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Weekly Design Contest / Weekly Design Contest #131: Novel Ways to Overpay
« on: October 09, 2021, 08:07:07 pm »
Contest 131: Novel Ways to Overpay
this might be a weird/hard one

Overpay is one of the rarer mechanics in Dominion; only four canon cards have it, and three of them use it in the same way - do a thing for each extra $1 you spend. Only Stonemason does something different, where it can meaningfully use potions for overpay.

Your goal for this is to design a Kingdom pile that uses overpay in a way that none of the cards from guilds do (it's fine if you and another member end up using it the same way in your entry). The effect you get can be something we've seen before - sometimes you need something to pile out the silvers, right? - but the way in which the overpay is performed should be novel. For instance, maybe you make a card that has a downside if you don't overpay. Or a bonus if you do. Maybe you make a card that does a 2:1 overpay ratio (make sure to include how you're rounding). Or 1:2, if you're feeling bold. Or something entirely different from those.

Your entry must be a non-split pile / non-unique pile kingdom card. It can use non-supply piles, and should use types/mechanics from canon dominion - fan mechanics are fine as long as you're ok with including a short write up describing how they're used. Please no landscapes this contest.

Please study the existing four overpay cards for how to word your overpay segment. I understand overpay is inherently wordy and will not be docking points for longevity, provided you can keep your card under ten or so lines. It may behoove you to keep the on-play portion brief if your overpay clause is long though.

Contest will close out on the 16th / 24 hr warning on the 15th.
Please let me know if you have any questions.

Variants and Fan Cards / Fan Mechanics Week 18: From A to B
« on: August 22, 2021, 09:31:18 pm »
For week 18, we're doing route tokens

Routes are tokens with a mat

When you gain a card, you may remove a token here to put it into your hand, put it onto your deck, or to trash it.

The design philosophy is that they should be kind of hard to get, since they're real useful for junk avoidance and deck consistency. They can also be given to opponents as a penalty-for-use, rather than just giving +Cards or something.

Here's some examples

Here's where route tokens were originally posted
Judgment will be next week Monday, so the 24 hours will go up on saturday night, cutoff sunday night. Have fun.

Rules Questions / Noble Brigand: Do Its Attack - gain the trashed cards?
« on: August 06, 2021, 08:37:27 pm »
When you buy Noble Brigand, lets say it hits a gold - do you gain that gold? is the gaining the trashed treasures part of its attack?

Rules Questions / Visit (2017 Holiday Kingdom) + Masquerade?
« on: July 22, 2021, 11:37:49 am »
Visit, for those who need a refresher
Does your relative pass or get passed cards during Masquerade? if so, where do they sit in the player order?

Rules Questions / Can you shuffle zero cards?
« on: July 08, 2021, 02:02:54 pm »
was re-reading the "one card shuffle" thread and realized we don't have a Donald X ruling on the zero card shuffle.
Is it "yeah, this follows from the one card shuffle", or "Nah, you need cards to be able to shuffle them"?

Design a duration card that has more than a two-turn effect, but that doesn't just stay in play.

Canon examples are Crypt and Archive.
By two-turn effect, I mean avoid the typical duration "now and at the start of your next turn" - at the end of the second turn, it should still be in play and cued up to do a thing.
By "doesn't just stay in play", I mean the Hireling/Champion style "This stays in play." is no-go. If you want to have like a "pay to keep this around" type mechanic, that's fine, but please review how durations do things and word your card appropriately to avoid "bonfire my hireling for invisible hireling effect" situations.

No preference on action/night/treasure; please avoid new fan mechanics, but if you can point to an old post that has the fan mechanic, I'll do my best to wrap my head around it.
And no split piles / unique piles / traveller lines. One card to a kingdom pile.

Judging will be promptly on 7/9 (friday); the 24 hour notice will go up on 7/8 (thurs). As always, ask questions if you have them, i'll do my best to respond in a timely manner. I'll +1 your entry when I've added it to my spreadsheet - when the 24 hour notice goes up, if i haven't +1'd your entry, post about it.

EDIT/general announcement:
For those not as perpetually reading the wiki as the rest of us: there is no rule saying that Durations just stop working if they leave play, you need special wording for that.
A common mistake I've seen in fan cards is creators assuming that Duration cards that make themselves leave play stop their effect once they leave play. This is not true; you can Bonfire a Hireling and still get +1 Card every turn even though that Hireling is no longer in play.

Variants and Fan Cards / Route tokens
« on: March 08, 2021, 11:20:11 am »
Routes are tokens with a mat

When you gain a card, you may remove a token here to put it into your hand, onto your deck, or trash it.

