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Author Topic: Weekly Design Contests #1 - #100  (Read 1546443 times)

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naitchman

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Re: Weekly Design Contest Thread
« Reply #3600 on: September 24, 2019, 11:54:20 pm »
+1

After doing some playtesting, I've come to the conclusion that pioneer does need a bit of a bump (though I still think the previous version would be $3 not $2). So I've added +$1. BM+pioneer (1st version) got 4 provinces in 17 turns. BM+pioneer (2nd version) got 4 provinces in 13 turns. When compared to navigator, it seems fair. 1 less coin for an extra (sniped) card. In addition you look at less cards but have more control of them (discard some as opposed to all or nothing).
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Gazbag

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Re: Weekly Design Contest Thread
« Reply #3601 on: September 25, 2019, 07:57:56 am »
0



 I got really creative this week and took the +1 Action off Seer.
« Last Edit: September 25, 2019, 02:33:36 pm by Gazbag »
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Gubump

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Re: Weekly Design Contest Thread
« Reply #3602 on: September 25, 2019, 11:57:44 am »
0



 I got really creative this week and took the +1 Action off Seer.

I think this can probably cost .
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naitchman

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Re: Weekly Design Contest Thread
« Reply #3603 on: September 25, 2019, 12:26:30 pm »
0

are we at the 24 hour mark?
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Gazbag

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Re: Weekly Design Contest Thread
« Reply #3604 on: September 25, 2019, 01:31:46 pm »
0



 I got really creative this week and took the +1 Action off Seer.

I think this can probably cost .

I think it possibly could too but I put it at $3 because unlike Seer this can draw copies of itself that it reveals. I think that kind of self synergy makes $3 a reasonable price. I don't think it should affect the judging much anyway, it isn't a huge difference.
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scolapasta

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Re: Weekly Design Contest Thread
« Reply #3605 on: September 25, 2019, 02:04:37 pm »
+1



 I got really creative this week and took the +1 Action off Seer.

I think this can probably cost .

I think it possibly could too but I put it at $3 because unlike Seer this can draw copies of itself that it reveals. I think that kind of self synergy makes $3 a reasonable price. I don't think it should affect the judging much anyway, it isn't a huge difference.

Am I missing something or does this, as worded, not do anything with the named card type?
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Gazbag

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Re: Weekly Design Contest Thread
« Reply #3606 on: September 25, 2019, 02:34:46 pm »
+3



 I got really creative this week and took the +1 Action off Seer.

I think this can probably cost .

I think it possibly could too but I put it at $3 because unlike Seer this can draw copies of itself that it reveals. I think that kind of self synergy makes $3 a reasonable price. I don't think it should affect the judging much anyway, it isn't a huge difference.

Am I missing something or does this, as worded, not do anything with the named card type?

What are you talking about? It never said that! It's definitely not something left over from the previous version that I forgot to delete when I changed it...
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scolapasta

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Re: Weekly Design Contest Thread
« Reply #3607 on: September 25, 2019, 04:24:59 pm »
+4



 I got really creative this week and took the +1 Action off Seer.

I think this can probably cost .

I think it possibly could too but I put it at $3 because unlike Seer this can draw copies of itself that it reveals. I think that kind of self synergy makes $3 a reasonable price. I don't think it should affect the judging much anyway, it isn't a huge difference.

Am I missing something or does this, as worded, not do anything with the named card type?

What are you talking about? It never said that! It's definitely not something left over from the previous version that I forgot to delete when I changed it...

I think I may have to add that to all my future cards  :o:

Quote
Verbose Village - $3

+1 Cards
+2 Action.

Name a card type.
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anordinaryman

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Re: Weekly Design Contest Thread
« Reply #3608 on: September 26, 2019, 01:49:26 pm »
+2

There are 20 of these in the supply:



Quote
Rabbits - Action - $2 There are 20 of these in the supply
+1 Card
If there are no empty Supply piles, you may choose to do any of these in any order: gain a Rabbits to your hand; play a Rabbits from your hand; and/or trash this if it is the first Rabbits you played this turn.

Rabbits is an interesting card. It functions a little like beggar in the sense that it can boost this hand, but future hands will suffer.  Because you can chain them like cultists, you can draw an insane amount, but be careful, it comes with a steep price -- soon too many rabbits is a pest, that clog up your deck.

