Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: scolapasta on May 12, 2021, 12:04:07 pm

Title: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: scolapasta on May 12, 2021, 12:04:07 pm
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.

 
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: silverspawn on May 12, 2021, 03:05:16 pm
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.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: fika monster on May 12, 2021, 04:03:44 pm
haha, this were my idea for what the theme would be if I won next time! fitting that its the season finale!
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: fika monster on May 12, 2021, 04:05:10 pm
anyway, i think it would be a very good idea to ask the forum makers to make the weekly fan mechanic contest a child forum, so that its easy to find it in the variant forum in the future
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: mathdude on May 12, 2021, 10:14:01 pm
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.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: scolapasta on May 12, 2021, 11:04:16 pm
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?

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")

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.

Yes - this was the general thought. Imagine we were creating a new expansion with multiple mechanics. Some cards would utilize a single mechanic (e.g. the entries from previous contests), while others would combine mechanics in meaningful ways. As examples, here are official cards from some of the more recent expansions that combine their respective new mechanics:

Adventures: Pathfinding (Events / Tokens); Teacher (Reserve / Travelers / Tokens)

Empires: Fortune (Debt / Split Pile)

Nocturne: Vampire / Bat (Night / Hexes / Exchange); Exorcist (Night / Spirits); Pixie (Heirlooms / Boons); Fool (Heirlooms / States)

Renaissance: Patron (Villagers / Coffers*); Swashbuckler (Artifacts / Coffers*); Exploration (Projects / Villagers / Coffers*)

Menagerie: Sleigh (Horses / Alternative Reactions);  Way of the Camel (Ways / Exile)


* while Coffers aren't exactly new to Renaissance, it still seems to fit the concept here
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: emtzalex on May 13, 2021, 12:54:59 am
I am a bit biased, but I also think there is a lot of potential to combine different mechanics. I have actually explored those combination in a couple of posts, both here (http://forum.dominionstrategy.com/index.php?topic=20616.msg864484#msg864484) (where I explore combinations of the first four mechanics) as well as here (http://forum.dominionstrategy.com/index.php?topic=20616.msg868126#msg868126) (my post about Kin cards; about halfway down I look at combinations of Kin and other mechanics).

While not every combination of mechanics we have dealt with has the same potential, I do think there is a lot of potential. Several of the mechanics are incredibly versatile. For example, Worshippers and Trade tokens are both resources that are widely useful (Trade tokens can be used for literally anything). That being said, here is what I have come up with for this contest.


My Submission (Northwest Passage):
(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)
ACTION - DURATION - AQUATIC
Now and at the start of your next turn: +3 Cards, +1 Buy, +2 Coffers.


When you gain this, Freeze it four times.
                     

The search for a northwest passage (a sea route between Europe and Asia connecting the Atlantic and Pacific via the Arctic north of the Americas) was one of the major projects of the so-called "Age of Exploration." Such a route's economic potential was so great, it served as the economic justification for many European expeditions to North America.

My submission combines the mechanics from Week 8 (Aquatic) and Week 9 (Freeze/Ice tokens). Northwest Passage is a powerful Duration, being substantially stronger than Wharf or Barge, with the Aquatic function meaning you will get it back sooner. However, the Passage starts out frozen, so you have to wait before using it.

While not a fan mechanic, the Debt cost adds another layer. Many of the official debt-cost cards are designed so that they are not immediately highly powerful if bought early (Royal Blacksmith loses Coppers; City Quarter needs other Action cards to draw). The Ice tokens can do that another way. You can buy it on turn 1, but it won't go into their deck for four turns, so will not become helpful right away.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: emtzalex on May 13, 2021, 02:09:27 am
I want to make just one more point about combining mechanics, highlighting one of the cards I had previously designed:

Not a Submission:
(https://i.imgur.com/bQbLpTjh.png)

Quote from: Lauds
Lauds -- $2
Dawn - Reaction
+2 Worshippers

When you trash a card, you may reveal this from your hand to put it onto your deck.
                                           

Lauds is a fairly unassuming card, and easy to overlook amongst the unwieldy number of cards I have a tendency to dump out into these threads. However, it is probably the card that I am most proud of when it comes to the idea of combining two mechanics. One thing I have really liked about this contest is looking at the challenges the mechanics present and coming up with solutions to them.

