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601


Quote
Ice Castle | Action | $5
The next time you play a card this turn, trash it. If it's a Treasure, +$2. Otherwise, gain a card costing up to $1 more and +2 Cards.
-
When you gain or trash this, each player gains a Snow
[...]
At the end of the game, if you don't have enough Treasures to buy a Duchy, end your Action phase with Ice Castle, then play a Vampire, gain a Duchy, and then trashing the Vampire to gain another duchy (and +2 cards).
[...]

Would it trash a Vampire though or does it lose track because of the exchange? (the only official "The next time you play a card this turn" card is Kiln, and since it gains it doesn't care about where the played card is. Also it uses the word first, so you could do that here?
That's feels weird, though, trashing the Vampire then playing it. (and in that case, would the exchange then fail?)

One last note with this - if we determine you don't trash the Vampire (or other cards that move on play, like Horse), then the Otherwise becomes ambiguous. Would it occur if you don't trash (as opposed to if you do trash a non Treasure)

Yeah I just realized Vampire was a bad example. Snow Castle loses track, so the Vampire is not trashed. Good catch. This actually makes Snow Castle pretty good to use on Vampires (gain a free $5!). The draw back is you can't play any Treasures if you want to take advantage of this. I should have used an example like Devil's Workshop.

I didn't intend for the otherwise to be ambiguous, the otherwise was meant for non-Action card. The gaining happens regardless on if you actually trashed a card. If I wanted it to be conditional on successful trashing I would have used either "Trash a card to ..." or "Trash a card. If you did,..." clauses.

Thank you so much for your feedback.

This is my stab at improving the wording:

Quote
Ice Castle | Action | $5
The next time you play a card this turn, trash it. If it's a Treasure, +$2. If it's not, gain a card costing up to $1 more and +2 Cards.
-
When you gain or trash this, each player gains a Snow

I believe this is unambiguous. The "It" is always satisfied from the previous sentence, the card you played, regardless of whether you were able to trash it or not.

So based on the first paragraph (about Ice Castle losing track), I gather that it trashes the played card after resolving it. That's still unclear from this wording, IMO. It also has the same tracking issue with Durations that 1st edition Procession had.

602


I don't know if this is too strong with $5s, but the cantrip Workshop area is already covered by Sculptor, Cobbler and Falconer so I wanted to try something that gains $5s.
Note that this is not a conventional emulator, it plays a card from the Supply without leaving it there so it is "gain and play".

I think the comma changes the meaning of this from what you intend to being able to play any non-Command, any Action, or any Treasure. The comma should not be there.
Thanks, I already fixed it, it was a remnant from a previous version.

I would also recommend making it gain and then play a card just so that it's clearer that you keep the card you emulate. You could word it like Summon: "Gain a non-Command Action or Treasure card costing up to $5. Set it aside. If you did, play it." (The setting it aside in this case is for tracking, so you can't topdeck it with Watchtower and then play it without putting it into play.)

603


Quote
Ice Castle | Action | $5
The next time you play a card this turn, trash it. If it's a Treasure, +$2. Otherwise, gain a card costing up to $1 more and +2 Cards.
-
When you gain or trash this, each player gains a Snow

Buying one of these "junks" everyone, but you're pretty happy to have that "junk." Ice castles love snow, after all! Playing Ice Castle followed by a Snow turns that Snow into a Horses that gain you a $4! Of course, you're going to have trouble playing an Ice Castle and then a Snow, so without Villages, it'll be still hard. And in a game with some junking (Snow) it'll be even harder to line them up. Good thing this is a kind of trasher -- You can think of this like a more flexible Money Lender. Trash coppers in the beginning, and when you're desperate, well you can always turn this into a terminal silver at end of turn and then trash your gold. Great use for your cursed gold, as well.

This can trash Night cards. The +2 Cards you get aren't going to be useful, but the more flexible remaking can be useful. At the end of the game, if you don't have enough Treasures to buy a Duchy, end your Action phase with Ice Castle, then play a Vampire, gain a Duchy, and then trashing the Vampire to gain another duchy (and +2 cards).

