Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: Timinou on June 15, 2021, 03:48:10 pm

Title: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: Timinou on June 15, 2021, 03:48:10 pm
For Week 13, we will be exploring Edicts (http://forum.dominionstrategy.com/index.php?topic=13605.0)!

Edicts are landscape-shaped cards that introduce straight-up rule changes.  Unlike Events and Projects they don't need to be bought, and apply to all players.  They are similar to Landmarks, but in order to ensure that they could not be a Landmark instead, one of the rules this week will be that Edicts should not be tied to VP-scoring.

FYI, some Secret History on Landmarks:
Quote from: Donald X.
You could just make cards that modify the rules. I considered it way back when; it's a thing I've done in many games. I didn't do it because Dominion has kingdom cards filling that rule; they change the rules plenty. Dominion doesn't need other rules-changing cards. I considered it again later and still didn't want them. But I do have Events and now Landmarks. Events can change the rules, but only via the Event-buying mechanism, which is like buying a card without the card; it felt like a reasonable extension. Landmarks can change the rules, but only in these VP-making ways. While they are each a step towards just having randomizer cards that change the rules, they still both try hard to stay within limits, to only affect the game in a way best done via these mechanisms. In general the best way to change the rules in Dominion is still to have kingdom cards that do different things.

It's a simple enough concept, but I think the tricky part will be coming up with an Edict that wouldn't be better off as an Event or Project, and to come up with something that is subtle enough to maintain the essence of Dominion but meaningful enough to offer a fun and varied gameplay experience.

Judgement will be based on balance, uniqueness, and fun. 

I will set the deadline for submissions at 11:59PM UTC on June 23rd.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: spineflu on June 15, 2021, 04:21:33 pm
A suggestion for a naming convention on these: name them after a continuous-tense verb, so that people can say, like, "we played a game with Juggling and Plowing" and it sounds pretty normal, but also isn't confused for regular cards/landscapes.

EDIT: this isn't my entry anymore; this is (http://forum.dominionstrategy.com/index.php?topic=20820.msg871685#msg871685)
(https://trello-attachments.s3.amazonaws.com/6019de42b869588d9701fbff/60c90916ac551f8f7ea6f9f6/927603410ba5212c1bf8894848700512/image.png)
Quote
Haggling • Edict
When you buy a non-Victory card that does not already have an overpay effect, you may overpay for it. For each $3 you overpay, gain an additional copy of it.
what if everything had overpay?
now, admittedly, is it a good overpay? not fantastic. but it's also not gamebreaking, which I thought was more important.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mxdata on June 15, 2021, 05:11:57 pm
For Week 13, we will be exploring Edicts (http://forum.dominionstrategy.com/index.php?topic=13605.0)!

Edicts are landscape-shaped cards that introduce straight-up rule changes.  Unlike Events and Projects they don't need to be bought, and apply to all players.  They are similar to Landmarks, but in order to ensure that they could not be a Landmark instead, one of the rules this week will be that Edicts should not be tied to VP-scoring.

FYI, some Secret History on Landmarks:
Quote from: Donald X.
You could just make cards that modify the rules. I considered it way back when; it's a thing I've done in many games. I didn't do it because Dominion has kingdom cards filling that rule; they change the rules plenty. Dominion doesn't need other rules-changing cards. I considered it again later and still didn't want them. But I do have Events and now Landmarks. Events can change the rules, but only via the Event-buying mechanism, which is like buying a card without the card; it felt like a reasonable extension. Landmarks can change the rules, but only in these VP-making ways. While they are each a step towards just having randomizer cards that change the rules, they still both try hard to stay within limits, to only affect the game in a way best done via these mechanisms. In general the best way to change the rules in Dominion is still to have kingdom cards that do different things.

It's a simple enough concept, but I think the tricky part will be coming up with an Edict that wouldn't be better off as an Event or Project, and to come up with something that is subtle enough to maintain the essence of Dominion but meaningful enough to offer a fun and varied gameplay experience.

Judgement will be based on balance, uniqueness, and fun. 

I will set the deadline for submissions at 11:59PM UTC on June 23rd.

What is the color code for Edicts?
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: Timinou on June 15, 2021, 08:13:05 pm
What is the color code for Edicts?

Good question...I’m not actually sure if LastFootNote had one.  Perhaps spineflu can share the colour scheme that they used for Haggling.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: kru5h on June 15, 2021, 08:49:42 pm
Smelting is my entry:

(https://i.imgur.com/Tp81p1E.png)

I used the color of Ruins because that was easy, but the color doesn't quite match. Oh well, I don't think I'll be disqualified for color choice.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: spineflu on June 15, 2021, 08:54:39 pm
What is the color code for Edicts?

Good question...I’m not actually sure if LastFootNote had one.  Perhaps spineflu can share the colour scheme that they used for Haggling.

i just used 'shelters' since there hasn't been a very red landscape yet; iirc asper used a blueish-purple, but we've got hexes in purple now so, red.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: LastFootnote on June 16, 2021, 09:57:35 am
Looks like I used pink with a gold border for Edicts.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: grrgrrgrr on June 16, 2021, 12:04:38 pm
A suggestion for a naming convention on these: name them after a continuous-tense verb, so that people can say, like, "we played a game with Juggling and Plowing" and it sounds pretty normal, but also isn't confused for regular cards/landscapes.

(https://trello-attachments.s3.amazonaws.com/6019de42b869588d9701fbff/60c90916ac551f8f7ea6f9f6/927603410ba5212c1bf8894848700512/image.png)
Quote
Haggling • Edict
When you buy a non-Victory card that does not already have an overpay effect, you may overpay for it. For each $3 you overpay, gain an additional copy of it.
what if everything had overpay?
now, admittedly, is it a good overpay? not fantastic. but it's also not gamebreaking, which I thought was more important.

Don't wanna be that guy but... I think this works better as a $3 costing Event. "+1 Buy. The next time you buy a non-Victory card this turn, gain a copy."
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: spineflu on June 16, 2021, 02:37:46 pm
A suggestion for a naming convention on these: name them after a continuous-tense verb, so that people can say, like, "we played a game with Juggling and Plowing" and it sounds pretty normal, but also isn't confused for regular cards/landscapes.

(https://trello-attachments.s3.amazonaws.com/6019de42b869588d9701fbff/60c90916ac551f8f7ea6f9f6/927603410ba5212c1bf8894848700512/image.png)
Quote
Haggling • Edict
When you buy a non-Victory card that does not already have an overpay effect, you may overpay for it. For each $3 you overpay, gain an additional copy of it.
what if everything had overpay?
now, admittedly, is it a good overpay? not fantastic. but it's also not gamebreaking, which I thought was more important.

Don't wanna be that guy but... I think this works better as a $3 costing Event. "+1 Buy. The next time you buy a non-Victory card this turn, gain a copy."
but that works with overpay cards. mine doesn't.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: naitchman on June 17, 2021, 12:32:03 am
Looks like I used pink with a gold border for Edicts.

Do you have the numbers still?
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: naitchman on June 17, 2021, 12:34:04 am
I'm impatient to find out the correct color, so I'm just gonna post this. Oh well, this week's competition will be colorful.
This is one I had made a little while ago (don't know if I ever posted it).
You can only buy the most expensive if you have the cheapest card in play.
(https://i.imgur.com/zEQz7M4.png)

Previous version
(https://i.imgur.com/YA0gmRw.png)

Edit: Made some minor changes to fix some problems.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: emtzalex on June 17, 2021, 01:04:12 am
My Submission:
(https://i.imgur.com/dgsgXUPh.png)                                 
Quote from: Progress
PROGRESS
EDICT
When you buy a card, you may trash a card
from your hand that shares a type with it.
                                 

A relatively simple effect, it will tend to speed up decks, replacing the worse Treasure/Action/Victory card for the better one you buy (Silvers trashing Coppers, Mills trashing Estates, etc.). It's a relatively ineffective form of trashing (compared to Chapel, for example), but the fact that it's an Edict means that there's no opportunity cost in getting access to it.


Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: NoMoreFun on June 17, 2021, 01:21:46 am
Circular Economy
Edict
When you buy the last card from a pile, return all copies of it from the trash to the supply


No longer my entry
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: grrgrrgrr on June 17, 2021, 04:21:27 am
Pretty gamewarping, I know, but I'd like to share this nontheless.

(https://i.imgur.com/EExFqi1.png)

EDIT: This is the updated version. The old version is:

(https://i.imgur.com/3ipBceH.png)
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: fika monster on June 17, 2021, 06:39:25 am
Circular Economy
Edict
When you buy the last card from a pile, return all copies of it from the trash to the supply

What if there are no cards that can trash at all in the kingdom?
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: faust on June 17, 2021, 09:14:46 am
Circular Economy
Edict
When you buy the last card from a pile, return all copies of it from the trash to the supply

What if there are no cards that can trash at all in the kingdom?
Then this doesn't do anything. This is not a problem; neither does Tomb.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mathdude on June 17, 2021, 09:32:57 am
Edicts are landscape-shaped cards that introduce straight-up rule changes.  Unlike Events and Projects they don't need to be bought, and apply to all players.  They are similar to Landmarks, but in order to ensure that they could not be a Landmark instead, one of the rules this week will be that Edicts should not be tied to VP-scoring.

