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Author Topic: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Results!)  (Read 6647 times)

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mith

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2016 Treasure Chest Design Contest - Part 4: Intrigue (Results!)
« on: February 13, 2016, 06:40:42 pm »
+2

Results!
View Finalists
View Cards Submitted

This is the fourth contest for this year's set. This week's challenge: Design a card which would fit well in the Intrigue expansion!

Submission Rules

• Each participant may submit one card per challenge.
• Participation in previous or future challenges is not required to participate in this one.
• Submit your card to me via this forum's messaging system. Submissions made after each week's deadline cannot be accepted.
• Each card you submit must have a name, a cost, a list of types, and the exact wording that should appear on the card.  Also include a brief description of any special design considerations (e.g., Stash having a unique back), but do NOT include any other information, such as strategic commentary or examples about it would play.
• The name you give your card will appear on the ballot. If multiple cards with the same name are submitted, I will differentiate them with letters in a randomly chosen order, e.g. [Card Name] A, [Card Name] B, etc. Cards themselves will likewise be listed in a random order on the ballot.
• I will accept revisions to your contest entries provided they are submitted to me before the deadline.  If you submit a revision to an entry you have previously submitted to me, resubmit your revised card(s) in their entirety.
• Only submit cards that are your own design.
• You may submit cards that have been previously posted here in this forum, including those that have been refined by the community as a whole, provided you can still claim that the central conceit of the card -- and the majority of its final version -- is yours.
• A single card might conceivably qualify for multiple challenges within this series. If your card doesn't win the first challenge you submit it to, you may submit it for any and all future challenges (until it wins), provided the card fits those challenges. This is particularly pertinent for cards that don't win the first of two slots for a large expansion, although depending on which card does win, your card may not qualify for the second challenge.
• Do not disclose your submissions publicly, either in this thread or elsewhere!

Except where specified, you may not submit cards combine certain mechanics from multiple expansions. The idea is that you could simply slot the cards into their respective sets without needing components or rules specific to another set. Specifically:

• Duration cards may only be submitted as candidates for a Seaside or Adventures slot.
• Potion-cost cards may only be submitted as candidates for the Alchemy slot.
• Cards that use VP tokens or cost $7 or more may only be submitted as candidates for a Prosperity slot.
• Cards that use Coin tokens and cards that use overpay may only be submitted as candidates for the Guilds slot.
• Cards that use Ruins (Looters) and cards that use Spoils may only be submitted as candidates for a Dark Ages slot.
• Traveller cards, Reserve cards, and cards making use of player Tokens may only be submitted as candidates for an Adventures slot.

Many mechanics are fair game for any submission. The following is an incomplete list.

• Victory/Action and Victory/Treasure hybrid cards.
• Cards that allow you to choose an ability from a list.
• Cards with on-buy, would-gain, on-gain, and on-trash abilities.



Challenge #4: Intrigue

Design a Kingdom card that would fit into the Intrigue expansion. Such a card could have one or more of the following qualities:

• Gives you choices.
• Is a Victory card (including dual-type cards).
• Cares about Victory cards.

The winner from 2014 is:

Quote from: Fragasnap
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

Keep in mind that voters may want something that fills a different niche this time around.

Submissions are due by the end of Monday, 2016-02-22.
« Last Edit: April 02, 2016, 11:50:39 am by mith »
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mith

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue
« Reply #1 on: February 13, 2016, 06:43:28 pm »
+1

The runner-up from 2014 will automatically be included in the preliminary voting. The author of this card is allowed to submit a new card as well. (As is Fragasnap, designer of the winning card.)

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

Other cards from 2014 may be resubmitted as is, tweaked, or discarded in favor of a new concept.
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Graystripe77

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue
« Reply #2 on: February 14, 2016, 02:48:47 pm »
0

I have 3 cards I think would do well for this contest, but I submitted my choice in hopes of using the others in future contests. Good luck to everyone!
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mith

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue
« Reply #3 on: February 22, 2016, 04:35:50 pm »
0

Last day for submissions!
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mith

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue
« Reply #4 on: February 23, 2016, 11:00:50 am »
+1

Quote
Vizier
Types: Action – Attack
Cost: $5
You may choose an Action card from your hand. If you do, the player to your left chooses: either you play it twice, or you play it once and every player other than yourself discards down to three cards in hand.

Quote
Undertaker
Types: Action
Cost: $2
Choose one: +2 Actions and put any number of cards from your hand on the bottom of your deck; or +2 Cards.

While this is in play, when you would draw from the top of your deck, draw from the bottom instead.

Quote
Tribunal
Types: Action
Cost: $5
+1 action
Discard a card from your hand. Reveal the top 3 cards of your deck, put the revealed cards that share a type with the discarded card into your hand, trash the rest.

Quote
Slanderer
Types: Action
Cost: $4
Trash a card from your hand. If it is an Action card, gain three Action cards costing less than it.

Quote
Shady Dealer
Types: Action – Attack
Cost: $5
+1 Card
+$2
Each other player gains a Swamp from the Swamp pile

Swamp
Types: Action – Reaction
Cost: $0
+1 Buy
You may discard a card. If you do, +1 card

When another player gains a Victory card, you may reveal this from your hand. If you do, return this card to the supply.

Setup: When Shady Dealer is in the Kingdom or Black Market deck, add the Swamp pile to the kingdom. Have 10 for two players, 20 for three players and 30 for four players.

Quote
Royal Tutor
Types: Action
Cost: $5
You may play an action card from your hand. If you do so, play another action from the supply costing up to the cost of the first played card.

Clarification: The second card remains in the supply.

Quote
Pledge
Types: Treasure – Action
Cost: $4
+ 1 Card + 1 Action
You may trash this card. If you do: + 1 Card.

