(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!
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.
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
yall mind if I split out contest 101 to its own thread?I saw that you did most of the latest work on the hall of fame, so I nominated you ;D
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
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.
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.
Surveyor - $5
Action
Draw until you have 6 cards in hand.
If your Journey token is face up, +1 Card, +1 Action.
(https://i.imgur.com/KPZOu2Z.png)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.
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!
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'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.
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.
QuoteCabal
$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.
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.
Cheers for the mechanic idea, this will be going into my fancard set regardless:Welcome to the Forums!
(https://ibb.co/hY1XBBs) (link: https://ibb.co/hY1XBBs)QuoteSea 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.
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.
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.
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.
QuoteAmbition - Event, $4 cost.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.
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.
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?
Cheers for the mechanic idea, this will be going into my fancard set regardless:
(https://ibb.co/hY1XBBs) (link: https://ibb.co/hY1XBBs)QuoteSea 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.
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.
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 ].
HomesteadHomestead 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.
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.
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.
(https://cdn.discordapp.com/attachments/768179599841820702/799413359694446682/Migrant_Tribe_1.png)QuoteMigrant 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?
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.
Surveyor - $5Surveyor 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.
Action
Draw until you have 6 cards in hand.
If your Journey token is face up, +1 Card, +1 Action.
QuoteCabal
$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.
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.
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.
QuoteCabal
$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.
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.
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)
(https://live.staticflickr.com/65535/50836271633_cedc58b8f7_b.jpg)QuoteSnake - 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.
If it's your Buy phase:I misread it at first and was very confused.
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,...
Like this?(https://live.staticflickr.com/65535/50836271633_cedc58b8f7_b.jpg)QuoteSnake - 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?(https://live.staticflickr.com/65535/50836271633_cedc58b8f7_b.jpg)QuoteSnake - 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.
"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.
(https://uploaddeimagens.com.br/images/003/034/393/full/Janus_%285%29.png?1610680724)
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.QuoteSnake - 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.
Like this?(https://live.staticflickr.com/65535/50836271633_cedc58b8f7_b.jpg)QuoteSnake - 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.
"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.
(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.
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.QuoteSnake - 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.
(https://uploaddeimagens.com.br/images/003/034/393/full/Janus_%285%29.png?1610680724)
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).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.QuoteSnake - 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 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.
(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?
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).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.QuoteSnake - 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 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.
(https://live.staticflickr.com/65535/50836332878_ae8d788e34_b.jpg)QuoteSnake 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.
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.
(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.
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.QuoteSurveyor - $5Surveyor looks like a good card on its own, but from what I'm reading, it actually sounds kind of underwhelming when used with Astrolabe. 'Cause if you return to the Action phase with Astrolabe, it's now only a Watchtower instead of an awesome non-terminal Dt7. I'm sure that's what you intended, but it just feels a little sad that this card is buried under a bunch of Astrolabes. Though since Astrolabe is a Village, it'll probably be alright still. I can play one before I play an Astrolabe, have another one in my hand, Astrolabe back to my Action phase, and draw to 6 with an Action left, I guess. That's not too bad.
Action
Draw until you have 6 cards in hand.
If your Journey token is face up, +1 Card, +1 Action.
I think Astrolabe would still be a fine card if it were a pile of 10 cards. (Yeah, it would love to work with DtX, but it's still a Village, or a half-Village, sort of.) Though maybe that isn't so appealing, specifically because people will be able to activate Astrolabe more than once a turn.
You could improve the wording by taking the +2$ out of the conditional, like so (with additional removal of some conditionals):(https://live.staticflickr.com/65535/50836332878_ae8d788e34_b.jpg)QuoteSnake 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, +$2. If it's your Night phase, you may turn your Journey token over.
Just realized: Since its Buy phase effect always gives at least +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png), you could shorten this by rewording it as:QuoteIf it's your Buy phase, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) and if your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png). If it's your Night phase, you may turn your Journey token over.You could also drop the "you may" from the Night phase effect, since you could just not bother playing it if you don't want to turn your Journey token over (since the Night phase effect does nothing but flip your Journey token), and it would still qualify because of the Buy phase effect.
+2$(it technically now gives coins and Buys even in the Night phase, but that should not matter.)
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$.
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 $4.
This is not finished yet, but im pretty happy with this.I don't see how this is "too strong". Without support, it is a worse Necropolis that can occasionally be a cantrip instead. It is also way too wordy. A streamlined version might look like this:
(https://i.imgur.com/eaJyZ0c.png)
Its too strong, but im not sure where to nerf it. ( the +2 actions used to be +3 actions, which was kinda nuts)
Play up to 2 non-Pilgrim cards from your hand. If your Journey token is face down, +1 Action per card you did not play.
You may turn your Journey token over, to draw a card per Action you have. If you did, set your Actions to 1.
This is not finished yet, but im pretty happy with this.
(https://i.imgur.com/eaJyZ0c.png)
Its too strong, but im not sure where to nerf it. ( the +2 actions used to be +3 actions, which was kinda nuts)
(https://i.imgur.com/pwnNZZ4.png)
This is missing a "from your hand" for the Reaction part.
This is not finished yet, but im pretty happy with this.
