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Dominion => Variants and Fan Cards => Weekly Design Contest => Topic started by: scolapasta on October 19, 2021, 11:46:54 pm

Title: Weekly Design Contest #132: All Hallow's Eve
Post by: scolapasta on October 19, 2021, 11:46:54 pm
WDC #132: All Hallow's Eve

In honor of upcoming Halloween, this week's contest asks for Night cards... but not just any Night cards, they have to be "in costume".

This weeks contest is to design a Night card that has at least one other (non Duration) type. I'm excluding Night-Duration, as there are already several official cards. Your design can still be Night-Duration, as long as it has at least one other type.

Official Cards that would qualify:

Werewolf
Vampire
Raider
Ghost*

* Ghost, of course, is a non supply card; if you do something similar, please include a supporting supply card

Judgement:

My general criteria continues to be: Is this a card I wish I had designed? So I will look towards it being interesting and fun, foremost, and at least somewhat thematic. While balance is also important, if it's a card that has some imbalance but potential to be fixed, it won't lose many points. I also do tend to lean towards "simpler is better", knowing that it is sometimes in conflict with "interesting and fun".

Bonus points / tiebreaker will be awarded to cards that have an appropriate, Halloween-y theme.


Submission Deadline:

Entries and revisions must be submitted by 12:01 Forum Time (16:01 UTC) on Wednesday, October 27th. Some time around then, I'll make the outline post showing all the latest versions of the entries I've seen, so you can confirm I haven't missed any.

(And that should give me a few days before actual Halloween to get judgements finished!)


Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: JW on October 20, 2021, 10:34:36 am
Haunted Village
$4 - Action Attack Night
If it is your night phase, each other player with 4 or more cards in hand puts a card from their hand onto their deck.
Otherwise, +1 Card and +2 Actions.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: AJL828 on October 20, 2021, 01:22:20 pm
(https://i.imgur.com/r0h8Oiih.jpg)

Spectre
Night - Attack - Duration ($5)

At the start of your next turn, +2 Cards. Until then, when any other player buys a(n):
Action card: They take their -1 Card token.
Treasure card: They take their -1 Coin token.
Victory card: They gain a Curse.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: xyz123 on October 20, 2021, 01:28:25 pm
Trick or Treat
$4
Night-Duration-Attack-Fate-Doom

Each other player receives the next Hex.

At the start of your next turn receive the next two Boons.


*Edited as I initially missed attack from the card types.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: mandioca15 on October 20, 2021, 01:35:42 pm
Seance (Night-Gathering, $3)

For each card you gained this turn, choose one: trash a card from your hand and add a VP token to the Seance Supply pile, or take the VP tokens from the Seance Supply pile.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: grep on October 20, 2021, 02:22:26 pm
(https://i.ibb.co/xFXS7vR/image.png) (https://shardofhonor.github.io/dominion-card-generator/index.html?title=Fairy%20Ring&description=%2B1%20Coffers%0ADraw%20until%20you%20have%205%20Cards%20in%20hand.%0A-%0AWorth%201%25%20per%202%20Night%20cards%20you%20have%20(rounded%20down).&type=Night%20-%20Victory&credit=&creator=&price=%244&preview=&type2=&color2split=1&boldkeys=&picture-x=0&picture-y=0&picture-zoom=1&picture=https%3A%2F%2Fslm-assets.secondlife.com%2Fassets%2F15867322%2Flightbox%2Ffairy_mushroom_ring_002.jpg%3F1482294100&expansion=&custom-icon=&color0=10&color1=3&size=0)

Fairy Ring
$4 - Night - Victory
+1 Coffers
Draw until you have 5 Cards in hand.
-----
Worth 1VP per 2 Night cards you have (rounded down).


8 or 12 cards in the pile, as usual with Victory cards.
Drawing helps to collect more than one mushroom in one night.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: 4est on October 20, 2021, 03:24:38 pm
(https://i.imgur.com/3sqZzk4.png)

Here's my entry this week. Sarcophagus is a Night - Victory card, and my attempt at a card that makes you actually want to Exile good stuff. The bottom rewards you for having a variety of unique non-Victory cards costing more than $3 in Exile at the end of the game, and does this by Exiling a card you have in play each time you play it. Early on, you'll mainly use Sarcophaguses (Sarcophagi?) for non-terminal Copper thinning, as well as Exiling cards like Moneylender or your opening Silver once you no longer need them. They can also Exile themselves in a pinch. Late game, you'll want to try start burying more good stuff to up the VP, though you'll have to either live without those cards or else find a way to Exile a lot of things on your very last turn. There are 8 or 12 in the pile like normal VP cards.


Original version: 
(https://i.imgur.com/VpEbZi4.png)
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: spineflu on October 20, 2021, 04:00:36 pm
(https://trello.com/1/cards/617073b04545f259c93897cb/attachments/617074b876430416e2c7230e/previews/617074bb76430416e2c723be/download/image.png)(https://trello.com/1/cards/617073b04545f259c93897cb/attachments/617075ae88432e7c7d8db7ba/previews/617075b188432e7c7d8db8a4/download/image.png)

Quote
Urban Legend • $5 • Night - Attack
+2 Villagers

If you've played 6 or more cards this turn (including this), each other player gains a Jack-O-Lantern.
Quote
Jack-O-Lantern • $3* • Treasure • 2-3p: 12/pile, 4p: 15/pile, 5-6p: 20/pile
-$1
(You can't go below $0)

If you've played another Treasure this turn, trash this.

(This is not in the Supply)

Urban legend? and it's a village? you get it guys? ... guys?
The six-or-more requirement is thematic - the spoooooky legend has to spread to enough Villagers before the attack starts landing. I think this has a soft requirement of some kind of draw or plays-things (like Vassal or Golem) to hit six things in play.

Also, I couldn't get a negative amount to work in the upper coin emblem for Jack-O-Lantern so I just left them blank.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: LibraryAdventurer on October 20, 2021, 06:27:35 pm
Quote
Warding Mask
$3 - Night - Duration - Fate
Take a boon. Receive it now or at the start of your next turn.
At the start of your next turn, you may put a card from your discard pile into your hand, and either way, draw up to 6 cards in hand.

I didn't feel like doing an attack for this contest (My first idea was an attack, and I expect most entries will be attacks). The name is a reference to the old reason some people would wear masks on halloween: to ward off evil spirits.

EDIT: wording tweak.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: Xen3k on October 20, 2021, 07:42:34 pm
(https://live.staticflickr.com/65535/51628200917_898edc9c8c_b.jpg)

Quote
Ouija Board - $2
Treasure - Night
+1 Buy
If it's not your Night phase, +1 Coffers.
Otherwise, you may choose one: Remove a token from your Coffers to buy a Spirit from one of the Spirit piles for its cost; or trash this for +2 Coffers.

A Ducat without the Copper Trashing, but allows the ability to buy Spirits at an upcharge of 2 Coffers (thinking of making it 3). I am unsure of the wording, but am going off the text from Butcher and Exorcist. Comes with a built in Buy so you can still buy something in your Buy phase if you want. Feedback is appreciated.

Edit: Adjusted the wording to try and make the Spirit buying more clear. Altered the Coffer gain to only occur when it is not your Night phase. This will slow the ability to buy Spirits unless supplemented with more sources of Coffers. This probably could be made as just a Treasure or Night card, but I like the flavor of the design. Much thanks to anordinaryman with helping out with the wording and the critique.

Edit 2: So, that was too much of a nerf. Dropped the cost to buy a Spirit to 1 Coffer because you don't produce a coffer at night anymore and added a self trashing option to gain 2 coffers as well. This should allow players to accumulate coffers faster to buy Spirits, or just clear the Ouija Boards out of your deck. Thanks to Fragasnap for the feedback.

