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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 12, 2018, 10:06:48 am »
The Judging should be sometime today, right?
I just realized that on Sanctuary, I wrote "When this is in play", whereas it should be "While this is in play". I will fix this later today if I don't forget. I might actually even change the picture when I'm at it. As pretty as it looks, confusing Sanctuary with Maze seems a bit too easy. Or what do you guys think?Yeah, they look very close. But the colors are different enough, maybe.
Now I see. Thanks.Thanks. Is there something I'm missing about this, because I can't figure out when you would ever want to buy Glory, except when you have an extra turn from Mission or Haunted Woods or Swamp Hag are in play, and maybe one other thing. It seems like it would hardly ever be wanted.
It delays the gaining of a Province you already bought to an arbitrary time. As a result, it doesn't clog your deck. Quite often, it's really strong.
Fur coat-I'm not quite sure when you would gain a card costing up to $4 here...
+1 Action +2💵
Put this on your tavern mat.
覧覧覧覧覧
When an attack is played not during
Your turn you may call this and gain
A gold;otherwise At the start of your
Next turn you may call this to gain a
Card costing up to 4💵.
4💵 Action-Reserve
If your wearing a fur coat you might find you might find some money in it
Here's the cropped image if you want it:Here's Chappy7's Scrapper with the image fixed. I hope this is okay.
Yes thank you. Except I think I'll be editing my entry to say "When you play your second Copper this turn, you may call this to trash that Copper." so it isn't always better than moneylender, and a bit more interesting.
Whose card was that, do you know?That sounds very similar to another card I've seen on here where you also had the option of playing it only once to gain a copy of it, and did not gain a card if you played it three times and trashed it.
Oh, right! So that's why it seemed so familiar.
That should work.Modded my card so it isn't so weak.QuoteCoffee Shop
$3 Action-Reserve
+1 Action.
Put this on your tavern mat.
-
When you gain an action or treasure card, you may call this to set aside the gained card and play it at the start of your next turn.
Player 1 (I'll call them Owen) has 4 Smokehouses on his Tavern mat.SmokehouseThe fact that it can't trigger off of itself is a neat limiter to the power of Coffers. The stacking is something that I'd like to see play out in some games.
Action-Reserve - $4
Trash a card from your hand.
Put this on your Tavern mat.
----
When you trash a card, you may call this, for +1 Coffers per $1 it costs.
So the problem with "Actually Remembering Something Memorial" is that it can consistently target Gold. Then it becomes a Treasure worth $9. That costs $6.This sounds a lot like Inheritance. It could maybe be:
Right now in the game you can King's Court say a Legionary to get an Action worth $9. But to do that you have to collide King's Court and Legionary and you can't do that every game, just games with Legionary. You also have to collide it every time you want the $9.
Now, ARS Memorial needs you to collide the card once, the first time. If you collide with something else, you lose the ability to collide so I'm expecting it to take a bit of time before you collide with the right thing. However, I feel like the basic strategy for ARS Memorial will be, figure out the fastest way to get multiple Golds, then buy a Memorial and collide them, then buy Memorials. After that, have Memorials (which are a Treasure) and cruise home to Victory.
Of course, testing is needed. But I have two ideas:
1) Make ARS Memorial only play the card twice. Balance its cost around this fact. I'm not worried as much about people using it on Platinums since that's more of a drawn-out process -- you can't just invest in a Platinum gainer like you can a Gold gainer.
2) Make ARS Memorial only able to target Kingdom cards. This gives you all the shenanigans of ARS Memorial but removes the most obvious abuses.
A plays Witch after playing three bridges.Maybe lose the +1 Card and make it cost $1 to enable that in every game?This might make it too good against junkers:
A plays Witch
B calls Atelier to gain an Atelier instead of a CurseAlso, how does it work in multiplayer?Yeah, it needs some tiebreaker / call order rules.
Okay, so here's a crazy idea for Sarcophagus:I like it. Definitely more unique than Sarcophagus.QuoteMemorial - Action - $6
Play and trash an Action card from your hand. Gain a card that costs less than it. If it's an...a
Action card, play it twice;
Treasure card, play it twice at the start of your next Buy phase;
Night card, play it twice at the start of your next Night phase.
So it's basically King's Court with a built-in Crown, but the Crown is Crowning a crappier card.
Oh, and it can gain (cheaper) Victory cards.
OP? Not sure. Do I like it more than Sarcophagus? Maybe.
Boy, it's taken me a long time to figure out what to write here, here goes!Glad to help. For Boulder Trap (which I really like by the way) my wording was just so you could remove the 'from the supply' wording in the bottom half, since the player would no longer be gaining it, like with Masquerade. It would also mean that things like Watchtower would not affect it.
Fly-Eagles-Fly, thanks so much for your interest. Archaeologist and Mastermind will use your suggested wording!
Boulder Trap I'm still pondering the wording on. I basically want the rule to be "you pass this around whenever you discard it, but if you forget, you can't go back and change it." Fun...
On Pyramid, the exactly 2 is to remind people that they need to trash 2 cards; trashing 1 card is not allowed. I do feel that the -VP is needed, first to counterbalance it (it's quite powerful) and to make it interesting, since you have to trash it before the end of the game or suffer the penalty. I also think that the Pyramid is probably the most risky design left in the set.
Sarcophagus differs from Band of Misfits in that it triggers the on-gain and on-trash effects of the targeted cards, and runs down the Supply piles. Originally played the card multiple times (like a Procession that targeted the supply) until someone here pointed out that it was far too strong. So I hit it with the nerf-bat a lot of times, and now it gets rather close to Band of Misfits. Seeing as I have a bit more time waiting for Renaissance to launch, I might take it back to its roots and try variants on it.
It is not a new design and an Avanto variant:I think you need to change this to have an on-call effect, otherwise you are not calling it but discarding it, and the challenge says for the card to have a novel on-call effect. Also, if you leave it at discarding it should say 'discard this from your Tavern mat.'
Fairy Grove looks fine, like a quicker-to-play version of Fool. It needs the Fate type though.Thanks, fixed.