Dominion Strategy Forum

Dominion => Weekly Design Contest => Variants and Fan Cards => Mini-Set Design Contest => Topic started by: LastFootnote on September 25, 2013, 06:52:51 pm

Title: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 25, 2013, 06:52:51 pm
The fourth contest is to design a card that would fit well in Seaside.

Submission Rules

• Submit no more than one card per challenge.
• You are not obligated to submit a card for every challenge.
• Submit your card 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.
• Unlike the previous set design contest, the name you give your card will appear on the ballot. If multiple cards with the same name are submitted, I will differentiate them with letters in a randomly chosen order, e.g. [Card Name] A, [Card Name] B, etc. Cards themselves will likewise be listed in a random order on the ballot.
• 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.
• A single card might conceivably qualify for multiple challenges within this series. If your card doesn't win the first challenge you submit it to, you may submit it for any and all future challenges (until it wins), provided the card fits those challenges. This is particularly pertinent for cards that don't win the first of two slots for a large expansion, although depending on which card does win, your card may not qualify for the second challenge.
• Do not disclose your submissions publicly, either in this thread or elsewhere!

For this Treasure Chest set, you may not submit cards that combine certain mechanics from multiple expansions. The idea is that you could simply slot the cards into their respective sets without needing components or rules specific to another set. Specifically:

• Duration cards may only be submitted as candidates for a Seaside slot.
• Potion-cost cards may only be submitted as candidates for the Alchemy slot.
• Cards that use VP tokens or cost $7 or more may only be submitted as candidates for a Prosperity slot.
• Cards that use Coin tokens and cards that use overpay may only be submitted as candidates for the Guilds slot.
• Cards that use Ruins (Looters) and cards that use Spoils may only be submitted as candidates for a Dark Ages slot.

Many mechanics are fair game for any submission. The following is an incomplete list.

• Victory/Action and Victory/Treasure hybrid cards.
• Cards that allow you to choose an ability from a list.
• Cards with on-buy, would-gain, on-gain, and on-trash abilities.

I will be putting some constraints on the set as a whole.

• The raw number of cards (including randomizers) must not exceed 150.



Challenge #4 : Seaside

Design a Kingdom card that would fit into the Seaside expansion. Ideally such a card will have one or more of the following qualities:

• Does something on a future turn (Duration cards are included here).
• Interacts with the top of your deck or the tops of your opponent's decks.
• Interacts in some other way with future or past turns (e.g. Embargo or Smugglers).

But don't let these guidelines constrain you! Just design the card you think would fit best into the set.

The deadline for this week's challenge is Monday, September 30, 2013 at 8am CDT.

If you have any questions, please post them here or send me a private message and I will endeavor to answer them in a timely manner. Good luck!
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 25, 2013, 07:38:41 pm
Voting Rules

• I will not accept votes until Wednesday, October 2, 2013 at 8am CDT. There are two reasons for this. First, I've almost certainly made some mistakes and I want the card authors to have time to contact me so I can make fixes. Second, I want everybody to have the chance to critique and discuss the cards for a few days.
• The deadline for turning in your ballots is Monday, October 7, 2013 at 8am CDT.
• We are using an approval voting system. That means you can vote for as many of the cards as you like, but only once for each card. Feel free to vote for your own card if you submitted one. When you send in your ballot, simply list the cards you'd like to vote for.
• I will generally not accept revisions to ballots. I recommend you send your ballot in later rather than earlier in case you change your mind about some of your votes.
• The winning card may (and likely will) be revised, so I encourage you vote for a card if you think it could be great with a different cost or some slight tweaking.


Quote
Lockbox
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.

When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.


Quote
Star Charts
Types: Action – Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.

While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.


Quote
Shipwreck Cove
Types: Action – Attack – Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.


Quote
Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.


Quote
Tariff
Types: Action – Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.

While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.


Quote
Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.


Quote
Beacon (A)
Types: Action
Cost: $6
+1 Action.

While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.


Quote
Cottage
Types: Action – Duration
Cost: $3
+2 Cards. +2 Actions. Put 2 cards from your hand on top of your deck. At the start of your next turn, reveal the top 2 cards of your deck. You may discard one of them. You may trash one of them. Put the rest back in any order.


Quote
Ship of the Line
Types: Action – Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.

While this is in play, Victory cards cost $1 more.


Quote
Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.

When you play an Action card, +$1 per copy of it on your Investment mat.


Quote
Shipyard (A)
Types: Action – Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.


Quote
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.

When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.

When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.

Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.


Quote
Thugs
Types: Action – Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.


Quote
Cannon
Types: Action – Attack – Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.


Quote
Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.


Quote
Martello
Types: Action – Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.

While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.

EDIT: Changed "when another player gains a card" to "when any player gains a card" on Martello.


Quote
Kraken
Types: Action – Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.

When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.


Quote
Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.


Quote
Vessel
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.

While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.


Quote
Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.


Quote
Beacon (B)
Types: Action – Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.

While this is in play, when you gain a card, trash that card or put it on top of your deck.


Quote
Dispatch
Types: Action – Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.


Quote
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.


Quote
Treasure Fleet
Types: Action – Duration
Cost: $4
+1 Buy. +$2. When you buy a card this turn, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, +1 Buy and put the set aside card into your hand.

EDIT: Reworded Treasure Fleet so that it only works and is Throne-able.


Quote
Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.


Quote
Customs Officer
Types: Action – Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.


Quote
Supply Ship
Types: Action – Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.


Quote
Drift Bottle
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.

Setup: Put a Silver on the Drift Bottle mat.

Clarification: There is just one communal Drift Bottle mat.


Quote
Royal Armada
Types: Action – Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.


Quote
Raider
Types: Action – Attack – Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.


Quote
Seafarer's Charm
Types: Treasure – Reaction
Cost: $0
Worth $1.

When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.

Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.

When you shuffle, put this at the bottom of your deck.

Clarification:  Seafarer's Charm and Sunken Treasure are not Kingdom Cards.  Each player begins with one of each in place of two starting Coppers.  Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back.  When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.


Quote
Shipyard (B)
Types: Action – Duration
Cost: $5
+2 Cards. Set aside a card from the Supply costing up to $6. While it is set aside, copies of it cost $1 less, but not less than $0. At the start of your next turn or when the game ends: Gain the set aside card.


Quote
Docks (A)
Types: Action – Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.


Quote
Fishmonger
Types: Action – Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.


Quote
Scalawag
Types: Action – Attack – Duration
Cost: $3
Each player may trash a Copper from his hand. If you trashed a Copper, each other player gains a Curse. At the start of your next turn, +1 Card for each Scalawag that any player has in play. If there is more than one in play, trash this.

While this is in play, when another player plays an Attack card, you may discard this. If you do, gain a Silver, putting it on top of your deck.

EDIT: Clarified that it's the Scalawag you may discard when another player plays an Attack card.


Quote
Convoy
Types: Action – Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.


Quote
Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.

While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.

EDIT: The under-line effect of Dock (B) is now limited to the Buy phase.

Quote
Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.


Quote
Shipyard (C)
Types: Action – Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.

While this is in play, when you would gain a card, you may gain a Copper instead.


Quote
Expedition
Types: Action – Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.

While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.


Quote
Voyage
Types: Action – Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.

When you would discard this from play, instead, trash this and gain a Voyage.


Quote
Old Seafarer
Types: Action – Duration
Cost: $6
Before the Clean-up phase, set aside cards in your play area. At the start of your next turn, discard your hand, put the set-aside cards into your hand, and each other player draws a card.

While this is in play, you may not play an Old Seafarer.


Quote
Settlement
Types: Action – Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.

Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.


Quote
Coastal Raiders
Types: Action – Attack – Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.


Quote
Sea Harvest
Types: Action – Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.


Quote
Shipyard (D)
Types: Action – Duration
Cost: $5
+2 Cards. Put a card from your hand on top of your deck. At the start of your next turn, gain a card costing up to $4, putting it into your hand.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 25, 2013, 07:38:57 pm
Recycleyuma10
ObservatoryArchetype10
InvestmentLastFootnote (Enterprise)6
DispatchLastFootnote (bona-fide)6
HarbourmasterSchneau5
FlagshipA Drowned Kernel5
Dock (B)ChocophileBenj5
Royal Armadalehmacdj4
Seafarer’s Charm/Sunken TreasureSirPeebles4
Shipyard ( C)eHalcyon4
Sea Harvestangrybirds4
ClipperLuciferousPeridot3
CottageHeavyD3
Ship of the Linemarket squire3
Krakenjackelfrink3
Supply ShipWatno3
Scalawagandwilk3
Harbourachmed_sender3
Voyagemarkusin3
Settlementkn1tt3r3
Coastal Raiderswerothegreat3
Beacon (A)Guy Srinivasan2
Shipyard (A)scott_pilgrim2
MartelloRobertJ2
Beacon (B)nopawnsintended2
Customs OfficerSaucery2
Docks (A)soulnet2
ExpeditionXerxesPraelor2
Shipyard (D)jamespotter2
Lockboxcluckyb1
Star ChartsWanderingWinder1
Tariffmail-mi1
FishermanGwinnR1
ThugsEggplantation1
CannonKingZog31
VesselPowerman1
MermaidAsper1
Treasure FleetJust a Rube1
CommuneNoMoreFun1
Raiderignorentmen1
Shipyard (B)Fragasnap1
FishmongerJackRudd1
ConvoyKirian1
Shipwreck CoveRobz8880
Drift Bottleray0
Old SeafarerStrongRhino0
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Robz888 on September 25, 2013, 08:30:06 pm
Perfect, I came up with my Seaside card today!
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: WanderingWinder on September 25, 2013, 08:31:49 pm
It's time to play everyone's favorite game:
Guess how many of the Seaside submissions will be Duration cards!

Seriously, though, isn't "I want more durations" like the #1 reason people want treasure chests?
No wait, actually seriously, let's have that guessing game.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Robz888 on September 25, 2013, 08:37:00 pm
It's time to play everyone's favorite game:
Guess how many of the Seaside submissions will be Duration cards!

Seriously, though, isn't "I want more durations" like the #1 reason people want treasure chests?
No wait, actually seriously, let's have that guessing game.

I will guess 90%.

That's kind of unavoidable, though. And Duration cards are so much fun, everyone wants more of them.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 25, 2013, 08:45:04 pm
I feel like I'm the only one who isn't a huge fan of Duration cards.  I mean, they're fine.  But I always find them to be a clumsy idea.  The biggest appeal that I see is that you can print a bunch more vanilla cards.  I feel like Outpost or Tactician could have been done without the Duration type by adjusting the original rules appropriately.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 25, 2013, 08:52:34 pm
I feel like I'm the only one who isn't a huge fan of Duration cards.  I mean, they're fine.  But I always find them to be a clumsy idea.  The biggest appeal that I see is that you can print a bunch more vanilla cards.  I feel like Outpost or Tactician could have been done without the Duration type by adjusting the original rules appropriately.

I agree for the most part. I wouldn't call them clumsy, but I'm against Durations for their own sake. I think we've got enough "vanilla" Durations. If a card is a Duration card, it should be because that's the best way to implement a cool idea.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 25, 2013, 08:55:43 pm
I would say that Lighthouse is the card which most deserves to be a Duration card.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 25, 2013, 09:27:53 pm
I feel like I'm the only one who isn't a huge fan of Duration cards.  I mean, they're fine.  But I always find them to be a clumsy idea.  The biggest appeal that I see is that you can print a bunch more vanilla cards.  I feel like Outpost or Tactician could have been done without the Duration type by adjusting the original rules appropriately.

I agree for the most part. I wouldn't call them clumsy, but I'm against Durations for their own sake. I think we've got enough "vanilla" Durations. If a card is a Duration card, it should be because that's the best way to implement a cool idea.

This is probably the contest I am most excited for.  I'm really curious to see what sort of unique card ideas people are able to express using the Duration Type which would have been inconceivable otherwise.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on September 25, 2013, 09:40:15 pm
Here are some Seaside-ish card names I have written down:

Observatory
Fisherman
Pirate
Admiral
Port Town
Harbour
Shoals
Pier
Docks

Not sure why I put Observatory in there... I was probably inspired by Lookout?  Who knows.

I don't yet have any interesting ideas for Seaside, crazy or otherwise.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Asper on September 25, 2013, 09:47:56 pm
I have my idea since quite a while, but i can't decide between two names :(

Edit: and decided :D
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on September 25, 2013, 09:52:43 pm
I have a spreadsheet of my cards ideas (I know, nerd) with 171 cards. Only 5 of those are Durations, and I only semi-like 2 of those. So, I wouldn't be surprised if I don't submit a Duration card. But, I'll be trying to come up with new cards all week, so who knows??
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: markusin on September 25, 2013, 10:17:17 pm
I have a spreadsheet of my cards ideas (I know, nerd) with 171 cards. Only 5 of those are Durations, and I only semi-like 2 of those. So, I wouldn't be surprised if I don't submit a Duration card. But, I'll be trying to come up with new cards all week, so who knows??
You crazy! This contest marks my very first attempts at a fan card.

I'm having a hard time coming up with something good for Seaside. It might be a big trap to immediately decide that your card will be a duration. It gets messy to design duration bonuses beyond simple vanilla bonuses, and the official Durations that already cover a large section of design space (mega-turn with Tactician, smoothing with Haven, engine-encouragement with Outpost, defense with Lighthouse, and various combinations of vanilla bonuses with the others).
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: XerxesPraelor on September 26, 2013, 01:45:46 am
Yeah, everyone should make sure not to just tack on Duration.

This is the one contest I really want to do well in. The rest were just practice. :)

I just have a wording problem i'm not sure about how to solve.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: ChocophileBenj on September 26, 2013, 05:45:46 am
Seaside ! I was waiting for this challenge for long !

Now, I've got a question : if you have several duration cards, and you design a card such that the order of duration matters (e.g : "at the start of your next turn, discard 2 cards", which may be important with Wharf and other card-drawers),  could you play the duration effects in any order ?

Because most of the vanilla effects in Duration were already used, so it's time to innovate...
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on September 26, 2013, 06:02:55 am
Yes, each Duration card would set up an event to happen "at the start of your next turn", and if multiple things happen at the same time (to the same player), that player chooses the order.

Probably better not have Duration cards that attack yourself though...
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on September 26, 2013, 06:52:51 am
Yes, each Duration card would set up an event to happen "at the start of your next turn", and if multiple things happen at the same time (to the same player), that player chooses the order.

Probably better not have Duration cards that attack yourself though...

Sure, but this could matter for a variety of things, including discarding, trashing, or gaining cards.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: NoMoreFun on September 26, 2013, 07:46:01 am
Are we allowed to submit cards from the rinkworks contest? I wouldn't mind resubmitting "Barge".
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 26, 2013, 08:58:29 am
Are we allowed to submit cards from the rinkworks contest? I wouldn't mind resubmitting "Barge".

Yes, that's fine.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on September 26, 2013, 10:12:44 am
Yes, each Duration card would set up an event to happen "at the start of your next turn", and if multiple things happen at the same time (to the same player), that player chooses the order.

In fact, this is specifically stated in the Seaside rules as regards Duration cards.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on September 26, 2013, 10:13:25 am
This is the one contest I really want to do well in. The rest were just practice. :)

I just have a wording problem i'm not sure about how to solve.

I love wording problems! ...And I'm not entering a card, I don't think, so I'd be happy to try and give some advice on yours.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Asper on September 26, 2013, 10:19:28 am
Yes, each Duration card would set up an event to happen "at the start of your next turn", and if multiple things happen at the same time (to the same player), that player chooses the order.

Probably better not have Duration cards that attack yourself though...

Actually i kind of like the idea. Usually Durations are bad now and good later. Turning this around could be used in an interesting way, i think.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 26, 2013, 10:45:14 am
Yes, each Duration card would set up an event to happen "at the start of your next turn", and if multiple things happen at the same time (to the same player), that player chooses the order.

Probably better not have Duration cards that attack yourself though...

Actually i kind of like the idea. Usually Durations are bad now and good later. Turning this around could be used in an interesting way, i think.

Have you thought about why all of the current Duration cards work in the exact opposite way that you are proposing?  Maybe there's a reason?

Edit:  when I reread this it sounded snarky.  My point is, if you notice some pattern or structure that existing cards have, then ask whether there is a reason or whether it is coincidence.  If there is a reason, can you find some alternative way of fulfilling that reason?  Then it might be interesting.  A good example is gaining from the trash.  Once you reflect on why gaining from the trash is a bad effect to have, you can start constructing a card which addresses those issues, and something like Graverobber practically writes itself.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on September 26, 2013, 11:05:31 am
Here are some Seaside-ish card names I have written down:

Observatory
Fisherman
Pirate
Admiral
Port Town
Harbour
Shoals
Pier
Docks

Not sure why I put Observatory in there... I was probably inspired by Lookout?  Who knows.

I don't yet have any interesting ideas for Seaside, crazy or otherwise.

Here's some more:

Bay
Captain
Crew
Shipment
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: NoMoreFun on September 26, 2013, 11:11:45 am
Yes, each Duration card would set up an event to happen "at the start of your next turn", and if multiple things happen at the same time (to the same player), that player chooses the order.

Probably better not have Duration cards that attack yourself though...

Actually i kind of like the idea. Usually Durations are bad now and good later. Turning this around could be used in an interesting way, i think.

Have you thought about why all of the current Duration cards work in the exact opposite way that you are proposing?  Maybe there's a reason?

Minor benefit later is boring (in the "why is it even there" sense), but with a good "while this is in play" effect it may be relevant. The main design issue is that the 2nd effect has a default "+1 card, +1 action" built in so the simple "now and at the start of your next turn" benefits tend to favour the latter.

Judging by all the "good ruins" cards in the current competition, I'm predicting a lot of "hangover" cards. Has this concept been as thoroughly analysed as the "good curse" problem? I'm not a big fan personally but I'll wait to see the designs.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 26, 2013, 11:14:01 am
Card Names:

Pirate's Cove
Bounty
Booty
Plunder
Armada
Compass
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 26, 2013, 11:18:29 am
It's time to play everyone's favorite game:
Guess how many of the Seaside submissions will be Duration cards!

It's more like:
Guess how many people will write Duration cards that assume that Duration effects happen because the Duration card is still out. They don't. It's a reminder, people! It stays out as a reminder.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Kirian on September 26, 2013, 12:50:06 pm
It's time to play everyone's favorite game:
Guess how many of the Seaside submissions will be Duration cards!

It's more like:
Guess how many people will write Duration cards that assume that Duration effects happen because the Duration card is still out. They don't. It's a reminder, people! It stays out as a reminder.

Which suggests an interesting design space of cards that stay out but don't do anything on the next turn... presumably their on play would be very powerful, so they'd be left out in order to be played less often.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 26, 2013, 01:40:32 pm
It's time to play everyone's favorite game:
Guess how many of the Seaside submissions will be Duration cards!

It's more like:
Guess how many people will write Duration cards that assume that Duration effects happen because the Duration card is still out. They don't. It's a reminder, people! It stays out as a reminder.

Which suggests an interesting design space of cards that stay out but don't do anything on the next turn... presumably their on play would be very powerful, so they'd be left out in order to be played less often.

I think that concept is only interesting to Dominion academics. It would fly in the face of the most fundamental rule of Durations: they get discarded during the Clean-up phase of the last turn on which they do something. In fact, that's the only rule of Durations.

Heck, I'm a Dominion academic, and even I don't find "this card is more likely to miss the reshuffle" a compelling mechanic.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on September 27, 2013, 09:29:32 am
I think my submission this time around is a little more elegant and thought-through than my Dark Ages one.  I hope I got the wording right.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 27, 2013, 01:55:32 pm
Whew, I'm doing a lot of rewordings this contest. I've been sending out the rewordings for approval, though, as long as they're more than small, cosmetic changes.

I've also created a simple template, which should eliminate incidences of me forgetting to include a card's types or cost. I'm (slowly) learning! :D
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: soulnet on September 27, 2013, 05:00:03 pm
It's more like:
Guess how many people will write Duration cards that assume that Duration effects happen because the Duration card is still out. They don't. It's a reminder, people! It stays out as a reminder.

I guess I see the point, although they are not JUST reminders. They reduce the cost of Peddler, for instance.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 27, 2013, 05:06:18 pm
It's more like:
Guess how many people will write Duration cards that assume that Duration effects happen because the Duration card is still out. They don't. It's a reminder, people! It stays out as a reminder.

I guess I see the point, although they are not JUST reminders. They reduce the cost of Peddler, for instance.

Sure, but I've already gotten a couple of submissions that assume if a Duration leaves play early, its effects are cancelled. They are not!
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: soulnet on September 27, 2013, 05:24:49 pm
Sure, but I've already gotten a couple of submissions that assume if a Duration leaves play early, its effects are cancelled. They are not!

The thing is, maybe you want a "While this is in play" and you don't want to tuck in an effect just to let the card lie there. I guess you could tuck in +$0 and argue that that is an effect, or some extremely dumb effect like "gain a card costing exactly $200", but I don't think that's a nice way to put it.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 28, 2013, 12:58:01 pm
I've been meaning to write some general musing on the Duration Type all week, and I'm just now finding the block of time to do it.

I'm going to simplify the Duration type a little, and say that a Duration card has three effects:  "on-play", "while in play", "next turn".  Outpost is a bit of an outlier here, so I won't worry about it.  In particular, I'm not going to address cards which hypothetically stay out for three or more turns.  I'm sure a few of these will be submitted, and I hope they are being designed for a reason and not just for the hell of it.

Of these three effects, only Lighthouse does the "while in play" effect.  This is really an interesting area to explore for card designs in my opinion, although I did not submit such a card.  Effectively, Lighthouse uses the Duration type to get a "between turns" effect, which is pretty cool.

Now, aside from enabling the "between turns" effect of Lighthouse, and I suppose the "triggers at the end of this turn" effect of Outpost, what new design space is really opened by Durations? (It is really borderline whether Outpost needs to be a Duration card.  Effectively it is left out to remind you, immediately upon finishing your turn, that you should take a new turn.  But come on, no one is about to forget already, and there would be no confusion about how Outpost is intended to function.)

What I stated earlier in the week is that Durations mostly allowed the printing of a bunch of vanilla cards.  Well, after thinking this week, I've noticed that there is something more.  Firstly, I want to propose that the Duration Type is, generally speaking, a nerf.  A penalty.

The most often discussed penalty is that they miss the reshuffle more often.  This is overblown in most decks, but as you get closer to drawing your whole deck, it becomes more severe.  In most decks, Lighthouse is effectively as much economy as Silver due to the "overlap effect".  If you play one Lighthouse per turn, then the overlap of their coins produces $2, so it is like playing a Silver each turn but also protects against attacks.  But if you draw your whole deck, then it is taking two cards in your deck to provide the economic output of just one Silver.  That is, if you'd bought two Silvers rather than two Lighthouses, then once your begin drawing your deck you'd have $4 per turn rather than $2.  Similarly where having purchased 6 Wharves only allows you to play 3 Wharves per turn on average.  This is a nerf relative to Wharves which don't have to stay out, yet still give the next turn effect.

But another nerf is the delayed bonus.  But is this really a penalty?  I want to argue that this is a big part of why all current Duration cards have a weak effect now and a strong effect later.  Consider Wharf.  The "this turn" effect is +2 Cards, +1 Buy.  That would be a $2 card, maybe $3?  At $3, you'd probably buy it often enough to put into an engine for the +buy.  But there is no way it is a $5.  But what about the "next turn" effect?  It is essentially equivalent to playing "+1 Action, +3 Cards, +1 Buy".  That is nuts!  How much would a card like that cost?  Absolutely more than $5.  Probably more than $6.  It is starting to get to the price range of Province, which begins causing issues of its own.  And it just isn't exciting enough to exist at $7 or $8 or whatever price it would need.  The Duration Type is a penalty which allows otherwise too powerful effects to be published.  But the real beauty is that it doesn't feel like a penalty.  Since the payload comes later, it feels like you're getting an awesome bonus.

You buy the Duration cards for their later effect, which in every case is considerably stronger than their immediate effect.  If this lopsidedness were reversed -- if the effect now were better than the effect later -- then it would wouldn't work out as nicely.  If Wharf were $8 card good now, and $2 card good later, well I'd argue that the cost of Wharf would have to be closer to $8 than it is now.  Sure, it will miss the reshuffle more often, but it doesn't have that delayed gratification nerf.  In fact, reshuffles aside, the Duration Type is something of a bonus on this bizzarro Wharf; it would probably have to cost more than $8 rather than $8.  So a "strong now, weak later" Duration card would cost more than the strong effect, rather than less, which does not help to expand the design space.  You'd be better off just printing the strong effect without the tiny later bonus. 

Of course, with the Wharf example, the strong effect leads to drawing your deck, so the reshuffle issue is more acute.  Imagine instead a Duration card which is "Pearl Diver now, Familiar later".  That card would be worth less than Familiar.  On the other hand, "Familiar now, Pearl Diver later" would tend to be worth more than Familiar.  Yet despite being the stronger of the two cards, I think the latter feels less fun.  Man, I already got the payload out of the card.  I'm not that motivated or excited about it staying out an extra turn.  In the former card, I am excited about the card staying out so that you'll get a fist full of Curse in your face next turn!

Now, you could try going a bit further.  Not just "strong now, weak later" but rather "strong now, penalty later".  Now we are weakening the card some.  "Familiar now, I discard down to 3 next turn" is worse than Familiar.  You could try doing something like a front loaded Wharf by saying "+1 Action, +3 Cards, +1 Buy now, I gain a Curse next turn".  But man, why?  The published Wharf feels so much more fun to play!  It's feels like I'm getting a bonus, rather than a penalty.  Now, some of the published Durations are essentially "penalty now, strong later".  Specifically Haven, Outpost, and Tactician.  But even with Tactician's super harsh "discard your hand" penalty, the reward you get later on is so attractive that you hardly mind.  A roughly reversed Tactician, "+2 Actions, +6 Cards, +1 buy now, discard your hand at the start of your next turn" would be much less fun (add in something to prevent playing multiple Tacticians in one turn).

So in summary, the Duration Type allows you print very powerful effects at reasonable costs by causing the effects to be delayed and blind.  This, in my opinion, is one of the key reasons that the published Duration follow the structure of "weak now, strong later".
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 28, 2013, 01:42:14 pm
I only got to read part of your post just now, SirPeebles, but I will read the rest soon. However, I wanted to say that Outpost is not a Duration to remind you to take another turn. It's a Duration to remind you to only draw 3 cards.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 28, 2013, 01:45:52 pm
I only got to read part of your post just now, SirPeebles, but I will read the rest soon. However, I wanted to say that Outpost is not a Duration to remind you to take another turn. It's a Duration to remind you to only draw 3 cards.

I still don't like that as a reason, since that is still something which happens this turn.  Also, you still really don't need a reminder for something which happens less than a second after you would have discarded the Outpost.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 28, 2013, 02:07:01 pm
I only got to read part of your post just now, SirPeebles, but I will read the rest soon. However, I wanted to say that Outpost is not a Duration to remind you to take another turn. It's a Duration to remind you to only draw 3 cards.

I still don't like that as a reason, since that is still something which happens this turn.  Also, you still really don't need a reminder for something which happens less than a second after you would have discarded the Outpost.

It may be the same turn, but it does happen after you would have discarded your Outpost. I'm not saying it's a good reason, but I believe it's the reason Donald gave.

Here's another thought: having Outpost be a Duration reminds you that you're playing an Outpost turn and can't take another Outpost turn after this.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: market squire on September 28, 2013, 02:17:45 pm
In fact, reshuffles aside, the Duration Type is something of a bonus on this bizzarro Wharf; it would probably have to cost more than $8 rather than $8.  So a "strong now, weak later" Duration card would cost more than the strong effect, rather than less, which does not help to expand the design space.  You'd be better off just printing the strong effect without the tiny later bonus.

Of course, with the Wharf example, the strong effect leads to drawing your deck, so the reshuffle issue is more acute.  Imagine instead a Duration card which is "Pearl Diver now, Familiar later".  That card would be worth less than Familiar.  On the other hand, "Familiar now, Pearl Diver later" would tend to be worth more than Familiar.  Yet despite being the stronger of the two cards, I think the latter feels less fun.
Thanks for these interesting thougts. I do also prefer "weak now, strong later". But I don't really understand your reason why a card with reversed effects should cost more. Okay "strong now, weak later" is less fun, but why should it be considered weaker?
I think the next turn effect is just naturally better because it may be considered as a cantrip.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Just a Rube on September 28, 2013, 02:41:16 pm
In fact, reshuffles aside, the Duration Type is something of a bonus on this bizzarro Wharf; it would probably have to cost more than $8 rather than $8.  So a "strong now, weak later" Duration card would cost more than the strong effect, rather than less, which does not help to expand the design space.  You'd be better off just printing the strong effect without the tiny later bonus.

Of course, with the Wharf example, the strong effect leads to drawing your deck, so the reshuffle issue is more acute.  Imagine instead a Duration card which is "Pearl Diver now, Familiar later".  That card would be worth less than Familiar.  On the other hand, "Familiar now, Pearl Diver later" would tend to be worth more than Familiar.  Yet despite being the stronger of the two cards, I think the latter feels less fun.
Thanks for these interesting thougts. I do also prefer "weak now, strong later". But I don't really understand your reason why a card with reversed effects should cost more. Okay "strong now, weak later" is less fun, but why should it be considered weaker?
I think the next turn effect is just naturally better because it may be considered as a cantrip.
The cantrip effect is a mechanical reason why it will naturally be better. On the other hand, that's not entirely preventable (you could stick a cantrip effect onto this turn as well).

But the balance reason (behind the psychological anticipation factor) is 2-fold:

1: Happening later is closer to the end of the game. Early on you are ramping up your deck, so an earlier start accelerates that. There is a reason drawing Chapel on Turn 5 is much worse than Chapel on turn 3 or 4. With Durations, you have the added factor that next turn may never happen, b/c the game will end first. Indeed, the stronger benefit helps you to possibly end the game this turn.

2: Related to this, you have more information about your current turn. Imagine a card that gave you a Remodel effect now and at the start of your next turn. This turn, you know what is in your hand when you play it, so you can decide whether or not it's  worth it for this turn. But next turn? You can't be sure that you will have a good Remodel target next turn. You might draw 5 coppers with no Kingdom $2 on the board, and have to take an Estate. Likewise, imagine some kind of fixed-cost gainer in a deck with Highway. I can play my Highways first this turn, but if the gaining happens at the start of next turn, then I get no benefit from them. You can probably imagine similar concerns about other card effects. Now consider a Merchant Ship that gave $4 this turn vs. one that gave $4 next turn. This turn, I can calculate whether $4 is worth spending an action with my current hand. Next turn? I have no idea whether or not that $4 will be needed or not. So how do I decide whether to play it or another useful action?

I'm not sure if this was what Sir Peebles was was going for, but it's something to keep in mind.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 28, 2013, 02:51:31 pm
Just a Rube pretty explained it.  While it is true that a card which states "Now and at the start of your next turn:  +X" will naturally be stronger next turn because of the intrinsic "+1 Card, +1 Action", Donald did partially counteract that with Lighthouse, Fishing Village, and Caravan by giving an additional written "+1 Action" now which is not provided next turn, which makes the effective difference between now and later only a "+1 Card".

Also, it is admittedly a little misleading to say that now is more important than next turn.  Suppose I were comparing the hypothetical Duration Familiar which Curses now to the one Cursing next turn.  The difference really only matters if a) the game ends before my next turn, b) the Curse pile would have emptied before my next turn, or c) my opponent reshuffles between now and next turn.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 28, 2013, 05:45:48 pm
One of the takeaways from this conversation for me is that gaining a card this turn is not sufficiently different from gaining a card next turn to be interesting. For instance, "gain a card costing up to $4" is often going to be identical to "at the start of your next turn, gain a card costing up to $4". The same goes for a card that junks next turn.

This is not to say that gaining a card next turn is always a bad idea. There are ways to fix the problem.

On another note, a card that attacks next turn is a bad idea, since it's hard to track whether each player revealed a Moat when you first played it.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: mail-mi on September 28, 2013, 05:57:43 pm
Of these three effects, only Lighthouse does the "while in play" effect.  This is really an interesting area to explore for card designs in my opinion, although I did not submit such a card.
;D
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: ChocophileBenj on September 28, 2013, 08:56:34 pm
Barge is another card that won a challenge with another interesting "while in play" effect, except you could benefit for your 2 turns (and it helps with opponents attacks too. And BTW, rules clarifications about a fan card : if you gain a curse with Torturer, can you immediately trash it with Barge ?)
This was one of my favourite winners of the previous challenge (or rather one of the few winners I enjoyed)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on September 28, 2013, 10:05:40 pm
Barge is another card that won a challenge with another interesting "while in play" effect, except you could benefit for your 2 turns (and it helps with opponents attacks too. And BTW, rules clarifications about a fan card : if you gain a curse with Torturer, can you immediately trash it with Barge ?)
This was one of my favourite winners of the previous challenge (or rather one of the few winners I enjoyed)

Barge says: "While this is in play, when you gain a card, you may trash a card from your hand."  So let's see:

Opponent plays Torturer.  You choose to gain the Curse, putting it into your hand.  The question is whether "gain the Curse, putting it into your hand" is one atomic action or two separate actions.  Does that Curse hit your discard pile first?  I think it's one atomic action, but I am not sure.  If it is atomic, then you can trash it with Barge.  If not, then no.  Anyone have a source for this?  FWIW, the official FAQ (as listed on the wiki (http://wiki.dominionstrategy.com/index.php/Torturer) says that "Gained Curses go to the players' hands rather than their discard piles."  This suggests that the Curse goes directly to hand, which suggests atomicity and that Barge can indeed trash it.




On another note, I actually have a couple of ideas for Seaside.  Nothing super crazy this time... I think.  One is probably pretty decent but I'm almost certain that it's going to be submitted multiple times in multiple incarnations.  I could enter my own version of it, but I think I'll try something more likely to be unique. :P
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 28, 2013, 10:17:45 pm
Barge says: "While this is in play, when you gain a card, you may trash a card from your hand."  So let's see:

Opponent plays Torturer.  You choose to gain the Curse, putting it into your hand.  The question is whether "gain the Curse, putting it into your hand" is one atomic action or two separate actions.  Does that Curse hit your discard pile first?  I think it's one atomic action, but I am not sure.  If it is atomic, then you can trash it with Barge.  If not, then no.  Anyone have a source for this?  FWIW, the official FAQ (as listed on the wiki (http://wiki.dominionstrategy.com/index.php/Torturer) says that "Gained Curses go to the players' hands rather than their discard piles."  This suggests that the Curse goes directly to hand, which suggests atomicity and that Barge can indeed trash it.

It's one atomic action.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on September 29, 2013, 12:26:39 am
Barge says: "While this is in play, when you gain a card, you may trash a card from your hand."  So let's see:

Opponent plays Torturer.  You choose to gain the Curse, putting it into your hand.  The question is whether "gain the Curse, putting it into your hand" is one atomic action or two separate actions.  Does that Curse hit your discard pile first?  I think it's one atomic action, but I am not sure.  If it is atomic, then you can trash it with Barge.  If not, then no.  Anyone have a source for this?  FWIW, the official FAQ (as listed on the wiki (http://wiki.dominionstrategy.com/index.php/Torturer) says that "Gained Curses go to the players' hands rather than their discard piles."  This suggests that the Curse goes directly to hand, which suggests atomicity and that Barge can indeed trash it.

It's one atomic action.

This is explicitly confirmed in the Dark Ages rules under the "no visiting" rule.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: NoMoreFun on September 29, 2013, 03:21:18 am
I intended for torturer's curse to be Trashable with Barge's on play. Glad you enjoyed the card ChocophileBenj; if it's a bit too much of a must buy more recent incarnations have a compulsory chancellor effect on play (so it's a duration that always msises the reshuffle; another idea I'd like to see explored)

Not going to resubmit it though; this is a good chance to get feedback on a card so I'm trying something extremely different. Maybe next Seaside competition.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: markusin on September 29, 2013, 10:05:16 am
Honestly, I hoping that the submitted cards for this challenge inspire me to make a good Seaside card for the next Seaside round. I had a lot of trouble designing a card for this challenge and I don't expect my card to get too far.

On the topic of duration cards, I think their best features are the fun factor and nerf otherwise powerful effects.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: KingZog3 on September 29, 2013, 11:51:28 am
On another note, a card that attacks next turn is a bad idea, since it's hard to track whether each player revealed a Moat when you first played it.

It's less confusing than processioning a duration card.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on September 29, 2013, 03:08:03 pm
On another note, a card that attacks next turn is a bad idea, since it's hard to track whether each player revealed a Moat when you first played it.

It's less confusing than processioning a duration card.

No it isn't.  With Procession, you leave a Procession out as a reminder.  There's nothing to leave out to indicate Moat status.

And even if it is, that's not a great excuse anyway.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: KingZog3 on September 29, 2013, 07:22:08 pm
On another note, a card that attacks next turn is a bad idea, since it's hard to track whether each player revealed a Moat when you first played it.

It's less confusing than processioning a duration card.

No it isn't.  With Procession, you leave a Procession out as a reminder.  There's nothing to leave out to indicate Moat status.

And even if it is, that's not a great excuse anyway.

There isn't a way to tell which card was processioned if there are two durations in the supply. I do agree with you that it's not a great idea (even if that was my submission), but it's not a terrible idea either. Saying it's too straining on your memory to remember if you revealed a moat is a poor excuse against it. There are many other more complex things. Procession Band of Misfits, there's no reminder to what I played it as, and Possession doesn't stay out to remind me how many I played. What if I played 5 Possessions? There's nothing to indicate I need to take 5 extra turns.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on September 29, 2013, 09:05:20 pm
On another note, a card that attacks next turn is a bad idea, since it's hard to track whether each player revealed a Moat when you first played it.

It's less confusing than processioning a duration card.

No it isn't.  With Procession, you leave a Procession out as a reminder.  There's nothing to leave out to indicate Moat status.

And even if it is, that's not a great excuse anyway.

There isn't a way to tell which card was processioned if there are two durations in the supply. I do agree with you that it's not a great idea (even if that was my submission), but it's not a terrible idea either. Saying it's too straining on your memory to remember if you revealed a moat is a poor excuse against it.

Another strike against Duration–Attack is that people who didn't read the FAQ will try to reveal Moat on the second turn, when the attack takes effect. This strike also exists for e.g. Noble Brigand, though, so it needn't be fatal to a card.

(And, um, I can't quite figure out how Duration–Attack would interact with Lighthouse, either.)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: scott_pilgrim on September 29, 2013, 09:15:37 pm
On another note, a card that attacks next turn is a bad idea, since it's hard to track whether each player revealed a Moat when you first played it.

It's less confusing than processioning a duration card.

No it isn't.  With Procession, you leave a Procession out as a reminder.  There's nothing to leave out to indicate Moat status.

And even if it is, that's not a great excuse anyway.

There isn't a way to tell which card was processioned if there are two durations in the supply. I do agree with you that it's not a great idea (even if that was my submission), but it's not a terrible idea either. Saying it's too straining on your memory to remember if you revealed a moat is a poor excuse against it.

Another strike against Duration–Attack is that people who didn't read the FAQ will try to reveal Moat on the second turn, when the attack takes effect. This strike also exists for e.g. Noble Brigand, though, so it needn't be fatal to a card.

(And, um, I can't quite figure out how Duration–Attack would interact with Lighthouse, either.)
I think it seems clear from the wording on Lighthouse that it would need to be in play when the Attack card is played in order to block it.  It says "While this is in play, when another player plays an attack card..."  So was the attack card played while Lighthouse was in play?  If not, then Lighthouse can't block it.

