I think the idea is cool, but maybe make it one of them rather than two? Having to fit to fairly restrictive mechanics on one card could lead to pretty artificial designs.
I think the idea is cool, but maybe make it one of them rather than two? Having to fit to fairly restrictive mechanics on one card could lead to pretty artificial designs.
I think that's the whole point. You need to figure out meaningful interactions between 2 supposedly distinct ideas and create an interesting card that is not trivial or artificial. If I can find time ti sit down and look at them, I'll be up for the challenge. Some will be easier to pair up than others.
(https://i.imgur.com/ln3c9Rhh.png) | Quote from: Northwest Passage NORTHWEST PASSAGE (http://wiki.dominionstrategy.com/images/thumb/1/17/Debt6.png/18px-Debt6.png) |
(https://i.imgur.com/bQbLpTjh.png) | Quote from: Lauds Lauds -- $2 |
Hi all,
I started out by trying to decide whether to come up with a new mechanic or borrow one from the Atlas (http://forum.dominionstrategy.com/index.php?topic=20533.0), but the problem was:
• if I came up with a new one, I'd need some good sample cards, and I don't have the time right now
• if I borrowed one, I'd want to pick something that excited me, which would make me want to compete!
But then I realized this is week #10 and I remembered a post (http://forum.dominionstrategy.com/index.php?topic=20616.msg864484#msg864484) that emtzalex a while back, and there was the solution to my dilemma:
WELCOME TO THE SEASON 1 FINALE EXTRAVAGANZA!!
We've had 9 contests so far, so my proposal is to follow emtzalex's suggestion for every 10th week. (we'll at least do it this week!)
Rules:
Rules for the week are simple: Design a card or card shaped thing (or a set thereof) that uses 2 or more of the fan card mechanics from the "season" i.e. weeks 1-9. Links to each of these past contests can be found at the Hall of Fame post (http://forum.dominionstrategy.com/index.php?topic=20768).
Judgement:
My general criteria continues to be: Is this a card I wish I had designed? So I will look towards it being interesting and fun, foremost, and at least somewhat thematic. While balance is also important, if it's a card that has some imbalance but potential to be fixed, it won't lose many points. I also do tend to lean towards "simpler is better", knowing that is sometimes in conflict with "interesting and fun".
The only thing I can see as disqualifying is not using at least 2 of the above mechanics. Both (or all) mechanics don't have to be on the same card if you design a multiple card design, but I will evaluate the design on how well the combined mechanics fit together, mechanically and/or thematically. So don't, for example, design a traveler line just so you can mash up all 9 mechanics into your design - it should "make sense" why you chose the mechanics you did.
Submission Deadline:
Entries and revisions must be submitted by 12:01 Forum Time (16:01 UTC) on Wednesday, May 18. Some time around then, I'll make the outline post showing all the latest versions of the entries I've seen, so you can confirm I haven't missed any.
I think the idea is cool, but maybe make it one of them rather than two? Having to fit to fairly restrictive mechanics on one card could lead to pretty artificial designs.
I'm not exactly sure what you mean by "one of them rather than two". Isn't that what the previous contests each were?
The effect upon completion (fully advanced, a player cube on each space), is provided to all players and on every turn from the point of completion onwards, and is given by the main text above the line. The only distinction between players is provided by any bolded text that has slashes dividing the bonus. All players tied for first, the most cubes placed on the Wonder, get the first number, all players tied for second the second, etc., with no skipping of places in case of a tie. A player who places no cube gets no bonus, you can think of a Wonder as a delayed Project with an alternate cost as the buy-in. There is a front/backside to each card, with a two player and a three+ player variant of the Wonder.
...
Rules for the week are simple: Design a card or card shaped thing (or a set thereof) that uses 2 or more of the fan card mechanics from the "season" i.e. weeks 1-9. Links to each of these past contests can be found at the Hall of Fame post (http://forum.dominionstrategy.com/index.php?topic=20768).
...
Do both mechanisms have to be used with the same card, or can it be a split pile or involving non-supply cards?
Also, if it wasn't clear by "sets thereof" I meant you you could design, for example, a split pile where the top card uses one mechanic and the bottom a different mechanic. (as long as it makes sense design wise and isn't "forced")
Mission • $4 • Action
If it is A Time To Preach, +1 Worshipper. If it is A Time To Build, +2 Villagers.