The design philosophy is that they should be kind of hard to get, since they're real useful for junk avoidance and deck consistency

They can also be given to opponents as a penalty-for-use, rather than just giving +Cards or something

Weekly Design Contest / WDC 1-100 Index
« on: February 27, 2021, 11:52:44 am »
Links to the first post of each contest in the Big WDC thread.

Contest 100: Design a card that interacts with an existing official non-Supply card.
Judge: spheremonk

Contest 99: Design a card with no fan mechanics (Free For All)
Judge: Aquila

Contest 98: Design an Event, Landmark, State, Project, Artifact, or Way for an existing expansion that does not currently have that type of sideways card in it.
Judge: anordinaryman

Contest 97: Create a card that allows you to trade one variety of tokens for another
Judge: faust

Contest 96: Design a card that can trash Action cards (other than itself) for benefit.
Judge: silverspawn

Contest 95: Design a card that meaningfully contains "the player to your (left/right)"
Judge: scott_pilgrim

Contest 94: Design a pure Victory card
Judge: segura

Contest 93: Design a card that can return itself to the Supply/to its pile.
Judge: mandioca15

Contest 92: Design a State and a card that uses it.
Judge: D782802859

Contest 91: Design a card that has the number 2 on it.
Judge: alion8me

Contest 90: Design a card that uses a fan mechanic that you haven't made yourself.
Judge: Jonatan Djurachkovitch

Contest 89: Design a card that incentivizes a diverse strategy
Judge: infangthief

Contest 88: Design a card/landscape with a non-standard back
Judge: faust

Contest 87: Design a card that confers a benefit when trashed (no self-trashing)
Judge: chronostrike

Contest 86: Design a card/landscape that affects the opening splits.
Judge: Something_Smart

Contest 85: Design an Heirloom for an official card
Judge: grrgrrgrr

Contest 84: Design a card or landscape that has the text "any number" in it.
Judge: pubby

Contest 83: Design a card or landscape that has a big number in it.
Judge: Something_Smart

Contest 82: Create a card with exactly 2 Vanilla Effects
Judge: X-tra

Contest 81: Create a card with a unique below-the-line effect
Judge: alion8me

Contest 80: Create a card which can be played in more than one phase of the game, or Create a card which enables other cards to be played in more than one phase of the game
Judge: Carline

Contest 79: Design a card that encourages players to pursue different strategies
Judge: NoMoreFun

Contest 78: Design a card that uses Trinkets
Judge: spineflu

Contest 77: Design a card that interacts with card types
Judge: Marpharos

Contest 76: Design a Gold-Gainer
Judge: mail-mi

Contest 75: Design a card that uses a Menagerie-exclusive mechanic as well as a set-exclusive mechanic from a different set
Judge: D782802859

Contest 74: Design an exotic treasure[/url]
Judge: somekindoftony

Contest 73: Design two cards that either provide a powerful synergy or a strong counter to each other.
Judge: Something_Smart

Contest 72: Design a card that uses the Exile mechanic
Judge: X-tra

Contest 71: Design a card making use of the Horses pile
Judge: grep

Contest 70: Design a card with a Variable Cost*
Judge: Rhodos; Repeat of contest #4

Contest 69: Design a Pseudo-terminal Action
Judge: Fragasnap

Contest 68: Create a card, event, or project costing $2
Judge: pubby

Contest 67: Design a card/card-shaped-thing that uses the Exchange mechanic.
Judge: spineflu

Contest 66: Design a Split Pile that uses an Official Card
Judge: grrgrrgrr

Contest 65: Design a card that gives a chance to gain a Province at turn 3
Judge: grep

Contest 64: Design a card with a one-per-turn effect.
Judge: Kudasai

Contest 63: Design a card that costs $6
Judge: X-tra

Contest 62: Design a card that has +1 Buy and uses it well
Judge: Aquila

Contest 61: Design a New Simple Mechanic that uses no extra bits/cards
Judge: naitchman

Contest 60: Design a card named "Judge"
Judge: spineflu

Contest 59: Design a card that may cause playing a card that the player cannot predict or prevent
Judge: grep

Contest 58: Design a card that doubles or duplicates something
Judge: Snowyowl

Contest 57: Design a card that involves paying or overpaying
Judge: NoMoreFun

Contest 56: Design a card that uses one or more of the Adventures tokens
Judge: grrgrrgrr

Contest 55: Design a card that does something nice for other players
Judge: NoMoreFun

