Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - X-tra

Filter to certain boards:

Pages: [1] 2 3 ... 9
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 20, 2021, 11:30:37 am »
Blessed Coin
cost $4 - Treasure - Duration - Reaction
Either now or at the start of your next turn, +$2. While this is in play, when another player plays an Attack card, it doesn't affect you.
When another player plays an Attack card, you may first play this from your hand.

Just for fun, I wanted to sketch what this three colour typing would look like on a Dominion card:

Variants and Fan Cards / Re: Set Expansion Contest
« on: January 19, 2021, 11:24:31 am »
As Timinou said, I think as long as it doesn't require expansion-specific components, it's good to go. If that is the rule to follow, then I suppose Projects wouldn't work, because they require wooden cubes (specific to Renaissance). However, Landmarks without VP tokens would work in my book.

Sauna/Avanto proves that an expansion-specific gameplay mechanic (here, split piles) can be transferred to Promos, again, as long as it can be used by itself without being dependent on other components.

But yeah, I'm just echoing what has been said already. :)

Variants and Fan Cards / Re: Set Expansion Contest
« on: January 18, 2021, 05:12:49 pm »
Likewise, I don't think it obviously should say "return" instead of "trash" just because of Fortress, a card who's supposed to benefit from being trashed. Otherwise, with that mindset, Fortress is obviously broken with stuff like Apprentice. Still, I agree that the card should be returned to its pile, if only to match what other Ways such as Butterfly and Horse do as well. No other Ways self-trash, and while it's probably not illegal to have one attempting to do so, I prefer not to steer too much away from pre-existing concepts.

Anyway, a round of promo cards could be really fun. Time to unleash the wacky ideas and go nuts. :)

Variants and Fan Cards / Re: Set Expansion Contest
« on: January 16, 2021, 02:40:30 pm »
Hope I'm not too late:

Probably not a powerful Way, but they're not meant to be anyway.

Variants and Fan Cards / Re: Dominion: Weekly Design Contest Set
« on: January 15, 2021, 01:36:38 pm »
Even without the option to gain a Horse, Convoy still wouldn't be weaker than Stables, because only the non-terminality is conditional on discarding. Horseless Convoy would be a Smithy in the worst case, whereas Stables is dead in the worst case. Plus, Convoy is more likely to be able to be effective in engines (which is the kind of deck that wants Convoys or Stables) because engines have more Action cards than anything else, and Convoy discards after drawing instead of before.

Oh hehehe, of course in the grand scheme of things, Convoy is stronger than Stables. This is why it bears a price tag after all! No truly, I just meant looking at the effects in a vacuum. How both of them get you to "+3 Cards, +1 Action", except that one makes you discard an Action card whereas the other makes you discard a Treasure, and for less. But you are absolutely correct in saying that the worst case of Stables is beyond worse than Convoy's "worst case". You draw before deciding to discard with Convoy, so you've got all the tools you need to analyse your hand in order to make a good decision. And hey, Convoy creates its own economy by adding Horses to your deck as potential discarding candidates (if nothing else is better) to make it non-terminal.

Overall, Convoy's power level definitely trumps Stables. Though I'd be happy to village before playing a Convoy to get the benefit of adding a Horse to my deck and still have Actions left. :)

Variants and Fan Cards / Dominion: Weekly Design Contest Set
« on: January 14, 2021, 09:34:44 pm »
Dominion: Weekly Design Contest Set

Hello everyone!  Celebrating the end of the 100th Weekly Design Contest, an impressive milestone, I thought it could be cute to pool a couple of winning cards together into a community-created set. I’ve compiled my favourite quarter of these winning cards (25 cards), updated some of them with the ever-changing wording of Dominion and added/changed pictures on some of them. Multiple questions arise in the light of what I’ve just said:

1. What determined which card made it into this set? Why wasn’t my submission included here?

First of all, it’s nothing personal. These 100 cards all have their merits, if only by how creative they are. But I limited myself to multiple factors, and that filtered a bunch of cards out. Here’s my list of criteria:
  • Card had to be the winner of a weekly competition. Runner-ups were sometimes extremely interesting, but there was too much to choose from. So winning cards only.
  • No extra components. This eliminates all cards that come with their own tokens, mats, personal out-of-Supply piles and what not.
  • No Landscape cards. It’d feel awkward to create a 25-card set with like... 3 Events, y’know. If Landscapes are to be included, there would need to be a good amount of them for them to not look out of place. But there weren’t enough winning Landscape cards, so I decided against including these.
  • Simplicity rhymes with priority. The elegance of Dominion comes from the interaction of cards together in a given Kingdom. Not from a card alone doing everything and then some. Donald has been edging closer and closer toward simplicity with his recent-most expansions (Renaissance, Menagerie), and I agree with this design philosophy. So I avoided cards with a massive wall of text on them more than I didn’t.
  • A set must hold itself together with a certain number of core cards. For instance, there needs to be enough trashing, enough draw cards, enough payload and enough villages for cards to work well together, should a player decide to play only with this set. But also, there mustn’t be too many Attack cards, too many Kingdom Treasure cards, too many cards with super-duper wacky effects, etc... There’s also a question of cost. The ratio of - - cards in the set must be reasonable. So, sometimes, I had to filter out cards to be able to realize that vision.

2. Why did you change the wording on my card? Wasn’t it good enough to begin with?

Of course it was! Sometimes, I only changed a couple of things to make the card perhaps less wordy, or perhaps because the Dominion lexicon changed over time. All of this will be explained in each card’s individual entry. But this was all done in good spirits: the mechanics on the card itself remain unchanged (or ultra close to what it was originally).

3. What about the art? Why is it different than the art I originally submitted?

Not all cards have a different art. But I’m a big sucker for crediting the original artists. Sometimes, I could not find the original piece of art submitted and as such, I could not find the artist to credit. In such cases, I searched for new art to credit it. And even on rarer cases could I not find the original artist on art I added. I hate when this happens… But anyway.

Here are the 25 cards now, ordered in ascending cost.

      Name: Actor

Creator: Belugawhale

Description: A simple cantrip card that gives Villagers.

Changes from the original card: None.

Thoughts: Poor House now has some company in the range of Kingdom cards! I won’t be as angry Upgrading or Remaking my Coppers into Actors as I would with Poor House, to be fair. Worst case scenario: I just cantrip my Actors away.


      Name: Lady

Creator: Fragasnap

Description: A cheap utility card; and a cheap source of Buys.

Changes from the original card: None.

Thoughts: This card fluctuates between giving you +1 Card and +1 Action, depending on the village availability in the Supply. The +1 Card is perhaps not the best “bonus” you can gather out of your multiple available Actions, but then again, so is the disappearing money version of it too. Still, a cheap +Buy is a cheap +Buy. Sometimes you need that!


      Name: Mouse

Creator: Somekindoftony

Description: A top deck trashing Necropolis that gains copies of itself.