Similarly, I wouldn't think there's any ambiguity at all with Moat, even if you never read the FAQ.  It very clearly says right on the card "When another players plays an attack card, you may reveal..."  Did another player just play an attack card?  If not, then you can't reveal it.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: lehmacdj on September 29, 2013, 09:25:47 pm
Similarly, I wouldn't think there's any ambiguity at all with Moat, even if you never read the FAQ.  It very clearly says right on the card "When another players plays an attack card, you may reveal..."  Did another player just play an attack card?  If not, then you can't reveal it.
Well, probably not everyone reads cards carefully.  I'm sure some people play Dominion just as a family game and not at all competitively.  Dominion really should try to thwart ambiguity that could confuse such people.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: StrongRhino on September 29, 2013, 09:26:34 pm
Sent my card in (see, no mint mine jokes here). It's pretty wild and crazy, and put it in over a safe card. I do agree with the apparent sentiment here that Durations should have a good reason to be a duration.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: scott_pilgrim on September 29, 2013, 09:39:51 pm
Similarly, I wouldn't think there's any ambiguity at all with Moat, even if you never read the FAQ.  It very clearly says right on the card "When another players plays an attack card, you may reveal..."  Did another player just play an attack card?  If not, then you can't reveal it.
Well, probably not everyone reads cards carefully.  I'm sure some people play Dominion just as a family game and not at all competitively.  Dominion really should try to thwart ambiguity that could confuse such people.
Yeah, but there are all sorts of things like this that require you to go back to precise wording in Dominion, or even worse (Ironworks+Trader).  Even if you're just talking about base Dominion, a lot of casual players find Throne Room+Feast to be confusing.  If you have a good idea for a Duration-Attack I wouldn't kill it just because its interactions with Moat and Lighthouse might confuse some casual players.  I can't see a Duration-Attack being anywhere near as crazy rules-wise as Possession or Band of Misfits.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: lehmacdj on September 29, 2013, 09:48:10 pm
Similarly, I wouldn't think there's any ambiguity at all with Moat, even if you never read the FAQ.  It very clearly says right on the card "When another players plays an attack card, you may reveal..."  Did another player just play an attack card?  If not, then you can't reveal it.
Well, probably not everyone reads cards carefully.  I'm sure some people play Dominion just as a family game and not at all competitively.  Dominion really should try to thwart ambiguity that could confuse such people.
Yeah, but there are all sorts of things like this that require you to go back to precise wording in Dominion, or even worse (Ironworks+Trader).  Even if you're just talking about base Dominion, a lot of casual players find Throne Room+Feast to be confusing.  If you have a good idea for a Duration-Attack I wouldn't kill it just because its interactions with Moat and Lighthouse might confuse some casual players.  I can't see a Duration-Attack being anywhere near as crazy rules-wise as Possession or Band of Misfits.
I see your point.  I still think duration attacks are generally a little to confusing.  I mean in the rules it says that anything that modifies a duration stays out and wouldn't a moat or a lighthouse modify that duration attack by making it affect the player.  If this is the case should it stay in play as well?  I don't think that the rules confusion really makes it so worth it (I don't really have to many good ideas for one though).
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on September 29, 2013, 10:05:15 pm
One way to make a Duration-Attack work would be to only have it attack on the turn its played.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: KingZog3 on September 29, 2013, 10:17:52 pm
One way to make a Duration-Attack work would be to only have it attack on the turn its played.

That works of course. But the attack would be the point of the card. If it's on the turn you play it, then the duration part might feel tacked on.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: sudgy on September 29, 2013, 11:06:18 pm
One way to make a Duration-Attack work would be to only have it attack on the turn its played.

That works of course. But the attack would be the point of the card. If it's on the turn you play it, then the duration part might feel tacked on.

Eh, it could work.

Card
Action - Attack - Duration
Each other player discards down to three cards in hand.
At the start of your next turn, +2 Cards.

You draw the cards they discarded, or something.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 29, 2013, 11:36:51 pm
One way to make a Duration-Attack work would be to only have it attack on the turn its played.

That works of course. But the attack would be the point of the card. If it's on the turn you play it, then the duration part might feel tacked on.

Or it might feel thematic. :D
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on September 29, 2013, 11:43:10 pm
Out of curiosity, are we planning on using the official expansion symbols on these cards, or making a brand new Treasure Chest expansion symbol?  Or maybe both?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on September 30, 2013, 01:57:32 am
(And, um, I can't quite figure out how Duration–Attack would interact with Lighthouse, either.)
I think it seems clear from the wording on Lighthouse that it would need to be in play when the Attack card is played in order to block it.  It says "While this is in play, when another player plays an attack card..."  So was the attack card played while Lighthouse was in play?  If not, then Lighthouse can't block it.

So, what Lighthouse says is "While this is in play, when another player plays an Attack card, it doesn't affect you."

Suppose we've got an Attack–Duration that attacks on the second turn—say, "Armada: Now and at the beginning of your next turn, each other player discards down to 4 cards in hand" or something. You play Armada while I have Lighthouse in play. Armada doesn't affect me at the moment; I don't discard.

Now your next turn comes around. I no longer have Lighthouse in play and Armada tries to make me discard again. What happens? Does the Lighthouse from the previous turn block it? Arguably not! Lighthouse says it has its blocking effect while it's in play, when an Attack is played—and neither of those conditions obtains! Armada is having an effect at a time other than when it's played, and Lighthouse doesn't say anything about blocking effects of Attack cards that take place other than when they're played.

(The counterargument to this, of course, is based on the fact that the next-turn effects of a Duration card are still considered to be on-play effects of the card, activated in principle when the card is played but delayed in their realization; but this depends on a strained interpretation of "affect".)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 30, 2013, 10:01:40 am
Just a heads-up: I won't have the Seaside ballot (or the Dark Ages results) up until at least this afternoon, possibly this evening. Thanks for your patience!
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: XerxesPraelor on September 30, 2013, 10:45:42 am
Now I'll miss the Grand Opening because I'll be asleep. :'(

Actually, I think it's good. I won't be wanting to relook every half-hour this way.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: scott_pilgrim on September 30, 2013, 11:38:13 am
(And, um, I can't quite figure out how Duration–Attack would interact with Lighthouse, either.)
I think it seems clear from the wording on Lighthouse that it would need to be in play when the Attack card is played in order to block it.  It says "While this is in play, when another player plays an attack card..."  So was the attack card played while Lighthouse was in play?  If not, then Lighthouse can't block it.

So, what Lighthouse says is "While this is in play, when another player plays an Attack card, it doesn't affect you."

Suppose we've got an Attack–Duration that attacks on the second turn—say, "Armada: Now and at the beginning of your next turn, each other player discards down to 4 cards in hand" or something. You play Armada while I have Lighthouse in play. Armada doesn't affect me at the moment; I don't discard.

Now your next turn comes around. I no longer have Lighthouse in play and Armada tries to make me discard again. What happens? Does the Lighthouse from the previous turn block it? Arguably not! Lighthouse says it has its blocking effect while it's in play, when an Attack is played—and neither of those conditions obtains! Armada is having an effect at a time other than when it's played, and Lighthouse doesn't say anything about blocking effects of Attack cards that take place other than when they're played.

(The counterargument to this, of course, is based on the fact that the next-turn effects of a Duration card are still considered to be on-play effects of the card, activated in principle when the card is played but delayed in their realization; but this depends on a strained interpretation of "affect".)
You're right, that's not as trivial as I had assumed.  I would still think it would block both turns, but I can see the argument against that too.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on September 30, 2013, 11:42:08 am
Moat et al. block an Attack "when it is played."  Not when it activates, or anything like that.  A Duration-Attack blocked by Moat et al. when first played will Attack neither turn, but by the same token, if it is not blocked when first played, it will Attack both turns, even if the opponent plays a Lighthouse in the meantime.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on September 30, 2013, 12:40:09 pm
(And, um, I can't quite figure out how Duration–Attack would interact with Lighthouse, either.)
I think it seems clear from the wording on Lighthouse that it would need to be in play when the Attack card is played in order to block it.  It says "While this is in play, when another player plays an attack card..."  So was the attack card played while Lighthouse was in play?  If not, then Lighthouse can't block it.

So, what Lighthouse says is "While this is in play, when another player plays an Attack card, it doesn't affect you."

Suppose we've got an Attack–Duration that attacks on the second turn—say, "Armada: Now and at the beginning of your next turn, each other player discards down to 4 cards in hand" or something. You play Armada while I have Lighthouse in play. Armada doesn't affect me at the moment; I don't discard.

Now your next turn comes around. I no longer have Lighthouse in play and Armada tries to make me discard again. What happens? Does the Lighthouse from the previous turn block it? Arguably not! Lighthouse says it has its blocking effect while it's in play, when an Attack is played—and neither of those conditions obtains! Armada is having an effect at a time other than when it's played, and Lighthouse doesn't say anything about blocking effects of Attack cards that take place other than when they're played.

(The counterargument to this, of course, is based on the fact that the next-turn effects of a Duration card are still considered to be on-play effects of the card, activated in principle when the card is played but delayed in their realization; but this depends on a strained interpretation of "affect".)

I have to say, this seems wrong, which I'm surprised at considering how much a stickler for rules AJD is. Let's first consider a plain Action-Duration like Merchant Ship. When you play Merchant Ship, it says:
Quote from: Merchant Ship
Now and at the start of your next turn: +$2.
The effects of Merchant Ship happen when it is played. This includes the +$2 now, but also the +$2 next turn. If you do not play Merchant Ship, you will surely not get +$2 from it. It doesn't matter if it's in your hand, or you discard it, or whatever; the only time you get its effects is when you play it. It just so happens that some of Merchant Ship's effects happen next turn. This is not unique to Duration cards to have some of a card's on-play effects happen at a time besides exactly when it is played. Scheme is such an example, since it affects something at the start of your Clean-up. So is Possession, which affects the player on your left's next turn.

Now let's consider the Action-Duration-Attack Armada that AJD proposed. I'd say that the effects of the card happen when it is played, and just like other durations, this includes the effects that happen next turn. So, let's look at Lighthouse again.
Quote from: Lighthouse
While this is in play, when another player plays an Attack card, it doesn't affect you.
If I have a Lighthouse in play and you play an Armada, Lighthouse says that I'm not affected by Armada. By my interpretation, this definitely means that Armada's effects won't affect me this turn or next turn, since they were triggered when you played Armada. Same goes for Moat.

I think to convince me that Lighthouse shouldn't block the next-turn affects of Armada, you'd have to convince me that the next-turn affects aren't triggered when the card is played. But, that seems weird -- how else would you define when they are triggered?


P.S. In the end, the actual answer here might be outside of what is provably true given the rules of Dominion as they are stated. I think either way, a Duration-Attack could be fine, and could just clarify the interactions in a rules-book type rules clarification.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 30, 2013, 12:47:27 pm
I agree with Schneau.  It is more clear with Moat.  If you play Armada and I reveal Moat now, then I will not have to discard on either turn.  If you play Armada, on turn 3, then I cannot simply reveal a Moat at the start of your turn 4 to block the "second half" of the attack.  I'm pretty sure that Lighthouse would function the same way.  Armada tries to set up this multipronged attack right when played, but that entire plot is foiled if there is a Lighthouse.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: soulnet on September 30, 2013, 01:18:03 pm
What about something like?

Curfew: Action/Duration/Attack (who cares about the cost)
Now, and at the beginning of next turn:
+$1
---
While this is in play, when another player does its clean-up phase, they draw 4 cards instead of 5.

With Moat, it seems clear that revealing means you are unaffected, because Moat says that you are not affected. But with Lighthouse, there is a "While this is in play", meaning that when it is out of play, you are not protected, and also, it says "plays an Attack". Thus, I think Lighthouse would not protect against Curfew if in play when Curfew is played, nor if in play when you do the "reduced draw" clean-up Curfew prescribes.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on September 30, 2013, 01:20:01 pm
What about something like?

Curfew: Action/Duration/Attack (who cares about the cost)
Now, and at the beginning of next turn:
+$1
---
While this is in play, when another player does its clean-up phase, they draw 4 cards instead of 5.

With Moat, it seems clear that revealing means you are unaffected, because Moat says that you are not affected. But with Lighthouse, there is a "While this is in play", meaning that when it is out of play, you are not protected, and also, it says "plays an Attack". Thus, I think Lighthouse would not protect against Curfew if in play when Curfew is played, nor if in play when you do the "reduced draw" clean-up Curfew prescribes.

But its only the *playing* of Curfew that matters to Moat and Lighthouse.  Compare with Minion and Pirate Ship - even if you don't choose the Attack, you still played an Attack, and they can still reveal a Reaction.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: markusin on September 30, 2013, 01:25:52 pm
What about something like?

Curfew: Action/Duration/Attack (who cares about the cost)
Now, and at the beginning of next turn:
+$1
---
While this is in play, when another player does its clean-up phase, they draw 4 cards instead of 5.

With Moat, it seems clear that revealing means you are unaffected, because Moat says that you are not affected. But with Lighthouse, there is a "While this is in play", meaning that when it is out of play, you are not protected, and also, it says "plays an Attack". Thus, I think Lighthouse would not protect against Curfew if in play when Curfew is played, nor if in play when you do the "reduced draw" clean-up Curfew prescribes.

But its only the *playing* of Curfew that matters to Moat and Lighthouse.  Compare with Minion and Pirate Ship - even if you don't choose the Attack, you still played an Attack, and they can still reveal a Reaction.
I'm gonna have to agree here. If you play Curfew while your opponent has Lighthouse is in play, the Lighthouse grants your opponent immunity to the attack because you played the attack while it was in play. Lighthouse doesn't say "...when an effect caused by your opponent's attack card would affect you, you are unaffected by it".
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on September 30, 2013, 01:40:41 pm
A few points I want to make:

• I don't mean to actually claim that 'Lighthouse doesn't block the second-turn effects of Duration–Attacks' is the correct interpretation of the rules—just that it's not obviously incorrect. I think plausible arguments can be made both ways, and in fact both interpretations may be compatible with the official rules. I agree with Schneau that a rule-book clarification would probably be needed.

• This argument doesn't apply to Moat, because Moat and Lighthouse have slightly different wording as regards timing. With Lighthouse, what happens when an Attack is played is that the Attack doesn't affect you. What happens with Moat when an Attack is played is just that you reveal the Moat. If you do reveal the Moat, then you're told "you are unaffected by the Attack", but that clause isn't bound to any specific time.

• As a point of meta-game logic, it's certainly desirable for Lighthouse and Moat to block attacks in the same way, but for the purposes of this discussion I'm talking about what the cards and rules say, not what they should say. (It would also be desirable for Throne Room and King's Court to work the same way, but that ship has sailed and I think Donald made the right call when designing King's Court.)

• The same questions arise when Attacks have while-in-play effects. Actually the rules questions might get even hairier here. Suppose Goons were "while this is in play, when you buy a card, each other player takes a –1VP token." If you Throne Room your mirror-universe Goons and I reveal Moat the first time but not the second time, do I have to take –1VP tokens when you buy a card?

• Schneau says:
Quote
I think to convince me that Lighthouse shouldn't block the next-turn affects of Armada, you'd have to convince me that the next-turn affects aren't triggered when the card is played.

I disagree. They're certainly "triggered" when the card is played; the key point is whether they "affect you" at the same time as when they're "triggered".
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: soulnet on September 30, 2013, 01:52:43 pm
Quote from: Lighthouse
While this is in play, when another player plays an Attack card, it doesn’t affect you.

What does not affect you? The playing. In Armada, I agree that the playing of the card is what prescribes the discarding, in any turn, and thus, it is prevented.

With Curfew, however, the penalty is not prescribed by the playing of the card, but by the card "being in play", and therefore, it is not prevented by Lighthouse (now that I write it, I think it would also not be prevented by Moat). It is kind of like Lighthouse and Moat being unable to prevent Possession, cursing from IGG, or most notably, Noble Brigand's on-gain attack. They can only prevent penalties prescribed by playing of Attack cards. They cannot prevent penalties prescribed by non-attacks (like Possession) nor penalties prescribed by Attacks in moments other than the playing of the card (Noble Brigand's on-gain).

• The same questions arise when Attacks have while-in-play effects. Actually the rules questions might get even hairier here. Suppose Goons were "while this is in play, when you buy a card, each other player takes a –1VP token." If you Throne Room your mirror-universe Goons and I reveal Moat the first time but not the second time, do I have to take –1VP tokens when you buy a card?

Kind of ninja'd, this example shows the problem I was illustrating in a practical way.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on September 30, 2013, 02:09:36 pm
What about something like?

Curfew: Action/Duration/Attack (who cares about the cost)
Now, and at the beginning of next turn:
+$1
---
While this is in play, when another player does its clean-up phase, they draw 4 cards instead of 5.

With Moat, it seems clear that revealing means you are unaffected, because Moat says that you are not affected. But with Lighthouse, there is a "While this is in play", meaning that when it is out of play, you are not protected, and also, it says "plays an Attack". Thus, I think Lighthouse would not protect against Curfew if in play when Curfew is played, nor if in play when you do the "reduced draw" clean-up Curfew prescribes.

The problem here isn't actually the Duration attack -- it's that it's an "while this is in play" Attack, and you're confusing it because it's Duration. For example, what about a card:
Quote
Mean Person
Types: Action-Attack
Cost: $2
+2 Cards
--
While this is in play, when you play an Action card, each opponent gains a Curse.
This card is just as confusing as Curfew as to how it is affected by Moat/Lighthouse. So, I'd say this question is about how "while this is in play" Attacks work, not how Duration Attacks work.


Note that I don't know the answer here.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on September 30, 2013, 02:16:26 pm
I largely agree with you here. But:

• This argument doesn't apply to Moat, because Moat and Lighthouse have slightly different wording as regards timing. With Lighthouse, what happens when an Attack is played is that the Attack doesn't affect you. What happens with Moat when an Attack is played is just that you reveal the Moat. If you do reveal the Moat, then you're told "you are unaffected by the Attack", but that clause isn't bound to any specific time.

• As a point of meta-game logic, it's certainly desirable for Lighthouse and Moat to block attacks in the same way, but for the purposes of this discussion I'm talking about what the cards and rules say, not what they should say. (It would also be desirable for Throne Room and King's Court to work the same way, but that ship has sailed and I think Donald made the right call when designing King's Court.)

Here is where I think the confusion is. In fact, I think the main difference in our opinions lies between the semantics of "if...then" and "when". I take "when" to be equivalent to "if" on Lighthouse: it means that if/when an opponent plays an Attack, you are not affected by it. My interpretation of "when" here does not mean the "what time" interpretation of "when", it means the "any time this happens" interpretation of "when". I'm not saying yours is a wrong interpretation, but I feel that its the intention of the card.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on September 30, 2013, 02:16:50 pm
While-in-play Attacks and Duration–Attacks are different but related questions. They both deal with effects that happen because you play an Attack card but not when you play it. The questions differ because the Duration effects are activated by the playing of the card (but happen at a different time), whereas while-in-play effects aren't activated by the playing of the card (though they won't happen if you don't play the card).
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on September 30, 2013, 02:21:14 pm
In fact, I think the main difference in our opinions lies between the semantics of "if...then" and "when". I take "when" to be equivalent to "if" on Lighthouse: it means that if/when an opponent plays an Attack, you are not affected by it. My interpretation of "when" here does not mean the "what time" interpretation of "when", it means the "any time this happens" interpretation of "when". I'm not saying yours is a wrong interpretation, but I feel that its the intention of the card.

I agree that if Lighthouse said "If another player plays an Attack while this is in play, you are unaffected by the Attack" we probably wouldn't be having this discussion.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: sudgy on September 30, 2013, 02:24:41 pm
I largely agree with you here. But...

...If you buy 6 completos, it's only $6. (http://www.youtube.com/watch?v=cD2RO0Cws1Q)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on September 30, 2013, 02:29:32 pm
In fact, I think the main difference in our opinions lies between the semantics of "if...then" and "when". I take "when" to be equivalent to "if" on Lighthouse: it means that if/when an opponent plays an Attack, you are not affected by it. My interpretation of "when" here does not mean the "what time" interpretation of "when", it means the "any time this happens" interpretation of "when". I'm not saying yours is a wrong interpretation, but I feel that its the intention of the card.

I agree that if Lighthouse said "If another player plays an Attack while this is in play, you are unaffected by the Attack" we probably wouldn't be having this discussion.

Ok, then this seems pretty clear from the Seaside rules on Lighthouse:
Quote
Attack cards played by other players don’t affect you, even if you want them to.
There's no "when" or other time-dependent clause in that sentence.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on September 30, 2013, 02:31:05 pm
In fact, I think the main difference in our opinions lies between the semantics of "if...then" and "when". I take "when" to be equivalent to "if" on Lighthouse: it means that if/when an opponent plays an Attack, you are not affected by it. My interpretation of "when" here does not mean the "what time" interpretation of "when", it means the "any time this happens" interpretation of "when". I'm not saying yours is a wrong interpretation, but I feel that its the intention of the card.

I agree that if Lighthouse said "If another player plays an Attack while this is in play, you are unaffected by the Attack" we probably wouldn't be having this discussion.

Ok, then this seems pretty clear from the Seaside rules on Lighthouse:
Quote
Attack cards played by other players don’t affect you, even if you want them to.
There's no "when" or other time-dependent clause in that sentence.

Fair enough, though I think FAQ rulings on cards have been invalidated by unforeseen interactions with future cards in the past.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on September 30, 2013, 02:36:15 pm
In fact, I think the main difference in our opinions lies between the semantics of "if...then" and "when". I take "when" to be equivalent to "if" on Lighthouse: it means that if/when an opponent plays an Attack, you are not affected by it. My interpretation of "when" here does not mean the "what time" interpretation of "when", it means the "any time this happens" interpretation of "when". I'm not saying yours is a wrong interpretation, but I feel that its the intention of the card.

I agree that if Lighthouse said "If another player plays an Attack while this is in play, you are unaffected by the Attack" we probably wouldn't be having this discussion.

Ok, then this seems pretty clear from the Seaside rules on Lighthouse:
Quote
Attack cards played by other players don’t affect you, even if you want them to.
There's no "when" or other time-dependent clause in that sentence.

I think you're taking that ruling out of context.  The point is that Lighthouse protection is not optional; it's not meant to be a ruling about timing, which was unnecessary anyways because no official attack cards create this kind of timing confusion.  Moreover, Donald X. probably planned on never creating such an attack, precisely because it would cause confusion like this.  While it may seem clear-cut to rules-sticklers on f.ds, it really isn't obvious to casual players.  Even though confusing situations can still arise through Procession and other official cards, the Secret Histories show that many cards really were cut due to potential confusion and tracking issues.  I think that's a good design philosophy.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on September 30, 2013, 02:38:43 pm
Quote
Mean Person
Types: Action-Attack
Cost: $2
+2 Cards
--
While this is in play, when you play an Action card, each opponent gains a Curse.

This card might actually work if you made it not an Attack.  And gave it +1 Action.

If we're really delving into theory, you could call Council Room an Attack, and people would be able to reveal Moat so as not to draw another card (relevant to Menagerie/Poor House).  You can call anything an Attack.  All Moat does is wave itself around when an Attack is played, and if that Attack would do anything to you, now it doesn't.  So back to Mean Person, if it remained an Attack, and I waved my Moat around when you played it, I would not take any Curses, no matter how many Actions you played, and I would not have to reveal Moat again.  You could play Minion, going for the discard, I could elect not to reveal my Moat for it, taking it out of my hand, to a new hand of four cards with no Moat, and I would still not get a Curse from Mean Person.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: KingZog3 on September 30, 2013, 02:42:30 pm
Another way to do this would be to make a second card that is gained by the Duration-Attack card like:

CARD A
Duration-Attack

+1action
A the start of your next turn, gain a CARD B into your hand

CARD B
Action-Attack

+1 action
Attack

(this is not in the supply)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 30, 2013, 03:16:50 pm
I still say that a Duration card like Caravan or Outpost or Tactician has one effect, and it happens when played.  That effect does not finish resolving until a future turn, but there is one effect which is triggered at one moment.

I would argue that the mirror-universe Goons would be unmoatable.  More precisely, you could reveal the Moat, but the Moat would not interact with the "While in play" effect, since that is simply a matter of where the card happens to be, and is independent of the card being played.

Consider:
Quote
Blockade
Action - Attack - Duration

Now and at the start of your next turn: each other player discards a card from his hand.

While this card is in play, no other player may buy a card.
If someone plays Blockade, and I reveal a Moat, then I will not need to discard a card now nor at the start of his next turn.  However, I still won't be able to buy cards.

Same for on-trash effects:
Quote
Kamikaze
Action-Attack

Each other player discards down to 3 cards in his hand.  You may trash this.

When you trash this, each other player gains a Curse.
If I Moat a Kamikaze, then I don't need to discard down to 3, but I would still gain a Curse if my opponent chooses to trash his card.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: soulnet on September 30, 2013, 03:17:50 pm
unforeseen interactions with future cards in the past.

Time to go watch back to the future again.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 30, 2013, 03:25:55 pm
Ballot's up. (http://forum.dominionstrategy.com/index.php?topic=9509.msg297270#msg297270) Let me know if I misprinted or omitted your card. Thanks!
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on September 30, 2013, 03:30:07 pm
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Mean Person
Types: Action-Attack
Cost: $2
+2 Cards
--
While this is in play, when you play an Action card, each opponent gains a Curse.

This card might actually work if you made it not an Attack.  And gave it +1 Action.

And made it a $2 card strictly better than Laboratory?

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All Moat does is wave itself around when an Attack is played, and if that Attack would do anything to you, now it doesn't.  So back to Mean Person, if it remained an Attack, and I waved my Moat around when you played it, I would not take any Curses, no matter how many Actions you played, and I would not have to reveal Moat again.

This sounds obvious (and I think I agree with you), but it's not obvious. Revealing a Moat certainly protects you against what an Attack card does when it is played. It obviously doesn't automatically protect against all other things that Attack card might do between when it is played and when it leaves play. If I Throne Room a Witch, you have to reveal Moat twice to be protected twice; revealing Moat the first time its is played doesn't protect you against the same Witch trying to give you another Curse later in the turn even though you've already protected yourself against the effects of that card.

How do you interpret the interaction of Moat with mirror-universe Goons?

(Fun edge case: It is possible, through an unholy combination of Procession, Graverobber, Ambassador, and Moat, to play a copy of Noble Brigand and then buy it. Obviously the fact that you revealed Moat when I played Noble Brigand doesn't protect you against the on-buy effects of the same Noble Brigand.)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on September 30, 2013, 03:34:55 pm
I don't think Moat is necessary for that combo to work; you can just return two Noble Brigands, so that after your opponent gets one, you can buy the other one.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 30, 2013, 03:39:54 pm
Should Shipwreck Cove have an Attack type?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: cluckyb on September 30, 2013, 03:47:36 pm
Just glancing over cards for now

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Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If you don't, then at the start of your next turn, trash this and +3 Cards.

think the wording on this one should be cleaned up a bit. Something like either "At the start of your next turn, if this card is in play trash it and +3 Card" or "At the start of your next turn, if this card is in play trash it. If you do +3 Cards" but wouldn't you be able to throne room this, don't discard it, then discard it and somehow have to track that its getting trashed and you get +3 cards at the start of your next turn?


Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on September 30, 2013, 03:51:48 pm
My favorite card name among the ballots is Clipper: cost reduction = fast travel as with Highway, but it's also a pun.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: soulnet on September 30, 2013, 03:52:17 pm
Nitpicking: Maybe Dock and Docks could have (A) and (B) attached, since even though they are different words, they are easy to confuse, with something like "Playing several Docks in a row would be too powerful"
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 30, 2013, 03:57:14 pm
Ballot Edit: Martello now has "when any player" rather than "when another player".

Should Shipwreck Cove have an Attack type?

Yeah, that seems like a good idea. In my defense, it was submitted without the Attack type. I'll add it soon.

Just glancing over cards for now

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Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If you don't, then at the start of your next turn, trash this and +3 Cards.

think the wording on this one should be cleaned up a bit. Something like either "At the start of your next turn, if this card is in play trash it and +3 Card" or "At the start of your next turn, if this card is in play trash it. If you do +3 Cards" but wouldn't you be able to throne room this, don't discard it, then discard it and somehow have to track that its getting trashed and you get +3 cards at the start of your next turn?

I'll update it to the first, Throne-able version.

Nitpicking: Maybe Dock and Docks could have (A) and (B) attached, since even though they are different words, they are easy to confuse, with something like "Playing several Docks in a row would be too powerful"

I'd considered doing this and decided not to, but your argument has swayed me.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: achmed_sender on September 30, 2013, 04:09:21 pm
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Coastal Raiders
Types: Action – Attack – Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.

Am I missing something or is this card just soooo overpowered at $6. I mean, it does nothing for you on this turn, but is much stronger than Militia on the next turn, basically a cantrip Gold with attack. Shouldn't that cost $6 or $7?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 30, 2013, 04:11:23 pm
Quote
Coastal Raiders
Types: Action – Attack – Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.

Am I missing something or is this card just soooo overpowered at $6. I mean, it does nothing for you on this turn, but is much stronger than Militia on the next turn, basically a cantrip Gold with attack. Shouldn't that cost $6 or $7?

It doesn't attack next turn. It only attacks on the turn you play it.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 30, 2013, 04:18:06 pm
By the way, the next contest will be Intrigue, but if you're one of the people who wish there was a Base Set contest, feel free to submit your Base Set cards to that contest. Intrigue has a lot of just regular cards, after all. Consider it an informal Intrigue/Base contest.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GeoLib on September 30, 2013, 04:20:24 pm
Quote
Coastal Raiders
Types: Action – Attack – Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.

Am I missing something or is this card just soooo overpowered at $6. I mean, it does nothing for you on this turn, but is much stronger than Militia on the next turn, basically a cantrip Gold with attack. Shouldn't that cost $6 or $7?

They don't discard next turn. You just get the $3

Edit: Ninja'd
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 30, 2013, 04:30:21 pm
Ballot Edit: Removed the Attack type of Kraken. It does not attack on-play.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on September 30, 2013, 04:33:33 pm
Ballot's up. (http://forum.dominionstrategy.com/index.php?topic=9509.msg297270#msg297270) Let me know if I misprinted or omitted your card. Thanks!

Someone had a very similar idea to myself.  Of course, I think mine is better.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: sudgy on September 30, 2013, 04:35:01 pm
Ballot's up. (http://forum.dominionstrategy.com/index.php?topic=9509.msg297270#msg297270) Let me know if I misprinted or omitted your card. Thanks!

Someone had a very similar idea to myself.  Of course, I think mine is better.

No, Mint is.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 30, 2013, 04:37:38 pm
Ballot's up. (http://forum.dominionstrategy.com/index.php?topic=9509.msg297270#msg297270) Let me know if I misprinted or omitted your card. Thanks!

Someone had a very similar idea to myself.  Of course, I think mine is better.

I think yours is better, too.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: KingZog3 on September 30, 2013, 04:40:13 pm
Quote
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.

When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.

When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.

Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.


I like the idea, but I think it would need some limit on the number of tokens allowed on a pile. I can already picture a Gardens game, playing fisherman, placing my tenth token on the coppers then buying 20 of them in one turn. 3 tokens per pile seems like an ok limit. Beggar gains 3 coppers into your hand, so 4 coppers into your discard might be alright. Otherwise the limit should be 2 tokens per pile.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: KingZog3 on September 30, 2013, 04:40:47 pm
Ballot's up. (http://forum.dominionstrategy.com/index.php?topic=9509.msg297270#msg297270) Let me know if I misprinted or omitted your card. Thanks!

Someone had a very similar idea to myself.  Of course, I think mine is better.

No, Mint is.

It's funny because it's a Mine/Mint joke.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: ChocophileBenj on September 30, 2013, 04:42:00 pm
SCOUT !

I was afraid of the moment Mine/Mint jokes would invade us !
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 30, 2013, 04:43:15 pm
Ballot Edit: Dock (B)'s under-line effect is now limited to the Buy phase. It was originally an on-buy effect, but I changed it to on-gain because you can't (or shouldn't) move a card you haven't yet gained.

In other news, my rules are arbitrary and ever-changing! I just wanted to let you all know that I have submitted two cards to this contest. One is a card I just want feedback on and it will be disqualified should it win. The other is a bona-fide, real-life submission. I cribbed part of it from another submitted card and I plan to credit that card's author if it wins.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: ChocophileBenj on September 30, 2013, 04:51:27 pm
I forgot to comment about the contest :
there are many Action-Attack-Duration cards. I'm not sure whether I like this types. In fact, I don't like action cards that has more than 1 "add-on" (attack / reaction / duration / victory).
But I still may vote for them because I'm good guy Benj (and there may be nice ideas, but I didn't read all yet)

And "Old seafarer" is badly worded : "You may not play", what if Golem or Herald or something forces you to play it ?
I think it should be : "If you don't already have an Old Seafarer in play".
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 30, 2013, 05:01:31 pm
I forgot to comment about the contest :
there are many Action-Attack-Duration cards. I'm not sure whether I like this types. In fact, I don't like action cards that has more than 1 "add-on" (attack / reaction / duration / victory).
But I still may vote for them because I'm good guy Benj (and there may be nice ideas, but I didn't read all yet)

After seeing Dame Josephine, I don't really mind cards with 3 types. I quite like Coastal Raiders, but I may not vote for it since Seaside already has five Attack cards.

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And "Old seafarer" is badly worded : "You may not play", what if Golem or Herald or something forces you to play it ?
I think it should be : "If you don't already have an Old Seafarer in play".

I don't think I've explicitly said this before, but sometimes even when I know a wording doesn't work and there isn't an obvious rewording I just leave it as-is and let you, the voters, judge. I'm lazy that way.

This is one of those cases.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 30, 2013, 05:08:43 pm
I think it is pretty amazing that you reformat and reword at all.  If I were running this, I would probably post a template to follow, and then post cards in whatever form they are submitted.  Hopefully the fear of public shaming would get people to follow the template, look at established wordings, and double check vanilla bonus orders.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Asper on September 30, 2013, 05:14:00 pm
I knew some people predicted a high duration ratio, but i didn't expect it to be this extreme:

Kingdom cards: 45
Kingdom cards without Duration type: 10
Kingdom cards without Duration type, Tokens or Mats: 4
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on September 30, 2013, 05:22:53 pm
Quote
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.

When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.

When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.

Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.


I like the idea, but I think it would need some limit on the number of tokens allowed on a pile. I can already picture a Gardens game, playing fisherman, placing my tenth token on the coppers then buying 20 of them in one turn. 3 tokens per pile seems like an ok limit. Beggar gains 3 coppers into your hand, so 4 coppers into your discard might be alright. Otherwise the limit should be 2 tokens per pile.

I don't see the problem. Let's say you managed to play 10 tokens on Copper. You buy 1 Copper, gain 10 more, but then all of your Fisherman tokens are removed and if you buy another Copper, you just get 1. If you've managed to get than many tokens in play before your opponent ends the game, I say good for you.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Kirian on September 30, 2013, 05:24:34 pm
I knew some people predicted a high duration ratio, but i didn't expect it to be this extreme:

Kingdom cards: 45
Kingdom cards without Duration type: 10
Kingdom cards without Duration type, Tokens or Mats: 4

Lower than I expected, I truly thought it would be over 90% durations.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 30, 2013, 05:25:17 pm
I think it is pretty amazing that you reformat and reword at all.  If I were running this, I would probably post a template to follow, and then post cards in whatever form they are submitted.  Hopefully the fear of public shaming would get people to follow the template, look at established wordings, and double check vanilla bonus orders.

Thanks. There are really three reasons I'm doing this reformatting. First, my sense of aesthetics demands it. Second, if I left all the cards as-is, it would be easier to figure out which card was made by whom. (Is "whom" right there? It sounds right to me.) Third, it hopefully cuts down on conversations about card re-wordings, making more room for conversations about what the cards actually do.

I knew some people predicted a high duration ratio, but i didn't expect it to be this extreme:

Kingdom cards: 45
Kingdom cards without Duration type: 10
Kingdom cards without Duration type, Tokens or Mats: 4

Well, people love Durations. It's probably the most requested callback for a Dominion mechanic. Although part of me would like to stipulate that we can only include one Duration card in our two Seaside cards, I don't think that's realistic. Maybe we could do with two more Durations, as long as they're good ones. Mad bonus points for those of you who submitted non-Durations, though. Way to buck the trend!
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on September 30, 2013, 05:25:25 pm
Thoughts, with some excluded, so as to disguise my card.

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Lockbox
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.

When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.

Meh.  Sort of like a Mandarin that doesn't even let you use the Treasures.


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Star Charts
Types: Action – Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.

While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.

I like the idea behind this, but I think in practice, this will quickly get very ridiculous, particularly in 4-player games.  3 Platina on top of my deck!  Thanks, guys!

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Shipwreck Cove
Types: Action – Attack – Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.

I like the card space that is being explored here, but I think in practice this is just going to really, really piss people off.  I also don't like the wording "that effect is cancelled."

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Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.

So... an infinite Smithy?  If you've played a lot of Fishing Villages, you can just keep using Scavengers to play it over and over again.

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Tariff
Types: Action – Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.

While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.

Hmmmmmmm.  I think I like it.  Seems well-priced.  And it doesn't get ridiculous in multiplayer.

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Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.

I actually really like this.  It allows for awesome Band of Misfits shenanigans.  Though I'm concerned with all the Coin tokens this will require.  It may also get confusing with Trade Route in the same kingdom.

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Beacon (A)
Types: Action
Cost: $6
+1 Action.

While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.

This... this is not worth $6.  And I don't even want to think about what playing Actions during your Buy phase is going to usher in.

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Ship of the Line
Types: Action – Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.

While this is in play, Victory cards cost $1 more.

Cute idea, but Provinces will get real expensive real quickly.  Can you say Duchy rush?


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Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.

When you play an Action card, +$1 per copy of it on your Investment mat.

Cute.  But probably not worth it.

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Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.

When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.

When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.

Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.

Too complicated, too confusing.  Are you seriously considering having six different sets of tokens included in what is supposed to just be a "we want more from each expansion" set?


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Thugs
Types: Action – Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.

Way too hard to track.

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Kraken
Types: Action – Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.

When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.

Cute, but far too expensive.

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Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.

Interesting.  So you use it to trash Coppers/Estates/Curses or to line up Treasure Maps.

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Vessel
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.

While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.

I see you getting a lot of Silvers out of this.


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Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.

So, a really awkward Secret Chamber?

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Beacon (B)
Types: Action – Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.

While this is in play, when you gain a card, trash that card or put it on top of your deck.

Lighthouse:Moat as Beacon (B):Watchtower


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Dispatch
Types: Action – Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.

What is with everyone making "set it aside face down" cards?


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Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.

Cute, but it seems inexpensive for what it does.

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Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.

I hate it.  Sorry I can't be more constructive than that, but I really dislike that this makes you trash every turn.  Also, why is it also in the Supply while in play?  So you can Band of Misfits it when all 10 are bought?


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Customs Officer
Types: Action – Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.

So if you get a Curse, you get another Customs Officer.  You need to have something else, though, like a "this stays in play until its reaction thingy" or whatever.  Otherwise it's just going to get discarded after at most two turns.

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Drift Bottle
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.

Setup: Put a Silver on the Drift Bottle mat.

Clarification: There is just one communal Drift Bottle mat.

Interesting.  Lots of nice inter-player interaction.

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Seafarer's Charm
Types: Treasure – Reaction
Cost: $0
Worth $1.

When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.

Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.

When you shuffle, put this at the bottom of your deck.

Clarification:  Seafarer's Charm and Sunken Treasure are not Kingdom Cards.  Each player begins with one of each in place of two starting Coppers.  Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back.  When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.

Replacing starting cards is not really Seaside's schtick.

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Docks (A)
Types: Action – Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.

Hoo boy I see this getting ridiculous.  Cool.


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Fishmonger
Types: Action – Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.

Kinda boring.  Getting just +Buy at the start of my next turn just doesn't really do anything for me.

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Scalawag
Types: Action – Attack – Duration
Cost: $3
Each player may trash a Copper from his hand. If you trashed a Copper, each other player gains a Curse. At the start of your next turn, +1 Card for each Scallywag that any player has in play. If there is more than one in play, trash this.

While this is in play, when another player plays an Attack card, you may discard it. If you do, gain a Silver, putting it on top of your deck.

This is just a little too complicated.  We're not on Dark Ages, people.  This is Seaside.

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Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.

Um... what?  What is the point of this?  What are you trying to do?  Why would you want to trash this immediately?

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Settlement
Types: Action – Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.

Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.

I'm sorry, I'm just not a fan of any of these indefinite Durations.  Also, why are these all getting discarded when someone buys a Victory card?

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Sea Harvest
Types: Action – Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.

Cute.  The +1 Action is nice.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 30, 2013, 05:29:35 pm
What is with everyone making "set it aside face down" cards?

In truth, nobody is doing that. It was a rewording of mine. I had a realization recently. If a Duration sets aside a card face-up, and that card is another Duration, it's easy to lose track of the fact that it isn't just another Duration card you played last turn. Hence, I changed set-aside cards to face-down.

It's possible that this is one of the reasons Haven sets aside cards face down.

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Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.

I hate it.  Sorry I can't be more constructive than that, but I really dislike that this makes you trash every turn.  Also, why is it also in the Supply while in play?  So you can Band of Misfits it when all 10 are bought?

It's in the Supply so that other players can buy (or gain) it out from under you. That's how it leaves play.

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Lockbox
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.

When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.

Meh.  Sort of like a Mandarin that doesn't even let you use the Treasures.

Except that Mandarin topdecks the cards, whereas this "havens" them into your next hand.

