$1 and +1VP and turn your token face down" or is it "If your Journey token is face up: +$1 and +1VP" and then either way "turn your Journey token over"?  I recommend maintaining consistency with other Journey token cards where turning the token face up is its stronger effect.

Thanks for the feedback, I see what you mean, the problem isn't the Pumpkin batch itself, it's the Village of the dead. I'll change it along with the Pumpkin batch, as the idea is to either facilitate Money or actions/buys, depending on the token. I hadn't considered the change to the opening, that's just a byproduct of this same mistake.

(https://i.postimg.cc/7Y4S9H8X/Totendorfv2.png)      (https://i.postimg.cc/MZVy1c4v/Ku-rbisfeldv2.png)   

Translations:
-------------------------------------
Village of the dead

+1 Card
+1 Action
If this is the first time you've played a Village of the Dead this turn, you may turn your Journey token over (it starts face up).
If your Journey token is facing down: +1$
Otherwise:+1 Action +1 Buy
(actual wording on the card, due to space constraints)
If your Journey token is facing up: +1 Action +1 Buy
Otherwise +1$

Heirloom: Pumpkin patch
Cost: 5   Action
-------------------------------------
Pumpkin patch

Turn over your Journey token (it starts face up).
If your Journey token is facing up: +1$ +1 VP

Cost: 4   Treasure Heirloom
-------------------------------------
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: fika monster on January 17, 2021, 03:08:11 pm

hmmmm

I like this. Just a nitpick: “Cards” and “Actions” should be capitalized.
(https://i.imgur.com/r44OtQU.png)

oh yeah. spelling.
hmmmm. im wondering if this is overpowered with other journey cards on board?

to elaborate: Ranger and giants good effect are activated like this: you turn over the journey token, and if it is then up, you get X good effect

With pilgrim, you get X good effect if the token is up. Then, you may turn it for + 1 action

so say that you got a giant and a pilgrim, and your journey token is up. You play pilgrim, +3 cards because the token is face up. now, turn the token over for +1 action. now, play the giant. you flip the journey token from down to up, and get +5€ and the attack.

All this from two cards.

Ways to fix this: make it so that Pilgrims good effect is activated on down token?
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: silverspawn on January 17, 2021, 03:54:08 pm
I agree that this is an issue. The downside of your fix is that it makes Pilgrim worse. I'd say that's probably not worth it because the card being dead on the first play is too much of a nerf (especially on a card that's already on the weak side).

You can add a 'when you gain this, you may turn your journey token over' to remedy this.  That would add complexity, but it does actually have a neat synergy where you can re-activate pilgrims by buying another. It would also turn it from a weak 5$ to a strong 5$.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: emtzalex on January 17, 2021, 05:19:11 pm
This is my first time submitting, so I appreciate feedback. I am not sure if a split pile meets the requirements but I saw others use it, so I hope it is acceptable.

(https://i.imgur.com/m6Rp9i1m.png)

(https://i.imgur.com/Hi1Zvicm.png)

Homebody
Action
$3
+2 Actions
If your Journey token is face down (it begins face up), +1VP. You may turn your Journey token over.

Wandering Soul
Action
$5
+3 Cards.
If your Journey token is face up (it begins face up), you may set an Action card from your hand aside; if you do, play that Action immediately after resolving this.
You may turn your Journey token over.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 17, 2021, 05:24:41 pm
you may set an Action card from your hand aside; if you do, play that Action immediately after resolving this.

Welcome to the forums. Unless I'm missing something, isn't this effectively the same as +1 Action (barring Diadem)?
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: emtzalex on January 17, 2021, 06:45:55 pm
Unless I'm missing something, isn't this effectively the same as +1 Action (barring Diadem)?

You're right. There were a lot of different versions, so it used to only play certain Actions. Here it is, simplified:

(https://i.imgur.com/xvwnBPrm.png)
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: D782802859 on January 17, 2021, 10:43:48 pm
(https://i.imgur.com/4vbgig9.png)

I could see this at 3 but I'm not sure yet. Thoughts?
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Timinou on January 18, 2021, 12:23:42 am
Yeah, it seems weak for $4. 
If your token is face up, stacking these would be effectively like playing Coppers unless you have other cards in your hand that draw.
Unless you know what you're going to draw in your hand in your future turns, it's hard to make an optimal choice about whether or not to flip your token during Clean-up.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 18, 2021, 12:34:03 am
Maudlin Witch
Types: Action, Attack, Reaction
Cost: $4
+$2. You may turn your Journey token over. If it's face down, gain a Copper and each other player gains a Curse.
If your Journey token is face up: When you gain a card, you may reveal this from your hand to trash it.
This ought to take a wording from Watchtower, as its current wording is ambiguous as to whether you are trashing the gained card or the Maudlin Witch.
Code: [Select]
If your Journey token is face up: When you gain a card, you may reveal this from your hand, to trash that card.I'm not all too excited to see more really bad $4-cost Cursers, considering gaining a Copper is nearly as bad and moreover frustrating if a player blocks it with their own Maudlin Witch (which you'll have to commit to gaining a Copper before other players gain, and therefore trash, that Curse).
I might rather the benefit be +$1 so it can gain a Silver.  That would make it worse at blocking Curses and make it marginally less bad when other players do block them.

Thank you for the feedback, Fragasnap!  I updated the wording in the OP to be similar to Watchtower.

I think you can make a calculated decision about whether or not you want to trigger the self-junking and try to curse other players based on whether or not they have a Maudlin Witch in their deck and whether their Journey tokens are face up or face down.  I did think about whether or not to have the self-junking; my concern was that without it, there isn't much incentive not to try and attack.  I could make it less harsh (e.g. discard a card instead of gain a Copper), but given the theme of the contest, I'm trying to make sure that players have a meaningful decision to make about whether or not to flip their Journey token. 