Worth $2

Clarification: When you play this card in your Action phase, it counts as an Action card, when you play it in your Buy phase (this includes the additional Buy phase of Black Market), it counts as a Treasure Card. (That is, this card can played as a plain cantrip OR a oneshot Laboratory OR a Silver.) As long Pledge is not in play (e. g. if it is in the supply, in a player's deck or on a player's hand), it counts as both Treasure and Action card. But once you put it in play, it counts as only one type of card for the rest of your turn. If you Prince or Golem Pledge, it will always count as Action card, because it comes into play in your Action phase. Mint will only trash Pledge, if it was played in your Buy phase.

Quote
Penal System
Types: Treasure – Victory – Reaction
Cost: $3
Worth $1
Worth 1VP

When a player plays an Attack, you may reveal this. If you do, that player may not play any more Action cards this turn.

Quote
Parade
Types: Action
Cost: $5
Choose one: Play an action card from your hand twice, or draw until you have 6 cards in hand.

Quote
Outskirts
Types: Victory
Cost: $4
Worth 2VP

When you buy this, gain another Outskirts.

Setup: Use 11 copies in 2-player, 15 in 3-4 player, and 18 in 5/6 player games.

Quote
Masons
Types: Action – Treasure
Cost: $6
If you play this as an action, +3 Cards
If you play this as a treasure, Worth $2

Quote
Livery
Types: Action
Cost: $6
+2 cards
You may reveal a card from your hand; if it is an...
Action card, +1 Action
Treasure card, +$1
Victory card, +1 Card

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

Quote
King's Feast
Types: Action
Cost: $6
Action
Choose 3 times:
+1 Card; +1 Action; +1 Buy; +$1

Quote
Heir
Types: Action
Cost: $4
You may discard an Estate. If you do: +3 Cards
You may discard a Duchy. If you do: +$3
You may discard a Victory Card. If you do: +1 Action

Clarification: The options are independent and in order, meaning that you discard 0 to 3 cards.

Quote
Counsellor
Types: Action
Cost: $4
Gain a card costing up to $5.
Each other player chooses one: he draws a card or trashes a card from his hand.

Quote
Cordwainer
Cost: $5
Types: Action
+3 Cards
Reveal your hand. If you have exactly one Action card in hand, +1 Action.

Quote
Auditor
Types: Action – Attack
Cost: $3
All players draw two cards. Each other player reveals his hand. You choose two cards that they have to put on top of their deck.

Quote
Abandoned Village
Types: Action – Reaction
Cost: $4
+1 Card
+2 Actions

When a player gains a victory card, you may set this aside from your hand. If you do, gain a Silver, putting it into your hand. Return this to your hand at the start of your next turn.
« Last Edit: February 25, 2016, 03:35:53 pm by mith »
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mith

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #5 on: February 23, 2016, 11:32:26 am »
0

Oops, forgot to include Landlord. Reset voting.
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tristan

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #6 on: February 23, 2016, 11:32:36 am »
0

Vizier is too weak, Undertaker is a cool idea, Shady Dealer is interesting as a weak Junker, Royal Tutor is the most interesting TR variant (kinda funny how many there are), Pledge is far too strong, Penal System is a Reaction that counterattacks and thus should not exist, Parade seems OK, Outskirts is too automatic in the endgame, Masons, Livery and Kings Feast (borderline OK as Lab is often bought for 6) are too weak, Heir and Councellor are OK, Cordwainer is probably my favourite, Auditor looks like an interesting Ghost Ship variant (not to mention that I am a sucker for cheap attacks) and Abandoned Village, a kind of superweakened Explorer, is something I cannot imagine ever buying.
« Last Edit: February 23, 2016, 11:51:46 am by tristan »
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Limetime

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue
« Reply #7 on: February 23, 2016, 12:00:11 pm »
0

Quote
Vizier
Types: Action – Attack
Cost: $5
You may choose an Action card from your hand. If you do, the player to your left chooses: either you play it twice, or you play it once and every player other than yourself discards down to three cards in hand.
Isn't throne room strictly better than this?

Quote
Undertaker
Types: Action
Cost: $2
Choose one: +2 Actions and put any number of cards from your hand on the bottom of your deck; or +2 Cards.

While this is in play, when you would draw from the top of your deck, draw from the bottom instead.
Necropolis with a benefit /moat Not sure how useful the necropolis benefit and the thing under the line is.
Quote
Tribunal
Types: Action
Cost: $5
+1 action
Discard a card from your hand. Reveal the top 3 cards of your deck, put the revealed cards that share a type with the discarded card into your hand, trash the rest.
Interesting thrasher/draw. I bet people will complain about how swingy it is and how quick it turns bad.
Eg if you have a bunch of actions and provinces it is not useful
Quote
Slanderer
Types: Action
Cost: $4
Trash a card from your hand. If it is an Action card, gain three Action cards costing less than it.
I like this one. Trash a altar to gain three fivers seems like a really good trade. Slow trashing otherwise.
Quote
Shady Dealer
Types: Action – Attack
Cost: $5
+1 Card
+$2
Each other player gains a Swamp from the Swamp pile

Swamp
Types: Action – Reaction
Cost: $0
+1 Buy
You may discard a card. If you do, +1 card

When another player gains a Victory card, you may reveal this from your hand. If you do, return this card to the supply.

Setup: When Shady Dealer is in the Kingdom or Black Market deck, add the Swamp pile to the kingdom. Have 10 for two players, 20 for three players and 30 for four players.
Do we have enough junkers?
Quote
Royal Tutor
Types: Action
Cost: $5
You may play an action card from your hand. If you do so, play another action from the supply costing up to the cost of the first played card.

