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76
Thanks for the win D782802859! Fun contest prompt with a lot of design space and there were some terrific entries.

I won't have capacity to host a contest this week, so I'd like to nominate Builder_Roberts to host as runner up (or AJL828 if Builder_Roberts can't host or doesn't want to).

77
These kinds of exchanges are definitely what keep me coming back to the Weekly Design Contest thread every week.

78
Drachma is fine at $4.

79


It's always so fun to wear your silk gown to the ball, but then you sew up another one and you realize how out of season that old one was. You simply must throw it off at once to try on the next! The true joy though is opening up the wardrobe and seeing a whole line of dresses you've woven, each more beautiful than the last.

Gown is like a smaller Monument whose VP stacks the more you have in play, but you don't get them back until you gain a new one. How many Gowns will you collect?

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WDC #173: New Year's Resolutions

Commentary & Results


Happy New Year everyone, and thanks for the submissions and resolution ideas. I had hoped for more resolutions focused mainly on playing Dominion vs. on card design, but I didn't specify that, so that one is on me :) I also wasn't expecting so many fan mechanics in the entries. I'm usually not great at evaluating those, but I'll do my best here.

OPs are linked, shortlisted entries are bolded, enjoy!



Eventful by Will(ow|iam)
A Trait that turns its card into a sort of Black Market variant that lets you play a Treasure and buy a set-aside event. Black Market is one of my favorite cards and the idea of doing something similar for Events is interesting, but I think tacking this kind of varying event thing onto onto a Trait (which also varies) is just way too complicated. It would be much simpler as just an Action card (or perhaps a Treasure without the play a Treasure part).

Balance by arowdok
Fan mechanics are always tough for me to evaluate. Prophecies seem simple enough I suppose, though arguably, a one-time game-wide effect needs to be impactful enough to be worth using, but not so impactful that it breaks the game. Reversing the turn-order is interesting at a glance but I think on paper the effect won't be felt as much as it might seem. It's nice for the last player to get an extra turn midgame, but aside from that (and in cases of ties I guess), I don't think it significantly changes up player's strategies in most cases.

Early Wakeup by majiponi
A cheap Treasure that makes $4 at first and then gets worse as the pile gets smaller. I know DXV has tried scaling cards like this before in the form of VP cards (see Duke's secret history), the issue there had to do with the card swinging wildly between worthless and amazing depending on how many you/your opponents get. In practice, Early Wakeups are a no-brainer opener and likely remain $2 Golds or at least Silvers in most games. It really should cost more I think--probably $4 or even $5, at least to not break the opening. These are tricky to cost, but I think it works better than the scaling VP one.

Gold Mine by NoMoreFun
It's Mine, but as a Treasure! And hey it can trash Actions too. Mine isn't a good card of course, but making it a Treasure does help it quite a bit. It's non-terminal, and they can chain themselves together which is neat though rarely gamebreaking. I know lots of people don't love Mine, but this past year's major influx of new Treasures is making Treasure-gainers like Mine better with each set, and Gold Mine would play especially nice with a lot of the new Prosperity and Plunder Treasures.The trashing actions piece likely doesn't come up a whole lot, but it will be nice when it does. Solid entry.

Hibiscus by BryGuy
Another fan mechanic, so Gophers are basically +Buy tokens, seems easy enough. Hibiscus gives you +Buy and a Potion this turn, and then gives you that again next turn but only if someone else buys a Potion card. There are several issues here. First, even with Gophers instead of straight +Buy, this is very weak. It's essentially an expensive Ducat that doesn't provide economy. Unless you're playing like an all Alchemy kingdom like a Vineyards board or something, the Potion is rarely going to be that helpful (since you already have one to buy this card). Other players will rarely buy one Potion card, let alone multiple for the Duration effect to do much (which even if they got 3 Potion cards, +3 Gophers +3 Potions is not that impressive). Finally, the 2P cost is very expensive for this effect. Compare to Scrying Pool, University, and Apothecary, all of which have a much more helpful effect than Hibiscus.