EDIT:  I thought about it some more, and revised the Reaction to trash another card from your hand.  This makes it more useful as a trasher and makes the Attack more effective unless there's another way to block it in the Kingdom. 
(https://i.imgur.com/pmYsfA2.png)

As worded, you can keep revealing the same Maudlin Witch to trash any number of cards from your hand. Is that intentional? I would assume not. (That also leads to infinite (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) with Fortress + Tomb.)

To fix this, you could word it like "you may reveal a Maudlin Witch from your hand..." in order to cap it at 1 card gained = 1 card trashed.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Timinou on January 18, 2021, 12:59:50 am
I could change it from "reveal this" to "discard this" but that weakens the Reaction. [EDIT: It could also say "set this aside...Return this to your hand at the start of your next turn.]

In any case, I'm not sure how this gives you infinite VP with Fortress and Tomb, unless you have infinite buys/gains?   
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 18, 2021, 01:22:03 am
I could change it from "reveal this" to "discard this" but that weakens the Reaction. [EDIT: It could also say "set this aside...Return this to your hand at the start of your next turn.]

In any case, I'm not sure how this gives you infinite VP with Fortress and Tomb, unless you have infinite buys/gains?   

You gain a Copper. You reveal Maudlin Witch to trash Fortress for +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). You reveal the same Maudlin Witch to trash the same Fortress for +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). You reveal the same Maudlin Witch once again to trash the same Fortress once again for +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png), ad infinitum. There's no rule preventing you from revealing the same Maudlin Witch over and over and over again off the same gain, and that's because there would be no way to prove whether you're revealing the same Maudlin Witch or a different one that's also in your hand. That's why all official Reaction cards either remove themselves from your hand or have effects that don't stack.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Timinou on January 18, 2021, 01:29:54 am
I could change it from "reveal this" to "discard this" but that weakens the Reaction. [EDIT: It could also say "set this aside...Return this to your hand at the start of your next turn.]

In any case, I'm not sure how this gives you infinite VP with Fortress and Tomb, unless you have infinite buys/gains?   

You gain a Copper. You reveal Maudlin Witch to trash Fortress for +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). You reveal the same Maudlin Witch to trash the same Fortress for +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). You reveal the same Maudlin Witch once again to trash the same Fortress once again for +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png), ad infinitum. There's no rule preventing you from revealing the same Maudlin Witch over and over and over again off the same gain. That's why all official Reaction cards either remove themselves from your hand or have effects that don't stack.

Ah OK - I didn't realize that is how reveals work. 

That is indeed problematic, and I'm not sure if the wording you suggested earlier would fix it since you could just reveal the same Maudlin Witch even if it says "reveal a Maudlin Witch".

I did want it to allow you to trash more than one card from your hand with multiple gains, but I don't really see a way around it other than discarding/setting it aside.

EDIT:  I've updated it like so:
(https://i.imgur.com/Zoh73KA.png)
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Aquila on January 18, 2021, 08:16:15 am
Quay - Action Duration, $4 cost.
You may discard 2 cards to turn your Journey token over. Then, if it's face up, +4 Cards.
At the start of your next turn, if it's face down, +3 Cards.
I think something ought to be written on this to make it more clear that it stays in play even if your Journey token is face up.  The fact that it stays in play is a somewhat esoteric nerf to an otherwise-superior Smithy at cost.  And that aside this reads so similarly to Ranger being a draw card that uses your Journey token.
I might like it better if you had the option to feed it for each draw, because as is you will likely just set your token one way and then never turn it again.

The Ranger similarity annoyed me as well, it's just better. Here's a third new entry that I feel takes on a better premise:
Quote
Trade Union - Project, $3 cost.
At the start of your turn, you may turn your Journey token over. When you gain a card, if the token is face down, put it onto your deck, or if face up, Exile a card from your hand.
Choose your mode each turn. Exile rather than trash to be less harsh during greening.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: fika monster on January 18, 2021, 09:22:20 am

hmmmm

I like this. Just a nitpick: “Cards” and “Actions” should be capitalized.
(https://i.imgur.com/r44OtQU.png)

oh yeah. spelling.

I decided to make Pilgrims good effect activate on "face down", but to add silverspawns suggested "when you gain this, you may turn your Journey Token over. I like this suggestion for the obvious reasons, but it also makes Pilgrimage really cool (hey, they have the same word! you could say the pilgrim leads the pilgrimage :D)
(https://i.imgur.com/Kyoa9hy.png)
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: segura on January 18, 2021, 09:31:09 am
Quay - Action Duration, $4 cost.
You may discard 2 cards to turn your Journey token over. Then, if it's face up, +4 Cards.
At the start of your next turn, if it's face down, +3 Cards.
I think something ought to be written on this to make it more clear that it stays in play even if your Journey token is face up.  The fact that it stays in play is a somewhat esoteric nerf to an otherwise-superior Smithy at cost.  And that aside this reads so similarly to Ranger being a draw card that uses your Journey token.
I might like it better if you had the option to feed it for each draw, because as is you will likely just set your token one way and then never turn it again.

The Ranger similarity annoyed me as well, it's just better. Here's a third new entry that I feel takes on a better premise:
Quote
Trade Union - Project, $3 cost.
At the start of your turn, you may turn your Journey token over. When you gain a card, if the token is face down, put it onto your deck, or if face up, Exile a card from your hand.
Choose your mode each turn. Exile rather than trash to be less harsh during greening.
This is better than Cathedral in three ways:
- Exile instead of trash
- later than at the start of your turn
- potentially several cards instead of just one
- you can not merely deactivate it but also get a neat global effect when you do so (that is admittedly bad when you green, but when you have enough draw power you don't need to flip the token but rather Exile the very Province(s) you gained last turn).

