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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 13, 2020, 02:13:11 pm »^Missing the "project" labeloop thanks. I'll put that when I'll update the card
^Missing the "project" labeloop thanks. I'll put that when I'll update the card
Yes, thank you. I still think that it's just awkward to look at, but if it does provide villagers then its fine....a terminal action should never have +1 Card as it is a very awkward bonus to give unless you are also giving actions.I wish people would remember that this (and other similar "rules") are not rules, but general guidelines that are okay to break (especially in this case where the card provides a way to get Villagers).
Maybe try +1 Buy instead?
It's fine to remind people of these guidelines that generally are more likely to make good cards, but it shouldn't be worded with "should never" in it.
Maybe say "it's usually better not to..."
Also, a terminal action should never have +1 Card as it is a very awkward bonus to give unless you are also giving actions. Maybe try +1 Buy instead?
(i don't know why card generator doesn't put bold font in the "+1" before Victory symbol)
I assume your code for the +1is "+1 %." It'll bold the +1 and have a reasonable size for the
if you use "+1% ".
My submission:I feel that architect is a bit weak... play an action from your hand is equal to +1 Action so its mian selling point is that it plays from discard, and it wouldn't be uncommon early game to not have any actions in the discard.![]()
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Archer
$2 – Action –TravellerQuote
When you gain a card this
turn, you may put it onto
your deck.
----------------------
When you discard this from
play, you may exchange it for
an Architect. Architect
$3* – Action –TravellerQuote
Look through your discard pile.
You may play an Action card
from it or from your hand.
----------------------
When you discard this
from play, you may exchange it
for a Herder.
(This is not in the Supply.) Herder
$4* – Action – Attack - TravellerQuote
Each other player discards
down to 3 cards in hand.
----------------------
When you discard this from play,
you may exchange it for a Nymph
and you may put another card you
discard from play onto your deck.
(This is not in the Supply.) Nymph
$5* – Action – Reserve - TravellerQuote
+4 Cards
Put this on your Tavern mat.
----------------------
At the start of your turn, you may
call this, to exchange it for a Suitor.
If you don’t, +1 Card and +1 Buy.
(This is not in the Supply.) Suitor
$6* - Action – DurationQuote
At the start of each of your turns,
set aside the top 5 cards of your
deck, face up. Play an Action card
from them twice. Discard any
number of the remaining cards
and put the rest back in any order.
(This stays in play. This is not
in the Supply.)
Theme
This Traveller line is dedicated to Odysseus, of whom they say that he travelled a lot. The names of the cards reflect various people and creatures Odysseus met during his journeys.
Mechanics
The card effects are centered around moving cards, often in non-conventional ways, e.g. from discard to deck, discard to play, play to deck, deck to play, hand to discard, whatever. In this way, there is quite some interaction between the different cards of this Traveller line. With good timing and the right combination of Traveller cards, a swift progression can be achieved and sometimes it can be the better option to not exchange a card.
I would put non-duration on this because it is always bad to do this kind of thing with duration cards. Same reason procession has it; you remove the card but the effect is still there and you have nothing to remind you of it.
I played with a version of this that didn't exile itself (and could top-deck cards on play) a bunch. It was extremely strong, but I found it strong in a fun way. (It has the name and art from a different card.)
It can become any card you have in play -1 Action. So if you have a Village in play, it can become a cantrip; if you have a Worker's Village in play, it can become a Market Square, if you have a Boomtown in play, it can become a lab. It can also become a smithy that takes 2 actions. And you may buy it just for the on-gain effect.
The exiling part is there to keep it in check if you have Throne Room or King's Court.
Both parts should say "that you have in play" instead of "from play." "From play" includes other player's Duration cards, and "that you have in play" is more in-line with official cards anyway.
Closing Submissions
I will try and get the results posted tonight.
Caravan had nothing to do with seaside either. Waterfall makes the most sense in seaside if anythingThe focus of the expansion contests is first and foremost on mechanics. The theme should ideally match, but that is secondary.
If the focus would be on theme, I could post a Night card named Pirate" that I play with and that uses Spoils and the Treasure Chest.
What's the Oracle issue?Two cards left, play oracle to reveal 2 village greens, discard. You play one, and now the other is shuffled into the deck.
Whelp nevermind... can't believe I forgot about that.Also special treasure cards only started in alchemy.
Harem
Also special treasure cards only started in alchemy.You could easily convert it to an Action card with "Choose one: +1 Action, +$2; or gain a card costing up to $4."QuoteLumbermonger • $5 • Action - Treasure
If it's your Buy phase, +$2.
Otherwise, you may gain a card costing up to $4.
I don't want to be a spoilsport, but I am afraid this is not a good choice for a typical Intrigue card. While an Action-Treasure card is certainly exciting, and Lumbermonger fulfills the criterion "different choices", it would be way ahead of its time. The first official cards that allowed to be played in different phases were in quite late expansions (as far as I am aware of), e.g. Crown.
ok. judge it on those merits then. This is the color split missing in intrigue and i entered it on those grounds while fulfilling the rest of the criteria (choices, simplicity, etc). I'm very happy with it as my entry and think it fits the goals of the intrigue expansion while giving a small taste of what's to come in future expansions. Consider it a sui generis case like how Nomad Camp used to be the only thing that messed with the opening, or how masquerade is the only card that uses the pass mechanic.
Either way, I think it should cost $4.
I think this is too strong for $4 but too weak for $5... the $5 version of this card already exists, and it's Charm. Charm isn't strictly better than this by any means, but it does the same type of thing in an overall more versatile and powerful way.
Black Cat is easily my favourite menag card. There are little things more satisfying in this game then a fine chain of black cats. So simple, yet so fun. A good example of what reactions can do.Black Cat can be a royal PITA or very ineffective, based on the luck of draw. I'd place it among the cards where the attack is the main purpose.Swinginess can get me to change a card, or regret it; for example I don't like the swinginess to Warrior (hitting/discarding travellers). I'm not looking for "tough luck, rematch" though obv. the game has lots of luck. But I don't just rule out swingy cards, within reason; there are lots of casual players who like them.
I dislike the swinginess of Black Cat as much as I detest the swinginess of Fisherman, which favours 2/5 openings so much.
Do you try to avoid swinginess, or do you think the game is short enough to allow for 'tough luck, rematch' moments?
Fisherman doesn't add as much to the game as I'd like. The joy is supposed to come from "this is when I can get it cheap, but is it really the move" (plus a few combos). I like that but it didn't add up to much, and sure some people will feel bitter about openings - not just 2/5, but 3/4 even, oh man you got to open with Fisherman plus a $4 and I didn't.
I still like Black Cat plenty though.