Dominion Strategy Forum

Dominion => Variants and Fan Cards => Weekly Design Contest => Topic started by: NoMoreFun on February 24, 2022, 07:53:07 pm

Title: Weekly Design Contest #144: A one time thing
Post by: NoMoreFun on February 24, 2022, 07:53:07 pm
Design a card (shaped thing) with an effect that can only be used once per game

I'm looking for more effects like Seize the Day. Where you think about the whole game and when to deploy the "once per game" effect. These kinds of decisions are in every dominion game (e.g. when to start greening), but a good "once per game" effect will provide even more opportunities.

I'll be judging on the basis of cards where the "once per game" looms large in the player's mind and isn't a trivial or obvious decision. It doesn't have to be game warping - it could be minor and only matter for players who choose a strategy involving the card. But I want players to think about when to pull the trigger.

Most Projects aren't what I really have in mind as they're largely positive and don't feel all that different from buying a card.  However I'm not going to make hard and fast "rules" about it as for example something like Inheritance has "once per game" in its text but it functions more like a Project.

The only rule is something technically that means the effect once per game, per player at most. So all Projects would "qualify". Something like Mountain Pass that's once per game across all players is also acceptable. Supply piles of one card are acceptable, but try keep it within the spirit of the contest - it shouldn't be bought many times in most games due to a "return to the supply" effect.

Once per game was an option for last week but it wasn't explored that often. Additionally, this week it need not relate to buying/gaining.  A Village, no buy restrictions, with a once per game additional effect would be a great entrant.

Edit: Oneshot Heirlooms do qualify, as long as they can't be gained back most of the time (e.g. if the card the Heirloom is paired with can gain from the trash). If you want to submit an heirloom you must also pair it with a card (shaped thing), which may or may not also have a "once per game" effect.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: Commodore Chuckles on February 24, 2022, 08:46:34 pm
Rig The System
Event - $5
Once per game: The next time you would shuffle, instead arrange your deck in any order.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: AJL828 on February 24, 2022, 09:11:45 pm
(https://i.imgur.com/U4tsenyh.jpg)

Supernova
Event ($3)

Once per game: +1 Buy and at end of turn, put all cards from your deck and discard pile into your hand, then put all but 5 of these cards into your discard pile.

A superpowered version of Star Chart that lets you set up the perfect next hand, but only once. I made it cost $3 so that way a player with a lucky 5/2 (in that order) opening doesn't quickly pull ahead of their opponent by getting this right after a strong $5. I'm not 100% sure if this is the best wording for this idea (I took Donate's wording and modified it based on how I figured its new errata would change it), so suggestions for that are welcome. :)

EDIT: Changed the wording because I messed up before and it made your next hand empty. Thanks go to Gubump for the new wording.
Old Version:
(https://i.imgur.com/qL9Ns6rh.jpg)
Title: Re: Weekly Design Contest #144: A one time thing
Post by: JW on February 24, 2022, 09:25:19 pm
Prospecting Village
$4
Action
+1 Card and +2 Actions
Once per game: +1 Card and, until the end of turn, when you play a Prospecting Village, you may gain a Gold.
 
The first one doesn't give you a Gold so that it isn't a strong one-of in a money deck. Hopefully it is tricky to decide A) whether it’s worth over-villaging earlier on to get more of the once per game "Gold rush" effect, and B) when to use it.

I think that it's clear that the once per game effect is not automatic the first time you play a Prospecting Village. If not, open to suggestions on how to clarify.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: Gubump on February 25, 2022, 02:02:56 am
(https://i.imgur.com/qL9Ns6rh.jpg)

Supernova
Event ($3)

Once per game: +1 Buy. At the end of this turn, put all non-Duration cards you have in play, and all cards from your deck and discard pile into your hand. Put 5 of them onto your deck in any order and discard the rest.

A superpowered version of Star Chart that lets you set up the perfect next hand, but only once. I made it cost $3 so that way a player with a lucky 5/2 (in that order) opening doesn't quickly pull ahead of their opponent by getting this right after a strong $5. I'm not 100% sure if this is the best wording for this idea (I took Donate's wording and modified it based on how I figured its new errata would change it), so suggestions for that are welcome. :)

Since this happens at the end of turn, it occurs after drawing your next hand so you have an empty hand next turn. Is that intentional?
Title: Re: Weekly Design Contest #144: A one time thing
Post by: emtzalex on February 25, 2022, 02:15:19 am
My Submission:
(https://i.imgur.com/OloZK2Yh.png)  (https://i.imgur.com/W2yOZSgh.png)

Quote from: Demonologist
Demonologist • $4 • Action
+3 Cards
If you have Dark Pact, +1 Action. Otherwise, discard a card. If you discarded an Action card, you may trash it to take Dark Pact.

Quote from: Dark Pact
Dark Pact • State
At the start of your turn, you may gain a Curse. If you didn't, discard 4 cards, then +1 Card.

Rather than using a once-per-game Event or a landscape that triggers once per game, I decided to use a State that can only be taken, not returned. Thus, my submission is Demonologist, along with a Dark Pact, a State with a copy for each player.

Demonologist is a Smithy variant, which starts out with a 1 card discarding penalty. However, if a player is willing to discard and then trash an Action card, it turns into a very powerful double-lab, but at a substantial cost. This is the once-per-game choice that players have to decide if and when to make. Do they take multiple Demonologists first? If so, their deck is loaded up with relatively weak terminal draw cards. On the other hand, after the take Dark Pact they'll need Demonologists to mitigate its penalty. And, of course, they need an Action to trash (and need it when they want to pull the trigger, which might not happen if they buy too many other cards).

Dark Pact imposes a huge penalty, a much more severe version of Torturer (either giving Curses or discards). Even when the Curse pile empties, the player is still impacted, forced to take the strong discarding option. Initially I had it discard 2, but then I realized that those cards could be replaced with a single play of the enhanced Demonologist. I considered discarding 3, but was worried that in a game with both Cursers and a down-to-3 handsize Attack (Militia, Margrave, Ghost Ship), there was a risk of having no cards in hand. The discard 4, +1 Card solves that, since players will never end up with fewer than 1 card, yet it is actually more severe than just discarding 3.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: AJL828 on February 25, 2022, 07:34:00 am
(https://i.imgur.com/qL9Ns6rh.jpg)

Supernova
Event ($3)

Once per game: +1 Buy. At the end of this turn, put all non-Duration cards you have in play, and all cards from your deck and discard pile into your hand. Put 5 of them onto your deck in any order and discard the rest.

A superpowered version of Star Chart that lets you set up the perfect next hand, but only once. I made it cost $3 so that way a player with a lucky 5/2 (in that order) opening doesn't quickly pull ahead of their opponent by getting this right after a strong $5. I'm not 100% sure if this is the best wording for this idea (I took Donate's wording and modified it based on how I figured its new errata would change it), so suggestions for that are welcome. :)

Since this happens at the end of turn, it occurs after drawing your next hand so you have an empty hand next turn. Is that intentional?

Oh… yeah that’s not what I wanted it to do lol. It’s supposed to let you set up your 5 best cards (of your choosing) onto your deck and then immediately draw them for your next hand. When would be the timing of getting the player to do this so it works like I intend it to?
Title: Re: Weekly Design Contest #144: A one time thing
Post by: faust on February 25, 2022, 09:48:58 am
(https://i.imgur.com/lJPjCrP.png)

Quote
Mass Migration - 12D
Event

Once per game: Gain one card from each Supply pile.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: spineflu on February 25, 2022, 11:06:42 am
(https://trello.com/1/cards/6218fe1842544e4c00f90b4d/attachments/6218ff35c1be5142f386e48e/previews/6218ff36c1be5142f386e51e/download/image.png)

Quote
Entrust • $1 • Event
Once per game: if you've taken 2 or more turns this game, gain a card.

