Dominion Strategy Forum

Dominion => Weekly Design Contest => Variants and Fan Cards => Mini-Set Design Contest => Topic started by: rinkworks on September 10, 2012, 09:39:42 am

Title: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: rinkworks on September 10, 2012, 09:39:42 am
Submission Rules

* Submit no more than one card per person per challenge.  You do not need to submit for all challenges if you don't want to, but of course you can't win if you don't compete.
* Submit your cards to me via this forum's messaging system.  Submissions made after each week's deadline cannot be accepted.
* Each card you submit must have a name, a cost, a list of types, and the exact wording that should appear on the card.  Also include a brief description of any special design considerations (e.g., Stash having a unique back), but do NOT include any other information, such as strategic commentary or examples about it would play.
* Although you must submit names for each of your cards, the names will not be listed on the voting ballots, so make sure your card's appeal does not depend on your choice of name.
* I will accept revisions to your contest entries provided they are submitted to me before the deadline.  If you submit a revision to an entry you have previously submitted to me, resubmit your revised card(s) in their entirety.  That is, don't tell me "Oh, can you make that +2 Cards say +3 Cards instead?"  Just resubmit the full card.
* Only submit cards that are your own design.
* You may submit cards that have been previously posted here in this forum, including those that have been refined by the community as a whole, provided you can still claim that the central conceit of the card -- and the majority of its final version -- is yours.  This applies to cards previously posted, however -- if your submissions aren't already posted on his board, please refrain from doing so until after the results have been announced.
* A single card might conceivably qualify for multiple challenges within this series.  However, you may not submit the same card for more than one concurrent challenge.  That is, if you have submitted a card to one challenge, you may not submit it to another challenge until the results of that first challenge have been announced.
* Do not disclose your submissions publicly, either in this thread or elsewhere

--

The deadline for this week's challenges is Monday, September 17, at 10am EDT.

--

Challenge #16 - Treasure Card

Objective: Create a card of type "Treasure."  It may have no other types.

Official Examples: Philosopher's Stone, Loan, Quarry, Talisman, Contraband, Royal Seal, Venture, Hoard, Bank, Horn of Plenty, Cache, Ill-Gotten Gains, Counterfeit, Spoils, Stash.

Official Non-Examples: Harem, Diadem, and Fool's Gold, because these cards also have other types.

--

The Ballot (http://forum.dominionstrategy.com/index.php?topic=4618.msg107695#msg107695)
The Results (http://forum.dominionstrategy.com/index.php?topic=4618.msg111391#msg111391)
Title: Re: Mini-Set Design Challenge, #16: Treasure Card!
Post by: Davio on September 10, 2012, 09:43:19 am
Finally!
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: GendoIkari on September 10, 2012, 10:01:25 am
You forgot Counterfeit.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Davio on September 10, 2012, 10:10:32 am
Must resist the temptation to submit Blood Money/Cursed Gold.  :P
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: RichardNixon on September 10, 2012, 10:52:08 am
Is there any importance towards fitting in a "theme" for the set or the other 15 cards or is each card judged individually?
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Schneau on September 10, 2012, 11:05:56 am
Is there any importance towards fitting in a "theme" for the set or the other 15 cards or is each card judged individually?

Mostly judged individually. There have been light themes of Copper, Victory cards, and Potion-cost cards, but most voters will vote based entirely on the card, not how well it fits the set. And all those themes are accidental - they've just sort of evolved as the set has grown.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 10, 2012, 11:08:53 am
Is there any importance towards fitting in a "theme" for the set or the other 15 cards or is each card judged individually?

Up to individual judges. I prefer submissions that fit in with existing cards. For example, I'm really unlikely to vote for a Victory card because the set already has three.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Polk5440 on September 10, 2012, 11:33:07 am
I AM EXCITED!
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: One Armed Man on September 10, 2012, 05:28:30 pm
Could we avoid a $5 cost? They are the easiest to do and we already have so many in the game and 2 in the fan set. I will favor 2,3,4,6, and 7 cost ones that aren't exclusively for BM. I have no illusions of winning this one, so I will offer the advice before the submissions.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Kirian on September 10, 2012, 06:01:56 pm
Could we avoid a $5 cost? They are the easiest to do and we already have so many in the game and 2 in the fan set. I will favor 2,3,4,6, and 7 cost ones that aren't exclusively for BM. I have no illusions of winning this one, so I will offer the advice before the submissions.

Our current distribution:

$2: 1
$3: 2
$4: 4
$5: 6
$6: 1
+P: 3

Full-size sets have 7-9 $5 cards in them except base--including the "cheap cards" set, Seaside--and we're certainly getting close to 25 cards.  We know there will be at least one more $2 card.  Based on other sets' distributions, there's really room for 2 more each of $3s, $4s, and $5s.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: One Armed Man on September 10, 2012, 06:18:25 pm
Kirian, I was talking about Treasures.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Kirian on September 10, 2012, 06:20:40 pm
Kirian, I was talking about Treasures.

Oooooooh never mind then!  Though outside of this set, treasures are split equally between $5s and non-$5s.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 10, 2012, 06:24:20 pm
I want to see a Copper variant, since we already have Silver and Gold.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: nopawnsintended on September 10, 2012, 08:24:40 pm
I want to see a Copper variant, since we already have Silver and Gold.

I'd like to see a Platinum variant.  Better yet... Diamonds.

Diamonds
$12 -- Treasure

Worth $7

Support Card:

Constellation
$14 -- Victory

Worth 15 VP
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Schneau on September 10, 2012, 08:48:47 pm
Our current distribution:

$2: 1
$3: 2
$4: 4
$5: 6
$6: 1
+P: 3

Full-size sets have 7-9 $5 cards in them except base--including the "cheap cards" set, Seaside--and we're certainly getting close to 25 cards.  We know there will be at least one more $2 card.  Based on other sets' distributions, there's really room for 2 more each of $3s, $4s, and $5s.

Here is the full breakdown of all the sets (https://docs.google.com/spreadsheet/ccc?key=0AjK0gM1VLtYvdDl2dUl4Qml4QWcxaEF0dWl2RDRDOXc#gid=0). Note that I'm still working out some of the percentages, so they might be slightly off - it's hard with Potion-cost cards. Our expansion is to the right. I think we're missing $3s and $4s the most, especially after the $2-cost challenge.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Polk5440 on September 10, 2012, 09:09:13 pm
I want to see a Copper variant, since we already have Silver and Gold.

Good. I submitted one. And it is my favorite fan card ever, if I do say so myself.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Tables on September 10, 2012, 10:26:50 pm
Our current distribution:

$2: 1
$3: 2
$4: 4
$5: 6
$6: 1
+P: 3

Full-size sets have 7-9 $5 cards in them except base--including the "cheap cards" set, Seaside--and we're certainly getting close to 25 cards.  We know there will be at least one more $2 card.  Based on other sets' distributions, there's really room for 2 more each of $3s, $4s, and $5s.

Here is the full breakdown of all the sets (https://docs.google.com/spreadsheet/ccc?key=0AjK0gM1VLtYvdDl2dUl4Qml4QWcxaEF0dWl2RDRDOXc#gid=0). Note that I'm still working out some of the percentages, so they might be slightly off - it's hard with Potion-cost cards. Our expansion is to the right. I think we're missing $3s and $4s the most, especially after the $2-cost challenge.

Yeah, looking at that, and considering how Dominion works in general ($5's are the most important) I don't really think we've got a major problem. Ideally, we'd want a $3 or $4 and a $2 to win these, if it were the final two contests, as that balances things most nicely, but if a $5 wins here, well it only makes things a little top heavy, enough that an extra $3 and $4 would leave things balanced well.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: NoMoreFun on September 10, 2012, 10:50:06 pm
I wouldn't mind having 3 $5 treasures in the set. It could be a "theme".
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: PenPen on September 11, 2012, 10:01:22 am
I just designed a card that I think is pretty crazy for a Treasure...it's probably broken!
And then I made a card that's probably weak and boring. Gah.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: nopawnsintended on September 11, 2012, 10:22:47 am
I just designed a card that I think is pretty crazy for a Treasure...it's probably broken!
And then I made a card that's probably weak and boring. Gah.

Submit the broken one!  Those are much more fun to read...

Disclaimer: I am submitting a card for this competition. ;)
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: PenPen on September 11, 2012, 10:51:39 am
I just designed a card that I think is pretty crazy for a Treasure...it's probably broken!
And then I made a card that's probably weak and boring. Gah.

Submit the broken one!  Those are much more fun to read...

Disclaimer: I am submitting a card for this competition. ;)

I think we can probably have a side competition thing where we vote for the most fun broken card designed!

I am really leaning toward the broken one. I guess I'll give it a run later...
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Fuu on September 11, 2012, 09:09:35 pm
I have also submitted a probably totally broken card - this challenge is going to be fun to read! If a card is a good idea but broken as-written, I would still vote for it if it could be fixed with slight rewording etc. Got to reward good ideas!
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Robz888 on September 14, 2012, 09:14:15 pm
I'm really excited for the card I submitted, which means it sucks and everyone will hate it.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Kirian on September 14, 2012, 09:29:47 pm
I'm really excited for the card I submitted, which means it sucks and everyone will hate it.

Does it combo with Scout?
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Robz888 on September 14, 2012, 09:37:44 pm
I'm really excited for the card I submitted, which means it sucks and everyone will hate it.

Does it combo with Scout?

I didn't say it was Scout. Wait, yes I did.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Drab Emordnilap on September 17, 2012, 11:33:15 am
I'm pretty sure my card is broken, but I don't actually remember what I submitted for this one.

F5 F5 F5
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: rinkworks on September 17, 2012, 03:50:00 pm
Here is the ballot for Challenge #16!

--

Voting Rules:

Each person may cast votes as follows:  For each Challenge, you may fill your ballot out in one of two ways:

(1) Award 3 points to one entry.  Award 1 point to any number of other entries.
(2) Award 2 points to each of two entries.  Award 1 point to any number of other entries.

Submit your votes via PM to me by Monday, September 24, 2012, 10am EDT in the following format:

Quote
Challenge 1

3 CardName
1 AnotherCardName
1 StillAnotherCardName
1 AnotherCardNameGoesHereToo

Challenge 2

2 CardName
2 AnotherCardName
1 StillAnotherCardName

Please use the above format!  One card per line, with the number of votes given before it, and no extra punctuation or anything.  This will make it easy for me to copy-and-paste your votes into the format my vote-counting script needs it to be in.

Do not submit votes for your own cards.  (If you do, my script will catch you anyway.)

By submitting vote(s) for a challenge, you will automatically earn 1 point for your entry in that challenge.  This is to incentivize contestants to submit votes.  (My script does this automatically, so don't worry that I'll forget to do this.)

Note that the supplied card names are for discussion/identification only -- they are not the card names that were submitted to me.  The proper card names will be revealed when the results are announced.  Whenever card text says "[This Card]" it means the submitted text says the card's own name there.

Inclusion on the ballot means that the card was deemed eligible for the contest.  You therefore do not need to consider eligibility when voting.  In some cases, this may mean a pretty loose interpretation of the eligibility requirements.  I tried to be fair but also forgiving when a submission came in that twisted the rules in a way I hadn't foreseen.

As a voter, you may use whatever criteria you wish in determining what your votes will be.  Be as forgiving or particular as you like concerning conformance to standard Dominion terminology.   For all winning cards, there will be a chance to tweak the wording as a community, if necessary, before they are canonized.

--

If I Fell
$4 - Treasure
Worth $2
--
Setup: Add an extra kingdom card pile costing at least as $5 to the supply. Cards from that pile may only be bought if [This Card] is in play.


Ask My Why
$2 - Treasure
Worth $1
Reveal the top card of your deck. You may discard it. If the discarded card is a Treasure, gain a Silver, putting it on top of your deck.


Tell Me Why
$2 - Treasure
Worth $1
When you play this, you may put a card from your hand on top of your deck. If you do, this is worth $2.


Michelle
$4 - Treasure
Worth $1
When you gain this, gain a Silver, putting it on top of your deck.
--
You cannot buy this if you have a Silver in play.


Cry Baby Cry
$2 - Treasure
Worth $0
If you gain this during your turn, trash it. +2 Buys and gain three Coppers, putting them into play.
--
You may only buy one copy of this card per turn.


Wait
$5 - Treasure
Worth $4
When you play this, put your deck in your discard pile.
--
While this is in play, you may not discard Treasure cards other than Copper from play until you have finished drawing.


Nowhere Man
$2 - Treasure
Worth $1.5


Something
$4 - Treasure
Reveal your hand. This is worth $1 per Victory card in your hand.
--
While this is in play, when you buy a Victory card, you may gain an [This Card].

Good Night
$2 - Treasure
+1 Buy
When you play this, you may trash it. If you do, it is worth $2. Otherwise, it is worth $1.
--
During your Buy phase, if this is in the trash, it costs $1 and you may buy it.


Eight Days a Week
$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per revealed card that is not a Treasure.


I Feel Fine
$5 - Treasure
Worth $0
When you play this, gain a Silver, putting it into your hand.
--
When you trash this, each other player gains a Copper.


Lose That Girl
$4 - Treasure
Worth $2
--
At the start of Clean-up, if you have this and no more than two other Treasure cards in play, you may put this on top of your deck.


Follow the Sun
$3 - Treasure
Worth $1
--
When you shuffle, you may place any [This Card] cards horizontally at the bottom of your draw pile. During your turn, whenever you would draw a card, except for during your clean-up phase, you may draw a [This Card] instead from its horizontal position.
--
(Rules clarification: [This Card] has a unique yellow background, similar to Stash's red background. If you do not choose to draw this card at a unique time it will be drawn as a normal card.)


Can't Buy Me Love
$4 - Treasure
Worth $0
When you play this, +2 Cards.


Girl
$6 - Treasure
+1 Buy
Worth $1
--
While this is in play, Victory cards cost $2 less.


Bulldog
$3 - Treasure
+1 Buy
Worth $3
-
When you discard this from play, if you have at least one unused buy, trash this and gain a Copper on top of your deck.


Let It Be
$2 - Action
Discard an Estate and a Treasure from your hand; if you do, gain a Treasure card costing less than a Gold to your hand.
--
When you buy this, gain an Estate.
(Had this user's #15 and #16 entries swapped.  The correct entry for this challenge is:)

Let It Be
$2 - Treasure
Worth $1
--
If you have one of these cards in play, gain a Silver during your buy phase; or if you have two or more of these cards in play gain a Gold during your buy phase.


Hold Your Hand
$4 - Treasure
+$1
--
While this is in play, when you gain a card, you may set that card aside.  Return it to your deck at the end of the game.
--
(Rules clarifications:  It is recommended to use the Island mat for cards set aside this way.)


Day Tripper
$5 - Treasure
Worth $1
When you play this, discard your hand. If you discarded any cards this way, +$2.


Jude
$6 - Treasure
Worth $2
You may discard a non-Victory card from your hand. If you do, gain a copy of it.


Love Me Do
$3 - Treasure
When you play this, it is worth $1 for each token on your [This Card] mat.
If your [This Card] mat has no tokens on it, put 4 tokens on it. Otherwise, remove a token.


Martha
$3 - Treasure
Worth $1
Return to your Action phase.
+1 Action


Mean Mr. Mustard
$5 - Treasure
-$3
Trash this card, gain any two treasures from the supply.
--
(Rules clarification:  Yes, that's a negative coin value there.)


Norwegian Wood
$2 - Treasure
Put a card from your hand on top of your deck.
Worth $2 per card returned to the top of your deck this turn so far.


Come Together
$4 - Treasure
Worth $1
You may trash a card from your hand. If you do, +$1.
--
When you trash this, gain two cards whose total cost in coins equals up to $6.


Sergeant Pepper
$4 - Treasure
Trash a Treasure card from your hand. If you do, gain a [This Card] token.
Worth $1 for every [This Card] token you have.


Eleanor Rigby
$3 - Treasure
+1 Buy
Worth $1
--
When you gain this, set it aside; play it during the buy phase of your future turns.


Ticket To Ride
$3 - Treasure
Worth $0
When you play this, trash a card in play that you own. +$ equal to half the cost in coins of the trashed card, rounded down.
--
(Rules clarification: If you trash a Duration card that you played this turn, you still get the next turn effect.)


Yesterday
$5 - Treasure
If you've played three or more actions this turn, this is worth $3, otherwise it's worth $1.


Walrus
$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
--
When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
--
(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)


It's Only Love
$5 - Treasure
Worth $0
Choose a Treasure card. Gain it. If it's a Silver or Copper, place it in hand.


She Loves You
$4 - Treasure
+1 Buy
Worth $1
Trash this. If you do, play a Treasure card from the supply other than [This Card]. Trash it.


All My Loving
$7 - Treasure
+1 Buy
Worth $4
--
While this is in play, you may not buy Victory cards.
--
When this is in the Supply, the game ends after four piles are emptied, not three.


Please Please Me
$5 - Treasure
Worth $1
When you play this, it's worth an additional $1 per Estate missing from its Supply pile.


Help
$4 - Treasure
When you play this, you may place a Treasure from your hand on your [This Card] mat. If you do, this is worth $3; otherwise, return all Copper from your [This Card] mat to the top of your deck, and this is worth $0.
(Return any cards on your [This Card] mat to your deck at the end of the game.)


Drive My Car
$4 - Treasure
+1 Buy
Worth $1
--
While this is in play, when you buy a card, either gain it, or every other player gains a copy, your choice.


Cry Instead
$4 - Treasure
Worth $1
--
Choose one: +1 Card; or +1 Buy; or +$1.


Hard Day's Night
$3 - Treasure
Worth $1
When you play this, each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.


Julia
$4 - Treasure
Worth $1
--
When you play this you may buy a Treasure card. If you do: put it in play and +1 Buy.


Lucy
$4 - Treasure
Worth $1
When you play this, reveal your hand.  +$1 per Victory card revealed.


Honey Don't
$3 - Treasure
Worth $2
When you play this, trash a Treasure you have in play, then gain a Treasure costing at most 3 less than the trashed Treasure and play it immediately.
--
(Rules clarification: [This Card] may trash itself, and must if no other Treasures are in play.)


Paperback Writer
$6 - Treasure
When you play this, you may immediately play an Action card from your hand.  This cannot cause you to play more than one Action card.
--
If you played an Action card with this, this is worth $1; otherwise, it is worth $2.
--
(Rules clarifications:  [This Card] allows you to play exactly one Action card in your Buy phase for each [This Card] played.  You receive no benefit from +Actions on the card played.  Throne Room, King's Court, Golem, and Procession all normally cause you to play another Action card; you receive no benefit from these cards because you may not play another Action card.)


Yellow Submarine
$3 - Treasure
+1 Buy
When you play this, reveal up to 3 cards from the top of your deck, one at a time.  This is worth $1 for each Copper and Curse revealed.  The player to your left may choose one revealed card for you to discard.  Put the rest back on top in any order.
--
(Rules clarification: You reveal each card before deciding if you want to reveal another.)


Strawberry Fields
$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
--
During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
--
When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
--
(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)


Penny Lane
$3 - Treasure
+$3
--
While this is in play, when you buy a card, gain a Curse.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Hks on September 17, 2012, 04:41:59 pm
Huh. Lots of weird cards. ???
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 17, 2012, 05:49:30 pm
Is Let It Be in the wrong contest?  It's a $2 Action, not a Treasure.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Schneau on September 17, 2012, 06:32:54 pm
Is Let It Be in the wrong contest?  It's a $2 Action, not a Treasure.

eHalcyon, let it be.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Jack Rudd on September 17, 2012, 06:34:31 pm
Was the card Mean Mr Mustard submitted by the player Mean Mr Mustard?
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 17, 2012, 06:37:49 pm
If I Fell
$4 - Treasure
Worth $2
--
Setup: Add an extra kingdom card pile costing at least as $5 to the supply. Cards from that pile may only be bought if [This Card] is in play.

Needs to be $5, or else it's too often a no-brainer to buy this over regular Silver.

Quote
Ask My Why
$2 - Treasure
Worth $1
Reveal the top card of your deck. You may discard it. If the discarded card is a Treasure, gain a Silver, putting it on top of your deck.

Hard to judge.  Fine, I think?

Quote
Tell Me Why
$2 - Treasure
Worth $1
When you play this, you may put a card from your hand on top of your deck. If you do, this is worth $2.

Fine, I think.

Quote
Michelle
$4 - Treasure
Worth $1
When you gain this, gain a Silver, putting it on top of your deck.
--
You cannot buy this if you have a Silver in play.

Eh?  I don't think a topdecked Silver is worth another Copper in the deck.  Why is there a buy restriction?  I can't think of any power combos that need restricting.

This would be most useful as a turn 1 buy, but Nomad Camp is much better.

Quote
Cry Baby Cry
$2 - Treasure
Worth $0
If you gain this during your turn, trash it. +2 Buys and gain three Coppers, putting them into play.
--
You may only buy one copy of this card per turn.

Weird.  And maybe too good with Aqua Vitae?  Won't hold that against it though.  I would like this better if the Copper went into hand, so that it could interact with Pawn Shop.

Quote
Wait
$5 - Treasure
Worth $4
When you play this, put your deck in your discard pile.
--
While this is in play, you may not discard Treasure cards other than Copper from play until you have finished drawing.

What?  I don't understand this.  Finished drawing what?  Your next hand?  I suppose the intention is to make all your non-Copper treasure miss the forced reshuffle.

Not sure if that's enough to balance a $5 Treasure that is worth more than Gold.

Quote
Nowhere Man
$2 - Treasure
Worth $1.5

Yeah... cards that use fractional values just look like they're trying to be odd for the sake of being odd.  I haven't seen one where there's a good reason for it.

Quote
Something
$4 - Treasure
Reveal your hand. This is worth $1 per Victory card in your hand.
--
While this is in play, when you buy a Victory card, you may gain an [This Card].

I think this is fine.

Quote
Good Night
$2 - Treasure
+1 Buy
When you play this, you may trash it. If you do, it is worth $2. Otherwise, it is worth $1.
--
During your Buy phase, if this is in the trash, it costs $1 and you may buy it.

The Buy phase clause is really weird.  Is it always in effect?  On first read I thought that it would only apply on the turn you trashed it, which means it basically has no effect (since it would just cancel out your trashing bonus and use up your +Buy).

I don't know how I feel about the in-the-trash effect, but otherwise I think it's OK.  I think it could be worded better though.

Quote
Eight Days a Week
$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per revealed card that is not a Treasure.

Probably fine, I think.  Similar to Something (above).  Worth a little more, but you can't gain it for free.

Quote
I Feel Fine
$5 - Treasure
Worth $0
When you play this, gain a Silver, putting it into your hand.
--
When you trash this, each other player gains a Copper.

Usually way better than Explorer.  Eh.

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Lose That Girl
$4 - Treasure
Worth $2
--
At the start of Clean-up, if you have this and no more than two other Treasure cards in play, you may put this on top of your deck.

Again, Silver-with-bonus rarely works at $4 because $4 is not much different than $3.

Also, this can replace Stash in a Scavenger combo and, at $4, it's way easier to set up.

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Follow the Sun
$3 - Treasure
Worth $1
--
When you shuffle, you may place any [This Card] cards horizontally at the bottom of your draw pile. During your turn, whenever you would draw a card, except for during your clean-up phase, you may draw a [This Card] instead from its horizontal position.
--
(Rules clarification: [This Card] has a unique yellow background, similar to Stash's red background. If you do not choose to draw this card at a unique time it will be drawn as a normal card.)

Fine, I think.  A little out there, but fine.

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Can't Buy Me Love
$4 - Treasure
Worth $0
When you play this, +2 Cards.

Drawing cards in the Buy phase isn't that amazing.

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Girl
$6 - Treasure
+1 Buy
Worth $1
--
While this is in play, Victory cards cost $2 less.

I don't like that it comes with +Buy.  Treasure is mostly equivalent to non-terminal.  These would stack so easily.  The mitigating factor is that they are fairly expensive and they don't help you build your deck.  But it makes me nervous.

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Bulldog
$3 - Treasure
+1 Buy
Worth $3
-
When you discard this from play, if you have at least one unused buy, trash this and gain a Copper on top of your deck.

$3 Gold with +Buy is nuts.  The penalty doesn't hurt that much.  If for some reason you can't use your extra +Buy for legitimate reasons, you could just use it to buy a Copper and NOT have to trash this or topdeck that Copper.

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Let It Be
$2 - Action
Discard an Estate and a Treasure from your hand; if you do, gain a Treasure card costing less than a Gold to your hand.
--
When you buy this, gain an Estate.

This is an action, not a treasure.

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Hold Your Hand
$4 - Treasure
+$1
--
While this is in play, when you gain a card, you may set that card aside.  Return it to your deck at the end of the game.
--
(Rules clarifications:  It is recommended to use the Island mat for cards set aside this way.)

I like this a lot.  It has great utility, but since it's a Copper you need to build around it -- that Copper isn't doing much to help you get to Province.

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Day Tripper
$5 - Treasure
Worth $1
When you play this, discard your hand. If you discarded any cards this way, +$2.

This is usually a Gold.  You'll almost always have a dead card left over, and discarding it is not a penalty.  Therefore I think this is too strong.

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Jude
$6 - Treasure
Worth $2
You may discard a non-Victory card from your hand. If you do, gain a copy of it.

Fine, I think.

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Love Me Do
$3 - Treasure
When you play this, it is worth $1 for each token on your [This Card] mat.
If your [This Card] mat has no tokens on it, put 4 tokens on it. Otherwise, remove a token.

Well, that's really hard to judge.  Averages out at $2, assuming that you have to play it once for $0 in order to refill tokens.  But it does clump up and give you some really good hands early on.  Interesting.

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Martha
$3 - Treasure
Worth $1
Return to your Action phase.
+1 Action

Should cost $4 at least, because it acts as a Village-with-a-bonus.

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Mean Mr. Mustard
$5 - Treasure
-$3
Trash this card, gain any two treasures from the supply.
--
(Rules clarification:  Yes, that's a negative coin value there.)

Too strong.  Gaining two Gold (or two PLATINA) is well worth skipping a Buy phase, and this doesn't even skip the Buy phase -- it just hurts it a little.

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Norwegian Wood
$2 - Treasure
Put a card from your hand on top of your deck.
Worth $2 per card returned to the top of your deck this turn so far.

"So far" is not well defined.

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Come Together
$4 - Treasure
Worth $1
You may trash a card from your hand. If you do, +$1.
--
When you trash this, gain two cards whose total cost in coins equals up to $6.

I think this might be too strong as a non-terminal trasher.  The most comparable card would be Loan, but Loan is always a Copper and can't trash Curses or Estates.

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Sergeant Pepper
$4 - Treasure
Trash a Treasure card from your hand. If you do, gain a [This Card] token.
Worth $1 for every [This Card] token you have.

Potentially too strong.  This beats out Pirate Ship in many ways:

- Treasure type (non-terminal)
- gain tokens far more reliably
- gain tokens AND produce money on the same play
- doesn't help your opponents by trashing their Copper

The main drawback here is that you'll need to pick up extra Copper or else they'll end up trashing each other on play.  But I think this far outclasses Pirate Ship.