 It's the ultimate "spike" card. If you want to get an early Kings Court or a Forge, you can keep gaining rabbits until you draw all your coppers. However; you're left with a bunch of Rabbits that become Ruined Libraries as soon as any supply pile is empty. Rabbits have a built in mechanism for emptying their own pile, likely all the early Rabbit plays will be at least "trash the first rabbit, gain another and play it" so you end up with +2 cards, no net cards in your deck, but the Rabbits supply pile is one less. There's a lot of strategy to make sure you don't end up with too many rabbits when the rabbit pile empties.

Making it turn into Ruined libraries when any pile empties also prevents it from being so great in garden decks. Let's say you gain all but 1, well your opponent just buys the last Rabbits. Good luck buying any gardens when a deck full of 19 ruined libraries! If you try to empty another pile first, you won't even be able to multiply your rabbits.

Some decks just want lots of action cards -- Rabbits can feed your sacrifice, your remodel, your scrying pool, etc.

I'm definitely open to feedback on this!

Commodore Chuckles: I am pretty sure this qualifies since the cultist-y chaining is conditional on there being no empty supply piles. If this does not qualify for the contest, I do have an alternate, less unique card that gives a +1 card and is always terminal and never draws more. Let me know if I should submit that instead.
« Last Edit: September 26, 2019, 04:22:02 pm by anordinaryman »
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mail-mi

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Re: Weekly Design Contest Thread
« Reply #3609 on: September 26, 2019, 02:19:39 pm »
0


I'm afraid not. I explicitly stated in the OP that only Action cards are allowed.

Serves me right for not checking the challenge post again before crafting my card.

Here's my next attempt:



Gives you $ and actions, but not in the order you want them.
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Commodore Chuckles

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Re: Weekly Design Contest Thread
« Reply #3610 on: September 26, 2019, 08:29:50 pm »
+1

Quote
Rabbits - Action - $2 There are 20 of these in the supply
+1 Card
If there are no empty Supply piles, you may choose to do any of these in any order: gain a Rabbits to your hand; play a Rabbits from your hand; and/or trash this if it is the first Rabbits you played this turn.
Commodore Chuckles: I am pretty sure this qualifies since the cultist-y chaining is conditional on there being no empty supply piles. If this does not qualify for the contest, I do have an alternate, less unique card that gives a +1 card and is always terminal and never draws more. Let me know if I should submit that instead.

Yes, this is fine.
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naitchman

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Re: Weekly Design Contest Thread
« Reply #3611 on: September 26, 2019, 09:02:09 pm »
0

When is the judging supposed to be?
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Commodore Chuckles

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Re: Weekly Design Contest Thread
« Reply #3612 on: September 26, 2019, 10:01:05 pm »
+2

Judging is in 24 hours.
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ShadowHawk

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Re: Weekly Design Contest Thread
« Reply #3613 on: September 27, 2019, 12:24:33 am »
0



Common Property
Action
Cost: $3

+1 Card
All other players set aside one card from their hand simultaneously. You may play any of these cards during the rest of your turn. If you do, the player who owns the card gets +2 Cards.
At the end of your turn, all cards that were set aside by Common Property are returned to their player's hands.

I'll let the Commodore determine if allowing the player to play the actions available violates his conditions. Goal of the card is to allow a player to play higher powered cards of other players. Meanwhile the other players have to decide if it's worth allowing another player to use a good card they have in hand to draw an additional 2 cards, or if they want to skip the draw bonus by playing a garbage card in their hand. This card gets even more interesting the more players there are, as it increases the number of actions or treasures the original card holder can play.
« Last Edit: September 27, 2019, 10:59:56 am by ShadowHawk »
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ShadowHawk

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Re: Weekly Design Contest Thread
« Reply #3614 on: September 27, 2019, 11:06:17 am »
0

Should I increase the +cards reward to the other players to "+Cards equal to the number of players"? The card is so wordy as it is.
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spineflu

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Re: Weekly Design Contest Thread
« Reply #3615 on: September 27, 2019, 11:47:30 am »
0

Should I increase the +cards reward to the other players to "+Cards equal to the number of players"? The card is so wordy as it is.

i don't think that's really the problem with the card as much as the card being incredibly better in a 6-player game than it is in a 2-player game - am i reading this right in that you get a free play of each set-aside card, which doesn't cost an action? because that turns villages into labs/cities for the person playing them; might be kind of Busted.

