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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 27, 2020, 05:11:37 pm »
Final Version!
The bale would be worth 3 VP24 hours left!!!!The heirloom itself is worth 1 VP less, not the cards. What do you mean final version in the original post?
Also, I have a couple of questions:Update to Bale - removed the +buy from the discard clause since it doesn't really need it
/Harvest - was worth way too much VP. Now has a cap of 4 and lightly punishes big money, and also decks which use 1 card like lab, governor, etc.
Edit - Should I raise the VP to discourage trashing the heriloom?
Do you lose 1 VP per differently named card you have at least 4 copies of? Or is each individual copy going to bite when the 4-mark it hit? (also make sure the final version is mentioned in the original post)
Also, that is not the final version. The final version says 4 or more, instead of at least 4.
I think they're asking, if I had a deck of 4 Scouts and one Bale, would the Bale be worth 3 VP or 0 VP?
Yes. Thank you.
24 hours left!!!!The heirloom itself is worth 1 VP less, not the cards. What do you mean final version in the original post?
Also, I have a couple of questions:Update to Bale - removed the +buy from the discard clause since it doesn't really need it
/Harvest - was worth way too much VP. Now has a cap of 4 and lightly punishes big money, and also decks which use 1 card like lab, governor, etc.
Edit - Should I raise the VP to discourage trashing the heriloom?
Do you lose 1 VP per differently named card you have at least 4 copies of? Or is each individual copy going to bite when the 4-mark it hit? (also make sure the final version is mentioned in the original post)
Ism't that combo limited by the amount of silvers?It already does (Goons/Forum/Highway/Trader).Still, it is possible and I don't think any way to get infinite VP should exist in this gameThis is not even that hard to pull off. Just play treasurer to trash it. On a later turn, you only need those 3 specific cards in your hand to pull it off. Also, if tomb is in the kingdom that's infinite VPThat updated version of Canary doesn't seem to fix the infinite loop. The Treasurer gets set aside and then returned to play when you play it again.
I don't see a lot of issue with the infinite loop. Al stars have to align from 3 different sets, and the combo does not have infinite buys. To be really overpowered you also need an engine with a lot of extra buys. If that would happen, and you manage to pull it of... YOU HAVE EARNED IT!
With small I mean that if you randomize the chance that this kingdom hits is very small.
Sorry, didn't read that wellNo you can't, it has to discard the curse to give them another.
Updating Sea Hag via a sort of merge with Spy.
If you play this multiple times, you can ruin someones turn with curses
Updating Sea Hag via a sort of merge with Spy.
I happen to agree that sea hag is a fine design, but I think talking about power level is looking at the wrong spectrum. Cards generally aren't fun or unfun base solely on power level. If you doubt this, just look at donate.Well, sure, but how fun a card is lies in the eyes of the beholder.
It is much easier to get consensus on more objective criteria, like the swinginess of Tournament or the massive underpowerdness of Spy.
I don't think this is a case where you want to give up on optimizing the thing you care about directly because it's harder to measure
It's not like powerlevel is almost the same as fun-level. It's a totally different thing. Ditto with swinginess. Very low powerlevel is the best proxy because everyone agrees that a card that never gets bought isn't fun, but high powerlevel really doesn't tell you much.
I'd make a poll -- come up with 10 plausible candidates, vote for the least fun one, then resdesign that one.
Still, it is possible and I don't think any way to get infinite VP should exist in this gameThis is not even that hard to pull off. Just play treasurer to trash it. On a later turn, you only need those 3 specific cards in your hand to pull it off. Also, if tomb is in the kingdom that's infinite VPThat updated version of Canary doesn't seem to fix the infinite loop. The Treasurer gets set aside and then returned to play when you play it again.
I don't see a lot of issue with the infinite loop. Al stars have to align from 3 different sets, and the combo does not have infinite buys. To be really overpowered you also need an engine with a lot of extra buys. If that would happen, and you manage to pull it of... YOU HAVE EARNED IT!
With small I mean that if you randomize the chance that this kingdom hits is very small.
This is not even that hard to pull off. Just play treasurer to trash it. On a later turn, you only need those 3 specific cards in your hand to pull it off. Also, if tomb is in the kingdom that's infinite VPThat updated version of Canary doesn't seem to fix the infinite loop. The Treasurer gets set aside and then returned to play when you play it again.
I don't see a lot of issue with the infinite loop. Al stars have to align from 3 different sets, and the combo does not have infinite buys. To be really overpowered you also need an engine with a lot of extra buys. If that would happen, and you manage to pull it of... YOU HAVE EARNED IT!
