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1
Variants and Fan Cards / Fan Card Mechanics Week 26: Taskmaster
« on: January 20, 2022, 09:17:26 pm »
Tasks effectively create minor "minigames" throughout your game of Dominion that should not deter you from the general game but may occasionally help you.

Tasks are a pile of shuffled face-down landscape "cards", with the top card turned face-up (still in the Task draw pile).
There is also a pile of Rewards cards, similarly shuffled, stacked face-down, and starting with one face-up on top.
The top card on both the Task and Reward draw piles is face-up (revealed) at all times - as soon as one is removed, flip the next face-up.
At any point in the game, when either pile is emptied, keep the current face-up card, shuffle the rest to make a new pile, then put that card back on top.

In your Buy Phase, you may buy a Task for $2, then you Take the revealed Task.  Some cards may also let you Take a Task (without buying it).

Take is a new keyword (e.g. Take a Task; Look at the revealed and next 2 Tasks, Take one and discard the rest; etc.).  It triggers a number of things:
- the top, face-up Task is brought into your possession (similar to a set aside card)
- you choose to take the revealed Reward or discard it to take the next one
- the taken Reward gets set with the Task (also face-up)

When you accomplish the Task (i.e. complete the "instructions" on it), you may immediately, or at the start of any phase (as long as it remains accomplished), Receive its paired Reward, to put the Task and Reward into their respective discard piles.
This is optional (uses "may") for 2 reasons - there are times you may accomplish it when you don't want to receive the reward yet (maybe you're in the wrong Phase), and then obviously for accountability (and the fact that you'd have to be constantly checking to see if people have accomplished their Task).

During Clean-up, you may only have 1 Task set aside (unless a card, likely a Duration, allows you to have more).  If you have too many Tasks, you choose which extra(s) to discard (with their Reward).

Tasks generally should not distract (or at least not detract) from the game.  They will usually be things that will already happen within a typical game.  You just might choose to do things in a slightly different order because of a task.  Rewards are usually helpful, but not overpowering - likely between the power level of a Boon and a Way.  There will be times that the Reward you end up with just doesn't work with the timing of the Task you buy/Take, but usually there will be some benefit (like drawing a Chapel or Baron turn 3 without any Estates in hand).

Possible Tasks
(1 mocked up, 9 more listed - if there were 10 unique Tasks like these, I'd have 2 copies of each printed for a game):
(RGB colour code 1.2/0.2/0.6 if anyone wants to mock up more)
have 3 action cards in play
have 3 unique treasures in play
have 3 copies of the same card in play
have 6 treasures in play
have 5 unique cards in play
gain 2 cards in the same turn
buy a victory card
have 3 card types in play
during clean-up, have $2 unspent

Possible Rewards
(1 mocked up, 23 more listed - there would only be 1 copy of each printed for these):
(RGB colour code is 1.0/1.0/0.2)
+$2
+$1, +1 Buy
+1 Action, +$1
+1 Card, +$1
+2 Cards
+1 Card, +1 Action
gain a gold
+3 Cards, discard 2
discard your hand, +3 cards
this turn, treasures cost $1 less
this turn, actions cost $1 less
trash a card from your hand
return a card from your hand to its pile to gain a card costing exactly 1 more than it
set aside a card from your hand, at the start of next turn put it in your hand
this turn when you gain a card you may put it on your deck
gain a card costing up to 6 and a curse, both on your deck
gain a card costing up to 3 onto your deck
Receive the face-up Reward, leaving it there
look through your discard pile, you may put one card from it onto your deck
look at top 4 cards of deck, discard any number and put the rest back in any order
each player (including you) reveals the top card of their deck; discard or put it back, your choice
name a card type, reveal top 3 cards, put any that have that type in your hand, discard the rest
if you buy a card costing $5 or less this turn, gain a differently named card costing the same amount

This week's Design Challenge
Design a Card or WELP that interacts with Tasks.  Other fan mechanics will likely not be allowed, to avoid unnecessary complexity (but if you feel one fits very appropriately, post it as a submission and ask).

