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Messages - Gazbag

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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: Today at 09:23:05 am »
There is one massive problem with this though and that's that cattle simply don't exist in Dominion

Why would they not exist? Dominion is just a medieval-ish setting right?

More cards have Pixies in the art than cattle. Not your average medieval setting!

So it's medieval plus magic. Where does minus cows come into the equation?

It was just a silly joke because there are very few cows shown on Dominion cards, I believe the oxen things on Silk Road are the only ones.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: Today at 06:32:41 am »
There is one massive problem with this though and that's that cattle simply don't exist in Dominion

Why would they not exist? Dominion is just a medieval-ish setting right?

More cards have Pixies in the art than cattle. Not your average medieval setting!

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 15, 2019, 08:26:06 pm »
Thanks for all the great entries! I was really tired when I wrote this so please shout at me if I said anything stupid or messed something up!

Meager Meal (herw)
A change for Ruins was unexpected! I'm not sure whether herw's intention was for this to replace Ruins or be used in addition to the 5 old Ruins or to replace one particular Ruin though. I am of the opinion that Ruins play too similarly to Curses so they don't really open up as much new design space as an alternate junk card could have done, the idea of a self trashing junk card seems like a promising alternative to me.

Vintage (King Leon)
Harvest is an obvious choice for replacement being one of the worst cards in the game for its cost. This is very similar to Harvest and I'm not sure that at $6 is much better than Harvest was for $5.

Blackmail (Chappy7)
Cultist is another super obvious candidate for removal, although for the opposite reason of Harvest. This has a similar feel as Cultist being a junker that you can potentially chain but is much less powerful. I think the problem though is that Witch is a really powerful $5 and changing the Cursing to Ruining is not that much of a downgrade so I'm fairly sure that this card is also incredibly powerful. Having said that this card is much less obnoxious than Cultist and might actually be more fun to play than Witch as after the dust settles having a deck filled with Ruins and Labs seems like a better experience than one with Moats and Curses.

Privateer (faust)
Pirate Ship should get the axe in a 2nd edition for sure. This seems like some kind of combination of Bishop and Pirate Ship. But if you play this for the Islanding then it also powers up your opponents Privateers for money making as well as giving them some free thinning, it seems really weak to me. Miser isn't held in particularly high regard and this seems to be worse than it in almost every way, the only real advantage is that this can remove Estates from your deck. It also has issues when you can't play many Actions.

Digger (NoMoreFun)
I think both Pearl Diver and Lookout are good options to remove. I appreciate that this is trying to get the feeling of 2 cards in one, I like that if you have 2 then the first one can put a bad card on the bottom for the other.

Thimberlig (Asper)
Fool might be my least favourite card in the game, although I quite enjoy Lucky Coin. I didn't like the first version of this because it used Boons and I think it's really bad that 3 out of the 7 Heirloom cards use Boons so I'm glad that Asper changed that. I guess the worry is that Lucky Coin gives a really big boost to money strategies and this card might make a boring money deck too good too often in conjunction with the Lucky Coin. I can't really know whether that is actually a problem without playing with card though.

Skiff (Aquila)
I like the top part of this as a Peddler type thing, not strictly better or worse than Peddler. I suppose it would be nice to have a reaction in Seaside, although Lighthouse is Reaction-like and I feel like Seaside might have no Reactions to balance out Hinterlands having so many? Or maybe I made that up? Anyway, I'm not a huge fan of putting random Reactions on otherwise cool cards and Donald X. seems to regret a few reactions like Fools Gold and Trader so I'm not totally sold on that part.

Farmer (Gubump)
I quite like this, it captures the unique thing that Harvest does but isn't completely terrible. Cornucopia also doesn't actually have a real terminal draw card either so it fills a bit of a gap in the expansion. Hard to tell whether 6 is the correct number without playing any games with it but i think a drawing harvest is a nice idea.

Renovate (mail-mi)
Rebuild is obviously a strongly disliked card so a good choice. As others have pointed out this seems like quite a powerful card, probably in league with Sentry and Junk Dealer and Recruiter and such. It doesn't do too well with Coppers though (unless there's any good $2s of course) and I like that it could impose some interesting decision making if you reveal 2 Coppers and a good card, as you don't really want to trash the Coppers or put them into your hand. A "turbo Renovate) strategy could prove problematic though, as look 3 cards deep should make them fairly easy to chain.