Turn over A Time To Preach/A Time To Build.
A Time To Preach • Conditionand on the other side:
At the start of your turn, you may spend a Trade Token for +1 Coffers.
(A Time to Build is on the other side)
A Time To Build • Condition
When you buy a card costing $3 or more, gain a Trade Token.
(A Time to Preach is on the other side)
Swords to Plowshares
Dawn - Conditional
$3
Flip Wartime/Peacetime, then if it's Wartime, +1 Action when you play an Attack card this turn. Otherwise, when you buy a card this turn, +1 VP
-
Setup: In games using this, add an extra pile with the Attack type
Peacetime
Condition
(Wartime is on the opposite side)
Wartime
Condition
(Peacetime is on the opposite side.)
(This side starts face-up.)
Relief Aid - Action Attack, $4 cost.
+1 Worshipper
If it's disaster, each other player gains a Curse. If it's Aftermath, + $3.
Disaster - Condition
When you trash a Curse, flip this over.
(This side starts face up.)
Aftermath - ConditionWorshippers seem more justified when junk enters the deck mid game; yet trashing + junk attack = centralising card. Maybe this is centralising even though the attack can be turned off.
When you trash a Copper, flip this over.
(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/609cbdfa915b93849d1eaed9/859a8d263d1490bb64fca10bdeb835f1/Relief_Aid_(1).png) (https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/609cbdfa915b93849d1eaed9/ac692b08c78108996700be12591d76aa/Disaster.png)(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/609cbdfa915b93849d1eaed9/70a6decf020d95bab0d13187d4e583ca/Aftermath.png)QuoteRelief Aid - Action Attack, $4 cost.
+1 Worshipper
If it's disaster, each other player gains a Curse. If it's Aftermath, + $3.QuoteDisaster - Condition
When you trash a Curse, flip this over.
(This side starts face up.)QuoteAftermath - ConditionWorshippers seem more justified when junk enters the deck mid game; yet trashing + junk attack = centralising card. Maybe this is centralising even though the attack can be turned off.
When you trash a Copper, flip this over.
Looks like my conditions are a bit too yellow as well.
(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/609cbdfa915b93849d1eaed9/859a8d263d1490bb64fca10bdeb835f1/Relief_Aid_(1).png) (https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/609cbdfa915b93849d1eaed9/ac692b08c78108996700be12591d76aa/Disaster.png)(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/609cbdfa915b93849d1eaed9/70a6decf020d95bab0d13187d4e583ca/Aftermath.png)QuoteRelief Aid - Action Attack, $4 cost.
+1 Worshipper
If it's disaster, each other player gains a Curse. If it's Aftermath, + $3.QuoteDisaster - Condition
When you trash a Curse, flip this over.
(This side starts face up.)QuoteAftermath - ConditionWorshippers seem more justified when junk enters the deck mid game; yet trashing + junk attack = centralising card. Maybe this is centralising even though the attack can be turned off.
When you trash a Copper, flip this over.
Looks like my conditions are a bit too yellow as well.
(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/609cbdfa915b93849d1eaed9/859a8d263d1490bb64fca10bdeb835f1/Relief_Aid_(1).png) (https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/609cbdfa915b93849d1eaed9/ac692b08c78108996700be12591d76aa/Disaster.png)(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/609cbdfa915b93849d1eaed9/70a6decf020d95bab0d13187d4e583ca/Aftermath.png)QuoteRelief Aid - Action Attack, $4 cost.
+1 Worshipper
If it's disaster, each other player gains a Curse. If it's Aftermath, + $3.QuoteDisaster - Condition
When you trash a Curse, flip this over.
(This side starts face up.)QuoteAftermath - ConditionWorshippers seem more justified when junk enters the deck mid game; yet trashing + junk attack = centralising card. Maybe this is centralising even though the attack can be turned off.
When you trash a Copper, flip this over.
Looks like my conditions are a bit too yellow as well.
Just a rules question for Disaster/Aftermath: If I trash both a Copper and a Curse simultaneously (e.g. with Chapel, Forge, etc), does Disaster/Aftermath get flipped twice? Do players choose the order in which the cards are trashed?
Night Traders - $4
Dawn - Action - Night
If it is your Dawn phase, you may pay 1 Trade for +3 Cards.