Design notes:
The "if you've taken 2 or more turns this game," is meant to keep it out of the opening.
Designed with the "not if, but when and how" criteria from the prompt in mind. Maybe that always means province but i think more commonly it will mean turning a stray Buy into a critical engine component.

Gain whatever. Need this to double province on $9 with 2 buys? Wanna spike that prince early? Or win a pile split? Or salvage an extremely dud turn in a game with no +buys?
Title: Re: Weekly Design Contest #144: A one time thing
Post by: Meta on February 25, 2022, 11:19:48 am
(https://i.imgur.com/qL9Ns6rh.jpg)

Supernova
Event ($3)

Once per game: +1 Buy. At the end of this turn, put all non-Duration cards you have in play, and all cards from your deck and discard pile into your hand. Put 5 of them onto your deck in any order and discard the rest.

A superpowered version of Star Chart that lets you set up the perfect next hand, but only once. I made it cost $3 so that way a player with a lucky 5/2 (in that order) opening doesn't quickly pull ahead of their opponent by getting this right after a strong $5. I'm not 100% sure if this is the best wording for this idea (I took Donate's wording and modified it based on how I figured its new errata would change it), so suggestions for that are welcome. :)

Since this happens at the end of turn, it occurs after drawing your next hand so you have an empty hand next turn. Is that intentional?

Oh… yeah that’s not what I wanted it to do lol. It’s supposed to let you set up your 5 best cards (of your choosing) onto your deck and then immediately draw them for your next hand. When would be the timing of getting the player to do this so it works like I intend it to?

You couly change the last sentence to: Put 5 of them into your hand and discard the rest.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: Timinou on February 25, 2022, 11:34:13 am
My Submission:
(https://i.imgur.com/OloZK2Yh.png)  (https://i.imgur.com/W2yOZSgh.png)

Quote from: Demonologist
Demonologist • $4 • Action
+3 Cards
If you have Dark Pact, +1 Action. Otherwise, discard a card. If you discarded an Action card, you may trash it to take Dark Pact.

Quote from: Dark Pact
Dark Pact • State
At the start of your turn, you may gain a Curse. If you didn't, discard 4 cards, then +1 Card.

Rather than using a once-per-game Event or a landscape that triggers once per game, I decided to use a State that can only be taken, not returned. Thus, my submission is Demonologist, along with a Dark Pact, a State with a copy for each player.

Demonologist is a Smithy variant, which starts out with a 1 card discarding penalty. However, if a player is willing to discard and then trash an Action card, it turns into a very powerful double-lab, but at a substantial cost. This is the once-per-game choice that players have to decide if and when to make. Do they take multiple Demonologists first? If so, their deck is loaded up with relatively weak terminal draw cards. On the other hand, after the take Dark Pact they'll need Demonologists to mitigate its penalty. And, of course, they need an Action to trash (and need it when they want to pull the trigger, which might not happen if they buy too many other cards).

Dark Pact imposes a huge penalty, a much more severe version of Torturer (either giving Curses or discards). Even when the Curse pile empties, the player is still impacted, forced to take the strong discarding option. Initially I had it discard 2, but then I realized that those cards could be replaced with a single play of the enhanced Demonologist. I considered discarding 3, but was worried that in a game with both Cursers and a down-to-3 handsize Attack (Militia, Margrave, Ghost Ship), there was a risk of having no cards in hand. The discard 4, +1 Card solves that, since players will never end up with fewer than 1 card, yet it is actually more severe than just discarding 3.

I feel like Dark Pact may be too harsh. Sure, having double-Labs in your deck would be great, but you’re going to be pretty sad if you don’t see any Demonologists in your starting hand.  I think discard 2 might be OK (or discard 3, +1 Card). 

If you’re building towards having activated Demonologists, you probably don’t want to take Dark Pact until you have a decent number of Demonologists in your deck, so there is also the inherent trade-off of having to support terminals in your deck until you can activate them (not to mention the fact that it will cost you an Action card to do so).
Title: Re: Weekly Design Contest #144: A one time thing
Post by: Gubump on February 25, 2022, 12:51:52 pm
(https://i.imgur.com/qL9Ns6rh.jpg)

Supernova
Event ($3)

Once per game: +1 Buy. At the end of this turn, put all non-Duration cards you have in play, and all cards from your deck and discard pile into your hand. Put 5 of them onto your deck in any order and discard the rest.

A superpowered version of Star Chart that lets you set up the perfect next hand, but only once. I made it cost $3 so that way a player with a lucky 5/2 (in that order) opening doesn't quickly pull ahead of their opponent by getting this right after a strong $5. I'm not 100% sure if this is the best wording for this idea (I took Donate's wording and modified it based on how I figured its new errata would change it), so suggestions for that are welcome. :)

Since this happens at the end of turn, it occurs after drawing your next hand so you have an empty hand next turn. Is that intentional?

Oh… yeah that’s not what I wanted it to do lol. It’s supposed to let you set up your 5 best cards (of your choosing) onto your deck and then immediately draw them for your next hand. When would be the timing of getting the player to do this so it works like I intend it to?

Just noticed that since it's at the end of turn, you've already cleaned up all your played cards, so the putting cards you have in play into your hand part does nothing. So this is my suggested wording:

Quote
Once per game: +1 Buy and at end of turn, put all cards from your deck and discard pile into your hand, then put all but 5 of these cards into your discard pile.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: Augie279 on February 25, 2022, 09:22:23 pm
(https://media.discordapp.net/attachments/827692005160648744/946954921159311360/Royal_Ballroom.png)

Throne Room with a once-per-game King's Court-Disciple fusion. Theoretically you could use it to gain itself, but with its heavy cost making it hard to gain multiples of, do you really want to do that?
Title: Re: Weekly Design Contest #144: A one time thing
Post by: mxdata on February 26, 2022, 12:40:01 am
(https://i.imgur.com/lJPjCrP.png)

Quote
Mass Migration - 12D
Event

Once per game: Gain one card from each Supply pile.

Is it intentional that the cards gained would include a Curse?
Title: Re: Weekly Design Contest #144: A one time thing
Post by: faust on February 26, 2022, 02:47:09 am
(https://i.imgur.com/lJPjCrP.png)

Quote
Mass Migration - 12D
Event

Once per game: Gain one card from each Supply pile.

Is it intentional that the cards gained would include a Curse?
Yep. You gotta take the good and the bad.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: Gubump on February 26, 2022, 02:14:41 pm
My Submission:
(https://i.imgur.com/OloZK2Yh.png)  (https://i.imgur.com/W2yOZSgh.png)

Quote from: Demonologist
Demonologist • $4 • Action
+3 Cards
If you have Dark Pact, +1 Action. Otherwise, discard a card. If you discarded an Action card, you may trash it to take Dark Pact.

Quote from: Dark Pact
Dark Pact • State
At the start of your turn, you may gain a Curse. If you didn't, discard 4 cards, then +1 Card.

Rather than using a once-per-game Event or a landscape that triggers once per game, I decided to use a State that can only be taken, not returned. Thus, my submission is Demonologist, along with a Dark Pact, a State with a copy for each player.