Contest closes Thursday, January 27th at noon, EST

I considered having any cards that interact with Tasks have a new Type (e.g. Action-Task) for set-up purposes, similar to Fate cards using Boons or Looter cards using Ruins.  But with Horses in Menagerie, no additional type was added, so I didn't feel it necessary.

You are welcome to discuss the balance, design, and strategy of Tasks and Rewards.  The lists above are not set in stone - if there's something broken in some of them, things can be modified, removed, or new ones added.  I welcome any questions.

(After the contest closes, I will post 14 cards that I have designed to go with Tasks - with the above Tasks and Rewards, it makes a 200-card "add-on" that could be added to any Dominion collection.)

2
Forum Games / MOVED: M136: Mouse Mafia (Night 0)
« on: November 28, 2021, 02:34:21 pm »

3
Mafia Game Threads / M136: Mouse Mafia (GAME OVER - RATS WIN)
« on: September 09, 2021, 11:44:01 pm »
Might as well throw my hat in the ring for hosting. There are already at least 4 other games with signups or at least "gauging interest" - M135, an RMM, a BM, and a Legacy series in progress. I'll let most of these go before starting up this game.

This will be a very simple relatively simple game - mostly back to basics. (In the future, I'll host something more complex). Setup, rules, possible roles, etc. will be posted closer to game starting are now posted. It can handle flexible numbers, but I'd like to see a minimum of 10 (though 13-16 would be better).

The Rules:

The Golden Rule:
This is a game. Everyone who signs up to play must be considerate of each other, never get personal, and focus on having fun. Once the game starts, having signed up is a commitment: inactivity is just as inconsiderate as rude comments.

The Standard Rules:
1. No communication between players outside of the game thread at any time. This includes passing references, jokes, or cases in other games or threads, whether in context or not.
2. If the game thread is locked, do not post. If you are unsure if something is locked, ask the mod by PM.
3. Direct or verbatim quoting of mod-provided information (including QT opening and closing times) is strictly forbidden. Paraphrasing is okay.
4. Actions with instructions that do not specify a game state will be resolved in the order they are received.
Night actions will be resolved in the following order: roleblocks, protections, investigations, kills. Actions from the same category happen simultaneously (e.g. RB'ing a RB'er doesn't do anything, if you kill a killer their kill will still go through).
5. Players must post once every 24 hours.
6. Do not edit or delete posts, ever. If you need to clarify or correct something, post again.
7. Invisible text, font size less than 10, and spoiler tags are not allowed.
8. Cryptography is not allowed.
9. The time between an exile being reached and a flip being provided is called twilight. All players may continue posting during this time, including the exiled player.
10. Dead players may not post in thread or QT, except their Role QT. An exiled player is not "dead" until a flip has been provided.
11. Personal multimedia, such as video or audio recordings, are not allowed in the game thread.

The Voting Rules:
1. Votes should be in bold, in this format: Vote: Playername. Unambigiuous nicknames are acceptable, or any string that uniquely identifies a user. Note that the point of voting is, in fact, unambiguity, and attempting to make it unclear to other players (or, of course, mods) which user you are voting for is very ill-advised.
2. Unvotes should be in this format: unvote or Unvote: Playername.
3. Unvotes are not required if changing your vote from one player to another.
4. You MAY vote: no exile.
5. Exiles occur when a simple majority (rounded up) of living players is reached. Once reached, an exile cannot be undone.
6. If a majority exile is not reached by the Day's deadline, a plurality exile will NOT takes place. There will be no exile that day.