This is beyond crazy. Cathedral is at least sometimes, albeit very rarely, bad and makes you think a little bit about it during the start of the game.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: spineflu on January 18, 2021, 03:27:26 pm
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/6005ed5d1666115e2df9a847/6127d6620dc68c48d8d4d0e04918ffe7/image.png)(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/6005ed5d1666115e2df9a847/d33b39ab6457bf48c329870fc64ecbaa/image.png)

Quote
Logging Camp - $3 - Action-Attack (2 Player version)
+1 Buy
Choose one: Turn your Journey token over; or each other player turns their Journey token over.
If your Journey token is face up, +$2 per face up Journey token.

Quote
Logging Camp - $3 - Action-Attack (3+ Player version)
+1 Buy
Choose one: Turn your Journey token over; or each other player turns their Journey token over.
If your Journey token is face up, +$1 per face up Journey token.

two variations of the card, depending on player count (this is on the card itself where the art credit usually is). Does making another player flip their Journey token count as an attack? I think it counts.
Withdrew my earlier entry
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 18, 2021, 06:55:43 pm
24 hour warning!

Here's the list of submissions. Let me know if I'm missing your submission or linking to the wrong version.

Frontier Village (http://forum.dominionstrategy.com/index.php?topic=20637.msg860704#msg860704), by pubby
Astrolabe/Surveyor (http://forum.dominionstrategy.com/index.php?topic=20637.msg860756#msg860756), by faust
Cabal (http://forum.dominionstrategy.com/index.php?topic=20637.msg860762#msg860762), by LibraryAdventurer
Sea Fog (http://forum.dominionstrategy.com/index.php?topic=20637.msg860764#msg860764), by Mahowrath
Trade Union (http://forum.dominionstrategy.com/index.php?topic=20637.msg860768#msg860768), by Aquila
Homestead (http://forum.dominionstrategy.com/index.php?topic=20637.msg860782#msg860782), by Fragasnap
Migrant Tribe (http://forum.dominionstrategy.com/index.php?topic=20637.msg860785#msg860785), by MochaMoko
Curio Merchant/Automaton (http://forum.dominionstrategy.com/index.php?topic=20637.msg860788#msg860788), by Erick648
Janus (http://forum.dominionstrategy.com/index.php?topic=20637.msg860793#msg860793), by Carline
Snake Oil (http://forum.dominionstrategy.com/index.php?topic=20637.msg860796#msg860796), by Xen3k
Maudlin Witch (http://forum.dominionstrategy.com/index.php?topic=20637.msg860821#msg860821), by Timinou
Village of the Dead/Pumpkin Patch (http://forum.dominionstrategy.com/index.php?topic=20637.msg860905#msg860905), by Meta
Fortified Village (http://forum.dominionstrategy.com/index.php?topic=20637.msg860862#msg860862), by scolapasta
Homebody (http://forum.dominionstrategy.com/index.php?topic=20637.msg860915#msg860915)/Wandering Soul (http://forum.dominionstrategy.com/index.php?topic=20637.msg860917#msg860917), by emtzalex
Village Children (http://forum.dominionstrategy.com/index.php?topic=20637.msg860919#msg860919), by D782802859
Pilgrim (http://forum.dominionstrategy.com/index.php?topic=20637.msg860932#msg860932), by fika monster
Logging Camp (http://forum.dominionstrategy.com/index.php?topic=20637.msg860940#msg860940), by spineflu

EDIT: Corrected Meta's submission's link.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Aquila on January 19, 2021, 04:58:05 am
Quay - Action Duration, $4 cost.
...
...
Quote
Trade Union - Project, $3 cost.
At the start of your turn, you may turn your Journey token over. When you gain a card, if the token is face down, put it onto your deck, or if face up, Exile a card from your hand.
Choose your mode each turn. Exile rather than trash to be less harsh during greening.
This is better than Cathedral in three ways:
- Exile instead of trash
- later than at the start of your turn
- potentially several cards instead of just one
- you can not merely deactivate it but also get a neat global effect when you do so (that is admittedly bad when you green, but when you have enough draw power you don't need to flip the token but rather Exile the very Province(s) you gained last turn).

This is beyond crazy. Cathedral is at least sometimes, albeit very rarely, bad and makes you think a little bit about it during the start of the game.
Too true. If I made it cost more, there would probably be less interest in the choice between the two modes, if there even was any. I will change my submission back to Quay, adding 'otherwise 0' to the next turn bonus to be clearer that it always stays out. 3 attempts is quite enough.
Quote
Quay - Action Duration, $4 cost.
You may discard 2 cards to turn your Journey token over. Then, if it's face up, +4 Cards.
At the start of your next turn, if it's face down, +3 Cards, otherwise 0.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: LibraryAdventurer on January 19, 2021, 05:52:28 am
...I will change my submission back to Quay, adding 'otherwise 0' to the next turn bonus to be clearer that it always stays out. 3 attempts is quite enough.
Quote
Quay - Action Duration, $4 cost.
You may discard 2 cards to turn your Journey token over. Then, if it's face up, +4 Cards.
At the start of your next turn, if it's face down, +3 Cards, otherwise 0.
This doesn't work as intended. "Otherwise 0" doesn't mean anything in Dominion rules, so it still wouldn't stay out unless the token is face down. I suggest moving one of the discards, so it's "You may discard a card to turn your journey token over..." and "Otherwise, discard a card". This also gives you more motivation to play another Quay and turn over the token before your turn ends.

Also, do you mean the +4 Cards to be conditional on turning your journey token over? Because if so, you need to say "If you do and if it's face up".
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: silverspawn on January 19, 2021, 07:29:30 am
(https://i.ibb.co/kGpsJ4h/Salesgirl.png) (https://i.ibb.co/rfJpFLh/Spy.png) (https://i.ibb.co/NnmwftD/Assassin.png)

(It's never taken me so long to find good art ughh.)

The cards say 'you may exchange this' rather than the standard 'you may exchange it' to make it super clear that 'this' is the card itself rather than the Silver of Gold.

As with the last Traveler line, the idea is that you have to play the first to activate the later ones. In this case, this is also desirable since the latter two are terminals.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Timinou on January 19, 2021, 09:02:22 am
With Spy, what happens if you reveal three Crowns?
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: silverspawn on January 19, 2021, 09:17:56 am
With Spy, what happens if you reveal three Crowns?

