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Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: January 26, 2023, 04:03:47 pm »
Best pairing I could think of for each Trait:I agree with most but the following:
Island is obviously NOT the best card to pair it with, but it definitely gets nod for most improved as you said. Rebuild indeed is pretty obscene here. But I think the crown goes to Shepherd.
- Fawning Island - Provinces come with a card that can take it out of circulation while keeping the points. Great for golden decks. Sanctuary would also do this just as well but giving Island the nod for "most improved (and the 2 bonus VP)".
Edit: Also remembered Rebuild still exists. If you're playing Rebuild, more free Rebuilds as you're doing the thing is very powerful.
This interaction straight up does not work, due to Friendly activating in the Clean up phase. It is still fairly decent though. The best one is probably Groundskeeper.
- Friendly Village Green - You still get to meaningfully play it and gain another, great for a spammable card.
Eh, no. An Inspiring card likes Black Market on the board, but Inspiring on Black Market is obviously not that great. I think the winner is a Smithy variant, that gets the potiential to become a superlab. (it is nice on Knight though, as it prevents Knight collisions)
- Inspiring Black Market - Lots of chances to be non terminal. Knights would also be good.
- The Border mat is included whenever a card's instructions refer to the "Border", "Incoming" or "Outgoing". I might be persuaded by using a type though.
is there still wandering winder? he was always good at realizing when you should just play money.
Seems like it's been quite a while since any of us have been WanderingWinder here.
My Entry is a Linked Trait pair
Romeo & Juliet
These are temporary flavor I will likely replace them latter if this plays well. I thought it best to use an iconic pair to show how these are linked. Suggestions welcome.
QuoteRomeo
Trait
When you buy a Romeo card, gain a Juliet card.
After playing a Romeo card on your turn, you may play a Juliet from your hand. QuoteJuliet
Trait
When you buy a Juliet card, gain a Romeo card.
After playing a Juliet card on your turn, you may play a Romeo from your hand.
I know Buy triggers are out dated but I am trying to keep the text box small.
Patron+Pursue: buy Pursue, reveal 4 Patrons for +4 Coffers, spend 2 Coffers. Repeat.
I missed this one for the item of only buying events without gaining and playing cards. With the new Coffers ruling, Patron seems to be pretty useful for loops. Here are some more Patron examples with Fated:
Buy Scouting Party, shuffle 3 Fated Patrons revealing them for +3 Coffers, draw and discard them, spend 2 Coffers. Repeat.
Buy Gamble, shuffle 1 Fated Patron revealing it for +1 Coffer, revealing it with Gamble for +1 Coffer, spend 2 Coffers. Repeat. [Probably useless time waster]
I guess, using the Fated trait moves the card and so Avoid cannot move it as it is not among the to-be-shuffled cards where expected, right? Otherwise, every Avoid bought would yield +$1 on the next shuffle by discarding 3 uselessly revealed Fated Patrons which could make the Gamble loop above productive.
In the Fortress case, it seems, that Priest is the only way to produce any useful economy on trashing cards. So without ever gaining or playing or using Patron, we need Priest in the Fortress loop as well as Traveling Fair to produce the +buy we need. For the trashing events we can choose among Advance, Enhance, Maelstrom, Peril and Trade.
I will update the previous post accordingly.
Well, I never criticized the wording of the cards; these are fine the way they are. It was mostly a critique to the rule itself; the fact that the distinctions between moving category 1 and category 2 exists at all (as both happen "during" the gaining itself). And that the no visiting rule doesn't apply to category 2, even when the card has been moved to a "reachable" destination like the hand or top of deck. And that phrases like "when you gain this, put this into your hand" and "this is gained to your hand" aren't functionally identical.
But on a second thought, this is probably the best solution after all. The gaining process formally consists of two parts:
1) moving the card to its initial destination (usually the discard) that is always the expected location for any on-gain effect
2) resolving all on-gain effects in any order.
Which justifies the distinction of categories 1 and 2.
Right, just to clarify: category 2 (Watchtower, Siren etc.) doesn't happen "during" the gain, but after it. Category 1 (Armory etc.) tells you to gain in a particular way. The "modified" destination is part of the gaining, so to speak.
Well I'll take a stab:
- Armory, Sculptor aren't optional. They gain directly to a specific location and so Siren can then simply trash itself, no stop-moving involved.
- Traveling Fair and other seal/topdecking variants don't happen immediately. You're given an option after gain. They could have been worded as "you may gain it to the top of your deck" rather than put it on top of your deck, but they weren't, for..reasons? I don't know why offhand, but it's how they were all made--I would guess because it made for the simplest wording.
- Replace isn't optional, but there is a decision involved based on the card's type. It's simplest to gain first and then make that determination, vs. describing two different locations on the card itself.