Changes from the original card: “Gain a Mouse” was simply moved before the reveal/trashing clause. This was to mimic more how Rats function. Instinctively, it perhaps is better to gain a Mouse before proceeding with the instructions on the card.

Thoughts: Mouse unconditionally gains copies of itself. Rats do that as well. But Rats has 20 cards in its Supply pile. As such, I’m pondering whether Mouse should get a bigger Supply pile or not. Otherwise, man, it would be depleted at Mach 5 speed. Mouse really loves being paired with big, juicy draw cards, like Hunting Grounds or Embassy. Since it constantly gains itself, your thirst for villages will probably be quenched after your first Mouse gain. Oh, and the trashing thingy is pretty nice too. Good Copper trasher and good Estate filterer.


      Name: Craftsman

Creator: Grep

Description: A cantrip gainer that works only once per turn.

Changes from the original card: The vanilla bonuses were moved above the gaining part. This is just more intuitive and more elegant that way, in my opinion. This barely changes anything too, except that you get to see one more card before you decide whether or not you want to gain a card with Craftsman. Hardly consequential.

Thoughts: Cantrip gainers are interesting. Perhaps too easy to spam. But Craftsman solves that issue by having it only work once per turn. So why invest in multiple Craftsman, then? Well, because you can simply decide to cantrip them until you reach the price point you want to gain from with your last Craftsman. Brilliant design! And hey, it may be a Province gainer too, if you work hard enough. Definitely possible on the right Kingdom. But hey, that’s still once per turn, so the abuse is well bounded!


      Name: Gift Exchange

Creator: Snowyowl

Description: A trasher that involves every player; and a gainer from the trash that also involves every player.

Changes from the original card: Nearly identical to its original counterpart, save for a “then” I added just before the gaining part.

Thoughts: This is the wacky card of the set. The Possession – Masquerade – Ambassador level of “huh?” card. And it’s highly interactive too. Everyone gets to trash from their hand... and if anyone doesn’t feel like it, they can simply move a Gold from the Supply into the trash instead. Careful though! This gives you some Gold gaining ammunition if anyone (including yourself) does. Very wacky card. Probably hard to use. But fun nonetheless!


      Name: King’s Counsel

Creator: Naitchman

Description: A Throne Room variant involving another player.

Changes from the original card: None

Thoughts: A King’s Court cheaper. What! Why? Well, because King’s Counsel’s powers can be wasted by the player to your left, should you not plan carefully. The bigger your hand, the bigger the number of Action cards in it, the easier your opponent can make it “dud”. Ideally, you’ll plan a little bit with King Counsel to make sure just exactly the card you want to triple is forced to be played. King’s Courting has never been so puzzling!


      Name: Neighbouring Village

Creator: Aquila

Description: A utility Necropolis.

Changes from the original card: Oof, quite a lot changed. First of all, since Neighbouring Village was first submitted, Menagerie came out and has given us precedence for things happening in this card. So Neighbouring Village now uses a mixture of the wording used in Kiln and Way of the Chameleon. Kiln for the “The next time you play an Action card this turn”, and Way of the Chameleon for the “each time it gives you +[Vanilla Bonus] this turn”. Yes, this means that Neighbouring Village now says “this turn” 2 times, but this was unavoidable.

Thoughts: So Neighbouring Village, in itself, is a severely overpriced Necropolis. Truly, its real perk is to improve whichever Action card you play next. A simple Smithy is thus improved to a Hunting Grounds. A Village is now a Stable sans-Treasure discarding condition. A monument is a terminal Gold with double the amount of it usually gives! The possibilities are quite large (and fun)! The best cards to use this on are the ones that gives lotsa different vanilla bonuses, such as Market. You know, a Grand Market that says: “+2 Cards, +1 Action, +2 Buys and +” is quite a deal!


      Name: Porcelain Shop

Creator: Snowyowl

Description: A payload card that gives coffers.

Changes from the original card: Simply merged the two non-Vanilla bonus sentences.

Thoughts: Pretty nice how it wants you to accumulate Coffers for you to boom with them. ‘Course, you can immediately spend the one Coffers the moment you play Porcelain Shop. But that, my friend, would be equivalent to you having bought a terminal Silver Action card. Duchess costs , so why did you pay for this? Letting the Coffers rest for a while brings you closer to a megaturn, which is what Porcelain Shop really wants you to do.


      Name: Silver Worker

Creator: Chappy7

Description: A draw card with Silver interactions.

Changes from the original card: Simplified the top part with wording matching the one found on Royal Blacksmith.

Thoughts: Smithy, but cheaper. Smithy doesn’t come with a drawback though; and the on-gain clause helps you force that drawback upon others. Indeed, when you gain a Silver Worker, each other player topdecks a Silver, à la Bureaucrat. Should they then play a terminal Silver Worker on their turn, they’re guaranteed to have to discard at least one card. Getting a Silver Worker in your opening split can kind of mess up the split of your opponents, and probably in a good way for them. This could bring them to have something like /, perhaps not the most desirable outcome for you.


      Name: Cats

Creator: Somekindoftony

Description: A trash for benefits cantrip.

Changes from the original card: Reworded a few things (ex: “If you do” > “If you did”). Changed the drawing wording to include “+Cards”. It interacts with stuff like Way of the Chameleon better like this. The old wording for drawing was also somewhat incomplete. What if you trashed an Overlord, for instance? The part of a card’s cost had to be mentioned. Most importantly, the name of this card was changed (the only one in this set who had a name change). It went from “Cat”, to “Cats”. I simply pluralized the name... to match the art better, lol. Also, to match fit with Rats. Rats... cats... only one letter sets them apart!

Thoughts: This is pretty much Apprentice, but limited as to what it can trash. You’ll never get more than +2 Cards with it. But, it is cheaper than Apprentice, and it’s also a cantrip. Overall, it’s a pretty neat Estate trasher and you should probably open with Cats.


      Name: Charity

Creator: Commodore Chuckles

Description: A trasher/emulator hybrid.

Changes from the original card: None.

Thoughts: A funny way to play that one nasty Attack card via Estate trashing. The trashing clause is pretty novel. And I like novel ways of trashing. You can pull all sort of weird stuff with Charity, and its simple effects leading to intricate moments is super intriguing. Trashing has always been fun, but Charity makes it extra fun!


      Name: Countryside

Creator: Scott_Pilgrim

Description: A variable alt- card.

Changes from the original card: None.

Thoughts: This is just a plain awesome Victory card, proving that the design space of pure Victory cards is not that strangled yet. Man, Countryside is a game changer in whichever Kingdom it appears in. Because technically, simply with Estate/Duchy/Province, Countryside can be a Province at half the price. Quite a steal! But... how much green can your deck handle? For each Countryside you add in your deck, you must also add an extra Estate, Duchy and Province for it to keep its 6 score. Perhaps you won’t want to trash your starting Estates to help them stay above the number of Countryside you add to your deck. Perhaps you can fish for other Victory cards in the Supply, such as Nobles or Harems. Countryside really makes you play a different game!