You must take exactly two Crowns. Spy should have said "an Action and a Treasure card", which it does now. You have to take two cards, one of which is an Action and the other is a Treasure, if that's possible.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Something_Smart on January 19, 2021, 02:43:35 pm
(https://i.imgur.com/OTvsrOH.png)
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 19, 2021, 06:58:21 pm
Submissions closed!

Judgement will be soon.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 19, 2021, 07:43:23 pm
Results
This isn't my first time judging, but I'm willing to admit that I did a somewhat half-assed job last time. This time, I put a lot more thought into each individual card, and took my time doing it. I feel like I did a much better job this time as a result. I know this was a very difficult prompt, but I'm very impressed with both the quantity and quality of the submissions this time around. I mocked up any cards that didn't already have mockups. Except for Young Rider; I gave up trying to find decent art for it. I used the exact same wording as the creators did. I also mocked up English versions of Meta's cards, since I can't read German.


Frontier Village
--
pubby
(https://i.imgur.com/KPZOu2Z.png)A Village minus was a surprising take on this contest. Its cost of (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png) allowing you to Improve, Develop, etc. it into a Province later on is clever. It also gives players an interesting dilemma; as a Village variant, it's a card that you naturally want a lot of, but the last one in your hand has to be played as a dead card if you want to be able to keep getting more of them. The cost-changing effect is brilliant. Unfortunately, I feel like it's too easy to get a lot of them with +Buys due to the price, and once the pile runs out it becomes better than a Village because you no longer need the price to be low, leaving you with no reason to not leave your Journey token face down, and it's much, much better with TFB. Plus, just making the last copy dead if and only if you want more of them is a pretty negligible drawback compared to the benefits anyway.



Astrolabe
Surveyor
--
faust
(https://i.imgur.com/ROdRwPd.png) (https://i.imgur.com/rR6HrTh.png)Since Astrolabe is a Treasure card, you can just play any Treasures that you don't want to get discarded by Astrolabe first. This makes Astrolabe too easily make too much money for its "return to your Action phase" effect, IMO. It also has the issue of not checking if it's your Buy phase first; it's unclear what happens if you play it during your Action phase via cards like Black Market and Storyteller. While typing this, I also realized that since it doesn't take an Action to play, it's kind of like a Villa that more than makes up for its lack of +1 Buy by giving a much larger potential amount of money and being able to return you to your Action phase on play instead of on gain. Which is obviously broken, given how strong Villa already is.
Surveyor is also too strong. It obviously has a very strong interaction with Astrolabe, but if you keep your Journey token face up (which is easy since Astrolabe turns it over optionally and face up is the default state), Surveyor is at worst a non-terminal draw to 7 (which is a double Lab if played from a default handsize of 5 cards), and unlike other draw-to-X cards, acts as a cantrip even if you have more than X cards in hand. Like Astrolabe, it would be too powerful even by itself.



Cabal
--
LibraryAdventurer
(https://i.imgur.com/RJfRzIy.png)In a similar vein to pubby's Frontier Village, Cabal is a card that becomes terrible unless you play the last one in your turn as a dead card. Unlike its fellow conditional double Peddler Conspirator, Cabal is a card you want lots of (you don't want too many Conspirators lest they clog up your deck and prevent you from activating them), as that makes it easier to make sure your Journey token is face down at the end of your turn. For this reason, I think Cabal is too strong. Sure, the drawback that you incur if you don't play the last one in your turn as a dead card is nasty, but that doesn't make up for how monolithic it is (and its cousin, Conspirator, is about as far from monolithic as a double Peddler can get). I think the best strategy on any Cabal board would be to spam Cabals and play them as activated Consipirators as long as it isn't the last one in your hand (and then you play that one as the necessary dead card).



Sea Fog
--
Mahowrath
(https://i.ibb.co/2ZY8vvq/Sea-Fog-v0-1-2.png)Being able to block attacks for 2 turns is an interesting concept, but the rest of the card (a now and next-turn Watchtower) is kind of lame TBH. Although I can certainly understand why, since the 2 turn attack blocking effect already take a wall of text to explain. It also somewhat anti-synergizes with itself, as certain attacks (like Militia, for example) actually HELP draw-to-X. It's not bad, but there were more interesting submissions (and ones that have LESS text than Possession).



Homestead
--
Fragasnap
(https://i.imgur.com/vTfTtx2.jpg)A Village that can become an on-demand double Lab + Village, but you have to "waste" (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) in order to get the effect back. Even though that drawback seems similar to that of Wine Merchant on the surface, it's actually very different, and is what Wine Merchant could've been if it was more interesting. With Wine Merchant, you get the super strongness once per copy of Wine Merchant, and just have to pay (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) once to get them all back; with Homestead, however, the ability is shared between all of your Homesteads. This is a genius example of how you can make a card that has a similar premise to an existing card or cards while simultaneously being nothing like that card.



Migrant Tribe
--
MochaMoko
(https://cdn.discordapp.com/attachments/685147225470271508/799519809364557824/Migrant_Tribe.png)A card that is both a Forum that sometimes gives +1 Villager, and a Villager-generating Cantrip that sometimes gives the Forum effect. It's not a bad idea, but there were more interesting submissions, and it's also way too strong for its cost. I actually think Cantrip +1 Villager should cost (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) by itself, and this is strictly better than that. Here's why I think that:
Port is one of the best Villages in the game. Why? Because buying Port increases your Village density twice as fast as buying any other Village (except Border Village, but that costs (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) and probably has better uses). Having a Villager is like having a temporary Village in your deck that you can use at any time. Therefore, a Cantrip +1 Villager would be like increasing your Village density (albeit temporarily) every time it's played, but even better since those Villages can't miss. Plus, most Villages are cards you don't want to get immediately, whereas Cantrip +1 Villager is something you want ASAP, BEFORE you want Villages. Being able to open with Cantrip +1 Villager would very easily lead to degenerate games in which everything might as well be non-terminal. Cantrip +1 Villager also just isn't very interesting, and being sometimes a Forum doesn't change that that much.