The Rest:
1. Bold, blue text is reserved for the mod. Players may not use it.
2. If you have an issue or problem with the game, please PM the Mod. Do not post complaints in the game thread.
3. Mods make mistakes - please point them out gently. If they can be corrected, they will. If irreversible, they will stand as final to be commiserated over after the game.
4. If a mod error disadvantages one faction greatly, the game may be called off.
5. Ask all questions and make all requests directly to the Mod via PM. Questions deemed as "universal" (defined as questions for which the answers should be available to all players) will be requested to be re-posted in the Game Thread and answered there.
6. Players may request prods on other players if they have not posted in 24 hours. Players are subject to replacement or modkill after one prod.
7. All rule violations will be dealt with according to their severity, as determined by the mod.
8. Each player will receive their own QT*, regardless of role. Don't quote from it.
*with QT being shut down, it will still be determined how to facilitate communication in this game.

Deadlines:
1. Days will last seven IRL days.
2. Nights will last two IRL days. Night actions may be submitted right up until thread is locked (at or shortly after the 48-hour mark).

Players:
infangthief - Reepicheep, a Goon rat dressed in mouse clothing - survived to the end
Swowl - Speedy Gonzales, a Modified Bodyguard - died using his role N1 protecting Dylan32
WestCoastDidds - Fievel Mousekewitz, a RoleCop rat dressed in mouse clothing - survived to the end
MiX - Mighty Mouse, a Vanilla Townie - exiled D1
scolapasta - Pinky, a Roleblocker rat in mouse clothing - exiled D3
Dylan32 - Jerry, a town-aligned Mayor - killed N3
EFHW - Nynaeve, a town-aligned Even-Night Vigilante - endgamed
jotheonah - Mrs. Brisby, a Vanilla Townie - endgamed
faust - Minnie Mouse, a Vanilla Townie - exiled D4
Joseph2302 - Mickey Mouse, a Vanilla Townie - exiled D2
gkrieg13 - Stewart Little, a town-aligned RoleCop - killed N2

Game Tracker:
Day 1 Start
Day 2 Start
Day 3 Start
Day 4 Start
Endgame

4
Variants and Fan Cards / Dominion: New Dawn (a fan expansion)
« on: April 18, 2021, 10:18:29 am »
Update: The full expansion has now been posted within this thread.  With additional information, all cards are found lower within this post.  Alternatively, you can see a post with a more compact listing of cards here.  I'm still very eager to hear feedback on any parts of this expansion - broad comments, balance of card types, or for individual cards.


(original post)
This took a lot longer to get ready than I expected.  But I'm finally ready to start revealing my own expansion.  If I've tracked the numbers right, it's got 40 Kingdom piles, and will be exactly 500 cards including randomizers.  I plan to introduce it in 6 segments - each time, I'll make a new post in this thread, then also quote the information back in here in the original post so it's all summarized in one spot at the end.  (I'll likely leave "release 1" out for 2-3 days, then "releases 2 through 6" out for 3-7 days each, depending on the amount of discussion/feedback they are generating - so the whole set won't be fully released until about 2-5 weeks from now).

I'm looking for any and all feedback - wording, balance/cost, things that seem completely broken, recommendations for minor or even major changes, and of course things you like.  I have not explicitly (physically) play-tested any of these cards yet, but I have mentally run them each through many scenarios, from opening purchases to midgame to endgame, as well as interactions with as many existing cards as I can think that would matter.  Once I fine-tune the cards, based on the feedback of all you wonderful people, then I'll start copying them out onto cards and I'll play many, many rounds with them (within this expansion, as well as mixed with most other existing expansions).

So without further ado...

Planned releases:
(links to the post where each set of cards is initially revealed, followed by comments and discussion)

1. Introduction and Flavour Text
After more battles than you can count, you are weary and worn out.  You are ready to come home and rest.  But as you embark on your long journey home, you hear rumours of rare gifts that have been found in the areas you travel.  You have to get some - they will show your continued dominance in the land!  You go out early each morning but there is fierce competition to find the valuable items.  And even when they are found, they are not easy to keep in your possession.

As you get closer to home, some things seem familiar.  But you've been gone so long, some things look very new.  Are there more mines than before?  Are some places deserted?  Is that a new village?  It seems that a new dawn is about to begin.  Will you return with one more victory? Or will you be defeated?