Continents by Aquila
More fan mechanics, I'll do my best here. Continents are an interesting idea to try and make for longer games if players are interested in that or want to help make multiplayer games a bit longer, though apart from the extra set-up and endgame rules, these don't feel all that different from Edicts (if I'm remembering those correctly). Paradisiac sounds nice in practice, there's definitely always those attacks that suck so much worse in multiplayer. Obviously, there will be boards with no Attacks where this does nothing. The on-trash thing is fine but feels a bit tacked on, and a lot of times you won't ever want to trash (when you have good Attack cards or when handsize attacks are out there). Cavernous feels like an Ally, sort of a combo between Cave Dwellers and Desert Guides. Volcanic is the most interesting of the three, it's like Cathedral, but not at the start of your turn, which is typically a bit easier to work around. One fix: it needs a handsize restriction or an on your turn restriction to prevent junking attack pins.

Diet by xyz123
A one-shot that trashes itself and two cards and gains a card costing up to the combined costs of the cards you trashed. Even with the nerf from 3 cards to 2, I think Diet is still too strong. This is nearly strictly better than Feast, though I guess it's at least more interesting. Most of the time, you can get a $5 or $6 out of this by trashing at least one Estate, and it's actually not hard for this to gain Provinces in the late game--I do actually like that part of it, though there will be boards where this might be a little dangerous. Diet seems too automatic in the early game, and I feel like it should come with some additional penalty. It's an interesting case where costing less actually would make it weaker, so perhaps trying at $2 would be worth checking--it's possible to open with two of them which is maybe too strong, but then gaining $5s is harder.

Mansion by JW
I'm all for replacing Harem, though Mansion is pretty similar to Nobles. It's a Necropolis unless you discard an Action and then you get a sort of sifting Village. Nice when you've got weak Actions to discard to it, but I think it's going to be pretty weak on a lot of boards. You don't want to discard your Actions when you have a card that gives you +Actions. Additionally, Nobles already can do Necropolis and it can also draw 3 cards without having to discard an Action. Could it replace the payload part of Harem instead by providing $ instead of cards? I guess that doesn't synergize as well with a Village, but something along those lines.

Cutter by emtzalex
It's the mythical +2 Cards +$2 card that doesn't exist, here as a one-shot. The Barge-style, now or at the start of next turn this is kinda a neat, and I like how you've figured out a way to have it stay in play for tracking purposes. Personally, I think it's simpler without the Reaction, though including it is fine and will get a few free plays out of it. Nice one.

Temptation by fika monster
Wayy too much text here. 10 lines! I don't think the concept is all bad--it's sort of an Anti-Changeling where you can junk yourself with a Temptation for an extra copy of a card that you gain--I like that, there's some Stonemason vibes in there too. The on play is complicated though and the choice of letting players gain copies of cards in my hand or getting -2VP is very feels-bad. I'd say the penalty of a mostly useless stop card feels like plenty, and you could still grant it some other simple on-play or bonus that's mildly helpful or harmful, but it's still mainly the bottom you'd use this for.

Covenant by czzzz
Sort of a Treasure Vassal and it's got Crystal Ball vibes too. I like the simplicity and it will be fun to chain a bunch of these together or with other Kingdom treasures. It's going to compete with a lot of other $5s. The +Buy will be pretty random in most games which I don't really like--perhaps it should just give it straight out instead of conditionally (or not give it at all). Unlike Vassal where discarding Treasures with it doesn't really hurt that much usually, discarding Actions with this is going to feel pretty bad. There's not really a good way around this issue without it becoming too similar to Crystal Ball (Hmm I suppose you could have it grant +Buy or even +$1 and +$1 Buy like Figurine if you discard an Action, maybe? Not a great consolation, but it's something), but I think it's still an interesting card that will have a use in some Kingdoms.

