Rank | Points for card designer | Points for artifact/state designer |
Gold | 8 | 6 |
Silver | 5 | 3 |
Copper | 2 | 0 |
1) Between NOW and 12/24, design a state or artifact for this.
2) On 12/24, I'll randomly assign one of the entered artifacts or states to someone else that entered one (ensuring no-one gets their own). That person designs a kingdom card that uses the state/artifact by 12/31
• Artifacts should be anything with a tug-of-war element (so, lost in the woods would be an artifact for this contest); states should be along the lines of Envious or Deluded, where a player
Post the Artifact/State (and, in a week, also the kingdom card) in this thread. Only the judging should get DM'd to me.1) Between NOW and 12/24, design a state or artifact for this.
2) On 12/24, I'll randomly assign one of the entered artifacts or states to someone else that entered one (ensuring no-one gets their own). That person designs a kingdom card that uses the state/artifact by 12/31
To clarify, should we post our Artifact/State submission here, or DM them to you?
yes, like is the case with Envious, Deluded, Miserable, and Twice Miserable. They don't have to be (and probably shouldn't be, without a good reason) double-sided though. Also yeah i definitely stopped in the middle of a sen• Artifacts should be anything with a tug-of-war element (so, lost in the woods would be an artifact for this contest); states should be along the lines of Envious or Deluded, where a player
Are you saying that for a State there should be a copy for each player?
Sunken Treasure • Artifact
At the start of your turn, reveal the bottom card of your deck. If it's Silver, put it into your hand.
Hidden Pocket
Artifact
Whenever you shuffle, you may choose up to 4 cards to leave in your discard pile.
Amulet of Protection
Artifact
You are unaffected by hexes
Forbidden
State
For the rest of the game, when any player (including you) plays X, it doesn't affect you.
Concussed
State
At the start of your turn, return this, and after you play a card this turn, if you have more than 4 cards in hand, discard a card.
Cure
Artifact
At the start of your turn, you may trash a Curse from your hand to gain a Copper and an Estate to your hand.
Cure
Artifact
At the start of your turn, you may trash a Curse from your hand to gain a Copper and an Estate to your hand.
This would make almost no difference in a game. First, you have to happen to have a Curse in your starting hand. Then, you have the option of trashing one junk card to get two slightly less bad junk cards. I don't think it would be a good idea to use it even when you had the opportunity unless it was near the end of the game already.
QuoteForbidden
State
For the rest of the game, when any player (including you) plays X, it doesn't affect you.
Prepared
State
At the start of your Clean-Up phase, return this. Then, +1 Card at the end of your turn per 3 differently-named cards in play (rounded down).
Question: Are States inherently limited to one per player at any given time? E.g., if there's a card that says "Take [X] state", would it automatically fail if you already have the State, or could you take a 2nd copy of that State, assuming there's one available?
Question: Are States inherently limited to one per player at any given time? E.g., if there's a card that says "Take [X] state", would it automatically fail if you already have the State, or could you take a 2nd copy of that State, assuming there's one available?
unclear. We've only got a couple states as-is, so canonwise there's not a ton to go off of. I think for simplicity's sake, having a default rule be "you can't stack multiple of the same state" is fine.
Question: Are States inherently limited to one per player at any given time? E.g., if there's a card that says "Take [X] state", would it automatically fail if you already have the State, or could you take a 2nd copy of that State, assuming there's one available?
unclear. We've only got a couple states as-is, so canonwise there's not a ton to go off of. I think for simplicity's sake, having a default rule be "you can't stack multiple of the same state" is fine.
I'll point out that of the official states, you can only get Deluded/Envious "if you don't have Deluded or Envious.'
Question: Are States inherently limited to one per player at any given time? E.g., if there's a card that says "Take [X] state", would it automatically fail if you already have the State, or could you take a 2nd copy of that State, assuming there's one available?
unclear. We've only got a couple states as-is, so canonwise there's not a ton to go off of. I think for simplicity's sake, having a default rule be "you can't stack multiple of the same state" is fine.
