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Weekly Design Contest / Re: Weekly Design Contest #216: Blue Dogs
« on: April 16, 2024, 10:36:23 am »Nerfed my entry.
wait I thought segura is the same person as tristan? I distinctly remember someone saying this.
Didnt think about it but that is kind of a cool interaction. beside coastal haven is there any other edge cases? kind of want to leave the wording as it isThought about that but if you discarded your hand already you cant reveal royal hound anywayYou can keep Royal Hound with Coastal Haven.
I think this needs a non-Victory restriction. Province gaining without much of a cost or downside is dubious.
That's an intriguing idea, but isn't it almost always worse than Village? When you get more than 2 Actions, you usually don't need them, and vice versa. Basically the only case where HV is better than Village is when you have exactly one Action in hand, which has terminal draw, and where you then draw more than one other Action.
QuoteRebels - $3 ActionNot everyone loves how you rule your kingdom. Rebels are appearing -- quite the Rabble if you ask me. Feels like an enemy Militia is on your doorstep! But no Moat can save you from your own citizens within your walls...
+3 Cards
Discard down to 3 cards in hand.
For each Action you discarded this way, +$1.
If you discarded 4 or more cards, +1 Buy.
So this is a pile of 10 cards that are in a random order, just like Knights, and all care about how many copies of them you have in play (or in one case, in your deck).
Notes on powerlevel: in the beginning, you're probably just happy to draw a card while trashing a Copper. But note that these all require you to discard a card later and don't give +Actions (except William), so the powerlevel does get very high but they're not easy to use. (And yeah some are much stronger than others, that's intentional.)
(I already noticed a few errors, I'll fix them later.)
Sheepherder - Action, $3
+$2. You may discard any number of Action cards for +$2 each.
Tied to a Way, which I don't think any other submission does here. Unlike my previous entry, this one's short and sweet.
Old entry withdrawn: New entry here
ROYAL WINDMILLQuoteRoyal Windmill
8 Debt
Action - Victory
+2 Cards
+1 Action
Discard three cards. If their combined cost is $8 or more, +$5 and +1 Buy
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2VP
A windmill that can become a platinum, but is far more demanding then the original mill. If you draw this with a province then your in luck, but if you draw this without any sutible discards, then this is a worse warehouse.
Debt cards are meant to not be good on turn 1, so i tried to design this with that mentality in mind.
I hope this fits within the contests rules.
Does adding additional landscapes fit the contest?
Also, congrats on the engagement!
I'm assuming looters aren't the spirit of this contest, even though they add a pile to the kingdom?
I like weird stuff, like cards that play other cards, and cards that don't do the same thing every time you play them. So, a Band of Misfits variant:
(I think I submitted an older version of this card to a previous contest some time ago.)QuoteDoppleganger
$4 - Action - Command
Turn your Journey token over. If it's face-up, play any Action card in the supply, leaving it there. Otherwise, play the True Form card, leaving it there. If the card you played cost $5 or more, take <1> debt.
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Add an unused non-Command Action card costing $3 or $4 to the game to be the True Form card.
FAQ: The True Form card is not in the supply.
Another version of this card allowed the True Form card to cost anything $3 and up, so if the True form card cost $5 or more, you'd take debt when the journey token was face down. I never actually tested it with a $5 True card, but it seems like it might be too strong even with the debt if it was a strong $5.