Rats, Fortress, self-trashing cards, there's lot's of fun combos with this. The difficulty is having enough actions to do it all, of course.

open to feedback, of course! The one thing I was debating on was the "if you trash" part of the clause, but I think it's fun and gives you another reason to trash your snow castles with snow castles.

Would it trash a Vampire though or does it lose track because of the exchange? (the only official "The next time you play a card this turn" card is Kiln, and since it gains it doesn't care about where the played card is. Also it uses the word first, so you could do that here?
That's feels weird, though, trashing the Vampire then playing it. (and in that case, would the exchange then fail?)

One last note with this - if we determine you don't trash the Vampire (or other cards that move on play, like Horse), then the Otherwise becomes ambiguous. Would it occur if you don't trash (as opposed to if you do trash a non Treasure)

The "otherwise" refers to it being a non-Treasure, it doesn't care whether you successfully trashed the played card.
I agree that it needs to be more specific about whether the trashing is before or after resolving the played card.

604
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 29, 2021, 01:09:59 pm »
Phoenix also has an accountability issue. If you discard multiple cards, like with Cellar, your opponents don't see the Phoenix unless it's on top. It needs to both be optional to put into your hand and a Reaction a la Village Green and Tunnel.
Also, it doesn't need the big -0, , or 0 symbols.
I agree with the others that the Victory and Curse types just make it needlessly complex.

605
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 29, 2021, 01:04:58 pm »
Spellbook's bottom-most section (the self-cost increasing) should say "during your turns." See Peddler, Destrier, and Fisherman. Janus' bottom section would be better worded as "during your turns, if your Journey token is face down, this costs less."

Wording aside, there's a big issue with cost increasing effects like Spellbook: What happens if I play 4 Bridges and have one Spellbook in play? Do the 4 Bridges try to lower its cost to -, instead reducing its cost to , and then Spellbook raises its cost to ? Or does Spellbook raise its cost to first and then the Bridges reduce its price to ?

606


I don't know if this is too strong with $5s, but the cantrip Workshop area is already covered by Sculptor, Cobbler and Falconer so I wanted to try something that gains $5s.
Note that this is not a conventional emulator, it plays a card from the Supply without leaving it there so it is "gain and play".

I think the comma changes the meaning of this from what you intend to being able to play any non-Command, any Action, or any Treasure. The comma should not be there.

607


Translation:
-------------------------
Ice Mage

Choose one:
Play an action card form your hand twice, or
+3 Cards +1 Buy, or
+2$ and each other player gains 2 Snow-Cards.
------
If you gain a card, you may discard this card from your hand, to instead gain a card that costs exactly 2$ more than it.

7$  Action - Reaction - Attack

-------------------------

Ver. 2

1. You can just say Snow, you don't have to say "Snow Cards."
2. The current version of Trader has done away with the "gain this thing instead of the other thing" effect and uses exchanging instead because that has less confusing interactions with other cards.

I'd recommend this wording:
Quote
Choose one: Play an Action card from your hand twice; +3 Cards and +1 Buy; or + and each other player gains 2 Snows.

When you gain a card, you may discard this, to exchange that card for a card from the Supply costing exactly $2 more than it.

608
Dominion General Discussion / Re: Really Bad Kingdom Ideas
« on: January 24, 2021, 10:41:03 pm »
Village Idiot



609
Dominion General Discussion / Re: Really Bad Kingdom Ideas
« on: January 24, 2021, 10:32:59 pm »

Wake Me When You Finish Your Turn
Hamlet
Scrying Pool
Fool
Oracle
Storeroom
Villa
Artificer
Outpost
Possession
King's Court
Use Colonies
Events: Mission, Seize The Day

This would be even worse--err, better--if you replaced Hamlet with Philosopher's Stone and Storeroom with Cavalry. Then you have players returning to their Action phase even more, and continually counting their decks.

610
Variants and Fan Cards / Re: Dominion: Weekly Design Contest Set
« on: January 24, 2021, 10:24:38 pm »
Farmer is identical to a Cornucopia outtake except that it looks at 6 cards instead of 5. I wonder if it was cut for being too strong, too weak, or for some other reason. Farmer looks very, very strong to me.