If it is your Action phase, +$2, +1 Buy, and +1 Trade.
If it is your Night phase and you have at least 1 Buy, you may place this on top of your deck.
QuoteRelief Aid - Action Attack, $4 cost.
+1 Worshipper
If it's disaster, each other player gains a Curse. If it's Aftermath, + $3.QuoteDisaster - Condition
When you trash a Curse, flip this over.
(This side starts face up.)QuoteAftermath - ConditionWorshippers seem more justified when junk enters the deck mid game; yet trashing + junk attack = centralising card. Maybe this is centralising even though the attack can be turned off.
When you trash a Copper, flip this over.
Looks like my conditions are a bit too yellow as well.
Just a rules question for Disaster/Aftermath: If I trash both a Copper and a Curse simultaneously (e.g. with Chapel, Forge, etc), does Disaster/Aftermath get flipped twice? Do players choose the order in which the cards are trashed?
I'm pretty sure that falls under the general rule that if two or more things happen at the same time you get to choose what order they occur. So, you'd get to choose what order to trash them. I don't believe there's any official cards where the order you trash cards would matter, so that's an interesting twist on this card. So, if it's on Disaster and you trash a Curse and a Copper, you can choose two orders:
1. Trash the Copper (Condition stays the same)
2. Trash the Curse (Flip it over to Aftermath)
or
1. Trash the Curse (Flips over to Aftermath)
2. Trash the Copper (Flips over to Disaster)
(https://live.staticflickr.com/65535/51178571192_3e7b71a4a0_b.jpg)QuoteNight Traders - $4
Action - Dawn - Night
If it is your Dawn phase, you may pay 1 Trade for +3 Cards.
If it is your Action phase, +$2, +1 Buy, and +1 Trade.
If it is your Night phase and you have at least 1 Buy, you may place this on top of your deck.
Uses unlimited Dawn cards per turn. A combination of Woodcutter and Den of Sin. The Night mode allows you to set up for the following Dawn, but requires you to have a spare Buy remaining. Feedback is appreciated.
QuoteRelief Aid - Action Attack, $4 cost.
+1 Worshipper
If it's disaster, each other player gains a Curse. If it's Aftermath, + $3.QuoteDisaster - Condition
When you trash a Curse, flip this over.
(This side starts face up.)QuoteAftermath - ConditionWorshippers seem more justified when junk enters the deck mid game; yet trashing + junk attack = centralising card. Maybe this is centralising even though the attack can be turned off.
When you trash a Copper, flip this over.
Looks like my conditions are a bit too yellow as well.
Just a rules question for Disaster/Aftermath: If I trash both a Copper and a Curse simultaneously (e.g. with Chapel, Forge, etc), does Disaster/Aftermath get flipped twice? Do players choose the order in which the cards are trashed?
I'm pretty sure that falls under the general rule that if two or more things happen at the same time you get to choose what order they occur. So, you'd get to choose what order to trash them. I don't believe there's any official cards where the order you trash cards would matter, so that's an interesting twist on this card. So, if it's on Disaster and you trash a Curse and a Copper, you can choose two orders:
1. Trash the Copper (Condition stays the same)
2. Trash the Curse (Flip it over to Aftermath)
or
1. Trash the Curse (Flips over to Aftermath)
2. Trash the Copper (Flips over to Disaster)
I agree with mxdata, and the official rules support their position. Per the rulebook for Dark Ages (https://www.riograndegames.com/wp-content/uploads/2013/02/Dominion-Dark-Ages-Rules.pdf) (the trashingest expansion): "When two or more cards are trashed at the same time, such as due to Count, first trash them all, then pick an order to resolve things that happen due to trashing them." (Dark Ages Rulebook, p. 5).
(https://live.staticflickr.com/65535/51178571192_3e7b71a4a0_b.jpg)QuoteNight Traders - $4
Action - Dawn - Night
If it is your Dawn phase, you may pay 1 Trade for +3 Cards.
If it is your Action phase, +$2, +1 Buy, and +1 Trade.
If it is your Night phase and you have at least 1 Buy, you may place this on top of your deck.
Uses unlimited Dawn cards per turn. A combination of Woodcutter and Den of Sin. The Night mode allows you to set up for the following Dawn, but requires you to have a spare Buy remaining. Feedback is appreciated.