Honestly, you're not really reading these very carefully, are you?   :-\
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: cluckyb on September 30, 2013, 05:42:33 pm
Doing the first halfish. One of these is my card but I think I was fair to it

Quote
Lockbox
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.

When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.

Seems... alright. Top half is fairly boring. Bottom half is potentially useful and provides a strong 'weaker card now vs more guarantee at better card later' trade-off which is relevant both early game and late game but not sure how often its actually worth picking up.

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Star Charts
Types: Action – Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.

While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.

Top half is cool. Getting to filter the top of your deck before your turn starts seems strong but not overpowering strong. The bottom half I'm not so sure. Could get out of hand very fast and really helps others as much as it helps you and make the game go pretty fast. I'd probably vote for this with just the top half but not sure about it with the bottom half.


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Shipwreck Cove
Types: Action – Attack – Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.

Eh. Not a fan of the killing durations. Feels like it would make the game less fun.


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Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.

(I'm not even sure this fixes the throne room issue. You'd trash it the first time, and then it wouldn't be in play so you it wouldn't be "in play". But lets assume we can reword is so that throne room is +6 cards, either discard it from play or at the start of your next turn +6 cards and trash it which is what its supposed to be)

i like it. Might be a little weak though. +2 cards and +1 buy is worse to start your next turn than +3 Cards, but not by a whole lot. Granted Wharf is one of the strongest cards in the game so that isn't quite a big deal. I just think whereas with Mining Village you can generally know that its worthwhile trashing it, it might be annoying to trash your Habourmasters only to not actually need the help on your next turn.

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Tariff
Types: Action – Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.

While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.

Eh, I dislike the politics. If you made it player to your left/right it would be somewhat interesting. Making it "another player buys and Action or Treasure" might also work though that could be too powerful, I'm not sure. Also the Action or Treasure card restriction seems weird and unnecessary


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Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.

Will make for fast games, that's for sure. Putting a few tokens on an expensive stack, clearing it, and then using TFB is a cute trick you could do. But I think making it non terminal (and stay in your hand unlike Embargo) might make things just go too fast and/or help the other guy as much as it helps you so not really be worth it.

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Beacon (A)
Types: Action
Cost: $6
+1 Action.

While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.

Trying to figure out how this works if your top card is a beacon. You play the beacon, play that as the card below it, gain the card below it and then gain the beacon right? With things like golem that might start to become really hard to track even if the idea behind it is cool.

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Cottage
Types: Action – Duration
Cost: $3
+2 Cards. +2 Actions. Put 2 cards from your hand on top of your deck. At the start of your next turn, reveal the top 2 cards of your deck. You may discard one of them. You may trash one of them. Put the rest back in any order.

As far as village types go its... alright. Doesn't really excite me at all but seems reasonable.

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Ship of the Line
Types: Action – Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.

While this is in play, Victory cards cost $1 more.

Eh. Its alright as well. Nothing really to add.


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Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.

When you play an Action card, +$1 per copy of it on your Investment mat.

I like the idea. Without play testing I'm not really sure if its too strong (I doubt it. Its like you turn each card into its own little herablist that is hard to powerup. Sure you can turn your markets into grand markets or beyond, but that takes one would be market to get an Investment and then you lose another to increase it) or too weak, but there is certainly a cool idea there.


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Shipyard (A)
Types: Action – Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.

Forced hand trashing is a little risky. Really hurt by discard attacks. Making it optional would probably be better.


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Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.

When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.

When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.

Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.

Eh, I dislike needing more tokens, needing four more token types just seems really clunky.


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Thugs
Types: Action – Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.

Would be too hard to track and also not much fun.


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Cannon
Types: Action – Attack – Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.

Just don't really like the idea of Duration attacks (i.e. ones that really attack the next turn). Don't see how they fit with the rules.


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Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

eh.... the face down potion doesn't seem necessary. Remodel the next turn into your hand is cool. Not as sure about the second turn remodel as well.



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Martello
Types: Action – Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.

While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.

I don't understand this. You top deck it for him, and then he can just discard it anyways?


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Kraken
Types: Action – Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.

When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.


So its a curser than can switch to coppers later. Or that a jerk can use in a four player game to end the game faster cause he's board. But ignoring that, while its hard to play a lot of these if you can you could sink someone with five+ curses at the bottom of their deck (or a ton of copper). Doesn't seem much fun for him. Granted it costs $6 and is hard to activate but yeah...

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Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.

Makes it too easy to trigger tunnels.

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Vessel
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.

While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.

Might be too strong. Can make it really easy to pick up duchys in the end game.


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Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.

Fairly simple cantrip. Not sure I see the use outside a few possible combos for clever people.


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Beacon (B)
Types: Action – Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.

While this is in play, when you gain a card, trash that card or put it on top of your deck.

Half Moat half Watchtower. Feels kinda like a been there/done that.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on September 30, 2013, 05:42:54 pm
What is with everyone making "set it aside face down" cards?

In truth, nobody is doing that. It was a rewording of mine. I had a realization recently. If a Duration sets aside a card face-up, and that card is another Duration, it's easy to lose track of the fact that it isn't just another Duration card you played last turn. Hence, I changed set-aside cards to face-down.

It's possible that this is one of the reasons Haven sets aside cards face down.

That actually makes a lot of sense.  I retract my objection.

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Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.

I hate it.  Sorry I can't be more constructive than that, but I really dislike that this makes you trash every turn.  Also, why is it also in the Supply while in play?  So you can Band of Misfits it when all 10 are bought?

It's in the Supply so that other players can buy (or gain) it out from under you. That's how it leaves play.

Ahaaaa.  But... how do you decide who to gain it from?  There should be something about that.  Like instead of "this is in the Supply," "While this is in play, when another player would gain a Commune, put this in their discard pile instead."

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Lockbox
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.

When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.

Meh.  Sort of like a Mandarin that doesn't even let you use the Treasures.

Except that Mandarin topdecks the cards, whereas this "havens" them into your next hand.

Honestly, you're not really reading these very carefully, are you?   :-\

There are a lot of cards.  Cards that I know I would not do justice to right now I just didn't even talk about.

So this thing is actually more like a Walled Village sort of deal - if you didn't want to use your Treasures the way you wanted, you save them for next turn.  Do you get to set aside up to 3 Treasures per copies of this you have in play?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 30, 2013, 05:50:35 pm
There are a lot of cards.  Cards that I know I would not do justice to right now I just didn't even talk about.

Sorry, that was perhaps a bit unfair of me.

So this thing is actually more like a Walled Village sort of deal - if you didn't want to use your Treasures the way you wanted, you save them for next turn.  Do you get to set aside up to 3 Treasures per copies of this you have in play?

Yes, you do.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 30, 2013, 06:05:05 pm
In truth, nobody is doing that. It was a rewording of mine. I had a realization recently. If a Duration sets aside a card face-up, and that card is another Duration, it's easy to lose track of the fact that it isn't just another Duration card you played last turn. Hence, I changed set-aside cards to face-down.

It's possible that this is one of the reasons Haven sets aside cards face down.

Haven sets aside a card from my hand, so by keeping it face down I am concealing which card is being saved.  Personally, I've always just tucked that card under Haven, which keeps it pretty easy to track. That can be pretty important.  With Dispatch, the card being set aside is public (since it was just gained), so it doesn't seem necessary to conceal its identity.

Speaking of Haven.  What happens to that set aside card if someone Shipwreck Cove's my Haven? I guess it just remains stranded until the end of the game?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: cluckyb on September 30, 2013, 06:08:39 pm
Speaking of Haven.  What happens to that set aside card if someone Shipwreck Cove's my Haven? I guess it just remains stranded until the end of the game?

It washes up on your island mat three games later
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: A Drowned Kernel on September 30, 2013, 06:10:39 pm
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Star Charts
Types: Action – Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.

While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.

Seems weak. The benefit to other players is probably too good compared to what it gives you.

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Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.

Reread the rules on Durations. Since it isn't doing anything at the start of the next turn, it doesn't stay out, so you can never use the second part.

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Tariff
Types: Action – Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.

While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.

Cool idea. Tracking player choices might be tricky with larger games.

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Beacon (A)
Types: Action
Cost: $6
+1 Action.

While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.

This can get into problems with the action card option: You play this, get your deck down to, say a Grand Market. Discard it, play the GM, draw this card, gain a GM, play this, repeat until the GM's are all yours. Maybe you intended it for it to be that powerful but man, I think that's too much even for $6.

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Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.

When you play an Action card, +$1 per copy of it on your Investment mat.

I kind of like this but it's hard to say how often it would be worth giving up a copy of an action card to make the rest slightly better. If it's a card I got a lot of, there's probably a good reason I wanted as many as I could get; if it's a card I only got a few of, I probably can't spare one, and am I going to get an extra copy of the card and hope it collides with this? I do like that one Investment makes future Investments better. Is it worth investing Investments to get one-shot platinums in the late game?

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Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.

When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.

When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.

Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.

A pile of distinct tokens for each player is asking for a lot IRL but it's a fan expansion so I guess you can use different denominations of change or something. The effect itself seems a little overpowered.

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Thugs
Types: Action – Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.

I like it, but again it's a little hard to track, especially in large games. Do you count how many cards you gained each turn just in case someone plays thugs? Smugglers is already a little iffy in my opinion, and all it cares about is the previous turn and whether any copy of the card was gained.

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Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

Maybe overpowered but I love it. Versatile and requires some thought. But yeah it's probably too powerful.

On rereading: the second effect say "up to $1 more" not "exactly" which makes it a little more reasonable, I suppose.

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Martello
Types: Action – Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.

While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.

Seems powerful but I might be overestimating it. I like it though.

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Vessel
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.

While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.

Too powerful.

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Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.

Reverse pearl diver? Kind of weird and not that interesting.

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Beacon (B)
Types: Action – Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.

While this is in play, when you gain a card, trash that card or put it on top of your deck.

"While in play" Watchtower. Pretty cool and I do like interesting $2 cards.

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Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.

I really like this but it might be a little weak. I'd love to try to play with it though.


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Treasure Fleet
Types: Action – Duration
Cost: $4
+$2. Now and at the start of your next turn, +1 Buy.

While this is in play, when you buy a card, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, put that card into your hand.

I'm not sure but I think the duration rules means that this stays out forever as long as you buy a card every turn. You buy a card, gain a treasure card, the card stays out to keep track of the gained treasure going into your hand, you buy another card, gain another treasure, etc., etc. If this is intended then it's a cool idea but probably overpowered, in a money deck it's basically a silver or gold in your hand every turn for the rest of the game.

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Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.

Um... what? I guess the only way to have this leave play is if another player gains it from there. Why would they? Am I missing something?

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Customs Officer
Types: Action – Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.

I think this would be more interesting at a different cost. Also there's no duration effect so it's not a duration.

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Seafarer's Charm
Types: Treasure – Reaction
Cost: $0
Worth $1.

When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.

Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.

When you shuffle, put this at the bottom of your deck.

Clarification:  Seafarer's Charm and Sunken Treasure are not Kingdom Cards.  Each player begins with one of each in place of two starting Coppers.  Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back.  When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.

I like this idea, actually. It changes early game dynamics quite a bit. Attacks aren't as good right away, which maybe isn't that good for games, but I love that the Sunken Treasure decreases the chances that your openers will miss the reshuffle.

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Docks (A)
Types: Action – Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.

Neat, but this could easily be $5 in my opinion.

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Fishmonger
Types: Action – Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.

Maybe it's too boring for a fan contest but I like it.

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Convoy
Types: Action – Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.

Seems cool.

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Shipyard (C)
Types: Action – Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.

While this is in play, when you would gain a card, you may gain a Copper instead.

Counting House is already a very situational card, you don't really need variants (yes I designed Wayfarer B, shut up).

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Voyage
Types: Action – Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.

When you would discard this from play, instead, trash this and gain a Voyage.

Seems really powerful to me, and it would pile out quickly.

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Coastal Raiders
Types: Action – Attack – Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.

The next turn benefit is too good, mega grand market (with no buy) for $3?

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Sea Harvest
Types: Action – Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.

Hmm, could be interesting.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on September 30, 2013, 06:16:12 pm
In truth, nobody is doing that. It was a rewording of mine. I had a realization recently. If a Duration sets aside a card face-up, and that card is another Duration, it's easy to lose track of the fact that it isn't just another Duration card you played last turn. Hence, I changed set-aside cards to face-down.

It's possible that this is one of the reasons Haven sets aside cards face down.

Haven sets aside a card from my hand, so by keeping it face down I am concealing which card is being saved.  Personally, I've always just tucked that card under Haven, which keeps it pretty easy to track. That can be pretty important.  With Dispatch, the card being set aside is public (since it was just gained), so it doesn't seem necessary to conceal its identity.

It's possible that the primary reason that Haven sets aside cards face-down is to keep it private, but not necessarily. Again, the reason I changed these cards so that they set aside cards face-down is so set-aside Duration cards would not be mistaken for Durations you played last turn. You may think this is unnecessary, but I respectfully disagree.

Speaking of Haven.  What happens to that set aside card if someone Shipwreck Cove's my Haven? I guess it just remains stranded until the end of the game?

Beats me. ;D  That's a regular Sky Drop/Gravity situation, there! Let's put a blanket ban on Shipwreck Cove! [/Pokιmon reference]
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on September 30, 2013, 06:33:51 pm
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Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.

Will make for fast games, that's for sure. Putting a few tokens on an expensive stack, clearing it, and then using TFB is a cute trick you could do.

Clearing it?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on September 30, 2013, 06:36:27 pm
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Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.

Reread the rules on Durations. Since it isn't doing anything at the start of the next turn, it doesn't stay out, so you can never use the second part.

...Huh. This is actually a weird rules corner case: the self-fulfilling-prophecy Duration card. You say "it isn't doing anything at the start of the next turn, so it doesn't stay out, so you never get the second part". I say "it is doing something at the start of the next turn—namely, trashing itself and giving me +3 cards." Who's right? Both of us! It's circular either way.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on September 30, 2013, 06:41:27 pm
Quote
Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.

Will make for fast games, that's for sure. Putting a few tokens on an expensive stack, clearing it, and then using TFB is a cute trick you could do.

Clearing it?

The Coin tokens seem to be permanent.  There's no way to clear them away.  So you might empty the pile, but they'll still be their lower cost.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: WanderingWinder on September 30, 2013, 06:57:59 pm
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Star Charts
Types: Action – Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.

While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.

I like the idea behind this, but I think in practice, this will quickly get very ridiculous, particularly in 4-player games.  3 Platina on top of my deck!  Thanks, guys!
THEY get the copies of their own cards - not you. You only get to copy your own.

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Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.

So, a really awkward Secret Chamber?
I don't see how this is like Secret Chamber at all - did you mean Pearl Diver?? But it still seems pretty different....

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Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.

I hate it.  Sorry I can't be more constructive than that, but I really dislike that this makes you trash every turn.  Also, why is it also in the Supply while in play?  So you can Band of Misfits it when all 10 are bought?
The idea is that you or anyone else can buy/gain it off you. Though I don't like buying/gaining off of other players, as that gets political. But off yourself is a way to turn it off. Not that I like it..... it's also still not in the original pile.

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Seafarer's Charm
Types: Treasure – Reaction
Cost: $0
Worth $1.

When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.

Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.

When you shuffle, put this at the bottom of your deck.

Clarification:  Seafarer's Charm and Sunken Treasure are not Kingdom Cards.  Each player begins with one of each in place of two starting Coppers.  Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back.  When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.

Replacing starting cards is not really Seaside's schtick.
But really, what makes it less so than DA does with shelters? I mean, the cards themselves are at least reasonably Seaside-y. I think the thing is, Donald didn't do it, which is maybe your answer, but I don't know if that's a good enough reason.

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Fishmonger
Types: Action – Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.

Kinda boring.  Getting just +Buy at the start of my next turn just doesn't really do anything for me.
Point is, that makes it symmetric over the turns.

Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: WanderingWinder on September 30, 2013, 07:06:48 pm
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Shipyard (A)
Types: Action – Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.

Forced hand trashing is a little risky. Really hurt by discard attacks. Making it optional would probably be better.
It really isn't, though, certainly not moreso than Lookout - you always have five cards to start and you KNOW that this is in play and going to trash, so you prepare for that. Obviously making it optional makes it STRONGER, but I don't know that it makes it a better card.

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Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

eh.... the face down potion doesn't seem necessary. Remodel the next turn into your hand is cool. Not as sure about the second turn remodel as well.
Second turn is an upgrade, and makes this a wonky 2-turn expand with options (most usually better than expand on any board featuring both)

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Martello
Types: Action – Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.

While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.

I don't understand this. You top deck it for him, and then he can just discard it anyways?
There's a FIRST in there - he can discard the top first, so that you can't stack up lots of junk there by using the effect multiple times (it's why sea hag discards). But the bad card goes there after he discards.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: cluckyb on September 30, 2013, 07:35:38 pm
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Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.

Will make for fast games, that's for sure. Putting a few tokens on an expensive stack, clearing it, and then using TFB is a cute trick you could do.

Clearing it?

The Coin tokens seem to be permanent.  There's no way to clear them away.  So you might empty the pile, but they'll still be their lower cost.

Would they? For the same reason BoM can't copy an empty pile, I think once the pile is empty it is really no longer that pile, so the cost of the cards jumps back up.



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Shipyard (A)
Types: Action – Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.

Forced hand trashing is a little risky. Really hurt by discard attacks. Making it optional would probably be better.
It really isn't, though, certainly not moreso than Lookout - you always have five cards to start and you KNOW that this is in play and going to trash, so you prepare for that. Obviously making it optional makes it STRONGER, but I don't know that it makes it a better card.

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Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

eh.... the face down potion doesn't seem necessary. Remodel the next turn into your hand is cool. Not as sure about the second turn remodel as well.
Second turn is an upgrade, and makes this a wonky 2-turn expand with options (most usually better than expand on any board featuring both)

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Martello
Types: Action – Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.

While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.

I don't understand this. You top deck it for him, and then he can just discard it anyways?
There's a FIRST in there - he can discard the top first, so that you can't stack up lots of junk there by using the effect multiple times (it's why sea hag discards). But the bad card goes there after he discards.

See my point about discard attacks. If you always had five cards to start your hand it would probably be alright. But while normal discard attacks you are left with your three strongest cards. It sucks, but you can recover. If I've played a Shipyard and get hit by a Militia, I'm down to only my two strongest cards.

Thanks for pointing out the FIRST. That card is still rather political in ways I'm not a big fan of (two people can alliance up and agree to help each other), but at least now it makes sense.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 30, 2013, 07:39:19 pm
Of course there is still a pile.  That's why the endgame conditions and City are able to refer to empty piles.  BoM refers to a card, not a pile.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: cluckyb on September 30, 2013, 07:44:45 pm
Of course there is still a pile.  That's why the endgame conditions and City are able to refer to empty piles.  BoM refers to a card, not a pile.

hrm. I'd just think there are empty piles, not empty piles of a specific type. But I guess if the rules really do say "the Supply pile of Province cards is empty" then you're probably right here.

Of course, that makes gamestate tracking harder as you need to know which of the empty piles is for one card and which is for the other. Not impossibly so, but enough to make me a little wary. (someone couldn't show up and immediately tell the cost of everything without looking through the whole log)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 30, 2013, 07:47:30 pm
Ambassador can return a card to an empty pile, but not a card out of the black market deck. That's because the empty pile is still a pile of, say, Ambassadors.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Just a Rube on September 30, 2013, 07:49:47 pm
I'll have more comments on the cards later, but for now I'll comment on the truly important matter: NAMES

Dominion, as befitting a game by an American designer, tends to use American spelling (see e.g. Armory).

So you Harbour and Harbourmaster cards should be warned; if they win I will lobby to have the names Americanized. DUN DUN DUN!

Also, I looked it up and a "Martello" seems to be a type of early 19th century British coastal fortification (or a Brazilian martial arts roundhouse kick). So thanks for teaching me a new word!
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: WanderingWinder on September 30, 2013, 07:51:10 pm
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Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.

Will make for fast games, that's for sure. Putting a few tokens on an expensive stack, clearing it, and then using TFB is a cute trick you could do.

Clearing it?

The Coin tokens seem to be permanent.  There's no way to clear them away.  So you might empty the pile, but they'll still be their lower cost.

Would they? For the same reason BoM can't copy an empty pile, I think once the pile is empty it is really no longer that pile, so the cost of the cards jumps back up.



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Shipyard (A)
Types: Action – Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.

Forced hand trashing is a little risky. Really hurt by discard attacks. Making it optional would probably be better.
It really isn't, though, certainly not moreso than Lookout - you always have five cards to start and you KNOW that this is in play and going to trash, so you prepare for that. Obviously making it optional makes it STRONGER, but I don't know that it makes it a better card.

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Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

eh.... the face down potion doesn't seem necessary. Remodel the next turn into your hand is cool. Not as sure about the second turn remodel as well.
Second turn is an upgrade, and makes this a wonky 2-turn expand with options (most usually better than expand on any board featuring both)

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Martello
Types: Action – Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.

While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.

I don't understand this. You top deck it for him, and then he can just discard it anyways?
There's a FIRST in there - he can discard the top first, so that you can't stack up lots of junk there by using the effect multiple times (it's why sea hag discards). But the bad card goes there after he discards.

See my point about discard attacks. If you always had five cards to start your hand it would probably be alright. But while normal discard attacks you are left with your three strongest cards. It sucks, but you can recover. If I've played a Shipyard and get hit by a Militia, I'm down to only my two strongest cards.

Thanks for pointing out the FIRST. That card is still rather political in ways I'm not a big fan of (two people can alliance up and agree to help each other), but at least now it makes sense.
I mean, yes, the forced trashing is definitely weaker against discard attacks, but it isn't really *dangerous*.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: WanderingWinder on September 30, 2013, 07:55:08 pm
http://www.youtube.com/watch?v=ybPbyjKBz_E&feature=c4-overview&list=UU5Le7HnzSRyCV7doyso6SSg

A few notes:
The biggest issues this week seem to be people trying to shoehorn Duration cards into doing things that they don't do. Some of this is that they can't do (it won't stay out unless it does something next turn, etc.), some of it is you have to do really wonky things to work around restrictions, some of it actually works on Durations but insodoing doesn't feel seaside-y anymore.

But I still think that the submissions this week were overall probably the best of the contest, and most of the cards I am going to end up pinging for "that just doesn't interest me so much" rather than any actual problem.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: cluckyb on September 30, 2013, 07:56:46 pm
I mean, yes, the forced trashing is definitely weaker against discard attacks, but it isn't really *dangerous*.

Right, like I said its just a little risky. Discard attacks don't make it any more dangerous in terms of having to trash a good card, they just make it riskier in terms of increased chance of starting the next turn with a two card hand.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: WanderingWinder on September 30, 2013, 07:57:50 pm
I mean, yes, the forced trashing is definitely weaker against discard attacks, but it isn't really *dangerous*.

Right, like I said its just a little risky. Discard attacks don't make it any more dangerous in terms of having to trash a good card, they just make it riskier in terms of increased chance of starting the next turn with a two card hand.
I guess that's a semantic issue then - I don't call that riskier, I call it weaker.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: ConMan on September 30, 2013, 08:07:15 pm
Blah. I lost track of time thanks to a long weekend so I didn't get a card into this contest, or put my votes in for DA. Oh well, I'll review these cards soon and try to get something into the second Seaside contest.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Just a Rube on September 30, 2013, 08:52:08 pm
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Treasure Fleet
Types: Action – Duration
Cost: $4
+$2. Now and at the start of your next turn, +1 Buy.

While this is in play, when you buy a card, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, put that card into your hand.

I'm not sure but I think the duration rules means that this stays out forever as long as you buy a card every turn. You buy a card, gain a treasure card, the card stays out to keep track of the gained treasure going into your hand, you buy another card, gain another treasure, etc., etc. If this is intended then it's a cool idea but probably overpowered, in a money deck it's basically a silver or gold in your hand every turn for the rest of the game.
So, this card seems to have been edited (by which I assume the behavior was not intended; note that it only treasure floods once now).

But the quoted card brings up interesting rules questions, and since we spent a page or so debating how Duration-Attacks interact with Moat/Lighthouse, I know we all love rules questions.

Firstly, is Drowned Kernel's interpretation of the quoted effect correct, and if so, would you get you +$2 that turn or not?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on September 30, 2013, 08:57:35 pm
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Star Charts
Types: Action – Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.

While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.

I like the idea behind this, but I think in practice, this will quickly get very ridiculous, particularly in 4-player games.  3 Platina on top of my deck!  Thanks, guys!
THEY get the copies of their own cards - not you. You only get to copy your own.

I'm aware of that.  But if the other three players have a Star Charts out, then you gain three copies of whatever you buy on top of your deck.  That was my point.

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Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.

So, a really awkward Secret Chamber?
I don't see how this is like Secret Chamber at all - did you mean Pearl Diver?? But it still seems pretty different....

Secret Chamber's reaction.  Draw 2, put 2 back.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on September 30, 2013, 08:58:03 pm
Ambassador can return a card to an empty pile, but not a card out of the black market deck. That's because the empty pile is still a pile of, say, Ambassadors.

And the most relevant comparison is, if an Embargo token is on an empty pile and the pile empties, the Embargo token doesn't disappear (and Ambassador can make this relevant).
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on September 30, 2013, 09:46:59 pm
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Thugs
Types: Action – Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.

This card probably needs to be reworded to say "... for each card he gained his last turn." Otherwise, in 3-player games, it could be weird. Such as, in player order A, B, C, when player C plays Thugs, the number of cards that player A discards depends on how many cards B gained last turn.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on September 30, 2013, 09:51:40 pm
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Thugs
Types: Action – Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.

This card probably needs to be reworded to say "... for each card he gained his last turn." Otherwise, in 3-player games, it could be weird. Such as, in player order A, B, C, when player C plays Thugs, the number of cards that player A discards depends on how many cards B gained last turn.

It would depend on how many cards player A gained during player B's turn.  Maybe player B had played a Mountebank.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on September 30, 2013, 09:57:11 pm
I decided to read these from the bottom up this time. :)

After looking at them all, I skimmed follow-up comments, mostly looking for ballot updates from LF.

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Lockbox
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.

When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.

Really weak on play.  Still somewhat weak on the next turn (it's basically Market Square).  But its strength is at the end of the second turn, when it can save a bunch of treasure.  I think this works as a concept, but I'm not personally so fond of having the cool effect being so far delayed.

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Star Charts
Types: Action – Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.

While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.

I like the name, and it fits with the main action.  Not so much the while-in-play though.  The main action is fine.  The while-in-play is easily the most interesting part of the card though.  Unfortunately, I don't think it works.  It's a significantly powerful effect -- Talisman without cost restriction.  That's arguably better than Haggler.  The catch is that it also works for opponents, and for this reason I think the card is much more powerful for opponents than for you.  I'm not sure I'd ever buy it, but I'd really love for my opponents to play it.

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Shipwreck Cove
Types: Action – Attack – Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.

PotC reference?

So, this is a card that attacks others' Durations.  I've considered this before but I think it is problematic.  When this is the only Duration on the board, the attack is really weak -- others can just not buy any SC and the attack never harms them.  When there ARE other Durations, this card can feel very bad for the victims.  For example, it would just feel so terrible if you manage to kill my Tactician.  Moreover, its presence on the board discourages players from buying Durations in general, and then SC itself need not be bought if nobody is buying Durations.  It restricts player choice.

The vanilla bonuses are also a bit strange.  It is terminal, but it's a next-turn village.  The upshot of this is that it makes village-terminal balance rather confusing.  That's kind of interesting, actually.  But yeah, the fact that it makes players feel restricted in their choices really kills it for me.

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Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.

It's a Smithy that can be a non-terminal Hunting Grounds on the next turn, but you have to trash it for that.  That's alright.  I wonder if there are any broken scenarios where you can keep playing the same Harbourmaster over and over in the same turn, since you can discard it from play... eh, probably not with any official cards.  It could get hairy with fan cards that put back cards as they are discarded though. ;)

I think this is decent.  Probably needs a bit of rewording to get it to function properly.  Conditional effect next turn means that it doesn't necessarily have an effect next turn, which means that you might have to clean it up at the end of your turn.

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Tariff
Types: Action – Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.

While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.

Kind of political?  Not really, I guess.  The chosen player doesn't get hurt in any way.  That player could choose to buy fewer non-VP cards, but you were the one to choose them so the politics of that is fair, I think.  Still, it might be easier just to follow Tribute and always use the player to your left.  I mean, Tribute itself would benefit more from choosing an opponent than Tariff would.

I'm not sure this even needs to be a duration.  The main effect is basically a weaker Merchant Ship, but the vanilla bonuses are secondary to the conditional filtering.  And it doesn't really need to be while-in-play?  It could just as easily say, "on his next turn, whenever he buys..."  OK, then it is throneable and maybe that's a little confusing.  I guess the reminder of the Duration card helps.

I imagine it is quite reasonable to play.  It doesn't excite me though.

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Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.

I don't have a great reason for it, but the idea of reducing the cost of individual cards doesn't really appeal to me.  I'm not sure if I'd want to buy Clipper anyway, because it helps my opponents as much as it helps me.  I guess it would be nice for non-mirrors, and I would get first crack at the cheaper price.  But still, it seems too weak to be worth buying.

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Beacon (A)
Types: Action
Cost: $6
+1 Action.

While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.

I suppose that this is meant to be a Duration that lasts for more than one turn.  I think the wording needs tweaking to make that work.  Arguably, it is always doing something until it is discarded in that it reveals the top card of your deck.  It feels like a stretch though, so a clarification like other such submissions have would be useful.

As far as long-lived durations go, this is pretty interesting.  There is no cost restriction on cards to copy, so this is actually pretty powerful, but it's $6 cost reflects that power.  My complaint is that this could be really swingy.  One player just happens to keep revealing power cards on top while others only ever see Coppers.  I don't know how likely that is though.

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Cottage
Types: Action – Duration
Cost: $3
+2 Cards. +2 Actions. Put 2 cards from your hand on top of your deck. At the start of your next turn, reveal the top 2 cards of your deck. You may discard one of them. You may trash one of them. Put the rest back in any order.

The vanilla bonuses are really good.  Putting 2 cards back weakens it, but it's hard to say by how much.  Courtyard is actually improved, but in this case your hand size still decreases.  The Duration effect is odd in that it is pretty much unrelated to the first turn effect.  It's also quite a powerful effect -- optional trashing outside of your hand, as well as optional filtering.  I think this might even be worth $5.

I'm not really a fan though.  The different effects feel too disconnected.

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Ship of the Line
Types: Action – Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.

While this is in play, Victory cards cost $1 more.

Cost increasers get confusing with cost reduction, especially when they are "while in play".  It's not at all clear which effects apply first.  However, this can be adequately solved via FAQ.

A duration that increases VP is an extremely powerful "attack".  It can lock out players from buying any VP, which is just not good for the game.  The fact that it is functionally a Duchy gainer (and occasionally an alt VP gainer) means that you can very rarely ignore SotL.  This is especially true in games with more than 2 players and games where you can play multiple SotL in a single turn.  VP cards quickly become too expensive to buy, so your only hope is to win the Duchy/Estate/Alt VP splits before the 3-pile (which may include SotL itself).

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Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.

When you play an Action card, +$1 per copy of it on your Investment mat.

I've definitely seen this before.  I think it's a fine concept.  I like it.

People should note that this is generally not too powerful because this is a $5 one-shot and you have to jump through quite a few hoops.  You need to buy this, you need to buy the action card to Invest, probably many times.  You need to match up Investment with that card, and the turn you use Investment is probably an otherwise weak turn (you're down an action and two cards).  When Investment is good, it's more likely to be an interesting combo rather than something broken.  The most likely use case for Investment is powering up cheap cards rather than stronger ones, because it's easier to buy a lot of the cheap cards and it hurts less to have to Island away one of them for the rest of the game.

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Shipyard (A)
Types: Action – Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.

I almost submitted something very similar to this (didn't have the +card, but had a simple while-in-play) but decided not to because I thought it would be a very common submission.  As it turns out, it was not common, but there are a few cards that do something sort of like it with interesting twists (Recycle in particular, which is a Remodel-family card rather than a pure trasher).

I think that a Duration trasher is a fine card and fits in really well with the existing Seaside cards.  I'm kind of surprised that there wasn't an official card that does this, though I guess there was only so much space in the expansion.  Trashing is almost a vanilla effect, and it's fairly interesting on a Duration.  The first turn it's unremarkable, but the second turn it's Junk Dealer (without the money).  That's pretty good.  The part that makes it more interesting is that there's no guarantee that you'll want to trash anything in that second hand.  What if you draw 5 Provinces?!  Or, somewhat more likely, 5 useful engine pieces.  So it has the Lookout problem, which I don't think is a huge problem to begin with.  But you have a bigger selection with this than with Lookout, so it's even less of an issue.

I will probably vote for this.  But I do think that other cards submitted are more interesting versions of this.

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Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.

When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.

When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.

Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.

Only one Fisherman submitted?  Surprising.  And it's not a Duration!

Double line... don't really like that.  Is it necessary?  You don't get to gain a copy of something the first turn you play it, I suppose.  It also means TR-Fisherman doesn't put out multiple tokens.  The latter doesn't matter much, but maybe the first point does.  Is it too good if you can gain a copy this very turn?  I'm gonna say no, because then this is a lot like a terminal Talisman.  Not that great.  Or maybe it is, since it can gain cards costing up to $6?  Hm, actually not sure about that.

There are a few ways that it's better than Talisman.  First, it can gain more expensive cards.  Second, you can "save" the clone effect for another turn.  Third, you can stack up the effect to trigger on a single buy, whereas with Talisman you'd need to use multiple Talismans or multiple buys.

Hm, overall I don't know what to think of this.  It's probably OK.

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Thugs
Types: Action – Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.

Woo, non-Duration!

I applaud the attempt at hitting the "past turns" bullet point.  I don't really like the memory required here though.  Smugglers only cares about the previous player's turn which just ended.  Thugs requires remembering every player's turn.  Still, this is probably not too difficult.

Nonetheless, this seems kind of crazy.  This attack scares people out of using multiple buys.  If someone used both the Buys from a Thugs play, they end up discarding 3 Cards, leaving just 2 cards in hand.  That's basically a dead hand.  The clause at the end doesn't really help because it's almost never going to kick in unless someone gained 5+ cards on the previous turn, so why even include it?  Maybe to encourage players to go big or not at all -- if you're going to buy multiple things, try to buy 5 or more cards.  But even with that, 3 random cards is a really poor consolation prize.

The attack is probably fine from a gameplay standpoint, in that it's not too hard to play around it.  But I don't really like cards that make players feel restricted in their choices.

PPE: As far as the memory thing goes, I read this as "he gained on his last turn", not just "last turn".  SirPeebles (and maybe others) point out that, as written, it only looks at the previous player's turn which means it would usually only hurt that one player.

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Cannon
Types: Action – Attack – Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.

Like I said for Raider (below), I'm not a fan of the Durations that attack on the second turn.  For this one in particular, I don't even see a reason why it should do it on the next turn.  It also feels arbitrary that it can't trash Curses.  Is it so that it doesn't counter itself?

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Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

Peculiar!  So on the first turn it's a Remodel, but you gain that card to your hand next turn.  That's already a neat way of making a gain-to-hand card.  But this goes a step further and has you Upgrade a card on the next turn as well.  This is especially cool because you could do it to the card you just gained, making Recycle a delayed Expand.  The option to Upgrade something else makes this nice and flexible.  It's worth noting that the second gain is "up to $1 more", which means that it can't trash away Copper.  This is important because, otherwise, I think it would be too powerful for $5.  As it is, it's still pretty great -- $5 Expand is good and you can still go Estate->Silver.

I'm a fan.  This is my favourite card so far.  I'm reading these from the bottom up, so that puts this ahead of many, many cards in my book.  The only thing I don't like is the name.  It doesn't feel Seaside at all.  I don't have any good suggestions though.

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Martello
Types: Action – Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.

While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.

My main concern is that it can get a bit political.  Other than that, it's fairly interesting.  It is basically an attack, but it correctly omits the Attack typing.  It won't actually hurt anyone until they start greening, but then it's really annoying.  Ah, I guess it also combos with junkers quite strongly.

I don't mind this.  It's pretty interesting.

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Kraken
Types: Action – Attack – Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.

When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.

Cheers for a non-Duration!

The trigger for the reaction is a bit odd, but I suppose it works similarly to Tunnel.  The Attack typing is actually inappropriate for this card.  The on-play is not an attack at all -- the attack is only in the Reaction, which is unblockable in the same way that IGG is unblockable.  Lighthouse and reactions like Moat trigger when attacks are played, but this "attack" occurs when the card is top-decked, not when it is played.  The typing is thus a bit misleading and can confuse casual players.  It's even more confusing if you use Kraken to top-deck and trigger another Kraken, because players could technically react to the Kraken play, but the attack still goes through because it comes from the Kraken that wasn't played. :o

As far as the attack goes, it has potential to be really powerful.  You would typically use it on Curses to start, but then you can switch to Copper afterwards.  If Ruins are available, this can also give those out, but only in the way of Ambassador (i.e. not everyone is guaranteed to get a Ruin, depending on the stack order).  But it takes some effort to trigger it and the card itself is expensive.  It's therefore reasonable.

I like it.  The main change I'd advocate is removing the Attack type.  I also think it would be fine at $5.  That's still pretty expensive, especially since you need multiple copies and some luck to trigger the best part.

PPE: I see that LF has already removed the attack type.

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Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.

Ooh, weird.  I think the trashing would be surprisingly strong because you only need to match this card with one junk card, not to mention that the second card is trashed from the deck instead of from your hand.  In a Cursing game, you only need to pair this with one Curse to get rid of two.  When you're not trashing, this can also function as a sort of super-Haven.

I like this.  The concept is simple but I think it would play in an interesting way.

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Vessel
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.

While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.

Simple enough, and fairly interesting.  A version of the bottom was seen in a previous contest as a reaction.  The nice thing about putting it on a Duration is that opponents know about it in advance.  That means that you won't have situations where a player buys a Province for a narrow win, only to be foiled because an opponent reveals a reaction to gain a Duchy.  I like this.

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Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.

Non-Duration, way to go!

Blindly discarding the top card doesn't add a lot to the card, does it?  Sometimes it is helpful when it discards junk, but sometimes it is aggravating when it skips your key card.  The latter overwhelms the former, I think.  Ignoring that, this is a bottom-drawing cantrip that can put cards back onto the bottom.  Reminds me a bit of Pearl Diver. 

This is really niche... probably too niche.  I'm not sure, but I don't think you want to put Victory cards there.  OK, you can make them miss the reshuffle... but then you see them twice this shuffle.  It's just as well to keep them in your hand and discard them.  Moreover, future Mermaids just draw that junk back into your hand.  You can maybe stack up combo cards?  But it would be slow and unreliable -- you need to line up Mermaid with combo pieces, and future Mermaids can only add one extra card to the bottom.  If you don't manage to assemble your combo, there's a high chance that all the pieces you put there will miss the reshuffle.  Even if you get a bunch of combo pieces together on the bottom of your deck, it would take unbelievable deck control to ensure that you draw all those cards in the same hand.  If you have 4 combo pieces on the bottom of your deck, you could very well draw just two of them in one hand, and then the other two are drawn after that and miss the shuffle.

I'm not really feeling it.

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Beacon (B)
Types: Action – Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.

While this is in play, when you gain a card, trash that card or put it on top of your deck.

The name and the while-in-play are clearly Watchtower references.  I'm pretty sure this is too strong for $2.  Watchtower's draw-to-6 is pretty often just +2 Cards, matching Beacon.  But if you want to use Watchtower's reaction (in your Buy phase), you can't even play it.  And that's not even considering the next turn filtering or the fact that you get the Watchtower reaction for two turns instead of just one.  Granted, Beacon might sometimes be a liability (e.g. when greening) but I expect it helps more than hurts.  At the very least, the trade-offs put it on even ground with Watchtower.

All that said, it ends up too similar to Watchtower for my taste.

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Dispatch
Types: Action – Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.

This is just like Supply Ship (below), except it's Remodel to start instead of Workshop.  I like both, but I'm not sure which I like better.

This should just set aside the card face up.  Everyone sees what you gain, so there's no point in setting it aside face down.

PPE: LF has given a convincing reason why it should be face down.  I find it odd that he didn't also make that change on Supply Ship, which doesn't specify face up or face down.  Also, I failed to notice the same thing with Recycle (probably because I liked Recycle so much).  Whether it's necessary is still debatable, but it's a reasonable change.

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Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.

Non-Duration, wooo!

This probably needs to specify "top of your deck".  The theme is there, though it's mild.

I think this might be too strong for $2, but I'm not sure.  Non-terminal trashing is not so bad by itself.  This gives a bonus on top of that -- it's like Salvager or Apprentice, but for filtering instead of coin or card draw.  That said, Apprentice just lets you have all the cards rather than filtering them, and Salvager's money is pretty nice too.  It's not as great to trash an expensive card with Observatory.  $2 might be fine, though I think $3 would be more appropriate.