Clarification: The second card remains in the supply.
Seems too cwazy with kc.
Quote
Pledge
Types: Treasure – Action
Cost: $4
+ 1 Card + 1 Action
You may trash this card. If you do: + 1 Card.

Worth $2

Clarification: When you play this card in your Action phase, it counts as an Action card, when you play it in your Buy phase (this includes the additional Buy phase of Black Market), it counts as a Treasure Card. (That is, this card can played as a plain cantrip OR a oneshot Laboratory OR a Silver.) As long Pledge is not in play (e. g. if it is in the supply, in a player's deck or on a player's hand), it counts as both Treasure and Action card. But once you put it in play, it counts as only one type of card for the rest of your turn. If you Prince or Golem Pledge, it will always count as Action card, because it comes into play in your Action phase. Mint will only trash Pledge, if it was played in your Buy phase.
Interesting...
Quote
Penal System
Types: Treasure – Victory – Reaction
Cost: $3
Worth $1
Worth 1VP

When a player plays an Attack, you may reveal this. If you do, that player may not play any more Action cards this turn.
Half a harem + hard counter to goons and Scrying pool, torturer. I love it!
Quote
Parade
Types: Action
Cost: $5
Choose one: Play an action card from your hand twice, or draw until you have 6 cards in hand.
Man this has tough competition with other fivers. Hand of 5 parades is so much better than five throne rooms.
Quote
Outskirts
Types: Victory
Cost: $4
Worth 2VP

When you buy this, gain another Outskirts.

Setup: Use 11 copies in 2-player, 15 in 3-4 player, and 18 in 5/6 player games.
This seems interesting. Not sure about the setup.
Quote
Masons
Types: Action – Treasure
Cost: $6
If you play this as an action, +3 Cards
If you play this as a treasure, Worth $2
Smithy that when drawn dead is a silver. In a engine it is only slightly better than SMithy without the cost factored in.
Quote
Livery
Types: Action
Cost: $6
+2 cards
You may reveal a card from your hand; if it is an...
Action card, +1 Action
Treasure card, +$1
Victory card, +1 Card
If you don't have actions in your hand that you want to play just take another card/coin. Otherwise a lab.

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.
This actually seems weaker than lab for much of the game. It will probably worth 1-2 Identifying whether this is better than duchy in the end is interesting especially since you have too foresee how the game ends.
Quote
King's Feast
Types: Action
Cost: $6
Action
Choose 3 times:
+1 Card; +1 Action; +1 Buy; +$1
Flexible like pawn except more powerful. Both this and pawn in one set seems redundant.
Quote
Heir
Types: Action
Cost: $4
You may discard an Estate. If you do: +3 Cards
You may discard a Duchy. If you do: +$3
You may discard a Victory Card. If you do: +1 Action

Clarification: The options are independent and in order, meaning that you discard 0 to 3 cards.
How often will your deck have that many vp cards in it?
Quote
Counsellor
Types: Action
Cost: $4
Gain a card costing up to $5.
Each other player chooses one: he draws a card or trashes a card from his hand.
Cheaper uni that you can open with. Good with great 5 costs.
Quote
Cordwainer
Cost: $5
Types: Action
+3 Cards
Reveal your hand. If you have exactly one Action card in hand, +1 Action.
Interesting...
Quote
Auditor
Types: Action – Attack
Cost: $3
All players draw two cards. Each other player reveals his hand. You choose two cards that they have to put on top of their deck.
Seems potent especially without trashing.
Quote
Abandoned Village
Types: Action – Reaction
Cost: $4
+1 Card

When a player gains a victory card, you may set this aside from your hand. If you do, gain a Silver, putting it into your hand. Return this to your hand at the start of your next turn.
Abandoned reminds me of ruins. Village reminds me of village. This is neither... Anyway this seems incredibly weak. SIlver isn't that good of a card.
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enfynet

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #8 on: February 23, 2016, 12:19:15 pm »
0

Aww crap I missed this one.
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eHalcyon

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #9 on: February 23, 2016, 01:57:54 pm »
+1

Will comment more later, but don't Shady Dealer and Outskirts go against the plans for the set as a whole?  I thought there was a plan to have the Treasure Chest match the traditional size of a large expansion, and the contents were already planned out somewhat strictly, with only a little flex room for Victory cards and such.  Adventures already breaks those plans, so are we just dropping the outline entirely? 

Or am I crazy and there never was an outline to begin with?

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markusin

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #10 on: February 23, 2016, 02:43:30 pm »
+1

Will comment more later, but don't Shady Dealer and Outskirts go against the plans for the set as a whole?  I thought there was a plan to have the Treasure Chest match the traditional size of a large expansion, and the contents were already planned out somewhat strictly, with only a little flex room for Victory cards and such.  Adventures already breaks those plans, so are we just dropping the outline entirely? 

Or am I crazy and there never was an outline to begin with?

Before Adventures came into the picture, the plan was to have a 150 card expansion, including the 13 blue-backed cards to go along with the 13 kingdom cards.
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mith

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #11 on: February 23, 2016, 02:43:53 pm »
+2

The plan for the original contest was to match the size of a small expansion, with 2 cards for each existing large expansion and 1 card for each small expansion - with one of those cards being a Victory card (Prefecture), plus randomizers, that would have gotten us to 145 (so room for 5 Prizes).

The intent for this one is to go up to large expansion size (so another ~13 kingdom cards), but not all the slots are allocated (so far, only Base, Adventures x2, and Promo; plus some Events to fill out the set). When we're closer to finishing the original contest slots, I'll be asking for more input on what those extra slots should be.

