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301
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 06, 2019, 06:56:38 pm »

Quote
Stowaway $5
Action - Reserve
+1 Card  +1 Action
+$1 per card on your Tavern Mat.
Put this on your Tavern Mat.
-
When another player gains a card, you may call this to gain one card per empty Supply pile that each costs less than the card the other player gained.

I had trouble with this contest. I wanted to make something that really applied mainly in the endgame so it is mainly used for victory points. I decided to track the endgame state via empty supply piles -- it turns out that works well. If someone is in the middle of a pileout, they will have three empty piles and you'll be able to call each of your stowaways for three estates. Or, if someone gains the last province, you can call each of your stowaways for a duchy. You might be able to cause a pile out that your opponent didn't want. In a game with single gains, and your opponent empties a second pile, you can potentially clear out another pile on their turn. This seems to be a strong card.

The +$ gives you money to buy higher cost cards (that other players can then gain cards costing less than it), and also provides a tension between whether to call the stowaways or not.



302
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 26, 2019, 01:49:26 pm »
There are 20 of these in the supply:



Quote
Rabbits - Action - $2 There are 20 of these in the supply
+1 Card
If there are no empty Supply piles, you may choose to do any of these in any order: gain a Rabbits to your hand; play a Rabbits from your hand; and/or trash this if it is the first Rabbits you played this turn.

Rabbits is an interesting card. It functions a little like beggar in the sense that it can boost this hand, but future hands will suffer.  Because you can chain them like cultists, you can draw an insane amount, but be careful, it comes with a steep price -- soon too many rabbits is a pest, that clog up your deck.

 It's the ultimate "spike" card. If you want to get an early Kings Court or a Forge, you can keep gaining rabbits until you draw all your coppers. However; you're left with a bunch of Rabbits that become Ruined Libraries as soon as any supply pile is empty. Rabbits have a built in mechanism for emptying their own pile, likely all the early Rabbit plays will be at least "trash the first rabbit, gain another and play it" so you end up with +2 cards, no net cards in your deck, but the Rabbits supply pile is one less. There's a lot of strategy to make sure you don't end up with too many rabbits when the rabbit pile empties.

Making it turn into Ruined libraries when any pile empties also prevents it from being so great in garden decks. Let's say you gain all but 1, well your opponent just buys the last Rabbits. Good luck buying any gardens when a deck full of 19 ruined libraries! If you try to empty another pile first, you won't even be able to multiply your rabbits.

Some decks just want lots of action cards -- Rabbits can feed your sacrifice, your remodel, your scrying pool, etc.

I'm definitely open to feedback on this!

Commodore Chuckles: I am pretty sure this qualifies since the cultist-y chaining is conditional on there being no empty supply piles. If this does not qualify for the contest, I do have an alternate, less unique card that gives a +1 card and is always terminal and never draws more. Let me know if I should submit that instead.

303
Variants and Fan Cards / Re: Replacement for Royal Seal in Prosperity
« on: September 26, 2019, 01:12:11 pm »
You’ll notice Dominion doesn’t do silver+ for 4$. Very often when you have 3$, you also have 4$. It’s often enough that silver+ for 4$ essentially makes silver never bought. That’s the reason that dominion does silver++ for 5$. It doesn’t make silver look as horrible since silver is much cheaper.

Does that make sense?
Ways around this is making your the “silver”+ terminal. You could also try a conditional and weaken the +2$  in your treasure, like, if you have an even number of this in play this is worth +3$ , otherwise +1$

304
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 19, 2019, 10:16:06 am »
Congrats Commodore Chuckles!


Frontier by anordinaryman
Quote

Frontier - Action - $3
Gain a Copper to the top of your deck per Frontier you have in play. If this is the first time you played a Frontier this turn, and the previous turn wasn't yours, then take an extra turn after this one.
A Level 1 extra turn. Obviously, there's no reason to play more (barring some weird reason to want coppers). It feels unnecessary to even put the "per frontier you have in play" clause. That aside, this sounds a bit too strong. Outpost gives you three cards and costs $5. This gives you 4 cards plus a copper and costs $3. Yes, you get junked, but it shouldn't be too hard to trash it it (consider that trashing is usually necessary in an outpost strategy anyway to guarantee getting reasonable cards in your 3 card draw).

When you copied my card description, you omitted the super important part "this stays in play" at the end. In the image it also says "this stays in play." The whole point is that each time you play it it gets worse, you get one more copper, and you only get one play out of each card. So, you buy one, play it and you get one copper. Second one you buy and play and you get now two coppers, etc. I agree that the card as you read it is over powered and not interesting  and can't cost 3. I'm curious how the proper reading changes your thoughts/ideas. Also, I'd like to know anything I could have done to make it more clear so it wasn't easy to miss that last sentence.

305
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 17, 2019, 11:45:27 am »
I'm changing your bolding to focus on the more important aspect of what I said.

Coffee Roast
Types: Treasure
Cost: $4P
$2, +2 Cards.
When you buy this, you may trash a Potion you have in play. If you do, take an extra turn after this one.
Excellent use of potions! I think the +2 cards in a $ phase is an interesting concept that doesn't belong on this card. I'd say this can be stronger like $3 maybe $3 +1buy or $2 +1 buy. The +1 buy would make the concept make sense as you have to spend buys for the potion you just lost.
I believe I disagree with this general design philosophy you are displaying (and throughout your judging post). It seems to me you are looking at cards that have problems baked into them and considering them poorly designed for that reason: I think cards that have inherent problems are the best designed cards because you have to look elsewhere in the Kingdom to solve them.
"+2 Cards, +$2" is too strong for $5 and too boring for $6.  Coffee Roast moves the effect sideways by costing $4P with the extra turn stuff and moving it to a Treasure where the +Cards become awkward.  It hopefully pulls down the earlier Coffee Roast turns as a pseudo-stop-card, but I'm not sure it will do that.  Later Coffee Roast turns will be great because of its self-synergy.
If you really want to, you can view the extra turn as the +Buy after which you are asking, but you want to manage much more than that on your Coffee Roast turn.

Also, theme.  It's caffeine, so you get to take another turn.  The card draw represents productivity, but it is of an unusual and undirected sort that you might not be able to leverage very well as society adapts to the common consumption of caffeine.

I think I'm being misrepresented here. I'm re-quoting the below in case you missed this. I don't like cards that solve all their problems. I like cards that are clearly focused.

What's weird is I think we actually agree a lot more than it seems. When I read your sentence I wanted to explain what cards design I like and a ton of the examples you gave were the same examples I'd give. To me I also don't like when one card solves all of it's problems -- Margrave is a good example of a card with too much going for it. I like it when cards are about single topics such that they naturally effect themselves. On the flip side, Margrave's attack is well designed: it is not an attack the second time it's a benefit to the opponent, so that reacts with itself. That's what I mean by single-concept cards that naturally have synergy or anti-synergy with itself.