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Eleanor Rigby
$3 - Treasure
+1 Buy
Worth $1
--
When you gain this, set it aside; play it during the buy phase of your future turns.

Wording is really ambiguous.  Play it... in the next Buy phase?  In any future Buy phase that you choose?  In every future Buy phase?

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Ticket To Ride
$3 - Treasure
Worth $0
When you play this, trash a card in play that you own. +$ equal to half the cost in coins of the trashed card, rounded down.
--
(Rules clarification: If you trash a Duration card that you played this turn, you still get the next turn effect.)

Fine, I think.

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Yesterday
$5 - Treasure
If you've played three or more actions this turn, this is worth $3, otherwise it's worth $1.

Weird in that it is a Treasure that wants an Engine.  Probably fine -- most engines are happy to take a few Gold.

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Walrus
$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
--
When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
--
(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)

This worries me but I can't quite articulate why.

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It's Only Love
$5 - Treasure
Worth $0
Choose a Treasure card. Gain it. If it's a Silver or Copper, place it in hand.

Usually better than Explorer.  Freely gaining Platinum is too strong.

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She Loves You
$4 - Treasure
+1 Buy
Worth $1
Trash this. If you do, play a Treasure card from the supply other than [This Card]. Trash it.

Ahh, $4 one-shot Platinum. :|

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All My Loving
$7 - Treasure
+1 Buy
Worth $4
--
While this is in play, you may not buy Victory cards.
--
When this is in the Supply, the game ends after four piles are emptied, not three.

What about in 5-6 player games, when the game ends on four piles anyway?

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Please Please Me
$5 - Treasure
Worth $1
When you play this, it's worth an additional $1 per Estate missing from its Supply pile.

Hard to judge, but might be too strong.  Strategy is to load up on these and start draining Estates (even better with Baron, Watchtower).  Soon enough, all that junk doesn't matter because just one of these is enough to get you to Province, maybe even Colony -- especially with more than 2 players.

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Help
$4 - Treasure
When you play this, you may place a Treasure from your hand on your [This Card] mat. If you do, this is worth $3; otherwise, return all Copper from your [This Card] mat to the top of your deck, and this is worth $0.
(Return any cards on your [This Card] mat to your deck at the end of the game.)

If you can keep matching it with Copper, this is really, really strong.  It's Gold that is also a non-terminal Copper trasher.  If it whiffs, you just get back the Copper you would have had anyway.  I would think that the Copper-pseudo-trashing sometimes makes this better than Gold...

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Drive My Car
$4 - Treasure
+1 Buy
Worth $1
--
While this is in play, when you buy a card, either gain it, or every other player gains a copy, your choice.

Some version of this has been submitted before and I am still not a fan.  It's basically a non-terminal Curser!

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Cry Instead
$4 - Treasure
Worth $1
--
Choose one: $1 Card; or +1 Buy; or +$1.

Is "$1 Card" supposed to be "+1 Card"?

It is, again, a Silver with a bonus (in that it is always Silver if you want it to be, but gives more options).  Like the others, I think this should cost $5.

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Hard Day's Night
$3 - Treasure
Worth $1
When you play this, each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.

Needs an Attack subtype.

I think this is a bit too similar to Crystal Ball and Spy.

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Julia
$4 - Treasure
Worth $1
--
When you play this you may buy a Treasure card. If you do: put it in play and +1 Buy.

Odd.  Seems OK though.

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Lucy
$4 - Treasure
Worth $1
When you play this, reveal your hand.  +$1 per Victory card revealed.

Very similar to Something and Eight Days A Week.  I think I prefer Something, for being a little more unique in execution.

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Honey Don't
$3 - Treasure
Worth $2
When you play this, trash a Treasure you have in play, then gain a Treasure costing at most 3 less than the trashed Treasure and play it immediately.
--
(Rules clarification: [This Card] may trash itself, and must if no other Treasures are in play.)

So let's say Gold is in play.

This card can be +$4, downgrade a Gold to Silver.  That's actually not that bad.

If Silver or itself is in play, this is +$3, downgrade Silver/itself to Copper.  Still not that bad.

Hard to judge this.  Maybe too strong.

What happens if you trash a Copper?  Just don't gain anything, I suppose.

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Paperback Writer
$6 - Treasure
When you play this, you may immediately play an Action card from your hand.  This cannot cause you to play more than one Action card.
--
If you played an Action card with this, this is worth $1; otherwise, it is worth $2.
--
(Rules clarifications:  [This Card] allows you to play exactly one Action card in your Buy phase for each [This Card] played.  You receive no benefit from +Actions on the card played.  Throne Room, King's Court, Golem, and Procession all normally cause you to play another Action card; you receive no benefit from these cards because you may not play another Action card.)

Ehhhh.  Cards like this are always touchy.  This seems kind of weak, especially at $6, and I'm not a fan of the contradiction it creates when you play TR/KC/Golem/Proc even if it's covered by the rules clarification.

The main text is a little ambiguous.  From the clarification, it seems that it can't cause you to play more than one Action card PER [this card].  But it could just as easily be "no more than one action card this turn" or "this Buy phase", and those would be very different.

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Yellow Submarine
$3 - Treasure
+1 Buy
When you play this, reveal up to 3 cards from the top of your deck, one at a time.  This is worth $1 for each Copper and Curse revealed.  The player to your left may choose one revealed card for you to discard.  Put the rest back on top in any order.
--
(Rules clarification: You reveal each card before deciding if you want to reveal another.)

Maybe too much AP.  It can cause you to lose a key card and doesn't clear crap from the top.  If this gets a good play (that is, finds 3 Copper/Curses) then your next turn is probably not going to be so great.  And if it whiffs (finds all actions, silver?) it hurts even more.

Possibly valuable as a source of +Buy.  You can always choose to reveal fewer cards.

Potentially too strong in the early game, when your deck is mostly Copper.

And it feels a little too complicated, I think.

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Strawberry Fields
$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
--
During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
--
When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
--
(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)

That's... really, really weird.  But I think it works.  Huh.

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Penny Lane
$3 - Treasure
+$3
--
While this is in play, when you buy a card, gain a Curse.

Another take on Blood Money.  Still not a fan.  Really easy to abuse with Watchtower or Trader.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: dondon151 on September 17, 2012, 06:46:47 pm
I'm not sure why there are cards using fractional values; there are reasons why Gardens is not worth 0.1 VP per card in deck, Silk Roads not 0.25 VP per Victory card in deck, Feoda not 0.33 VP per Silver in deck, etc.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Tables on September 17, 2012, 08:23:24 pm
Quote
If I Fell
$4 - Treasure
Worth $2
--
Setup: Add an extra kingdom card pile costing at least as $5 to the supply. Cards from that pile may only be bought if [This Card] is in play.

It's an interesting idea, but unfortunately being a silverwithbonus at $4 means it's often not going to be that strategically interesting, as $4 hands aren't much more uncommon than $3 hands. Might make one $5+ a little more inaccessible, but again, unless that $5+ is something very important it's not going to matter much.


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Ask My Why
$2 - Treasure
Worth $1
Reveal the top card of your deck. You may discard it. If the discarded card is a Treasure, gain a Silver, putting it on top of your deck.

It's a copper with light sifting that can grab you Silvers. It's an interesting enough card, probably a supporter and not one to build a deck around, but getting a few of these will get you a LOT of silver. Still seems balanced, overall though.

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Tell Me Why
$2 - Treasure
Worth $1
When you play this, you may put a card from your hand on top of your deck. If you do, this is worth $2.

Copper which can become Silver. Only good if putting a card back is helpful. Probably a weak $2 but probably alright.

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Michelle
$4 - Treasure
Worth $1
When you gain this, gain a Silver, putting it on top of your deck.
--
You cannot buy this if you have a Silver in play.

So it's a copper that also gives you a silver on deck when you buy it. It's pretty much a gimped Nomad Camp, but a treasure and... possibly okay with T4B? Eh, not enough to be interesting.

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Cry Baby Cry
$2 - Treasure
Worth $0
If you gain this during your turn, trash it. +2 Buys and gain three Coppers, putting them into play.
--
You may only buy one copy of this card per turn.

I'm not sure this wording would actually give you any money from the coppers (as you don't play them, you put them into play) but let's ignore that for a second. It seems that a lot of the time you won't ever actually have copies of these, you just have a 10-shot special button instead of a kingdom card. I think it seems okay, probably quite weak, but maybe an okay opener? Gives you 5/3 either way right?

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Wait
$5 - Treasure
Worth $4
When you play this, put your deck in your discard pile.
--
While this is in play, you may not discard Treasure cards other than Copper from play until you have finished drawing.

The wording here is more than a little wonky, but I think I get the idea. Still seems overpowered as an opener, a super Gold that immediately puts your deck into discard, making whatever you buy available in your deck. Later on it's probably balanced, but strong. Still overpowered overall I think.

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Nowhere Man
$2 - Treasure
Worth $1.5

Heh. Clever but also silly. Sorry. When you think about it, this is pretty much just a much worse Fool's Gold.

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Something
$4 - Treasure
Reveal your hand. This is worth $1 per Victory card in your hand.
--
While this is in play, when you buy a Victory card, you may gain an [This Card].

My first thought was: "This doesn't seem like it'd ever be very good. Even with a mass-green strategy, you're unlikely to get much value out of this." But then I thought, this would be a very good card to have in an engine. It'd work a little like HoP I think. Getting a vote from me.

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Good Night
$2 - Treasure
+1 Buy
When you play this, you may trash it. If you do, it is worth $2. Otherwise, it is worth $1.
--
During your Buy phase, if this is in the trash, it costs $1 and you may buy it.

Copper with buy or one shot Silver with buy. Really doesn't seem very interesting. The extra bit makes it cheaper to pick up, which means you can constantly use that extra $1 and extra buy to pick up another copy of it after you trash it. Er, yeah. Balanced but not interesting.

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Eight Days a Week
$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per revealed card that is not a Treasure.

Similar to Something, very good in Engines, but this is a little better elsewhere. Doesn't have the same HoP appeal though.

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I Feel Fine
$5 - Treasure
Worth $0
When you play this, gain a Silver, putting it into your hand.
--
When you trash this, each other player gains a Copper.

Silver generator which attacks if it's trashed. Alright. As eHalc said, usually better than Explorer, but that's not saying much. Doesn't excite me.

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Lose That Girl
$4 - Treasure
Worth $2
--
At the start of Clean-up, if you have this and no more than two other Treasure cards in play, you may put this on top of your deck.

See eHalc's comments. This plus two other copies of it getting to $6 repeatedly so easily as well isn't good.

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Follow the Sun
$3 - Treasure
Worth $1
--
When you shuffle, you may place any [This Card] cards horizontally at the bottom of your draw pile. During your turn, whenever you would draw a card, except for during your clean-up phase, you may draw a [This Card] instead from its horizontal position.
--
(Rules clarification: [This Card] has a unique yellow background, similar to Stash's red background. If you do not choose to draw this card at a unique time it will be drawn as a normal card.)

Hm, it's an interesting benefit for a copper. I don't think it'd be that good, but it'd be a nice deck smoother. Unfortunately I think it would slow things down too much, or I'd give it a vote as something interesting.

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Can't Buy Me Love
$4 - Treasure
Worth $0
When you play this, +2 Cards.

This is how we don't make cards, people. Make it +3 Cards and it'd be maybe better than Silver, but +2 cards means you'd need a deck value better than $1 in terms of treasure only for it to be, and that's not happening in any Province and and due to a focus on actions, probably not in many Colony games either. Also has the redundant 'when you play this' wording.

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Girl
$6 - Treasure
+1 Buy
Worth $1
--
While this is in play, Victory cards cost $2 less.

I want to make some Harem joke regarding this card, since there's some similarities and this is called Girl, but... it's an interesting card. The trick is getting a lot of them at once, and as a $6, that's hard. Would probably be a very good $6, especially consider having two or more of these. I'm going to assume '... But not less than $0' was intended, otherwise, we have silliness.

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Bulldog
$3 - Treasure
+1 Buy
Worth $3
-
When you discard this from play, if you have at least one unused buy, trash this and gain a Copper on top of your deck.

I think Bulldog is slightly apt here. Seems likely to be very good in an Engine and when there are cheap spammable cards in the kingdom (especially $2's), but otherwise pretty meh. Still probably very strong as an opener. Too strong, actually... open with two of these and you have $13 of treasure over 12 cards. Okay, you're probably picking up a few extra Coppers, but you're also probably getting at least one Gold.

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Let It Be
$2 - Action
Discard an Estate and a Treasure from your hand; if you do, gain a Treasure card costing less than a Gold to your hand.
--
When you buy this, gain an Estate.

Costing less than a Gold is pretty interesting wording, but I guess it makes sense to use if you don't want this to combo with Bridge and the like (not sure why that's a major issue though). And it comes with an Estate, which makes it more likely to work. Oh, and it's an Action. I hope that's a mistake, but the card doesn't really seem like a Treasure...

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Hold Your Hand
$4 - Treasure
+$1
--
While this is in play, when you gain a card, you may set that card aside.  Return it to your deck at the end of the game.
--
(Rules clarifications:  It is recommended to use the Island mat for cards set aside this way.)

Obviously the bonus should be used on Victory cards. Amazing in Engines, which can simply green indefinitely, less good elsewhere, as when this turns up, you're going to struggle more to hit a good number. Would let you grab Duchies and the like a tad earlier, mind you. I quite like it, lots of possibilities.

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Day Tripper
$5 - Treasure
Worth $1
When you play this, discard your hand. If you discarded any cards this way, +$2.

Usually a Gold, almost certainly at least Silver (if it isn't, you usually have $9+ anyway). Seems a touch too good.

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Jude
$6 - Treasure
Worth $2
You may discard a non-Victory card from your hand. If you do, gain a copy of it.

Ooh, that could be good. But probably not overpowered, a little like Hoard really. Very good if you have a dead action, still decentish on Silvers and good on Gold and Platinum. I like a lot.

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Love Me Do
$3 - Treasure
When you play this, it is worth $1 for each token on your [This Card] mat.
If your [This Card] mat has no tokens on it, put 4 tokens on it. Otherwise, remove a token.

So this is worth $4 then $3 then $2 then $1. Far too good. Firstly it averages better than a Silver, and secondly it's a $4 for $3 the first time you play it, and early turns are more important.
The above is when I forget the golden rule of Dominion of doing everything in order. Hm, getting $0 at first is a real kicker, but actually makes it interesting. First time $0, but next time $4. That's actually probably a little worse than Silver normally but there's potential to use it in interesting ways.

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Martha
$3 - Treasure
Worth $1
Return to your Action phase.
+1 Action

I could imagine this having a long rules clarification, but ultimately this is basically a village with +$1 instead of +1 coin, and any treasure in action phase shenanigans. Oh and any drawing-dead shenanigans. I like the idea but I'd rather see it as a genuine village (action card).

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Mean Mr. Mustard
$5 - Treasure
-$3
Trash this card, gain any two treasures from the supply.
--
(Rules clarification:  Yes, that's a negative coin value there.)

Too good. Get one on the second reshuffle, on the third reshuffle you get two Golds or better. And possibly still buy a Silver or something.

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Norwegian Wood
$2 - Treasure
Put a card from your hand on top of your deck.
Worth $2 per card returned to the top of your deck this turn so far.

It's something you'd need to keep track of, which is a little ugly, and the strategic interest isn't enough to overcome that fact to me.

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Come Together
$4 - Treasure
Worth $1
You may trash a card from your hand. If you do, +$1.
--
When you trash this, gain two cards whose total cost in coins equals up to $6.

The trashing benefit seems good as an early trasher, better than Salvager and as it's non-terminal probably better than Moneylender or really any current $4 (that's not necessarily making it overpowered though, as it does get worse later). However, two of these colliding seems really good, you get $2 this turn and a Gold and Copper at worst (usually that's better than two Silvers especially as you have something which likes trashing Copper in deck!)

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Sergeant Pepper
$4 - Treasure
Trash a Treasure card from your hand. If you do, gain a [This Card] token.
Worth $1 for every [This Card] token you have.

*Puts the SPLHCB album on* Seems like a super Pirate Ship. You get the benefit of the trashing and the masses of money AND you can do both at once. Too good, basically. I think most games with these in them will be a case of 'mass this card' with a little grabbing Copper maybe once or twice.

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Eleanor Rigby
$3 - Treasure
+1 Buy
Worth $1
--
When you gain this, set it aside; play it during the buy phase of your future turns.

Hm, interesting, one shot Market when you want it but then a copper with Buy in your deck. I like it, seems generally weak but the potential to be strong in a sensible engine.

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Ticket To Ride
$3 - Treasure
Worth $0
When you play this, trash a card in play that you own. +$ equal to half the cost in coins of the trashed card, rounded down.
--
(Rules clarification: If you trash a Duration card that you played this turn, you still get the next turn effect.)

Can't trash Estates and gets nothing from trashing Coppers except the value of playing the copper. Turns anything into a potential One-Shot but overall, doesn't seem too great. Again, weak but has a lot of potential in the right place.

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Yesterday
$5 - Treasure
If you've played three or more actions this turn, this is worth $3, otherwise it's worth $1.

Harder to activate than Conspirators because it's not an action itself, and if you do activate it, it's only a Gold. Seems very weak and getting slightly cheap Golds doesn't seem very exciting.

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Walrus
$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
--
When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
--
(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)

Uh, surely it's MORE important to place coppers on the Copper pile horizontally so you know how many are IN and how many are ON the copper pile? Otherwise, this is an interesting Embargo like card. I quite like it.

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It's Only Love
$5 - Treasure
Worth $0
Choose a Treasure card. Gain it. If it's a Silver or Copper, place it in hand.

Bag of Gold without top-decking but with other bonuses. Too strong, especially in Colony games.

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She Loves You
$4 - Treasure
+1 Buy
Worth $1
Trash this. If you do, play a Treasure card from the supply other than [This Card]. Trash it.

Normally a one shot $4 with a buy but sometimes a one shot $6 with a buy. Very strong as an opener and in Colony games (and put both together... eesh). Also doesn't seem very exciting.

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All My Loving
$7 - Treasure
+1 Buy
Worth $4
--
While this is in play, you may not buy Victory cards.
--
When this is in the Supply, the game ends after four piles are emptied, not three.

Hm, the last condition is interesting but overcomplicates things, I think? Otherwise this is a tricky card, very good in building engines, but otherwise very poor (by the time you're grabbing a $7 you're probably also about to start greening). It... just doesn't excite me.

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Please Please Me
$5 - Treasure
Worth $1
When you play this, it's worth an additional $1 per Estate missing from its Supply pile.

I don't understand this. Define 'missing'. Are there 6 missing at the start of a 2p game because they're in decks? Maybe 4 missing because it's not a 3p game? Also requires a lot of counting, which is a shame as it could be interesting.

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Help
$4 - Treasure
When you play this, you may place a Treasure from your hand on your [This Card] mat. If you do, this is worth $3; otherwise, return all Copper from your [This Card] mat to the top of your deck, and this is worth $0.
(Return any cards on your [This Card] mat to your deck at the end of the game.)

Basically, this is an (almost) strictly better Moneylender. Pass.


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Drive My Car
$4 - Treasure
+1 Buy
Worth $1
--
While this is in play, when you buy a card, either gain it, or every other player gains a copy, your choice.

Hm, potential to be interesting. It's essentially an attack. At worst in fact this is a copper which gives out curses and switches to coppers when the curse pile runs out. That's enough to definitely make it a strong $5, and the fact you can combo with extra +buys makes it probably the best $5 there would be. Except it's a $4 and it just doesn't seem very fun.

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Cry Instead
$4 - Treasure
Worth $1
--
Choose one: $1 Card; or +1 Buy; or +$1.

Silver with a benefit, but it's a very small benefit. Not sure what $1 card is supposed to be, I presume either +1 card or gain a card costing up to $1? Alright. I'm on the edge so I won't give it a point, because just being a $4 Silver+ is really bad.

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Hard Day's Night
$3 - Treasure
Worth $1
When you play this, each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.

It's Spy as a treasure. Yawn.

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Julia
$4 - Treasure
Worth $1
--
When you play this you may buy a Treasure card. If you do: put it in play and +1 Buy.

Very unusual. The more I think the more possibilities I consider. I really like this. It's certainly not overpowered, but it has strategic and tactical possibilities.

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Lucy
$4 - Treasure
Worth $1
When you play this, reveal your hand.  +$1 per Victory card revealed.

There was another card like this, but that one was more interesting in my opinion.

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Honey Don't
$3 - Treasure
Worth $2
When you play this, trash a Treasure you have in play, then gain a Treasure costing at most 3 less than the trashed Treasure and play it immediately.
--
(Rules clarification: [This Card] may trash itself, and must if no other Treasures are in play.)

I was going to say better than Silver at $3, but then I realised it isn't. Except, uh, it kinda almost is as a Copper trasher. And when it's done, it becomes a one shot Gold. So seems a little too good I think.

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Paperback Writer
$6 - Treasure
When you play this, you may immediately play an Action card from your hand.  This cannot cause you to play more than one Action card.
--
If you played an Action card with this, this is worth $1; otherwise, it is worth $2.
--
(Rules clarifications:  [This Card] allows you to play exactly one Action card in your Buy phase for each [This Card] played.  You receive no benefit from +Actions on the card played.  Throne Room, King's Court, Golem, and Procession all normally cause you to play another Action card; you receive no benefit from these cards because you may not play another Action card.)

Doesn't seem very strong except to enable Tactician, and I can't off the top of my head see the need to play only one card. So I don't like it.

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Yellow Submarine
$3 - Treasure
+1 Buy
When you play this, reveal up to 3 cards from the top of your deck, one at a time.  This is worth $1 for each Copper and Curse revealed.  The player to your left may choose one revealed card for you to discard.  Put the rest back on top in any order.
--
(Rules clarification: You reveal each card before deciding if you want to reveal another.)

Seems extremely weak. Rarely going to be better than a Silver, usually worse AND you lose a good card from your deck. The extra buy doesn't make up for it.

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Strawberry Fields
$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
--
During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
--
When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
--
(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)

So I can set aside Estates for $1 and later rebuy them for $1. Interesting. Or set aside a Province for $4 and later rebuy it for $4 again (i.e. on a bad hand), but from the way it's worded, I assume anyone else could buy the set aside $4 Province, as it doesn't seem to suggest everyone has their own pile of set aside cards. Either way, seems too complex really, although interesting.

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Penny Lane
$3 - Treasure
+$3
--
While this is in play, when you buy a card, gain a Curse.

Need a new Dominion treasure? Why not Zoidberg Blood Money? In seriousness, this seems like probably the best implementation of it I've seem in a while. Seems generally weakish, but good very early, and good if you can deal with the curses. The main issue is that once curses start going, nobody has any reason to not pick one up. Or as many as are in the pile.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Fragasnap on September 17, 2012, 08:41:18 pm
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Please Please Me
$5 - Treasure
Worth $1
When you play this, it's worth an additional $1 per Estate missing from its Supply pile.

Hard to judge, but might be too strong.  Strategy is to load up on these and start draining Estates (even better with Baron, Watchtower).  Soon enough, all that junk doesn't matter because just one of these is enough to get you to Province, maybe even Colony -- especially with more than 2 players.
I think equal opportunity fixes this balance issue, but makes the card less valuable because one player can't afford to buy out Estates to make Please Please Mes more valuable because the other player will simply buy them himself and get the same benefit but without the clogging Estates. Since the person trying to make Please Please Mes more valuable will always be in a worse spot than the player simply mooching off the other, no one will buy this card.

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Strawberry Fields
$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
--
During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
--
When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
--
(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)
Assuming the set aside cards are only available for the player of the particular Strawberry Fields, I think this is my favorite card of the ones in this ballot-- though I must confess that I can't imagine myself being happier with its actual name rather than "Strawberry Fields."
It's such a fruity name for such a fruity card.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: NoMoreFun on September 17, 2012, 09:18:40 pm
I think people are misunderstanding Day Tripper. You can't play more than one in a turn, which is a non trivial penalty, and there's plenty of occasions when you won't have any dead cards in your hand, especially with trashing. It's a very strong card, but I think $5 is right.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: RD on September 17, 2012, 10:01:49 pm
Shouldn't Strawberry Fields have a mat?

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Please Please Me
$5 - Treasure
Worth $1
When you play this, it's worth an additional $1 per Estate missing from its Supply pile.

Hard to judge, but might be too strong.  Strategy is to load up on these and start draining Estates (even better with Baron, Watchtower).  Soon enough, all that junk doesn't matter because just one of these is enough to get you to Province, maybe even Colony -- especially with more than 2 players.
I think equal opportunity fixes this balance issue, but makes the card less valuable because one player can't afford to buy out Estates to make Please Please Mes more valuable because the other player will simply buy them himself and get the same benefit but without the clogging Estates. Since the person trying to make Please Please Mes more valuable will always be in a worse spot than the player simply mooching off the other, no one will buy this card.

Yeah, it's the same issue Trade Route and Forager have. How do they get away with it? Well they both only cost $3, and they both give +Buy. Forager offers some weak benefit (light trashing) to the first player who commits to it. (TR trashes too but you don't necessarily commit to TR by buying one right off the bat). Trade Route mainly shines in games where people WANT to buy a bunch of Victory cards for unrelated reasons. Anyway I don't see how Please Please Me has anything to recommend it in this regard.

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Walrus
$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
--
When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
--
(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)

I'm really not sure about this. It's in that twilight zone of deck thinners where it's bad enough to ruin your hands, but not strong enough to make up for it with a thin deck later. I mean hell, either you get rid of a Copper (so it's -$1 as well as +$1) or else you don't (and it's +$1). It's like Loan if you had to choose between the $1 or the trashing! Minus deck cycling!

The attack seems quite weak: less nasty than a Ruins and very likely to take effect one shuffle later than if you'd just handed them a Copper. And in multiplayer it is going to be just awful since each Copper can only go to one person and the other guys get off scot free. So that's pretty worthless and also highly political if you do play it.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 17, 2012, 10:13:21 pm
I think people are misunderstanding Day Tripper. You can't play more than one in a turn, which is a non trivial penalty, and there's plenty of occasions when you won't have any dead cards in your hand, especially with trashing. It's a very strong card, but I think $5 is right.

The only time it isn't a Gold is when you manage to play every single card in your hand.  More often than not it will be Gold.  The fact that you can't play more than one just means you can buy one and leave it at that.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: nopawnsintended on September 18, 2012, 12:09:21 am
Due to time constraints, I'm only going to comment on my four favorites and my single least favorite card in the competition.  Disclaimer: One of these is mine.

First, my least favorite is aptly named.

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Nowhere Man
$2 - Treasure
Worth $1.5

This is terrible.  The first one is (effectively) a Copper.  The second one is a Silver.  The third one is a Copper.  The fourth... a Silver.... as others have mentioned, this is much worse than Fool's Gold.  Fractional Treasure is cute, but this card is ugly.  Bad idea.

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Tell Me Why
$2 - Treasure
Worth $1
When you play this, you may put a card from your hand on top of your deck. If you do, this is worth $2.

I like the topdecking bonus.  Plus, topdecking is a bonus unto itself.  This could be fun to play.

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Something
$4 - Treasure
Reveal your hand. This is worth $1 per Victory card in your hand.
--
While this is in play, when you buy a Victory card, you may gain an [This Card].

