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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 27, 2019, 05:47:45 pm »
Do Curse attacks count as monogainers?
Prepare
Move your Prepare token to a kingdom supply pile. (When any player (including you) gains a card from that pile, +1 Coffers.)
Event
$4
...Let me know if exchanging cards for a prize isn't allowed, I know it isn't *technically* gaining but it seems to fit the spirit of the challenge.
...
How's the card-that-comes-with-an-heirloom (Agora) fit in to the rest of this? The traveller line itself seems pretty good and I love the idea of a downgrading traveller for a prize, but I don't like that you start with a traveller via heirlooms; any insight into that design choice?
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Agora
+3 Cards
+1 Action
+$1 ⠀
Discard 3 cards.
-
Heirloom: Old Medallion
$5
Action
Old Medallion
$1
-
When you discard this from play, you may exchange it for a Trinket.
$2
Treasure - Heirloom - Traveller
Trinket
$2
-
When you discard this from play, you may exchange it for a Collector.
(This is not in the supply.)
$3*
Treasure - Traveller
Collector
Gain two cards, each costing up to $3.
-
When you discard this from play, you may exchange it for a Junk Heap.
(This is not in the supply.)
$4*
Action - Traveller
Junk Heap
+$2 ⠀
Gain two coppers onto your deck.
-
When you discard this from play, you may exchange it for a Curio.
(This is not in the supply.)
$5*
Action - Traveller
Curio
+1 Action
Exchange this for a Prize, putting it into your hand.
(This is not in the supply.)
$6*
Action
Affluent Village
$3
+2 Actions
If it's your buy phase, return to your action phase.
(This is not in the supply.)
$0*
Treasure - Prize
I think you must not realize that if Cultivate DOES trigger, it's strictly better than Caravan.
It's a big if though.
Not really. It's a pretty small if in the early game and in the greening stage, so you'd mainly be buying them early, which is when price matters most. I'd say it would be justified at .
Even when you do trigger it it isn't strictly better than Caravan, you have to discard the victory.
My take on this is that it's probably too potent in the opening for a $2 cantrip, so I'd start it at $3.
Discarding Victories doesn't really mean much, though, unless it's one of the few Action or Treasure - Victory cards. They were just sitting in your hand doing nothing, anyway.
It can totally mean much, if you trigger a shuffle then you'll have an extra dead card in there! And then there's all the card specific things like Shepherd or any trasher or whatever.
Cultivate v2
+1 Card
+1 Action
-
At the start of your next turn, you may reveal and discard a victory card from your hand. If you do, +1 Card, + $1.
$3
Action - Duration
Cultivate (old)
+1 Card
+1 Action
-
At the start of your next turn, you may reveal and discard a victory card from your hand. If you do, +1 Card, + $1.
$3
Action - Duration
Fugitive as token looks sound except for Barrel, that is arguably a bit too cheap and thus too automatic if you have left-over Coins.Agreed. It could add diversity in playstyle despite being a must-buy, but I think it's a little too monolithic for my taste. Perhaps remove the buy and make it a 3 for 3 type of thing, or add some type of drawback:QuoteBarrel -
+1 Buy
Discard any number of cards, then take a Mulligan token per card discarded.QuoteBarrel -Also, it's an event. A barrel is not an event. This is a nitpick, but I always hate it when people name events after inanimate objects.
+1 Buy
Take a mulligan token, then put your -1 Card token onto your deck.
Barrel
$2 Event
+1 Buy
Trash a card from your hand. Take one mulligan token for each $ in its cost.
Mulligan Tokens
Any time during your turn that you are not currently resolving the effects of a card, you may spend a mulligan token for the effect: +1 card, then discard a card.
Storehouse
$3 Action
Take four mulligan tokens.
Runaway
$5 Action
+1 Card
+1 Action
Take a mulligan token.
Barrel
$2 Event
+1 Buy
Trash a card from your hand. Take one mulligan token for each $ in its cost.
Old Barrel
$1 Event
+1 Buy
Take a mulligan token.