It's a simple enough concept, but I think the tricky part will be coming up with an Edict that wouldn't be better off as an Event or Project, and to come up with something that is subtle enough to maintain the essence of Dominion but meaningful enough to offer a fun and varied gameplay experience.

Looking at some of the submissions so far, it does seem a bit difficult to design an Edict that wouldn't be better served as a Project or Event (or at least couldn't easily be turned into one):
* Haggling, with its overpay, is effectively an opportunity cost like an Event (though the recommended change by grrgrrgrr doesn't fully capture the original design intent, but it could be modified a bit).
* Smelting could very easily be a Project (even a 0-cost one, but could also probably work at $2 or $3).
* Progress, being optional, could also be a Project.
The opportunity cost to turn an Edict into a 0-cost Project is one missed Buy, which is very minimal.

To me, Monarchy and Lucky Find fit the Edict type well.  They are mandatory changes that happen (and I can see the change happening in many Edicts during Setup, such as Lucky Find).  If Monarchy changed to a Project, you could choose when to start using it (if at all), which would totally change its purpose - as an Edict, it changes your game.

And with those thoughts, I submit...

(https://i.imgur.com/5isJgHs.png)
Quote from: Rationing
The game does not end with 3 empty Supply piles, but with 5.

Setup: for each Kingdom Supply pile, use only half as many of each uniquely named card as usual (rounded up).

My starting thought for this was to use smaller Supply piles (possibly all, including things like Gold, Curses, etc.).  Or for Kingdome piles, maybe it would even scale per player (2 cards of each type per player, so 2-player games would have 4 cards per pile, 3-player with 6, 4-player with 8)... but then what would I do with things like Knights, Castles, etc.?  But with smaller piles, the game would end very quickly on 3-piles, significantly changing the game and the chance to develop big turns later in the game.  So it made sense to turn a 3-pile ending in something bigger - I figured 5 was a good number.

I could make the Edict a bit wordier, noting that a game ending by "pile-out" now requires 2 additional piles, to let Rationing scale up to 5 or 6 players, but I think that could be addressed in a rulebook for it, rather than on the card.  It is already wordy enough, to account for various Kingdom piles, like Split Piles (which would now by 3-3 instead of 5-5), Knights (which would remain unchanged), and Castles (which would only use the 8 unique cards, even in a 3- or 4-player game).
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mathdude on June 17, 2021, 09:36:44 am
Circular Economy
Edict
When you buy the last card from a pile, return all copies of it from the trash to the supply

What if there are no cards that can trash at all in the kingdom?
Then this doesn't do anything. This is not a problem; neither does Tomb.

To give Circular Economy a little more usefulness, I'd recommend changing it to "when you *GAIN* the last card..." as this would allow Curses to be resupplied.  Right now, the Edict's main benefit is 1-shot cards (that self-trash, not return to their pile), such as Pillage.  By changing to "when gain" instead of "when buy", it allows Cursers to be more powerful if people are able to trash the curses out of their decks.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: emtzalex on June 17, 2021, 11:18:49 am
Looking at some of the submissions so far, it does seem a bit difficult to design an Edict that wouldn't be better served as a Project or Event (or at least couldn't easily be turned into one):
* Haggling, with its overpay, is effectively an opportunity cost like an Event (though the recommended change by grrgrrgrr doesn't fully capture the original design intent, but it could be modified a bit).
* Smelting could very easily be a Project (even a 0-cost one, but could also probably work at $2 or $3).
* Progress, being optional, could also be a Project.
The opportunity cost to turn an Edict into a 0-cost Project is one missed Buy, which is very minimal.

I disagree with this. First, I don't think a Project should ever cost $0 (or, to put it another way, I think a $0 Project is as much a departure from the official game as an Edict). It's no accident that there are no $0 Projects (as opposed to Events, which had $0 costs from their introduction in Adventures). Indeed, not only are there no $0 Projects, there are none costing less than $3, meaning you are always giving up not just a buy, but the buying of at least a Silver. This also means that on a $5/$2 open you cannot just get the Project with your otherwise (often) wasted $2 buy. The only way doing 

With these specific Edicts, Smelting definitely could not be $0 (or even $1 or $2). It would obviously not need to be $6, and $5 is also probably too high, but I'm not certain that it should cost less than Fair (in most games, there is a very strong correlation between playing Golds and wanting extra Buys, and the potential for additional buys to help you get a 3-pile end is not nothing). With Progress, the option to use it on one or both of your opening buys (by opening Silver - Tunnel, for example) is an important part of the Edict's design, which is lost if it is a Project.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mathdude on June 17, 2021, 12:01:02 pm
Ok, fair enough.  I guess it does lose some functionality for sure to change each of those to a Project.  I'm less familiar with Projects, as Renaissance is one of the few expansions my gaming group doesn't have yet (so I didn't realize none cost less than $3).
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: naitchman on June 17, 2021, 12:33:36 pm
Looking at some of the submissions so far, it does seem a bit difficult to design an Edict that wouldn't be better served as a Project or Event (or at least couldn't easily be turned into one):
* Haggling, with its overpay, is effectively an opportunity cost like an Event (though the recommended change by grrgrrgrr doesn't fully capture the original design intent, but it could be modified a bit).
* Smelting could very easily be a Project (even a 0-cost one, but could also probably work at $2 or $3).
* Progress, being optional, could also be a Project.
The opportunity cost to turn an Edict into a 0-cost Project is one missed Buy, which is very minimal.

I disagree with this. First, I don't think a Project should ever cost $0 (or, to put it another way, I think a $0 Project is as much a departure from the official game as an Edict). It's no accident that there are no $0 Projects (as opposed to Events, which had $0 costs from their introduction in Adventures). Indeed, not only are there no $0 Projects, there are none costing less than $3, meaning you are always giving up not just a buy, but the buying of at least a Silver. This also means that on a $5/$2 open you cannot just get the Project with your otherwise (often) wasted $2 buy. The only way doing 

With these specific Edicts, Smelting definitely could not be $0 (or even $1 or $2). It would obviously not need to be $6, and $5 is also probably too high, but I'm not certain that it should cost less than Fair (in most games, there is a very strong correlation between playing Golds and wanting extra Buys, and the potential for additional buys to help you get a 3-pile end is not nothing). With Progress, the option to use it on one or both of your opening buys (by opening Silver - Tunnel, for example) is an important part of the Edict's design, which is lost if it is a Project.
Smelting could be an event costing $0 that says, once per turn: +1 buy, +1 buy per gold you have in play.

Though at that point I'd say it'd be simpler just to have it as edict.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: GendoIkari on June 17, 2021, 04:35:30 pm
(https://i.imgur.com/h0kR4K9.png)

A landscape that attacks and might be occasionally useful. The king does after all love his Gardens.

I assume this is only supposed to trigger on your own turn? As worded each player would have to do it each turn I think; unless there's a general rule about how edicts work that I don't know.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mxdata on June 17, 2021, 05:18:40 pm
(https://i.imgur.com/h0kR4K9.png)

A landscape that attacks and might be occasionally useful. The king does after all love his Gardens.

I assume this is only supposed to trigger on your own turn? As worded each player would have to do it each turn I think; unless there's a general rule about how edicts work that I don't know.

Good point.  Should probably be worded as "At the start of each player's turn, they gain a Copper to their hand or discard a card"
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: NoMoreFun on June 17, 2021, 07:50:00 pm
Herding
Edict
When you gain a Silver, you may exchange it for a Horse, and vice-versa
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: naitchman on June 17, 2021, 10:41:44 pm
I'm impatient to find out the correct color, so I'm just gonna post this. Oh well, this week's competition will be colorful.
This is one I had made a little while ago (don't know if I ever posted it).
You can only buy the most expensive if you have the cheapest card in play.
(https://i.imgur.com/YA0gmRw.png)

I realize that this card as is has 2 problems
1) The luck card could be a card that can't normally be in play during your buy phase (night or victory cards)
2) The rare card and the luck card could be the same (e.g. engineer if there are no other debt cards)

To fix this, I've made some small revisions (they must be different and the luck card must be an action or treasure):
(https://i.imgur.com/zEQz7M4.png)
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mxdata on June 17, 2021, 10:47:30 pm
(https://i.imgur.com/ybL9S1y.png)
Quote
Edict
Select an unused Kingdom card costing $2 or $3. Each player replaces one of their starting Coppers with a copy of that card.

EDIT: Changed to replacing a Copper rather than an Estate

Kinda like Heirlooms in that each player starts off with one copy of a particular card.  It replaces starting Estates (or Shelters), however, and can be any Kingdom card costing $2 or $3.  In a Shelters game, each player gets to choose which of their Shelters to replace*. Whichever card is chosen, it has no pile, making one-shots like Experiment much more powerful, not unlike Way of the Mouse in that respect, except you only get the one

Unlike Mouse, though, it does not have to be an Action card.  You can, for example, have a Victory card (Tunnel is currently the only one that would qualify) or Treasure card such as Ducat or Coin of the Realm, or even a Night card such as Monastery.  Any set-up for the chosen card would be done as usual - which in some cases could mean that you'd have a mat used only by the selected card

The FAQ would have to clarify how to handle cards from split piles.  My thought is that any card that has enough copies for the number of players would be eligible.  Thus, cards like Catapult would qualify except in 6-player games, while Humble Castle would qualify in a 2-player - and only in 2-player - game (of course, Humble Castle would be pretty useless in such a game, being nothing more than a Copper with 1 VP)

*I've been going back and forth on this.  Should I specify a Shelter to be replaced, or leave it as is?
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: naitchman on June 18, 2021, 12:23:12 am
*I've been going back and forth on this.  Should I specify a Shelter to be replaced, or leave it as is?