Goldsmiths (ClouduHieh)
I don't know why Mint needs replacing, it's a really cool card! It has a pretty unique dynamic which I really enjoy. This card is basically just a buffed Mint for $6, which isn't particularly interesting to me. Coffers in Prosperity isn't out of the question as Prosperity comes with Coin tokens for Trade Routes and mats for VP tokens (my old version did, I'm not sure whether more recent printings still do), although i don't think prosperity should have Coffers.

Pirate Raid (Shard of Honour)
This card seems very similar to Thief, but you can get the Treasures in hand next turn. It doesn't fix the Copper trashing prolem of Pirate Ship or the scaling issues with more players that Thief had so I can't say I'm a fan of this.

Shipwreck (d)
This doesn't really fit the brief as Seaside doesn't have Projects or Trashing tokens so it wouldn't work in a 2nd edition Seaside set.

Distillery (Commodore Chuckles)
I'd be sad to see the Duchess' baby removed from the game but Duchess is pretty awful. I like that this gives you a reason to want Duchy in your deck as it costs $5 so is nice to reveal with a distillery. I wonder whether this is actually bonkers though, with decent trashing it probably isn't too hard to make this hit a $5 pretty consistently. I think I'd also prefer it if the gain was mandatory as then it would be a bit riskier to balance it out a bit.

Campaign (4est)
I feel like Annex gets more hate then it deserves to be honest. The free Duchy aspect spices up the endgame a bit and it isn't too uncommon that you don't want Province for $8 anyway due to endgame positioning. I appreciate that there isn't a Scheme Event so that's a nice effect you found and I never remember exactly what Annex does either which isn't a good sign for the card really.

Cattle Traders (hypercube)
I think Trader is a decent choice, mainly due to the reaction confusion. I like the discard 2 cards and trash from the discard part. Having the +Buy on here is a bit different I suppose, this is bad when you're finished trashing but not completely useless and could still be instrumental if there's no other +Buy. I think that's pretty funny too. I'm not sure about the reaction, +1 Card is a generically beneficial thing to get but +1 Action is more situational as you actually need an Action to use it, so that doesn't strike me as the best choice for a reaction effect. There is one massive problem with this though and that's that cattle simply don't exist in Dominion (Silk Road is inconclusive) so this card needs a major thematic overhaul.

Inquest (Fragasnap)
Proposing an improvement to Renaissance so soon is a ballsy move. I actually agree about the 2 Durations in Renaissance seeming off for an expansion that's trying to focus on simplicity. I think the Artifact overcomplicates this though and it seems really risky if you let your opponent steal it after you put some tokens on it. I think the way I'd do this is to have the Inquest put tokens on itself to track what it's drawing, then you can even do the fun Apprentice-like decks that Research doesn't do.

Ransacker (MattLee)
This is always going to make at least $1 so it's kind of like Amulet but you get 2 out of the 3 options. It'll also upgrade to producing +$2 fairly soon too. I'm not sure you can really justify removing Salvager either, especially in Seaside with all the duds like Navigator and Pirate Ship and the cards everyone seems to hate like Lookout and Ghost Ship.

Sorcerer's Stone (hhelibebcnofnena)
I'm a bit surprised nobody else went for Alchemy, although actually upon reflection I'm not really. Hilosopher's Stone is of course an awful card that should be replaced. A card that slowly gets better the more you play it is a decent one, although this seems exceeding slow to me. The potion cost slows it down and you need to play 6 Stones before it can match Gold. I don't think taking an Elixir really needs the once per turn restriction either. The big issue is that Alchemy only has 150 cards in it, so if you're using 60 of those card slots for Elixirs then along with Potions eating up space that only leaves enough room for about 5 Kingdom cards or something.

The winner is...
Gubump's Farmer, when I read Farmer I thought "how didn't I think of that?" it seems like a very obvious fix while keeping true to the removed card.

Runners up: Asper's Thimberlig and Commodore Chuckles' Refinery, I liked these a lot too!

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 15, 2019, 07:53:48 am »
I'll get the judging done this evening so there's probably about 8-10 hours left for any last minute entries!

5
Variants and Fan Cards / Re: Dominion: Nobility
« on: February 09, 2019, 12:33:11 pm »
I'm not sure what people are talking about regarding Persuivant, it's a much weaker Junk Dealer. It can only trash the card you reveal, so say if you reveal a Copper but had an Estate in hand that's not as good as Junk Dealer, if you have an Action on top it doesn't trash and if you reveal a Silver or Gold it's really bad. It's probably better than Oasis a lot of the time but it isn't strictly better. Maybe it should cost $4 but I actually think it's one of the best designed cards here.