Contest 54: Design a card that refers to itself
Judge: anordinaryman

Contest 53: Design a card/card like thing suitable for an expansion that specifically deals with 3- and 4- player games
Judge: pst

Contest 52: Design a card whose effect differs per game
Judge: grrgrrgrr

Contest 51: Design a card with the type Curse
Judge: [TP] Inferno

Contest 50: Design a card that reveals one or more cards from the top of your deck
Judge: Something_Smart

Contest 49: Design a Card with a Custom Heirloom
Judge: Commodore Chuckles

Contest 48: Design a Command
Judge: majiponi

Contest 47: Design an Event that uses an Artifact
Judge: Aquila

Contest 46: Design a card/card like thing that gets you closer to winning on someone else's turn
Judge: NoMoreFun

Contest 45: Design a terminal card that gives +1 Card
Judge: Commodore Chuckles

Contest 44: Design a card/card like thing that gives an extra turn.
Judge: naitchman

Contest 43: Design a card/card like thing that involves revealing your hand
Judge: 4est

Contest 42: Design a card that gains cards from exactly one named pile.
Judge: pubby

Contest 41: Design a card/card-like-thing that has non-attack player interaction
Judge: anordinaryman

Contest 40: Design a Prize-gainer and a Prize
Judge: Kudasai

Contest 39: Design a Duration card that could convincingly be a promo
Judge: Aquila

Contest 38: Design a Village
Judge: mail-mi

Contest 37: Design a card/card like thing that comes with an existing Heirloom
Judge: faust

Contest 36: Design a non-conventional Junker
Judge: segura

Contest 35: Design a Thematic Curser
Judge: anordinaryman

Contest 34: Design an Action, Treasure, Reaction, or Night with no fixed or conditional Vanilla effects
Judge: Fragasnap

Contest 33: Design a pure Reaction
Judge: King Leon

Contest 32: Design a card/card like thing that makes skipping Chapel viable
Judge: MeNowDealWithIt

Contest 31: Design a Duration card that creates some sort of vulnerability to you while it is in play
Judge: Kudasai

Contest 30: Design a Debt card
Judge: 4est

Contest 29: Design a Traveller line
Judge: Commodore_Chuckles

Contest 28: Design a card with a new type
Judge: belugawhale

Contest 27: Design a $1 card
Judge: Tejayes

Contest 26: Design a One-Shot on play ability
Judge: Chappy7

Contest 25: Design a card-shaped object that uses Silvers
Judge: Tejayes

Contest 24: Create an Event or Project with a special cost.
Judge: faust

Contest 23: Design a Kingdom card that gives Curses
Judge: Fragasnap

Contest 22: Design a set of 3 Shelters
Judge: Aquila

Contest 21: Design a Gathering card or something similar
Judge: segura

Contest 20: Design a card with two types that have never appeared together on an official card
Judge: Commodore Chuckles

Contest 19: Design a Throne Room variant
Judge: Gubump

Contest 18: Design a card for a Second Edition non-Base/Intrigue expansion
Judge: Gazbag

Contest 17: Split pile with a pure Action and a pure Night
Judge: Aquila

Contest 16: New Basic Card
Design a new Basic card, which can be added to the game independently of any expansions. This may be a new Supply pile, a card for the player’s starting deck or even a totally new mechanic.
Judge: King Leon

Contest 15: Design a card invlolving Duchies
Judge: Aquila

Contest 14: Design an Attack that has a meaningful chance of helping the opponent rather than hurting them.
Judge: Dsell

Contest 13: Design a card that uses set-exclusive mechanics from two expansions
Judge: Asper

Contest 12: Create a card that uses an existing State or Artifact
Judge: faust

Contest 11: "Each player (including you)"
Judge: NoMoreFun

Contest 10: Design a Victory card, bonus points for Renaissance theme
Judge: hypercube

Contest 9: Split Pile with cheaper treasure, more expensive action
Judge: Aquila

Contest 8: Design a new non-supply card and a card/cards that showcases the non-supply card. (no travellers, no heirloom/shelters)
Judge: Gazbag

Contest 7: Design an Action - Attack
Judge: Asper

Contest 6: Design a card/card-like thing Inspired by Another Board Game
Judge: Violet CLM

Contest 5: Design New Type of Spendable Token
Judge: Tejayes

Contest 4: Design a card with variable cost
Judge: ConMan

Contest 3: Design a Reserve with a Call Trigger that is distinct from any existing one
Judge: faust

Contest 2: Design a card with 12 words or less on it
Judge: LostPhoenix

Contest 1: Design a Treasure - Reaction
Judge: Doom_Shark

Variants and Fan Cards / Henchmen & Preparations
« on: February 26, 2021, 07:48:15 pm »
EDIT: If you're reading this, jump down about half a page unless you're interested in the workshopping that turns this into a pair of legitimate mechanics.