Old Versions
(https://live.staticflickr.com/65535/51612835399_9d2c2d1e31_b.jpg) (https://live.staticflickr.com/65535/51627119775_80c406388a_b.jpg)
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: anordinaryman on October 21, 2021, 05:07:22 pm
Edit: This submission has been updated with card art and some wording improvements here (http://forum.dominionstrategy.com/index.php?topic=20932.msg879813#msg879813)

(https://i.imgur.com/HToRvrV.png)
Quote
Haunted Basement | Action - Night | $2
+2 Cards
You may top deck any number of cards from your hand.
-
This is gained to your hand (instead of your discard pile).   


I wanted to design an action night card that elegantly had different uses in each phase, while being the same text. In your Action phase, it is used to draw cards (hey sometimes moat is your drawer) and set up a few top-deck interactions. There's a lot of cards that become better if you can top deck specific cards: Chariot Race, Lookout, Native Village, Zombie Mason, etc. Or if you terminal collide with this terminal draw, simply top-deck your terminals. It's a weak drawer with some possible other interactions.

In the night phase, it becomes a weak sifter. Drawing cards in the night phase is like discarding from your deck. If you actually draw a card you wanted to see, you can simply top-deck it. You can delay a Province later for next turn's tournament. Perhaps you have an extra village, you can put it back on top to kick-start next turn.

It joins Villa as the second Action card that is always gained to hand. Hey, that's got to be useful sometimes.

Theming comes from basement with the whole sifting analogy (Catacombs, Cellar, Secret Passage, Dungeon, Store room, etc), and Haunted of course refers to top-decking (Haunted Castle, Ghost ship, etc)

Open to feedback. I was considering costing it $3 but $2 seems better. I also considered having it cost $5 and draw 3 cards, but I felt this made the Action so much stronger than the Night that it would pretty much only be used as an Action card.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: Timinou on October 22, 2021, 08:30:16 am
(https://i.imgur.com/HToRvrV.png)
Quote
Haunted Basement | Action - Night | $2
+2 Cards
You may top deck any number of cards from your hand.
-
This is gained to your hand (instead of your discard pile).   

I wanted to design an action night card that elegantly had different uses in each phase, while being the same text. In your Action phase, it is used to draw cards (hey sometimes moat is your drawer) and set up a few top-deck interactions. There's a lot of cards that become better if you can top deck specific cards: Chariot Race, Lookout, Native Village, Zombie Mason, etc. Or if you terminal collide with this terminal draw, simply top-deck your terminals. It's a weak drawer with some possible other interactions.

In the night phase, it becomes a weak sifter. Drawing cards in the night phase is like discarding from your deck. If you actually draw a card you wanted to see, you can simply top-deck it. You can delay a Province later for next turn's tournament. Perhaps you have an extra village, you can put it back on top to kick-start next turn.

It joins Villa as the second Action card that is always gained to hand. Hey, that's got to be useful sometimes.

Theming comes from basement with the whole sifting analogy (Catacombs, Cellar, Secret Passage, Dungeon, Store room, etc), and Haunted of course refers to top-decking (Haunted Castle, Ghost ship, etc)

Open to feedback. I was considering costing it $3 but $2 seems better. I also considered having it cost $5 and draw 3 cards, but I felt this made the Action so much stronger than the Night that it would pretty much only be used as an Action card.

If you’re drawing deck this essentially lets you topdeck cards that you gained in your buy phase, and it comes with the added flexibility in your Action phase.  Even when you’re not drawing deck it can be helpful for cycling (you could even build a Night card engine!).  I don’t know if needs to cost $3, but it’s definitely a strong $2 IMO.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: X-tra on October 22, 2021, 10:16:43 am
(https://i.imgur.com/HToRvrV.png)

"Top deck" is actually not an official Dominion term. It would have to be: "You may put any number of cards from your hand onto your deck in any order." I suppose the "any order" here is important as well. Likewise, according to Werewolf, the colour scheme (black/white) is reversed. The card is really neat though, I'm just being picky. :P



Here's my entry, another Action - Night card.

(https://i.postimg.cc/GdVvSw-Gd/Chantry-v3.png)

Masquerade but the draw and trash is split in 2. So you draw with Chantry. "Oh no, I drew another Chantry dead", says you, not unhappy to be able to trash nonetheless.

Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: LastFootnote on October 22, 2021, 01:16:07 pm
I suppose the "any order" here is important as well.

I don't think "any order" is necessary here, actually. That's only used when the cards were already in a specific order on your deck or some such. I don't think cards in your hand are really ordered at all.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: emtzalex on October 22, 2021, 01:55:01 pm
I suppose the "any order" here is important as well.

I don't think "any order" is necessary here, actually. That's only used when the cards were already in a specific order on your deck or some such. I don't think cards in your hand are really ordered at all.

Haunted Woods (http://wiki.dominionstrategy.com/index.php/Haunted_Woods) uses "in any order" when instructing a player putting cards from their hand onto their deck, suggesting it should be used here. While the cards in your hand are not already in an order, I supposed "in any order" contrasts with putting them onto your deck in a random order or, in the context of HW, putting them onto the deck in an order chosen by the attacking player.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: emtzalex on October 22, 2021, 02:31:04 pm
My Submission:
(https://i.imgur.com/aMJJeM8h.png)



Quote from: Goblin
GOBLIN
NIGHT - RESERVE
Cost: $4
Put this on your Tavern mat. Trash a Treasure have in play. Gain a Treasure costing up to $3 more than it, setting the gained card aside.

At the start of your Buy phase, you may call this, to put the set aside card into your hand.
                                                                


My submission is Goblin. A delayed Mine, it trashes from play, and thus (like Mine) does not reduce your payload on the turn that you use it. It has a slight advantage over Mine in that it is non-terminal, but has the significant disadvantage of requiring the player to wait until at least the next turn before putting the better Treasure into their hand.

While players will usually take the card as soon as possible (their next turn's Buy phase), the fact that it is a Reserve card instead of a Duration allows player to wait (at the cost of their Goblin remaining unavailable for another use), and put the card into their hand on a later turn. This could have strategic advantages in various circumstances (colliding 2 Idols; holding off to add to the gained Treasure to a payload which gets you to a target price point; holding back during a Buy phase on a turn when you plan to use Alms or Advance or play Devil's Workshop to gain a Gold). If you have multiple Goblins, you can do this even more, waiting until all have been played then getting multiple Treasures at once. Goblin's delay can also mitigate the effects of handsize attacks.

The fact that Goblin is called (and then puts the Treasure into your hand) at the start of your Buy phase instead of the start of your turn (like most official Reserve cards) has some synergies, for example with DtX cards and full hand discarders (like Tactician, Scholar, and Minion), but has anti-synergies with cards that use Treasures during your Action phase (like Black Market, Storyteller, and, ironically, Mine/Taxman). Making Goblin a Night card not only helps with the in-play interaction, but also allows the card to be called at the start of a player's Buy phase without the player being able to call the card on the turn it was played (as they could with an Action - Reserve).

Thematically, I think of Goblins as greedy and loving treasure, so, like a Taxman, they always want to get their hands on some Treasure (and if they work for you, you can reap the rewards). While there could in theory be a tracking issue with which Goblin set aside which Treasure, since the Goblins are fungible, it does not matter if one calls a different Treasure than it set aside.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: LastFootnote on October 22, 2021, 04:06:03 pm
What happens if you throne a Goblin?
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: emtzalex on October 22, 2021, 04:31:12 pm
What happens if you throne a Goblin?