I like the synergy with Victory cards, and the fact that this is when gain with victory cards.  Plus, one of my favorite things to do is to make Estates valuable.  This does so in a way that's not too crazy.  A combo I'd like to try is Crossroads-Something... with some source of +Buy (Wharf with +Buy and draw would be awesome).  This opens up some interesting possibilities.

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Girl
$6 - Treasure
+1 Buy
Worth $1
--
While this is in play, Victory cards cost $2 less.

This is crazy stackable if you can get multiples in play at once, but anyone who has tried to get Grand Markets by playing Quarries alone knows that it's pretty hard to get two cards like this together (no guarantee anyway).  It is (much) better than Gold in the endgame, but worse than Gold when building your deck.  Getting full advantage from it would require planning.  Without support (Herbalist, +Cards, other good money), it might not be worth giving up a Gold to buy it.  Interesting tensions.  It has the forgivable error of leaving off the "but not less than $0"... easy fix.

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Walrus
$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
--
When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
--
(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)

This is probably my favorite.  The card is simultaneously a way to get rid of Coppers from your hand, and a way to softly Embargo supply piles.  It seems like Walrus would be an effective junker to strategies that rely on thin decks.  I'd be placing Coppers on the Minion pile all day.  It also might work as a counter to itself because Walrus helps get rid of Coppers (without too much opportunity cost). 
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Polk5440 on September 18, 2012, 12:42:08 am
I'm not sure why there are cards using fractional values; there are reasons why Gardens is not worth 0.1 VP per card in deck, Silk Roads not 0.25 VP per Victory card in deck, Feoda not 0.33 VP per Silver in deck, etc.

Just like there were reasons for cards having only one type originally? for not having $1 or $7 cards? I'm all for playing within established design rules, but if it's interesting and seems to work, I say go for it!

I would be curious to hear your reasons why fractions are always bad, though. It can't be that adding halves is difficult. Bishop asks you to divide by two and round down....
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: nopawnsintended on September 18, 2012, 12:53:32 am
I'm not sure why there are cards using fractional values; there are reasons why Gardens is not worth 0.1 VP per card in deck, Silk Roads not 0.25 VP per Victory card in deck, Feoda not 0.33 VP per Silver in deck, etc.

Just like there were reasons for cards having only one type originally? for not having $1 or $7 cards? I'm all for playing within established design rules, but if it's interesting and seems to work, I say go for it!

I would be curious to hear your reasons why fractions are always bad, though. It can't be that adding halves is difficult. Bishop asks you to divide by two and round down....

Agreed.  As long as we stick to halves, it seems like an OK concept -- but it still needs to be well executed.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: dondon151 on September 18, 2012, 03:46:18 am
Just like there were reasons for cards having only one type originally? for not having $1 or $7 cards? I'm all for playing within established design rules, but if it's interesting and seems to work, I say go for it!

I would be curious to hear your reasons why fractions are always bad, though. It can't be that adding halves is difficult. Bishop asks you to divide by two and round down....

What is the point of a fraction if having $0.5 to spend is the same thing as having $0? Might as well think of something more clever that uses integers and does approximately the same thing.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: DStu on September 18, 2012, 07:20:13 am
Don't know if speculating on the authors is accepted (otherwise just delete), but Something combos quite well with Scout...
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: rinkworks on September 18, 2012, 07:41:41 am
Round up of errata...

(1) I had the entries Let It Be from this contest and Surfin' Safari from #15 swapped.  I've fixed the original ballots.

(2) The author of Strawberry Fields wishes to clarify that each player has his own set-aside area that only he may buy from.

(3) The author of Eleanor Rigby wishes to fix a wording mistake.  The last line of the card should have read "When you gain this, set it aside; play it during the buy phase of any one of your future turns."  Since in this case the mistake wasn't mine, and it's after the deadline, I didn't think it was right to change the ballot.  However, let's call it a "rules clarification."  It's up to the individual voter whether to take this clarification of the author's intent for the card into account when voting.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Jack Rudd on September 18, 2012, 08:23:19 am
I am now imagining crazy combos with Golem, Black Market, Day Tripper, and some draw-up-to-n-cards card like Library. It could work nicely.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: rinkworks on September 18, 2012, 09:39:08 am
By the way, you don't know how hard it was to resist the temptation to use "I'm a Loser" as one of the pseudonyms.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: rinkworks on September 18, 2012, 10:34:52 am
Fixed "$1 Card" (should have been "+1 Card") on Cry Instead.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Tejayes on September 18, 2012, 11:36:02 am
Note: one of these is mine. Hey, if other entrants can stealthily and shamelessly self-promote their stuff, why can't I?  ;)

If I Fell
$4 - Treasure
Worth $2
--
Setup: Add an extra kingdom card pile costing at least as $5 to the supply. Cards from that pile may only be bought if [This Card] is in play.

Depends on the $5+ added. If it's something useless (Farmland, Counting House, Horn of Plenty on a non-engine board), you'll just have two piles gathering dust. If it's something amazing (Mountebank, King's Court, City with easily-depleted piles), $4 Silvers would be very easily worth the investment.

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Ask Me Why
$2 - Treasure
Worth $1
Reveal the top card of your deck. You may discard it. If the discarded card is a Treasure, gain a Silver, putting it on top of your deck.

First, I fixed the title. Second, a slightly-sifty Copper with a little Silver-power seems a little weak, but it has its uses. As a fan of Gardens, I would like this.

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Tell Me Why
$2 - Treasure
Worth $1
When you play this, you may put a card from your hand on top of your deck. If you do, this is worth $2.

Fitting name for an opposite of Ask Me Why. You put on your deck instead of discarding from your deck, and you get the bonus cash now instead of later. There are many, many times when I would want this over Silver.

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Michelle
$4 - Treasure
Worth $1
When you gain this, gain a Silver, putting it on top of your deck.
--
You cannot buy this if you have a Silver in play.

Not a fan of the Copper Bureaucrat with no attack and a slight penalty. Next!

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Cry Baby Cry
$2 - Treasure
Worth $0
If you gain this during your turn, trash it. +2 Buys and gain three Coppers, putting them into play.
--
You may only buy one copy of this card per turn.

But you can GAIN more than one copy per turn, right? Workshop/Gardens, you have a new friend!

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Wait
$5 - Treasure
Worth $4
When you play this, put your deck in your discard pile.
--
While this is in play, you may not discard Treasure cards other than Copper from play until you have finished drawing.

A super-powerful Treasure that bans itself and any other good Treasures from your next deck, eh? Marginally worth it in Big Money, but with a good deck-draw engine and trashing, you can easily get those into your hand every turn with minimal penalty. Possibly too good.

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Nowhere Man
$2 - Treasure
Worth $1.5

Someone's a fan of Unglued/Unhinged, am I right?

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Something
$4 - Treasure
Reveal your hand. This is worth $1 per Victory card in your hand.
--
While this is in play, when you buy a Victory card, you may gain an [This Card].

This is something, all right... as are two other cards in this contest. This one does not have the automatic $1, but it does have a Duchess-like self-gain feature making this a good card for (you guessed it) Gardens games.

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Good Night
$2 - Treasure
+1 Buy
When you play this, you may trash it. If you do, it is worth $2. Otherwise, it is worth $1.
--
During your Buy phase, if this is in the trash, it costs $1 and you may buy it.

Other than shenanigans with Market Square (trash this, discard MS for Gold, buy something leaving $1, buy this out of trash), I'm not seeing much of a point.

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Eight Days a Week
$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per revealed card that is not a Treasure.

Not as synergetic (is that a word? well, it is now  ;D) as Something (what thing? something! WHAT THING?! SOMETHING!! </Abbott and Costello>), but certainly more powerful on a regular basis. Perhaps too powerful...

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I Feel Fine
$5 - Treasure
Worth $0
When you play this, gain a Silver, putting it into your hand.
--
When you trash this, each other player gains a Copper.

Sorry, but I don't feel fine about this. Even if it helps Gardens a little, a $5 Silver with a weak one-shot faux-Cursing ability doesn't do it for me.

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Lose That Girl
$4 - Treasure
Worth $2
--
At the start of Clean-up, if you have this and no more than two other Treasure cards in play, you may put this on top of your deck.

Walled Silver! Get three of these, and Duke games are yours. Too powerful, methinks.

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Follow the Sun
$3 - Treasure
Worth $1
--
When you shuffle, you may place any [This Card] cards horizontally at the bottom of your draw pile. During your turn, whenever you would draw a card, except for during your clean-up phase, you may draw a [This Card] instead from its horizontal position.
--
(Rules clarification: [This Card] has a unique yellow background, similar to Stash's red background. If you do not choose to draw this card at a unique time it will be drawn as a normal card.)

Naturally, boards without +Card render this expensive Copper useless. Also, the idea of reducing dead draws is noble, but you'd have to be in the deadman's land between Big Money and reliable draw engine for it to be of use.

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Can't Buy Me Love
$4 - Treasure
Worth $0
When you play this, +2 Cards.

Big Money, here I come! With any good number of Actions, no thank you.

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Girl
$6 - Treasure
+1 Buy
Worth $1
--
While this is in play, Victory cards cost $2 less.

Four of these equal five Provinces. If you have the power to get those four in your hand at once, game over.

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Bulldog
$3 - Treasure
+1 Buy
Worth $3
-
When you discard this from play, if you have at least one unused buy, trash this and gain a Copper on top of your deck.

I love it when cards make +Buy worse. If one can avoid +Buy from other sources (or is playing Gardens), this is not bad. Otherwise, blech.

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Let It Be
$2 - Treasure
Worth $1
--
If you have one of these cards in play, gain a Silver during your buy phase; or if you have two or more of these cards in play gain a Gold during your buy phase.

You need to gain three of these in order to go for Gold, and you'll have to play all three to get it. Not worth it. I'm letting this one be.

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Hold Your Hand
$4 - Treasure
+$1
--
While this is in play, when you gain a card, you may set that card aside.  Return it to your deck at the end of the game.
--
(Rules clarifications:  It is recommended to use the Island mat for cards set aside this way.)

Very appropriate title, rinkworks! And my beloved Gardens now has pottery to keep the flowers from choking out my vegetables. Hmm, possibly a little too shenaniganny (another word that needs to exist).

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Day Tripper
$5 - Treasure
Worth $1
When you play this, discard your hand. If you discarded any cards this way, +$2.

Unless you enter your Buy phase with an all-Treasure hand, this is a Gold. But you can only use one, of course. Not sure I like it.

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Jude
$6 - Treasure
Worth $2
You may discard a non-Victory card from your hand. If you do, gain a copy of it.

A Hoard for dead Actions. Situational at best.

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Love Me Do
$3 - Treasure
When you play this, it is worth $1 for each token on your [This Card] mat.
If your [This Card] mat has no tokens on it, put 4 tokens on it. Otherwise, remove a token.

I assume this goes $0, $4, $3, $2, $1, $0, $4... right? A very variable Silver, basically. A double Love Me Do opening seems to have slightly better rewards than double Silver, but the variability of the card keeps it from being too overpowered.

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Martha
$3 - Treasure
Worth $1
Return to your Action phase.
+1 Action

I always wanted to see a card able to restart the Action phase. Sort of an after-the-fact Fishing Village. Not bad.

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Mean Mr. Mustard
$5 - Treasure
-$3
Trash this card, gain any two treasures from the supply.
--
(Rules clarification:  Yes, that's a negative coin value there.)

Who cares if it's a nega-Gold? Two Platinums or Golds! Too powerful.

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Norwegian Wood
$2 - Treasure
Put a card from your hand on top of your deck.
Worth $2 per card returned to the top of your deck this turn so far.

The more you Bureaucrat yourself, the stronger this gets. Depends on how badly you can Bureaucrat yourself, but could be pretty good.

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Come Together
$4 - Treasure
Worth $1
You may trash a card from your hand. If you do, +$1.
--
When you trash this, gain two cards whose total cost in coins equals up to $6.

An early Silver with trashing, and it can trash a copy of itself so the extra ability isn't completely useless in many games. I like it.

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Sergeant Pepper
$4 - Treasure
Trash a Treasure card from your hand. If you do, gain a [This Card] token.
Worth $1 for every [This Card] token you have.

Assuming you have to reveal a Treasure-free hand if you have one. Hard to play multiples of this for that reason, but has the potential to become frackin' powerful too easily.

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Eleanor Rigby
$3 - Treasure
+1 Buy
Worth $1
--
When you gain this, set it aside; play it during the buy phase of (any of) your future turns.

Will just clog your deck after you use it, but lets you premiere it when you really need it. Has potential. Also, Gardens booster!

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Ticket To Ride
$3 - Treasure
Worth $0
When you play this, trash a card in play that you own. +$ equal to half the cost in coins of the trashed card, rounded down.
--
(Rules clarification: If you trash a Duration card that you played this turn, you still get the next turn effect.)

An in-play half-Salvager without the +Buy. Can't trash Estates. Pass.

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Yesterday
$5 - Treasure
If you've played three or more actions this turn, this is worth $3, otherwise it's worth $1.

A Gold in an engine deck, a Copper in a BM deck. I don't believe in Yesterday.

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Walrus
$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
--
When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
--
(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)

Something of an Embargo variant, but could almost be more fun. Watchtower and Trader, of course, make this pointless, but this is a card I'd like to try.

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It's Only Love
$5 - Treasure
Worth $0
Choose a Treasure card. Gain it. If it's a Silver or Copper, place it in hand.

Free Platinums! Instant $2 if I need it. Can gain itself for major shenanigans. Might be a little too powerful.

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She Loves You
$4 - Treasure
+1 Buy
Worth $1
Trash this. If you do, play a Treasure card from the supply other than [This Card]. Trash it.

In Colony games, this is basically a one-shot Colony. Province games reduce its viability well enough, but its dominance with Colony is too much for me.
Sorry, read that as "play twice." My bad. Still a little powerful in Platinum games, but certainly not as crazy as I mistakenly thought it was.

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All My Loving
$7 - Treasure
+1 Buy
Worth $4
--
While this is in play, you may not buy Victory cards.
--
When this is in the Supply, the game ends after four piles are emptied, not three.

Other than VP chips, what's the point?

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Please Please Me
$5 - Treasure
Worth $1
When you play this, it's worth an additional $1 per Estate missing from its Supply pile.

How does this work with Ambassadoring? Also, could be too easy to super-power this baby.

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Help
$4 - Treasure
When you play this, you may place a Treasure from your hand on your [This Card] mat. If you do, this is worth $3; otherwise, return all Copper from your [This Card] mat to the top of your deck, and this is worth $0.
(Return any cards on your [This Card] mat to your deck at the end of the game.)

Basically, it nets you a Silver for ridding yourself of a Copper. Once your Coppers are gone, this card becomes mostly useless aside from TFB or a possible guaranteed Duchy. Very powerful opening card for sure, anyway.

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Drive My Car
$4 - Treasure
+1 Buy
Worth $1
--
While this is in play, when you buy a card, either gain it, or every other player gains a copy, your choice.

Non-Attack Curser at $4 = too powerful.

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Cry Instead
$4 - Treasure
Worth $1
--
Choose one: $1 Card; or +1 Buy; or +$1.

It's a Silver or a Copper with +Buy or a risky Venture. I think it's fine at $4 -- offers choice without being too crazy.

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Hard Day's Night
$3 - Treasure
Worth $1
When you play this, each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.

Copper Spy. Meh.

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Julia
$4 - Treasure
Worth $1
--
When you play this you may buy a Treasure card. If you do: put it in play and +1 Buy.

Depending on how much you have leftover when you buy that Treasure, this could be really good. Definitely a powerful BM card.

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Lucy
$4 - Treasure
Worth $1
When you play this, reveal your hand.  +$1 per Victory card revealed.

It's Something with the guaranteed $1 but not the gaining ability. Something is more interesting, but I think this is better balanced.

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Honey Don't
$3 - Treasure
Worth $2
When you play this, trash a Treasure you have in play, then gain a Treasure costing at most 3 less than the trashed Treasure and play it immediately.
--
(Rules clarification: [This Card] may trash itself, and must if no other Treasures are in play.)

A Copper-trashing Silver that will most likely become a Copper itself once you're done. Also has the power to boost your coinage in crucial endgame situations. Too much better than Loan for the price.

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Paperback Writer
$6 - Treasure
When you play this, you may immediately play an Action card from your hand.  This cannot cause you to play more than one Action card.
--
If you played an Action card with this, this is worth $1; otherwise, it is worth $2.
--
(Rules clarifications:  [This Card] allows you to play exactly one Action card in your Buy phase for each [This Card] played.  You receive no benefit from +Actions on the card played.  Throne Room, King's Court, Golem, and Procession all normally cause you to play another Action card; you receive no benefit from these cards because you may not play another Action card.)

Like Martha, but other than being a Silver if you don't use the extra Action, is weaker.

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Yellow Submarine
$3 - Treasure
+1 Buy
When you play this, reveal up to 3 cards from the top of your deck, one at a time.  This is worth $1 for each Copper and Curse revealed.  The player to your left may choose one revealed card for you to discard.  Put the rest back on top in any order.
--
(Rules clarification: You reveal each card before deciding if you want to reveal another.)

Semi-decent soft counter for Mountebank games, but otherwise just too risky.

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Strawberry Fields
$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
--
During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
--
When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
--
(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)

A restricted half-Salvager with the option of getting those Victory cards back. A little complicated, but the idea isn't bad. Strawberry Fields a Province to buy another Province, then buy that first Province back later for a $4er. Perhaps a little too good in that sense, though the risk isn't minute.

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Penny Lane
$3 - Treasure
+$3
--
While this is in play, when you buy a card, gain a Curse.

Blood Money returns. And I still don't care for it.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Robz888 on September 18, 2012, 12:20:50 pm
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If I Fell
$4 - Treasure
Worth $2
--
Setup: Add an extra kingdom card pile costing at least as $5 to the supply. Cards from that pile may only be bought if [This Card] is in play.

Well, I like this. Quite a bit, actually.

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Ask My Why
$2 - Treasure
Worth $1
Reveal the top card of your deck. You may discard it. If the discarded card is a Treasure, gain a Silver, putting it on top of your deck.

It's fine, just not that exciting to me. It synergizes with itself a little too easily.

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Tell Me Why
$2 - Treasure
Worth $1
When you play this, you may put a card from your hand on top of your deck. If you do, this is worth $2.

I guess it's just me, but I don't love seeing the "put cards from your hand back into your deck" mechanic.

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Michelle
$4 - Treasure
Worth $1
When you gain this, gain a Silver, putting it on top of your deck.
--
You cannot buy this if you have a Silver in play.

A $4 Copper that gives you something that prevents you from buying this card? Not like you would even want this card, really. It's just too weak.

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Cry Baby Cry
$2 - Treasure
Worth $0
If you gain this during your turn, trash it. +2 Buys and gain three Coppers, putting them into play.
--
You may only buy one copy of this card per turn.

Does it count if you buy it at the end of your turn? I guess so, that's still your turn. Though it doesn't seem like a huge boon to do that. I would say this is going to be useless too much of the time, despite having a cool number of buys. Squire exists now, people.

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Wait
$5 - Treasure
Worth $4
When you play this, put your deck in your discard pile.
--
While this is in play, you may not discard Treasure cards other than Copper from play until you have finished drawing.

I'm having trouble judging this, but a $5 Treasure worth $4 is probably just way too strong, regardless of this supposed penalty.

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Nowhere Man
$2 - Treasure
Worth $1.5

I don't have such a problem with this. It's not my favorite thing, but it's kind of clever.
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Something
$4 - Treasure
Reveal your hand. This is worth $1 per Victory card in your hand.
--
While this is in play, when you buy a Victory card, you may gain an [This Card].

As for Something...
Don't know if speculating on the authors is accepted (otherwise just delete), but Something combos quite well with Scout...
... I have no comment on this theory.

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Good Night
$2 - Treasure
+1 Buy
When you play this, you may trash it. If you do, it is worth $2. Otherwise, it is worth $1.
--
During your Buy phase, if this is in the trash, it costs $1 and you may buy it.

Cute! Hard to tell if it's practical. Actually, it's probably too good, relative to Silver.

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Eight Days a Week
$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per revealed card that is not a Treasure.

Too similar to Poor House, right?

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I Feel Fine
$5 - Treasure
Worth $0
When you play this, gain a Silver, putting it into your hand.
--
When you trash this, each other player gains a Copper.

I think this will not be a priority $5. I would judge it unfavorably against Royal Seal, Stash, Cache, and Horn of Plenty...

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Lose That Girl
$4 - Treasure
Worth $2
--
At the start of Clean-up, if you have this and no more than two other Treasure cards in play, you may put this on top of your deck.

Fine, but like I said, this mechanic bores me.

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Follow the Sun
$3 - Treasure
Worth $1
--
When you shuffle, you may place any [This Card] cards horizontally at the bottom of your draw pile. During your turn, whenever you would draw a card, except for during your clean-up phase, you may draw a [This Card] instead from its horizontal position.
--
(Rules clarification: [This Card] has a unique yellow background, similar to Stash's red background. If you do not choose to draw this card at a unique time it will be drawn as a normal card.)

Interesting, but possibly not worth $3.

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Can't Buy Me Love
$4 - Treasure
Worth $0
When you play this, +2 Cards.

Well that's an odd one. Very hard to judge.

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Girl
$6 - Treasure
+1 Buy
Worth $1
--
While this is in play, Victory cards cost $2 less.

Cool! I've often thought of something like this. Probably an acceptable card to try out the concept.

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Bulldog
$3 - Treasure
+1 Buy
Worth $3
-
When you discard this from play, if you have at least one unused buy, trash this and gain a Copper on top of your deck.

Too strong, despite the restriction... I think.
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Let It Be
$2 - Action
Discard an Estate and a Treasure from your hand; if you do, gain a Treasure card costing less than a Gold to your hand.
--
When you buy this, gain an Estate.
(Had this user's #15 and #16 entries swapped.  The correct entry for this challenge is:)

Let It Be
$2 - Treasure
Worth $1
--
If you have one of these cards in play, gain a Silver during your buy phase; or if you have two or more of these cards in play gain a Gold during your buy phase.

But it's going to be harder to buy Gold, because you bought 2 expensive Coppers. So I don't love this.

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Hold Your Hand
$4 - Treasure
+$1
--
While this is in play, when you gain a card, you may set that card aside.  Return it to your deck at the end of the game.
--
(Rules clarifications:  It is recommended to use the Island mat for cards set aside this way.)

I kind of like this.
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Day Tripper
$5 - Treasure
Worth $1
When you play this, discard your hand. If you discarded any cards this way, +$2.

That's fine.

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Jude
$6 - Treasure
Worth $2
You may discard a non-Victory card from your hand. If you do, gain a copy of it.

This is also fine. Semi-interesting. You can Jester yourself! $6 might actually be too steep for it. Well, maybe not.

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Love Me Do
$3 - Treasure
When you play this, it is worth $1 for each token on your [This Card] mat.
If your [This Card] mat has no tokens on it, put 4 tokens on it. Otherwise, remove a token.

Hm. So the first time you play it, nothing (not tokens yet). Then, $4. Then, $3... and so on, back to nothing. That's interesting, in a way.

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Martha
$3 - Treasure
Worth $1
Return to your Action phase.
+1 Action

Uh, what?

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Mean Mr. Mustard
$5 - Treasure
-$3
Trash this card, gain any two treasures from the supply.
--
(Rules clarification:  Yes, that's a negative coin value there.)

Miss that guy. Fine card.

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Norwegian Wood
$2 - Treasure
Put a card from your hand on top of your deck.
Worth $2 per card returned to the top of your deck this turn so far.

Still don't like this mechanic.

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Come Together
$4 - Treasure
Worth $1
You may trash a card from your hand. If you do, +$1.
--
When you trash this, gain two cards whose total cost in coins equals up to $6.

A bit boring.

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Sergeant Pepper
$4 - Treasure
Trash a Treasure card from your hand. If you do, gain a [This Card] token.
Worth $1 for every [This Card] token you have.

This is probably too strong.

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Eleanor Rigby
$3 - Treasure
+1 Buy
Worth $1
--
When you gain this, set it aside; play it during the buy phase of your future turns.

Which future turns? Every one? Duration? Wording issues here.

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Ticket To Ride
$3 - Treasure
Worth $0
When you play this, trash a card in play that you own. +$ equal to half the cost in coins of the trashed card, rounded down.
--
(Rules clarification: If you trash a Duration card that you played this turn, you still get the next turn effect.)

Too fancy.

I will have to look at the rest later. That sure is a lot of cards!
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: popsofctown on September 18, 2012, 12:38:12 pm
I will Pillage pin all of you in your nightmares if you vote basically-strictly-better-than-Explorer as the winner.  Surely Jack teaches us that gaining Silver is a good effect.

Or consider this folks.  Gather round and listen.  We have 5$ Silver variants, like Royal Seal and Stash.  And they will be strictly better than Silver, and that's ok.  But they are never as good as two Silvers.  Paying 5$ for 2 Silvers is too strong.  That's why Cache gains two Coppers, not one.  If Cache gained one Copper, the mean value of the treasures gained would be 2$, and it would be a 5$ pair of Silvers.

This is a Silver, and if you are going to play it at least twice, it is 3 Silvers.

Ok, it's delayed so that's not a super parallel comparison.  But look.  If you vote this card in, I'm flying to all your houses and bringing mockups and opening Smithy/Silver and buying this until you cry.  It's not just nonterminal Explorer it's dead drawable Explorer.  It's a nonterminal, dead drawable Haggler.  And man is Haggler a strong 5.
Don't do this guys come on.  Think of the children. 
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Rush_Clasic on September 18, 2012, 03:38:27 pm
Fewer things are more entertaining than seeing a card be called too powerful and unplayable all in one thread.

I'll comment on cards over the weekend.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: nopawnsintended on September 19, 2012, 12:10:25 am
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Something
$4 - Treasure
Reveal your hand. This is worth $1 per Victory card in your hand.
--
While this is in play, when you buy a Victory card, you may gain an [This Card].

As for Something...
Don't know if speculating on the authors is accepted (otherwise just delete), but Something combos quite well with Scout...
... I have no comment on this theory.

well, that's ... Something.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: nopawnsintended on September 19, 2012, 12:36:05 am
I will Pillage pin all of you in your nightmares if you vote basically-strictly-better-than-Explorer as the winner.  Surely Jack teaches us that gaining Silver is a good effect.

Or consider this folks.  Gather round and listen.  We have 5$ Silver variants, like Royal Seal and Stash.  And they will be strictly better than Silver, and that's ok.  But they are never as good as two Silvers.  Paying 5$ for 2 Silvers is too strong.  That's why Cache gains two Coppers, not one.  If Cache gained one Copper, the mean value of the treasures gained would be 2$, and it would be a 5$ pair of Silvers.

This is a Silver, and if you are going to play it at least twice, it is 3 Silvers.

Ok, it's delayed so that's not a super parallel comparison.  But look.  If you vote this card in, I'm flying to all your houses and bringing mockups and opening Smithy/Silver and buying this until you cry.  It's not just nonterminal Explorer it's dead drawable Explorer.  It's a nonterminal, dead drawable Haggler.  And man is Haggler a strong 5.
Don't do this guys come on.  Think of the children.