Wouldn't the order Dawn - Action - Night make more sense? The Dawn phase comes before the Action phase, so shouldn't it be listed first? Same reason you have Action - Treasure and Action - Night rather than Treasure - Action or Night - Action
(https://live.staticflickr.com/65535/51178571192_3e7b71a4a0_b.jpg)QuoteNight Traders - $4
Action - Dawn - Night
If it is your Dawn phase, you may pay 1 Trade for +3 Cards.
If it is your Action phase, +$2, +1 Buy, and +1 Trade.
If it is your Night phase and you have at least 1 Buy, you may place this on top of your deck.
Uses unlimited Dawn cards per turn. A combination of Woodcutter and Den of Sin. The Night mode allows you to set up for the following Dawn, but requires you to have a spare Buy remaining. Feedback is appreciated.
Wouldn't the order Dawn - Action - Night make more sense? The Dawn phase comes before the Action phase, so shouldn't it be listed first? Same reason you have Action - Treasure and Action - Night rather than Treasure - Action or Night - Action
I mainly went off of the order used in the original competition (http://forum.dominionstrategy.com/index.php?topic=20616.msg863785#msg863785) where most used Action - Dawn, but really I can see your argument for Dawn - Action being valid as well. I personally think of it as Action being more relevant as a type than either Dawn or Night, and that is the main deciding factor for order, but I will defer to the brainchild of the mechanic.
Fair Tide - $5
Dawn - Subdeck
+2 Cards
Keeping it simple:
(https://i.imgur.com/lFSlZB1.png)QuoteFair Tide - $6
Dawn - Subdeck
+2 Cards
Laboratory (Sea's gift) that bottom-decks from gain/play; effectively top-decking with the shuffle. However, as a Dawn card, it can't be conventionally drawn into and played (so being made to discard one from hand is really bad), nor throned/imped.
Edit: Updated to cost $6: the card's on par with hireling, and opening these would snowball super effectively.
Keeping it simple:How can you justify $6? Isn't this strictly worse than Lab?
(https://i.imgur.com/lFSlZB1.png)QuoteFair Tide - $6
Dawn - Subdeck
+2 Cards
Keeping it simple:How can you justify $6? Isn't this strictly worse than Lab?
(https://i.imgur.com/lFSlZB1.png)QuoteFair Tide - $6
Dawn - Subdeck
+2 Cards
How do you figure? I mean, if it cost $5, you could lab turns 3&4 at least. That's a high roll for lab
Keeping it simple:How can you justify $6? Isn't this strictly worse than Lab?
(https://i.imgur.com/lFSlZB1.png)QuoteFair Tide - $6
Dawn - Subdeck
+2 Cards
How do you figure? I mean, if it cost $5, you could lab turns 3&4 at least. That's a high roll for lab
A duo traveller line im sketching on: Right now its a total mess, but here the first version is. also, maybe using The little mermaid pictures for your dominion cards isn't the best idea.
Anyway, I will inevetabvle edit this Duo line, and when I do, I will create a new post that I link to from this one.
A duo traveller line im sketching on: Right now its a total mess, but here the first version is. also, maybe using The little mermaid pictures for your dominion cards isn't the best idea.
Anyway, I will inevetabvle edit this Duo line, and when I do, I will create a new post that I link to from this one.
some things I will need to improve:
Simplify some of the cards (too much text on them)
Change the End traveller or nerf it
Dominion can be said to have 6 types of cards:
Villages (actions), Drawers, Money (virtual money, +buy, treasures), Thinners (Trashers, Exilers, quisi thinners like Archive), Workshops, and Alt VP
Yeah, perhaps $5 is still appropriate, as dudding with these is pretty dangerous.
There's little excuse for drawing this dead, as you know exactly where it's going to be until you draw it dead.
Most games this will be stronger than Hireling, but Hireling isn't the strongest $6 in 2 player, and like Golem shines in larger games, so perhaps that's acceptable.
+1 Action
+1 Buy
+1 Trade
+$1
You may pay a Trade token. If you do, choose one: -1 Action, +$1; -1 Buy, +1 Action; -$1, +1 Card.