I would go even further and allow them to replace any card in their deck. Most of the time it will be shelter or estate anyway, and it won't have any problems if the game evolves and Donald decides to make a new mechanic that allows you to start with no estates or shelters.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: Shael on June 18, 2021, 04:15:38 am
(https://www.zupimages.net/up/21/24/9ya9.png)

This is my card for this contest.
Obviously I've made something with potions, hope you'll like it.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: DunnoItAll on June 18, 2021, 08:07:57 am
(https://i.imgur.com/rCGLi1W.png)
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: grrgrrgrr on June 18, 2021, 10:35:14 am
(https://i.imgur.com/rCGLi1W.png)

I like it, but... why can't it work for $0 costs?
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: fika monster on June 18, 2021, 11:37:24 am
My edict: curses are now necropolises! yay!!!

... that you can't trash. boooh!

(https://i.imgur.com/oYPU40n.png)

Shoutout to Unjer on the dominion discord for playtesting this with me on the TableTop Simulator mod he is making!

Edit: Updated wording per emtzalex suggestion

(https://i.imgur.com/AhF2Qwa.png)

Edit 2: People don't seem excited for this edict. so I'm turning up the volume on this: Now Every curse is a village, but they are worth -2vp instead of -1 vp.

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

Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: emtzalex on June 18, 2021, 11:58:03 am
My edict: curses are now necropolises! yay!!!

... that you can't trash. boooh!

(https://i.imgur.com/oYPU40n.png)

Shoutout to Unjer on the dominion discord for playtesting this with me on the TableTop Simulator mod he is making!

Per Inheritance (http://wiki.dominionstrategy.com/index.php/Inheritance), you probably don't need "the text" and "actions" should be capitalized. Also, per Fortress (http://wiki.dominionstrategy.com/index.php/Fortress), the other part would say "When you trash this, put it into your discard pile." As it is currently written I'm not sure it's clear that the discarding is an on-trash ability versus something a part of resolving the card on-play (and thus would not trigger if trashed from your hand). If it were on a card organically, it would be below a line:

(https://i.imgur.com/moB3yOGl.png)

Putting the line itself on the card inside quotation marks is impractical, and I'm not sure there is an elegant alternative to giving it that on-trash ability. However, I think there is a way around that. Since the Edict itself generally affects all aspects of the game, there's no need to put that mechanic onto the Curse itself. Thus, I would suggest the following wording:

Quote from: Tribulations
Curses are also Actions with "+2 Actions." When you trash a Curse, put it into your discard pile.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: DunnoItAll on June 18, 2021, 12:55:35 pm
(https://i.imgur.com/rCGLi1W.png)

I like it, but... why can't it work for $0 costs?

It could, but I think it would be too game changing at that point.  For me, these edicts seem to have the most potential to be fun if they change the game but not too much. Being able to easily get rid of coppers/curses/ruins in addition to estates (etc.) seems like too big of an effect for something that is free and you always have. I'd really need to play with it a few times to see for sure, though.  Maybe I'll try to do that this week.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: grrgrrgrr on June 18, 2021, 02:21:24 pm
(https://i.imgur.com/rCGLi1W.png)

I like it, but... why can't it work for $0 costs?

It could, but I think it would be too game changing at that point.  For me, these edicts seem to have the most potential to be fun if they change the game but not too much. Being able to easily get rid of coppers/curses/ruins in addition to estates (etc.) seems like too big of an effect for something that is free and you always have. I'd really need to play with it a few times to see for sure, though.  Maybe I'll try to do that this week.

Mmm, this might be better on a second thought. I mean, without +Buy this will be somewhat mediocre, but it might be a little automatic with +Buy. (it's pretty terrible at getting rid of Ruins)
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mxdata on June 18, 2021, 03:09:27 pm
*I've been going back and forth on this.  Should I specify a Shelter to be replaced, or leave it as is?

I would go even further and allow them to replace any card in their deck. Most of the time it will be shelter or estate anyway, and it won't have any problems if the game evolves and Donald decides to make a new mechanic that allows you to start with no estates or shelters.

The idea is that it's an Estate version of Heirlooms.  Heirlooms replace Coppers, these replace Estates.  I'm not too concerned about a hypothetical future expansion that might create games where this has no effect.  There are already a number of landscape cards that have no effect in certain kingdoms, such as Tomb in a game with no trashing. Really, I could probably have just said "Estates" and left it useless in Shelters games, but since it only requires two extra words to accommodate Shelters, I added that part
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mxdata on June 18, 2021, 03:32:28 pm
(https://i.imgur.com/rCGLi1W.png)

I like it, but... why can't it work for $0 costs?

It could, but I think it would be too game changing at that point.  For me, these edicts seem to have the most potential to be fun if they change the game but not too much. Being able to easily get rid of coppers/curses/ruins in addition to estates (etc.) seems like too big of an effect for something that is free and you always have. I'd really need to play with it a few times to see for sure, though.  Maybe I'll try to do that this week.

Mmm, this might be better on a second thought. I mean, without +Buy this will be somewhat mediocre, but it might be a little automatic with +Buy. (it's pretty terrible at getting rid of Ruins)

Even with most sources of +buy, it would generally be fairly slow at trashing Coppers.  In effect, it would be equivalent to adding "You may trash a Copper from your hand" to any card with +1 Buy.  In games with lots of +buy, like games with Worker's Village or Fair, it could trash pretty quickly though.  And you have to spend $2 to trash an Estate

Curse-trashing would also be somewhat limited, since once the Curse pile is empty, you're stuck with whatever Curses you hadn't gotten a chance to trash

So, it would certainly have a big effect, but it seems like it would be less game-warping than, say, Chapel
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: spineflu on June 18, 2021, 05:46:58 pm
since shael's card is kinda cramping my style on haggling, I'm changing my entry:
(https://trello-attachments.s3.amazonaws.com/6019de42b869588d9701fbff/60cd13b18b751347f5e396a2/1da67aaa97e9e5361a4edeccc7ac2a3a/image.png)
Quote
Urbanizing • Edict
When a card gives you +Actions, you get twice as many.
FAQ: it's not recursive. Doesn't affect villagers or the barracks project - they aren't cards. Turn all the cantrips into villages.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mxdata on June 18, 2021, 06:47:16 pm
since shael's card is kinda cramping my style on haggling, I'm changing my entry:
(https://trello-attachments.s3.amazonaws.com/6019de42b869588d9701fbff/60cd13b18b751347f5e396a2/1da67aaa97e9e5361a4edeccc7ac2a3a/image.png)
Quote
Urbanizing • Edict
When a card gives you +Actions, you get twice as many.
FAQ: it's not recursive. Doesn't affect villagers - they aren't cards. Turn all the cantrips into villagers.

So a regular village now gives you +4 Actions and Snowy Village is +8 Actions?

I take it it doesn't affect the +Action token either?
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: spineflu on June 18, 2021, 08:49:52 pm
since shael's card is kinda cramping my style on haggling, I'm changing my entry:
(https://trello-attachments.s3.amazonaws.com/6019de42b869588d9701fbff/60cd13b18b751347f5e396a2/1da67aaa97e9e5361a4edeccc7ac2a3a/image.png)
Quote
Urbanizing • Edict
When a card gives you +Actions, you get twice as many.
FAQ: it's not recursive. Doesn't affect villagers - they aren't cards. Turn all the cantrips into villagers.

So a regular village now gives you +4 Actions and Snowy Village is +8 Actions?

I take it it doesn't affect the +Action token either?
yes / yes, but it still hamstrings further actions / yes, not a card
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: grrgrrgrr on June 19, 2021, 04:30:07 am
(https://i.imgur.com/cJ4G0Fl.png)
Quote
Edict
Select an unused Kingdom card costing $2 or $3. Each player replaces one of their starting Estates or Shelters with a copy of that card.

Kinda like Heirlooms in that each player starts off with one copy of a particular card.  It replaces starting Estates (or Shelters), however, and can be any Kingdom card costing $2 or $3.  In a Shelters game, each player gets to choose which of their Shelters to replace*. Whichever card is chosen, it has no pile, making one-shots like Experiment much more powerful, not unlike Way of the Mouse in that respect, except you only get the one

Unlike Mouse, though, it does not have to be an Action card.  You can, for example, have a Victory card (Tunnel is currently the only one that would qualify) or Treasure card such as Ducat or Coin of the Realm, or even a Night card such as Monastery.  Any set-up for the chosen card would be done as usual - which in some cases could mean that you'd have a mat used only by the selected card

The FAQ would have to clarify how to handle cards from split piles.  My thought is that any card that has enough copies for the number of players would be eligible.  Thus, cards like Catapult would qualify except in 6-player games, while Humble Castle would qualify in a 2-player - and only in 2-player - game (of course, Humble Castle would be pretty useless in such a game, being nothing more than a Copper with 1 VP)

*I've been going back and forth on this.  Should I specify a Shelter to be replaced, or leave it as is?