Curio Merchant
Automaton
--
Erick648
(https://i.imgur.com/TszaqIF.png) (https://i.imgur.com/uoFogbs.png)I think this is too much of a must buy, at any price. If you get Curio Merchants and your opponent doesn't, the game's already been decided. +Villagers are so much stronger than +Actions that the fact that you have to discard a card doesn't make up for that gap, and as a result, I'd say Automaton is arguably stronger than Champion (other than Champion's Attack immunity, of course), even ignoring the fact that you can start getting Coffers instead once you have enough Villagers.



Janus
--
Carline
(https://uploaddeimagens.com.br/images/003/036/418/full/Janus_%2812%29.png?1610860569)A choose one: Smithy or Village that is sometimes a Lost City. I think this would be too monolithic even without the ability to be a Lost City. Smithy variants and Villages are both cards that every engine wants, and this is both. Sure, there are several cards that are both Smithy variants and sources of +Buy (another pair of things every engine wants), but you usually don't really need a bunch of +Buys; you DO usually want a bunch of both Smithies and Villages, and this is whichever you want whenever you need it. Caring about Journey tokens other than your own is an interesting concept, but the execution needs some refining.



Snake Oil
--
Xen3k
(https://live.staticflickr.com/65535/50846388526_faed4f87d1_b.jpg)Using the Night phase to make it so that you can't reacquire the super-strong bonus and then immediately use it is a clever idea. It's kind of like a non-terminal Wine Merchant that requires to you to pass up specifically getting (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) from playing a Snake Oil rather than just any (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png). Unlike Wine Merchant, however, Snake Oil turns into a Silver instead of disappearing from your deck, and it doesn't have to take all-or-nothing; you can play a Snake Oil as a Silver even if the +1 Buy and additional +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) are prepped. So like Fragasnap's Homestead, Snake Oil is both similar to Wine Merchant and nothing like it.



Maudlin Witch
--
Timinou
(https://i.imgur.com/Zoh73KA.png)Since this junks you just as quickly as it junks your opponents (albeit with less bad junk), the best way to play this is probably to leave your Journey token face up and use it as a trasher until you run out of things to trash, at which point you start using is as a junker. I think this card is somehow both too weak and too strong, at the same time. It's too strong because it's both a junker and a trasher, which means that it can deal out junk and protect you against junk, but it's too weak because it guarantees that there's a way to defend against it. Yes, Young Witch obviously does this as well, but it's harder and less effective to defend against it, because you need two cards rather than just one to be on both the defensive and offensive. Plus, Young Witch's +2 Cards, discard two cards is a better effect than Maudlin Witch's +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png), gain a Copper. Sifting still helps you, whereas +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) gain a Copper hurts you in the long run. I don't think this card works at any price. Like Carline's Janus, it's a decent concept, but the execution needs work.



Village of the Dead
Pumpkin Patch
--
Meta
(https://i.imgur.com/scbLySz.png) (https://i.imgur.com/iD409T1.png)Village of the Dead is a card that is either a Peddler or a Worker's Village, but you have to choose upon playing the first one each turn which one all of them are. I think it would be reasonably balanced even if it was a choose one between +1 Action and +1 Buy or +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png). But of course, if it did that, then it wouldn't need to use the Journey token, and wouldn't qualify for the contest.
Pumpkin is probably too strong for a card that you start with. Sure, Goat is also super-strong for an Heirloom, but it not only doesn't have such a good synergy with the card it comes with, but it also isn't good for the entire game and for every hand it shows up in.
Both of these cards are pretty bland, IMO.



Fortified Village
--
scolapasta
(https://i.imgur.com/3iuARCN.png)A card that alternates between being a Village and a Lab, and can accelerate the pattern upon being attacked. It's probably a little weak in games with no Attacks, but then again, so is Moat. In games with Attacks, however, it's an extremely interesting card. It might make opponents think twice about playing Attacks, but without being overpowering, and it doesn't have the problem of being obvious when to use the Reaction like most official Reaction cards do. Fantastic job on this.



Homebody
Wandering Soul
--
emtzalex
(https://i.imgur.com/m6Rp9i1m.png) (https://i.imgur.com/xvwnBPrm.png)A big problem with non-terminal +(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) is that it can easily lead to infinite games where all players just keep playing Homebodies to get +(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) without ever bringing the game closer to its end. Official cards avoid this problem by either requiring bringing the game closer to its end (such as Bishop and Gardener), being terminal and thus hard to outpace someone who's bying Victory cards, or by being the second half of a pile and thus only being attainable once people have started being able to outpace it (Plunder). Homebody does none of the above.
Wandering Soul is a double Lab when your Journey token is face up. Since turning over your Journey token is optional for both of your cards, Wandering Soul is strictly better than a double Lab, for the same price as a Lab, in Kingdoms without other Journey token cards (and even then, you can keep Wandering Soul super overpowered by simply boycotting the other Journey token cards, which are super rare). In other words, this is way, way, way, way, way too busted.



Village Children
--
D782802859
(https://i.imgur.com/4vbgig9.png)Like Meta's Village of the Dead, Village Children has two effects you can choose between, but you don't get to make that choice for each individual play, only for each turn. However, unlike Village of the Dead, Village Children would be unbalancable if it was a simple choose one (it would be too strong for (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png), but definitely too weak for (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)), and the timing of when it allows you to turn your Journey token over doesn't allow for an informed decision; in fact, it's about as uninformed decision as it could possibly get. That said, I think it would be reasonable to make it so you make the choice of whether to turn over your Journey token on the first Village Children played each turn. That way, you get to make an informed decision, and it doesn't seem too strong that way.



