Extortionist
Action - Attack - Reserve (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
+1 Buy
Each other player gains a curse to their hand. Put this on your tavern mat.
When another player gains a card costing (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) or more, you may call this to gain a Gold.
That's kind of incredible in a way. This was exactly the next contest I planned on doing as well! So I'm glad to see that. I will definitely send a submission soon enough. :)
Extortionist
Action - Attack - Reserve [$5]
+$2
+1 Buy
Each other player gains a curse to thier hand. Put this on your tavern mat.
When another player gains a card costing [$4] or more, you may call this to gain a Gold.
Warden - Action Duration Reaction, $5 cost.Caravan variant that can defend against Attacks in new ways, like hide something from a Pillage, reduce the chances of a Knight hitting something, tell a Jester what to do, carry a card over to the next hand Minion gives you, or soften Militia by keeping a card safe on the deck to draw next turn.
+1 Action
Now and at the start of your next turn: +2 Cards, then put a card from your hand onto your deck.
-
When another player plays an Attack card, you may play this from your hand.
Legate - $4
Action/Command/Gathering
If there are less than 3VP on the Legate pile, add 1VP to the Legate pile and play a non-Command Action from the supply, leaving it there.
-
When you gain this, take the VP from the Legate pile.
This entry is using some more obscure types.
(https://i.imgur.com/WsQ5J2p.png)QuoteLegate - $4
Action/Command/Gathering
If there are less than 3VP on the Legate pile, add 1VP to the Legate pile and play a non-Command Action from the supply, leaving it there.
-
When you gain this, take the VP from the Legate pile.
Extortionist
Action - Attack - Reserve [$5]
+$2
+1 Buy
Each other player gains a curse to thier hand. Put this on your tavern mat.
When another player gains a card costing [$4] or more, you may call this to gain a Gold.
I almost missed the call line; maybe you could see about making it not as long? :P
Sneak
Action/Duration/Reaction - $4
+2 Cards
At the start of your next turn, +1 Action
____
At the start of another player's turn, you may play this from your hand
Heirloom: Torch
Torch
Treasure/Attack/Heirloom - $2
Worth $1
Each player (inlcuding you) with 6 or more cards in hand may discard their hand and draw 4 cards, your choice. If you discarded your hand, +$3.
Sneak
Action/Duration/Reaction - $4
+2 Cards
At the start of your next turn, +1 Action
____
At the start of another player's turn, you may play this from your hand
Heirloom: Torch
Torch
Treasure/Attack/Heirloom - $2
Worth $1
Each player (inlcuding you) with 6 or more cards in hand may discard their hand and draw 4 cards, your choice. If you discarded your hand, +$3.
Torch is not really an attack, because it doesn't do anything bad that the other players can't control. If a player doesn't want to discard their hand, they just decline, simple. Also I understand that Sneak is trying to make it so that people can have 6 cards in hand on your turn, but I don't really like that it depends on being in your starting hand to get the benefit. Well, more importantly, the trigger time seems confusing (it is well defined, but it's still a head scratcher). Maybe it's not as big of a deal as I'm making it.
Sneak
Action/Duration/Reaction - $4
+2 Cards
At the start of your next turn, +1 Action
____
At the start of another player's turn, you may play this from your hand
Heirloom: Torch
Torch
Treasure/Attack/Heirloom - $2
Worth $1
Each player (inlcuding you) with 6 or more cards in hand may discard their hand and draw 4 cards, your choice. If you discarded your hand, +$3.
Torch is not really an attack, because it doesn't do anything bad that the other players can't control. If a player doesn't want to discard their hand, they just decline, simple. Also I understand that Sneak is trying to make it so that people can have 6 cards in hand on your turn, but I don't really like that it depends on being in your starting hand to get the benefit. Well, more importantly, the trigger time seems confusing (it is well defined, but it's still a head scratcher). Maybe it's not as big of a deal as I'm making it.
Torch says "your choice", indicating that the person who plays it decides whether the discard happens. However, the biggest issue is "6 or more cards".In most games, other players are only going to have 5 cards in their hand when you play this, meaning that most of the time they'll be immune to the attack
Altruist • $5 • Action - Duration - Night
If it's your Action phase, +1 Buy.