      Name: Cowrie

Creator: D782802859

Description: An on-call draw card that’s also a Silver.

Changes from the original card: Extremely minor changes (capitalised “Buy” from “Buy phase”, separated the on-call effects in two sentences, “on top of” > “onto”).

Thoughts: “Uh oh, it’s a Silver+”, they’ll say. Except not really. You’ll only get this one turn out of two. It acts sort of like Coin of the Realm. In fact, it shares the same types. But what Cowrie is trying to achieve is to give you a chance to draw more Treasures during your Buy phase. It even also come with a neat little anti-dud clause. Uselessly drawing an Action card in your Buy phase, save for some fringe cases, is frustrating. But Cowrie’s got you covered. Topdeck it and have it ready to play next turn!


      Name: Fanatic

Creator: Silverspawn

Description: A Lost City+ that worsen your cards with each play.

Changes from the original card: Just changed “that card” to “copies of it”. This is less confusing about which particular card “that” card is (“that” implies only one card getting downgraded).

Thoughts: Man, it’s bonkers when you first play Fanatic. A stronger Lost City, and cheaper! Of course, after that, it’s all downhill from there onward. The player to your left can simply say “Fanatic”, and then your strong Lost Cities are Abandoned Mines. Woops. If they’re cocky, they can name another card, waiting for you to play another Fanatic for them to have the opportunity to downgrade yet another card. I can’t wait to see that in action!


      Name: Valley Town

Creator: Something_Smart

Description: A self-Exiling village.

Changes from the original card: None.

Thoughts: It’s a village that can do a little more, not unlike Mining Village. Both at , they can sacrifice themselves to help you go a little further. Unlike Mining Village though, I suspect you’ll use the extra push from Valley Town more often than not. I mean, you’ll see them back in your deck when you gain more of them. It’s not over until the Valley Town Supply pile is empty! Anyway. This is simple, elegant and useful. What’s not to love?


      Name: Wine Cellar

Creator: ConMan

Description: A payload card that grows over time.

Changes from the original card: This is the only card in this set that has changed slightly in how it functions. Here, the Coin token is put on Wine Cellar before you can call it. This accelerates it one turn ahead as opposed as to what it was before. This was changed because I felt that it’d be easier for players to remember and to see that they have to put a Coin token on Wine Cellar each turn it is on your Tavern mat, even when you decide not to call it.

Thoughts: A nice card that wants to grow over time for an ultimate payload. Multiple Wine Cellars can rest on your Tavern mat, doing their thing until you’re ready to all call them for a bunch of .


      Name: Bailiff

Creator: King Leon

Description: A draw payload card.

Changes from the original card: “per Duchy in your hand” > “per Duchy revealed”.

Thoughts: +Cards with +Buys are always cool. Margrave, Barge, Silk Merchant, etc. Bailiff does that as well. But it also provides you with a payload that could be quite large if you decide to invest in Duchies. Bailiff could justify that investment. Two Duchies revealed, for instance, brings it at: “+2 Cards, +1 Buy and +”. That’s pretty badass already. Still, the timing of Bailiff is quite awkward. It’s definitely no power card, but that doesn’t invalidate its right to exist.


      Name: Crumbling City

Creator: Something_Smart

Description: A Lost City variant.

Changes from the original card: The whole dividing line has been abolished in favour of a simpler wording that imitates Encampment and Outpost (immediate set-aside effect and mentioning your next hand like Outpost does). Functionally slightly different, it still retains the purpose of this card at heart.

Thoughts: This is such a cool card. It’s Lost City, but it stays the heck away from your next hand(s). As far as it can be in fact. You’ll have to be careful about triggering shuffles with that one. And if you draw your entire deck anyway, well... Crumbling City will probably be the last card you see as you draw your deck the following turn. Bwa ha ha! This is such a funny concept, I love it!


      Name: Farmer

Creator: Gubump

Description: A draw card which rewards variety.

Changes from the original card: None.

Thoughts: This is exactly the missing terminal draw card Cornucopia should’ve had, right down to the theming of this card. This card can technically be a +6 cards if you reveal the right cards. Realistically, it probably won’t go there. This is true for the opposite end of the spectrum too. You uh, probably won’t reveal 6 copies of the same card for +1 Card. You’ll probably end up somewhere in the middle. But Farmer’s high variance is dang cool. And perhaps one will build a deck around this variety-for-benefit it offers!


      Name: Forbidden City

Creator: Spheremonk

Description: A junker, emulator village.

Changes from the original card: None.

Thoughts: Man, the cool concepts are flying left and right, it’s baffling! This village can shapeshift into so many things, depending on the top Ruins. And if you’re sick of playing Survivors with Forbidden City, then open your turn with one and filter the Ruins to play something else. It works on so many levels, I’m damned impressed. Gotta love me some cool villages!


      Name: Judge

Creator: Naitchman

Description: A terminal Silver discarding Attack.

Changes from the original card: None.

Thoughts: This is a nastier Militia. But not completely game breaking and not as punishing as Pillage. It found quite a comfortable spot between these two cards in fact. A spot so perfect, so okay-to-exist, that I’m surprised we haven’t had a discarding Attack in Dominion like this as of yet. Other players get to protect their two most precious cards in their hand while they’ll probably say goodbye to their third strongest card. Judge is so reasonable, so interactively cool of an Attack that of course it had to be in this set.


      Name: Motherly Witch

Creator: MeNowDealWithIt

Description: A duration draw cursing Attack.

Changes from the original card: Removed the dividing line to move away from the “while this is in play” wording Donald avoids more and more nowadays. The wording mimics the one found on Gatekeeper (“until then”, it says).

Thoughts: This is Witch, but like, way stronger. In addition of being Witch, it also draws 2 cards on your next turn, just like Wharf does. And Wharf is strong. So if it’s Wharf and Witch, why does it just costs ? Because, should your opponents play Attack cards until your next turn, on top of the Attack, you’ll also be junked with a Copper. Imagine if they use that time to play a Mountebank. ‘Grats, you just gained a Curse and 2 Coppers. Ouch. So the risk is definitely there. For a card that strong, that risk is worth existing. And hey, look at that, Motherly Witch worsen significantly the more players there are!


      Name: Savings

Creator: X-tra

Description: A Silver+ that adds/removes Buys.

Changes from the original card: Simply switched the two bonuses so that the “+1 Buy” bonus appears first. I can’t explain why... but this felt more “right” this way.

Thoughts: Shamelessly self-including a card of mine, harr harr! Bow down to my infinite modesty! So this is indeed a Silver+ for . So far, it falls within the convention laid out by stuff like Royal Seal, Relic, Treasure Trove, etc. But here, you can choose to suck a buy to have a Treasure worth in play. You’ll need to get that Buy back somehow. Either with another Savings, or ideally, with an Action card like Market. If you can’t afford to remove that Buy, well, you’ve got a non-terminal Woodcutter, which is eeeehhh...


      Name: Voyage

Creator: Commodore Chuckles

Description: An extra turn giver.