2. Dawn cards
Additional Rules:
  • New Dawn adds Dawn cards and the Dawn phase. In games using Dawn cards, the Dawn phase happens between any “Start of turn” effects and your Action phase - it goes, Start of turn, Dawn, Action, Buy, Night (if also using Night cards), Clean-up. In your Dawn phase, you can play any number of Dawn cards.
  • “Start of turn” effects can include playing a card (Captain), giving you coins for this turn (Raider), gaining a card (Cobbler), and many other effects.  When you are instructed to play a card in this phase of a certain Type (e.g. an Action card with Captain, or a Gold card with Reap), it is temporarily considered to be the phase when that Type of card would normally be played, for the purposes of resolving any effects which depend on a particular Phase.

Pure Dawn cards:


Quote
Maid
$3 - Dawn
Look at the top 5 cards of your deck.  Put them anywhere in your deck.


Quote
Thresher
$4 - Dawn
+$2
At the start of your Clean-up phase, you may trash a card you would discard from play this turn to gain a card costing exactly $1 more than it.

Dawn-Action cards:


Quote
Muster
$3 - Dawn-Action
Name an Action card. Reveal the top 4 cards from your deck. Put copies of the named card into your hand and discard the rest.


Quote
Communal Hearth
$4 - Dawn-Action
+1 Action
-
While this is in play, when you play an Action card you do not have a copy of in play, +$1.


Quote
Garrison
$4 - Dawn-Action
Gain a card costing up to $4.  If it's your Dawn phase, put it in your hand.

Dawn-Reaction card:


Quote
Early Experiment
$5 - Dawn-Reaction
+2 Cards
+1 Buy
-
When you buy a Dawn or Action card, you may reveal this from your hand to put it onto your deck.

Dawn-Treasure cards:


Quote
Postal Cart
$4 - Dawn-Treasure
If it's your Dawn phase, +1 Card.
Regardless, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure.


Quote
Teapot
$5 - Dawn-Treasure
+1 Buy
If it's your Dawn phase, then for the rest of this turn, when you play a Treasure card, +$1.
Otherwise, +$2.

3. Split piles and Traveller lines
Split Piles:

 
Quote
Lender
$2 - Action
+1 Card
+1 Action
You may play a Treasure from your hand.
Quote
Repository
$5 - Treasure
$2
Reveals cards from your deck until you reveal a Treasure. If you revealed any Lenders or Repositories, put them in your hand, +1 Buy, +$2.  Discard the rest.

 
Quote
Speculation
$2 - Treausre
+1 Buy
+$1 for each Speculation and Salesman you have in play.
Quote
Salesman
$5 - Action
+1 Card
+1 Action
+$1
You may play a Speculation from your hand for +1 Card.

 
Quote
Deserted Smithy
$3 - Action
+3 Cards
If you have more than 1 card in play, discard 2 cards.  Otherwise, put a card onto your deck.
Quote
Farrier
$5 - Action
+2 Cards
+1 Action

While this is in play, when you play a Deserted Smithy, you do not discard 2 cards.

 
Quote
Distillery
$3 - Action-Victory
+1 Action
Discard any number of Victory cards, revealing them.  +1 Card per card discarded.

1(VP)
Quote
Greenhouse
$6 - Treasure-Victory
$2

Worth 1(VP) for each differently named Victory card of which you have at least 3 copies.

Traveller Lines:

       
Quote
Homage
$2 - Dawn-Action-Traveller
+1 Card
If it's your Action phase, you may play a Traveller from your hand.

When you discard this from play, you may exchange it for a Fealty
Quote
Fealty
$3* - Action-Traveller
+2 Cards

When you discard any card other than from in play, you may reveal this from your hand to put it and this on top of your deck.

When you discard this from play, you may exchange it for a Feud.
(This is not in the supply.)
Quote
Feud
$4* - Action-Attack-Traveller
+1 Card
+1 Action
Each other player with 4 or more cards in hand discards one.