Pilgrim
--
fika monster
(https://i.imgur.com/Kyoa9hy.png)A potential double Lab that starts as a Smithy, and becomes a Ruined Village once after being played as a double Lab. Seems reasonable for (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png). Using an on-gain effect to turn your Journey token over is an interesting fix to avoid being OP with other Journey token cards, even if it was silverspawn's idea. It's decent, but there were more creative entries.



Logging Camp (3+ players)
Logging Camp (2 players)
--
spineflu
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/6005ed5d1666115e2df9a847/6127d6620dc68c48d8d4d0e04918ffe7/image.png) (https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/6005ed5d1666115e2df9a847/d33b39ab6457bf48c329870fc64ecbaa/image.png)I don't think this is balancable at any price. If everybody's playing to maximize their own money gain, then the players who's turns are later are better off; player 1 plays it to turn over opponent's tokens, and gets money for their own token only, player 2 turns their token face up and gets money for their token and player 1's, player 3 does the same and gets money for their token and players 1 and 2's tokens, etc. Caring about other people's tokens is an interesting concept, but this execution needs a lot of tweaking, both to make turn order matter less and to make the 3+ player version scale less with more players (and more importantly, to avoid needing a separate 3+ player version to begin with).



Quay
--
Aquila
(https://i.imgur.com/PV0mDUP.png)The "otherwise, 0" wording is awkward. You could just have a parenthetical that says something like "this stays in play either way." Wording issues aside, by default, this is a Hunting Grounds that stays in play for 2 turns. Switch which side has which effect, and it would be reasonably balanced, but I think that a Hunting Grounds that stays out for 2 turns is already strong enough for (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png).



Salesgirl
Spy
Assassin
--
silverspawn
(https://i.ibb.co/kGpsJ4h/Salesgirl.png) (https://i.ibb.co/rfJpFLh/Spy.png) (https://i.ibb.co/NnmwftD/Assassin.png)I like that unlike the official Travellers, there's actually a reason to want all three of these. Salesgirl makes Spy and Assassin more consistent, and Spy has a higher ceiling of self-benefit than Assassin does. That said, I think this is too swingy. The first player to get an Assassin can fairly easily prevent their opponent from ever getting their own Assassin; upgrading Spy has a condition other than just playing it, which can be prevented by discarding your opponent's Gold or by discarding the Spy itself. Sure, Warrior has the same problem with being able to trash opponent's Warriors, but hitting a single card is a lot harder than your opponent having a specific card in hand. And as long as you have both a Salesgirl and an Assassin in our deck, and don't draw the Salesgirl dead, you can make sure Assassin attacks every time it's played.



Young Rider
--
Something_Smart
(https://i.imgur.com/OTvsrOH.png)A Lab that becomes a one-shot unless the last one in your turn is played as a Copper. Since you can't make an informed decision, I think this is going to be weaker than Experiment most of the time (because Experiment comes with 2 at a time, and is cheaper). Most of the time, the only way you can safely play it as a Lab is if you have another one already in hand. The other entries that used the "the last of these you play this turn has to be bad, or else you get something REALLY bad" concept executed it better, IMO.



These top 3 were very excruciatingly close. One had a brilliant Reaction effect that avoided a common problem with Reaction cards (namely, being an easy non-decision most of the time) in a unique way, and the other two shared a very similar concept that was both a very similar and completely different concept from Wine Merchant's "good effect now, pay it back later" effect. In the end, I decided to give the top two to both of the Wine Merchant-esque cards. And this week's winner just barely eked out a victory by being more balanced and differing from Wine Merchant a bit more. So without further ado:

Runners-up:
Fortified Village by scolapasta (3rd place)
Snake Oil by Xen3k (2nd place)

Winner: Homestead by Fragasnap
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Timinou on January 20, 2021, 12:33:53 am
Congrats, Fragasnap!

Great job with the contest and judging, Gubump!  The theme was pretty neat and it really made people think outside the box. 
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 20, 2021, 12:56:37 am
Congrats, Fragasnap!

Great job with the contest and judging, Gubump!  The theme was pretty neat and it really made people think outside the box.

Thanks! I'm glad you liked the contest.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: fika monster on January 20, 2021, 01:29:57 am
ah dang. Good judging, the winners deserved this one.

one question tho: what does "even if it was silverspawn's idea" mean?
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 20, 2021, 01:34:31 am
ah dang. Good judging, the winners deserved this one.

one question tho: what does "even if it was silverspawn's idea" mean?

Using an on-gain effect to turn your Journey token over so that Pilgrim wouldn't be broken with other Journey token cards was silverspawn's suggestion, wasn't it?

Referencing this:

I agree that this is an issue. The downside of your fix is that it makes Pilgrim worse. I'd say that's probably not worth it because the card being dead on the first play is too much of a nerf (especially on a card that's already on the weak side).

You can add a 'when you gain this, you may turn your journey token over' to remedy this.

Basically, I wanted to give credit for that idea where it was due, since silverspawn was the one who came up with that addition.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: silverspawn on January 20, 2021, 03:39:30 am
The swinginess point is a good one. Thinking of changing the discard to 'card with one type', which would mostly solve that and it's a unique effect.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: faust on January 20, 2021, 05:30:57 am
Astrolabe
Surveyor

--
Since Astrolabe is a Treasure card, you can just play any Treasures that you don't want to get discarded by Astrolabe first. This makes Astrolabe too easily make too much money for its "return to your Action phase" effect, IMO. It also has the issue of not checking if it's your Buy phase first; it's unclear what happens if you play it during your Action phase via cards like Black Market and Storyteller. While typing this, I also realized that since it doesn't take an Action to play, it's kind of like a Villa that more than makes up for its lack of +1 Buy by giving a much larger potential amount of money and being able to return you to your Action phase on play instead of on gain. Which is obviously broken, given how strong Villa already is.
Surveyor is also too strong. It obviously has a very strong interaction with Astrolabe, but if you keep your Journey token face up (which is easy since Astrolabe turns it over optionally and face up is the default state), Surveyor is at worst a non-terminal draw to 7 (which is a double Lab if played from a default handsize of 5 cards), and unlike other draw-to-X cards, acts as a cantrip even if you have more than X cards in hand. Like Astrolabe, it would be too powerful even by itself.
I am left feeling unsatisfied with this judging. I don't see how Astrolabe provides "too much money" when the only Treasures it discards for a benefit are Coppers - it's basically a non-stackable Coppersmith. It can return you to your Action phase which obviously makes it better, but that only works once per turn. I also struggle with the comparison with Villa, Astrolabe is so different from Villa, chiefly because Villa's main strength is that you can buy stuff and then Villa and instantly play whatever you bought. Astrolabe doesn't have that. So it makes little sense to draw an analogy here where Astrolabe is lacking Villa's main strength.