You could even it out by having it just target the player to the left (or right, if you want weird things to happen with Masquerade + Possession?)
« Last Edit: September 27, 2019, 11:55:29 am by spineflu »
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popsofctown

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Re: Weekly Design Contest Thread
« Reply #3616 on: September 27, 2019, 04:48:03 pm »
+1

The more natural reading is that you still need to spend an action to spend an action card that was set aside, since the time period for it is "for the rest of your turn".  That's how MtG does it at least.

If your playgroup doesn't mind a little bit of politics, you could fix the scaling-with-more-players issue by only allowing up to 1 of the set aside cards to be played.  Then there is a fun minigame of trying to offer up something nice enough that it will be played.  You likely would need more vanilla bonuses on this version of the card and it might end up a fun fan card that doesn't meet the rules of this challenge.

You could fix the scaling with other players the way Tribute does (r.i.p. Tribute I love you) and just have this work on the player to your left (wow I think of Tribute as being a Dominion card more than Possession, I guess, just because Possession is so hated).  In that case you would probably want to increase how many cards they show you, so that it's more likely you cut past and estate to actually look at something interesting to play.  That kills some of the exciting socialism theme of the card, though.
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ShadowHawk

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Re: Weekly Design Contest Thread
« Reply #3617 on: September 28, 2019, 12:24:06 am »
+1

Thank you two for the input. The theme is based not on socialism but rather what happens in monastic orders that are canons regular. Their vow of poverty according to their rule of life causes some types of possessions of the members being converted to communal property. It's a way of learning to detach from created goods. My own experience, in a different type but similar religious order, was the sharing of my board games with my brothers during my time of discernment. This is referred to as possession in common, which sounds cooler than Common Property but also sounds like some kind of demonic possession if unfamiliar with religious orders and religious life.

I want to try and keep the communal effect in place, while balancing this a bit. I could limit the use of the cards presented to a fixed amount, say 3. This would mean in a 4 player game, all cards presented could be used, and 5 or 6 players starts leaving cards out..increasing the tension and maybe filling in some of that silence between turns.

As to the interpretation, spineflu got my gist right. I want to allow the one playing the card to use the action/night/treasure cards without having to grant extra +actions, +$, etc. The rule for Durations and Reserves would only allow the part that goes into immediate effect to take place and then the later effect would be canceled out since the card returns to their respective player hands. First card I think of that allows a player to play a card without extra actions is Throne Room, so I could just take away "during the rest of your turn."

As for the reward of just +2 cards, I take it back. If another player set's aside their own Common Property, the cards would chain, and another round of bonuses could occur.

I've upped the price to $4. Since this could in theory act like a Throne Room or a King's Court, but gives advantage to your opponents. Might need to be a $5 though.

Here is version 1.1
« Last Edit: September 28, 2019, 12:26:42 am by ShadowHawk »
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Commodore Chuckles

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Re: Weekly Design Contest Thread
« Reply #3618 on: September 28, 2019, 12:32:43 am »
+1

Hey, guys, sorry about the delay in judging. I'm sure I'll have it finished in at least 12 hours.
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segura

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Re: Weekly Design Contest Thread
« Reply #3619 on: September 28, 2019, 07:47:59 am »
+1


I don't think that this is any good in Kingdoms without handsize attacks (but it is easy to defend against this in Kingdoms with handsize attacks).

The other players can set aside unplayable stuff (green and purple) to make the card a petty Ruined Library or weak stuff like Coppers and Silvers which is far weaker than the DoubleLab they get. But even if they set aside good stuff, they arguably get something better or similar out of it as the active player:

For example, suppose it is a 2P game and the other dude sets aside a cantrip. For them it is a net effect of +2 Cards whereas for you it is just +1 Card.
Suppose it is a 3P game and the other dudes set aside cantrips, then for you it is +2 Cards +1 Action.