When you discard this from play, you may exchange it for an Offering.
(This is not in the supply.)
Quote
Offering
$5* - Action-Treasure-Traveller
If it's your Action phase, +1 Card, +1 Action, +$1.
Otherwise, +$1 for each Traveller you have in play.

When you discard this from play, you may exchange it for a Fief.
(This is not in the supply.)
Quote
Fief
$6* - Action-Victory-Traveller
Set this aside.

Worth 4% plus 1% for each Fief you have set aside, including this.
(This is not in the supply)

       
Quote
Borrowed Money
$2 - Action-Traveller
+$2
Discard 1 card.

When you discard this from play, you may exchange it for a Temporary Loan.
Quote
Temporary Loan
$3* - Action-Traveller
+1 Card
+$2
Discard 1 card.

When you discard this from play, you may exchange it for an Investment.
(This is not in the supply.)
Quote
Investment
$4* - Action-Traveller
+1 Card
+1 Action
+1 Buy
+$1
Discard 1 card.

When you discard this from play, you may exchange it for a Growth Fund.
(This is not in the supply.)
Quote
Growth Fund
$5* - Action-Traveller
+2 Cards
+1 Action
+$1
Discard 1 card.

When you discard this from play, you may exchange it for a Dividends.
(This is not in the supply.)
Quote
Dividends
$6* - Action-Duration-Traveller
+1 Action
For the rest of the game, when you play a Traveller, choose one: +1 Card; or +$1.
(This stays in play. This is not in the supply.)

4. Artifacts
Additional Rules:
(in addition to all "Official Rules" about Artifacts from Dominion: Renaissance)
  • If only Kingdom cards from New Dawn are being used this game, the Artifact-Gems and Gem Store are all used. If a mix of Kingdom cards from New Dawn and other sets is being used, then the use of Artifact-Gems and Gem Store should be determined randomly, based on the proportion of New Dawn cards in use. For example, choose a random Kingdom card being used - such as the last card dealt from the Randomizer deck - and if it is from New Dawn, use all Artifact-Gems and Gem Store. Do not use the same card to choose whether or not to use Shelters as you use to choose whether or not to use Platinum and Colony (from Prosperity) or Shelters (from Dark Ages).
  • If Gemologist is one of the Kingdom cards, all Artifact-Gems and Gem Store are included in the game, even if they were not selected randomly as described above.
  • Additionally, individual Artifact-Gems are included in a game if a specific Kingdom Card requires it (e.g. if Emerald Miner is in the game, the Emerald Artifact-Gem is also available), but this does not trigger the addition of the Gem Store or other Artifact-Gems.

Gem Store and Gemologist:


Quote
Gem Store
(communal mat)
You may buy any Artifact-Gem from this store for $8.
In your Buy phase, you may trash a Gold and Silver and discard 2 other Treasures, all from your hand, to take any Artifact-Gem from another player.


Quote
Gemologist
$5 - Dawn
Choose one: +3 Cards; or play any number of Treasures from your hand and pay all your $, then if you paid at least $6, take any one Artifact-Gem (from the Gem Store or another player).

Gem-type Artifacts and Cards that let you take them:

 
Quote
Sapphire
Artifact-Gem
When a card instructs you to gain a card up to a certain cost, you may gain a card costing $1 more than that cost.
(This does not affect "gain a card costing $? more than...")
Quote
Sapphire Miner
$2 - Dawn-Action
If it's your Dawn phase, take the Sapphire. Otherwise, gain a card costing up to $3.

 
Quote
Emerald
Artifact-Gem
When the first card is played each Dawn phase, if an Estate is on this then gain it or return it to the Supply; otherwise set aside an Estate on this from your hand or the Supply.
(Cards on this belong to no player, and stay with it when taken.)
Quote
Emerald Miner
$3 - Dawn-Action
If it's your Action phase, take the Emerald. Otherwise, gain a card costing up to $4 and if it's a Victory card, +$1.