I feel like maybe it's too dependent on Villages? Since the overwhelming majority of cards are Actions, the times it'll draw the most cards is when those cards are Action cards, which is possibly problematic since it's terminal.

611
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 24, 2021, 08:24:59 pm »
Translations:
----------------------------------------
Wandering Beggar

+2 Cards

At the start of your next turn:
+X$ per unspent $ at the beginning of the last clean-up phase, of the Player to your right. (it actually says 'player to your left' on the card, as we play in counter clockwise turn order)

My recommended wording:
Quote from: Wandering Beggar Recommended Wording
+2 Cards
At the start of your next turn:
+ equal to the unspent the player to your right had on their last turn.

4$    Action - Duration
----------------------------------------
Tradesman

+1 Buy
+1 $

At the beginning of your Clean-Up phase, you may spend 3$ at a time to get 2 Coffers.

3$     Action
----------------------------------------

The english wording is kinda clunky, so if you have any improvements, please let me know.

Am I correct in assuming that for Tradesman, if you have >=, you could spend twice to get a total of 4 Coffers, and if you have >=, you could spend three times to get a total of 6 Coffers, and so on? Because if so, I would recommend this wording, as it's more in-line with how it would be worded as an official card and is simpler (also, the horizontal line should be omitted, see Improve):
Quote from: Tradesman Recommended Wording
+1 Buy
+
At the start of Clean-up, you may pay any amount of for +2 Coffers per paid (rounded down).

612
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 21, 2021, 10:51:56 pm »


VERDANT DELL - $5
Action
+1 Card
+1 Action
Discard any number of cards for +$1 per two cards discarded (rounded up).
Heirloom: The Cheese

This is probably reasonable for even with a 1:1 ratio. Discarding no cards at all makes it a useless cantrip, discarding 1 makes it an Oasis, and discarding 3 makes it a double Peddler with a very large drawback that's very rarely worth it. And the more you discard, the less worth it the reward is. (Discarding 5 cards for +$3 is pretty lame.  That's your whole hand if you didn't play any handsize increases beforehand.)

613
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 20, 2021, 07:22:30 pm »

You don't need the "this turn" part. See Improve.

I think it does. Scheme's 1st edition wording used "at the start of Clean-up this turn," and Improve's "that you would discard from play this turn" implies that it means this turn's Clean-up phase. Without "this turn," Merchant Quarter wouldn't be specifying that it means this turn's Clean-up phase.
I'm pretty sure the "this turn" in improve is specifying that the card is being discarded from play this turn, not that the effect happens this turn, since it is already implied that the effect happens this turn.

Removed the "this turn" from Merchant Quarter.

614
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 20, 2021, 06:57:26 pm »

You don't need the "this turn" part. See Improve.

I think it does. Scheme's 1st edition wording used "at the start of Clean-up this turn," and Improve's "that you would discard from play this turn" implies that it means this turn's Clean-up phase. Without "this turn," Merchant Quarter wouldn't be specifying that it means this turn's Clean-up phase.

615
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 20, 2021, 01:54:39 pm »





A Village that duplicates itself if you prove that you need more Villages. There are 15 copies in the pile.

616
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 20, 2021, 01:46:57 pm »


Does this qualify? It's pretty simple, it can be a plain +3 actions, a village, a lab, or a Smithy.  It will never be super strong, but it is super flexible.

How does the sequence of play work?  Does the player need to decide at once how many Actions they will spend, or can they spend an Action, draw a card, and then decide if they want to spend more Actions?

Based on how these kinds of effects normally work, you decide at once how many Actions to spend.

617
I don't know why Coppersmith was removed, but it was very weak, so being much stronger than Coppersmith doesn't mean much.

You're right, I thought Coppersmith was just removed for being boring, but I just looked it up in the wiki and it in fact was removed for being too often a dud. Fragasnap's argument is a much better argument for the split pile being OP.