My opinion was that I really loved the concept of the tome and cursing and I think there's a separate concept of "cheap cursers" and I thought it would be better if you focused on one of those concepts. Of course, that's totally opinion. I still would really love to see what you did with Tome and curses to hand without the concept of "cheap curser" also.

In case you saw this earlier, I'm going to try to explain again.

The +2 cards is like adding a 4th hole to a pair of pants. Shirts need 4 holes, pants don't. By the way, I don't think that adding a +buy is actually the way to make this card better, it was just a way of showing clearly, hey here is something that is more focused. The +buy makes it too powerful and wouldn't be great design.

 +2 cards just muddies the concept. There's a whole wonderful card design involved around getting +2 cards as a treasure and making that work, and there's a whole wonderful card design around balancing extra turns. Slamming those two concepts together is leading to a poorer design. And the hope that it draws cards you wanted -- that doesn't impact the next turn in the same way that discarding from the top of your opponent's deck is not an attack. If you wanted to make it more focused you could draw 2 action cards, but you might as well discard them from top of deck instead of draw in treasure phase.

There's a lot to like about this card. Using potions is a really great way of balancing the extra turn mechanic.

I thought I had clearly articulated that before, but I guess not. Perhaps we disagree on this -- do you like to add many different concepts onto a card at once? If so, I'll definitely stop providing you feedback to pare your cards down to one focused concept.


306
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 13, 2019, 02:26:55 pm »


Skipping your Clean-up phase the turn this is played will make all the cards you played that turn unavailable for your extra turn. Just wanted to make sure this was intended.

Neat way of keeping the power level in check. Your extra turn could get kind of junky, but I can think of a few ways this could be a positive.

Good point. I wasn't thinking of that at all, actually. Though as you pointed out, it's a good way to check the power level. I'm still leaning towards changing it to what I originally wanted, though. Would this make it too strong?

I don't think so. I think the current phrasing is actually way too weak. I would recommend a few changes:
  • Rephrase to use cleanup phases: "Go directly to your cleanup phase, then take another turn where you go directly to your cleanup phase after your action phrase." This makes it so that you still get to draw up to 5 for your extra turn and your next turn (the cleanup phrase is where you draw up to 5). Without it, you'll spend at least one turn with 0 cards. Also, duration cards would sit out because they don't get cleaned up but wouldn't have an affect apply -- it's a confusion interaction you could avoid.
  • Add the whole (i"f the previous turn wasn't yours and this is your first Voyage in play") to help limit having multiple turns in a row

307
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 12, 2019, 12:29:45 pm »
Garbage Day
Event - $6
Once per turn: If the previous turn wasn't yours, take an extra turn after this turn. Trash all Action cards you discard from play that turn.

I like how some cards (Squire, Catacombs, etc) could turn this trashing around into a benefit.

From the perspective of an engine, I think that this is over-priced. The trashing action cards penalty is pretty high -- plus you had to sacrifice a buy and a $6 to get the turn, and that turn can't even be that good because you're going to trash all those actions.

For big-money, this also seems over-priced. It could be useful in endgame when I'm trying to get a province and I just have 7, but for a lot of the game if I have $6 I'd rather buy a gold. This card could be useful in mid-game if it didn't compete with gold.

I recommend either keeping the same price but turning this into an action card, or lowering the price (maybe even to $4??).



Quote
Pact (Project, $8)
For the rest of the game, play 2 turns in a row. When you trash a Copper, move it to the discard.
-
After buying this project, gain 7 Coppers.

I like the idea of this (the penalty seems valid), but I have to imagine this is a frustrating card if your opponent gets two turns in a row. It's also frustrating for that opponent because now their deck has coppers they can't get rid of. I wonder if you could try, when they trash a copper, they gain a curse? I wonder if you could put some restriction like "if you don't play any coppers, take a second turn." You know, make the second turn a little less automatic?

Bonanza (Event) [$5]

At the end of this turn, if you have unspent coins, take Voyager, and take another turn after this one, where you draw one card per unspent coin for your hand.
---
You can't buy this if you have Voyager.


Voyager (State)

Worth 1VP if you have this at the end of the game.

What does coin mean? Coffer? Does it mean $?

Quote
Coffee Roast
Types: Treasure
Cost: $4P
$2, +2 Cards.
When you buy this, you may trash a Potion you have in play. If you do, take an extra turn after this one.

Excellent use of potions! I think the +2 cards in a $ phase is an interesting concept that doesn't belong on this card. I'd say this can be stronger like $3 maybe $3 +1buy or $2 +1 buy. The +1 buy would make the concept make sense as you have to spend buys for the potion you just lost.



This is a very clean card. Great design.

308
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 12, 2019, 12:12:41 pm »
Challenge #44: Extra! Extra! SUBMISSION


Quote
Frontier: Action - Duration $3
Gain a Copper to the top of your deck per Frontier you have in play. If this is the first time you played a Frontier this turn, and the previous turn wasn't yours, then take an extra turn after this one.
(This stays in play.)

Frontier has a few interesting concepts -- it plays more like an event. You only get to use each Frontier once, and then it stays in play. Staying in play helps it keep track of itself to make each subsequent play less useful. Well, of course this is Dominion, there are some clever ways to work around that (bonfire, procession, etc). Therefore, it's fine to price it low, since playing 4 of these usually has the cost of adding 10 coppers to your deck -- yikes!. On the other hand, this plays like a card and not an event -- you don't get to choose to play it when you buy it. You have to wait for it to come up and then play, and on that turn, you might not have a convenient way of dealing with those coppers and your next turn might suffer.

Cards that help you deal with those coppers before your next turn are going to be great -- I'm looking at you lookout and doctor! Watchtower shines gloriously here. Mainly though, it's going to be a struggle to make this work. Starting a turn with a lot of coppers could make that turn bad. Sifters benefit a ton here, if you get enough forums, you might be able to cycle through that bad starting hand, in a way that doesn't help Outpost as much. Not too bad.

This plays differently from other turn-extenders. I could see opening with one of these to get an extra turn early in the game, seems worth the cost of the extra copper and losing your 3-cost opening buy.

In addition, this is an interesting card in that it actually could be useful in slogs. You're not so sad about having all those coppers in a slog, and the "penalty" might even be good! And, it's cheap enough you might be able to afford it! Garden slogs especially are going to be grateful for those coppers.


As always, open to feedback.


309
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 09, 2019, 01:55:11 pm »


This card punishes village idiots by giving them curses. (Thematically, sometimes you excavate an old village and get some new version of the stuff you already excavated. Sometimes you get ~~cUrSeD oBjEcTs~~ I dunno, it's silly!)

Don't buy this card too early, or you'll get curses.

This card encourages you to buy a variety of different stuff, because as soon as a pile is empty, you're going to be getting curses on each play whenever that card is in hand. The more variety you have, the less likely it is that your opponent can keep giving you the same card over and over.