Demonologist is a Smithy variant, which starts out with a 1 card discarding penalty. However, if a player is willing to discard and then trash an Action card, it turns into a very powerful double-lab, but at a substantial cost. This is the once-per-game choice that players have to decide if and when to make. Do they take multiple Demonologists first? If so, their deck is loaded up with relatively weak terminal draw cards. On the other hand, after the take Dark Pact they'll need Demonologists to mitigate its penalty. And, of course, they need an Action to trash (and need it when they want to pull the trigger, which might not happen if they buy too many other cards).

Dark Pact imposes a huge penalty, a much more severe version of Torturer (either giving Curses or discards). Even when the Curse pile empties, the player is still impacted, forced to take the strong discarding option. Initially I had it discard 2, but then I realized that those cards could be replaced with a single play of the enhanced Demonologist. I considered discarding 3, but was worried that in a game with both Cursers and a down-to-3 handsize Attack (Militia, Margrave, Ghost Ship), there was a risk of having no cards in hand. The discard 4, +1 Card solves that, since players will never end up with fewer than 1 card, yet it is actually more severe than just discarding 3.

I feel like Dark Pact may be too harsh. Sure, having double-Labs in your deck would be great, but you’re going to be pretty sad if you don’t see any Demonologists in your starting hand.  I think discard 2 might be OK (or discard 3, +1 Card). 

If you’re building towards having activated Demonologists, you probably don’t want to take Dark Pact until you have a decent number of Demonologists in your deck, so there is also the inherent trade-off of having to support terminals in your deck until you can activate them (not to mention the fact that it will cost you an Action card to do so).
Even with decent trashing, it makes no sense to go for this until the Curses are out. Then the game is arguably in its late stages such that DoubleLab is not too crazy anymore.

Uh, having the Dark Pact while the Curses are out means you start each turn with a two card hand. The Curse pile being empty makes Dark Pact strictly more harmful. It's not like Torturer where it does nothing once the Curses are gone.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: jakav on February 26, 2022, 03:46:03 pm
There are a lot of interesting things possible with this contest. My submission is Colonization.

(https://trello.com/1/cards/621a8d6ab1b21a0363261c25/attachments/621a8d700c18e36deb1b92ed/download/Colonization.png)
Quote from: Colonization
Colonization
Project - 5


At the start of your turn, if you have any coin tokens on this,
remove one for +2 Cards and +$1.
                                                 
When you buy this, put three coin tokens on this.

Colonization is a three-turn boost you can only use once. You will probably use it if it is in the game, but when should you buy it? Should you buy it the moment you get $5? Mid-game, or to get some of the last provinces? There is a lot of strategy involved especially because you cannot save it for later after you buy it. It uses coin tokens to keep track of how many boosted turns you have left.

Feedback is appreciated.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: spheremonk on February 26, 2022, 11:17:33 pm

(https://abload.de/img/droughtcontest56jyv.png)

"Can buy" language based on Deluded. Theoretically, this prevents the player who buys it from buying Victory cards, but practically, that should rarely matter.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: xyz123 on February 27, 2022, 02:56:59 am
Carnival
Action - Reserve
$5

+2 Actions
$1
____________________________________________________________________________________
At the start of your turn you may call this. On this turn when you play an action +1 Action
____________________________________________________________________________________
When you gain this, if this is the first Carnival you have gained this game put it on your tavern mat.



- My idea for this week was to borrow Champion's ability of making all action cards non-terminal for one turn only. I wanted the player to have the choice of when to use it at the start of their turn. Would you use it to smooth out a dud draw? Could you use it to set up a megaturn, potentially gaining additional payload cards you wouldn't normally have the terminal space for on the previous turn? I think the tactical decisions it introduces are interesting.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: faust on February 27, 2022, 04:49:35 am
There are a lot of interesting things possible with this contest. My submission is Colonization.

(https://trello.com/1/cards/621a8d6ab1b21a0363261c25/attachments/621a8d700c18e36deb1b92ed/download/Colonization.png)
Quote from: Colonization
Colonization
Project - 5


At the start of your turn, if you have any coin tokens on this,
remove one for +2 Cards and +$1.
                                                 
When you buy this, put three coin tokens on this.

Colonization is a three-turn boost you can only use once. You will probably use it if it is in the game, but when should you buy it? Should you buy it the moment you get $5? Mid-game, or to get some of the last provinces? There is a lot of strategy involved especially because you cannot save it for later after you buy it. It uses coin tokens to keep track of how many boosted turns you have left.

Feedback is appreciated.
Technically, this does not distinguish between the coin tokens you put on it and the coin tokens your opponent put on it, so it would allow you to use your opponent's tokens, which I assume is not intended. I can't think of a good rewording that fixes the issue at the moment.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: spineflu on February 27, 2022, 05:13:53 am
There are a lot of interesting things possible with this contest. My submission is Colonization.

(https://trello.com/1/cards/621a8d6ab1b21a0363261c25/attachments/621a8d700c18e36deb1b92ed/download/Colonization.png)
Quote from: Colonization
Colonization
Project - 5


At the start of your turn, if you have any coin tokens on this,
remove one for +2 Cards and +$1.
                                                 
When you buy this, put three coin tokens on this.

Colonization is a three-turn boost you can only use once. You will probably use it if it is in the game, but when should you buy it? Should you buy it the moment you get $5? Mid-game, or to get some of the last provinces? There is a lot of strategy involved especially because you cannot save it for later after you buy it. It uses coin tokens to keep track of how many boosted turns you have left.

Feedback is appreciated.
Technically, this does not distinguish between the coin tokens you put on it and the coin tokens your opponent put on it, so it would allow you to use your opponent's tokens, which I assume is not intended. I can't think of a good rewording that fixes the issue at the moment.
Sinister Plot would like to have a word with you; you simply put your coin tokens on/by your project cube.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: Chappy7 on February 28, 2022, 12:55:26 pm
(https://i.imgur.com/oQXtrh8.png)

Pretty much a beggar, but one time only you can trash all the crap you've amassed (provided you can get most of it in your hand or discard pile) The decision comes from wondering how long to keep using the easy $3 early in the game, and when to cleanse the deck.  Or maybe you never want to gain coppers and you just want to use it to scrap your starting coppers. 
Title: Re: Weekly Design Contest #144: A one time thing
Post by: fika monster on February 28, 2022, 02:17:48 pm
(not a serious entry)

(https://i.imgur.com/NI38bDy.png)
Title: Re: Weekly Design Contest #144: A one time thing
Post by: nyxfulloftricks on February 28, 2022, 04:29:47 pm
(https://i.imgur.com/zi7dyzb.png)(https://i.imgur.com/N66mOzx.png)
Quote
Costumer
Event
$2
Once per game: Choose one: +1 Card token, +1 Action token, +$1 token, +1 Buy token; move the chosen tokens of all players that are not on supply piles to an Action supply pile of an action card you have in play.
Quote

Costumer
$6
Action
+1 Card
+1 Action
-
Once per game, when you gain this, choose two: +1 Card token, +1 Action token, +$1 token, +1 Buy token; move the chosen tokens to the Costumer action supply pile. For the rest of the game, when you play this, you first get those tokens.

