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Messages - Xen3k

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1
Variants and Fan Cards / Re: Set Expansion Contest
« on: Today at 09:44:26 am »
I've also designed a traveler line, this one with a somewhat different story.

 

                           

You can buy extra Orphans to activate your later travelers more often.

Edit: Ugh, I notice the 'not in the supply) thing is missing; I'll edit that in later.

I like the Traveler series, but I am afraid Night cards would not be a valid type for Adventure, as I understand the rules. The design challenge is still to make something that could have been added to the set upon the sets release, afaik.

2
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 04, 2020, 08:59:22 pm »


Quote
Street Illusionist - $4
Action - Command - Reserve
Choose one: Put this on your Tavern mat; or play a non-Command, non-Reserve Action card from your Tavern mat, leaving it there.
----
Directly after you finish playing a Non-Duration Action card, you may call this to put it on your Tavern mat.

A build your own Band of Misfits. Certainly slower than Band, but can play cards of any cost as long as you have bought one and sent it to the Tavern. Really not sure if the price is correct. I think $3 would be too little, but with the amount of work needed to just make it functional, $5 would be too much. Feedback is more than welcome!

3
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 26, 2020, 10:52:43 am »
I was thinking of changing the below line on-buy bonus to +$2 effectively making it only cost $1 if you have the extra buy. Likewise this would make it act as a better-than-Woodcutter if you gain a Monkey off playing a Monkey and Action card. Thank you for the feedback so far, please feel free to provide more.

4
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 25, 2020, 02:53:45 pm »
I donít know, the Silver gaining could degenerate into self-junking.

That is actually intended as a feature. You always do have the option to not play an Action. Too many Monkeys and they may feel like junk as well. Hinterlands has something of a theme of making large decks and filtering through it, I wanted Monkey to be something of a Magpie/Rats/Imp that emphasized that.

5
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 25, 2020, 10:22:02 am »


Quote
Monkey - $3
Action
+1 Buy
+ $1
You may play a non-Monkey Action card. If it costs more than this, gain a Silver, otherwise, gain a Monkey.
----
When you gain this, +$1.

An optionally non-terminal +Buy and Coin. If you take advantage of the non-terminality you get a bonus, either a Silver or another Monkey. When you gain a Monkey you get a coin, so having those +Buys helps. Careful using this as you may balloon your deck full of Silver and Monkeys. Not sure if this is too weak. I could always bump up the below line bonus to make getting more Monkeys more appealing.

You want to specify that the non-monkey card comes from your hand.

Thanks for the feedback. Is it not assumed to be from your hand if not specified, like with discarding? I an still learning all the rules nuances.

Edit: Nevermind, you are right. Just looked at Imp again. Thanks for pointing that out!

6
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 24, 2020, 09:50:49 pm »


Quote
Monkey - $3
Action
+1 Buy
+ $1
You may play a non-Monkey Action card from your hand. If it costs more than this, gain a Silver, otherwise, gain a Monkey.
----
When you gain this, +$2.

An optionally non-terminal +Buy and Coin. If you take advantage of the non-terminality you get a bonus, either a Silver or another Monkey. When you gain a Monkey you get a coin, so having those +Buys helps. Careful using this as you may balloon your deck full of Silver and Monkeys. Not sure if this is too weak. I could always bump up the below line bonus to make getting more Monkeys more appealing.

Edit: updated per suggestion from Doom_Shark.

Edit 2: Decided to bump up the below line on-gain bonus to +$2 effectively making it cost $1. I think this should be okay as Monkey does not combo with itself in the deck, so having multiples of them can be detrimental, especially if the game is at the point where gaining Silver would be junking your deck.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 22, 2020, 01:12:25 pm »


Quote
Looters - $3
Action - Looter
+1 Villager
+1 Buy
+$1
You may trash an Action card you have in play to gain a Spoils and +1 Card.
----
In games using this, when you buy a Treasure card, gain a Ruins.

Similar to Candlestick Maker only you can collect Villagers. The Villagers and optional trashing are to compensate for the junking that will happen if you buy treasure. Gaining treasure is a way to get around the Ruins so there are viable alternatives. On the other hand you can dive head first into self junking and rely on the Looters to trash the Ruins.

Edit: Updated to specify Action cards you have in play, at Gubump suggestion.

