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Weekly Design Contest / Re: Weekly Design Contest #106
« on: February 24, 2021, 04:41:35 pm »
I assume Reserve cards are off the table because of the "put this on your Tavern mat" in the top half?
1. +1 Card, +2 Villagers is already an insane by itself, imo.While I agree with your assessment of the card, I doubt that +1 Card, +2 Villagers would be overpowered at $5.
Why? Because DXV considered a cantrip Villager Village, i.e. +1 Card +1 Action +1 Villager, and viewed it as $4.5:QuoteThere was a village that was, cantrip, +1 Villager; man it's fine, you can argue about, does it need to cost $5, but it's nice.
OK, here's an attempt - it needs some work (see my comments below), but let's see what y'all think of v0.1:
During Peacetime, you're building up your Garrison, and during Wartime, you attack!QuoteGarrison - $4
+2 Villagers
You can remove a token from your Villagers to flip Peacetime / Wartime.
If it's Peacetime, +1 Card.
If it's Wartime, remove any number of tokens from your Villagers and each other player discards a card per token removed, then draws a card per each 2 cards discarded (round down).
In Peacetime it's a Village+. Often in practice, it will be exactly the same as Village, but if you can find a way to save those Villagers (or get them from elsewhere), you can flip to Wartime and have a Militia like (discard) attack:
Discard 1
Discard 2, draw 1
Discard 3, draw 1
Discard 4, draw 2
Discard 5, draw 2
etc.
You can have an attack more severe than Militia, it will take some time to build up and you don't get any benefit yourself*. To counter that, if do play another Garrison, you could back to Peacetime and use it as a cantrip. (is that enough of a counter?)
And if you do leave it as Wartime, you enables your opponent(s) to have a stronger attack.
Originally, I didn't have the draw clause, but of course that could leave your opponent handless.
However, you could still accomplish this if:
• it's already Wartime
• you have 3 garrisons
• you have 3 actions / villagers to play them
• you start with 3 villagers already
In that scenario you make opponents discard 5, draw 2; then discard 2, draw 1, then discard 1. So probably it needs something to not allow this to happen... Something to sleep on...
Since two-thirds of the entries so far are junkers (many of which are more interesting than mine), I decided to switch out my previous entry for something completely different and more interesting:It can encourage mirror play too, which can be undesirable.
I've updated my OP as well.
Favorite cards: Alchemist, Golem, Herbalist
I fear that this is even too good at $4. Sure, Young Witch is fairly weak so it is not the best benchmark but this looks far stronger.
Redoubt should probably be $4; compare it to Young Witch. Rook's wording is ambiguous as it could be parsed "When you [trash this or discard it] during Clean-up"; I don't think most people would interpret it this way but still.
Redoubt should probably be $4; compare it to Young Witch. Rook's wording is ambiguous as it could be parsed "When you [trash this or discard it] during Clean-up"; I don't think most people would interpret it this way but still.
I like this but I am not sure whether it coul be too pile-y if it includes Green. If you play two of those in one turn, you can empty half the Province pile in one turn.
I found a way to make Scout viable. In some sense.
For the removal of the parentheses, parentheses usually tell a rules reminder. e.g. Torturer. Otherwise, if it actually really matters, then you shouldn't have the parentheses. For the replacement of "trash a card" to "one", I think it just generally sounds better and reduces the length of the card's text. (also, I know the image shows a semi-colon, but that was just a typo. Keep it as a period.)
Ducat is not strictly better than Parasol, because in games where Parasol's Condition flipping ability is useful, you might well buy it over Ducat. Tunnel is (potentially) an even starker example. In a game with Tunnel, Pond, and one or more Conditional cards, if Pond is the only discarding available, then after you've bought one Tunnel, buying a Pond (which might allow you to take advantage of Tunnel's reaction) is significantly better than buying a second Tunnel, for only $1 more.
That is true, but it really depends how people choose. I guess I could make it so you can only receive one of the Boons paired with a chosen Hex. That would limit the benefits gained and still allow your opponents to eliminate one of the Boons by not choosing the paired Hex. Alternatively I could just drop the vanilla ability to +$1, but it feels pretty weak at $5.
QuoteBoggart - $5
Action - Attack - Fate - Doom
+1 Card
Reveal the top 2 Hexes and 2 Boons. Pair each Hex with a Boon. Each other player chooses and receives one of the Hexes. Then, receive each Boon paired with a chosen Hex. Discard all revealed Hexes and Boons.
This is a card that tries to create interesting choices for every player. Tried to make it scale properly, but I am not confident with the wording. I also am not sure if the +1 Card base is the right choice, but it felt pretty weak at only giving you a Boon and each other player a Hex of their choice. Suggestions on wording and top part changes would be appreciated.
Edit: Changed the +1 Card to +$2 to try and speed up resolution time. Thanks to Fragasnap for the feedback.QuoteOld Version
I'm struggling to see how the Conditional type is justified, unless a card ever needs to interact with them specifically. Each different card needs its own set of conditions, so the Conditional type isn't really doing one common thing, and there's no unseen rule that needs explaining.But then there's also Fate/Doom cards to bring out Boons/Hexes, even though the cards already mention them.
Looter, for instance, explains not just adding the Ruins to the game, but also 10 per player, shuffled, and only the top one is visible. Players can refer to the rulebook to be reminded of all those unseen extra rules.
Artifacts, by comparison, don't need a type, nor anything with the journey token. You see them mentioned in the card's text, that prompts you to get them out the box, and that's it, no other rules.
Also, you can write which side starts face up on the relevant side of the Condition card itself.
Decently, but probably somewhat worse than Appraiser (which used to be a Runner-up before I trimmed them).
New Moon probably doesn't need the upper cost limit of . The only Action card that would prevent you from ever getting is Prince, and it's not worth adding a restriction that prevents gaining just one Action card.
When another player plays an Attack card, you may first set this aside from your hand. If you do, +1 Card per $1 the Attack costs, then discard that many cards. At the start of your next turn, return this to your hand and +1 Card.That said, the Reaction is way too strong. I'd never buy a Witch if I risk giving my opponents a total of +6 Cards whenever I play one! The Reaction makes Attacks completely undesirable, and if nobody gets Attacks, then TC becomes just a very overpriced Poacher. And that's not even mentioning that you get even more cards if you have multiple TCs in hand or draw any with the Reaction. And there isn't even any risk in stocking up on TCs like there is with Moats, because TCs are Cantrips!