Strategy by LordBaphomet
A double-Lab if all your cards in play and in your hand have only one type and it makes multitype cards cost less. The top is interesting and it does make you look at the board a bit different and perhaps go for strategies you wouldn't otherwise pursue, though I worry it might be a bit monolithic and shutting down all the fun multi-types maybe isn't always that fun (There are huge swaths of Dominion that this just won't play nice with: Durations, Attacks, etc.). The bottom sort of makes up for this by making multi-types cheaper (it should probably not work on VP cards). Overall, I like that Strategy will vary significantly based on the rest of the kingdom, though it's a bit odd to me that the two parts of the card antisynergize. You don't want multitypes if you go for Strategies and you don't want Strategies if you're getting a bunch of cheap multitypes.

Amateur by D782802859
A $1 card! The gain and play is cool and nicely eliminates the whole $11 Herbalist problem you sometimes see with cheap +Buy cards. It's also interesting that the card sort of changes function depending on how you play it--when during your Action phase, you'll often end up spending the Villager right away, whereas if you play it after buying one, you'll keep the Villager for next turn, making it feel more like an $1 Event that gives you a village next turn. Players will have to be careful not to fill their deck with these though! Big fan of this one.

Gateway by SignError
It's a bad Tools, but you get to play the card right away, neat. On a lot of boards, your opponent will just make you gain and play things you don't want (or potentially even things that can harm you if they force you to take a mandatory trasher. You also get this cool Horn of Plenty minigame where you try to get one of everything in play so you can cash in your Gateways for Provinces. It's going to be a lot harder to pull off than Horn mega-turns, but I think it's still plenty interesting on its own as a wonky gainer.

The Drunken Sinner by sumrex
A cantrip trasher similar to Junk Dealer that can either trash 1 card from your hand, or 3 cards and gain a Copper. I like the simplicity, however even with the comparison to Hideout, I think this has to cost $5 or possibly even more given the strength of early trashing. Even just cantrip trasher is a very strong $4, and the 3 card option makes this an automatic open on nearly all boards. Hideout trashing Estate doesn't actually thin, while even the Copper gain option on this still thins you two cards (and often replacing an Estate with a Copper). I'd recommend giving it another penalty of some sort and increasing it to $5 to compare to Junk Dealer or Count vs. Hideout.



Honorable Mentions: Gold Mine by NoMoreFun, Cutter by emtzalex

Runner Up: Gateway by SignError

WINNER: Amateur by D782802859


Congrats to D782802859 and thanks everyone for participating!


Finally, in case anyone is interested in my Dominion resolution: it's to find time to play against more human opponents. As I've gotten busier with work and kids, I have less time for playing live games and I've spent much more time playing AI opponents since it's okay to be interrupted, but I can tell this is starting to cause me to develop some bad habits in how I play. While the Temple Gates AI is a LOT better than Lord Rattington, there's still something different about playing against real life people that I don't think AI can replicate (at least not yet).

Here's to another year of Dominion :)

81
Contest closed! Check the OP to ensure I've got your entry and its latest iteration. I'll get results posted in the next day or two.

82
24 hours!

83
Weekly Design Contest / Weekly Design Contest #173: New Year's Resolutions
« on: December 28, 2022, 11:25:15 pm »
Hello friends!

Before I share the prompt, a quick intro:

Whether you're brand new to the forums or have been around since the Isotropic days, all of us likely first stumbled upon this curious little community for the same reason: We wanted to get better at this cool game we'd just discovered called Dominion.

For this week's contest, I want to try something a little different. Let's hone in on that specific drive of wanting to grow our personal skill, experience, and enjoyment in actually playing Dominion, while tying it into a tradition that often comes up this time of year.


WDC #173: New Year's Resolutions

This challenge has two parts:

1) Share your "Dominion New Year's resolution."

2) Design a card or card-shaped-thing that might help you achieve that resolution.


For part one, I won't really be judging the resolutions, so have fun with this! It can be something based on a specific Dominion skill/mechanic you're trying to improve in, or on how you personally play or enjoy Dominion. Some examples of resolutions include (and feel free to steal any of these if you want):
  • To learn how to trash down more quickly.
  • To not trigger so many bad reshuffles.
  • To get better at spotting three pile endings.
  • To play more multiplayer games.
  • To finally play expansions after Dark Ages.
  • To not hate attacks so much anymore.