8
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 19, 2020, 07:32:58 pm »


Quote
Gong Farmer - $2+
Action
+2 Cards
+1 Action
Discard 2 cards.
-
When you buy this, you may overpay for it. For each $1 you overpaid, you may trash a non-Victory card from your hand.

Similar to Doctor in that it trashes when you buy it, but it is different in that it does not continue to trash cards. Works better (on buy) mid game when you have enough money to overpay and still keep copper in hand to trash. Honestly, I was having some trouble coming up with a card design but stumbled upon the term "Gong Farmer" and had to use it. Not sure about power level. Feedback is welcome.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 19, 2020, 05:59:28 pm »


Quote
Fruitcake - $4
Treasure
Choose one: +$2; or +1 Coffers.
Each other player gets +1 Coffers.
At the start of Cleanup, the next player to your left that does not have more Fruitcake Tokens than you gains this.
-------
When you buy this, +2%, take a Fruitcake token, and place this in the discard pile of the player to your left.

Ok, third version of this abomination. I have to admit that I gave it the optional portion at the top just so the text would be legible. I have incorporated the brilliant Fruitcake Token concept suggested by anordinaryman. The card will now pass left on play, but will skip players that have more Fruitcake tokens. You have to actually buy the card to get Fruitcake tokens, so players can't just ignore the Fruitcakes unless they think they can deal with them another way. The passing is done as a gain effect, so some reactions can interfere/interact with that. I am contemplating making it start in the deck of the player who buys it, but that does not really save any lines of text, and that would be the only reason for that change. I am going to likely just leave it at as is. Thanks for all the feedback, please provide more as it is a great help.

Edit: As suggested, this would be a 12 card stack to allow equal opportunity in multiplayer games.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 19, 2020, 11:02:46 am »




Quote
Fruitcake - $4
Treasure
$2
Each other player gets +1 Coffers.
--------
When you buy this, +2VP and place this in the discard pile of the player to your left or right (you choose).

Ok, I have updated my submission to this version of Fruitcake. I reduced the cost so the VP reward is more in line with what is expected. It is a treasure card so it does not junk your opponents deck as effectively, but it cannot be passed back to you, so you can plan on getting those Coffers on a more regular basis. It is still a terrible investment if there is remodeling in the Kingdom. Still not completely sure if it is balanced or worth even buying.
This seems ultra political and/or game warping. Choose one of your adjacent opponents and heap these Silver-s on them. It will still decimate their strategy like copper junking, only the game could speed up massively; wouldn't a one-shot Baker be worth about the same as a Silver? Then that player can retaliate by throwing cakes back at you, and all the while the other players could enjoy the free coffers coming in and win.

I agree completely that is ultra political. I am kinda embracing the challenge even though I dislike this "neighbors matter" kind of mechanic. Would it be better if you can only drop it in the left hand players deck? Was it better when you passed it on play?

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 18, 2020, 06:18:19 pm »
>Outdated Submission<



Quote
Fruitcake - $4
Treasure
$2
Each other player gets +1 Coffers.
--------
When you buy this, +2VP and place this in the discard pile of the player to your left or right (you choose).

Ok, I have updated my submission to this version of Fruitcake. I reduced the cost so the VP reward is more in line with what is expected. It is a treasure card so it does not junk your opponents deck as effectively, but it cannot be passed back to you, so you can plan on getting those Coffers on a more regular basis. It is still a terrible investment if there is remodeling in the Kingdom. Still not completely sure if it is balanced or worth even buying.

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 17, 2020, 11:11:21 pm »


Quote
Fruitcake - $5
Action
+$2
Each other player gets +1 Coffers.
Place this in the discard pile of the player to your left.
--------
When you buy this, +2VP and place this in the discard pile of the player to your left.

Not sure how balance or even fun this is, but thought it would be a humorous non-attack card that feels like an attack. At $5 it is not a reasonable early buy as it will actually accelerate you opponent, and late game the VP it gives you is worse than Duchy even though it does not junk your deck.

Fun idea!