618
Surveyor doesn't have a very strong interaction with Astrolabe. It has a complicated relationship with Astrolabe. Yes, obviously Surveyor would be too powerful by itself. So would Plunder. So would Fortune. But it's not on its own, it sits at the bottom of a split pile, so that's not an argument against it. Surveyor only ever enters the game when enough Astrolabes were bought, and if you're using Astrolabe to its full potential you cannot use Surveyor to its full potential, and vice versa.

There is an interesting dynamic between the two.  While the interaction isn't necessarily very strong, it is still synergistic if you're playing a money strategy; it would be quite nice to be able to keep Surveyor in your hand, play your non-Copper Treasures, then Astrolabe, and then return to your Action phase to play Surveyor and hopefully draw more Treasures. 

For an engine on the other hand, it's probably better in most cases to keep your Journey token face up and use Surveyor for non-terminal draw. Astrolabes will still be useful for the engine player early on, but I would imagine that once they get their hands on Surveyors, the Astrolabes become much less useful.  In addition, Astrolabes don't stack easily, so there is a trade-off in trying to dig out the Astrolabes (although that trade-off becomes less relevant with increasing player count). 

So the split-pile design does balance Surveyor to some extent; however, I think there could still be an argument for it costing more than $5 even if it sits at the bottom of the pile.
         

Astrolabe also gives you the +1 Action you'd need to make Surveyor non-terminal. Of course, this and the "very strong interaction" apply to every draw-to-X.  That particular comment of mine wasn't supposed to be a strike against the pile being balanced.
I also forgot to mention that draw-to-X makes it fairly easy to redraw the cards that Astrolabe discarded, which is yet another advantage it has over Coppersmith.

619
Astrolabe
Surveyor

--
Since Astrolabe is a Treasure card, you can just play any Treasures that you don't want to get discarded by Astrolabe first. This makes Astrolabe too easily make too much money for its "return to your Action phase" effect, IMO. It also has the issue of not checking if it's your Buy phase first; it's unclear what happens if you play it during your Action phase via cards like Black Market and Storyteller. While typing this, I also realized that since it doesn't take an Action to play, it's kind of like a Villa that more than makes up for its lack of +1 Buy by giving a much larger potential amount of money and being able to return you to your Action phase on play instead of on gain. Which is obviously broken, given how strong Villa already is.
Surveyor is also too strong. It obviously has a very strong interaction with Astrolabe, but if you keep your Journey token face up (which is easy since Astrolabe turns it over optionally and face up is the default state), Surveyor is at worst a non-terminal draw to 7 (which is a double Lab if played from a default handsize of 5 cards), and unlike other draw-to-X cards, acts as a cantrip even if you have more than X cards in hand. Like Astrolabe, it would be too powerful even by itself.

Finally i just want to say that it is kind of insulting to use terms like "obviously broken", thereby implying that the person you are judging is too stupid to see the obvious.

Oh, sorry about that! I definitely didn't intend to do that. I'll keep that in mind. Good points about the differences between Villa and Astrolabe, though. Your comparison to Coppersmith kind of proves that Astrolabe is broken, however. Coppersmith was removed for being uninteresting, not weak. Astrolabe's benefits over Coppersmith (non-terminality, inability to be drawn dead, and being able to return to your Action phase) heavily outweigh the benefits of Coppersmith over Astrolabe, and they cost the same.

 If it's any consolation, balance wasn't the only reason your entry didn't win anyway.

620
ah dang. Good judging, the winners deserved this one.

one question tho: what does "even if it was silverspawn's idea" mean?

Using an on-gain effect to turn your Journey token over so that Pilgrim wouldn't be broken with other Journey token cards was silverspawn's suggestion, wasn't it?

Referencing this:

I agree that this is an issue. The downside of your fix is that it makes Pilgrim worse. I'd say that's probably not worth it because the card being dead on the first play is too much of a nerf (especially on a card that's already on the weak side).

You can add a 'when you gain this, you may turn your journey token over' to remedy this.

Basically, I wanted to give credit for that idea where it was due, since silverspawn was the one who came up with that addition.

