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Weekly Design Contest / Re: Weekly Design Contest #124: Yes… ha ha ha… YES!
« on: August 13, 2021, 12:15:02 am »
Submissions are closed! Expect results within 6 hours.
Are non-Supply cards allowed?
Call to Arms
⑤ Action - Duration
You may play a non-Duration
Action from your hand twice.
Trash a card from your hand.
If it's an Action, set the card
you played aside (on this).
If you did, at the start of your
next turn, play it twice.
Sorceress
⑤ Action - Attack
+1 Card
+1 Action
Discard a card.
If it's an Action, each other
player gains a Curse.
Otherwise, +②.
Pot of Gold
④ Action
+1 Buy
+③
At the end of your Buy
phase, if you have any
Buys left, gain a Curse.
If you did, gain a Gold.
Won't this keep working forever if played with BoM, Captain, or Necromancer? In all these cases, you fail to ever trash it.
So, if you've played two Barrows, you'd have to set aside a card on each?Yes, if you've played two Barrows, you'd have to set aside one card on each Barrows at the start of your Buy phase, if you can. Similarly, if you play a Barrows multiple times, you will have to put a card on that Barrows as many times as you played it.
And, what happens if you put a Barrows on top of another Barrows?
Great idea, but looks OP to me, even without the VP bonus. Stashing cards at the buy phase (rather than at start of the turn) makes this much stronger than Cathedral, especially if you can build a cashless engine. With Ironworks it goes bonkersI was considering that this would probably be something like a must-buy for thinning, and if I made it too expensive, it would be hard to access. Forge is rather weak because it's so hard for it to trash by the time you've got it, but this one can line up with trash a lot easier than Forge can, though significantly slower at the fast end. Do you think Barrows would be better costing ⑤ or ⑥? I initially had it at ⑥, then put it down to ⑤, then down to ④ because I didn't want only ⑤/② openings to be able to open it.
Barrows
⑤ Action - Duration - Victory
At the start of each of your
Buy phases for the rest of the
game, set aside a card from
your hand face up (on this).
(This stays in play.)
-
Worth 2 VP per Action card set
aside by this at end of game.
Torch says "your choice", indicating that the person who plays it decides whether the discard happens. However, the biggest issue is "6 or more cards". In most games, other players are only going to have 5 cards in their hand when you play this, meaning that most of the time they'll be immune to the attack
[Strongholds]
Sneak
Action/Duration/Reaction - $4
+2 Cards
At the start of your next turn, +1 Action
____
At the start of another player's turn, you may play this from your hand
Heirloom: Torch
Torch
Treasure/Attack/Heirloom - $2
Worth $1
Each player (inlcuding you) with 6 or more cards in hand may discard their hand and draw 4 cards, your choice. If you discarded your hand, +$3.
Grand Workshop
⑥ Action
Gain a card costing up to
⑤. If it costs ④ or less,
gain a copy of it.
Violin
⑥ Treasure
+②
+1 Card per Violin you have
in play (including this).
You may play an Action
card from your hand.
Knave
⑤ Action
Reveal your hand.
Discard a card per
Treasure you revealed.
Gain a Gold to your hand.
Greedy Heir
③ Action
+1 Card
+1 Action
+1 Buy
-
When you gain this,
take the Will.
Will - Artifact
4 VP
Way of the Eagle - Way
Cards cost ① less this turn.
Sycophant
② Action
+1 Card
+1 Action
Reveal the top card of your
deck. If it's a Sycophant,
put it into your hand.
Charge - Event ⑧
Once per game: Play the top card of each Action
Supply pile in any order, leaving them there.
Coin Collector
④ Action
+2 Cards
Choose one: gain a Gold,
and gain a Copper to your
hand; or play a Treasure
from your hand twice.
Bounty - Event ⑤
Once per turn: Gain a copy of each differently
named non-Victory card you've gained this turn.
Factory
⑤ Action
+3 Cards
Gain a Factory.
Charnel House
⑤ Action
+1 Action
Trash a card from your
hand. Draw until you
have 5 cards in hand.
Mining Camp
④ Action
+1 Card
+2 Actions
-
When you gain this,
gain a Silver.
Golden Goose
⑤ Treasure
②
Gain a Golden Goose.
You may trash this to gain
a card costing up to ⑤.
Laborer
⑤ Action
Gain a card costing less
than this.
-
This costs ① more per
Laborer you have in play.
Thane
⑤ Action
You may discard the top
2 cards of your deck.
Look through your discard
pile; you may play an
Action card from it twice.
Shared Border - Landmark
When another player buys a Victory card,
you may discard a Victory card costing
exactly ③ less than it, for +2 VP.
Sentinel
④ Action - Duration
Now and at the start of
your next turn: Exile a
card from your hand.
+1 Card per ② it costs
(round down).
JewelerThis feels very Stablesy, except even harder to collide. I believe another person already mentioned this. If you don't find this with a Silver, you're really sad. I think if this gained a Silver, it would still be kind of weak, but it would be decent (hey it gains Silvers if you want them). I prefer the wording "If you did" just to clarify that yes the +2 Cards and +1 Action is separate from the Silver.
④ Action
You may play a Silver
from your hand, for
+2 Cards and +1 Action.
Morning WalkIt's a simple card. If you want it to be a Lab, you need it in your starting hand. So either find a way to topdeck it, or have a couple more Moats in your deck. It's fine. The question between ③ and ② is tough. The card is fine.
③ Action
+2 Cards
If you have no other Action
cards in play, +1 Action.
Tutelage - Project ⑥Wheee! I remember a Project from psly that was similar, but it let you play a card costing exactly ① more. This is a lot more flexible, though, so I think it's probably a lot stronger. I know you mentioned this, but I don't like that you can go to Hell and back on another player's turn, potentially. I'd prefer a "During your turns" clause.
After you play an Action card, you may play
a cheaper Action card from your hand.
Damaged SmithyIt's fine! +3 Cards, discard a card, is already a decent improvement over +2 Cards, I think. The flexibility is nice. I like it.
② Action
+3 Cards
Choose one: Take <1>;
or discard a card.
Peddler's Market
⑤ Action
+1 Card
+1 Action
+① per Peddler's Market
you have in play
(counting this).
Reforge
② Action
Play then trash a
Treasure from your hand.
For each ① produced,
get +1 Coffers instead.
Renovate
⑤ Action
Trash a card from your
hand. Gain a card costing
up to ② more than it, or
a card costing up to ④.
I think this qualifies. Your OP seems to include the possibility of using an Artifact, which would inherently require some card for that Artifact to interact with, so I hope this doesn't violate the only-one-card-to-read rule. I tried to find Renaissance to keep it thematically coherent with that expansion.
Knave: Action, $5
Reveal your hand and discard a card per Treasure you revealed. Gain a Gold to your hand.
For future reference, I feel like the judge giving feedback before the judging gives certain people an unfair advantage. I'd prefer if judges refrain from giving feedback to contestants before judging time. The exception is if the wording is unclear; you can't judge a card properly if you don't know what it does, so wording feedback is necessary. Balance and interesting-ness feedback not so much.
Grand Workshop
⑥ Action
Gain a card costing up to
⑤. If it costs ④ or less,
gain a copy of it.
Oblige • $2 • Event
Trash a Treasure from your hand. If you did,
gain a Will-O'-Wisp.