I think this is alright.

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Treasure Fleet
Types: Action – Duration
Cost: $4
+$2. Now and at the start of your next turn, +1 Buy.

While this is in play, when you buy a card, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, put that card into your hand.

Is "Treasure Fleet" an actual thing?  Hmm, maybe/url].

This is simple and probably works fine.  Pushes BM.  Probably needs to cost $5 because you're going to be able to gain Silver most of the time, in which case this is generally better than both Explorer and Merchant Ship.  Maybe it's too similar to them.

 (http://en.wikipedia.org/wiki/Treasure_fleet)
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Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.

"It is also in the Supply" needs clarification.  I assume that this is a concept I've seen before which means you can buy the Commune that someone else has in play, thereby robbing them of their power.  The concept I remember was for single cards -- that is, there is only a single copy of it in the supply.

This non-single version of it can get really political.  If I want a Commune, should I buy one from the Supply or take yours?  If two other players have Commune in play, which playr should I steal it from?

Hm, thinking more about it, Commune might actually be a trap on some boards.  It seems fairly innocent and decently powerful (especially at $2) as non-terminal trashing that still lets you have a 5 card hand.  But what happens on a board without gainers or +Buy?  Suppose I open with Commune and don't play it until Turn 5.  By that time, I've bought 3 cards (not including Commune) so my deck has 13 cards in it.  With Commune, I trash a card, so I'm down to 12.  Now I can buy a card -- back up to 13.  Next turn I trash something and I buy something.  If nobody ever buys away my Commune, I will never have a deck bigger than 13 cards.  It's inevitable that I'm going to end up trashing good cards, and I will choke heavily when I start to green.  It's therefore incredibly dangerous to play Commune if there's no way to keep feeding it cards.  Even with +Buy, Commune can really put you in a vice grip if you can't play it often.

PPE: All that discussion was pointless because, as WW points out, you can turn it off just by buying it from yourself.  Huh. :P

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Customs Officer
Types: Action – Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.

This doesn't do anything to require the Duration typing.  I imagine the concept is that it stays in play between turns so that it can defend (once) against junkers.  So it needs some next-turn bonus, and probably the only one that would work at $1 is a next turn +1 Buy.  Even then it might be enough to warrant $2.

As it is, it can function as a one-shot almost-Market.  For example, you could buy a Duchy and then return this to get Gold instead.  If you do, the CO was basically worth $1 and thus it was a Buy-less Market on play.  If something is done to make it last until the next turn, then you can save this "coin" for the next turn, so it sort of functions like a more limited coin token.

It's a tough call, but I think adding a bonus to the next turn is too significant a change.  Each of the vanilla bonuses would cause this card to play very differently, and most likely require a price increase too.  Otherwise, I do like the concept.  Maybe the creator can think about how to fix it up and submit it to the second Seaside challenge.

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Supply Ship
Types: Action – Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.

I'm OK with this.  It's similar to Duration-TR but it seems manageable.  I still like the possibility of playing Treasure outside of the Buy phase. :P  Yeah, I like this.

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Drift Bottle
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.

Setup: Put a Silver on the Drift Bottle mat.

Clarification: There is just one communal Drift Bottle mat.

A non-Duration, huzzah!

The concept is cute, quirky and thematic.  I'm just not sure how well it would play.  Is DB even worth buying?  The first play is +2 Cards, you may gain a Silver and discard 3 cards.  I suppose that usually means that you can get the Silver at a discount, because you're probably discarding Estates and Coppers.  And then what do you do?  Put another Silver on there, or something better?  If you're the only one playing DB, maybe you put something better out there.  If not, you probably just stick Silver or something weaker on there.  And if that happens, then this card is just +2 Cards, trash a card from the Supply.

I'll be extra interested in others' thoughts about this card.

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Royal Armada
Types: Action – Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.

I think it would get too confusing too quickly and easily just by playing RA-RA.  A different Duration TR (one play now, one play later) is discussed in the Secret Histories.  One question is how long it should stay on the table when played on a Duration, and the same question arises here.  I don't know, maybe putting both plays on the same turn is enough to make it manageable.  I still think it could get really confusing, and it's just not so compelling to me anyway.

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Raider
Types: Action – Attack – Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.

As per pre-contest discussion, I'm just not a fan of these next-turn attacks.  Yes the rules may be clear already, and if not they can be clarified by FAQ, but it can still be really confusing especially for casual players.  Yes official cards can already be confusing, but that's not really a good reason to make more cards that are confusing.

All said and done, this card looks like it would be fine.  It's just not my personal preference.

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Seafarer's Charm
Types: Treasure – Reaction
Cost: $0
Worth $1.

When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.

Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.

When you shuffle, put this at the bottom of your deck.

Clarification:  Seafarer's Charm and Sunken Treasure are not Kingdom Cards.  Each player begins with one of each in place of two starting Coppers.  Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back.  When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.

Props for a non-Duration submission!

I like how highly thematic these are, especially the bottom-decking Sunken Treasure.  I'm not sure how set-appropriate it is besides the theme, but I suppose Seafarer's Charm does have a next-turn/top-of-deck mechanic and Sunken Treasure technically does do a "future turn" thing.  It fits well enough.  If we support up to 6 players, these take up 12 slots, which could be trouble if the DA winner is one of the ones with support cards.

But on the cards themselves... Sunken Treasure is basically a better Copper.  It tends to miss shuffles, and it has a higher cost for TfB.  It has an interesting effect on the opening when Nomad Camp is on the board, because you know for sure that opening NC won't get you $5 on turn 2 (assuming that ST needs to be at the bottom even for the start of the game).

Seafarer's Charm is a weaker Moat that can self-Scheme.  That could make for some interesting decisions.  If my opponents have attacks, is it worth slowing down my cycling and weakening future hands with a Copper just for the potential defense?  If they play an Attack, should I use SC or should I save it for the $1, or to block another attack later?  Should I still buy an Attack?  Maybe not, since they have a defense from the start.  Or maybe I buy more attacks than I normally would, because SC can only defend once.

Overall fairly interesting.

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Shipyard (B)
Types: Action – Duration
Cost: $5
+2 Cards. Set aside a card from the Supply costing up to $6. While it is set aside, copies of it cost $1 less, but not less than $0. At the start of your next turn or when the game ends: Gain the set aside card.

You can gain ANY card!  But it's delayed, and that card is cheaper for everyone else for a round.  Very interesting idea.  I think that it's too dangerous to allow ANY card to be gained.  With just two Highways, I can gain a Province.  Then the next player only needs one Highway to gain a Province.  And then Highways are no longer even necessary to gain Province with Shipyard!

The fix I'd like to see is to limit it to Kingdom cards only, and the cost restriction could probably be removed.  Not sure if this would cause problems with alt VP.  Another way would be to restrict it to non-VP cards, but I think it would be just as dangerous to allow gaining of Platinum.

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Docks (A)
Types: Action – Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.

The worrying thing is how much the power changes with other Duration cards.  With FV and Caravan, this could be absolutely insane draw.  Even without other durations, this stocks incredibly with itself.  It's quadratic increase, isn't it?  A single Docks draws 1 card next turn.  2 Docks draw 4 cards.  3 Docks draw 9 cards.  That's pretty crazy. 

If the board has no Durations or villages, then non-terminal cards mean that Docks can still be pretty powerful terminal draw on play with a smaller next-turn bonus.  If everything is terminal, Docks is just a terminal Caravan.  So sometimes Docks is weaker than Caravan, but I think it would be better most of the time.  The potential is so big that $4 is probably too little.

I like the concept and I might vote for it.  I think the fix I'd like to see is for it to only draw on the next turn.  Then it feels a bit like Menagerie, where you jump through a few hoops for a big pay-off.  I think drawing on the turn you play it just makes it too explosive.

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Fishmonger
Types: Action – Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.

Just a really simple duration +Buy.  This is almost certainly the correct price.  My complaint is that this is both really similar to and way less interesting than Market Square.

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Scalawag
Types: Action – Attack – Duration
Cost: $3
Each player may trash a Copper from his hand. If you trashed a Copper, each other player gains a Curse. At the start of your next turn, +1 Card for each Scallywag that any player has in play. If there is more than one in play, trash this.

While this is in play, when another player plays an Attack card, you may discard it. If you do, gain a Silver, putting it on top of your deck.

The top seems complicated and unfocused.  There's trashing, there's cursing, there's drawing, and there's a self-trashing penalty which seems pretty swingy.  And then the bottom also has Silver gaining?  Maybe it's supposed to be analagous to JoaT, but this still seems scattershot whereas JoaT actually has a purpose as an after-the-fact Moat.

The bottom part is also extremely odd... you can discard other players' Attack cards to gain Silver?  Do they still get the effects of the Attack?  If not, that seems really harsh.  If so, it just makes tracking harder for most attack cards but it neuters a select few.  The ones that come to mind are Goons and Scalawag itself.  There is probably a typo and it's supposed to say that you may discard Scalawag itself (in which case it should say "you may discard this").

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Convoy
Types: Action – Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.

Too similar to Wharf for me.  It trades +Buy for $1, which is a wash to me.  Probably the +Buy is a bit better.  But then this is non-terminal.  The catch is that opponents also get a pretty nice benefit.  but overall, I still think it's too close to Wharf.

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Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.

While this is in play, when you gain an Action card, you may put this and the gained card on top of your deck in either order.

Bravo for submitting a non-Duration!

So, this is a really weak village.  It has a fairly neat bonus though.  A negative is that it almost seems like a more limited Walled Village, but it does let you play actions earlier by top-decking them.  Not sure about this, but it is interesting.

PPE: the card was updated to be in the Buy phase only.  Not a huge change, and my opinion is still "not sure about this". :P

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Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.

Huh, weird.  As I said at the start, I'm reading these from the bottom up.  The mechanic here is quite similar to Settlement, which also grants a bonus every turn until someone buys a Victory card. 

I'm still not fond of this semi-permanent Duration concept, but the bonus here of an extra card feels more reasonable to me than the bonus of Settlement.  It also helps that the first play of Harbour is really terrible.  It's a little odd that this also has you gain an extra Harbour, but I suppose it's actually a penalty.  Since the Harbour pile self-drains, opponents can buy somewhat weaker VP like Duchy and push closer to end game by 3-piling.  Not only that, Harbour itself is junk if it's not staying in play, so it hurts more when opponents buy that VP card.  You lose your extra bonus AND your deck is a little worse off until you manage to get the Harbours into play again.

I'll have to think some more about it, but I think I like it.  A bonus every turn is really powerful, but I think this does a lot more to balance it than Settlement.

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Shipyard (C)
Types: Action – Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.

While this is in play, when you would gain a card, you may gain a Copper instead.

So this is a limited Counting House as a Duration.  The +2 Buys on the first turn means you could buy Copper to draw for the second turn if you really want to.  The "while in play" also provides a really light defense against junking.

CH as a Duration is kind of interesting.  Even if it whiffs the first turn, it'll probably do well on the second turn.  It can actually whiff on the second turn if played right before the reshuffle, but that means that the first play should have worked.

Even so, maybe it's not all that interesting.  It's not that different from Merchant Ship, where you get some varying coinage in the form of Copper rather than just a flat +$2.  I'm not sure about this.

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Expedition
Types: Action – Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.

While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.

I'm not sure why, but I find this difficult to parse.  Umm... OK.  You gain an action on top of your deck and on a mat.  Next turn you get to play that card you gained, but it gets returned to the supply.  Or... no wait, the one you return is the one on the mat.  That could be written more clearly, I think.  So, meanwhile, other players may also get to play that card if they wish.  The card will return to the mat whether it's in play or in the trash, so that every other player gets a chance.

So basically you gain any action card, then everyone else gets a chance to use the same action on their turns.

Hmm... since each opponent can only play the copy at the start of their turn, it's hard to disrupt.  It's still possible though -- if the card is something that self-trashes, I can prevent its return to the mat via Graverobber or Rogue.  This can get really confusing to track if you use Expedition to gain Duration cards.

I do like the concept.  It's a neat idea for balancing an otherwise unconditional action gainer.  It's a bit too complicated for me though.

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Voyage
Types: Action – Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.

When you would discard this from play, instead, trash this and gain a Voyage.

Interesting.  So Voyage tries to set up your next turn with decent cards, avoiding the starting junk, Curses, Ruins and even Provinces.  That's pretty neat.  At the same time, it depletes the Voyage pile and eventually your Voyage ends.  I like the concept and the "when you would discard" feels thematic.

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Old Seafarer
Types: Action – Duration
Cost: $6
Before the Clean-up phase, set aside cards in your play area. At the start of your next turn, discard your hand, put the set-aside cards into your han, and each other player draws a card.

While this is in play, you may not play an Old Seafarer.

OK, so this basically lets you re-play the same cards as you did on the previous turn.  It's a neat idea, but I think it is broken.

- The "while in play" clause can create impossible situations.  What do I do if Golem finds two of these?  I play one, then what happens with the other one?  Golem says to play it, OS says you cannot.
- It makes Duration cards in general a bit difficult to track, but also way more powerful.  Now you can play the same Wharf every turn, for example.
- It would be so easy to build a deck that draws itself every turn.  Or more accurately, you will just start with all your cards in hand every turn.  You just have to play an OS each turn.

The fix that is needed is that OS can't be allowed to set itself aside.  I'd guess that the while-in-play clause is meant to prevent you from playing OS on consecutive turns, but as written it will just set itself aside and then you can play it again on the next turn since it is no longer "in play".  Then the clause will work... except it still creates impossible situations, as I've described above.   Maybe use a Crossroads-style solution?  Still seems really crazy powerful though.

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Settlement
Types: Action – Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.

Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.

Ehhh.  I think this would be very hard to balance.  That's a huge effect to have for every future turn.  Yeah I can take it away from you by greening, but then you can just play it again later and I've probably hurt myself by greening too early.  I don't think you could ever ignore this card.

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Coastal Raiders
Types: Action – Attack – Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.

I like this name because it reminds me of A:TLA.

Seems reasonable enough.  I think it should probably cost more, but that's an easy tweak.

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Sea Harvest
Types: Action – Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.

This isn't like Harvest at all!

So it gains an Action and a Treasure based on your hand size.  The Action card will generally have the most variable cost.  From a 5 card hand, you can gain an Action card costing up to $3 -- not stellar.  But if you can draw some cards before playing SH, you might be able to get a more expensive action.  The Treasure comes in the next turn, so normally it would gain you a Treasure costing up to $4.  That's usually just Silver.  The only way to gain something better is with Haven, Caravan or Tactician.

Overall fairly interesting, but that limit on the second turn is too bad.

Oh, I think it needs to be clear whether the next turn "per card in your hand" refers to cards in that future hand, or in your current hand.  I assume the former, but the latter is also a possible interpretation.

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Shipyard (D)
Types: Action – Duration
Cost: $5
+2 Cards. Put a card from your hand on top of your deck. At the start of your next turn, gain a card costing up to $4, putting it into your hand.

Holy smokes, there are four with the same name?  Is that a record for this contest?  I guess this is an obvious name. :P

This one mixes different effects.  The variation makes it feel like it's lacking in a specific purpose, which is a negative for me.  I do like the next turn effect though -- non-terminally gaining a card into hand is pretty powerful, and it makes sense for balance to defer that to the next turn.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on September 30, 2013, 10:51:41 pm
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Lockbox
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.

When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.

Really weak on play.  Still somewhat weak on the next turn (it's basically Market Square).  But its strength is at the end of the second turn, when it can save a bunch of treasure.  I think this works as a concept, but I'm not personally so fond of having the cool effect being so far delayed.

I'm not crazy about a card giving you +buy and a reward for not buying anything. It seems unclear on what it wants you to do.

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Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.

It's a Smithy that can be a non-terminal Hunting Grounds on the next turn, but you have to trash it for that.  That's alright.  I wonder if there are any broken scenarios where you can keep playing the same Harbourmaster over and over in the same turn, since you can discard it from play...

Hmm. I think "trash it and +3 cards" has to be "trash it; if you do, +3 cards". Otherwise it causes rules confusion and tracking problems in cases where you do draw your deck and play the same Harbormaster more than once. (Let's say you play Harbormaster, discard it, reshuffle, and play another Harbormaster. It is the same one? Who knows! But if it is then "both" Harbormasters you played last turn are in play at the start of the next turn, so you get +6 cards; and if it isn't then you only get +3 cards, and it's impossible to tell which is the case. "If you do" removes that issue.)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on October 01, 2013, 05:58:01 am
I play Procession, playing Harbourmaster twice, discarding Harbourmaster, trashing nothing, and gaining a Border Village.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: XerxesPraelor on October 01, 2013, 06:59:05 am
Quality is a lot worse this time, so I'm only covering one a day that I think is interesting.



Day One:
Martello
First of all, the name is pleasently unique, so that's a bonus. It seems to me to be the best implementation of a while-in-play effect. It's pretty balanced as a Market Square/Royal Seal Variant, and includes some nice interaction. I don't think I'd get it at the beginning, so $3 is okay, and it seems both interesting to play with and a novel idea.

Checkmarks:
Theme: It's a duration and impacts your next turn, but isn't too thematic. It's not horrible here, though.

Niche: It certainly fills the interesting niche that many people are trying to fill in this contest: While-in-play effect. It also does it an interesting way, and the rest of the card is so simple the in-play effect comes to the foreground.

Balance: Its inplay effect is weak, but could work well in an engine (providing both buy and insurance next turn). Its while-in-play effect is also weak, but works well in a game filled with junkers. Together it makes a card that fits perfectly into the $3 slot.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on October 01, 2013, 07:10:32 am
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Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.

This card needs some clarification or changes. As worded, it sounds like you do the trash-n-draw at the start of every turn, including your opponents' turns. If so, it's way OP, especially in 4-player games where you can trash most of your starting cards by turn 5.

Also, it might not need a clarification, but I think you can buy this card out from in front of yourself.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on October 01, 2013, 07:59:58 am
I want to point out that Harbourmaster's original wording worked fine when the ballot first went up yesterday.  In fact, WW eventually redeveloped that wording in his video.  Why did it get changed?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: KingZog3 on October 01, 2013, 09:36:26 am
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Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.

This card needs some clarification or changes. As worded, it sounds like you do the trash-n-draw at the start of every turn, including your opponents' turns. If so, it's way OP, especially in 4-player games where you can trash most of your starting cards by turn 5.

Also, it might not need a clarification, but I think you can buy this card out from in front of yourself.

I think the idea is that anyone can buy it off of you on their turn.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on October 01, 2013, 09:41:52 am
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Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.

This card needs some clarification or changes. As worded, it sounds like you do the trash-n-draw at the start of every turn, including your opponents' turns. If so, it's way OP, especially in 4-player games where you can trash most of your starting cards by turn 5.

Also, it might not need a clarification, but I think you can buy this card out from in front of yourself.

I think the idea is that anyone can buy it off of you on their turn.

Oh yes, I definitely agree with that. I was pointing out that it is unclear whether you can also buy it yourself, but I think the answer is "yes".
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: market squire on October 01, 2013, 09:54:15 am
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Lockbox
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.

When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
Big Mandarin-Haven in the next turn. Not very exiting, especially because you don't know how many Treasures you will have next turn.

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Star Charts
Types: Action – Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.

While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
The top is terminal Cartographer. I mean, I love Cartographer, but why should it be on this card? The while in play looks funny, but I think it isn't appreciate. A good (building up) buy turns into two and a bad one is either doubled or the player doesn't want to make it. Imagine there were 6 Star Charts in play. Your next turn would be full of Silvers, Platinums, Treasure Maps, Star Charts or whatever. Nice card, but I don't think it works out.

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Shipwreck Cove
Types: Action – Attack – Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
Hey, the "next turn" effects are triggered when the Duration is played. Not at the start of the next turn. I dislike "cancelling" effects that are already triggered.

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Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
Smithy with a "3-labs-pinata". Sounds good, especially for a megaturn. But not novel enough to me.

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Tariff
Types: Action – Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.

While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
Why not the player to your left (or right)? This version is political. You choose a player who will want rather to go green than building up more.
All in all, this is a kind of Merchant ship with an interactive duration cellar. I dont see what this card wants to be.

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Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Yeah, first non-Duration! Sort of anti-Embargo. Since it effects all players, it is also very strategic, but only on actions. I really like it, it is also kind of a Duration Peddler. Individual cost changes can be very interesting, e.g. gain Grand Market by Border Village or generate a $1 cost to make Upgrade worse. Maybe it should be harder to play or even be trashed like Embargo. If the cost reduction ended when the pile is empty, I'd add a rule that it works also on empty piles.

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Beacon (A)
Types: Action
Cost: $6
+1 Action.

While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.
There are some problems that the others have pointed out, but I like the basic concept. Something like Grand Herald/ Band of Misfits. It would work better without gaining the revealed card, but that would be too similar to Herald and Band of Misfits.

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Cottage
Types: Action – Duration
Cost: $3
+2 Cards. +2 Actions. Put 2 cards from your hand on top of your deck. At the start of your next turn, reveal the top 2 cards of your deck. You may discard one of them. You may trash one of them. Put the rest back in any order.
This is nice because it makes Scout and Wishing Well better, maybe overpowered. On the other hand, not exciting enough.

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Ship of the Line
Types: Action – Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.

While this is in play, Victory cards cost $1 more.
Interesting. The "attack" is doubled for the player himself, so the 3 labs are justified. In strategy, it also makes the players build up their economy longer.

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Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.

When you play an Action card, +$1 per copy of it on your Investment mat.
A tradeoff that is relative to Pirate Ship: Shall I play this or shall I "Island" this to get more out of it? What I don't like about it is that it can lead to mono strategies where you just want to play one card as often as possible. E.g., Cellar with +$3 would be just sifting through your deck until you have played enough Cellars. Also note that the difference between Village and Bazaar or between Market and Grand Market is really huge. I also don't like to use a new mat.

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Shipyard (A)
Types: Action – Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.
Not bad, but also not exciting.

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Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.

When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.

When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.

Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
I don't like new tokens. It could also be "gain a card and set it aside; discard it when you buy a copy of it". But even that is only a delayed gain. Mostly it will gain Golds. The basic concept is good, but this version won't get my vote.

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Thugs
Types: Action – Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
Nice idea, but... no.

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Cannon
Types: Action – Attack – Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.
Don't like next turn attacks. This one has not really a reason to be a Duration.

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Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
A weakened Expand. Can only gain Provinces from a $5 with a $7 on the table. Maybe it is alright, but maybe a simple double-Remodel would be better?

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Martello
Types: Action – Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.

While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.
The "first" is unintuitive. I don't really see an interesting concept in this mixture of effects.

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Kraken
Types: Action – Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.

When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
A Reaction attack. Nice idea, but I don't see a strategical concept as Tunnel has. Other cards that trigger Kraken include Scavenger (pretty strong), Develop, Cartographer, and Ghost Ship (attacking while you are attacked can get very confusing). Maybe it could be a nice card if the attack was something else. The top part itself is too weak.

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Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
Eh... Treasure Maps??

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Vessel
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.

While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
Nice, but it shouldn't gain VP cards. "While this is in play, when another player gains a card, you may gain a card costing less than it that is not a Victory card". The fun thing is, the +Buys defend you that other's Vessels can't gain too expensive cards. Maybe too strong. How about $5 cost? Could be too near at Haggler then.

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Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
This could replace Pearl Diver. As a new card, it is not good enough.

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Beacon (B)
Types: Action – Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.

While this is in play, when you gain a card, trash that card or put it on top of your deck.
As Lighthouse is the Duration Moat, this is the Duration Watchtower. Not really compelling.

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Dispatch
Types: Action – Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
Okaay. Looks a bit weird, but I think I like it. It's a really new Rebuild variant because it only gains Actions.

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Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Very nice idea for TfB. But it doesn't really reward trashing expensive cards.

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Treasure Fleet
Types: Action – Duration
Cost: $4
+1 Buy. +$2. When you buy a card this turn, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, +1 Buy and put the set aside card into your hand.
Stronger than Merchant Ship in too many cases, I suppose?

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Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
:D So you can buy this from my in-play land? Cute idea, but too political. Maybe "discard this when another player buys a Commune"? But even that is political.

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Customs Officer
Types: Action – Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
Why should this be in play for more than one turn?

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Supply Ship
Types: Action – Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.
A Duration Armory. I like it, more than Treasure Fleet.

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Drift Bottle
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.

Setup: Put a Silver on the Drift Bottle mat.

Clarification: There is just one communal Drift Bottle mat.
Too complicated. I suppose this is a fix for my Courier (A) of the Hinterlands Contest? The discarding is a too big penalty for gaining a particular card. However, Drift Bottle looks fun with on-trash abilities.

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Royal Armada
Types: Action – Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
It looks pretty simple, but it isn't. The problem is, it turns one smithy from this turn into 6 Labs next turn. No.

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Raider
Types: Action – Attack – Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.
Another Duration Attack this doesn't look worth it.

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Seafarer's Charm
Types: Treasure – Reaction
Cost: $0
Worth $1.

When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.

Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.

When you shuffle, put this at the bottom of your deck.

Clarification:  Seafarer's Charm and Sunken Treasure are not Kingdom Cards.  Each player begins with one of each in place of two starting Coppers.  Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back.  When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
Good ideas, but not interesting enough to change the starting decks.

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Shipyard (B)
Types: Action – Duration
Cost: $5
+2 Cards. Set aside a card from the Supply costing up to $6. While it is set aside, copies of it cost $1 less, but not less than $0. At the start of your next turn or when the game ends: Gain the set aside card.
Looks fun, it's a mix of Clipper and Supply Ship. But I think one of these concepts would be enough.

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Docks (A)
Types: Action – Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
Okay, this rewards chains and especially Durations the next turn. I think its way to imbalanced.

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Fishmonger
Types: Action – Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
It's okay but we have enough vanilla Durations.

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Scalawag
Types: Action – Attack – Duration
Cost: $3
Each player may trash a Copper from his hand. If you trashed a Copper, each other player gains a Curse. At the start of your next turn, +1 Card for each Scallywag that any player has in play. If there is more than one in play, trash this.

While this is in play, when another player plays an Attack card, you may discard it. If you do, gain a Silver, putting it on top of your deck.
Too much going on here.

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Convoy
Types: Action – Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
I don't want another Governor card. I mean, even with the penalty it is way to strong.

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Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.

While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.
A nice one. Maybe rather a Hinterlands card. It would not cut away too much if it said "when you buy an Action card".

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Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
So this is a crazy one. Too wonky for my taste.

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Shipyard (C)
Types: Action – Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.

While this is in play, when you would gain a card, you may gain a Copper instead.
I like Copper strategies, but this card is not really convincing me.

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Expedition
Types: Action – Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.

While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.
The other players play the card that you gain... Not a very convincing concept. If you choose Possession (you don't need potion which is maybe too strong anyway), you will be possessed in the turn when you draw the Possession. If you choose Lighthouse (or any Duration card), there will be the tracking issue. It could work, but what does it add to the game? Again, I prefer Supply Ship.

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Voyage
Types: Action – Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.

When you would discard this from play, instead, trash this and gain a Voyage.
Nice idea for carddraw, but I don't like the idea of piling out automatically.

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Old Seafarer
Types: Action – Duration
Cost: $6
Before the Clean-up phase, set aside cards in your play area. At the start of your next turn, discard your hand, put the set-aside cards into your hand, and each other player draws a card.

While this is in play, you may not play an Old Seafarer.
Big Scheme! Nice idea, especially rewarding chains. But I don't think it might work out. Even with eHalcyon's fix, it would be very wonky, comparable to Madman. Maybe as a one-shot?

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Settlement
Types: Action – Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.

Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
The interactive Treasury. The interactive part is too political. If we cut that away, it would be very similar to Treasury.

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Coastal Raiders
Types: Action – Attack – Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
A Duration Militia. Interesting, but not new enough to me.

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Sea Harvest
Types: Action – Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
The good old bracket problem. For sure it is "costing less than ($1 per card in your hand)", but it's not clear. The next turn effect could be simpler if it refers to the future handsize. There are not many cases where you would have 7 or more cards. I'm not a fan of it.

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Shipyard (D)
Types: Action – Duration
Cost: $5
+2 Cards. Put a card from your hand on top of your deck. At the start of your next turn, gain a card costing up to $4, putting it into your hand.
The next turn effect is very strong. You can simply choose which chain component you need at this hand. I'm not sure whether this might be balanced. But if so, I really like it.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: KingZog3 on October 01, 2013, 09:55:29 am
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Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.

This card needs some clarification or changes. As worded, it sounds like you do the trash-n-draw at the start of every turn, including your opponents' turns. If so, it's way OP, especially in 4-player games where you can trash most of your starting cards by turn 5.

Also, it might not need a clarification, but I think you can buy this card out from in front of yourself.

I think the idea is that anyone can buy it off of you on their turn.

Oh yes, I definitely agree with that. I was pointing out that it is unclear whether you can also buy it yourself, but I think the answer is "yes".

I would assume you can. Although I don't know you would. I feel this card would mostly end up with people just buying off each other, because it's too strong to leave in play for long. So it may never even take effect, or only take effect a few times. And I'd rather trash when I know my cards, not when I don't know what my next hand is.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Kirian on October 01, 2013, 10:49:36 am
I think Harbor master could be fixed by removing the discard option entirely.  It eliminates the multiple-play problem, and gets rid of most of the confusion about when things happen.  So:

"+3 Cards.  At the start of your next turn, you may trash this.  If you do, +3 Cards."

All copies that were played therefore stay in play until the next turn, so no infinite loops, no confusion about whether this stays in play because it might not do anything next round, etc.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Just a Rube on October 01, 2013, 11:04:08 am
I think Harbor master could be fixed by removing the discard option entirely.  It eliminates the multiple-play problem, and gets rid of most of the confusion about when things happen.  So:

"+3 Cards.  At the start of your next turn, you may trash this.  If you do, +3 Cards."

All copies that were played therefore stay in play until the next turn, so no infinite loops, no confusion about whether this stays in play because it might not do anything next round, etc.
Seems like a good change. Also +1 for taking my super-important suggestion into effect implicitly.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on October 01, 2013, 11:05:55 am
Or, "You may trash this. If you do, at the start of your next turn, +3 Cards", so that it isn't just a Smithy that misses reshuffles and can only be used in engines on alternate turns. But then it's strictly better than Smithy so can't cost $4, but so marginally that it can't cost $5.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on October 01, 2013, 11:20:50 am
Or, "You may trash this. If you do, at the start of your next turn, +3 Cards", so that it isn't just a Smithy that misses reshuffles and can only be used in engines on alternate turns. But then it's strictly better than Smithy so can't cost $4, but so marginally that it can't cost $5.

That's fine mechanically, but it has tracking issues: if I trash it now, it's going to be tough to remember that I'm getting +Cards on my next turn.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Kirian on October 01, 2013, 11:38:18 am
I think Harbor master could be fixed by removing the discard option entirely.  It eliminates the multiple-play problem, and gets rid of most of the confusion about when things happen.  So:

"+3 Cards.  At the start of your next turn, you may trash this.  If you do, +3 Cards."

All copies that were played therefore stay in play until the next turn, so no infinite loops, no confusion about whether this stays in play because it might not do anything next round, etc.
Seems like a good change. Also +1 for taking my super-important suggestion into effect implicitly.

That's just autocorrect on my tablet that did that though!
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: cluckyb on October 01, 2013, 01:56:41 pm
I want to point out that Harbourmaster's original wording worked fine when the ballot first went up yesterday.  In fact, WW eventually redeveloped that wording in his video.  Why did it get changed?

No it didn't. It created a headache if you played it with Throne Room. You play it once, don't discard it, play it a second time, discard it and now you're getting +3 cards next turn and need to trash a Habormaster sitting in the middle of your deck. So lose track rule probably cancels out the trashing, but you still get the +3 cards with no way of tracking that. (Plus now you have conflicting rules saying it gets discarded and its a duration that's still in effect so it stays out).

Kirian's solution seems to work. You can trash it if its already trashed, so you still get the throne room bonus. (and for some reason if you only want a +3 throne room bonus you can get that too). Loses the ability to play it more than once per turn, but like people pointed out that causes some problems. (Maybe "If you don't, then at the start of your next turn trash this and +3 cards" would work? Then you don't have the in play issue causing the second playing of habormaster to cause problems, but you can still play it multiple times per turn if you want to do something cool with that)

Or, "You may trash this. If you do, at the start of your next turn, +3 Cards", so that it isn't just a Smithy that misses reshuffles and can only be used in engines on alternate turns. But then it's strictly better than Smithy so can't cost $4, but so marginally that it can't cost $5.

That's fine mechanically, but it has tracking issues: if I trash it now, it's going to be tough to remember that I'm getting +Cards on my next turn.

Don't *all* durations have that problem with procession?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on October 01, 2013, 02:09:23 pm
Or, "You may trash this. If you do, at the start of your next turn, +3 Cards", so that it isn't just a Smithy that misses reshuffles and can only be used in engines on alternate turns. But then it's strictly better than Smithy so can't cost $4, but so marginally that it can't cost $5.

That's fine mechanically, but it has tracking issues: if I trash it now, it's going to be tough to remember that I'm getting +Cards on my next turn.

Don't *all* durations have that problem with procession?

Yes, but at least you leave the Procession in play to remind you that something's supposed to happen on your next turn. This leaves you with nothing, ever.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: cluckyb on October 01, 2013, 02:14:51 pm
Or, "You may trash this. If you do, at the start of your next turn, +3 Cards", so that it isn't just a Smithy that misses reshuffles and can only be used in engines on alternate turns. But then it's strictly better than Smithy so can't cost $4, but so marginally that it can't cost $5.

That's fine mechanically, but it has tracking issues: if I trash it now, it's going to be tough to remember that I'm getting +Cards on my next turn.

Don't *all* durations have that problem with procession?

Yes, but at least you leave the Procession in play to remind you that something's supposed to happen on your next turn. This leaves you with nothing, ever.

Why doesn't the procession stay out? It is still having an effect, right? Or are you trashing it in a different manner?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GeoLib on October 01, 2013, 02:23:38 pm
Or, "You may trash this. If you do, at the start of your next turn, +3 Cards", so that it isn't just a Smithy that misses reshuffles and can only be used in engines on alternate turns. But then it's strictly better than Smithy so can't cost $4, but so marginally that it can't cost $5.

That's fine mechanically, but it has tracking issues: if I trash it now, it's going to be tough to remember that I'm getting +Cards on my next turn.

Don't *all* durations have that problem with procession?

Yes, but at least you leave the Procession in play to remind you that something's supposed to happen on your next turn. This leaves you with nothing, ever.

Why doesn't the procession stay out? It is still having an effect, right? Or are you trashing it in a different manner?

Because you didn't procession it. The card on its own lets you trash it and then has a next turn effect, for which you will have no reminder.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: cluckyb on October 01, 2013, 02:29:27 pm
Or, "You may trash this. If you do, at the start of your next turn, +3 Cards", so that it isn't just a Smithy that misses reshuffles and can only be used in engines on alternate turns. But then it's strictly better than Smithy so can't cost $4, but so marginally that it can't cost $5.

That's fine mechanically, but it has tracking issues: if I trash it now, it's going to be tough to remember that I'm getting +Cards on my next turn.

Don't *all* durations have that problem with procession?

Yes, but at least you leave the Procession in play to remind you that something's supposed to happen on your next turn. This leaves you with nothing, ever.

Why doesn't the procession stay out? It is still having an effect, right? Or are you trashing it in a different manner?

Because you didn't procession it. The card on its own lets you trash it and then has a next turn effect, for which you will have no reminder.

Oh, I thought you guys were talking about the current version. Yeah you need to trash it at the start of the next turn.

Is the only issue with the current version the "what if you draw your deck and play it twice" bug?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GeoLib on October 01, 2013, 02:35:11 pm
How about something along the lines of "During cleanup this turn, you may choose to leave this in play instead of discarding it. If you do, at the start of your next turn, trash this and +3 cards"
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: soulnet on October 01, 2013, 03:00:37 pm
How about something along the lines of "During cleanup this turn, you may choose to leave this in play instead of discarding it. If you do, at the start of your next turn, trash this and +3 cards"

You can also discard it during the buy phase, which is a bit different (HoP, Peddler) but not too much, and its less strange that saying that you can choose not to discard something in clean-up without it "currently" having an effect next turn.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GeoLib on October 01, 2013, 03:06:05 pm
How about something along the lines of "During cleanup this turn, you may choose to leave this in play instead of discarding it. If you do, at the start of your next turn, trash this and +3 cards"

You can also discard it during the buy phase, which is a bit different (HoP, Peddler) but not too much, and its less strange that saying that you can choose not to discard something in clean-up without it "currently" having an effect next turn.

Really? I would say that the headache that arises from being able to discard something mid-turn and potentially re-play it is much larger.

What if at the end of your turn you could choose to set it aside rather than leaving it in play? Like "During cleanup this turn, you may set this aside instead of discarding it. If you do, at the start of your next turn, trash this and +3 cards."


Ultimately though, I'm not sure it's that compelling a card, even if all the wording/tracking issues could be worked out.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: soulnet on October 01, 2013, 03:07:11 pm
Really? I would say that the headache that arises from being able to discard something mid-turn and potentially re-play it is much larger.

That's why I suggested discarding it during the buy phase, so it cannot be replayed.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: scott_pilgrim on October 01, 2013, 03:58:09 pm
My comments on some of the cards (if I don't comment on a card, it's because I don't have much to say about it):

Quote
Lockbox
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.

When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
It's very weak on play, and then it saves up some treasures you don't use on your next turn for the turn after that, sort of like a weaker, super-delayed Tactician.  The idea is interesting but I think it just has to be way too weak as it is.  Hard to say though.  The +buy also seems contrary to what it wants you to do; maybe the idea is that you get a choice between a double buy turn now, or a nice hand next turn?

Quote
Star Charts
Types: Action – Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.

While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
The top half is actually identical to something I considered submitting but couldn't get to work right.  The bottom half is interesting and unique.  I think the card is probably pretty reasonably well-balanced as it is.  If everyone goes for it in a multi-player game, it could lead to some short games, but that's already an issue with Ambassador, and this isn't as likely to be dominating so that everyone is going for it.  I like it a lot, and I like the name too.

Quote
Shipwreck Cove
Types: Action – Attack – Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
This seems anti-fun to me.  I'm not sure if the fact that it hurts other Seaside cards means that it fits into Seaside better or worse than it otherwise would.  It's a unique concept but I think it would end up just encouraging people to stay away from Durations, and why are we playing Seaside if we're not using Durations.

Quote
Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
Aside from wording issues (I don't like that you can play the same copy of it twice in one turn as it is currently worded), I think I like it a lot.  You can either pop it early to get your deck assembled faster, or hang onto it for a while to use it as terminal draw, then pop it near the end for an extra boost to bump you up to Province again after you've already been greening.

Quote
Tariff
Types: Action – Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.

While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
Seems like kind of an awkward attempt to get a duration with "while in play" to work.

Quote
Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
This could also lead to short games.  It does create some interesting player interaction.  I guess it's supposed to be sort of a reverse Embargo?  I'm not sure how you would use it to your benefit, but I'm also not sure how you're supposed to use Embargo to your benefit.  It would also be funny if you Clippered and Embargoed the same card.

Quote
Ship of the Line
Types: Action – Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.

While this is in play, Victory cards cost $1 more.
I think I would like it except that it can just slow games down to a crawl.  If both players are playing several of these per turn, or if it's a multi-player game, the price of Province can climb out of reach.  So it gives you a way to gain other victory cards, but if there's no alt VP, there's no guarantee that anyone will want to end the game.  It seems dangerous but maybe it's okay.

Quote
Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.

When you play an Action card, +$1 per copy of it on your Investment mat.
This could be interesting but it seems like it has to be too weak, or maybe terribroken.  It's a lot of trouble to go to to buy a card, buy an Investment, line up the card with Investment, and then get more of that card for the bonus.  Like, even if it's just a $2, you spend $7 and 2 buys on a copy of it and an Investment, then clear them out of your deck, and then you get +$1 every time you play that $2 card.  You would have to play it 7 times (probably reasonable if it's a cantrip) to make up for the $7 you spent, and that still doesn't account for the buys you spend getting the first copy of it+Investment, but more importantly, you spend that $7 early on, when you could be building a deck and accelerating it.  Instead you spend $7 to slow yourself down for a bit before building back up.  So it's certainly at least situational.  It might actually be okay though, but I think it would be terribroken.

Quote
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.

When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.

When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.

Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
The more I think about this card the more convinced I become that it's actually a very good card.  I didn't think I liked it at first.  I think it could just say "not a victory card" though; the "$6 or less" restriction seems unnecessary.  Yeah gaining an extra Platinum is powerful, but I don't think it's worth the extra text.  Maybe just personal taste though.