Seeing your hand lets your opponent know more about what card will be worst to give you.

I thought of this fun idea but haven't had time to find an image.
Edit: added an image that Kudasai sent me. Thank you Kudasai!

I know it seems powerful for the price point, but there's no need to discourage buying it early since buying it early is a bad idea, anyway. I think the potential curses does a lot to weaken it.

I'm open to feedback!

310
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 30, 2019, 04:55:57 pm »
Here is my submission (there are 20 in the pile)


I know Donald X. has said that Rats is his favorite card (that was said some time ago, I don't know if it still is). It's one of my favorite as well. There's something so great about the finesse that's required to play a card like that. On the one hand you want to play a bunch of them and gain a bunch them to tfb, on the other hand, you can't let rats overrun your deck. With that in mind, I've always wanted to make a card that fits in that idea. Here is what I came up with. It's a self gaining lab, but you have to be careful about playing too many of them or you'll destroy the rest of your turn (make sure to keep the riot under control).

1) Just to preempt any discussion about price, keep in mind that when it comes to self gainers, a higher cost actually makes the card a more worthwhile buy (would you buy rats if it cost $2?). You only buy it once, but you'll can tfb it multiple times.

2) The bottom part applies to all cards that you play (actions, treasures, night), but only when you play them (so calling a reserve would work).

I have to ask the community for advice on 2 things:

1) The copper clause has a bit of history. First there was no clause. But then I felt it would too punishing to play your first riot and the barrier would be too great since you often play a couple of coppers each turn in the early game. So then I specifically excluded copper. But then I realized you could buy one copper (to have 8 ) and a riot and just play a bunch of riots and play 8 coppers and get a province. So then I made it that copper costs 3 more if you have a riot in play, but realized it could be abused with tfb like farmland or remodel. So finally this is what I have.

I'm wondering if anyone has a better way to word it (especially if you could combine both parts under the line).

2) I was debating adding a little bonus for trashing this (like rats). I was thinking maybe +1 action or you may trash a card. Do you guys think it's good as is, or should I add a bonus (and which one)

Thanks

The way its phrased right now, doesn't the "card other than Riot" part trump the "when you play a copper" part?

Just make Copper always work is my vote.

Good point. I should write other than riot or copper.

Like I explained, if copper always works it makes a simple strategy of filling your deck with riots and buying a single copper and then just buying provinces.

Your original goal of playing something that requires finesse is quite limited by coppers working. You intended to design a card where you want a few, but not too many. But getting 8 coppers and a bunch of riots I think will be a pretty strong strategy. How about you do not make a special case for copper. It costs 0 so as soon as you play 1 riot, it's instructions get ignored. But that makes it super weak early game -- what if you added copper trashing to the card? You could "when you gain a riot, trash a copper from your hand," or you could "when you buy, trash any number of coppers from your hand" you know, there's a lot of different directions here. In addition, the copper trashing will encourage an early buy, but early buys are dangerous because you could end up with a ton of these cards and absolutely no way to make economy. It'll become more strategically interesting. I think adding copper strategy here will move the card towards your original goal.

311
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 29, 2019, 03:02:55 pm »
The prophet pile is a mixed pile of 20 cards, 10 copies of each of these versions:


Please let me know if this violates mono-gaining rules

I've had this idea for a while of a card that alternated between even and odd trashing. Originally, I had the cards with different names. Then this contest inspired me to try out the idea ... what if two functionally different cards had the same name? The art is flipped to help tell the difference and the * * are supposed to be bold but I wasn't able to use the card template I used to easily bold the difference.

It scales up in power in multiplier games, of course, but it also runs out a lot more quickly in multiplayer games. There's an interesting meta game -- you want to be able to hold onto a Prophet at the end potentially for the big $ it can generate. Maybe that means you hold on to your "even" Prophet so that you don't have to trash to get the $. There's some fun strategic considerations in terms of if you want to play your prophets, or when you should buy a second prophet, etc.

Despite this being almost entirely unprecedented, I do not think this card causes major problems. Band of misfits and similar cards use the card in the supply to play, so if the odd was on top, then it acts as an odd one. They have the same name, but are not copies of each other, so Ambassador might return one and fail to give out more than one, depending on the order of the piles. I don't think any of this is that confusing.

Flavor wise, your prophet sacrifices himself and reincarnates again! However, the disciples that got convinced to convert just stay in the trash -- they don't come back. They gave their life to the cause in terms of $. The more people you've converted the more $ you get. And it's one religion, so anybody your opponents convert also give you $.

I am definitely open to feedback on this card!

312
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 27, 2019, 04:08:19 pm »

Quote
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
I think this concept has massive potential. The interaction of giving yourself a bonus when other players gain a particular card forces some interesting decisions for other players. However, the concept is hampered a lot by the fact that it triggers even when you gain a card from that pile. The decision for your opponents to buy the card or not is less interesting because you get the benefit even if you yourself buy it. I think this card would be better if you it was “when another player” instead of “including you.” It also prevents the balance issue of putting it on the only village in a game for a guaranteed +10 coffers.



I think the phrasing for target should be “when you would gain a card from this pile.” That has a precedent in Dominion and introducing an “immediately” still doesn't make the card play the way you want to. All effects happen immediately and you choose the order-- that's a core part of triggered effects in Dominion. “would gain” would have the same effect except for with trader allowing you to gain a silver instead of trashing the card, if you want. It would be virtually identical to what you have written, except you don't need to introduce the complexity of a new concept of “immediately.”
Ambush sets up some interesting possibilities. You can pile out the curses without gaining a single one. You can target cultists to get +3 cards when you gain one.  You can buy any attack for 2 if you Target squire. I feel like most of the time those fun combos won't exist – it will play more like embargo. What cards does my opponent want that I don't? That's a really awesome decision. Notice that embargo is one-use only. I worry how easy it is to play these. An engine player can lock big money out of buying golds. And you get to play each ambush twice. There would be two ways you could improve the card and force more interesting strategies:
1) you could make Ambush say “move Targeted onto any non-Victory Supply pile that is not currently Target.” Now you are stuck with a dead card in your deck if you don't want to move it, or you have to build your deck to consistently play two of these. It makes the locking out a player a little more challenging.
2) you could make Ambush trash itself on play. (Still it's not too weak, you get two plays out of it since you gained it and trashed it).