For part two and the design piece, obviously this week's contest is super open-ended, so there aren't necessarily any rules or restrictions apart from ensuring your card/landscape is somehow tied into your resolution. Take this however you like :)

Split piles, non-Supply cards, and other components are allowed, just try not to go too crazy here (like maybe don't give me a brand new set of 15 Loots to judge or something). As always: Don't make me squint. Eliminate unnecessary words and complexity where possible.


Judgement Details:
  • Resolutions, entries, and revisions must be submitted by 5:00 PM CT (11:00 PM UTC) on Friday, January 6. I'll have results posted on or before Sunday, January 8.
  • Entries will be judged on ingenuity, balance, simplicity, and creative/appropriate connection to their Dominion New Year's resolution

Have fun! I hope everyone can spend a moment reflecting on the specific ways you'd like to enhance your Dominion skill and experience in 2023 and channel that inspiration into some creative submissions. Excited to see your resolutions and designs!

Happy New Year!



Entries:

Eventful by Will(ow|iam)
Balance by arowdok
Early Wakeup by majiponi
Gold Mine by NoMoreFun
Hibiscus by BryGuy
Continents by Aquila
Diet by xyz123
Mansion by JW
Cutter by emtzalex
Temptation by fika monster
Covenant by czzzz
Strategy by LordBaphomet
Amateur by D782802859
Gateway by SignError
The Drunken Sinner by sumrex

84
Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 28, 2022, 11:08:53 pm »
Thanks kru5h for this week's contest and the win! It was brave of you to host one on Traits as we're all still figuring these out haha. I know I would have really struggled with giving feedback on these too. I enjoyed the many fun submissions though :)

New contest will be up momentarily!

85
Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 19, 2022, 09:36:19 am »


Nope, I didn't make a mistake. For the Kindred Trait, there are two Kindred cards, and both are randomized to a different Action/Treasure Supply pile like normal Traits. The Kindred cards are inseparably linked: the first time you gain one Kindred card, you get a copy of the other (whether you want it or not, similar to Fawning).

Depending on what the pair is, this can lead to some interesting interactions, such as when a good card is tied to a not so good one, or letting you get around challenging price points (hey, I can gain Grand Markets for $3 if I buy their Kindred Fortune Tellers, hmm but do I really want a bunch of Fortune Tellers).

Initially I used differently named, but this gets messy with split piles (including autopiling the Knights) so now it checks which pile the card came from.

*Edit: simplified wording (thanks Gubump)

86
Abundance's Duration effect doesn't play well with cards that let you gain Action cards on an opponent's turn. I had a recent game with Falconer + Abundance, and with one or more Abundances in play I found myself unwilling to use Falconer's Reaction. It would be even worse with cards that can force you to gain Action cards, like Barbarian or Jester, or your opponent buying a Messenger

It's doesn't play nice with Cultist or Marauder either.

87
Dominion General Discussion / Re: * Plunder Previews #5: More Stuff *
« on: December 16, 2022, 08:25:29 am »
Shaman finally lets us open $4-$3-Zombie-Zombie.

88
Dominion General Discussion / Re: * Plunder Previews #5: More Stuff *
« on: December 16, 2022, 07:37:54 am »
I think Taskmaster is the first time we've seen the phrasing of "repeat this ability" on a Dominion card. Is there a reason it's not just "at the start of your next turn, play this again."?

89
Dominion General Discussion / Re: * Plunder Previews #4: Next Time *
« on: December 15, 2022, 01:13:03 pm »
So, barring things like Ways or Enchantress, Landing Party would never get discarded from play, right? You play it, then it sits around until a turn where the first card you play is a Treasure, and at that point it gets top-decked, so when it comes to the Clean-Up phase, the only time it'll ever be in play is if it's still waiting for that trigger

Landing Parties can never be Schemed or Improved it looks like.

90
Dominion General Discussion / Re: * Plunder Previews #4: Next Time *
« on: December 15, 2022, 11:23:52 am »
Crown is another nice Landing Party interaction.

91
Pious Sirens are kinda funny.

92
Maestrom enables a semi-pin in which you can limit your opponent to owning just 4 cards.  Have them draw up their deck using Council Room and then buy Maestrom a bunch of times.

