Dominion Strategy Forum

Dominion => Variants and Fan Cards => Weekly Design Contest => Topic started by: spineflu on July 03, 2021, 12:19:47 am

Title: Weekly Design Contest 120: The Turn After Next
Post by: spineflu on July 03, 2021, 12:19:47 am
Design a duration card that has more than a two-turn effect, but that doesn't just stay in play.

Canon examples are Crypt (http://wiki.dominionstrategy.com/index.php/Crypt) and Archive (http://wiki.dominionstrategy.com/index.php/Archive).
By two-turn effect, I mean avoid the typical duration "now and at the start of your next turn" - at the end of the second turn, it should still be in play and cued up to do a thing.
By "doesn't just stay in play", I mean the Hireling/Champion style "This stays in play." is no-go. If you want to have like a "pay to keep this around" type mechanic, that's fine, but please review how durations do things and word your card appropriately to avoid "bonfire my hireling for invisible hireling effect" situations.

No preference on action/night/treasure; please avoid new fan mechanics, but if you can point to an old post that has the fan mechanic, I'll do my best to wrap my head around it.
And no split piles / unique piles / traveller lines. One card to a kingdom pile.

Judging will be promptly on 7/9 (friday); the 24 hour notice will go up on 7/8 (thurs). As always, ask questions if you have them, i'll do my best to respond in a timely manner. I'll +1 your entry when I've added it to my spreadsheet - when the 24 hour notice goes up, if i haven't +1'd your entry, post about it.

EDIT/general announcement:
For those not as perpetually reading the wiki as the rest of us: there is no rule saying that Durations just stop working if they leave play, you need special wording for that.
A common mistake I've seen in fan cards is creators assuming that Duration cards that make themselves leave play stop their effect once they leave play. This is not true; you can Bonfire a Hireling and still get +1 Card every turn even though that Hireling is no longer in play.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: mandioca15 on July 03, 2021, 12:46:54 am
Pack Mule (Action-Duration, $5)

While this is in play, at the start of your turn, +1 Card.
———
At the start of Cleanup for your turns, you may pay $1 or discard an Action card from your hand. If you did not, discard this from play.

A Hireling variant that requires payment if you want to keep it around.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Gubump on July 03, 2021, 12:57:51 am
And no split piles / unique piles / traveller lines. One card to a kingdom pile.

Are existing non-Supply piles such as Horses or Spoils (or even Supply piles like Ruins) allowed?

Assuming Ruins are allowed:
(https://i.imgur.com/0uCNlGf.png)
Saves the trashing for the end of turn for tracking purposes.
Retracting the above because it drains the Ruins too quickly in 2P.

P.S. I had this exact challenge in my list of potential contest ideas.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: mxdata on July 03, 2021, 01:13:03 am
Would something that stays in play until some other defined event qualify?  For example, suppose you had a variant of Treasury that, instead of top-decking itself when you don't buy a Victory card, simply stayed in play giving +$1 at the start of each turn, until you buy a Victory card. It wouldn't be a permanent duration, but it would frequently be more than two turns. And given that you're including Crypt as qualifying, it doesn't appear that it has to be a defined number of turns
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: exfret on July 03, 2021, 01:14:22 am
Design a duration card that has more than a two-turn effect, but that doesn't just stay in play.

Canon examples are Crypt (http://wiki.dominionstrategy.com/index.php/Crypt) and Archive (http://wiki.dominionstrategy.com/index.php/Archive).
By two-turn effect, I mean avoid the typical duration "now and at the start of your next turn" - at the end of the second turn, it should still be in play and cued up to do a thing.
By "doesn't just stay in play", I mean the Hireling/Champion style "This stays in play." is no-go; If you want to have like a "pay to keep this around" type mechanic, that's fine, but please review how durations do things and word your card appropriately to avoid "bonfire my hireling for invisible hireling effect" situations.

No preference on action/night/treasure; please avoid new fan mechanics, but if you can point to an old post that has the fan mechanic, I'll do my best to wrap my head around it.
And no split piles / unique piles / traveller lines. One card to a kingdom pile.

Judging will be promptly on 7/9 (friday); the 24 hour notice will go up on 7/8 (thurs). As always, ask questions if you have them, i'll do my best to respond in a timely manner.

Wait, can you actually do that with Hireling??
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: exfret on July 03, 2021, 01:16:35 am
And no split piles / unique piles / traveller lines. One card to a kingdom pile.

Are existing non-Supply piles such as Horses or Spoils (or even Supply piles like Ruins) allowed?

Assuming Ruins are allowed:
(https://i.imgur.com/0uCNlGf.png)
Saves the trashing for the end of turn for tracking purposes.

P.S. I had this exact challenge in my list of potential contest ideas.

Doesn't this just burn through the ruins really quickly? Seems like you could only play it thrice or so. Also, scrap is almost strictly better because, while you can't get an effect more than once, you can choose your effects and you get them all at once and on the turn you play it.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: mxdata on July 03, 2021, 01:17:07 am
Design a duration card that has more than a two-turn effect, but that doesn't just stay in play.

Canon examples are Crypt (http://wiki.dominionstrategy.com/index.php/Crypt) and Archive (http://wiki.dominionstrategy.com/index.php/Archive).
By two-turn effect, I mean avoid the typical duration "now and at the start of your next turn" - at the end of the second turn, it should still be in play and cued up to do a thing.
By "doesn't just stay in play", I mean the Hireling/Champion style "This stays in play." is no-go; If you want to have like a "pay to keep this around" type mechanic, that's fine, but please review how durations do things and word your card appropriately to avoid "bonfire my hireling for invisible hireling effect" situations.

No preference on action/night/treasure; please avoid new fan mechanics, but if you can point to an old post that has the fan mechanic, I'll do my best to wrap my head around it.
And no split piles / unique piles / traveller lines. One card to a kingdom pile.

Judging will be promptly on 7/9 (friday); the 24 hour notice will go up on 7/8 (thurs). As always, ask questions if you have them, i'll do my best to respond in a timely manner.

Wait, can you actually do that with Hireling??

Yep.  Since it doesn't say "While this is in play ...", the effect continues even if it's trashed.  That also applies with Procession + Hireling.  Hireling gets trashed, but you still get +2 Cards at the start of every turn
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: mxdata on July 03, 2021, 01:18:59 am
And no split piles / unique piles / traveller lines. One card to a kingdom pile.

Are existing non-Supply piles such as Horses or Spoils (or even Supply piles like Ruins) allowed?

Assuming Ruins are allowed:
(https://i.imgur.com/0uCNlGf.png)
Saves the trashing for the end of turn for tracking purposes.
Retracting the above because it drains the Ruins too quickly in 2P.

P.S. I had this exact challenge in my list of potential contest ideas.

You could avoid the issue of draining Ruins by having it instead return the Ruins to their pile
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Gubump on July 03, 2021, 01:22:21 am
And no split piles / unique piles / traveller lines. One card to a kingdom pile.

Are existing non-Supply piles such as Horses or Spoils (or even Supply piles like Ruins) allowed?

Assuming Ruins are allowed:
(https://i.imgur.com/0uCNlGf.png)
Saves the trashing for the end of turn for tracking purposes.
Retracting the above because it drains the Ruins too quickly in 2P.

P.S. I had this exact challenge in my list of potential contest ideas.

You could avoid the issue of draining Ruins by having it instead return the Ruins to their pile

I thought of that, but:
1. It's a super weak card anyway, especially with what exfret pointed out, and
2. They'd have to be returned to the bottom or something, because I don't want players to just keep getting the same set of Ruins over and over. Which I could do, but again, point #1.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: spineflu on July 03, 2021, 06:23:51 am
Design a duration card that has more than a two-turn effect, but that doesn't just stay in play.

Canon examples are Crypt (http://wiki.dominionstrategy.com/index.php/Crypt) and Archive (http://wiki.dominionstrategy.com/index.php/Archive).
By two-turn effect, I mean avoid the typical duration "now and at the start of your next turn" - at the end of the second turn, it should still be in play and cued up to do a thing.
By "doesn't just stay in play", I mean the Hireling/Champion style "This stays in play." is no-go; If you want to have like a "pay to keep this around" type mechanic, that's fine, but please review how durations do things and word your card appropriately to avoid "bonfire my hireling for invisible hireling effect" situations.

No preference on action/night/treasure; please avoid new fan mechanics, but if you can point to an old post that has the fan mechanic, I'll do my best to wrap my head around it.
And no split piles / unique piles / traveller lines. One card to a kingdom pile.

Judging will be promptly on 7/9 (friday); the 24 hour notice will go up on 7/8 (thurs). As always, ask questions if you have them, i'll do my best to respond in a timely manner.

Wait, can you actually do that with Hireling??

Yep.  Since it doesn't say "While this is in play ...", the effect continues even if it's trashed.  That also applies with Procession + Hireling.  Hireling gets trashed, but you still get +2 Cards at the start of every turn

well, used to - procession (http://wiki.dominionstrategy.com/index.php/Procession) is only for non-durations as of the 2019 errata (http://wiki.dominionstrategy.com/index.php/Dominion_2019_Errata_and_Rules_Tweaks)

but yeah, @exfret, thats how trashing in-play durations goes.



And no split piles / unique piles / traveller lines. One card to a kingdom pile.

Are existing non-Supply piles such as Horses or Spoils (or even Supply piles like Ruins) allowed?

P.S. I had this exact challenge in my list of potential contest ideas.
yeah ruins/horses/spoils/something that uses the prize pile/other existing nonsupply piles are kosher.
personally i grabbed it from NoMoreFun's post in the WDC ideas thread but tweaked it to avoid the forever cards.



Would something that stays in play until some other defined event qualify?  For example, suppose you had a variant of Treasury that, instead of top-decking itself when you don't buy a Victory card, simply stayed in play giving +$1 at the start of each turn, until you buy a Victory card. It wouldn't be a permanent duration, but it would frequently be more than two turns. And given that you're including Crypt as qualifying, it doesn't appear that it has to be a defined number of turns

yes, this is fine. likewise kudasai's wonder (https://trello-attachments.s3.amazonaws.com/5d4aee080c69a36b0f58ccce/778x1200/cb332850a0a22bc91e0d9c9c5a383352/v2.jpg) (from uh..... top of my head, contest 38? thats probably wrong. contest 39) which stays in play until you shuffle also qualifies - feel free to get creative with it.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: 4est on July 03, 2021, 09:09:31 am
(https://i.imgur.com/lslEbmN.png)

Here's my submission this week. Artisan and Archive had a baby, and he sure likes to make stuff.

Craftsman is an expensive and powerful gainer than can gain three differently named cards costing less than it (differently named prevents it from running piles too quickly) and then slowly doles them out on each of your next three turns. Three $5 gains off of one play is quite strong, but hopefully you're not in too much of a rush, Craftsman is a slow burn gainer (he gets you a lot of things but he's making them all by hand so it will take awhile). On the Duration turns, you can decide what to take based on what will help you most for your current hand and what you think might come later, sort of like Cobbler, but three turns is a long time from now to plan ahead. After four turns (the turn you play it and then three more), this discards from play and you can play it again next turn for three more gains. In the late game, make Duchy one of your three cards, Craftsman can maybe hold it for you until the game ends.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: majiponi on July 03, 2021, 11:03:50 am
Quote
Mine Digger
cost $4 - Action - Duration
Gain a Copper to your hand.
At the start of your next turn, gain a Silver to your hand.
At the start of your next turn after that, gain a Gold to your hand.

EDIT: rephrased

Mine Digger
cost $4 - Action - Duration
Gain a Copper, a Silver, a Gold, setting aside.
Now and at the start of your next two turns, put the cheapest into your hand.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: mxdata on July 03, 2021, 04:40:42 pm
Yep.  Since it doesn't say "While this is in play ...", the effect continues even if it's trashed.  That also applies with Procession + Hireling.  Hireling gets trashed, but you still get +2 Cards at the start of every turn

well, used to - procession (http://wiki.dominionstrategy.com/index.php/Procession) is only for non-durations as of the 2019 errata (http://wiki.dominionstrategy.com/index.php/Dominion_2019_Errata_and_Rules_Tweaks)

but yeah, @exfret, thats how trashing in-play durations goes.

Ah, right, I forgot that Procession got errata
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: X-tra on July 03, 2021, 05:05:09 pm
I believe that this counts. A Duration effect that stays in play as long as you want it to, until you decide to pull the plug:

(https://i.postimg.cc/jTGXy5yj/Brewery-v2.png)
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: spineflu on July 03, 2021, 06:51:15 pm
I believe that this counts. A Duration effect that stays in play as long as you want it to, until you decide to pull the plug:

(https://i.postimg.cc/jTGXy5yj/Brewery-v2.png)

Yep, that counts.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: spineflu on July 04, 2021, 12:40:14 am
This came up on the discord, kinda: you may want to have multiple effects and need a way to keep track of them; please feel free to assume coin tokens will be present to track things and do something like this:
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/601f5be360402b8a20554384/517dd1f9e09fb51b427660927ff67933/image.png)
You also don't have to do icons if you don't want to, just do art like
(https://trello-attachments.s3.amazonaws.com/601f5be360402b8a20554384/226x212/987e652aa5f4173cee081a229d5411aa/image.png)
and have the text read like
Quote
Now and at the start of your next 3 turns, choose one you haven't picked yet: (A) +2 Cards; or (B) +$2; or (C) Trash 2 Cards from your hand; or (D) Gain a Copper to the top of your deck

or similar.