In the discord, I brought up the idea of a generic token, something that's not coffers or villagers but modular, per game.
And i kept thinking about it.
and I didn't want to do the project I was doing (i still don't).
So I sort of made it. It's a landscape-with-mat situation.

You may spend tokens from this during your Action phase to perform the Mook action; each costs 1 Action to use.
They cost an action to use, sort of an anti-villager in that respect. But what do they do?

These are the ones i've come up with so far. Aiming for a power level maybe a little higher than Ways.

How do you get mooks? Each of these has a cost - you pay that cost (like you would an event), you get a Mook that you can spend during your action phase.

When to include mooks? You can just straightforward include the landscape for them; or, when a card has a Henchmen type, include a Mook landscape in the kingdom.
Here's some cards with Henchmen type:

Is this an idea that's worth further pursuing? Is this unclear at all? Is 'mooks' sort of anachronistic to dominion's setting? Do you think this adds to the game at all? Looking for... literally any feedback.

General Discussion / Petty Complaints
« on: February 09, 2021, 07:00:38 pm »
itt: post your petty complaints. those thousand dreads of every day life that gnaw at the baseboards of your soul.

I'll start: emails confirming you unsubscribed from a mailing list. Like, I just told you I don't want to hear from you, yet here you are, in my inbox.

Weekly Design Contest / What do I do when I win a Weekly Design Contest?
« on: January 28, 2021, 02:30:19 pm »
1: First off, congratulations, great job. Take bow and a victory lap.

2: Second, decide if you want to judge or not - if you don't want to, let the thread you won in know, the runner up will judge, and so on down the runners up, as decided by the previous judge.
Judging can be time consuming and difficult, although you shouldn't let inexperience or worries about "not being good enough" at the game be deciding factors - your contest & judging should be about what you find interesting about Dominion, and that's for you to decide.

3: Come up with an idea for a contest
If you're stumped, there's a thread of not-yet-tried contest ideas to pull from, and a list of previous contest ideas; try to not do a repeat that we've done in the past 50ish contests (a year or so).
You may want to disqualify things that are difficult to judge like Traveller lines or fan mechanics; or disqualify previously entered entries; or disqualify things that don't fit the prompt - that's perfectly reasonable; You can also say "hey I won't disqualify any entries, just try to make them match this criteria", and that's fine too. It's your contest for that week. You can either require or waive that people include an image in their submission - it makes them a little harder to miss when judging - but this does make it more difficult for mobile-only users to submit cards.

4: Make a thread about it in this WDC subforum.
The mods will sticky it. Include the contest number, a brief description in the title, and the longer description in the body. The mods may fix minor format tweaks. It's fine to let your contest run a little longer/shorter than a week, just try to announce that beforehand.

5: Check in on the thread periodically if you're disqualifying entries, or you can be a little more lax if not. Try to give a 24 hour warning on judging and remember to close submissions before "judging" so no one ends up with hurt feelings on a last minute change. Double check your thread and make sure you haven't missed any entries - that always stings a bit for the person who gets missed during the judging.

6: Judge the cards
This can be meticulously detailed like Carline's judging in contest 80 or as lax as the judging in the early days of the WDC thread - again, it's your contest. You're welcome to judge on balance from playtests, etc, or just make an educated guess, or whatever.

7: Decide on the Winner, Runners Up, etc
The winners and runners up will go in the hall of fame thread (you can put them there, or someone else will, that's no biggie), the honorable mentions and rest will just live in their original thread. You did it, you judged a contest, and now next round isn't your problem anymore and you get to make entries again.
Don't worry about this taking a day or two to do - it probably shouldn't come immediately as the contest closes. This may make it so you've been the judge for longer than a week - that's not a big deal.

I think it'd be good to have a comprehensive curated list of fan-made mechanics; I'm going to use this post as sort of a Table of Contents and attempt to map some sort of ontology/categorization onto them. The categorization isn't going to be exclusive - if something uses a mat and counters, it'll be in both lists, etc.