(I'm not as concerned about fitting this into a particular number of cards as LastFootnote was, though; I think the better question to ask right now is whether the designs requiring additional cards are good enough to warrant the extra setup and space.)
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AdrianHealey

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue
« Reply #12 on: February 24, 2016, 06:39:48 am »
0

I don't want to be Mister Negative, but I am not super woo'd by these submissions in general.

Quote
Vizier
Types: Action – Attack
Cost: $5
You may choose an Action card from your hand. If you do, the player to your left chooses: either you play it twice, or you play it once and every player other than yourself discards down to three cards in hand.

Sounds interesting, but I am fearing that this might end up into politics. Especially in a four player game, where the two remaining players could have very different quality of hands and then try to convince him/her to either do A or B. I could be wrong in my estimate, but it's not an unreasonable prediction. In a two player game, I definitely like the concept.

Quote
Undertaker
Types: Action
Cost: $2
Choose one: +2 Actions and put any number of cards from your hand on the bottom of your deck; or +2 Cards.

While this is in play, when you would draw from the top of your deck, draw from the bottom instead.

A moat/necropolis with not a super relevant effect? Not overwhelming imo.

Quote
Tribunal
Types: Action
Cost: $5
+1 action
Discard a card from your hand. Reveal the top 3 cards of your deck, put the revealed cards that share a type with the discarded card into your hand, trash the rest.

This is an interesting card, but it doesn't feel very Intrigue to me. (It feels like a variant of Lookout/Seaside. Intuοtively, I associated it with Dark Ages, though.) I do like how highly technical the card is. Not for newbies, for sure.

Quote
Slanderer
Types: Action
Cost: $4
Trash a card from your hand. If it is an Action card, gain three Action cards costing less than it.

Seems like a pile control card more than anything else (especially in a universe where 'it's better to have one really good thing than several ok things'.) Not convinced this really adds much than that. (Again: also doesn't really feel Intrigue, imo.) I also don't generally like pile control cards that can 'cheapily' lower an action supply pile by three. Could be somewhat strategic in a universe with only one village and good enginge possibilities, but another word for strategic could be 'swingy' (think treasure map kind of effect; because you need Slanderer and 5/6 action card in your hand together.). I am not woo'd by something like that.

Quote
Shady Dealer
Types: Action – Attack
Cost: $5
+1 Card
+$2
Each other player gains a Swamp from the Swamp pile

Swamp
Types: Action – Reaction
Cost: $0
+1 Buy
You may discard a card. If you do, +1 card

When another player gains a Victory card, you may reveal this from your hand. If you do, return this card to the supply.

Setup: When Shady Dealer is in the Kingdom or Black Market deck, add the Swamp pile to the kingdom. Have 10 for two players, 20 for three players and 30 for four players.

Someone wants to make a terminal draw+coins work? Haha. It's a fun looter/attack kind, but I am not sure we need/want another kind to attack your deck.

Quote
Royal Tutor
Types: Action
Cost: $5
You may play an action card from your hand. If you do so, play another action from the supply costing up to the cost of the first played card.

Clarification: The second card remains in the supply.

Throneroom marries band of misfits? Fun, original combination. I have a feeling (but always ignore people's feelings; only look at the evidence they present) this might turn out weird, but I have no good argument for it. So let's stick with 'fun' and 'original'.

Quote
Pledge
Types: Treasure – Action
Cost: $4
+ 1 Card + 1 Action
You may trash this card. If you do: + 1 Card.

Worth $2

Clarification: When you play this card in your Action phase, it counts as an Action card, when you play it in your Buy phase (this includes the additional Buy phase of Black Market), it counts as a Treasure Card. (That is, this card can played as a plain cantrip OR a oneshot Laboratory OR a Silver.) As long Pledge is not in play (e. g. if it is in the supply, in a player's deck or on a player's hand), it counts as both Treasure and Action card. But once you put it in play, it counts as only one type of card for the rest of your turn. If you Prince or Golem Pledge, it will always count as Action card, because it comes into play in your Action phase. Mint will only trash Pledge, if it was played in your Buy phase.

Slightly underwhelming. I have seen other cards with the same concept that I liked more. Especially the one shot laboratory seems a bit redundant. It seems I would rather just buy silver or other sources of draw.

Quote
Penal System
Types: Treasure – Victory – Reaction
Cost: $3
Worth $1
Worth 1VP

When a player plays an Attack, you may reveal this. If you do, that player may not play any more Action cards this turn.

Seems like an absurdly bad card for play play reasons. If this card is in the kingdom, and people start buying them, you immediatelly make attack cards completely irrelevant. I don't think that's the good way to go. This ignores (imo) the rule that you don't want reactions to hurt the attacking player, because then attacks just don't work.

Quote
Parade
Types: Action
Cost: $5
Choose one: Play an action card from your hand twice, or draw until you have 6 cards in hand.

Should probably be more expensive, because of the insane self-synergy. Having two throne rooms in your hand sucks monkey balls. Having 2 parades could be a blessing in disguise. And the more the marrier! The self synergy is fun, but that's why I think it should be more expensive.

Quote
Outskirts
Types: Victory
Cost: $4
Worth 2VP

When you buy this, gain another Outskirts.

Setup: Use 11 copies in 2-player, 15 in 3-4 player, and 18 in 5/6 player games.

Set up could use some explanation? I am not sure why (or when) I would bleed my deck with several of these, except by the end in stead of duchies? I like the idea, but I think it needs something interesting to make it anything else then 'just buy it when the end is near'.


Quote
Masons
Types: Action – Treasure
Cost: $6
If you play this as an action, +3 Cards
If you play this as a treasure, Worth $2

This is a better variant of the concept than pledge, imo. A smithy that you can never draw dead (so it self-synergizes); seems interesting enough. (Not as much fun in a kingdom with both smithy and Masons, but still.)