This card really forces you to think of your opponents. In some games with lots of villages, you'll just be giving out villagers to your opponents. However, your opponents can anticipate that and waste one less of their buys on villages. So then perhaps you don't give them villages. This causes really thoughtful interactions. The only concern is that it does appear be weak, but it's fine because you probably don't want too many of these in your deck, anyway. It's a helpful way to smooth out your deck and the fact that it is non-terminal makes it like a really easy thing to slip in your deck. So, I anticipate this being something I'm happy picking up on a 2/5, but I'm rarely going out of my way for one. Not all cards get to be the strongest, this one certainly is interesting.
This is in the top 5


Quote
Exhibition
$2 - Night/Duration

Set aside an non-Duration Action you have in play. Until your next turn, when another player gains or plays a copy of it, they get +$1. At the start of your next turn, play it.
-
This is gained to your hand (instead of your discard pile).
I first want to analyze this card without the “penalty” of giving $ to your opponents. It is sort of like you played a caravan and a scheme the turn you play an Exhibition. Another way to think about it is it's a much stronger haven for action cards. (you get to play the action card both turns!). So, with that, the card is worth 3-5 without the penalty, so 2 with the penalty feels right. But this penalty encourages mono-strategies across the game which is a form of not-solitaire, (copy your opponents) but it's a decidedly, less fun version of not-solitaire. Of course this card is a lot better if your strategies differ. Or if you have a prize or a black market. In addition the +1$ is a pretty strong penalty, and you're going to want to put it on a card you want to play a lot to make the most of it – but that also makes the penalty stronger. This card works best if you can put it on cards you only want one of. For example, using Exhibition on a terminal trasher is probably best (chapel being the best – the +1$ is unlikely to benefit your opponent the turn they play a chapel). That works well in the beginning of the game, but this could turn into a dead card in many games (the +$ is just not worth it).
Really interesting decisions, I don't know how I would change this.


I feel like you unnecessarily added “gains or trashes.” In games with trashers, this is a super cheap terminal gold, with the +buy to immediately buy more of them. The +buy combos well with gaining, I think this card is best and most interesting and more focused if the Ale token only fires on gains. That way it isn't so easy to get this easy of a gold in the beginning of the game. The decisions later – “where do I put my token, and the opponent's decision, can I delay buying this card to keep their bartender in the tavern?” That is a super interesting decision and really shows how Dominion is not solitaire. Excellent idea.
This is in the top 5


There's a reason why mountain pass is only once per game.  Bidding takes some time. This card creates bidding up to *twenty*
times in a game. That's a lot of bidding slowing down the game.. Sure, the trashing mechanism can slow this down, but I think if you have to design a card to trash itself so it isn't played so often, you need to ask why. In the case of embargo, the concept itself falls apart if it's super easy to continually pile tokens on piles, it breaks the game. That's a good answer. I'm not convinced that the answer “because I don't want there to be so much bidding” is a good answer for self-trashing. I also think this card gets muddled with adding curiou cards and also cards from the supply. It would be more focused if it were just curio cards. You could even make less of them, that would limit the amount of bidding, too.
The VP muddles the card – now we're bidding on the card AND vp? Why both?

I can't comment on every single one of the curio cards for time reasons, but I will point out a few fun ones: Curious Book is quite an interesting card. Curious Doll is a cool interaction built into it for a VP that I think you could iterate on as a great card all on its own. Curious Plans also sounds like a great expansion card. I think you had some really fun player interaction concepts in the Curio deck. I encourage you refine some of those as individual cards, without the curio deck concept.



This scales unevenly with multiple players. The solution is to say “the player to your left.” Now it's always the same power level, and you could test the balance more effectively. The issue with +buy cards is that they become automatic purchases, just because of the non-terminal +buy at the start of next turn. However, I think the +buy could be a more interesting part of this card if it triggers on cards that cost 4 or more—why do I suggest this? Because it takes a long time to ramp up to using a +buy to buy two 5 cost cards. But often in the early game you do buy multiple 3-4 cost cards. This would make the +buy have negative synergy with the duration effect, and make it more focused and interesting. It would probably increase the strength of this card, and you might have to cost it 4 – hey look, more synergy!
On the other hand, by making it 5, you now force the opponents to make the decision, oh, should I buy this shiny 5 I really want even if it gives my opponent +1 money? That's a more interesting decision than it would be with the change I proposed, though I think the card is less focused with it's +buys and the at least 5 cost. I really like this card, it just fell short of top 5.


Quote
Phantom Village
+1 Card
+5 Actions
The player on your left names an Action. For the rest of this turn, when you play a copy of the named card, discard a card.
5 actions … that's a lot of actions. But it's not even that helpful because for an engine to work, you need density of villagers rather than just one mega village. The discard effect is very interesting, and it encourages you to have a strategy that depends on multiple card names to work. I do like that! I just think the mega village attached to that makes very little sense. This card makes more sense if it was a drawing card, like a library, or a large smithy (starts out with +4 or +5)  or a cheap laboratory. Honestly a cheap laboratory would probably fit well. Then the card becomes all about one thing – increasing or decreasing hand size.


Delegate is an interesting card, the more that it is bought by players in the game, the worse it is. So, my opponent bought a delegate. Now I've given them free access to the best action card in my hand. But if I buy enough delegates, then the best card in my hand will be a delegate – which they can't play. So it's worse for them. But then they buy a lot of delegates, oh dear now it's worse for me!
I really love that thinking, and I think the fallback of +2 cards is super necessary, otherwise this isn't that great. I think often this can be used as pseudo-villages. They are a nice equalizer: if my turn duds with no village, well, I won't dud unless my opponent also duds.
I don't know why the card is set-aside, since you immediately return it after playing. Why not, play that card from the owner's hand, leaving it there?
This is in the top 5



Alliance definitely has some nice interaction with other players. The focus of this card seems to be improving this turn, however +3 cards in the middle of the turn is a lot worse than +3 cards at the beginning of a turn. So your opponents benefit much more from this. And, it becomes hard to actualy use the +3 cards because you don't get an extra action. I think this event needs to provide an action with the card as well, the cost of 3 is enough of a penalty. And then, you should probably add a (once a turn) to this, just for simplicity sake. I feel this card would be most useful in turns where you dud, oh crap, if I just had 2 more cards I'd get to my village! I appreciate those designs, because dudding is not fun.



Antiquarian
Type: Event
Cost: $2P
Once per turn:
+1 Buy.
Choose one:
Trash up to two cards from your hand,
or gain up to two cards from the trash, setting them aside and put them into your hand at the start of your next turn.
I can always pay 2P to get $2 coppers at the start of my next turn. You've said that this costs 2P “for obvious reasons.” The reason I imagine is that you don't want players to trash in the beginning. But I think that would be fine. Bonfire allows you to trash cards that are in play, it's cheaper and WAY better at trashing coppers. If you want to trash coppers with this, well, now the card effectively costs 2 more. I don't think you need to delay this with a potion. Perhaps I am missing another obvious reason. I don't understand why this provides a +buy. That seems just a little mixed up. Other events that do similar things (this is kinda like bonfire meets save/expedition) do not provide a +buy. I think you should reconsider this, as it suddenly gets a lot cheaper if it comes with a +buy, and not in a good way.
This card is very light on player interaction for this contest. It could sort of act like a lurker, but that seems far too bad leaving two good cards in the trash. It's more likely going to be used as a remodeler aide, and that isn't very player-interactiony.