- Summon sets aside after gain because that's how you set up things for the next turn without a duration card involved. It could have been created as "Set aside a card" without using gain, but then other on-gain things wouldn't trigger and that would be confusing.
In general, when all these cards were designed the goals were:
1) Ensure they functionally work as they should in all situations
2) Make them as easy to understand as possible
3) Minimize confusion
A 4th goal of, say, "ensure they all interact exactly the same way with another card that does on-gain things like Siren" .. well, that was never a goal because it would lead to more awkward wordings. (1), (2), and (3) are far more important game design considerations.
2. How/why can you dodge Siren's restriction?
it seems like most people aren't familiar enough with the stop moving / no visiting rules to understand tricks for dodging Siren's restriction. So here's my quick explanation:
(All of the following also applies to dodging Gatekeeper; it's just that uh no one buys that card)
There are 3 different categories of cards that are relevant for the no visiting rule:
1. gain a card directly to a location (Armory, Sculptor)
2. when you gain a card, move it (Siren, Travelling Fair)
3. gain a card. then move it (Replace, Summon)
(For more examples of cards within these categories, http://wiki.dominionstrategy.com/index.php/No_Visiting_rule)
When you have multiple effects at the same time (i.e. category 2), you can order them. So if you buy a Siren, you can choose to topdeck it with Travelling Fair first. And then you resolve the Siren's effect, except that the Siren is no longer where it was gained to (your discard pile), so the Siren fails to trash itself.
There have been 2 very common rules questions in the discord
2. How/why can you dodge Siren's restriction?
it seems like most people aren't familiar enough with the stop moving / no visiting rules to understand tricks for dodging Siren's restriction. So here's my quick explanation:
(All of the following also applies to dodging Gatekeeper; it's just that uh no one buys that card)
There are 3 different categories of cards that are relevant for the no visiting rule:
1. gain a card directly to a location (Armory, Sculptor)
2. when you gain a card, move it (Siren, Travelling Fair)
3. gain a card. then move it (Replace, Summon)
(For more examples of cards within these categories, http://wiki.dominionstrategy.com/index.php/No_Visiting_rule)
When you have multiple effects at the same time (i.e. category 2), you can order them. So if you buy a Siren, you can choose to topdeck it with Travelling Fair first. And then you resolve the Siren's effect, except that the Siren is no longer where it was gained to (your discard pile), so the Siren fails to trash itself.
They could also end with "any cards of theirs that moves anywhere aside from their hand, deck, discard or play area are set aside and put in their discard pile at the end of turn", although that interacts weirdly with Masquerade and Reserves, and could open another can of worms.Possession aims to do that, but it still falls short of that aim despite many errara, mainly w.r.t. deck ordering and removing cards from the deck other than by trashing (including "return to supply" and passing with Masquerade). My suggested fix could literally be worded as "At the end of that turn, the possessed player's deck, discard pile, hand and everything else belonging to them are returned to the exact state at which they were before the extra turn, with the deck reshuffled."
So the "formerly possessed" player gets to play with the same hand they drew before the Possession turn, and any cards or tokens they lost during that turn are returned to them.
I don't see an obvious "future-proofing" problem with that; and anyway you could always make new errata should future mechanics make it necessary. It would also work with Masquerade; the passed card remains in the other player's deck despite also returning to the possessed player's deck - if there's no copy of that card left in the supply, the online server can just create a virtual extra copy of that card.
(For IRL play, I would just not allow Possession and Masquerade to be in the same kingdom, or forbid Masquerade from being played on Possession turns.)
After this turn, the player to your left takes an extra turn after this one, where any tokens acquired are aquifer by you, you see what they see, and make their choices for them. Any cards that would be removed from their ownership are set aside and discarded during cleanup, and all tokens are moved to the place at the start of the turn, all reserves called are returned to the tavern mat instead of being discarded, and all flippers are returned to it’s starting side.
Keywords:
Acquired: The act of gaining ownership over a card, token, or landscape, such as taking debt, taking a state, gaining a card, exiling a card from the supply, being passed a card from another player, or exchanging one card for another.
Flippers: anything that stores info by flipping, such as the journey token or Miserable/Twice Miserable.
As far as I am aware, this can only mess with order, play permanent durations with thrones or bad targets, put cards from deck onto their mats/remove from mats, and get rid of greed/?from hexes. Exiling/Islanding might be a problem, but it isn’t terribly wordy, includes only 2 new words, and takes care of most interactions, including minor ones like flipping the journey token face up (bad) or face down(good), and stops from flipping to twice miserable(cursed village is the only way barring WotM if I remember correctly.)
After this turn, the player to your left takes an extra turn after this one, where you see what they see, and make their choices for them. Any cards that they would gain are moved to your discard pile. Any cards that would cease to be theirs are set aside and moved to their discard pile at the start of clean-up. Directly before and after the turn, both players exchange their collectible tokens. At the start of clean-up, they put their deck onto their discard pile.