Until the end of your next turn, when you buy a card, gain a cheaper card that shares a type with it.
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/60d660329ea4ad200dd65909/57fe8ffa0c632ee5089da7c9b1c5ce50/altruist.png)QuoteAltruist • $5 • Action - Duration - Night
If it's your Action phase, +1 Buy.
Until the end of your next turn, when you buy a card, gain a cheaper card that shares a type with it.
Haggler that can let you get the province-duchy combo. Non-terminal if you want the effect next turn only.
Crown Prince
Night - Duration - Reaction
$5
Set aside an Action card from your hand (on this). At the start of your next turn, play that card twice.
-
When you gain an Action card, you may discard this to set that card aside, playing it at the start of your next turn.
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/60d660329ea4ad200dd65909/57fe8ffa0c632ee5089da7c9b1c5ce50/altruist.png)QuoteAltruist • $5 • Action - Duration - Night
If it's your Action phase, +1 Buy.
Until the end of your next turn, when you buy a card, gain a cheaper card that shares a type with it.
Haggler that can let you get the province-duchy combo. Non-terminal if you want the effect next turn only.
How did you get the left-right split effect?
Torch says "your choice", indicating that the person who plays it decides whether the discard happens. However, the biggest issue is "6 or more cards". In most games, other players are only going to have 5 cards in their hand when you play this, meaning that most of the time they'll be immune to the attack
[Strongholds]
However, the biggest issue is "6 or more cards". In most games, other players are only going to have 5 cards in their hand when you play this, meaning that most of the time they'll be immune to the attackSneak
Action/Duration/Reaction - $4
+2 Cards
At the start of your next turn, +1 Action
____
At the start of another player's turn, you may play this from your hand
Heirloom: Torch
Torch
Treasure/Attack/Heirloom - $2
Worth $1
Each player (inlcuding you) with 6 or more cards in hand may discard their hand and draw 4 cards, your choice. If you discarded your hand, +$3.
Torch is not really an attack, because it doesn't do anything bad that the other players can't control. If a player doesn't want to discard their hand, they just decline, simple. Also I understand that Sneak is trying to make it so that people can have 6 cards in hand on your turn, but I don't really like that it depends on being in your starting hand to get the benefit. Well, more importantly, the trigger time seems confusing (it is well defined, but it's still a head scratcher). Maybe it's not as big of a deal as I'm making it.
However, the biggest issue is "6 or more cards". In most games, other players are only going to have 5 cards in their hand when you play this, meaning that most of the time they'll be immune to the attackSneak
Action/Duration/Reaction - $4
+2 Cards
At the start of your next turn, +1 Action
____
At the start of another player's turn, you may play this from your hand
Heirloom: Torch
Torch
Treasure/Attack/Heirloom - $2
Worth $1
Each player (inlcuding you) with 6 or more cards in hand may discard their hand and draw 4 cards, your choice. If you discarded your hand, +$3.
Torch is not really an attack, because it doesn't do anything bad that the other players can't control. If a player doesn't want to discard their hand, they just decline, simple. Also I understand that Sneak is trying to make it so that people can have 6 cards in hand on your turn, but I don't really like that it depends on being in your starting hand to get the benefit. Well, more importantly, the trigger time seems confusing (it is well defined, but it's still a head scratcher). Maybe it's not as big of a deal as I'm making it.
Sorry if it wasn't clear, but the premise of Sneak is that you can play it non terminally at the start of other players turns, but it puts you at risk from discard attacks including Torch (and every player has a Torch).
Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play you would discard from play this turn onto your deck.
---
2VP peraPrize you have.
2 additional card types in Prize pile.
Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play onto your deck.
---
2VP per a Prize you have.
2 additional card types in Prize pile.
Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play onto your deck.
---
2VP per a Prize you have.
2 additional card types in Prize pile.
Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play onto your deck.
---
2VP per a Prize you have.
2 additional card types in Prize pile.