For example, the biggest challenge with the Worshippers mechanic (in my opinion) is how powerful it is; Worshippers can make it too easy to trash a card when you want, where you want, without having to have the card a certain place at a certain time (as you do with almost every official trasher; even Cathedral misses cards you draw during your turn). To mitigate that, I have (sometimes) tried to design cards that make a player think twice about trashing, at least in some contexts. For example, my Week 1 submission (http://forum.dominionstrategy.com/index.php?topic=20616.msg861747#msg861747) gained Worshippers by discarding Victory cards, so each time you trash an Estate, it's harder to get more Worshippers.

As I previously discussed at length (http://forum.dominionstrategy.com/index.php?topic=20616.msg863790#msg863790), the biggest challenge with Dawn cards is their potential to be drawn dead, and the most obvious solution is to make them multiple types, either another playable type (Action/Treasure/Night), allowing them to be played later in the turn (for a different, and presumably not as good, effect) or a Reaction, which either lets them do something else useful or topdecks them so they can be in your next turn's hand.

What I like so much about Lauds is that it seamlessly combines these two solutions to the challenges with the two mechanics. If you are worried about potentially drawing Lauds dead, you will be inclined to save one of the two Worshippers until the card is safely back in your hand (in case you need it to trigger the reaction).

I think there is a lot of potential to find other ways of blending the different strengths and weakness of the different mechanics into really interesting cards.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: mxdata on May 13, 2021, 04:06:25 am
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.

Do both mechanisms have to be used with the same card, or can it be a split pile or involving non-supply cards?
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: silverspawn on May 13, 2021, 08:45:41 am
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?

Yeah, except that you could choose, so each submission could 'repeat' a contest of their choice.

But it seems like no-one else has an issue with two mechanics on the same card, so nvm.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: fika monster on May 13, 2021, 10:27:24 am
Im now in the Idea phase: im gonna post a lot of different card ideas here, and then decide which one will be my submission


Combining the wonder and the ice token...
(https://i.imgur.com/RQYICTB.png)

im going with The alchemists rules here for this wonder
Quote
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.

This wonder has 7 Steps for a 2 player game and 11 steps for 3+ player games


Another card idea, this one using Trade tokens and ice tokens
(https://i.imgur.com/mXOCluC.png)

Third card idea: This one uses Dawn and trade tokens
(https://i.imgur.com/ctwreir.png)
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: scolapasta on May 13, 2021, 10:41:33 am
...
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?

Either is valid - I clarified what I meant by "a set thereof" in my later post:

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")
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: spineflu on May 13, 2021, 05:38:24 pm
(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)

Quote
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.

Quote
A Time To Preach • Condition
At the start of your turn, you may spend a Trade Token for +1 Coffers.
(A Time to Build is on the other side)
and on the other side:
Quote
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)

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.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: mxdata on May 14, 2021, 03:05:15 am
This was a tough challenge!  Hard to combine two mechanisms in a balanced way

(https://i.imgur.com/XSUXA6c.png) (https://i.imgur.com/yca9xUb.png) (https://i.imgur.com/qBCMpjT.png)

Quote
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
Quote
Peacetime
Condition
(Wartime is on the opposite side)
Quote
Wartime
Condition
(Peacetime is on the opposite side.)
(This side starts face-up.)