Quote
Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
I like the idea of a duration remodeler that saves the gained card for the next turn.  I think I like this card a lot.

Quote
Kraken
Types: Action – Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.

When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
Seems really weird, and also really weak.  You have to get a lot of them to trigger themselves, but you can't really load up on a $6 card, so it really wants support.  It can keep junking after the curses are out, but it's not likely for Kraken to run out the curses by itself.  I think it's just way overpriced, like it might even be okay at $4.

I'm out of time now but I'll try to comment on more later.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GeoLib on October 01, 2013, 05:04:59 pm
Really? I would say that the headache that arises from being able to discard something mid-turn and potentially re-play it is much larger.

That's why I suggested discarding it during the buy phase, so it cannot be replayed.

Oops. I misunderstood your post as saying that the current version (discard on play) means that it would have been discarded (i.e. not in play) during the buy phase which was different from the version as I phrased it. Sorry about that.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Nic on October 01, 2013, 08:15:57 pm
Quote
Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
So it's junk in your hand or deck, but as good as a lab if it stays in play for an entire turn. Any other player can break it by buying a Victory card, which would in turn junk you more. If there are multiple Harbors in play and I can afford an extra Estate, then buying it would junk the other players more than me. Not buying it would put me at a fair disadvantage next turn. I think the choice is too easy for the other players in most cases. Even if it isn't, that still makes it intensely political, when a spiteful player can clog his deck with Estates to prevent a Harbor player from getting off the ground.


Quote
Voyage
Types: Action – Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.

When you would discard this from play, instead, trash this and gain a Voyage.
If that '+2 cards' was replaced by +1 action, this would be my favoritest card ever. The cost-based sifting is very clever and fun, and the would-discard effect is a very original middle ground between engine cards and one-shots. It also pretty much requires you to type it Duration, so you don't discard them so fast. It's two-thirds the perfect Dominion card. But more cards is a silly bonus when your hand already has three good cards and two average ones. It's very strong, in the same way that "+3 Cards, +$2" is strong in a redundant way. But +1 action would be a nice nerf, while allowing you more flexibility with buying terminals. That's a big deal when you're sifting so much, especially if the only village on the board is $2.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 01, 2013, 08:19:01 pm
Ballot Update: Clarified that it's the Scalawag you may discard when another player plays an Attack card.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on October 01, 2013, 08:33:20 pm
Ballot Update: Clarified that it's the Scalawag you may discard when another player plays an Attack card.

This is pretty minor, but the name of the card is Scalawag, yet its text refers to Scallywag.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Tables on October 01, 2013, 10:52:42 pm
Due to time issues and the like, I've decided to replace my extensive voice comments with extensive text comments.

Edit: No card in this contest. All thoughts are genuine. You wouldn't believe how hard it was to say only what I said about some of these.

Quote
Lockbox
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.

When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.

Indifferent

Quote
Star Charts
Types: Action – Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.

While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.

Indifferent

Quote
Shipwreck Cove
Types: Action – Attack – Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.

Dislike

Quote
Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.

Like

Quote
Tariff
Types: Action – Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.

While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.

Dislike

Quote
Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.

Indifferent

Quote
Beacon (A)
Types: Action
Cost: $6
+1 Action.

While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.

Indifferent

Quote
Cottage
Types: Action – Duration
Cost: $3
+2 Cards. +2 Actions. Put 2 cards from your hand on top of your deck. At the start of your next turn, reveal the top 2 cards of your deck. You may discard one of them. You may trash one of them. Put the rest back in any order.

Indifferent

Quote
Ship of the Line
Types: Action – Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.

While this is in play, Victory cards cost $1 more.

Dislike

Quote
Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.

When you play an Action card, +$1 per copy of it on your Investment mat.

Dislike

Quote
Shipyard (A)
Types: Action – Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.

Indifferent

Quote
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.

When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.

When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.

Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.

Dislike

Quote
Thugs
Types: Action – Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.

Dislike

Quote
Cannon
Types: Action – Attack – Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.

Dislike

Quote
Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

Like

Quote
Martello
Types: Action – Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.

While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.

EDIT: Changed "when another player gains a card" to "when any player gains a card" on Martello.

Indifferent

Quote
Kraken
Types: Action – Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.

When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.

Like

Quote
Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.

Like

Quote
Vessel
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.

While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.

Dislike

Quote
Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.

Dislike

Quote
Beacon (B)
Types: Action – Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.

While this is in play, when you gain a card, trash that card or put it on top of your deck.

Indifferent

Quote
Dispatch
Types: Action – Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.

Like

Quote
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.

Like

Quote
Treasure Fleet
Types: Action – Duration
Cost: $4
+1 Buy. +$2. When you buy a card this turn, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, +1 Buy and put the set aside card into your hand.

EDIT: Reworded Treasure Fleet so that it only works and is Throne-able.

Dislike

Quote
Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.

Dislike

Quote
Customs Officer
Types: Action – Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.

Dislike

Quote
Supply Ship
Types: Action – Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.

Like

Quote
Drift Bottle
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.

Setup: Put a Silver on the Drift Bottle mat.

Clarification: There is just one communal Drift Bottle mat.

Indifferent

Quote
Royal Armada
Types: Action – Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.

Indifferent

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Raider
Types: Action – Attack – Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.

Dislike

Quote
Seafarer's Charm
Types: Treasure – Reaction
Cost: $0
Worth $1.

When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.

Dislike

Quote
Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.

When you shuffle, put this at the bottom of your deck.

Like

Quote
Clarification:  Seafarer's Charm and Sunken Treasure are not Kingdom Cards.  Each player begins with one of each in place of two starting Coppers.  Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back.  When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.

Like

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Shipyard (B)
Types: Action – Duration
Cost: $5
+2 Cards. Set aside a card from the Supply costing up to $6. While it is set aside, copies of it cost $1 less, but not less than $0. At the start of your next turn or when the game ends: Gain the set aside card.

Indifferent

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Docks (A)
Types: Action – Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.

Dislike

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Fishmonger
Types: Action – Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.

Like

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Scalawag
Types: Action – Attack – Duration
Cost: $3
Each player may trash a Copper from his hand. If you trashed a Copper, each other player gains a Curse. At the start of your next turn, +1 Card for each Scallywag that any player has in play. If there is more than one in play, trash this.

While this is in play, when another player plays an Attack card, you may discard this. If you do, gain a Silver, putting it on top of your deck.

EDIT: Clarified that it's the Scalawag you may discard when another player plays an Attack card.

Dislike

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Convoy
Types: Action – Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.

Dislike

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Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.

While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.

EDIT: The under-line effect of Dock (B) is now limited to the Buy phase.

Indifferent

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Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.

Indifferent

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Shipyard (C)
Types: Action – Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.

While this is in play, when you would gain a card, you may gain a Copper instead.

Indifferent

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Expedition
Types: Action – Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.

While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.

Indifferent

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Voyage
Types: Action – Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.

When you would discard this from play, instead, trash this and gain a Voyage.

Indifferent

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Old Seafarer
Types: Action – Duration
Cost: $6
Before the Clean-up phase, set aside cards in your play area. At the start of your next turn, discard your hand, put the set-aside cards into your hand, and each other player draws a card.

While this is in play, you may not play an Old Seafarer.

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Settlement
Types: Action – Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.

Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.

Indifferent

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Coastal Raiders
Types: Action – Attack – Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.

Dislike

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Sea Harvest
Types: Action – Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.

Dislike

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Shipyard (D)
Types: Action – Duration
Cost: $5
+2 Cards. Put a card from your hand on top of your deck. At the start of your next turn, gain a card costing up to $4, putting it into your hand.

Indifferent
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 01, 2013, 11:05:18 pm
Ballot Update: Clarified that it's the Scalawag you may discard when another player plays an Attack card.

This is pretty minor, but the name of the card is Scalawag, yet its text refers to Scallywag.

Whoops-a-doodle! Fixed.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GwinnR on October 02, 2013, 01:30:43 am
These are the cards I like:

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Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.

When you play an Action card, +$1 per copy of it on your Investment mat.
This is quite interesting. Normally you don’t want to put action cards on this sort of Island mat. But you have to if you want this extra money. And the more cards you put there, the more money you gain, but the less often you gain it.
May be overprized as it takes some time to buy and play it and then play the action card to profit from it, but I really like the idea.

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Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.

When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.

When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.

Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
Ok, very complicated, but I like it. It is a sort of a Smuggler. You don’t get the card your right neighbor got, but you can choose. So you don’t get the card immediately. It is a kind of gambling, when you can buy this card you want, the earlier you gain it, the better for you, but also the better the card is, the better for you. And normally you gain good cards later. May lead to interesting decisions.

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Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
Nice, but not too good as a simple trasher, which would be “Trash a card and a copy of it from your deck.” And it can also be a mini-Tactician for a good card you move from this turn to your next turn and get another of it into your hand.
I don’t know how good it will be, but I like the idea.

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Beacon (B)
Types: Action – Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.

While this is in play, when you gain a card, trash that card or put it on top of your deck.
A simple “While in play”-Watchtower with extra benefits. Simple and nice. But I think too strong for $2 especially with the when-play-effect. In fact it is the same as Watchtower, but you can’t choose not to reveal it. In the opposite you get +2 cards, which you can’t get with Watchtower, when you leave it in hand to reveal afterwards. Sure, Watchtower can get you more cards, but I think this should cost $3.

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Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
I like this trash for benefit.

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Docks (A)
Types: Action – Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
Can be crazy, but I really like the second part. You get extra cards for your durations you have in play. Maybe with the first part (for this turn) it is too strong.

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Scalawag
Types: Action – Attack – Duration
Cost: $3
Each player may trash a Copper from his hand. If you trashed a Copper, each other player gains a Curse. At the start of your next turn, +1 Card for each Scallywag that any player has in play. If there is more than one in play, trash this.

While this is in play, when another player plays an Attack card, you may discard it. If you do, gain a Silver, putting it on top of your deck.
Trash a Copper and the other players gain a Curse? I want to do this ;-) And it also “defend” against itself, so that the games won’t get too sloggy. Very interesting card.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Nic on October 02, 2013, 02:20:48 am
Here's more cards than my last post, but less per card to say about them.

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Cannon
Types: Action – Attack – Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.
I'd probably vote for this card if it wasn't a second-turn Attack Duration. Submit it to Intrigue.


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Kraken
Types: Action – Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.

When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
So it's a delayed unmoatable stacking Sea Hag that also helps your economy? With two Krakens and just a handful of Schemes, you can Curse nearly every turn. When that pile runs out, move on to unmoatable unrestrained Copper junking.


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Dispatch
Types: Action – Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
Just like Renovate from the DA contest, but with the autopile combo completely neutered. I'd vote for it just because it's an orange card that has a reason to be one, but luckily I also really like it.


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Royal Armada
Types: Action – Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
This card scares me, but playtesting it would be really fun.


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Docks (A)
Types: Action – Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
Too good at any cost, unless you make it give nothing on the turn you play it. Even then I would be very worried, just because it stacks quadratically.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GendoIkari on October 02, 2013, 10:41:04 am
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Lockbox
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.

So I think that this card actually doesn't work according to the rules at all. It will never be discarded from play. Duration rules: "Leave the card in front of you until the Clean-up Phase of the last turn in which it does something." Well at the end of the turn after you played this, the card isn't done doing stuff yet. It's still waiting for the "when you discard this from play..." to happen. Or, at least, I think that's a reasonable interpretation that would therefore cause rules confusion. And if you do discard it, suddenly it's doing something next turn. Which means it shouldn't have really been discarded, it should stay out to remind you what to do with those set-aside treasures. So I think it really doesn't fit with the idea of how durations work in general.

Aside from that, it just seems like an extremely weak Tactician. The turn after you play it, you sacrifice your turn for an extra 3 treasures in your hand next turn. Compared Tactician, you don't get the +1 action, you don't get the +1 buy, and you get 3 cards instead of 5. Also, you can't use that effect in a completely dead hand where you'd really want to, because you have to have treasures to set aside. Sure Haven only gets you 1 card, not 3, but it seems way, way stronger that this, because it's 1 turn later, not 2 turns later; it's +1 card +1 action, and you don't have to sacrifice your turn to use it.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GendoIkari on October 02, 2013, 10:57:47 am
http://www.youtube.com/watch?v=ybPbyjKBz_E&feature=c4-overview&list=UU5Le7HnzSRyCV7doyso6SSg

A few notes:
The biggest issues this week seem to be people trying to shoehorn Duration cards into doing things that they don't do. Some of this is that they can't do (it won't stay out unless it does something next turn, etc.), some of it is you have to do really wonky things to work around restrictions, some of it actually works on Durations but insodoing doesn't feel seaside-y anymore.

But I still think that the submissions this week were overall probably the best of the contest, and most of the cards I am going to end up pinging for "that just doesn't interest me so much" rather than any actual problem.

In regards to Habourmaster... it's not Smithy now, Hunting Grounds next turn. It's Smithy now, +4 cards, +1 action next turn, which is WAY better than Hunting Grounds. (Though it's a 1-shot +4 cards +1 action). And I'm not sure that it wouldn't function as written... I see what you're saying, but like I say with Lockbox above, I don't think the card is "done doing things", because next turn it has something to do (checking if it's in play and trashing/drawing).

I actually really like it... a nice minor improvement on Smithy. Though actually there probably is better wording:

+3 cards
At the start of your next turn, you may trash this. If you do, +3 cards.

Then you get to see your next hand before deciding (stronger), you can't immediately discard so it misses shuffles like a normal duration and you can't play it twice in 1 turn (weaker).
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GendoIkari on October 02, 2013, 03:34:08 pm
Well I wasn't going to do this, but after having noticed a couple things on a couple cards, guess I'll go through and give brief opinions on all. Disclaimer: I've never entered any of these contests or even designed a fan card, so these opinions are purely just a feel from having played lots of Dominion.

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Lockbox
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.

When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.

Already commented in its own post; seems like a much weaker version of Tactician, even a much weaker version of Haven. And I'm not convinced that it even works as intended with the rules.

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Star Charts
Types: Action – Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.

While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.

I like the double-Cartographer effect. Quite weak now, but full-Cartographer next turn. And the fact that you get the Talisman twice while your opponents only get it once seems neat. Putting the copy on your deck seems unnecessary. Maybe too strong for $5... compared to Cartographer, you also basically get a free Talisman that's not limited to $4 or less cards. (If you consider the second Talisman as being cancelled by opponent's Talisman).

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Shipwreck Cove
Types: Action – Attack – Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.

I like the idea of being able to kill off Durations. Problem is, it's terrible if there aren't other Durations in the game. Also, the +1 action (and the fact that it is a Duration) feels tacked on. Like the only thing it does is ensure there's a Duration in the game.

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Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.

I like this. Nice Smithy-with-a-bonus. As mentioned above, would probably reword:
+3 Cards.
At the the start of your next turn, you may trash this. If you do, +3 Cards.

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Tariff
Types: Action – Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.

While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.

As WW mentioned, I'd skip choosing a player. Also seems odd to limit it to buying an Action or Treasure. And it's probably too inconsistent. If someone's playing a big engine and buys several cheap engine pieces on his turn, you get to design the perfect hand. But they might also have a terrible hand and you get nothing. And the discarding-drawing feels tacked on anyway. Card might be just fine without it, though I think it could be $3 then.

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Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.

Is "Action card pile" well defined? I guess it's clearer than the other card that uses "victory card pile", since all the Knights are actions. Actually... just realized that Trade Route uses "Victory card supply pile." Um, I'm assuming that Knights with Josephine on top doesn't get a token? Is this clarified in the rules? Anyway, I digress. This card doesn't really do anything for you, since your opponents get the same benefit that you do. So why should you be the one to buy it?

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Beacon (A)
Types: Action
Cost: $6
+1 Action.

While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.

Is this intended to be a Duration, so that it stays in play until you use it? Either way, it can be discarded mid-turn, meaning you could play the same card again. And it's already been pointed out that this can empty the entire Grand Market pile (or any pile with +1 action.). And allowing to play actions during buy phase is no good, I think.

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Cottage
Types: Action – Duration
Cost: $3
+2 Cards. +2 Actions. Put 2 cards from your hand on top of your deck. At the start of your next turn, reveal the top 2 cards of your deck. You may discard one of them. You may trash one of them. Put the rest back in any order.

Seems like a stronger version of Inn, except no on-gain part. Usually you'd rather discard 2 cards than put 2 back, but even so. Inn now, safe Lookout later. Probably a $5.

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Ship of the Line
Types: Action – Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.

While this is in play, Victory cards cost $1 more.

Probably too strong. At the start of your next turn effect is a +4 cards +1 action. HUGE. And the green gaining is optional, so you wait until you have a good engine to fire it. Meanwhile playing a couple per turn to slow your opponent.

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Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.

When you play an Action card, +$1 per copy of it on your Investment mat.

Setting aside just a Market turns all your Markets into Grand Markets. For most cards, you would probably want to set aside only 2 copies of them, better to have the rest to play. As a whole this could work, but I'm worried it's too strong.

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Shipyard (A)
Types: Action – Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.

The fact that it's mandatory next turn is scary. You don't know what you'll have. Almost a required opener, but quite weak in mid-game when it's risky to play. Might go from too strong to too weak to be a good card.

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Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.

When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.

When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.

Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.

I see no reason to force the token delay by making it "when you discard this from play". Probably weak either way. And +1 buy seems weird, since it's getting you extra cards without needing extra buys. Basically a weak Talisman? And why $6 or less? Since victory cards are already ruled out, that only rules out 5 specific cards.

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Thugs
Types: Action – Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.

Agree with other comments; annoying to remember how many cards were bought (assuming it's meant to say "his last turn" instead of "last turn"). Also too strong; will flat-out stop people from buying more than 1 card per turn, while giving + buy.

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Cannon
Types: Action – Attack – Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.

Don't like attacking next turn.  Don't like the non-curse restriction.

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Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

Weird. I think I like it. Too strong though. You can use it as an Expand. As was mentioned earlier, gaining a card next turn is usually just as good as gaining it this turn. Meaning it will usually be a full Expand if you want it to be. Plus more flexibility. Also no reason to set aside face down; everyone saw what you gained.

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Martello
Types: Action – Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.

While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.

EDIT: Changed "when another player gains a card" to "when any player gains a card" on Martello.

On one hand it should be an attack, but it might just be cleaner without that, because it avoids all the rules questions about attack durations; and more often than not it won't be used to hurt opponents anyway. I don't know about the bonuses though. Worker's Villages next turn is pretty strong I'd think.

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Kraken
Types: Action – Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.

When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.

Should probably just be "gains a curse" instead of any card of your choice. You'll always choose Curse until they're gone; then you can start giving Estates or Coppers; depending on the game state. Any why bottom of the deck? Seems random and tacked on. Also, needs to be an attack. And finally, it does almost nothing unless you happen to connect 2 of them (or if your combine with Courtyard or opponent's Ghost ship). So in general this is a more expensive Mountebank who's attack misses more often. Weak, but the unlimited junking potential means long boring games.

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Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.

Interesting. Have no idea how it would play. But also seems like the Duration is very tacked on. Why not simply do the digging now? (And give it +1 action so you can play what you dig for if you keep it).

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Vessel
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.

While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.

So a sort of Smugglers thing. Except with Smugglers, there's fun in hoping your opponent doesn't have one in hand while you buy your Grand Market / Gold / Goons. Here, you know if your opponent has one, so it more affects your purchasing decision. I guess I like it... but a lot of these cards seem to give +1 buy next turn. Seems tacked on.


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Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.

Why discard the top card? Usually that will do basically nothing. This is a sort-of Haven type thing, except it doesn't increase your hand size later. I dunno, just seems like a weaker Haven. Usually slightly worse than Pearl Diver.

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Beacon (B)
Types: Action – Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.

While this is in play, when you gain a card, trash that card or put it on top of your deck.

Interesting cross between a Moat and a Watchtower. The next turn effect is weird though. Probably should be $3.

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Dispatch
Types: Action – Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.

Again with the setting things aside face down that opponents see you get and put face down. Why? Anyway, this is a pretty simple Remodel variant. The name should be in the Remodel family of names I think. Not all that interesting, but seems fun.

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Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.

I was about to complain how weak this is compared to Apprentice, then I noticed the cost. Maybe too strong for $2, being a non-terminal Trasher.

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Treasure Fleet
Types: Action – Duration
Cost: $4
+1 Buy. +$2. When you buy a card this turn, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, +1 Buy and put the set aside card into your hand.

EDIT: Reworded Treasure Fleet so that it only works and is Throne-able.

Problem is, if you are buying a $3 this turn it's terrible. I'm sure there's some way to fix that. And I didn't see the previous wording, but seems this would be better not-throneable, just because by the time you buy a treasure, you have to remember how many times this was played. Other than that, I like it.

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Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.

This has no reason to be a Duration. It already specifies that it shouldn't be discarded during clean-up. Or alternatively, no need to specify to not discard it; the fact that it's a Duration will do that already. Also why is it also in the Supply? What does that mean? I guess it means I can buy it, and take it from you? Or workshop it and take it from you? But there's also a pile of 9 more of them sitting there... but why would I touch those when I can take yours? Don't like those aspects.

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Customs Officer
Types: Action – Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.

So another Duration that stays in play until you use it. I know people will question of this works, because it doesn't have a "next turn" clause.. I *think* it does work as intended, because "while this is in play" means that it's still doing something, therefore doesn't get discarded. I think I like this card. Although... it's this basically a coin token that you purchase for $1? Except with added defense against Curses.

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Supply Ship
Types: Action – Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.

Generally better than Armory, but probably not better enough to be a $5.

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Drift Bottle
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.

Setup: Put a Silver on the Drift Bottle mat.

Clarification: There is just one communal Drift Bottle mat.

Why the ability to trash? I'm not so sure it should take 2 plays of this to replace the card. Just gain or replace should be ok options. This is more like Rogue / Graverobber I think... trash a card, then gain it. Except the trash is the mat. But still. And you put something great on there, only to have your opponent take it.

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Royal Armada
Types: Action – Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.

Ok I suppose.

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Raider
Types: Action – Attack – Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.

Do not like attack duration.

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Seafarer's Charm
Types: Treasure – Reaction
Cost: $0
Worth $1.

When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.

Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.

When you shuffle, put this at the bottom of your deck.

Clarification:  Seafarer's Charm and Sunken Treasure are not Kingdom Cards.  Each player begins with one of each in place of two starting Coppers.  Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back.  When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.

Oops, wrote up a whole thing about Seafarer's charm without seeing that it's tied into Sunken Treasure. Yeah, Seafarer's Charm as a Kingdom card did not get good marks from me. Lets see what's actually there.... Ok, still not quite interested. Charm just makes attacks weaker seemingly for no good reason. And Sunken Treasure I guess is a Copper that misses the reshuffles? So?

Side note, just noticed that Sunken Treasure, like Stash, has confusing wording. They make it sound like when you shuffle, you could take one from your hand and put it in your deck. No mention of the fact that you have to be shuffling that particular card to use the ability.

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Shipyard (B)
Types: Action – Duration
Cost: $5
+2 Cards. Set aside a card from the Supply costing up to $6. While it is set aside, copies of it cost $1 less, but not less than $0. At the start of your next turn or when the game ends: Gain the set aside card.

I don't see a real reason to delay the gaining by a turn, though it does give it a relevant reason to stay out and have the other effect. Of course, the other effect it the same for you and your opponents, so just cancels out in terms of power. Still, it's a $5 cost that can gain $6 costs... Altar is a $6 cost that can gain $5 costs, so I'm guessing this is a bit too strong.

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Docks (A)
Types: Action – Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.

Interesting I think.... too strong though? Easy to make this Wharf without the buys, though Villages are needed. Still, makes Villages really, really good. 3 Villages, and playing this is playing a Hunting Grounds. 3 Fishing Villages, and holy crap. Probably ok at $5, but even so these will often be better than Wharf (as long as the game has any form of +Actions and any form of +Buy).

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Fishmonger
Types: Action – Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.

Boring... Market Square now, Market Square later, without the reaction. Fine card, but boring.

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Scalawag
Types: Action – Attack – Duration
Cost: $3
Each player may trash a Copper from his hand. If you trashed a Copper, each other player gains a Curse. At the start of your next turn, +1 Card for each Scalawag that any player has in play. If there is more than one in play, trash this.

While this is in play, when another player plays an Attack card, you may discard this. If you do, gain a Silver, putting it on top of your deck.

EDIT: Clarified that it's the Scalawag you may discard when another player plays an Attack card.

Seems strong. The Copper trashing in theory evens out, so basically this is "each other player gains a Curse". You will usually discard it if they play one, so you don't have to trash it (except after the Curses or your Coppers are gone). So I think this is probably pretty much a must-double open. But it's a Duration attack that doesn't have the rules confusion!

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Convoy
Types: Action – Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.

Lab now, sorta-Wharf next turn, with opponent benefit to compensate. I have no idea at all if this is balanced, but if it is, I like it. Will make games go quite fast though.

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Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.

While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.

EDIT: The under-line effect of Dock (B) is now limited to the Buy phase.

If it's going to be limited to the buy phase anyway, should probably just be "when you buy an action card" instead. Only matters in a couple edge cases. I like this. Maybe it should cost $3, not sure. Doesn't seem stronger than Fishing Village.

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Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.

Same as Commune with the "do not discard" and "duration" wording.

I don't know how I feel about "every turn" effects in general, but +1 card, and limited to until opponent gains a victory card seem like a good way to do it. But why gain a Harbour when they do? Seems random. And the "you may trash this" only makes sense in light of the fact that you might be gaining extra Habours, so those could both go away. Oh, and +$1 seems random too, since this card is all about extra hand size in future turns; what's the point of giving that particular bonus when you play it?

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Shipyard (C)
Types: Action – Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.

While this is in play, when you would gain a card, you may gain a Copper instead.

Hmm... so an attempt to fix Counting House. I'm thinking this is stronger than Counting House, which is ok. Still won't be viable on most boards, like Counting House, but will be fun when it is, like Counting House. The only concern is if it's too similar to Counting House.

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Expedition
Types: Action – Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.

While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.

Ultimately this basically seems like a University, except it can gain Goons and Grand Markets, and the Village is delayed. And it gives your opponents a boost to nerf it some. Not sure if the boost is enough to make it not too strong.

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Voyage
Types: Action – Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.

When you would discard this from play, instead, trash this and gain a Voyage.

Similar to Cottage, this seems to want to interact with the cards that you left on your deck, but it won't. And why trash one from the Supply each time you play it (which is what the bottom clause does)? I think this is a lot like Journeyman, actually. Or Catacombs, whichever.

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Old Seafarer
Types: Action – Duration
Cost: $6
Before the Clean-up phase, set aside cards in your play area. At the start of your next turn, discard your hand, put the set-aside cards into your hand, and each other player draws a card.

While this is in play, you may not play an Old Seafarer.

The bottom clause is no good. What if you Golem into 2 of them? Game breaks. It can be fixed by using Crossroads or Tactician type wording though. Also, seems like there's no point to limiting it to one per turn anyway. So basically this replaces your next hand with another copy of this hand. I see why you wanted the clause now... way too strong if you play one each turn. Oh, but the clause won't prevent that. It gets returned to your hand along with the rest of the set-aside cards, so it's not in play. So yeah, this is crazy. It's a King's Court Scheme built into one... you play your same hand every turn.

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Settlement
Types: Action – Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.

Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.

Same as Commune/Harbour, no need to say "do not discard this". The fact that it's a Duration will do that. Or vice-versa. And it has the same discarding condition as Harbour, interesting. Anyway, seems strong. Very strong. Better than Grand Market every turn. Will force opponents to buy Estates and Duchies just to stop it. But they do have the ability to do that. So ultimately, I think this will act as a junking attack. It's so good that your opponent will buy crap to make you not have it for another shuffle. I think if you also make it discard when you buy a victory card, that would be good. Probably should be $6, might be a good card.


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Coastal Raiders
Types: Action – Attack – Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.

Probably can cost $4; doesn't seem much worse than Militia. Not too exciting, but fine.

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Sea Harvest
Types: Action – Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.

So next turn will almost always be less than $5; except with Wharf/Caravan and discard attacks. Might be too strong. Sure KC-KC ANYTHING is a crazy effect, but KC-KC Draw-Sea Harvest-Sea Harvest means you gain 6 more KCs. But there's plenty of other ways to use this to gain KC and Goons and GM, non-terminally no less. I like the mechanic that each one you play is slightly weaker than the last, but still.

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Shipyard (D)
Types: Action – Duration
Cost: $5
+2 Cards. Put a card from your hand on top of your deck. At the start of your next turn, gain a card costing up to $4, putting it into your hand.

I dunno. Workshop variant... but a strong one. Though the 2 effects seem to be completely unrelated. I guess I like it ok.


There... thanks a lot people, now I have several hours of lost time to make up for at work!
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on October 02, 2013, 03:35:51 pm
you can't play it twice in 1 turn (weaker).
You can't play it twice over two turns. That makes it practically unusable in engines - like you only need half as many Fishing Villages as normal, you need twice as many of these things as normal.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GendoIkari on October 02, 2013, 03:42:32 pm
http://www.youtube.com/watch?v=ybPbyjKBz_E&feature=c4-overview&list=UU5Le7HnzSRyCV7doyso6SSg

A few notes:
The biggest issues this week seem to be people trying to shoehorn Duration cards into doing things that they don't do. Some of this is that they can't do (it won't stay out unless it does something next turn, etc.), some of it is you have to do really wonky things to work around restrictions, some of it actually works on Durations but insodoing doesn't feel seaside-y anymore.

But I still think that the submissions this week were overall probably the best of the contest, and most of the cards I am going to end up pinging for "that just doesn't interest me so much" rather than any actual problem.

So you said that Recycle was just fine. Am I wrong in my analysis that it's basically a better Expand? (Except that it costs $5 instead of $7)? Granted, you can only turn a $5 into a Province if there's a $7 on the board, which I didn't think of until now. But you can always turn a $3 into a $6, almost always a $2 into a $5, etc.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GendoIkari on October 02, 2013, 03:45:13 pm
you can't play it twice in 1 turn (weaker).
You can't play it twice over two turns. That makes it practically unusable in engines - like you only need half as many Fishing Villages as normal, you need twice as many of these things as normal.

That only matters if you're drawing your deck every turn, really. On average, you aren't going to play the same Smithy card every turn anyway. True, without using the optional one-shot, the fact that it's a duration would make it weaker than Smithy a bit... but again you'll only notice if you shuffle while it's out.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on October 02, 2013, 04:03:30 pm
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Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.

Is "Action card pile" well defined? I guess it's clearer than the other card that uses "victory card pile", since all the Knights are actions. Actually... just realized that Trade Route uses "Victory card supply pile." Um, I'm assuming that Knights with Josephine on top doesn't get a token? Is this clarified in the rules?

It is, yes.

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Kraken
Types: Action – Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.

When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.

Should probably just be "gains a curse" instead of any card of your choice. You'll always choose Curse until they're gone; then you can start giving Estates or Coppers; depending on the game state.

'Gain any card' was actually the original version of Familiar till Donald decided that just Curses would be cleaner.

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Customs Officer
Types: Action – Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.

So another Duration that stays in play until you use it. I know people will question of this works, because it doesn't have a "next turn" clause.. I *think* it does work as intended, because "while this is in play" means that it's still doing something, therefore doesn't get discarded.

I'm not sure... Lighthouse has a "while in play" also, and it gets discarded as usual.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GendoIkari on October 02, 2013, 04:04:45 pm
Sorry if this has been discussed elsewhere in this thread... but wanted to get more opinions on the "permanent / while this is in play" cards. In his video, WW insists that Customs Officer won't stay out in play, because there's no "next turn" clause. I disagree with this. I think Customs Officer would work exactly as intended... because it has the Duration type, it will stay out "until the cleanup phase of the last turn on which it does something." Well, because it has a "while this is in play" clause, it IS doing something. You won't clean it up, because 1) it's a duration and 2) this isn't the last turn that it will do something. I don't think it needs specifically "next turn" wording. "While this is in play" wording should be just fine. Same goes for Harbour and the couple others, except those had a "do not discard this" clause, which I believe is unnecessary.

So, am I mistaken?

*Edit* AJD just pointed out Lighthouse as I was typing this. So perhaps that alone is enough to prove me wrong...
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on October 02, 2013, 04:29:53 pm
Being able to draw your deck isn't that unusual when Smithy is on the board.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 02, 2013, 04:36:53 pm
GendoIkari,

As I explained earlier in the thread, I changed cards that get set aside by Durations to all be face-down. This is not so that they'll be secret. It's so that a set-aside Duration doesn't get mistaken for a Duration you played last turn.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Just a Rube on October 02, 2013, 04:44:09 pm
Sorry if this has been discussed elsewhere in this thread... but wanted to get more opinions on the "permanent / while this is in play" cards. In his video, WW insists that Customs Officer won't stay out in play, because there's no "next turn" clause. I disagree with this. I think Customs Officer would work exactly as intended... because it has the Duration type, it will stay out "until the cleanup phase of the last turn on which it does something." Well, because it has a "while this is in play" clause, it IS doing something. You won't clean it up, because 1) it's a duration and 2) this isn't the last turn that it will do something. I don't think it needs specifically "next turn" wording. "While this is in play" wording should be just fine. Same goes for Harbour and the couple others, except those had a "do not discard this" clause, which I believe is unnecessary.

So, am I mistaken?

*Edit* AJD just pointed out Lighthouse as I was typing this. So perhaps that alone is enough to prove me wrong...
But Lighthouse does do something next turn besides the in-play cause (+$1 at the start of your next turn), so it's not a pure example. We really don't have an example either way.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GendoIkari on October 02, 2013, 04:44:20 pm
GendoIkari,

As I explained earlier in the thread, I changed cards that get set aside by Durations to all be face-down. This is not so that they'll be secret. It's so that a set-aside Duration doesn't get mistaken for a Duration you played last turn.

Ah ok. I suppose that's reasonable.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 02, 2013, 04:54:53 pm
Quote
Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
Eh... Treasure Maps??

I vaguely recall this being mentioned a few times.  I really, really doubt that Flagship is an amazing Treasure Map enabler.  First, it costs $5.  That's already a pretty big deal, because if you open TM you're going to have a harder time than usual reaching $5.  Second, you would still need to match it up with one TM.  That's still not trivial, especially because Flagship doesn't even draw a card.  Third, even if you match it up with one TM, you could just draw the second TM in hte next hand anyway.  In this case, it's no better than Haven.  Is Haven a brokenly powerful TM enabler?  Not at all.

Pretty sure Warehouse beats the pants off of Flagship for enabling TM.

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Lockbox
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.

So I think that this card actually doesn't work according to the rules at all. It will never be discarded from play. Duration rules: "Leave the card in front of you until the Clean-up Phase of the last turn in which it does something." Well at the end of the turn after you played this, the card isn't done doing stuff yet. It's still waiting for the "when you discard this from play..." to happen. Or, at least, I think that's a reasonable interpretation that would therefore cause rules confusion. And if you do discard it, suddenly it's doing something next turn. Which means it shouldn't have really been discarded, it should stay out to remind you what to do with those set-aside treasures. So I think it really doesn't fit with the idea of how durations work in general.

Aside from that, it just seems like an extremely weak Tactician. The turn after you play it, you sacrifice your turn for an extra 3 treasures in your hand next turn. Compared Tactician, you don't get the +1 action, you don't get the +1 buy, and you get 3 cards instead of 5. Also, you can't use that effect in a completely dead hand where you'd really want to, because you have to have treasures to set aside. Sure Haven only gets you 1 card, not 3, but it seems way, way stronger that this, because it's 1 turn later, not 2 turns later; it's +1 card +1 action, and you don't have to sacrifice your turn to use it.

I think it does work mechanically.  It does something now and next turn.  Then it doesn't do anything, so you discard it like any other Duration.  It is at that point that the last part activates.  Note that it is already discarded so it doesn't stay in play even though it's still technically doing something.  It should be fine, in the same way that Scheme and Hermit also do things when they are discarded.  Yes this one has an effect that lasts to the next turn, but I don't think that's an issue rules-wise.  You don't need Lockbox as a reminder because the set-aside Treasures themselves serve that purpose.

Play wise, I missed on first reading that it would only set Treasures aside if you didn't buy anything.  It already fit a bit weak to me, but with that additional constraint it feels even weaker.



Sorry if this has been discussed elsewhere in this thread... but wanted to get more opinions on the "permanent / while this is in play" cards. In his video, WW insists that Customs Officer won't stay out in play, because there's no "next turn" clause. I disagree with this. I think Customs Officer would work exactly as intended... because it has the Duration type, it will stay out "until the cleanup phase of the last turn on which it does something." Well, because it has a "while this is in play" clause, it IS doing something. You won't clean it up, because 1) it's a duration and 2) this isn't the last turn that it will do something. I don't think it needs specifically "next turn" wording. "While this is in play" wording should be just fine. Same goes for Harbour and the couple others, except those had a "do not discard this" clause, which I believe is unnecessary.

So, am I mistaken?

*Edit* AJD just pointed out Lighthouse as I was typing this. So perhaps that alone is enough to prove me wrong...
But Lighthouse does do something next turn besides the in-play cause (+$1 at the start of your next turn), so it's not a pure example. We really don't have an example either way.

Yeah, but Lighthouse doesn't stay out after the second turn, which is what Customs Officer is trying to do.  So it's a fine example.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: WanderingWinder on October 02, 2013, 05:10:02 pm
http://www.youtube.com/watch?v=ybPbyjKBz_E&feature=c4-overview&list=UU5Le7HnzSRyCV7doyso6SSg

A few notes:
The biggest issues this week seem to be people trying to shoehorn Duration cards into doing things that they don't do. Some of this is that they can't do (it won't stay out unless it does something next turn, etc.), some of it is you have to do really wonky things to work around restrictions, some of it actually works on Durations but insodoing doesn't feel seaside-y anymore.

But I still think that the submissions this week were overall probably the best of the contest, and most of the cards I am going to end up pinging for "that just doesn't interest me so much" rather than any actual problem.

So you said that Recycle was just fine. Am I wrong in my analysis that it's basically a better Expand? (Except that it costs $5 instead of $7)? Granted, you can only turn a $5 into a Province if there's a $7 on the board, which I didn't think of until now. But you can always turn a $3 into a $6, almost always a $2 into a $5, etc.
Um, I think it might be generally better than expand ignoring cost, but I don't think that means it isn't fine. First of all, you play it less often. Next, you get the gained card later. And the biggest thing is that you can rarely grab 8s with it, never 11s. Subtle but important, it also leads to faster pile-outs. The big problem with 5-cost expand is the ability to just go 2-5-province so easily, and this (normally) doesn't have that issue. This doesn't have that issue, and the other things may generally be useful (well, the faster pile-outs likely won't be), but they also curb it from trying to do broken things. I think.

And generally, I don't think expand is significantly better than many of the 5s.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on October 02, 2013, 05:19:24 pm
One thing I like about the Duration Remodel-variants is that Seaside is the only expansion without a Remodel variant (Salvager is as close as it comes); it seems like a gap that wants to be filled.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on October 02, 2013, 05:21:23 pm
(even though both of the proposed Duration remodelers have the what-happens-to-Nomad-Camp? problem)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 02, 2013, 05:29:07 pm
@WW

You said that Treasure Fleet is fine, but isn't it just generally way better than both Merchant Ship and Explorer?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on October 02, 2013, 05:35:12 pm
@WW

You said that Treasure Fleet is fine, but isn't it just generally way better than both Merchant Ship and Explorer?

I just looked at Treasure Fleet again, and I have to agree here.  That should be costed at least $6.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on October 02, 2013, 05:43:40 pm
A terminal action costing $4+ that has to collide with a Treasure Map is, blatantly, not a Treasure Map enabler.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: WanderingWinder on October 02, 2013, 05:55:49 pm
A terminal action costing $4+ that has to collide with a Treasure Map is, blatantly, not a Treasure Map enabler.

Edge case!

Shovalchemy
5-cost
Action
While this is in play, when you gain a gold, gain a province.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on October 02, 2013, 06:18:30 pm
Sounds more like Treasure Map is a Shovalchemy enabler, to me.

I do like the idea of adding another Treasure Map trap card to Seaside, though. People are going to look at that and think "YES, finally my Treasure Maps will be sure to collide!".
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 02, 2013, 06:38:35 pm
A terminal action costing $4+ that has to collide with a Treasure Map is, blatantly, not a Treasure Map enabler.

You mean, like, another Treasure Map?

As florrat said, the best enabler for Treasure Map is another Treasure Map.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: mail-mi on October 02, 2013, 06:53:24 pm
A terminal action costing $4+ that has to collide with a Treasure Map is, blatantly, not a Treasure Map enabler.

You mean, like, another Treasure Map?

As florrat said, the best enabler for Treasure Map is another Treasure Map.
He earned a spot in my signature with that.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 02, 2013, 09:05:14 pm
OK, gonna talk more about my favourites, plus two others.