Quote
I wanted to expand on the tokens from Adventures in a sort of dress up your card the way you want kind of way. I acknowledge that if other cards mess with those specific tokens, there is no way to put them back, but you do not have to move those specific tokens if you don't want. Due to that, I think the interaction shouldn't mess with the card design much.
I have updated my entry based on feedback from others about my first design being a bit too strong.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: X-tra on February 28, 2022, 07:43:34 pm
(https://i.postimg.cc/WzYBg9dq/Opportunity-v3-1.png)
Title: Re: Weekly Design Contest #144: A one time thing
Post by: Xen3k on February 28, 2022, 10:38:49 pm
(https://live.staticflickr.com/65535/51909828752_1205438581_b.jpg) (https://live.staticflickr.com/65535/51910796331_9be9ceae8b_b.jpg)

Quote
Royal Crest - $5
Treasure
$2
If you returned Kings Favor this turn, +$1 and +1VP.
----
Setup: Each player takes Kings Favor.
Quote
Kings Favor
State
At the start of your turn, you may return this. If you do, +1 Buy and play Treasure cards from your hand twice this turn. If you don't, +1 Card, then discard a card.

A Silver for $5 that is a Gold and source of VP tokens on the turn you return Kings Favor. Kings Favor Crowns all your treasures on the turn you return it. It has a passive sifting ability if you keep it, so there are pros and cons to when you use it. I imagine the correct way to use it leans towards using near the end of the game, but getting an early monster turn may set you up to out pace those that wait to turn in their Kings Favor.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: BBobb on February 28, 2022, 11:05:37 pm
(https://live.staticflickr.com/65535/51909828752_9075afeeda_b.jpg) (https://live.staticflickr.com/65535/51910796331_9be9ceae8b_b.jpg)

Quote
Royal Crest - $5
Treasure
$2
If you returned Kings Favor this turn, $1 and +1%.
-
Setup: Each player takes Kings Favor.
Quote
Kings Favor
State
At the start of your turn, you may return this. If you do, +1 Buy and play Treasure cards from your hand twice this turn. If you don't, +1 Card, then discard a card.

A Silver for $5 that is a Gold and source of VP tokens on the turn you return Kings Favor. Kings Favor Crowns all your treasures on the turn you return it. It has a passive sifting ability if you keep it, so there are pros and cons to when you use it. I imagine the correct way to use it leans towards using near the end of the game, but getting an early monster turn may set you up to out pace those that wait to turn in their Kings Favor.
The only weird thing I see with this is that it completely changes the opening with the sifting ability.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: pubby on February 28, 2022, 11:40:58 pm
(https://i.imgur.com/whUpZ1b.png)
Go for a megaturn, expand your payload, or use it immediately for a turn 3/4 gold.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: lompeluiten on March 01, 2022, 05:01:44 am
Dammit, i have 2 ideas:

1.
Stadium
Landmark
Once per game you may gain 1 vp per action card in play

2.
Gilden ticket - $2
Treusure, heirloom
+$1
You may trash this to gain +1action, +1 buy, +1 card, then return to your action phase
(Making it once, without saying “once per game”)
Title: Re: Weekly Design Contest #144: A one time thing
Post by: spineflu on March 01, 2022, 05:04:39 am
Dammit, i have 2 ideas:

1.
Stadium
Landmark
Once per game you may gain 1 vp per action card in play

2.
Gilden ticket - $2
Treusure, heirloom
+$1
You may trash this to gain +1action, +1 buy, +1 card, then return to your action phase
(Making it once, without saying “once per game”)

2's got a multiple per game opportunity with Treasurer. 1 might work better as a buy-neutral $0 event.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: NoMoreFun on March 01, 2022, 06:21:18 am

2.
Gilden ticket - $2
Treusure, heirloom
+$1
You may trash this to gain +1action, +1 buy, +1 card, then return to your action phase
(Making it once, without saying “once per game”)

2's got a multiple per game opportunity with Treasurer.

I'll allow it, for the same reason as allowing a single card supply pile. The probability of a given 2 card combo gets lower and lower and in most games it will be a "once per game" effect.

So to clarify, Secret Cave (Magic Lamp) and Cemetery (Haunted Mirror) would "qualify". However they wouldn't do well on judging because you pretty much want to activate them as soon as possible.

If it's an Heirloom I would like to see a card (shaped thing) that puts it into the kingdom. I would accept a Landmark that puts an Heirloom into the game, so you can actually submit Stadium and Golden Ticket, just clarify that the two are linked (put Heirloom: Golden Ticket at the bottom of Stadium)
Title: Re: Weekly Design Contest #144: A one time thing
Post by: fika monster on March 01, 2022, 09:12:20 am
(https://i.imgur.com/N66mOzx.png)
Quote
Costumer
$6
Action
+1 Card
+1 Action
-
Once per game, when you gain this, choose two: +1 Card token, +1 Action token, +$1 token, +1 Buy token; move the chosen tokens to the Costumer action supply pile. For the rest of the game, when you play this, you first get those tokens.

I wanted to expand on the tokens from Adventures in a sort of dress up your card the way you want kind of way. I acknowledge that if other cards mess with those specific tokens, there is no way to put them back, but you do not have to move those specific tokens if you don't want. Due to that, I think the interaction shouldn't mess with the card design much.

seems too good with no real downside. Even without the innate +card, the ability to choose the tokens like this is is really good. Think it needs some kind of change.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: nyxfulloftricks on March 01, 2022, 02:07:52 pm
Quote
Costumer
$6
Action
+1 Card
+1 Action
-
Once per game, when you gain this, choose two: +1 Card token, +1 Action token, +$1 token, +1 Buy token; move the chosen tokens to the Costumer action supply pile. For the rest of the game, when you play this, you first get those tokens.

I wanted to expand on the tokens from Adventures in a sort of dress up your card the way you want kind of way. I acknowledge that if other cards mess with those specific tokens, there is no way to put them back, but you do not have to move those specific tokens if you don't want. Due to that, I think the interaction shouldn't mess with the card design much.

seems too good with no real downside. Even without the innate +card, the ability to choose the tokens like this is is really good. Think it needs some kind of change.
(https://i.imgur.com/zi7dyzb.png)
Quote
Costumer
Event
$2
Once per game: Choose one: +1 Card token, +1 Action token, +$1 token, +1 Buy token; move the chosen tokens of all players that are not on supply piles to an Action supply pile of an action card you have in play.
I see your point, so I have edited my card to be an event instead that will hopefully address the issues mentioned, but still keep the spirit of the idea intact.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: silverspawn on March 01, 2022, 05:11:29 pm
(https://i.ibb.co/Ydh92d3/Carpenter.png)
Title: Re: Weekly Design Contest #144: A one time thing
Post by: 4est on March 01, 2022, 05:41:09 pm
It's definitely WAY too early to be designing an Ally, having not seen the rest of the official ones or their Liaison counterparts, but hey let's give it a try.

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

When Royal Family is in play, basically everyone gets a free card onto their deck after the first Province is gained. The more Favors you get before this happens, the better the card can be. This makes a minigame of deciding how quickly to gain Favors, when to grab that first Province, when to wait. Do you rush to get Favors and the first Province so your opponents don't get as a good a card? Do you let your opponent get the first Province and try to have a decent number of Favors by then? The topdecking makes gaining VP a little worse and gaining Actions a little better. After the first Province, Favors don't do anything, so you don't want to overinvest in Liaison cards either. Feedback is appreciated.

*Edit: Minor text change (per infangthief) switching from spending Favors to just gaining a card costing up to the number of Favors your have, no change in functionality.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: UltimateGeek on March 01, 2022, 06:04:45 pm
Event: Bring out your dead

Once per game: Trash 4 Action cards you have in play to gain a Province.

