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Weekly Design Contest / Re: Weekly Design Contest #214: Cornucopia AND Guilds AND Menagerie
« on: March 28, 2024, 07:04:47 pm »I think Moses is about to part the red sea.This is a very intense convoy that's marching right into the river!
I think Moses is about to part the red sea.This is a very intense convoy that's marching right into the river!
Harvester
$5 - Action
+$2.
+1 Buy.
Exile a card from your hand. If you Exiled an Action or Treasure costing at least $3, +1 Coffers.
To me, the thing that feels off is that the bottom half is the same as adding Delay (costing $2 instead of a buy) to the kingdom, and Delay is already in Menagerie.
I'm quite happy with this in some ways, but also something feels wrong with it. And i don't know what it is.
Does anyone have any critisism or feedback?
I would recommend adding +1 Action or +$1 (or maybe both) to this. +1 Buy +$1 is really weak for a $5 Action (even with the on-gain effect). Great way to move the -$2 token though!Pretty sure the card itself is supposed to be very weak because the on-gain is the main effect. Did you notice that it can gain any action in the supply as well as placing the $-2 token?
EDIT: or make it cost $4 or $3
<woods>In games using this, at any time you may reveal a hand of all Woods to take Lost in the Woods.
Rubber DuchyCards that can't really be trashed are fun.
$4 - Victory
2VP.
-
When you trash this, discard it for +1 VP.
Rubber Duke
$4 - Victory - Reaction
2VP if you have at least 2 Rubber Duchies (Otherwise, worth 0VP).
-
When you discard a Rubber Duchy either from your hand or by trashing it, you may discard this for +2 Cards.
Setup: Replace the Duchies with Rubber Duchies.
Silver SaddleTurns your Silvers into Horses and your Golds into peddler-horses.
$3 - Project
After resolving an Action card, you may return a Silver from your hand to the supply for +2 Cards, or return a Gold from your hand to the supply for +2 Cards and +$1.
Silver Saddle
$3 - Action
Choose one: +1 Action and gain a Silver, or trash this to gain a Gold.
This turn, after resolving an Action card, you may return a Silver from your hand to the supply for +2 Cards, or return a Gold from your hand to the supply for +2 Cards and +$1.
QuoteCarnival • $5 • ActionThis alternative village would help play terminals so long as they don't cost too much.
+3 Cards
For the rest of this turn, directly after you play an Action card, you may play another action card costing less than it.This has some of the same rules considerations that I discussed in the Social Climber entry. The way I see it, Carnival's effect happens by the time it is done playing. There are even hints to an alternate Priest wording in the retrospective which would have worked just like this. But because the Action playing applies to this too, it is essentially a double Laboratory where you can only follow it up with a card costing $4 or less, which should be that difficult to achieve. That's way too powerful, and we haven't even touched on the stacking effect by playing more than 1 copy.I was thinking faust's Social climber might work better as an expensive village going the opposite way, like this:QuoteSocial DecadenceNow the baseline is Bazaar+.
$6 - Action
+1 Card.
+$2.
Do this any number of times: Play an Action card from your hand that costs less than the last card you played.
I mean I do think limiting it to this card's resolution rather than the whole turn is probably cleaner. With +1 Card instead of +3 Cards, it's not a DoubleLab -- Bazaar+ priced at shouldn't ruffle any feathers.
Just wanted to give BryGuy a little cred though Great minds think alike
Lawless Village
$4 - Action - Attack - Reaction
+1 Card.
+1 Villager
Each other player with 5 or more cards in hand discards an Action or Treasure. If they discarded an Action, they gain a Treasure to their hand costing less than the discarded Action. If they discarded a Treasure costing at least $3, they get +1 Villager.
-
After any player plays an Attack, you may play this from your hand.
Social DecadenceNow the baseline is Bazaar+.
$6 - Action
+1 Card.
+$2.
Do this any number of times: Play an Action card from your hand that costs less than the last card you played.
Coppers and Estates?All of them.
I admit I'm rather disappointed at the lack of a cheese-themed card to match the Guilds description.
Otherwise, generally good changes all-around.
<Maid>
A first submission, but probably not my final entry. Thoughts?I like it, but I think it'd be fine costing $5, and it may still be weak for costing $5.QuoteHelper
$6 Action
+1 Action
Reveal cards from your deck until you reveal 2 Action cards other than Golems or Helpers. Set one of the Actions aside and discard the other cards. Play the set aside card.
Village with a small buff is a $4.Finding the next two action cards in your deck and letting you choose between them is (potentially at least) a pretty big buff. (But still not worthy of costing $6.)
Lawless Village
$4 - Action - Attack
+2 Villagers.
Each other player with 5 or more cards in hand discards an Action or Treasure. If they discarded an Action, they gain a Treasure to their hand costing less than the discarded Action. If they discarded a Treasure costing at least $3, they get +1 Villager.
Palace Chapelby D782802859
$3 - Action
Trash up to 3 cards from your hand.