When you gain this, put your hand onto your deck.

 
Quote
Rhodonite
Artifact-Gem
At the start of your turn, discard up to 3 Dawn cards, revealing them. +3 Cards per card discarded.
Quote
Rhodonite Miner
$3 - Dawn
+1 Buy
+$2
Take the Rhodonite.

 
Quote
Ruby
Artifact-Gem
At the start of your turn, you may discard a Ruby Miner. If you do, draw until you have 7 cards in hand. Otherwise, draw until you have 6 cards in hand.
Quote
Ruby Miner
$4 - Dawn-Action-Attack
If it's your Dawn phase, take the Ruby, each other player with at least 4 cards in hand discards one. Otherwise, each other player discards an Action or Treasure (or reveals a hand without any).

 
Quote
Topaz
Artifact-Gem
Once per turn, at the start of your Buy phase, you may get +$1 for each card you played during your Dawn phase.
Quote
Topaz Miner
$4 - Dawn-Treasure
If it's your Dawn phase, +$2. Otherwise, +$1, take the Topaz, you may return to your Dawn phase.

 
Quote
Amethyst
Artifact-Gem
At the start of your Action phase, you may return any number of Curses from your hand to their pile. Gain a Copper to your hand for each Curse returned.
Quote
Amethyst Miner
$5 - Dawn-Action-Attack
If it's your Dawn phase, take the Amethyst, each other player may discard a Curse from their hand and if they don't, they gain a Curse to their hand. Otherwise, +1 Card, +$1, each other player gains a Curse.

 
Quote
Diamond
Artifact-Gem
At the start of your turn, choose a card that the player to your right gained on their last turn. You may gain a cheaper card to your hand that shares a type. If you do, each other player gains a copy of the card you gained.
Quote
Diamond Miner
$6 - Dawn
+1 Card
+1 Action
+$1
You may trash a card from your hand to take the Diamond.

 
Quote
Onyx
Artifact-Gem
At the start of your Clean-up phase, you may set aside one Dawn card (face up) instead of discarding it
Quote
Onyx Miner
$6 - Dawn-Action
If it's your Dawn phase, +2 Cards, take the Onyx. Otherwise, +3 Cards, +1 Action, discard 2 cards.

5. Multi-type and Treasure Kingdom cards
Multi-type cards:


Quote
Pledge
$1 - Treasure-Reaction
$1
Return this to its pile. You may gain a Copper to your hand.

When any player gains a card costing $2 or less, you may discard this from your hand to gain a Pledge to your hand.


Quote
Borrowed Land
$3 - Victory-Reaction
1VP

When another player gains a Victory card, you may trash this from your hand to gain a cheaper Victory card (than the one gained).


Quote
Working Hut
$3 - Action-Treasure
If it's your Action phase, reveal a Treasure card from your hand to gain a copy of it. Otherwise, gain a copy of an Action card you have in play.


Quote
Quicksand
$4 - Action-Attack-Duration
At the start of your next turn, +2 Cards. Until then, when another player gains an Action card they gain a Copper and when they gain a Victory card they gain a Curse.


Quote
Evanescence
$5 - Treasure-Duration-Victory
$3, +1 Buy
At the start of your next turn $2, return this to its pile.

2VP


Quote
Inventor's Shop
$5 - Action-Treasure
If it's your Action phase, gain a non-Action card costing up to $5 to your hand. Otherwise, gain a non-Treasure card costing up to $5 onto your deck.


Quote
Ley
$5 - Action-Victory
+3 Cards

1VP


Quote
Magic Coin
$5 - Treasure-Duration
Now and at the start of your next turn, $1.

On your turns with this in play, if you have an odd number of Magic Coins in play, Treasure cards cost $1 less; otherwise, Action cards cost $1 less.


Quote
Swords
$7 - Action-Attack-Victory
Each other player with at least 4 cards in hand discards a non-Victory card costing at least $4 (or reveals they can't).