You can't, it's a Night card.

EDIT: And, more importantly, it's not an Action card.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: LastFootnote on October 22, 2021, 06:07:44 pm
What happens if you throne a Goblin?

You can't, it's a Night card.

EDIT: And, more importantly, it's not an Action card.

Right, good call. I guess it's a good thing published Citadel only works on the first Action card played. Though I still think it would have been fun if it worked on the first card played, which was the original functionality.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: anordinaryman on October 24, 2021, 01:50:17 pm
Updated Submission - simple wording changes, no functional changes.
Thank you Timinou, X-tra, LastFootnote, and emtzalex for your help!

(https://i.imgur.com/Ft1tpoQ.png)
Quote
Haunted Basement | Action - Night | $2
+2 Cards
Put any number of cards from your hand onto your deck in any order.

This is gained to your hand (instead of your discard pile).



My detailed responses to the feedback:

Quote
Haunted Basement | Action - Night | $2
+2 Cards
You may top deck any number of cards from your hand.
-
This is gained to your hand (instead of your discard pile).   


If you’re drawing deck this essentially lets you topdeck cards that you gained in your buy phase, and it comes with the added flexibility in your Action phase.  Even when you’re not drawing deck it can be helpful for cycling (you could even build a Night card engine!).  I don’t know if needs to cost $3, but it’s definitely a strong $2 IMO.

That's a good point. I was considering 3 because it's a really strong 5/2 opening (you make your estates miss the shuffle and you guarantee your 5 cost card turn 3), but there are other really strong 5/2 openings, and as a 2/5 it does nothing. I think overall, this *can* cost 2, but I agree it's a fairly strong 2 in certain situations. It's okay for powerful cards to be cheap as long as the best strategy isn't monolithically get all those cards. A deck full of Haunted Basements doesn't do much for you, just like a deck full of Chapels doesn't do anything for you. I appreciate the feedback, I think I'll keep it at 2.

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

"Top deck" is actually not an official Dominion term. It would have to be: "You may put any number of cards from your hand onto your deck in any order." I suppose the "any order" here is important as well. Likewise, according to Werewolf, the colour scheme (black/white) is reversed. The card is really neat though, I'm just being picky. :P
Thank you for the feedback!
And thank you LastFootnote and emtzalex for additional conversations on any order. I've decided to add any order, as Haunted Woods is the closest parallel we have. It's worth noting that Cellar doesn't say "discard cards in any order" or Steward says "trash two cards in any order" because in both cases you are moving from hand to an un-ordered pile (the trash and discard piles are not ordered). Your deck (and the supply pile) are the only ordered piles in Dominion, so I think it makes sense to specify the order when moving things to the deck. In this case, the order is specified as the order the person playing the Haunted Basement chooses.



Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: anordinaryman on October 24, 2021, 02:23:37 pm
Giant feedback post for every card I had thoughts on. Unfortunately, I only had a few pieces of meaningful feedback. Most of it is wording questions

(https://i.imgur.com/r0h8Oiih.jpg)

Spectre
Night - Attack - Duration ($5)

At the start of your next turn, +2 Cards. Until then, when any other player buys a(n):
Action card: They take their -1 Card token.
Treasure card: They take their -1 Coin token.
Victory card: They gain a Curse.

Den of Sin does gain to hand (which is a HUGE part of the card), but on subsequent turns, this card is essentially Den of Sin+. Which doesn't feel right to me. I don't think Donald X. would design something like this when Den of Sin exists. I do like the interesting synergy of someone can just buy a Night Card to avoid getting attacked, and hey -- Spectre is a night card. But I think this is the kind of synergy Donald X. likes to avoid. When he designs attacks he likes to think about the balance of if everyone but one player buys the attack, is that too dominating? And in this case, it seems like it is because the player who does not buy this attack card will get hit by the attack more frequently than people who do. Think about a Witch/Moat fusion wouldn't be balanced in this way. You don't have to design cards the way Donald X. would, but if you want to, I'd suggest changing the next turn benefit to something like +1 Card +$1 +1Buy (I dunno, something besides +2 cards), and you could consider changing it to "Action card or Night Card: They take their -1 Card token."



Seance (Night-Gathering, $3)

For each card you gained this turn, choose one: trash a card from your hand and add a VP token to the Seance Supply pile, or take the VP tokens from the Seance Supply pile.

There's some strangeness here where the clause reads "for each card you gained this turn take the VP tokens from the Seance Supply pile" which leads to an ambiguity -- do you only take one token for each card you gained? You can avoid this ambiguity by rephrasing the clauses to make it more clear you take all the VP Tokens:

"Choose one: take the VP tokens from the Seance Supply pile, or for each card you gained this turn trash a card from your hand and add a VP token to the Seance Supply pile."



(https://i.imgur.com/VpEbZi4.png)


This is a cool card! I don't know if this is intentional, but Sarcophagus can self-exile when you play it. So it's sort of like buying a victory token. It takes space in your deck for one shuffle, then it exiles itself away to be worth 1vp. And if you get even one other card in exile (a silver for instance), then it becomes waaaay better than estate, far more than than the price merits. And better than many alt-vp for its cost. I think this is a little too strong Victory Point wise.
I'd recommend raising the cost to $4 -- it's a decent copper thinner already, better than many $3 trashers at thinning coppers and ruins (though it stumbles on curses/estates). You could also have it not be able to exile itself ("exile a non-Duration card you have in play besides this").



Quote
Warding Mask
$3 - Night - Duration - Fate
Take a boon. Receive it now or at the start of your next turn.
At the start of your next turn, you may put a card from your discard pile into your hand, then draw up to 6 cards in hand.

I didn't feel like doing an attack for this contest (My first idea was an attack, and I expect most entries will be attacks). The name is a reference to the old reason some people would wear masks on halloween: to ward off evil spirits.

What happens if you do not put a card from your discard pile into your hand, do you still draw up to 6 cards? I feel like there is some precedent to say "At the start of your next turn, you may put a card from your discard pile into your hand, and either way draw up to 6 cards in hand."



(https://live.staticflickr.com/65535/51612835399_9d2c2d1e31_b.jpg)

Quote
Ouija Board - $2
Treasure - Night
+1 Coffers
+1 Buy
If it's your Night phase, remove 2 tokens from your Coffers to buy a Spirit from one of the Spirit piles. If the Spirit costs more than this, trash this.

A Ducat without the Copper Trashing, but allows the ability to buy Spirits at an upcharge of 2 Coffers (thinking of making it 3). I am unsure of the wording, but am going off the text from Butcher and Exorcist. Comes with a built in Buy so you can still buy something in your Buy phase if you want. Feedback is appreciated.

I think Buying from non-supply piles is confusing. And this card is confusing. Can you buy any spirit for 2 Coffers? Or do you mean that you pay 2 coffers and then pay the cost of the Spirit Pile?
Some possible wordings for both cases:
"remove 2 tokens from your Coffers to gain a Spirit from one of the Spirit piles. If the Spirit costs more than this, trash this."
"remove 2 tokens from your Coffers and spend any amount of $ to gain a Spirit the costs exactly equal to the $ you spent"
Also, should the removing tokens be mandatory?
 This card seems to have more uses if you add "If it's your Night phase, you may remove 2 tokens from your Coffers. If you do..."

Also, I am unsure why this is a Treasure Night. The only difference is as a treasure you get a +buy, and as a night you can do that activity. But there is no inherent reason for the activity of gaining spirits to happen in the night phase and not the Treasure phase. This card could just be a Treasure. You're going to be spending two coffers to do the exchange, so it doesn't matter that turn if it was played as a Treasure or a Night.