Clearly, a "final" version of the art would take these into effect and be all graceful with it and whatever (like how the duke is in the portrait of the minion, or how the candlestick maker is making masterpieces), but these are prototypes and "quick and dirty" is a fine state for them to be in.

This is all just a suggestion, but seemed to be enough of a stumbling block to warrant me posting this.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: AJL828 on July 04, 2021, 08:05:25 pm
Refinery
Night - Duration ($6)
At the start of each of your Night phases that this remains in play, you may trash a card from your hand to gain a card costing up to $1 per different card type (Action, Attack, etc.) you have in play. If you don't, discard this from play.
(Thanks to Gubump for the updated wording :) )

My first ever Night card! I hope you like it!

The two cards of comparison I thought about while coming up with this are Horn of Plenty and Cobbler. The former can gain you higher cost cards a little more easily, but needs to be cycled to each turn to do so. The latter can only gain one card every other turn, but can always gain up to $4 regardless of how your turn went and gains the card to your hand next turn. Plus, they both cost $5.

It’ll (basically) always be able to gain $4s (Action, Treasure, and the two types on Refinery itself), and frequently be able to gain $5s and $6s. It’ll be able to gain Provinces on some boards, but with the trashing requirement I think that’s alright.

This is priced at $6 partially to not have lucky 5/2 opening splits, and partially because this seems extremely strong at $5 to me.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Xen3k on July 04, 2021, 09:06:58 pm
(https://live.staticflickr.com/65535/51291048009_48542d19fb_b.jpg)

Quote
Confessional - $4
Night - Duration
Now and at the start of your next 2 turns, you may trash a card from your hand. If you trash an...
Action card, +2 Cards, +1 Villager.
Treasure card, +1 Buy, +1 Coffers.
Victory card, +1VP, gain a Horse.

A duration form of Sacrifice. The Treasure and Victory trashing rewards are weaker as they are the most common targets for trashing and the effect is non-terminal. I figured the reward for trashing an Action should still be pretty good. I think a cost of $4 may be right, but open to feedback.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: mathdude on July 04, 2021, 10:21:11 pm
Refinery
Night - Duration ($6)
While this is in play, you may trash a card from your hand at the start of your Night Phase. If you do, gain a card costing up to $1 per different card type (Action, Attack, etc) you have in play. If you don’t, discard this from play.

My first ever Night card! I hope you like it!

The two cards of comparison I thought about while coming up with this are Horn of Plenty and Cobbler. The former can gain you higher cost cards a little more easily, but needs to be cycled to each turn to do so. The latter can only gain one card every other turn, but can always gain up to $4 regardless of how your turn went and gains the card to your hand next turn. Plus, they both cost $5.

It’ll (basically) always be able to gain $4s (Action, Treasure, and the two types on Refinery itself), and frequently be able to gain $5s and $6s. It’ll be able to gain Provinces on some boards, but with the trashing requirement I think that’s alright.

This is priced at $6 partially to not have lucky 5/2 opening splits, and partially because this seem extremely strong at $5 to me.

I think this would be fine at $5. The gaining is conditional on trashing. And until the latter part of the game, unless you have a curse or estate in hand, you will harm your turn in order to keep this in play and gain a card (keep an Action or even a copper in hand to trash, which reduces your buying power).
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: emtzalex on July 04, 2021, 10:24:43 pm
My Submission:
(https://i.imgur.com/G2AWuv5h.png)

Quote from: Werebear
ROYAL BARGE  $5
ACTION - DURATION
Set aside any number of Action cards from your hand, face down (under this). While any remain, at the start of each of your turns, play one of them twice.
                                                                                               

A version of this card was the runner-up for my submission in last weeks contest (that one was also a Victory card to meet the three type requirement, and the below-the-line text made it too long). I actually like the regular Duration better. This is a Throne Room variant, to the tune of Crypt (and with a little bit of Way of the Turtle). It sets aside the Action cards you have in your hand, Throning one each subsequent turn until they run out.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Unjer on July 05, 2021, 01:10:46 am
(https://cdn.discordapp.com/attachments/821069859143417943/861469505908899920/Summoning_Circle_1.png)

Summoning Circle
Action - Duration ($2)
At the start of your next 2 turns, set aside a card from your hand (on this). At the start of your next turn after that, trash them and this, and gain a Curse and a card costing up to $6.

Summoning Circle is a slow one shot take on a remodeler as well as being similar to Cathedral. It takes two cards in your deck and turns them into a powerful card and a Curse.

Note that many other cards that stay out for N turns have major tracking issues. The problem is that it is easy to forget how many turns it has been, especially when playing multiple copies. In Summoning Circle's case, turns are kept track of with the number of set aside cards. Tracking issues only occur when you miraculously start your turn with no cards in hand. Throne Room variants also work seamlessly with Summoning Circle even though it trashes itself. Other cards that discard themselves from play or use the text "while this is in play" have issues with stranding Throne Room in some edge cases.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: spineflu on July 05, 2021, 01:42:07 pm
Refinery
Night - Duration ($6)
While this is in play, you may trash a card from your hand at the start of your Night Phase. If you do, gain a card costing up to $1 per different card type (Action, Attack, etc) you have in play. If you don’t, discard this from play.

My first ever Night card! I hope you like it!

The two cards of comparison I thought about while coming up with this are Horn of Plenty and Cobbler. The former can gain you higher cost cards a little more easily, but needs to be cycled to each turn to do so. The latter can only gain one card every other turn, but can always gain up to $4 regardless of how your turn went and gains the card to your hand next turn. Plus, they both cost $5.

It’ll (basically) always be able to gain $4s (Action, Treasure, and the two types on Refinery itself), and frequently be able to gain $5s and $6s. It’ll be able to gain Provinces on some boards, but with the trashing requirement I think that’s alright.

This is priced at $6 partially to not have lucky 5/2 opening splits, and partially because this seem extremely strong at $5 to me.

clarification question: You have two refineries in play. You trash one card at the start of your night phase - does that cover both of them?
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: AJL828 on July 05, 2021, 01:53:42 pm
Refinery
Night - Duration ($6)
While this is in play, you may trash a card from your hand at the start of your Night Phase. If you do, gain a card costing up to $1 per different card type (Action, Attack, etc) you have in play. If you don’t, discard this from play.

My first ever Night card! I hope you like it!

The two cards of comparison I thought about while coming up with this are Horn of Plenty and Cobbler. The former can gain you higher cost cards a little more easily, but needs to be cycled to each turn to do so. The latter can only gain one card every other turn, but can always gain up to $4 regardless of how your turn went and gains the card to your hand next turn. Plus, they both cost $5.

It’ll (basically) always be able to gain $4s (Action, Treasure, and the two types on Refinery itself), and frequently be able to gain $5s and $6s. It’ll be able to gain Provinces on some boards, but with the trashing requirement I think that’s alright.

This is priced at $6 partially to not have lucky 5/2 opening splits, and partially because this seem extremely strong at $5 to me.

clarification question: You have two refineries in play. You trash one card at the start of your night phase - does that cover both of them?

No, the idea was to trash one card per Refinery you have out if you want to keep them all in play. I see how that’s confusing with the current wording but I don’t know how to adjust it to reflect that...
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: spineflu on July 05, 2021, 02:03:49 pm
Refinery
Night - Duration ($6)
While this is in play, you may trash a card from your hand at the start of your Night Phase. If you do, gain a card costing up to $1 per different card type (Action, Attack, etc) you have in play. If you don’t, discard this from play.

My first ever Night card! I hope you like it!

The two cards of comparison I thought about while coming up with this are Horn of Plenty and Cobbler. The former can gain you higher cost cards a little more easily, but needs to be cycled to each turn to do so. The latter can only gain one card every other turn, but can always gain up to $4 regardless of how your turn went and gains the card to your hand next turn. Plus, they both cost $5.

It’ll (basically) always be able to gain $4s (Action, Treasure, and the two types on Refinery itself), and frequently be able to gain $5s and $6s. It’ll be able to gain Provinces on some boards, but with the trashing requirement I think that’s alright.

This is priced at $6 partially to not have lucky 5/2 opening splits, and partially because this seem extremely strong at $5 to me.

clarification question: You have two refineries in play. You trash one card at the start of your night phase - does that cover both of them?

No, the idea was to trash one card per Refinery you have out if you want to keep them all in play. I see how that’s confusing with the current wording but I don’t know how to adjust it to reflect that...
That's fine, it can be an "in the FAQ" ruling, no need to adjust if you can't think of a better phrasing.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Gubump on July 05, 2021, 02:42:12 pm
Refinery
Night - Duration ($6)
While this is in play, you may trash a card from your hand at the start of your Night Phase. If you do, gain a card costing up to $1 per different card type (Action, Attack, etc) you have in play. If you don’t, discard this from play.

My first ever Night card! I hope you like it!

The two cards of comparison I thought about while coming up with this are Horn of Plenty and Cobbler. The former can gain you higher cost cards a little more easily, but needs to be cycled to each turn to do so. The latter can only gain one card every other turn, but can always gain up to $4 regardless of how your turn went and gains the card to your hand next turn. Plus, they both cost $5.

It’ll (basically) always be able to gain $4s (Action, Treasure, and the two types on Refinery itself), and frequently be able to gain $5s and $6s. It’ll be able to gain Provinces on some boards, but with the trashing requirement I think that’s alright.

This is priced at $6 partially to not have lucky 5/2 opening splits, and partially because this seem extremely strong at $5 to me.

clarification question: You have two refineries in play. You trash one card at the start of your night phase - does that cover both of them?

No, the idea was to trash one card per Refinery you have out if you want to keep them all in play. I see how that’s confusing with the current wording but I don’t know how to adjust it to reflect that...

My suggested wording: "At the start of each of your Night phases that this remains in play, you may trash a card from your hand to gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per different card type (Action, Attack, etc.) you have in play. If you don't, discard this from play."
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: mxdata on July 05, 2021, 03:45:37 pm
(https://i.imgur.com/1DGk7pu.png)
Quote
Rubbish Collector
Action - Duration
$4
"While this is in play, at the start of each of your turns you may trash a card from your hand. Discard this from play at the end of your turn if you did not trash anything with this"

A duration trasher, similar to Cathedral, except that, unlike Cathedral, it is not permanent. Once you've trashed all (or at least most) of your junk, you can simply choose not to trash anything and discard it from play. It would make a strong opening play, like Chapel. It's arguably underpriced for its power (Cathedral is even cheaper, but is impossible to turn off, a rather significant downside in many kingdoms), but since you'd rarely want to buy more than one, I think it's good for the same reason that Chapel being $2 works. Plus, at $4, it ensures that anyone can buy this on one of their first two turns
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: AJL828 on July 05, 2021, 07:13:03 pm
Refinery
Night - Duration ($6)
While this is in play, you may trash a card from your hand at the start of your Night Phase. If you do, gain a card costing up to $1 per different card type (Action, Attack, etc) you have in play. If you don’t, discard this from play.

My first ever Night card! I hope you like it!

The two cards of comparison I thought about while coming up with this are Horn of Plenty and Cobbler. The former can gain you higher cost cards a little more easily, but needs to be cycled to each turn to do so. The latter can only gain one card every other turn, but can always gain up to $4 regardless of how your turn went and gains the card to your hand next turn. Plus, they both cost $5.

It’ll (basically) always be able to gain $4s (Action, Treasure, and the two types on Refinery itself), and frequently be able to gain $5s and $6s. It’ll be able to gain Provinces on some boards, but with the trashing requirement I think that’s alright.

This is priced at $6 partially to not have lucky 5/2 opening splits, and partially because this seem extremely strong at $5 to me.

clarification question: You have two refineries in play. You trash one card at the start of your night phase - does that cover both of them?

No, the idea was to trash one card per Refinery you have out if you want to keep them all in play. I see how that’s confusing with the current wording but I don’t know how to adjust it to reflect that...

My suggested wording: "At the start of each of your Night phases that this remains in play, you may trash a card from your hand to gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per different card type (Action, Attack, etc.) you have in play. If you don't, discard this from play."

I think this addresses the issue pretty well. Mind if I update my OG post and use this wording?
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: ConMan on July 05, 2021, 07:29:00 pm
Escort - $4
Action - Duration
+1 Action
Trash a card from your hand. Put a coin token on here for each $ it cost.
At the start of your turn, you may remove one coin token from here to discard your hand and draw 5 cards.


Is this a paid-for Guide? Yep! Could it be done as a mat with tokens as well? Sure it could! Has it been done in a previous WDC? Probably, I've been skimming them for a while now. Is it priced right? Almost certainly not!

Updated wording:
Escort - $4
Action - Duration
+1 Action
Trash a card from your hand. Put a coin token on here for each $ it cost.
At the start of your turn, if there are any coin tokens on here you may remove one to discard your hand and draw 5 cards.
(This stays in play as long as there are coin tokens on it.)
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: mathdude on July 05, 2021, 07:37:36 pm
Escort - $4
Action - Duration
+1 Action
Trash a card from your hand. Put a coin token on here for each $ it cost.
At the start of your turn, you may remove one coin token from here to discard your hand and draw 5 cards.

Is this a paid-for Guide? Yep! Could it be done as a mat with tokens as well? Sure it could! Has it been done in a previous WDC? Probably, I've been skimming them for a while now. Is it priced right? Almost certainly not!

It would be completely different with a mat. The card wouldn't be a duration and would cycle and let you trash junk coppers and curses much easier. By your design, as required by the contest, it stays out of your deck for a while.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: mxdata on July 05, 2021, 08:18:09 pm
Escort - $4
Action - Duration
+1 Action
Trash a card from your hand. Put a coin token on here for each $ it cost.
At the start of your turn, you may remove one coin token from here to discard your hand and draw 5 cards.

