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Author Topic: Weekly Design Contest Thread  (Read 122587 times)

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segura

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Re: Weekly Design Contest Thread
« Reply #3250 on: August 19, 2019, 05:28:14 pm »
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A kind of mini-Embassy with the passing mechanism from Masquerade. But unlike Masquerade you don't always want to pass the worst card (to be fair this isn't always the case with Masquerade either).
The wordiness and slow execution are obvious downsides.

It seems to me that you'd nearly always just want to pass junk. Trashing a junk card is well worth 1 Debt. And trashing an expensive card is pretty bad. Oh, and at the beginning, the worst cards in your deck are the most expensive ones (Estates or Shelters) which will create rich-get-richer stinginess.
Sure, it is a weird discontinuity. But this is not unseen in the game, e.g Upgrade often prefers Estates over Coppers.
I don' think that the delta between 1D and 2 Coffers is so tiny such that you always want to pass junk.

You're missing my point.

Alice plays swamp tower. She and Bob reveal Estates. Carol happened to draw 5 Coppers and so must reveal a Copper. She gets slapped with 1 Debt and gets one of her early payload cards replaced by a dead card. Alice and Bob waltz away with the highest-card reward and one of them gets rid of a dead card to boot. Carol just got screwed over big time, all because of shuffle luck.
Sure. But when Bob plays his Swamp Tower, Carol can get rid of her Estate and cash it in for 2 Coffers.
Like with Masquerade, it is a to and fro.
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spineflu

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Re: Weekly Design Contest Thread
« Reply #3251 on: August 19, 2019, 05:33:11 pm »
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unlike a masquerade, since the cards are passed and (end up in discard pile when passed?) i think you can debt-lock another player if they only have, say, 5 treasures in their deck and happen to have them all in their hand when you get your Throne Room/KC/Swamp Tower combo.

I think (and maybe im wrong, empires is one of the sets ive played/liked the least) most if not all canon sources of debt are voluntarily entered by the debtor-player. Maybe revise to the -$1 token?
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segura

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Re: Weekly Design Contest Thread
« Reply #3252 on: August 19, 2019, 05:38:04 pm »
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unlike a masquerade, since the cards are passed and (end up in discard pile when passed?)
That's not how passing works in Dominion.
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spineflu

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Re: Weekly Design Contest Thread
« Reply #3253 on: August 19, 2019, 05:38:58 pm »
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might want to specify that since its only on one other card.
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segura

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Re: Weekly Design Contest Thread
« Reply #3254 on: August 19, 2019, 05:40:55 pm »
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might want to specify that since its only on one other card.
In Dominion cards do not repeat stuff that is in the rulebooks for obvious reasons.
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naitchman

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Re: Weekly Design Contest Thread
« Reply #3255 on: August 19, 2019, 07:30:54 pm »
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Here's a simple card inspired by some of the rotating cards in Agricola. (NOTE: it is an heirloom, not a supply pile)


I just made an heirloom without a kingdom pile to go with it. I figured the kingdom pile is unnecessary for the contest, since Gift is the card that gives the player interaction. That being said, I will make a kingdom card to match it if anordinaryman wants me to (maybe i'll give it some more player interaction).

I'd thought I'd go with a card that rotates along the decks. You get a little bonus when you pass it along (i did that or else everyone would be passing them along and it would cancel itself out). You can keep it; of course then it just plays like a copper. This is obviously going to affect the openings a little bit like baker.

1) Your opponent does not gain the card and therefore cannot react (for example with a trader)

2) the card is priced at 0 intentionally. I wanted it to continue to rotate hands so I wanted to disincentivize trashing it. At 0 it doesn't work well for trash for benefit. it also can't be trashed with things that only trash copper (ducat, moneylender). And then, if you really want to get it out of your deck you could always play it as a silver (though it will likely come back).

Update: I have added Research here (this should take care of the heirloom problem and give more interactivity). Here are my comments:

You've worked very hard on your research; too bad everyone wants to steal it for themselves. It's a lab that can be stolen for a cost.

1) The choice of stealing goes clockwise from the current player. Once one player takes it, no other player can take it since it is no longer in play.

2) "Other players" refers to all the players who did not steal the card.

3) Because this is a card that rotates and everyone will end up benefiting from, the cost has to be low since why spend my money if everyone is going to get the benefit (also to prevent tfb). I've also added an interactive clause that allows all your opponents to gain one for free (when you gain your 2nd card). I might tweak this clause since it allows the pile to deplete fast in a 4p game.