(Edited to correct a really annoying typo.)

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Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.

When you play an Action card, +$1 per copy of it on your Investment mat.

There are some varying opinions on this.  Some have counted it too weak due to the amount of trouble you need to get it going.  Others have said that it's too strong.  First, I will copy+paste the paragraph I wrote earlier on this card:

Quote
People should note that this is generally not too powerful because this is a $5 one-shot and you have to jump through quite a few hoops.  You need to buy this, you need to buy the action card to Invest, probably many times.  You need to match up Investment with that card, and the turn you use Investment is probably an otherwise weak turn (you're down an action and two cards).  When Investment is good, it's more likely to be an interesting combo rather than something broken.  The most likely use case for Investment is powering up cheap cards rather than stronger ones, because it's easier to buy a lot of the cheap cards and it hurts less to have to Island away one of them for the rest of the game.

And then I will add that this isn't too weak in the games where you can use it to full potential.  Peddler+ at $2 is pretty good, and that's what you would get with any of the $2 Cantrips.  It's not even particularly swingy in the sense that Treasure Map is -- yeah you have to collide this with the target action card, but you're going to want a target that is spammable anyway.  You'll buy a bunch of them and then it's easy to collide them.

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Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

This is still my favourite, but I am still worried about whether it makes Expand obsolete on bands that are the same.  Further discussion is making me think that it's alright.  A delay on the gain of the Expanded card is not trivial and this misses the reshuffle more often as well.  If this wins, I think any issues could be ironed out after testing.

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Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.

Some people questioned this, saying that there's no need for it to be a Duration.  But it functions a lot differently as a Duration than it would as a regular action, particularly in that it acts as a super-Haven (Haven one card, dig for an extra copy later).  The trashing option makes it even more interesting, and the Duration affects this too.  Say you try to trash your starting Estates with Flagship.  You match it up with one... but there's still a chance it'll whiff on the second turn if you draw those Estates in that hand.

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Dispatch
Types: Action – Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.

I still think this is a really neat way to do "Remodel into hand".  If it's too strong, one nerf would be to just put it into your hand for next turn, rather than playing it directly.  A cost increase could also work.  I suppose the restriction to Action cards is also important to note.

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Supply Ship
Types: Action – Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.

I have similar feelings on Supply Ship as I do on Dispatch.  I also like that you can gain Treasure and play it in advance.  And I note now that it is a neat combo with Quarry.  Gain Quarry, play it at the start of your next turn.  Now if you have another Supply Ship in hand, you can gain actions costing up to $6 (now reduced to $4).




OK, those are my favourites.  Now the other two.

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Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.

People who are saying that the spelling should be Americanized to "Harbor" are just wrong.  Obviously this is not an American Harbor.  It's some Harbour sitting on some other seaside. ;)

People are saying that the +$1, the self gaining and the self trashing don't make sense, but I think they are actually well thought out.  A "permanent" Duration is really powerful, so it needs a drawback to check it.  So opponents can turn it off by buying VP.  That's OK, but the designer did not stop there -- whoever played Harbour also has to gain another Harbour.  OK, but is that really so bad?  As it turns out, yeah -- because on play, it's just +$1.  That's kind of terrible.

Now, is it so random to give +$1?  I would say not.  The point is to make Harbour junky on play, and there are only so many ways to do that.  The designer opted to keep it simple with a weak vanilla effect, keeping extra text to a limit.  What could the designer give instead of +$1?  +1 Action or +1 Buy are kind of just as arbitrary.  Moreover, +1 Action would actually be pretty good because then you can easily play multiples on the same turn, making the "gain a Harbour" penalty much less of a penalty.  +1 Buy is really strange because, if you want the +1 Buy, you'll want it consistently.  You wouldn't be able to get it consistently on a card that (ideally) never leaves play, so it has conflicting purposes.  So what about +1 Card?  That would match the Duration bonus.  But I think that giving +1 Card just feels a lot worse than getting +$1.  They're both terrible, pretty close to equally so.  But with +$1 I think, "this card gave $1" whereas with +1 Card I think, "this card just used up an action [to replace itself]".  The latter feels worse, even though it probaably isn't on average.  So +$1 feels a little better for the player.

OK, maybe +1 Card would be fine and help further reinforce the idea that Harbours are junk if you don't keep them in play.  I don't think +$1 feels particularly random though, and this would be an easy tweak to make.

As for the self-trash... well, that gives players who fell for the Harbour trap a small way to get out.  I guess it's not entirely necessary.

Overall though, I think the various parts do form a cohesive whole.  As far as long-lived Durations go, I think this is the best one in the contest.  I'm still not fond of long-lived Durations though, so I don't think this will get my vote.  But I think it's OK.

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Shipyard (C)
Types: Action – Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.

While this is in play, when you would gain a card, you may gain a Copper instead.

People are blowing this off as just a Duration Counting House without thinking about how that would actually play.  I think it would play much differently.

Without a lot of help, CH is weak because it only really helps you if you draw it near the end of the shuffle.  If you draw it early, it's just a dead card.

Shipyard gets around this problem by being a Duration.  If you draw it early, it'll be there one turn later!  And if that's still not enough, it provides +2 Buys so you can add a few extra Copper to your discard if you want.

I think the more problematic comparison is Merchant Ship.  MS provides a consistent +$2 now and next turn.  Simple, easy.  Shipyard provides $0-$3 now and next turn, and you can guarantee $2 on the second turn if you want to.  So, OK, it provides variable money and it also provides +Buys on the first turn, but maybe it's still not that different from Merchant Ship in general.  Having the Copper and having the bigger hand size is sometimes relevant though.

Anyway, I just don't think Counting House is the right comparison in the end, even though it's the obvious one.  Being a Duration, I think a much better comparison is with Merchant Ship, and I'm curious if Shipyard holds up or not.  Like Harbour, I think this is OK but it's probably not getting my vote.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: lehmacdj on October 02, 2013, 10:11:01 pm
I'm going to comment on a few cards.  I submitted a card so I will omit some of the cards that I find uninteresting and my own.

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Star Charts
Types: Action – Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.

While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
This card seems to facilitate stupid amounts of gaining.

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Shipwreck Cove
Types: Action – Attack – Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
I don't like cancelling durations.

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Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
This seems to me like it is just another smithy variant.  In my opinion there are to many at $5 already for this to be worth it.

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Tariff
Types: Action – Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.

While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
Too political; shouldn't choose a player.

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Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Kind of an anti-embargo; I like it.  Interesting interactions with some cards (like band of misfits) too.

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Ship of the Line
Types: Action – Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.

While this is in play, Victory cards cost $1 more.
This seems too good.  It would make the only viable strategy rushing these, duchies, and estates, I think.

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Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.

When you play an Action card, +$1 per copy of it on your Investment mat.
This seems a little too good to me.  Although a little hard to do it can turn every village into a bazaar.  It just seems a little too good for engines.

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Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.

When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.

When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.

Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
Interesting but perhaps a little weak.

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Thugs
Types: Action – Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
No.  Too much tracking, too good. Too much incentive for buying only one card.

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Cannon
Types: Action – Attack – Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.
I don't like duration attacks in general.

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Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
This seems very interesting.  I am a little concerned it seems to good.

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Kraken
Types: Action – Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.

When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
I don't like that this can create a junk turn at the bottom of your shuffle.  Otherwise this seems a little weak.

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Vessel
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.

While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
This is some interesting player interaction.

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Beacon (B)
Types: Action – Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.

While this is in play, when you gain a card, trash that card or put it on top of your deck.
A little too vanilla for my taste; just a combo between watchtower and lighthouse.

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Dispatch
Types: Action – Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
Interesting.  I am not so sure how much I like it.

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Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
An interesting trash for benefit.

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Treasure Fleet
Types: Action – Duration
Cost: $4
+1 Buy. +$2. When you buy a card this turn, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, +1 Buy and put the set aside card into your hand.

EDIT: Reworded Treasure Fleet so that it only works and is Throne-able.
Too similar too merchant ship in my opinion.

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Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
I don't really like the buying off other players.

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Customs Officer
Types: Action – Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
I don't think this card stays in play or works as intended.

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Supply Ship
Types: Action – Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.
I like this card a lot.  It has a lot of interesting interactions, which the more I think about them the more I like them.

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Raider
Types: Action – Attack – Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.
I don't like attack durations.

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Seafarer's Charm
Types: Treasure – Reaction
Cost: $0
Worth $1.

When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.

Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.

When you shuffle, put this at the bottom of your deck.

Clarification:  Seafarer's Charm and Sunken Treasure are not Kingdom Cards.  Each player begins with one of each in place of two starting Coppers.  Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back.  When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
Not sure if this really fits for seaside.  The setup rules aren't really what seaside needs.  I kind of like the alternate coppers to mirror shelters though.

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Docks (A)
Types: Action – Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
Way too strong.

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Fishmonger
Types: Action – Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
Boring.

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Convoy
Types: Action – Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
This seems like it is maybe too strong.  Not sure this is needed in seaside either.

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Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.

While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.

EDIT: The under-line effect of Dock (B) is now limited to the Buy phase.
Unique but not so interesting.

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Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
I don't like permanent durations as a rule but it seems this one might be interesting enough.  I like its condition for leaving play although it could also do so when you buy a victory card.

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Shipyard (C)
Types: Action – Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.

While this is in play, when you would gain a card, you may gain a Copper instead.
I like how if you really need the money you can use the extra buys to guarantee it next turn.

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Expedition
Types: Action – Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.

While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.
I don't like the interactions between this and other durations.  I think it would be too hard to track.

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Voyage
Types: Action – Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.

When you would discard this from play, instead, trash this and gain a Voyage.
Not sure the self trashing is necessary, although thematic.  I agree with whoever said +1 action would be better.

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Settlement
Types: Action – Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.

Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
I don't like this as much as Harbour.  Just seems a little less interesting than +1 card.

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Coastal Raiders
Types: Action – Attack – Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
An attack duration which works by not attacking on the next turn.  Seems too similar to militia.

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Sea Harvest
Types: Action – Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
I don't like that the treasure gaining is more or less fixed to less than $5.  Maybe if it gained to hand for a little self interaction.  But that would probably be a little too powerful.

That took a lot longer than I thought it would.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: scott_pilgrim on October 03, 2013, 01:42:42 am
Picking up where I left off in my previous post...

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Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
I'm not really sure I like $5 trashers in general, and it seems like the main function of this is the trashing (aside from that, it can be an action digger which is just way, way worse than Throne Room, or it can be like a Throne Room on treasures).  It's kind of like Steward in that it's a trasher that still does things after you're done trashing.  I don't know, just doesn't feel exciting to me, but probably just personal taste.

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Vessel
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.

While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
I just don't think that bottom half works, especially since it can gain victory cards.  Grabbing a Duchy every time your opponents buy Province just makes it too hard for them to get a lead if they're not already ahead.  But even if victory cards are prohibited, I still don't really like being able to get cards off of opponents' expensive buys, especially in multi-player (since opponents are less incentivized to worry about your Vessels, and also because you gain more cards between turns).  And having multiple of them is just way too much.  Like, with three Vessels in play, your opponent actually comes out behind VP-wise if he buys a Province, and that just seems silly.  If both players build an engine that plays three Vessels every turn (actually that's not quite possible is it?) no one could make progress.  I do like how the +buy fits in with the bottom half, but yeah, overall seems like a dangerous card.

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Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
Seems a little awkward and the bottom-decking seems useful only in a few edge cases.  I guess you can store cards there like a Haven for next turn, if you have a Mermaid in your next hand, but it still seems really situational.

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Beacon (B)
Types: Action – Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.

While this is in play, when you gain a card, trash that card or put it on top of your deck.
Seems like a sort of Watchtower variant.  I actually really like the idea of making a card that does to some reaction what Lighthouse did to Moat.  But I'm not really sold on this particular implementation.  You could have like "At the start of your next turn, draw up to five cards in hand" or something like that to defend against discarding attacks, but then you start looking even more like Watchtower.

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Dispatch
Types: Action – Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
I like it, but I think it's too strong at $4.  It can't pull the late game shenanigans that Remodel does, but otherwise, it's just way better than Remodel.  Now it's a limited Remodel, and next turn it's like +2 cards, +2 actions, but a little more limited than that.  I think it just has to be too good, but I still like it a lot.  Also interesting that it can trash Coppers with no penalty when there are no $2's on the board, the complement of the set of cases in which you might want to use Remodel to trash Copper.

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Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
That's a really unique TfB, which I really like.  At $2 it's a spectacular Estate trasher, but a disappointing Copper trasher, so I think it's fine and fits in with its TfB family in that regard.  I like it a lot.

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Customs Officer
Types: Action – Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
What makes this a Duration card?  I think it still gets discarded at the same time as your regular non-duration cards, right?  Seems like kind of a weird way of doing what Bargain did, maybe it's all right.  I'd have to think about it more.

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Supply Ship
Types: Action – Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.
Kind of like an Armory that gives +2 cards, +2 actions next turn?  Maybe not really a great comparison.  Still doesn’t seem that interesting to me.

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Drift Bottle
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.

Setup: Put a Silver on the Drift Bottle mat.

Clarification: There is just one communal Drift Bottle mat.
Seems fairly interesting, but the discarding seems really harsh.  I’m not usually going to want whatever someone (maybe me) stuck there at the penalty of discarding 3+ cards, am I?  Probably it’s decent in engines as a mid-game pick up.  It can also do weird things with DA on-trash effects, but I don’t think there’s anything that’s problematic rules-wise (though you could get a Fortress in your deck without gaining it, but Masq can already do things like that).

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Royal Armada
Types: Action – Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
I think this is way too powerful, but I’m not sure about that.  But even if it’s okay power-wise, it must be a disaster to track.  I can imagine just having a giant fleet of Royal Armadas out because they Royal Armada’d each other (same reason TR stays out with durations), but it would be much more confusing than TR because Royal Armadas are themselves durations, and you have to keep track of which ones are from this turn and which ones are two or three turns ago.  I think Donald X. tried some sort of duration throne room and cut it for similar reasons.

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Raider
Types: Action – Attack – Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.
Sort of a duration Militia.  It doesn’t seem interesting enough to me to be worth going through the Duration-Attack confusions, especially since the second-turn attack is very weak.

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Seafarer's Charm
Types: Treasure – Reaction
Cost: $0
Worth $1.

When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.

Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.

When you shuffle, put this at the bottom of your deck.

Clarification:  Seafarer's Charm and Sunken Treasure are not Kingdom Cards.  Each player begins with one of each in place of two starting Coppers.  Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back.  When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
I’m not hugely fond of the card anyway, but Sunken Treasures forced re-shuffling position seems very weird to me, in a bad way.  If other players aren’t watching me shuffle, I could try to sneak it into somewhere else in my deck.  But then I guess it has the different back, so they can tell if it’s in my hand when I didn’t just re-shuffle.

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Docks (A)
Types: Action – Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
This seems terribroken.  Or maybe just broken.  Even in the worst case, it’s a Caravan without the action.  It’s awful in BM games, and incredible in engine games.  With other durations (especially non-terminals, FV and Lighthouse), you can start of the turn with better than Wharf draw, on a $4 card.

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Fishmonger
Types: Action – Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
I actually like this a lot.  It’s very simple, and it’s the sort of thing I could sea being in Seaside (you sea what I did there?).  I’ll stop with the puns now.  It’s a double Market Square without the reaction, which seems reasonable at $3.  I really like the idea of having a duration that is a cantrip with a bonus on play, and then just the bonus on the next turn, so that it’s actually just the same effect twice.  I don’t know why I like that, and I certainly wouldn’t want every duration card to be like that, but having it on just one card seems cool.  +buy is probably the best bonus you could do for a card like that, since it doesn’t add a huge amount to your deck when stacked, but is still quite nice to have in engines.

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Convoy
Types: Action – Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
Wow, that’s a really big card.  It just does so much for you and so much for your opponent that it seems like it would be really, really tough to get the balance right.  My intuition says that this is too generous to other players that it wouldn’t be worth buying at $5, but it’s just really hard to tell.

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Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.

While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.

I guess it’s sort of a different take on Walled Village.  I don’t really find it to be all that exciting, but it is kind of nice.

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Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
I don’t really know what to think about this.  It is quite crazy.  I keep thinking I hate it, but then I think about it some more and decide it’s really interesting.

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Voyage
Types: Action – Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.

When you would discard this from play, instead, trash this and gain a Voyage.
That’s pretty funky…I think I like it.  I don’t get the below-the-line part at all though.  It just burns through the Voyage pile faster?  How is that relevant to the top half?  I think I must be missing something…

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Old Seafarer
Types: Action – Duration
Cost: $6
Before the Clean-up phase, set aside cards in your play area. At the start of your next turn, discard your hand, put the set-aside cards into your hand, and each other player draws a card.

While this is in play, you may not play an Old Seafarer.
I like that it’s a unique idea for a duration.  It’s more like an Outpost/Tactician/Haven type duration that specifically uses the duration-ness (durability?) to employ an idea that wouldn’t quite work otherwise.  A lot of other submissions are like that but this one stands out to me as really capitalizing on that.  However, there are bound to be problems with “you may not play”.  Also, it seems a little weird to set aside so many cards all at once.  Otherwise I like it.

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Settlement
Types: Action – Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.

Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
I expect this card to be very dominating and push toward really short games.  In Big Money it’s like a Super Merchant Ship, but I guess in engines it’s interesting.  Maybe it’s all right.

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Sea Harvest
Types: Action – Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
Not a fan of the name, but seems like an interesting card otherwise.  I don’t really like how the second half almost explicitly requires you to use Seaside to get a $5+ treasure, but I guess there are enough things that keep it from being “gain a Silver” that it’s okay.  There’s Council Room, Soothsayer, and Governor that can also benefit it.

I hit most of the cards now.  The ones I excluded were ones I didn’t have much to say about (or already mentioned in my previous post).  I may have repeated things other people said because I really only skimmed others’ comments so far.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: dghunter79 on October 03, 2013, 03:15:05 am
Quote
Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.

I don't know why would you buy this.  You're giving yourself $1, then giving the same $1 to all your opponents.  Sure, you get first crack, but that just means that, if there's 10 more turns, over the course of the game you get $11 to their $10.  I wouldn't buy a card that gave me $11 and my opponents $10. 

I'm not saying it couldn't come in handy, and it has novel interactions with Band of Misfits and Border Village and Catacombs.  But I don't see how you would build a strategy around it.  Needs a lot of work.

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Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.

When you play an Action card, +$1 per copy of it on your Investment mat.

I think I like this one best.  I wonder if you kind of have to buy it though, if there's cheap cantrips on the board.  Or maybe it's too slow?  Either way, I think it would work as a fun card.

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Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

Would this be too good at piling out Provinces?  I wonder if it would be better if the $1 had to be "exactly" instead of "up to."

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Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.

Great for trashing Estates and Rats, but that's about it.  I don't think the benefit scales upward very well.  Well, it's cheap.  But even Forager seems a lot better.

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Seafarer's Charm
Types: Treasure – Reaction
Cost: $0
Worth $1.

When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.

Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.

When you shuffle, put this at the bottom of your deck.

Shelters seemed weird and random the first time I saw them.  These seem weird and random to me, also.  Sunken Treasure is kind of just homework.  But Seafarer's Charm could be interesting.  Everyone starts with a Moat; that makes you think.  I think having it go back on your deck is too much.

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Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.

If you stack enough of these, you force your opponent to suffocate in Victory cards.  I'm not sure the penalty of force-gaining a Harbor is a penalty, because wouldn't you want all of these anyway?

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Shipyard (C)
Types: Action – Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.

While this is in play, when you would gain a card, you may gain a Copper instead.

I like this one, too.  I think it's a little better than Counting House.  But similarly, it would get smoked by any viable engine.  Maybe it would work in a board with limited +actions.  Ideally you'd want to play one every turn.  But, Provinces would still be tough to grab.  You'd need two in play, with 6 Coppers in the trash, and two more coin out of the rest of your hand.

Combos with Counting House, and Coppersmith.  Alt-VP, too.


Quote
Voyage
Types: Action – Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.

When you would discard this from play, instead, trash this and gain a Voyage.

This works better as not a Duration, losing the +2 cards.  But I think clearly it works.

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Settlement
Types: Action – Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.

Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.

Again, if I just keep buying these and putting them in play, I'm just forcing you to buy Estates and Duchies.  There's no real decision to be made.

Quote
Raider
Types: Action – Attack – Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.

These duration-attacks have it all wrong.  You don't want to wait till next turn, you want to wait days... weeks... years... let them in live in fear.  Only when they finally start to relax BAM discard a card!  Now that's how you attack.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on October 03, 2013, 06:25:30 am
Shipyard seems almost always better than Merchant Ship, on the condition that Merchant Ship is worth having. Merchant Ship doesn't require you to have Coppers in your deck, of course, if you have a thin deck, Merchant Ship is about a Silver (half terminal, half cantrip). Merchant Ship is for decks where you're unlikely to play the same card in two consecutive turns anyway, and those are generally decks with Copper.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: XerxesPraelor on October 03, 2013, 07:07:13 am
I forgot to feature a card yesterday, so I'm doing two this time. Please comment on my comments.

Day 2: Tariff

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Tariff
Types: Action – Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.

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While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
Basic Idea: Gives money, and it filters when someone draws a card.

Checkmarks:
Theme: It is a duration, but doesn't have too much to do with the future. It would fit in, but is hardly the best example. Still, it works.

Niche:: This is to me the most important aspect of a card. Does it take a niche, a concept, or a specific mechanic and shape it into a card that is balanced and fun to play with? I think for this card the answer is yes. It takes the mechanic of a duration 'while this is in play' and gives it an interesting, but not too powerful, action you can take.

Balance: Okay, I can't think of anything off the bat to compare this to, other than Merchant Ship. It's $1 cheaper than it, and provides $1 fewer money and an extra effect. I think this is pretty balanced: check out Militia and the hypothetical +$3 card. I also like the way it scales with multiple players.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on October 03, 2013, 07:12:35 am
I forgot to feature a card yesterday, so I'm doing two this time. Please comment on my comments.

Day 2: Tariff

Checkmarks:
Theme: It is a duration, but doesn't have too much to do with the future. It would fit in, but is hardly the best example. Still, it works.

Niche:: This is to me the most important aspect of a card. Does it take a niche, a concept, or a specific mechanic and shape it into a card that is balanced and fun to play with? I think for this card the answer is yes. It takes the mechanic of a duration 'while this is in play' and gives it an interesting, but not too powerful, action you can take.

Balance: Okay, I can't think of anything off the bat to compare this to, other than Merchant Ship. It's $1 cheaper than it, and provides $1 fewer money and an extra effect. I think this is pretty balanced: check out Militia and the hypothetical +$3 card. I also like the way it scales with multiple players.

I'd recommend quoting the card in your post. It makes it a lot more likely that I'll read it, since otherwise I have to go searching for the card first.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: XerxesPraelor on October 03, 2013, 07:25:05 am
Day 3: Expedition

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Expedition
Types: Action – Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.

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While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.

Basic Idea: You get an action, unlimited by price, and each of your opponents get to play it as well.

Checkmarks:
Theme: I don't consider theme as important as Niche or Balance, but I think this card fits Seaside better than all the others. Let's run down the list: Duration (check), Top of Deck (check), Interacts with future turns (two different ways, in the opponents' next turn, and that the difference between what you get and what they get is about the future). I also guess that Expedition refers to a scientific one, though I'm not sure. Boring name, but at least it isn't Expedition (A).

Niche: The niche is 'gain an action card', a mechanic DXV gave up on a long time ago, and I think it's an interesting niche. It certainly changes the game: you want to build a deck that could make use of any of the action cards you expect your opponent to go for. Intriguing!

Balance: Compared to Armory, it gives you an extra action to play it and has no price restriction, but gives a major penalty scaling with the power of the card you get. Seems pretty balanced to me. I especially like the way it reacts with gaining Posession.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on October 03, 2013, 08:52:22 am
Rogue/Graverobber shenanegans with Expedition - you gain a Mining Village, they trash the mat copy from play, and then gain it back with Rogue, not having to return it to the mat.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: XerxesPraelor on October 03, 2013, 10:14:15 am
But isn't that just a fun combo? I mean, I don't think it's broken, and it certainly won't come up very much. There's lots of fun things like that in Dominion already.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on October 03, 2013, 02:48:05 pm
Yes, it's a silly edge case. I thought that's what f.DS was for.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 03, 2013, 04:45:21 pm
Quote
Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
I'm not really sure I like $5 trashers in general, and it seems like the main function of this is the trashing (aside from that, it can be an action digger which is just way, way worse than Throne Room, or it can be like a Throne Room on treasures).  It's kind of like Steward in that it's a trasher that still does things after you're done trashing.  I don't know, just doesn't feel exciting to me, but probably just personal taste.

TR isn't really a good comparison.  If you choose not to trash, this card non-terminally adds 2 cards to your next hand.  That's kind of a big deal, I think.


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Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

Would this be too good at piling out Provinces?  I wonder if it would be better if the $1 had to be "exactly" instead of "up to."

I think making it "exactly" would make it stronger, because then it could trash Copper.

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Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.

If you stack enough of these, you force your opponent to suffocate in Victory cards.  I'm not sure the penalty of force-gaining a Harbor is a penalty, because wouldn't you want all of these anyway?

They're really junky though.  I wouldn't want all 10 of these.  Even if I get them all into play, you just buy one Duchy or something and now I have 10 terminal Coppers in my deck.

Quote
Shipyard (C)
Types: Action – Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.

While this is in play, when you would gain a card, you may gain a Copper instead.

I like this one, too.  I think it's a little better than Counting House.  But similarly, it would get smoked by any viable engine.  Maybe it would work in a board with limited +actions.  Ideally you'd want to play one every turn.  But, Provinces would still be tough to grab.  You'd need two in play, with 6 Coppers in the trash, and two more coin out of the rest of your hand.

Combos with Counting House, and Coppersmith.  Alt-VP, too.

Why would you need Coppers in the trash?  Do you mean in the discard?




In other news, I just realized that Vessel probably needs a change from on-gain to on-buy.


Quote
Vessel
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.

While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.

Suppose it's a 3p game between Alice, Bob and Charlie.  All 3 have a Vessel in play.  Charlie even has 2 Vessels!  Alice buys a Province.

Bob gains a King's Court with his Vessel.  Charlie gains 2.

But hey, now Bob has gained a card and Charlie gained two!  So Alice gains 3 Golds, Bob gains 2 Golds, Charlie gains 1.

Ah, now Alice can gain 3 Duchies, and Bob can gain 4, and Charlie can gain 5...

And yeah.  It also gets a bit confusing over the order in which all these gains resolve.  Basically it
should only trigger when another player buys a card, and there needs to be clarification on order of revolution (turn order, I guess).

I still think the idea is fine.  Again, it doesn't mess with the end game that much because opponents all see that you have this card in play.  As a reaction, someone trying for the 1 point win could be screwed if the opponent reveals the reaction and gains a Duchy.  With Vessel, you can't be caught by surprise like that.  Unless you don't pay attention, in which case it's your own fault.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on October 03, 2013, 05:16:40 pm
TR isn't really a good comparison.  If you choose not to trash, this card non-terminally adds 2 cards to your next hand.  That's kind of a big deal, I think.
So does Wharf, which also costs $5, and gives you +1 Buy on both turns, and increases your handsize on the turn you play it too. This one does nothing for me now, and even hurts my current hand. There just aren't that many cards that I'd rather start my next turn with two of, than have one now, especially at the cost of an action; even if I did want to collide two copies of something, why didn't I just buy another copy of it instead?

As a trasher, it's also pretty mediocre - trash a card from your hand and another copy from your deck, for no benefit. Hermits can trash from my discard pile and also gain me Silvers and Madmen, and they cost $3.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: scott_pilgrim on October 03, 2013, 05:28:25 pm
Quote
Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
I'm not really sure I like $5 trashers in general, and it seems like the main function of this is the trashing (aside from that, it can be an action digger which is just way, way worse than Throne Room, or it can be like a Throne Room on treasures).  It's kind of like Steward in that it's a trasher that still does things after you're done trashing.  I don't know, just doesn't feel exciting to me, but probably just personal taste.

TR isn't really a good comparison.  If you choose not to trash, this card non-terminally adds 2 cards to your next hand.  That's kind of a big deal, I think.
Well, if you use it for an action card, in the best case, you find a copy of it next turn and play both copies of it.  Compared to TR, you do get an extra two cards next turn, but you still get two fewer cards this turn, and if you play both cards next turn, you're back down to a 5-card hand, so the only benefit in that regard is that you get a big and a small turn rather than two medium turns.  TR takes up only one action to play "both" cards, whereas Flagship takes an action the turn you play it, and then you have to play each action individually, so it would take three total actions to play both cards.  Also, Flagship misses the re-shuffle more often.  So I think if you used it only for saving action cards, you would generally prefer Throne Room (even if Flagship cost $4).

I still think you mostly use it for trashing.  Maybe I'm underestimating the mini-Tactician aspect of it.  I suppose there are also uses for it with discard/trash for benefit, but that seems like a much less important thing.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 03, 2013, 06:27:13 pm
TR isn't really a good comparison.  If you choose not to trash, this card non-terminally adds 2 cards to your next hand.  That's kind of a big deal, I think.
So does Wharf, which also costs $5, and gives you +1 Buy on both turns, and increases your handsize on the turn you play it too. This one does nothing for me now, and even hurts my current hand. There just aren't that many cards that I'd rather start my next turn with two of, than have one now, especially at the cost of an action; even if I did want to collide two copies of something, why didn't I just buy another copy of it instead?

As a trasher, it's also pretty mediocre - trash a card from your hand and another copy from your deck, for no benefit. Hermits can trash from my discard pile and also gain me Silvers and Madmen, and they cost $3.

Wharf doesn't have a trashing option.  And as a trasher, it is far better than Hermit.  It can trash 2 cards per shuffle, and unlike Hermit it can trash Coppers.

Quote
Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
I'm not really sure I like $5 trashers in general, and it seems like the main function of this is the trashing (aside from that, it can be an action digger which is just way, way worse than Throne Room, or it can be like a Throne Room on treasures).  It's kind of like Steward in that it's a trasher that still does things after you're done trashing.  I don't know, just doesn't feel exciting to me, but probably just personal taste.

TR isn't really a good comparison.  If you choose not to trash, this card non-terminally adds 2 cards to your next hand.  That's kind of a big deal, I think.
Well, if you use it for an action card, in the best case, you find a copy of it next turn and play both copies of it.  Compared to TR, you do get an extra two cards next turn, but you still get two fewer cards this turn, and if you play both cards next turn, you're back down to a 5-card hand, so the only benefit in that regard is that you get a big and a small turn rather than two medium turns.  TR takes up only one action to play "both" cards, whereas Flagship takes an action the turn you play it, and then you have to play each action individually, so it would take three total actions to play both cards.  Also, Flagship misses the re-shuffle more often.  So I think if you used it only for saving action cards, you would generally prefer Throne Room (even if Flagship cost $4).

I still think you mostly use it for trashing.  Maybe I'm underestimating the mini-Tactician aspect of it.  I suppose there are also uses for it with discard/trash for benefit, but that seems like a much less important thing.

TR still isn't a good comparison though?  I mean, yeah, if you only use it for an action... but you could also use it for a Treasure.  Using actions doesn't matter that much if you're saving a non-terminal.  And saving cards is still cool.  Haven isn't bad, is it?  I just feel like it has too many differences for TR to be a useful comparison.  To me, it feels like you're saying, "Haven on an action is like TR except you only get to play the action once, and not until the next turn".

Anyway, if you guys are arguing that it's too weak, I don't really see it, and it can probably be tweaked pretty easily if it is.  If you guys just find it uninteresting, that's cool -- personal taste and all that.  I like this card because it feels uncomplicated but it is still pretty flexible.  You've got decent trashing, you've got a Haven, you've got extra card draw for the next turn.  I like that it provides flexibility that doesn't feel forced or tacked on.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on October 03, 2013, 06:57:22 pm
The good $5+ trashers either trash a lot more (Count, Forge) or are cantrip with some additional benefit (Junk Dealer, Upgrade). Of course, it's a duration card so you can't expect it to trash two cards every shuffle. I really can't imagine ever wanting to buy this card, unless I had a 5/2 split and there really wasn't anything else.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: scott_pilgrim on October 03, 2013, 07:05:24 pm
Yeah, the TR comparison is only for if you're saving an action (which is what I was saying in the context of my first post).  I was just trying to show that of the trichotomy of options on Flagship (save and dig for an action, save and dig for a treasure, or trash), the save and dig for an action option is worse than $4, probably worse than $3 value.  It is a very Steward-like card in that it can do several different things, none of which is individually worth the $5 it costs, but together maybe warrants a $5 cost.  I'm not saying the card is too weak overall, though it may be a little on the weak side.  I'm not really a fan of it but I think it's just personal taste.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 03, 2013, 07:28:59 pm
The good $5+ trashers either trash a lot more (Count, Forge) or are cantrip with some additional benefit (Junk Dealer, Upgrade). Of course, it's a duration card so you can't expect it to trash two cards every shuffle. I really can't imagine ever wanting to buy this card, unless I had a 5/2 split and there really wasn't anything else.

Don't forget Butcher. That's a pretty great trash-for-benefit card in my experience. It's a terminal $5 that trashes at most one card.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: dghunter79 on October 03, 2013, 07:55:38 pm
Quote
Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.

If you stack enough of these, you force your opponent to suffocate in Victory cards.  I'm not sure the penalty of force-gaining a Harbor is a penalty, because wouldn't you want all of these anyway?

They're really junky though.  I wouldn't want all 10 of these.  Even if I get them all into play, you just buy one Duchy or something and now I have 10 terminal Coppers in my deck.

It's a terminal copper, but it's a terminal Copper that casts a permanent wonderful effect.  I mean, "$1, live forever" is a terminal Copper.  In the meantime your opponent is being forced to waste their buys on Duchies and Estates.

I wouldn't want to waste buys getting 10 of these, most of the time, because you don't need that many.  But being given one free is not much of a penalty, just like "gain a free Mountebank" wouldn't be much of a penalty on Mountebank.

Quote
Shipyard (C)
Types: Action – Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.

While this is in play, when you would gain a card, you may gain a Copper instead.

I like this one, too.  I think it's a little better than Counting House.  But similarly, it would get smoked by any viable engine.  Maybe it would work in a board with limited +actions.  Ideally you'd want to play one every turn.  But, Provinces would still be tough to grab.  You'd need two in play, with 6 Coppers in the trash, and two more coin out of the rest of your hand.

Combos with Counting House, and Coppersmith.  Alt-VP, too.

Why would you need Coppers in the trash?  Do you mean in the discard?

In the discard is exactly what I meant.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: scott_pilgrim on October 03, 2013, 08:15:18 pm
Quote
Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.

If you stack enough of these, you force your opponent to suffocate in Victory cards.  I'm not sure the penalty of force-gaining a Harbor is a penalty, because wouldn't you want all of these anyway?

They're really junky though.  I wouldn't want all 10 of these.  Even if I get them all into play, you just buy one Duchy or something and now I have 10 terminal Coppers in my deck.

It's a terminal copper, but it's a terminal Copper that casts a permanent wonderful effect.  I mean, "$1, live forever" is a terminal Copper.  In the meantime your opponent is being forced to waste their buys on Duchies and Estates.

I wouldn't want to waste buys getting 10 of these, most of the time, because you don't need that many.  But being given one free is not much of a penalty, just like "gain a free Mountebank" wouldn't be much of a penalty on Mountebank.

I'm fairly certain that it's a penalty, because it doesn't happen until your opponent (or you) starts greening, at which point they're greening, which means that Harbours are getting closer and closer to just a plain terminal Copper.  It won't come into play again until you re-shuffle, so you're opponent doesn't have to sit there buying Duchies and Estates to make it not draw.  They can keep building until you get another Harbour back into play, then either wait until the next time they can buy a Province, or just grab one Duchy and make you wait until the next time you can play a Harbour.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: dghunter79 on October 03, 2013, 09:50:15 pm
I'm fairly certain that it's a penalty, because it doesn't happen until your opponent (or you) starts greening, at which point they're greening, which means that Harbours are getting closer and closer to just a plain terminal Copper.  It won't come into play again until you re-shuffle, so you're opponent doesn't have to sit there buying Duchies and Estates to make it not draw.  They can keep building until you get another Harbour back into play, then either wait until the next time they can buy a Province, or just grab one Duchy and make you wait until the next time you can play a Harbour.

Yes, but they're "greening" because the card forces them to, not because it's the end game.  I'm not sure they're going to be able to end the game that easily with all that junk in their deck.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on October 04, 2013, 05:32:39 am
Don't forget Butcher. That's a pretty great trash-for-benefit card in my experience. It's a terminal $5 that trashes at most one card.
Butcher isn't a trasher, it's in the remodel family. It can't thin your deck, unless you're going to spend coin tokens to turn Coppers into Pearl Divers, which is a terrible play. Remodel is also not a deck thinner, as anyone who's played base-only games Goko against beginners knows.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: XerxesPraelor on October 04, 2013, 06:37:55 am
Day 4:
Customs Officer

Quote
Customs Officer
Types: Action – Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
Main Idea: You get free money one time if you don't have cost reduction in place.

Checkmarks:
Theme: This card fits the theme of seaside pretty well. Though it's a duration, I see no reason for it to be one. However, the concept itself seems Seasidey. You buy this card for the future: so that though you won't get anything immediately, you can save it up for when you need to get $1 more to get a colony or province. I think it fits.

Niche: I find the niche of this card to also be very interesting. Though I would prefer if it cost $2 or even $3, though that would probably make it too strong, funnily enough, so the theme is dealt better, the concept of this card feels somewhat like Treasury but more future-related. I'd love to play with this in a long game where the decision comes up again and again. At $2, if you buy it twice it guarantees a $5 on one of your turns, though silver almost does that also.

Balance: The card is weak as standing, but if its cost is raised by one I don't think it would become broken and it would be a power 2, still not as good as chapel, but not like Pearl Diver or something. I like good cheap cards: they encourage +buy, and I get annoyed a lot by how bad +buy normally is.


Wow, I think I'm writing more and more for each of these. I wonder why. I'm not going in order of preference, or backwards. Maybe I'm just more wordy now because I just had chocolate. Who knows?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 04, 2013, 09:07:32 am
Don't forget Butcher. That's a pretty great trash-for-benefit card in my experience. It's a terminal $5 that trashes at most one card.
Butcher isn't a trasher, it's in the remodel family. It can't thin your deck, unless you're going to spend coin tokens to turn Coppers into Pearl Divers, which is a terrible play. Remodel is also not a deck thinner, as anyone who's played base-only games Goko against beginners knows.

Remodel cards are trashers, just not deck thinners. You named Upgrade already.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Fragasnap on October 04, 2013, 09:39:29 am
I've played with a card very much like but entirely different than Royal Armada.
Quote
Royal Armada
Types: Action – Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.

It was a terminal +2 Cards then optionally Haven a card. At the start of your next turn you revealed the card and if it was an Action you played it twice (otherwise it went into hand, obviously). It was incredibly powerful at a cost of $6.

I don't doubt that Royal Armada would be worth its $5 asking price as a cantrip next-turn Throne Room. I don't like that stacking Royal Armadas gives the player +Actions. I think that is unnecessarily confusing when one Royal Armada stacks into another.

Otherwise Royal Armada is an obvious, fun Duration effect. I only don't know if it as written feels different enough from Throne Room (as Procession feels different than Throne Room) to be worth including.

You buy this card for the future: so that though you won't get anything immediately, you can save it up for when you need to get $1 more to get a colony or province. I think it fits.
If it stays in play, it feels like a coin token except that its worse since you actually can't Customs Officer up to Province in most games or Colony ever. If it cost $2 I think it might be worthwhile, but then it looks kind of like a Mining Village opening when you trash it immediately which is a $4 opener.
I also don't like how if it does stay in play it can be used to stop junking Attacks only once.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: XerxesPraelor on October 04, 2013, 09:55:01 am
I don't think it stays in play, or at least it would be more interesting if it didn't. Also, I really think it should cost $2, and I'm voting for it under the assumption that if it wins its price will be raised.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Nic on October 04, 2013, 11:44:53 am
I assumed that the author typed it Duration because they thought it was a valid substitute for a "During your Clean-Up phase, do not discard this from play." If it didn't stay in play, it would literally just be a Bargain you could draw dead and couldn't use against junking attacks at all.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on October 04, 2013, 01:46:12 pm
Remodel cards are trashers, just not deck thinners. You named Upgrade already.
I have no idea what your point is. The fan card in question does not work remotely like Butcher and gives none of Butcher's benefits. It trashes for no benefit. Upgrade, unlike Butcher and Remodel, trashes Copper and doesn't force you to gain a card to replace it (Poor House excepted).