I'd honestly just replace a starting Copper in the opening phase. This is probably the cleanest and also the most "future proof". Also, anything that produces $1 will leave opening theory mostly intact. Of course, stop cards that don't trash or produce $$ will slow the opening phase, but having a Kingdom deck already in your deck somewhat makes up for it.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mxdata on June 20, 2021, 12:11:20 pm
(https://i.imgur.com/cJ4G0Fl.png)
Quote
Edict
Select an unused Kingdom card costing $2 or $3. Each player replaces one of their starting Estates or Shelters with a copy of that card.

Kinda like Heirlooms in that each player starts off with one copy of a particular card.  It replaces starting Estates (or Shelters), however, and can be any Kingdom card costing $2 or $3.  In a Shelters game, each player gets to choose which of their Shelters to replace*. Whichever card is chosen, it has no pile, making one-shots like Experiment much more powerful, not unlike Way of the Mouse in that respect, except you only get the one

Unlike Mouse, though, it does not have to be an Action card.  You can, for example, have a Victory card (Tunnel is currently the only one that would qualify) or Treasure card such as Ducat or Coin of the Realm, or even a Night card such as Monastery.  Any set-up for the chosen card would be done as usual - which in some cases could mean that you'd have a mat used only by the selected card

The FAQ would have to clarify how to handle cards from split piles.  My thought is that any card that has enough copies for the number of players would be eligible.  Thus, cards like Catapult would qualify except in 6-player games, while Humble Castle would qualify in a 2-player - and only in 2-player - game (of course, Humble Castle would be pretty useless in such a game, being nothing more than a Copper with 1 VP)

*I've been going back and forth on this.  Should I specify a Shelter to be replaced, or leave it as is?

I'd honestly just replace a starting Copper in the opening phase. This is probably the cleanest and also the most "future proof". Also, anything that produces $1 will leave opening theory mostly intact. Of course, stop cards that don't trash or produce $$ will slow the opening phase, but having a Kingdom deck already in your deck somewhat makes up for it.

Hmm .... that would definitely be simpler.  On the other hand, most of the time that means you'd only start with 6 Treasures, unlike Heirlooms which still leave you with 7 Treasures, just a different set.  But, hey, a lot of the cards that could be used are already going to change the opening - anything with draw, for example, will trigger a reshuffle after turn 1!  So, that might not be such an important issue anyways
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: Aquila on June 21, 2021, 04:57:11 am
I struggled here with finding something that is best justified as an Edict over Event, Project, Act or kingdom card!

Revised entry:
(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/60c99671d086476fca5346a2/2254da77a4d6c773167560c4f3df920e/Underlords.png)
Quote
Underlords - Edict
At the start of your turn, you may trash a card costing $2 or less from your hand. If you don't, gain such a card from the trash.

Edit: entry changed from this:
Quote
Censorship - Edict
At the start of each of your turns, reveal your hand, and the player to your left chooses one for you to discard. Then, draw until you have 5 cards in hand.
Trying to add player interaction, but this probably makes sad times. It would be terrible with discard attacks, so it gives draw to 5 to soften them. It buffs Outpost and Borrow, only a few things.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: emtzalex on June 21, 2021, 12:47:05 pm
I struggled here with finding something that is best justified as an Edict over Event, Project, Act or kingdom card!
(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/60c99671d086476fca5346a2/f607c53b1fdaf7b79d67d17620e7abbe/Censorship_(1).png)
Quote
Censorship - Edict
At the start of each of your turns, reveal your hand, and the player to your left chooses one for you to discard. Then, draw until you have 5 cards in hand.
Trying to add player interaction, but this probably makes sad times. It would be terrible with discard attacks, so it gives draw to 5 to soften them. It buffs Outpost and Borrow, only a few things.

By attempting to "soften" the impact of discard attacks when using this, it makes those cards nearly unbuyable. The attacks go from hurting your opponent(s) to helping them.

With no discard attack, each turn Censorship causes you to lose the best card in your hand, then (barring other effects like the Flag) get one card from your deck to make it up. If you're hit by a Militia, you lose the two worst cards in your hand, then the best, then get 3 cards from your deck to make up for it (or, put another way, 3 cards that your opponent cannot choose as the card to discard). That turns the strongest part of Militia (its attack) from a benefit to the player playing it into a benefit for their opponent(s).

It hurts Ghost Ship (usually one of the best handsize attacks) even more, as it essentially allows the player hit with the attack to protect the two best cards in their hand, knowing that they will get them back at the start of their next turn (unless a deck-order attack is also played, which is not easy to do after playing the terminal Ghost Ship).
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: fika monster on June 21, 2021, 01:42:43 pm
My edict: curses are now necropolises! yay!!!

... that you can't trash. boooh!

(https://i.imgur.com/oYPU40n.png)

Shoutout to Unjer on the dominion discord for playtesting this with me on the TableTop Simulator mod he is making!

Edit: Updated wording per emtzalex suggestion

(https://i.imgur.com/AhF2Qwa.png)

made an edit
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: DunnoItAll on June 21, 2021, 01:48:54 pm
After some playtesting, I have decided to alter my entry to this version:

(https://i.imgur.com/B420BRu.png)
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: Aquila on June 21, 2021, 03:43:15 pm
Yeah, thanks for the feedback. Here's something that's still a bit interactive that shouldn't have bad moments:

(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/60c99671d086476fca5346a2/2254da77a4d6c773167560c4f3df920e/Underlords.png)
Quote
Underlords - Edict
At the start of your turn, you may trash a card costing $2 or less from your hand. If you don't, gain such a card from the trash.
'Such a card' is a $2- cost, hope that's self-intuitive.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: emtzalex on June 21, 2021, 03:45:11 pm
After some playtesting, I have decided to alter my entry to this version:

(https://i.imgur.com/B420BRu.png)

Do you have to trash a copy to prevent the gaining? For example, if I play Goons, Gold, and 3 Coppers (emptying my hand) and buy a Province, can I then buy a Copper and choose to use the Edict (still buying the Copper and thus triggering Goons to give me +1VP but not gaining a Copper) even though my hand is empty and therefore I cannot trash a Copper? I think that is how the Edict would play under the official rules.

If this is how it plays, that creates potential accountability issues (albeit relatively minor ones), as a player can claim not to have the card in a non-empty hand (although this is only an issue in cases where a player wants to buy a card but neither gain a copy of it nor trash a copy they have in their hand during the Buy phase; the only case I could think of is in a game with Orchard if they had a Haggler in play, and wanted to buy but not gain an Action they already had 3 copies of in order to gain, but not Buy, some other card, possibly one with an Embargo token on its pile; or, in an Orchard game where a player had 3 Stonemasons, wanting to buy (and overpay for) another one, without either gain it or trashing the other).
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: emtzalex on June 21, 2021, 04:24:46 pm
Yeah, thanks for the feedback. Here's something that's still a bit interactive that shouldn't have bad moments:

(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/60c99671d086476fca5346a2/2254da77a4d6c773167560c4f3df920e/Underlords.png)
Quote
Underlords - Edict
At the start of your turn, you may trash a card costing $2 or less from your hand. If you don't, gain such a card from the trash.
'Such a card' is a $2- cost, hope that's self-intuitive.

I think it would be more in line with official cards (Rogue (http://wiki.dominionstrategy.com/index.php/Rogue), Baron (http://wiki.dominionstrategy.com/index.php/Baron), Mountebank (http://wiki.dominionstrategy.com/index.php/Mountebank)) to say: "If you don't, gain a card costing $2 or less from the trash." I think you could say "up to $2" instead of "$2 or less" both times (see Prince (http://wiki.dominionstrategy.com/index.php/Prince)), which is slightly shorter. Also, although you corrected this in the text of your post, the card itself still says "At the start of each of your turns," when "At the start of your turn," is better (see Cathedral (http://wiki.dominionstrategy.com/index.php/Cathedral)).
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: fika monster on June 21, 2021, 04:30:50 pm
My edict: curses are now necropolises! yay!!!

... that you can't trash. boooh!

(https://i.imgur.com/oYPU40n.png)

Shoutout to Unjer on the dominion discord for playtesting this with me on the TableTop Simulator mod he is making!

Edit: Updated wording per emtzalex suggestion

(https://i.imgur.com/AhF2Qwa.png)

made an edit

People don't seem very interested in tribulations: May I ask why? feedback would be interested
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: DunnoItAll on June 21, 2021, 05:28:17 pm
After some playtesting, I have decided to alter my entry to this version:

(https://i.imgur.com/B420BRu.png)

Do you have to trash a copy to prevent the gaining?

Good call.  I will try to come up with a wording so that the answer is yes. Maybe just add "if possible" before "you may."
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: emtzalex on June 21, 2021, 06:05:53 pm
After some playtesting, I have decided to alter my entry to this version:

(https://i.imgur.com/B420BRu.png)

Do you have to trash a copy to prevent the gaining?