(https://i.imgur.com/eaJyZ0c.png)
Its too strong, but im not sure where to nerf it. ( the +2 actions used to be +3 actions, which was kinda nuts)
alternative version (https://i.imgur.com/tYqPNRQ.png)
changed so on face down you gain a silver unto deck which is mostly badJust going to suggest to you some wording changes:
(https://i.imgur.com/dtzACbs.png)
(https://i.postimg.cc/3x0z2GDy/Totendorf.png) (https://i.postimg.cc/Jhwvxhbp/Ku-rbisfeld.png)
Translations:
-------------------------------------
Village of the dead
+1 Card
+1 Action
If u play this card the first time this turn, you may turn your Journey token over (it starts face up).
If your Journey token is facing up: +1$
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
(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)
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.
(https://cdn.discordapp.com/attachments/685147225470271508/799519809364557824/Migrant_Tribe.png)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.QuoteMigrant 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)".)
changed so on face down you gain a silver unto deck which is mostly badJust going to suggest to you some wording changes:
(https://i.imgur.com/dtzACbs.png)
If your Journey token isFface up, +3 Cards.
Ifyour Journey tokenit'sFface down, gain a Silveruonto your deck.
You may turn yourjJourney token over for. If you do,+1aAction.
Quay - Action Duration, $4 cost.Tricky to make the optional journey token flip be interesting whilst interacting fine with the official Journey token cards.
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.
hows this silverspawn? this is quite nice to look at tbh, not too many wordschanged 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 wordschanged so on face down you gain a silver unto deck which is mostly bad
(https://i.imgur.com/QiKCKM4.png)
I like this. Just a nitpick: “Cards” and “Actions” should be capitalized.
(https://i.imgur.com/r44OtQU.png)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)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.
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.
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.
(https://i.imgur.com/LG3ylGd.png)
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.
(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!
Village of the DeadIs 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: +$1 and +1VP" and then either way "turn your Journey token over"? I recommend maintaining consistency with other Journey token cards where turning the token face up is its stronger effect.
+1 Card, +1 Action. If u play this card the first time this turn, you may turn your Journey token over (it starts face up).
If your Journey token is facing up: +1$
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
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).Snake Oil - $4You could improve the wording by taking the +2$ out of the conditional, like so (with additional removal of some conditionals):
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, +$2. If it's your Night phase, you may turn your Journey token over.Quote+2$(it technically now gives coins and Buys even in the Night phase, but that should not matter.)
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$.
Maudlin WitchThis 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.
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.
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).Quay - Action Duration, $4 cost.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.
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.
PilgrimWhatever 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.
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.
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).Snake Oil - $4You could improve the wording by taking the +2$ out of the conditional, like so (with additional removal of some conditionals):
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, +$2. If it's your Night phase, you may turn your Journey token over.Quote+2$(it technically now gives coins and Buys even in the Night phase, but that should not matter.)
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$.
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 WitchThis 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.
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.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.
Village of the DeadIs 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: +$1 and +1VP" and then either way "turn your Journey token over"? I recommend maintaining consistency with other Journey token cards where turning the token face up is its stronger effect.
+1 Card, +1 Action. If u play this card the first time this turn, you may turn your Journey token over (it starts face up).
If your Journey token is facing up: +1$
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
hmmmm. im wondering if this is overpowered with other journey cards on board?(https://i.imgur.com/r44OtQU.png)
hmmmm
I like this. Just a nitpick: “Cards” and “Actions” should be capitalized.
oh yeah. spelling.
you may set an Action card from your hand aside; if you do, play that Action immediately after resolving this.
Unless I'm missing something, isn't this effectively the same as +1 Action (barring Diadem)?
Maudlin WitchThis 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.
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.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)
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?
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.
Quay - Action Duration, $4 cost.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.
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 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.
Trade Union - Project, $3 cost.Choose your mode each turn. Exile rather than trash to be less harsh during greening.
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.
(https://i.imgur.com/r44OtQU.png)
hmmmm
I like this. Just a nitpick: “Cards” and “Actions” should be capitalized.
oh yeah. spelling.
This is better than Cathedral in three ways:Quay - Action Duration, $4 cost.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.
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 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:QuoteTrade Union - Project, $3 cost.Choose your mode each turn. Exile rather than trash to be less harsh during greening.
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.
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.
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.
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.This is better than Cathedral in three ways:Quay - Action Duration, $4 cost....
...QuoteTrade Union - Project, $3 cost.Choose your mode each turn. Exile rather than trash to be less harsh during greening.
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.
- 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.
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.
...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.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.QuoteQuay - 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.
With Spy, what happens if you reveal three Crowns?
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. |
Congrats, Fragasnap!
Great job with the contest and judging, Gubump! The theme was pretty neat and it really made people think outside the box.
ah dang. Good judging, the winners deserved this one.
one question tho: what does "even if it was silverspawn's idea" mean?
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.
AstrolabeI 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
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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.
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.
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.
Astrolabe
Surveyor
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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.
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.
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.
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".Maudlin Witch is my favorite entry for its potential, even if its implementation could use work. I'd recommend changing its Reaction to
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.
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.
I don't know why Coppersmith was removed, but it was very weak, so being much stronger than Coppersmith doesn't mean much.
[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".Maudlin Witch is my favorite entry for its potential, even if its implementation could use work. I'd recommend changing its Reaction to
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.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.