Is this a paid-for Guide? Yep! Could it be done as a mat with tokens as well? Sure it could! Has it been done in a previous WDC? Probably, I've been skimming them for a while now. Is it priced right? Almost certainly not!

It would be completely different with a mat. The card wouldn't be a duration and would cycle and let you trash junk coppers and curses much easier. By your design, as required by the contest, it stays out of your deck for a while.

A version using a mat with tokens would also let you accumulate tokens with just one copy of this card. As a card, you can't gain more tokens until you've used up the tokens. If you want to accumulate more tokens, you'd need to buy a second copy
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: ConMan on July 05, 2021, 08:51:57 pm
It would be completely different with a mat. The card wouldn't be a duration and would cycle and let you trash junk coppers and curses much easier. By your design, as required by the contest, it stays out of your deck for a while.

A version using a mat with tokens would also let you accumulate tokens with just one copy of this card. As a card, you can't gain more tokens until you've used up the tokens. If you want to accumulate more tokens, you'd need to buy a second copy
Both very true points. I agree that a mat version would play differently (and would additionally open up options for having multiple cards that provided guide tokens or whatever they'd be called), but the fundamental idea would be the same. I'm still happy with this as my entry either way.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: lompeluiten on July 06, 2021, 05:34:19 am
(open for suggestions for an better name)
Eastern Hireling $5
Action - Duration

+1 Action
Now and on the start of your turn +1 card
-
Any player may pay $2 on their turn to discard this card from play.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Gubump on July 06, 2021, 10:48:03 am
Refinery
Night - Duration ($6)
While this is in play, you may trash a card from your hand at the start of your Night Phase. If you do, gain a card costing up to $1 per different card type (Action, Attack, etc) you have in play. If you don’t, discard this from play.

My first ever Night card! I hope you like it!

The two cards of comparison I thought about while coming up with this are Horn of Plenty and Cobbler. The former can gain you higher cost cards a little more easily, but needs to be cycled to each turn to do so. The latter can only gain one card every other turn, but can always gain up to $4 regardless of how your turn went and gains the card to your hand next turn. Plus, they both cost $5.

It’ll (basically) always be able to gain $4s (Action, Treasure, and the two types on Refinery itself), and frequently be able to gain $5s and $6s. It’ll be able to gain Provinces on some boards, but with the trashing requirement I think that’s alright.

This is priced at $6 partially to not have lucky 5/2 opening splits, and partially because this seem extremely strong at $5 to me.

clarification question: You have two refineries in play. You trash one card at the start of your night phase - does that cover both of them?

No, the idea was to trash one card per Refinery you have out if you want to keep them all in play. I see how that’s confusing with the current wording but I don’t know how to adjust it to reflect that...

My suggested wording: "At the start of each of your Night phases that this remains in play, you may trash a card from your hand to gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per different card type (Action, Attack, etc.) you have in play. If you don't, discard this from play."

I think this addresses the issue pretty well. Mind if I update my OG post and use this wording?

Of course not, go ahead. You don't need permission to make suggested changes to your card.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Gubump on July 06, 2021, 10:49:46 am
Escort - $4
Action - Duration
+1 Action
Trash a card from your hand. Put a coin token on here for each $ it cost.
At the start of your turn, you may remove one coin token from here to discard your hand and draw 5 cards.

Is this a paid-for Guide? Yep! Could it be done as a mat with tokens as well? Sure it could! Has it been done in a previous WDC? Probably, I've been skimming them for a while now. Is it priced right? Almost certainly not!

I think this needs "while any remain" for the second part. As worded, it stays in play forever even when you've run out of tokens, as it still gives you the choice every turn even though it's meaningless.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Doom_Shark on July 06, 2021, 10:59:54 am
River Guide $5
Action - Duration
Now and at the start of your next two turns, choose one:
+1 Card, +1 Action; +$3; trash a card from your hand.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: faust on July 06, 2021, 12:02:05 pm
River Guide $5
Action - Duration
Now and at the start of your next two turns, choose one:
+1 Card, +1 Action; +$3; trash a card from your hand.
This is way overpowered. Merchant Ship is $2 for 2 turns; this is $3 for 3 turns at the same cost. Granted, Merchant Ship isn't exactly a powerhouse, but River Guide also has all the other stuff to choose from. The Lost City effect is also pretty nuts.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: faust on July 06, 2021, 12:06:17 pm
(https://i.imgur.com/LWxqccT.png)
Quote
Exhibit - $2
Night/Duration

Set aside a non-Duration card you have in play under each Exhibit you have in play.
While any cards remain set aside under this, at the start of your Buy phase, discard one of them for +$2.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: emtzalex on July 06, 2021, 12:10:06 pm
River Guide $5
Action - Duration
Now and at the start of your next two turns, choose one:
+1 Card, +1 Action; +$3; trash a card from your hand.
This is way overpowered. Merchant Ship is $2 for 2 turns; this is $3 for 3 turns at the same cost. Granted, Merchant Ship isn't exactly a powerhouse, but River Guide also has all the other stuff to choose from. The Lost City effect is also pretty nuts.

@Doom Shark, did you intend to only be able to pick each of the choices one time (like in the Chamberlain example spineflu posted earlier)? If so, you need some additional language. There are no official cards like this, but that one used "choose one you haven't picked yet:"

(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/601f5be360402b8a20554384/517dd1f9e09fb51b427660927ff67933/image.png)

If you do have all three choice each time, I agree that the card is way overpowered.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: grep on July 06, 2021, 12:22:03 pm
(https://i.ibb.co/5ckWPmh/image.png) (https://tinyurl.com/ecatzzmx)

War Bond
$4 - Action - Duration
+1 Action
Put 1 Coffer onto this for each Action card you have in play (including this). While any remain, at the start of each of your turns, take a Coffer from this.


Upd: Thanks Gubump for the suggestions. Old version: (https://i.ibb.co/crBF8rJ/image.png) (https://tinyurl.com/bvjkf743)
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: JW on July 06, 2021, 12:45:57 pm
Galley
$6
Action - Duration
Until after you choose to Exile this, at the start of each of your turns, choose one: Exile a card from your hand; or Exile this for +3 Cards.
 
I started with a design almost identical to mxdata’s rubbish collector (http://forum.dominionstrategy.com/index.php?topic=20841.msg872694#msg872694) (shortly before that was posted). Mine was $4, and said "at the start of each of your turns, choose one: trash a card from your hand, or discard this." 
 
However, I made a “permanent trasher” for a previous contest, and one issue that I didn't solve with that previous card is it felt like it should be a project because of the permanent effect once in play and the fact that you generally would buy only one.
 
Thinking about how to avoid that issue, I decided that my card needed an alternate effect that would correspond to being removed from play. I decided that removed from play should be exile rather than discard. The fact that it is exiled and not discarded presents a higher cost to getting it back, and means that without an appropriate gainer you can’t replay it the same turn you used it for the alternate effect. The card exiling itself also provides a particularly strong reason why a player might buy more than one.
 
Once the card exiled itself, it seemed thematic to exile cards from hand as well. Exiling reduces the downside of drawing an early hand of cards that you don't want to exile (but when you still have other junk in your deck). Hopefully the start of turn limitation means that it doesn’t as easily support simple “golden decks” that buy and exile a province each turn. It started at $5, but I was concerned that was too cheap and it was too strong an opener.

Updated the wording based on Gubump's and emtzalex's suggestions (which avoids problems with Bonfire or it being played via a card like Overlord). 
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: faust on July 06, 2021, 01:06:46 pm
Galley
$6
Action - Duration
At the start of your turn, choose one: exile a card from your hand, or exile this for +3 cards.
 
I started with a design almost identical to mxdata’s rubbish collector (http://forum.dominionstrategy.com/index.php?topic=20841.msg872694#msg872694) (shortly before that was posted). Mine was $4, and said "at the start of each of your turns, choose one: trash a card from your hand, or discard this." 
 
However, I made a “permanent trasher” for a previous contest, and one issue that I didn't solve with that previous card is it felt like it should be a project because of the permanent effect once in play and the fact that you generally would buy only one.
 
Thinking about how to avoid that issue, I decided that my card needed an alternate effect that would correspond to being removed from play. I decided that removed from play should be exile rather than discard. The fact that it is exiled and not discarded presents a higher cost to getting it back, and means that without an appropriate gainer you can’t replay it the same turn you used it for the alternate effect. The card exiling itself also provides a particularly strong reason why a player might buy more than one.
 
Once the card exiled itself, it seemed thematic to exile cards from hand as well. Exiling reduces the downside of drawing an early hand of cards that you don't want to exile (but when you still have other junk in your deck). Hopefully the start of turn limitation means that it doesn’t as easily support simple “golden decks” that buy and exile a province each turn. It started at $5, but I was concerned that was too cheap and it was too strong an opener.
There are wording issues here. First of all, it says "at the start of your turn" which would usually just refer to the turn that this is played, so this would do nothing. That should be "at the start of each of your turns for the rest of the game". However, then it would still be active once you exiled it. So this needs to be fixed up in some way.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Gubump on July 06, 2021, 01:34:17 pm
(https://i.ibb.co/crBF8rJ/image.png) (https://tinyurl.com/bvjkf743)

War bond
$4 - Action - Duration
+1 Action
Put 1 Coffer onto this for each Action card in play (including this). At the start of your subsequent turns, take a Coffer from this. If none left, discard this.


1. Is this intentionally counting other player's Duration cards?
2. There's already a precedent for this kind of effect; Crypt uses "while any remain", so this should be "while any remain, at the start of each of your turns, take a Coffer from this."

Galley
$6
Action - Duration
At the start of your turn, choose one: exile a card from your hand, or exile this for +3 cards.
 
I started with a design almost identical to mxdata’s rubbish collector (http://forum.dominionstrategy.com/index.php?topic=20841.msg872694#msg872694) (shortly before that was posted). Mine was $4, and said "at the start of each of your turns, choose one: trash a card from your hand, or discard this." 
 
However, I made a “permanent trasher” for a previous contest, and one issue that I didn't solve with that previous card is it felt like it should be a project because of the permanent effect once in play and the fact that you generally would buy only one.
 
Thinking about how to avoid that issue, I decided that my card needed an alternate effect that would correspond to being removed from play. I decided that removed from play should be exile rather than discard. The fact that it is exiled and not discarded presents a higher cost to getting it back, and means that without an appropriate gainer you can’t replay it the same turn you used it for the alternate effect. The card exiling itself also provides a particularly strong reason why a player might buy more than one.
 
Once the card exiled itself, it seemed thematic to exile cards from hand as well. Exiling reduces the downside of drawing an early hand of cards that you don't want to exile (but when you still have other junk in your deck). Hopefully the start of turn limitation means that it doesn’t as easily support simple “golden decks” that buy and exile a province each turn. It started at $5, but I was concerned that was too cheap and it was too strong an opener.
There are wording issues here. First of all, it says "at the start of your turn" which would usually just refer to the turn that this is played, so this would do nothing. That should be "at the start of each of your turns for the rest of the game". However, then it would still be active once you exiled it. So this needs to be fixed up in some way.

To elaborate on faust's comment: A common mistake I've seen in fan cards is creators assuming that Duration cards that make themselves leave play stop their effect once they leave play. This is not true; you can Bonfire a Hireling and still get +1 Card every turn even though that Hireling is no longer in play. So as worded, Galley's effect will still keep proccing every turn.

My suggested wording to fix this problem: "At the start of each of your turns that this remains in play, choose one: Exile a card from your hand; or Exile this for +3 Cards."

P.S.: Spineflu, maybe you should add this "there is no rule saying that Durations just stop proccing if they leave play, you need special wording for that" detail to the OP?
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: faust on July 06, 2021, 01:39:29 pm
My suggested wording, @JW: "At the start of each of your turns that this remains in play, choose one: Exile a card from your hand; or Exile this for +3 Cards."
I thought about this, but it is unfortunately self-referential. When you decide whether to discard this during cleanup, you need to ask "will this do something next turn?", and if not, discard it. But now it does something if it stays in play and doesn't do anything if it doesn't stay in play, so you can make the argument that it should be discarded at the end of the turn.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: JW on July 06, 2021, 01:43:37 pm
My suggested wording, @JW: "At the start of each of your turns that this remains in play, choose one: Exile a card from your hand; or Exile this for +3 Cards."
I thought about this, but it is unfortunately self-referential. When you decide whether to discard this during cleanup, you need to ask "will this do something next turn?", and if not, discard it. But now it does something if it stays in play and doesn't do anything if it doesn't stay in play, so you can make the argument that it should be discarded at the end of the turn.

What about Gubump's wording, plus "(This is not discarded during clean-up)"?
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: emtzalex on July 06, 2021, 02:34:35 pm
My suggested wording, @JW: "At the start of each of your turns that this remains in play, choose one: Exile a card from your hand; or Exile this for +3 Cards."
I thought about this, but it is unfortunately self-referential. When you decide whether to discard this during cleanup, you need to ask "will this do something next turn?", and if not, discard it. But now it does something if it stays in play and doesn't do anything if it doesn't stay in play, so you can make the argument that it should be discarded at the end of the turn.

What about Gubump's wording, plus "(This is not discarded during clean-up)"?

One issue with this is that words in parentheses generally clarify the rules, they don't modify them (meaning the card would function the same with or without them). I don't think that is what is happening here, at least not clearly.

