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.
And no split piles / unique piles / traveller lines. One card to a kingdom pile.
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.
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.
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??
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.
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
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
yeah ruins/horses/spoils/something that uses the prize pile/other existing nonsupply piles are kosher.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.
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
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.
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.
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)
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
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.
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.
(https://i.imgur.com/G2AWuv5h.png) | Quote from: Werebear
|
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.
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?
That's fine, it can be an "in the FAQ" ruling, no need to adjust if you can't think of a better phrasing.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...
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...
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"
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."
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!
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.
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.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
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?
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!
River Guide $5This 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.
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.
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.
River Guide $5This 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.
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.
GalleyThere 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.
$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.
(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.
GalleyThere 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.
$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.
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.
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.
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)"?
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.
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.
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.
Thus, I would word it as follows:Quote from: GalleyUntil 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).
Thus, I would word it as follows:Quote from: GalleyUntil 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."
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."
(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.
+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.
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.
(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."GalleyThere 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.
$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.
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?
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.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.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 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.
PhilosopherI 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.
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
(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.
(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.
+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.
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.
Jeah, I was thinking about the same thing. I agree with that wording.(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 likeQuote+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.
(https://i.imgur.com/66AfWgg.png)
Hirelings while you can play more of them
(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?
(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
(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.
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.QuoteAcrobat ($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
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.
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.QuoteAcrobat ($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
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.
+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
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.
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.
$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.
(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.
(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.
(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.
(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.
(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.
(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.
(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.
(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.
(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
(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.)
(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.
(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.
(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.
(https://trello-attachments.s3.amazonaws.com/60e4dfcff3ff637708a27201/640x981/9bb351b9c6400dffca80475385e0d3a8/image.png)
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.
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e4e21bb8573e885c4559c6/b873cc598c788d33e1876edacefad7d9/image.png)
Galley • $6 • Action - Duration
(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%.
(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
(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.
(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.
(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).
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e888384d58365c0e821974/ce82276aed41139eb2d0b0bc99d2a314/V3AD0yp.png)
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.
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e7afd7bf8b030b040e7734/057f9993e1b49edcf89c26878b0d6bbd/yV7Em7Y.png)
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.
(https://trello-attachments.s3.amazonaws.com/5e343c6afcf517308d3611e5/60e88a0b25367e2d867e326a/d49bf0809bcfd4c97e54b5609180e413/image.png)
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.
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?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 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.
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: 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.
My bad I guess for not putting an update in a new post, but I edited Offer to: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: 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.
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.
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.
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: 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.My bad I guess for not putting an update in a new post, but I edited Offer to: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.
(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.
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.QuoteBut 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.
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.
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.
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.