This thread should be considered a perpetual work in progress - if you have a new mechanic, or find one I missed, reply here or DM me and I'll get it included at my earliest convenience obviously like a wiki would be better for this but a dominion fan card wiki is beyond the scope of my wallet and/or attention span, so it's a thread

Involving Counters/Tracks
This is anything involving a place for coin tokens, or anything involving a separate track that something moves on

Involving Mats & Coin tokens
This is anything involving mats like the official ones for Exile, Coffers, Tavern Mat, etc.

Involving Other Card Components
New landscapes, new things with a side deck a la Boons or Hexes, or things that add a new supply pile like Looters or Young Witch, or things that add a new non-supply pile like Spoils etc.

Involving Other Non-card Components
This is anything involving other components (boards, dice, etc)

Mechanics that change over the course of the game
This is mechanics that explicitly change over the course of the game - official cards that would belong here are Pirate Ship, Miser, Travellers, etc - strategy related changes, like action density or comparative value of green (how it's low value early, while trying to get your engine running but high value later, when trying to keep up for the end of game) don't belong here

Mechanics that fundamentally alter rules of the game
Official mechanics that do this are Landmarks and Night cards

Mechanics that change how existing things interact
New non-frivoulous types, etc

New Phases
Phases beyond the AB(N)C

Alternative Money / Alternate Costs
A new, different currency to try to wrangle. Debt and Potions would both go here, as would how Peddler changes costs, Grand Market has restrictions, etc.

Not Otherwise Classified
A mechanic included here probably suggests a new category is needed

Variants and Fan Cards / Collecting WDC cards into an expansion
« on: July 31, 2020, 10:50:30 am »
I guess i've been doing the weekly design contest for about a year now and I collected a lot of my "good" cards/outtakes into an expansion (and then designed some cards to fill in the gaps based on statistics about what "goes into" an expansion). I've modified them a little bit to use fewer mechanics - over all, there's Debt cards (4), Overpay (5), Potion costs (5), Night cards (5), Durations (4), Reveal until ... (4), and then Trinkets (4), an original mechanic from contest 78.

Part of the "thesis" mechanics for this expansion were to explore how the four currencies (buy, debt, coin, and potions) interact with each other / overpay. For the cards with debt + overpay, coins and overpay are exchanged first, then the player takes the debt (otherwise the rules litigious among us would lock themselves out of ever being able to buy the card).

I didn't go for landscape cards for uh reasons. reasons like "i've only designed frustrating, overcomplicated landscape cards" and "I've designed like four of each landscape and don't feel like adding that many more mechanics."

Also debt use is in-line with how it was implemented in Empires - it's always a voluntary affair for the player taking it.

I've tried to keep them succinct to keep the font size up. Also the symbology used is the same as on the shard of honor generator:
@ - debt
^ - potion
$ - coin
% - VP symbol

One of these (Mad Inventor) was made by NoMoreFun, not me.

Trinket • $1* • Treasure
You may pay $1 to return this to its pile.
While this is in play, cards cost $1 less.
(This is not in the Supply
This didn't change from contest 78; the image is the first toy lego made (like, actually; it's a photo, not art). There's 30 copies, and it's not in the supply.

Vilayet • @2 • Action
+3 Actions
You may spend any number of Actions (not Action Cards) for +1 Card and +@1 each.
This is a Village variant that can hose you if you want a Smithy instead. It can be used as an inverse peddler. This card hasn't been tested.

Itinerant • @2$4+ • Action
+3 Cards
When you buy this you may overpay. If you do, set this aside and at the start of your next turn, play it.
Coin, Debt, and overpay. One of the ideas I wanted to explore was "overpay but different" - you can overpay any amount (or potion) and this triggers. This card hasn't been tested.

Benefactor • @3$5+ • Action
+2 Buys
When you buy this, you may overpay. For each $1 you overpay, each other player gains a Trinket to the top of their deck.
Super-woodcutter that can wreck another player's turn if you go in hard on the overpay, especially in kingdoms that are debt/potion-y.  This card hasn't been tested.

Tempt • @4^ • Action - Night - Attack - Duration
If it's your Night phase, each other player gains a Curse. Otherwise, +$2.

At the start of your next turn, each player (including you) may trash a card from their hand for +1 Card.

Sawmill • @5 • Action
+1 Buy
Gain a card costing up to $4.
-$1 for each $1 the card you gained cost
This is a riff on Engineer and also kinda Poor House. This hasn't been tested.

Madrigal • $2 • Action
+1 Card
You may play a Madrigal from your hand.
Awkward cultist-peddler. This is a revised version from contest 45. This has been tested a little. It's not great but it's ok when there's villages.