(https://tinyurl.com/project-boyd1-0-img)
Title: Re: Weekly Design Contest #144: A one time thing
Post by: Gubump on March 01, 2022, 07:16:06 pm
(https://dominion-township.weebly.com/uploads/1/3/6/2/136286056/strategize_orig.png)
Title: Re: Weekly Design Contest #144: A one time thing
Post by: LibraryAdventurer on March 01, 2022, 07:19:33 pm
Quote
Treasures in Heaven
$4 - Event
Choose one: Exile up to two cards you have in play; Exile one card from your hand and one card you have in play;
Or, once per game, you may exile an Action card from your hand for +1VP per Treasure card you have in Exile.



Quote
Treasures in Heaven
$4 - Event
Once per game, when you buy this you may exile an Action card from your hand for +1VP per Treasure card you have in Exile.
Otherwise, exile up to two cards you have in play, or one card from your hand and one card you have in play.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: lompeluiten on March 02, 2022, 05:08:36 am

2.
Gilden ticket - $2
Treusure, heirloom
+$1
You may trash this to gain +1action, +1 buy, +1 card, then return to your action phase
(Making it once, without saying “once per game”)

2's got a multiple per game opportunity with Treasurer.

I'll allow it, for the same reason as allowing a single card supply pile. The probability of a given 2 card combo gets lower and lower and in most games it will be a "once per game" effect.

So to clarify, Secret Cave (Magic Lamp) and Cemetery (Haunted Mirror) would "qualify". However they wouldn't do well on judging because you pretty much want to activate them as soon as possible.

If it's an Heirloom I would like to see a card (shaped thing) that puts it into the kingdom. I would accept a Landmark that puts an Heirloom into the game, so you can actually submit Stadium and Golden Ticket, just clarify that the two are linked (put Heirloom: Golden Ticket at the bottom of Stadium)

Nice, in that case

Monument
Lanmark
Once per game before you may gain 1 VP per action card in play.
Heirloom: Gilden ticket

Gilden ticket $2
+$1
You may trash this card. If you do: +2 actions, +1 buy and return to your action phase.

(Removed the +1 card to make trashing first turn less usefull. )
Title: Re: Weekly Design Contest #144: A one time thing
Post by: infangthief on March 02, 2022, 05:24:13 am
It's definitely WAY too early to be designing an Ally, having not seen the rest of the official ones or their Liaison counterparts, but hey let's give it a try.

(https://i.imgur.com/hOM60BZ.png)

When Royal Family is in play, basically everyone gets a free card onto their deck after the first Province is gained. The more Favors you get before this happens, the better the card can be. This makes a minigame of deciding how quickly to gain Favors, when to grab that first Province, when to wait. Do you rush to get Favors and the first Province so your opponents don't get as a good a card? Do you let your opponent get the first Province and try to have a decent number of Favors by then? The topdecking makes gaining VP a little worse and gaining Actions a little better. After the first Province, Favors don't do anything, so you don't want to overinvest in Liaison cards either. Feedback is appreciated.

I like the idea, but I wonder if it'll be hardly ever worth it. Getting favours seems to take a bit of effort, might not be worth it just for gaining a good card once.
What about making it compulsory? So if you don't make an effort to get more favours then you get lumbered with a Copper or other weak card.
Also, as there's only one Ally, you don't actually need to "spend" the favours, if that allows a simpler wording.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: arowdok on March 02, 2022, 12:48:42 pm
I hope this card is not too sad a theme
(https://i.imgur.com/HWWmvXd.png)(https://i.imgur.com/yH2f1w3.png)
Quote
Trusted Companion
$4
Action
+1 Card
+2 Actions
If you don't have Traitor, you may take Traitor.
If you have taken Traitor this turn, +$3.
Quote
Traitor
-
State
When you play a Trusted Companion, +1 Buy and discard a card.

A basic village for players that need the +Actions. You can get a one time huge burst of money for those willing to betray man's best friend for life. There's no going back, once a Traitor always a Traitor. Should be noted the money you get for taking Traitor will also not be do able again, which should qualify for once per game, so once done, any future turns plays of Trusted Companion becomes a +1 Card, then Discard a card, +2 Actions, and +1 Buy.

The money burst was originally a flat +$4 for 1st Trusted Companion and no additional $ for the rest of the copies of Trusted Companion played that turn. I decided to go with this scaling version to reward players who got lots of copies so it is more exciting and when done it hurts more to have many copies of the bad card in your deck.

Example mega turn play 1st copy of Trusted Companion, +1 Card & +2 Actions. Then play your 2nd copy of Trusted Companion choose to take the Traitor so you get +1 Card & +2 Actions & +$3. Then play your 3rd copy of Trusted Companion so you get +1 Card & +2 Actions & +$3 & +1 Buy & Discard a card. Then play your 4th copy of Trusted Companion so you get +1 Card & +2 Actions & +$3 & +1 Buy & Discard a card.
End result gain +4 Cards, +8 Actions, +2 Buys, +$9 and discarded 2 cards. (cost 4 cards, 4 actions)
Net result -2 Cards, +4 Actions, +2 Buys, +$9.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: CaptainReklaw on March 02, 2022, 03:35:48 pm
Butler

(https://i.imgur.com/SAwjJRI.png)(https://i.imgur.com/nvoy2cn.png)

My submission is an heirloom. You have the choose to trash it early to remove what's effectively a copper, or hold onto it to trash it later when you can get more points.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: LibraryAdventurer on March 02, 2022, 04:59:14 pm
Quote
Treasures in Heaven
$4 - Event
Once per game, when you buy this you may exile an Action card from your hand for +1VP per Treasure card you have in Exile.
Otherwise, exile up to two cards you have in play, or one card from your hand and one card you have in play.
My first hunch is that Exiling an Estate and Copper in the opening is most of the times better than a bunch of late game VPs.
I guess I need to make it clearer that just the first line is once per game and the second line is repeatable.

edit: new version:  (also changed in my OP)
Quote
Treasures in Heaven
$4 - Event
Choose one: Exile up to two cards you have in play; Exile one card from your hand and one card you have in play;
Or, once per game, you may exile an Action card from your hand for +1VP per Treasure card you have in Exile.

Title: Re: Weekly Design Contest #144: A one time thing
Post by: spineflu on March 02, 2022, 05:10:49 pm
Butler

(https://i.imgur.com/SAwjJRI.png)(https://i.imgur.com/nvoy2cn.png)

My submission is an heirloom. You have the choose to trash it early to remove what's effectively a copper, or hold onto it to trash it later when you can get more points.
25-9 is a rough VP split for the player who goes 3 to their opponent's 5 on these. and in a game with a potential runaway $5 gainer, someone piledriving these for 64VP is kind of an insurmountable lead
Title: Re: Weekly Design Contest #144: A one time thing
Post by: Gubump on March 02, 2022, 05:17:57 pm
Butler

(https://i.imgur.com/SAwjJRI.png)(https://i.imgur.com/nvoy2cn.png)

My submission is an heirloom. You have the choose to trash it early to remove what's effectively a copper, or hold onto it to trash it later when you can get more points.
25-9 is a rough VP split for the player who goes 3 to their opponent's 5 on these. and in a game with a potential runaway $5 gainer, someone piledriving these for 64VP is kind of an insurmountable lead

Butler also needs to reveal your discard pile. What's in your discard isn't public information.

Quote
(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
You may trash this to reveal your discard pile. +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) per Victory card revealed.