Changes from the original card: Used the “during which” wording found on Mission. “at the end of your Action phase” turned into “at the start of your Buy phase”. I think it’s better practice to deal with start of phases over end of phases. Now. I had no choice but to add the “If the previous turn wasn’t yours” clause. Believe me, I really did not want to have to do this. The card already seemed perfectly bound to not give million of turns in a row. But... it’s definitely possible given the right circumstances. March, Village Green and Innovation all make 3+ turns in a row a little too easy to achieve. So unfortunately, Voyage needs that limiting clause.

Thoughts: I love Voyage. It’s so beautifully put together. It’s very comparable to Outpost. But whereas Outpost lets you take another turn with a smaller hand size, this does not have such a restriction. However, Outpost still lets you play Treasures and Night cards while Voyage does not. It’s probably stronger than Outpost most of the time, but I’m alright with that. Voyage is too cool of a concept to let that opportunity pass.


      Name: Convoy

Creator: Gubump

Description: A draw card that can give Horses.

Changes from the original card: None.

Thoughts: A big card. It draws like Smithy does, but it has the possibility of not being terminal by discarding an Action card. In a pinch, maybe you’ll want to do so. But overall, this is subpar. Compared to Stables, for instance, this is both weaker and more expensive. Now, getting the Horse, that’s more like it! Ideally, you’ll aim for that. But you know what? For all I’ve said about Stables being better and blablabla, simply having the option of discarding an Action for +1 Action is still a nice ability to have.

Some final thoughts:

I really love how well together these cards synergize! It looks pretty complete to me. However, there are lacking patterns I have noticed over the course of me compiling these cards together. Here are what I believe to be the shortcomings:
  • There are simply not enough payload cards. Not enough cards simply give a “+” vanilla bonus for instance. There are payload cards in there, but some of them aren’t too straightforward, like Porcelain Shop and Wine Cellar. Bailiff is too conditional to reliably be a payload card. Meanwhile, Treasures like Cowrie won’t be in play as much as other Treasures can. And Savings needs help to give a decent payload.
  • Likewise, trashing is too scarce in this 25-card set. Both Mouse and Cats are limited in what they can trash. Gift Exchange is too erratic to be the centralising trasher in your deck. This pretty much only leaves Charity as a normal trashing card.
  • Perhaps there is a little bit too much focus on revealing in this set. (Mouse, King’s Counsel, Silver Worker, Bailiff, Farmer, Judge).
  • Finally, it’s a shame that certain concepts only appear once in this set. This makes them stand out as outliers in a less-than-cohesive set. Mechanics appearing on only one card are: Villagers, Coffers, Exile, Ruins, Night and Horses.

Anyway, that’s all! Enjoy folks. And thank you for all these beautifully crafted cards. I plan on posting one or multiple Kingdom mock-up(s) solely using cards from this set in the near future (perhaps even tonight). It’d be fun to discuss strategy over these Kingdoms. :)

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 03, 2021, 07:58:03 pm »
Posted this in the Dominion Discord, mostly to get the wording right:

Variants and Fan Cards / Re: Set Expansion Contest
« on: December 29, 2020, 09:14:20 am »
Land of the Damned
Can the player choose in which order they receive the Hexes or are they received in the order they are revealed? If the latter, is the 2nd Hex revealed before the first is received?
You reveal the first Hex and receive it. Then you reveal the second Hex and receive it. Since the Hex pile is "ordered", you receive them back-to-back in the order they are in said pile. This is something that would be clarified in some kind of FAQ rather than on the card itself; otherwise it'd become too wordy for very little gain.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 27, 2020, 03:58:45 pm »
So how about discussing all the interaction that Magi brings into the game? A lot of stuff about card design is technical but those technicalities are "the beginning of wisdom, not the end". Whether a card is actually great to play with has far less to do with how balanced it is (that is the easy part, design- and analysis-wise) and far more with how fun and interesting it is (that is the tricky part, that is the magic and the art of designing Dominion cards in specific and boardgame-wise in general).
Hehe, I actually agree with this. But! This might be because to know if a card is "feelsgood", there's no better way to pinpoint that than by playtesting. And I bet most people here would find it too heavy of an endeavour to do so on each and everyone's submissions. Technicalities are the easier stuff to spot, so I guess that's what gets discussed the most here. Usually, you can be more confident discussing these technicalities rather the feeling of the card itself.

More often than not, these nit-picks are good at polishing the card. I've observed on certain situations however that people's attempts to "fix" things, while being absolutely nice and generous in nature, sometimes degenerate a card into what it ain't trying to be. This doesn't happen enough for it to be annoying, but it can be... errr, some kind of pitfall. Hate that word though. Anyway! The feeling of a card is what makes it so awesome to begin with, as you have correctly noted. That should be the most important thing to keep in mind. And the small "on-the-side" fixes shouldn't go against that core idea. Or ideally, they should try to avoid to do so.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 27, 2020, 03:43:17 pm »
I dunno man. I feel like that, based on this exchanged, I'm not too confident in placing a word about this or that about someone's design. Should I say something, uh, "not worthy of criticism", I'd be in danger of being accused to not know my "Dominion 101". That's not very inviting and, rather than taking the risk to embark on the wonderful journey of discussion, I think it's best I don't say anything at all. That is the vibe I'm getting from this. It's not a very positive one.

It ain’t a hivemind here. Where this guy likes a card very much, maybe this gal over there will think there are shortcomings. It’d be within that person’s right to say at least why they think like that. Just like it’s anyone’s right to refute their judgement. So long as it’s done in respect, man, I’m all for it.

Anyway! Let's not dwell on that too much. I still have some Christmas spirit left after all.  :D

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 27, 2020, 03:18:40 pm »
No, I am defending your design against Gubump who bluntly ignores all the subtleties of your design. Critique is important, unwarranted hyperbole, mathetical fallacies and ignorance of self-balancing ingredients is not.
Whatever the case is, there are ways to put forth arguments and, as it has happened before, you are not doing a very good job of keeping this friendly. From the sarcastic emotes, to the low-key insults, to the hypocrisy of accusing Gubump of ignoring you while you abuse that privilege yourself, to the absolutely condescending attitude of saying stuff like: “gee, idiot, this is Dominion 101”, it is fair to say that you are not trying to argue in good faith.

It is good to have discussions about card balance. I will accept anyone's critique with open arms. After all, that’s what we love and improving our skills at designing is always welcomed! But there are ways to do so, a decorum to respect if you will. Being vindictive as you vilify those you argue with just brings the whole friendliness of this thread down and lemme tell you, that just makes things heavy, man.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 24, 2020, 12:42:36 am »
This was a design suggested on the Discord server. People seemed to like it. Therefore, I present this little bugger for this week's challenge:

The pile consists of 16 cards. This number was determined after some play testing. Otherwise, the District pile empties itself too quickly. And if contested, it doesn't quite achieve what it tries to do.