My recommendation would be to explore the space to have it do something different in Treasure and Night that affects those faces. What if it gains a Coffer in your night phase, but gives $2 in your buy phase? That would be a more meaningful difference! Of course price would have to change.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: Xen3k on October 24, 2021, 04:23:10 pm

(https://live.staticflickr.com/65535/51612835399_9d2c2d1e31_b.jpg)

Quote
Ouija Board - $2
Treasure - Night
+1 Coffers
+1 Buy
If it's your Night phase, remove 2 tokens from your Coffers to buy a Spirit from one of the Spirit piles. If the Spirit costs more than this, trash this.

A Ducat without the Copper Trashing, but allows the ability to buy Spirits at an upcharge of 2 Coffers (thinking of making it 3). I am unsure of the wording, but am going off the text from Butcher and Exorcist. Comes with a built in Buy so you can still buy something in your Buy phase if you want. Feedback is appreciated.

I think Buying from non-supply piles is confusing. And this card is confusing. Can you buy any spirit for 2 Coffers? Or do you mean that you pay 2 coffers and then pay the cost of the Spirit Pile?
Some possible wordings for both cases:
"remove 2 tokens from your Coffers to gain a Spirit from one of the Spirit piles. If the Spirit costs more than this, trash this."
"remove 2 tokens from your Coffers and spend any amount of $ to gain a Spirit the costs exactly equal to the $ you spent"
Also, should the removing tokens be mandatory?
 This card seems to have more uses if you add "If it's your Night phase, you may remove 2 tokens from your Coffers. If you do..."

Also, I am unsure why this is a Treasure Night. The only difference is as a treasure you get a +buy, and as a night you can do that activity. But there is no inherent reason for the activity of gaining spirits to happen in the night phase and not the Treasure phase. This card could just be a Treasure. You're going to be spending two coffers to do the exchange, so it doesn't matter that turn if it was played as a Treasure or a Night.

My recommendation would be to explore the space to have it do something different in Treasure and Night that affects those faces. What if it gains a Coffer in your night phase, but gives $2 in your buy phase? That would be a more meaningful difference! Of course price would have to change.

You are right that it is a weird card, but I figured saying you can buy a non-supply Spirit from one of the Spirit piles would be enough to convey that you still have to buy the spirit at it's listed cost, removing the coffers just allows you to do so. You are also correct that this could be just a Treasure and it would still work, but I think it is thematic and flavorful to only allow getting the spirit at night. I had some versions that made the difference more pronounced, but all of them would have to cost more than $2 (I wanted it to work well with Will-o-wisp) and be overly wordy. I will work on it a bit more, see if I come up with anything to change and probably update the wording. Thanks for the feedback and criticism!
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: Gubump on October 24, 2021, 05:48:20 pm
(https://i.imgur.com/LxHNYs6.png)
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: mxdata on October 24, 2021, 11:59:33 pm
(https://i.imgur.com/LxHNYs6.png)

Would this be added to the standard Knight pile?
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: Freddy10 on October 25, 2021, 01:23:14 am
(https://i.imgur.com/G0hxxYc.png)
Play as many as you want, but make sure you have one for the night.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: LibraryAdventurer on October 25, 2021, 01:50:29 am
Quote
Warding Mask
$3 - Night - Duration - Fate
Take a boon. Receive it now or at the start of your next turn.
At the start of your next turn, you may put a card from your discard pile into your hand, then draw up to 6 cards in hand.

I didn't feel like doing an attack for this contest (My first idea was an attack, and I expect most entries will be attacks). The name is a reference to the old reason some people would wear masks on halloween: to ward off evil spirits.

What happens if you do not put a card from your discard pile into your hand, do you still draw up to 6 cards? I feel like there is some precedent to say "At the start of your next turn, you may put a card from your discard pile into your hand, and either way draw up to 6 cards in hand."
You draw up to six cards either way. I'll change it in the OP. You think it would be clear enough if I just changed the "then" to "and"? I think "either way" seems a little awkward there.

EDIT: No, after looking at it again, just changing the "then" to "and" doesn't really work, so I did what you suggested.

PS: My favorites (besides mine) so far are Sarcophagus and Goblin. I think I'll print them out to use at home.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: Fragasnap on October 25, 2021, 06:38:08 am
Maybe I'm crazy.

Haunted Village | Action - Attack - Night | $4
If it is your night phase, each other player with 4 or more cards in hand puts a card from their hand onto their deck.
Otherwise, +1 Card and +2 Actions.
It's the Village brother of Werewolf, except it is always the quite effective Haunting Hex, which does stack once.
It is probably a devastating win to win-more sort of effect, as extra Villages provide decent smoothing and the extras are giving a powerful Ghost Ship effect.  The benefit of Werewolf's middling Hexing comes attached to a $5-cost that does nothing for you when you Hex, which is a lot less than Haunted Village's consistency.

Fairy Ring | Night - Victory | $4
+1 Coffers
Draw until you have 5 Cards in hand.
-----
Worth 1VP per 2 Night cards you have (rounded down).
Compares too well to Silk Road, which gives a mere 1/4 per Victory (which is another Victory card that counts itself) and is an actual trash card (even setting aside how weak Silk Road is in the average Kingdom).  If uncontested in a 2-player game, Fairy Ring gives 32VP.  The fact that Fairy Ring offers so many points while also giving delayed Coffers, making the Province split 6/2 against still gives the game to Fairy Ring--and that's without any additional support.  With a +Buy and any Night cards in the Kingdom there will be little else to do.
I'm not sure the VP ratio can be balanced properly just because of how few Night cards there are.  I'd probably prefer it just be a solid number of Victory points (2VP in this case).

Sarcophagus | Night - Victory | $3
Choose one: Exile a non-Duration card you have in play; or gain a copy of a non-Victory card you have in Exile.
Worth 1VP for each differently named card costing at least $3 that you have in Exile.
EDIT: Missed an appropriate non-Victory clause, sorry!
Because you get to play the card you Exile, even with only the Exiling option, Sarcophagus is a ludicrous source of VP.  There are often enough targets it can Exile on its own that will make it worth 10VP.  The primary gating factor is that Sarcophagus is also an incredibly fast non-terminal Workshop variant, so a Sarcophagus can gain more Sarcophagi to run piles very quickly.
All that is ignoring interaction with other Exiling options that would permit Sarcophagus to be a $3-cost better-than-Province Province-gainer.  Consider Exiling Duchies and Provinces with Bounty Hunter or playing with Transport.
If you reeled this in to only Exiling cards from play and not counting Victory cards you have in Exile (with no card gaining), then maybe it could work at $3.  With those changes and the gaining appropriately bounded to non-Victory cards, If you still want this to gain cards, this should cost at least $5.

Warding Mask | Night - Duration - Fate | $3
Take a boon. Receive it now or at the start of your next turn.
At the start of your next turn, you may put a card from your discard pile into your hand, then draw up to 6 cards in hand.
Donald X. said that Guardian used to give a Boon at the start of your next turn and that it made the game take too long with all the Boon flipping.  And he said that while playing Nocturne games.
For their inconsistency, I'm not sold that Boons were ever a good idea anyway, though maybe scholopasta (the only opinion that matters right now) feels differently.