I'll point out that of the official states, you can only get Deluded/Envious "if you don't have Deluded or Envious.'
Question: Are States inherently limited to one per player at any given time? E.g., if there's a card that says "Take [X] state", would it automatically fail if you already have the State, or could you take a 2nd copy of that State, assuming there's one available?
unclear. We've only got a couple states as-is, so canonwise there's not a ton to go off of. I think for simplicity's sake, having a default rule be "you can't stack multiple of the same state" is fine.
I'll point out that of the official states, you can only get Deluded/Envious "if you don't have Deluded or Envious.'
right but i think this is an artifact of paper play, where deluded is on the reverse of envious, to get around the question "how do we, in a six player game where everyone has Deluded, take Envious"
And the other two States also have something explicitly preventing you from taking multiple copies; Lost in the Woods is only taken if you aren't already the player with it, and even if Fool didn't have that wording, there's only one copy of it; and the Miserable/Twice Miserable state is only taken if you haven't already been affected by Misery.
The format I expect is "Choose one: [something that affects all players], or [something that affects only you] and take Forbidden." But it might end up being something else entirely, by nature of round robinning!QuoteForbidden
State
For the rest of the game, when any player (including you) plays X, it doesn't affect you.
This seems like it might work better as an Artifact. As a State, it makes whatever card gives you it a one-time-use card, making it junk for the remainder of the game. But as an Artifact, you could have a card that says "Do X, then take Forbidden". Then Forbidden would be like Lost in the Woods, and would typically end up moving between players (unless only one player buys that card)
Confused
State
During you turns, playing an Action card does not cost an Action. Playing a Treasure card during your Buy phase costs an Action.
(https://i.imgur.com/fWHOhgkh.png) | Quote from: Expansionist EXPANSIONIST | |
(https://i.imgur.com/FHFEHYX.png)QuoteConfused
State
During you turns, playing an Action card does not cost an Action. Playing a Treasure card during your Buy phase costs an Action.
(https://i.imgur.com/FHFEHYX.png)QuoteConfused
State
During you turns, playing an Action card does not cost an Action. Playing a Treasure card during your Buy phase costs an Action.
Artifact
When a card instructs you to gain a card up to a certain cost, you may gain a card costing 1 more than that cost. (This does not affect "gain a card costing X more than ..." instructions)
Once per turn: +1 Buy. If you're not yet Caught in the Act, take it and +$2.
Pensioner - $4 - Action - Attack
You may trash an Estate from your hand to gain a card costing up to $4.
You may trash a Copper from your hand to gain a Silver.
If you did both, take the Cure. Otherwise, each other player gains a Curse.
Cure - Artifact
At the start of your turn, you may trash a Curse from your hand to gain a Copper and an Estate to your hand.
Fixer - $5
Action
Choose up to four things: +1 Card; +1 Action; +1 Buy; +$1. The choices may be the same.
If you choose four things or something more than once, take Caught in the Act.
Caught in the Act
State
While you are Caught in the Act, ignore all +Actions and +Buys. During Clean-up, you may return this by drawing two fewer cards for your next hand.
Clever Planner
$4 - Action - Duration
+$2.
At the start of your next turn. Draw up to six cards in hand.
-
When you gain this, all players take Shortsighted.
Shortsighted
state
When drawing your hand, draw one less card. After you finish playing your first card in a turn, +1 Card.
-
When you have 8 or more cards in your hand, return this.
Troll
Action - Attack - Doom - Fate
$5Turn your Journey token over (it starts face-up). Then, if it's face-down, receive the next Boon. If it's face-up, each other player receives the next Hex.
+1 Action
When you play this, if you have an odd number of Trolls in play, receive the next Boon. If an even number, each other player receives the next Hex.
-
When you discard this from play, take the Amulet of Protection
QuoteAmulet of Protection
Artifact
You are unaffected by hexes
QuoteHidden Pocket
Artifact
Whenever you shuffle, you may choose up to 4 cards to leave in your discard pile.