I have thought of the children, and the children want Magic Ingot.  To be clear, you're talking about multiple submissions to this contest, no?  Specifically, I Feel Fine and It's Only Love.  I wasn't really excited about these entries before, but... nah... I still don't think I'll vote for them.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: One Armed Man on September 19, 2012, 12:52:21 pm
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If I Fell
$4 - Treasure
Worth $2
--
Setup: Add an extra kingdom card pile costing at least as $5 to the supply. Cards from that pile may only be bought if [This Card] is in play.
better than silver that costs 4. no.
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Ask My Why
$2 - Treasure
Worth $1
Reveal the top card of your deck. You may discard it. If the discarded card is a Treasure, gain a Silver, putting it on top of your deck.
It seems too random for my taste and encourages an odd BM-alt-vp thing.
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Tell Me Why
$2 - Treasure
Worth $1
When you play this, you may put a card from your hand on top of your deck. If you do, this is worth $2.
A treasure Courtyard. A coin Haven. Not particularly exciting, but it is balanced. Seems okay.
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Michelle
$4 - Treasure
Worth $1
When you gain this, gain a Silver, putting it on top of your deck.
--
You cannot buy this if you have a Silver in play.
I don't like the anti-silver bit.
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Cry Baby Cry
$2 - Treasure
Worth $0
If you gain this during your turn, trash it. +2 Buys and gain three Coppers, putting them into play.
--
You may only buy one copy of this card per turn.
I don't know what strategy this affects in the game.
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Wait
$5 - Treasure
Worth $4
When you play this, put your deck in your discard pile.
--
While this is in play, you may not discard Treasure cards other than Copper from play until you have finished drawing.
Too much shuffling for my taste. The consequence is too strong for a treasure that gains 4 that encourages draw decks.
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Nowhere Man
$2 - Treasure
Worth $1.5
Soooo much worse than Fools Gold. The first one is worth 1, the second worth 2.
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Something
$4 - Treasure
Reveal your hand. This is worth $1 per Victory card in your hand.
--
While this is in play, when you buy a Victory card, you may gain an [This Card].
Without the $1 that Lucy provides, this doesn't seem worth it, which makes buying VP cards to get it weak, as well.
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Good Night
$2 - Treasure
+1 Buy
When you play this, you may trash it. If you do, it is worth $2. Otherwise, it is worth $1.
--
During your Buy phase, if this is in the trash, it costs $1 and you may buy it.
You can just buy copies of this from the trash? Aside from rules problems, this seems okay.
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Eight Days a Week
$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per revealed card that is not a Treasure.
Like Lucy, except it doesn't count Harem and instead counts all actions. That pushes the card a little over the top in BM and with obsolete actions. I prefer Lucy.
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I Feel Fine
$5 - Treasure
Worth $0
When you play this, gain a Silver, putting it into your hand.
--
When you trash this, each other player gains a Copper.
A SuperExplorer, no.
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Lose That Girl
$4 - Treasure
Worth $2
--
At the start of Clean-up, if you have this and no more than two other Treasure cards in play, you may put this on top of your deck.
A better Silver at $4. no.
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Follow the Sun
$3 - Treasure
Worth $1
--
When you shuffle, you may place any [This Card] cards horizontally at the bottom of your draw pile. During your turn, whenever you would draw a card, except for during your clean-up phase, you may draw a [This Card] instead from its horizontal position.
--
(Rules clarification: [This Card] has a unique yellow background, similar to Stash's red background. If you do not choose to draw this card at a unique time it will be drawn as a normal card.)
too much work for a copper, and no one would prefer them to Silver in most decks.
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Can't Buy Me Love
$4 - Treasure
Worth $0
When you play this, +2 Cards.
I don't want this as a BM lab (it is interesting that it stacks, though).
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Girl
$6 - Treasure
+1 Buy
Worth $1
--
While this is in play, Victory cards cost $2 less.
Like Quarry, this being a treasure mostly ruins the upgrade-based tricks I wanted to pull. It is mostly similar to Gold with +Buy when buying VP. If you had one of these, $6 buys you 2 Duchies as well as a province. 2 of these buys 3 Duchies for $3 or 2 duchies and a Province for $6. This seems too strong in multiples.
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Bulldog
$3 - Treasure
+1 Buy
Worth $3
-
When you discard this from play, if you have at least one unused buy, trash this and gain a Copper on top of your deck.
I would be fine in a BM style game to get Bulldogs instead of Silvers, load my deck with Coppers and coast. I don't think it is interesting gameplay, though.
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Let It Be
$2 - Treasure
Worth $1
--
If you have one of these cards in play, gain a Silver during your buy phase; or if you have two or more of these cards in play gain a Gold during your buy phase.
I like this as $1, gain a Silver (though in that mode it is stronger than Squire) and as a Gold gainer in multiples. Other people are misinterpretting this. You only need 2 of these to gain the Gold. Seems okay.
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Hold Your Hand
$4 - Treasure
+$1
--
While this is in play, when you gain a card, you may set that card aside.  Return it to your deck at the end of the game.
--
(Rules clarifications:  It is recommended to use the Island mat for cards set aside this way.)
A treasure that lets you add VP without junking your deck. Other than that, I don't see the use of it unless you aside cards you don't need that you don't want opponents to have (Fools Gold). I could see interesting strategies that try to use this to empty piles. Seems okay.
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Day Tripper
$5 - Treasure
Worth $1
When you play this, discard your hand. If you discarded any cards this way, +$2.
You can only play one Day Tripper! A little boring, since you can buy one of these safely in any non-Bank game where you want Treasure.
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Jude
$6 - Treasure
Worth $2
You may discard a non-Victory card from your hand. If you do, gain a copy of it.
If this is too weak, an on-gain ability (of its ability) added to this would make it stronger, but I don't think it needs it. Seems okay.
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Love Me Do
$3 - Treasure
When you play this, it is worth $1 for each token on your [This Card] mat.
If your [This Card] mat has no tokens on it, put 4 tokens on it. Otherwise, remove a token.
This gives a quite random assortment of money. If you play several of these in row, you get 0,4,7,9,10. As we learned from Tactician, 1 big card is better than 2 little ones. This is often better than Silver. Until you play it twice, though, you haven't contributed to your deck and the early buys count more cummulatively over the game. An interesting exercise but not a card that defines a strategy.
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Martha
$3 - Treasure
Worth $1
Return to your Action phase.
+1 Action
I like this. It is a bit like a variant of Fishing Village that is weaker but can't be drawn dead. It also lets you do Black Market style tricks. Seems fun.
[/quote]
Mean Mr. Mustard
$5 - Treasure
-$3
Trash this card, gain any two treasures from the supply.
--
(Rules clarification:  Yes, that's a negative coin value there.)
[/quote]
too strong
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Norwegian Wood
$2 - Treasure
Put a card from your hand on top of your deck.
Worth $2 per card returned to the top of your deck this turn so far.
Keeping track of that is quite weird. The balance of the card seems fine in most cases, but there isn't much interaction since very few cards topdeck from hand.
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Come Together
$4 - Treasure
Worth $1
You may trash a card from your hand. If you do, +$1.
--
When you trash this, gain two cards whose total cost in coins equals up to $6.
Too strong compared to Loan.
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Sergeant Pepper
$4 - Treasure
Trash a Treasure card from your hand. If you do, gain a [This Card] token.
Worth $1 for every [This Card] token you have.
If you buy 2 of this, after you trash your coppers, you may buy more to pump up your Sergeant Peppers. This could swell to +$6 or more, like a non-terminal Pirate Ship. The scaling needs work.
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Eleanor Rigby
$3 - Treasure
+1 Buy
Worth $1
--
When you gain this, set it aside; play it during the buy phase of your future turns.
This is actually a Market when you buy it, since if you use it on your next turn, you still were able to draw up to 5. It starts being everything on a market except +card later. The ruling needs to be cleaned up because I see it as setting aside every turn. Seems okay.
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Ticket To Ride
$3 - Treasure
Worth $0
When you play this, trash a card in play that you own. +$ equal to half the cost in coins of the trashed card, rounded down.
--
(Rules clarification: If you trash a Duration card that you played this turn, you still get the next turn effect.)
I don't like having to keep track of trashed Durations. Its trashing is very weak since it cannot trash Estates or Curses.
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Yesterday
$5 - Treasure
If you've played three or more actions this turn, this is worth $3, otherwise it's worth $1.
A treasure Conspirator. It creates a tension between treasure and actions. It is also quite weak, because it never serves a purpose Gold doesn't. A version of this that could be better than gold on occastion would be interesting. Yesterday-> copper::Conspirator->Terminal Silver. Yesterday-> Gold:: Conspirator->Most of GrandMarket. Conspirator costs less and counts as an action for itself.
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Walrus
$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
--
When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
--
(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)
I would like this card quite a bit more if it was an Action.
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It's Only Love
$5 - Treasure
Worth $0
Choose a Treasure card. Gain it. If it's a Silver or Copper, place it in hand.
SuperExplorer no.Gain easy Platinums.
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She Loves You
$4 - Treasure
+1 Buy
Worth $1
Trash this. If you do, play a Treasure card from the supply other than [This Card]. Trash it.
This card is actually a super-spoils or even a super-double spoils if Platinum is around. If Potion is around, this also gives you flexibility when buying Familiar, etc. This seems too strong.
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All My Loving
$7 - Treasure
+1 Buy
Worth $4
--While this is in play, you may not buy Victory cards.
--
When this is in the Supply, the game ends after four piles are emptied, not three.
This strongly discourages the game from ending. There could be silly strategies that try to save this card for the turn following your greening or to trash this when you have crafted the perfect engine. I would like to give this a try. seems okay.
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Please Please Me
$5 - Treasure
Worth $1
When you play this, it's worth an additional $1 per Estate missing from its Supply pile.
As a 5 cost, there are only a few instances where Estates would already be gone (Swindler, Baron, Trade Route, Remodel?, Ambassador). This would otherwise have a City-like strategy where you try to get a solid lead in Please Please Mes before you go for Estates. In 3 or 4 Player this could go particularly bonkers, with this card potentially being worth $13. This mechanic could potentially work with a tweak.
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Help
$4 - Treasure
When you play this, you may place a Treasure from your hand on your [This Card] mat. If you do, this is worth $3; otherwise, return all Copper from your [This Card] mat to the top of your deck, and this is worth $0.
(Return any cards on your [This Card] mat to your deck at the end of the game.)
This is a potent gold you can use 3 times that gets rid of Coppers? This is just a treasure version of Moneylender. Too strong, since you can stop using this when you have no coppers.
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Drive My Car
$4 - Treasure
+1 Buy
Worth $1
--
While this is in play, when you buy a card, either gain it, or every other player gains a copy, your choice.
I liked a version of this from an earlier contest. This version seems like it is a way more potent Curser than it was in the last version. It can curse twice!
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Cry Instead
$4 - Treasure
Worth $1
--
Choose one: +1 Card; or +1 Buy; or +$1.
I don't want drawing in Buy phase and its better than silver at $4.
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Hard Day's Night
$3 - Treasure
Worth $1
When you play this, each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.
I don't think that Spy as a treasure is a good idea, especially that weakly. Would this be a Treasure Attack?
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Julia
$4 - Treasure
Worth $1
--
When you play this you may buy a Treasure card. If you do: put it in play and +1 Buy.
When you play this?? I don't like the wording. The concept might be okay.
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Lucy
$4 - Treasure
Worth $1
When you play this, reveal your hand.  +$1 per Victory card revealed.
Encourages early greening and Big Draw. Interesting. With Dual type victories, only Harem can really be combined with this. It is a strong version of Secret Chamber if you think about it. Seems okay.
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Honey Don't
$3 - Treasure
Worth $2
When you play this, trash a Treasure you have in play, then gain a Treasure costing at most 3 less than the trashed Treasure and play it immediately.
--
(Rules clarification: [This Card] may trash itself, and must if no other Treasures are in play.)
Too much better than (and too similar to) Loan.
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Paperback Writer
$6 - Treasure
When you play this, you may immediately play an Action card from your hand.  This cannot cause you to play more than one Action card.
--
If you played an Action card with this, this is worth $1; otherwise, it is worth $2.
--
(Rules clarifications:  [This Card] allows you to play exactly one Action card in your Buy phase for each [This Card] played.  You receive no benefit from +Actions on the card played.  Throne Room, King's Court, Golem, and Procession all normally cause you to play another Action card; you receive no benefit from these cards because you may not play another Action card.)
I prefer returning to the Action step completely with a card like this.
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Yellow Submarine
$3 - Treasure
+1 Buy
When you play this, reveal up to 3 cards from the top of your deck, one at a time.  This is worth $1 for each Copper and Curse revealed.  The player to your left may choose one revealed card for you to discard.  Put the rest back on top in any order.
--
(Rules clarification: You reveal each card before deciding if you want to reveal another.)
This design should be a terminal action if anything. A treasure effect should be simple if played (since it can be played repeatedly
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Strawberry Fields
$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
--
During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
--
When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
--
(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)
Too complicated. I have seen other cards inspire early greening more cleanly.
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Penny Lane
$3 - Treasure
+$3
--
While this is in play, when you buy a card, gain a Curse.
This one is really interesting. You are making lots of money and buying things is what you always do with money. It is very hard to exploit this. When curses are out, there are lots of cheap golds and the game picks up the pace it lost during the cursing. Seems okay.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Polk5440 on September 19, 2012, 01:22:54 pm
Here are some comments on select cards, by category:

Gold + Penalty

Amulet by Kirian
$5 - Treasure

Worth $3
When you play this, each other player may trash a card from his hand.

This is a great card. Well, would you look at that? It's already in our set!

Even if it wasn't already in the set, Amulet is way better than the Gold with Penalty cards submitted this time: Bulldog (too strong),  Day Tripper (worth $3 if you discard your hand isn't really enough of a penalty, anyway. It just stops you from buying too many Day Trippers), Yesterday, and Penny Lane.

Also...

We also have Crystal Ball in our set:

Crystal Ball by eHalcyon
$5 - Treasure-Reaction

Worth $2
When you play this, reveal the top card of your deck and either discard it or put it back.
--
When you discard this other than from play, you may reveal it and set it aside. At the start of your next Buy phase, play this card.

I love this reaction mechanic. And that makes me conflicted because Follow the Sun reads as similar in idea to me.

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Follow the Sun
$3 - Treasure
Worth $1
--
When you shuffle, you may place any [This Card] cards horizontally at the bottom of your draw pile. During your turn, whenever you would draw a card, except for during your clean-up phase, you may draw a [This Card] instead from its horizontal position.
--
(Rules clarification: [This Card] has a unique yellow background, similar to Stash's red background. If you do not choose to draw this card at a unique time it will be drawn as a normal card.)

On the whole, I like this card. Crystal Ball is a save it for next Buy, and Follow the Sun is save it for when you need it on a draw. I can't decide whether these complement each other in the set or simply tread on each other. Definitely better than Eleanor Rigby, though (even with the rules clarification clarification).

Silver + Something

Speaking of Crystal Ball, it's a Silver + Something. For another Silver + Something to join its ranks, I think the bar needs to be quite high and the card significantly different. I don't really feel that any card meets the criteria for me on that front.

Copper + Something

This is the obvious place to look for a Treasure card to complement the set. There are a few good choices, too. And some bad ones.

A quick comment, though: Some cards are of the flavor: get $1 sometimes, get $2 sometimes. If the "sometimes" is too board dependent or too much of a permanent condition, it doesn't matter what the price of the card is, it's going to be wrong. It will either play like Copper (a $0) or Silver (a $3). Making the cost $1 or $2 so it's right "on average" doesn't fix the problem that the card is just unbalanceable.

Ask My Why: I don't get why this is "fine." A Treasure that gains a Silver on top of your deck almost every time you play it when you go Big Money? For $2? And it gives you a coin directly? FOR $2??? Maybe if this was a one-shot.

Tell Me Why: I don't like the mechanic. Also, I see that it's supposed to be a penalty, but too often you can rig it so it's not. This card is just unbalanced, me thinks.

Michelle: over-corrects for the problems in Ask My Why, making it a little weak. Also, uninteresting.

Nowhere Man: Play one, it's a Copper. Play a second, the second one is a Silver. As much as I was defending using non-integer numbers, this is probably not the best example of a good break from integers... :(

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Good Night
$2 - Treasure
+1 Buy
When you play this, you may trash it. If you do, it is worth $2. Otherwise, it is worth $1.
--
During your Buy phase, if this is in the trash, it costs $1 and you may buy it.

Ok. This is getting closer. Certainly better than Ask My Why and Michelle, but I really hate that below line ability. Kill it, and I think it's a good card. However, points docked for being a $2 cost card. I am quite confident the winner of the other contest will be a better entry to fill that slot in the roster.

Hold Your Hand: Seems way too strong. It would in practice play much better than Island, I think, since you do not have to wait for this card and another to line up before using the ability. Your green that you want to Island doesn't even temporarily clog. And the ability can be used multiple times, on the same turn, even! That alone more than makes up for the fact that this card cannot Island your starting Estates and Coppers.

Martha: No. Just, no. Anything that even remotely reminds of Black Market is a no go with me. This+Tactician? Too good.

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Come Together
$4 - Treasure
Worth $1
You may trash a card from your hand. If you do, +$1.
--
When you trash this, gain two cards whose total cost in coins equals up to $6.

I like it, but it seems strong for an opener.

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Walrus
$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
--
When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
--
(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)

Ambassador x Embargo. Only FUN! Might be able to get away with pricing it at $2. Re: Tables: I think the rules clarification makes clear the intent is for Coppers to be treated as if they were returned to the Copper pile when placed there.

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Cry Instead
$4 - Treasure
Worth $1
--
Choose one: +1 Card; or +1 Buy; or +$1.

I like the idea even though it's weird seeing that kind of choice on a Treasure. Maybe I like it because of that?

Hard Day's Night: Treasure-Attack? I'm not too keen on the spying ability and Crystal Ball sort of covers that base, anyway.

Julia: This is not the plus buy you are looking for....I think this overlaps too much with the Workshoppy winners from last week. Have $5? Play this, buy a Gold and gain a card costing $3 or less. We just have too much of this going on already.

Money Trees are Growing in the Gardens

I quite like the cards that make Victory Cards worth some coin this time around.

However, there is a caveat. I think making Victory cards worth coin can be sneaky powerful, so I am looking for a restrained version. I found out play testing a version of this mechanic a few weeks ago that if there is not some kind of constraint on getting the benefit, that on certain kingdoms, it's just outrageous. For instance, Crossroads + card with this mechanic = WAY TOO AMAZING. what's the downside to Crossroads? You draw dead cards because your deck is stuffed full of green trying to make Crossroads work (I think there was a DS blog post on this a while back?). So it's harder to build an engine or draw Treasure. This mechanic fixes that problem  by giving you something you need (coin) and it stacks. This could be a problem -- there is a reason why Secret Chamber and Vault mechanics don't give +1 Action blindly.

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Something
$4 - Treasure
Reveal your hand. This is worth $1 per Victory card in your hand.
--
While this is in play, when you buy a Victory card, you may gain an [This Card].

Eight Days a Week
$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per revealed card that is not a Treasure.

Lucy
$4 - Treasure
Worth $1
When you play this, reveal your hand.  +$1 per Victory card revealed.

I really dislike the on gain ability with Something. Way too good of a card. I like Lucy the best because it's the weakest. Guaranteed $5 when you open (that's okay), and it's amazing mid to late game in some engines. But I still don't think these cards restrain the ability enough because when it's good, it's really, really good.

Over in the $2 cost contest there is a card with a similar mechanic:

Shut Down
$2 - Action
Reveal your hand. +$1 per Victory card revealed. If this is the first time you have played a [This Card] this turn, +1 Action.

This is a better implementation because you have to find help elsewhere in order to play the ability more than twice. This could lead to an interesting tradeoff when you are low on actions: play Shut Down, get the coin? Or play a different terminal action instead? Still great mid to late game, still great with Crossroads.

Misc. Comments

Wait: Wait, is there a penalty on this +$4 with benefit for $4? I don't see it. There's synergy in having two of these...

Girl: I want to compare this to Farmland for some reason, and it comes away as too strong.

Jack gains you Silver, but for only $1 more you can get a card that gains you PLATINUMnumnummmm! It's Only Love, sorry, but it's only common sense not to vote for you.

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All My Loving
$7 - Treasure
+1 Buy
Worth $4
--
While this is in play, you may not buy Victory cards.
--
When this is in the Supply, the game ends after four piles are emptied, not three.

I like everything about this card except the last line.

Please Please Me: So... this can be worth $12 in some games? Ok if it was situational, but the effect is permanent. Baron, drain the Estates, then anyone can pick this up later. If three estates are gone, this is always better to buy than Gold (when Ambassador isn't in play). I don't see how this works well.

Drive My Car: I agree with Tejayes. Way too good.

Strawberry Fields: Big Block of Text... Yet it's not enough. Also needs to say "or reveal a hand without Victory cards." I don't see how this card could possibly be fun.

I submitted cards to the contests.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: zahlman on September 19, 2012, 01:33:26 pm
better than silver that costs 4. no.

Are you opposed to this idea on general principle? I don't see why an improvement to Silver can't be sufficiently small to merit a $4 price tag, but still worthwhile.

Nowhere Man: Play one, it's a Copper. Play a second, the second one is a Silver. As much as I was defending using non-integer numbers, this is probably not the best example of a good break from integers... :(

I'm opposed to the non-integer thing generally, and the comparison someone else made between this card and Fool's Gold illustrates the problem (even if people feel FG is overpowered): the fractional parts can't do anything unless you line them up, which is fairly situational, and needs really careful thought. I mean, surely nobody here would approve of

Villab - Action - $4
+1.5 Card
+1.5 Action

But more importantly to Nowhere Man, it also is very limiting in terms of the bonus you can offer for lining up the cards. There is no x < 1 such that 2x >= 3, and that only covers the second FG, never mind subsequent ones...
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Schneau on September 19, 2012, 01:48:05 pm
better than silver that costs 4. no.

Are you opposed to this idea on general principle? I don't see why an improvement to Silver can't be sufficiently small to merit a $4 price tag, but still worthwhile.

I've actually been wondering about the same thing because of these contests. There is a common argument (maybe originally put forward by Donald X. (?)) that Silver+ has to be $5, because $4 is very similar to $3 and Silver is bought at $4 almost as much as at $4. I would love to see some data as to how often Silver is bought with a given amount of money available ($3, $4, $5, etc.). Maybe someone (me?) should write a script to go through the isotropic archives to skim this data. I'm guessing that it is bought significantly more often at $3 than $4, but I may be wrong!

Anyway, I'll try not to judge those entries too hard because of all this.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: rinkworks on September 19, 2012, 02:23:04 pm
better than silver that costs 4. no.

Are you opposed to this idea on general principle? I don't see why an improvement to Silver can't be sufficiently small to merit a $4 price tag, but still worthwhile.

I've actually been wondering about the same thing because of these contests. There is a common argument (maybe originally put forward by Donald X. (?)) that Silver+ has to be $5, because $4 is very similar to $3 and Silver is bought at $4 almost as much as at $4. I would love to see some data as to how often Silver is bought with a given amount of money available ($3, $4, $5, etc.). Maybe someone (me?) should write a script to go through the isotropic archives to skim this data. I'm guessing that it is bought significantly more often at $3 than $4, but I may be wrong!

Anyway, I'll try not to judge those entries too hard because of all this.

It's from Donald X., yeah, and in fairly strong terms:  http://forum.dominionstrategy.com/index.php?topic=337.msg4423#msg4423

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I can't make a treasure that costs $4, makes $2, and has a bonus but no penalty. People buy Silver for $4 too often. So they'd buy this instead, not caring about the bonus, just thinking, it's better, and then everyone is playing with this card even if no-one was interested in it. I have had the experience; it's no good.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Schneau on September 19, 2012, 02:29:18 pm
It's from Donald X., yeah, and in fairly strong terms:  http://forum.dominionstrategy.com/index.php?topic=337.msg4423#msg4423

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I can't make a treasure that costs $4, makes $2, and has a bonus but no penalty. People buy Silver for $4 too often. So they'd buy this instead, not caring about the bonus, just thinking, it's better, and then everyone is playing with this card even if no-one was interested in it. I have had the experience; it's no good.

Fair enough! I'm sure Donald X. has more experience with these types of things than I do. Still, it would be interesting to see what percent of Silver buys are at $4.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: One Armed Man on September 19, 2012, 02:35:26 pm
It really wouldn't matter.  Consider as a 4/3 opening you want a silver and a card costing 3 or less. You can get them in either order and make it work. I have overpaid for silver to hide my intention about some action. You either overpay for the silver or the other card.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: JFugue on September 19, 2012, 04:14:00 pm
Schneau, I think there's one subtle difference between $3 and $4 cost cards: in the opening two turns - barring the presence of Nomad Camp or something similar - you cannot buy two of the $4 cost cards.  If a card is barely better than silver (or perhaps equal over the long run), but might be overpowered in the opening turns, it might be well-suited at $4.  I think, for example, Love me do might be better suited at $4 to prevent massive, and very swingy, turn 3's and turn 4's.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 19, 2012, 04:23:10 pm
Schneau, I think there's one subtle difference between $3 and $4 cost cards: in the opening two turns - barring the presence of Nomad Camp or something similar - you cannot buy two of the $4 cost cards.  If a card is barely better than silver (or perhaps equal over the long run), but might be overpowered in the opening turns, it might be well-suited at $4.  I think, for example, Love me do might be better suited at $4 to prevent massive, and very swingy, turn 3's and turn 4's.

Sure, but Love Me Do isn't a Silver-with-bonus, so it isn't relevant to that particular discussion.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 19, 2012, 04:33:35 pm
Hold Your Hand: Seems way too strong. It would in practice play much better than Island, I think, since you do not have to wait for this card and another to line up before using the ability. Your green that you want to Island doesn't even temporarily clog. And the ability can be used multiple times, on the same turn, even! That alone more than makes up for the fact that this card cannot Island your starting Estates and Coppers.

I am going to defend this because it is one of my favourite submissions here.  (Disclaimer: the card isn't mine; I defend my own submissions very little until after voting is done.)

I believe HYH is balanced.  As a $4 Copper, it has natural comparisons with Talisman and (to a lesser extent) Quarry.  Of course, what they do is very different, but my thought is that a $5 Copper would have to have a really, really good bonus.  I don't believe there are any $5 Coppers around.  IGG is sort of a Copper, but it can give $2 if you want so I count it closer to Silver.  Venture will always give at least $2 except in edge cases, so it's a Silver-with-bonus too.

HYH is comparable to Island, but they play in different ways.  Island is itself a VP card.  It will help clear out your deck of two dead cards (counting itself).  Island gives 2VP as well, which is not trivial.

HYH cannot clear out starting Estates.  Point for Island.  But you also don't need to line it up with an Estate.  Point for HYH, I suppose.  But the thing is, in order to make use of the ability, you have to BUY VP on the turn that HYH shows up.  It frustrates me when I draw Talisman in a $5+ hand -- do I buy the cheap card I want multiples of, or something more expensive?  With HYH, you have to decide whether to buy the card that helps improve your deck, or delay that in favour of hiding away some cheap VP.