This is a card that enhances your turn.  If it's Peacetime when you play it, then it becomes Wartime, and all Attack cards become non-terminal.  If you play it when it's Wartime, then it becomes Peacetime, and you get VP tokens when you buy cards.  In order to ensure that the Wartime part is always useful (or almost always at least) there's a set-up rule that guarantees there'll be at least one Attack card.  Of course, if that Attack card happens to be Idol or Relic, it doesn't do you much good, but in most kingdoms, it'll be a strong bonus.  And gaining VP tokens in peacetime is also very useful

Its effect depends on which condition is face-up when you play it, so if you manage to play two of these, you get both effects, and if you manage to play three of them, then you get one of those effects twice.  However, by its nature as a Dawn card, you can only play it if it's in your starting hand, so it's a lot harder to spam than Action cards.  So, the price would be less than a similar Action card would cost.  I'm not certain how balanced it is, it's hard to get an intuitive feel for Dawn cards
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: Aquila on May 14, 2021, 04:17:30 pm
(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)
Quote
Relief Aid - Action Attack, $4 cost.
+1 Worshipper
If it's disaster, each other player gains a Curse. If it's Aftermath, + $3.
Quote
Disaster - Condition
When you trash a Curse, flip this over.
(This side starts face up.)
Quote
Aftermath - Condition
When you trash a Copper, flip this over.
Worshippers 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.
Looks like my conditions are a bit too yellow as well.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: mxdata on May 14, 2021, 04:55:22 pm
(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)
Quote
Relief Aid - Action Attack, $4 cost.
+1 Worshipper
If it's disaster, each other player gains a Curse. If it's Aftermath, + $3.
Quote
Disaster - Condition
When you trash a Curse, flip this over.
(This side starts face up.)
Quote
Aftermath - Condition
When you trash a Copper, flip this over.
Worshippers 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.
Looks like my conditions are a bit too yellow as well.

I really like that method for flipping the condition
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: Timinou on May 14, 2021, 05:00:15 pm
(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)
Quote
Relief Aid - Action Attack, $4 cost.
+1 Worshipper
If it's disaster, each other player gains a Curse. If it's Aftermath, + $3.
Quote
Disaster - Condition
When you trash a Curse, flip this over.
(This side starts face up.)
Quote
Aftermath - Condition
When you trash a Copper, flip this over.
Worshippers 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.
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?
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: mxdata on May 14, 2021, 05:52:10 pm
(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)
Quote
Relief Aid - Action Attack, $4 cost.
+1 Worshipper
If it's disaster, each other player gains a Curse. If it's Aftermath, + $3.
Quote
Disaster - Condition
When you trash a Curse, flip this over.
(This side starts face up.)
Quote
Aftermath - Condition
When you trash a Copper, flip this over.
Worshippers 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.
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)
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: Xen3k on May 14, 2021, 07:46:32 pm
(https://live.staticflickr.com/65535/51181406885_dc4ace0242_b.jpg)

Quote
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.

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.

Edit: Updated card type order.

Old Version
(https://live.staticflickr.com/65535/51178571192_3e7b71a4a0_b.jpg)
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: emtzalex on May 14, 2021, 07:55:12 pm
Quote
Relief Aid - Action Attack, $4 cost.
+1 Worshipper
If it's disaster, each other player gains a Curse. If it's Aftermath, + $3.
Quote
Disaster - Condition
When you trash a Curse, flip this over.
(This side starts face up.)
Quote
Aftermath - Condition
When you trash a Copper, flip this over.
Worshippers 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.
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).
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: mxdata on May 14, 2021, 08:58:43 pm
(https://live.staticflickr.com/65535/51178571192_3e7b71a4a0_b.jpg)

Quote
Night 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
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: mxdata on May 14, 2021, 09:00:48 pm
Quote
Relief Aid - Action Attack, $4 cost.
+1 Worshipper
If it's disaster, each other player gains a Curse. If it's Aftermath, + $3.
Quote
Disaster - Condition
When you trash a Curse, flip this over.
(This side starts face up.)
Quote
Aftermath - Condition
When you trash a Copper, flip this over.
Worshippers 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.
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).

Oh, right, with Dark Ages there are some cards where the order of trashing could matter, so this wouldn't be the first time it's relevant.  E.g., if Catacombs and Rats are both trashed, and trashing the Rats triggers a shuffle, then it would be relevant whether you gain the card from Catacombs first or last
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: Xen3k on May 14, 2021, 09:44:14 pm
(https://live.staticflickr.com/65535/51178571192_3e7b71a4a0_b.jpg)

Quote
Night 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.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: mathdude on May 15, 2021, 08:28:59 am
(https://live.staticflickr.com/65535/51178571192_3e7b71a4a0_b.jpg)

Quote
Night 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.