Worth 1VP for each 4 non-Victory cards costing at least $5 in your deck.

6. Remaining Kingdom cards
The final cards:


Quote
Empty Village
$2 - Action
+1 Card
+2 Actions
Discard 1 card.


Quote
Crooked Broker
$4 - Action-Attack
+$2
Each other player with 4 or more cards in hand reveals one (their choice). They discard it or put it onto their deck (your choice).


Quote
Deep Mines
$4 - Action
+1 Action
+$3

While this is in play, you may not play Treasures in your Buy phase and you may not buy Deep Mines.


Quote
Watchman
$4 - Action
+1 Card
+1 Action
Look at the top 2 cards of your deck. You may trash any number of them and put the rest back in any order.


Quote
Foundry
$5 - Action-Reaction
+1 Card
+1 Action
You may trash a card from your hand.

When one of your cards is trashed, you may discard this from your hand for +2 Cards.


Quote
Peddler's Market
$5 - Action
+1 Card
+1 Action
+$1 per Peddler's Market you have in play.


Quote
Full Village
$6 - Action
+1 Card
+2 Actions
+1 Buy
+$1


Quote
Realm
$6 - Victory
Worth 2VP for each set of Estate-Duchy-Province you have.

5
Weekly Design Contest / Weekly Design Contest #110: This stays in play
« on: April 03, 2021, 12:34:12 am »
Weekly Design Contest #110: (This stays in play)

Design a card that stays in "play".  It should stay in play for the remainder of the game, and have a continued active benefit/reason while doing so.

The two main official examples are: Hireling and Champion, as they explicitly state "(This stays in play)".  Hireling gives you an extra card to start each turn.  Champion is a very powerful card (unlimited actions and permanent protection from attacks) but is hard to get as it's at the end of a Traveler line.

Another borderline example, which I would accept, is Prince.  It uses the "set aside" mechanic, which generally would not be acceptable for this contest (such as Crypt which is only set aside for a limited time and Island which gives no active, ongoing benefit but just passively takes it and another card out of your deck).  Prince does not stay in "play", but is effectively doing the same thing as the cards above - giving you an active, ongoing benefit at the start of each turn for the rest of the game (assuming you remember to do it every turn!)

Reserve cards also don't count.  They are effectively "set aside" too, and the only official card intended to stay there is Distant Lands, which is similar to Island.  Other Reserve cards don't intend to stay on the Tavern Mat for the rest of the game, since they offer a benefit once they are called.

I expect most (if not all) cards will be Duration cards to achieve this contest's goal (unless you can come up with a clever, well-designed card like Prince).  If you want your card to be the final one in a Traveler line (like Champion), I recommend you post the full line of cards - only the final one will be judged, but its interactions with the rest of the line will likely be important to understanding its design.

Criteria for judging your cards

Interaction and fun: The card should look like it will be fun to play with.  It should interact well with existing cards, mechanics, and strategies (use only official mechanics - not additional fan mechanics).  It should be fun to play with 2 players or with 4 (or even 6).

Balance: I will not be playtesting submitted cards, but will use my judgement as to how balanced they seem.  The price and functioning of the card should not have any obvious problems.  Minor text corrections being required (to be in line with official wording) is not a problem, and there can be edge cases which break your card or the game (that's normal with new/unique designs), but it should make sense to play with the vast majority of official cards.

Text length: Cards should be elegant and easy to understand.  They do not need to be "simple", but they do need to be clear and not require lengthy additional rules to explain how they work.  (In this case, Prince would not score as well as something like Hireling).

Submission and deadline

The newest/submitted version of your card should be clearly indicated in your original submission post (with any earlier submissions clearly indicated as no longer current). When you update your submission, please also make a new post stating that you are updating your submission (this is helpful for the next 6 days, but it is mandatory within the final 24 hours of the contest).

I intend to give a 24 hours warning around noon on Friday, April 9th (and will post current submissions at that time), with the contest closing at noon on Saturday, April 10th.

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