The fact that it is a Copper is important.  If HYH was a Silver, I would question whether $6 was still too cheap.  But since it is a Copper, it makes it more difficult to buy the big VP cards.  Copper doesn't help much in getting to Province, and definitely not for Colony!

If you use it well, HYH would be very strong.  I would guess it would be best in a draw-your-deck engine.  Add it in late when the engine is built, then start greening without fear of clogging your deck.

But without that engine, HYH is mediocre.  You might not have to line it up with green in hand, but you would have to line it up with enough coin to buy the VP you want, if you want to buy VP at all on that turn.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Polk5440 on September 19, 2012, 10:15:57 pm
Hold Your Hand: Seems way too strong. It would in practice play much better than Island, I think, since you do not have to wait for this card and another to line up before using the ability. Your green that you want to Island doesn't even temporarily clog. And the ability can be used multiple times, on the same turn, even! That alone more than makes up for the fact that this card cannot Island your starting Estates and Coppers.

I am going to defend this because it is one of my favourite submissions here.  (Disclaimer: the card isn't mine; I defend my own submissions very little until after voting is done.)

I believe HYH is balanced.  As a $4 Copper, it has natural comparisons with Talisman and (to a lesser extent) Quarry.  Of course, what they do is very different, but my thought is that a $5 Copper would have to have a really, really good bonus.  I don't believe there are any $5 Coppers around.  IGG is sort of a Copper, but it can give $2 if you want so I count it closer to Silver.  Venture will always give at least $2 except in edge cases, so it's a Silver-with-bonus too.

I think it's hard to think of this as a Copper++. This must be compared directly to Island. The set aside ability is its reason for existence.

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HYH is comparable to Island, but they play in different ways.  Island is itself a VP card.  It will help clear out your deck of two dead cards (counting itself). 
The fact that Island is itself a dead card but HYH is not should tell us something. Island's ability is so useful, you are willing to let it clog your deck until it pairs up with a card to set aside.
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Island gives 2VP as well, which is not trivial.
Honestly, I forgot to weigh the 2 VP from Island. That is a bit of a blunder on my part.
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HYH cannot clear out starting Estates.  Point for Island.  But you also don't need to line it up with an Estate.  Point for HYH, I suppose.  But the thing is, in order to make use of the ability, you have to BUY VP on the turn that HYH shows up.
I don't see why you think that is such a big restriction. When you do, it doesn't even touch your deck like it does with Island. And you can potentially buy lots of VP and set them all aside with just one copy of HYH. Silk Road strategies become crazy.

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It frustrates me when I draw Talisman in a $5+ hand -- do I buy the cheap card I want multiples of, or something more expensive?  With HYH, you have to decide whether to buy the card that helps improve your deck, or delay that in favour of hiding away some cheap VP.
This signals to me that alt VP becomes crazy good.
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The fact that it is a Copper is important.  If HYH was a Silver, I would question whether $6 was still too cheap.  But since it is a Copper, it makes it more difficult to buy the big VP cards.  Copper doesn't help much in getting to Province, and definitely not for Colony!

If you use it well, HYH would be very strong.  I would guess it would be best in a draw-your-deck engine.  Add it in late when the engine is built, then start greening without fear of clogging your deck.
This is my main concern. You have to assume people will play the card well, otherwise, what's the point of thinking about strategies and power? And you only need one copy in an engine that draws a lot of your deck to reap unlimited benefits. Island's ability is massively limited in that it is one-shot and takes actions. HYH does not need an action -- it's a Treasure. 
Quote
But without that engine, HYH is mediocre.  You might not have to line it up with green in hand, but you would have to line it up with enough coin to buy the VP you want, if you want to buy VP at all on that turn.
I am not concerned about Big Money games or this card being a one-card strategy. Lots of cards are bad used that way. But you can't say, there are kingdoms which it's bad, and kingdoms in which its too good, so it averages out. The too good is a problem for me.

In addition to engines:

Alt VP strategies are as plentiful as engine strategies here. A new golden deck with one copy of HYH and a trasher (and maybe a plus buy) would be too easy of a Silk Road strategy, for instance.

Also Black Market shenanigans make this card a go-to with the ability on gain.

My personal preference is to distrust potentially strong cards until they are play tested or I think about them a lot. Especially since we are trying to build a set. Let one broken card in whose problems can't be fixed by a price increase, and it kind of ruins the exercise for me. I still think HYH is potentially a strong card. This is also why I almost universally distrust fan attack cards. I understand others like strong cards, find them fun to read and maybe try out and are more willing to give them a pass then throw them out later when they realize they make the game degenerate too often. I have different preferences and this week I thought I would push those preferences a little more.

Actually, my preferences feed into how I play Dominion, too. Even after extensive play testing by Donald, I actually think the official Dominion cards have too many power, go-to cards that create degenerate strategies on too many random boards. When I play with cards like Witch, Wharf, IGG, or Governor on the board, I almost always try to play alternate strategies to beat them. And then I lose like 95% of those games. But that 5%, boy is it sweet. I probably have the weirdest "worst cards" list on Iso for this reason.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 19, 2012, 11:41:58 pm
I don't feel it's a problem that it's good for alt VP.  SR is usually good on any board it shows up on, and enabling a new Golden Deck strategy isn't a dealbreaker for me either.  I think HYH has potential to be very strong, but not in a broken way.  It would be most potent in draw-your-deck games and in golden deck games.  But these boards themselves need a few different elements to work -- drawers, trashers, villages.  Throw in HYH and we're talking 3 card combo at least, usually more.  If you want to take advantage of it to buy multiple VP, you need +Buy as well. 

It might turn out to be too good, but I think Crystal Ball is more likely to be broken than this. :P
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Polk5440 on September 19, 2012, 11:52:59 pm
I don't feel it's a problem that it's good for alt VP.  SR is usually good on any board it shows up on, and enabling a new Golden Deck strategy isn't a dealbreaker for me either.  I think HYH has potential to be very strong, but not in a broken way.  It would be most potent in draw-your-deck games and in golden deck games.  But these boards themselves need a few different elements to work -- drawers, trashers, villages.  Throw in HYH and we're talking 3 card combo at least, usually more.  If you want to take advantage of it to buy multiple VP, you need +Buy as well. 
Fair enough.
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It might turn out to be too good, but I think Crystal Ball is more likely to be broken than this. :P
Maybe. There are concerns with strength there, too. I remember that I preferred a weaker card with that reaction in that contest to yours, if I recall correctly. So I think I'm being consistent.... I do love that reaction on Crystal Ball, though.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 19, 2012, 11:58:50 pm
I think I'm just less concerned with cards being too strong than I am of cards being too weak.  I may be wrong, but I think it is easier to nerf than to buff.

A possible change to HYH would be putting the Island effect on a reaction instead of when it's "in play".  This changes a few things:

- now you can't even use it as a Copper if you want to Island, making it even less effective at getting big ticket VP.  Still not much of a difference in an engine, of course.

- now you could probably allow it to respond to junking attacks.

And that change would open it up to a very easy nerf -- "reveal and discard" vs. "reveal".

It's probably not the right time to speculate on these lines though.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: GendoIkari on September 20, 2012, 10:08:22 am
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Nowhere Man
$2 - Treasure
Worth $1.5
Strictly worse than Fool's Gold. A lot worse.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: popsofctown on September 20, 2012, 01:00:53 pm
Green Market Backstage Pass
4$ Treasure
Worth 2$
You may buy cards from the Green Market supply piles this turn.  Nonvictory cards cost an additional 1$ to buy.
(Set Up: Add BasicallyGreatHall, AmIBetterThanNobles?, and ThisOneActuallyRewardsRisk to the supply)

Basically GreatHall
3$ Victory
Worth 1 VP.  When you gain this, set it aside.

AmIBetterThanNobles?
6$ Victory
Worth 3 VP.  When you gain this, set it aside.

ThisOneActuallyRewardsRisk
9$ Victory
Worth 6 VP. When you gain this, set it aside.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Polk5440 on September 20, 2012, 02:15:36 pm
If this is the intent behind HYH, then I see why this might be okay. No on gain/Black Market/Cache issues, no alt VP issues. However, as it stands, HYH has too many potential problem cases for me to be okay with its strength as written without testing.

This would have been better for me:

Reigned-In HYH
4$ Treasure
Worth 1$
While this is in play, when you buy a Victory card, you may trash it. If you do, +VP equal to the VP the card would be worth in a deck by itself.

Even like this, I still like other cards' mechanics better. Come Together, Walrus, and Cry Instead are better as a Copper+. Lucy and Follow the Sun are great, as well. Almost all of these cards have better, more original mechanics than HYH. I would rather assign points to these, anyway, even if strength is okay on HYH.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: One Armed Man on September 20, 2012, 02:33:17 pm
If this is the intent behind HYH, then I see why this might be okay. No on gain/Black Market/Cache issues, no alt VP issues. However, as it stands, HYH has too many potential problem cases for me to be okay with its strength as written without testing.

This would have been better for me:

Reigned-In HYH
4$ Treasure
Worth 1$
While this is in play, when you buy a Victory card, you may trash it. If you do, +VP equal to the VP the card would be worth in a deck by itself.

Even like this, I still like other cards' mechanics better. Come Together, Walrus, and Cry Instead are better as a Copper+. Lucy and Follow the Sun are great, as well. Almost all of these cards have better, more original mechanics than HYH. I would rather assign points to these, anyway, even if strength is okay on HYH.
I would not vote for that card. It makes buying Silk road, Gardens, Vineyard, Fairgrounds, and Feofdum worthless to buy with it.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 20, 2012, 02:41:48 pm
If this is the intent behind HYH, then I see why this might be okay. No on gain/Black Market/Cache issues, no alt VP issues. However, as it stands, HYH has too many potential problem cases for me to be okay with its strength as written without testing.

This would have been better for me:

Reigned-In HYH
4$ Treasure
Worth 1$
While this is in play, when you buy a Victory card, you may trash it. If you do, +VP equal to the VP the card would be worth in a deck by itself.

Even like this, I still like other cards' mechanics better. Come Together, Walrus, and Cry Instead are better as a Copper+. Lucy and Follow the Sun are great, as well. Almost all of these cards have better, more original mechanics than HYH. I would rather assign points to these, anyway, even if strength is okay on HYH.

RIHYH is not nearly as elegant as HYH is, and it is awkward with alt VP.  Buy Silk Road for 0VP?  Eh.

Rewriting what I've already written, but:

I think Come Together may be too strong as a non-terminal trasher.  This is something I've watched out for ever since I made a stupidly undercosted submission to the Village contest.  It's way better than Loan, for sure.

Walrus doesn't sit well with me, and I don't know exactly why.  Trying to think more on it than I did earlier, I think it may be due to slight politics.  That is, say there is a bunch of Copper on a key pile.  If you take the plunge and pick it up, you just opened access to that pile for everyone else without penalty.  So it just feels bad to pick up a card blocked by Walrus coppers.  Embargo, the natural comparison, continues to affect everyone the same, at least until the Curses run out.

Cry Instead is too cheap as a Silver-with-bonus for $4.  And yes, it is definitely a Silver+, not a Copper+.  It is always a Silver if you want it to be, but you have options for it to do other things.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: popsofctown on September 20, 2012, 05:01:38 pm
If this is the intent behind HYH, then I see why this might be okay. No on gain/Black Market/Cache issues, no alt VP issues. However, as it stands, HYH has too many potential problem cases for me to be okay with its strength as written without testing.

This would have been better for me:

Reigned-In HYH
4$ Treasure
Worth 1$
While this is in play, when you buy a Victory card, you may trash it. If you do, +VP equal to the VP the card would be worth in a deck by itself.

Even like this, I still like other cards' mechanics better. Come Together, Walrus, and Cry Instead are better as a Copper+. Lucy and Follow the Sun are great, as well. Almost all of these cards have better, more original mechanics than HYH. I would rather assign points to these, anyway, even if strength is okay on HYH.
Quote
Cache issues

I forgot to add Cache, that gamebreaker is fun.

Green Market Gold
6$ Treasure
Worth 3$
Set two coppers aside.

Thank God you pointed out the Cache issue, being able to buy Gold using a 4$ card and four coppers obviously turns Dominion's balance on its head. Even as a two card combo appearing in fraction of a percentage point of games, that's totally unacceptable to change Dominion so it can be played that way.  We really need to compare these fan cards with existing official cards and be cautious for game ruining synergies like this.  We don't want such massive fluctuations in values based on what else is in the kingdom. 

Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 20, 2012, 05:10:40 pm
Re: Cache issues, I think the better way to think of it is -- if you had bought Silver instead of HYH, you could have bought Gold instead of Cache.  No problem there.

(Edit: I suppose that's what pops was getting at, in a slightly snarkier manner. :P )
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Schneau on September 20, 2012, 08:58:43 pm
I have to say that I was overall disappointed by this round of submissions. Not a lot of exciting / well balanced cards here. Treasures are hard, and I think a lot of people made cards that would be better as Actions. Don't do on a Treasure what you could just as easily do better on an Action, that's what my mom used to tell me. Anyway, here are my reviews.

If I Fell
$4 - Treasure
Worth $2
--
Setup: Add an extra kingdom card pile costing at least as $5 to the supply. Cards from that pile may only be bought if [This Card] is in play.

This is unfortunately usually not ignorable, which makes it, as a $4 Silver, probably not a good card. I otherwise generally approve of the idea.

Ask My Why
$2 - Treasure
Worth $1
Reveal the top card of your deck. You may discard it. If the discarded card is a Treasure, gain a Silver, putting it on top of your deck.

Why? Isn't most of this card basically a cheaper Crystal Ball as a Copper? Plus, way too strong.

Tell Me Why
$2 - Treasure
Worth $1
When you play this, you may put a card from your hand on top of your deck. If you do, this is worth $2.

Am I going insane, or is this card similarly named and mechanicked as the one above it? Assuming I'm sane, I'm not a big fan of this. It is pretty weak, but reminds me a lot of Courtyard.

Michelle
$4 - Treasure
Worth $1
When you gain this, gain a Silver, putting it on top of your deck.
--
You cannot buy this if you have a Silver in play.

So, I guess this is like a Silver you can top-deck but get a penalty Copper? But, can't buy it with Silver in play? It's probably ok, but pretty weak in general. It might be strong in some openings.

Cry Baby Cry
$2 - Treasure
Worth $0
If you gain this during your turn, trash it. +2 Buys and gain three Coppers, putting them into play.
--
You may only buy one copy of this card per turn.

So many potential rules problems here. To start, if you gain it on someone else's turn, it is completely useless. Lame. Only buy one copy per turn clause? Lame. Putting Coppers directly into play? Weird and lame.

Wait
$5 - Treasure
Worth $4
When you play this, put your deck in your discard pile.
--
While this is in play, you may not discard Treasure cards other than Copper from play until you have finished drawing.

Definitely needs better wording / more rules clarification. I mean, I get what you're doing, but this is way to ambiguous. Plus, it almost definitely has FBI.

Nowhere Man
$2 - Treasure
Worth $1.5

No.

Something
$4 - Treasure
Reveal your hand. This is worth $1 per Victory card in your hand.
--
While this is in play, when you buy a Victory card, you may gain an [This Card].

Wait, does it mean when this is in the supply, or when you have played one of these? Either way, this is probably often too weak to be worth playing besides in alt-VP strats, in which case it may be too strong.

Good Night
$2 - Treasure
+1 Buy
When you play this, you may trash it. If you do, it is worth $2. Otherwise, it is worth $1.
--
During your Buy phase, if this is in the trash, it costs $1 and you may buy it.

So, one-shot Silver with Buy or Copper with Buy? Seems fine. The buying from trash clause is weird, but it's hard to tell if it is good weird or bad weird. I don't see any problems with it - it's basically a discount if you can buy it from the trash, where it will often be since it can self-trash.

Eight Days a Week
$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per revealed card that is not a Treasure.

This can be way too strong with draw-your-deck engines. Like, crazy-strong. Imagine an all-action deck with Scrying Pool and 2 of these? I'd buy this 9 days a week. Forgot that this was a treasure. In that case, it would only be crazy-strong with Black Market. Otherwise, is probably fine, but similar to Something.

I Feel Fine
$5 - Treasure
Worth $0
When you play this, gain a Silver, putting it into your hand.
--
When you trash this, each other player gains a Copper.

Too strong. Like, Explorer on steroids.

Lose That Girl
$4 - Treasure
Worth $2
--
At the start of Clean-up, if you have this and no more than two other Treasure cards in play, you may put this on top of your deck.

In some ways this seems better than Stash. So, I'm definitely skeptical having that strong of a Silver+ cost $4.

Follow the Sun
$3 - Treasure
Worth $1
--
When you shuffle, you may place any [This Card] cards horizontally at the bottom of your draw pile. During your turn, whenever you would draw a card, except for during your clean-up phase, you may draw a [This Card] instead from its horizontal position.
--
(Rules clarification: [This Card] has a unique yellow background, similar to Stash's red background. If you do not choose to draw this card at a unique time it will be drawn as a normal card.)

I don't want another different back card. Sorry. Otherwise, this is almost interesting, in that it allows you to hit your expensive Coppers with terminal draw.

Can't Buy Me Love
$4 - Treasure
Worth $0
When you play this, +2 Cards.

The name of this card is hilarious with this mechanic - Can You Draw Love? When you think about it, I'm pretty sure this card is OP in BM - it is basically a Labratory that can't play Actions after it but doesn't need an Action. That's probably too strong for a $4 card, and boring for anything besides BM.

Girl
$6 - Treasure
+1 Buy
Worth $1
--
While this is in play, Victory cards cost $2 less.

So, a Quarry for Victory cards? With the +1 Buy, this is way too easy to stack for a mega turn. So, no.

Bulldog
$3 - Treasure
+1 Buy
Worth $3
-
When you discard this from play, if you have at least one unused buy, trash this and gain a Copper on top of your deck.

This is very strong, even with the "penalty". A +Buy Gold for $3? You're insane in the brain.

Let It Be
$2 - Treasure
Worth $1
--
If you have one of these cards in play, gain a Silver during your buy phase; or if you have two or more of these cards in play gain a Gold during your buy phase.

Probably crazy strong. This is essentially a $2 Explorer that loses you $1, but instead of stacking with Provinces has to stack with itself. Might be correctly priced at $4 or $5, but even then it would have FBI.

Hold Your Hand
$4 - Treasure
+$1
--
While this is in play, when you gain a card, you may set that card aside.  Return it to your deck at the end of the game.
--
(Rules clarifications:  It is recommended to use the Island mat for cards set aside this way.)

I'm not a fan of this mechanic. It is pretty darn strong. Many small-deck engines are amazing, but quickly slow when they green. With this, such a deck would fire every turn. Plus, it has lots of power in alt-VP type games. I might be cool with this at $5, where it wouldn't overshadow Island as much.

Day Tripper
$5 - Treasure
Worth $1
When you play this, discard your hand. If you discarded any cards this way, +$2.

If you buy only one of these, it is essentially a Gold most of the time. At the same time, it is a risky proposition to get more than one. This card would definitely do best without trashing, which means it may be too strong in straight BM. Still, might be ok.

Jude
$6 - Treasure
Worth $2
You may discard a non-Victory card from your hand. If you do, gain a copy of it.

This feels more like an Action than a Treasure. Maybe that's ok, but it does mean that you have to sacrifice not playing the card to get the copy. Might actually be a bit weak.

Love Me Do
$3 - Treasure
When you play this, it is worth $1 for each token on your [This Card] mat.
If your [This Card] mat has no tokens on it, put 4 tokens on it. Otherwise, remove a token.

Worth cycle of 0-4-3-2-1-0-4-3-2-1-0. So, this averages $2. That's sort of cute, but might overshadow Silver too much. I mean, one good hand and one bad hand is better than two mediocre hands, right? Also, this is at least as good as Silver 3 out of 5 plays. I might actually like this at $4. Or at $3.

Martha
$3 - Treasure
Worth $1
Return to your Action phase.
+1 Action

Sorry, I've seen this type of thing before, never been a fan.

Mean Mr. Mustard
$5 - Treasure
-$3
Trash this card, gain any two treasures from the supply.
--
(Rules clarification:  Yes, that's a negative coin value there.)

Sure is Mean to take away your coins like that! But, to tell the truth, I'd always spend $5 on a card that trashes for 2 Golds (without even taking an Action mind you) and effectively makes it impossible to buy anything else. 2 Golds is almost always better than anything else I wanted to buy that turn. Plus, this + Chapel would almost surely be the best opening in the game. This Mustard is too strong for my tastes.

Norwegian Wood
$2 - Treasure
Put a card from your hand on top of your deck.
Worth $2 per card returned to the top of your deck this turn so far.

I feel like we've seen this card before. Maybe a previous contest? Maybe I'm having deja vu? Anyway, sort of annoying to keep track of.

Come Together
$4 - Treasure
Worth $1
You may trash a card from your hand. If you do, +$1.
--
When you trash this, gain two cards whose total cost in coins equals up to $6.

The on-trash is a lot like Thanksgiving / Quin from the one-shot contest. I liked that card, and I like this one too. Though, it may be a bit strong, since you often want to trash cards, which makes this an even better Silver+. I think it would be better at $5, where it would probably be pretty balanced. Still, I like the idea.

Sergeant Pepper
$4 - Treasure
Trash a Treasure card from your hand. If you do, gain a [This Card] token.
Worth $1 for every [This Card] token you have.

I think this is definitely broken strong. Like, you can easily boost these up to $5 or more just trashing your starting Coppers. Definitely OP as an opener.

Eleanor Rigby
$3 - Treasure
+1 Buy
Worth $1
--
When you gain this, set it aside; play it during the buy phase of your future turns.

I don't get the wording. Pass.

Ticket To Ride
$3 - Treasure
Worth $0
When you play this, trash a card in play that you own. +$ equal to half the cost in coins of the trashed card, rounded down.
--
(Rules clarification: If you trash a Duration card that you played this turn, you still get the next turn effect.)

I thought we were playing Dominion?

This is sort of a much worse Counterfeit. In fact, I think it's so much worse that it is way weak. The cards you want to trash you either can't (Estates) or don't give you help (Copper and Curse). So, you have to trash good cards, and it's only half as good as Salvager at those? Very weak.

Yesterday
$5 - Treasure
If you've played three or more actions this turn, this is worth $3, otherwise it's worth $1.

Obviously better in an engine than BM. Needs a pretty decent engine at that. It may be a bit weak, but it's probably fine.

Walrus
$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
--
When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
--
(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)

This card gives me funny feelings in my stomach. Or maybe that was just the swiss chard I ate for dinner. Either way, I sort of like it and sort of don't. I find it very intriguing that the Coppers can be either bad or good (alt-VP). I played with Begger yesterday, and it started to change the way I feel about Copper. Anyway, this is fun and questionably strong/weak/FBI, but maybe fun wins the day?

It's Only Love
$5 - Treasure
Worth $0
Choose a Treasure card. Gain it. If it's a Silver or Copper, place it in hand.

Um what? This is surely too strong. Surely. Platinums?

She Loves You
$4 - Treasure
+1 Buy
Worth $1
Trash this. If you do, play a Treasure card from the supply other than [This Card]. Trash it.

So, usually this is a one shot $4 (or $6 with Platinum). That's A LOT for $4. Essentially, it allows you to keep around the money you used to buy this card for later. It may be about balanced if it wasn't worth $1 itself.

All My Loving
$7 - Treasure
+1 Buy
Worth $4
--
While this is in play, you may not buy Victory cards.
--
When this is in the Supply, the game ends after four piles are emptied, not three.

Ugg, I hate that last "When this is in the Supply..." thing. I also hate the "no Victory Cards buying" thing. So, no dice All My Loving.

Please Please Me
$5 - Treasure
Worth $1
When you play this, it's worth an additional $1 per Estate missing from its Supply pile.

So, like a weird Trade Route for Estates? To tell the truth, I never really liked how you could do lots of work to power up Trade Route and then have someone else use it. It also feels like it could get crazy strong in some games, making it must-buy.

Help
$4 - Treasure
When you play this, you may place a Treasure from your hand on your [This Card] mat. If you do, this is worth $3; otherwise, return all Copper from your [This Card] mat to the top of your deck, and this is worth $0.
(Return any cards on your [This Card] mat to your deck at the end of the game.)

I feel like you can make this worth $3 while setting asside Copper way too long to make this balanced. In fact, I'm sure this is too strong. Probably even at $5. It needs Help.

Drive My Car
$4 - Treasure
+1 Buy
Worth $1
--
While this is in play, when you buy a card, either gain it, or every other player gains a copy, your choice.

This has got to be an Attack. It begs you to give away Curses, and then Coppers. Oh, and also gives you a coin. So, on an equivalent Action-Attack card it could read: "+1 Action, +$1, choose either Curse or Copper; each other player gains the chosen card." If you can't tell by now, this is crazyheadsauce strong OP at $4. Not to mention that this contest says no Attack cards.

Cry Instead
$4 - Treasure
Worth $1
--
Choose one: +1 Card; or +1 Buy; or +$1.

Now this is a card I think I can get behind! It's a little weird to +1 Card during your Buy phase, but I guess I can get over it. I hope Donald X. will forgive me, but I like this as a Silver+ at $4.

Hard Day's Night
$3 - Treasure
Worth $1
When you play this, each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.

So, it's exactly like Spy except +$1 instead of +1 Card. I mean, essentially so. Oh, and this is an Attack card. How could it not be if Spy is? That breaks the rules, man.

Julia
$4 - Treasure
Worth $1
--
When you play this you may buy a Treasure card. If you do: put it in play and +1 Buy.

I'm a little confuseled by this. Let's say you spend $4 including this and buy a Silver. You then get to put it in play and get another buy, at which point you have $3 to spend. It seems like most of the time, the second buy won't allow you to buy much more than a $3 card. Which probably makes a Copper+ at $4 not strong enough.

Lucy
$4 - Treasure
Worth $1
When you play this, reveal your hand.  +$1 per Victory card revealed.

This is like a Treasure version of Crossroads (and like Something and EDaW). I can't think of any reason this would be OP, besides that it combos with Scout. It does, however, guarentee a $5 hand if you open Lucy/Silver (or any +Card instead of Silver). That's a bit strong, a problem it shares with EDaW.

Honey Don't
$3 - Treasure
Worth $2
When you play this, trash a Treasure you have in play, then gain a Treasure costing at most 3 less than the trashed Treasure and play it immediately.
--
(Rules clarification: [This Card] may trash itself, and must if no other Treasures are in play.)

This is way to strong. Note that if you're trashing a card in play, it has already been played, so you get that money plus the money from the card you gain. So, if you trash a Silver that you played and play a Copper, that is $3 plus the $2 from this card. This+Gold = $7 + Silver. Plus, it is a better Copper trasher than Moneylender. I'd definitely call this a Silver+, and I can't vote for that at $3. This card might be balanced at $5, but even that is a hard call.