Renovate
Prophet
$2* Action
+ $2
Look at the top 3 cards of your deck. Trash any number of them, then put the rest back in any order.
-
This costs 2 debt more per copper you have in play.
Yeah, I intended it as a non-attack interaction card. I originally made the tokens stay on the piles permanently, but that seemed too powerful since it got exponential (your opponent gains a key card with three tokens on it; you call your five City Founders for 3x5=15 Coffers). In multiplayer, players get the option to call City Founders in turn order, as with Reactions, etc. Note that you can call it even if your opponent gains a card without tokens on it, if you just want to play it again (meaning that you can play it every turn unless your opponent gains no non-Victory cards). And yes, you can poach your opponent's tokens if he gains the card first.City FoundersThis is interesting - however, it seems kind of weak. Assuming that you have a way to make your opponent gain a certain card (e.g. cursers) it gives you +2 Villagers and +1 of either coffers or villagers, which seems pretty good in the right situations, but still not particularly powerful. However, outside of that, you're playing a card for +2 Villagers (kind of like a more flexible Necropolis) and hoping your opponent buys a card with the tokens on top of it sometime soon, so that you can get your bonus and play the card again. Since its a village (and you're presumably going to want to be able to play them consistently), this makes it seem pretty weak.
$3 Action-Reserve
+2 Villagers
Put this on your Tavern mat.
Place a Coin token on a non-Victory Action Supply pile.
-
When an opponent gains a non-Victory card, you may call this, to take the Coin tokens on that card's Supply pile as Coffers or Villagers.
Note: I had to specify "non-Victory" both times to prevent weird interactions with Trade Route.
However, the villager tokens probably alleviate some of the inconsistency problems and I haven't ever played with them, so maybe this is stronger than I think it looks.
It's also kind of neat how this card interacts with itself if the other player also has it. If you both have City Founders on your tavern mat, who will be the first one to buy a card with coin tokens on it? It seems like in this case you'd probably want to deny your opponent their City Founders though - having the ability to chain actions is usually much more powerful than any single card (this isn't an issue if there are other villages). I like the concept of it only being able to be called when your opponent gains a certain card, though - it just seems like it might work better on something that's not as integral to a deck as villages are.
Also, how does it work in multiplayer?
It's hard for me to gauge how strong it is, but you're probably right that it's a little weak. I've edited it to add two tokens instead of one.
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.
B calls two Atteliers and gains Ill Gotten Gains.
A calls two Atteliers and gains Ill Gotten Gains.
C calls two Atteliers and gains Ill Gotten Gains.
B calls two Atteliers and gains Ill Gotten Gains.
C calls two Atteliers and gains Ill Gotten Gains.
A gains 3 curses
B gains 2 curses
C gains 2 curses
Did I do that right? I could've gone on longer if I had made A play more bridges, because I only stopped because I ran out of Atteliers.
Fun stuff?
Atelier Variant
+1 Action
Put this on your tavern mat.
-
When you would gain a card, you may call this, to instead gain a card costing up to $2 more than it.
$5
Action - Reserve
City FoundersThis is interesting - however, it seems kind of weak. Assuming that you have a way to make your opponent gain a certain card (e.g. cursers) it gives you +2 Villagers and +1 of either coffers or villagers, which seems pretty good in the right situations, but still not particularly powerful. However, outside of that, you're playing a card for +2 Villagers (kind of like a more flexible Necropolis) and hoping your opponent buys a card with the tokens on top of it sometime soon, so that you can get your bonus and play the card again. Since its a village (and you're presumably going to want to be able to play them consistently), this makes it seem pretty weak.
$3 Action-Reserve
+2 Villagers
Put this on your Tavern mat.
Place a Coin token on a non-Victory Action Supply pile.
-
When an opponent gains a non-Victory card, you may call this, to take the Coin tokens on that card's Supply pile as Coffers or Villagers.
Note: I had to specify "non-Victory" both times to prevent weird interactions with Trade Route.
Atelier
+1 Card
+1 Action
Put this on your tavern mat.
-
When you would gain a card, you may call this, to instead gain a card costing up to $1 more than it.
$5
Action - Reserve