I would suggest something different. I think the closest official example is Crypt, which is the only duration that does not remain in effect (and therefore, barring rare cases of trashing, in play) for either a fixed number of turns or the rest of the game. The duration effect of that card says "While any remain, at the start of each of your turns, put one of them into your hand." We can generalize this to "[Condition], [timing], [effect]." Here, the Condition is really "until you Exile this" or "until you choose the second option. The timing is the same, and your text for the effect is already fine (except that Exile and Cards should be capitalized, and the choices should be separated by a semicolon). Thus, I would word it as follows:

Quote from: Galley
Until after you Exile this, at the start of each of your turns, choose one: Exile a card from your hand; or Exile this for +3 Cards.

The only issue with this is that if you Trash it with Bonfire, you would be stuck Exiling a card for the rest of the game. Given that that would be entirely a player's choice, I do not see that as a huge problem. It does become a problem if another player uses Possession and then trashes it with Bonfire, forcing you to keep Exiling (unless you played it again and then Exiled it, or Exiled it from your hand, although that creates tracking issues if you have multiple copies).

You might solve that by saying:

Quote from: Galley
Until after you Exile or trash this, at the start of each of your turns, choose one: Exile a card from your hand; or Exile this for +3 Cards.

I'm not sure if you need to add that for such a fringe case, although it doesn't really add that much verbiage.  Another solution could be to use another card for tracking to avoid any self-reference. That might look like this:

Quote from: Galley
Gain a Silver. Set it aside. While it remains set aside, at the start of each of your turns, choose one: Exile a card from your hand; or discard the set aside Silver and Exile this for +3 Cards.

(I think Silver fits thematically; the Gallery gains you Silvers like the Masterpieces it displays). The obviously adds an entirely new element of gaining you a Silver. If the gaining gets monkied with, the Silver won't be set aside (under the stop moving rule), and the duration effect will fail, but I don't think that's a problem, since it will (I believe), always be the choice of that player. At $6, I don't think Silver gaining will be particularly strong, but given the card's powerful Exiling I don't think it hurts to much either. If Gallery gets trashed by Bonfire, the player still has the option to discard that Silver and end the effect. All that being said, this does add quite a bit more text, a whole new element/moving part, and complexity, all of which are probably needless because option (b) probably works fine (unless you want to add the element of gaining the Silver).
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: JW on July 06, 2021, 02:49:43 pm
Thus, I would word it as follows:

Quote from: Galley
Until after you Exile this, at the start of each of your turns, choose one: Exile a card from your hand; or Exile this for +3 Cards.

The only issue with this is that if you Trash it with Bonfire, you would be stuck Exiling a card for the rest of the game. Given that that would be entirely a player's choice, I do not see that as a huge problem. It does become a problem if another player uses Possession and then trashes it with Bonfire, forcing you to keep Exiling (unless you played it again and then Exiled it, or Exiled it from your hand, although that creates tracking issues if you have multiple copies).

Thanks, I went with this wording! The fact that no one would have a reason to Bonfire their own Galley means that it would be very rare to have Possession + Bonfire such that it becomes an issue.  I also hope that when Bonfire is reprinted it will get "non-Duration" errata to limit rules edge-cases.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: fika monster on July 06, 2021, 03:16:28 pm
Excellent entries this week so far. Im not submitting anything, but i just wanted to say this.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Gubump on July 06, 2021, 03:51:17 pm
Thus, I would word it as follows:

Quote from: Galley
Until after you Exile this, at the start of each of your turns, choose one: Exile a card from your hand; or Exile this for +3 Cards.

The only issue with this is that if you Trash it with Bonfire, you would be stuck Exiling a card for the rest of the game. Given that that would be entirely a player's choice, I do not see that as a huge problem. It does become a problem if another player uses Possession and then trashes it with Bonfire, forcing you to keep Exiling (unless you played it again and then Exiled it, or Exiled it from your hand, although that creates tracking issues if you have multiple copies).

Thanks, I went with this wording! The fact that no one would have a reason to Bonfire their own Galley means that it would be very rare to have Possession + Bonfire such that it becomes an issue.  I also hope that when Bonfire is reprinted it will get "non-Duration" errata to limit rules edge-cases.

This wording also breaks Command cards, though. If you Overlord a Galley (via cost reduction), the Overlord will be a Galley in-play forever. Based on previous comments, I'd suggest "until after you choose not to, at the start of each of your turns, you may Exile a card from your hand. If you didn't, Exile this for +3 Cards."

Also, opponents DO have a reason to Bonfire their own Galley. They can choose the latter option even if it's impossible; you can always choose impossible options. Removing Galley from play via means other than Exiling or it never entering play to begin with (such as by a Command card) effectively makes Exiling every turn optional without losing the ability as soon as you choose not to. You wouldn't actually be stuck Exiling every turn, as you can simply choose to Exile the Galley and fail.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: JW on July 06, 2021, 04:25:45 pm
This wording also breaks Command cards, though. If you Overlord a Galley (via cost reduction), the Overlord will be a Galley in-play forever. Based on previous comments, I'd suggest "until after you choose not to, at the start of each of your turns, you may Exile a card from your hand. If you didn't, Exile this for +3 Cards."

What about "Until after you choose to Exile this, at the start of each of your turns, choose one: Exile a card from your hand; or Exile this for +3 Cards."
 
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Gubump on July 06, 2021, 04:35:52 pm
This wording also breaks Command cards, though. If you Overlord a Galley (via cost reduction), the Overlord will be a Galley in-play forever. Based on previous comments, I'd suggest "until after you choose not to, at the start of each of your turns, you may Exile a card from your hand. If you didn't, Exile this for +3 Cards."

What about "Until after you choose to Exile this, at the start of each of your turns, choose one: Exile a card from your hand; or Exile this for +3 Cards."

Best wording yet.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Aquila on July 06, 2021, 05:41:50 pm
This idea I had was something of a wording challenge itself:
(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/60e021ee3a169416aff3e7c0/0edb58005a0bf9585621855088678148/Offer.png)

Rewards predicting opponents' moves correctly. The intention is that if a player has multiple Offers in play with one kind of card under them, they can't score for them, to help limit easy situations like stacking up Provinces. Thrones won't work either; maybe 'one copy under one of their Offers' would be clearer.
Province stacking for Salt the Earth like play...I hope is OK for extra interactivity. But sacrificing draw and VP potential for it (with a terminal stop card out of the deck too) could make for a very sad move when the leader does it.
Probably worth a revision when time permits.

Edit: and I don't know of any Duration that can lose its card between turns. Would the rule be that Offer is discarded whenever the last card under it goes?

Edit 2: Restricted to non-Victory, used above 'one copy...' wording and increased VP to 2.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: spineflu on July 06, 2021, 06:32:47 pm
(open for suggestions for an better name)
Eastern Hireling $5
Action - Duration

+1 Action
Now and on the start of your turn +1 card
-
Any player may pay $2 on their turn to discard this card from play.

Hey this needs a rewording. I think I get what you're trying to do but as-is it just keeps giving you +1 Card at the start of your turn if other players discard it. Maybe something like

Quote
+1 Card
+1 Action
If this is in play at the start of your turn, +1 Card.
-
Any player may pay $2 on their turn to discard this from play.

which I think gets across everything you were trying to say in your wording
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: spineflu on July 06, 2021, 06:42:05 pm
Escort - $4
Action - Duration
+1 Action
Trash a card from your hand. Put a coin token on here for each $ it cost.
At the start of your turn, you may remove one coin token from here to discard your hand and draw 5 cards.

Is this a paid-for Guide? Yep! Could it be done as a mat with tokens as well? Sure it could! Has it been done in a previous WDC? Probably, I've been skimming them for a while now. Is it priced right? Almost certainly not!

I think this needs "while any remain" for the second part. As worded, it stays in play forever even when you've run out of tokens, as it still gives you the choice every turn even though it's meaningless.

I don't think it does - durations stay out until they're out of things to do, right? So on a spendable-tokens-duration, if there's no tokens remaining, that's when it's done, it's discarded at the next cleanup step.

EDIT: I guess this also applies to grep's "War Bond" but grep made revisions on that to make it clear so, that works too.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: spineflu on July 06, 2021, 07:15:40 pm
(https://i.ibb.co/crBF8rJ/image.png) (https://tinyurl.com/bvjkf743)

War bond
$4 - Action - Duration
+1 Action
Put 1 Coffer onto this for each Action card in play (including this). At the start of your subsequent turns, take a Coffer from this. If none left, discard this.


1. Is this intentionally counting other player's Duration cards?
2. There's already a precedent for this kind of effect; Crypt uses "while any remain", so this should be "while any remain, at the start of each of your turns, take a Coffer from this."

Galley
$6
Action - Duration
At the start of your turn, choose one: exile a card from your hand, or exile this for +3 cards.
 
I started with a design almost identical to mxdata’s rubbish collector (http://forum.dominionstrategy.com/index.php?topic=20841.msg872694#msg872694) (shortly before that was posted). Mine was $4, and said "at the start of each of your turns, choose one: trash a card from your hand, or discard this." 
 
However, I made a “permanent trasher” for a previous contest, and one issue that I didn't solve with that previous card is it felt like it should be a project because of the permanent effect once in play and the fact that you generally would buy only one.
 
Thinking about how to avoid that issue, I decided that my card needed an alternate effect that would correspond to being removed from play. I decided that removed from play should be exile rather than discard. The fact that it is exiled and not discarded presents a higher cost to getting it back, and means that without an appropriate gainer you can’t replay it the same turn you used it for the alternate effect. The card exiling itself also provides a particularly strong reason why a player might buy more than one.
 
Once the card exiled itself, it seemed thematic to exile cards from hand as well. Exiling reduces the downside of drawing an early hand of cards that you don't want to exile (but when you still have other junk in your deck). Hopefully the start of turn limitation means that it doesn’t as easily support simple “golden decks” that buy and exile a province each turn. It started at $5, but I was concerned that was too cheap and it was too strong an opener.
There are wording issues here. First of all, it says "at the start of your turn" which would usually just refer to the turn that this is played, so this would do nothing. That should be "at the start of each of your turns for the rest of the game". However, then it would still be active once you exiled it. So this needs to be fixed up in some way.

To elaborate on faust's comment: A common mistake I've seen in fan cards is creators assuming that Duration cards that make themselves leave play stop their effect once they leave play. This is not true; you can Bonfire a Hireling and still get +1 Card every turn even though that Hireling is no longer in play. So as worded, Galley's effect will still keep proccing every turn.

My suggested wording to fix this problem: "At the start of each of your turns that this remains in play, choose one: Exile a card from your hand; or Exile this for +3 Cards."

P.S.: Spineflu, maybe you should add this "there is no rule saying that Durations just stop proccing if they leave play, you need special wording for that" detail to the OP?

Added; good phrasing.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: ConMan on July 06, 2021, 08:39:09 pm
Escort - $4
Action - Duration
+1 Action
Trash a card from your hand. Put a coin token on here for each $ it cost.
At the start of your turn, you may remove one coin token from here to discard your hand and draw 5 cards.

Is this a paid-for Guide? Yep! Could it be done as a mat with tokens as well? Sure it could! Has it been done in a previous WDC? Probably, I've been skimming them for a while now. Is it priced right? Almost certainly not!

I think this needs "while any remain" for the second part. As worded, it stays in play forever even when you've run out of tokens, as it still gives you the choice every turn even though it's meaningless.
I originally had that in the wording of the card, but it looked like it was going to make the text smaller than I'd like so I was going to have it as a side ruling that you discard it in Clean-up when there are no tokens left. If people think that it should be in the card text then I'm fine adding it back in.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Gubump on July 06, 2021, 11:38:39 pm
Escort - $4
Action - Duration
+1 Action
Trash a card from your hand. Put a coin token on here for each $ it cost.
At the start of your turn, you may remove one coin token from here to discard your hand and draw 5 cards.

Is this a paid-for Guide? Yep! Could it be done as a mat with tokens as well? Sure it could! Has it been done in a previous WDC? Probably, I've been skimming them for a while now. Is it priced right? Almost certainly not!

I think this needs "while any remain" for the second part. As worded, it stays in play forever even when you've run out of tokens, as it still gives you the choice every turn even though it's meaningless.
I originally had that in the wording of the card, but it looked like it was going to make the text smaller than I'd like so I was going to have it as a side ruling that you discard it in Clean-up when there are no tokens left. If people think that it should be in the card text then I'm fine adding it back in.

I think it should have that wording back in just to make it explicit. I don't think it's a good idea to rely on an FAQ for fanmade cards to work properly.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: ConMan on July 07, 2021, 12:44:45 am
I think it should have that wording back in just to make it explicit. I don't think it's a good idea to rely on an FAQ for fanmade cards to work properly.
That's reasonable. I'll edit the wording to make it properly accountable.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: NoMoreFun on July 07, 2021, 02:24:34 am
Philosopher
Action/Duration - $5
+$2
You may put your deck in your discard pile.
While this remains in play, +$2 at the start of your turns.
---
When you shuffle your deck, discard this from play

Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Aquila on July 07, 2021, 05:31:54 am
Philosopher
Action/Duration - $5
+$2
You may put your deck in your discard pile.
While this remains in play, +$2 at the start of your turns.
---
When you shuffle your deck, discard this from play
I think this can infinitely play itself; your deck has just one Philosopher (B) in the discard pile, you play a Philosopher A from hand with the +Card token on it to draw Philosopher B, you reshuffled so Philosopher A is discarded, play B to redraw A, repeat. Put in Capitalism and the +Buy token for infinite buying power.
A lot of work to pull off of course, but doable.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: The Alchemist on July 07, 2021, 09:22:43 am
(https://imgur.com/nxd7qfl.png)

Part pageant part gain a card with debt, bookkeeper checks every turn to see if you're still in debt and sticks around if you are, at a price of course. Nets to terminal +$3 (ish) and a gain, and is basically a cantrip workshop if you can remain in debt. Basically a duration that stays in play until you buy a card, letting you stockpile until then.