The important difference is that Pursuivant doesn't force you to trash. Having to discard a good Treasure sucks but Peddler variants encourage engines over money anyway. The relevant comparison is with Poacher, another Peddler that sometimes makes you discard. I think Pursuivant's trashing clearly makes it better than Poacher.

I disagree that Poacher is a particularly relevant comparison because the card fills a completely different function. Sure it has some similarities but Poacher is a card you get for early economy which has the risk of becoming weak as the game goes on if some piles empty while Pursuivant is an early game trasher that can become a Vassal-like Peddler thing later in the game. I think relevant comparisons are to other cheap trashers like Forager or Lookout and I don't think Pursuivant is so much better than either of those, if at all. I do think it should probably costs $4 as double Pursuivant seems very automatic due to the anti-synergy with Silver.

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 09, 2019, 10:16:11 am »
I feel I need to say that the intent of the contest was that cards could be printed in the expansion they're designed for, so Coffers in Prosperity or Projects in Seaside don't really fit in the spirit of the challenge as those expansions don't use those mechanics.

7
Variants and Fan Cards / Re: Dominion: Nobility
« on: February 08, 2019, 08:24:37 am »
I'm not sure what people are talking about regarding Persuivant, it's a much weaker Junk Dealer. It can only trash the card you reveal, so say if you reveal a Copper but had an Estate in hand that's not as good as Junk Dealer, if you have an Action on top it doesn't trash and if you reveal a Silver or Gold it's really bad. It's probably better than Oasis a lot of the time but it isn't strictly better. Maybe it should cost $4 but I actually think it's one of the best designed cards here.

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 07, 2019, 12:55:11 pm »
Oh wow thanks for liking my card, or cards I suppose! Now for the new challenge...

Design a card for a hypothetical big 2nd edition update of any non-Base/Intrigue expansion. It would also be nice to have an explanation of what gap it fills (e.g. there's barely any draw in Prosperity) or a card that it's trying to replace (like how Bandit is a clear Thief replacement).

9
Variants and Fan Cards / Re: Day Laborer
« on: February 05, 2019, 08:07:36 am »


This card looks significantly better than Grand Market to me, it's only missing the +1 Buy but in exchange it can be a very potent village with the Villagers  and trading 2 Villagers for Coffers is better than the regular + $2 (and this can do different things to that too, it's very flexible). I'm not sure why you lowered the cost?

It should also be +1 Coffers not +1 Coffer.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 30, 2019, 07:14:41 pm »


5 Night Circus on top and 5 Performers below. I tried to put more effort into the theme this time and avoided Nocturne themes as requested, but don't ask me why a few performers are more expensive than an entire circus. I wanted Performers to be vanilla because I think Night Circus is a bit complicated for a split pile card, it doesn't draw so you can use Night Circuses to draw instead.

Interesting, but two things:

1. Wouldn't Night Circus have to be a Duration? And actually, even if it is a Duration choosing multiple +cards could be difficult to track.
2. I'm also worried that Night Circus would be rather weak. In the beginning you're relying on it not to be drawn with an Action card, or otherwise you have to make an unpleasant choice.

Yeah the rules of this challenge say it can't be a Duration so it draws at end of turn instead of the start of the next turn to try and cheat around that, I don't love it but I'd say it doesn't need to be Duration, what do others think? There aren't that many effects that are relevant in the Night phase unfortunately, especially with attacks ruled out as well.

It isn't really any different to a terminal action apart from you can open 2 Night Markets and then you don't have to worry about collision. I tried to balance the card as if it was terminal in the opening, it only costs $2 and the trashing option is pretty good but I could totally believe that I didn't go far enough, maybe it should draw 2 cards per action?

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 30, 2019, 02:06:27 pm »


5 Night Circus on top and 5 Performers below. I tried to put more effort into the theme this time and avoided Nocturne themes as requested, but don't ask me why a few performers are more expensive than an entire circus. I wanted Performers to be vanilla because I think Night Circus is a bit complicated for a split pile card, it doesn't draw so you can use Night Circuses to draw instead.