Paperback Writer
$6 - Treasure
When you play this, you may immediately play an Action card from your hand.  This cannot cause you to play more than one Action card.
--
If you played an Action card with this, this is worth $1; otherwise, it is worth $2.
--
(Rules clarifications:  [This Card] allows you to play exactly one Action card in your Buy phase for each [This Card] played.  You receive no benefit from +Actions on the card played.  Throne Room, King's Court, Golem, and Procession all normally cause you to play another Action card; you receive no benefit from these cards because you may not play another Action card.)

Too much rules clarification and possible problems. Pass.

Yellow Submarine
$3 - Treasure
+1 Buy
When you play this, reveal up to 3 cards from the top of your deck, one at a time.  This is worth $1 for each Copper and Curse revealed.  The player to your left may choose one revealed card for you to discard.  Put the rest back on top in any order.
--
(Rules clarification: You reveal each card before deciding if you want to reveal another.)

Not a fan of cards that make you discard your good cards to get bad cards. Which this card does in a sneaky way.

Strawberry Fields
$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
--
During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
--
When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
--
(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)

Too weird.

Penny Lane
$3 - Treasure
+$3
--
While this is in play, when you buy a card, gain a Curse.

Penny Lane should have definitely been on a Copper equivalent. Sad face.

Sigh. Is this a ploy to get Blood Money without being Blood Money? More sad face.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Loschmidt on September 20, 2012, 11:20:08 pm
Just talking about the cards I find interesting. I may or may not find the card I submitted interesting :P

Quote
If I Fell
$4 - Treasure
Worth $2
--
Setup: Add an extra kingdom card pile costing at least as $5 to the supply. Cards from that pile may only be bought if [This Card] is in play.

I really like the idea. Its an attempt to bring an parallel currency to the table. Like a small alchemy game. As people have mentioned at $4 it's a no brainer though. Needs to give less coins or cost more.

Quote
Wait
$5 - Treasure
Worth $4
When you play this, put your deck in your discard pile.
--
While this is in play, you may not discard Treasure cards other than Copper from play until you have finished drawing.

I think it's an interesting idea. But fundamentally I think forcing a bad reshuffle doesn't sound like much fun.

Quote
I Feel Fine
$5 - Treasure
Worth $0
When you play this, gain a Silver, putting it into your hand.
--
When you trash this, each other player gains a Copper.

In the absence of using it as a very mild once off attack, this is a silver gaining silver, I can't see myself buying that often. I think the 'when you trash this' part is the more interesting bit, you should work on that.
Quote
Follow the Sun
$3 - Treasure
Worth $1
--
When you shuffle, you may place any [This Card] cards horizontally at the bottom of your draw pile. During your turn, whenever you would draw a card, except for during your clean-up phase, you may draw a [This Card] instead from its horizontal position.
--
(Rules clarification: [This Card] has a unique yellow background, similar to Stash's red background. If you do not choose to draw this card at a unique time it will be drawn as a normal card.)

I love the idea! But: I take it you thought about it at $5 and +$2, and then you realised it compared too favourably to Stash. However at $3 and +$1 I don't find myself wanting to buy it. Drawing a copper is never exciting. I suppose when you're drawing dead you can assure that you don't draw actions, but it doesn't seem worth it. I think the idea would be great on a terminal action for the exact reverse reason.

Quote
Bulldog
$3 - Treasure
+1 Buy
Worth $3
-
When you discard this from play, if you have at least one unused buy, trash this and gain a Copper on top of your deck.

I really like this one :) I think you should make it $4 (opening with 2 of these seems too tempting), +2 buys and lose the 'gain a copper penalty'.

Quote
Hold Your Hand
$4 - Treasure
+$1
--
While this is in play, when you gain a card, you may set that card aside.  Return it to your deck at the end of the game.
--
(Rules clarifications:  It is recommended to use the Island mat for cards set aside this way.)

Upon reading it, I really want to try this one out :) Seems like quite a nice Island variant.

Quote
Walrus
$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
--
When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
--
(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)

I love the idea of an embargo variant. And it's a copper trasher. Seems fun. But is it quick enough to be worth it? You'd need to get it onto important engine pieces pretty quickly for it to work. Good idea :D

Quote
Julia
$4 - Treasure
Worth $1
--
When you play this you may buy a Treasure card. If you do: put it in play and +1 Buy.

Hmmm. The more I think about this one the more I like it. So if you get a copper, its just like the top part of IGG, +$1 and gain a copper. So that's silver with a penalty. If you get a silver, you've gotten the cost back of the silver, so it was basically a silver gainer using the buy phase. If you get a gold you can also get something with the change, good if you have $11 for gold + province.

Oooh, but what about FG. If you've played 2xFG play this, get an FG put it in play and then you can afford a province! Nice. You can also use it to turn $4-->P in a potions game. That gives you flexibility although it's probably a bit steep. If you have can afford a Bank you can put it in play and immediately get +$5 or so? HoP is interesting too, with enough card variety you could use it to turn $5 into--->HoP--->Province.

I think this is a nice flexible little card, worth it if other alt-treasure are out. But most of the time it is just silver with a penalty I suppose. Maybe it should be cheaper.

Quote
Honey Don't
$3 - Treasure
Worth $2
When you play this, trash a Treasure you have in play, then gain a Treasure costing at most 3 less than the trashed Treasure and play it immediately.
--
(Rules clarification: [This Card] may trash itself, and must if no other Treasures are in play.)

Hmmm, play this get $5 out of you gold. Seems interesting but maybe a bit too similar to counterfeit?


Quote
Strawberry Fields
$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
--
During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
--
When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
--
(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)

This compares a little too poorly to salvager.

Quote
Penny Lane
$3 - Treasure
+$3
--
While this is in play, when you buy a card, gain a Curse.

Everyone hates on blood money variants but i think this might be a goer.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Archetype on September 21, 2012, 11:39:35 pm
I'm not going to do them all, just my favorites/cool ideas/random. Of course, one of these cards are mine.

Ask My Why
$2 - Treasure
Worth $1
Reveal the top card of your deck. You may discard it. If the discarded card is a Treasure, gain a Silver, putting it on top of your deck.
Cool how stackable they are. Also has a filter if you don't want to discard a good card on top. I like it. Really want to try it out.

Tell Me Why
$2 - Treasure
Worth $1
When you play this, you may put a card from your hand on top of your deck. If you do, this is worth $2.
I really like the idea of the card, though it probably needs to cost 3. There are many times I would want it over Silver. I'll probably give it a vote, as long as the creator changes its cost to 3. Cool card.

Nowhere Man
$2 - Treasure
Worth $1.5
I'm surprised at how many people dislike this card. I kinda like it. I don't think it should have submitted in this contest though. It kinda needs its own set that revolves around cards with effects that are in between 2 costs. But we do already have Alchemy for that. :P

I Feel Fine
$5 - Treasure
Worth $0
When you play this, gain a Silver, putting it into your hand.
--
When you trash this, each other player gains a Copper.
If this card wins, I'll slap the owner across the face. This card is much, much, much better than Explorer.

Can't Buy Me Love
$4 - Treasure
Worth $0
When you play this, +2 Cards.
EDIT: I understand what this card is trying to accomplish now. It's a Laboratory that only allows you to use Treasures. Pretty cool.

Girl
$6 - Treasure
+1 Buy
Worth $1
--
While this is in play, Victory cards cost $2 less.
I absolutely adore the bottom part, but the +Buy makes this really good. Plus we already have 2 cost reduction cards in the set. Though it could be a theme if we include Canal.

Hold Your Hand
$4 - Treasure
+$1
--
While this is in play, when you gain a card, you may set that card aside.  Return it to your deck at the end of the game.
--
(Rules clarifications:  It is recommended to use the Island mat for cards set aside this way.)
And here we have my favorite card of the set. I love Islanding cards so this is a dream come true. I do think the argument of Island vs HYH is valid, but they both work differently. Really hope this card wins, getting my vote for sure.

Jude
$6 - Treasure
Worth $2
You may discard a non-Victory card from your hand. If you do, gain a copy of it.
Nice idea. But this really needs to be an Action.

Martha
$3 - Treasure
Worth $1
Return to your Action phase.
+1 Action
I apologize to the author, but I really hope this doesn't win. It's a Pandora's Box I really don't want to open.

Mean Mr. Mustard
$5 - Treasure
-$3
Trash this card, gain any two treasures from the supply.
--
(Rules clarification:  Yes, that's a negative coin value there.)
Good guy, crazy card. Two Platinums is too good, sorry.

Eleanor Rigby
$3 - Treasure
+1 Buy
Worth $1
--
When you gain this, set it aside; play it during the buy phase of your future turns.
I really like this one. Maybe because it's an improved version of an old card I made called 'Sawmill'. It's pretty much a buy when you need it. I think the wording is supposed to be, "play it during the buy phase of any of your future turns". Getting my vote.

Yesterday
$5 - Treasure
If you've played three or more actions this turn, this is worth $3, otherwise it's worth $1.
Huh. As an engine player, I really like this. Getting my vote as well.

Walrus
$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
--
When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
--
(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)
A softer Embargo. Cute. People really are pushing that Copper theme. :P

Drive My Car
$4 - Treasure
+1 Buy
Worth $1
--
While this is in play, when you buy a card, either gain it, or every other player gains a copy, your choice.
EDIT: Talked to the creator, all cleared up!
The idea of buying cards to give to your opponents is an interesting. I tried it in the dual type contest where the card reacted to using extra buys on Curses and then giving them out. It was a balanced idea, but it makes games boring.

This card does that, but instead of a Reaction its an inplay effect. This makes the pretty much " Worth 1$. Each other player gains a Curse" Sometimes even bettter if you can get more +Buys.

I'd suggest either axing the +Buy, so that you can really only use in combonation with other card, or making the bottom part a Reaction, so you need two for it to work.

Its a neat idea, just there is some tough competition here!

Julia
$4 - Treasure
Worth $1
--
When you play this you may buy a Treasure card. If you do: put it in play and +1 Buy.
This card is pretty nifty! I don't think I've ever seen a card quite like it on the forums, and I have to say that it's a cool idea! I don't know if it's balanced or not, it seems that way, but one can't be too sure. Definitely getting my vote.

Penny Lane
$3 - Treasure
+$3
--
While this is in play, when you buy a card, gain a Curse.
I liked this a lot more if it costed 5. At 3 it's too good.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 22, 2012, 01:53:25 am
Nowhere Man
$2 - Treasure
Worth $1.5
I'm surprised at how many people dislike this card. I kinda like it. I don't think it should have submitted in this contest though. It kinda needs its own set that revolves around cards with effects that are in between 2 costs. But we do already have Alchemy for that. :P

The first Fool's Gold is worth $1, but every Fool's Gold after that is worth $4.

The first Nowhere Man is worth $1, the second is only worth $2... and the third is back at $1.

Drive My Car
$4 - Treasure
+1 Buy
Worth $1
--
While this is in play, when you buy a card, either gain it, or every other player gains a copy, your choice.
I was stunned when I read this in the original ballot. This is my card in the dual type contest! It seems that the plagiarist made the reaction part an in-play effect! My card was fine before, because you needed two of them for it to work, but this card is stronger than Sea Hag, the (arguably) best 4$ card in the game! I do not recommend voting for this one. Interested to see the 'creator' of this card.

I think this kind of idea can occur to many people independently, just like Tax tokens and Blood Money.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Archetype on September 22, 2012, 02:03:55 am
@Drive My Car: I do have the tendancy to jump to conclusions. But the cards are still very similiar.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 22, 2012, 02:06:58 am
@Drive My Car: I do have the tendancy to jump to conclusions. But the cards are still very similiar.

I know how you feel, anyway.  There was a submission in another contest that I thought was quite similar to a concept I had posted months ago.  But I don't think the author was even around then to see that post.  Still irked me a little!
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Rush_Clasic on September 22, 2012, 05:03:59 am
Love the names this round.  8)

If I Fell
$4 - Treasure
Worth $2
--
Setup: Add an extra kingdom card pile costing at least as $5 to the supply. Cards from that pile may only be bought if [This Card] is in play.

I really like the concept at work here. It's a neat spin on the idea introduced by Young Witch. I feel the approach is a bit limiting, though. Rather than restrict access to that kingdom pile, perhaps just reducing its cost could be effective. I'm not sure that would even be worthwhile, though. The problem is that in most cases, it would have been better to just add that extra kingdom pile and exclude If I Fell altogether. I still think the concept can be workable, just not in this exact format.

Ask My Why
$2 - Treasure
Worth $1
Reveal the top card of your deck. You may discard it. If the discarded card is a Treasure, gain a Silver, putting it on top of your deck.

Seems like a decent enough way to flood Silver. I wonder how good this is compared to just buying Silver?

Tell Me Why
$2 - Treasure
Worth $1
When you play this, you may put a card from your hand on top of your deck. If you do, this is worth $2.

This has some fun variability to it and has that interesting feature of being flat-out better than Silver at times, the same way Courtyard trumps Smithy much of the time. The difference between $2 and $3 seems almost inconsequential at times, but I think its a nice design, simple, and interesting overall.

Michelle
$4 - Treasure
Worth $1
When you gain this, gain a Silver, putting it on top of your deck.
--
You cannot buy this if you have a Silver in play.

I just don't think the restriction matters much. Its an okay buy when you can get it and no big deal when you can't, which makes the "drawback" take up space it doesn't need to. You could remove the bottom half and the card wouldn't even seem that good since it junks up your deck while gaining those Silvers.

Cry Baby Cry
$2 - Treasure
Worth $0
If you gain this during your turn, trash it. +2 Buys and gain three Coppers, putting them into play.
--
You may only buy one copy of this card per turn.

Very different than your standard Dominion card conceptually, but its method of self-trashing and restricted buying seem like stretches made to get a problematic concept to work. I feel the idea could have looked for a better, cleaner solution and come out as a better product rather than a jumble of parts the way it feels now.

Wait
$5 - Treasure
Worth $4
When you play this, put your deck in your discard pile.
--
While this is in play, you may not discard Treasure cards other than Copper from play until you have finished drawing.

There's an interesting idea in here. I think going with the standard "$5 cost for $3 production with drawback" suits the overall idea better than the one coin bump. This gave me an idea for a spin-off of the concept: "Worth $3; While this is in play, when you discard Copper from play, put them on top of your deck." Could work as a drawback in a similar vein to what this was trying to accomplish.

Nowhere Man
$2 - Treasure
Worth $1.5

Fun with fractions! (Or decimals... no love for alliteration?) As was pointed out, this is inferior to Fool's Gold in every way, save elegance. I'm a huge fan of elegance, but it just can't work as the saving grace here. That said, a $4 that produces $2.5 starts to raise eyebrows.

Something
$4 - Treasure
Reveal your hand. This is worth $1 per Victory card in your hand.
--
While this is in play, when you buy a Victory card, you may gain an [This Card].

I like the theme working in this card. The whole idea drips with cohesion in a very pleasant way. The power level probably has some comparisons to the way Crossroads works, but with the extra gain ability and the function as a treasure instead of an action, which makes me think $4 is a good cost. I like the card, but wonder how the top half would play out on its own.

Good Night
$2 - Treasure
+1 Buy
When you play this, you may trash it. If you do, it is worth $2. Otherwise, it is worth $1.
--
During your Buy phase, if this is in the trash, it costs $1 and you may buy it.

This card gets too cute with its own interactions. They just don't seem to have a definite end goal. The card hops back and forth refusing to net you much of anything, and all that extra text becomes a waste when you realize this is a sometimes-Silver, sometimes-Copper merry-go-round.

Eight Days a Week
$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per revealed card that is not a Treasure.

I wish this didn't have the "Worth $1" part to it. This is the type of card I think becomes more enjoyable if its power level swings a bit more. I like the card a lot overall, and the encouragement to hold on to action cards (or even overload on terminals) is a nice feature, a bit reminiscent of Secret Chamber and Vault, but, you know, in treasure form.

I Feel Fine
$5 - Treasure
Worth $0
When you play this, gain a Silver, putting it into your hand.
--
When you trash this, each other player gains a Copper.

I feel like you can cut the middle man out and just make this worth $2 instead of flooding your deck with Silver. I do get the theme of you gain/they gain, but Ill-Gotten Gains did it more interestingly. It's sort of neat how it effects your deck while still being able to be trashed for a pseudo-attack, but I don't think it was worth it to roll that way.

Lose That Girl
$4 - Treasure
Worth $2
--
At the start of Clean-up, if you have this and no more than two other Treasure cards in play, you may put this on top of your deck.

The effort here seems so much less than with Stash (sans Chancellor shenanigans), and that just makes it way less interesting.

Follow the Sun
$3 - Treasure
Worth $1
--
When you shuffle, you may place any [This Card] cards horizontally at the bottom of your draw pile. During your turn, whenever you would draw a card, except for during your clean-up phase, you may draw a [This Card] instead from its horizontal position.
--
(Rules clarification: [This Card] has a unique yellow background, similar to Stash's red background. If you do not choose to draw this card at a unique time it will be drawn as a normal card.)

That's a lot of hoopla for a $3 Copper.

Can't Buy Me Love
$4 - Treasure
Worth $0
When you play this, +2 Cards.

Bold to be so in-your-face about your treasure not looking like a treasure at all. I actually think it makes for a great thought exercise and is something I'd like to play with just to feel how the game would be with it. I think it really doesn't deserve a place in this set, though.

Girl
$6 - Treasure
+1 Buy
Worth $1
--
While this is in play, Victory cards cost $2 less.

I've thought a lot about cost reduction strictly for Victory cards, and until I see a good example of a way to make it work well, I think its a trap of an idea. $6 cards are already supposed to help take the game toward its end, but this has no benefits outside of that, making it uninteresting save in those fierce moments of mad-greening. I just don't find the scenarios where this card is playable to be that interesting to the game-play.

Bulldog
$3 - Treasure
+1 Buy
Worth $3
-
When you discard this from play, if you have at least one unused buy, trash this and gain a Copper on top of your deck.

I'm a fan of utilizing extra buys in this manner, but I don't think this card works the drawback particularly well. That extra buy is gonna get used, and you'll end up with a Cache that didn't cost you nearly enough. As a side-thought, I'd be interested in the idea of upping this card's cost and replacing the trash mechanism with a "must use all buys if able" clause.

Let It Be
$2 - Treasure
Worth $1
--
If you have one of these cards in play, gain a Silver during your buy phase; or if you have two or more of these cards in play gain a Gold during your buy phase.

The silver gain makes it tough to triple these up into a gold. That's an unfortunate feature to have. These types of designs can easily be compared to Fool's Gold. It's difficult enough to line up three of those, and that nets you $9!

Hold Your Hand
$4 - Treasure
+$1
--
While this is in play, when you gain a card, you may set that card aside.  Return it to your deck at the end of the game.
--
(Rules clarifications:  It is recommended to use the Island mat for cards set aside this way.)

The Islands mechanic is one that should be used sparingly, but I think this implementation is rather simple and straight-forward and well placed. Part of me wishes it were a Reaction instead so it could work against junking attacks, but that's a tangent if anything at all. Nice card!


Day Tripper
$5 - Treasure
Worth $1
When you play this, discard your hand. If you discarded any cards this way, +$2.

I really wanted this to be "$2 + $1" instead, but after some thought, that variance is probably necessary. The Gold part turns on A LOT, but I imagine it'll do so discarding a Copper from time to time, which should help to temper it. I'm curious to know how it would play at "$0 + $3" instead of "$1 + $2".

Jude
$6 - Treasure
Worth $2
You may discard a non-Victory card from your hand. If you do, gain a copy of it.

Nifty restriction to make that gain work. The power level on something like this doesn't concern me at all; the concept is cool enough to be examined on its own. The implications of putting this on a treasure instead of an action don't really seem like much, and the more I look at this, the more I feel it would rather be an action card. I think the concept is acceptable enough on a treasure that  this is still getting a vote.

Love Me Do
$3 - Treasure
When you play this, it is worth $1 for each token on your [This Card] mat.
If your [This Card] mat has no tokens on it, put 4 tokens on it. Otherwise, remove a token.

I wish using time in such an upfront way didn't require so many words. That aside, cycling through 4 seems a bit much. This card already has a ton of variance without having that stage to get through. I think eliminating 4 and 0 as possibilities helps to temper its already wild nature. I could be wrong on this one. I think it lives better without the awfulness of playing it for $0 and the insanity of racking up $4 early on, but that might what some find fun in the card. I just think that same fun can be found with a lower range.

Martha
$3 - Treasure
Worth $1
Return to your Action phase.
+1 Action

I'm not sure what to make of this. I like that interesting approach to helping with terminals. I dislike how much it steps on the shoes of other villages. Engines are more interesting because of their need to setup. This safety-net function is amusing and possibly even a good idea, but as I look at it, it's just less interesting than the standard village dynamic. Nice outside the box thinking, though, and is easily a catalyst for other potentially good ideas.

Mean Mr. Mustard
$5 - Treasure
-$3
Trash this card, gain any two treasures from the supply.
--
(Rules clarification:  Yes, that's a negative coin value there.)

The sacrifice isn't enough.

Norwegian Wood
$2 - Treasure
Put a card from your hand on top of your deck.
Worth $2 per card returned to the top of your deck this turn so far.

Cards that make people build strategies around things they don't want to do just tend to upset them, unless those things feel natural (like loading up for Coppersmith). It's one of the reasons players take so long to find the worth of Chapel. I don't see your card having that same discovered appeal.

Come Together
$4 - Treasure
Worth $1
You may trash a card from your hand. If you do, +$1.
--
When you trash this, gain two cards whose total cost in coins equals up to $6.

I sorta like this card. I'd much rather it be an action card. The two cards gained is interesting in how it can be sort of a drawback for gaining Gold, forcing a Copper to tag along. I was brainstorming an idea like that based on $8, but this is much more balanced. It's interesting.

Sergeant Pepper
$4 - Treasure
Trash a Treasure card from your hand. If you do, gain a [This Card] token.
Worth $1 for every [This Card] token you have.

I hate this having no cap.

Eleanor Rigby
$3 - Treasure
+1 Buy
Worth $1
--
When you gain this, set it aside; play it during the buy phase of your future turns.

I'm gonna assume that this gets set aside and can only be played from there once. If that's the case, it's an interesting mechanic, prompting players to think about when to play it in much the same fashion as Native Village. I think it misses out on some of the potential tension that would make it more interesting. Also, the effect when you use it feels too minimal for this exotic of a mechanic.

Ticket To Ride
$3 - Treasure
Worth $0
When you play this, trash a card in play that you own. +$ equal to half the cost in coins of the trashed card, rounded down.
--
(Rules clarification: If you trash a Duration card that you played this turn, you still get the next turn effect.)

This trasher fluctuates quite a bit. Late game it just eats away at your cards without a care in the world. Early game, it awkwardly moves through your deck like a bad Loan. Those situations seem too standard to be that opposite from one another. I wish it were closer to the middle of playability rather than existing on both far ends.

Yesterday
$5 - Treasure
If you've played three or more actions this turn, this is worth $3, otherwise it's worth $1.

This just has a hard time fitting into decks. The Conspirator trigger is a workable idea, but this doesn't feel like the right variable to work with (and the "off" version could probably be a Silver without fuss). Maybe a Silver that returns to the top of your deck if you've played 3 or more actions?

Walrus
$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
--
When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
--
(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)

There are better ways to implement this idea. And this really wants to be an Action card. It deserves that sort of attention!

It's Only Love
$5 - Treasure
Worth $0
Choose a Treasure card. Gain it. If it's a Silver or Copper, place it in hand.

I'd add a cost limit. Gaining Platinum like this feels bad for the card's balance. Other than that, I think this is a nifty way to go about making a Workshop for Treasures only. There are some other balance issues that might crop up, but the general idea has me hooked.

She Loves You
$4 - Treasure
+1 Buy
Worth $1
Trash this. If you do, play a Treasure card from the supply other than [This Card]. Trash it.

If this card had a parameter for what cost of treasure it could gain, the idea would resonate a lot more.

All My Loving
$7 - Treasure
+1 Buy
Worth $4
--
While this is in play, you may not buy Victory cards.
--
When this is in the Supply, the game ends after four piles are emptied, not three.

Feels very ticky-tacky, like the card doesn't know what it wants to be.

Please Please Me
$5 - Treasure
Worth $1
When you play this, it's worth an additional $1 per Estate missing from its Supply pile.

I like the idea behind this, but it has some unwelcome flaws. It gets too big; I'd look for a better object to use as a modifier. Also, adding Estates to your deck just so everyone can gain the benefit is harsh. Compare it to Trade Route and Baron: they both give you ways of dealing with the excess green, and can function well enough without necessarily flooding your deck.

Help
$4 - Treasure
When you play this, you may place a Treasure from your hand on your [This Card] mat. If you do, this is worth $3; otherwise, return all Copper from your [This Card] mat to the top of your deck, and this is worth $0.
(Return any cards on your [This Card] mat to your deck at the end of the game.)

Initially, this mechanic seemed to have promise. It still might, but not in this capacity; it does all that work and only functions as a Moneylender most of the time.

Drive My Car
$4 - Treasure
+1 Buy
Worth $1
--
While this is in play, when you buy a card, either gain it, or every other player gains a copy, your choice.

The good intentions of this card get wasted on its ability to just go into curse mode. But I like the idea of a gifter treasure. Perhaps making it a drawback of the card would be more workable. Something like:

$5 - Treasure
Worth $3
-----
While this is in play, whenever you buy a card, each other player may gain a card of his choice costing exactly $1 less than that card.

Cry Instead
$4 - Treasure
Worth $1
--
Choose one: +1 Card; or +1 Buy; or +$1.

It's just way more compelling on an action card.

Hard Day's Night
$3 - Treasure
Worth $1
When you play this, each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.

The Spy mechanic is tedious. I only want to see it where the strategic depth makes the card its on much more tactical.

Julia
$4 - Treasure
Worth $1
--
When you play this you may buy a Treasure card. If you do: put it in play and +1 Buy.

This card throws a lot of twists into the buy phase, and a lot of them add strategic value. It's a fascinating mental exercise, especially in games with alt-Treasures. It's bizarre but nice.

Lucy
$4 - Treasure
Worth $1
When you play this, reveal your hand.  +$1 per Victory card revealed.

Simple and clean. Though what's with all the unnecessary "when you play" clauses going on this round?

Honey Don't
$3 - Treasure
Worth $2
When you play this, trash a Treasure you have in play, then gain a Treasure costing at most 3 less than the trashed Treasure and play it immediately.
--
(Rules clarification: [This Card] may trash itself, and must if no other Treasures are in play.)

Downgrades for short boosts are awkward. This trashes already played Copper which simultaneously alleviates some of that awkwardness and adds all new types of awkward. This card doesn't feel smooth at all.

Paperback Writer
$6 - Treasure
When you play this, you may immediately play an Action card from your hand.  This cannot cause you to play more than one Action card.
--
If you played an Action card with this, this is worth $1; otherwise, it is worth $2.
--
(Rules clarifications:  [This Card] allows you to play exactly one Action card in your Buy phase for each [This Card] played.  You receive no benefit from +Actions on the card played.  Throne Room, King's Court, Golem, and Procession all normally cause you to play another Action card; you receive no benefit from these cards because you may not play another Action card.)

I'm all for outlandish approaches, but I don't like what this is trying to accomplish.