So I think that you have to nerf the +2 Cards for the other players. Two Laboratories is simply too good.
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Commodore Chuckles

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Re: Weekly Design Contest Thread
« Reply #3620 on: September 28, 2019, 12:18:41 pm »
+4

Challenge #45: Unruin the Library
Make a card that gives a vanilla terminal +1 Card

Thank you all for taking on this unusual challenge. I appreciate all of the effort you put forth to make such a bizarre concept work.

Safe by Doom_Shark http://forum.dominionstrategy.com/index.php?topic=18987.msg811111#msg811111
A while back someone suggested adding +1 Card to Secret Chamber as a way of making it not completely terrible. It’s a decent idea overall: if you draw a dead Action card, you can just discard it for $. This is like that but with Coffers, which is a good choice for a benefit. The big problem with Secret Chamber was that it turned out to be generally not worth bothering with for the little amount of $ it gave you. Coffers, though, seem just useful enough to be worth it. However, I do think the one-for-the-price-of-two ratio nerfs this enough to kick it back down to $2. Overall, a solid if not terribly original idea.

Abbey by King Leon http://forum.dominionstrategy.com/index.php?topic=18987.msg811112#msg811112
I definitely like the idea of trasher with +1 Card. A trasher is something you want at the beginning, which is also when you’re least likely to draw a dead Action card. The card itself is absolutely going to be a powerhouse in the beginning. You get the same trashing as Steward, plus additional cycling, and you’re almost guaranteed to have $3 left over, which can at least get a Silver. Unfortunately, I feel for that reason that the card will play kind of boringly. It will be used to trash and that’s it. The Reaction seems like an odd add-on. It’s a nice way to clear your hand of the card when you’re done trashing, but connecting it to Attacks doesn’t make much sense to me, though it will explicitly help against junkers.

Copier by NoMoreFun http://forum.dominionstrategy.com/index.php?topic=18987.msg811113#msg811113
This is in the top 5.
This is definitely different. At the same time, the +1 Card fits everything else pretty well. It does seem like a needed buff to what would probably be a weak card otherwise. It doesn’t increase your handsize overall, but it does give you one more card to choose from. If you draw a dead Action card, you can just copy it instead of playing it. And then the copy goes on top of your deck, so you’re not really missing anything. And then you can draw it with another Copier! Definitely a well-made card.

Reservoir by popsofctown http://forum.dominionstrategy.com/index.php?topic=18987.msg811129#msg811129
This is in the top 5.
Saving cards for later is a decent way around the problems with +1 Card. At first glance, this looks like just a more convoluted version of Gear. However, the ability to set aside any number of cards is a real game-changer. It maybe compares more to Tactician with its ability to set up a powerful next turn at the expensive of this turn. It’s also like Church, but you have the powerful ability of choosing which cards get set aside. The +$1 and +Buy feel sort of tacked-on, but other than that it looks fun.

Escort by Kudasai http://forum.dominionstrategy.com/index.php?topic=18987.msg811130#msg811130
One of those frustrating cards that depends on you having a discard pile in order to do anything. This feels particularly swingy because it’s terminal, but could have a strong effect depending on what’s in there. It also feels like it’s not worth the price. Maybe I’m missing something here, but it’s hard for me to think of a situation in which I would actually want this. If you’re drawing your deck, it’s useless. If you’re not drawing your deck, it’s probably full of junk, so your targets won’t be very good.

Respite by Aquila http://forum.dominionstrategy.com/index.php?topic=18987.msg811136#msg811136
This is similar to Reservoir, but you have to set aside your whole hand. You also get a nice +$3 to spend this turn. Gaining a $5 card is really the main strength, but this ability feels tacked-on with respect to what the rest of the card is doing. I think I’d prefer playing with Reservoir because of the neat flexibility it gives you, but I do like that this card gives you a solid $ bonus up-front (maybe if Reservoir gave +$2 instead?)

Madrigal by spineflu http://forum.dominionstrategy.com/index.php?topic=18987.msg811165#msg811165
I’ve seen at least one other fan card with the same top part as this. But hey, it’s a cool idea: a Peddler that’s trickier to play. I’d try a different bottom part, though. This one feels lackluster, honestly.