In principle this could work, but even with 10 CRs played they usually won't have drawn their entire deck. Also, with $40 and 10 buys to spare, you can usually just win the game instead of pinning your opponent. ;)

Yeah, agreed, Maelstrom pins are really not a thing that will ever happen in the wild (just like KC-Goons-Masqurade pins almost never happened in actual games). I think in like over 90% of times Maelstrom gets bought, it will benefit (or at least not harm) your opponent. Even just spending $4 to make them maybe trash a Silver or an engine component feels like a very bad use of money if you're not getting benefit from the trashing.

93
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 09, 2022, 06:15:29 pm »


Redistrict is a free Event that lets you trade in your Province for a pair of Duchies or trade in a pair of Duchies for a Province. Have some fun messing with piles and endgame control.

94
Dominion General Discussion / Re: Dominion: Plunder Teaser
« on: December 09, 2022, 07:42:11 am »
I found Mapmaker, Shaman, Wealthy Village, Avoid, and Enlarge.

Excited for previews next week!

95
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 01, 2022, 10:49:20 am »


I've tried a few $2 Attacks before, so let's try a $7 cost. School of Witchcraft is an Action-Attack-Victory that gains $5s and Curses opponents if they have an Attack in their hand (rival schools don't really like each other I guess). You also get points for each unique Attack card you have at the end of the game. Obviously a more powerful Alt-VP strategy on boards with lots of different Attacks, but should still be worth going for even when it's the only Attack. You of course will likely get Cursed more though if you have more Attacks. Hufflepuff forever.

96
WDC #169: I Am Not Throwing Away My [One-]Shot

Commentary & Results


Appreciate y'all's patience. Thanks everyone for the submissions, I know one-shots are very tricky to design and price, so nice work everybody.

OPs are linked, shortlisted entries are bolded, enjoy!



Schrödinger's Cat by Builder_Roberts
A Moat that can also be a one-shot double Lab. $4 seems a bit pricey when compared to things like Encampment or Experiment. Of course, the below line is the most interesting part of the card, and while it's cool and there are a few mind-bending interactions out there, I'm struggling to see if it's really worth the extra FAQ and complexity when you could just swap out "You may trash this for" with "You may return to the Supply for" and essentially have the exact same card. I think a return to Supply version for $3 would be balanced.

(Untitled) by fika monster
Too much text for my taste, this one-shot will thin a card from your hand and then gain a card from the trash costing less than the combined cost of (untitled) and the card you trashed. I'll ignore the set-up part for a second, this is very weak when trashing the cards you usually want to trash. Trashing a Copper lets you gain a $2, and trashing an Estate lets you gain a $4. You have to trash at least a $3 cost to gain a $5, at least Dismantle nets you the Gold when trashing Estate. I would recommend allowing gaining a card up to the same, or perhaps adjusting the price of the card. The set-up adds way too much unnecessary complexity, adding stuff to the trash, reducing the size of all the piles (which especially messes with split piles), and fiddling with the endgame conditions.

Excavate by Augie279
A Treasure Map that you only need one of. I like the Cornucopia vibes here of checking for uniques in play, and this rewards building up a deck that can maximize the Excavate trash when you're ready for it. It's a bit reminiscent of the event Commerce, though this is usually a bit easier to activate. The only thing I don't care for is the Debt price, which feels a little out of place--honestly, I think a price of $6 or possibly even $5 would work okay here, though the Debt works I suppose.

Ocean Wave by BryGuy
A one-shot terminal draw that puts any non-Treasures from the top 6 cards into your hand, and offers an overpay option to gain a second one. There are a few wording adjustments needed ("Put the Treasures back in any order" and the using the new overpay language). This can provide a pretty nice big draw on a single play, and getting two of them for $4 isn't a bad deal, but the biggest problem is that you need both trashing and village support to really make it worth it. In games where you're missing one or both of these, Ocean Wave simply won't be helpful.