Black Market
$3 - Action
+$2
You may buy an Event from the Black Market deck once this turn. If you do, +1 Buy.
Setup: Make a Black Market deck out of 5 unused Events. (You may look through the Black Market deck at any time.)
Note: If you play multiple Black Markets, you may buy the same Event multiple times (unless the Event is once per turn/game) and/or buy multiple different Events.
I've been using this for a while in my IRL games, since using Events makes setting up and putting away the game so much easier. It also eliminates the randomness and asymmetry of Black Market (the two largest complaints). The simplified wording (borrowed from Donald X) does remove playing Treasures in the Action phase, but there are other ways to do that now so we don't really need Black Market for that novelty.
Possession still has problems with exile, villagers/coffers, self debt, and VP tokens.
At the end of your turn, the player to your left takes an extra turn, during which you see what they see and make their choices for them, and any tokens they have are replaced by your token pools. Any cards that would be trashed, exiled, or returned to the supply are set aside and discarded at the end of turn. Cards exiled from the supply are instead returned at the end of turn. Any cards discarded from exile are exiled at the end of turn.
For online Dominion, the most elegant fix imo would be just to return the possessed player's deck, discard pile, hand, play area, tokens etc. to the exact state at which they were before the extra turn (except that the deck is re-randomized). So Possession stops being hurtful to the possessed player in any way, while keeping its "intended" functionality.
But for real-life play it would often be very tedious to reset the deck to its previous state.
My ideal fix for throning Durations would be to completely overhaul the way Durations work by having them always leave play the turn you play them and then giving you tokens to track any lingering effects. Of course this would completely unbalance everything, but it would also get rid of any and all tracking issues forever, and greatly simplify the rules.
Working on fan 3rd editions, mostly compiling fan cards I like.
I'd keep most of these except for Possession (I don't think it's fixable) and Inheritance. I miss old Inheritance too, but "yours" seems too tricky.
In general I'd use the Donald X way of "replacing" cards - creating a completely new card with some of the effects of the old one.
Other errata I'd make though, most of which I posted in the "revisions to published cards" thread:
Wishing Well. Sea Chart, Patrician, Vagrant, Magpie, Will-o-Wisp - Changed to be like Sorceress, so they interact with the top card of your deck, not the 2nd top. You reveal the card and put it into your hand, and if it meets the criteria, the reward is +1 card. (Herald and Ironmonger are left alone due to the clunkiness of the alternatives)
Patrol - Scout effect happens first, then the +3 Cards, so even playing just 1 Patrol is meaningful (arbitrarily reordering cards sucks)
Charlatan - You set aside a Curse for the rest of the game. If you did, gain a Copper. (so other cursers are still relevant when it's on the board)
Catacombs - No longer has "Choose one" in the words to remove a weird interaction with Elder
Procession - As posted earlier. You gain the card costing $1 more after Throning the card, but trash the card you thrones when you discard it from play. Works with Durations again.
Counterfeit - Still works with Durations, and trashing happens on discard
Crypt - Still works with Durations, setting aside happens on discard
Bonfire - "During clean up this turn, you may trash up to 2 cards you discard from play"
Research - Uses tokens like Garrison instead of set aside cards
Courier - "If it isn't empty, discard the top card of your deck". I never liked the dynamic of shuffling your deck so you can discard a card from it so your card doesn't work as well.
Lich - You can't skip more than one turn - "+6 cards, +2 Actions, skip the turn after this one".
All Extra Turn cards - Now subject to the "extra turns rule", you can't take any more than one extra turn after your first. This simplifies the wording on a lot of cards. They all lose "if the previous turn wasn't yours", and Outpost loses the "one per turn".
10. I don't like basing it off of ownership. I would say "during your turns, all Estates..." instead. With the new Donate errata, there is no more between-turns stuff happening either that might mess with that.I actually suggested this one to Donald X in the 2019 errata thread, and he had a very valid reason not to go for this version. It would not work with inherited Moats and inherited Duplicates during the opponent's turn, which would be counter-intuitive.
Replay tokens are introduced. Every time you play a card an extra time, put a Replay token onto the card. Throne Room (and all non-Duration variants) will always leave play at start of Clean-up.
"When you discard this" is a reaction so that it works when the card could be otherwise hidden (if something else was discarded on top of it) as well as to remind players about it (same as with patron)
How does it help that it's blue if it's hidden?
Patron is presumably blue because it's easy to miss the below-the-line stuff when you're just revealing it. "When-gain" is not so easy to miss, because you would usually look more closely at a card you're gaining. But discarding and trashing seem pretty similar; both could involve several cards at once.