Sledgehammer by grep http://forum.dominionstrategy.com/index.php?topic=18987.msg811187#msg811187
This certainly looks fun to play with! Though it’s unfortunate that you won’t get to use the chain reaction effect much. This card will outlive its usefulness fast, but the explosiveness might be worth it. I do like that you found a way to make the +1 Card more useful by being able to double it. If you draw a dead Action card you can Sledgehammer it to Throne a same-costed Action card, which is neat but doesn’t seem like it would usually be worth it.

Reform by Fragasnap http://forum.dominionstrategy.com/index.php?topic=18987.msg811200#msg811200
So it’s sort of a double Mine/Rebuild thing. It can’t gain to hand like Mine, but upgrading 2 Coppers at once is enough to still make it better. In the end, though, I’d prefer to trash my Coppers than turn them into Silvers. The Rebuild option is even worse, useless unless there’s tfb around. Upgrading an Action card doesn’t seem worth it either unless there are Looters. Overall, I don’t find this terribly exciting and the +1 Card doesn’t feel needed.

Shanty Library by majiponi http://forum.dominionstrategy.com/index.php?topic=18987.msg811203#msg811203
So the first one you play is generally either a Village, a Laboratory or a Smithy. On its own such a card should be at least $6, but of course the other ones you draw will be worth $0. This makes it difficult to estimate the price, and even more difficult to actually play with. This is also completely broken not only with Page but also with Peasant and Lost Arts. Overall, I suspect this won’t work as a card. Though for what it’s worth, I found the name amusing.

Ancestral Crypt by LibraryAdventurer http://forum.dominionstrategy.com/index.php?topic=18987.msg811206#msg811206
This is the same a King Leon’s Abbey, but it’s more expensive, it doesn’t have the Reaction, and it gives Coffers for trashing expensive stuff. Unlike Abbey, this will remain useful after all your junk is trashed, which makes the strategy more interesting. However, a Coffer per $2 in cost doesn’t give you much overall if you’re trashing expensive stuff for Provinces. Mostly this will be used for the powerful trashing effect like Abbey.

Manuscript by mandioca15 http://forum.dominionstrategy.com/index.php?topic=18987.msg811216#msg811216
So, this can potentially turn the +1 Card into a Lab, which is certainly useful. However, the big problem with this is that you don’t know for sure whether or not it will be terminal when you play it. You can get around this through having a bunch of spare +Actions, but that won’t always be possible. Relying on this for draw seems a frustrating prospect indeed as your engine could sputter at any time.

Pioneer by naitchman http://forum.dominionstrategy.com/index.php?topic=18987.msg811377#msg811377
This is in the top 5.
Another neat way around the +1 Card problem, letting you pick which card you’re going to draw and also giving more deck inspection tricks. It has the potential to be strong in the opening as it will be at least a Silver altogether and also lets you control your cycling pretty well. I do very much like this idea, but I'm not sure it's that much of a useful card overall. The best comparison I can think of is with Navigator: It gives +$, it's terminal and it inspects your deck. The flexibility does make this better though.

Masked Witch by grrgrrgrr http://forum.dominionstrategy.com/index.php?topic=18987.msg811419#msg811419
So it’s a Curser, which is something you usually want even if the rest of the card sucks. So hey, that’s a way to make a Ruined Library desirable. But then, of course, it can take one of 5 forms. It’s very good with Ruined Library and Ruined Village, because those make it a regular Witch and a Familiar, respectively. Hey, a situation where Ruined Village is good! With Survivors it’s also pretty good, since you can then discard the Curses you’re getting. With Ruined Mine it’s not so good, and with Ruined Market it’s usually pretty bad. I feel for this reason it’s going to be fairly swingy, especially with the Familiar option. Familiar is already pretty swingy, but with this there’s extra luck needed to chain a few Cursers together. One lucky Ruined Village can easily make it gg. I do like the new currency you came up with, though :P.

Scrap Village by pubby http://forum.dominionstrategy.com/index.php?topic=18987.msg811449#msg811449
At first glance it looks neat. The first one you play you get to trash something, then if you can play another you’ll get the +2 Actions. And as I said before, +1 Card isn’t so bad if it comes with trashing. Towards the end you might be forced to trash something good, but the trashing with this is slow enough that you might be able to avoid that if play it right. Looks fun to play with overall. I do think $2 is too cheap, though. Other than that I like it.