Actually, even in mid-early game giving out a terminal silver will not accelerate your opponent much (depending on how easy terminal space is to come by). On the other hand wasting a $5 buy on this hurts you a lot, considering that it doesn't even help that much since your opponent only plays it once before passing it back to you (or n-1 opponents in a n-player game). So, I feel like it would never be bought (other than for VP points at end game, and even then Duchy is usually better). But what if you made the attack stronger? What if on-play it did not move? Once you gained the card, it stayed there (unless you trash it, exile it, ambassador, masquerade, etc). Now I feel a lot more willing to spend a $5 buy on that card to put that card in my opponents deck, so I get those coffers.

That would be quite a bit better. I personally don't like the idea of just punishing the person to the left as I usually play in  multiplayer games of Dominion with at least 4 players. I was also concerned about decreasing the cost as cheap attacks can be degenerative. An alternate way to improve this without decreasing the cost would be to make the player gain a Copper to pass it to the next player so it junks better. Thanks for the feedback. I'll take this into account and maybe adjust the design.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 17, 2020, 05:33:53 pm »
>Outdated Submission<



Quote
Fruitcake - $5
Action
+$2
Each other player gets +1 Coffers.
Place this in the discard pile of the player to your left.
--------
When you buy this, +2VP and place this in the discard pile of the player to your left.

Not sure how balance or even fun this is, but thought it would be a humorous non-attack card that feels like an attack. At $5 it is not a reasonable early buy as it will actually accelerate you opponent, and late game the VP it gives you is worse than Duchy even though it does not junk your deck.

14
Variants and Fan Cards / Re: Set Expansion Contest
« on: November 10, 2020, 05:48:41 pm »


Quote
Ragman - $3
Action - Looter
+2 Cards
You may play an Action card costing less than this from your hand. If it is a Ruins, trash it for +1 Action.
-
When you gain this, gain 2 Ruins.

An Imp crossed with a Death Cart. Plays similar to Lackeys with the limited number of Ruins it adds to your deck, but can be supported with the starting Necropolis and/or cheap cantrips. Can cause issues if you load up on too many of them as you cannot play the more appealing expensive cards or other Ragman with it. I could always bump up the cost to $4 and specify it can only play cards costing less than $3, but didn't really want to deal with Bridge shenanigans. More than welcome to criticism and feedback.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 08, 2020, 04:23:51 pm »


Quote
Plot of Land - $5
Victory
1%
-
When you gain or trash this, gain a Temp Worker from its pile and +1%.
Quote
Temp Worker
Action
+2 Cards
Trash a card from your hand. Gain a card costing up to $2 more than it.
Return this to its pile.
(This is not in the Supply.)

Plot of Land is a bad Duchy that sets up the ability to Remodel it and keep the VP afterwards. Temp Worker is the real reward of getting a Plot of Land, and I am not sure it is correct, power level wise. I originally had it only draw 1 card, but that felt wonky. It being a one-shot is why I think it is ok for it to also draw 2 cards. The closest this compares to would probably be Farmland, and I thought of making Plot of Land cost $6, but remodeling it directly into a Province was not something I wanted to enable. Overall I think this differentiates itself from Farmlands well enough to warrant the design. Feedback is more than welcome.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 04, 2020, 07:02:25 pm »
 

Quote
Tobacco Box - $1
Treasure
Heirloom: Old Pipe
+1 Coffers
Return this to the Supply.

Quote
Old Pipe - $3
Treasure - Heirloom
+1 Buy
This turn, Treasure cards (everywhere) cost $1 less.
You may trash a non-Victory card from your hand. If you do, gain a card of equal cost.

A treasure that has a treasure heirloom! Tobacco Box is not an amazing card, but the heirloom lets you remodel Copper into them and allows you to pick up one with its extra buy. Not sure how appealing or interesting this idea is to people. Feedback is welcome.

17
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 27, 2020, 08:57:45 pm »


Quote
Waitress - $4
Action-Reaction
Reveal any number of differently named cards from your hand and discard them. +2 Cards per card discarded.
--------
When you discard this other than during Clean-up, you may reveal it to play it.

A terminal Shephard variant. The reaction can be triggered by playing a second Waitress, so it will always be relevant. However, I am not completely certain how playing a Waitress in response to discarding it to a Waitress will resolve. Feedback is more than welcome.

Edit: Changed the draw portion and bumped the price up. Now more of a terminal draw card than before.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 25, 2020, 11:26:10 am »

Quote
Planning Committee - $6
Action
+3 Cards
If you do not have Anticipation or Midnight Revelry, take Anticipation with a coin token on it.