621
Congrats, Fragasnap!

Great job with the contest and judging, Gubump!  The theme was pretty neat and it really made people think outside the box.

Thanks! I'm glad you liked the contest.

622
Weekly Design Contest / Re: Weekly Design Hall of Fame
« on: January 20, 2021, 12:10:01 am »
Thanks for all the kind words, spheremonk. I'm glad you liked my card.

Without any further ado:
Contest #101: "You may turn your Journey token over."

Design a card (or card shaped thing, it doesn't have to be a Kingdom card) that uses "you may turn your Journey token over." Of course, it should do something that prevents it from being effectively the same as a choose one; it could make you vulnerable while the Journey token is in a given state a la Kudasai's Lancers, for example.

Another note, please do not submit a card that you've previously posted on the forums, such as the aforementioned Lancers, even if you posted it as a submission to a previous WDC. I tend to be biased in favor of new cards/cards I haven't already seen, and I want to avoid that as much as I can.

My judging criteria will focus on balance, playability, fun, and creativity.

P.S. Edit: Any submissions that would be better suited as a "choose one:" will be disqualified (don't worry, I'll let you know ASAP if your submission won't work).

P.P.S. Edit: A couple of things I should've mentioned earlier:
1. Your submission doesn't necessarily have to say "you may turn your Journey token over" word for word, it just has to optionally allow you to turn it over. It can even be conditional if you want.
2. The effect of turning your Journey token over doesn't necessarily have to be on-play. It could be an on-call effect on a Reserve card, or a Reaction effect, whatever you want (within reason).

P.P.P.S. Edit: Some further clarifications:
If the condition for turning your Journey token over is something passive like "if you have 5 or more Actions in play" or when a specific event occurs, then turning your Journey token at that point has to be optional, even if triggering that specific event or meeting that condition is optional to begin with.
Reaction cards that flip your Journey token over as part of its Reaction automatically qualify (unless it's a mandatory Reaction like Patron's) since revealing it is optional. Same with calling Reserve cards.

Winner: Homestead by Fragasnap


Runners Up:
Snake Oil by Xen3k


Fortified Village by scolapasta

623
Results
This isn't my first time judging, but I'm willing to admit that I did a somewhat half-assed job last time. This time, I put a lot more thought into each individual card, and took my time doing it. I feel like I did a much better job this time as a result. I know this was a very difficult prompt, but I'm very impressed with both the quantity and quality of the submissions this time around. I mocked up any cards that didn't already have mockups. Except for Young Rider; I gave up trying to find decent art for it. I used the exact same wording as the creators did. I also mocked up English versions of Meta's cards, since I can't read German.


Frontier Village
--
pubby
A Village minus was a surprising take on this contest. Its cost of allowing you to Improve, Develop, etc. it into a Province later on is clever. It also gives players an interesting dilemma; as a Village variant, it's a card that you naturally want a lot of, but the last one in your hand has to be played as a dead card if you want to be able to keep getting more of them. The cost-changing effect is brilliant. Unfortunately, I feel like it's too easy to get a lot of them with +Buys due to the price, and once the pile runs out it becomes better than a Village because you no longer need the price to be low, leaving you with no reason to not leave your Journey token face down, and it's much, much better with TFB. Plus, just making the last copy dead if and only if you want more of them is a pretty negligible drawback compared to the benefits anyway.



Astrolabe
Surveyor
--
faust
Since Astrolabe is a Treasure card, you can just play any Treasures that you don't want to get discarded by Astrolabe first. This makes Astrolabe too easily make too much money for its "return to your Action phase" effect, IMO. It also has the issue of not checking if it's your Buy phase first; it's unclear what happens if you play it during your Action phase via cards like Black Market and Storyteller. While typing this, I also realized that since it doesn't take an Action to play, it's kind of like a Villa that more than makes up for its lack of +1 Buy by giving a much larger potential amount of money and being able to return you to your Action phase on play instead of on gain. Which is obviously broken, given how strong Villa already is.
Surveyor is also too strong. It obviously has a very strong interaction with Astrolabe, but if you keep your Journey token face up (which is easy since Astrolabe turns it over optionally and face up is the default state), Surveyor is at worst a non-terminal draw to 7 (which is a double Lab if played from a default handsize of 5 cards), and unlike other draw-to-X cards, acts as a cantrip even if you have more than X cards in hand. Like Astrolabe, it would be too powerful even by itself.