(https://trello-attachments.s3.amazonaws.com/6019de42b869588d9701fbff/609d9ab0f4896182f662c912/657d3ffb36dc0ae3d3ed759a0bb711c0/image.png)
(https://trello-attachments.s3.amazonaws.com/6019de42b869588d9701fbff/609d9ab0f4896182f662c912/8774b6e74719333d17245ee320b66bda/image.png)/(https://trello-attachments.s3.amazonaws.com/6019de42b869588d9701fbff/609d9ab0f4896182f662c912/c9d5815b516b14f1f9646885dd9686ab/image.png)QuoteMission • $4 • Action
If it is A Time To Preach, +1 Worshipper. If it is A Time To Build, +2 Villagers.
Turn over A Time To Preach/A Time To Build.QuoteA Time To Preach • Conditionand on the other side:
At the start of your turn, you may spend a Trade Token for +1 Coffers.
(A Time to Build is on the other side)QuoteA Time To Build • Condition
When you buy a card costing $3 or more, gain a Trade Token.
(A Time to Preach is on the other side)
the condition starts with "A Time To Preach" face up, so it will take at least two plays of Mission to turn trade tokens into coffers.
An alternating village/trasher. Uses Conditions, Worshippers, and Trade tokens. Only allows conversion of one Trade token into Coffers at a time.
I kind of agree, but if there's a whole expansion with conditions themed around the Byrds song (or the ecclesiastes verses that inspired it), i think it'd be fine.(https://trello-attachments.s3.amazonaws.com/6019de42b869588d9701fbff/609d9ab0f4896182f662c912/657d3ffb36dc0ae3d3ed759a0bb711c0/image.png)
(https://trello-attachments.s3.amazonaws.com/6019de42b869588d9701fbff/609d9ab0f4896182f662c912/8774b6e74719333d17245ee320b66bda/image.png)/(https://trello-attachments.s3.amazonaws.com/6019de42b869588d9701fbff/609d9ab0f4896182f662c912/c9d5815b516b14f1f9646885dd9686ab/image.png)QuoteMission • $4 • Action
If it is A Time To Preach, +1 Worshipper. If it is A Time To Build, +2 Villagers.
Turn over A Time To Preach/A Time To Build.QuoteA Time To Preach • Conditionand on the other side:
At the start of your turn, you may spend a Trade Token for +1 Coffers.
(A Time to Build is on the other side)QuoteA Time To Build • Condition
When you buy a card costing $3 or more, gain a Trade Token.
(A Time to Preach is on the other side)
the condition starts with "A Time To Preach" face up, so it will take at least two plays of Mission to turn trade tokens into coffers.
An alternating village/trasher. Uses Conditions, Worshippers, and Trade tokens. Only allows conversion of one Trade token into Coffers at a time.
I like this submission, but i think the conditions names are too long: idk
All right, one last idea before i decide which one is my submission.
This one is Trade and condition
Which came first? The egg or the hen? Well, at least in dominion, the answer is now...
Way of the Egg
(https://i.imgur.com/hhX0F5M.png)
Which then flips into...
way of the hen
(https://i.imgur.com/1URbkgc.png)
And hens can sense what the weather will be! it might be
a Sunny Day right now...
(https://i.imgur.com/v2l6vn3.png)
But it can quickly become a
Rainy night
(https://i.imgur.com/OrpTi0I.png)
Thanks for the suggestion. updated the cards.All right, one last idea before i decide which one is my submission.
This one is Trade and condition
When a Way uses the word "this" it refers to the Action card being played using the Way, not the Way itself (see Way of the Butterfly (http://wiki.dominionstrategy.com/index.php/Way_of_the_Butterfly), Frog (http://wiki.dominionstrategy.com/index.php/Way_of_the_Frog), Rat (http://wiki.dominionstrategy.com/index.php/Way_of_the_Rat),
Turtle (http://wiki.dominionstrategy.com/index.php/Way_of_the_Turtle)). Thus, these should probably say "Flip Way of the Egg" and "Flip Way of the Hen" instead of "Flip this."
(https://imgur.com/x5gWmPy.png)
Alternate title: We Ride at Dawn!
The final preparations are to be made on this morning before battle, sacrifice what we must this turn, for on the next, we fight!
