(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. :)
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.
Dark Pact • State
At the start of your turn, you may gain a Curse. If you didn't, discard 4 cards, then +1 Card.
(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?
Mass Migration - 12D
Event
Once per game: Gain one card from each Supply pile.
Entrust • $1 • Event
Once per game: if you've taken 2 or more turns this game, gain a card.
(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?
My Submission:
(https://i.imgur.com/OloZK2Yh.png) (https://i.imgur.com/W2yOZSgh.png)Quote from: DemonologistDemonologist • $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 PactDark 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.
(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?
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.
(https://i.imgur.com/lJPjCrP.png)QuoteMass Migration - 12D
Event
Once per game: Gain one card from each Supply pile.
Yep. You gotta take the good and the bad.(https://i.imgur.com/lJPjCrP.png)QuoteMass Migration - 12D
Event
Once per game: Gain one card from each Supply pile.
Is it intentional that the cards gained would include a Curse?
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.My Submission:
(https://i.imgur.com/OloZK2Yh.png) (https://i.imgur.com/W2yOZSgh.png)Quote from: DemonologistDemonologist • $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 PactDark 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).
(https://trello.com/1/cards/621a8d6ab1b21a0363261c25/attachments/621a8d700c18e36deb1b92ed/download/Colonization.png) | Quote from: Colonization Colonization |
There are a lot of interesting things possible with this contest. My submission is Colonization.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.
(https://trello.com/1/cards/621a8d6ab1b21a0363261c25/attachments/621a8d700c18e36deb1b92ed/download/Colonization.png) Quote from: ColonizationColonization
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.
Sinister Plot would like to have a word with you; you simply put your coin tokens on/by your project cube.There are a lot of interesting things possible with this contest. My submission is Colonization.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.
(https://trello.com/1/cards/621a8d6ab1b21a0363261c25/attachments/621a8d700c18e36deb1b92ed/download/Colonization.png) Quote from: ColonizationColonization
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.
Quote Costumer | 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.
Royal Crest - $5
Treasure
$2
If you returned Kings Favor this turn, +$1 and +1VP.
----
Setup: Each player takes Kings Favor.
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.
(https://live.staticflickr.com/65535/51909828752_9075afeeda_b.jpg) (https://live.staticflickr.com/65535/51910796331_9be9ceae8b_b.jpg)The only weird thing I see with this is that it completely changes the opening with the sifting ability.QuoteRoyal Crest - $5
Treasure
$2
If you returned Kings Favor this turn, $1 and +1%.
-
Setup: Each player takes Kings Favor.QuoteKings 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.
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.
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.
(https://i.imgur.com/N66mOzx.png)QuoteCostumer
$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.
(https://i.imgur.com/zi7dyzb.png)QuoteCostumer
$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.
CostumerI 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.
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.
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.
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.
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)
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.
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.
Traitor
-
State
When you play a Trusted Companion, +1 Buy and discard a card.
I guess I need to make it clearer that just the first line is once per game and the second line is repeatable.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.QuoteTreasures 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.
QuoteTreasures 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.
Butler25-9 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
(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.
Butler25-9 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
(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.
(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.
(not a serious entry)
(https://i.imgur.com/NI38bDy.png)
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).
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).
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.
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.
Rig The System
Event - $5
Once per game: The next time you would shuffle, instead arrange your deck in any order.
(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.
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.
My Submission:
(https://i.imgur.com/OloZK2Yh.png) (https://i.imgur.com/W2yOZSgh.png)Quote from: DemonologistDemonologist • $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 PactDark Pact • State
At the start of your turn, you may gain a Curse. If you didn't, discard 4 cards, then +1 Card.
(https://i.imgur.com/lJPjCrP.png)
Mass Migration - 12D
Event
Once per game: Gain one card from each Supply pile.
(https://trello.com/1/cards/6218fe1842544e4c00f90b4d/attachments/6218ff35c1be5142f386e48e/previews/6218ff36c1be5142f386e51e/download/image.png)QuoteEntrust • $1 • EventOnce per game: if you've taken 2 or more turns this game, gain a card.
(https://media.discordapp.net/attachments/827692005160648744/946954921159311360/Royal_Ballroom.png)
(https://trello.com/1/cards/621a8d6ab1b21a0363261c25/attachments/621a8d700c18e36deb1b92ed/download/Colonization.png) Quote from: ColonizationColonization
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.
(https://abload.de/img/droughtcontest56jyv.png)
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.
(https://i.imgur.com/oQXtrh8.png)
(not a serious entry)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.
(https://i.imgur.com/NI38bDy.png)
(https://i.imgur.com/zi7dyzb.png)
(https://i.postimg.cc/WzYBg9dq/Opportunity-v3-1.png)
(https://live.staticflickr.com/65535/51909828752_1205438581_b.jpg) (https://live.staticflickr.com/65535/51910796331_9be9ceae8b_b.jpg)QuoteRoyal Crest - $5
Treasure
$2
If you returned Kings Favor this turn, +$1 and +1VP.
----
Setup: Each player takes Kings Favor.QuoteKings 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.
(https://i.imgur.com/whUpZ1b.png)
(https://i.ibb.co/Ydh92d3/Carpenter.png)
(https://i.imgur.com/VpfhQXS.png)
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)
(https://dominion-township.weebly.com/uploads/1/3/6/2/136286056/strategize_orig.png)
QuoteTreasures 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.
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. )
(https://i.imgur.com/HWWmvXd.png)(https://i.imgur.com/yH2f1w3.png)QuoteTrusted 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.QuoteTraitor
-
State
When you play a Trusted Companion, +1 Buy and discard a card.
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.
(https://i.imgur.com/dbf5Fx2.png)
(https://trello.com/1/cards/622148d16cddc87cc3be7726/attachments/62214915699176432df6995e/download/Emissary.png)
QuoteCentral 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.
QuoteCentral 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.
It was also my favorite submission of the contest, but I'd wager to guess that buying it quickly is usually a mistake.