Cabal
--
LibraryAdventurer
In a similar vein to pubby's Frontier Village, Cabal is a card that becomes terrible unless you play the last one in your turn as a dead card. Unlike its fellow conditional double Peddler Conspirator, Cabal is a card you want lots of (you don't want too many Conspirators lest they clog up your deck and prevent you from activating them), as that makes it easier to make sure your Journey token is face down at the end of your turn. For this reason, I think Cabal is too strong. Sure, the drawback that you incur if you don't play the last one in your turn as a dead card is nasty, but that doesn't make up for how monolithic it is (and its cousin, Conspirator, is about as far from monolithic as a double Peddler can get). I think the best strategy on any Cabal board would be to spam Cabals and play them as activated Consipirators as long as it isn't the last one in your hand (and then you play that one as the necessary dead card).



Sea Fog
--
Mahowrath
Being able to block attacks for 2 turns is an interesting concept, but the rest of the card (a now and next-turn Watchtower) is kind of lame TBH. Although I can certainly understand why, since the 2 turn attack blocking effect already take a wall of text to explain. It also somewhat anti-synergizes with itself, as certain attacks (like Militia, for example) actually HELP draw-to-X. It's not bad, but there were more interesting submissions (and ones that have LESS text than Possession).



Homestead
--
Fragasnap
A Village that can become an on-demand double Lab + Village, but you have to "waste" in order to get the effect back. Even though that drawback seems similar to that of Wine Merchant on the surface, it's actually very different, and is what Wine Merchant could've been if it was more interesting. With Wine Merchant, you get the super strongness once per copy of Wine Merchant, and just have to pay once to get them all back; with Homestead, however, the ability is shared between all of your Homesteads. This is a genius example of how you can make a card that has a similar premise to an existing card or cards while simultaneously being nothing like that card.



Migrant Tribe
--
MochaMoko
A card that is both a Forum that sometimes gives +1 Villager, and a Villager-generating Cantrip that sometimes gives the Forum effect. It's not a bad idea, but there were more interesting submissions, and it's also way too strong for its cost. I actually think Cantrip +1 Villager should cost by itself, and this is strictly better than that. Here's why I think that:
Port is one of the best Villages in the game. Why? Because buying Port increases your Village density twice as fast as buying any other Village (except Border Village, but that costs and probably has better uses). Having a Villager is like having a temporary Village in your deck that you can use at any time. Therefore, a Cantrip +1 Villager would be like increasing your Village density (albeit temporarily) every time it's played, but even better since those Villages can't miss. Plus, most Villages are cards you don't want to get immediately, whereas Cantrip +1 Villager is something you want ASAP, BEFORE you want Villages. Being able to open with Cantrip +1 Villager would very easily lead to degenerate games in which everything might as well be non-terminal. Cantrip +1 Villager also just isn't very interesting, and being sometimes a Forum doesn't change that that much.



Curio Merchant
Automaton
--
Erick648
I think this is too much of a must buy, at any price. If you get Curio Merchants and your opponent doesn't, the game's already been decided. +Villagers are so much stronger than +Actions that the fact that you have to discard a card doesn't make up for that gap, and as a result, I'd say Automaton is arguably stronger than Champion (other than Champion's Attack immunity, of course), even ignoring the fact that you can start getting Coffers instead once you have enough Villagers.



Janus
--
Carline
A choose one: Smithy or Village that is sometimes a Lost City. I think this would be too monolithic even without the ability to be a Lost City. Smithy variants and Villages are both cards that every engine wants, and this is both. Sure, there are several cards that are both Smithy variants and sources of +Buy (another pair of things every engine wants), but you usually don't really need a bunch of +Buys; you DO usually want a bunch of both Smithies and Villages, and this is whichever you want whenever you need it. Caring about Journey tokens other than your own is an interesting concept, but the execution needs some refining.