I don't know why you want to argue about definitions when it's clear what I (and everyone else) mean by a trasher. If you want to call it a "deck thinner" then fine, please feel free to replace every instance of the word "trasher" with "deck thinner" in every post ever. You could equally well say that Great Hall is a drawer because it draws +1 Card, and call what everyone else calls a drawer a "handsize increaser", but I don't know what the point would be.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 04, 2013, 01:49:52 pm
Remodel cards are trashers, just not deck thinners. You named Upgrade already.
I have no idea what your point is. The fan card in question does not work remotely like Butcher and gives none of Butcher's benefits. It trashes for no benefit. Upgrade, unlike Butcher and Remodel, trashes Copper and doesn't force you to gain a card to replace it (Poor House excepted).

I don't know why you want to argue about definitions when it's clear what I (and everyone else) mean by a trasher. If you want to call it a "deck thinner" then fine, please feel free to replace every instance of the word "trasher" with "deck thinner" in every post ever. You could equally well say that Great Hall is a drawer because it draws +1 Card, and call what everyone else calls a drawer a "handsize increaser", but I don't know what the point would be.

Sorry. I came into it mid-conversation and didn't really have any context. My bad.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 04, 2013, 01:58:56 pm
I consider Remodel and family to be TfB, and I consider TfB to be trashers.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 07, 2013, 11:27:02 am
So, you'll be happy to know that I've tallied up the votes already! However, I will not be posting the results. This time I cast a tie-making vote rather than a tie-breaking one. Part of the reason I did this was because only 21 of you bothered to vote this contest. Pathetic! Hopefully this neck-and-neck race will inspire some more focused debate and we'll have higher turnout for the final showdown.

The two frontrunners are:

Quote
Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.


Quote
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.


Do not submit votes for this via PM! Tomorrow I will probably add a poll to this thread. Or another thread. Whatever. Anyway, people will vote via poll. In the meantime, I encourage you to discuss these two cards. For those of you whose cards are not frontrunners, please hold off on discussing your own submission until Friday, when I plan to post the final results. I know that sucks, but I feel your pain. I'd like to discuss my submissions, too, but I'd like to have the conversation focus on the two frontrunners until we have a winner. Thanks!
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: ChocophileBenj on October 07, 2013, 11:35:15 am
I wish I came up with a TfB idea now !
And yet, I had some ones !

(I did Docks (B))
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GwinnR on October 07, 2013, 11:53:53 am
I like Observatory more. It is a nice new way of Trash for Benefit and a sort of Cartographer, which I also like.

Recycle is a mix of Remodel and Develop. It's ok, but it is not really enthusing me.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: KingZog3 on October 07, 2013, 11:54:40 am
Both of these are interesting cards. But I think Observatory adds more than Recycle. Recycle is a gainer+remodler. While it's a completely unique way to go about this type of card, it's mostly useful in the same situations. Observatory on the hand looks to me like a completely new TfB card. It uses that mechanic in a way that hasn't really been covered. Yes there are card like Scavenger and Hunting Party that seek out cards, but this is pretty different than those cards. It's also $2, which is nice because otherwise the set will mostly be $5 cards.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Robz888 on October 07, 2013, 12:12:02 pm
Both of these are interesting cards. But I think Observatory adds more than Recycle. Recycle is a gainer+remodler. While it's a completely unique way to go about this type of card, it's mostly useful in the same situations. Observatory on the hand looks to me like a completely new TfB card. It uses that mechanic in a way that hasn't really been covered. Yes there are card like Scavenger and Hunting Party that seek out cards, but this is pretty different than those cards. It's also $2, which is nice because otherwise the set will mostly be $5 cards.

well, I don't think Observatory can actually stand at $2, can it? That seems too cheap to me for this card.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 07, 2013, 12:12:53 pm
I don't find Observatory that exciting because it's basically a worse Apprentice in most cases. You get to look at the same number of cards. Observatory draws one, discards some, and puts the others back. Apprentice puts all of those cards into your hand.

Now, cards that are (almost) strictly worse than a more expensive card are not unheard of by any means. Remodel is a worse Butcher. Moneylender is a worse Counterfeit. Throne Room is a worse King's Court! But I think Observatory is too weak at any cost. It's a fair Estate-trasher, I guess. But how often do you think you'll be willing to trash an expensive card with this, like you would with Apprentice? Not often, I'll wager. Although it's cool in theory, I think it's going to be very underwhelming in practice. You'll probably trash your Estates and then have a dead card.

Recycle fills a very cool niche: a Duration Remodel. And it does it in a way that makes the Duration matter: by putting the card into your hand next turn. I think it's a little clunky with the way it does another remodel on the next turn. That seems unnecessary to me. It makes the card less compelling in my mind and also runs the risk of running out the Provinces very quickly. But obviously I'm in the minority, since I saw Recycle and created Dispatch as an attempt at a more compelling version of the concept. It tied for 3rd with four other cards.

Overall, I think Recycle is a better choice than Observatory.

EDIT: Also, Seaside already has a Cartographer-like card: Navigator. It's really hurting for a Remodel variant, though.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 07, 2013, 12:15:43 pm
Yeah I think it would have to be $3.

I forgot to vote! If I had, Recycle would have won. Sorry, Recycle designer.

I like Recycle more but Observatory is cool too. But you shouldn't vote for it just because of the cost because that's likely to change.

Edit: but LF thinks it's too weak at any cost, so who knows...
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: XerxesPraelor on October 07, 2013, 12:21:27 pm
Aww. My card was the best...
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: A Drowned Kernel on October 07, 2013, 12:31:31 pm
Damn, I voted for both of those. This is a tough call, but I think I agree with LF that Recycle is more interesting.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on October 07, 2013, 12:51:35 pm
21 is a pathetically small number of voters, considering there were about 40 cards entered. Maybe there needs to be more incentive to vote? One option: You cannot enter a card in a contest if you did not vote in the previous one. I know it takes less work to enter a card than to vote, but at the same time I'd welcome fewer entries to sort through for voting. Maybe this is too harsh though.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on October 07, 2013, 01:15:23 pm
I voted for both of these! Let's look at the pros and cons.

Quote
Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

Pros: It's an interesting take on the Remodel variant. And, it feels very Seaside.
Cons: As others have said, this feels pretty strong, since it can be a 1-turn-delayed Expand many times, but often even better -- even just remodeling a card into the next hand is pretty powerful, even without the next turn mini-Remodel. Also, it feels sort of plain, despite its long text.


Quote
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.

Pros:
The TFB here is different than any other TFB, and I like that uniqueness. It is quite a weak card, but I think it would have some utility as a light trasher / filterer in engine games without those. I actually think it fits the $2 price tag well - $2 cards should be weak, but have good utility in some games.
Cons: I don't often see trashing cards costing more than $2 with this, except for maybe cards like Sea Hag once the Curses have emptied. This card actually feels like it might fit more in Hinterlands or Dark Ages than Seaside.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Watno on October 07, 2013, 01:23:54 pm
Well, I feel you can do alot more exciting things with Recycle than with Observatory.
The bad thing is it kinda lowers the chances for my Supply Ship in the next round.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: dghunter79 on October 07, 2013, 01:51:09 pm
I didn't vote for either of these!

Quote
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.

Observatory is practically very similar to Mortuary, the Dark Ages Winner.  Both of them amount to "+1 action.  Trash a Card.  Draw a card if you trashed a card that cost more than 0."

Both of them are pretty weak, because both of them are trash-for-benefit cards whose benefit doesn't scale up in cost.  So they're basically good for trashing Estates and Rats.  Observatory might also be a nice combo with Tunnel.

Honestly, I might prefer Observatory to Mortuary because it's cheaper and doesn't involve as much attention.  But since we already have Mortuary, it seems like you'd want to avoid adding Observatory.

Quote
Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

Recycle seems overpowered at 5.  It's a Remodel with two enormous added benefits.  But, at 6, that could be OK.  I vote for this one.

(Though I think Investment was the most interesting card in this round.)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Nic on October 07, 2013, 01:56:56 pm
But how often do you think you'll be willing to trash an expensive card with this, like you would with Apprentice? Not often, I'll wager. Although it's cool in theory, I think it's going to be very underwhelming in practice. You'll probably trash your Estates and then have a dead card.
This. It doesn't matter how unique a card's power is if there aren't any situations where you would actually use it.

Recycle fills a very cool niche: a Duration Remodel. And it does it in a way that makes the Duration matter: by putting the card into your hand next turn. I think it's a little clunky with the way it does another remodel on the next turn. That seems unnecessary to me. It makes the card less compelling in my mind and also runs the risk of running out the Provinces very quickly. But obviously I'm in the minority, since I saw Recycle and created Dispatch as an attempt at a more compelling version of the concept. It tied for 3rd with four other cards.
Dispatch I liked much better: I assumed it was Robz's card, because it was exactly like Renovate but with an elegant fix for the autopile combo. Is there any chance at all you could put the 3rd place cards on the new ballot? The difference between 11 and 10 votes isn't really significant.

Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GendoIkari on October 07, 2013, 01:59:07 pm
I don't find Observatory that exciting because it's basically a worse Apprentice in most cases. You get to look at the same number of cards. Observatory draws one, discards some, and puts the others back. Apprentice puts all of those cards into your hand.

Now, cards that are (almost) strictly worse than a more expensive card are not unheard of by any means. Remodel is a worse Butcher. Moneylender is a worse Counterfeit. Throne Room is a worse King's Court! But I think Observatory is too weak at any cost. It's a fair Estate-trasher, I guess. But how often do you think you'll be willing to trash an expensive card with this, like you would with Apprentice? Not often, I'll wager. Although it's cool in theory, I think it's going to be very underwhelming in practice. You'll probably trash your Estates and then have a dead card.

Recycle fills a very cool niche: a Duration Remodel. And it does it in a way that makes the Duration matter: by putting the card into your hand next turn. I think it's a little clunky with the way it does another remodel on the next turn. That seems unnecessary to me. It makes the card less compelling in my mind and also runs the risk of running out the Provinces very quickly. But obviously I'm in the minority, since I saw Recycle and created Dispatch as an attempt at a more compelling version of the concept. It tied for 3rd with four other cards.

Overall, I think Recycle is a better choice than Observatory.

EDIT: Also, Seaside already has a Cartographer-like card: Navigator. It's really hurting for a Remodel variant, though.

What about comparing Observatory to Lookout? It seems to me that Observatory is stronger in most cases. They both non-terminally trash 1 card. They cycle at the same speed if you trash an Estate with Observatory. You don't tend to play Lookout in the mid to late game, so it's basically a dead card. At least with Observatory you know if it's safe to play or not. I have trouble thinking of reasons why I would ever want a Lookout over an Observatory.

Also, "But how often do you think you'll be willing to trash an expensive card with this"... ok, not often at all. But why do you need to be able to? You won't be willing to trash an expensive card with Chapel or Lookout either.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: cluckyb on October 07, 2013, 02:18:07 pm
Sorry for not voting. Got annoyed at myself for completely screwing up the wording to my card and ignored the contest for a few days  :-\

I think that Recycle is more interesting than Observatory. A duration Remodeler is certainly a cool idea. I agree that it is a little strong (its better than an Expand that takes two turns to put the gained card into your hand) but that can be tweaked away. I feel like pricing it at $6 would make it annoying expensive, so maybe just a 1 and 1 remodel.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on October 07, 2013, 02:32:10 pm
I don't find Observatory that exciting because it's basically a worse Apprentice in most cases. You get to look at the same number of cards. Observatory draws one, discards some, and puts the others back. Apprentice puts all of those cards into your hand.

Now, cards that are (almost) strictly worse than a more expensive card are not unheard of by any means. Remodel is a worse Butcher. Moneylender is a worse Counterfeit. Throne Room is a worse King's Court! But I think Observatory is too weak at any cost. It's a fair Estate-trasher, I guess. But how often do you think you'll be willing to trash an expensive card with this, like you would with Apprentice? Not often, I'll wager. Although it's cool in theory, I think it's going to be very underwhelming in practice. You'll probably trash your Estates and then have a dead card.

Recycle fills a very cool niche: a Duration Remodel. And it does it in a way that makes the Duration matter: by putting the card into your hand next turn. I think it's a little clunky with the way it does another remodel on the next turn. That seems unnecessary to me. It makes the card less compelling in my mind and also runs the risk of running out the Provinces very quickly. But obviously I'm in the minority, since I saw Recycle and created Dispatch as an attempt at a more compelling version of the concept. It tied for 3rd with four other cards.

Overall, I think Recycle is a better choice than Observatory.

EDIT: Also, Seaside already has a Cartographer-like card: Navigator. It's really hurting for a Remodel variant, though.

What about comparing Observatory to Lookout? It seems to me that Observatory is stronger in most cases. They both non-terminally trash 1 card. They cycle at the same speed if you trash an Estate with Observatory. You don't tend to play Lookout in the mid to late game, so it's basically a dead card. At least with Observatory you know if it's safe to play or not. I have trouble thinking of reasons why I would ever want a Lookout over an Observatory.

Also, "But how often do you think you'll be willing to trash an expensive card with this"... ok, not often at all. But why do you need to be able to? You won't be willing to trash an expensive card with Chapel or Lookout either.

Lookout is probably better for trashing Coppers, Curses, and Ruins -- when you do, it gives you a 4 card hand instead of 3 with Observatory. Otherwise, good comparison.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on October 07, 2013, 02:49:39 pm
Wait, are we not supposed to vote via PM?  Does that mean you didn't count my vote?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on October 07, 2013, 02:51:07 pm
Wait, are we not supposed to vote via PM?  Does that mean you didn't count my vote?

You usually vote by PM.  For this run-off, it will be in a poll rather than PM.  This is probably substantially less work for LastFootnote.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 07, 2013, 02:58:32 pm
(Though I think Investment was the most interesting card in this round.)

D'awww, thanks. Investment was this round's Enterprise card, though, so it couldn't have won anyway.

Dispatch I liked much better: I assumed it was Robz's card, because it was exactly like Renovate but with an elegant fix for the autopile combo. Is there any chance at all you could put the 3rd place cards on the new ballot? The difference between 11 and 10 votes isn't really significant.

I recently realized that I had only voted for one card (the tie-maker), so I went back and voted for the other cards I liked. Now Dispatch is tied for 3rd with one other card (Investment). That being said, they're still statistically way behind Recycle and Observatory. Recycle and Observatory had 10 votes each. Dispatch and Investment (my two cards) had 6.

(Just to clarify for those who haven't been keeping up, Dispatch was my bona-fide submission. Investment was the card I submitted to get feedback on it.)

Sorry for not voting. Got annoyed at myself for completely screwing up the wording to my card and ignored the contest for a few days  :-\

I apologize for not getting back to you about changing the wording! I meant to, but it just slipped through the cracks. Sorry!

I think that Recycle is more interesting than Observatory. A duration Remodeler is certainly a cool idea. I agree that it is a little strong (its better than an Expand that takes two turns to put the gained card into your hand) but that can be tweaked away. I feel like pricing it at $6 would make it annoying expensive, so maybe just a 1 and 1 remodel.

Without thinking through all the implications of it, I agree that changing it to $1 and $1 sounds way better than bumping it to $6. Even if that means bumping it down to $4, that's fine with me. If it wins, we can ask the card's author for input.

What about comparing Observatory to Lookout? It seems to me that Observatory is stronger in most cases. They both non-terminally trash 1 card. They cycle at the same speed if you trash an Estate with Observatory. You don't tend to play Lookout in the mid to late game, so it's basically a dead card. At least with Observatory you know if it's safe to play or not. I have trouble thinking of reasons why I would ever want a Lookout over an Observatory.

Also, "But how often do you think you'll be willing to trash an expensive card with this"... ok, not often at all. But why do you need to be able to? You won't be willing to trash an expensive card with Chapel or Lookout either.

But Chapel and Lookout don't give bonuses for trashing expensive cards. I don't think it's worth having a trash-for-benefit effect that scales with cost if realistically you're never almost never going to trash anything more expensive than $2.

As for your comparison to Lookout, I think that Schneau is right and you underestimate how much worse having a 3-card hand is than a 4-card hand. Regardless, the fact that it's so close to Lookout is itself a strike against the card. Seaside already has a cheap, non-terminal deck thinner.

EDIT: Also, I do tend to play Lookout mid-game, and sometimes late-game if the conditions are right.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 07, 2013, 02:59:36 pm
Wait, are we not supposed to vote via PM?  Does that mean you didn't count my vote?

You usually vote by PM.  For this run-off, it will be in a poll rather than PM.  This is probably substantially less work for LastFootnote.

You are correct, sir.

Wero, I definitely counted your vote. I have the list of voters right here.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on October 07, 2013, 03:27:11 pm
Quote
Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

I don't know if anyone has pointed this out yet, but it's possible this card could be too good at quickly piling out Provinces ala Rebuild. I could see a strategy of getting a few of these, and a few Golds, and then Recycling Gold to Province and Province to Province. It's weaker than Rebuild in a few ways, since it won't always hit something and can't go Ducky->Province. But, if you get a Recycle and a Province in hand, you can at worst trash two of the Provinces that are in the supply by Recycling Province this turn and next. I could see a rush like this being OP, and not in a fun way.

EDIT: Even a $4 version of this card that just did a $1 Remodel twice might be too annoying at quickly draining the Provinces -- after you get one, when you pair them you can trash 2 Provinces in one play.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 07, 2013, 04:01:56 pm
Quote
Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

I don't know if anyone has pointed this out yet, but it's possible this card could be too good at quickly piling out Provinces ala Rebuild. I could see a strategy of getting a few of these, and a few Golds, and then Recycling Gold to Province and Province to Province. It's weaker than Rebuild in a few ways, since it won't always hit something and can't go Ducky->Province. But, if you get a Recycle and a Province in hand, you can at worst trash two of the Provinces that are in the supply by Recycling Province this turn and next. I could see a rush like this being OP, and not in a fun way.

EDIT: Even a $4 version of this card that just did a $1 Remodel twice might be too annoying at quickly draining the Provinces -- after you get one, when you pair them you can trash 2 Provinces in one play.

It was noted during discussion.  I think $1 and $1 would make the card a lot less interesting over all, and if the Province-piling is problematic then it doesn't fix it.  Someone proposed making the second turn an actual Upgrade (exactly $1 more) but I believe that this would be a buff overall because it lets you trash Copper freely.

I have a couple of suggestions though:

1. Make the FIRST turn a Governor (exactly $2 more).  This reduces some flexibility, most importantly Province->Province but also Estate->Silver (or $3 engine piece).  You can still Gold->Province and Province->Province on the second turn, but I think that's more an interesting gambit than anything broken (I don't think the original is broken either, but this is markedly less so).

2. Add "not a victory card" to one of the gains.  Adding it to the first turn would be the bigger nerf because then you can't get to Province without a $7 on the board.

Less related, another nerf would be to reverse the effects -- have it be an upgrade the first turn, remodel on the second turn.  This is a nerf because then you have fewer options as to what gained card to put into your next hand.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 07, 2013, 04:03:05 pm
Oh, also, if anyone is interested, Investment was posted in the forums before, and there is some discussion of it here (http://forum.dominionstrategy.com/index.php?topic=2665.15).
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 07, 2013, 04:35:02 pm
I think $1 and $1 would make the card a lot less interesting over all, and if the Province-piling is problematic then it doesn't fix it.  Someone proposed making the second turn an actual Upgrade (exactly $1 more) but I believe that this would be a buff overall because it lets you trash Copper freely.

I have a couple of suggestions though:

1. Make the FIRST turn a Governor (exactly $2 more).  This reduces some flexibility, most importantly Province->Province but also Estate->Silver (or $3 engine piece).  You can still Gold->Province and Province->Province on the second turn, but I think that's more an interesting gambit than anything broken (I don't think the original is broken either, but this is markedly less so).

2. Add "not a victory card" to one of the gains.  Adding it to the first turn would be the bigger nerf because then you can't get to Province without a $7 on the board.

As I mentioned, I made Dispatch because I loved Recycle's concept, but thought it was slightly too clunky. These changes would push it into very clunky territory. I always try to fix cards by making them simpler before making them more complex. The less similar Recycle's two remodel effects are to each other, the less elegant the card becomes.

Why do you think changing the effects to be the same (+$1) makes the card less interesting? I think it makes it far more compelling, especially if it means it can cost $4.

Less related, another nerf would be to reverse the effects -- have it be an upgrade the first turn, remodel on the second turn.  This is a nerf because then you have fewer options as to what gained card to put into your next hand.

It's also a buff because you're always able to use it to turn $5 cards into Provinces over two turns (Gold is always on the board).
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Robz888 on October 07, 2013, 04:42:22 pm
I don't really think Recycle is TOO strong as written, but just prohibit it from gaining Victory cards on the second round and I really think it's in quite good shape.

I do prefer it by a wide margin to Observatory. Observatory is fine, but sort of similar to Mortuary, and not all that seaside-y.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GwinnR on October 07, 2013, 04:43:19 pm
As there were not so many votes this time, what about extending the time you have to vote in the next round? The next contest seems to start 2 weeks after the last one. So we could extending the deadline until the next round starts. (Not this time for sure.) But so we have more time to think and discuss the votes and maybe playtesting some cards.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 07, 2013, 04:44:52 pm
I think $1 and $1 would make the card a lot less interesting over all, and if the Province-piling is problematic then it doesn't fix it.  Someone proposed making the second turn an actual Upgrade (exactly $1 more) but I believe that this would be a buff overall because it lets you trash Copper freely.

I have a couple of suggestions though:

1. Make the FIRST turn a Governor (exactly $2 more).  This reduces some flexibility, most importantly Province->Province but also Estate->Silver (or $3 engine piece).  You can still Gold->Province and Province->Province on the second turn, but I think that's more an interesting gambit than anything broken (I don't think the original is broken either, but this is markedly less so).

2. Add "not a victory card" to one of the gains.  Adding it to the first turn would be the bigger nerf because then you can't get to Province without a $7 on the board.

As I mentioned, I made Dispatch because I loved Recycle's concept, but thought it was slightly too clunky. These changes would push it into very clunky territory. I always try to fix cards by making them simpler before making them more complex. The less similar Recycle's two remodel effects are to each other, the less elegant the card becomes.

Why do you think changing the effects to be the same (+$1) makes the card less interesting? I think it makes it far more compelling, especially if it means it can cost $4.

Less related, another nerf would be to reverse the effects -- have it be an upgrade the first turn, remodel on the second turn.  This is a nerf because then you have fewer options as to what gained card to put into your next hand.

It's also a buff because you're always able to use it to turn $5 cards into Provinces over two turns (Gold is always on the board).

Hmm, maybe you are right.  Definitely right about how reversing turns could be a buff, whoops.

I find $1/$1 less interesting because I like it as an Expand over two turns, vs. Remodel over two turns.  But I suppose it could work.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 07, 2013, 04:48:45 pm
On a whim, I think I'll unilaterally break the rules and out the creators of Recycle (yuma), and Observatory (Archetype), trusting that neither one's star power is going to influence you voters out there. I'm doing this because I'd really like to hear what they have to say about their cards. There may be something we're missing about one or both of them.

Congrats to both of you, by the way, for making it into the final showdown!
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 07, 2013, 04:51:26 pm
As there were not so many votes this time, what about extending the time you have to vote in the next round? The next contest seems to start 2 weeks after the last one. So we could extending the deadline until the next round starts. (Not this time for sure.) But so we have more time to think and discuss the votes and maybe playtesting some cards.

I'm seriously considering some sort of two-round vote. Sort of like this except with more than two cards in the second round. That way the discussion can be more focused and playtesting is at least more likely.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on October 07, 2013, 04:57:57 pm
As there were not so many votes this time, what about extending the time you have to vote in the next round? The next contest seems to start 2 weeks after the last one. So we could extending the deadline until the next round starts. (Not this time for sure.) But so we have more time to think and discuss the votes and maybe playtesting some cards.

I'm seriously considering some sort of two-round vote. Sort of like this except with more than two cards in the second round. That way the discussion can be more focused and playtesting is at least more likely.

I haven't wanted to suggest this because it would be more work for you, but it is really draining trying to give serious consideration to 50 cards.  I sort of feel bad when someone like Showdown or Minotaur tosses up a few fan cards on a whim and they get orders of magnitude more consideration than some of the submissions to this contest.  But sometimes going through these lists I'm just looking for an excuse to reject cards so as to narrow the field.

Is there any way to use the poll feature here to implement approval voting?  It seems like it would be way, way easier for you if that voting/tallying were automated.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: dghunter79 on October 07, 2013, 05:06:02 pm
I find $1/$1 less interesting because I like it as an Expand over two turns, vs. Remodel over two turns.  But I suppose it could work.

But Expand costs 7!  Expand-over-two-turns is sometimes worse than Expand, but it's flexibility makes it often better.  I just don't see how it can cost 5.

I like it much more as a 1-and-1 costing $4, though.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 07, 2013, 05:24:28 pm
I find $1/$1 less interesting because I like it as an Expand over two turns, vs. Remodel over two turns.  But I suppose it could work.

But Expand costs 7!  Expand-over-two-turns is sometimes worse than Expand, but it's flexibility makes it often better.  I just don't see how it can cost 5.

I like it much more as a 1-and-1 costing $4, though.

That's been discussed though.  In my commentary, I've noted potential that it's too powerful but there ARE ways that Expand is better, and tweaks that can be made to create more of a difference.

I think it can cost $5 because it doesn't eclipse Expand and I don't think it would even be a top $5.  Inability to do $5->Province without a $7 on board is significant.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: jamespotter on October 07, 2013, 05:27:13 pm
I'm with Sir Peebles on this one. I obviously don't want to make any more work for you, LastFootnote, but if there were an approval voting before a final vote, maybe with 5 to 10 winners in the pool, it would make it so much easier to read comment, vote, etc.

EDIT: Sorry, meant to quote and can't figure out how to do it retrospectively.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: ta56636 on October 07, 2013, 05:51:20 pm
Oh, also, if anyone is interested, Investment was posted in the forums before, and there is some discussion of it here (http://forum.dominionstrategy.com/index.php?topic=2665.15).

So - does it stack now?  Have you tested it that way?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Nic on October 07, 2013, 05:52:34 pm
It was noted during discussion.  I think $1 and $1 would make the card a lot less interesting over all, and if the Province-piling is problematic then it doesn't fix it.  Someone proposed making the second turn an actual Upgrade (exactly $1 more) but I believe that this would be a buff overall because it lets you trash Copper freely.

I have a couple of suggestions though:

1. Make the FIRST turn a Governor (exactly $2 more).  This reduces some flexibility, most importantly Province->Province but also Estate->Silver (or $3 engine piece).  You can still Gold->Province and Province->Province on the second turn, but I think that's more an interesting gambit than anything broken (I don't think the original is broken either, but this is markedly less so).

2. Add "not a victory card" to one of the gains.  Adding it to the first turn would be the bigger nerf because then you can't get to Province without a $7 on the board.

Less related, another nerf would be to reverse the effects -- have it be an upgrade the first turn, remodel on the second turn.  This is a nerf because then you have fewer options as to what gained card to put into your next hand.
Of all the suggestions, I still think second turn Upgrade is the best. The most important part of a Remodel rush (at least in Base Set games) is trashing Provinces out of the supply as soon as you have a lead, and that requires you to play a terminal action on each turn, and to match up the cards on both turns. Getting a guaranteed Gold->Province->Province by playing a single action is too powerful, and that's what needs to be nerfed. If the possibility of trashing Copper on the second turn is OP, then we just boost the cost to $6.

My second choice would be the $4 option, because you wouldn't be able to gain Provinces and pile them out with the same play of the card.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 07, 2013, 06:06:29 pm
Oh, also, if anyone is interested, Investment was posted in the forums before, and there is some discussion of it here (http://forum.dominionstrategy.com/index.php?topic=2665.15).

So - does it stack now?  Have you tested it that way?

The one that was submitted clearly stacks.  The one posted back then does not.  I haven't tested it, but the creator (LF) might have.  rinkworks' test results for the original are pretty interesting and I don't think allowing it to stack really changes the balance.  Yeah you can turn a cantrip into a Peddler into a Grand Market, but the opportunity cost for the second investment is much bigger (you're even closer to late game when time is running out, and the card you sacrifice to the mat is better than the card sacrificed the first time).
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 07, 2013, 06:07:37 pm
Oh, also, if anyone is interested, Investment was posted in the forums before, and there is some discussion of it here (http://forum.dominionstrategy.com/index.php?topic=2665.15).

So - does it stack now?  Have you tested it that way?

Yes and no, respectively.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Archetype on October 07, 2013, 06:09:39 pm
Yeah I think it would have to be $3.

I forgot to vote! If I had, Recycle would have won. Sorry, Recycle designer.

I like Recycle more but Observatory is cool too. But you shouldn't vote for it just because of the cost because that's likely to change.

Edit: but LF thinks it's too weak at any cost, so who knows...
I forgot to vote for Observatory! So it would've been tied again :)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Guy Srinivasan on October 07, 2013, 06:21:04 pm
I voted for Recycle but not Observatory.

Recycle is too powerful. As written, it's a slightly-worse Remodel that also has "when you gain this, gain a card that reads 'Lab, then Upgrade, but you can't get rid of Coppers/Curses this way'".

That's too good.

What about "at the start of your cleanup phase, put the gained card on top of your deck"? That makes it Remodel + Upgrade rather than Remodel+Lab+Upgrade. Or is that too big a nerf?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: scott_pilgrim on October 07, 2013, 07:15:36 pm
Recycle is too powerful. As written, it's a slightly-worse Remodel that also has "when you gain this, gain a card that reads 'Lab, then Upgrade, but you can't get rid of Coppers/Curses this way'".

But this comparison isn't helpful at all in determining the power-level of the card.  Like, I don't know off the top of my head how much "slightly worse" is, or how good an Upgrade that can't get rid of Coppers/Curses is.

By "slightly worse", I'm guessing you're referring to the fact that it misses the shuffle more often?  That's a pretty big deal.  And an Upgrade that can't trash Coppers/Curses is pretty weak I think.  Also note that this hypotheical Lab/Upgrade card also misses the re-shuffle more often than a non-duration version of it.

I mean, I'm also worried that it's too powerful, but I don't see the need to compare it to some other hypothetical card whose power level we know nothing about.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: markusin on October 07, 2013, 07:45:55 pm
I voted for Recycle but not Observatory.

Seaside isn't big on gainers, but a Remodeler is a nice middle ground. I like the card into your hand bit of Recycle. I don't know how to fix the Province pile-out issues, but giving the first turn remodel an "exactly" clause seems like it could work well.

Observatory, well, it just seems like a nerfed Appentice, though I suspect that non-terminal trashing for $2 is quite strong on its own.

I also liked Dispatch, as it seemed to have been worded carefully to reduce tracking issues as much as possible.

If it matters to anyone, sorry for not providing my input on the Seaside cards earlier. The combination of my workload and my state of health gave me no time to do so (at least when I was in the mood for it).
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: yuma on October 07, 2013, 10:36:16 pm
I generally don't participate in fan card discussion, I like thinking about new ideas and concepts, but generally the discussions are often a bit over my head but since Lastfootnote requested some commentary from the author I thought I might oblige him. Despite this being my card, I have actually learned a lot more from the discussion about it than anything I thought of when actually developing it.

Quote
Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.

So the basic idea I had behind this card was thus:

1. There isn't a Duration trasher, how can I make a duration that trashes

2. The obvious answer is to obtain the trashed card next turn; but the card still needs to do something next turn as well.

3. The next question was how to have cards gained. Thus the remodel/remake question. I tinkered with both and originally submitted the card with remake like trashing ("exactly"), but ultimately changed it to remodeling to allow for greater flexibility.

4. The next question was the amount of teching up the card would allow. $1/$1? $2/$2? $1/$2? $2/$1 were the options I considered. 1/1 is certainly possible. But ultimately it wasn't my favorite. Mostly because when I originally addressed this card it was with the intent to get coppers into $3 cost cards. Maybe that wasn't the right way to approach it, but I feel that would be the basic utility of the card, clearing coppers into $3 cards and estates into $5, but that it would take 2 turns to do it. 1 2/2 is obviously way too strong. $4 can become provinces. No dice. 1/2 I think is also too strong as $5 cards can become provinces without $7 cards because a $5 can become a $6 gold which can become a $8 province. So that wouldn't work. $2/$1 I felt was the right call.

(I feel like most of the discussion around the gaining of provinces is perhaps a bit overblown? I think that conversation misses the point of the card, or maybe I am just not realizing the cards full potential. There are four other cards that allow teching up by $3 that I can remember (pretty sure there aren't any others). 1. Expand 2. Mine 3. Graverobber 4. Rebuild. Oh... and 5. Butcher I guess can as well...

Obviously this card is quite similar to Expand. The major differences are the price differences ($5 to $7) and the flexibility this card offers in potentially trashing 2 cards. Perhaps it is that I don't generally use Expand as a Province gainer (I often do, but I dont' think of that as Expand's primary purpose... I see it more as a way to get estates into $5 cards and then into Provinces if it fits into my game plan) To obtain a province you have to have expand (hard to do early due to its cost) and a $5 card in hand.

Mine is also similar, but again, different. If you are using recycle to tech up coppers into silvers, you are probably doing it wrong, the same way that Expand shouldn't be used that way. Obviously, you can't gain Provinces with Mine.

Graverobber I have never quite figured out how to play. I generally use it to trash action cards into provinces. So I wonder if this is where we should be looking to compare recycle's ability to gain provinces as opposed to looking at expand. Graverobber is only capable of obtaining a province if you have a graverobber and a $5 action card in hand. Recycle is only capable of obtaining a province if you have a recycle and a $5 card in hand as well as a $7 card in the kingdom.

Rebuild is also a very different situation. The plus action allows you to play multiple a turn and doesn't require you to have the trashed card in hand.

Butcher again is a very different situation as it involves tokens.


So basically what I am saying, is that I am kinda a fan of the card the way it is. What can I say I am biased. I feel that it is stronger than expand, but perhaps not overly so. I wonder if that power difference is worth it missing the reshuffle and being played less? I guess I am open to some of the nerfs, but ultimately I think they change the original intent of the card. But like I said many of the players here seem to have a better grasp of balancing issues and might better come up with ways to balance the card that I might not be as apt to see. But very glad people liked the card...
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Archetype on October 08, 2013, 12:15:24 am
Well, I'll follow suit and talk about Observatory.

Quote
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.

This was posted a long time ago in this thread (http://forum.dominionstrategy.com/index.php?topic=4979.msg118203#msg118203) under the same name. I didn't know what card to submit to the contest, but eHalc reminded me of this card when he suggested the title 'Observatory' if people needed help naming their cards. It was Seaside-y enough, so I thought I'd submit it.

It is intended to be just like Salvager and Apprentice by trashing for benefit, but this does it in a very different way. The first obvious use is to trash Estates early game to put the best of 2 cards into your hand and then decide to leave the other card on top to improve your next turn, or discard it if it'll just get in the way. It can also trash higher costing cards to pull of a couple of tricks. Since it gives +1 Action, you can trash a higher costing card, arrange the top cards of your deck so you put some needed cards near the top, pitch anything you don't need, and then play a drawing card to put the cards you want into your hand.

The obvious 'real card comparison' is to Cartographer. It can function fairly similarly, but with the added bonuses of being able to trash a card, set your own range of cards to pull from, and of course pulling key cards into your hand.

People have said that this card is too weak, others have said that it is too strong. Which makes me think that it is just right. When you use it to pull cards, it's bad on cheap cards, but great on higher costing cards. But when you use it to reorder, it is really good on cheap cards, but pretty sucky on expensive cards. Either way, non terminal trashing is good. But depending on the game, one of these two uses may outshine the other. I think that in a game when you can use both well, this card will be a blast.


Potential changes: I considered adding 'You may trash one of the cards' and then bumping up the price. It made it less niche which I didn't really like, so I sent it as-is. If this card ends up needing a little extra boost, I wouldn't mind adding that clause in.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: scott_pilgrim on October 08, 2013, 01:03:03 am
Observatory, well, it just seems like a nerfed Appentice, though I suspect that non-terminal trashing for $2 is quite strong on its own.
I doubt that it will feel any more like a nerfed Apprentice than Smithy feels like a nerfed Torturer.  Sure, its effect is strictly worse than Apprentice, but it's much cheaper, and it plays out very differently.  You can only open Apprentice 1/6 of the time, but you can always open Observatory, so you can get started on the trashing right away.  In the end game, you can't use Observatory to explode into a megaturn, which is one of the things that makes Apprentice so great.  But you can use it to trash a good card to set up your next turn, which is what I think makes it such a cool card.  Let me elaborate.

The other non-Remodel-type scaling TfB cards in Dominion are Salvager, Apprentice, Bishop, and Trader.  (For now I'm defining Remodel-type cards as cards which gain card(s) based on the cost of the trashed card(s), so that includes things like Forge and Stonemason.)  All of these except Trader (as well as most Remodel-type scaling TfB cards) like for you to kill your powerful cards in order to get an immediate bonus when you know the game is ending soon.  That's a great, fun, and interesting mechanic, but we already have a nice share of cards that do that.  Observatory gives you a decent bonus for trashing good cards, but it's still not really anything to write home about, and I think that will take quite a bit of finesse to use properly.  I imagine that cases in which it is worthwhile to trash a good card in order to stack your next turn will not be rare, but they will also not be nearly as common as with Salvager, Apprentice, Bishop, and Remodelers.  I can see clearing two green cards from your next hand at the cost of a $5 card that's losing its utility making the difference from a Duchy hand to a Province hand, so I don't think the scaling aspect is useless above $2 as others have suggested.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on October 08, 2013, 05:40:45 am
I suspect Observatory/Fortress is pretty good.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: NoMoreFun on October 08, 2013, 05:46:35 am
I came up with Commune. It was adapted from a card with a single card supply pile. If it won, I would then propose that it be changed to a single card supply pile to make room for another card. The original effect was just "draw until you have 6 cards in hand". That was already space occupied by Wharf in Seaside, so I made it a trasher as gaining durations aren't really necessary and I couldn't think of many other effects (so props to the entries here for a diverse range of cards).

I didn't have time to vote this week, but definitely some good card concepts. I think the duration Remodel best fills a gap in Seaside, but not sure it's my favourite card. Observatory is probably the best demonic tutor card that I've seen on these forums.

EDIT: I noticed some people had a problem with the "Do not discard this from play" wording. That was added by LastFootnote. I thought that the "durations stay in play for as long as they have an effect" rule covered it.

Also for those interested I even made a list of clarifications with the submission. Here's the PM as I sent it:
Commune
Action/Duration - $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
---
While this card is in play, it is also in the supply.

(Rules Clarifications as necessary, post as many as you think are appropriate:
Since it's in the supply it can be bought and gained by any player including you.
The card only leaves play when someone buys or gains it.
If a card instructs you to gain "a copy" of Commune (eg Smugglers, Ambassador, Jester), you can gain it from either the supply pile or from someone's play area; the person gaining the card chooses.
However Swindler specifies that the attacker chooses the gained card; they can therefore choose where the Commune comes from.
Communes in play are not in the commune pile, so it counts as empty for City.
However it is a card in the supply, so Band of Misfits can copy it; A Band of Misfits acting as a Commune can be bought and gained as if it were a $2 card.
TR/KC doubles/triples the effect of the card every turn, and stays in play with the Commune until the turn its gained from play as after it leaves play the card ceases to have an effect
Procession simply does the "now" effect twice then trashes the card, and is cleaned up that turn)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 08, 2013, 09:28:07 am
I doubt that it will feel any more like a nerfed Apprentice than Smithy feels like a nerfed Torturer.  Sure, its effect is strictly worse than Apprentice, but it's much cheaper, and it plays out very differently.  You can only open Apprentice 1/6 of the time, but you can always open Observatory, so you can get started on the trashing right away.  In the end game, you can't use Observatory to explode into a megaturn, which is one of the things that makes Apprentice so great.  But you can use it to trash a good card to set up your next turn, which is what I think makes it such a cool card.  Let me elaborate.

The other non-Remodel-type scaling TfB cards in Dominion are Salvager, Apprentice, Bishop, and Trader.  (For now I'm defining Remodel-type cards as cards which gain card(s) based on the cost of the trashed card(s), so that includes things like Forge and Stonemason.)  All of these except Trader (as well as most Remodel-type scaling TfB cards) like for you to kill your powerful cards in order to get an immediate bonus when you know the game is ending soon.  That's a great, fun, and interesting mechanic, but we already have a nice share of cards that do that.  Observatory gives you a decent bonus for trashing good cards, but it's still not really anything to write home about, and I think that will take quite a bit of finesse to use properly.  I imagine that cases in which it is worthwhile to trash a good card in order to stack your next turn will not be rare, but they will also not be nearly as common as with Salvager, Apprentice, Bishop, and Remodelers.  I can see clearing two green cards from your next hand at the cost of a $5 card that's losing its utility making the difference from a Duchy hand to a Province hand, so I don't think the scaling aspect is useless above $2 as others have suggested.