This card was originally checking debt at the end of buy phase, then playing at the start of next turn to avoid Capital's debt, but then I realized that card didn't really need to be a duration, but then again it isn't the most broken combo with Capital. Original had +4 coffers 5 debt, but people thought +4 coffers was too much to put on a card on play regardless of debt. I am partial to keeping it at 5 debt though if its too strong at 3 coffers still.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Freddy10 on July 07, 2021, 04:38:52 pm
(https://imgur.com/N6EufgB.png)

Hirelings while you can play more of them
Edit: Discard condition under the line
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: MochaMoko on July 07, 2021, 07:00:32 pm
(https://cdn.discordapp.com/attachments/685147225470271508/862836737180958780/Compost_7.png)

Feel free to suggest wording changes (and, well, other changes besides, I suppose).
Compost can turn your junk into whatever you Wish! It's a solution to all junkers. Be it from outside or in, Compost takes care of it all. If you need more of its services, you can always gain a Compost back to your hand and put it into play again.

A "hidden" usage is to set aside green cards like Provinces while being sure not to make the Compost overflow, to ensure that your green never enters your deck. Nifty, ain't it?

This card has been buffed several times over the course of its conception. Now it's a lot stronger.

EDIT: removed +1 Action, made the Wish conditional on trashing. We're back boys.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Gubump on July 07, 2021, 07:48:32 pm
(https://cdn.discordapp.com/attachments/685147225470271508/862465734320062494/Compost_3.png)

Feel free to suggest wording changes (and, well, other changes besides, I suppose).
Compost can turn your junk into whatever you Wish! It's a solution to all junkers. Be it from outside or in, Compost takes care of it all. If you need more of its services, you can always gain a Compost back to your hand and put it into play again.

A "hidden" usage is to set aside green cards like Provinces while being sure not to make the Compost overflow, to ensure that your green never enters your deck. Nifty, ain't it?

This card has been buffed several times over the course of its conception. Now it's a lot stronger.

Won't this keep working forever if played with BoM, Captain, or Necromancer? In all these cases, you fail to ever trash it.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: MochaMoko on July 07, 2021, 08:11:36 pm

Won't this keep working forever if played with BoM, Captain, or Necromancer? In all these cases, you fail to ever trash it.

Correct, besides for Captain and Necromancer not being able to play this.
But yes, Band of Misfits, Overlord, and Inherited Estate will stay out for the rest of the game, because there is still something to do (the when you gain a card effect). If you trash it due to some other effect.... well darnit that's not something that it should care about. Maybe? I mean I guess it's better for tracking when you Bonfire it, but it might be weird if you're Overlording and Lurkering.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: emtzalex on July 07, 2021, 08:40:59 pm
(https://cdn.discordapp.com/attachments/685147225470271508/862465734320062494/Compost_3.png)

Feel free to suggest wording changes (and, well, other changes besides, I suppose).
Compost can turn your junk into whatever you Wish! It's a solution to all junkers. Be it from outside or in, Compost takes care of it all. If you need more of its services, you can always gain a Compost back to your hand and put it into play again.

A "hidden" usage is to set aside green cards like Provinces while being sure not to make the Compost overflow, to ensure that your green never enters your deck. Nifty, ain't it?

This card has been buffed several times over the course of its conception. Now it's a lot stronger.

Won't this keep working forever if played with BoM, Captain, or Necromancer? In all these cases, you fail to ever trash it.

Captain and Necromancer can't play Duration cards, but Band of Misfits and Overlord can (and, I suppose, Necromancer can indirectly if it plays one of those two cards). The way this is currently phrased, I believe the Command card would stay in play, be able to set aside cards, and when there were 3 or more, would trash them and give you a card, but would not trash itself (since Compost stays where it is). This is obviously way too powerful, and probably needs to be fixed.

Or, it would work that way, if the card worked, which I'm not sure it does. The rule for Duration cards is that during your discard phase, they check to see if they have something left to do. By your own description, this might never do anything else after it is played.

A third potential issue is that if the card is trashed by Bonfire, the cards could get stuck in set-aside limbo. That is not the biggest problem, since it is up to the player playing it (who could also choose to just stop gaining cards), and only has an effect in marginal cases when a gain-from-trash card would allow you to do that with more Composts than otherwise exist in the game.

I would suggest the following phrasing, which both makes clear that this does something at the start of each of your turns, and prevents the card from functioning if played by an emulator, and trashes the set-aside cards whenever it is trashed.

Quote from: Compost
+1 Action
Until after you trash this, at the start of each of your turns, count the number of cards set aside on this. If there are 3 or more, trash this. If you did, gain a card to your hand costing up to $6.

While this is in play, when you gain a card you may set it aside face up (on this).
When you trash this, trash the cards set aside on it.

Even with all of these functional repairs, I still think this card is overpowered. It acts as a passive, persistent, complete Defense to all junking attacks (including all Cursers) except for Coven. The on-gain means you can just chain these, and they collectively can absorb the entire Curse pile in games of up to 4 players (and even more if multiple Cursers are played before a turn, resulting in more than three cards on Compost before the player's turn). That makes opening with one of these in a game where you face junking an obvious choice, which in turn makes junkers unbuyable, which would therefore make Compost less interesting/useful in most games. It also has the potential to be crazy powerful with self-junkers like Banquet, Cache, and Desperation; what would usually be a penalty is instead 1/3 or 2/3 of a Wish.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: MochaMoko on July 07, 2021, 09:51:29 pm
I'm glad you have a lot to say about my card!

I don't think a Command card playing this is obviously way too powerful. You keep the Command card in play forever. If you wanted a Compost, well, Compost was right there for you to buy. It's true that now you get a Project-like ability where a bunch of cards gained can turn into a Wish. Is it worth sacrificing your Band of Misfits or Overlord for that? I wouldn't call that obvious. If we are really worried about this interaction, it can be an "if you did," as you suggested.

I'm pretty sure the Duration effect works. Compost can check if it's been trashed, so at the start of Clean-up, it asks, "Have I been trashed? If I haven't, I've still got work to do." And so it stays out. The effect's duration is from when Compost is played until it gets trashed.

You are 100% right that if it gets trashed by other means, the cards it's set aside have nowhere to go. I hate Bonfire for being like that, but I'm pretty sure no other card makes that issue arise. My approach has been if Bonfire is the one causing the problem, Bonfire should be the one that gets errata. It causes tracking problems with existing cards as well.
I don't want to put the when-gain-card-set-aside ability on the bottom, because then it can get weird with Ways. Imagine you play this with Way of the Pig or something, and buy a Province. Well, it's not staying in play, but the Province is set aside regardless.

I understand the concern that this completely nullifies junkers. It does! Compost is not that difficult to put in play. I could get rid of the +Action. That way it will be a lot harder to put into play. How about it?
Edit: By the way, I'm not too convinced that being a flat out counter to junkers makes this card unable to exist. But I will concede if people think it really is too easy and not fun. I mean, on a Compost board, you'll just not get the junker, most likely, and go do something else. And then the other players may or may not want to get a Compost. Then it becomes a question of okay, do I get the junker and hope to play it before people put up their portcullis? There is still some interplay there. I don't want to get Compost early if I can help it.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: mxdata on July 08, 2021, 12:52:55 am
Even with all of these functional repairs, I still think this card is overpowered. It acts as a passive, persistent, complete Defense to all junking attacks (including all Cursers) except for Coven. The on-gain means you can just chain these, and they collectively can absorb the entire Curse pile in games of up to 4 players (and even more if multiple Cursers are played before a turn, resulting in more than three cards on Compost before the player's turn). That makes opening with one of these in a game where you face junking an obvious choice, which in turn makes junkers unbuyable, which would therefore make Compost less interesting/useful in most games. It also has the potential to be crazy powerful with self-junkers like Banquet, Cache, and Desperation; what would usually be a penalty is instead 1/3 or 2/3 of a Wish.

Any kingdom with lots of extra buys would make this really strong, too.  Just buy up some Coppers or Curses with your extra buys.  Goons would be a killer combo.  Buy Coppers for the VP and stash them away on this, then trash for another Goons (if you have enough extra actions to support more Goons)
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: emtzalex on July 08, 2021, 02:50:43 am
I'm glad you have a lot to say about my card!

I don't think a Command card playing this is obviously way too powerful. You keep the Command card in play forever. If you wanted a Compost, well, Compost was right there for you to buy. It's true that now you get a Project-like ability where a bunch of cards gained can turn into a Wish. Is it worth sacrificing your Band of Misfits or Overlord for that? I wouldn't call that obvious. If we are really worried about this interaction, it can be an "if you did," as you suggested.

Wishes are extremely powerful, and therefore getting them is difficult and/or limited. And using a Wish is also limited by the "if you did" language on the card itself. Compost itself is also limited by making the Wish effect a one-shot. By contrast, playing a Compost with a Band of Misfits has the potential to give you a Wish effect multiple times from playing a single card; potentially, you could get it at the start of every turn for the rest of the game. Leaving aside self-junkers or junk gainers (Cache, Banquet, Treasure Trove, Beggar, Baron, IGG, Count), this transforms every spare +Buy into 1/3 of a Wish for the rest of the game. I won't list all of the non-terminal +Buy cards, but there are more than enough to make this combination massively overpowered. It is an easy decision to give up a Band of Misfits for this effect. Overlord is somewhat of a more difficult case, but I am almost certainly doing it if there are any of the supporting cards previously mentioned.


I'm pretty sure the Duration effect works. Compost can check if it's been trashed, so at the start of Clean-up, it asks, "Have I been trashed? If I haven't, I've still got work to do." And so it stays out. The effect's duration is from when Compost is played until it gets trashed.

Maybe, but that's not how any official Duration card works. Every single one that stays in play will do something on the next turn. I certainly agree that there is one understanding of how Durations work that applies to this card, but I'm nots sure it clearly fits the rules. It is probably okay to say this would be clarified in the FAQ, but I do think at a minimum it needs that clarification.


You are 100% right that if it gets trashed by other means, the cards it's set aside have nowhere to go. I hate Bonfire for being like that, but I'm pretty sure no other card makes that issue arise. My approach has been if Bonfire is the one causing the problem, Bonfire should be the one that gets errata. It causes tracking problems with existing cards as well.
I don't want to put the when-gain-card-set-aside ability on the bottom, because then it can get weird with Ways. Imagine you play this with Way of the Pig or something, and buy a Province. Well, it's not staying in play, but the Province is set aside regardless.

In my opinion, fan created cards should always defer to official cards. However, as you pointed out, Bonfire has some issues with Durations in the official game, and the effect of this one is not to serious, so changing it isn't strictly necessary (especially with your point about Ways).


I understand the concern that this completely nullifies junkers. It does! Compost is not that difficult to put in play. I could get rid of the +Action. That way it will be a lot harder to put into play. How about it?

Getting rid of the +Action helps a bit, but it doesn't really matter if having this card on the board means the junker's are never purchased. Is it worth getting a $5 Moat to force your opponent to play a terminal card every three shuffles? Of course not. There are marginal cases with things like Ambassador (which has a fairly useful non-junking function), but for the most part the cards simply will never get bought, and therefore minor nerf like that won't fix the card.

The only fix I can think of would be to not allow putting a card under Compost if there is already a copy of it under there. This would make it so that each copy only blocked one use of a junker, would make other synergies (e.g. with Banquet or Cache) much less overpowered, and would require a player to forego something besides a Copper and a Curse to get the Wish effect. (It would still be incredibly effective against Looter attacks, but there are few enough of those to not make this totally overpowered, and there is at least one even better defense against those, Way of the Horse).


Edit: By the way, I'm not too convinced that being a flat out counter to junkers makes this card unable to exist. But I will concede if people think it really is too easy and not fun. I mean, on a Compost board, you'll just not get the junker, most likely, and go do something else. And then the other players may or may not want to get a Compost. Then it becomes a question of okay, do I get the junker and hope to play it before people put up their portcullis? There is still some interplay there. I don't want to get Compost early if I can help it.

So, this is all subjective and a matter of opinion, but here is why I disagree. The great thing about Dominion is all of the interesting ways in which the different cards and landscapes interact within each Kingdom to make every game at least a little different. If your card makes an entire category of cards useless, the overall potential for those interesting interactions decreases, rather than increases (unless you think your card is more interesting than all of the official junkers combined). People talk about cards being strictly better or strictly worse than another card. The reason that is important is that if Card A that is strictly worse than Card B, in any Kingdom where they both are present Card A would never be bought, and there are fewer potential interactions. If your card does that with several existing cards, that a substantially bigger problem.

Now, of course, this is a fan card, and (unlike an official card, which could potentially go into a randomizer deck with every other card), it might be fine to design a card that you could just say would never be played with junkers. But since you're submitting it to the contest, and generally one of the criteria on which cards are judged is balance with other cards in the game, I think this is a big problem.