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 30, 2019, 10:38:54 am »
Gazbag - Boat - one-shot Lab as reward for having Copper, Silver and Gold
That card is interesting, but it also looks a bit swingy. Copper, Silver and Gold are always available but I canít imagine, that investment into hand management to get that special Treasure card line-up for is really worth just a one-shot Lab. The biggest problem is the big random component. Dominon should not have such moody mechanics.

Aquila - Tasks - individual quests
An unused idea with huge potential. The rules are simple and easy to understand. Tasks cost $2, only one at once. Thatís it. Self-explaining. Humans like small achievements and this mini-expansion invites casual and experienced players to evaluate themselves and find creative ways to fulfill them. Each kingdom provides other possibilities and each player has the choice: Doing an easy task with a small or a hard task with a high reward.

Can anyone explain to me why my design was called swingy and moody (I'm not sure what that means in this context to be honest) where as Aquila's designs, which I think are very similar in concept weren't given similar criticism? I'm not trying to take anything away from Aquila here and I don't think I deserved to win or anything, I just genuinely don't understand why I got panned so much here for such a similar concept to the winner.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 30, 2019, 09:26:48 am »
I don't see why on a $3 opening hand you wouldn't always (aside from specific circumstances such as Shepherd) open Dynamite, trash one Estate for another Dynamite and trash the 2nd Estate for whatever $3 card you were going to get anyway.

14
Variants and Fan Cards / Re: Asper's Cards
« on: January 25, 2019, 03:18:24 pm »
I'd probably put Contract at $3 or drop the +Buy. I think with the +Buy it compares really favourably to Coin of the Realm, which is already quite a strong card, and as trivialknot mentioned with only 5 of them they'll just disappear to whoever draws the first one as it has the +buy.

I can't say I'm enthralled by Imposter but I guess it's fine? If it supposed to be a no-hex alternative to Leprechaun then it doesn't have anything like the Wishing part of Leprechaun, which is the fun part for me at least.

I agree with trivialknot about Institute, it also seems a little against the spirit of how Dominion cards are designed given that you'd basically never buy Duchy on a board with this? I know we have Events like Delve but that feels different for whatever reason. I wonder whether Institute would work at 8 debt?

I quite like Convert at $5 actually, upgrading cards from play (Procession, Improve) has always been powerful so I don't see why it isn't here, this can even do Gold to Province which is sick. If it were changed to $4 then it shouldn't be able to trash itself as then it'd be like Feast but non-terminal and can gain up to $6 and can do all the other remodelly things it can do.

Promenade seems powerful but maybe kind of annoying to play? I'm imagining tracking Promenade chains being a nightmare but maybe it wouldn't be so bad.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 24, 2019, 11:30:06 am »


Does this fit the brief? I envision cards that give out Boats but you could also use Boat on its own, perhaps there would be a Boat randomiser that makes use Boat in addition to the 10 kingdom cards.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 16, 2019, 09:53:55 am »

It's quite boring sorry, pick someone else.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: December 25, 2018, 06:17:44 pm »


Light Trasher or a semi-venture thing, plus a situational good deck cycler.  I thought it was fun to get lost in the woods when you lose your compass.
Why does this need to be a Treasure? Could it not just be a non-terminal Action?

I thought it was more balanced when the put-in-hand thing was only helpful with nights/treasures rather than being able to dig for an action.  To me it is more interesting to be played at the end of the turn whether you draw a card or trash a card.(I played with it as a night card but that didn't work out) I also like the cycling happening at the end.  Overall I guess I found it more interesting to play as a treasure.

thematically Compass seems more like a treasure anyway

Why is it a Fate? Fate means it can give you a Boon.

I thought lost in the woods counted.  If that's wrong I can easily change that.
I'm pretty sure the Fate type means that you need to get the Boon pile out of the box and shuffle it, so this counts as a Fate card.

This card doesnít use Boons?
It uses Lost in the Woods, which uses Boons. I'd say the card should be a Fate, as I believe the official rules state that the Fate type means that the Boons are shuffled at the start of the game.

18
Variants and Fan Cards / Re: Dominion Wild Lands
« on: December 24, 2018, 08:13:23 am »
Also, the "from the supply" is important so you can't gain Travellers or Spirit cards.

No this is incorrect, the word gain implicitly means from the supply. Hermit is a nice example, it just says "gain a card costing up to $3." but has to specify that the Madman is gained from the Madman pile.