(https://i.imgur.com/m1kLQrSh.png) | Quote from: Industrious Witch INDUSTRIOUS WITCH |
Bewilderbeest, Action, $4:
+3 Actions
Discard a card, then draw a card.
You may reveal three Action cards from your hand that all have the same name, to take Confused.
Pioneers, Action, $3:
+1 Card
+1 Action
Play any number of Treasures from your hand
Choose one: Buy a card from the Supply, or take Expansionist.
Architect
Action, $4
+3 cards
Each other player draws a card. Each other player with at least 5 cards in hand discards 2 cards and takes Prepared.
Prepared
State
At the start of your Clean-Up phase, return this. Then, +1 Card at the end of your turn per 3 differently-named cards in play (rounded down).
Pirate’s Cove
Action - $5
+1 Card
+1 Action
Exile a Silver from the Supply. You may trash a card from your hand to gain a card costing up to $1 more that does not share the same type. If you gained a Treasure, take Sunken Treasure.
Pirate’s Cove
Action - $5
+1 Card
+1 Action
Exile a card from your hand or a Silver from the Supply. You may trash a card from your Exile mat to gain a card costing up to $1 more that does not share the same type. If you gained a Treasure, take Sunken Treasure.
I added a return condition to Shortsighted to go with my card which should affect judging. Could you edit this post to mention the return condition?yes, updated.
"When you have 8 or more cards in your hand, return this."
Aww, I was really hoping to see what someone would come up with for my Toolbelt. Anyone want to make a card for it just for fun?
Handyman - $4
Action - Duration
Now or at the start of your next turn, choose one: Gain a card costing up to $4; or trash a Treasure card from your hand to take the Toolbelt.
Points totals are here (https://docs.google.com/spreadsheets/d/15CtNivc3nYEZwFbaUglaoCWyiTV4WzNI/edit?usp=sharing&ouid=107718871641812993981&rtpof=true&sd=true)(hint: read Sheet 2, not Sheet 1.)
Fixer + Caught in the Act
I don't think Fixer on its own would work as a card as it would be far too monolithic, but Caught in the Act is a good counter-balance. That said, Fixer is strictly better than Market, considering it can be played as one without any penalty, but gives you plenty of additional options if needed.
Fixer + Caught in the Act
I don't think Fixer on its own would work as a card as it would be far too monolithic, but Caught in the Act is a good counter-balance. That said, Fixer is strictly better than Market, considering it can be played as one without any penalty, but gives you plenty of additional options if needed.
I think you're misreading Fixer here; if it's a Market, then you get the penalty. You only don't get it if you take 3 (or less) different options.
also, any comments on Philanthropist / Generous?
also, any comments on Philanthropist / Generous?
also, any comments on Philanthropist / Generous?
Feedback for Philanthropist / Generous
Philanthropist is a really cool mix of Gold gainer and copper trasher. Without playtesting it, it is difficult to fully predict how it will play and feel, but the way that Generous is beneficial early game and detrimental late game makes me think it would be very interesting to interact with. Philanthropist being costed at $4 seems right as an early Philanthropist is certainly going to trash coppers most efficiently via Generous. The Gold gain makes getting rid of Generous a top priority, but you can always just treat the gained Golds as Spoils. The only danger would be running out of treasures completely. Additionally I like the interaction this would have with Trade Routes and cards that interact with the trash. Over all a design I would want to play with.
I did judge this combo, so apologies for not including feedback.
Fixer + Caught in the Act
I don't think Fixer on its own would work as a card as it would be far too monolithic, but Caught in the Act is a good counter-balance. That said, Fixer is strictly better than Market, considering it can be played as one without any penalty, but gives you plenty of additional options if needed.
I think you're misreading Fixer here; if it's a Market, then you get the penalty. You only don't get it if you take 3 (or fewer) different options.