I also think your analysis here is flawed. First, even if you wait until after your opponent buys a junker to buy this, that would mean that the junker would most like only get off one attack before it is rendered useless. Again, that is never going to be worth it with any of the junkers. Moreover, that analysis ignores all of the other reasons to buy Compost. I am opening with this version of Compost in basically 100% of Kingdoms with Cache or Banquet or Skulk or Desperation or Ritual. In any Kingdom where I anticipate getting a +Buy card, I may not open with this, but I certainly would get it early on a $3 hit. As mxdata pointed out, you can easily buy a Copper (or even a Curse, to preemptively weaken the Curser further) with each one, and turning a +Buy into 1/3 of a Wish is, just by itself, stupid powerful. (I also completely agree with their point about Goons.)
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: lompeluiten on July 08, 2021, 07:25:51 am
(open for suggestions for an better name)
Eastern Hireling $5
Action - Duration

+1 Action
Now and on the start of your turn +1 card
-
Any player may pay $2 on their turn to discard this card from play.

Hey this needs a rewording. I think I get what you're trying to do but as-is it just keeps giving you +1 Card at the start of your turn if other players discard it. Maybe something like

Quote
+1 Card
+1 Action
If this is in play at the start of your turn, +1 Card.
-
Any player may pay $2 on their turn to discard this from play.

which I think gets across everything you were trying to say in your wording
Jeah, I was thinking about the same thing. I agree with that wording.

Eastern Hireling $5
Action - Duration
+1 Card
+1 Action
If this is in play at the start of your turn, +1 Card.
-
Any player may pay $2 on their turn to discard this from play.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: JW on July 08, 2021, 12:46:49 pm
Jeah, I was thinking about the same thing. I agree with that wording.

Eastern Hireling $5
Action - Duration
+1 Card
+1 Action
If this is in play at the start of your turn, +1 Card.
-
Any player may pay $2 on their turn to discard this from play.

I don't think you want to allow this to be paid at any point. It leads to major rules issues like "can I play Poor House, get $4 and then pay it immediately before I lose $ for treasures in my hand." It would also be a big problem for any online implementation. From a rules perspective, I'd suggest something more like Wine Merchant, "At the end of any player's Buy phase, they may pay $2 to discard this from play."   

More substantively, this card looks problematic for multiple reasons. In 2-player games because it could lead to situations when instead of building their own decks players spend most of their $ to discard each others' Eastern Hirelings. And even if players are still building their decks it can lead to instances where a player is virtually certain to win but has to spend most of their resources each turn burying their opponents' Eastern Hirelings, similar in effect to the worst parts of Ambassador. 

It's also perhaps overpowered in 3-player games because players won't want to spend $2 to hurt only a single opponent, and leads to king-making if they do have to decide whose Eastern Hirelings to pay to discard.

My idea to address these issues would be to instead word it as, "At the end of each player's Buy phase, if they have at least $2 unspent, each other player discards an Eastern Hireling from play."
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: spineflu on July 08, 2021, 01:20:55 pm
(https://i.imgur.com/66AfWgg.png)

Hirelings while you can play more of them

Clarification question:
1: does this permanently stay in play when you manage to collide two acrobats? because if so, it doesn't qualify for the contest.

2, if the answer to 1 is "no": am I reading this right that it requires you to keep playing other acrobats on your turns for it to continue to stay in play? sort of "juggling", essentially?
Title: Re: Weekly Design Contest 120: 24 Hours Remain
Post by: spineflu on July 08, 2021, 02:04:18 pm
24 Hours Remain, get those cards/revisions in

Cards I have on the spreadsheet:
Pack Mule (mandioca15)
Craftsman (4est)
Mine Digger (majiponi)
Brewery (X-tra)
Refinery (AJL828)
Confessional (Xen3k)
Royal Barge (emtzalex)
Summoning Circle (Unjer)
Rubbish Collector (mxdata)
Escort (ConMan)
Eastern Hireling (lompeluiten)
River Guide (Doom_Shark)
Exhibit (faust)
War Bond (grep)
Galley (JW)
Offer (Aquila)
Philosopher (NoMoreFun)
Bookkeeper (The Alchemist)
Acrobat (Freddy10)
Compost (MochaMoko)

If you aren't on that list, let me know.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Freddy10 on July 08, 2021, 03:45:29 pm
(https://i.imgur.com/66AfWgg.png)

Hirelings while you can play more of them

Clarification question:
1: does this permanently stay in play when you manage to collide two acrobats? because if so, it doesn't qualify for the contest.

2, if the answer to 1 is "no": am I reading this right that it requires you to keep playing other acrobats on your turns for it to continue to stay in play? sort of "juggling", essentially?

2: Eventually you run out of acrobats (all are on play) and you have to discard all from play
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: spineflu on July 08, 2021, 03:47:07 pm
(https://i.imgur.com/66AfWgg.png)

Hirelings while you can play more of them

Clarification question:
1: does this permanently stay in play when you manage to collide two acrobats? because if so, it doesn't qualify for the contest.

2, if the answer to 1 is "no": am I reading this right that it requires you to keep playing other acrobats on your turns for it to continue to stay in play? sort of "juggling", essentially?

Eventually you run out of acrobats (all are on play) and you have to discard all from play

Is it that the "if you played an acrobat this turn" should be below the line? is that what I'm having trouble grokking with this? Because otherwise this is just a two-turn effect
Like something about this isn't clicking for me, and I'm not sure what it is.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Freddy10 on July 08, 2021, 04:01:13 pm
(https://i.imgur.com/66AfWgg.png)

Hirelings while you can play more of them

Clarification question:
1: does this permanently stay in play when you manage to collide two acrobats? because if so, it doesn't qualify for the contest.

2, if the answer to 1 is "no": am I reading this right that it requires you to keep playing other acrobats on your turns for it to continue to stay in play? sort of "juggling", essentially?

Eventually you run out of acrobats (all are on play) and you have to discard all from play

Is it that the "if you played an acrobat this turn" should be below the line? is that what I'm having trouble grokking with this? Because otherwise this is just a two-turn effect
Like something about this isn't clicking for me, and I'm not sure what it is.

Yes, you are right, it shoud be;

Quote
Acrobat ($3)
Action - Duration

+1 Action
+1 Buy
-
At the end of your turn discard it unless you played an Acrobat this turn.
At the beginig of your turn, if this is in play: +1 Card

(Post updated)
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: spineflu on July 08, 2021, 04:09:25 pm
awesome, good, glad that is cleared up, and sorry it took so many posts to do.

edit: for those who missed it on the last page:
24 Hours Remain, get those cards/revisions in

Cards I have on the spreadsheet:
Pack Mule (mandioca15)
Craftsman (4est)
Mine Digger (majiponi)
Brewery (X-tra)
Refinery (AJL828)
Confessional (Xen3k)
Royal Barge (emtzalex)
Summoning Circle (Unjer)
Rubbish Collector (mxdata)
Escort (ConMan)
Eastern Hireling (lompeluiten)
River Guide (Doom_Shark)
Exhibit (faust)
War Bond (grep)
Galley (JW)
Offer (Aquila)
Philosopher (NoMoreFun)
Bookkeeper (The Alchemist)
Acrobat (Freddy10)
Compost (MochaMoko)

If you aren't on that list, let me know.

judgement is going up at 2pm tomorrow.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: faust on July 08, 2021, 05:14:08 pm
Quote
Acrobat ($3)
Action - Duration

+1 Action
+1 Buy
-
At the end of your turn discard it unless you played an Acrobat this turn.
At the beginig of your turn, if this is in play: +1 Card
The instructions on this are kind of weird. Cards aren't normally discarded "at the end of your turn"; they are discarded during cleanup. Being a duration, it would check during cleanup whether it has anything to do on the next turn, and if it's discarded it won't have anything to do, so there's an argument to be made that this would be discarded during cleanup any time. So "Do not discard this during cleanup if you played an Acrobat this turn" would be clearer.

It is still sort of weird with Command cards. The rule is Command cards stay out as long as the Durations they played would, so by that rule, if you played an Acrobat, the Command stays out. But since the Acrobat the Command card played isn't in play at the start of the next turn, the Command card won't actually do anything.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Mahowrath on July 08, 2021, 06:07:10 pm
Last minute entry:

(https://i.imgur.com/yV7Em7Y.png)
Quote
Native Trail, $4: Action - Duration
+1 Action
Now, and at the start of your turns while you have any cards set aside with this:
Set aside the top card of your deck under this, or put all cards set aside with one of your Native Trails into your hand.

Pseudo-trasher/card drawer. Having multiple in play gives you more control over which cards you leave set aside.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Freddy10 on July 08, 2021, 07:48:40 pm
Quote
Acrobat ($3)
Action - Duration

+1 Action
+1 Buy
-
At the end of your turn discard it unless you played an Acrobat this turn.
At the beginig of your turn, if this is in play: +1 Card
The instructions on this are kind of weird. Cards aren't normally discarded "at the end of your turn"; they are discarded during cleanup. Being a duration, it would check during cleanup whether it has anything to do on the next turn, and if it's discarded it won't have anything to do, so there's an argument to be made that this would be discarded during cleanup any time. So "Do not discard this during cleanup if you played an Acrobat this turn" would be clearer.

It is still sort of weird with Command cards. The rule is Command cards stay out as long as the Durations they played would, so by that rule, if you played an Acrobat, the Command stays out. But since the Acrobat the Command card played isn't in play at the start of the next turn, the Command card won't actually do anything.

Would this work?
Quote
+1 Action
+1 Buy
At the start of your next turns, if you played an Acrobat on all your previous turns since you played this, +1 Card
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: exfret on July 09, 2021, 01:16:33 am
(https://i.imgur.com/s18yOyi.png)

Trying to come up with something better, but this is what I've got. It's like a cheap wine merchant. You got some extra money leftover? Maybe help pay off that cash advance so you can get it into your deck again. It's sort of weaker than Stonks, so gotta make it cost 2, and also the fact that it has to stay out at least a turn doesn't help.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: exfret on July 09, 2021, 08:53:00 am
What is the purpose of the Debt cost? I don’t see why such a weak card should be ungainable except via buying.
Engineer is the only official cheap card with Debt cost and it has two very good reasons for it.

I thought that would have made it easier to get, not harder, hm... Does seem that way now that I think of it since +Buy is the major issue.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: exfret on July 09, 2021, 09:07:04 am
What is the purpose of the Debt cost? I don’t see why such a weak card should be ungainable except via buying.
Engineer is the only official cheap card with Debt cost and it has two very good reasons for it.

I thought that would have made it easier to get, not harder, hm... Does seem that way now that I think of it since +Buy is the major issue.

Also, is it really that weak? It's only 1 coin and 1 buy less than winekeeper and has to stay out for a turn, but other than that is nonterminal, costs 3 less, and you can pay it off not all at once.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: mathdude on July 09, 2021, 11:23:09 am
(https://i.imgur.com/V3AD0yp.png)

Quote from: Dark Caverns
$6 Night-Duration
Set aside up to 3 non-Duration cards you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand.

This is the more powerful cousin of Crypt.  This lets you set aside Action cards (and possibly even Night cards).  To limit the craziness that could happen, I've limited it to 3 cards, though I'm not sure if that's the right number (or if it's even needed).
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: spineflu on July 09, 2021, 02:09:14 pm
Contest 120 Judgment
Quote from: mandioca15
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e0b67bf767a819d449628b/37b0e0f28c0aaa466f44304c70895df5/image.png)
Pack Mule • $5 • Action - Duration
While this is in play, at the start of your turn, +1 Card.
-
At the start of Cleanup for your turns, you may pay $1 or discard an Action card from your hand. If you did not, discard this from play.

This is an interesting twist on hireling. I think you could afford to lose the "pay $1" and drop the cost to $4; still, with the $1 upkeep cost and the $5 buy cost, it's pretty balanced. It does feel pretty bad on that initial play having to pay the upkeep without getting a benefit, though. I wonder if this would get more play than hireling or if the opportunity cost is still too high being terminal.


Quote from: 4est
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e0b758f0eeb275bddb040d/ed22190cd738fc4ce203df4abb1b7447/image.png)
Craftsman • $6 • Action - Duration
Gain 3 differently named cards costing less than this and set them aside face down (you may look at them).
At the start of your next three turns, put one into your hand.

This could probably afford to either nix Victory cards - "Gain 3 differently named non-Victory cards costing less than...." - or cost $8. Like, "here's three duchies" should probably have prince-esque opportunity cost. It might also be ok at $5, although i think it'd play very different in $4 alt-VP games.

That said, with one of those changes, this card should exist.



Quote from: majiponi
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e0bac11742996d17397169/6e66ad604d2af38a223fc51d6eae21f9/image.png)
Mine Digger • $4 • Action - Duration
Gain a Copper to your hand.
At the start of your next turn, gain a Silver to your hand.
At the start of your next turn after that, gain a Gold to your hand.

This might be among the best Big Money enablers I've ever had to judge. This has some great combos with landmarks specifically - Palace, Keep, and Fountain love it.

The gain to hand and the fact that it stays out of your deck for three turns really helps out big money in a way that seems unfairly good at $2 pretty balanced at $4.
Finalist



Quote from: X-tra
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e0e997b2dd33320ac62aaa/55d455d6413b61f00246b2c9bace8760/image.png)
Brewery • $5 • Action - Duration
+$1
At the start of your next turn, choose one: +$3, or replay this.
I think this will play very differently in village-heavy games than in non-village games - you'll want to cycle it a lot more. That said, even just keeping it in play as a non-swipeable "the key" is pretty good.
Hella points from elegance on this though. Short, sweet, to the point. Great job.
Finalist



Quote from: AJL828
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e33f77b7c7ed74fec6d440/4400b72ba2ed1c4fa06b81ef5ac6fbde/image.png)
Refinery • $6 • Night - Duration
At the start of each of your Night phases that this remains in play, you may trash a card from your hand to gain a card costing up to $1 per different card type (Action, Attack, etc.) you have in play. If you don't, discard this from play.