That said, I don't think Mansion works at any price. Donald X tried it and it turned into Duke. Which Mansion compares super favorably to, Duke requires you to gain a different (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) to boost your Dukes, whereas with Mansion you only have to get another Mansion. Mansion is extremely near to strictly better at the same cost. Not to mention, with a Duke, to optimize your score, you want to first get 4 Duchies and then start alternating between Dukes and Duchies. Whereas with Mansion, you just want to go ham on the Mansions.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: CaptainReklaw on March 02, 2022, 06:52:02 pm
(not a serious entry)

(https://i.imgur.com/NI38bDy.png)

My brothers and I would play with a version of this. We called in Continent and if you bough it, you won. It cost $20. It was a fun twist. I'd recommend it.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: fika monster on March 03, 2022, 03:38:49 am
Okay, heres a serious submission: Hopefully not broken or anything.

(https://i.imgur.com/PJ6gSob.png)

Ascendant is an alternative win condition: Pursuing it seriously means you are forgoing progress on a typical route, and unless you are confident in being able to ascend, you can ruin your game. You can't cheat its requirement with a workshop or remodel variant. you need to plan for it.

im not sure about the apropriate price for it: 9$ seems too low, since you just need 3 golds for that or 5 silvers. 15$ seemed best, since that would require 5 golds in hand and some sort of setup or serious luck.

Things that would mess with the balance of this: Colony/platinum games. Coffers. League of bankers. There are probably more. but eh.

Its been a long time since i participated here, so i hope this card is interesting at the very least!
Title: Re: Weekly Design Contest #144: A one time thing
Post by: faust on March 03, 2022, 03:43:16 am
Things that would mess with the balance of this: Colony/platinum games. Coffers. League of bankers. There are probably more. but eh.
I can't help but feel that Coffers are your biggest problem here. It's super easy to Ascend with a bunch of Bakers (I suppose you become some sort of Baking God... actually this reminds me of Cookie Clicker).
Title: Re: Weekly Design Contest #144: A one time thing
Post by: fika monster on March 03, 2022, 05:42:30 am
Things that would mess with the balance of this: Colony/platinum games. Coffers. League of bankers. There are probably more. but eh.
I can't help but feel that Coffers are your biggest problem here. It's super easy to Ascend with a bunch of Bakers (I suppose you become some sort of Baking God... actually this reminds me of Cookie Clicker).

(https://i.imgur.com/dbf5Fx2.png)

how is this? removed the "gain no cards this turn" part. dont know how to phrase it well with the new Coffers part.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: mathdude on March 03, 2022, 10:28:45 am
Things that would mess with the balance of this: Colony/platinum games. Coffers. League of bankers. There are probably more. but eh.
I can't help but feel that Coffers are your biggest problem here. It's super easy to Ascend with a bunch of Bakers (I suppose you become some sort of Baking God... actually this reminds me of Cookie Clicker).

(https://i.imgur.com/dbf5Fx2.png)

how is this? removed the "gain no cards this turn" part. dont know how to phrase it well with the new Coffers part.

Tactician would love this.

I'm not sure about the "you win the game" clause either... feels non-Dominion-y.  It rewards someone trying to build an engine that just isn't going off well, so they don't gain any cards for a few turns waiting for the engine to work properly... they fall down 5-1 on Provinces, then magically win the game.

What if you change that to "gain all the Provinces"?  Then it's still a strategic decision to not gain a card one turn to try for the game-ending mega-turn... but you do need to time it before you lose the split, most likely.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: NoMoreFun on March 03, 2022, 02:50:45 pm
24 Hour Warning
Title: Re: Weekly Design Contest #144: A one time thing
Post by: Joxeft on March 03, 2022, 06:17:12 pm
(https://trello.com/1/cards/622148d16cddc87cc3be7726/attachments/62214915699176432df6995e/download/Emissary.png)
Title: Re: Weekly Design Contest #144: A one time thing
Post by: infangthief on March 04, 2022, 09:45:18 am
Quote
Central Bank
Ally

Once per game, at the start of your turn, you may spend up to 5 Favors for each other player to gain that many Coppers.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: NoMoreFun on March 04, 2022, 04:09:09 pm
Contest Closed

I'll be judging the entries later today. Thank you to all entrants.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: NoMoreFun on March 05, 2022, 03:24:00 am
Very happy with the quality of entries this week.

Rig The System
Event - $5
Once per game: The next time you would shuffle, instead arrange your deck in any order.

This is the sort of thing I was hoping to see. It will let you do a megaturn with a less than optimal deck, or make sure you have exactly $8 for your last few turns, or it could be used early for Treasure Maps. An issue I see is that it will be quite time consuming - you could add "each other player may use the bathroom" to the text. So the once per game helps as an anti-frustration feature, but even then if every player gets this that's probably going to be grating in both IRL and online games unfortunately.


(https://i.imgur.com/U4tsenyh.jpg)
Supernova
Event ($3)
Once per game: +1 Buy and at end of turn, put all cards from your deck and discard pile into your hand, then put all but 5 of these cards into your discard pile.

Similar to Rig The System and I think this one has the edge. This one is less powerful, but also less time consuming, and most of the fun of Rig the System is present here. Once per game balances it in terms of power and I think it will get players thinking about when to use it, and the +buy means that everyone will probably use it once.

Prospecting Village
$4 
Action
+1 Card and +2 Actions
Once per game: +1 Card and, until the end of turn, when you play a Prospecting Village, you may gain a Gold. 

I put in the brief that a Village with a once per game feature could be a good card, and you delivered. This will enable Hermit/Market Square-esque megaturns, where a deck that could barely generate $ suddenly has a lot. A "village idiot" strategy might be too good? Even if you only have a couple, you'll be happy with the once per game effect. Very nice thematically though.

My Submission:
(https://i.imgur.com/OloZK2Yh.png)  (https://i.imgur.com/W2yOZSgh.png)
Quote from: Demonologist
Demonologist • $4 • Action
+3 Cards
If you have Dark Pact, +1 Action. Otherwise, discard a card. If you discarded an Action card, you may trash it to take Dark Pact.
Quote from: Dark Pact
Dark Pact • State
At the start of your turn, you may gain a Curse. If you didn't, discard 4 cards, then +1 Card.

Demonologist on its own isn't much worse than Smithy. Then once you take Dark Pact, you'll be able to quite easily draw your deck, and any trasher will be able to deal with the Curse. In a 2 player game where you both take a pact, you'll have 5 turns of a relatively minor effect before you take the major hit - enough to start greening. Even then, starting your hand with a Demonologist will be able to get you back on your feet without much trouble. The interesting aspect of the card is building up your deck, but you can just discard a Demonologist you'd otherwise draw dead to get things going.

I thing just buying Demonologists (and a trasher) might be too strong which makes the card less interesting.

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

Mass Migration - 12D
Event
Once per game: Gain one card from each Supply pile.


Populate + Alliance, but it costs Debt so you can get it any time. The most "depends on the kingdom" entrant I've seen in a contest. In a well balanced kingdom you may open with this, but if there's 9 terminals and one village then you'll want to get a few villages first. You may also want to leave it to your last turn to get the free bonuses with no consequences.

So for a simple card that seems like it's already been done, it's very interesting and makes you really want to look at the kingdom you're playing with even more than Populate. Good job.

(https://trello.com/1/cards/6218fe1842544e4c00f90b4d/attachments/6218ff35c1be5142f386e48e/previews/6218ff36c1be5142f386e51e/download/image.png)
Quote
Entrust • $1 • EventOnce per game: if you've taken 2 or more turns this game, gain a card.

This would be fine costing $0, or giving a +buy.  I don't even think opening with it is all that bad. Sure it's an advantage for $5/$2 openings  but there are plenty of other times in the game where you'd want to use this so it's not that frustrating.