Quote
Anticipation - State
At the start of your turn, if this has no Coin tokens on it, flip this to Midnight Revelry. Otherwise, remove a Coin token from this.


Quote
Midnight Revelry - State
While you have this, your Action cards have the Night card type. At the end of your Night phase, return this, and return to your Buy phase.

A Smithy variant that sets up a really big turn with the States where all Action cards are also Night cards and you return to your Buy phase at the end of the Night phase. I overpriced Planning Committee because I have no idea if the Action cards are Night cards as well mechanic breaks the game or not. Could be a terrible idea. If it is not as busted as I suspect, I think Planning Committee can probably be changed to $5, or other bells and whistles can be added to it. Feedback is more than welcome.

19
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 20, 2020, 11:15:45 pm »


Quote
Royal Foundries - $7
Action
+1 Action
Discard a card. Gain a card to your hand costing less than it. If you gained a card costing more than this, trash this or the gained card.

A non-terminal gainer, especially one that can trash itself for a Province or Platinum, seems like a card worth $7. I am not sure if this is too strong or not. It can certainly snow-ball your late game. I had a terminal version that gave an Extra VP token if you gain a VP card off it. Could change this out for that if this version is deemed too good. Feedback is welcome.

Discard Colony for Platinum, revealing Watchtower to topdeck, trying to trash that Platinum, and fail. Is it broken?

Would you not have to trash the Royal Foundries at that point? The wording on the "if you gain a card costing more than this" caveat is important, and if there are ways around it the card is pretty much a failure.

Edit: I would have the player just straight up trash the Royal Foundries, but I do not want to run into the same sort of issue on losing track of it.

Edit#2: Changed the wording in the original post. Hopefully this corrects the issues.

20
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 20, 2020, 11:00:49 pm »


Quote
Royal Foundries - $7
Action
+1 Action
Discard a card. Gain a card to your hand costing less than it. If you would gain a card costing more than this, instead trash this to gain that card to your hand.

A non-terminal gainer, especially one that can trash itself for a Province or Platinum, seems like a card worth $7. I am not sure if this is too strong or not. It can certainly snow-ball your late game. I had a terminal version that gave an Extra VP token if you gain a VP card off it. Could change this out for that if this version is deemed too good. Feedback is welcome.

Edit: Adjusted the wording so in order to gain a card costing more than Royal Foundries you must trash Royal Foundries. My understanding is that if you fail to trash it due to any kind of tracking shenanigans you will fail to gain a card. Let me know if that fixes the issues presented below.

21
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 17, 2020, 02:48:44 pm »
School Courier - $5
Action
+1 Action
Trash a card from your hand costing more than $0. Choose one: gain a Card costing up to $2 more; or gain a card costing up to ^ more; or gain to your hand a Potion and a Copper.
Works nicely with Apothecary, because you can turn your opening Estates into Apothecaries, and you're less worried than normal about having lots of Coppers. Its other good within-Alchemy Estate-targets are Scrying Pool and University.

Aside from that, probably a little weak - you've only got three targets in your starting deck, and trashing a good card from hand to get a better one in your discard pile has to be thought about carefully.

Do you think removing the restriction requiring you trash a card costing more than $0 is warranted? I am mainly concerned of the potential to change Coppers into Vineyards or something. Not sure if that is something people would want to do, but still.

22
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 17, 2020, 12:52:59 pm »


Quote
School Courier - $5
Action
+1 Action
Trash a card from your hand. Choose one: gain a Card costing up to $2 more; or gain a card costing up to (P) more; or gain to your hand a Potion and a Copper.

My group does not play with Alchemy or any custom Potion cards, so this is gonna be difficult for me. Decided to go with something like Apprentice where it does not cost Potion, but does interact with the mechanic. It gives an alternate way to obtain Potion cards, but does not make it easy. Notably, I did not want it to be able to get rid of starting Copper, so it is weaker then most every other remodeler. Not sure if this is completely balanced, or something people who use Alchemy would want in the set, but I enjoyed working on it.

Edit: Changing it so that you can trash Copper. Not sure if that would make it too good.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 13, 2020, 06:41:42 pm »


Quote
Huckster - $3
Action-Attack
+$2
Each player (including you) discards down to 2 cards in hand, then draws 2 cards.