Ouija Board | Treasure - Night | $2
+1 Buy
If it's not your Night phase, +1 Coffers.
Otherwise, you may remove 2 tokens from your Coffers. If you do, buy a Spirit from one of the Spirit piles for its cost. If it costs more than this, trash this.
Your update has made Ouija Board significantly weaker as you now must play 3 Ouija Boards to gain a single Will-O'-Wisp.
Considering how generally bad a Ouija Board is in and of itself (even aside the big nerf), the fact that it trashes itself when you buy a Ghost sounds more like a benefit than a limiter.  I'd probably prefer to be stuck with the Ouija Board.  Buying another when you actually want one would be trivial anyway as you would be setting aside the Coffers on one Buy phase to get a Spirit later.

Haunted Basement | Action - Night | $2
+2 Cards
Put any number of cards from your hand on top of your deck in any order.
-
This is gained to your hand (instead of your discard pile).
This is incredibly powerful in games where you draw your deck: You get to immediately draw and tuck your new buys into your next hand.  I think it does not need to be gained to hand as a $2-cost, as it still has that ability once it is in your deck.  If you want it to go to hand it should probably cost $3.

Chantry | Action - Night | $2
If it is your Night phase, trash a card from your hand. Otherwise, +2 Cards.
This is simple and cute.  The two abilities don't touch at all.  It's probably similar to Monastery on average, making it a weaker trasher.  It's fine, but it's not very exciting.

Goblin | Night - Reserve | $4
Put this on your Tavern mat. Trash a Treasure have in play. Gain a Treasure costing up to $3 more than it, setting the gained card aside.
At the start of your Buy phase, you may call this, to put the set aside card into your hand.
The fact that it trashes the Treasure from play means you still get the production of the Treasure.  This seems like the strongest Mine variant, as its Reserve effect is functionally a better version of Merchant Ship (as you can wait a turn to pop its $, and further chain that $ with a second Goblin to upgrade to Gold quite fast).  It is not necessarily a problem because both Mine and Merchant Ship are pretty weak, but these comparisons make me want it to cost $5.

Asylum | Action - Night | $4
If its your Night phase, you may discard your hand. Otherwise, +2 Cards, +1 Action and at the start of your Clean-Up phase, reveal your hand and put all non-Action cards on top of your deck.
Any wording issues aside, in many, many Kingdoms the drawback won't even matter, as you can use Asylums to help to draw your trashers with the only 3 non-Action non-Treasure cards in your hand.  You probably need a catch to make dumping Treasures in the Buy phase harder, something like "At the start of your Clean-Up, if you have at least $1 unspent, trash this, otherwise reveal your hand..."  It starts getting wordy, though.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: 4est on October 25, 2021, 08:56:59 am
Maybe I'm crazy.

Sarcophagus | Night - Victory | $3
Choose one: Exile a non-Duration card you have in play; or gain a copy of a card you have in Exile.
Worth 1VP for each differently named card costing at least $3 that you have in Exile.
Because you get to play the card you Exile, even with only the Exiling option, Sarcophagus is a ludicrous source of VP.  There are often enough targets it can Exile on its own that will make it worth 10VP.  The primary gating factor is that Sarcophagus is also an incredibly fast non-terminal Workshop variant, so a Sarcophagus can gain more Sarcophagi to run piles very quickly.
All that is ignoring interaction with other Exiling options that would permit Sarcophagus to be a $3-cost better-than-Province Province-gainer.  Consider Exiling Duchies and Provinces with Bounty Hunter or playing with Transport.
If you reeled this in to only Exiling cards from play and not counting Victory cards you have in Exile (with no card gaining), then maybe it could work at $3.  With those changes and the gaining appropriately bounded to non-Victory cards, this should cost at least $5.

Thanks Fragasnap for the feedback. FYI, Sarcophagus as originally worded cannot gain Victory cards, including copies of itself. However you (and others) have raised some good points and I'm thus revising my card below to address these issues (as I thought I might need to):

(https://i.imgur.com/3sqZzk4.png)

The OG was doing too much and I didn't like how wordy it was getting to fix, so I've dropped the gaining ability altogether. Sad to see it go, but this makes Sarcophagus simpler and keeps the spirit of the card more as a pure Victory card that you work for (get VP for burying good stuff). I can maybe save the gain ability for a future card. Even without the gaining, it does still retain early game utility as a Copper thinner.

The other change is Sarcophagus no longer counts Victory cards in Exile (including itself). This should mitigate spamming them as self-Exiling Estates and appropriately nerf the VP ceiling when playing with other Exile cards.

This should be much more balanced, and still at $3. I'll update the OP when I get a chance.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: faust on October 25, 2021, 10:22:02 am
(https://i.imgur.com/mXNY5ol.png)
Quote
Crime Lord - $4
Night/Duration/Command

Exile a non-Duration card you have in play. Name a playable non-Command card you have in Exile. Choose one: Play it, leaving it there; or set it aside, and play it at the start of your next turn.

EDIT: Changed to "playable" cards. These are Actions/Treasures/Night cards plus any fan design like Dawn cards.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: emtzalex on October 25, 2021, 01:03:31 pm
Goblin | Night - Reserve | $4
Put this on your Tavern mat. Trash a Treasure have in play. Gain a Treasure costing up to $3 more than it, setting the gained card aside.
At the start of your Buy phase, you may call this, to put the set aside card into your hand.
The fact that it trashes the Treasure from play means you still get the production of the Treasure.  This seems like the strongest Mine variant, as its Reserve effect is functionally a better version of Merchant Ship (as you can wait a turn to pop its $, and further chain that $ with a second Goblin to upgrade to Gold quite fast).  It is not necessarily a problem because both Mine and Merchant Ship are pretty weak, but these comparisons make me want it to cost $5.

But you still (effectively) get the production of the Treasure with Mine, since the better Treasure goes into your hand and (generally) produces all of the $ you would have gotten and more.

Merchant Ship provides payload in the turn you use it, in contrast to Goblin which in no way helps you on the turn you play it (except in the rare case of being able to gain a Harem). Merchant is +$2, -1 Action this turn, +$2 next turn. Goblin is +$0 this turn, +$? (usually $2 or $3) next turn. If you think about opportunity cost, if you had bought a Silver instead of a Goblin, the turn you drew it you would always have $2 more (although on some subsequent turn you are considerably better off with Goblin). Contrast that with Moneylender (another $4 card): when you draw 3 Coppers and a Moneylender your ultimate payload is $5, which is the same as if you had drawn 3 Coppers and a Silver (the disadvantage being that Moneylender is terminal and, if you don't have a Copper, useless).

Also, while putting the Treasure directly into your hand on a subsequent turn is nice, it does still keep that card out of your deck when you draw the following turn's hand, meaning it actually reduces your deck's overall money concentration. This reduction is temporary (and if you don't hit a shuffle it doesn't actually matter) and basically always offset by getting an extra Treasure, but it is another way Goblin is slightly weaker than a card that gives you the coins outright (like Merchant Ship).

As for chaining to get to Gold, that is a good reason for it to cost $4 instead of $3 (so you can't open with two of them), but there are multiple $5 that just give you a Gold outright. Having to collide (or hold for collision) 2 of them seems significantly weaker than Bandit or Soothsayer. More generally, while Goblin's ability to hold a Treasure to hit a price point (or to use another Goblin or do something else) is strong, it comes at a high price: both the Goblin and the Treasure stays out of your deck.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: emtzalex on October 25, 2021, 01:10:12 pm
(https://i.imgur.com/QgSxBt5.png)
Quote
Crime Lord - $4
Night/Duration/Command

Exile a non-Duration card you have in play.
Name a non-Command card you have in Exile. Choose one: Play it, leaving it there; or set it aside, and play it at the start of your next turn.