This makes the interesting decisions involved in a game of Dominion even more interesting. It is a good "teacher card" to get beginners over the "buy the most expensive card you can afford" phase of learning. Well done.

(https://media.discordapp.net/attachments/827692005160648744/946954921159311360/Royal_Ballroom.png)

Would probably be ok at $5. At $6 it's probably too expensive. I like the idea in general - lining up cards with Throne Room can be hard, so do you want to wait for the ideal card or just take what you can get. But once per game seems way too infrequent for an expensive Throne Room to just be sitting there. I think it would be better if each one came with a Token (like LastFootnotes Trade Tokens/Gems) and you could spend it to get the King's Court/Disciple effect.


(https://trello.com/1/cards/621a8d6ab1b21a0363261c25/attachments/621a8d700c18e36deb1b92ed/download/Colonization.png)
Quote from: Colonization
Colonization
Project - 5

At the start of your turn, if you have any coin tokens on this, 
remove one for +2 Cards and +$1.
                                                 
When you buy this, put three coin tokens on this.

Instead of having you think about a turn, this asks you to think about a string of turns.

When I was thinking about this card I was thinking how interesting it would be if it was the only source of +buy in a kingdom. Then I looked again and saw the 2nd bonus was +$1, which is less interesting. I think I'd like this better if it gave +2 Cards, +1 Action and +1 Buy, so the colonisation turns really make the difference.

Still what you have here is 3 good turns, and you definitely want to buy this at some point but it's not clear when - the +cards are weaker earlier in the game but an early advantage can go a long way. In that sense, good design.


(https://abload.de/img/droughtcontest56jyv.png)

I wanted to upvote this so badly when I saw it. One of those designs that is just good to look at. It fills similar design space to Possession in terms of disincentivising megaturns, but I like it much more. It will be quite satisfying to "buy time" with this when you're behind. I think it would be better with an on buy +buy just so that the "slow and steady" engine can jam a megaturn without needing your own +buys. It ultimately does fill a similar niche to Seize the Day in terms of what it can do, the more I think about it. So it's not going to do as well in the competition, but that doesn't mean it isn't a good idea (think Candlestick Maker and Ducat).


Carnival
Action - Reserve
$5
+2 Actions
$1
____________________________________________________________________________________
At the start of your turn you may call this. On this turn when you play an action +1 Action
____________________________________________________________________________________
When you gain this, if this is the first Carnival you have gained this game put it on your tavern mat.

I like the way you did the "once per game" on this. I have no idea why you'd buy more Carnivals after your 2nd, and there's no reason for it to be a sub $2 strength card. I guess sometimes you REALLY want that + action, but this is essentially a pile that you'll ignore after you buy "your" Carnival. Kind of cool thematically - you get your "souvenir" from the Carnival but it's not the same as when you were there. But this would be fine as +$2 instead of +$1

The once per game effect is one I was thinking about when I made this round. A one off Champion can be a huge momentum shift and it would especially shine in the kinds of kingdoms where you would pay $5 for an extremely weak +2 Actions card.

(https://i.imgur.com/oQXtrh8.png)

Obsolete Denomination (project where Coppers trash themselves but no longer generate $) is one of my favourite fan cards, and this recaptures some of its magic. But I think it will be too often obvious to buy this and just pull the trigger when you have enough other ways to generate economy, and it being a Beggar (a Terminal Gold in the long term) is too strong given what else it does. This card, with Obsolete Demonination as a State would be ideal - so you still "feel" the space the extra coppers are taking up as they vanish.

(not a serious entry)
(https://i.imgur.com/NI38bDy.png)
The irony is you usually do only win once per game, but with this, if you're ahead in points when you buy it, you win twice.
YAAAAAAAY! Though in doing so it fails the competition criteria.

(https://i.imgur.com/zi7dyzb.png)

I actually preferred the first version for the interesting strategy around filling gaps in a kingdom, though it being "once per game" doesn't make the card more interesting.

For the version here the "once per game" dilemma is whether you wait for the card you want to use it for and risk having your tokens put on a non ideal card. I imagine it being more of a race to buy this first with a half decent card, and then both players chase it. There'd be some games where players would disagree on what the best target for costuming is, but it will get less interesting at higher levels of play.


(https://i.postimg.cc/WzYBg9dq/Opportunity-v3-1.png)

This is a really nice addition to basically any game of Dominion, especially BM kingdoms. When you hit $8 but don't want to buy the penultimate province, take the risk and get an even bigger advantage, but it will worsen your deck if the game drags on. May be more interesting at $7 or $9 just so it's not directly competing with Province. But great design. 

(https://live.staticflickr.com/65535/51909828752_1205438581_b.jpg) (https://live.staticflickr.com/65535/51910796331_9be9ceae8b_b.jpg)
Quote
Royal Crest - $5
Treasure
$2
If you returned Kings Favor this turn, +$1 and +1VP.
----
Setup: Each player takes Kings Favor.
Quote
Kings Favor
State
At the start of your turn, you may return this. If you do, +1 Buy and play Treasure cards from your hand twice this turn. If you don't, +1 Card, then discard a card.

King's Favor is great. It gives you a one off Fortune, which can really make the difference, but in return you'll lose an ability that will actually shine during Greening. So interesting decisions.

Was expecting more from Royal Crest. I think it will lead to a lot of buyers remorse. Because you have to ask for the King's Favor at the beginning of a turn, you might not end up drawing your Royal Crests, and so you paid $5 for a Silver. Even when it works, it's not a big VP advantage, and Gold isn't that hard to come by in many Kingdoms.

(https://i.imgur.com/whUpZ1b.png)

I like the design idea and the idea of setting up a megaturn. The problem with this card is just seems too strong. If you activate the effect immediately, you're in a good position to gain more Golds (something which isn't the case for Camel Train). Activating the megaturn is also very strong, but I think it diminishes the importance of the rest of the kingdom either way.

I think a version with Actions, where you get +1 Action per card you take off the mat, would be better, especially in a game that doesn't otherwise have +Actions.

This is one of those ideas which I'd like to workshop until we land on a version of the idea that works.

(https://i.ibb.co/Ydh92d3/Carpenter.png)

I'd reword it to put Once Per Game: in front. A peddler with a nice strong attack you'd want to use to disrupt a megaturn or to slow your opponents down at a crucial moment. Only issue is I can see resentment for when players deploy the attack and they ultimately still have a good hand, but that's a factor of how you build your deck. Probably best for a late game turn to get the edge. Something like a double Pillage may have more use cases and would be simpler too. 

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

My test for Allies is whether I'd play Underling for this, and I don't think I would. What you can accomplish by stacking up favours early enough to add to the first province gain isn't really worth it, and I'd hate looking my Liaison cards afterwards (though most of them other than Underling seem to have dual purposes). I'd like it more without the Once per Game, so not ideal for this contest.

Event: Bring out your dead
Once per game: Trash 4 Action cards you have in play to gain a Province.
(https://tinyurl.com/project-boyd1-0-img)

I think this would work fine without the once per game in Kingdoms. Trashing 4 Actions and still paying $5 is quite a hefty cost, especially if you mistime a province gain. A good event.

(https://dominion-township.weebly.com/uploads/1/3/6/2/136286056/strategize_orig.png)

Same as Supernova and I think that Supernova is cleaner mechanically. Not sure what cost leads to more interesting games; this may get used more often early game, but should the effect really be free?