Capitol • $2^ • Action - Duration
+1 Card
+2 Actions
You may set aside an Action card on this. If you do, at the start of your next turn, +1 Action and play the set aside Action.
Conclave/Village variant. Doesn't stay in play if you don't set an Action card aside. This hasn't been tested. Also really loving the new "night blend" mode on the shardofhonor generator.

Qyteze • $2+^ • Action
+1 Card
+2 Actions
+1 Buy
You may play a Qyteze from your hand.
When you buy this, you may overpay. For each ^ you overpay, gain a Qyteze.
Village that can stack better than Villages usually do (and also gain more villages if you go double-potion). You usually want several Villages anyway. This hasn't been tested.

Middleman • $3 • Night
Reveal the top 3 cards of your deck. You may trash any number of them. Discard the rest. If you trashed all 3, gain a Gold. Otherwise, you may gain a Silver.
This is the gold gainer of the set. Kind of a chapel-like. This hasn't been tested.

Tea • $3+ • Treasure
+1 Buy
When you buy this, you may overpay. For each $1 you spend, +1 Card when drawing your next hand during Clean-up.
This is changed a little bit since its entry in contest 62. I got rid of the overbuy mechanic. This hasn't been tested in its new form.

Symposium • $3^ • Action
+4 Cards
+1 Action
Discard 3 cards.
The first time you play a Silver this turn, +1 Buy.
This was one of the cards with "breakthrough" in contest 79. It's a pretty competent sifter. Also lives in the "Merchant" slot with the silver powerup.

Indemnify • $4 • Night
Trash a card from your hand. If it cost $1 or more, gain a card costing up to $5@5. Otherwise, gain a Silver.
Each other player gains a copy of the card you gained.
A cheaper, non-terminal Altar with some junking potential. This hasn't been tested. The $5@5 target probably only really applies to this set, although i guess you can gain Engineers with it also.

Bookmaker • $4 • Action
Name a card type. Reveal and discard the top card of your deck. If it's the type you named, +3 Cards and +1 Action. Otherwise, +1 Buy and +$1.
This might be too good. It hasn't been tested.

Pawnbroker • $4 • Action
Trash a card from your hand. Gain a Treasure costing up to $3 more than its cost in coins.
TFB for treasure only. Not great, not terrible. Can trash out multi-currency cards that aren't "good". Worse than Mine, which gains to hand.

Milkman • $4 • Night - Duration
Look at the top card of your deck. You may discard it. At the start of your next turn:
+1 Card
+1 Action
Peddler that makes for smoothing or spikes. This hasn't been tested. I'd estimate it's like... 15% worse than the theoretical $4 peddler.

Mad Inventor • $4 • Night - Attack
Gain a card costing up to $4. You may gain a Trinket. If you did, each other player gains a Trinket.
NoMoreFun designed this. It's great.

Ikon • $4 • Treasure
If you have an odd number of Ikons in play, +2 Cards. Otherwise, +$2.
You may discard an Action card to gain an Ikon.
This is my entry in contest 82.

Intimidate • $4 • Action - Attack - Reaction
Each other player discards down to 3 cards in hand. You may also do this.
Draw until you have 6 cards in hand.
When you discard this other than on your turn, after all other effects are resolved, draw until you have 6 cards in hand.
A militia that reacts to itself. The reaction might need some rephrasing.

Aonbarr • $4^ • Action
+4 Cards
You may trash a card from your hand.
You may return this to its pile for +2 Actions
Instead of paying this card's cost, you may pay ^^; If you do, +1 Buy and +$2
This was my entry for contest 75. I really liked it. I changed it a little - it trashes instead of exiles now (i didn't want to try to shoehorn in 4+ other exile cards).

Larder • $5 • Action
+1 Action
Discard a card from your hand. Reveal cards from your deck until you reveal a card with an already revealed type. +$1 per unique type revealed. Put one of the revealed cards in your hand and discard the rest.
This won Contest 77; this feels like a shoe-in for a game that includes Night and Duration cards.

Hoist • $5 • Action - Reaction
+1 Action
Reveal the top 4 cards of your hand. Put any revealed Hoists into your hand. You may discard any other revealed cards, then put the rest back in any order.
At the start of Clean-up, you may reveal and discard this from your hand for +1 Card when drawing a new hand.
This was runner up in contest 54.

Viceroy • $5 • Action - Command
If you are playing this from the Supply, +3 Actions.
Otherwise, you may play a non-Duration Action or Night card costing up to $5@5 from the Supply, leaving it there.
This might be underpriced. It hasn't been tested. While it could be a Command card, this has a different way of avoiding the typical command loop.