Snake Oil
--
Xen3k
Using the Night phase to make it so that you can't reacquire the super-strong bonus and then immediately use it is a clever idea. It's kind of like a non-terminal Wine Merchant that requires to you to pass up specifically getting from playing a Snake Oil rather than just any . Unlike Wine Merchant, however, Snake Oil turns into a Silver instead of disappearing from your deck, and it doesn't have to take all-or-nothing; you can play a Snake Oil as a Silver even if the +1 Buy and additional + are prepped. So like Fragasnap's Homestead, Snake Oil is both similar to Wine Merchant and nothing like it.



Maudlin Witch
--
Timinou
Since this junks you just as quickly as it junks your opponents (albeit with less bad junk), the best way to play this is probably to leave your Journey token face up and use it as a trasher until you run out of things to trash, at which point you start using is as a junker. I think this card is somehow both too weak and too strong, at the same time. It's too strong because it's both a junker and a trasher, which means that it can deal out junk and protect you against junk, but it's too weak because it guarantees that there's a way to defend against it. Yes, Young Witch obviously does this as well, but it's harder and less effective to defend against it, because you need two cards rather than just one to be on both the defensive and offensive. Plus, Young Witch's +2 Cards, discard two cards is a better effect than Maudlin Witch's +, gain a Copper. Sifting still helps you, whereas + gain a Copper hurts you in the long run. I don't think this card works at any price. Like Carline's Janus, it's a decent concept, but the execution needs work.



Village of the Dead
Pumpkin Patch
--
Meta
Village of the Dead is a card that is either a Peddler or a Worker's Village, but you have to choose upon playing the first one each turn which one all of them are. I think it would be reasonably balanced even if it was a choose one between +1 Action and +1 Buy or +. But of course, if it did that, then it wouldn't need to use the Journey token, and wouldn't qualify for the contest.
Pumpkin is probably too strong for a card that you start with. Sure, Goat is also super-strong for an Heirloom, but it not only doesn't have such a good synergy with the card it comes with, but it also isn't good for the entire game and for every hand it shows up in.
Both of these cards are pretty bland, IMO.



Fortified Village
--
scolapasta
A card that alternates between being a Village and a Lab, and can accelerate the pattern upon being attacked. It's probably a little weak in games with no Attacks, but then again, so is Moat. In games with Attacks, however, it's an extremely interesting card. It might make opponents think twice about playing Attacks, but without being overpowering, and it doesn't have the problem of being obvious when to use the Reaction like most official Reaction cards do. Fantastic job on this.



Homebody
Wandering Soul
--
emtzalex
A big problem with non-terminal + is that it can easily lead to infinite games where all players just keep playing Homebodies to get + without ever bringing the game closer to its end. Official cards avoid this problem by either requiring bringing the game closer to its end (such as Bishop and Gardener), being terminal and thus hard to outpace someone who's bying Victory cards, or by being the second half of a pile and thus only being attainable once people have started being able to outpace it (Plunder). Homebody does none of the above.
Wandering Soul is a double Lab when your Journey token is face up. Since turning over your Journey token is optional for both of your cards, Wandering Soul is strictly better than a double Lab, for the same price as a Lab, in Kingdoms without other Journey token cards (and even then, you can keep Wandering Soul super overpowered by simply boycotting the other Journey token cards, which are super rare). In other words, this is way, way, way, way, way too busted.



Village Children
--
D782802859
Like Meta's Village of the Dead, Village Children has two effects you can choose between, but you don't get to make that choice for each individual play, only for each turn. However, unlike Village of the Dead, Village Children would be unbalancable if it was a simple choose one (it would be too strong for , but definitely too weak for ), and the timing of when it allows you to turn your Journey token over doesn't allow for an informed decision; in fact, it's about as uninformed decision as it could possibly get. That said, I think it would be reasonable to make it so you make the choice of whether to turn over your Journey token on the first Village Children played each turn. That way, you get to make an informed decision, and it doesn't seem too strong that way.