Variants and Fan Cards / Re: Set Expansion Contest
« on: December 23, 2020, 05:16:15 pm »
Looks too good. Hexes can be nasty but when you mainly gain it, in the endgame, it is easy VP. I will play Groom for a DoubleLab, trash a Silver and 4VPs any day.
The Groom + Land of the Damned combo has been discussed before on the Discord and I'm more than okay with it. It's up to the player to exploit these cool card interactions. Because such interactions exist does not invalidate a card's right to exist though. That's the cool part of Dominion in my opinion. Finding such cool interactions.

I disagree that it's easy too. Sure it has a higher value than a Duchy, but it's riskier also. It truly exploits the uncertain nature of Hexes. This makes Land of the Damned more of a gamble; and I bet sometimes it won't pay off. Or at least, it might foil some of your plans. If you're already behind, then by all means, go nuts champ! Acquire them Land of the Damned: they're all cutsy and cheap and pump out nice for you. This very nature of "come on, give it a try!" is what's expected here. But for that, it needs to be somewhat attractive too. :)

Variants and Fan Cards / Re: Dominion: Urbanisation
« on: December 23, 2020, 05:09:03 pm »
As I interpret the wording, the trashed card still costs more this turn after being placed in the trash, am I right?

I think there's a problem with changing cost of individual copies of a card, it could lead to awkward tracking issues.

If you use Artwork and trash a Gold, for instance, this Gold would cost and you can't gain it from trash with a Rogue. However, if there's other copy of Gold in the trash from previous turns, it cost and you can gain it with Rogue. It seems strange and confusing to me.

Other situation: You trash, for instance, a Village with Overwork and gain it in the same turn with Rogue. That copy of Village in your deck would cost more than the others you have? If you shuffle this turn and draw a Village, how would you know which copy is?

If, on the other hand, your intention is to the card to go back to original cost right after being trashed, I think it has to be said in the card. However, it would be the same as don't change its cost and remodel by
Hehe, good questioning. Indeed, the cost only momentarily increases when using Overwork. The cost rises up during the process in which a card is trashed this turn. Normally, this won't change a thing. However, some trash for benefit cards can enjoy that bonus, Overwork itself for instance. As it is worded though, it won't work with Remodel, because the gaining happens after the card has been trash, not during. This is problematic because this is not the intended purpose of Overwork. As it is, this card is probably more of an outtake than anything. Since I've posted this thread, Overwork has been removed and replaced with something more streamlined and simple.

Variants and Fan Cards / Re: Set Expansion Contest
« on: December 23, 2020, 10:07:26 am »
An old concept I posted on the Dominion Discord:

Seems to fit well within Nocturne. Perhaps a little similar to Cemetery as cost Victory card that does trashing on-gain. However, it plays pretty differently. It has an amazing value for its cost, but... beware of the Hexes! Trash that Copper or that Estate if you will, that will not stop the impending doom to hit your lands.  :D

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 19, 2020, 03:35:30 pm »

A Project for poor old and easily forgotten Hinterlands. The strongest comparison here is, in my opinion, the other Project, Fair, which simply gives you an extra Buy no matter what. Here, you can rack up more Buys than with Fair, provided that you collect Silvers in your deck. Hence why the pricier cost of , as opposed to Fair.

Why Hinterlands? Well, because it has a little bit of focus on Silver gaining. I also feel like Hinterlands is scarce in +Buys, so there it is. The theme here is that porcelain is a luxury obtained in other countries, like chinaware is.

Variants and Fan Cards / Re: Set Expansion Contest
« on: December 13, 2020, 01:31:26 pm »

Uhhh yeah. I’m late as hell with this one. But I tried to be thorough with every entry. Adventures is a nice canvas for cool idea, and you guys did not fail to deliver! So let’s see what we’ve got there, in submitting order:

Homage (Event)
Once per turn: Discard a Victory card from your hand to gain a cheaper card.
Pretty interesting. But this also looks pretty strong. It guarantees that dud hands will always have an okay to good payoff, granted that you have another Victory card than Estate in your hand. For instance, a hand limited by a Duchy means that you can at least gain a card costing up to that turn, making Homage effectively act as Alms. Likewise, if you have a handful of Provinces, then Homage is pretty much better than Advance, an Event I find strong to begin with. And that’s not even to mention Colonies! Even if you can only buy this once per turn (and it’s a good thing you thought about putting that limit), this is still incredibly powerful, especially if you have another or multiple other Buys to spend.
Provided you greened early (and you probably will be incited to do that with Homage around), if you have, for instance and 2 Buys during your Buy phase, you could discard a Province for, like, a King’s Court and use that to buy yourself a nice Action card. Not a bad turn for someone who started to clog their deck with Provinces early on.
And finally, I’ll just say that discarding a Colony into a Province is pretty lol.

Catalyst (Action – Reserve)
+1 Action
Put this on your Tavern mat.
When you gain an Action card, you may call this to immediately play it.
This is totally unrelated to your card, but I gotta point that out first: I hate the good ol’ Reserve card’s on-call ambiguities. Since the on-call clause always refers to the Reserve card itself, the “it” after is always a little bit ambiguous. It may refer to the Reserve card that just got called. I think the best way to avoid that would’ve been to say “to immediately play that Action card”, like Royal Carriage does.
Okay, I’m done rambling, hahaha! Sorry ‘bout that. Catalyst is not only cool on paper, it actually sounds pretty useful and pretty interesting to use! It fills a Reserve niche that cannot be found within Adventures. Royal Carriage being its closest counterpart, but even then, that’s pushing the envelope. To me, this would be a decent open on a 4/3 split. Maybe your first could be immediately played if your first shuffle was quite right. And with nasty Attacks like Mountebank or Cultist, Catalyst shines.

Astronomer (Action – Reserve)
+1 Action
Put this on your Tavern mat.
When you shuffle, you may call this, to first pick one of the cards and put it into your hand. After shuffling, discard this.
Hehehe, two stop Reserve card with the same above the line statement in a row :) ! This is a nice little utility card. Where you would have , you’d probably get this because why not. I’d be happier to invest a dud hand into an Astronomer than, say, a Pearl Diver. I pretty much always buy Star Chart, so I don’t see why I wouldn’t pick up a couple of Astronomers along the way as well. While weaker than Star Chart, it’s not something I’m unhappy to put in my deck.

Since the card move itself to the discard pile from the play area, there are ways to create infinite loops with this card. For instance, if it has your +Card token on it (and coincidentally, we’re judging Adventures here), you could rotate 3 copies of Astronomer. One card being in your hand, one being on your Tavern mat and one being a lone card in your discard pile with an empty deck. Play the Astronomer in your hand, get the Astronomer from your discard pile to your hand and put the Astronomer that was on your Tavern mat into your discard pile. You’ve got the same conditions that you had before, thus creating an infinite loop. Not sure you’d get anything out of that, but that’s a thing that you can do regardless. I guess with a + token on Astronomer, you’d get some resources. But the setup is hard.