Small language issue, in addition to Gubump's comment: it should be just "per Prize", not "per a Prize"
The victory part seems a bit tacked-on to me. Like, that's similar to King's Castle, but Castles are already victory cards, so it makes sense on that one. Plus, the ability to scheme any number of cards already makes this incredibly powerful. Once you get this, you can basically control what you draw for the entire rest of the game, since it would be able to topdeck itself in addition to whatever else it's topdecking - basically a one-card golden deck! And since it's a Prize, only one person can own it. This seems incredibly overpowered even without the VP. I'd suggest putting some kind of limit on the top-decking
Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play onto your deck.
---
2VP per a Prize you have.
2 additional card types in Prize pile.
Small language issue, in addition to Gubump's comment: it should be just "per Prize", not "per a Prize"
The victory part seems a bit tacked-on to me. Like, that's similar to King's Castle, but Castles are already victory cards, so it makes sense on that one. Plus, the ability to scheme any number of cards already makes this incredibly powerful. Once you get this, you can basically control what you draw for the entire rest of the game, since it would be able to topdeck itself in addition to whatever else it's topdecking - basically a one-card golden deck! And since it's a Prize, only one person can own it. This seems incredibly overpowered even without the VP. I'd suggest putting some kind of limit on the top-decking
I don't think that's true. In games using DCT, Followeres is always available. You have to discard a Province to gain a Prize, so you have to draw a Province again to gain Followeres to stop other players gaining it.
What do you discard if you have DCT when another player plays Followeres? DCT doesn't earn a single $. That's why I think DCT is not broken.
Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play you would discard from play this turn onto your deck.
---
2VP peraPrize you have.
2 additional card types in Prize pile.
this card in its current form does not qualify for the contest, as it is not a Kingdom card.
this card in its current form does not qualify for the contest, as it is not a Kingdom card.
I totally skipped over that part in your prompt. My only thought is maybe including a reminder of what qualifies as a kingdom card?
Extortionist
Action - Attack - Reserve [$5]
+$2
+1 Buy
Each other player gains a curse to thier hand. Put this on your tavern mat.
When another player gains a card costing [$4] or more, you may call this to gain a Gold.
I almost missed the call line; maybe you could see about making it not as long? :P
I'm not quite sure what you mean by that, can you elaborate?
(https://i.ibb.co/yWzj7Gc/image.png)
Pillow
Treasure - Night - Reserve - $5
If it's Night phase, put this
on your Tavern mat. Otherwise,
$2
-
At start of your Buy phase,
you may call this to play it.
Pillow is actually very different from Coffers because you can't play it again until you've spent the coins, so it prevents the stockpiling issue that would make a "+2 Coffers" Treasure unfeasible.(https://i.ibb.co/yWzj7Gc/image.png)
Pillow
Treasure - Night - Reserve - $5
If it's Night phase, put this
on your Tavern mat. Otherwise,
$2
-
At start of your Buy phase,
you may call this to play it.[/size]
This seems like a really convoluted way of designing a Treasure that is just +2 Coffers. I know Coffers are normally on Actions, not Treasures, but it basically works that way here.
Granted, +2 Coffers is slightly more flexible than this card because here you have to spend them both on the same turn.
Barrows
⑤ Action - Duration - Victory
At the start of each of your
Buy phases for the rest of the
game, set aside a card from
your hand face up (on this).
(This stays in play.)
-
Worth 2 VP per Action card set
aside by this at end of game.
(https://i.ibb.co/yWzj7Gc/image.png)
Pillow
Treasure - Night - Reserve - $5
If it's Night phase, put this
on your Tavern mat. Otherwise,
$2
-
At start of your Buy phase,
you may call this to play it.
This seems like a really convoluted way of designing a Treasure that is just +2 Coffers. I know Coffers are normally on Actions, not Treasures, but it basically works that way here.
Granted, +2 Coffers is slightly more flexible than this card because here you have to spend them both on the same turn.