I had also originally put Action first, even before Dawn, since I believe all official cards have Action first for multi--type.

However, as has been said, Dawn comes before Action phase. And since nothing came before Action phase before, that would make sense why Action was always first.

So as I've been posting cards for my expansion, Dominion: New Dawn, I've now been listing Dawn first for all multi--type.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: Mahowrath on May 15, 2021, 09:14:27 am
Keeping it simple:

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

Quote
Fair Tide - $5
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.
Edit: Put it back to $5, as the snowball isn't the end of the world, and the user-unfriendliness keeps this from strictly outclassing Hireling.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: naitchman on May 15, 2021, 11:21:40 pm
Keeping it simple:

(https://i.imgur.com/lFSlZB1.png)

Quote
Fair 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.

How can you justify $6? Isn't this strictly worse than Lab?
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: naitchman on May 15, 2021, 11:25:16 pm
Here is my submission for now:
(https://i.imgur.com/0HdHlhB.png)

Pretty self explanatory.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: Mahowrath on May 16, 2021, 11:41:12 am
Keeping it simple:

(https://i.imgur.com/lFSlZB1.png)

Quote
Fair Tide - $6
Dawn - Subdeck
+2 Cards
How can you justify $6? Isn't this strictly worse than Lab?

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
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: naitchman on May 16, 2021, 12:27:04 pm
Keeping it simple:

(https://i.imgur.com/lFSlZB1.png)

Quote
Fair Tide - $6
Dawn - Subdeck
+2 Cards
How can you justify $6? Isn't this strictly worse than Lab?

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

Ok. It looks like I misunderstood aquatic type. The fact that it comes faster is nice, but I still don't think it's better than lab. As you point out, it's dead on draw, and can't be throned.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: Gubump on May 16, 2021, 01:01:58 pm
Keeping it simple:

(https://i.imgur.com/lFSlZB1.png)

Quote
Fair Tide - $6
Dawn - Subdeck
+2 Cards
How can you justify $6? Isn't this strictly worse than Lab?

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

And in the meantime, for the rest of the game, you have to draw it in your starting hand or else it's a (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) Moat.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: Mahowrath on May 16, 2021, 01:19:25 pm
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.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: fika monster on May 16, 2021, 02:28:48 pm
This is not my submission

Update: I realized today that in total, this traveller line would be 9 different cards that would have to interact: 3+3+1=7 travellers, and 2 conditions. Thats way too much to handle, albeit i like the idea.


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.

Conditions and Aquatic is used for this

In kingdoms using these, both are supply pile cards, meaning that you have 11 Kingdom piles instead of 10.

The conditions
(https://i.imgur.com/otXJBdG.png)

(https://i.imgur.com/giSLA8N.png)

The aquatic Traveller
my rule is that aquatic cards that are exchanged, are exchanged to the bottom of your deck
(https://i.imgur.com/TRWCw89.png)

(https://i.imgur.com/EyouT1I.png)

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

The Condition Traveller
(https://i.imgur.com/ogRIEjo.png)

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

(https://i.imgur.com/An5hqUc.png)

And the final traveller in the line can only be exchanged into if you have both the third condition traveller and Aquatic traveller in play

(https://i.imgur.com/VwXNxs4.png)

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.


Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: fika monster on May 16, 2021, 04:11:07 pm
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


And a random though:

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

My opinion is that a traveller line can do a lot on its own, but its very risky if it does too many of these different things: A problem with my traveller line is that I have 3+3+1=7 different cards. This means making them simple and distinct will be hecko difficult.