Horde (Action – Attack – Duration)
Turn your Journey token over (it starts face up). If it’s face down, each other player takes their -1 Card token. If it’s face up, each other player gets +1 Card, then discards down to 3 cards in hand. At the start of your next turn, +2 Cards.
A weaker Enchantress bonus for whoever plays it for more. So how does the Attack fares to make up for that? Well, it fluctuates between a Margrave without a +Buy and a terminal Relic. Because it’s marginally weaker than both of these, I’m pretty confident the power level is okay. It is true that Adventures does not come with any discarding Attack, so this fits a cool niche on that end. While a little wordy, the card seems fine. After all, it’s not any worse than Giant! Quick notice on how cool the two Attacks merge with each other when you play 2 Hordes in one turn (-1 Card token negates the Margrave draw, harr harr)!

[Name] (Action)
+1 Card
+1 Action
You may trash this to move your +1 Card, +1 Action, + , or +1 Buy token to this pile.
Awww, I would’ve really appreciated if this card came with a name. To me, it is part of the whole task of designing a card. But I digress.

Quick notice on wording: It might just be me, but I think it would’ve been sliiiightly more precise if it said “to the [Name] pile” instead of “to this pile”. Also, IRL, following the conviention laid out by Teacher, this card would’ve been wordier, since the tokens’ function has to be explained afterwards: “(When you play a card from that pile, you first get that bonus.)”. I guess that stuff exists to make timing on triggering effect easier to pinpoint.

Now, onto the card! I like it. It is sort of a spiritual counterpart to Donald’s idea of having a card that upgrades itself which ultimately ended up as the Traveller lines. Here, the idea is executed well. And no need for 20 extra cards with weird exchanging rules to make it work! As a rule of thumb, I expect the +1 Card token to be put there first for a nice Lab. Physically though, I do worry about how many cardboard chits are going to be accumulated on that pile, lol. On paper, I guess that it’s 10 token max (10 [Name] to trash in total), but in practice, Lurker, Rogue and Gravedigger exist.

Paladin (Action – Reserve)
+2 Cards
+1 Action
Discard up to 2 cards. For each card you discarded, choose one: +1 Action; +1 Buy; or + . Put this on your Tavern mat.
At the start of your turn, you may discard a card to discard this from your Tavern mat.
This card really toys around the idea of discarding. Since putting this bad boy on your Tavern Mat is mandatory, that alone would make it weaker than Laboratory since Paladin being there is a liability for you. So in order for Paladin to make your money’s worth, you need to milk it for its bonuses, otherwise you paid for something that was overpriced. ‘Course, the bonuses here are the on-play Vanilla perks when you discard cards from your hand. They’re good. Better than Vault, even. The available choices make Paladin pretty flexible. Coupled with the +2 Cards, you have more chance to draw dead/useless cards you’d like to discard, AND coupled with the +1 Action, then you don’t need to always choose the “+1 Action” discarding choice in a pinch (something stuff like Pawn suffers from).

Archer (Action – Traveller)
When you gain a card this turn, you may put it onto your deck.
When you discard this from play, you may exchange it for an Architect.
Architect (Action – Traveller)
Look through your discard pile. You may play an Action card from it or from your hand.
When you discard this from play, you may exchange it for a Herder.
(This is not in the Supply.)
Herder (Action – Attack – Traveller)
Each other player discards down to 3 cards in hand.
When you discard this from play, you may exchange it for a Nymph and you may put another card you discard from play onto your deck.
(This is not in the Supply.)
Nymph (Action – Reserve – Traveller)
+4 Cards
Put this on your Tavern mat.
At the start of your turn, you may call this, to exchange it for a Suitor. If you don’t, +1 Card and +1 Buy.
(This is not in the Supply.)
Suitor (Action – Duration)
At the start of each of your turns, set aside the top 5 cards of your deck. Play an Action card from them twice. Discard any number of the remaining cards and put the rest back in any order.
Heyyyy our first Traveller line! ‘Kay so I now regret being Adventures’ judge now, hahahaha!

So, oof, lots of interesting concepts going on here! First, the theme: It’s cool as shit and sits comfortably among the other cool creatures and heroes and all of that from Adventures.

The first guy in the line, Archer, is fine with its Royal Seal-esque effects. Meanwhile, Architect is weak-sauce. Sometimes, you’ll just take the Ruined Village effect to move toward Suitor. Herder is a combo of Militia and Scheme, and seems pretty neat-o to me. It’s weird that the bottom clause is different than the usual one found in Travellers. I hope people won’t forget the Scheme thingy on that one! Nymph, meanwhile, is pretty dang cool. You only ever get the Hunting Grounds once with it. Its on-call effect is pretty nifty. It encourages you to play with a couple of Nymphs. One to be upgraded into a Suitor, and like one or two others to make you effortlessly have a Warf-like effect. Because of Nymph, I know I’d get into a couple of Archers myself!

Now, onto the big guy of this line, Suitor. It is incredibly powerful. Yes, I will take a Night Watchman and Citadel chimera, please! I gueeeess one of the only downfalls of this card, if you could call it that, is that the card played twice cannot interact with the other 4 revealed cards. Sometimes, maybe this will matter. But you’re probably fine regardless. Well, overall, I do like Suitor, even if it maaaaaybe is a tad too OP!

Street Illusionist (Action – Command – Reserve)
Choose one: Put this on your Tavern mat; or play a non-Command, non-Reserve Action card from your Tavern mat, leaving it there.
Directly after you finish playing a Non-Duration Action card, you may call this to put it on your Tavern mat.
This card doesn’t really roll off the tongue at first glance. There’s a lot of “Non-[…]” in there. Non-Command, non-Reserve, non-Duration… and they’re not in the same chunk of this card, some of these conditions being above the dividing line and some under. Likewise, the bottom clause had me severely confused at first. Even though my miscomprehension was short lived, I for but a moment believed that after playing an Action card, you could call a Street Illusionist to re-put that same Illusionist on your Tavern mat. But of course, that’s balderdash; this card wouldn’t work with this understanding.

I think you are correct in assuming that this plays slow. You’ve got to invest in a Street Illusionist and in a, hopefully, powerful card for this to start doing its thing. With multiple cards on your Tavern mat, the flexibility makes Street Illusionist even better. But… you do lose the cards you initially invested in. Again, that’s a huge opportunity cost. I mean, I think at this point I’d rather take the hit from Overlord and be able to freely play cards from the Supply without much effort.

The idea of a Reserve emulator card is pretty neat, I’ll say this much. But as it is, and perhaps because of the limiting nature of this competition, it seems a little convoluted in its current form.