Quote
Treasures in Heaven
$4 - Event
Choose one: Exile up to two cards you have in play; Exile one card from your hand and one card you have in play;
Or, once per game, you may exile an Action card from your hand for +1VP per Treasure card you have in Exile.

Stronger Bonfire. And then towards the end you get a big VP boost for your deck, and it might not even hurt your engine thanks to Exile. I understand why it needs to be once per game (to prevent stalemates), but it's not as interesting in terms of when you want to buy it.

Monument
Lanmark
Once per game before you may gain 1 VP per action card in play.
Heirloom: Gilden ticket
Gilden ticket $2
+$1
You may trash this card. If you do: +2 actions, +1 buy and return to your action phase.
(Removed the +1 card to make trashing first turn less usefull. )

Monument is the name of an official card - your previous name "Stadium" was fine. Otherwise 2 good ideas. I can imagine games getting kind of silly with Action chains to get the most points from the Landmark, for both players, but it's tempered by 3 pile endings. Still it's the kind of games that Dominion's "victory cards do nothing" system was trying to avoid, where decks just get crazier and crazier until the game ends. 

The heirloom is a very nice effect. It's probably more likely to be a "get out of one terminal collision free" ticket than something you strategise around. But there is some strategy: Trashing first turn will be tempting in many games as trashing is powerful, but you lose your failsafe.

Keep the idea for Gilden Ticket handy - it would go nicely with another card.

(https://i.imgur.com/HWWmvXd.png)(https://i.imgur.com/yH2f1w3.png)
Quote
Trusted Companion
$4
Action
+1 Card
+2 Actions
If you don't have Traitor, you may take Traitor.
If you have taken Traitor this turn, +$3.
Quote
Traitor
-
State
When you play a Trusted Companion, +1 Buy and discard a card.

I like the theme. This one is similar to Prospecting Village. You'll probably want to use this late game where discarding hurts less. and you want the +buy more. You might want to pull the trigger even if you can't line up too many Trusted Companions. I this also may lend itself too much to a "Village Idiot" strategy as discarding doesn't hurt that much. I'd like it better if Traitor was just +1 buy and the +1 Card on Trusted Companion was dependent on you not having taken Traitor.

Butler
(https://i.imgur.com/SAwjJRI.png)(https://i.imgur.com/nvoy2cn.png)
My submission is an heirloom. You have the choose to trash it early to remove what's effectively a copper, or hold onto it to trash it later when you can get more points.

Either trash it at the beginning, or trash it as close as you can to your last shuffle. An interesting choice. However I think it's way too dependent on shuffle luck. If you trash it in the opening it could be anything from no VP to 3. If you decide to wait until late game, you may not get a good opportunity (with Butler appearing high in the shuffle). I think this will lead to game endings where people complain about bad shuffle luck. 

Mansion is very simple. I think I prefer Duke as it involves Duchies, while Mansion will just lead to ignoring Duchies. It will lead competition over Mansions as soon as it's clear a player is going for them. Even losing the split 5-3 gives the player with 5 a 16VP advantage (2 Provinces a Duchy and an Estate).

They're decent ideas but I think they will lead to ragequit heavy games. 

(https://i.imgur.com/dbf5Fx2.png)


"Race to $15" isn't as fun a game as Dominion. You just build up and up and eventually hit the mark, and never have to worry about your deck falling over or consistency. At least Sanctuary/Bounty Hunter/Displace/Banish play out over several turns. With this it will seem like the game is over just when it's starting to get interesting. 

(https://trello.com/1/cards/622148d16cddc87cc3be7726/attachments/62214915699176432df6995e/download/Emissary.png)

Has tracking issues (which are now an official part of the game with Elder+Catacombs). There is also a tendency to move away from Attacks that don't really do anything for the attacker.

I think it's an interesting idea - forced Advisor. Would be interesting to playtest. The "once per game" effect is in line with the competition - you'll need to find the right moment to attack harder. But I think this card needs a fair bit of work to be in line with other official cards.

Quote
Central Bank
Ally
Once per game, at the start of your turn, you may spend up to 5 Favors for each other player to gain that many Coppers.

You've found a good design niche - how to do a Copper attack without running into the issues associated with the enormous size of the copper pile. In Importer games, Ouch (and you will definitely want to open Importer as you're in for a slog). In other games, quite interesting. It might be ideal just to attack on turn 1, but it would also be good to gum up someone's deck just as it gets lean (e.g. in games with Student). It runs into the issue with Underling where they're dead after you do the attack. But I like this quite a lot regardless. I'll be thinking about this as new Liaison cards are revealed next week.


_______________________________________________________________________

The following entrant purchased "YAAAAAAAY!" and has therefore won:

Congratulations X-tra, winning with the event Opportunity!

The runners up
: Central Bank by infangtheif, and Supernova by AJL828/Strategize by Gubump
Title: Re: Weekly Design Contest #144: A one time thing
Post by: fika monster on March 05, 2022, 02:14:13 pm
Good judging. yeah i knew my card wasnt good, but i wanted to make something

Its  bummer that i made the "once per game token card" worse with my points about it. I guess sometimes not a good idea to listen to me!
Title: Re: Weekly Design Contest #144: A one time thing
Post by: infangthief on March 05, 2022, 02:30:08 pm
Thank you NoMoreFun, and well done X-tra.

Quote
Central Bank
Ally
Once per game, at the start of your turn, you may spend up to 5 Favors for each other player to gain that many Coppers.

You've found a good design niche - how to do a Copper attack without running into the issues associated with the enormous size of the copper pile. In Importer games, Ouch (and you will definitely want to open Importer as you're in for a slog). In other games, quite interesting. It might be ideal just to attack on turn 1, but it would also be good to gum up someone's deck just as it gets lean (e.g. in games with Student). It runs into the issue with Underling where they're dead after you do the attack. But I like this quite a lot regardless. I'll be thinking about this as new Liaison cards are revealed next week.

I hadn't thought about Importer, but now I see two ways in which Importer - Central Bank is awful.

Firstly, four player game - first 3 players use Central Bank and the Copper pile is empty, leaving player 4 with 14 extra Coppers and the others with 9 or 10.

Secondly, if there is some way of player 1 shuffling before turn 2. Doctor or something. I thought it's probably not too bad when it's just 1 Copper coming from Central Bank, but 5 might make a big first player advantage.

Anyway, happy to say these after the judging is over :)
Title: Re: Weekly Design Contest #144: A one time thing
Post by: X-tra on March 05, 2022, 04:37:56 pm
Thank you for the judging! I already posted the new contest.

Opportunity, in the few games I have played with it, tends to be bought rather quickly. Once you hit (http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png) and are ready to purchase your first Province, there's always an... opportunity! "Do I want to score more at the risk of worsening my deck a little more? Can my deck handle it?" And then, the second question becomes: "Well, if I don't take the opportunity, maybe my opponent will, and then it'll be gone forever!"

In that sense, it has reminded me a little bit about Defiled Shrine.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: silverspawn on March 06, 2022, 04:54:14 pm
It was also my favorite submission of the contest, but I'd wager to guess that buying it quickly is usually a mistake.
Title: Re: Weekly Design Contest #144: A one time thing
Post by: Holger on March 07, 2022, 12:09:11 pm
It was also my favorite submission of the contest, but I'd wager to guess that buying it quickly is usually a mistake.

Yes, I think so too. Compared to buying a Province, you get three extra VP at the cost of two more dead cards, that's hardly better than gaining two free Estates with the Province you bought (unless the Provinces are about to run out).