That all sounds good in theory, but I challenge you to come up with specific cases where it's actually a good idea. You're willing to trash a card with Salvager because it'll earn you a huge profit. Salvage a Gold? That's a $3 profit over playing the Gold. Maybe you have only one action left, so salvaging another Action card is often a good play in the endgame. Likewise with Apprentice, if you trash a Gold or $5 Action card, it's because it's likely to boost you to a Province or double-Province turn. Similar logic applies to Bishop.

Unlike Salvager, Observatory is non-terminal, so when you trash a card, be it a Treasure or Action, you are always forgoing playing that card. If you trash a good card with Observatory, you have a chance of replacing it with another good card in your hand and clearing out some dreck from the top of your deck. Will the card you draw be better than the one you trashed? Maybe. You're still down a card in hand from playing Observatory and you permanently lose the trashed card. As for clearing two green cards from your next hand, Scout does that without making you trash your cards. Heck, Develop is a TfB card that can sacrifice a good card to give your next turn a huge boost. Yet it's not topping any list of power cards.

EDIT: Yes, Observatory is probably good with Rats and maybe Fortress, but only when there's no other TfB on the board.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: nopawnsintended on October 08, 2013, 10:33:56 am
Wow.  I'm one of the ones who forgot to vote.  Life got busy, I guess.

Both Recycle and Observatory are interesting, and I could see myself voting for either.  Unfortunately, I didn't vote at all...
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: scott_pilgrim on October 08, 2013, 11:54:29 am
I doubt that it will feel any more like a nerfed Apprentice than Smithy feels like a nerfed Torturer.  Sure, its effect is strictly worse than Apprentice, but it's much cheaper, and it plays out very differently.  You can only open Apprentice 1/6 of the time, but you can always open Observatory, so you can get started on the trashing right away.  In the end game, you can't use Observatory to explode into a megaturn, which is one of the things that makes Apprentice so great.  But you can use it to trash a good card to set up your next turn, which is what I think makes it such a cool card.  Let me elaborate.

The other non-Remodel-type scaling TfB cards in Dominion are Salvager, Apprentice, Bishop, and Trader.  (For now I'm defining Remodel-type cards as cards which gain card(s) based on the cost of the trashed card(s), so that includes things like Forge and Stonemason.)  All of these except Trader (as well as most Remodel-type scaling TfB cards) like for you to kill your powerful cards in order to get an immediate bonus when you know the game is ending soon.  That's a great, fun, and interesting mechanic, but we already have a nice share of cards that do that.  Observatory gives you a decent bonus for trashing good cards, but it's still not really anything to write home about, and I think that will take quite a bit of finesse to use properly.  I imagine that cases in which it is worthwhile to trash a good card in order to stack your next turn will not be rare, but they will also not be nearly as common as with Salvager, Apprentice, Bishop, and Remodelers.  I can see clearing two green cards from your next hand at the cost of a $5 card that's losing its utility making the difference from a Duchy hand to a Province hand, so I don't think the scaling aspect is useless above $2 as others have suggested.

That all sounds good in theory, but I challenge you to come up with specific cases where it's actually a good idea. You're willing to trash a card with Salvager because it'll earn you a huge profit. Salvage a Gold? That's a $3 profit over playing the Gold. Maybe you have only one action left, so salvaging another Action card is often a good play in the endgame. Likewise with Apprentice, if you trash a Gold or $5 Action card, it's because it's likely to boost you to a Province or double-Province turn. Similar logic applies to Bishop.

Unlike Salvager, Observatory is non-terminal, so when you trash a card, be it a Treasure or Action, you are always forgoing playing that card. If you trash a good card with Observatory, you have a chance of replacing it with another good card in your hand and clearing out some dreck from the top of your deck. Will the card you draw be better than the one you trashed? Maybe. You're still down a card in hand from playing Observatory and you permanently lose the trashed card. As for clearing two green cards from your next hand, Scout does that without making you trash your cards. Heck, Develop is a TfB card that can sacrifice a good card to give your next turn a huge boost. Yet it's not topping any list of power cards.

EDIT: Yes, Observatory is probably good with Rats and maybe Fortress, but only when there's no other TfB on the board.
Say you have two terminals in hand, and only one action.  Obviously you would be willing (assuming it's late enough) to trash one for Observatory.

Maybe that's not what you're going for, so here's another example.  You have Observatory, Torturer, and exactly $4 of treasures in your hand.  All the curses are gone, so playing the Torturer only gets you 3 cards.  You've got lots of green and purple in your deck, so playing the Torturer will almost certainly not get you to $8, and might even draw an action dead (and might not even get you to $5).  If you trash it to Observatory, though, you have a better chance to hit $5 this turn, and you improve your next turn.

Scout is not good because you don't already have it in your deck.  If you had an option to take a free Scout in the late game, I think sometimes you would.  Presumably you would buy Observatory to trash Estates, then use it in the late game for an extra boost.  Observatory also gives a card right now, and lets you choose which card out of several you get.

And of course it's not topping any list of power cards; that was the whole point of my post.  It's much more subtle than other TfB cards, that's what makes it interesting to me.  I imagine it will be very satisfying when you are able to trash a good card and use the benefit effectively.  Other TfB cards jump out at you and say "You should trash your good cards in the late game"; Observatory gently nudges you and says "You should consider trashing your good cards in the late game".
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 08, 2013, 12:08:11 pm
Those are good points. I still think that, more than the other TfB cards, there's a large gulf (in both time and power level) between the early game when it's good for trashing Estates and the late game when it's decent as deck cannibalizer. Maybe I'm wrong about that.

Thing is, for most TfB cards, the benefit you get for trashing the cards scales up more-or-less 1-to-1 with the cost of the card you're trashing. With Observatory, it's awful for trashing $0 cards, its utility jumps way up if the cost of the card is at least $1 (because you draw a card), but then its power increases at a much shallower slope as the cost of the trashed card rises. I was tempted to say the card would be better with a flat [+1 Card] tacked onto the beginning (even if that raised the cost to $3 or $4). That would make the card more desirable for late-game trashing, but perhaps too powerful for Estate trashing.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: ChocophileBenj on October 08, 2013, 12:11:57 pm
I was too bored to vote for all those cards , and I'm sorry but I like neither of the winners.
Observatory since +1 action/trash seems too good to me at $2, and the effect isn't interesting enough.
Recycle since it has too much of wording.

Okay, maybe I prefer Observatory if you fix the cost, because this non-terminal trasher seems nice and legit.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Schneau on October 08, 2013, 12:28:04 pm
I think Observatory will be most useful in games with junking Attacks. In these games, it will be able to get rid of junk early and mid, and late it will be able to trash Junkers that have run out of usefulness after the Curses / Ruins are empty.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: cluckyb on October 08, 2013, 01:06:35 pm
I suspect Observatory/Fortress is pretty good.

Is there a TFB that doesn't make Fortress awesome though?  ;)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on October 08, 2013, 09:25:40 pm
I suspect Observatory/Fortress is pretty good.

Is there a TFB that doesn't make Fortress awesome though?  ;)

Moneylender?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: KingZog3 on October 09, 2013, 08:21:09 am
I suspect Observatory/Fortress is pretty good.

Is there a TFB that doesn't make Fortress awesome though?  ;)

Moneylender?

I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on October 09, 2013, 08:41:57 am
I suspect Observatory/Fortress is pretty good.

Is there a TFB that doesn't make Fortress awesome though?  ;)

Moneylender?

I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either.

Counterfeit?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Powerman on October 09, 2013, 09:37:18 am
I suspect Observatory/Fortress is pretty good.

Is there a TFB that doesn't make Fortress awesome though?  ;)

Moneylender?

I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either.

Counterfeit?

Transmute?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GwinnR on October 09, 2013, 09:55:33 am
I suspect Observatory/Fortress is pretty good.

Is there a TFB that doesn't make Fortress awesome though?  ;)

Moneylender?

I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either.

Counterfeit?

Transmute?
"I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either."
Counterfeit does not care about the costs of the treasure-card, but about its use. So trashing something with Counterfeit does not get worse after playing Bridge or Highway. But it might be a border case.
Transmute does only care about the type of a card, so it doesn't give a benefit depending on cost.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on October 09, 2013, 11:19:42 am
I suspect Observatory/Fortress is pretty good.

Is there a TFB that doesn't make Fortress awesome though?  ;)

Moneylender?

I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either.

Trash for benefit is anything that gives you a benefit for trashing.  Chapel is not.  Moneylender is.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 09, 2013, 11:40:43 am
I suspect Observatory/Fortress is pretty good.

Is there a TFB that doesn't make Fortress awesome though?  ;)

Moneylender?

I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either.

Trash for benefit is anything that gives you a benefit for trashing.  Chapel is not.  Moneylender is.

Chapel gives a benefit! It removes junk from your deck!

TfB is almost always used to refer to trashers that give benefit based on cost.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: cluckyb on October 09, 2013, 11:59:34 am
I suspect Observatory/Fortress is pretty good.

Is there a TFB that doesn't make Fortress awesome though?  ;)

Moneylender?

I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either.

Trash for benefit is anything that gives you a benefit for trashing.  Chapel is not.  Moneylender is.

Chapel gives a benefit! It removes junk from your deck!

TfB is almost always used to refer to trashers that give benefit based on cost.

Well, using that definition Mine is still TfB and doesn't combo with Fortress  ;D
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GendoIkari on October 09, 2013, 12:43:25 pm
I suspect Observatory/Fortress is pretty good.

Is there a TFB that doesn't make Fortress awesome though?  ;)

Moneylender?

I don't count that as TfB because it doesn't give a benefit depending on cost. Spice Merchant isn't a TfB either.

Trash for benefit is anything that gives you a benefit for trashing.  Chapel is not.  Moneylender is.

Chapel gives a benefit! It removes junk from your deck!

TfB is almost always used to refer to trashers that give benefit based on cost.

Well, using that definition Mine is still TfB and doesn't combo with Fortress  ;D

I apologize in advance...


Your what is TfB?

*hopes nobody has a punch in the nuts card in their hand*
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 09, 2013, 12:45:38 pm
Compromise: if you must make Mine/yours jokes, can you do it only when the capitalization doesn't make it clear? Please?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: ChocophileBenj on October 09, 2013, 04:25:13 pm
I meant TFB meant you trashed something for a bonus dependent on the card (usually on its cost : Remodel Familly, Apprentice/Bishop, including Mine and Counterfeit even if they trash only treasures, and Transmute) and not for any bonus, so I excluded Moneylender (trash only coppers), Altar and Trade Route (you can trash anything but with no bonus) from this definition. And I included Counterfeit.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 09, 2013, 04:50:44 pm
I meant TFB meant you trashed something for a bonus dependent on the card (usually on its cost : Remodel Familly, Apprentice/Bishop, including Mine and Counterfeit even if they trash only treasures, and Transmute) and not for any bonus, so I excluded Moneylender (trash only coppers), Altar and Trade Route (you can trash anything but with no bonus) from this definition. And I included Counterfeit.

Counterfeit doesn't give a bonus based on cost though.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: scott_pilgrim on October 09, 2013, 04:53:12 pm
I meant TFB meant you trashed something for a bonus dependent on the card (usually on its cost : Remodel Familly, Apprentice/Bishop, including Mine and Counterfeit even if they trash only treasures, and Transmute) and not for any bonus, so I excluded Moneylender (trash only coppers), Altar and Trade Route (you can trash anything but with no bonus) from this definition. And I included Counterfeit.

Counterfeit doesn't give a bonus based on cost though.
The bonus it gives is based on the card that is trashed, though, kind of the same category as Transmute.  Procession would also be TfB then (I actually think it's helpful to think of Procession as TfB sometimes).
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on October 09, 2013, 05:15:08 pm
I meant TFB meant you trashed something for a bonus dependent on the card (usually on its cost : Remodel Familly, Apprentice/Bishop, including Mine and Counterfeit even if they trash only treasures, and Transmute) and not for any bonus, so I excluded Moneylender (trash only coppers), Altar and Trade Route (you can trash anything but with no bonus) from this definition. And I included Counterfeit.

Counterfeit doesn't give a bonus based on cost though.
The bonus it gives is based on the card that is trashed, though, kind of the same category as Transmute.  Procession would also be TfB then (I actually think it's helpful to think of Procession as TfB sometimes).

Well, Procession gives you a bonus based on the cost of the trashed card, so it would have been included in TfB anyhow.

I think that Counterfeit has a stronger TfB claim than Transmute (in the sense that the benefit depends on the value trashed card), since trashing a Gold gives more of a bonus than trashing Silver, which gives more of a bonus than trashing Copper (here I'm ignoring the fact that trashing the Copper is itself a benefit).  Transmute only cares about the types of the card, which is very loose measure of value,  I mean, Transmute is rarely good for trashing anything but junk.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: soulnet on October 09, 2013, 05:32:17 pm
Trashing Spoils with Counterfeit is almost always better than any of the basic Treasures (especially Silver and Gold, but often is also better than trashing Copper) and Spoils cost $0, so its not really monotonic TfB.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: SirPeebles on October 09, 2013, 06:31:23 pm
Trashing Spoils with Counterfeit is almost always better than any of the basic Treasures (especially Silver and Gold, but often is also better than trashing Copper) and Spoils cost $0, so its not really monotonic TfB.

Not monotonic with cost, but cost is not the only measure of how valuable a card is.  Spoils is not a junk card; it is valuable despite having cost $0.  I could argue that this is an instance of Counterfeit being even more TfB-ish than Remodel, Bishop, or Apprentice.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Warfreak2 on October 09, 2013, 06:57:58 pm
If TfB cards like Apprentice really did care about the value of the card, they would do nothing when you trashed a Scout.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: soulnet on October 09, 2013, 06:59:01 pm
If TfB cards like Apprentice really did care about the value of the card, they would do nothing when you trashed a Scout.

Well, trashing a Scout is benefitial in itself.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: lehmacdj on October 09, 2013, 08:15:02 pm
By the way, when are results going up?

Edit: I might still make a card for intrigue because I realize there is still time.  Oops contest not done yet?  Hope no one saw that.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: yuma on October 09, 2013, 09:06:08 pm
Lastfootnote... I might suggest that for future contests that get to this stage to not have the authors made public and comment on their cards. I say this because immediately after Archetype and I commented on our cards the conversation completely stagnated and has moved on instead to a TfB discussion (which isn't a bad discussion at all mind you, but has gone away from the ultimate purpose of this thread at this juncture).

I am not sure if our commenting actually had anything to do with the stagnation, but it certainly appears to have had an impact. Or maybe it was because everyone that already had anything to say said it before we commented... But I do wonder if having our cards made public and having our comments perhaps inhibits people from further discussing them? I would hope this isn't the case, but I do wonder if it is a possibility.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 09, 2013, 09:13:13 pm
Lastfootnote... I might suggest that for future contests that get to this stage to not have the authors made public and comment on their cards. I say this because immediately after Archetype and I commented on our cards the conversation completely stagnated and has moved on instead to a TfB discussion (which isn't a bad discussion at all mind you, but has gone away from the ultimate purpose of this thread at this juncture).

I am not sure if our commenting actually had anything to do with the stagnation, but it certainly appears to have had an impact. Or maybe it was because everyone that already had anything to say said it before we commented... But I do wonder if having our cards made public and having our comments perhaps inhibits people from further discussing them? I would hope this isn't the case, but I do wonder if it is a possibility.

Keeping names anonymous would be good.  In such a situation, the authors could PM their thoughts to LF and he could post them instead.  But yeah, I don't really have anything to say that hasn't already been said.

Recycle -- fits a cool niche, can be used for neat tricks, maybe a bit too strong.
Observatory -- TfB that hasn't been seen, potentially quite interesting for a $2 (or $3) card, maybe would just end up filling the same role as Lookout.

Those are my takes on them.  Observatory is OK, but I like Recycle a lot more.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: yuma on October 09, 2013, 09:18:40 pm
Recycle -- fits a cool niche, can be used for neat tricks, maybe a bit too strong.

I think it was you eHal that didn't like the name. I tried to find something that fit the Remodel, remake, rebuild family. But you are right that it isn't very seaside appropriate.

How about Flotsam and Jetsam... not the eels from the Little Mermaid, but instead the wreckage thrown away from a ship to lighten the load? Or maybe just Jetsam?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 09, 2013, 09:31:37 pm
Recycle -- fits a cool niche, can be used for neat tricks, maybe a bit too strong.

I think it was you eHal that didn't like the name. I tried to find something that fit the Remodel, remake, rebuild family. But you are right that it isn't very seaside appropriate.

How about Flotsam and Jetsam... not the eels from the Little Mermaid, but instead the wreckage thrown away from a ship to lighten the load? Or maybe just Jetsam?

Yeah, I commented on that.  Dunno about Flotsam or Jetsam because that doesn't really give a "get better stuff" feel.

Maybe a seasidey Re- word?  Umm... Refurbish, Reconstruct, Recondition, Restore, Redesign... all still generic though.  Repair?  That fits ships a bit better, but I don't think the meaning really matches.  Retreat and Refuge are like Haven... or maybe do something like "Ship Repair", but in that case might as well just call it "Shipwright".

What other official cards are in this family that don't really fit the name scheme?  Mine and Graverobber are the ones that come to my mind.  "Shipyard" fits the former and "Shipwright" fits the latter, I think, and they are both related to construction and building which matches the Remodel function.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: soulnet on October 09, 2013, 09:36:37 pm
What other official cards are in this family that don't really fit the name scheme?  Mine and Graverobber are the ones that come to my mind.  "Shipyard" fits the former and "Shipwright" fits the latter, I think, and they are both related to construction and building which matches the Remodel function.

There is Butcher as well. And there are the generics that do not start with Re: Upgrade and Develop. There is also Improve in the generic department. Reinforce may be a little seaside-y.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: AJD on October 09, 2013, 09:37:58 pm
Refit?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: dghunter79 on October 09, 2013, 09:43:22 pm
I am not sure if our commenting actually had anything to do with the stagnation, but it certainly appears to have had an impact. Or maybe it was because everyone that already had anything to say said it before we commented...

I think the mini-deadlines have become a little too spaced out.  (Which is why I would guess that voting is down.)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 09, 2013, 09:43:34 pm
Refit?

Like, Refit a ship?  It matches the Remodel function.

Resupply is something that you might do at a wharf, but the meaning doesn't match as well.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Robz888 on October 10, 2013, 12:33:53 am
I like Repair.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: KingZog3 on October 10, 2013, 07:48:23 am
I am not sure if our commenting actually had anything to do with the stagnation, but it certainly appears to have had an impact. Or maybe it was because everyone that already had anything to say said it before we commented...

I think the mini-deadlines have become a little too spaced out.  (Which is why I would guess that voting is down.)

I agree. I'm just waiting for this poll to show up. I'm not sure why it shouldn't have gone up 2 days after the tie was announced.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on October 10, 2013, 12:38:47 pm
I am not sure if our commenting actually had anything to do with the stagnation, but it certainly appears to have had an impact. Or maybe it was because everyone that already had anything to say said it before we commented...

I think the mini-deadlines have become a little too spaced out.  (Which is why I would guess that voting is down.)

I agree. I'm just waiting for this poll to show up. I'm not sure why it shouldn't have gone up 2 days after the tie was announced.

Well, I wanted to wait a bit for discussion. After that, just my laziness. Sorry. I'm about to put it up.

EDIT: Poll is up! In other news, Intrigue submissions are still trickling in. I will attempt to post the ballot soon after the deadline tomorrow. We may use a different voting system this time, depending on what I can swing. Thanks, everyone!
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: GendoIkari on October 10, 2013, 01:32:20 pm
So I want to compare Mortuary to Observatory now. Mortuary is a $5, and it has none of the filtering / setting up next turn abilities of Observatory. The only thing it does do that Observatory can't is trash from the discard. So, is that ability really worth the difference between a $2 and a $5, while also loosing the ability to filter and do possible big things with more expensive cards?

Obviously trashing from the discard is a great thing for 2 reasons... it's almost like a virtual +1 card, because you aren't decreasing your handsize as much; and you have a bigger selection to choose from. But it's also swingy... I know I've had Hermit in my hand many times while my discard pile is empty.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: scott_pilgrim on October 10, 2013, 01:50:52 pm
So I want to compare Mortuary to Observatory now. Mortuary is a $5, and it has none of the filtering / setting up next turn abilities of Observatory. The only thing it does do that Observatory can't is trash from the discard. So, is that ability really worth the difference between a $2 and a $5, while also loosing the ability to filter and do possible big things with more expensive cards?

Obviously trashing from the discard is a great thing for 2 reasons... it's almost like a virtual +1 card, because you aren't decreasing your handsize as much; and you have a bigger selection to choose from. But it's also swingy... I know I've had Hermit in my hand many times while my discard pile is empty.
Mortuary also builds the +1 card bonus as it stacks.  (If you have five Mortuaries in play when you trash a card costing $2 or more, you get 5 cards.)  So not only does it leave you with a handsize bigger by 1 card by default (since it can trash from the discard), but if you play multiple of them, you can draw much bigger than Observatory.  (If you play multiple Observatories, you have to trash a card costing $1 or more each time you want to draw, which is especially hard to do from hand.)

Also, Mortuary can draw when you play other trashers.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: markusin on October 10, 2013, 02:07:21 pm
So I want to compare Mortuary to Observatory now. Mortuary is a $5, and it has none of the filtering / setting up next turn abilities of Observatory. The only thing it does do that Observatory can't is trash from the discard. So, is that ability really worth the difference between a $2 and a $5, while also loosing the ability to filter and do possible big things with more expensive cards?

Obviously trashing from the discard is a great thing for 2 reasons... it's almost like a virtual +1 card, because you aren't decreasing your handsize as much; and you have a bigger selection to choose from. But it's also swingy... I know I've had Hermit in my hand many times while my discard pile is empty.
Mortuary also builds the +1 card bonus as it stacks.  (If you have five Mortuaries in play when you trash a card costing $2 or more, you get 5 cards.)  So not only does it leave you with a handsize bigger by 1 card by default (since it can trash from the discard), but if you play multiple of them, you can draw much bigger than Observatory.  (If you play multiple Observatories, you have to trash a card costing $1 or more each time you want to draw, which is especially hard to do from hand.)

Also, Mortuary can draw when you play other trashers.
I don't know why you'd have 5 Mortuaries. More likely, you have 3 of them, use the first 2 to trash coppers/curses/ruins from the diacard, then use the last one to trash a Silver or something and replace the card slots used up by Mortuary. If you're lucky, you can use another trasher to get another +3 cards.

Observatory is different from Mortuary in that it has the Cartographer ability. That seems good enough for $2 or $3. Mortuary mostly trashes non-terminally, but has a fair amount of Combo potential. Also it works with 1-shots. I don't see them as being TOO similar, but Observatory works the way most people initially though Mortuary worked.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: dghunter79 on October 10, 2013, 04:15:14 pm
So I want to compare Mortuary to Observatory now. Mortuary is a $5, and it has none of the filtering / setting up next turn abilities of Observatory. The only thing it does do that Observatory can't is trash from the discard. So, is that ability really worth the difference between a $2 and a $5, while also loosing the ability to filter and do possible big things with more expensive cards?

Obviously trashing from the discard is a great thing for 2 reasons... it's almost like a virtual +1 card, because you aren't decreasing your handsize as much; and you have a bigger selection to choose from. But it's also swingy... I know I've had Hermit in my hand many times while my discard pile is empty.

I think just being able to trash out of the discard without losing an action might be worth 5.

Observatory might be better at 3.  It doesn't seem much better or worse than Lookout.  But, it'd be kind of a weak 3. 

I think it might be a more fun and unique card if it discarded, instead of trashed.  I'd vote for that card.  As a trasher, it's too close practically to Mortuary.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: soulnet on October 10, 2013, 04:25:24 pm
I'm voting for Recycle, because I feel like it adds more to seaside. Observatory feels like a slightly nicer card in a vacuum, but its role is better covered among seaside cards and in general.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: werothegreat on October 10, 2013, 06:37:37 pm
Since it's obviously going to be either Observatory or Recycle at this point, I can just come out and say that I made Coastal Raiders.

I was originally going to do the "play a card now, play it later", but LastFootnote rightly pointed out that I was being silly and DX had already tried that and decided against it.  So I tried something else.  I came up with the name Coastal Raiders, and the concept fell from there.  It attacks now (raids), and comes back later with money.  This makes it very similar to Militia, except the +$ comes later, so you get more money than Militia gives to compensate. However, a belayed Gold after a discard Attack still doesn't seem worth $4, so I bumped it down the $3.  It's cheap, but not necessarily spammable.  If you manage to play 3 in a turn, you'll know you're buying a Province next turn.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: cluckyb on October 10, 2013, 07:11:27 pm
I did Lockbox. I screwed up by forgetting that adding the +1 buy next turn (to make your saved treasures more useful) meant that you don't get the saved treasures until the second turn after, which completely ruins the whole point of the card. When you play it, what was supposed to happen was that you know you have two silvers and a copper in hand and would rather wait and get a gold next turn. But yeah, oops that is not how duration rules work. Now my somewhat cool idea is completely terrible. =)

Also as far as the +1 buy on the turn you play it goes... the basic idea was "+1 buy is better than nothing, and this way you can use it as a ruined market if you don't want to use the saving feature".

So yeah: was supposed to be Turn 1 +buy just cause why not, save treasure; Turn 2 use saved treasure, +buy to spend them with

not Turn 1 +buy cause this card sucks; Turn 2 +buy but wait you want to save treasure; Turn 3 now I have too much treasure and no +buy why did I buy this card?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 10, 2013, 07:18:31 pm
The poll is live, if anyone missed it.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: soulnet on October 10, 2013, 07:44:21 pm
I did Docks (A). I must say I think there were lots of overestimations about its power. Yes, it can be powerful sometimes, especially with Fishing Village, but in other cases, is hard to make it work. Once you have an engine, you can add a couple to provide stability, but it does not make an engine on its own and it is AWFUL for Big Money, much worse than Smitty and nothing compared to Wharf. Especially, its pretty hard to find a good moment to add it, unless you have a gainer, when it really shines.

Also, Docks (A) only provides +Cards, so even when it shines, it will "only" draw your deck. And it will do it with much more difficulty than Scrying Pool, for instance, that also attacks and is non-terminal.

It is not too good as an opener (too slow), does not provide money or Buys, but it has potential in some engines without trashing, and I like those cards: sometimes really powerful, but not the majority of the time.

I will just end my vent with this: I loved that WW thinks its probably weak in the video and several other people think its incredibly overpowered. This at least left me thinking it was interesting to analyze.

Anyway, I like the two cards that got to the seaside finals, but I think we are kind of pointing too much to complicated cards for an early expansion like Seaside. Complicated cards are always more fun, but I feel like a true Treasure Chest should respect more or less its origin, and have complicated cards in the later sets only, like the original expansions.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: lehmacdj on October 10, 2013, 07:57:45 pm
I am now going to post what I was going to post earlier.
My card was Royal Armada.
Quote
Royal Armada
Types: Action – Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
Very short secret history:
When I read the secret histories, I found it interesting that a duration throne room was unable to work.  When trying to come up with a bonus I decided to veer away from other throne rooms being dead without another action by making it be a cantrip in such situations.  I tried to solve the problems of play it now and at the start of your next turn by making it all on your next turn, hopefully to eliminate some confusion.
I didn't think it would be to confusing to Royal Armada a Royal Armada, and I think it's cool that Royal Armada can be in play for multiple turns without being too weird.  Although I noticed it would be powerful with terminal draw, I thought that interaction was not too good because you would have to have two copies per one you wanted each turn.

First submission to a design contest.

I will be voting for recycle because it feels seasidy and seaside could use a remodel.

Edit: Added Quote
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: cluckyb on October 10, 2013, 07:59:22 pm
I did Docks (A). I must say I think there were lots of overestimations about its power. Yes, it can be powerful sometimes, especially with Fishing Village, but in other cases, is hard to make it work. Once you have an engine, you can add a couple to provide stability, but it does not make an engine on its own and it is AWFUL for Big Money, much worse than Smitty and nothing compared to Wharf. Especially, its pretty hard to find a good moment to add it, unless you have a gainer, when it really shines.

Also, Docks (A) only provides +Cards, so even when it shines, it will "only" draw your deck. And it will do it with much more difficulty than Scrying Pool, for instance, that also attacks and is non-terminal.

It is not too good as an opener (too slow), does not provide money or Buys, but it has potential in some engines without trashing, and I like those cards: sometimes really powerful, but not the majority of the time.

I will just end my vent with this: I loved that WW thinks its probably weak in the video and several other people think its incredibly overpowered. This at least left me thinking it was interesting to analyze.

Anyway, I like the two cards that got to the seaside finals, but I think we are kind of pointing too much to complicated cards for an early expansion like Seaside. Complicated cards are always more fun, but I feel like a true Treasure Chest should respect more or less its origin, and have complicated cards in the later sets only, like the original expansions.

I think part of the concern with it is that it seems rare that it'll be an 'ok' card. It essentially superchages your engines. So if you can an decent engine going without it, its likely really powerful as it makes that engine awesome, but if you can't get an engine going then why bother with docks. Could be why it feels both weak and too strong =)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: scott_pilgrim on October 10, 2013, 08:06:21 pm
I was under the impression that we weren't really supposed to talk about our cards until after the final voting closed, although maybe it's okay since discussion on the two finalists has pretty much died out anyway.

Either way, when you (people in general) talk about your own cards, can you please quote the card before you talk about it?  I know it's harder to remember than it is when talking about other people's cards, since you're already familiar with your own card, but I (and presumably other readers) am a lot less likely to read what you have to say about it if I have to take a few extra clicks and a ctrl+f to find out what you're talking about.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: NoMoreFun on October 11, 2013, 12:58:21 am
Dock could be a good name for Recycle if it wins. It has the same Noun/Verb ambiguity as Butcher, and what do you do at a Dock? You repair ships.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: WanderingWinder on October 11, 2013, 01:11:52 am
So, I know this is too late, but I would like to point out that people (including the author of the card) are looking at Observatory in a way that I think is wrong. They look at it and see it does something better the more expensive the card you trash, they peg it as 'oh, it's a T4B card', and then the evaluate it solely as a T4B card (how likely is this to make me want to trash expensive stuff?) as opposed to just as a plain card. I mean, the thing is, you don't want to trash expensive stuff to it really, it's just a worse apprentice. Fine. But it's going to be cheaper than apprentice. Like, compare it to forager - it doesn't give you money, but forager reasonably often doesn't do that either, early on, and this can draw you a card. Forget the filtering, it draws you cards reasonably often. Indeed, the biggest knock on it to me is that there is this sort of weird feeling where there's a huge jump from trashing a freebie to a 1-cost, because you get a card. But just as a non-terminal trasher which occasionally does a little more, it must be a pretty decent card.

I feel like people did the same thing with my card last week - stronghold (gave you 3 spoils, VP per 2 spoils in deck at game-end, cost 6). People see, "oh, it's alt-VP", then judge it only on its VP-gaining abilities "You have to hoard spoils in order to make it worth anything, hoarding spoils gives you lots of dead cards, that's bad, the card is terrible." I mean, sure, but nobody is forcing you to play it this way. You can spend those spoils - and even gain them back again later. And here, same thing, nobody is forcing you to trash expensive cards, just go ahead and trash your coppers.

Recycle, the thing there is that it does a lot of stuff for you at 5, as a very strong T4B, and well maybe that's fine, but I am worried about the situation where you go Turn A: trash (gold-or-even-province), gain province. Turn A+1: Trash province-into-province. Pile trashing provinces isn't necessarily bad, but doing it so much and directly is pretty dangerous. Honestly, I think this is why rebuild feels so un-fun, it pile trashes your main victory cards, and makes it very very hard to come back from behind. So that is my big worry, apart from it just being a bit too powerful at the moment.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on October 11, 2013, 01:23:07 am
So, I know this is too late, but I would like to point out that people (including the author of the card) are looking at Observatory in a way that I think is wrong. They look at it and see it does something better the more expensive the card you trash, they peg it as 'oh, it's a T4B card', and then the evaluate it solely as a T4B card (how likely is this to make me want to trash expensive stuff?) as opposed to just as a plain card. I mean, the thing is, you don't want to trash expensive stuff to it really, it's just a worse apprentice. Fine. But it's going to be cheaper than apprentice. Like, compare it to forager - it doesn't give you money, but forager reasonably often doesn't do that either, early on, and this can draw you a card. Forget the filtering, it draws you cards reasonably often. Indeed, the biggest knock on it to me is that there is this sort of weird feeling where there's a huge jump from trashing a freebie to a 1-cost, because you get a card. But just as a non-terminal trasher which occasionally does a little more, it must be a pretty decent card.

I feel like people did the same thing with my card last week - stronghold (gave you 3 spoils, VP per 2 spoils in deck at game-end, cost 6). People see, "oh, it's alt-VP", then judge it only on its VP-gaining abilities "You have to hoard spoils in order to make it worth anything, hoarding spoils gives you lots of dead cards, that's bad, the card is terrible." I mean, sure, but nobody is forcing you to play it this way. You can spend those spoils - and even gain them back again later. And here, same thing, nobody is forcing you to trash expensive cards, just go ahead and trash your coppers.

Recycle, the thing there is that it does a lot of stuff for you at 5, as a very strong T4B, and well maybe that's fine, but I am worried about the situation where you go Turn A: trash (gold-or-even-province), gain province. Turn A+1: Trash province-into-province. Pile trashing provinces isn't necessarily bad, but doing it so much and directly is pretty dangerous. Honestly, I think this is why rebuild feels so un-fun, it pile trashes your main victory cards, and makes it very very hard to come back from behind. So that is my big worry, apart from it just being a bit too powerful at the moment.

I gave you plenty of credit for Stronghold; it was one of my favourites. :P

The thing about Observatory, for me at least, is that TfB is what makes it different.  If I look at it as just a cheap trasher for the early game, then yeah, I would compare it to Forager.  Not just that, also Lookout and Trade Route, I think.  And the thing is, it doesn't really feel that different to me -- it feels like it's just treading old ground in a way that isn't all that interesting.  The TfB aspect is what sets it apart, but even then it's not very exciting to me.

With Recycle, yes there is some danger there but it should be possible to mitigate those issues.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: NoMoreFun on October 11, 2013, 02:37:08 am
I think changing Recycle to exactly $1, exactly $2 would fix the aformentioned issues. It's also in line with other durations; weak first, then strong. It's not quite as good as Expand for power $5->Province because you have to wait a turn, in which the game could end. In fact I think it's worse enough for the card to be reasonable at $5.

Also if it's too strong, a compulsory Chancellor effect means you'll only see it once per shuffle. Always wanted to see that nerf on a duration card.

Another nerf could be if the card from the first trash is topdecked instead of set aside.

Also there's no reason Seaside can't have a $6.

I definitely want the card to win so we can elaborate how to balance the fantastic idea that fills a gap in Seaside.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: ta56636 on October 11, 2013, 06:40:23 am
I think changing Recycle to exactly $1, exactly $2 would fix the aformentioned issues. It's also in line with other durations; weak first, then strong. It's not quite as good as Expand for power $5->Province because you have to wait a turn, in which the game could end. In fact I think it's worse enough for the card to be reasonable at $5.

Also if it's too strong, a compulsory Chancellor effect means you'll only see it once per shuffle. Always wanted to see that nerf on a duration card.

Another nerf could be if the card from the first trash is topdecked instead of set aside.

Also there's no reason Seaside can't have a $6.

I definitely want the card to win so we can elaborate how to balance the fantastic idea that fills a gap in Seaside.

Might be a bit crazy, but what about changing the order, something like:

Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing exactly $2 more than the trashed card, setting it aside face down.

At the start of your next turn, trash a card from your hand, gaining a card costing exactly $1 more than that trashed card.

Return the set aside card to your hand.


It'd also be a bit like outpost in that you have to decide to trash a card before you see your choices.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Robz888 on October 11, 2013, 12:55:19 pm
Just make Recycle not hit Victory cards the second time!
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Just a Rube on October 11, 2013, 06:31:00 pm
I think changing Recycle to exactly $1, exactly $2 would fix the aformentioned issues. It's also in line with other durations; weak first, then strong. It's not quite as good as Expand for power $5->Province because you have to wait a turn, in which the game could end. In fact I think it's worse enough for the card to be reasonable at $5.

Also if it's too strong, a compulsory Chancellor effect means you'll only see it once per shuffle. Always wanted to see that nerf on a duration card.

Another nerf could be if the card from the first trash is topdecked instead of set aside.

Also there's no reason Seaside can't have a $6.

I definitely want the card to win so we can elaborate how to balance the fantastic idea that fills a gap in Seaside.

Might be a bit crazy, but what about changing the order, something like:

Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing exactly $2 more than the trashed card, setting it aside face down.

At the start of your next turn, trash a card from your hand, gaining a card costing exactly $1 more than that trashed card.

Return the set aside card to your hand.


It'd also be a bit like outpost in that you have to decide to trash a card before you see your choices.
If we switch to "exactly more" as your wording does, then the Province==> Province path goes away anyway, as does some of the competition with Expand. No need to reverse the order to fix that. I'd much prefer leaving the original order (or making the $2 next turn/$1 this turn, that's plausible, though it does risk making it too Expandy), because it provides a safety valve for when your next hand is all colonies or whatever.

Sure, it's unlikely that the next hand will have literally nothing you can safely trash, but the psychological factor is similar to the one some people have with Lookout. That's not necessarily a gamebreaker (people can learn to overcome), but it's a negative factor that doesn't really need to be there for this card to work.

I also second AJD's suggestion of "Refit" as a better name for the card.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: achmed_sender on October 30, 2013, 12:09:54 pm
Reserved for results

Just noticed that the actual results aren't shown yet. Do you still have the results somewhere, Last Footnote?
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: markusin on October 30, 2013, 02:45:57 pm
Reserved for results

Just noticed that the actual results aren't shown yet. Do you still have the results somewhere, Last Footnote?
But the results of the poll are shown in the thread when you log in. Recycle won by about 2:1.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: achmed_sender on October 30, 2013, 04:18:00 pm
Reserved for results

Just noticed that the actual results aren't shown yet. Do you still have the results somewhere, Last Footnote?
But the results of the poll are shown in the thread when you log in. Recycle won by about 2:1.

Right, but I would be interested in how my card did.
(@LF: I don't want you to hurry, it just seemed like you forgot to post the whole results after doing the poll, which I fully understand)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on November 08, 2013, 02:28:35 pm
OK, I'm catching up one step at a time!  ;D I'll compile the full results of the initial Seaside poll into a table now.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: LastFootnote on November 08, 2013, 02:47:54 pm
Full results are now up!
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: Archetype on November 08, 2013, 05:32:04 pm
Good job on winning, yuma! I'd feel bummed out if the card that beat mine was crap, but I really like yours! A very unique twist on the Remodel family that I think is executed well.
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: eHalcyon on November 08, 2013, 05:47:20 pm
So my submission was Shipyard (C).  It's been long enough that I don't really remember the comments on it, but I think the main criticism was that it's too similar to Counting House, which is has many issues that limit it to being a very niche card.

Quote
Shipyard (C)
Types: Action – Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.

While this is in play, when you would gain a card, you may gain a Copper instead.

I think my submission actually does a fair amount to differentiate it from Counting House and make it viable more often.  As a Duration, it is far less likely to whiff than Counting House.  It also comes with its own +Buy.  With both of those in mind, you can set up Shipyard to give full benefit pretty often.  The while-in-play also grants some utility against junking attacks.

Anyway, that's about it.  Congrats to yuma!  Hopefully someone comes up with a better card name. ;)
Title: Re: Treasure Chest Design Contest — Card #4: Seaside
Post by: yuma on November 08, 2013, 07:20:18 pm
Anyway, that's about it.  Congrats to yuma!  Hopefully someone comes up with a better card name. ;)

Thanks, I think we kinda decided on one already... "Refit?"

I liked that quite a bit.

I should also note that unfortunately I haven't had a chance to playtest this card as I haven't had a chance to play IRL dominion in a really long time... A newborn makes it kinda hard, but hopefully at somepoint in the future I hope to try it out. But first I have to try and teach my wife the mechanic of "Durations." I tried a while ago when I wanted to buy Seaside, but she vetoed it so we got Cornucopia instead.... So it might be a while. If anyone else wants to try it out first I wouldn't be offended.