4) This pairs thematically well with Gift. Gift is a card you give to your opponents, Research is a card you steal from your opponents.

I've updated my old post and quoting it here so people can comment.

Update: this is no longer my submission
« Last Edit: August 25, 2019, 10:50:05 pm by naitchman »
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Gubump

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Re: Weekly Design Contest Thread
« Reply #3256 on: August 19, 2019, 08:59:29 pm »
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Research is already an existing card:



And even if it wasn't, it doesn't really make much sense thematically for Research's Heirloom to be a Gift.
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naitchman

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Re: Weekly Design Contest Thread
« Reply #3257 on: August 19, 2019, 09:04:24 pm »
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Research is already an existing card:



And even if it wasn't, it doesn't really make much sense thematically for Research's Heirloom to be a Gift.

Oops. Thought I remembered there being a research. I'll change it later.
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Commodore Chuckles

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Re: Weekly Design Contest Thread
« Reply #3258 on: August 19, 2019, 11:08:37 pm »
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Here's a simple card inspired by some of the rotating cards in Agricola. (NOTE: it is an heirloom, not a supply pile)


Why doesn't Research just say "the player to your left may..."?
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Fly-Eagles-Fly

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Re: Weekly Design Contest Thread
« Reply #3259 on: August 20, 2019, 09:21:44 am »
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Here's a simple card inspired by some of the rotating cards in Agricola. (NOTE: it is an heirloom, not a supply pile)


Why doesn't Research just say "the player to your left may..."?
I would guess it's because if they don't, the next player may then choose to.
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naitchman

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Re: Weekly Design Contest Thread
« Reply #3260 on: August 20, 2019, 09:29:39 am »
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Here's a simple card inspired by some of the rotating cards in Agricola. (NOTE: it is an heirloom, not a supply pile)


Why doesn't Research just say "the player to your left may..."?
I would guess it's because if they don't, the next player may then choose to.

Exactly. That way if there's one player who's not taking any, it doesn't give an unfair advantage to the player to his right.
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faust

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Re: Contest #41: Non-Attack Interaction
« Reply #3261 on: August 20, 2019, 10:34:40 am »
+1



The set aside clause is to limit its power in the late game and prevent infinite an infinite loop with Band of Misfits.
I love this idea (I had a similar one before looking at the thread), but it is not fun that you could use this to remove a Moat from your opponent's hand and then attack.
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Gubump

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Re: Contest #41: Non-Attack Interaction
« Reply #3262 on: August 20, 2019, 10:48:28 am »
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The set aside clause is to limit its power in the late game and prevent infinite an infinite loop with Band of Misfits.
I love this idea (I had a similar one before looking at the thread), but it is not fun that you could use this to remove a Moat from your opponent's hand and then attack.

That's actually never even crossed my mind. Do you have any ideas of how to fix that?
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spineflu

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Re: Contest #41: Non-Attack Interaction
« Reply #3263 on: August 20, 2019, 10:51:53 am »
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The set aside clause is to limit its power in the late game and prevent infinite an infinite loop with Band of Misfits.
I love this idea (I had a similar one before looking at the thread), but it is not fun that you could use this to remove a Moat from your opponent's hand and then attack.

That's actually never even crossed my mind. Do you have any ideas of how to fix that?

"The set aside card is still considered part of your opponent's hand"?

or "play a copy of that card from the supply, leaving it there" which narrows delegate's potential use cases to be not-prizes/travellers/knights/etc and occasionally failing on split piles?

or let it be a weird narrow use case feature, rather than a bug?
« Last Edit: August 20, 2019, 10:58:20 am by spineflu »
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faust

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Re: Contest #41: Non-Attack Interaction
« Reply #3264 on: August 20, 2019, 10:57:48 am »
+1

That's actually never even crossed my mind. Do you have any ideas of how to fix that?
Well, you could restrict to non-Reactions, or make it an Attack itself. Both are less than ideal solutions. Maybe instead of setting aside, you could just have them flip it upside down, Necromancer-style?
« Last Edit: August 20, 2019, 10:59:19 am by faust »
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Since the number of points is within a constant factor of the number of city quarters, in the long run we can get (4 - ε) ↑↑ n points in n turns for any ε > 0.

faust

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Re: Weekly Design Contest Thread
« Reply #3265 on: August 20, 2019, 10:59:06 am »
+2


Quote
Exhibition
$2 - Night/Duration

Set aside an non-Duration Action you have in play. Until your next turn, when another player gains or plays a copy of it, they get +$1. At the start of your next turn, play it.
-
This is gained to your hand (instead of your discard pile).
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Since the number of points is within a constant factor of the number of city quarters, in the long run we can get (4 - ε) ↑↑ n points in n turns for any ε > 0.

pst

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Re: Weekly Design Contest Thread
« Reply #3266 on: August 20, 2019, 02:19:42 pm »
+2

CHALLENGE #41 - DOMINION IS NOT SOLITAIRE

My contribution:



Polymath
Action, $3
The player to your left selects a non-Duration Action card from the Supply that you haven't played this turn. Play that, leaving it there.