Quote
+1 Card
+1 Action
+1 Buy
If the type with the most cards in the trash is:
Treasure, trash this for +$3;
Victory, trash this for +2VP.
Another card that cares about the trash. What's interesting is Shaman makes itself worse. It trashes itself if actions aren't the most common – which makes actions become the most common. In that case, you just have a market, not bad for $3. I think this doesn't create much player interaction, because you really need to trash coppers and estates – it's too good. And worrying about the order you trash in is probably worse than just trashing the right thing. I think in most games this Is going to be +1card +1action  +$3 +1buy trash this, which is an interesting card, though probably slightly better priced at 4. But again, this is pretty low on the interaction side.

Sponsor
cost $3 - Action
+$2
Each other player reveals a Treasure from their hand (or reveals they can't). You may gain a copy of that card. If you do, they do so, too.
I love the concept of this card. I might want to reveal my silver so I can gain a copy of it; however, in most games, you're not trying to gain tons of silvers. So this card is unlikely to be useful until mid-late game when people are getting golds. So I don't see much value in this. Why isn't this card a treasure? It would have a nice synergy with itself. The card is about duplicating treasures, so this card should be duplicable, and it won't be crazy powerful if you did it like that (although it would have to cost more than 3. Beefing it to somehow get to 5 --maybe with some additional benefit--would be the best). The major problem with this card is it is political. Players in turn order A,B,C. Player C likes Player B more than A. When Player A plays Sponsor, C shows a copper. When player B plays Sponsor, C shows a gold. Because of this favoritism, Player B now does the same thing for C. Politics.

Gatekeeper (Action) [$4]

+5 Cards

Reveal your hand. The player to your left names a card from your hand.
When you play a copy of that card this turn, ignore its instructions.
This is similar in concept to phantom village – well, I like this concept, and as you read from my criticism of phantom village, I think this type of card works best with a drawer. The penalty in this case is a lot steeper--  it turns those actions into confusions and that's sort of like a discard (well, I think some duration cards still work the next turn?  I am unsure. Anyone know?). Also, what does it mean to ignore instructions of a copper? I assume it means it gives you no $, but I think that makes this card quite weak. In the beginning of the game, it'll cripple your economy entirely. So it's only useful in the mid-game, which is when your opponent is less likely to know what is in your hand and has to think strategically. I like this style of thinking, but I do think “ignoring it's instructions” is a strong penalty, one that is difficult to reason about and ancitipate.



...

They are also a new type; secret cards. Secret cards have a randomizer and do not count towards the 10 cards in the kingdom (choose them in a similar way to sideways cards but you can play with all 3 of them). There are 1 copy of each secret card per player. Each player starts with their secret cards (however many they are playing with that game) upside down underneath their deck (they are not part of your deck, this is for reminder purposes only). The first time each player shuffles, they put their secret cards onto their tavern mat.

Every time I had a question on this, I reread it and realized it was answered. I love that this card is a sensible card that is neither action, treasure, night, or victory. Well done! I like the thought, when do I call this card? Do I wait till I have multiple? But I imagine many times, these +1s are far too good (specifically Library and village) at saving your turn, that you probably just call them when you need them, rather than strategically calling them. So I think the player interaction is a little more limited than it appears. Still. It's pretty fun to have those cards cycle around.
This is in the top 5



Climber
Action/Duration - $3
Until your next turn, at the start of every player's buy phase, if another player has more cards in hand than you, draw until you have the same number of cards in hand.
At the start of your next turn, +1 Card.
So, without militias this means I get a draw up to 5 at the start of every buy phase. Hm, That seems fun. Then there is a nice anti-synergy where climber draws you up to 6, so then other players who play climbers draw up to 6. Getting the benefit twice is nice, but I am unsure how helpful it is. Think about it this way – in order for climber to work well, you want to draw treasures with it (since anything else is drawn dead). So, you want to have a treasure-heavy deck. However, if you have a treasure heavy deck, you are far more likely to have at least 5 cards at the end of your turn and therefore climber will do very little for you. I am unsure how to fix this fundamental problem.



Polymath
Action, $3
The player to your left selects a non-Duration Action card from the Supply that you haven't played this turn. Play that, leaving it there.
I was really intrigued by this card, as it's a real awesome type of player interaction that I've explored in my own designs. I found that cards like this either need a fall-back or some other benefit (like +1 action) to work. Notice how delegate provides some additional benefit (if it misses, it gives +2 cards). I think cards like this need some small extra benefit to be more interesting (even if it's an on-gain benefit). I wanted this to be good, but I looked at 5 of the last Kingdom of the week on the dominion subreddits, and only 1 of those I would even entertain buying this. And I probably wouldn't even buy it then. It's too often incredible weak, and, it's pretty difficult to make it strong-- you have to play a lot of good cards in order to play lots of actions, and in that case, you've played lots of actions but there aren't many good ones left for polymath.

8/19 2:12pm

Very straightforward simple interaction. This is an event you probably buy multiple times in the game. Your opponent needs to figure out what cards you want, what cards you don't want. And the card itself encourages variety. You probably would never get a scout ever, but what if it had a +1 card token on it? Not bad! So, opponents have to worry about selecting a cheap cantrip (I don't want you to have a 2 cost pearl diver lab!). A thoughtful opponent may choose a different, “better” card that isn't a cantrip to avoid you from turning it into a lab, forcing you to buy the card a second time. And you, you might plan on buying this card twice, so you don't waste your +1 card or +1 action on a terminal silver card, but you wait to place those tokens on your second or third discover buy when your opponent has to name smithy or Caravan.  I love the simplicity of this and how it forces your opponent to think through your interactions. This is an event that is more fun for the person to the left of the buyer. That isn't a critique, I think that's a positive trait.
This is in the top 5


A couple of people have mentioned the swinginess inherit in this. I will add that getting rid of good cards is hardly ever going to be worth 2 coffers or 2vp. Also, you never answered my question, how is the or decided? Who chooses? The player playing swamp tower or the player who wins the highest in cost? The debt also is very attack-y. It's a much stronger potential attack than “tribute” or “masquerade” is and so it feels pretty bad to lose a copper, gain a estate, and get saddled with debt. I do appreciate that this card offers some unique sifting that helps the player of this card not get hit by the attack – I think that works. This card would be more focused if you only gave a reward or only gave a penalty, I believe. I do like the masquerade interaction and the encouragement to pass good cards.


Quote
Mason's Lodge • $5 • Action - Duration
+1 Buy
Until the end of your next turn, cards cost $1 less (to a minimum of $0) for all players, and all players get +1 Buy at the start of their turn.
Whenever a player gains a card after their first, you get +1 Coffers.
Wow, very interesting. You sorta give each other player 2$ if they gain two cards. It's hard to turn that down, but then you get +1 coffers. And you get a +buy to deal with all those coffers. Very tight. This card's power (without gaining coffers) is similar to merchant ship. If you buy two things then it's actually stronger than merchant ship. And then you can gain coffers. However that comes at a price, essentially playing a merchant ship for your opponents. One piece of feedback in dominion the way it is phrased is “, but not less than 0” (bridge, highway, quary, bridge troll, etc). Not sure why you phrased it as “(to a minimum of $0).” This was really close to the top 5.