Surveyor doesn't have a very strong interaction with Astrolabe. It has a complicated relationship with Astrolabe. Yes, obviously Surveyor would be too powerful by itself. So would Plunder. So would Fortune. But it's not on its own, it sits at the bottom of a split pile, so that's not an argument against it. Surveyor only ever enters the game when enough Astrolabes were bought, and if you're using Astrolabe to its full potential you cannot use Surveyor to its full potential, and vice versa.

Finally i just want to say that it is kind of insulting to use terms like "obviously broken", thereby implying that the person you are judging is too stupid to see the obvious.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: fika monster on January 20, 2021, 08:35:53 am
ah dang. Good judging, the winners deserved this one.

one question tho: what does "even if it was silverspawn's idea" mean?

Using an on-gain effect to turn your Journey token over so that Pilgrim wouldn't be broken with other Journey token cards was silverspawn's suggestion, wasn't it?

Referencing this:

I agree that this is an issue. The downside of your fix is that it makes Pilgrim worse. I'd say that's probably not worth it because the card being dead on the first play is too much of a nerf (especially on a card that's already on the weak side).

You can add a 'when you gain this, you may turn your journey token over' to remedy this.

Basically, I wanted to give credit for that idea where it was due, since silverspawn was the one who came up with that addition.

ah ok, sorry, i got worried that i had somehow cheated or something. got it.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Timinou on January 20, 2021, 10:37:18 am
Surveyor doesn't have a very strong interaction with Astrolabe. It has a complicated relationship with Astrolabe. Yes, obviously Surveyor would be too powerful by itself. So would Plunder. So would Fortune. But it's not on its own, it sits at the bottom of a split pile, so that's not an argument against it. Surveyor only ever enters the game when enough Astrolabes were bought, and if you're using Astrolabe to its full potential you cannot use Surveyor to its full potential, and vice versa.

There is an interesting dynamic between the two.  While the interaction isn't necessarily very strong, it is still synergistic if you're playing a money strategy; it would be quite nice to be able to keep Surveyor in your hand, play your non-Copper Treasures, then Astrolabe, and then return to your Action phase to play Surveyor and hopefully draw more Treasures. 

For an engine on the other hand, it's probably better in most cases to keep your Journey token face up and use Surveyor for non-terminal draw. Astrolabes will still be useful for the engine player early on, but I would imagine that once they get their hands on Surveyors, the Astrolabes become much less useful.  In addition, Astrolabes don't stack easily, so there is a trade-off in trying to dig out the Astrolabes (although that trade-off becomes less relevant with increasing player count). 

So the split-pile design does balance Surveyor to some extent; however, I think there could still be an argument for it costing more than $5 even if it sits at the bottom of the pile.
           
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 20, 2021, 12:06:57 pm
Astrolabe
Surveyor

--
Since Astrolabe is a Treasure card, you can just play any Treasures that you don't want to get discarded by Astrolabe first. This makes Astrolabe too easily make too much money for its "return to your Action phase" effect, IMO. It also has the issue of not checking if it's your Buy phase first; it's unclear what happens if you play it during your Action phase via cards like Black Market and Storyteller. While typing this, I also realized that since it doesn't take an Action to play, it's kind of like a Villa that more than makes up for its lack of +1 Buy by giving a much larger potential amount of money and being able to return you to your Action phase on play instead of on gain. Which is obviously broken, given how strong Villa already is.
Surveyor is also too strong. It obviously has a very strong interaction with Astrolabe, but if you keep your Journey token face up (which is easy since Astrolabe turns it over optionally and face up is the default state), Surveyor is at worst a non-terminal draw to 7 (which is a double Lab if played from a default handsize of 5 cards), and unlike other draw-to-X cards, acts as a cantrip even if you have more than X cards in hand. Like Astrolabe, it would be too powerful even by itself.

Finally i just want to say that it is kind of insulting to use terms like "obviously broken", thereby implying that the person you are judging is too stupid to see the obvious.

Oh, sorry about that! I definitely didn't intend to do that. I'll keep that in mind. Good points about the differences between Villa and Astrolabe, though. Your comparison to Coppersmith kind of proves that Astrolabe is broken, however. Coppersmith was removed for being uninteresting, not weak. Astrolabe's benefits over Coppersmith (non-terminality, inability to be drawn dead, and being able to return to your Action phase) heavily outweigh the benefits of Coppersmith over Astrolabe, and they cost the same.

 If it's any consolation, balance wasn't the only reason your entry didn't win anyway.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 20, 2021, 12:13:16 pm
Surveyor doesn't have a very strong interaction with Astrolabe. It has a complicated relationship with Astrolabe. Yes, obviously Surveyor would be too powerful by itself. So would Plunder. So would Fortune. But it's not on its own, it sits at the bottom of a split pile, so that's not an argument against it. Surveyor only ever enters the game when enough Astrolabes were bought, and if you're using Astrolabe to its full potential you cannot use Surveyor to its full potential, and vice versa.