Quote
Livery
Types: Action
Cost: $6
+2 cards
You may reveal a card from your hand; if it is an...
Action card, +1 Action
Treasure card, +$1
Victory card, +1 Card

I like the concept, but I am not sure how to price this card. It has more options than lab, so more expensive would seem ok and you always will get *a* bonus (like +1 and +1 card, especially in the beginning of the game). Later in the game (in engines) it'll be easier to use as a lab. Some cool options, so it's probably ok priced at 6.

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Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

I like Heir (which I consider to be of a similar concept) more than this particular one. My suggestion to tweak it would be a '+1 Action, +2 Cards, you may discard a victory card. If you do: +1 Action. Worthy 1 VP per empty supply pile.' and then prize it higher. Or not. After typing it, I am not overwhelmed either. I like the idea of vanilla + discard victory card get more bonus + worth 1 vp per empty supply pile, but the current one seems a bit to bland.

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King's Feast
Types: Action
Cost: $6
Action
Choose 3 times:
+1 Card; +1 Action; +1 Buy; +$1

This is so Intrigue, it's like Pawn got a big brother! It could be a smithy, a peddler, a village, a lab and a bunch of other things. Flexible, but maybe a bit redundant if you already have Pawn.

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Heir
Types: Action
Cost: $4
You may discard an Estate. If you do: +3 Cards
You may discard a Duchy. If you do: +$3
You may discard a Victory Card. If you do: +1 Action

Clarification: The options are independent and in order, meaning that you discard 0 to 3 cards.

I have already played with this card (in a duke game) and it's quite a fun card. It starts awesome, but by the end it sometimes looses it's fuel (when you have more cards and thus less victory cards). Very fun card, imo. (It also gives a reason to buy victory cards, which is always fun, imo.)

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Counsellor
Types: Action
Cost: $4
Gain a card costing up to $5.
Each other player chooses one: he draws a card or trashes a card from his hand.

Meh, I am usually not a fan of bland 'get a card' cards, especially not if you can get cards up to $5.

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Cordwainer
Cost: $5
Types: Action
+3 Cards
Reveal your hand. If you have exactly one Action card in hand, +1 Action.

This is a very tricky card. Hard for me to imagine the kind of deck where this is a reasonable thing to  happen. Intuitively, I'd say a Poor House effect would maybe be cooler? + X number of actions, minus one for every action card in your hand. I am not convinced of the card as is. Seems very niche at best.

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Auditor
Types: Action – Attack
Cost: $3
All players draw two cards. Each other player reveals his hand. You choose two cards that they have to put on top of their deck.

This is rougher than it sounds. Ok, sure, you still have 5 cards, but they are your 5 worst cards. Also sounds slow to resolve.

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Abandoned Village
Types: Action – Reaction
Cost: $4
+1 Card

When a player gains a victory card, you may set this aside from your hand. If you do, gain a Silver, putting it into your hand. Return this to your hand at the start of your next turn.

Doesn't sound like a card I would buy a lot, and seems better in slugs? It's like a bad horse traders effect, imo. Not convinced.
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eHalcyon

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #13 on: February 24, 2016, 06:00:07 pm »
0

One of these is mine.


Quote
Vizier
Types: Action – Attack
Cost: $5
You may choose an Action card from your hand. If you do, the player to your left chooses: either you play it twice, or you play it once and every player other than yourself discards down to three cards in hand.

As has been mentioned, this is actually weaker than Throne Room.  The attack isn't really an attack if your opponent can decide against it.  And if for some reason they want to discard, all your future Viziers become useless.

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Undertaker
Types: Action
Cost: $2
Choose one: +2 Actions and put any number of cards from your hand on the bottom of your deck; or +2 Cards.

While this is in play, when you would draw from the top of your deck, draw from the bottom instead.

The vanilla choices are a nice complement to Pawn and Steward, though boring.  But the while-in-play effect turns this into a way to save specific cards for later.  It also lets you combo with other draw cards (which is good because it's own +2 cards is a little weak for that) and also does interesting things to cards like Wishing Well, Ironmonger and Wandering Minstrel.  Overall I think it is very... intriguing.

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Tribunal
Types: Action
Cost: $5
+1 action
Discard a card from your hand. Reveal the top 3 cards of your deck, put the revealed cards that share a type with the discarded card into your hand, trash the rest.

I find this card tough to evaluate.  Overall, it sounds like it would be too unreliable?  If you're running it for treasure, this seems worse than Stables.  If you're doing it for actions, it's sort of like Lab if you have really high action density but less consistent.  But then there is the mandatory trashing.  Early on this can be a good way to clear out Estates.  Clearing out Copper is slightly tougher if you care about keeping better Treasures.  But once you have a few key action cards, you would hate to discard anything other than an action lest you be forced to trash a bunch of them by accident.  And when you start greening, you would hate to discard anything other than a Victory card lest you be forced to trash Provinces.  So you end up not wanting to play this at all... That's not necessarily a problem (I am a fan of Lookout) but I don't think it's a good feature for a $5 card when the risk is so high.

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Slanderer
Types: Action
Cost: $4
Trash a card from your hand. If it is an Action card, gain three Action cards costing less than it.

I think this is pretty interesting.  It's like Develop with more potential.  But does it fit Intrigue?

Quote
Shady Dealer
Types: Action – Attack
Cost: $5
+1 Card
+$2
Each other player gains a Swamp from the Swamp pile

Swamp
Types: Action – Reaction
Cost: $0
+1 Buy
You may discard a card. If you do, +1 card

When another player gains a Victory card, you may reveal this from your hand. If you do, return this card to the supply.

Setup: When Shady Dealer is in the Kingdom or Black Market deck, add the Swamp pile to the kingdom. Have 10 for two players, 20 for three players and 30 for four players.