Top 5:
Commune, Bartender, Delegate, Secrets, Discover.
All of these are really wonderful and simple ways that would help make Dominion feel less like solitaire. I'd very happy with any of these in a Kingdom :)

I decided to go with how much they impact the strategy of the game in terms of thinking in your opponent's shoes and adapting to them.

Commune and Delegate don't work too strongly here, Commune you are more likely to do a simple 1,2,3 decision and it's probably most aimed in yourself. Delegate you just try to show your worst card, not much thought goes into that. Secrets is more about, whether you play it or not, it doesn't change based on your opponent's strategy more, though I love how it impacts the game.

Bartender and Discover both have wonderful strategic implications, but to me, Discover is slightly more thoughtful. Plus I'm inspired by how simple it is.

Winner: Discover by pubby.
Runner up: Bartender by fly-eagles-fly


313
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 26, 2019, 03:22:23 pm »
This is a 24 hour WARNING for challenge 41. Please make sure your submission is in this post. If your submission is missing or incorrect, or if you want to modify your submission, please reply rather than editing a past response. I will not read anything before this post. I will modify this post to remove the entires when the contest is done so that this does not eat up so much forum real-estate.

[ This post has been edited to remove all the entries]


You have 24 hours to reply with any modifications/additions to the above entries

314
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 22, 2019, 12:28:56 pm »

CHALLENGE #41 - DOMINION IS NOT SOLITAIRE
Design a card or card-shaped thing that has non-attack player interaction baked into the mechanics of the card/card-shaped thing.
[...]

Would a Forager type card that cares about what's in the trash count? Since the trash is available to all.

Stuff that cares about the trash in general, could count!
Forager would count, as would City (tracking a shared resource). However, both are pretty light on interaction and I don't think those cards would convince someone that Dominion isn't solitaire. Lurker is a better implementation of more direct interactivity with the trash, since it forces you to immediately think when you're playing the card, is it worth trashing something if they get it? Can I trash something they don't want? Messenger also puts some sort of similar interactivity in there -- what card do I want that my opponent does not. Can I adjust my strategy to differ from theirs so that I come ahead? That kind of thinking is clearly not solitaire!


can i choose the same choice twice (and let everyone else load up on villagers/coffers)?

No. I was hoping I wouldn't have to explicitly spell that out because the wording would be messy.

If I read the card as written, right now I would be able to choose the same choice twice. So, reword the card if you want to limit that.




Right now I'm thinking of very few ideas that any play group of any size can use. Maybe I set myself too difficult a challenge here. So here's a card I've posted on the forum already but not in this exact form (terminal at $3), getting supply pile blocking to work using a State. No State does this yet but if Targeted isn't a State what is it? Exchanged cards (vampire) would leave the pile and be trashed, and returned cards (encampment) enter it and would be trashed. Maybe too much wonkiness but I'm trying for simple cleanness.
And I'll say it again, if you want a fresh idea I will comply.

I don't need fresh ideas. As long as it hasn't won or been runner up in a contest yet.

This is a new event (by event I mean like on-buy is an event, on-gain is an event, on-trash etc), concerning when cards enter or leave the pile. Is this a separate event that occurs at a particular time? If so, what is its precedence with other events (return this to the supply event, on-gain event, on-buy event)? If you meant this to be a shortcut for cards that are gained from this pile or returned to this pile, I suggest using those words because those are the words that are already used in Dominion and then the normal event precedence applies (you get to choose which effect plays first when an event triggers two effects)

*meta note*: I am trying to ask questions for cards that have ambiguous effects this time around rather than just waiting for my final feedback. I'm not commenting on quality of cards into judgement though, just asking questions to clarify the card's intent.

315
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 19, 2019, 05:01:56 pm »
@segura, your card gives out 1 debt, likely to the player who did not play swamp tower. It feels like an attack card a little bit. I'm worried you didn't make an attack card out of fear of being disqualified. You can make this an attack card if you wish. It will not be disqualified because there is also a non-attack interaction to the card as well. When I said non-attack interaction, I meant as the only interaction. So, a cheap mountebank that gave other players +1 card when you played would be a valid submission (but not a good one) also. Another semantic note about your card, you said gets this "or". But how is the or chosen? Does the player of swamp tower choose? Does the person who gets the bonus choose? You need to say which one on the card. Even cards where it's obvious (like Pawn), still explicitly say the player of the card chooses.
Initially this was an Attack, but it runs into rule issues (respectively even more wordiness to exclude players who block from the passing game) with "blocks" like Moat, Lighthouse and Champion.
Also, Masquerade is not an Attack and the 1D is compensated by being able to get rid of bad card and getting a good card in return.

Okay! Just making sure you were making it a non-attack for *design* reasons rather than for *contest* reasons. I realized the way I wrote my post it may have come across that attack cards were forbidden.

316
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 19, 2019, 04:55:49 pm »
Set aside cards are returned to their owners' hands at the end of the turn.
You should probably put that in your card, then.

Would cards like messenger, lost city, and embassy work? Or are they a little too weak in their player interaction?
Yes, they work. I even put embassy as one of the examples. However, they are a little weak, and I said in the contest that I'd prefer original ideas of player interaction. So, simply writing a new card that also gives the lost city bonus to your opponents on gain will not fare well in this contest, probably. You could try some other conditional interesting way that a card/card-shaped thing gives your opponents +1 card. Or you could come up with a completely unique interaction!

Here's a simple card inspired by some of the rotating cards in Agricola. (NOTE: it is an heirloom, not a supply pile)


I just made an heirloom without a kingdom pile to go with it. I figured the kingdom pile is unnecessary for the contest, since Gift is the card that gives the player interaction. That being said, I will make a kingdom card to match it if anordinaryman wants me to (maybe i'll give it some more player interaction).
To me, submitting an heirloom without a kingdom pile is like submitting only the back-half of a split pile and saying "eh some sort of weak card goes on top". It's an incomplete submission without the kingdom card that would bring this heirloom into the game

@mandioca15 for a better chance of me noticing your submissions, either create a card image, or put a bold text saying this is a submission for challenge 41



This card gives out 1 debt, likely to the player who did not play swamp tower. It feels like an attack card a little bit. I'm worried you didn't make an attack card out of fear of being disqualified. You can make this an attack card if you wish. It will not be disqualified because there is also a non-attack interaction to the card as well. When I said non-attack interaction, I meant as the only interaction. So, a cheap mountebank that gave other players +1 card when you played would be a valid submission (but not a good one) also. Another semantic note about your card, you said gets this "or". But how is the or chosen? Does the player of swamp tower choose? Does the person who gets the bonus choose? You need to say which one on the card. Even cards where it's obvious (like Pawn), still explicitly say the player of the card chooses.
Finally, what happens to the set aside cards? As written now, they stay set aside forever until the game ends.