It uses the same mechanics as Captain for playing a card from the supply. On most boards there are action cards you probably are not interested in playing, like a Ruins or something that doesn't work that well from the supply, like Royal Carriage (just gives a new action). But by playing several of these, of first playing the cheap cards yourself you can get the effects of the Good Cards for a cheaper price (although maybe not the ones you like).


« Last Edit: August 20, 2019, 04:01:46 pm by pst »
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Gubump

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Re: Weekly Design Contest Thread
« Reply #3267 on: August 20, 2019, 04:25:06 pm »
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Fixed Delegate by changing the return timing to at the end of resolving Delegate. It removes the "limiting its power in the late game" factor, but it still prevents the Overlord/BoM infinite loop, which is the main reason for the set-aside clause anyway.
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Commodore Chuckles

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Re: Weekly Design Contest Thread
« Reply #3268 on: August 20, 2019, 09:34:32 pm »
+4

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Fly-Eagles-Fly

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Re: Weekly Design Contest Thread
« Reply #3269 on: August 21, 2019, 12:00:09 am »
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Very interesting. Though you want semicolons instead of commas.
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Fly-Eagles-Fly

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Re: Weekly Design Contest Thread
« Reply #3270 on: August 21, 2019, 12:01:17 am »
+2

A weird idea off the top of my head. Not sure how well this would work, also really not sure about the theme.
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hypercube

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Re: Weekly Design Contest Thread
« Reply #3271 on: August 21, 2019, 05:47:20 am »
+1

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faust

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Re: Weekly Design Contest Thread
« Reply #3272 on: August 21, 2019, 06:07:45 am »
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Seems interesting but potentially broken. Also not sure about the wording "as many cards as you did" - removing a -1 card token counts as drawing in some contexts, does it here? You could just say "you may draw 3 cards, if you did, each other player draws 3 cards".
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Re: Weekly Design Contest Thread
« Reply #3273 on: August 21, 2019, 06:13:55 am »
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Seems interesting but potentially broken. Also not sure about the wording "as many cards as you did" - removing a -1 card token counts as drawing in some contexts, does it here? You could just say "you may draw 3 cards, if you did, each other player draws 3 cards".

"Interesting but potentially broken" is basically my goal in designing cards ;D. I think costing $3 and not giving +Action or net +Buy should be enough to make loops difficult though.

"As many cards as you did" was intended so that if you draw deck, buy a card, then want to draw it with Alliance you can do that without drawing your opponents 3 cards. Possibly there's a better wording. I always thought of removing the -1 card token as something that happens in response to an instruction to draw, not as draw itself, although I don't think there's anything in the official cards which would make that distinction important.
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faust

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Re: Weekly Design Contest Thread
« Reply #3274 on: August 21, 2019, 07:55:04 am »
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Seems interesting but potentially broken. Also not sure about the wording "as many cards as you did" - removing a -1 card token counts as drawing in some contexts, does it here? You could just say "you may draw 3 cards, if you did, each other player draws 3 cards".

"Interesting but potentially broken" is basically my goal in designing cards ;D. I think costing $3 and not giving +Action or net +Buy should be enough to make loops difficult though.

"As many cards as you did" was intended so that if you draw deck, buy a card, then want to draw it with Alliance you can do that without drawing your opponents 3 cards. Possibly there's a better wording. I always thought of removing the -1 card token as something that happens in response to an instruction to draw, not as draw itself, although I don't think there's anything in the official cards which would make that distinction important.
The craziness could be limited with a"once per turn", but if you want it in, that's of course fine too. If you want to make the drawing clearer, you could say "name a number between 0 and 3. Each player draws that many cards." Maybe the current wording is fine though and I'm just overthinking.
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Since the number of points is within a constant factor of the number of city quarters, in the long run we can get (4 - ε) ↑↑ n points in n turns for any ε > 0.
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