Sieve by majiponi
A cheap payload generator, I like this one a lot. You basically spend $2 to gain a Silver and a Gold, with an extra coin the turn you play it at the cost of an extra Copper. A solid opener, especially on a 5-2, and it actually works okay mid-game as well once your deck can better handle the stop cards. Solid entry, and love the simplicity.

Stash House by emtzalex
A Warehouse that can trash itself to be a handsize increaser instead of decreaser. I like where this is going, but without seeing the rest of your turn, it will be hard to know when trashing your Warehouse will really be worth it (similar to the Mining Village problem). Typically, you get sifters to help gain deck control when trashing or draw are slow or restricted. The one-shot effect can give you a few extra cards once, which maybe those extra two cards make a difference, but the bonus doesn't really help you do anything to eliminate the need for a Warehouse. At the very least, it could be a decent opener if there's a strong $3 you want to make sure you play on the first shuffle like Steward or something, and it can get out of the way once you don't need the sifting anymore. 

Deer Stalk by Ethan
A $5 Smithy that you can trash for VP depending on how many Victory cards are in your hand. I like the idea, and it reminds me of Wild Hunt (with a hint of Investment sprinkled in), however I don't think it compares very favorably to Wild Hunt. Especially if Deer Stalk is your only draw, you likely won't pop these until the very end of the game (sort of like you do with Mining Village) and the VP dump can be quite sudden (vs. Investment where you don't mind trashing these midgame once they've served their thinning purpose). Wild Hunt doesn't require you to trash your Smithy, and the player interaction also forces VP to be gained throughout the game instead of only on the last turn. 

Hero's Demise by Sumrex
An Encampment variant that trashes itself if you have 3 or more unused Actions. You essentially cannot play two Hero's Demises in a row without losing one, and I like that this forces players to play things in a certain order and keep a good number of terminals around to ensure they don't have to play two of these in a row, or just mindlessly play these as your only source of draw. I think it plays differently enough from Encampment to exist and trashing vs. return to the Supply makes losing them feel much more painful. Nice one!

Prospecting Town by JW
A Village that you can exchange for Golds if you have multiple copies of them in play. I don't care for the current multiples wording, but I get why it's there. It's a pretty neat idea, and I like that you can convert your Villages into payload later. There's possibly a way to make it so players could decide on the Gold exchange mid-turn for gain-and-play stuff, but I think this works well as is, and also avoids the issue Mining Village often has where you decide at the end of your turn once you've seen everything. 

Pawnshop by weretheruler
I was hoping someone would submit Bomb :). Pawnshop is either a one-shot Masquerade (without the passing) or a Moat with a gain from trash effect (it's not a one-shot if you choose that one, correct?). I think this is okay, $4 feels a bit expensive when compared to Masquerade, but you can always get a second one to gain the first one back. The gain-from-trash should probably have either a cost or non-VP card restriction.

Travelling Book Merchant by lompeluiten
First, that is a very long card name! Try mocking it up, it's a pretty tight squeeze to fit on the card :) This card reminds me a bit of Raze where you can trash a card from your hand or itself and get some draw. The self-trash option is a double Lab which makes it a bit like playing two Horses, quite good of course. The other option feels really bad though--Trade Route has taught us all that terminal, single card trashing is way too slow in most games. Compared to Raze, which at least is always non-terminal, and can draw a card sometimes when you trash Estates, I think making this always non-terminal (or at least giving some other bonus for the non-one-shot option) would be worth it to make this more than just a double Horse.

Crusader by czzzz
A one-shot Duration with a next-turn double-lab + village effect, which is quite strong, and comes with a half-Bonfire on purchase, yeeha. The +1 Action may be a little hard to track since you trash it, but it's maybe not too big a deal. This feels balanced at $4 and it's definitely worth opening since it thins and can help spike $5 on the second shuffle. Midgame, these can help keep your engine kick off until they run out. Nice one!

Bricks by nagdon
A big Remodel one-shot that can turn Estates into $5 (or $6s) and Coppers into $4 (including more Bricks). The Altar comparison is apt. Return to the Supply instead of trashing helps keep this relevant into the end game which is nice. It's a bit slow early game since you have to keep regaining them, to keep your remodeling going, but it seems fine. I do wonder if adding +1 Action would make it feel a bit more exciting and allow for gain and play stuff, though piledriving loops may be a little too easy then.