Idk.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: emtzalex on May 16, 2021, 08:07:13 pm
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

There's a lot going on here. First of all, regarding the Condition, it is a bit unusual in that it will only ever be Raging Tides for a short time, since at the start of the following turn it returns to Calm Waves. This makes flipping it into a kind of attack, albeit a pretty inefficient one, since the player who flips it foregoes the extra card at the end of turn to make the next player go down a card (but with some sifting, putting that player in an arguably better position than the one who made the attack). Given that only one of the three travellers can flip it from Calm Waves (where it will usually be), that makes it being on Raging Tides even more unlikely.

Also, it should just say "flip Calm Waves / Raging Tides" when instructing it to flip (other than on the Condition itself, which can just say "this").


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

At a minimum, you are missing Attacks from this list (Attack having multiple subtypes, including hand-size attacks, deck-order attacks, trashing attacks, and junkers [and among those, cursers]). I would also add Sifters (although you could classify those as Drawers), and Remodelers (which neither thin your deck nor gain a card outright).
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: mxdata on May 17, 2021, 01:18:17 am
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.

How would it ever be stronger than Hireling?  It's a weaker Lab.  And you'll still only be playing it, at most, once per shuffle.  Yes, you can avoid drawing it dead, but only at the cost of just not drawing at all on the turn where you would otherwise draw it
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: bootymancer on May 18, 2021, 12:40:45 am
I liked the flexibility that both the '-1 X' and 'Trade token' mechanics offered so here is my submission:

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

Quote
+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.

Barter offers the luxury of choice: play it as a pseudo-Candlestick Maker and bank a Trade token or cash one in for some situational value (Woodcutter / Necropolis+ / Vanilla Market Square)?
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: scolapasta on May 18, 2021, 02:33:18 pm
22 Hour deadline.

I'll soon start to compile all the entries.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: Timinou on May 18, 2021, 10:00:51 pm
Here is my submission that combines Ice Tokens and Conditions.

(https://i.imgur.com/65BrCUH.png) (https://i.imgur.com/5oUDeai.png)

(https://i.imgur.com/45zM67w.png)

This is actually a variation on Gazbag's Cold Storage card.  While it is Winter, Ice Sculptor lets you gain $5-cost cards but you have to wait for them to unfreeze before you can add them to your deck.  Once Spring arrives, Ice Sculptor becomes a cantrip that can accelerate the thawing process with Ice Sculptor, but Ice Sculptor can no longer gain cards.  I'm not sure if the last part on the card is clear, but the intention is that you can remove a total of 2 tokens from any number of cards (e.g. 2 tokens from one Frozen card, or 1 token each from 2 Frozen cards).

In most Kingdoms, once Winter is flipped over to Spring, it will stay that way.  However, in exceptional circumstances (e.g. with Experiment, Way of the Butterfly, or Ambassador) it will be possible to return to Winter.

Gazbag priced Cold Storage at $4, but I think $3 is fine for Ice Sculptor (places three Ice tokens instead of two on the gained card).  In any case, a drawback of any Workshop variant that uses Ice Tokens is that it doesn't allow for any gain and play....so perhaps even $3 would have been fine for Cold Storage.   

EDIT: I've tweaked Ice Sculptor so that there is no longer a cost limitation (similar to Camel Train).  I've also modified Spring, so that it makes cards more expensive if you still have frozen cards.  I don't know if it makes it more interesting, but at least it justifies having Conditions in the first place.

Original Ice Sculptor:
(https://i.imgur.com/UVrBWE2.png)

Original Spring:
(https://i.imgur.com/0sv4ud2.png)
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: The Alchemist on May 19, 2021, 06:30:56 am
(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!
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: fika monster on May 19, 2021, 10:50:53 am
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/LaGMIi5.png)

Which then flips into...

way of the hen
(https://i.imgur.com/1vEQWJw.png)


And hens can sense what the weather will be! it might be
a Sunny Day right now...
(https://i.imgur.com/99H9uJo.png)

But it can quickly become a
Rainy night
(https://i.imgur.com/gqOn0VK.png)


Edit 1: Changed wording on some of these to clarify that you flip they way, not the actio card played (thanks emtalez!). Added the option to pay a Trade token for a buy or a money on the sunny day condition, which should normally be a bad deal, but you might be desperate.