Good call.  I will try to come up with a wording so that the answer is yes. Maybe just add "if possible" before "you may."

I would suggest:

Quote from: Recycling
Once per turn, when you buy a card, you may trash a copy of it from your hand. If you did, don't gain it.

(See Trading Post (http://wiki.dominionstrategy.com/index.php/Trading_Post), Pillage (http://wiki.dominionstrategy.com/index.php/Pillage), Secret Cave (http://wiki.dominionstrategy.com/index.php/Secret_Cave))
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: spineflu on June 21, 2021, 07:10:48 pm
My edict: curses are now necropolises! yay!!!

... that you can't trash. boooh!

(https://i.imgur.com/oYPU40n.png)

Shoutout to Unjer on the dominion discord for playtesting this with me on the TableTop Simulator mod he is making!

Edit: Updated wording per emtzalex suggestion

(https://i.imgur.com/AhF2Qwa.png)

made an edit

People don't seem very interested in tribulations: May I ask why? feedback would be interested

Makes the whole game about whether you can survive the curse split, degenerates into a slog. Like +2 Actions is not the worst - at least you'll have plenty of actions - but I'd change them to cantrips instead, if they're stuck in your deck.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: DunnoItAll on June 21, 2021, 11:29:20 pm
My updated entry:

(https://i.imgur.com/p86iOKg.png)
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: fika monster on June 22, 2021, 12:46:00 am
i were looking through carlines venus fan expansion, and came acrosse her "enchantment" cards which are very similar to edicts. i cant enter stuff for her, but here is my favorite one

(https://uploaddeimagens.com.br/images/003/070/380/full/card_%2853%29.png?1612526063)
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mxdata on June 22, 2021, 01:54:30 am
My edict: curses are now necropolises! yay!!!

... that you can't trash. boooh!

(https://i.imgur.com/oYPU40n.png)

Shoutout to Unjer on the dominion discord for playtesting this with me on the TableTop Simulator mod he is making!

Edit: Updated wording per emtzalex suggestion

(https://i.imgur.com/AhF2Qwa.png)

made an edit

People don't seem very interested in tribulations: May I ask why? feedback would be interested

Makes the whole game about whether you can survive the curse split, degenerates into a slog. Like +2 Actions is not the worst - at least you'll have plenty of actions - but I'd change them to cantrips instead, if they're stuck in your deck.

Yeah, not being able to get rid of Curses is pretty rough, and this makes it nearly impossible to (barring Exile or cards such as Ambassador or Masquerade).  +2 Actions could at least be useful if you have good terminal draw in the kingdom

The idea of making Curses work differently is a good one though!  But I agree that +2 Actions isn't really enough compensation in any kingdom with trashing.  A cantrip would be good, it would make Curses work almost like a -1 VP token (except when drawn dead of course), hurting your score with minimal junking
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: fika monster on June 22, 2021, 10:53:27 am
My edict: curses are now necropolises! yay!!!

... that you can't trash. boooh!

(https://i.imgur.com/oYPU40n.png)

Shoutout to Unjer on the dominion discord for playtesting this with me on the TableTop Simulator mod he is making!

Edit: Updated wording per emtzalex suggestion

(https://i.imgur.com/AhF2Qwa.png)

Edit 2: People don't seem excited for this edict. so I'm turning up the volume on this: Now Every curse is a village, but they are worth -2vp instead of -1 vp.

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

Another update. Now curses are -2vp villages you cant get rid of. idk if this is a good idea
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: The Alchemist on June 22, 2021, 11:37:49 pm
Here are my two submission ideas, still deciding between them:

(https://imgur.com/MCEyEzS.png)

(https://imgur.com/BbEgehY.png)

The first is a direct inspiration from one of Asper's original edicts, where an Estate or Shelter is replaced with a Copper. Since that does to the opening functionally the same thing as baker (without choice), I thought turning it up a notch would be more game-changing and fun. Accelerated games for an accelerating industrializing kingdom!

The second was originally all non-kingdom treasures, but I decided better not completely shut down Potion cards that way, so now you just have to reject the 3 default treasures to live a pure and holy life.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mxdata on June 23, 2021, 12:24:11 am
Here are my two submission ideas, still deciding between them:

(https://imgur.com/MCEyEzS.png)

(https://imgur.com/BbEgehY.png)

The first is a direct inspiration from one of Asper's original edicts, where an Estate or Shelter is replaced with a Copper. Since that does to the opening functionally the same thing as baker (without choice), I thought turning it up a notch would be more game-changing and fun. Accelerated games for an accelerating industrializing kingdom!

The second was originally all non-kingdom treasures, but I decided better not completely shut down Potion cards that way, so now you just have to reject the 3 default treasures to live a pure and holy life.

Ascetism would be an amazing combo with Beggar, becoming a straight-up +3 Coffers.  However, most of the time, this seems like it would slow down the game, especially in kingdoms without any Action cards that give +coin
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: Freddy10 on June 23, 2021, 09:08:47 am
(https://i.imgur.com/DMPqyk7.png)
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: Timinou on June 23, 2021, 08:24:25 pm
Forgot to post the 24 hour notice...

Just a reminder that the deadline will be in a few hours.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: kru5h on June 23, 2021, 11:17:49 pm
My edict: curses are now necropolises! yay!!!

... that you can't trash. boooh!

(https://i.imgur.com/oYPU40n.png)

Shoutout to Unjer on the dominion discord for playtesting this with me on the TableTop Simulator mod he is making!

Edit: Updated wording per emtzalex suggestion

(https://i.imgur.com/AhF2Qwa.png)

Edit 2: People don't seem excited for this edict. so I'm turning up the volume on this: Now Every curse is a village, but they are worth -2vp instead of -1 vp.

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

Another update. Now curses are -2vp villages you cant get rid of. idk if this is a good idea

Am I the only one that feels like this is too complicated and punishing?  A zero-cost Village that is worth -1 VP is fine and I would buy it sometimes but not depend on it. I don't think it needs the -2 VP or the trashing clause.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mxdata on June 24, 2021, 12:36:21 am
My edict: curses are now necropolises! yay!!!

... that you can't trash. boooh!

(https://i.imgur.com/oYPU40n.png)

Shoutout to Unjer on the dominion discord for playtesting this with me on the TableTop Simulator mod he is making!

Edit: Updated wording per emtzalex suggestion

(https://i.imgur.com/AhF2Qwa.png)

Edit 2: People don't seem excited for this edict. so I'm turning up the volume on this: Now Every curse is a village, but they are worth -2vp instead of -1 vp.

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

Another update. Now curses are -2vp villages you cant get rid of. idk if this is a good idea

Am I the only one that feels like this is too complicated and punishing?  A zero-cost Village that is worth -1 VP is fine and I would buy it sometimes but not depend on it. I don't think it needs the -2 VP or the trashing clause.

I agree.  -2 VP makes curses just too harsh, especially when untrashable
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: grrgrrgrr on June 24, 2021, 02:41:32 am
If I'm not too late, I'd like to alter my submission a little (to make Snowy Village and Bandit Camp less broken under this).

(https://i.imgur.com/EExFqi1.png)

Also about Tribulations: I like the submission the way it is and disagree with kru5h and mxdata.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: fika monster on June 24, 2021, 10:52:00 am
last minute edit

(https://i.imgur.com/HYhP57c.png)
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: fika monster on June 24, 2021, 10:52:20 am
(https://i.imgur.com/DMPqyk7.png)

dangit, this is really good and simple: wish I thought of this!
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: LastFootnote on June 24, 2021, 03:15:31 pm
(https://i.imgur.com/DMPqyk7.png)

dangit, this is really good and simple: wish I thought of this!

It is a cool idea, but I would instead make it so you just draw 6 cards for every hand.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: Freddy10 on June 24, 2021, 03:56:48 pm
(https://i.imgur.com/DMPqyk7.png)

dangit, this is really good and simple: wish I thought of this!

It is a cool idea, but I would instead make it so you just draw 6 cards for every hand.
it was the idea, but i didn't know how to write it "correctly". Rules says you draw 5 cards at the en of your Clean Up, so the first hand is an special case making this too wordly
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mxdata on June 24, 2021, 04:47:43 pm
(https://i.imgur.com/DMPqyk7.png)

dangit, this is really good and simple: wish I thought of this!

It is a cool idea, but I would instead make it so you just draw 6 cards for every hand.
it was the idea, but i didn't know how to write it "correctly". Rules says you draw 5 cards at the en of your Clean Up, so the first hand is an special case making this too wordly

I had also considered the same idea, with Last Footnote's version, except I had "Each player starts with 8 Coppers and 4 Estates. When you draw a new hand, draw 6 cards".  I think "draw a new hand" should apply to turn 1 as well

EDIT: Not sure whether my version would work with Shelters and Heirlooms.  I think you could make the argument that, based on the usual principle of arranging set-ups so that all would work, you'd have no issue with Heirlooms.  Heirlooms' rule says to replace a starting Copper with the Heirloom, so you just replace one of 8 instead of one in 7, but Shelters says to replace "the starting Estates" with the Shelters, so I think a Shelters game would technically, with my wording, replace the 4 Estates with the 3 Shelters, so I think your "add a Copper and an Estate" rule works better in Shelters game - you'll clearly start with 3 Shelters and 1 Estate that way
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: The Alchemist on June 25, 2021, 02:17:11 pm
Here are my two submission ideas, still deciding between them:

(https://imgur.com/MCEyEzS.png)

(https://imgur.com/BbEgehY.png)

The first is a direct inspiration from one of Asper's original edicts, where an Estate or Shelter is replaced with a Copper. Since that does to the opening functionally the same thing as baker (without choice), I thought turning it up a notch would be more game-changing and fun. Accelerated games for an accelerating industrializing kingdom!