Stevedore • $5 • Action - Duration
You may gain a Trinket. Until your next turn, the first time each other player gets +Buys, they get +Cards instead.
At the start of your next turn, +1 Buy and cards cost $1 less that turn.
Sort of a Snowy Village/Enchantress attack with the good part of Bridge Troll. This hasn't been tested.

Vista • $5 • Action - Victory
Set this aside to reveal and discard cards from your deck until you reveal a Victory card. Set it aside with this, face up. If this sets aside an ...
... Estate, gain a Vista
... card costing $8 or more, all other players get +1 Card.
Worth % equal to the set-aside card(s).
This was in contest 58. It's been tested. It can definitely be a hubris card if you haven't been counting how many victory cards you've got or buy too many Vistas.

Grifter • $5 • Action - Attack
Each other player may discard a Trinket. If they don't, they gain a Trinket and a Copper
Mountebank variant. This has been tested. It's strong.

Heir • $5+ • Action
You may play an Action card from your hand twice.
When you buy this, you may overpay. For each $1 you overpay, discard the top card of your deck and if it's an Action, set it aside and play it at the start of your next turn.
This won contest 59. It's good.

So Kudasai entered a card in the weekly design contest a while back, Army, which amassed cards on a mat and then played them all at once.

It won, and was a really cool card, but a thing that bugged me about it was it used your own cards as the Command targets, but still left them on the mat. That means your embargos were just a silver, your madmen a necropolis, etc. But you got those cards. You gained them, you burned an action putting them on the army mat. They're your cards, why not move them? So here's my design-response to that stimuli:

Ensign • $2 • Action - Command - Traveller
Choose one: Gain a non-Command Action card costing up to $4 to your Legion mat; or play an Action card on your Legion mat, leaving it there.
When you discard this from play, you may exchange it for a Lieutenant.
Lieutenant • $4 • Action - Command - Traveller
Play an Action card on your Legion mat, leaving it there. Gain a non-Command Action card costing up to $4 to your Legion mat.
When you discard this from play, you may exchange it for a Brigade
(This is not in the Supply)
Brigade • $6 • Action - Command
Choose one: Play an Action card on your Legion mat (you may leave it there), then gain a non-Command Action card to your Legion mat;

or Play all Action cards on your Legion mat in any order (you may leave them there), then return this to its pile.

(This is not in the Supply)

only thing i don't like so far is Brigade has the smol text

Variants and Fan Cards / Non-Supply Junk Card
« on: April 18, 2020, 10:08:01 pm »
I'm brainstorming ideas for WDC contests and one that I had was come up with a new flavor of junk and have everyone design a card that gives it out.
I've been kicking around the idea of a Copper version of Spoils for a while and this is where I'm at:

Does this seem like a good "junk" card to be distributed? Should the "pay-to-return" amount be more? Am I off-base with this entire thing and it's a bad conceit? Did I miss anything on this other than the $1 at the top corners and the asterisk on the cost?

Dominion Online at Shuffle iT / Bug with Tower?
« on: December 25, 2019, 10:35:55 am »

I lost five points for having one card from an empty pile?
Game #33998207 on oregon.

Dominion Online at Shuffle iT / Bug? Crown-Scepter to replay Crown twice
« on: November 27, 2019, 08:15:03 pm »
This breaks after the first leg of the Crown -> Scepter -> first Crown -> (other treasure) stack. I'd copy/paste the game number (I remember it's on frankfurt, my sn is spineflu) but I'm locked out because I tried to refresh the page.

I was gonna try to King's Court -> [ nothing ] then Crown -> Scepter -> King's Court -> 2nd Crown -> payload treasure (after the Fortune/Doubling thread) but I didn't get that far and now it's busted.

Variants and Fan Cards / WDC Outtakes and B-Sides
« on: October 02, 2019, 09:50:52 am »
I brainstorm up like five or so cards when a Weekly Design Contest challenge gets posted and then pick the most promising/exciting one. This thread is for all the rest of the cards one comes up with (that aren't just Bad). If you do a similar thing, feel free to post 'em in here - be sure to post which contest they came from; if not, leave commentary on existing cards (bearing in mind we didn't think these were "up to snuff" for the contest).

Contest 43: Reveal your hand
Embarcadero • $5 • Action
+2 Cards
Reveal your hand and set up to 3 cards aside. Cards with the same name as the cards set aside this way cost $1 less this turn, but not less than $0. When this is discarded from play, discard the set aside cards as well.