I'm just not interested in having another junker for Intrigue.

Quote
Royal Tutor
Types: Action
Cost: $5
You may play an action card from your hand. If you do so, play another action from the supply costing up to the cost of the first played card.

Clarification: The second card remains in the supply.

Throne Room mixed with Band of Misfits.  Though the second play is for something cheaper than the first one, the flexibility makes it valuable.  I like it.

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Pledge
Types: Treasure – Action
Cost: $4
+ 1 Card + 1 Action
You may trash this card. If you do: + 1 Card.

Worth $2

Clarification: When you play this card in your Action phase, it counts as an Action card, when you play it in your Buy phase (this includes the additional Buy phase of Black Market), it counts as a Treasure Card. (That is, this card can played as a plain cantrip OR a oneshot Laboratory OR a Silver.) As long Pledge is not in play (e. g. if it is in the supply, in a player's deck or on a player's hand), it counts as both Treasure and Action card. But once you put it in play, it counts as only one type of card for the rest of your turn. If you Prince or Golem Pledge, it will always count as Action card, because it comes into play in your Action phase. Mint will only trash Pledge, if it was played in your Buy phase.

As a Silver+ this should cost $5.  I'm OK with the idea of Treasure-Action but this clarification really goes against what I'd expect.  The Mint interaction described here feels particularly wrong.

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Penal System
Types: Treasure – Victory – Reaction
Cost: $3
Worth $1
Worth 1VP

When a player plays an Attack, you may reveal this. If you do, that player may not play any more Action cards this turn.

I don't think reactions that hurt the attacker are a good idea for Dominion.  It's also unclear what would happen if you were forced to play more Action cards.  If I play KC-Cultist, would this reaction prevent me from chaining more Cultists to the first?  Would it even prevent the second and third plays from KC?

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Parade
Types: Action
Cost: $5
Choose one: Play an action card from your hand twice, or draw until you have 6 cards in hand.

There sure are a lot of TR variants in this contest.  I don't know how to feel about this one.  It seems dangerous to have such high potential draw on a splitter like this but... I don't know.  It could be cool.

Quote
Outskirts
Types: Victory
Cost: $4
Worth 2VP

When you buy this, gain another Outskirts.

Setup: Use 11 copies in 2-player, 15 in 3-4 player, and 18 in 5/6 player games.

I think this could be done better without needing so many extra copies by having it be worth 3VP and gain an Estate.  Other than that, I think the concept is fine.

Quote
Masons
Types: Action – Treasure
Cost: $6
If you play this as an action, +3 Cards
If you play this as a treasure, Worth $2

I like this better than Pledge as an Action-Treasure, but it's still a little lacklustre to me.  I think it fits Intrigue very well though.

Quote
Livery
Types: Action
Cost: $6
+2 cards
You may reveal a card from your hand; if it is an...
Action card, +1 Action
Treasure card, +$1
Victory card, +1 Card

It can't cost $5 because it's almost strictly superior to Lab, but it still sounds weak.  Hmm.

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

Less reliable than Lab, but worth some VP.  I think it could be good.  I'm a fan of counting empty Supply piles.

Quote
King's Feast
Types: Action
Cost: $6
Action
Choose 3 times:
+1 Card; +1 Action; +1 Buy; +$1

Simple enough in design, but the high flexibility could make it tough to track and complicated to play.  I really hope it works because I think it could be interesting in many different kingdoms.

Quote
Heir
Types: Action
Cost: $4
You may discard an Estate. If you do: +3 Cards
You may discard a Duchy. If you do: +$3
You may discard a Victory Card. If you do: +1 Action

Clarification: The options are independent and in order, meaning that you discard 0 to 3 cards.

It encourages you to build a deck with more green that is typical.  I like it.

Quote
Counsellor
Types: Action
Cost: $4
Gain a card costing up to $5.
Each other player chooses one: he draws a card or trashes a card from his hand.

Gaining a $5 is really powerful, but the benefit to opponents is also huge.  I have no idea if this is balanced, but I like the concept.

Quote
Cordwainer
Cost: $5
Types: Action
+3 Cards
Reveal your hand. If you have exactly one Action card in hand, +1 Action.

I don't think this actually qualifies for this contest.  It doesn't have any choices in it, it isn't a Victory card, it doesn't care about Victory cards.  Am I missing something?

Quote
Auditor
Types: Action – Attack
Cost: $3
All players draw two cards. Each other player reveals his hand. You choose two cards that they have to put on top of their deck.

Spy is already slow to resolve and that's just looking at 1 card per other player.  This is looking at 7 cards per other player...

Quote
Abandoned Village
Types: Action – Reaction
Cost: $4
+1 Card

When a player gains a victory card, you may set this aside from your hand. If you do, gain a Silver, putting it into your hand. Return this to your hand at the start of your next turn.

This is super weak, isn't it?  It's a ruined library.  The reaction is for something that doesn't happen until late game, and it's not that great anyway?  I mean, I guess the implicit +$2 can be nice, but it just doesn't seem worth it.
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mith

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #14 on: February 24, 2016, 06:17:27 pm »
0

I don't think this actually qualifies for this contest.  It doesn't have any choices in it, it isn't a Victory card, it doesn't care about Victory cards.  Am I missing something?

The list of themes/qualities is not exhaustive - the question is whether a card fits well with the set or not.
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scott_pilgrim

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue
« Reply #15 on: February 24, 2016, 06:21:53 pm »
0

I hope to comment on all the cards later in the week, but I just wanted to point this out because it's really bothering me.

Quote
Pledge
Types: Treasure – Action
Cost: $4
+ 1 Card + 1 Action
You may trash this card. If you do: + 1 Card.