Old versions of the cards
v1 Way of the egg
(https://i.imgur.com/hhX0F5M.png)

v1 way of the hen (https://i.imgur.com/1URbkgc.png)

v1 Sunny day (condition)
(https://i.imgur.com/v2l6vn3.png)
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: fika monster on May 19, 2021, 10:58:10 am
(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)

Quote
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.

Quote
A Time To Preach • Condition
At the start of your turn, you may spend a Trade Token for +1 Coffers.
(A Time to Build is on the other side)
and on the other side:
Quote
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)

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
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: spineflu on May 19, 2021, 11:47:18 am
(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)

Quote
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.

Quote
A Time To Preach • Condition
At the start of your turn, you may spend a Trade Token for +1 Coffers.
(A Time to Build is on the other side)
and on the other side:
Quote
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)

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
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.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: emtzalex on May 19, 2021, 12:07:35 pm
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)

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."
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: fika monster on May 19, 2021, 01:12:01 pm
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."
Thanks for the suggestion. updated the cards.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: mxdata on May 19, 2021, 03:45:25 pm
(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?
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: The Alchemist on May 19, 2021, 04:33:50 pm

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?

Maybe sacrifice was too strong a word. They're more like preparations. I didn't want the downsides to be oppressive, like the force discard hand of Tactician, since being a Dawn card itself is pretty limiting, so yes you would often take all three. The choose one option is there for precisely when taking a -1 Buy is too much of a turn killer on a crucial turn, so yeah if there are reliable +Buys there's no reason not to take all 3. I want this card to be always at least helpful, not a high risk high reward type card.

Maybe 5 Horses is too strong for the minor drawback of one less villager, it was originally 3 but then that made this card simply a delayed smithy. 4 might be a good number, I'll need to playtest it. 5 was nice for the aspect of blocking another Dawn play.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: emtzalex on May 19, 2021, 09:55:00 pm
I had been wondering if I could put all 9 mechanics into one card/pile/line and keep it fairly cohesive. I think Wonders makes that pretty challenging, but I think the other 8 should be able to go together. As I was thinking about the different mechanics, I came back to something I had already toyed with. I have long had an idea for a fan expansion inspired by the Legend of Zelda games (tentatively called Dominion: Hyrule), but there is so much content that I have repeatedly gotten overwhelmed and stepped away from it.

One of the ideas I had was a mixed pile (along the lines of Castles) representing the various Temples in the different games. They work as a kind of twist on Reserve cards/Distant Lands. They are only worth VP if they end up on your mat, but in order to use them you need to call them off of it.

Given that some of the Temples (Water, Ice) have obvious connections to some of the mechanics (Aquatic, Freeze), it occurred to me that I might be able to pair up the rest of them. I have not had nearly enough time to make these ready to play (i.e. adjusted the balance, order, etc.), and the whole concept might be too much (all of the text is quite small). Thus, I am definitely not making these my submission. But I am kind of proud that I manage to get 8 of the 9 mechanics into a single pile in a (somewhat) cohesive way. Thus, I present my Temples pile (and the Condition that goes with it).



Not a Submission:
(https://i.imgur.com/nFhFQvch.png) 
(https://i.imgur.com/ezhOOe1h.png)  (https://i.imgur.com/41Z0tCSh.png) 
(https://i.imgur.com/SXoJwGIh.png)  (https://i.imgur.com/cWdzVHlh.png) 
(https://i.imgur.com/1Qglu6Gh.png)  (https://i.imgur.com/qKFU9NPh.png) 
(https://i.imgur.com/lFXhPEFh.png)  (https://i.imgur.com/BQx61F8h.png) 
(https://i.imgur.com/Vx4U6W1h.png) 
(https://i.imgur.com/8EeArXph.png) 
(https://i.imgur.com/ZCZto14h.png) 


Conditions:
(https://i.imgur.com/T3ZvDu6h.png)   (https://i.imgur.com/bqVYPUKh.png)



Because it is a pile of Victory cards, there are 12, but only 8 show up in 2 player games. Unlike Castles (that have 2 copies of 4 of the Castles), there are actually 12 different Temples. I'm not sure the best way to determine which gets used in a particular game, but I don't love the idea that they are always the same. The fact that these are Victory cards you can keep out of your deck makes them pretty desirable, and the fact that many of them have useful effects should increase that.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: scolapasta on May 19, 2021, 11:38:48 pm
Didn't have time to post this earlier, but:

Submissions closed.