In the presence of Exile-from-hand cards (Bounty Hunter, Displace, Sanctuary), this has the capacity to "play" unplayable Victory / Curse cards. This could matter for the Curses if the only trashing in the game is Bonfire. It could also allow you to use Changeling to gain a Victory card (e.g. Province or Colony).
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: Gubump on October 25, 2021, 07:17:22 pm
(https://i.imgur.com/LxHNYs6.png)

Would this be added to the standard Knight pile?

Yes, but you could also select 10 random Knights to use out of 11.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: JW on October 25, 2021, 10:50:11 pm
Haunted Village | Action - Attack - Night | $4
If it is your night phase, each other player with 4 or more cards in hand puts a card from their hand onto their deck.
Otherwise, +1 Card and +2 Actions.

It's the Village brother of Werewolf, except it is always the quite effective Haunting Hex, which does stack once.
It is probably a devastating win to win-more sort of effect, as extra Villages provide decent smoothing and the extras are giving a powerful Ghost Ship effect.  The benefit of Werewolf's middling Hexing comes attached to a $5-cost that does nothing for you when you Hex, which is a lot less than Haunted Village's consistency.

I agree that Haunted Village is stronger relative to Village than Werewolf is relative to Smithy because the change in price from $3 to $4 matters less than $4 to $5. Smithy is stronger for a $4 than Werewolf is for a $5. That said, extra copies of Werewolf also provide consistency (by ensuring that you draw enough). And a hand of two Werewolves needs the Night phase option to play both Werewolves, while a hand of two Haunted Villages doesn't have the same issue.

I don't find Haunted Village to be problematically strong as a win to win more card. It encourages building your deck more to be able to use it for the attack consistently, which rewards the player who can build better.

Lastly, I like that Haunted Village is much faster to resolve than Werewolf and typically can only attack twice. Non-terminal attacks that are slow to resolve can be tedious. I considered making it "each other player with 5 or more cards," but that seems to make it less interesting.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: mxdata on October 25, 2021, 11:14:08 pm
(https://i.imgur.com/LxHNYs6.png)

Would this be added to the standard Knight pile?

Yes, but you could also select 10 random Knights to use out of 11.

Also, I can't believe I didn't notice "Night - Knight" among the types :D
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: faust on October 26, 2021, 03:40:51 am
(https://i.imgur.com/QgSxBt5.png)
Quote
Crime Lord - $4
Night/Duration/Command

Exile a non-Duration card you have in play.
Name a non-Command card you have in Exile. Choose one: Play it, leaving it there; or set it aside, and play it at the start of your next turn.

In the presence of Exile-from-hand cards (Bounty Hunter, Displace, Sanctuary), this has the capacity to "play" unplayable Victory / Curse cards. This could matter for the Curses if the only trashing in the game is Bonfire. It could also allow you to use Changeling to gain a Victory card (e.g. Province or Colony).
I figured it wasn't too big of a deal because usually you wouldn't want to do it. The Bonfire interaction is weird but kind of cute. However the Changeling interaction is bad; nice catch!

I have updated the entry to disallow Victory/Curse cards.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: faust on October 26, 2021, 07:47:36 am
My Submission:
(https://i.imgur.com/aMJJeM8h.png)
Quote from: Goblin
GOBLIN
NIGHT - RESERVE
Cost: $4
Put this on your Tavern mat. Trash a Treasure have in play. Gain a Treasure costing up to $3 more than it, setting the gained card aside.

At the start of your Buy phase, you may call this, to put the set aside card into your hand.
                                                                
It feels like this design is a rules issue waiting to happen. It is linked to the card it set aside, but it becomes indistinguishable from other Goblins. One question would be this: Assume I play 2 Goblins, one of them fails to set aside a Treasure (due to Trader or something); now I have 2 Goblins on my Tavern mat but only one set aside Treasure. Can I call a Goblin without putting that Treasure into my hand (because it remembers that it wasn't the card that set it aside)?

Since this already uses the Tavern mat, I think a cleaner design would be this:
Quote
Trash a Treasure have in play. Gain a Treasure costing up to $3 more than it, putting it and this on your Tavern mat.

At the start of your Buy phase, you may call this, to put a Treasure from your Tavern mat into your hand.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: scolapasta on October 26, 2021, 12:09:17 pm
24 HOUR WARNING
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: emtzalex on October 26, 2021, 12:32:53 pm
Quote from: Goblin
GOBLIN
NIGHT - RESERVE
Cost: $4
Put this on your Tavern mat. Trash a Treasure have in play. Gain a Treasure costing up to $3 more than it, setting the gained card aside.

At the start of your Buy phase, you may call this, to put the set aside card into your hand.
                                                                
It feels like this design is a rules issue waiting to happen. It is linked to the card it set aside, but it becomes indistinguishable from other Goblins. One question would be this: Assume I play 2 Goblins, one of them fails to set aside a Treasure (due to Trader or something); now I have 2 Goblins on my Tavern mat but only one set aside Treasure. Can I call a Goblin without putting that Treasure into my hand (because it remembers that it wasn't the card that set it aside)?

Yes. And I don't think there are really issues with tracking there, as the Goblins on the Tavern mat are effectively fungible. If there are more of them on the Tavern mat then there are Treasures set aside by Goblins, you can call one of them without putting a Treasure into your hand.

As an aside, you wouldn't need to implicate the Stop-Moving rule for this to happen. If you played a Goblin with no Treasures in play--either because you didn't have any or because you bought Mandarin or Mint--it would go onto the Tavern mat, fail to trash a Treasure, fail to gain a Treasure (because nothing costs up to $3 more than no card), then fail to set the Treasure it gained aside (because there is none). There is almost never a reason to do this, unless you wanted the Goblin available to be in play for Magic Lamp or Horn of Plenty. Otherwise, you would just not play the Goblin.

Since this already uses the Tavern mat, I think a cleaner design would be this:
Quote
Trash a Treasure have in play. Gain a Treasure costing up to $3 more than it, putting it and this on your Tavern mat.

At the start of your Buy phase, you may call this, to put a Treasure from your Tavern mat into your hand.

I feel like this needlessly interacts with Coin of the Realm and Miser in ways that are both undesirable and unanticipated by those cards. To me a big priority in designing custom cards is not to mess with official designs. Here, if you did play Goblin and have it fail, in order to get it back you would have to take the CotR or Copper off the Tavern mat. While that is not a big deal for the former (which you can play and have go onto back onto the Tavern mat), it does mess badly with Miser.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: Timinou on October 26, 2021, 03:22:19 pm
EDIT: Revised wording as per X-tra's suggestion to avoid weird interactions with Black Market.  Thanks, X-tra!

(https://i.imgur.com/8Ui9Pdl.png)

Original version:
(https://i.imgur.com/eMmrx2T.png)

Trick or Treat is a $4-cost Silver that could be used to push your luck in a money-based strategy.  It might also be useful to have one or two in an engine in order to help cycle your deck or seed your next turn. 
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: arowdok on October 26, 2021, 04:20:04 pm
(https://i.imgur.com/q63wg8B.png) (https://i.imgur.com/xExLP2h.png)


Quote
Jinx
^(Potion)
Night - Reaction
When you play this, Exile it.
-----
When you gain a Duchy, you may Trash this from your hand.
-----
-2%

Quote
Stutter
$4
Action - Attack - Voodoo
You may gain a Duchy.
Each other player may discard a Jinx. If they don't, they gain a Jinx.
Each other player discards down to 4 cards in hand.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: LibraryAdventurer on October 26, 2021, 07:43:49 pm
<Stutter/Jinx>
I think Stutter would be very strong occasionally (with Sanctuary, Duke, or a good trash for benefit), and then not worth buying on most other boards. Also, what's the point of Jinx having a potion cost?