Yellow Submarine
$3 - Treasure
+1 Buy
When you play this, reveal up to 3 cards from the top of your deck, one at a time.  This is worth $1 for each Copper and Curse revealed.  The player to your left may choose one revealed card for you to discard.  Put the rest back on top in any order.
--
(Rules clarification: You reveal each card before deciding if you want to reveal another.)

There's a lot going on, and while the design actually does a good job of tying it all together, it causes more grief than its worth. Compare it to Envoy; that card gets you through a lot of stuff, and though it hurts to see a useful card go, it moves things along and benefits the crafty deck-builder. This card loses you a good card in a sea of crap too often to leave a smile on your face. It just doesn't seem fun to play with.

Strawberry Fields
$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
--
During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
--
When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
--
(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)

All those moving parts, all for a carousel effect. Or a slow Estate trasher, I suppose, but still, that's a ton of text for what this does at the heart of it all.

Penny Lane
$3 - Treasure
+$3
--
While this is in play, when you buy a card, gain a Curse.

I think its fair, but I'm past the idea of this being interesting until I see a novel approach to it.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Archetype on September 22, 2012, 12:17:41 pm
Changed my thoughts on Drive my car. Talked to the owner, and am no longer mad at him.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Kirian on September 22, 2012, 04:01:09 pm
Changed my thoughts om Drive my car. Talked to the owner, and am no longer mad at him.

So you're OK with him driving your car?
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Archetype on September 23, 2012, 03:45:59 pm
Changed my thoughts om Drive my car. Talked to the owner, and am no longer mad at him.

So you're OK with him driving your car?
I'll admit. I laughed.

Also changed my thoughts on 'Can't buy me Love'. I understand how it works now. It's a Laboratory that only allows you to use Treasures. Pretty cool.

I really hope HYH wins! I love the idea, but it might be too strong.

If it wins my suggestion would be to bump it's price up to 5 so we can have that alt Gold, Silver, and Copper that I know eHalcyon and many other want. And they all cost 5!
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 23, 2012, 05:53:37 pm
Changed my thoughts om Drive my car. Talked to the owner, and am no longer mad at him.

So you're OK with him driving your car?
I'll admit. I laughed.

Also changed my thoughts on 'Can't buy me Love'. I understand how it works now. It's a Laboratory that only allows you to use Treasures. Pretty cool.

I really hope HYH wins! I love the idea, but it might be too strong.

If it wins my suggestion would be to bump it's price up to 5 so we can have that alt Gold, Silver, and Copper that I know eHalcyon and many other want. And they all cost 5!

Wouldn't bump price until after testing.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: rinkworks on September 24, 2012, 11:24:03 am
Lucy
$4 - Treasure
Worth $1
When you play this, reveal your hand.  +$1 per Victory card revealed.

Simple and clean. Though what's with all the unnecessary "when you play" clauses going on this round?

The official Treasure cards with non-vanilla on-play effects are all worded that way.  Why, I don't know.  But the wording you are seeing is about being consistent with the official cards.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Schneau on September 24, 2012, 11:35:54 am

The official Treasure cards with non-vanilla on-play effects are all worded that way.  Why, I don't know.  But the wording you are seeing is about being consistent with the official cards.

(http://i.qkme.me/3r1qko.jpg)



You know I have nothing but respect for you rinkworks :)
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: rinkworks on September 24, 2012, 12:24:44 pm
The other challenge this week was another loose one.  The criteria:

Quote
Create a card of type "Treasure."  It may have no other types.

Let's jump straight into the results.  The winner, by a clear margin, was:


#1 - Island Astrolabe by popsofctown with 25 points (Hold Your Hand)
$4 - Treasure
+$1
--
While this is in play, when you gain a card, you may set that card aside.  Return it to your deck at the end of the game.
--
(Rules clarifications:  It is recommended to use the Island mat for cards set aside this way.)


Congratulations to popsofctown, whose on-buy Island trades off Island's 2 VP and its ability to get itself out of your deck for reusability.  It also won't clear your starting Estates, so this is probably a bad opener.  But once you start greening, the set-aside benefit could really pay off.

The next finisher was a good step down, but despite that quite a number of cards accounted well for themselves:


#2 - Emerald (1) by Robz888 with 16 points (Something)
$4 - Treasure
Reveal your hand. This is worth $1 per Victory card in your hand.
--
While this is in play, when you buy a Victory card, you may gain an Emerald.

#3 - Strong Box by jamespotter with 14 points (Tell Me Why)
$2 - Treasure
Worth $1
When you play this, you may put a card from your hand on top of your deck. If you do, this is worth $2.

#4 (tie) - Copper Press by Polk5440 with 13 points (Walrus)
$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
--
When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
--
(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)

#4 (tie) - Lease by Davio with 13 points (Lucy)
$4 - Treasure
Worth $1
When you play this, reveal your hand.  +$1 per Victory card revealed.

#6 (tie) - Unnamed Treasure #023 by Loschmidt with 12 points (Julia)
$4 - Treasure
Worth $1
--
When you play this you may buy a Treasure card. If you do: put it in play and +1 Buy.

#6 (tie) - Foreign Currency by Watno with 12 points (If I Fell)
$4 - Treasure
Worth $2
--
Setup: Add an extra kingdom card pile costing at least as $5 to the supply. Cards from that pile may only be bought if Foreign Currency is in play.

#8 (tie) - Coal Mine by RichardNixon with 11 points (Yesterday)
$5 - Treasure
If you've played three or more actions this turn, this is worth $3, otherwise it's worth $1.

#8 (tie) - Lucky Penny by angrybirds with 11 points (Follow the Sun)
$3 - Treasure
Worth $1
--
When you shuffle, you may place any Lucky Penny cards horizontally at the bottom of your draw pile. During your turn, whenever you would draw a card, except for during your clean-up phase, you may draw a Lucky Penny instead from its horizontal position.
--
(Rules clarification: Lucky Penny has a unique yellow background, similar to Stash's red background. If you do not choose to draw this card at a unique time it will be drawn as a normal card.)

#10 (tie) - Mortgage by PenPen with 10 points (Strawberry Fields)
$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
--
During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
--
When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
--
(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)

#10 (tie) - Crown by One Armed Man with 10 points (Jude)
$6 - Treasure
Worth $2
You may discard a non-Victory card from your hand. If you do, gain a copy of it.

#10 (tie) - Emerald (2) by Bella Cullen with 10 points (Girl)
$6 - Treasure
+1 Buy
Worth $1
--
While this is in play, Victory cards cost $2 less.

#13 (tie) - Letter of Credit by Mecherath with 8 points (Cry Instead)
$4 - Treasure
Worth $1
--
Choose one: $1 Card; or +1 Buy; or +$1.

#13 (tie) - Pinata by Saucery with 8 points (Come Together)
$4 - Treasure
Worth $1
You may trash a card from your hand. If you do, +$1.
--
When you trash this, gain two cards whose total cost in coins equals up to $6.

#15 (tie) - Bribe by Fuu with 7 points (Martha)
$3 - Treasure
Worth $1
Return to your Action phase.
+1 Action

#15 (tie) - Hourglass by Tejayes with 7 points (Love Me Do)
$3 - Treasure
When you play this, it is worth $1 for each token on your Hourglass mat.
If your Hourglass mat has no tokens on it, put 4 tokens on it. Otherwise, remove a token.

#15 (tie) - Investment (2) by RobertJ with 7 points (Eleanor Rigby)
$3 - Treasure
+1 Buy
Worth $1
--
When you gain this, set it aside; play it during the buy phase of your future turns.

#18 (tie) - Jewels Redux by Titandrake with 6 points (Ticket To Ride)
$3 - Treasure
Worth $0
When you play this, trash a card in play that you own. +$ equal to half the cost in coins of the trashed card, rounded down.
--
(Rules clarification: If you trash a Duration card that you played this turn, you still get the next turn effect.)

#18 (tie) - Blood Money by Tables with 6 points (Penny Lane)
$3 - Treasure
+$3
--
While this is in play, when you buy a card, gain a Curse.

#18 (tie) - Jewelry Box by JFugue with 6 points (Michelle)
$4 - Treasure
Worth $1
When you gain this, gain a Silver, putting it on top of your deck.
--
You cannot buy this if you have a Silver in play.

#18 (tie) - Ornament by tyr10n with 6 points (Eight Days a Week)
$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per revealed card that is not a Treasure.

#22 (tie) - Magnet by NoMoreFun with 5 points (Wait)
$5 - Treasure
Worth $4
When you play this, put your deck in your discard pile.
--
While this is in play, you may not discard Treasure cards other than Copper from play until you have finished drawing.

#22 (tie) - Another Man's Trash by Schneau with 5 points (Good Night)
$2 - Treasure
+1 Buy
When you play this, you may trash it. If you do, it is worth $2. Otherwise, it is worth $1.
--
During your Buy phase, if this is in the trash, it costs $1 and you may buy it.

#22 (tie) - Capital by theory with 5 points (All My Loving)
$7 - Treasure
+1 Buy
Worth $4
--
While this is in play, you may not buy Victory cards.
--
When this is in the Supply, the game ends after four piles are emptied, not three.

#25 (tie) - Luchre by Adrienaline with 4 points (Norwegian Wood)
$2 - Treasure
Put a card from your hand on top of your deck.
Worth $2 per card returned to the top of your deck this turn so far.

#25 (tie) - Nugget by Sakako with 4 points (Day Tripper)
$5 - Treasure
Worth $1
When you play this, discard your hand. If you discarded any cards this way, +$2.

#27 (tie) - Token by yuma with 3 points (Lose That Girl)
$4 - Treasure
Worth $2
--
At the start of Clean-up, if you have this and no more than two other Treasure cards in play, you may put this on top of your deck.

#27 (tie) - Investment (3) by ignorentmen with 3 points (Let It Be)
$2 - Treasure
Worth $1
--
If you have one of these cards in play, gain a Silver during your buy phase; or if you have two or more of these cards in play gain a Gold during your buy phase.

#27 (tie) - Purse by PurplePotato with 3 points (Cry Baby Cry)
$2 - Treasure
Worth $0
If you gain this during your turn, trash it. +2 Buys and gain three Coppers, putting them into play.
--
You may only buy one copy of this card per turn.

#27 (tie) - Treasure Chest by Archetype with 3 points (Ask Me Why)
$2 - Treasure
Worth $1
Reveal the top card of your deck. You may discard it. If the discarded card is a Treasure, gain a Silver, putting it on top of your deck.

#31 (tie) - Beneficiary by Graystripe77 with 2 points (She Loves You)
$4 - Treasure
+1 Buy
Worth $1
Trash this. If you do, play a Treasure card from the supply other than Beneficiary. Trash it.

#31 (tie) - Card by ednever with 2 points (It's Only Love)
$5 - Treasure
Worth $0
Choose a Treasure card. Gain it. If it's a Silver or Copper, place it in hand.

#31 (tie) - Fountain of Fortune by Eistee with 2 points (I Feel Fine)
$5 - Treasure
Worth $0
When you play this, gain a Silver, putting it into your hand.
--
When you trash this, each other player gains a Copper.

#31 (tie) - Jiaozi by Guy Srinivasan with 2 points (Honey Don't)
$3 - Treasure
Worth $2
When you play this, trash a Treasure you have in play, then gain a Treasure costing at most 3 less than the trashed Treasure and play it immediately.
--
(Rules clarification: Jiaozi may trash itself, and must if no other Treasures are in play.)

#31 (tie) - Glitter by ashersky with 2 points (Drive My Car)
$4 - Treasure
+1 Buy
Worth $1
--
While this is in play, when you buy a card, either gain it, or every other player gains a copy, your choice.

#31 (tie) - Gold-Plated Cats by Drab Emordnilap with 2 points (Can't Buy Me Love)
$4 - Treasure
Worth $0
When you play this, +2 Cards.

#37 (tie) - Monkey's Paw by eHalcyon with 1 point (Yellow Submarine)
$3 - Treasure
+1 Buy
When you play this, reveal up to 3 cards from the top of your deck, one at a time.  This is worth $1 for each Copper and Curse revealed.  The player to your left may choose one revealed card for you to discard.  Put the rest back on top in any order.
--
(Rules clarification: You reveal each card before deciding if you want to reveal another.)

#37 (tie) - Donations by Rush Clasic with 1 point (Please Please Me)
$5 - Treasure
Worth $1
When you play this, it's worth an additional $1 per Estate missing from its Supply pile.

#37 (tie) - Broker by Kirian with 1 point (Paperback Writer)
$6 - Treasure
When you play this, you may immediately play an Action card from your hand.  This cannot cause you to play more than one Action card.
--
If you played an Action card with this, this is worth $1; otherwise, it is worth $2.
--
(Rules clarifications:  Broker allows you to play exactly one Action card in your Buy phase for each Broker played.  You receive no benefit from +Actions on the card played.  Throne Room, King's Court, Golem, and Procession all normally cause you to play another Action card; you receive no benefit from these cards because you may not play another Action card.)

#37 (tie) - Amalgam by nopawnsintended with 1 point (Nowhere Man)
$2 - Treasure
Worth $1.5

#37 (tie) - Vigorish by mith with 1 point (Help)
$4 - Treasure
When you play this, you may place a Treasure from your hand on your Vigorish mat. If you do, this is worth $3; otherwise, return all Copper from your Vigorish mat to the top of your deck, and this is worth $0.
(Return any cards on your Vigorish mat to your deck at the end of the game.)

#37 (tie) - Capitalist by Michaelf7777777 with 1 point (Hard Day's Night)
$3 - Treasure
Worth $1
When you play this, each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.

#43 (tie) - Investment (1) by dnkywin with 0 points (Sergeant Pepper)
$4 - Treasure
Trash a Treasure card from your hand. If you do, gain a Investment (1) token.
Worth $1 for every Investment (1) token you have.

#43 (tie) - Tax Return by Beyond Awesome with 0 points (Mean Mr. Mustard)
$5 - Treasure
-$3
Trash this card, gain any two treasures from the supply.
--
(Rules clarification:  Yes, that's a negative coin value there.)

#43 (tie) - Elixir by Powerman with 0 points (Bulldog)
$3 - Treasure
+1 Buy
Worth $3
-
When you discard this from play, if you have at least one unused buy, trash this and gain a Copper on top of your deck.

Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Robz888 on September 24, 2012, 12:32:04 pm
Second place! My best showing so far. Really wanted to win, but I can't complain too much. I really liked the winning card, and did indeed vote for it.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: One Armed Man on September 24, 2012, 12:33:01 pm
Congrats popsofctown for your first win. I like your card out of this relatively weak pack. It is a alt-Copper so we have a treasure for each amount!

Can we just call it "Astrolabe"?
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: GendoIkari on September 24, 2012, 12:34:06 pm
#2 - Emerald (1) by Robz888 with 16 points (Something)
$4 - Treasure
Reveal your hand. This is worth $1 per Victory card in your hand.
--
While this is in play, when you buy a Victory card, you may gain an Emerald.

Why am I not surprised that this is Robz's card? ;)
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: PenPen on September 24, 2012, 12:36:04 pm
Congrats to popsofctown for his design!

I thought my card (Mortgage/Strawberry Fields) would actually get into top 5 judging from the initial response. I think that the fact that my card and Jewels Redux/Ticket to Ride being quite similar concept-wise hurts both of our chances, but overall I'm pleased with the result nonetheless.

Quote
#10 (tie) - Mortgage by PenPen with 10 points (Strawberry Fields)
$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
--
During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
--
When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
--
(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)

I wonder if there's anything else I can do to improve on this though.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 24, 2012, 01:11:55 pm
#37 (tie) - Monkey's Paw by eHalcyon with 1 point (Yellow Submarine)
$3 - Treasure
+1 Buy
When you play this, reveal up to 3 cards from the top of your deck, one at a time.  This is worth $1 for each Copper and Curse revealed.  The player to your left may choose one revealed card for you to discard.  Put the rest back on top in any order.
--
(Rules clarification: You reveal each card before deciding if you want to reveal another.)

Poor showing!  But I made good on my promise to submit something crazier.

My thought process for this entry went like this:

- We already have an Amulet and a Crystal Ball.  What else would fit in with those two, thematically?
- A Monkey's Paw!
- The story of the Monkey's Paw is always about how it twists your wish around to screw you over.
- Therefore this card should actually be really bad for you.



:)
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: popsofctown on September 24, 2012, 01:36:01 pm
Thanks to Ehalcyon for helping me narrow down my selections, and for suggesting a cost revision, although I think this is the kind of card that works well at both 5$ and 4$.  It probably works at 4$, and if it does work at 4$ it should because it will be more interesting.  At 5$, I would see the card functioning like Outpost, something engine decks that are really interested in effect will begrudgingly pay 5$ to get.

The card is named "Island Astrolabe" because originally I had the card refer to the Island mat in the text, but then I looked it up and Island doesn't actually refer directly to the Island mat.  But I left the name alone because hey rinkworks doesn't show anyone the names (if he did, I swear Shindig would have gone up at least one rank :P).
Although I didn't manage to resist provoking fully and defended this card some already, I didn't say everything I could have said.  I expect Silk Road to play OK with this card.  At the worst, it is Workshop/Silk Road quality game when they combine, but no one wants to abolish Workshop or Silk Road, I don't think.  But I think that many a game it will be possible to block the Silk Road player by ignoring Astrolabe, picking up 2/3 of the last Silk Roads, and buying Provinces that the SR player won't be able to afford.  He has a 4$ copper and some skipped buy phases in his deck, you have time to get Silvers.
I think even the Golden Deck for Silk Road or Duke will be blockable, because unlike Bishop's Golden deck, you can't end the game on one pile or score 5 points a turn.

Astrolabe and Compass are good names for this card.  It's a treasure that helps you find a secluded place for your things.  Astrolabe really works best because it uses the Island mat, and that's thematic.

It's interesting that Robz's nice second place card is opposite from mine.  I'm a big Crossroads fan myself.   
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 24, 2012, 01:43:27 pm
I only voted for three cards in this contest -- HYH (of course!), Love Me Do (which I liked for the zaniness) and Julia (which had interesting implications on strategy).

I like "Astrolabe" as a name.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: theory on September 24, 2012, 01:50:29 pm
Amusingly, I submitted nearly the same card as popsofctown did, but earlier in the competition as a Reaction-Treasure (i.e., you can reveal from hand for on-gain effects as well). 

I priced it at $4 / giving +$2, though, since it doesn't seem like it would work at $4 / giving +$1.  How often do you buy stuff that you don't want in your deck?  Only green cards, and +$1 is not enough for most green cards.  And the cheap green cards, well, you aren't usually buying them, you're usually gaining them, so a Treasure doesn't do much there either.  But it seems I must be in the wrong :)
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 24, 2012, 01:56:39 pm
Amusingly, I submitted nearly the same card as popsofctown did, but earlier in the competition as a Reaction-Treasure (i.e., you can reveal from hand for on-gain effects as well). 

I priced it at $4 / giving +$2, though, since it doesn't seem like it would work at $4 / giving +$1.  How often do you buy stuff that you don't want in your deck?  Only green cards, and +$1 is not enough for most green cards.  And the cheap green cards, well, you aren't usually buying them, you're usually gaining them, so a Treasure doesn't do much there either.  But it seems I must be in the wrong :)

Which contest was that in?  A Silver with that reaction would be too strong, I think.  I'd like it as a terminal +$2 though.  I'd like to go back and read my thought on the card before.  Maybe my opinion on it has wildly changed, after only a few weeks.  ;D

FWIW, I do prefer it as a reaction instead of a "while this is in play" effect.  Nice interaction with junking attacks.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: popsofctown on September 24, 2012, 02:01:52 pm
I wasn't allowed to submit treasure/reaction :/
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 24, 2012, 02:02:40 pm
I wasn't allowed to submit treasure/reaction :/

I know. :P
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Tejayes on September 24, 2012, 04:54:46 pm
I only voted for three cards in this contest -- HYH (of course!), Love Me Do (which I liked for the zaniness) and Julia (which had interesting implications on strategy).

Thanks for the vote, eHalcyon. I have to be honest here -- I didn't vote for HYH, even though I liked it, because I thought it was yours! I've noticed that you tend to talk up your cards a bit more than the others in your assessments, which I thought might have swayed the votes your way (good cards as your multiple winners are, that's why I don't like entrants discussing cards and also why I did the same anyway :P). To test this theory out, I withheld my votes from Hold Your Hand. It was a very juvenile thing to do, and I owe you and popsofctown a big apology -- though it's not like Astrolabe needed my points.

Congrats on a well-deserved victory, pops!
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: popsofctown on September 24, 2012, 04:59:12 pm
I only voted for three cards in this contest -- HYH (of course!), Love Me Do (which I liked for the zaniness) and Julia (which had interesting implications on strategy).

Thanks for the vote, eHalcyon. I have to be honest here -- I didn't vote for HYH, even though I liked it, because I thought it was yours! I've noticed that you tend to talk up your cards a bit more than the others in your assessments, which I thought might have swayed the votes your way (good cards as your multiple winners are, that's why I don't like entrants discussing cards and also why I did the same anyway :P). To test this theory out, I withheld my votes from Hold Your Hand. It was a very juvenile thing to do, and I owe you and popsofctown a big apology -- though it's not like Astrolabe needed my points.

Congrats on a well-deserved victory, pops!

Mm.  Someone needs to practice some forum mafia ;).
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 24, 2012, 05:02:04 pm
I only voted for three cards in this contest -- HYH (of course!), Love Me Do (which I liked for the zaniness) and Julia (which had interesting implications on strategy).

Thanks for the vote, eHalcyon. I have to be honest here -- I didn't vote for HYH, even though I liked it, because I thought it was yours! I've noticed that you tend to talk up your cards a bit more than the others in your assessments, which I thought might have swayed the votes your way (good cards as your multiple winners are, that's why I don't like entrants discussing cards and also why I did the same anyway :P). To test this theory out, I withheld my votes from Hold Your Hand. It was a very juvenile thing to do, and I owe you and popsofctown a big apology -- though it's not like Astrolabe needed my points.

Congrats on a well-deserved victory, pops!

When people discuss my card, I actually try to let it go until after voting is over.  Also, I think I stated explicitly that HYH was not my card, and I certainly wouldn't lie about that.

Since I've already won more than my fair share, I'm even less inclined to defend my entries or even talk positively about them (e.g. my entry into this particular contest, which I roundly criticized in my big post).
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Schneau on September 24, 2012, 05:18:26 pm
I only voted for three cards in this contest -- HYH (of course!), Love Me Do (which I liked for the zaniness) and Julia (which had interesting implications on strategy).

Thanks for the vote, eHalcyon. I have to be honest here -- I didn't vote for HYH, even though I liked it, because I thought it was yours! I've noticed that you tend to talk up your cards a bit more than the others in your assessments, which I thought might have swayed the votes your way (good cards as your multiple winners are, that's why I don't like entrants discussing cards and also why I did the same anyway :P). To test this theory out, I withheld my votes from Hold Your Hand. It was a very juvenile thing to do, and I owe you and popsofctown a big apology -- though it's not like Astrolabe needed my points.

Congrats on a well-deserved victory, pops!

When people discuss my card, I actually try to let it go until after voting is over.  Also, I think I stated explicitly that HYH was not my card, and I certainly wouldn't lie about that.

Since I've already won more than my fair share, I'm even less inclined to defend my entries or even talk positively about them (e.g. my entry into this particular contest, which I roundly criticized in my big post).

Though it sounds like you knew it was popsofctown's card, since he says you helped him decide on a submission and refine the cost. It almost seems a little hokey to strongly support a card that you know the author of and helped choose. Granted, I'm sure you like the card a lot and I don't want to imply that it shouldn't have won the contest, but it's a little weird to post a big discussion of a card you helped with.

Anyway, I don't want to pick a fight because I respect your opinion and like many of your fan cards. But, for the future, it seems like any strong backing of a single card by any poster will likely hold more sway than a review of all options, which is something to keep in mind to make sure future challenges are fair.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Archetype on September 24, 2012, 05:44:59 pm
Great job pops! I gave your card three votes  ;D

Really like the idea!
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: popsofctown on September 24, 2012, 06:03:03 pm
I only voted for three cards in this contest -- HYH (of course!), Love Me Do (which I liked for the zaniness) and Julia (which had interesting implications on strategy).

Thanks for the vote, eHalcyon. I have to be honest here -- I didn't vote for HYH, even though I liked it, because I thought it was yours! I've noticed that you tend to talk up your cards a bit more than the others in your assessments, which I thought might have swayed the votes your way (good cards as your multiple winners are, that's why I don't like entrants discussing cards and also why I did the same anyway :P). To test this theory out, I withheld my votes from Hold Your Hand. It was a very juvenile thing to do, and I owe you and popsofctown a big apology -- though it's not like Astrolabe needed my points.

Congrats on a well-deserved victory, pops!

When people discuss my card, I actually try to let it go until after voting is over.  Also, I think I stated explicitly that HYH was not my card, and I certainly wouldn't lie about that.

Since I've already won more than my fair share, I'm even less inclined to defend my entries or even talk positively about them (e.g. my entry into this particular contest, which I roundly criticized in my big post).

Though it sounds like you knew it was popsofctown's card, since he says you helped him decide on a submission and refine the cost. It almost seems a little hokey to strongly support a card that you know the author of and helped choose. Granted, I'm sure you like the card a lot and I don't want to imply that it shouldn't have won the contest, but it's a little weird to post a big discussion of a card you helped with.

Anyway, I don't want to pick a fight because I respect your opinion and like many of your fan cards. But, for the future, it seems like any strong backing of a single card by any poster will likely hold more sway than a review of all options, which is something to keep in mind to make sure future challenges are fair.
He selected it out of a pile of ideas and suggested bumping it to 4$, which who knows, I may have done on my own when I got out of the brainstorming phase. 
I don't think he had enough ownership over the idea to affect his commentary.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: theory on September 24, 2012, 06:29:43 pm
Amusingly, I submitted nearly the same card as popsofctown did, but earlier in the competition as a Reaction-Treasure (i.e., you can reveal from hand for on-gain effects as well). 

I priced it at $4 / giving +$2, though, since it doesn't seem like it would work at $4 / giving +$1.  How often do you buy stuff that you don't want in your deck?  Only green cards, and +$1 is not enough for most green cards.  And the cheap green cards, well, you aren't usually buying them, you're usually gaining them, so a Treasure doesn't do much there either.  But it seems I must be in the wrong :)

Which contest was that in?  A Silver with that reaction would be too strong, I think.  I'd like it as a terminal +$2 though.  I'd like to go back and read my thought on the card before.  Maybe my opinion on it has wildly changed, after only a few weeks.  ;D

FWIW, I do prefer it as a reaction instead of a "while this is in play" effect.  Nice interaction with junking attacks.

Yeah, I think a terminal +$2 Action-Reaction is probably best, since it seems like it is best suited to construct an alternate "weak-turn" engine that can barely get to $8 consistently but which doesn't have to worry about greening.  The wording on that would be nightmarish (and I had difficulties with mine as well) because you want to be able to both reveal it from hand and also make use of it while it is in play.

At +$1, though, I cannot imagine when I'd buy it.  That +$1 is partially why Talisman is so bad, because you're actively hurting your potential buying power.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Schneau on September 24, 2012, 06:49:06 pm
I only voted for three cards in this contest -- HYH (of course!), Love Me Do (which I liked for the zaniness) and Julia (which had interesting implications on strategy).