19
Variants and Fan Cards / Re: Dominion Wild Lands
« on: December 22, 2018, 01:20:09 pm »
Yeah I don't really see how Remodelling Province to Province then regaining the Province is much different from Remodelling Gold to Province and regaining the Gold.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: December 02, 2018, 05:39:29 pm »


Trying to something Renaissancy so uses Villagers and is a good tbf target as well as a tbf card itself. Originally it gave you a choice of Coffers or Villagers but that was kind of crazy (it cost $5 then though). The Villagers part seemed like the fun part so it's just Villagers now.

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 27, 2018, 12:28:56 pm »


5 Horses on top, 5 Paddocks below, like a standard split pile. If a Goat is allowed to be a Treasure then Horse is too! It also trashes things a bit like Goat. Horse might be able to get away with costing $2? I thought I'd play it safe but am open to changing it. At first I had Paddock revealing for treasures first before the +3 Cards, but I like it this way because it works with Wishing Well type things which is always fun. I didn't want the cards to specifically mention each other like a lot of split piles do.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 25, 2018, 08:15:54 am »
Well this is a bit frustrating. My final submission for Excavation was a cost of $5, not $6. Also, the price is a reflection of Excavation's power, Refineries power and how hard it is to get Refinery. You seem to have attributed the cost merely to Excavation. No one would say Urchin is a poor card even though it's a weak $3 cost, because it can gain you the much more powerful card, Mercenary.
I thought the cost of the cards together was appropriate. I was just confused because people seemed to be acting like trashing 3 cards is strong by itself for $6, it was more of a tangential comment. I guess that didn't come across though so I apologise.
I mainly didn't find the blind trashing particularly compelling even though I understand (I think?) that it was intended to be a last resort option to try to get the Refinery. Refinery having to have the awkward wording because Capitalism messed it up was also unfortunate, I did like the concept behind Refinery though. It was a really close call and these things meant I couldn't justify putting it above some of the cards.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 24, 2018, 07:49:36 pm »
I don't feel at all qualified to make a sound judgement here.

Avenue/Flower Seller: Oops I probably should have asked for people to say how many of the card there is, ah well. So my worry here is that with only 8/12 Flower Sellers available and Avenue giving 3 Flower Sellers at a time it seems pretty easy to hoard Flower Sellers, kind of like what you can do with Experiment sometimes. Adding more Flower Sellers just makes too many points available. I think the concept is great but maybe Avenue needs to be changed to make it work well.

Courier/Message: This one is nice and simple, I really like Message although I wonder whether a terminal Silver is the best thing to have paired with it. I guess it's a tiny bit like Flag Bearer where you're buying this terminal Silver for some temporary draw.

Demagogue/Assasin: This one is hard to evaluate for me, I appreciate that Demagogue isn't a great early game card so it isn't an auto-open. One thing that I find is worrying is that the Assassinator doesn't get their card back if the assassination fails so it's quite swingy, I wonder if it would be more fun if they got the card back if the Assassin whiffs but not if it hits? I'm also not sure this is great with 3+ players, it seems frustrating to have your Demagogue trashed by an opponent's Assassin that came from your other opponent's Demagogue. The flavour is great though.

Day Worker/Night Worker: I think Day Worker is a cool workshop variant and Night Worker is a clever way of getting actions into play for Day Worker although it is kind of similar to Ghost, although I praised Message which is basically Lab so I guess I can't criticise that. I wonder whether Night Worker needs to be gained to hand, although I guess it costs $5 so it probably does.

Architect/Redevelop: I like Architect, I guess if you just put +2 Cards on a base set card I'll probably like it... but I like how it can gain Silvers and also draws so the condition to get Redevelop makes sense. Redevelop is scary but it's quite hard to get so I guess it has to be, it also seems like the fun kind of scary to me.

Ox/Yoke of Oxen: I love the concept of a card that you can combine like this. Terminal +1 Card is generally frowned upon though and I think the card might be good enough without any +cards. It's not like Woodcutter for $4 is the worst thing ever and combining them seems like quite the upside.

Archaeologist/Excavation Piece: I like this apart from the weird scoring on Excavation Piece, I don't see why it can't just give a flat vp value. I'm not sure Excavation Piece needs to be a Treasure either really.

Factory/Worker: I like this one too, Bank was getting lonely as a building that's secretly a treasure. I like how the workers give your opponents some interesting decisions to make but they seem like a pretty hefty disadvantage so I wonder how often this is worth going for.