<Trick or Treat>
There's no reason for this to have multiple types (except to fit the contest/theme, but it's not worth it if that's the only reason). It would be simpler as a treasure with "choose one:"
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: X-tra on October 26, 2021, 07:55:59 pm
(https://i.imgur.com/eMmrx2T.png)

Trick or Treat is a $4-cost Silver that could be used to push your luck in a money-based strategy.  It might also be useful to have one or two in an engine in order to help cycle your deck or seed your next turn.

This has the problem of pulling your opponent out of their turn. Suppose they play a Witch. You gain a Curse. You react with Sheepdog, played as way of the Mouse, playing Black Market. Trick or Treat is a Treasure, so you play it for that Black Market. Since it is not your Buy phase, you are instructed to jump back to your Buy phase after drawing 2 cards. What happens then?

Since the interaction is a little funky, I suggest that the first clause of the card be: "If it's your Night phase, +2 Cards and return to your Buy phase. Otherwise, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)." This means that you can only ever switch phase if you were already in one of your own phases.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: mxdata on October 26, 2021, 08:33:04 pm
(https://i.imgur.com/f2Ahosw.png)

Quote
Brownie
Night - Spirit
You may Exile a card from your hand for 2D
(This is not in the Supply.)

Another Spirit card, which can be obtained via Exorcist. It allows you to Exile any card from your hand, but at the cost of taking on 2 debt. And since the debt is gained during your Night phase, you are unable to pay it off until your next turn, even if you had unspent coins. The name references the mythical Brownies' doing household chores, such as cleaning, during the night
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: mxdata on October 26, 2021, 08:37:05 pm
(https://i.imgur.com/eMmrx2T.png)

Trick or Treat is a $4-cost Silver that could be used to push your luck in a money-based strategy.  It might also be useful to have one or two in an engine in order to help cycle your deck or seed your next turn.

This has the problem of pulling your opponent out of their turn. Suppose they play a Witch. You gain a Curse. You react with Sheepdog, played as way of the Mouse, playing Black Market. Trick or Treat is a Treasure, so you play it for that Black Market. Since it is not your Buy phase, you are instructed to jump back to your Buy phase after drawing 2 cards. What happens then?

Since the interaction is a little funky, I suggest that the first clause of the card be: "If it's your Night phase, +2 Cards and return to your Buy phase. Otherwise, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)." This means that you can only ever switch phase if you were already in one of your own phases.

If Villa or Cavalry are also in the kingdom, that could result in an amusing scenario where you end up playing the phases backwards :-) Trick or Treat puts you back in your Buy phase, then buying Villa or Cavalry puts you back in your Action phase!

This would also interact nicely with my submission, letting you go back to your Buy phase to pay off the debt taken on by Brownie
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: exfret on October 26, 2021, 08:38:59 pm
I’ll be away from my laptop for today and tomorrow, so I hope you’re fine without a picture! 😢

Wolf
4 coin cost
Night - Reaction
This Cleanup phase, draw an extra card for every two differently named cards you’ve gained this turn (rounded up).
———
When another player gains a card, you may discard this for +1 Card for every two differently named cards they’ve gained this turn (rounded up).

Some comments:
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: JW on October 26, 2021, 09:43:17 pm
<Trick or Treat>
There's no reason for this to have multiple types (except to fit the contest/theme, but it's not worth it if that's the only reason). It would be simpler as a treasure with "choose one:"

If this isn’t a Night card, it can’t draw cards that you bought in your Buy phase.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: LibraryAdventurer on October 26, 2021, 09:59:04 pm
<Trick or Treat>
There's no reason for this to have multiple types (except to fit the contest/theme, but it's not worth it if that's the only reason). It would be simpler as a treasure with "choose one:"

If this isn’t a Night card, it can’t draw cards that you bought in your Buy phase.
Oh yeah, I didn't think about that.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: emtzalex on October 26, 2021, 11:50:19 pm
<Trick or Treat>
There's no reason for this to have multiple types (except to fit the contest/theme, but it's not worth it if that's the only reason). It would be simpler as a treasure with "choose one:"

If this isn’t a Night card, it can’t draw cards that you bought in your Buy phase.
Oh yeah, I didn't think about that.

You also couldn't play it after playing other Night cards (most notably would be Night Watchman--which could significantly increase the chances of getting the payload you need to hit a certain buy--but there is also a nice combo with Devil's Workshop, in which you could play it to gain a Gold, then go back to your Buy phase and use the rest of your payload for a buy).
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: arowdok on October 27, 2021, 01:13:59 pm
<Stutter/Jinx>
I think Stutter would be very strong occasionally (with Sanctuary, Duke, or a good trash for benefit), and then not worth buying on most other boards. Also, what's the point of Jinx having a potion cost?


I put a potion cost so players can get out them out of exile by purchasing an extra but it is harder then if it just cost $4, also so it can't be remodeled. This is basically a curse that hurts more on score but hurts less on redraws if you exile and if you can plan ahead it strait self trashes. I have half dozen other ways to hand them out but did not feel like cluttering my post with them.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: scolapasta on October 27, 2021, 01:35:30 pm
SUBMISSIONS CLOSED

I'll work on the post with all the entries later tonight, when it's up, please make sure I got the correct entry for you.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: scolapasta on October 27, 2021, 06:04:50 pm
Ok, here are the 19 entries I found for this week.

Please make sure that I:
a) didn't miss your entry.
b) got the latest version of your entry.


For those who haven't seen any of my past judging posts, what I do is come back to this post and edit it with a a sentence (or two or three) with my thoughts on each entry, and then separately add another post with general contest comments and the winners.


WDC #132: All Hallow's Eve!


Quote
Haunted Village
cost $4 - Action - Attack - Night
If it is your night phase, each other player with 4 or more cards in hand puts a card from their hand onto their deck.
Otherwise, +1 Card and +2 Actions.
Haunted Village - JW
A Village+, where the + is the ability to use as a once stackable attack, useful, especially once you've drawn your deck (or enough coin) each turn. Decent card, and as pointed out above, an interesting "brother" to werewolf.



(https://i.imgur.com/r0h8Oiih.jpg)
Spectre - AJL828
Another Attack, in the vein of Haunted Woods, Swamp Hag, etc, except it's a Night card. The attack is non stackable, unless your opponents gain Victory cards, in which case they would gain multiple Curses, though they can also avoid it by buying Night cards.
While technically not strictly better than Den of Sin (due to not gaining to hand), still feels like it migh tbe overpowered as is for $5.



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Trick or Treat
$4
Night-Duration-Attack-Fate-Doom

Each other player receives the next Hex.

At the start of your next turn receive the next two Boons.
Trick or Treat - xyz123
A 5 typer! I like the idea of Fate Doom cards, as there are no official such cards. This one hexes now and rewards you later. It doesn't necessarily need to be a Night card, though, unless I'm missing something. (The action version could have +1 Action; that said, the only official Boon card that give +1 Action and gives Boons on play is Pixie, which must then be trashed.)



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Seance
$3
Night-Gathering, $3

For each card you gained this turn, choose one: trash a card from your hand and add a VP token to the Seance Supply pile, or take the VP tokens from the Seance Supply pile.
Seance - mandioca15
Cares about cards you gained and allows you to trash and/or gain some VP points from it. Simple and seems like a fun card to play with / compete for the tokens with.



(https://i.ibb.co/xFXS7vR/image.png)
Fairy Ring - grep
I like the idea of Night - Victory cards. I think would need some testing in order to figure out the right balance of VP per Night card (or as pointed out if it should just be fixed). The drawing is interesting, though, you'd only gain from drawing other Night cards (or bad cards).