(https://cdn.discordapp.com/attachments/685147225470271508/858769725022535730/Barrows_2.png)Quote from: MochaMokoBarrows
④ Action - Duration - Victory
At the start of each of your
Buy phases for the rest of the
game, set aside a card from
your hand face up (on this).
(This stays in play.)
-
Worth 2 VP per Action card set
aside by this at end of game.
Hey there, fella! Do you want to build a pyramid? Stack a bunch of junk in a heap, put some Action cards in, bake for 15 minutes, serve chilled!
Oh, it doesn't look the way I imagined it to. Well I hope it's tasty enough.
FAQ: You must put a card on Barrows if you can. A copy of Barrows also only counts the Actions that it itself has set aside; you can't buy Colonies for ④ all of a sudden, sorry mate. And anyone may look through your set-aside-by-Barrows piles. It's kind of disrespectful to dig through other people's graves though.
You might be reminded of Cathedral. Barrows keeps the cards yours, so feel free to put in your Provinces and other cards that you want for scoring purposes. It also triggers at the start of your Buy phase, so you aren't hampered by the limited options your starting hand offers you. I expect it will be much more pleasant to play with than Cathedral later on, but less pleasant than Cathedral early on, because you actually have to draw a card and play it to get cooking. And, well, it costs ④.
Great idea, but looks OP to me, even without the VP bonus. Stashing cards at the buy phase (rather than at start of the turn) makes this much stronger than Cathedral, especially if you can build a cashless engine. With Ironworks it goes bonkersI was considering that this would probably be something like a must-buy for thinning, and if I made it too expensive, it would be hard to access. Forge is rather weak because it's so hard for it to trash by the time you've got it, but this one can line up with trash a lot easier than Forge can, though significantly slower at the fast end. Do you think Barrows would be better costing ⑤ or ⑥? I initially had it at ⑥, then put it down to ⑤, then down to ④ because I didn't want only ⑤/② openings to be able to open it.
(https://cdn.discordapp.com/attachments/685147225470271508/858769725022535730/Barrows_2.png)Quote from: MochaMokoBarrows
④ Action - Duration - Victory
At the start of each of your
Buy phases for the rest of the
game, set aside a card from
your hand face up (on this).
(This stays in play.)
-
Worth 2 VP per Action card set
aside by this at end of game.
Hey there, fella! Do you want to build a pyramid? Stack a bunch of junk in a heap, put some Action cards in, bake for 15 minutes, serve chilled!
Oh, it doesn't look the way I imagined it to. Well I hope it's tasty enough.
FAQ: You must put a card on Barrows if you can. A copy of Barrows also only counts the Actions that it itself has set aside; you can't buy Colonies for ④ all of a sudden, sorry mate. And anyone may look through your set-aside-by-Barrows piles. It's kind of disrespectful to dig through other people's graves though.
You might be reminded of Cathedral. Barrows keeps the cards yours, so feel free to put in your Provinces and other cards that you want for scoring purposes. It also triggers at the start of your Buy phase, so you aren't hampered by the limited options your starting hand offers you. I expect it will be much more pleasant to play with than Cathedral later on, but less pleasant than Cathedral early on, because you actually have to draw a card and play it to get cooking. And, well, it costs ④.
Great idea, but looks OP to me, even without the VP bonus. Stashing cards at the buy phase (rather than at start of the turn) makes this much stronger than Cathedral, especially if you can build a cashless engine. With Ironworks it goes bonkers
So, if you've played two Barrows, you'd have to set aside a card on each?Yes, if you've played two Barrows, you'd have to set aside one card on each Barrows at the start of your Buy phase, if you can. Similarly, if you play a Barrows multiple times, you will have to put a card on that Barrows as many times as you played it.
And, what happens if you put a Barrows on top of another Barrows?
(https://i.imgur.com/9jC29ofh.png) | Quote from: Doppelgänger
|
My Submission:
(https://i.imgur.com/cFlN7Ooh.png) Quote from: Doppelgänger
DOPPELGÄNGER $4
ACTION - NIGHT - REACTION
Trash this. If you did, gain a copy of any Action card in play. You may set the gained card aside. If you did, play it.
When another player plays an Action card, you may play this from your hand.
