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« on: November 30, 2021, 01:12:28 pm »
Results
Firstly, thank you all for your entries. This is only the second time I've had to do this, but it's been fun thinking about these cards and their relative merits/demerits. Feel free to disagree with any of the following.
Revitalize (JW)
Displace as a Project, roughly. This feels useful and fairly priced, and particularly nice with TFB cards.
Process (Mahowrath)
Another high-price gainer. I don’t like the fact that you can simply play this and gain a Province, as that feels too easy. Also, high-priced cards tend to be terminal, while this one isn’t. This might work better as a cheaper Night card.
Financier (kru5h)
Simple and useful for quick coins and/or buys. A fine card, if not particularly interesting.
Bureaucracy (NoMoreFun)
Bureaucrat becomes a Project! I don’t know if many decks really want that much Silver, as the gaining is not optional. It might be useful for defence or if there’s some good TFB present. Overall, it feels a bit niche.
Regenerate (Aquila)
Remodel’s bigger brother. This feels very powerful, even with the set aside limitation - it looks underpriced. I think it might work better if a limit was imposed on how many cards you can set aside.
Daemon (Timinou)
Some interesting effects here, but it feels as though this card is trying to do too much at once, in order to justify its price. Splitting it into two cards might work better, but then neither card would fit into the rules of this contest.
Queen’s Park (majiponi)
Another high-price gainer. Given that the card you gain costs the same as Queen’s Park itself, this feels rather pointless - why not just buy the card you gain in the first place?
Pirate Island (segura)
A very interesting Victory card. The cares-about-price-points in your deck is new, as is having an additional cost when gaining the card. I think the latter idea is something that would work well in the game as a whole, so this is a decent card, in my view. I guess there might be issues in terms of what “cost” means: does this include Debt and Potions costs, or is it limited to coins?
Armada (grep)
Gaining VP tokens if you can induce certain discards, while a new idea, feels wrong because it doesn’t bring the game any closer to an end. It also feels a bit too much like Sea Hag, in that you get no benefit yourself when playing it. The +4 Cards next turn is nice, but maybe that benefit could be split across the two turns.
Colosseum (AJL828)
Haggler as a Project! I like Haggler, so I’m pleased to see this concept. It looks useful in many Kingdoms with plenty of choice in terms of how you can make it work for your situation. It perhaps could be priced at $8, but it definitely can’t be lower than $7, so I’m prepared to let that slide. A good design!
King’s Isle (4est)
Another Victory card. This is effectively Duchy-plus with a nice effect on gain. With the right amount of skill, buying this at the right time can put you a long way towards winning. I like this idea a lot.
Landscaper (LibraryAdventurer)
Groundskeeper as a Reserve card. Again, this has a similar problem to Armada in that its VP token gains don’t advance the game in any way. I also feel that $7 is too much for a Reserve card, given that you likely won’t play it as often as you would an Action card.
Oil Refinery (The Alchemist)
A large Pawn, with the ability to transfer that ability to further cards you play this turn. I like the ability to choose the same option multiple times if needed. That being said, I’m not sure that’s enough to justify a $7 price point - it feels more like a $6 to me.
Border Wall (spineflu)
Auto-exile anything you don’t want in your deck at an escalating cost. This is definitely better than the original version, as you’d only get to do this a few times when you really want to (Bounty Hunter has a similar problem). Given the escalating cost of discarding, I’m not sure if $7 is the right price for this - $6 might work better, but it’s hard to tell without playtesting.
Master (xyz123)
A more powerful Steward. This feels simple yet useful, and the flexibility merits the price tag it has. You can do many things with Master, so there is a fair bit of skill involved. This is a good entry.
Colossus (Firestix)
This feels like an attempt to weave Seven Wonders into Dominion! This is a very interesting idea. You basically need to have more than one Colossus in your deck, with multiple overpays, in order to get the overpay bonus. I think the number themselves need some tweaking, since it doesn’t look to compare that well with Province, but I applaud the idea.
Coronation Site (Xen3k)
An interesting Laboratory/Throne Room fusion, with a few VPs thrown in for good measure. This feels a bit like an Intrigue outtake, with its similarities to Nobles. The price point feels valid for what it is, but it still gives you options - it would work in many kinds of decks. I like this idea.
Volume Discount (spheremonk)
A bigger version of Workshop. Feels nice and useful, although I’m not sure how useful you’d find it once you have a deck capable of producing $9+.
Charge (emtzalex)
Eat your heart out, Madman! The drawer to end all drawers, this essentially draws your entire deck if you can trigger it. It’s hard to tell if this is balanced - the numbers might need tweaking. Is $10 really worth paying for a one-shot, even for such a powerful effect? It’s a big opportunity cost and requires a lot of support to set up.
Runners-up
Pirate Island by segura
King's Isle by 4est
Coronation Site by Xen3k
Winner
Colosseum by AJL828