317
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 19, 2019, 11:56:41 am »
Thank you so much! I really appreciated this contest, it made me think a lot about Dominion and balance and game-design. I hope this next contest can inspire people as yours inspired me.

We're going to take aim at one of the more common complaints of Dominion:

CHALLENGE #41 - DOMINION IS NOT SOLITAIRE
Design a card or card-shaped thing that has non-attack player interaction baked into the mechanics of the card/card-shaped thing. I'd prefer original ideas of player interaction, so simply making a new artifact isn't likely to win this contest, but who knows, maybe if the interaction is interesting enough, it could win!

One of my favorite card concepts is Contraband. Lovely player interaction with non-obvious choices for what to limit what your opponent can buy. Can they afford a province this turn? What action card do they really need? Contraband pushes Dominion towards games being different depending on who is playing, rather than just what the Kingdom is. Contraband is too weak to often be useful, but the concept itself is tight. Some other cards with interesting interactions include Council Room, Lurker, Embargo, and Advisor/Envoy. Yes, Embargo would count for this contest.

I really don't want to mess up anybody's entries again. 24 hours before I start judging, I will make a post that has all the current entries. If I have made any mistakes, you will have 24 hours to reply to let me know my mistake (or make new submissions / submit new post updates to old ones). Once I make that post, I will not read anything before that post, so editing past posts will not help.


318
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 18, 2019, 11:48:14 pm »
CHALLENGE #40 - KEEP YOUR EYE ON THE PRIZE!!!  *final submission*




Once you go through enough Burial Grounds, you might find some treasure (a Prize). Of course, you have to raze the burial grounds and then you can't use that as a sifter any more. And having one less Burial Ground makes it more difficult to activate. There are some games where you won't be able to activate this. With no other support, you have to play 5 Burial Grounds to get a prize. So, in a more than 2 player game with no support, you might not be able to get a prize. Of course support comes VERY often -- any card combination that reduces your hand size (opponent discard attacks, non terminal non drawers, trashers with village, etc) will help you get your beloved Prize.

I wanted to make a prize that seemed fair, that wasn't as luck based, and that felt like a little more of a cost to gain a prize. You either heavily invest in buying a bunch of burial grounds (and the fact that each one draws 3 cards first helps you line them up and makes it less luck-dependent), or you build a deck that can empty your hand. You also have to pay quite the cost to get a Prize, trashing this card after discarding your hand down to 0. Also, you probably want this card even if you can't get a prize -- it's a pretty nice sifter! But it really shrinks your hand size if you play other actions with it and the more you play the worse it gets.

I know this card looks strong, but in practice, you often have other cards in play before this card -- and that weakens this card. If you get the lucky, the best case scenario is, a slightly better lab (5+), then a forum(5), then a warehouse(3), a kind of strange cellar (2), then a discard your whole hand and trash for a prize. Most of the times, you won't get so lucky to use the first two you play as the lab and a forum in one turn.



Craftsman is a fun prize I've been trying to get to work as a card for a while. I wanted a card that could only gain one copy of each card in the supply. The elegant solution here is to set aside (in this case, trash) one copy of each card. However, if there were multiple craftsman they become a TON weaker because you are fighting with an opponent to gain copies of the cards. And you can't set aside one card per player because that limits the supply to much. This card concept really works best as a prize! There's some fun synergies with trash for benefits. There's an UNFUN synergy with salt the earth. Rather than work around that with an awkward that's not a province clause (that also limits the fun joy of remodelling or t4b-ing a province into a province and gaining it back with Craftsman), I just said, well this card combo will just be bad.

To be clear, Kingdom cards are the 10 cards you randomly add to the supply each game.



319
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 14, 2019, 12:42:15 pm »
I feel like in general, people are making their prizes way too powerful. Keep in mind the current prizes. Princess gives you +buy and -2 cost (can't be throned). It's good, but not an amazingly powerful card. Bag of gold gives a gold on top of your deck. Nice, but again not game-changing. Trusty steed and followers are great (probably worth $7 or more) but they don't absolutely break the game.

...

Craftsman pretty much allows you to gain any card and then play it. it might have diminishing returns, but prizes generally come at the end of the game so you probably won't be able to play it past its use anyway. Again, very very powerful.


Thank you for the feedback! I had trouble figuring out the power level— you’re right the gain and play is too strong since it’ll act like a super super powerful artisan the first few turns you play it. Good eye!

Do you think it would be best balanced as:
1. terminal but gains to discard like normal
2. Terminal but gains to top of deck
3. Non terminal but gains to discard
4. Non terminal but gains to top of deck

I feel like I’m leaning towards 2 or 3 right now.

320
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 14, 2019, 01:49:04 am »
Still working on my prize getter but here is my prize:



The prizes provide versatility for engines, three payload $ cards, and a payload attack card. The two major types of cards missing were trashers and gainers. Trashers as prizes have some issues, but Gainers -- now that's something I can do something interesting with! Craftsman is a solid implementation of an idea I've been working on for a while: I want a gainer that can only gain one copy of each card, so it forces variety. But tracking it involved tokens or some complicated maneuver. Then I realized, I could just trash one copy of each card and gain from the trash! This solution completely falls apart with multiple Craftsmans. Either you have to trash the cards multiple times (will lead to strange, probably un-fun, pile outs) OR you only trash the cards once and then Craftsman can no longer gain you a copy of each card, boring. So, this is a card that simply has to be a prize.

There's some exotic synergies you can get with remodelers and trash for benefits. Salt the earth combos with this too strongly -- I'm not sure if it's worth designing around that. I definitely don't want to say "not a victory card" because sometimes there's fun victory cards in the supply (Nobles) that you'll want to gain with this and i don't want to prevent that. I could said "that is not a province." What about Colony? Is it worth designing against the 3-card combo of Prize-winning card, Salt the Earth, and Colonies? I think the gain to hand isn't too powerful and competes nicely in power with the other prizes. But is that with the +1 action to much? I feel like it's good, but would love some thoughts!
Looking for feedback for this!

My prize winner is not final yet, but this is what I'm thinking about:

 
Quote
Contest - costs: 5
+2 cards, +1 buy.
You may discard 2 differently named cards costing 5. If you do, gain a prize to the top of your deck.
Action.


321
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 11, 2019, 10:29:53 pm »
UPDATED SUBMISSION



Well, I didn't really make any major changes now, did I? Well I added the "while this is in play" and I made it cards from that pile so it works for split piles. I also removed the clarification what happens when this card is trashed. I imagine the ruling would be the set-aside card is now stuck set aside forever. If you ended up in the position where you had to trash your Council Chamber, well, you don't get the benefit of having that card around.