There is an interesting dynamic between the two.  While the interaction isn't necessarily very strong, it is still synergistic if you're playing a money strategy; it would be quite nice to be able to keep Surveyor in your hand, play your non-Copper Treasures, then Astrolabe, and then return to your Action phase to play Surveyor and hopefully draw more Treasures. 

For an engine on the other hand, it's probably better in most cases to keep your Journey token face up and use Surveyor for non-terminal draw. Astrolabes will still be useful for the engine player early on, but I would imagine that once they get their hands on Surveyors, the Astrolabes become much less useful.  In addition, Astrolabes don't stack easily, so there is a trade-off in trying to dig out the Astrolabes (although that trade-off becomes less relevant with increasing player count). 

So the split-pile design does balance Surveyor to some extent; however, I think there could still be an argument for it costing more than $5 even if it sits at the bottom of the pile.
         

Astrolabe also gives you the +1 Action you'd need to make Surveyor non-terminal. Of course, this and the "very strong interaction" apply to every draw-to-X.  That particular comment of mine wasn't supposed to be a strike against the pile being balanced.
I also forgot to mention that draw-to-X makes it fairly easy to redraw the cards that Astrolabe discarded, which is yet another advantage it has over Coppersmith.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Fragasnap on January 20, 2021, 12:30:22 pm
Surveyor doesn't have a very strong interaction with Astrolabe. It has a complicated relationship with Astrolabe. Yes, obviously Surveyor would be too powerful by itself. So would Plunder. So would Fortune. But it's not on its own, it sits at the bottom of a split pile, so that's not an argument against it. Surveyor only ever enters the game when enough Astrolabes were bought, and if you're using Astrolabe to its full potential you cannot use Surveyor to its full potential, and vice versa.
It seems to me that Astrolabe as a Splitter+Coppersmith into Surveyor to refill your hand into a second Astrolabe as a Coppersmith that sets up next turn looks pretty strong in a monolithic fashion.  Playing a third Astrolabe to return to your Action phase a second time seems bad, but you're already getting at least 1 Province from a hand of "Silvers" refilled to 6 which can have the same "Silvers" in it again.
Something that generally keeps most draw-to-X cards in check is that they don't come with baked-in productive hand reduction.  Minion is a top tier $5-cost card for doing that in a fashion arguably weaker than Astrolabe/Surveyor.

I think [Curio Merchant] is too much of a must buy, at any price. If you get Curio Merchants and your opponent doesn't, the game's already been decided. +Villagers are so much stronger than +Actions that the fact that you have to discard a card doesn't make up for that gap, and as a result, I'd say Automaton is arguably stronger than Champion (other than Champion's Attack immunity, of course), even ignoring the fact that you can start getting Coffers instead once you have enough Villagers.
I agree that Curio Merchant's +3 Cards and +1 Buy is such a strong effect that the Artifact is a shocking addition.  I disagree that Automaton is so comparable to Champion, as discarding a card for a Villager is an appreciable cost when you will so regularly spend that Villager immediately.  Automaton attached to a simple Smithy could be given a balanced cost, I think.  I might want Curio Merchant to check the token before flipping it to make acquiring the Automaton a little harder.

[The way Reactions work] is indeed problematic, and I'm not sure if the wording you suggested earlier would fix it since you could just reveal the same Maudlin Witch even if it says "reveal a Maudlin Witch".

I did want it to allow you to trash more than one card from your hand with multiple gains, but I don't really see a way around it other than discarding/setting it aside.
Maudlin Witch is my favorite entry for its potential, even if its implementation could use work.  I'd recommend changing its Reaction to
Code: [Select]
If your Journey token is face up: When you gain a card, you may reveal this from a hand of at least 5 cards to trash a non-Action from your hand. This deflates its trashing function (unless you're massively increasing your hand size) and makes its Attack more effective (as those "blocking" it will sometimes lose a Copper).  I stand by wanting its Attack to gain a Silver, though.  Silver is junk slightly less often than Copper is junk.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: silverspawn on January 20, 2021, 12:40:28 pm
I don't know why Coppersmith was removed, but it was very weak, so being much stronger than Coppersmith doesn't mean much.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Gubump on January 20, 2021, 12:46:25 pm
I don't know why Coppersmith was removed, but it was very weak, so being much stronger than Coppersmith doesn't mean much.

You're right, I thought Coppersmith was just removed for being boring, but I just looked it up in the wiki and it in fact was removed for being too often a dud. Fragasnap's argument is a much better argument for the split pile being OP.
Title: Re: Weekly Design Contest #101: You may turn your Journey token over
Post by: Timinou on January 20, 2021, 01:38:16 pm
[The way Reactions work] is indeed problematic, and I'm not sure if the wording you suggested earlier would fix it since you could just reveal the same Maudlin Witch even if it says "reveal a Maudlin Witch".

I did want it to allow you to trash more than one card from your hand with multiple gains, but I don't really see a way around it other than discarding/setting it aside.
Maudlin Witch is my favorite entry for its potential, even if its implementation could use work.  I'd recommend changing its Reaction to
Code: [Select]
If your Journey token is face up: When you gain a card, you may reveal this from a hand of at least 5 cards to trash a non-Action from your hand. This deflates its trashing function (unless you're massively increasing your hand size) and makes its Attack more effective (as those "blocking" it will sometimes lose a Copper).  I stand by wanting its Attack to gain a Silver, though.  Silver is junk slightly less often than Copper is junk.

Thanks for the feedback!  I might post a new version of Maudlin Witch here.  My initial design was actually just a choice between two mediocre attacks, but I realized it was essentially the same as a "Choose one:..." and wouldn't qualify; so then I changed to be either an Action-Attack or an Action-Reaction based on the Journey token.  Ideally, for this type of card I would like the decisions on whether or not to flip the token to be meaningful both in the early game and late game.  I like the idea of strengthening the attack part (at least with respect to being less self-junking); I don't know if I would need to necessarily weaken the Reaction, because if it's too weak then there isn't much incentive to flip over the token.