Worth $2

Clarification: When you play this card in your Action phase, it counts as an Action card, when you play it in your Buy phase (this includes the additional Buy phase of Black Market), it counts as a Treasure Card. (That is, this card can played as a plain cantrip OR a oneshot Laboratory OR a Silver.) As long Pledge is not in play (e. g. if it is in the supply, in a player's deck or on a player's hand), it counts as both Treasure and Action card. But once you put it in play, it counts as only one type of card for the rest of your turn. If you Prince or Golem Pledge, it will always count as Action card, because it comes into play in your Action phase. Mint will only trash Pledge, if it was played in your Buy phase.

The Prince interaction noted here is not only wrong, but I think is a good example of why this implementation of a Treasure-Action wouldn't work.  Prince does not play the card during your action phase, it plays it at the start of your turn (this could happen before Durations and other stuff).  So it is possible for it to go into play at a time other than your action or buy phase, in which case it's not clear what it counts as.  Can a Princed Pledge be played as a treasure, or an action, or either, or neither?  I would think most people would assume either, or action, but the clarification here should mean it can't be just action, and it's still not clear whether it's either or neither.  I guess neither makes more sense, because you can only play it as an action during your action phase, and you can only play it as a treasure during your buy phase, and it's neither your action nor your buy phase when you play it.  But that just feels wrong...

Anyway, the other person who submitted an Action-Treasure was smart and didn't try to specify how it should work. :P  They probably new someone would jump on them for their particular implementation of it no matter how they did it.  But since it's a concept that's been intentionally avoided (sort of) because of the rules issues that would come up with it, I think part of the design of the card is to specify how exactly it should work.  The onus is on the designer to prove that it can be done cleanly in a way that makes the card worth doing.  So, even though I feel like a Treasure-Action would be a really good fit for Intrigue, I don't think I could give my vote to Masons unless someone can specify a clean way for it to work.  Even with the same specifications for how they would work, I think I like Masons better than Pledge, though both seem like good fits for Intrigue.
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tristan

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #16 on: February 24, 2016, 06:33:42 pm »
0

The main issue of Pledge and Masons is that they are too strong respectively too weak, not that it is not specified how they are supposed to interact with Prince/Golem. In the case of Pledge it is explained in a crystal clear way (nor that it wouldn't be clear otherwise that the Action part counts for Prince/Golem). As always with card games, card text or FAQ dominates the general rules.
« Last Edit: February 24, 2016, 06:35:55 pm by tristan »
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trivialknot

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #17 on: February 24, 2016, 09:55:21 pm »
0

Quote
Vizier
Types: Action – Attack
Cost: $5
You may choose an Action card from your hand. If you do, the player to your left chooses: either you play it twice, or you play it once and every player other than yourself discards down to three cards in hand.
Do you reveal the action card before or after the other player chooses?

The two choices are not balanced.  +1 action and everyone discards down to 3 is very weak.  Also, the player to your right should choose, since they probably have 5 cards still.

Quote
Undertaker
Types: Action
Cost: $2
Choose one: +2 Actions and put any number of cards from your hand on the bottom of your deck; or +2 Cards.

While this is in play, when you would draw from the top of your deck, draw from the bottom instead.
Do you draw from the bottom of your deck during cleanup?  I'm guessing not.

The most important thing here is +2 actions/+2 cards, and the other effects seem marginal.  I guess if you have extra treasure you could save them for a later terminal draw?

Quote
Tribunal
Types: Action
Cost: $5
+1 action
Discard a card from your hand. Reveal the top 3 cards of your deck, put the revealed cards that share a type with the discarded card into your hand, trash the rest.
This card will make me sad in the late game.

Quote
Slanderer
Types: Action
Cost: $4
Trash a card from your hand. If it is an Action card, gain three Action cards costing less than it.
It just doesn't seem as versatile as stonemason or develop.

Quote
Shady Dealer
Types: Action – Attack
Cost: $5
+1 Card
+$2
Each other player gains a Swamp from the Swamp pile

Swamp
Types: Action – Reaction
Cost: $0
+1 Buy
You may discard a card. If you do, +1 card

When another player gains a Victory card, you may reveal this from your hand. If you do, return this card to the supply.

Setup: When Shady Dealer is in the Kingdom or Black Market deck, add the Swamp pile to the kingdom. Have 10 for two players, 20 for three players and 30 for four players.
I feel like an alternate curse card needs to do something more novel to justify taking up so many cards.  Swamp is somewhat better than a ruins, why not compensate with a junker that feels more powerful?

Quote
Royal Tutor
Types: Action
Cost: $5
You may play an action card from your hand. If you do so, play another action from the supply costing up to the cost of the first played card.

Clarification: The second card remains in the supply.
I think there would be tracking problems, but otherwise pretty cool.

Quote
Pledge
Types: Treasure – Action
Cost: $4
+ 1 Card + 1 Action
You may trash this card. If you do: + 1 Card.

Worth $2

Clarification: When you play this card in your Action phase, it counts as an Action card, when you play it in your Buy phase (this includes the additional Buy phase of Black Market), it counts as a Treasure Card. (That is, this card can played as a plain cantrip OR a oneshot Laboratory OR a Silver.) As long Pledge is not in play (e. g. if it is in the supply, in a player's deck or on a player's hand), it counts as both Treasure and Action card. But once you put it in play, it counts as only one type of card for the rest of your turn. If you Prince or Golem Pledge, it will always count as Action card, because it comes into play in your Action phase. Mint will only trash Pledge, if it was played in your Buy phase.
I don't like a $4 card that is strictly better than silver.  Sometimes you buy a silver when you hit $4, and buying a pledge instead of a silver will just be automatic.

Quote
Penal System
Types: Treasure – Victory – Reaction
Cost: $3
Worth $1
Worth 1VP

When a player plays an Attack, you may reveal this. If you do, that player may not play any more Action cards this turn.
Noooooooo my poor actions......

