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Weekly Design Contest / Re: Weekly Design Contest #217: Silver
« on: April 25, 2024, 03:33:56 am »Quote
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This is not defined in Dominion terms. If it's supposed to gain a card, use the word 'gain'.QuoteAt Clean-up, trash a card you would discard for a Treasure costing up to $3 more.
At the start of Clean-up, trash a card from your hand or a card you would discard from play this turn to gain a Treasure costing up to $3 more.
Some people have physical C&G2E now. I don't know when exactly anyone first got it.
Ancient Gear Reveal your hand. If the revealed cards all have different names, +2 Coffers. Either way, +2 Cards. During your turns, this costs less if you haven't had any Coffers at any point this turn. - Action |
Hasty Inventor - - Action Quote Gain a card costing up to . |
Depository - Victory - Quote Worth 1 per 4 Treasures you have (round down). |
Quote Judge - Action - |
Fjord - $6Combines remain and overplay mechanics. An expensive Duchy you can play as terminal Silver. Every extra action spent keeps it out of your deck for an extra turn (similar to Distant Lands, but only temporary). (exact VP and price can be tweaked, 3VP seemed like a good middle ground between making it worthwhile (for your actions) and affordable)
Action - Victory - Remain
+$2
+1 Remain per Action overplayed.
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Worth 3 VP
Tablets | Great for copper strategists. Simple, and probably of decent value for money decks or engines without trashing. In those cases, it's like mixing a gold into your deck without adding an extra card (with the risk of it being worth less or someone taking it away), so the price seems about right. 7/10 |
Harvest Tools • $4+ • Souvenir | This either has a mediocre ability, or a strong trashing option that will likely make it go around the table for a some turns. I would recommend giving this card a clearer focus by removing either the sifting, trashing or VP-generation. Even though I have concerns that it might stall games too much, I really like the way it can reduce its own cost. That is probably a direction more souvenirs should go in. 9/10 |
Trait - Aligned | You can play additional copies of Aligned cards as labs. Simple and works on any card, even treasures (except cards that are already a lab(+)). Having the +cards after following any instructions makes it very kind to cards like Menagerie, Poor House and Tactician, though remodelers would prefer it the other way around. Rating: 8/10 |
Prospector/Panner • Randomizer | Both cards sift a lot, with the top card also functioning as double village and the bottom card as lab with +buy. Both cards are very strong (compare to e.g. Fugitive, Inn, Sibyl), even without the overplay option. They do seem balance-able, so I will try to ignore it for the rest of the judging. I do like the overplay options, and I'd be quite excited to see a more balanced version in a kingdom. Rating: 8/10 |
Dog Breeder | Simple and sleek Smithy+ at $5. Will be fun to play with in kingdoms with villages, but I expect it to be too weak otherwise (but that might be true for more cards with this mechanic). Maybe a villager on-gain spices that up a bit, or maybe too much, I don't know. There's also the minigame of guessing whether to use all your remaining actions or not, which is really neat for such a simple card. Rating: 8/10 |
Eager | Turns any pile into a throne room... Except that it only works on copies of the card itself. So in the end, you can play two copies without spending an action twice, while already having the second card in play on the first execution of the instructions (which matters for cards like Souk). It'll be weird to have this as your only village. Rating: 8/10 |
I'm a bit confused by the "additional copies" thingI've updated the top post with a longer explanation (and split between action and card overplay), hope that helps to reduce the confusion.
Quote $4 Action - Scaling remodel | Quote $2 Treasure - Fools gold (alternative) |
A remodel variant that is weaker if played normally, a remodel if played using two actions and much stronger beyond that. Can upgrade copper to province using 5 actions. | Fools gold using the overplay mechanic (without reaction), though it requires playing all your copies at the same time. |
Wayfinder - Fury, $5
To play, delay an Action card from your hand by 2.
+2 Cards
+1 Buy