Not sure if this is balanced at $2, may need to be $3 simply because there is a potential to gain additional draws from it. The attack can hit repeatedly, but the quality of the two cards players keep will continue to improve, so consecutive attacks are somewhat weakened. Please let me know if this design is stronger than I think. Also, name suggestions would be welcome.

Edit: Changed it to cost $3 per suggestion below. I was hoping to keep the $2 cost combo going.

Edit 2: added a name and art.

24
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 12, 2020, 09:16:38 pm »
Results for Contest round #3: Seaside

First I would like to say that this was quite a challenge as I am not sure I have a completely firm grasp on how a card being a duration effects the power level of a card. I tried to explain my reasoning to the best of my ability when relevant, but some of this came down to my preference in design and my expectations from Dominion.

Now, all entries except one dealt directly with the theme of "cards whose abilities affect future turns", and all of them do fit the flavor of Seaside. There are some really innovative uses of mats and one card that put those coin tokens to use. I think all the entries have merit, and what I do criticize is intended to be constructive. I had real trouble only picking only three entries, so made it three runners up. So, without further preamble.


Dispatch by X-tra
Quote
$5 - Action-Duration
Set aside a card from your hand. At the start of your next turn, trash that card and gain a card to your hand costing up to $2 more than it.

Seaside is lacking a remodeler, and this is a nifty one. I like this at $5, kind of like a suped-up Transmogriphy. No real criticisms here.


Drawbridge by LibraryAdventurer
Quote
$3 - Action-Duration
+2 cards. At the start of your next turn, you may trash a card from your hand.
-
While this is in play, when another player plays an attack, its player may discard a card. If they don't, you are unaffected by the attack.

With so many aggressive Attack cards in Seaside, another Lighthouse may be warranted. There is also a lack of quality trashers, and this is definitely a good one. As worded, if multiple opponents have a Drawbridge in play I would have to discard a card for each Drawbridge I want to bypass. A very cool effect.


Exploration Ship by D782802859
Quote
$4 - Action-Duration
Choose one: +2 Cards or +$2. At the start of your next turn, get the other choice.

This is a cool mash-up of Merchant Ship and a nerfed Wharf. Overlooking the redundancy of including this in Seaside, I think it is an interesting case study to try and gauge what the appropriate price for Merchant Ship would be. This being a middle ground between the two, and both being $5, the obvious take is that this should also be $5. I do think this should be $5, but my reasoning is more in line with the options this provides to the player and comparing it to newer contemporaries such as Den Of Sin. Though Den Of Sin is a bit better being non-terminal and gained to your hand, just playing Exploration Ship as a terminal Silver with a Den Of Sin effect attached still feels like a $5 cost card.


Ferryman by gambit05
Quote
$4 - Action-Duration
Trash up to 2 cards from your hand and put that many Coin tokens on this.
At the start of your next turn: Remove the Coin tokens, for +$1 each.

A very nice trasher that puts the coin tokens to good use. Seaside does lack an effective trasher and this is quite good.


Frigate by grep
Quote
$5 - Action-Attack-Duration
Now and at start of your next turn:
+$1
Each other player discards down to 3 cards.

Seaside has a lot of really aggressive attack cards, adding another is not unreasonable, but I would hesitate on doing that. The card is great though. I think it is priced correctly and the single coin a turn is appropriate as the consecutive Militias is pretty darn brutal. Good card.



Importer by NoMoreFun
Quote
$6 - Action-Duration
At the start of your next turn, gain a card costing up to $5.
-
While this is in play, when you gain a card, you may put it in your hand.

This is the first of the Gainers from the submissions. These seems very strong, just with the gain-to-hand effect. While the Duration tag will slow it down, it seems to be an Artisan+. I think it would still be quite good even if it could only gain $4 cost cards. I think the gain-to-hand effect is the most interesting thing about the card, so I would hate to see that removed.


Port Inspector by aladdinstardust
Quote
$4 - Action-Duration
+$2
At the start of your next turn, you may trash or gain to hand a card from your Island mat.
-
While this is in play, when you gain a card, put it on your Island mat.

Nice use of the Island mat. Another good defensive card to protect against the aggressively priced junking cards in Seaside. It is interesting how this slows down your deck if you are not careful. I do not know if I would get this early game if there were cheap +Buys in the game, but greening with a Port Inspector seems to be something I would want to try out. Probably going to try and bring this to my game group.