If there were at least 3 different card types among the trashed cards, +$3.
Drawbridgeby 4est
$4 Action
Draw until you have 6 cards in hand. This turn, cards (everywhere) cost $1 less.
Royal Workshopby JW
$5 - Action
Choose one: gain up to two differently-named cards costing up to $4 that you have not yet gained with Royal Workshop this turn; or you may play an action from your hand twice.
Royal Cellarby silverspawn
$6 - Action
Reveal then discard any number of cards. +1 Card per different cost among the discarded cards.
+$1 per card discarded. Gain a card costing exactly $1 per different type among the discarded cards.
Mayday Festivalby emtzalex
$4 • Action
+1 Action
+$1
Choose a different thing per Mayday Festival you have in play (counting this): +1 Action; +1 Buy; +$1.
Master Carpenterby LTaco
$5 - Action
Trash a card from your hand. If it's supply pile is empty, gain a card costing up to $3 more than it. Otherwise, +1 Action and gain a card costing up to $2 more than it.
Gold Mineby Will(ow/iam)
$5 Action
You may trash 2 coppers from your had. If you trashed 2, gain a gold to your hand.
Drunken Sailorby NoMoreFun
Action/Duration - $3
+$2
+1 Action
Set aside an Action from your hand (or reveal a hand with none). At the start of your next turn, play it.
Posologist / Apothecaryby sumrex
2P - Action
+2 Actions
+1 Buy
Reveal the top 4 cards of your deck. Put the Posologists and Silvers into your hand. Put the rest back in any order.
Global Embargoby anordinaryman
$4 - Treasure - Duration
Exile a card costing up to $6 from the Supply.
The next time anyone gains a copy of that card, they gain a Curse, and you discard your exiled card.
Devil's Cellarby Zoyarox
$5 Night
Look at the top 5 cards of your deck and discard any number of them. If the number of cards you've discarded is: 5, gain a Loot; 0, gain an Imp.
Mischievous Courtierby faust
$4 - Action/Attack
+1 Card
Reveal a non-Victory card from your hand. Choose one or all:
You gain a copy of it; each opponent gains a copy of it; +1 Action per type it has.
Pirate Souk
$4 • Action - Reaction
If you have four Action cards in play, including this, +$3; otherwise +1 Buy and +$2.
-
If you have four Action cards in play, you may play this from your Hand.
Pirate Forgeby Bryguy
8[debt] - Action
Trash up to three cards from your hand. Gain a card costing up to the total trashed cards' cost in $.
-
While you have this is in play Coppers cost $1.
Unseen Universityby grep
$6 - Project
At the start of your turn, gain an Action card costing up to $5.
Royal Millby fika monster
8 Debt - Action - Victory
+2 Cards
+1 Action
Reveal and discard three cards. If their combined cost is $8 or more, +$5 and +1 Buy.
-
2VP
Night Festivalby RovingBear
$5 - Night
+$2, +1 Buy.
You may play an action from your hand.
Return to your buy phase.
Old Bridgeby Gubump
$4 - Action
+1 Buy
This turn, cards you haven't gained a copy of this turn cost $2 less.
Highway Trollby Cutepelican126
$5 - Action - Duration - Attack
Each other player puts their -1 Card token onto their deck.
On this turn and your next turn, cards cost $1 less.
Now and at the start of your next turn: +1 Action.
Sheepherderby Augie279 (replacing the too-wordy countess)
$3 - Action
+$2.
You may discard any number of Action cards for +$2 each.
False Priestby SignError
$5 - Action - Attack
+1 Buy
+$3
Trash a card from your hand.
For the rest of this turn, when you trash a card, each other player gains a Curse.
-
Heirloom: Goat
I hope it's fine when someone asks a question as his very first post here.
What's your view on custom modifications of cards? Such as taking a little black permanent marker, crossing out the +Buy on Wharf and writing a +Buy on Merchant ship? Or perhaps putting a +something on Harvest.
I love this contest theme, as I often design cards that are "variants" of official cards. I haven't entered in a while, but I'll see if I can dig something out this week, as it's be fun to get back into this.It's just because of the name. If it was Royal Smithy it'd be fine. In fact, I'm tempted to change my mind and say Royal Blacksmith would count as-is, despite there being another card called Blacksmith. But since it really doesn't matter for the contest, I won't.Official cards that don't qualify: Fortune Hunter (not related to Hunter), Horse Traders (not related to Trader), Plateau Shepherds (not related to shepherd), Royal Blacksmith, Shanty Town, Silk Merchant, ...you get the idea...
Not that it matters to the definition of this contest, but wouldn't Royal Blacksmith count as a variant of Smithy? Or Is it because the name isn't exact?
Because there's Spice Merchant, Wine Merchant, and Silk Merchant, and they're all unrelated so it confuses things.Village and Merchant as your base card are discouraged. You can do a modified version of one of them, but I'd prefer you choose something else.
I get village, since there are so many official variants of it (and if I recall correctly, it was also the theme of a past contest), but why Merchant?