The second was originally all non-kingdom treasures, but I decided better not completely shut down Potion cards that way, so now you just have to reject the 3 default treasures to live a pure and holy life.

Ascetism would be an amazing combo with Beggar, becoming a straight-up +3 Coffers.  However, most of the time, this seems like it would slow down the game, especially in kingdoms without any Action cards that give +coin

Yes, asceticism would slow the game, but so do Attack cards, and I hope people would find trying to play the game with coffers instead of treasures would be fun in the same way (some) people find attack cards to be. The idea between the two edicts was one that sped up the game significantly, and one that slowed it down, kinda fitting to the theme of progress vs meditation.

As for my official submission, I think I will go with Asceticism, though I would like feedback from the judge on both if that's okay.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mathdude on June 27, 2021, 11:34:27 pm
Forgot to post the 24 hour notice...

Just a reminder that the deadline will be in a few hours.


I know things get delayed. But can you give us an update?
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: The Alchemist on June 28, 2021, 02:19:06 am
These are starting to be a "Bi-monthly design contest" haha, contest 12 started Jun 4th.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: fika monster on June 28, 2021, 09:12:56 am
These are starting to be a "Bi-monthly design contest" haha, contest 12 started Jun 4th.

That feels fine to me, but maybe that would be better. Ie, just declare it a bimonthly contest
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: grrgrrgrr on June 30, 2021, 09:17:04 am
I think TC had forgotten his duty as judge. Considering he might have gone on vacation with the intention to not log in, I think it's best to not wait much longer. I think Freddy10 should host next week, as his Abundance entry got the highest like count.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: spineflu on June 30, 2021, 10:04:46 am
I think TC had forgotten his duty as judge. Considering he might have gone on vacation with the intention to not log in, I think it's best to not wait much longer. I think Freddy10 should host next week, as his Abundance entry got the highest like count.

before we just hand off the contest with No Judge Input, has anyone reached out to Timinou?
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: Timinou on June 30, 2021, 12:30:01 pm
Apologies for the radio silence.  I was hoping to get to judging last Thursday but have been bogged down with other commitments.  I’m fine with having winner decided by popular opinion, otherwise judging will have to wait until the weekend. 
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: fika monster on June 30, 2021, 12:41:42 pm
Apologies for the radio silence.  I was hoping to get to judging last Thursday but have been bogged down with other commitments.  I’m fine with having winner decided by popular opinion, otherwise judging will have to wait until the weekend.

I would prefer a judgement sooner: I'm a bit tired of waiting
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: Timinou on June 30, 2021, 12:51:29 pm
Apologies for the radio silence.  I was hoping to get to judging last Thursday but have been bogged down with other commitments.  I’m fine with having winner decided by popular opinion, otherwise judging will have to wait until the weekend.

I would prefer a judgement sooner: I'm a bit tired of waiting

I could do a "short form" judgment tonight  - just announce winner and runners up without commentary on all the submissions.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: DunnoItAll on June 30, 2021, 12:56:40 pm
Apologies for the radio silence.  I was hoping to get to judging last Thursday but have been bogged down with other commitments.  I’m fine with having winner decided by popular opinion, otherwise judging will have to wait until the weekend.

I would prefer a judgement sooner: I'm a bit tired of waiting

I could do a "short form" judgment tonight  - just announce winner and runners up without commentary on all the submissions.

I think this is the best solution.  Just add some comments this weekend.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mathdude on June 30, 2021, 01:01:49 pm
Apologies for the radio silence.  I was hoping to get to judging last Thursday but have been bogged down with other commitments.  I’m fine with having winner decided by popular opinion, otherwise judging will have to wait until the weekend.

I would prefer a judgement sooner: I'm a bit tired of waiting

I could do a "short form" judgment tonight  - just announce winner and runners up without commentary on all the submissions.

This is perfectly reasonable.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: emtzalex on June 30, 2021, 02:52:47 pm
Apologies for the radio silence.  I was hoping to get to judging last Thursday but have been bogged down with other commitments.  I’m fine with having winner decided by popular opinion, otherwise judging will have to wait until the weekend.

I would prefer a judgement sooner: I'm a bit tired of waiting

I could do a "short form" judgment tonight  - just announce winner and runners up without commentary on all the submissions.

I think this is the best solution.  Just add some comments this weekend.

I concur.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: naitchman on June 30, 2021, 02:54:28 pm
I think in the future, if something like this comes up, the runner up from the previous week should take over as judge. I'm not such a fan of doing it by popular vote bc there might be some bias.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: spineflu on June 30, 2021, 03:14:07 pm
I think in the future, if something like this comes up, the runner up from the previous week should take over as judge. I'm not such a fan of doing it by popular vote bc there might be some bias.

yes, this, correct. all a +1 from me means is it made a good first impression, not anything about balance. Respect voting, because of how easily it can be biased, manipulated, and isn't a direct correlation to quality, should be a last resort.

I know with the WDC we've had contests go 2 week with no judgment, especially around holidays - we should keep that in mind and not harrass the judges for being less logged on than us.

edit: happy 1000th post to me
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: fika monster on June 30, 2021, 04:48:40 pm
Apologies for the radio silence.  I was hoping to get to judging last Thursday but have been bogged down with other commitments.  I’m fine with having winner decided by popular opinion, otherwise judging will have to wait until the weekend.

I would prefer a judgement sooner: I'm a bit tired of waiting

I could do a "short form" judgment tonight  - just announce winner and runners up without commentary on all the submissions.

oh yeah thaats a good idea
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: fika monster on June 30, 2021, 04:50:10 pm
I think in the future, if something like this comes up, the runner up from the previous week should take over as judge. I'm not such a fan of doing it by popular vote bc there might be some bias.

yes, this, correct. all a +1 from me means is it made a good first impression, not anything about balance. Respect voting, because of how easily it can be biased, manipulated, and isn't a direct correlation to quality, should be a last resort.

I know with the WDC we've had contests go 2 week with no judgment, especially around holidays - we should keep that in mind and not harrass the judges for being less logged on than us.

edit: happy 1000th post to me

wait did i harass the judge? if so, that wasnt intentionall
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: Gubump on June 30, 2021, 06:00:04 pm
I think in the future, if something like this comes up, the runner up from the previous week should take over as judge. I'm not such a fan of doing it by popular vote bc there might be some bias.

One problem with that, though, is that the runner up from the previous week could have a submission to the current contest. I don't think it's a great idea to have a contestant also be judging.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: naitchman on June 30, 2021, 11:04:33 pm
I think in the future, if something like this comes up, the runner up from the previous week should take over as judge. I'm not such a fan of doing it by popular vote bc there might be some bias.

One problem with that, though, is that the runner up from the previous week could have a submission to the current contest. I don't think it's a great idea to have a contestant also be judging.

Obviously he/she wouldn't give feedback on their own card, and wouldn't count it in the winners and runners up. Not perfect, but I think it's better than voting. At least this way we get feedback. With voting you have all the problems that come with voting (spoilers, strategic voting, etc.) and you have people in the running having an impact (through their vote) on who wins.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: Timinou on July 01, 2021, 03:24:58 am
Sorry once again for the delay in judging. 

Thank you all for your patience and your submissions.  I am posting the winner/runners-up below along with my comments, but I will try to provide feedback on the remaining submissions this weekend or sometime next week.

WINNER:
mxdata's Patrimony
I think this a cool concept which looks like it could offer some interesting variety.  It could be fairly game-warping in some cases (e.g. having a Chapel in your starting deck), although we already have some precedent for this (albeit uncommon) with Way of the Mouse + Shelter boards. Patrimony shakes up the opening not only by virtue of having one less Copper in your deck, but also the possible price points you could hit, and also the possibility of playing a card you gained on turn 1 during turn 2.  Patrimony looks fun, but one concern I have is that it could make openings less balanced in some cases.  For example, on a Patrimony board with Shanty Town replacing a starting Copper, it is possible that Player 1 has a 5/1 open and buys a Margrave on turn 1, and then on turn 2 is able to play the Shanty Town, and then find and play their Margrave.


Runners-up:
emtzalex's Progress
The impact will be fairly subtle on most boards, but I think it still brings a nice twist to the game.  Because buying Treasures will also help you thin your deck, Progress probably facilitates a Big Money strategy (although not to the extent that it would necessarily beat a good engine).  Your Estates become like Hovels, so it might encourage earlier greening especially if good Estate trashers aren't available in the Kingdom.  One minor drawback is that this weakens any junkers that give out Ruins, since getting rid of them becomes fairly trivial.  Could this have been a Project?  Perhaps, but given that the effect is not particularly strong, I think this works better as an Edict.       

