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Weekly Design Contest / Re: Weekly Design Contest #214: Cornucopia AND Guilds AND Menagerie
« on: March 27, 2024, 08:52:19 am »Doesnt this break the rule of “only guilds, cornucopia and menagerie”?
New card (or well, really wagon v2 but changed)
STAGE COACH v3
Stage coach
7$ Action-Reaction
+3 Coffers
Spend any number of Coffers for +1 card each.
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When you get Coffers or $ in your action phase you may play this from your hand.
New card (or well, really wagon v2 but changed)
STAGE COACH
Wagon
4$ Action
+2 Cards
+1 Coffers
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In games using this, at the start of cleanup you may spend $2 to set aside an action card from your hand. At the start of your next turn, play it.
Thank you for the gift of such a thorough judgment at a difficult time. Condolences for your loss, thank you again for the feedback and for pouring into us and this hobby.
GGs! Maybe I'll get the chance to judge again eventually, who knows.Only complaint is that the theme feels a bit off to me, i dont see how a plain would gain you other cards.
Thought was that it's a lot easier to build things if the land is available. American expansionism and all. Probably could've come up with a better theme, but I don't make cards too often for the theme anyway.
GGs! Maybe I'll get the chance to judge again eventually, who knows.Only complaint is that the theme feels a bit off to me, i dont see how a plain would gain you other cards.
Thought was that it's a lot easier to build things if the land is available. American expansionism and all. Probably could've come up with a better theme, but I don't make cards too often for the theme anyway.
DistrictAn interesting attempt to enable victory points from a specific vanilla action. For me it compares poorly to an existing Victory card, vineyard:
Action - Victory - Duration, $4
Discard a card. At the start of your next turn, +2 Cards.
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Worth 1% per 3 Action cards with +Card amounts in their text you have.
A victory cardwith an unique minigame.QuoteExclave - $5
Victory
Worth 2 VP per card on your Exclave mat that another player has more copies of than you.
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When you gain this, gain an Action or Treasure onto your Exclave mat.
[/quote]QuoteWhite Tree / Night Tree • Randomizer
This pile starts with as many copies of each card as players, but minimum three and maximum five. All copies of White Tree are are on top.QuoteWhite Tree • $4 • Action - Victory
+1 Card
+2 Actions
You may discard a Treasure for +1 Buy and +$1.
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If a Supply pile, except Province, is empty, Worth 1VP.QuoteNight Tree • $5 • Action - Victory[/font][/size][/color]
+3 Cards
Discard a card and if it was an …
Action, +1 Action and +1 Card;
Victory, +1 Card.
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Worth 1VP per empty Supply pile.
QuoteEstuary | Victory | $4
2
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When you gain this, set aside the top 2 cards of your deck. At the start of your next turn, put them in your hand.
Haunted ManorAn Inn/Lab variant of sorts. Haunted woods is one of my more liked attacks in how it changes up games, and thus the below-line effect of this card is very interesting to me. The more irritating of haunted woods is less severe because of Haunted manors sifting ability. Keeping the effect to only the buy phase is probably a good decision.
- Action Victory
+2 Cards and +2 Actions. Discard a Card.
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1
In games using this, when any player gains a Victory card during their Buy phase, they put their hand onto their deck in any order.
This card seems competently made and like it should be fun, but it just doesnt vibe with me for some reason.QuoteBamboo Forest (Action - Victory, $5)
Discard any number of Action cards from your hand. +$1 and +1 Villager per card discarded.
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Worth 1% per 2 Action cards in your deck that have no +Action or +Villager amounts in their text (rounded down).
Forsaken Lands
Victory - $4
Worth 5VP if you have at least as many Curses as Forsaken Lands. Otherwise, worth 2VP.
Factory of Mass ProductionMy brain is a bit off rn but the wording of this confuses me. I think the second part “equal to the amounts of cards costing 5$ or more you gained this turn” works similarly to a card like treasure hunter? where you gain a silver for each card that was gained on the previous persons turn.
