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Weekly Design Contest / Re: Weekly Design Contest #216: Blue Dogs
« on: April 14, 2024, 10:17:23 am »
That means literally the same thing as my actual post. If you feel offended by non-technical language, so be it.
I am not huge fan of getting told how to actually write or talk. That is far more obnoxious and rude than me making the point that a card idea already exists, implemented in two cards that are stronger.It feels like Sheepdog and Stowaway had a love child but gave them their worst genes.
There's a nicer, more helpful way to say this.
You obviously never played with Goatherd or Hideout which are both stronger than +1 Action, trash a card, gain a Horse. There is a huge difference between drawing now and thus having a larger trashing choice and getting a Horse and thus having a smaller trashing choice.Goat is sad
Listing Goat in A tier was wrong but it's definitely not sad. non-terminally +1 Card, +1 Action, trash a card (which is basically what this is) is quite strong. If Rats didn't give you another rats people would be all over it. And turning into a different card later is a premium upgrade for a trasher.
It's basically a Lab with a +Buy. I'd say 2/5 ways are ok $5s when you add a card and a Buy. Goat is sad, Butterfly is sad, Frog is sad, Rat is dead, Camel is sad, Monkey is sad, Ox is sad, Seal is sad, Sheep is sad, Chameleon is sad, Mole is sad, and Worm is sad. Horse, Mule, Otter, Owl, Pig, Squirrel, Turtle, and Mouse are reasonable $5s. And the thing to remember is you get a choice out of 3, so even if all the choices are so-so this could be worth it. And many boards this will fill a role not present, particularly when it's the only +Buy, so it will be fine even without being super crazy.Nah. Squirrel sucks with handsize Attacks, Mule is a delayed Market (a weak $5 to being with so a delayed version can hardly be OK) and Otter is worse than a Smithy with a Buy like Barge or whatever.
Edit: And you get the value from giving yourself access to whatever Way, or denying it to your opponent.
Nah. As I said, Captain with Pearl Diver is super bad. Captain with something like Ironmonger is not broken and the advantage of Ironmonger easily compensates for the Duration.Captain kinda disagree with the notion that a $6 Duration „+1 Action, at the start of your next turn, +2 Cards, +1 Action“ (Horse Trainer + Turtle) is crazy. Captain on any cantrip is superior to the above and you are kinda sad when Pearl Diver is the best to pair with Captain.Horse Trainer doesn't have the duration penalty; you're comparing Highwayman to Haunted Woods. And Captain is currently rated as the 26th best card, so anything comparing to that would ideally be tuned down a little bit.
I'd also like to add that Owl is A tier. Less easy to use than Otter, but still really strong.
From CoolKid1182 in the Discord: “Base having such poor payload is too bad because it sort of teaches the idea that you should buy treasures/golds as payload.”Base game has 4 Peddlers with Market, Vassal, Poacher and Merchant.
That is simple, it is nested. A plays FV, B plays NV, another window opens, C plays an Action, then A plays an Action, the second window closes, we are back to the first window and C plays an Action.
The problem I see is that the effect permits me to play my own Friendly Village, at which point everyone else can play a second Action card, and it's not really clear in which order everything should go, and there are probably cases where this matters. Granted, Friendly Village is usually a card you wouldn't want to play on your opponent's turn, so maybe this won't come up.
Quartermaster and Cobbler are Duration Workshops.QuoteCommunal Workshop
5$ action - Duration
+2 Actions
Now and at the start of your next turn: Gain a card costing up to $4
Until the start of your next turn, when any player gains a card, they may gain it to their hand or topdeck it 1 time.
My attempt at a Village workshop that gains to hand without being overpowered.
In addition, there isnt any duration workshops from what i know.
The duration here serves 2 purposes:
1: Allow you to gain cards twice
2: Make it easier for other players to track that they can gain a card to their hand or deck.
+2 actions might be overpowered, but it seems more fun to me.
i considered +2 Villagers but that seemed bonkers.
The wording feels a bit off to me, but i dont know how to improve it right now.
FAQ
- Once per play of Communal workshop, ANY PLAYER may during their turn gain a card to hand or topdeck it.
- If there are multiple communal workshops, the effect stacks.
- If you topdeck a card with a different effect or gain it to hand via say, sleigh, then the Communal Workshop effect is unused.
The any player is intended to be that each player get to use the effect once.
Whatever, let's try this.Cantrip double Booner is pretty crazy at $5. This is that card plus some more. So totally overpowered. Also, the self-piling is pretty dubious.