I like how weird this card is. If you end up mirroring your opponent, and you pick the card the strategy is based on, well, then you are going to have a card that trash your other actions if you play it. Yikes! So, this card works well if there's a way for you to avoid playing the card your opponent wants to spam. Probably by not mirroring. Perhaps this encourages you to lose splits. I don't mind losing the laboratory split 9/0 (I by one to set aside with Council Chamber) if every time you play a Lab, I pretty much get one, too.

There are definitely kingdoms where you won't want this because there's too many diverse cards and you don't want to give one up, and there are kingdoms were the in-play trashing is too much of a problem, then again, there are some kingdoms where the in-play trashing shines (set aside a silver to trash your coppers could be the best trashing -- or perhaps there's a night card you and your opponent both want to play a lot of).

I think if this contest wasn't an "expansion" contest, I'd make the card a little less funky by removing the trash in-play "penalty" and cost the card 6 instead. But I do like the funkiness the forced trashing causes.

322
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 09, 2019, 01:44:24 pm »
...


...

You can also set aside victory cards. That doesn't seem that useful... it's an expensive Island. However, you can set aside an estate and if other players have bought inheritances... that could be fun.

---------

I'm open to feedback on this. There's a lot of directions to go that are unclear. I could have limited it saying "non-treasure." I could be convinced to do that. I think saying "Action card" is less interesting, I like the ability to make this an Island or have a fun interaction with night cards.
I like the trashing part of this, but perhaps it weakens it too much. It also makes setting aside treasures under this a lot more powerful for the trashing copper ability, is that a problem?. On the other hand, I think the weakening might be important.

Also open to ways to re-word this to clarify it.

I'm now considering doing away with weakening the card with the trash in-play mechanic and then costing it at 6...

There's a (major-issue-but-miniscule-opportunity-for-it-to-happen) phrasing issue with "copy" as you've got it on the card.
I think this was probably brought up in the Inheritance/BoM thread but Inheritance breaks a rule of Dominion, which is that cards with the same name are the same - in this case, if you'd set aside an Estate, and your opponent inherited a card, their Estates would no longer be copies of yours (unless you would also inherit the same card). You could get around this by changing your card to say "[...]. When a card with that title is played:[...]" but idk if that would work with like... setting aside a BoM or Overlord, because they shapeshift their title too.

Good find! I am definitely not well-versed and all the BoM/Overlord/Inheritance implications and subtle rulings. So, as written right now, the card doesn't work for inherited estates? Interesting. What if I tried "When a card from that pile is played?" That would make it work for split-piles too. And it would continue to work for non-supply piles. Would it work on estates then? Hm, I wonder whether cards in your starting hand are considered from that pile? Right now there are no Dominion cards that switch which pile a card is from, but there's the perpetual fan-favorite card that hides a supply pile by putting a card on top of it. That's a case that would probably require massive errata but hey I don't have to worry about cards that don't exist!

323
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 09, 2019, 01:39:48 pm »
I'm open to feedback on this. There's a lot of directions to go that are unclear. I could have limited it saying "non-treasure." I could be convinced to do that. I think saying "Action card" is less interesting, I like the ability to make this an Island or have a fun interaction with night cards.
I like the trashing part of this, but perhaps it weakens it too much. It also makes setting aside treasures under this a lot more powerful for the trashing copper ability, is that a problem?. On the other hand, I think the weakening might be important.

Also open to ways to re-word this to clarify it.

I'm now considering doing away with weakening the card with the trash in-play mechanic and then costing it at 6...
I think a problem is that this card forces mirror matches, which generally speaking is not a lot of fun. If you have a lot of cards that your opponent doesn't, you open yourself to them playing Council Chamber.

Also, the way it is currently worded, the "When a copy of that card is played" effect happens only on the turn you play it. It needs a "while this is in play" clause.

Ah yes. Thank you for the word update! I will make that for v2. I am wondering why you think this forces mirror matches? If anything I think this card discourages mirrors.

The presence of the card (without anyone purchasing it) encourages variety. If I build a deck of 6 Hunting Parties, my opponent can get a lot more benefit if they buy a council chamber, than if I built a deck of 3 labs and 3 Hunting Parties. So, I feel that Council Chamber encourages spreading out across the Kingdom which is less of mirroring and more of a Use-everything-in-the-Kingdom. I even think it discourages mirroring. Compare two draw engines one is draw-to-x like festival/library and one is more like village/smithy. In a mirror, we both compete for the same cards. If I want to council chamber a festival, well, I then have to lose one of my festivals, and that's going to hurt my engine if I'm mirroring and also doing the draw-to-x engine. However, it doesn't hurt me nearly as bad if I go the opposite route. Sure, I need to buy 1 copy of the card I want to council chamber, but that is more considered part of the cost of this card and I don't think that forces an entire mirroring. Lastly, because of the trash an in-play card, having a Council Chamber in play (most of the time) makes you playing the same card as your opponent a lot worse because you'll have to sacrifice actions to play it. This is another factor that makes it anti-mirror.

324
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 09, 2019, 12:59:01 am »
Here's something that feels kind of off to me and therefore kind of Promotion-ly



Council Chamber lets you turn a card into a council room, so that you get the bonus when other people play that card. This comes at the cost of having to "lose" a copy of that card to be set aside underneath this. So, if it's a good card people want to play often, well, you're going to have to get rid of your copy of that good card.

It comes at the further "cost" of forcing you to trash a card that's in play when you yourself play a copy. This seems like a strength, but often trashing in-play cards is not ideal. Sometimes the only in-play card you will have to trash will be Council Chamber. The Council Chamber led to its own demise! This is intentional! A few rare times you'll be able to make use of this ability, like if you have ruins you want to trash or if you used some shenanigans to get coppers in play (villa, storyteller).

Without mentioning Night cards directly, Council Chamber works with them just fine. Night cards are nice because they'll let you trash coppers you have in play! Treasures work too, but you can't choose copper -- that turns out to be just too powerful. You get way too many +cards and you also turn all of your coppers into a sort of monastery. That would be over powered.

You can also set aside victory cards. That doesn't seem that useful... it's an expensive Island. However, you can set aside an estate and if other players have bought inheritances... that could be fun.

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I'm open to feedback on this. There's a lot of directions to go that are unclear. I could have limited it saying "non-treasure." I could be convinced to do that. I think saying "Action card" is less interesting, I like the ability to make this an Island or have a fun interaction with night cards.
I like the trashing part of this, but perhaps it weakens it too much. It also makes setting aside treasures under this a lot more powerful for the trashing copper ability, is that a problem?. On the other hand, I think the weakening might be important.

Also open to ways to re-word this to clarify it.

I'm now considering doing away with weakening the card with the trash in-play mechanic and then costing it at 6...

325
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 05, 2019, 11:32:28 am »
I think in the fiancé business you may have missed my submission, which was Camp.
I made the exact same mistake last time I judged so I totally understand.

I would appreciate your thoughts on it and if it would have been a runner up, had you seen it.

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