Night/Victory 6$
Gain cards costing up to 4$ equal to the ammount of cards costing 5$ or more you gained this turn.
Worth 1 Per 4 Cards in your deck costing 4 or less.
Cache but as a victory card. This one falls a bit flat for me, as The VP part is very specific for treasures and a worse gardens. The +Buy part is cool.
Depository - Victory - QuoteWorth 1 per 4 Treasures you have (round down).
When you gain or trash this, +2 Buys.
replacing the duchys with alternative oness is interesting. But the “when you trash this, discard it for +1VP” seems to me to encourage dragging the game out.QuoteRubber DuchyCards that can't really be trashed are fun.
$4 - Victory
2VP.
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When you trash this, discard it for +1 VP.QuoteRubber Duke
$4 - Victory - Reaction
2VP if you have at least 2 Rubber Duchies (Otherwise, worth 0VP).
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When you discard a Rubber Duchy either from your hand or by trashing it, you may discard this for +2 Cards.
Setup: Replace the Duchies with Rubber Duchies.
Simple and seems fun. You clog your deck with a weak vp card in exchange for a better card. Openings with this would be very varied. And many 6 cost cards would be immediately available with this card on the field, which i like.
Plains
Victory - $4
1 VP
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When you gain this, gain a non-Victory card costing up to $6.
This seems like a competently made card, and in a way its very similar to a curse.
This one makes me excited when i see it. It can be a decent amount of VP on its own, and obviously it clogs the deck. But its ability to self exile is cool, and can mean that sometimes you can gain a not completely optimal victory card without clogging your deck further, gaining you vp.
Note: The Woods pile has 20 cards, regardless of number of players.
Seems in a way interesting, but also i might just prefer to have feudom in the kingdom.QuoteAttic $3 Victory
Worth 2 VP if you have more Silvers than other Treasures totaled.
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When you gain this in your Buy phase, Exile a card you have in play and a copy of it from the Supply.
Second DraftThe Vp aspect just feels kinda weird with how it treats the trashmat, and you have no way to know if this can do something cause there might not be trash on this kingdom.
Victory - $3
Worth 1% per 10 cards in the Trash (round down).
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When you trash this card, the card that trashes it treats its cost as $6. Then, each other player gains a copy of this card.
Banish as a duchy! I dunno what else to say, seems decently fun. If a bit too dominating in its bottom text part.
Abbey
$6 - Victory
3VP
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When you gain this, Exile your hand.
ref
This is a neat one! Monkstead can be better then provinces, but only if you have a very specific amount of victory cards. The action part of the card compliments its VP condition well, as if you wernt able to get rid of estates, this would just be so weak.QuoteMonkstead -- Action/Victory -- 5$
Trash a card from your hand.
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Worth 7VP if you have exactly 7 Victory cards in your deck (otherwise worth 0VP).
https://imgur.com/a/xJLiYHE
Paradise
Victory - $4
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Enter the imgur link in the middle of it.
Then, write “width=350” in the left img part
WDC #212: Three's Company
Commentary & Results
QuoteVase Merchant (Action, $3)
+$2
If you have unused Actions, (not Action cards), +1 Card.
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In games using this, Silvers are Action cards producing +1 Card, +2 Actions instead of $.
Anchor
Project 3$ cost
When you gain a card, you may put it onto the bottom of your deck.
QuotePuppet Strings - $3
Treasure/Attack
+$1
Each player (including you) may play a non-Attack Action or Treasure from their hand.
Each player who didn't discards down to 3 cards in hand.
Logistics
$3 Action-duration
Either now or at the start of your next turn, Look through your discard pile and put two cards from it into your hand; for each one that you can't, +1 Card.
Greedy Village
5$
Action
+1 Card
+3 Actions
+1 Buy
This turn your Coppers are also Action cards with +1 card +$1.
You may not play them from your hand in your Buy phase.