This is a pretty elegant way to make a gainer whose qualifications start at gain a card costing up to $2 + $1 per type you have in play.

I think it'll really shine in games where there's Weird Types in play - a knight, or prize, or gatherer, or spirit.

I like it at $6 so it misses the openings, although I do think mathdude is correct that it could cost $5. It's probably going to be critical in clearing out coppers, and hitting $6 before like, turn five, is more spiky than hitting $5.

I don't know if you'd ever want more than one of these. Maybe in rushes.
Finalist



Quote from: Xen3k
(https://trello-attachments.s3.amazonaws.com/60e3411981bbed7df2f96f44/668x1024/c87c953d523a82b771045ee16352ae10/image.png)
Confessional • $4 • Action - Duration
Now and at the start of your next 2 turns, you may trash a card from your hand. If you trash an...
Action card, +2 Cards, +1 Villager.
Treasure card, +1 Buy, +1 Coffers.
Victory card, +1VP, gain a Horse.

I'm not sure why this is a Night card. it's got an antisynergy with itself, which, compare/contrast with Sacrifice when you have to use that as the only source of villages. It also makes you lose out on a thing from trashing anything but victory cards that first turn.

That said, this seems good. Probably want to open with it, get it in play asap to help clear out stuff, maybe do two if it's the only trasher. I think the Action version of this card would be even better, but at least this way you can't draw it dead.



Quote from: emtzalex
(https://trello-attachments.s3.amazonaws.com/60e3415779684c3b4b64f154/668x1024/49a52d5f11d00b9ff6fff44bf13dd9eb/image.png)
Royal Barge • $5 • Action - Duration
Set aside any number of Action cards from your hand, face down (under this). While any remain, at the start of each of your turns, play one of them twice.
This, with copies of itself, has some Shenanigans Potential. I think to minimize the confusion, it should probably only work with non-Durations; that said, this is probably also the way to do the hypothetical duration throne that was cut from Seaside.

This is great though, I've got a headache trying to track it already.



Quote from: Unjer
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e3419fb0c33e42e6d20bb3/bef68f384a0b406749820f821521a0f8/Summoning_Circle_1.png)
Summoning Circle • $2 • Action - Duration
At the start of your next 2 turns, set aside a card from your hand (on this). At the start of your next turn after that, trash them and this, and gain a Curse and a card costing up to $6.

This looks good; kinda slow, maybe, but in the same role as Embargo where you've got $2 and a buy left and you're like, alright, throw in an Embargo.
The curses provide more grist for summoning, which is a neat little self-synergy. and $6 gainers are rare enough. I like it.



Quote from: mxdata
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e380cbb5b2d67346d8188a/b1b0b6c2c1cefee4d3f31d38a6f67cd9/1DGk7pu.png)
Rubbish Collector • $4 • Action - Duration
While this is in play, at the start of each of your turns you may trash a card from your hand. Discard this from play at the end of your turn if you did not trash anything with this
I think you hit the nail on the head with the Chapel comparison, which means I have to ask: why isn't this a $2 cost so it's totally affordable regardless of opening? Is it just because it compares favorably to Cathedral?

I think I'd make a change, which is this trashes itself - you should have to spend the opportunity cost of a buy on a second one if you pulled the plug early - as is, getting to "turn it back on" feels unearned.



Quote from: ConMan
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e4d7b23246d68fadd54888/081f17761c1707b5c2b15a3bc1574bd2/image.png)
Escort • $4 • Action - Duration
+1 Action
Trash a card from your hand. Put a coin token on here for each $ it cost.
At the start of your turn, if there are any coin tokens on here you may remove one to discard your hand and draw 5 cards.
(This stays in play as long as there are coin tokens on it.)

Feel like this could reasonably cost $3 or even $2. I'm not sure what double opening these would get me that a single open wouldn't - one fewer estate, maybe. I get that you're trying to have it priced in comparison to Guide but honestly how many times do you call Guide in a game? maybe twice? three or four times if there's handsize attacks?

I mean, it's a fine way to do mulligans, but it's also not very exciting.
Minor nitpick not taken into account with judging: you should probably phrase it "+5 Cards" rather than "draw 5 cards"



Quote from: lompeluiten
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e4d936dad02706966e7657/c12a61e0153fdcfbbc206bfb87274c0e/image.png)
Eastern Hireling • $5 • Action - Duration
+1 Card
+1 Action
If this is in play at the start of your turn, +1 Card.
-
Any player may pay $2 on their turn to discard this from play.

This is an interesting twist on hireling. I'd be very interested to see how it played, but I suspect in multiplayer games this ends up in politicsland - only one player has to spend extra money to discard someone else's card, which puts it into some kingmaker territory where there's competing opportunity costs - the player that causes it to discard loses the ability to spend that $2 on improving their own deck.

Still, in more casual games, or in 2p, this looks fun.

JW also brings up a good point about the timing on the purchase mattering. That can be fixed in a revision though.



Quote from: Doom_Shark
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e4dd20f7233a6ab719087a/327c0637dca9575872d5b3e1c75c0efb/image.png)
River Guide • $5 • Action - Duration
Now and at the start of your next two turns, choose one:
+1 Card, +1 Action; +$3; trash a card from your hand.
I think this is way too crazy good. It needs some restriction on it, either to make you do a different thing, or the same thing each time. Otherwise it's a nonterminal hireling* at $5.

*yeah you have to keep playing it so there'll be draw-opportunity lost, but still, way too good.

Or, like faust points out: it's a gold for three turns at the same price as merchant ship's silver-for-two-turns.
It can probably drop the +$3 option too.



Quote from: faust
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e4de4132efcf3b4358d63d/569eb16566d18af030cfe5a2140db45e/LWxqccT.png)
Exhibit • $2 • Night - Duration
Set aside a non-Duration card you have in play under each Exhibit you have in play.
While any cards remain set aside under this, at the start of your Buy phase, discard one of them for +$2.

I do think it is novel that you can "refuel" the exhibits while they're still in play. That took me a couple times reading to click how that'd work. I think that's an interesting self synergy that makes this card not just crypt for silvers only with an initial opportunity cost.

I feel like you'd always want to double open this and pray for minimal initial collision. It's some real good pseudotrashing / turning opening decks into silvers.

I also feel like this'd get misplayed in non-app/paper settings very consistently. It's got some real subtlety to it.

Finalist



Quote from: grep
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War Bond • $4 • Action - Duration
+1 Action
Put 1 Coffer onto this for each Action card in play (including this). At the start of your subsequent turns, take a Coffer from this. If none left, discard this.

I think I had a similar card way back in... 2018? it did trashing for coffers, cost-into-coffers style, with a 1 coffer/turn drip, and was very good. I think this would almost always see play and nearly always empty - you get your deck up and running, and with spare $4+buy or gainers, grab these to throw down for payload. I don't think it needs the +Action on it to be an extremely viable engine component, and I think it's potentially busted with how good it is at a non-terminal $4. It's probably an easy/reasonable nerf to make this only care about uniquely named actions.



Quote from: JW
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e4e21bb8573e885c4559c6/b873cc598c788d33e1876edacefad7d9/image.png)
Galley • $6 • Action - Duration
What if hireling but for deck cleanup? Or, what if cathedral but green-friendly?
Like I said with Refinery, $6 is an awkward price for cards you 100% want in ... basically everything but a Donate game, really. I think having this at $8 would be a more viable price point - makes the choice 'do i go for points, or do I go for deck improvement?'.



Quote from: Aquila
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e4e47f9651a8765e5e8add/d9f1e0d0789c6addd1aba78aed5d8827/Offer.png)
Offer • $4 • Action - Duration
Set aside a card from your hand or the Supply (under this). When a player gains a card, the leftmost other player with a copy of it under one of their Offers returns that copy to its pile for +2 Cards and +1%.

I feel like Invest does this better, with fewer sui generis cases ("the leftmost other player"), albeit at the cost of doing it in the open rather than blindly. I don't think the opportunity cost of a) getting a card an opponent needs to b) return it to the supply is really worth 2 cards and a vp, though, and having it worth more than that (in deck component terms) would be swingy; maybe just +3vp? Does seem like a fun minigame though.



Quote from: NoMoreFun
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e72e2ed0d14c4fe42a5e7a/f352db150c383707f360db3f44f37ed2/image.png)
Philosopher • $5 • Action - Duration
+$2
You may put your deck in your discard pile.
While this remains in play, +$2 at the start of your turns.
---
When you shuffle your deck, discard this from play

This has some "strictly better" issues compared to Merchant Ship, while also being more flexible than Merchant Ship. There was also no revisions for the loop Aquila pointed out, convoluted though it may be.

Also with the discard clause below the line, you may have some loops with ways, particularly cases like w.o.t. Horse and w.o.t. Pig, that are nonconvoluted, especially since the (appropriately philosophical) ruling that you can shuffle one card - you draw deck, play Philosopher as wot Pig, have no cards in your deck, so you shuffle your discard (even if it's empty), which causes Philosopher to discard, but now your deck is still empty, which causes another shuffle, which puts Philosopher back in your deck, then your hand. (thank you for making me re-read the shuffle rules :/ )
You could fix this by doing a set aside and discard at clean-up thing.

I like the concept, but it needs some revisions.



Quote from: The Alchemist
(https://trello-attachments.s3.amazonaws.com/60e730bdb2a68b7d8695607a/696x1074/e4ce64f2ec0e08623087d14b65a50fce/nxd7qfl.png)
Bookkeeper • $5 • Action - Duration
+3 Coffers
Gain a card costing up to $4.
Take @4. At the start of your next turn, if you have any @, replay this.

Three coffers is too much. Like even on a card that'll net you debt, 3 coffers is a ton. 3 coffers is $7 terminal action territory, not "keep gaining them next turn and also a $4 card, for $5" territory. If you're giving debt anyway, this should probably have a debt price so it doesn't self-gain with literally any cost reduction.



Quote from: Freddy10
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e73328cc217384a823a8cf/644d0e3637d7799de54a2a53d7581d4d/image.png)
Acrobat • $3 • Action - Duration
+1 Action
+1 Buy
-
At the end of your turn, discard it unless you played an Acrobat this turn.
At the beginning of your turn, if this is in play:
+1 Card.
This is a really neat, clean design. Has kind of a Stockpile quality build to it. Its on-play is kind of meh - I'm interested to see the game where this is the only buy and you have to turn off your drawing power to get those +buys - but this is really quite novel.

Finalist




Quote from: MochaMoko
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e734e101d9a92d1b6fd618/d937729b8ad7ffcef872668cd5880d45/Compost_3.png)
Compost • $3 • Action - Duration
+1 Action
At the start of each of your turns, if this has set aside 3 or more cards, trash this and them, and gain a card to your hand costing up to $6.

Until you trash this, when you gain a card, you may set it aside face up (on this).

This has some issues for two reasons.
First, you have the "using with a command card" issue - a quick fix would be to give this the command type (which, I'm sure others will balk at, given that it isn't playing anything); a more thorough one would be to include a "while this is in play" clause in the (already pretty wordy) top paragraph, or change the "until you trash this" to "while this is in play".

The second issue is the setting aside is optional. This leads to some wild power creep like essentially automatically exiling green you buy. That's a bit too busted at non-terminal $3, imo. There's a fix for this, though: make it no longer optional to set aside your gains on this. You want to gain cards, you've gotta get rid of your compost first.

I'm less concerned about the "this blocks junkers" part than others in the thread - so does lighthouse or guardian or champion. It's not that hard to adjust your play style away from an attack when someone goes hard on defense.

You mention that the card has been buffed several times over the course of its conception. That was maybe not the best impulse. I'd consider it a lot more favorably if it were terminal (and had the above fixes).



Quote from: mathdude
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Dark Caverns • $6 • Night - Duration
Set aside up to 3 non-Duration cards you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand.
I feel like in a world where crypt and scheme exist, this shouldn't, mostly due to issues of "better" even if it's not strictly better. This is really good, even at $6, and having a couple of them to juggle That One Card that makes your deck pop off so it pops off every turn is extremely good. I think having it at $3 and one card would be more reasonable.



Quote from: Mahowrath
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Native Trail • $4 • Action - Duration
+1 Action
Now, and at the start of your turns while you have any cards set aside with this:
Set aside the top card of your deck under this, or put all cards set aside with one of your Native Trails into your hand.
This is a really interesting take on Native Village, or, kinda, Lookout. I feel like this is a card design I'd think was really good and go in on hard but it'd end up screwing me over, kinda like Research. If it's as good as I'm imagining it is, I don't think it needs the +Action.

It's not really clear if you can look at the set-aside cards or not. I'd guess yes? just based on other cards that set aside cards. I imagine it'd matter for having multiples in play.



Quote from: exfret
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Cash Advance • @2 • Treasure - Duration
$3
Put @2 on this. At the start of each of your buy phases, if there is any @ on this, you may take any amount of @ from here.

First up, props for designing a Treasure - Duration. I sort of expected more of them and was surprised to only get one.

Second, why would I want to take the debt on this ever? I get to "get it back into your deck" but why wouldn't I just pick them up to spike some power card and then leave them in play and never pay them off (because it's not my debt yet).

Also, you generally want the debt cost of a thing to be higher than the reward from it. Like, if this gave a cumulative 4 debt later for $3 now? that's sort of how debt actually works in real life and makes for a more interesting use of the mechanic.

Also, as segura suggested, the @2 cost is weird and pretty bad. I get what you were going for with this, but this is too much free stuff - maybe make the debt trickle in, 1 per turn, until it's empty?