Oak/Acorn: This has some great flavour with the on-trash and the acorns growing more trees. It does seem really strong for $4 though. I think it really should cost $5, the Acorns gaining more Oaks I think is what pushes this over what a $4 should be allowed to do. It's such a delightful design though, I really love it!

Sail Boat/Passenger: I like this one a lot too, nice and clean design and seems like it opens up some interesting decisions, looks well balanced at first glance to me too. I guess you could say that it's playing it a bit safe, but really I don't see what's not to like.

Consorts/Royal Favour: This seems like a well balanced Throne+ with lots of decision making. The +1 Card on Royal Favour doesn't read too well but I understand why it's there, I'm kind of grasping to find criticisms here though.

Lunatic/Conjurator: Lunatic is pretty much Masquerade. Conjurator is double Necromancer. I don't know, with Lunatic being so similar to Masquerade and Conjurator just being better Necromancer I'm not sure this is doing much new? And Lunatic doesn't entice you to trash other Action cards either so I'm not sure it's the best fit really.

Plotter/Gunpowder Plot: I love the flavour here, although you should have to gather 11 Villagers, not 5. I didn't actually hate the +1 Card +1 Villager as much as others, saying that you have to play a Ruined Library 5 times is kind of not how it worked because Ruined Library doesn't give +1 Villager which can do things other than get you to Gunpowder Plot if you need it too. But this new version seems kind of bonkers for $3? Villagers are really powerful!

Superstitious Witch/Witch Bottle: This is cute, but I imagine it has a similar thing to Chariot Race but maybe even worse. You know, your opponent draws a Witch Bottle at the right moment and blocks all of your Curses and you don't and oops now I have 3 Curses which make it even harder to draw a Witch Bottle and then things spiral down from there and you're left questioning why you ever played this game. Just a personal bias of mine.

Treaty/Domain: I really like Treaty actually, a very nice little trasher to open with. Domain is maybe a bit too generous? I do like that it entices you to trash it to tie it back to Treaty though.

Painter/Painting: I'm not sure about this Ally thing, I did ask for a card not a card-shaped-thing. So it doesn't really fit what I was looking for, sorry.

Visionary/Vision: My gripe with this is that Visionary is kind of a non-card, like I'm not sure I can justify putting this ahead of the designs that have 2 interesting cards.

Manager/Intern:  I don't understand why this has a Debt cost +3 Cards +$3 seems like something that you'd open with every time to me. I like the idea of the card apart from that though.

Excavation/Refinery: I'm not sure why people are saying Excavation is strong, it seems kind of weak for a $6 to me. Well ignoring the Refinery part at least. I'm not a fan of the blind trashing part of Excavation, given your deck will probably be fairly built up by the time you can afford a $6 it seems like it'll backfire very often and Lookout is very unpopular for its semi-blind trashing so I think it's best to not do that kind of thing. The setting aside part of Refinery is unfortunate, thanks Capitalism.

Executioner/Gallows: I think this falls into the pitfall of doing too much at once. It can provide draw, Gold gaining, +Buy, +Villagers, Militia attack and Cursing all in one! The only thing it's really missing is trashing. Discarding your hand is a big cost of course, but it's not so bad early on given that Gallows is probably better than anything you could buy anyway and later on you might be able to start doing things with +$ giving Actions (like Gallows) where discarding your hand isn't so much of a big deal.

Spoiled Brat/Coal: I think it's on-record that I'm not a big fan of Knights at all? Sorry I know it's just my own personal bias but this is just not for me. I think posting cards that you think appeal specifically to the judge is an underrated aspect of this contest's metagame honestly.


It was really tough to decide a winner, I was torn between quite a few and it was painful to whittle down my list of top contenders.

The winner is Architect/Redevelop by Aquila. With Consorts/Royal Favour and Sail Boat/Passenger as the runners up (and a lot of others very close, you probably know who you are based on my comments).

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 23, 2018, 02:50:30 pm »
I'm a bit ill today so I'll do the judging tomorrow when I'll hopefully be better.

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 16, 2018, 05:33:21 pm »
Oh I wasn't expecting to win this, thanks for liking the card Asper!

Non-supply card
A new non-supply card and a card (or cards I suppose) that showcases that non-supply card. It could be something like Vampire/Bats  with 2 intertwined cards or something more like Spoils or Wishes, or something new and unique that I haven't thought of. It's strictly one non-supply card, so no Travellers and I'm also going to say no Heirloom/Shelters type things too.

If anything is unclear just shout at me and I'll try to explain better!

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