This card is meant to take some (potentially turn-ending) downsides, either sacrificing any chance of playing action cards this turn (unless you use villagers) in order to have a double-sized hand the next, or sacrificing gaining a card this turn (unless you have other gains) in order to play some much-needed terminals, or by sacrificing your coin in the form of Treasures this turn for some coffers to be used later, or just completely nuke your current turn for all three! In my implementation of Dawn cards, you can only play one per turn before any other action cards. This is nice because you're always guaranteed to have 1 action 1 buy when playing this card, so it automatically avoids any negative action or buy shenanigans and you don't have to include any conditionals or rules clarifications, which is nice. It is self-limiting as well, as Dawns can only be played at the start, if you chose the horses it prevents you from being able to Eve of War for double your hand every turn, which is why this strong of an effect can be on a $5 card. It really is meant to be played on alternating turns (if you're lucky), so you can't just megaturn every turn as you would if it were an action card with the same effect for example. And voila! A new age of fan cards has dawned!
In a kingdom with any +buy, the choosing all three option wouldn't really be much of a sacrifice. -1 Action but +3 Villagers essentially reduces to +2 Villagers, since you can simply use one of those Villagers at the start of your Action phase, and "any number" includes 0, so you're not forced to discard any Treasures if you don't want to. Maybe make it so the costs are at the start of your turn, but the bonuses come when you discard it from play?
Didn't have time to post this earlier, but:
Submissions closed.
(@fika monster, is Way of the Egg / Hen your final entry?)
(https://i.imgur.com/ln3c9Rhh.png) | Northwest Passage - emtzalex This card seems a little strong to me. Sure it's tempered by the fact that when you get it you have to freeze it 4 times, so it will be a while before you get to use. But once you do, it's quite powerful the turn you play it and bonkers the next turn. And then being aquatic, (on a turn where you've drawn extra cards, it'll come back very soon to your hand). |
(https://trello-attachments.s3.amazonaws.com/6019de42b869588d9701fbff/609d9ab0f4896182f662c912/657d3ffb36dc0ae3d3ed759a0bb711c0/image.png) (https://trello-attachments.s3.amazonaws.com/6019de42b869588d9701fbff/609d9ab0f4896182f662c912/8774b6e74719333d17245ee320b66bda/image.png)(https://trello-attachments.s3.amazonaws.com/6019de42b869588d9701fbff/609d9ab0f4896182f662c912/c9d5815b516b14f1f9646885dd9686ab/image.png) | Mission (A Time to Preach / A Time to Build) - spineflu I don't recall the initial conditions contest including conditions that due anything, so that's new (this is not the only entry that does that this week(s)). While I applaud the effort to try and use 3 different mechanics, I'm not sure I really see the connection between what is happening on the condition flip and what happens on the card itself. Maybe that's not too important, but still feels a little forced to me. It also feels to me like if your opponent got this, you might have to get one, (similar to artifacts) which has never been my personal favorite. |
(https://i.imgur.com/XSUXA6c.png) (https://i.imgur.com/yca9xUb.png)(https://i.imgur.com/qBCMpjT.png) | Swords to Plowshares (Peacetime / Wartime) - mxdata I'm not sure if the condition here (Peacetime / Wartime) is meant to be the same as the one from my Garrison (from the contest), but I'll judge this independently, especially as I find shared conditions hard to wrap around). This feels a little week to me; I guess if there's something like Witch getting this so you can play multiple a turn could be useful, but feels like this will need to line up just right. The +1 VP during VP also doesn't seem especially strong. |
(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/609cbdfa915b93849d1eaed9/859a8d263d1490bb64fca10bdeb835f1/Relief_Aid_(1).png) (https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/609cbdfa915b93849d1eaed9/ac692b08c78108996700be12591d76aa/Disaster.png)(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/609cbdfa915b93849d1eaed9/70a6decf020d95bab0d13187d4e583ca/Aftermath.png) | Relief Aid (Disaster / Aftermath) - Aquila This one also has a non standard condition. But it's not one that gives you anything; it just determines when to flip itself (rather than on the play of the card). I like this one. It can curse, but itself provide a way to mitigate that (by providing Worshippers), and it it's not a flip every time, which I think is clever, in that you can control the flip some. In games with no other trashing, Since Worshippers are spent on clean up, you basically get to control (depending on what you trash) how the other players' relief aid (in a 2 player game) will affect you. |