Quote
Parade
Types: Action
Cost: $5
Choose one: Play an action card from your hand twice, or draw until you have 6 cards in hand.
I like this card.  I like it a lot.  It's self-synergizing but you can't build a deck out of Parade alone.  If you buy a lot of Parades, you're passing up on other good $5 actions that you could have been throning with your Parades.

Quote
Outskirts
Types: Victory
Cost: $4
Worth 2VP

When you buy this, gain another Outskirts.

Setup: Use 11 copies in 2-player, 15 in 3-4 player, and 18 in 5/6 player games.
I wonder how this compares to gardens.  Having lots of green hurts you the least when you have a big deck.  When you have a big deck, a single gardens is worth more VP than two outskirts.  Hmmm...

Quote
Masons
Types: Action – Treasure
Cost: $6
If you play this as an action, +3 Cards
If you play this as a treasure, Worth $2
If action/treasure ever gets done, this is the way to do it.  A simple card that adds a lot of flexibility.  You could build a big money deck with these and never draw them dead.  Or if your engine is short a few villages you won't be quite as sad.  Not sure if $5 or $6 is more appropriate.

Quote
Livery
Types: Action
Cost: $6
+2 cards
You may reveal a card from your hand; if it is an...
Action card, +1 Action
Treasure card, +$1
Victory card, +1 Card
Why even bother revealing a card?  Just choose one.  It doesn't seem like there's anything particularly exciting you can do with that extra flexibility.

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.
Seems like a cool card.  You could buy them all out, and they're a bit like powered up great halls?  I'm not sure great halls really lend themselves to 3-pile strategies though.

Quote
King's Feast
Types: Action
Cost: $6
Action
Choose 3 times:
+1 Card; +1 Action; +1 Buy; +$1
Too many choices!  I think I'd probably default to lab or village most of the time.

Quote
Heir
Types: Action
Cost: $4
You may discard an Estate. If you do: +3 Cards
You may discard a Duchy. If you do: +$3
You may discard a Victory Card. If you do: +1 Action

Clarification: The options are independent and in order, meaning that you discard 0 to 3 cards.
I'm really curious how this plays.  If you have a lot of estates you can sift through them.  And your duchies become gold.

Quote
Counsellor
Types: Action
Cost: $4
Gain a card costing up to $5.
Each other player chooses one: he draws a card or trashes a card from his hand.
That's a really strong drawback.  I'd be really careful with it.

Quote
Cordwainer
Cost: $5
Types: Action
+3 Cards
Reveal your hand. If you have exactly one Action card in hand, +1 Action.
This is the smithy version of shanty town.  But it seems much more drastic.  Terminal or non-terminal makes a huge difference, whereas +2 cards or +0 cards on Shanty town is more marginal.

Quote
Auditor
Types: Action – Attack
Cost: $3
All players draw two cards. Each other player reveals his hand. You choose two cards that they have to put on top of their deck.
You could do fun things with this, like topdeck their non-terminals leaving only terminal draw actions.  My major concern is that it would take a really long time so you know fun divided by time and all that.  And no on-play benefit?

Quote
Abandoned Village
Types: Action – Reaction
Cost: $4
+1 Card

When a player gains a victory card, you may set this aside from your hand. If you do, gain a Silver, putting it into your hand. Return this to your hand at the start of your next turn.
The on-play action is so weak, I'm sure there are better things that could go there.  Make it a victory/reaction!
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mith

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #18 on: February 25, 2016, 03:37:12 pm »
+1

There was an error in the following card:

Quote
Abandoned Village
Types: Action – Reaction
Cost: $4
+1 Card
+2 Actions

When a player gains a victory card, you may set this aside from your hand. If you do, gain a Silver, putting it into your hand. Return this to your hand at the start of your next turn.

(My bad, lost the +2 Actions when formatting the break line.)
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AdrianHealey

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #19 on: February 25, 2016, 03:51:54 pm »
+1

+1 for abandoned village, but I can't vote anymore?
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mith

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #20 on: February 25, 2016, 04:07:06 pm »
0

Oops, should be fixed now.

Note that in order to change your vote you have to remove your vote, so you may want to note which cards you were already voting for so you don't have to go through them all again to figure it out.
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AdrianHealey

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #21 on: February 25, 2016, 04:15:37 pm »
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Done, thanks!
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Gubump

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #22 on: February 25, 2016, 07:09:42 pm »
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I, too, changed my vote after it was made known to me that Abandoned Village is supposed to have a +2 Actions along with it. Now it's much better and far less weaksauce.
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tristan

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #23 on: February 26, 2016, 11:21:33 am »
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Abandoned Village is definitely better now. My first hunch is that it is on the weaker side of 4$ villages as more often than not greening happens late in the game when you rarely want Silver. Then again with earlier greening that Explorer effect of a hand-gained Silver can be pretty good. It's perhpas most similar to Mining Village.
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tristan

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Re: 2016 Treasure Chest Design Contest - Part 4: Intrigue (Voting!)
« Reply #24 on: February 27, 2016, 08:59:56 am »
0

Quote
Cordwainer
Cost: $5
Types: Action
+3 Cards
Reveal your hand. If you have exactly one Action card in hand, +1 Action.
This is the smithy version of shanty town.  But it seems much more drastic.  Terminal or non-terminal makes a huge difference, whereas +2 cards or +0 cards on Shanty town is more marginal.
Marginal? A Necro is worth 1$ whereas a Lost City is worth around 6$.
A Smithy is worth 4$ and a Double Lab is probably worth 7$ or more.

Seems like a significant difference in the case of Cordwainer as well as Shanty Town.
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