My main judging criteria was "does this card need revisions?" and that gave me the five finalists, after which I compared the remaining cards in terms of novelty, utility, balance, and so on. Here's how they stacked up:

Placed:
• Acrobat by Freddy10
• Mine Digger by majiponi
• Refinery by AJL828

Runner Up:
• Brewery by X-tra

Winner:
Exhibit by faust

Congrats everyone, I know this was a frustrating contest and I hope we all learned a lot about why Bonfire needs to be reworded to include "non-Duration".
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: faust on July 09, 2021, 02:24:10 pm
Thanks for the judging and the win! I wasn't sure my entry wouldn't maybe be too weird.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: mxdata on July 09, 2021, 08:55:38 pm
Quote from: mxdata
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e380cbb5b2d67346d8188a/b1b0b6c2c1cefee4d3f31d38a6f67cd9/1DGk7pu.png)
Rubbish Collector • $4 • Action - Duration
While this is in play, at the start of each of your turns you may trash a card from your hand. Discard this from play at the end of your turn if you did not trash anything with this
I think you hit the nail on the head with the Chapel comparison, which means I have to ask: why isn't this a $2 cost so it's totally affordable regardless of opening? Is it just because it compares favorably to Cathedral?

I think I'd make a change, which is this trashes itself - you should have to spend the opportunity cost of a buy on a second one if you pulled the plug early - as is, getting to "turn it back on" feels unearned.

I'd gone back and forth on that.  I had considered a version that had "If you did not, trash this" instead of discarding before going with this one. You're probably right that I should've gone with that version
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Aquila on July 10, 2021, 04:47:06 am
Quote from: 4est
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e0b758f0eeb275bddb040d/ed22190cd738fc4ce203df4abb1b7447/image.png)
Craftsman • $6 • Action - Duration
Gain 3 differently named cards costing less than this and set them aside face down (you may look at them).
At the start of your next three turns, put one into your hand.

This could probably afford to either nix Victory cards - "Gain 3 differently named non-Victory cards costing less than...." - or cost $8. Like, "here's three duchies" should probably have prince-esque opportunity cost. It might also be ok at $5, although i think it'd play very different in $4 alt-VP games.

That said, with one of those changes, this card should exist.
This can't actually gain 3 Duchies - rather 3 different cards - so was that meant to be a rough guide to its power level?

Quote from: Aquila
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e4e47f9651a8765e5e8add/d9f1e0d0789c6addd1aba78aed5d8827/Offer.png)
Offer • $4 • Action - Duration
Set aside a card from your hand or the Supply (under this). When a player gains a card, the leftmost other player with a copy of it under one of their Offers returns that copy to its pile for +2 Cards and +1%.

I feel like Invest does this better, with fewer sui generis cases ("the leftmost other player"), albeit at the cost of doing it in the open rather than blindly. I don't think the opportunity cost of a) getting a card an opponent needs to b) return it to the supply is really worth 2 cards and a vp, though, and having it worth more than that (in deck component terms) would be swingy; maybe just +3vp? Does seem like a fun minigame though.
My bad I guess for not putting an update in a new post, but I edited Offer to:

(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/60e021ee3a169416aff3e7c0/0edb58005a0bf9585621855088678148/Offer.png)
No setting aside Victories, and the reward VP bumped up to 2.
Also, it doesn't appear that you acknowledged this can set a card aside from the Supply? The opportunity cost then is guessing incorrectly so that this misses turns and reward potential.
I'd be interested in your thoughts on this. Invest is a fair comparison of course, and maybe the +Cards could change to differentiate from it.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: Holger on July 10, 2021, 09:41:01 am

Quote from: MochaMoko
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e734e101d9a92d1b6fd618/d937729b8ad7ffcef872668cd5880d45/Compost_3.png)
Compost • $3 • Action - Duration
+1 Action
At the start of each of your turns, if this has set aside 3 or more cards, trash this and them, and gain a card to your hand costing up to $6.

Until you trash this, when you gain a card, you may set it aside face up (on this).

This has some issues for two reasons.
First, you have the "using with a command card" issue - a quick fix would be to give this the command type (which, I'm sure others will balk at, given that it isn't playing anything); a more thorough one would be to include a "while this is in play" clause in the (already pretty wordy) top paragraph, or change the "until you trash this" to "while this is in play".

The second issue is the setting aside is optional. This leads to some wild power creep like essentially automatically exiling green you buy. That's a bit too busted at non-terminal $3, imo. There's a fix for this, though: make it no longer optional to set aside your gains on this. You want to gain cards, you've gotta get rid of your Compost first.

The setting aside is optional, but the trashing isn't. So you can only permanently set aside two VP cards before this stops doing anything. I dont see this as overpowered when compared to Island, which also sets aside two VP cards permanently.

Quote

I'm less concerned about the "this blocks junkers" part than others in the thread - so does lighthouse or guardian or champion. It's not that hard to adjust your play style away from an attack when someone goes hard on defense.
But unlike Lighthouse or Guardian (or Moat), this protects you permanently from being junked after playing a single copy (unless the Compost pile is depleted before the Curse pile, you can just gain and play a new Compost for free whenever you trash the "full" old one). And it is much faster to get into play than a Champion, as you can always open with it.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: spineflu on July 10, 2021, 12:31:28 pm
Quote from: 4est
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e0b758f0eeb275bddb040d/ed22190cd738fc4ce203df4abb1b7447/image.png)
Craftsman • $6 • Action - Duration
Gain 3 differently named cards costing less than this and set them aside face down (you may look at them).
At the start of your next three turns, put one into your hand.

This could probably afford to either nix Victory cards - "Gain 3 differently named non-Victory cards costing less than...." - or cost $8. Like, "here's three duchies" should probably have prince-esque opportunity cost. It might also be ok at $5, although i think it'd play very different in $4 alt-VP games.

That said, with one of those changes, this card should exist.
This can't actually gain 3 Duchies - rather 3 different cards - so was that meant to be a rough guide to its power level?

Quote from: Aquila
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e4e47f9651a8765e5e8add/d9f1e0d0789c6addd1aba78aed5d8827/Offer.png)
Offer • $4 • Action - Duration
Set aside a card from your hand or the Supply (under this). When a player gains a card, the leftmost other player with a copy of it under one of their Offers returns that copy to its pile for +2 Cards and +1%.

I feel like Invest does this better, with fewer sui generis cases ("the leftmost other player"), albeit at the cost of doing it in the open rather than blindly. I don't think the opportunity cost of a) getting a card an opponent needs to b) return it to the supply is really worth 2 cards and a vp, though, and having it worth more than that (in deck component terms) would be swingy; maybe just +3vp? Does seem like a fun minigame though.
My bad I guess for not putting an update in a new post, but I edited Offer to:

(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/60e021ee3a169416aff3e7c0/0edb58005a0bf9585621855088678148/Offer.png)
No setting aside Victories, and the reward VP bumped up to 2.
Also, it doesn't appear that you acknowledged this can set a card aside from the Supply? The opportunity cost then is guessing incorrectly so that this misses turns and reward potential.
I'd be interested in your thoughts on this. Invest is a fair comparison of course, and maybe the +Cards could change to differentiate from it.

i definitely misread on both. On Craftsman - missed the differently named, although three $5 cards is also still A Lot. On Offer, i feel like with Offer you'd want to always do that so the other player would get "zinged" by their choice (and you'd get Stuff) rather than plainly telegraphing your move (a la invest) solely to differentiate it from Invest. It's also weird in that ending the game with Offer, wouldn't that add the set aside card to your deck (due to how set asides work). Weird potential rushes in landmark games where that'd matter (T. arch, obelisk). again, sui generis cases.
but yeah, thats on me for not reading as carefully as i shouldve.


Quote from: MochaMoko
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e734e101d9a92d1b6fd618/d937729b8ad7ffcef872668cd5880d45/Compost_3.png)
Compost • $3 • Action - Duration
+1 Action
At the start of each of your turns, if this has set aside 3 or more cards, trash this and them, and gain a card to your hand costing up to $6.

Until you trash this, when you gain a card, you may set it aside face up (on this).

This has some issues for two reasons.
First, you have the "using with a command card" issue - a quick fix would be to give this the command type (which, I'm sure others will balk at, given that it isn't playing anything); a more thorough one would be to include a "while this is in play" clause in the (already pretty wordy) top paragraph, or change the "until you trash this" to "while this is in play".

The second issue is the setting aside is optional. This leads to some wild power creep like essentially automatically exiling green you buy. That's a bit too busted at non-terminal $3, imo. There's a fix for this, though: make it no longer optional to set aside your gains on this. You want to gain cards, you've gotta get rid of your Compost first.

The setting aside is optional, but the trashing isn't. So you can only permanently set aside two VP cards before this stops doing anything. I dont see this as overpowered when compared to Island, which also sets aside two VP cards permanently.

Quote

I'm less concerned about the "this blocks junkers" part than others in the thread - so does lighthouse or guardian or champion. It's not that hard to adjust your play style away from an attack when someone goes hard on defense.
But unlike Lighthouse or Guardian (or Moat), this protects you permanently from being junked after playing a single copy (unless the Compost pile is depleted before the Curse pile, you can just gain and play a new Compost for free whenever you trash the "full" old one). And it is much faster to get into play than a Champion, as you can always open with it.

being able to queue up autoexiling for greenery - turns and turns ahead of time - at $3 (!!!) is way more powerful than having to collide two green cards to island them.

and re: antijunker regaining, guardian gives you half of its cost back the next turn, just buy another one. Its a bad use for this card and I don't think its gamebreaking, especially with the changes i suggested.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: exfret on July 11, 2021, 05:55:26 am
After playing with summoning circle and seeing how well-designed it is, I'm starting to feel salty looking back on this and seeing it not even making finalist (and it's not even my card!). Part of me ponders what it would be like to have multiple people judge so that the results are more accurate.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: spineflu on July 11, 2021, 10:26:54 am
After playing with summoning circle and seeing how well-designed it is, I'm starting to feel salty looking back on this and seeing it not even making finalist (and it's not even my card!). Part of me ponders what it would be like to have multiple people judge so that the results are more accurate.

the results are supposed to reflect what the judge values about dominion, and as a result, are accurate. The diversity in opinions is supposed to help us all grow as designers, both with the prompts and with the results - there were several cards that I thought should be actual cards this week, and not all of them made the finals list, summoning circle among them, philosopher among them. Only one of them made me keep thinking about the card when I walked away from the computer, and that was exhibit.

At the end of the day, it comes down to the whim of the judge - even if you playtest them and do like a tournament ranking, how/when you use them will influence your opinion. I full encourage you to use your own stats-based judgment methodology when you win - stats have little to do with what I like in dominion.

Having a more stats driven contest might be interesting, but its fully something I'd be uninterested in - games are supposed to be fun; feeling a deck go brr, or feeling a deck flop under the weight of hubris, or figuring out an unintuitive strategy? those are fun. One shot gainer-thinner with a drawback that takes a couple turns to proc? I'm feeling that less than some of the other entries. It's sort of one-note. Yeah it has a nice self-synergy (where one sets up the next).

Having a multijudge contest just means that new people's voices won't get heard over more established voices. Honestly the most thrilling this contest is is when a new poster with a single digit post count, who has never won before, comes up with something bonkers as a prompt and vanishes so there's no clarifying questions all week. Like, yeah stuff will get DQ'd on technicalities, but its wild to see how different enclaves of dominion fans think about the game than those of us in the discord or f.ds, and celebrating that is really what the contest is about.

tldr: the results were as accurate as they could've been, because the person who was the judge for that contest did them.
Title: Re: Weekly Design Contest 120: The Turn After Next
Post by: exfret on July 12, 2021, 01:32:38 am
After playing with summoning circle and seeing how well-designed it is, I'm starting to feel salty looking back on this and seeing it not even making finalist (and it's not even my card!). Part of me ponders what it would be like to have multiple people judge so that the results are more accurate.

the results are supposed to reflect what the judge values about dominion, and as a result, are accurate. The diversity in opinions is supposed to help us all grow as designers, both with the prompts and with the results - there were several cards that I thought should be actual cards this week, and not all of them made the finals list, summoning circle among them, philosopher among them. Only one of them made me keep thinking about the card when I walked away from the computer, and that was exhibit.

At the end of the day, it comes down to the whim of the judge - even if you playtest them and do like a tournament ranking, how/when you use them will influence your opinion. I full encourage you to use your own stats-based judgment methodology when you win - stats have little to do with what I like in dominion.

Having a more stats driven contest might be interesting, but its fully something I'd be uninterested in - games are supposed to be fun; feeling a deck go brr, or feeling a deck flop under the weight of hubris, or figuring out an unintuitive strategy? those are fun. One shot gainer-thinner with a drawback that takes a couple turns to proc? I'm feeling that less than some of the other entries. It's sort of one-note. Yeah it has a nice self-synergy (where one sets up the next).

Having a multijudge contest just means that new people's voices won't get heard over more established voices. Honestly the most thrilling this contest is is when a new poster with a single digit post count, who has never won before, comes up with something bonkers as a prompt and vamishes so there's no clarifying questions all week. Like, yeah stuff will get DQ'd on technicalities, but its wild to see how different enclaves of dominion fans think about the game than those of us in the discord or f.ds, and celebrating that is really what the contest is about.

tldr: the results were as accurate as they could've been, because the person who was the judge for that contest did them.

Thanks for the thought-through response. I hope my comment didn't come off as an attack on you personally (and it seems like you didn't take it personally, thankfully), it's just really hard for me to understand a lot of people's judgements on fan cards in general and this has led to a lot of frustration.