(https://live.staticflickr.com/65535/51181406885_dc4ace0242_b.jpg) | Night Traders - Xen3k Straightforward card that is first a woodcutter, but can then be used to get you a more powerful hand if it's at the start of your turn (dawn). The night part might be extraneous (I get that it'll allow you to set up for Dawn, but I feel that's more important for Dawn cards that cannot be Action cards). But then again, if it's not there, maybe this is woodcutter too often and you don't get full use of your trade tokens. I think what I'm trying to say, is that maybe it could be simplified some, while still keeping (much of) the same intentions. |
(https://i.imgur.com/rLkpUMZ.png) | Fair Tide - Mahowrath An even more straightforward card! Power up your turns when you start with this in your hand; and making it aquatic makes that (I think) more likely. One thing I'm unsure of is this is a play one or play multiple dawn card, so if you draw more fair tides, can you play them? Which would be likely if you had multiple, no, since either you've drawn them or they'd be next. Hmmm... |
(https://i.imgur.com/0HdHlhB.png) | Gang Leader - naitchman This one will clearly depend on what the kin cards. So could be great, could be weak. But that's often true of Command cards. I wonder if the trade token idea is a little forced as it could also just use the journey token, for example. (if there's no other trade token cards, then there's no benefit to not spending it, unless you think you just want to delay a turn). |
(https://i.imgur.com/AHIfEmc.png) | Barter - bootymancer Similar to the last card, not sure if it really needs the trade token (as you're likely to spend it; while you may decide not to, it simplifies the cards greatly without it and could just read "Choose one: +1 Buy, +$2; +2 Actions, +1 Buy; or +$1 Action, +1 card, +1 Buy". Which is strictly better than Woodcutter, no? |
(https://i.imgur.com/45zM67w.png) (https://i.imgur.com/65BrCUH.png)(https://i.imgur.com/5oUDeai.png) | Ice Sculptor (Winter / Spring) - Timinou Another set of conditions with extra text on them controlling the flip. It feels to me that this could just being used to not have as much text on the card itself (which could be a valid reason). So early on this is a delayed gainer; later in the game it's just a cantrip but can speed up the thawing of your cards (and until you do cards cost more). Cards costing more has been pointed out as problematic (e.g. horses and livery), so may be it should be 1 debt more instead? Overall, I find this an interesting card. |
(https://imgur.com/x5gWmPy.png) | Eve of War - The Alchemist I think with this one I just feel like too often you might just choose all three more often than just 1. Especially in cases where there are other cards that get you +1 Buy. |
(https://i.imgur.com/LaGMIi5.png)(https://i.imgur.com/1vEQWJw.png) (https://i.imgur.com/99H9uJo.png)(https://i.imgur.com/gqOn0VK.png) | Way of the Egg / Way of the Hen (Sunny Day / Rainy Night) - fika monster I do enjoy horizontal card shaped things! So this has plenty of that, yay. In some ways this one would depend on what other conditions exist in the game, so I feel in that way it's hard to judge. If it's only this one, then, it feels like it might be a little weak, since you have to spend an action just to get the trade token, and an action just to flip the condition to get you a small bonus the next turn. |
Sorry for the delay, I had hoped to get judgement out before the weekend, as I knew I wouldn't have time then. But for whoever posted that designing a card with two or more of these mechanics was hard, I gotta add, JUDGING a contest with 2+ fan mechanics feels even harder.
I'm hoping to get the judgment in by tonight or tomorrow latest (I want to post the new weekly contest first, so that people have something to noodle on).
Ah lovely, thanks very much for your hard work in doing this contest scolapasta, it was worth it for the challenge. I will put up the next contest shortly.
It looks like your commentary for xen3k's Night Traders is half finished?
The statistics for the use of each mechanic seem mostly understandable; Conditions and Trade tokens (Gems as LFN calls them now) are versatile, whilst Kins and Wonders aren't. Freezing could be more versatile than suggested here, though, imo.
Ah lovely, thanks very much for your hard work in doing this contest scolapasta, it was worth it for the challenge. I will put up the next contest shortly.
It looks like your commentary for xen3k's Night Traders is half finished?
The statistics for the use of each mechanic seem mostly understandable; Conditions and Trade tokens (Gems as LFN calls them now) are versatile, whilst Kins and Wonders aren't. Freezing could be more versatile than suggested here, though, imo.