Sort of broken cost reducer. Didn't enter it because the "reveal" portion seemed tacked on.

Contest 44: Extra! Extra! (extra turns)
Split pile, Bond/Contract

Bond • $2 • Treasure - Reserve
+1 Buy
Place this on your tavern mat.
At the start of your buy phase, you may call this for +$1

Contract • $5 • Action - Reserve - Duration
If the previous turn wasn't yours, Place this on your tavern mat.
At the start of your turn, you may call this. While this is in play, when you play an Action, you get +1 Card, +1 Action rather than the card's instructions. At the start of Clean up, rather than discarding this, leave it in play and take another turn. Trash this at the end of that turn.
Was playing with how to get more than one but not infinite turns for the extra turn contest. This is a novel way of doing it - to go semi-inifinite you'd need a way to pull these out of the trash but even then you can't get them to your mat. Figured cantripping your actions would be a good hobble to the turn-leading-up-to-the-extra-turn.

Witching Hour • $4 • Night - Duration
Each other player draws until they have six cards in their hand.
If the previous turn wasn't yours, take an extra turn after this one.
On your next turn, +$1.
While this is in play, when you play an Action - Attack card, you get +1 Card, +1 Action instead of the card's instructions, and when you play a Treasure card, you get $1 instead of the card's instructions.
This was a million-revision card and I started to hate it. As is, it lets Raider still attack but I guess that's fine, Raider isn't very good at being painful.

Dominion General Discussion / is this a real dominion product?
« on: August 19, 2019, 09:40:54 pm »
sorry if this isnt the right subforum for this, this seemed like the most likely place

was browsing fb and got an amazon sponsored ad for this:
Rio Grande Games Dominion - Fan Edition 22501420 (German Language version )

is this RGG sanctioned? is there an english-language version?

Variants and Fan Cards / spineflu, an idiot, designs fanspansions
« on: July 15, 2019, 12:24:43 pm »
So i've been working on designing cards and then i accidentally a full expansion of cards, and then i accidentally a full five expansions of cards, and then i browsed the variants/fan cards formula and realized a whole bunch wouldn't work / would be bad / would not be "fun" and trimmed it down to three-ish and then realized a couple people had better ideas for cards than me or cards that fit with the whole set scheme (cited/credited as I get to them) and swapped them in.

Slowly working on making paper copies of all these.

backcountrywhy even have the marquee text option if you don't use it, right?

Backcountry is my sort-of sequel to Adventures. Its main mechanical themes are:
  • cost adjustment
  • states
  • cares about what else is on the tavern mat
Its mechanical subthemes are
  • co-op random "events" (Causes, so called because "event" was already taken)
  • Tavern Mats (sort of by default)
  • Mixed piles
  • Trashing from the supply

Its flavor themes are pastoral cattle farming, being in a literal tavern, a sort of barney fife-esque small town law and order, and just a hint of The Wicker Man.

New mechanics for Backcountry:
Causes are card-like things that are shuffled, then one is shuffled into each of the Kingdom piles prior to the start of the game (in the event of split piles (introduced in Dominion: Empires), you may either randomly slot in the cause or just not include a Cause in that pile; it's your game and you should play it the way you like.) Causes affect all players. When a cause is revealed on a Kingdom pile, it is set aside; at the end of the turn the Cause was revealed, it is resolved - do what the card says on it. After resolving the Cause, it is placed back in the game box, removing it from the game.
When building the Causes deck (prior to shuffling/adding one to each supply pile), you may include a number of blank white cards if you'd like each pile to potentially not have a cause in it - when the blank card is revealed, simply return it to the box.

Mixed Piles are like split piles but their order doesn't matter. You can only buy or gain the top card of the pile. Mixed piles with two different cards have five each; mixed piles with three different cards have four each. While this goes against the conventional ten card pile, it does go with the original design choice of twelve cards per kingdom pile.

Here's some of the cards + cardlike things (i'll post more slowly over time)

Just because something is illegal doesn't mean you can't do it.

An attack-like event specifically for later-game.

An attackesque event that allows you to accidentally swamp hag yourself.

Use your tavern mat as an island


a state that marks piles and gives players prohibition counters (really an excuse to re-use embargo counters). The prohibition counters, in turn, interact with some Causes.

a state that makes money cheaper and doing things hard.

Supply cards

A lynchpin card used by other Cattle cards.

some other cattle cards:

^ mixed pile with v


For use with the Prohibition event, but works without it

For use with the Prohibition event, doesn't work without it.

More of a generic Cause

More to come in this set!

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