(https://i.imgur.com/3sqZzk4.png)
Sarcophagus - 4est
Another Night-Victory! This one exiles from play, so early on maybe you'd exile some coppers, while later trying to get some better cards in exile, so you can up how much this one is worth. I like it, unique idea, and would also be fun to figure out how to optimize this.



(https://trello.com/1/cards/617073b04545f259c93897cb/attachments/617074b876430416e2c7230e/previews/617074bb76430416e2c723be/download/image.png)(https://trello.com/1/cards/617073b04545f259c93897cb/attachments/617075ae88432e7c7d8db7ba/previews/617075b188432e7c7d8db8a4/download/image.png)
Urban Legend / Jack-o-Lantern - spineflu
Back to the Attacks. I like that as a Night card this one cares about how many cards you've played. And the junk in hands out seems interesting too. Add to that that I've always liked Villagers, it combines a lot of good things. Would have to test it out to see how effectively. :)



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Warding Mask
$3
Night - Duration - Fate

Take a boon. Receive it now or at the start of your next turn.
At the start of your next turn, you may put a card from your discard pile into your hand, and either way, draw up to 6 cards in hand.
Warding Mask - LibraryAdventurer
Another Night card that hands out boons (so effectively +1 Action). That said with the timing of Night phase, a lot of these will just be a bonus for next turn. It is also effectively +1 Card (and a card you often choose), so feels pretty strong for the next turn. I'd have to play with it to see how much it slows things down.



(https://live.staticflickr.com/65535/51628200917_898edc9c8c_b.jpg)
Ouija Board - Xen3k
I like the idea of another card interacting with Spirits, I'm just not sure if some version if this would be better off as just a pure Night card.



(https://i.imgur.com/Ft1tpoQ.png)
Haunted Basement - anordinaryman
I love the idea of a dual phase not card not having "otherwise" in it, and playing differently depending on which phase you do play it in. I think this one would be fun to play with.



(https://i.postimg.cc/GdVvSw-Gd/Chantry-v3.png)
Chantry - X-tra
Another +2 Cards as an action. Or trash a card at night. Comparing to Moat, the problem is it only does one or the other, I think, making it a little weak. I would consider also allowing trashing from play, maybe?



(https://i.imgur.com/aMJJeM8h.png)
Goblin - emtzalex
One of my favorite cards I've designed is a Night-Reserve, so I'm glad to see one of these. While by virtue of not being an Action, it can't be thrones, another of my cards did allow you to TR a Night card, so I'd want a final version of this to address that. I like that it "mines" a card from in play and then the reserve aspect allows you to build them up like Coffers.



(https://i.imgur.com/LxHNYs6.png)
Black Knight - Gubump
Huh - I had not even considered a non pile entry that would work for this contest. I think this is a good addition to the Knights pile (and I like the idea of a "Night-Knight" card). My one concern is that as an attack you only get that - I wonder if maybe dropping the action part and having the extra part be more a weak version of an existing Night card (e.g. "You may trash a card from play") or something new, but weakish (e.g. "For each card gained this turn, +1 Coffers.")



(https://i.imgur.com/G0hxxYc.png)
Asylum - Freddy10
I think I'd be concerned that the drawback of just using these as Action cards is not bug enough; especially in games where you can get rid of your starting estates.  (until you start to green, of course, but then maybe you do use one of these at Night.




(https://i.imgur.com/mXNY5ol.png)
Crime Lord - faust
This one is  has some different possibilities, I think. Exile a card that plays well at Night, and then you can use these to get rid of your coppers; or use it as a more powerful scheme, since you get to replay a card from this turn, next turn. I do wonder if that 2nd use is strong enough for $4 and if this should be $5.



(https://i.imgur.com/8Ui9Pdl.png)
Trick or Treat - Timinou
Another card named Trick or Treat! I originally wasn't sure of this one, but it's grown on me, while I've let it sit. Simple premise, but has some interesting combos with some other Night cards. and in this case I think drawing at Night is interesting, because you're only drawing action (on most boards) dead, so there's some reason to take that risk - and it fits the "trick" theme. (small tweak, I think it should probably be Treasure-Night, as that corresponds to the order of the phases; but we are also in uncharted territory with many of these!)



(https://i.imgur.com/xExLP2h.png)(https://i.imgur.com/q63wg8B.png)
Stutter / Jinx - arowdok
I'm not sure Stutter, to me, feels like a fun enough card to buy, as the non attack part is often not useful. Of course, it is useful in the case of Jinx's reaction, so I do think these two cards do have synergy between them. Also, Jinx costing a potion is weird - I saw your comment about someone wanting to buy one to get one out of exile. But I think you would very, very rarely want to do that, and to buy a potion for that? I think that would only happen for other potion reasons.



(https://i.imgur.com/f2Ahosw.png)
Brownie - mxdata
Like adding a new Knight, adding another Spirit is a fun idea. But I'm not sure I'd really want a card that only Exiles and has you take debt for it. I think it needs something more.



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Wolf
$4
Night - Reaction

This Cleanup phase, draw an extra card for every two differently named cards you’ve gained this turn (rounded up).
———
When another player gains a card, you may discard this for +1 Card for every two differently named cards they’ve gained this turn (rounded up).
Wolf - exfret
Lets you draw cards based on your play or others. I see some weirdness with the when another player gains a card, just because of timing - since you'd want to wait until they gained their last card. Online would be especially tricky, but the interface that tells them to wait for you to react, allows them some knowledge that you have it, and may change their decisions. As an aside, I think all official cards that round, round down, so I think any and all rounding should always be down. That, of course, would change this card substantially.
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: scolapasta on October 30, 2021, 09:43:00 pm
Happy All Hallow's Eve EVE, everyone!

Please see the earlier post (http://forum.dominionstrategy.com/index.php?topic=20932.msg879932#msg879932) for specific comments on each entry.



Since they came out, I've always been a big fan of Night cards, both for playing and for designing new ones. I was surprised when I checked the past contents and didn't see any one dedicated to them (even if mine puts a twist on them, by requiring a second type). The closest was #17 (http://forum.dominionstrategy.com/index.php?topic=18987.msg785116#msg785116), but even that was a split pile, and the Night card had to be a pure Night card.

(I also think they are a mechanic that hopefully Donald X. revisits some day, as they don't require any special boards or tokens. Maybe, at least, as a promo or two)

SO, that said, I was happy with all the entries this week and really want to try them out some day. There was a little bit of everything, from the more obvious Action-Night, Treasure-Night and Night-Victory, to Attack, Reserve, Reaction, Gathering, Command, Fate, Doom, and even a Knight and a Spirit!

I tried to pick runners up that had different types:


4est's Sarcophagus
anordinaryman's Haunted Basement
emtzalex's Goblin
Gubump's Black Knight

And the winner:

Timinou's Trick or Treat
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: Gubump on October 30, 2021, 10:52:48 pm
Congratulations, Timinou!

Bummer that I didn't win, but I made Black Knight mostly for the "Night - Knight" meme, so I didn't set my hopes too high. :)
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: exfret on October 31, 2021, 01:58:55 am
Good judging and comments! After reading the comments on my card, I definitely agree with them but I’ve always been a huge critic of the “official cards do it so all fancards have to”. Especially in this case, just because no official cards round up doesn’t mean rounding up should be disallowed…
Title: Re: Weekly Design Contest #132: All Hallow's Eve
Post by: Timinou on October 31, 2021, 09:18:38 am
Thanks, scolapasta!  I wasn't expecting to win this one.  It was a cool theme and there were lots of creative submissions!

I'll try to have the next contest up soon.