Infantryman (Action – Attack – Traveller)
+ per Infantryman in play. Each other player may discard a card. If they don’t, they gain a Copper to their hand.
When you discard this from play, you may exchange it for an Archer.
Archer (Action – Reaction – Traveller)
Reveal a card from your hand. For each type it has, trash a card from your hand.
When another player plays an Attack card, you may first reveal this from your hand, to be unaffected by it.
When you discard this from play, you may exchange it for a Cavalry.
(This is not in the Supply.)
Cavalry (Action – Reserve – Traveller)
+3 Cards
You may put this on your Tavern mat.
When another player plays an Attack card, you may call this for +3 Cards.
When you discard this from play, you may exchange it for a Mauler.
(This is not in the Supply.)
Mauler (Action – Attack – Looter – Traveller)
Each other player trashes an Action card from their hand (or reveals they can’t). If they did, they gain a Ruins to their hand. Choose one of the trashed cards: +1 Coffers per it costs.
When this is trashed, trash the card that caused it.
When you discard this from play, you may exchange it for a General.
(This is not in the Supply.)
General (Action)
+1 Card
+1 Action
While this is in play, when another player gains or discard a card, they put it onto their deck instead. When you play an Attack, +1 Action.
(This is not in the Supply.)
As you have mentioned, you have created this Traveller line before this week’s competition. As such, certain elements, in my opinion, feels disjointed with the task at hand: to create a card (or here, a set of cards, I guess) that fits within an official release. As if we’re all mini Donalds trying to find an actual perfect fit (or close to) for something intended to be put on a shelf in actual stores. If tweaking this line would make it lose its intended purpose, then I suppose it wasn’t too much of a good fit for this week’s challenge. But anyway, let’s take a closer look…

Infantryman opens the whole line with a cool idea. And it starts at , which is pretty novel for a Traveller line. Who said they couldn’t follow the “standardised” price?

Archer, Cavalry and Mauler, well… I dunno. I’m not a big fan of double dividing lines on card. Since none can be found in actual Dominion expansion after 13 expansions, I think it’s safe to say that this sort of design wouldn’t fit within an official release as well. Now don’t get me wrong, Archer and Cavalry are super cool! I especially love Archer as an interesting and still yet to be seen trasher. As for Cavalry, if the name bothered some people because of Menagerie’s Cavalry, I guess it could’ve been renamed something like “Horseback Rider” or “Courser” or w/e. :)

Mauler is not only a behemoth of a card, but it is also the one that’s the most out of its element. Ruins? Coffers? Adventures ain’t Dark Ages or Guilds. I know the Ruins are there to give people an opportunity to trash them instead of sacrificing their more valuable Action cards. It’s pretty clever. It’s just unfortunate that it’s out of style with Adventures.

General is uh, weird with Infantryman and Mauler. Where do the gained cards as a result of the Attacks actually go with General in play? Their hand or on top their deck? Who has the highest priority? At first glance, it isn’t an easy answer. I’m going to go on a limb and suspect that the gained cards actually go on their deck, since I guess it seems to me you wanted General to worsen the Attacks of his own line. If I’m wrong about this suspicion, well, it proves that it’s indeed a complicated interaction. It is interesting that this card benefits from the Attacks within this line and said Attacks benefit from the General. This symbiosis makes you want to invest in a couple of Infantryman, who themselves also benefit from each other’s presence. Honestly, it’s really clever!

Salesman (Event)
Once per turn: +
Setup: Choose a random Action Supply pile. At the start of the game, all players move their +Buy token to that pile.
Haha, cute and interesting little Event we got there! And, the theme, lol. Adventures, as in: Link goes on an Adventure :) ! So the idea here is quite elegant: An extra Buy to fuel an extra to buy something else. It reminds me of Borrow somehow. Borrow can be bought at any time welly nelly, at the cost of a decreased hand size next turn. Here, Salesman needs you to search for an extra Buy to actually work. The setup clause is brilliant. You’ll always get that extra Buy somewhere in the Supply. But will it be on a card that actually works in your deck? Exciting!

Pied Piper (Action – Traveller)
+2 Cards
If you have 2 copies of a card in your hand, you may trash them.
When you discard this from play, you may exchange it for a Master Cat.
Master Cat (Action – Traveller)
+1 Action
Set aside a non-Command Action card from the Supply costing up to . Move your Estate token to it. While this is in play, Estates are also Actions with “Play the card with your Estate token, leaving it there”.
When you discard this from play, you may exchange it for a Huntsman.
(This is not in the Supply.)
Huntsman (Action – Traveller)
+1 Card
+1 Action
Reveal cards from your deck until you reveal a Victory card. Put it into your hand, trash up to one revealed Curse and discard the rest.
When you discard this from play, you may exchange it for a Robin hood.
(This is not in the Supply.)
Robin Hood (Action – Attack – Traveller)
Each other player discards a Gold or a Silver from their hand, or reveals a hand with no Golds or Silvers and takes their - token.
When you discard this from play, you may exchange it for a Rumpelstiltskin.
(This is not in the Supply.)
Rumpelstiltskin (Action – Duration)
At the start of each of your turns for the rest of the game, choose one: Gain a Gold to your hand; or turn your Journey token over (it starts face up).
(This stays in play. This is not in the Supply.)
Woah, Pied Piper is super strong! Trashers that draw always tend to be. Yeah you’ll get to keep one lone Estate and one lone Copper (due to their uneven nature in your starting deck), but my oh my what a deal for ! Pied Piper doesn’t need the rest of its line, it’s holding out strong on its own!

Woah Nelly, Master Cat is one wordy boi! So, it is a non-terminal Inheritance! What! This is crazy good! And also, crazily unsupported by its predecessor, Pied Piper. These two cards don’t seem to work too well together. I mean, so does Hero and Treasure Hunter against Champion in the Page Traveller line, but this is because this line is so powerful that it needs to be slowed down a tad. Here, Pied Piper just sabotages Master Cat. Or it seems indicative of that, rather.

Cool Attack with Robin Hood! Very thematic too. I guess Noble Brigand was one of Robin Hood’s goons all along, hahaha! Not much to say here beside that I like this Attack. S’neat.

The last guy in the line, Rumpelstiltskin, is a sort of Bag of Gold variant. Again, not unlike Pied Piper vs Master Cat, this seems to invalidate a lot of Robin Hood’s power. But the bonus is fine, it’s totally fine! I just… I don’t understand what the Journey token does there? To avoid you getting Gold if you didn’t want to clutter your deck? Either it should have given a bonus if it’s face-up (or down, w/e), or it should have just not been there, imo. Right now, it seems tacked on for no reason.

Royal Chamber (Action)
Turn your journey token over (it starts face-up). Then if it’s face up, you may play an Action card from your hand costing less than this four time.
Oh thank God you wrote “that costs less than this”. We do not want Royal Chambers to start playing other Royal Chambers and aaaahhhh! Note that, in my opinion, this is still a pretty strong card. A terminal Silver Action card will always be a Province, for instance. A simple stupid little Cantrip pumps out Actions and draws way more than it thought it could, which in turns allow you to play other Royal Chambers to turn that Journey token all over again.

Another nerf is that it has to collide with another Action card (and a legal one too) for this to work. So does Throne Room and King’s Court. But this has an even longer buffer time for it to work again, because of the Journey token. And the Actions it can play are more limited too. So drawing it in a dud hand is even more feelsbad. Still, I like Royal Chamber!