Royal Expedition by Jonatan Djurachkovitch
Quote
$6 - Action-Duration
Now and at the start of your next turn, you may play an Action card from your hand twice.

The duration Throne Room I never knew I wanted! I think it is safely priced at $6, but may actually be ok at $5 due to the potential misses that can happen on the second turn and the slowness of it. As is, I really like the clean and simple design.


Shipbuilder by Aquila
Quote
$4 - Action Duration
Choose one: gain a card onto your deck costing up to $3; or gain a card onto your deck costing up to $5.
At the start of your next turn, get the other choice.

Another gainer that can snag $5 cost cards, this time putting them on top of your deck. It is a really cool concept to have a single card gain two cards over the course of two turns, Gardens would love this card. I do think this is undercosted as-is. I could be gauging the nerf it being a Duration has on the card, but this appears to be an Artisan variant at least.


Shipyard by alion8me
Quote
$4 - Action-Duration
+1 Action
At the start of your next turn, discard a card from your hand and gain a card costing up to $5.

The final generic gainer submitted, and this seems more reasonable at $4. This is like an alt version of Cobbler or Feast without the self trashing. In addition to being slow you also have to discard a card to gain a card. This is perfectly reasonable as it is, in my opinion.


Steamboat by grrgrrgrr
Quote
$4 - Action-Duration
+5 Cards
+1 Buy
At the start of your next turn, discard 2 cards.

My first thought when I saw this was that it was a reverse Tactician. Now, Tactician gives more on the turn it triggers with the built in Village, but that comparison is still there, so seeing this at $4 is pretty surprising. Now I realize the drawback on Steamboat is pretty steep, but Tacticians can also be steep. I think Steamboat is a very Kingdom dependant card and in the right setup it is pretty bonkers. On average I think I would only buy a single one early to guarantee a nice 9 card double buy turn. If there were any hand-size Attack cards, I don't think I would get it. The design seems to really be leaning on the penalty of discarding two cards the next turn to balance its power, and I personally don't like this severe of a penalty as I would be afraid of turning the card into a noob-trap. The nice thing about Tactician is that it sets up a big turn that you can anticipate and plan out, Steamboat sets up a dead turn if you are not careful and that can feel bad. I personally would have liked this more at $5 drawing 4 cards and discarding 1 the next turn like a slow Council Room with a more manageable draw-back than current. As-is, I think it will be too cheap on average, and even at $5 its power level will fluctuate wildly based on the rest of the Kingdom because of that drawback.


Sunken Treasure by anordinaryman
Quote
$5 - Action
+2 Cards
Choose one: take up to two cards from your Native Village Mat, putting one in your hand and the other on top of your deck; or put a gold from the Supply and the top card of your deck face up on your Native Village mat.

Very cool terminal draw card that uses the Native Village mat for storage. The potential interactions with Native Vilalge is really interesting. I think this is priced right at $5 as it is not always a Smithy, but gains you nice things off your mat when it is.


Waterfall by silverspawn
Quote
$5 - Action
Discard up to 3 cards from your hand. +2 Cards per card discarded. Each other player may discard a card, to draw a card.

This does not really embody the "abilities affect future turns" theme of Seaside, and the filter role is being handled quite well by Warehouse (and Navigator I guess). This reminds me of a terminal Shepherd that allows you to discard more than Victory cards. I think the price at $5 is perfectly reasonable, being able to dig 6 cards deep is not to be scoffed at. I am not sure if the penalty of allowing each other player discard a card to draw is needed. Later in the game, especially if there is deck thinning in the Kingdom, I can see the possibility of it becoming more difficult to get the full effect from Waterfall.


Runners Up
Sunken Treasure by anordinaryman
Dispatch by X-tra
Ferryman by gambit05

WINNER
Port Inspector by aladdinstardust

I could have easily added a couple more or so to the runners up list! Thank you for participating!

25
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 12, 2020, 08:08:48 pm »
Closing Submissions

I will try and get the results posted tonight.

I completely forgot to put a price on mine so if it could just be taken out of the consideration? Thanks.

Fair enough. For what it is worth, I did like the effect. If you do care to complete it, be sure to share it!

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