Thanks for the vote, eHalcyon. I have to be honest here -- I didn't vote for HYH, even though I liked it, because I thought it was yours! I've noticed that you tend to talk up your cards a bit more than the others in your assessments, which I thought might have swayed the votes your way (good cards as your multiple winners are, that's why I don't like entrants discussing cards and also why I did the same anyway :P). To test this theory out, I withheld my votes from Hold Your Hand. It was a very juvenile thing to do, and I owe you and popsofctown a big apology -- though it's not like Astrolabe needed my points.

Congrats on a well-deserved victory, pops!

When people discuss my card, I actually try to let it go until after voting is over.  Also, I think I stated explicitly that HYH was not my card, and I certainly wouldn't lie about that.

Since I've already won more than my fair share, I'm even less inclined to defend my entries or even talk positively about them (e.g. my entry into this particular contest, which I roundly criticized in my big post).

Though it sounds like you knew it was popsofctown's card, since he says you helped him decide on a submission and refine the cost. It almost seems a little hokey to strongly support a card that you know the author of and helped choose. Granted, I'm sure you like the card a lot and I don't want to imply that it shouldn't have won the contest, but it's a little weird to post a big discussion of a card you helped with.

Anyway, I don't want to pick a fight because I respect your opinion and like many of your fan cards. But, for the future, it seems like any strong backing of a single card by any poster will likely hold more sway than a review of all options, which is something to keep in mind to make sure future challenges are fair.
He selected it out of a pile of ideas and suggested bumping it to 4$, which who knows, I may have done on my own when I got out of the brainstorming phase. 
I don't think he had enough ownership over the idea to affect his commentary.

Fair enough, I was under the impression he had more to do with it than I thought. Sorry to raise a stink.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 24, 2012, 08:03:25 pm
I only voted for three cards in this contest -- HYH (of course!), Love Me Do (which I liked for the zaniness) and Julia (which had interesting implications on strategy).

Thanks for the vote, eHalcyon. I have to be honest here -- I didn't vote for HYH, even though I liked it, because I thought it was yours! I've noticed that you tend to talk up your cards a bit more than the others in your assessments, which I thought might have swayed the votes your way (good cards as your multiple winners are, that's why I don't like entrants discussing cards and also why I did the same anyway :P). To test this theory out, I withheld my votes from Hold Your Hand. It was a very juvenile thing to do, and I owe you and popsofctown a big apology -- though it's not like Astrolabe needed my points.

Congrats on a well-deserved victory, pops!

When people discuss my card, I actually try to let it go until after voting is over.  Also, I think I stated explicitly that HYH was not my card, and I certainly wouldn't lie about that.

Since I've already won more than my fair share, I'm even less inclined to defend my entries or even talk positively about them (e.g. my entry into this particular contest, which I roundly criticized in my big post).

Though it sounds like you knew it was popsofctown's card, since he says you helped him decide on a submission and refine the cost. It almost seems a little hokey to strongly support a card that you know the author of and helped choose. Granted, I'm sure you like the card a lot and I don't want to imply that it shouldn't have won the contest, but it's a little weird to post a big discussion of a card you helped with.

Anyway, I don't want to pick a fight because I respect your opinion and like many of your fan cards. But, for the future, it seems like any strong backing of a single card by any poster will likely hold more sway than a review of all options, which is something to keep in mind to make sure future challenges are fair.
He selected it out of a pile of ideas and suggested bumping it to 4$, which who knows, I may have done on my own when I got out of the brainstorming phase. 
I don't think he had enough ownership over the idea to affect his commentary.

Fair enough, I was under the impression he had more to do with it than I thought. Sorry to raise a stink.

It's an understandable concern.  I don't know pops IRL, nor have we really interacted that much on the forums, so I don't think there is any concern to be had there.  As pops said, all I did was say that this was my favourite of his several ideas, and I suggested dropping the price from $5 to $4.  That might have actually been a bad suggestion, considering some of the comments that people had!

I was somewhat vocal (though less so) for Kirian's Courier/Wind Chimes as well, and I knew nothing in advance about that one. :)
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Saucery on September 24, 2012, 08:10:25 pm
Man. My submissions are always in the middle of the road (with the ocassional bomb). Grats to pops that card is slick and simple.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Loschmidt on September 24, 2012, 08:15:57 pm
Yay! My card made an okay showing. Also I loved the winner, good design. Immediately I wanted to try it out when I read about it.

Also I'd like vote for "Compass" over "Astrolabe" for the name.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: popsofctown on September 24, 2012, 08:43:34 pm
Amusingly, I submitted nearly the same card as popsofctown did, but earlier in the competition as a Reaction-Treasure (i.e., you can reveal from hand for on-gain effects as well). 

I priced it at $4 / giving +$2, though, since it doesn't seem like it would work at $4 / giving +$1.  How often do you buy stuff that you don't want in your deck?  Only green cards, and +$1 is not enough for most green cards.  And the cheap green cards, well, you aren't usually buying them, you're usually gaining them, so a Treasure doesn't do much there either.  But it seems I must be in the wrong :)

Which contest was that in?  A Silver with that reaction would be too strong, I think.  I'd like it as a terminal +$2 though.  I'd like to go back and read my thought on the card before.  Maybe my opinion on it has wildly changed, after only a few weeks.  ;D

FWIW, I do prefer it as a reaction instead of a "while this is in play" effect.  Nice interaction with junking attacks.

Yeah, I think a terminal +$2 Action-Reaction is probably best, since it seems like it is best suited to construct an alternate "weak-turn" engine that can barely get to $8 consistently but which doesn't have to worry about greening.  The wording on that would be nightmarish (and I had difficulties with mine as well) because you want to be able to both reveal it from hand and also make use of it while it is in play.

At +$1, though, I cannot imagine when I'd buy it.  That +$1 is partially why Talisman is so bad, because you're actively hurting your potential buying power.
I'm gonna argue this is quite a bit stronger than Talisman, theory.  Gaining an extra copy of a 4$ card is worth an extra 4$ card.  Setting aside a Victory card when you gain it is approximately equivalent in worth to a Lab, a 5$ card. (Having a dead card in your deck is similar to putting a slip of paper in your deck that pops up and says "next time you would draw a card don't".  It's polar opposite is Lab, a little slip of paper in your that pops up and says "next time you would draw a card, draw two instead".  As another thought exercise, Islanding a card is functionally equivalent to stapling it to a Lab and shuffling it in.)
A 5$ card is much more powerful than a 4$ card.  Furthermore, being forced to purchase cards costing 4$ or less is terribly restrictive, but having choices at 5$ and 8$ is possible to accommodate as long as you time its purchase similarly to Possession's potion.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: popsofctown on September 24, 2012, 08:47:47 pm
Yay! My card made an okay showing. Also I loved the winner, good design. Immediately I wanted to try it out when I read about it.

Also I'd like vote for "Compass" over "Astrolabe" for the name.
Any reason why?
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Mecherath on September 24, 2012, 08:52:50 pm
Another middle of the road showing for me as well.

#13 (tie) - Letter of Credit by Mecherath with 8 points (Cry Instead)
$4 - Treasure
Worth $1
--
Choose one: $1 Card; or +1 Buy; or +$1.

I wish I had remembered the never do Silver at $4 rule.  Though really it's a gimped Venture, a Silver, or Copper-with-a-buy.  They're all too weak to be $5, but when Donald X talks, people listen.

Only things I can think of to save it are make it Gain a Copper in Hand instead of $1, or maybe bump it up to $5, add a 4th choice (no idea what) and let you pick two.  Oh well.  Good contest, and congrats to Pops.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 24, 2012, 08:56:20 pm
Yay! My card made an okay showing. Also I loved the winner, good design. Immediately I wanted to try it out when I read about it.

Also I'd like vote for "Compass" over "Astrolabe" for the name.
Any reason why?

I quite like Astrolabe.  Another option could be Lodestone, maybe.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: NoMoreFun on September 24, 2012, 09:05:17 pm
Well done to the winner.

Glad to see I got a few votes for "Wait"/"Magnet" despite it being overpowered.

The concept of a powerful card that always misses the reshuffle will return. Probably when there's a duration competition.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: theory on September 24, 2012, 09:09:20 pm
Amusingly, I submitted nearly the same card as popsofctown did, but earlier in the competition as a Reaction-Treasure (i.e., you can reveal from hand for on-gain effects as well). 

I priced it at $4 / giving +$2, though, since it doesn't seem like it would work at $4 / giving +$1.  How often do you buy stuff that you don't want in your deck?  Only green cards, and +$1 is not enough for most green cards.  And the cheap green cards, well, you aren't usually buying them, you're usually gaining them, so a Treasure doesn't do much there either.  But it seems I must be in the wrong :)

Which contest was that in?  A Silver with that reaction would be too strong, I think.  I'd like it as a terminal +$2 though.  I'd like to go back and read my thought on the card before.  Maybe my opinion on it has wildly changed, after only a few weeks.  ;D

FWIW, I do prefer it as a reaction instead of a "while this is in play" effect.  Nice interaction with junking attacks.

Yeah, I think a terminal +$2 Action-Reaction is probably best, since it seems like it is best suited to construct an alternate "weak-turn" engine that can barely get to $8 consistently but which doesn't have to worry about greening.  The wording on that would be nightmarish (and I had difficulties with mine as well) because you want to be able to both reveal it from hand and also make use of it while it is in play.

At +$1, though, I cannot imagine when I'd buy it.  That +$1 is partially why Talisman is so bad, because you're actively hurting your potential buying power.
I'm gonna argue this is quite a bit stronger than Talisman, theory.  Gaining an extra copy of a 4$ card is worth an extra 4$ card.  Setting aside a Victory card when you gain it is approximately equivalent in worth to a Lab, a 5$ card. (Having a dead card in your deck is similar to putting a slip of paper in your deck that pops up and says "next time you would draw a card don't".  It's polar opposite is Lab, a little slip of paper in your that pops up and says "next time you would draw a card, draw two instead".  As another thought exercise, Islanding a card is functionally equivalent to stapling it to a Lab and shuffling it in.)
A 5$ card is much more powerful than a 4$ card.  Furthermore, being forced to purchase cards costing 4$ or less is terribly restrictive, but having choices at 5$ and 8$ is possible to accommodate as long as you time its purchase similarly to Possession's potion.
It's absolutely not approximately equivalent to a Laboratory.  Laboratory is good early game because it increases your handsize.  This is bad early game because it's functionally a Copper until you start buying green cards, and even when you start buying green cards it's more like a Spy than a Laboratory, and you have to hope you draw it in your Province hand, and it sets aside at best one Province per reshuffle.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Polk5440 on September 24, 2012, 09:20:16 pm
I suggested dropping the price from $5 to $4.

It is all starting to make sense. My panning the card because of how I perceived its strength and price was kind of insulting to you personally since it was your suggestion to lower the price!

It sounds like lots of people are eager to try Island Astrolabe out -- hopefully it will turn out just fine.

Congrats to pops for the win.

(I did give Lucy 3 points hoping for an upset, though! But even there, the stronger version got more votes.)
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: popsofctown on September 24, 2012, 09:28:43 pm
The card is a Talisman variant; I'm not comparing it to Laboratory itself.  Rather, each time you buy a Victory card with it, setting that Victory card aside is worth approximately as much as gaining a Laboratory.  Every time the Province or Duchy would be drawn, you don't, so you have an additional live card in hand.  If a Laboratory was added to your deck and you drew it along with that Province or Duchy every time, you would get the same effect.

The "gaining a Laboratory" effect is more powerful than the "gaining a 4$ card effect", so I expect this card to be stronger than Talisman.  Maybe it is both stronger than Talisman and still too weak, perhaps, but I expect this to hit the table more than Talisman does.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 24, 2012, 09:30:04 pm
I suggested dropping the price from $5 to $4.

It is all starting to make sense. My panning the card because of how I perceived its strength and price was kind of insulting to you personally since it was your suggestion to lower the price!

It sounds like lots of people are eager to try Island Astrolabe out -- hopefully it will turn out just fine.

Congrats to pops for the win.

(I did give Lucy 3 points hoping for an upset, though! But even there, the stronger version got more votes.)

Not insulting at all! I just disagree. :P
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Polk5440 on September 24, 2012, 09:43:58 pm
As for my card, Copper Press/Walrus, it really is the most fun fan card I have played with and am happy it placed as high as it did -- it's not a card you read and immediately go, "that seems like a great card!" But playing it really is fun.

Copper Press seems to not have the problems that DXV has mentioned with his cards that give Coppers because it gets rid of Coppers from your deck, as well, so you don't have Kingdoms where there is no way to deal with them. It's fairly slow, as well, because it does not put Coppers directly into another player's discard pile -- they have to be gained, first. It is debatable whether it should be at $2 or $3, though.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Polk5440 on September 24, 2012, 09:44:59 pm
I suggested dropping the price from $5 to $4.

It is all starting to make sense. My panning the card because of how I perceived its strength and price was kind of insulting to you personally since it was your suggestion to lower the price!

It sounds like lots of people are eager to try Island Astrolabe out -- hopefully it will turn out just fine.

Congrats to pops for the win.

(I did give Lucy 3 points hoping for an upset, though! But even there, the stronger version got more votes.)

Not insulting at all! I just disagree. :P

Oh, good. I'm glad I didn't actually insult you. I do apologize if I did....
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 24, 2012, 10:20:52 pm
Oh, good. I'm glad I didn't actually insult you. I do apologize if I did....

No, not at all.  I make plenty of mistakes in design and judgement, and it's difficult to design or judge without any real playtesting.  I don't mind being wrong, and I don't mind if people disagree with me. :)
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Rush_Clasic on September 24, 2012, 11:14:21 pm
My card was so grossly unbalanced. I liked the general idea too much to bother trying to develop it much beyond the initial thought.

I liked the winning card in my comments, then straight-up missed it in voting. Glad it won, twas a solid idea.

Lucy
$4 - Treasure
Worth $1
When you play this, reveal your hand.  +$1 per Victory card revealed.

Simple and clean. Though what's with all the unnecessary "when you play" clauses going on this round?

The official Treasure cards with non-vanilla on-play effects are all worded that way.  Why, I don't know.  But the wording you are seeing is about being consistent with the official cards.

Hunh. I never noticed.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: JFugue on September 25, 2012, 12:47:09 am
Congratulations to pops.  Although if we're tossing out astrologically related fun name ideas, I might have to add my personal favorite to the mix: "Orrery".

I'm afraid I haven't been able to participate in these two challenges as much as I would like.  I got very sick over the weekend and was basically a vegetable for four days.  Still recovering even now.



Since it came up, here is my reason why my card Michelle/Jewelry Box had that crazy "cannot buy with a silver in play" restriction.  Without it, then buying Jewelry Box provides a better improvement in the average coin in deck than Silver if bought straight for the first four - I'm fairly sure I calculated and it was four - turns.  Yes it comes with a copper, but the starting estates make that copper better than nothing in those initial buys, and given the top-decking silver it might be quite possible to get two golds within the first five turns.  Adding the "no silver in play" clause was a band-aid repair, and not a very elegant one on my part.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Davio on September 25, 2012, 03:45:36 am
Grats to the winner.

I got 4th, wow!
I don't mind ending up lower than the other coin for every VP entry which was more cute than mine.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Qvist on September 25, 2012, 04:19:44 am
Congrats to pops. I like the card, but I have to say that I believe that $4 is to overpriced for this better Copper. It obviously needs playtesting, but I would definitely try it a $3 (or even at $2). I mean, the card itself is only good in engines with good draw and in alt-VP games. So, it's an edge case card either way. So I think it's nice to have a boost, so you can e.g. open double Astrolabe in Silk Road games.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: popsofctown on September 25, 2012, 10:04:32 am
3$ might be nice so you can open Astrolabe/power 4.  I priced it at 4$ specifically not to have Astro/astro Silk Road openings, though, I think that makes the rush too unbeatable.  But we can see.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Kirian on September 25, 2012, 10:19:49 am
3$ might be nice so you can open Astrolabe/power 4.  I priced it at 4$ specifically not to have Astro/astro Silk Road openings, though, I think that makes the rush too unbeatable.  But we can see.

Agreed.  I think that becomes a ridiculous rush.  I drop Astrolabe, buy SR, set it aside.  Repeat until SRs are gone.  Drawing both astrolabes together is instant loss.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: rinkworks on September 25, 2012, 10:27:11 am
I'm going to go out on a limb and predict that $5 is actually the right cost here.  Even though it's a Copper-equivalent, it could be such a monster in the end game that comparisons to Talisman, for example, will look absurd.  In a deck with one of these that draws itself every turn, you can buy green every turn and never slow down.  In alt-VP, having a Copper doesn't hurt anyway.  It's less useful in long slogs with fat decks, but even then -- as in any deck -- one single use of one of these cards pays for itself in terms of the harm it does to your deck.  Right?  Buying an Astrolabe junks your deck up by one card.  Buy a Province with it, set it aside, and now your deck is less junked up by one card.  And who knows how many times you might reuse it before the game's over.

The biggest trick, I think, is going to be timing when you buy it.

Regardless of pricing issues, I loved the idea of it and am happy to see it win.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: theory on September 25, 2012, 10:34:13 am
Quote
Buying an Astrolabe junks your deck up by one card.  Buy a Province with it, set it aside, and now your deck is less junked up by one card.  And who knows how many times you might reuse it before the game's over.

Maybe I have taken too long of a break from Dominion, but this is baffling to me.  By this logic, Island and Spy must be the most OP card in the game.  Exactly how many uses do you expect to get out of Astrolabe? How many times are you reshuffling as you buy green?  How many of those times you draw Astrolabe are you going to have your Province?  How many of those times will Astrolabe cost you a Province because your hand is Astrolabe - Gold - Gold - X - X instead of Silver - Gold - Gold?  And don't forget that Astrolabe has no effect when you draw it on your last reshuffle (and sometimes second-to-last reshuffle).

You're junking your deck at the worst possible time, while simultaneously hoping that you draw a junk card in your Province-buying hands, so that your deck might be slightly dejunked by one or two cards in the late game for one or two reshuffles.  If anything I imagine your argument runs the other way around: you're buying a bad card and not until you use it twice does it actually do anything for you.  Hence the genius of the Island 2VP.

At $4 I consider it a downgrade from Talisman, full of potential but never actually getting anything done.  At $5 it would be unplayably bad, worse than a Counting House that gave -$1.

Sorry for the longwindedness.  I like this card a lot and thought about it a lot for my submission, so I have a lot to say on it.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Robz888 on September 25, 2012, 10:36:16 am
I am definitely thinking that $4 is going to be the right price. It's going to be equivalent, perhaps a little worse, often better, than Talisman or Quarry.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Schneau on September 25, 2012, 10:58:32 am
I find it really interesting that very experienced players and card designers are having so much trouble predicting the power of Astrolabe. That could mean that it is an interesting card with strategic possibilities. Or, it could indicate that it has fancy balance issues (http://forum.dominionstrategy.com/index.php?topic=4277.0). I guess only time and playtesting will tell.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: rinkworks on September 25, 2012, 10:58:46 am
Quote
Buying an Astrolabe junks your deck up by one card.  Buy a Province with it, set it aside, and now your deck is less junked up by one card.  And who knows how many times you might reuse it before the game's over.

Maybe I have taken too long of a break from Dominion, but this is baffling to me.

You might be right.  My thoughts there were genuinely just a prediction.  I could well be wrong.  It's a bit of a difficult effect to gauge.

But to address a couple of your questions:

Quote
By this logic, Island and Spy must be the most OP card in the game.

Island can only be used once.  I don't really understand the Spy comparison.

Quote
If anything I imagine your argument runs the other way around: you're buying a bad card and not until you use it twice does it actually do anything for you.

I agree there.  I said you only had to use it once to equalize, but you don't burn an opportunity cost on purchasing a card just to equalize.  Otherwise you're not really equal; you're down whatever that buy opportunity could have given you instead.  You do have to be able to use it at least twice, probably three times before it pays off.

Quote
Exactly how many uses do you expect to get out of Astrolabe? How many times are you reshuffling as you buy green?

That's the big question with this card, I think.  I'm certainly not suggesting it's always a good buy -- even at $4, let alone $5.  You have to have the kind of deck that can play it a lot in the endgame, OR have a deck so junked up that a Copper is a good thing.  Neither of those are that uncommon, though, are they?  Tons of engine decks draw themselves every single turn, in which case the answer to your question is you can use Astrolabe every single turn once you get going.  Decks where Copper is a good card are less common but still not that rare:  any kind of alt-VP rush, essentially, or heavy Cursing games.  In a heavy Cursing game, when it's tough just to scrape together enough cash to buy Duchies and Estates, being able to set them aside on-buy could be huge.  In those cases, you won't be using Astrolabe every turn, but you'd also buy them earlier, so some reuse can be expected there as well.

Quote
How many of those times you draw Astrolabe are you going to have your Province?  How many of those times will Astrolabe cost you a Province because your hand is Astrolabe - Gold - Gold - X - X instead of Silver - Gold - Gold?  And don't forget that Astrolabe has no effect when you draw it on your last reshuffle (and sometimes second-to-last reshuffle).

All fair points.  And maybe ultimately these factors will point toward you being right about the correct cost.  The fact that Astrolabe carries risk on top of its potential benefit is probably why I like the card as much as I do.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: AJD on September 25, 2012, 11:07:03 am
How many turns does it take to assemble an Astrolabe-Gold-Silver-Silver-Chapel golden deck?

This might be a good benchmark to set the price. Presumably at $4 it would take a few turns longer to assemble than the Bishop golden deck, which is probably fine.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Qvist on September 25, 2012, 11:14:34 am
I think there are 3 possible scenarios where you want it.

1.) Good drawing engine
You want it after you've built your engine before you go green. Still there's a risk to only have $7 (or $15 depending on the engine), so you really buy it only if you're really sure that your engine is good enough. In these cases, no matter if it costs $2 or $5, you will buy it.

2.) Golden deck
Chapel, Gold, Silver, Silver, Astrolabe gets a Province each turn. You will probably buy the Astrolabe last when you have $7 either way. Cost doesn't matter.

3.) Alt-VP game
In games where you want many green cards, but don't want to have them in your deck - like Gardens, Silk Road or Duke games - Copper is not a bad card and therefore Astrolabe is a good card. That's the only case you want it early. Opening double Astrolabe on SR games is still suboptimal I think. If I counted right, you will still have 4/11 chance to miss $4. So you need that Silver anyway. I think costing it $3 isn't a big problem.

But for $5 it is definitely too weak. I would often rather have another key engine card for $5 than this. So case 1 would really be weakened.
So, after re-thinking a bit, the cost doesn't matter that much. $4 is fine, but I like to see it at $3. Even $2 could work and $5 could work too although I dislike it.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Polk5440 on September 25, 2012, 11:30:35 am
FBI probably is the best interpretation of what will happen.

My concern isn't so much the cost ($4 v $5 v $3? v $2??), because cost can be easily adjusted, as is the potential balance issues between
1) when it's bad you don't buy it
2) when it's good, it's the dominant strategy and everyone must buy it & play the same strategy or lose

If this turns out to be the tradeoff that is happening, there is no right price. Unless, of course, you like completely game-dominating cards.

On to play testing, I think.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: eHalcyon on September 25, 2012, 02:53:43 pm
I think "Fancy Balance Issues" is becoming an overused term, a meaningless buzzword.  FBI is something to watch out for, but "situationally useful" or "niche" does not equate to having FBI.  I think FBI should refer to cards that are usually useless, even detrimental, but in perfect situations become gamebreakingly powerful.

Does Astrolabe fall under this category?  We'll need to wait for playtesting, but I speculate that it will not.  Consider:

1. When it is weak, it still isn't useless.  Maybe you have a simple BM-X strategy (Smithy, perhaps) that is fine at getting $8 or more.  Adding in an Astrolabe isn't great, but sometimes it will pay off.

2. When it is strong, it is not gamebreaking.  Now, this point is contentious -- some people think it is gamebreaking.  But consider the situation when it is arguably at its strongest -- powerful draw engines.  Now suppose in a 2p game, both players pursue the same engine except A picks up Astrolabe while B just starts greening earlier.  When they start greening, A is able to hide green away.  But B has a head start, and that may mean that B will win the Province split.  Maybe Astrolabe, being a Copper, prevents A from getting double Province while B manages.  A gets to keep dead cards out of his deck, but is that a big deal?  If both their engines are drawing their deck anyway, will an extra dead card or two cause them to choke all that much?  I think that it usually won't.  If both players are playing strong engines, the Provinces will drain quickly before there will be much choking.

That isn't to say that Astrolabe can't make a difference.  I think that it often will.  But it won't be facerolling must-buy powerful -- it'll be another component that you have to fit into your overall plan.  When do I pick up Astrolabe?  Does it allow me to start greening earlier, with an engine that isn't as powerful?  Will a stronger engine without Astrolabe be able to catch up?



Now compare it to Talisman and Quarry, which are also alt Coppers.

Talisman: Good when the key cards are cheap, bad when they are not.  You'll often want one to help win a split of, say, Fool's Gold or Caravan.  On a board with no power $5 cards, this could be the dominant strategy and if you don't follow it you might lose... right?  Maybe not though.  But I feel it works out similarly to Astrolabe (though with different "powerful" situations, of course).

Quarry: I think it's more pronounced here.  Quarry is rather useless when the dominant strategy is BM-X.  But when there is a strong engine to build?  Man, Quarry is so good.  If you don't pick it up, you will probably lose the BV-Wharf split, and all the GMs, and then you've got no chance.  But does Quarry suffer from FBI?  I think it's still fine.




I think people are overestimating its effect on engines.  If Astrolabe isn't on the board, that engine is probably still the best strategy.  There may be rare cases where Astrolabe makes an engine viable when it is otherwise too weak, but I think that's niche and interesting.  With the strong engine, Astrolabe becomes another engine component you have to factor into the build.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Drab Emordnilap on September 25, 2012, 05:11:34 pm
FBI probably is the best interpretation of what will happen.

My concern isn't so much the cost ($4 v $5 v $3? v $2??), because cost can be easily adjusted, as is the potential balance issues between
1) when it's bad you don't buy it
2) when it's good, it's the dominant strategy and everyone must buy it & play the same strategy or lose

If this turns out to be the tradeoff that is happening, there is no right price. Unless, of course, you like completely game-dominating cards.

On to play testing, I think.

I can read this post as applying to Gardens equally well.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: jotheonah on September 25, 2012, 05:21:27 pm
It's gonna be good friends with Herbalist when they show up together, I imagine.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: One Armed Man on October 13, 2012, 11:23:04 pm
Astrolabe is very similar to Writ of Passage, a card from Dubdubdubdub's Chimneys and Change expansion. That one cost 6 and had a +Buy.
Title: Re: Mini-Set Design Contest, Challenge #16: Treasure Card!
Post by: Archetype on October 14, 2012, 09:25:27 pm
Astrolabe is very similar to Writ of Passage, a card from Dubdubdubdub's Chimneys and Change expansion. That one cost 6 and had a +Buy.
I noticed that, and I thought the submitter was Dubdubdubdub, and he had fixed up the card a little.