Pilgrim
--
fika monster
A potential double Lab that starts as a Smithy, and becomes a Ruined Village once after being played as a double Lab. Seems reasonable for . Using an on-gain effect to turn your Journey token over is an interesting fix to avoid being OP with other Journey token cards, even if it was silverspawn's idea. It's decent, but there were more creative entries.



Logging Camp (3+ players)
Logging Camp (2 players)
--
spineflu
I don't think this is balancable at any price. If everybody's playing to maximize their own money gain, then the players who's turns are later are better off; player 1 plays it to turn over opponent's tokens, and gets money for their own token only, player 2 turns their token face up and gets money for their token and player 1's, player 3 does the same and gets money for their token and players 1 and 2's tokens, etc. Caring about other people's tokens is an interesting concept, but this execution needs a lot of tweaking, both to make turn order matter less and to make the 3+ player version scale less with more players (and more importantly, to avoid needing a separate 3+ player version to begin with).



Quay
--
Aquila
The "otherwise, 0" wording is awkward. You could just have a parenthetical that says something like "this stays in play either way." Wording issues aside, by default, this is a Hunting Grounds that stays in play for 2 turns. Switch which side has which effect, and it would be reasonably balanced, but I think that a Hunting Grounds that stays out for 2 turns is already strong enough for .



Salesgirl
Spy
Assassin
--
silverspawn
I like that unlike the official Travellers, there's actually a reason to want all three of these. Salesgirl makes Spy and Assassin more consistent, and Spy has a higher ceiling of self-benefit than Assassin does. That said, I think this is too swingy. The first player to get an Assassin can fairly easily prevent their opponent from ever getting their own Assassin; upgrading Spy has a condition other than just playing it, which can be prevented by discarding your opponent's Gold or by discarding the Spy itself. Sure, Warrior has the same problem with being able to trash opponent's Warriors, but hitting a single card is a lot harder than your opponent having a specific card in hand. And as long as you have both a Salesgirl and an Assassin in our deck, and don't draw the Salesgirl dead, you can make sure Assassin attacks every time it's played.



Young Rider
--
Something_Smart
A Lab that becomes a one-shot unless the last one in your turn is played as a Copper. Since you can't make an informed decision, I think this is going to be weaker than Experiment most of the time (because Experiment comes with 2 at a time, and is cheaper). Most of the time, the only way you can safely play it as a Lab is if you have another one already in hand. The other entries that used the "the last of these you play this turn has to be bad, or else you get something REALLY bad" concept executed it better, IMO.



These top 3 were very excruciatingly close. One had a brilliant Reaction effect that avoided a common problem with Reaction cards (namely, being an easy non-decision most of the time) in a unique way, and the other two shared a very similar concept that was both a very similar and completely different concept from Wine Merchant's "good effect now, pay it back later" effect. In the end, I decided to give the top two to both of the Wine Merchant-esque cards. And this week's winner just barely eked out a victory by being more balanced and differing from Wine Merchant a bit more. So without further ado:

Runners-up:
Fortified Village by scolapasta (3rd place)
Snake Oil by Xen3k (2nd place)

Winner: Homestead by Fragasnap

624
Submissions closed!

Judgement will be soon.

625
24 hour warning!

Here's the list of submissions. Let me know if I'm missing your submission or linking to the wrong version.

Frontier Village, by pubby
Astrolabe/Surveyor, by faust
Cabal, by LibraryAdventurer
Sea Fog, by Mahowrath
Trade Union, by Aquila
Homestead, by Fragasnap
Migrant Tribe, by MochaMoko
Curio Merchant/Automaton, by Erick648
Janus, by Carline
Snake Oil, by Xen3k
Maudlin Witch, by Timinou
Village of the Dead/Pumpkin Patch, by Meta
Fortified Village, by scolapasta
Homebody/Wandering Soul, by emtzalex
Village Children, by D782802859
Pilgrim, by fika monster
Logging Camp, by spineflu

EDIT: Corrected Meta's submission's link.

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