(@fika monster, is Way of the Egg / Hen your final entry?)
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: fika monster on May 20, 2021, 02:27:18 am
Didn't have time to post this earlier, but:

Submissions closed.

(@fika monster, is Way of the Egg / Hen your final entry?)

ah yeah way of the egg/hen is my final entry: It feels interesting, albeit im not sure if its the best one i got
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: scolapasta on May 20, 2021, 01:20:06 pm
OK, looks like we have 11 entries for this week. Please see below and make sure I got the latest (and didn't miss any). I'll add judgements to this post in the next day or so, and a separate post with winners and final thoughts.


Fan Card Mechanics Week 10: Season 1 Finale Extravaganza!


(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.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: The Alchemist on May 23, 2021, 09:14:19 am
I'm shivering with anticipation! Or maybe that's the ice tokens?
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: scolapasta on May 24, 2021, 12:46:32 pm
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).
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: fika monster on May 24, 2021, 01:54:57 pm
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).

no worries. We all get struck by optimism bias sometimes. Thanks for writing in on why judgement was late
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: naitchman on May 27, 2021, 08:46:04 am
So is judging happening soon?
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: scolapasta on May 27, 2021, 03:54:45 pm
Apologies to all for the delay in judging - It's been a week! (I mean that both in the literal and metaphorical ways!)

Anyway, I've added comments to the previous post for each card and here I will post some more general thoughts and the winners.

First, some statistics: all but one entry chose to use 2 mechanics (the exception being spineflu using 3). And the distribution was:

Conditions: 5
Trade: 5
Dawn: 4
Worshippers: 2
- Action / - Buy: 2
Freezing: 2
Aquatic: 2
Kin: 1
Wonders: 0

I did find this contest especially hard to judge (though eventually, it was fun). Mostly because for each card it requires you to try to understand 2 different untested mechanics. And then how they would interact. And then compare that to other cards that use two other (usually) different mechanics. So, please forgive me, if I got anything horribly wrong. I went my best guess on how things would work. Additionally, I tried to think about a mechanic was truly needed or there could be a way to do something similar using existing mechanics.

OK, after that:

Honorable Mention: spineflu's Mission (A Time to Preach / A Time to Build) for a 3 mechanic entry
Runners Up: Timinou's Ice Sculptor and Mahowrath's Fair Tide

and the Winner:

Aquila's Relief Aid (Disaster / Aftermath)
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: Aquila on May 27, 2021, 04:35:37 pm
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.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: scolapasta on May 27, 2021, 04:57:11 pm
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.

Yeah, once I got around to it, it was fun to think about it. I just have a fairly low level of confidence that my judgements are correct. As with most weeks, it'd be fun to have infinite time and play with all the cards - there weren't any that I felt aversion to.



It looks like your commentary for xen3k's Night Traders is half finished?

Thanks - fixed.

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.

Sure. You probably saw from my commentary, I think in some cases, those two mechanics in particular were used in ways were maybe they weren't necessary. At least from a "can you do something similar with existing mechanics?" way.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: fika monster on May 28, 2021, 01:36:22 am
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.

I think freezing was avoided cause it was last weeks challenge, and people probably wanted to design something different.
Title: Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
Post by: fika monster on May 28, 2021, 01:39:58 am
hm, yeah my way is pretty weak on its own: if there are other conditions, it could be good, but without it, its MAYBE useful for some resource you need or something. The wayflipping is a neet idea, but doesnt really do a lot. ah well.