Mask Salesman by kru5h
Bonus points for the Ocarina of Time reference :). Mask Salesman is a cheap, one-shot Command card that lets you play a $5 card. Not a bad opener, especially when there's $5s like Sentry or Count which you'd like to play on the second shuffle but didn't get the 5-2 (or better yet, when you do). And then this allows spare buys and Workshop variants to gain one-shot $5 plays which can be a solid play throughout the midgame as well. The one change to potentially explore would be to see if the pile runs too quickly, and you could try a return to the Supply one-shot instead. Really like this one.

Study by xyz123
A big Library that trashes itself if you've already got one in play. It's simple which I like, but as others have pointed out, draw to 8 is often a Hunting Grounds or better on the first play, which is already quite strong ($4 was definitely way too cheap). Playing with only one of these gets around the one-shot restriction entirely. Getting Draw to X cards to work in most engines requires other parts, namely +Actions, and disappearing money, and I suppose on the rare board that has all of these, you might put up with the one-shots to get a few good turns in, but I worry it will be too much of a drawback for players to really commit to multiples and basically just play with one of them.

Morgue by NoMoreFun
Morgue is a $3 Hunting Grounds that disappears if you don't discard an Action card at the start of your Buy phase. Really glad you made the switch to discard vs. just reveal, which makes it much harder to keep multiples since you need a leftover Action card for each one you play. Obviously, $3 for +4 cards is quite good for a terminal draw, and even if you lose them, $3 isn't too bad to rebuy or gain with Workshops. It's not bad in money decks either since you can just get a lot of them and have them discard extra copies. This one also reminds me of Encampment, but it's usually a little easier to keep around since you don't have to discard until the end of the turn (vs. Encampment which requires you to reveal after each play). I like it!

Adorn by anordinaryman
It's a Night Improve that can work on things other than Actions. You can use it as a poor man's Monastery, and eventually trash it into a $5, but it can also do more exciting things by upgrading your cheaper Action cards into stronger ones. I don't love the Copper junking--like I get why it's there, but it feels like a really steep penalty, and takes away a bit of the fun of using this as a Feast when you're finished with it.

Burnt Offering by Xen3k
The wording is a bit confusing here, but if I understand correctly, this is a one-shot that turns itself into a Gold, and then trashes your hand, remodels each of the uniques, and gains you an extra Copper for each one. Okay. So there's a lot going on here. Trashing hand can be usually really powerful (see Count), but it's something that gets harder and harder to do as the game goes on. Burnt Offering mitigates this a bit with the Remodel thing since you can still trash your hand and regain a card you didn't really want to trash, or get a better one. What I don't understand though is the Copper gaining. Unless I'm missing something here, it seems like this pretty much hoses any benefit that trashing your hand would get. Say you open Burnt Offering and draw it turn three with 3 Coppers and an Estate. You'll gain a Gold, thin 3 Coppers, gain an Estate, gain a Copper, thin an Estate, gain a $4, gain a Copper. So you really only net thinning one Copper here, which doesn't feel great. The mass remodel thing is different and cool, but I think the Copper junking is too much. You could make it trash itself into a Gold and a Copper if you wanted to keep an element of it, but gaining a Copper for each unique just seems too weak.

Gunpowder by SignError
A Woodcutter that offers an optional one-shot for either a Chapel effect or a Militia attack. The trashing option is very good, and makes this a strong opener similar to Chapel or Steward or Count, but you get some economy out of it too. It's hard to see the Militia option really coming into play, since once you've thinned out your cards, there's not much need to buy this for anything other than the +Buy, and the discard attack doesn't feel like enough of a bonus (since it offers no additional benefit to you) to lose your Woodcutter over. Perhaps there could be another option instead like gaining a card, a more powerful attack (like Pillage), or something else that helps you and not just hurts your opponent.