DunnoItAll's Recycling
I'm always intrigued by new ways to thin your deck.  In this case, I like that you can use extra Buys to trash cards.  I think a version without a once-per-turn limitation would have been more exciting, although that might be too fast in some cases (for instance, you could get thin quite quickly with a few Silk Merchants or Market Squares in your deck).  While the effect may not be earth shattering, I think Recycling will still create some interesting decisions during your Buy phase.  The main limitation is that it will have very limited utility in Kingdoms without +Buy.


Honorable mentions:
Freddy10's Abundance
Starting with an extra Copper and Estate in your deck, and playing with a default hand size of 6 is a neat idea for an Edict.  I'm definitely curious to try this out.  It shakes up the opening, but will also tend to accelerate games.  My main concern would be that since a lot of existing cards are designed around a default hand size of 5, Abundance might throw off the balance of certain cards.  For example,  Ghost Ship becomes arguably stronger, draw-to-X somewhat weaker, activating Menageries and Diplomats becomes harder, etc.

fikamonster's Tribulations
I like the idea of making Curses more useful for your deck but making them "untrashable".  The original version was too harsh; the balance on the revised version is much better.  Tribulations won't have much relevance in most games without Cursers; however, I think it would be interesting to see what players do if Curses are the only village in a Kingdom.


Congrats, mxdata!

Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: emtzalex on July 01, 2021, 12:59:28 pm
Sorry once again for the delay in judging. 

Thank you all for your patience and your submissions.  I am posting the winner/runners-up below along with my comments, but I will try to provide feedback on the remaining submissions this weekend or sometime next week.
Runners-up:
emtzalex's Progress
The impact will be fairly subtle on most boards, but I think it still brings a nice twist to the game.  Because buying Treasures will also help you thin your deck, Progress probably facilitates a Big Money strategy (although not to the extent that it would necessarily beat a good engine).  Your Estates become like Hovels, so it might encourage earlier greening especially if good Estate trashers aren't available in the Kingdom.  One minor drawback is that this weakens any junkers that give out Ruins, since getting rid of them becomes fairly trivial.  Could this have been a Project?  Perhaps, but given that the effect is not particularly strong, I think this works better as an Edict.       


Thanks, Timinou, for the judging, the feedback, and liking my Edict enough to give it the runner-up spot. Judging these can be a ton of work, and I very much understand life getting in the way.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: mxdata on July 01, 2021, 02:45:30 pm
Sorry once again for the delay in judging. 

Thank you all for your patience and your submissions.  I am posting the winner/runners-up below along with my comments, but I will try to provide feedback on the remaining submissions this weekend or sometime next week.

WINNER:
mxdata's Patrimony
I think this a cool concept which looks like it could offer some interesting variety.  It could be fairly game-warping in some cases (e.g. having a Chapel in your starting deck), although we already have some precedent for this (albeit uncommon) with Way of the Mouse + Shelter boards. Patrimony shakes up the opening not only by virtue of having one less Copper in your deck, but also the possible price points you could hit, and also the possibility of playing a card you gained on turn 1 during turn 2.  Patrimony looks fun, but one concern I have is that it could make openings less balanced in some cases.  For example, on a Patrimony board with Shanty Town replacing a starting Copper, it is possible that Player 1 has a 5/1 open and buys a Margrave on turn 1, and then on turn 2 is able to play the Shanty Town, and then find and play their Margrave.


Runners-up:
emtzalex's Progress
The impact will be fairly subtle on most boards, but I think it still brings a nice twist to the game.  Because buying Treasures will also help you thin your deck, Progress probably facilitates a Big Money strategy (although not to the extent that it would necessarily beat a good engine).  Your Estates become like Hovels, so it might encourage earlier greening especially if good Estate trashers aren't available in the Kingdom.  One minor drawback is that this weakens any junkers that give out Ruins, since getting rid of them becomes fairly trivial.  Could this have been a Project?  Perhaps, but given that the effect is not particularly strong, I think this works better as an Edict.       

DunnoItAll's Recycling
I'm always intrigued by new ways to thin your deck.  In this case, I like that you can use extra Buys to trash cards.  I think a version without a once-per-turn limitation would have been more exciting, although that might be too fast in some cases (for instance, you could get thin quite quickly with a few Silk Merchants or Market Squares in your deck).  While the effect may not be earth shattering, I think Recycling will still create some interesting decisions during your Buy phase.  The main limitation is that it will have very limited utility in Kingdoms without +Buy.


Honorable mentions:
Freddy10's Abundance
Starting with an extra Copper and Estate in your deck, and playing with a default hand size of 6 is a neat idea for an Edict.  I'm definitely curious to try this out.  It shakes up the opening, but will also tend to accelerate games.  My main concern would be that since a lot of existing cards are designed around a default hand size of 5, Abundance might throw off the balance of certain cards.  For example,  Ghost Ship becomes arguably stronger, draw-to-X somewhat weaker, activating Menageries and Diplomats becomes harder, etc.

fikamonster's Tribulations
I like the idea of making Curses more useful for your deck but making them "untrashable".  The original version was too harsh; the balance on the revised version is much better.  Tribulations won't have much relevance in most games without Cursers; however, I think it would be interesting to see what players do if Curses are the only village in a Kingdom.


Congrats, mxdata!

Woah, awesome!  Thanks!  :D  I'll post the next challenge in the next couple of days once I decide what to do!
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: Gubump on July 01, 2021, 06:08:07 pm
I think in the future, if something like this comes up, the runner up from the previous week should take over as judge. I'm not such a fan of doing it by popular vote bc there might be some bias.

One problem with that, though, is that the runner up from the previous week could have a submission to the current contest. I don't think it's a great idea to have a contestant also be judging.

Obviously he/she wouldn't give feedback on their own card, and wouldn't count it in the winners and runners up. Not perfect, but I think it's better than voting. At least this way we get feedback. With voting you have all the problems that come with voting (spoilers, strategic voting, etc.) and you have people in the running having an impact (through their vote) on who wins.

But then that's unfair to that person. Their card shouldn't be guaranteed to lose just because the judge was too slow.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: emtzalex on July 01, 2021, 07:16:33 pm
I think in the future, if something like this comes up, the runner up from the previous week should take over as judge. I'm not such a fan of doing it by popular vote bc there might be some bias.
One problem with that, though, is that the runner up from the previous week could have a submission to the current contest. I don't think it's a great idea to have a contestant also be judging.
Obviously he/she wouldn't give feedback on their own card, and wouldn't count it in the winners and runners up. Not perfect, but I think it's better than voting. At least this way we get feedback. With voting you have all the problems that come with voting (spoilers, strategic voting, etc.) and you have people in the running having an impact (through their vote) on who wins.
But then that's unfair to that person. Their card shouldn't be guaranteed to lose just because the judge was too slow.

For that very reason, I would suggest that it should actually be the previous week's judge that steps in as backup. To Gubump's point, someone might well come in as runner up several weeks in a row and never get to "host" the contest, getting to choose the contest. Losing the chance to actually win could be pretty unfair, especially if you came up with a really excellent card, and maybe even rode the confidence from your previous runner-up award to make an exceptional submission. It is entirely possible for that to be the week you win it (for example Aquila was runner-up in Week 9, before winning the contest in Week 10).

By contrast, it is probably the least unfair to ask the previous week's judge to step in and take over. That person in fact did just get the chance to host more recently than anyone else competing (the judge not able to fulfill their duties obviously would not have submitted a card to their own contest, so also would not be in the running). There has never been a Fan Mechanic winner who won two contests ago (e.g. the previous week's judge), and it has only happened half a dozen times for the WDC, mostly earlier on (Aquilla in weeks 14 and 16, Tejayes in 24 and 26, King Leon in 30 and 32, NoMoreFun in 54 and 56, and Snowyowl in 55 and 57).
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: emtzalex on July 01, 2021, 10:41:36 pm
Inspired by the contest title, I made a few additional Edicts based on Latin phrases, most U.S. State mottos:


(https://i.imgur.com/8BT8KA6h.png)
Quote from: Ad Astra per Aspera
AD ASTRA PER ASPERA
EDICT
Directly after you finish playing an Action card, if it's still in play, you may Exile it, for +2 Actions.
                                 



(https://i.imgur.com/PYxTP4Zh.png)
Quote from: Annuit Cœptis
ANNUIT CŒPTIS
EDICT
Duchies cost $1 more and are also Actions with "Play the one of the set-aside cards, leaving it there."


Setup: Set aside 2 unused Actions, each costing $3.
                                 


(https://i.imgur.com/gRdBZVOh.png)
Quote from: Audentes Fortuna Iuvat
AUDENTES FORTUNA IUVAT
EDICT
When you buy an Action card, you may trash the top card of your deck.
                                 


(https://i.imgur.com/QhYK9n5h.png)
Quote from: Esto Perpetua
ESTO PERPERUA
EDICT
When you buy an Action card, if you have a copy of it in play, +1 Villager. When you buy a Treasure card, if you have a two copies of it in play, +1 Coffers.
                                 