Collector (Action)
You may put a card on your Tavern mat whose copy is not there, from your hand. + per differently named cards on your Tavern Mat.
Adventures and Cornucopia’s love child!
I think I’m going to have to side with people who claimed that this is weak here. Especially for a card. This has, of course, the Miser problem of being slow to begin with. And since it is so limited in how it can remove cards from your hand, it’s pretty weak at that too. Miser gets rid of stuff you didn’t want to begin with and profits out of that. Here, you’ll get one Copper and one Estate out, hardly a cool way of getting your deck under control. And because it costs , in a 3/4 split, it’ll even take you longer to get there. It’s true that it can also get rid of a Province, a Duchy and even a Silver, stuff that usually have more benefit for you being on your Tavern mat, but it’s pretty late in the game for it to spike by that point.

Alehouse (Action – Reserve)
Put the top 3 cards of your deck on your Tavern mat. You may put this on your Tavern mat.
At the start of your turn, you may call this to put any number of non-Reserve cards from your Tavern mat into your hand.
Wow, this seems strong! It is excellent in fact. It filters your deck and gets rid of crap you don’t want in it. AND, not unlike stuff like Bounty Hunter, Island and Sanctuary, it does it without making you lose any ! Putting a Province on your Tavern mat is an incredible offer and ensures your deck can keep going even when you green. Alehouse can also easily mega turn, eating your deck and putting it on your Tavern mat, ready to be called when you just want to explode. I guess a limiting factor of this card is that you want it sort of early in your hand. It being at the bottom or close to the bottom of your deck is just maaaaan. Still, despite being terminal, I can’t help but have the feeling that Alehouse compares pretty well to stuff like Archive.

Semi-finalists: Archer line; Horde

Finalists: Paladin; Royal Chamber

Winner: Salesman

Ughhh. Choosing always makes me queasy. I hate having to categorise cards in tiers like this, but a judge’s gotta judge. In the end, I’ve fell in love with the very original Salesman Event, which has a very exciting setup clause. Even if this Event is not too wild and out-there when you buy it, I love it regardless, and can see it having a nice little spot in Adventures. Paladin and Royal Chamber both came close to the top. They’re very interesting cards in themselves. I love their design as well, but uh, only one card can win, unfortunately :-\ . Still, congrats, guys!

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 12, 2020, 02:14:49 pm »
Awesome judging! And in time too, unlike a certain someone (*angrily stares in a mirror*  :-[)...

This contest was pretty tough. But I'm glad people pulled through and submitted awesome ideas nonetheless. 'Grats to Anordinaryman for the win! And oh, I did like Temple Garden a lot, Silverspawn. :)

Variants and Fan Cards / Re: Set Expansion Contest
« on: December 12, 2020, 02:11:14 pm »
Errr, poop. So the judging will happen tomorrow, I'm afraid. 2 days after the date I set to myself (and that was already 2 days past the usual 1 week limit)! Sorry 'bout that guys. Adventures is pretty hefty with its cool Travellers and time is always oh so rare. I apologise about them stupid excuses. :)

Variants and Fan Cards / Re: Set Expansion Contest
« on: December 11, 2020, 11:37:09 am »

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 05, 2020, 04:05:51 pm »

Turn this into a stronger Market at the cost of 1. Use the extra Buy to gain multiple Settlements to replenish your tokens reserve.

This and Goons together were always meant to be.

Edit: Applied a slight nerf. Used to cost , now it's been bumped up to .

Variants and Fan Cards / Re: Set Expansion Contest
« on: December 04, 2020, 10:44:00 pm »
Just a reminder that these contests started out as being about adding a card to each set, so entries should ideally mix in with them well. I'm not the host of this one, of course, just saying.
About this… Yes, I guess that ideally, the submitted card should fill a niche that is not found within the expansion currently being judged. Likewise, on paper, it’d be cool if it could complement the other existing cards of the expansion in a meaningful way.

However, I did not make that point clear in my competition post; and so I won’t hold it against any entry submitted this week. For instance, there is already a “-1 Coin” token Attack (Bridge Troll) in Adventures, but that won’t affect your submission if you too wish to submit an Attack card that also uses that token. IRL, that’d feel redundant. But here, it’s all good. I won’t subtract any point toward your card if such a situation occurs. :)

Should I win another contest (I doubt that, but let’s dream amIrite), I’ll address this more clearly.

also i think this is all a moot point because that style of attack-duration isn't on the accepted submissions list
I honestly would not have minded an "Attack – Duration" card as the inspiration for this week’s contest. I mean, I know it wasn’t on my contest post, but I ain’t so stuck-up on rules that I can’t judge the card for what it is. Besides, my contest post is merely an inspiration for what’s expected here. It’s not a hard-coded guideline :) . Plus, you explained where the borrowed mechanic came from, so it’s not like that was a super random idea.

Dominion General Discussion / Re: Why is teacher a reserve?
« on: December 04, 2020, 06:18:40 pm »
On top of my head, a difference would be that you cannot Throne a Teacher if it is of Reserve type (where its effects are on-call). A Duration "at the start of your next turn" token placement would mean that you could place 2 or more Adventures tokens in one turn with a single Teacher.

There are probably other reasons too, but like I said, that's just on top of my head.

Variants and Fan Cards / Re: Set Expansion Contest
« on: December 02, 2020, 09:03:40 am »
Thank you for picking the good ol' Missionary, Grep! :)


After detouring to Hinterlands, we go back on track with Adventures! There’s quite a lot to do here, so let’s break it down. Accepted submissions will be about:
  • Reserve cards. Or cards that aren’t Reserve, but that use the Tavern Mat anyway (ex: Miser).
  • Adventure tokens. All of the tokens that come within Adventures are accepted. List is here.
  • Traveller lines. You can be creative about this one! Doesn’t even need to be a 5-cards Traveller line. You could make it 3 cards long, for instance. Just… uh, make it more than 2 cards, I suppose.
  • Events. Yup, submitting an Event is all good!
  • Permanent Duration cards. This one’s a stretch, but I’ll accept it. Hireling and Champion introduced a variant on Duration cards: cards that stay in play ‘til the end of the game. You can do one of these cards if you so wish.
Now. While Duration cards make a Triumphant return in Adventures, they shan’t be the main focus of your card. They’re accepted, of course, so long as something else mentioned in the list above appears on your card (ex: A Duration card that uses Adventures tokens; or even a Duration card that stays in play permanently).

Judging will be done on the 11th of December 2020 (2020-12-11). It's in a week and 2 days. I'm giving this contest a little more time than the usual 1 week rule since this thread seems a little slower and has fewer submissions than the Weekly Design Contest thread.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 24, 2020, 10:19:14 am »
Edited my entry. Just changed the wording to add "that's still in play" to make Bifurcation more thorough. But functionally, it stayed the same.

Pages: [1] 2 3 ... 9

Page created in 0.156 seconds with 18 queries.