Pupil by Gubump
One-shot Apprentice. Not bad for Estate trashing early I guess, and the below line lets you always open with it. It's weak for Copper trashing, and especially in games with limited trashing, I don't foresee there being enough of these left to really generate big draws from trashing Golds, etc. I think the below-line is fine? I can't think of any instances in which it matters that the card can have different costs simultaneously--like Peddler, it basically just means you can always buy/gain it for $2, but otherwise it costs $5.

Venture Capitalist/Seed Money by spheremonk
There's three cards here, but I'll let it slide, I guess? Venture Capitalist comes with the Heirloom Seed Funding, which is similar to Stockpile. VC can trash a Silver (or a Seed Funding) to gain a Financing which is a powerful one-shot trasher that gains back any trashed Seed Fundings. VC suffers from Urchin syndrome where you have to line it up with a target, which will make it very swingy of who gets their Financing first. Additionally, I don't like that Venture Capitalist cannot trash other things--why not let it trash a card from your hand and then if it's a Treasure that costs $1 or more (or whatever threshold you want) then it can one-shot? The Seed Funding messes with the opening like Cursed Gold, but it's a more automatic decision which isn't as interesting. Anyway, I think the combination of ideas has some potential, but it could use some streamlining. 

Swordsmith by exfret
Another $5 Smithy that lets you trash it to make it non-terminal. There will be games where you save these up for a big mega-turn at the end, but I think in most situations, blowing up your Smithy for just an extra Action is too hard of a sell. The below line is neat though, I'm surprised I've never seen that as an on-gain effect, but it's a nice way to make good use of a dead-drawn Action card.

Recycled Goods by X-tra
I remember this one, I think from another contest that I judged actually haha. Recycled Goods is a one-shot Plunder and you can often get them for free when gaining Duchies and Estates. It's not a bad opener, as it's does the Silver thing of helping you hit $5 (plus throws in a free VP) and then nicely gets out of the way. As I said last time, I don't know how often you'll go out of your way to pick up early Estates and Duchies for free ones, but I do really like that this helps someone trying to catch up with Duchies by providing free Silvers and extra VP. 

Infrastructure by arowdok
Wow, so I guess it's a one-shot Project! Didn't think it would be possible, So basically, Infrastructure is a Royal Carriage that you can use whenever you want, and don't need to wait to get onto your Tavern Mat. 5 Debt feels expensive for a single extra play, so I would recommend playing with the pricing and bonus a little more. Definitely an idea that's worth exploring though.

Maid by LTaco
A cheap Liaison like to Bauble. Similar to Infrastructure this lets you trash it to replay an action. This one does require you to line it up with an Action you want to replay, and as a one-shot it will be tricky to know when the right time is to replay it. At least they are easy to gain, which helps mitigate the issue a little bit, at least until they run out. 

Trailblazer by Erick648
A sort of terminal Forum that can one-shot to play again. Obviously this wants +Actions, though the sheer volume of cycling means it's probably decent in a money deck too. The one-shot just about guarantees you find the right hand of cards you need since you get to pick the best 5 of 15 cards. I like the simplicity, though my one suggestion would be to playtest and see if draw 5 discard 4 is too centralizing. 4 and 3 might work better at the $3 price point.



Honorable Mentions: Excavate by Augie279, Hero's Demise by Sumrex, Prospecting Town by JW, Crusader by czzzz, Morgue by NoMoreFun, Trailblazer by Erick648

Runner Up: Sieve by majiponi

WINNER: Mask Salesman by kru5h



Congrats to kru5h and thanks everyone for participating!

97
Hey everybody, I'm about 2/3 of the way through the judging (there were a lot of cards this week!) and will need a bit more time to finish. Appreciate your patience, and check back for final results tomorrow!

98
Contest closed. I'll update this soon with the list of entries I have. Hoping to have judging completed by tomorrow evening.

99
I'm a little late on this, but here's a 24 hour warning to get your submissions in.

100
Would Seize the Day from Menagerie count?

I'm going to say no on that one. While mechanically it does have the one-use only idea going for it, I'm looking for cards that fulfill the traditional definition of one-shot, cards that can remove themselves from your deck.

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