(https://i.imgur.com/BRlkz5Dh.png)
Quote from: Fiat Lex
FIAT LEX
EDICT
When a player plays an Attack, whatever it causes "each other player" to do, the player playing the Attack does as well.
                                 


(https://i.imgur.com/wctSf1Ph.png)
Quote from: Labor Omnia Vincit
LABOR OMNIA VINCIT
EDICT
When you play an Action card, if you already have a copy of it in play, +$1.
                                 


(https://i.imgur.com/ev7rnyrh.png)
Quote from: Montani Semper Liberi
MONTANI SEMPER LIBERI
EDICT
Once per turn, when you would draw a card, you may instead look through your discard pile and put a card from it into your hand.
                                 


(https://i.imgur.com/s9f1offh.png)
Quote from: Sic Semper Tyrannis
SIC SEMPER TYRANNIS
EDICT
When a player plays the same Action card more than once (using an effect that plays it two or more times), trash it.
                                 


And one that is not in Latin:


(https://i.imgur.com/Jk6kBTMh.png)
Quote from: Serfdom
SERFDOM
EDICT
When you gain a Victory card, +1 Villager per $2 it costs (round down).
                                 
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: naitchman on July 18, 2021, 01:01:16 pm
Sorry once again for the delay in judging. 

Thank you all for your patience and your submissions.  I am posting the winner/runners-up below along with my comments, but I will try to provide feedback on the remaining submissions this weekend or sometime next week.

Are we going to get feedback on the other cards?
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: Timinou on July 26, 2021, 02:36:40 am
I apologise for taking so long to get around to providing my comments on the remaining submissions.  I've unfortunately been quite busy in the past few weeks.

My thoughts are below:

kru5h - Smelting
Quote
Get +1 Buy when you play Gold.
Smelting makes Gold a lot more attractive, and by extension any gold-gainers.  I wonder if this would monolithically favor money strategies, which in my opinion, makes this less interesting.  I think this could be more interesting as a Project than an Edict.

segura - Monarchy
Quote
At the start of each turn, gain a Copper to your hand or discard a card.
This probably could have made the shortlist, but unfortunately I don't believe segura clarified if they really meant at the start of each turn, rather than at the start of your turn (or each of your turns).  As worded, I think makes the Edict quite oppressive in games with more than two players.  Even if it only applied to the active player's turn, I don't think this would be everyone's cup of tea since it could potentially turn games into slogs.  Nevertheless, I still think this would create some interesting decisions at the start of your turn. 

naitchman - Lucky Find
Quote
You may not buy a Rare Card if you do not have any Luck cards in play
-
Setup: Randomly choose a Kingdom pile for which no other Kingdom pile costs more.  Cards from that pile are Rare Cards.  Randomly choose a different Action or Treasure Kingdom pile for which no other Kingdom pile costs less.  Cards from that pile are Luck Cards"
At first glance, the small text is a bit off-putting, but I think there is an interesting idea here.  It takes a bit of extra setup at the start of games, which isn't usually a problem as long as the additional set up is worth it.  Only being able to buy Rare card if you have a Luck Card in play is intriguing.  However, the specific combination of Rare Card and Luck Card may not always lead to interesting decisions in terms of when to buy them.  For example, if the Rare Card happens to be a a fairly undesirable $5-cost card then that is much less likely to factor into your decision of whether to buy a Luck Card. My other concern is that if the Luck card isn't one that you would want to have many copies of in your deck, then it could make buying the Rare card quite undesirable (it's almost like tacking a Potion cost on the card). There is also a scenario where the Luck Card happens to be Embargo or Acting Troupe, which pretty much makes it impossible to buy the Rare card in games without Ways (although you can still gain it through workshops or remodelers).

grrgrrgrr - Other Dimension
Quote
When you'd normally get +Actions from anything other than Villagers, you get +$ instead.  When you gain a card, +1 Villager
Other Dimension looks wacky and potentially fun to try; however, I fear it may be too game-warping.  The original version that gave +Cards instead of +Actions was probably broken; the revised version that gives +$ instead of Actions is much better.  Since every Action card effectively becomes terminal (although you could argue that all gainers are non-terminal), managing terminal space becomes a different beast.  I think Kingdoms without extra gains would really fall flat with Other Dimension.  I also worry that this would throw off the balance of existing cards.  Other Dimension could work in a curated Kingdom, but I don't know if this will work well for any random Kingdom. 

mathdude - Rationing
Quote
The game does not end with 3 empty Supply piles, but with 5.
-
Setup: for each Kingdom Supply pile, use only half as many of each uniquely named card as usual (rounded up)"
Rationing introduces some rules twists, making less Kingdom cards available to players and also altering a game-end condition.  I don't think this would work well at higher player counts, but it is probably fine for 2 or 3-player games.  I'm not sure if I would enjoy games with Rationing more than normal ones.  It probably forces players to build their decks with a higher variety of cards and discourages monolithic strategies like a Minion stack, but it will often make building an effective engine harder.         

NoMoreFun - Herding
Quote
When you gain a Silver, you may exchange it for a Horse, and vice-versa
In Kingdoms without Silver-gainers or Horse-gainers, Herding would be like having Ride available as an Event, except it would now cost you $3 for a Horse instead of $2.  Herding is a lot more interesting and looks quite fun when you have Silver-gainers or Horse-gainers in the Kingdom, but unfortunately I think the majority of Kingdoms will not have either of those.  You often don't want too many Silvers in your deck, so Herding significantly buffs cards like Bureaucrat, Trader, and Jack-of-all-Trades.  Having the option to gain Silvers from your Paddocks or Sleighs for extra payload would also be nice.     

Shael - Alchemy
Quote
When you buy a card, you may overpay any number of Potion for it.  For each overpaid Potion, gain two cheaper non-Victory cards
Alchemy gives you a reason to consider buying a Potion, even if there are no Potion-cost cards in the Kingdom.  Potion is now a non-terminal Haggler variant, and I think the effect looks quite good (possibly too good) for a $4-cost Treasure.  Since you can choose whether or not to overpay with Potions, you don't have the same potential drawback as with Haggler or Talisman where you may be forced to gain cards that you don't want.  I'm not entirely sure that this needs to be an Edict rather than a separate Kingdom card.

spineflu - Urbanizing
Quote
When a card gives you +Actions, you get twice as many
Urbanizing will effectively turn any non-terminal Action card into a village.  I don't think that having an overabundance of +Actions will necessarily make games more fun, since puzzling out how to manage your terminal space is one of the things I like about Dominion.  I also have a similar concern as with Other Dimension that this could disrupt the balance of existing cards.   

Aquila - Underlords
Quote
At the start of each of your turns, you may trash a card costing $2 or less from you hand.  If you don't, gain such a card from the trash.
Underlords almost made the shortlist. It will allow players to thin their decks fairly quickly and so will tend to accelerate games.  If players don't have any junk in hand to trash, they instead must gain a cheap card (usually junk but not always) from the trash.  The decision of whether or not to trash a card from your hand will not always be automatic - for instance, if you have 5 Coppers in hand, it won't always be clear whether it is more optimal to be able to buy a $5-cost card (and be forced to gain junk) or to trash a Copper and buy a $4-cost card.  There could be some interesting interactions in some games (for example, with cost-reduction you could gain Zombies or other normally more expensive cards out of the trash).  There could be a risk of slightly exacerbating a first player advantage during the opening (for example, if player 1 has 5/2 and player 2 has 2/5), but I don't see this as a major flaw.             

The Alchemist - Asceticism
Quote
When you gain a Copper, Silver, or Gold, return it to the Supply and +1 Coffers
The concept of not being able to add non-Kingdom Treasures to your deck is an interesting one.  I think one issue, as others have pointed out, is that it could tend to prolong games especially if there aren't any Action cards in the Kingdom that give you economy.  Another issue is that if you have lots of +Buy available, I think it makes gaining Coffers fairly trivial, as you could convert all you unused Buys into Coffers.  I'm also not sure I like the fact that it nerfs gold-gainers and makes it harder to keep Encampments in your deck or to active Legionaries.  I liked the Urbanization Edict (which replaces a starting card with a Silver) better.
Title: Re: Fan Card Mechanics Week 13: Et Factum Est Ita
Post by: Ethan on April 09, 2023, 04:33:32 am
I am sorry to reply this in 2023, but I read this thread today. And it is surprising that some many card ideas in this contest are similar to later Offical card:
Haggling(grrgrrgrr's Event version)  - Mirror
I think this works better as a $3 costing Event. "+1 Buy. The next time you buy a non-Victory card this turn, gain a copy."

Monarchy  - Gang of Pickpockets(somehow)
(https://i.imgur.com/h0kR4K9.png)

Patrimony - Inherited(more dramatic)
(https://i.imgur.com/ybL9S1y.png)

Tribulations - Charlatan(in modifying Curse)
(https://i.imgur.com/oYPU40n.png)

 Edit: Updated wording per emtzalex suggestion

(https://i.imgur.com/AhF2Qwa.png)

Edit 2: People don't seem excited for this edict. so I'm turning up the volume on this: Now Every curse is a village, but they are worth -2vp instead of -1 vp.

(https://i.imgur.com/lZwxScE.png)
You guys are wonderful.