My submission is Doppelgänger. A riff on Changeling, it only gains Action cards, but immediately plays the card it gained. The three card types each provide an option for when it is played. It can be played during the Action phase, but it costs an Action (and players may not be able to play the Action they want duplicated and the Doppelgänger). If played during the Night phase it does not cost an Action (and all of the Action cards will have been played), but for most Action cards, playing them then will be of little to no benefit. It can even be played on an opponent's turn as a Reaction, allowing you to gain a copy of one of their Action cards (presumably gaining the card they just played, but not necessarily) that would not be in play on your turn; but, again, playing the gained card on their turn will usually be of little value.
An throne room you can play during your night phase in case you draw it dead. And at the beginning of your next turn, you get a bit of reliability!It's much stronger than Mastermind, almost as good as KC. I think, playing once now and once later would be just fine for $5
(https://i.imgur.com/W6oKHpz.png)
Not really. Many Action cards are pointless or borderline pointless in the Night phase.
KC is so brilliant because it converts even a lousy Pearl Diver into a Lost City plus village. So cantrips are what you often wanna Throne and Dark Carriage doesn’t do any tricks with cantrips.
An throne room you can play during your night phase in case you draw it dead. And at the beginning of your next turn, you get a bit of reliability!It's much stronger than Mastermind, almost as good as KC. I think, playing once now and once later would be just fine for $5
(https://i.imgur.com/W6oKHpz.png)
An throne room you can play during your night phase in case you draw it dead. And at the beginning of your next turn, you get a bit of reliability!
(https://i.imgur.com/W6oKHpz.png)
edit: Modified it so now its a Throne room you can play now, or if you draw it it dead, and then choose if you want the Throne roomed effect at the start of next turn.
(https://i.imgur.com/sq2pgJz.png)
(https://i.ibb.co/yWzj7Gc/image.png)
Pillow
Treasure - Night - Reserve - $5
If it's Night phase, put this
on your Tavern mat. Otherwise,
$2
-
At start of your Buy phase,
you may call this to play it.
I did not see that. Then the card is obviously overpowered as it is far better than Mastermind.Not really. Many Action cards are pointless or borderline pointless in the Night phase.
KC is so brilliant because it converts even a lousy Pearl Diver into a Lost City plus village. So cantrips are what you often wanna Throne and Dark Carriage doesn’t do any tricks with cantrips.
Dark Carriage is also an Action card. You can still Throne a Pearl Diver in your Action phase, and have a Hireling + Village effect at the start of your next turn.
There are plenty of cards that would be useful when gained outside your Action phase. Attack cards, for example, and Gainers. And draw would be very useful too. Use this to gain a Smithy or Hunting Grounds on another player's turn, and you've got a free +3 cards or +4 cards without having to use an Action!
The reaction trigger, though, seems like it would potentially slow the game down, since you'd be able to respond to *every* Action played. Perhaps make it instead "at the start of another player's Buy phase"?
Evanescence
$5 - Treasure-Duration-Victory
$3, +1 Buy
At the start of your next turn $2, return this to its pile.
2VP
(https://i.imgur.com/YjyaJmp.png)QuoteEvanescence
$5 - Treasure-Duration-Victory
$3, +1 Buy
At the start of your next turn $2, return this to its pile.
2VP
A card that has a sweet spot for buying and using (right before the game ends), but still can have some use otherwise.
Not sure if this is too expensive for a single-use (double if you count the duration)... or if it's a bit weak and needs a buff. But I like the idea. It's just a matter of fine tuning.
X-tra, entry: Field
Action - Duration - Victory ($7)
Gain a Duchy. At the start of your next turn +4 Cards, then discard 2 non-Victory cards (or reveal you can’t).
--
2 VP
This looks fairly weak to me. Because it’s a Duration, it’ll gain a Duchy every other turn at best.
The draw/sifting for the next turn seems pretty good in games with weak or no trashing. However late in the game you risk having to discard some strong Actions if you have trashed all your junk.
There are some interesting ideas in this card, but $7 is too much for what it does.