I think it should cost five since it makes 2$ and also discards good cards but always leaves useless ones.Ok sure, I focused on just the cantrip Attack aspect. I think your idea would be much slower than Spy though? You'd have several cards at once to consider.So here's one for Spy:QuoteEnforcer - Action Attack, $5 cost.
+1 Card
+1 Action
+ $1
Each other player discards a card costing at least $2 per other Enforcer you have in play (or reveals they can't), then draws until they have 4 cards in hand.
The resemblance with spy is rather weak. It should be some sort of deck attack like rabble, oracle, scrying pool, etc. Maybe it can reveal from deck per played, then discard or put back, your choice? I do like the per played idea, makes it not too slow.
But I'll submit another idea going down the Sea Hag route:QuoteScallywag - Action Attack, $4 cost.It's hitting somebody just once between turns. Maybe still nasty enough an Attack to cost it $5?
+ $2
Each other player reveals the top card of their deck. If it's an Action or Treasure, they discard it and gain a Curse onto their deck.
Is it worth too many VPs? Should I bring it back to 4/-1 instead of 5/-2?Bale (for Harvest):Utterly lunatic with Copper trashing in multiplayer games (where you don’t get that many Actions anyway).
So here's one for Spy:QuoteEnforcer - Action Attack, $5 cost.
+1 Card
+1 Action
+ $1
Each other player discards a card costing at least $2 per other Enforcer you have in play (or reveals they can't), then draws until they have 4 cards in hand.
Scout(-1) - Action - Victory - $3Scout(-1) - Action - Victory - Shelter - $3
+1 Action
Look at the top four cards of your deck. Put the rest back in any order.
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0 VP
Isn’t it obvious? You always do as much as you can. If there is 1 VP on a Landmark, you just take 1 instead of 2.I just think that adding to landmarks is weird and outside of the rules and shouldn't be touched. It should stick to just adding to gathering piles. You'd also need lots of explanation in the rulebook...
And if you put a VP on a Landmark that does not interact with VPs on it, well, then it does not interact with it.
QuoteThe problem with copperfield is it is concentrated in one card, stealable by thief. This is a ~14-point swing, which can easily decide games.The VPs are not tagged to Copperfield, but to the Coppers. Without Coppers, Copperfield is worth nothing. Due to that, the VPs are attached to a lot of junk cards. You can have such a huge swing only when you keep all the Coppers in your deck; so the penalty is huge. And I am not talking about the boards, where a lot of Coppers (or even the Copperfields) are trashed or Exiled, or whatever.QuoteThief sucks because:1) It doesn't produce resources. Attacks should also produce resources (+2$ for militia, +2 Cards for witch, etc).Thief produces Money by stealing it from others; Thief+ potentially produces VPs. If a given board doesn’t support Thief+, then it should not be bought.
Quote2) It trashes other's copper's, which helps themWhether stealing Coppers with Thief+ is good for the opponents or not is not trivial.Quote3) It has been successfully re-implemented by noble brigand and by bandit (which replaced theif in the base second edition), so there is zero reason to play with theif when other cards do the same thing but better.Thief+ clearly does different things.
The whole point of Thief + Copperfield was to address all those problems. I wanted to design a Thief that can be useful and interesting on certain boards.
Maybe I miss something fundamentally, but so far none of the criticisms could convince me.QuoteListen, almost the entire community agrees thief is a bad card, and other then that there's nothing I can say to convince you (and yes, outside of cases like counting house or gardens you do always want to get rid of coppers and theif helps opponents do that).
You are talking about the official Thief here. I never did that.QuoteAs for my first point, let me run a scenario for you. Assume we both have 7 coppers. You play thief and reveal my copperfield and steal it. You now have an extra 7 points (new copperfield) and I lost seven points (my copperfeild is gone), so that's a 14-point swing in your favor which can easily decide games. All because you got lucky with thief.
This scenario is the extreme case (6 Coppers by the way, one is replaced by Copperfield). It can happen of course, but often enough it will not. I don’t want to repeat all those other possibilities again; please have a look at my previous posts. Anyway, back to your scenario (the extreme case). I now have 2 Copperfields and a bunch of Coppers. If I want to score with those, I have to keep them for the rest of the game. You, who have lost your Copperfield, have the option to steal it back, or more interesting, ignore all that junk, get rid of your Coppers (my Thief+ may even help), buy nice Engine pieces and beat me, because you have a thin deck and I have all the ballast.
I have the feeling that you don’t understand Thief + Copperfield. On one hand you say it is too weak, on the other hand you say it is too strong. In the extreme case it could be swingy, but the VP swing is connected to a massive amount of junk. The real question is rather, how often it would happen that the Copperfield Thief with all the junk makes the better deal.
It would be nice if someone else could give their opinion about this.