Gremlin by Fly-Eagles-Fly http://forum.dominionstrategy.com/index.php?topic=18987.msg811452#msg811452
This is in the top 5.
Like the card above it, this gives you different benefits depending on how many cards are in your hand. The first play is just a Smithy, then it becomes a Curser if you can play more. I really like how the +1 Card seems needed here: You need it to keep the handsize benefit you got from an earlier play, but it has to be terminal to keep the power level in check. I guess my main beef with this is that it plays pretty similar to Witch in the end: you increase your handsize and give everyone else Curses.

Augur by Gazbag http://forum.dominionstrategy.com/index.php?topic=18987.msg811519#msg811519
And Gazbag wins this week’s laziness award! No seriously, this actually plays very differently than Seer despite the small change. The terminality means you need a different strategy, and as it was pointed out, this can draw copies of itself. It’s unlikely to turn over 3 cards you can’t draw, but even if it does it’s nice that it at least draws something. I actually like this a lot on first glance, despite the stolen concept.

Rabbits by anordinaryman http://forum.dominionstrategy.com/index.php?topic=18987.msg811610#msg811610
This is in the top 5.
Wow, bonus points for trying something really crazy! The comparison to Beggar is very apt; it’s also a $2 card that can give you a massive benefit this turn in exchange for ruining your deck. Very creative way to make a Ruined Library valuable, and it looks very fun when it’s useful. My main concern is how you can empty the pile on a single play. It’s not something you usually want to do, but I can imagine all sorts of edge-case abuse. Imagine, for instance, gaining the whole pile, then buying Triumph and Donate. I would definitely put some sort of limit on the amount you can gain in a turn.

Travel Stop by mail-mi http://forum.dominionstrategy.com/index.php?topic=18987.msg811613#msg811613
So, you need other Villages in order for this to be a Village itself, as well as a fair amount of non-Action cards. But if you run out of Actions when you play this, at least you can get $ for each dead Action card in your hand. A decent idea overall.

Common Property by ShadowHawk http://forum.dominionstrategy.com/index.php?topic=18987.msg811721#msg811721
This is another card with the problem that you don’t know whether or not it will be terminal when you play it. Even if you have spare +Actions, that will often discourage you from playing it. I understand the big bonus of +2 Cards for your opponent is to encourage them to give you good stuff to play. But +1 Card is such a bad effect for you that I’d still be tempted to give you junk anyway. I imagine this will play very differently 2-player games than in games with more players. In 2-player you can guarantee your opponent’s Common Properties will suck by just giving them junk every time, but in multiplayer you don’t know if your opponents will give them something good to get the +2 Cards, and you might want to get in on that. I suspect this is unbalanced as a result, but I don’t know for sure.

---------------------------

Well, this was a tough choice and you guys gave me a lot of cool cards to look through. In the end, though, in terms creativity and making a terminal +1 Card work, I have to give First Place to:

Copier by NoMoreFun

with Rabbits by anordinaryman as the runner-up.
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NoMoreFun

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Re: Weekly Design Contest Thread
« Reply #3621 on: September 28, 2019, 06:35:38 pm »
+1

Thank you Commodore Chuckles

Challenge #46: But it wasn't even your turn!


Design a card (shaped thing) that can do one of the following things on another players turn:
  • Increase your VP (either with VP chips, an alt-VP formula, or other means) and/or decrease the VP of other players
  • Give you a say in when the game ends (eg it can gain a card, prevent gains, return a card to the supply, etc.)

The idea behind this challenge is cards that change the endgame so that players need to think about more than their own deck's capacity to gain a VP lead and end the game, because other players have cards that will change the VP balance, or it might not be up to them whether the game is going to end on a given turn. Cards which add a level of complexity to the endgame, while still being fun and fair, will have the best chance of winning.
« Last Edit: September 29, 2019, 01:44:22 am by NoMoreFun »
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Doom_Shark

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Re: Weekly Design Contest Thread
« Reply #3622 on: September 28, 2019, 07:04:18 pm »
0



Quote
Banker
Night-Reaction $5
You may trash a treasure you have in play to gain a treasure costing up to $3 more than it to your deck.

When another player gains a victory card, you may discard this to gain an Estate and a treasure costing up to $6.
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hhelibebcnofnena

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Re: Weekly Design Contest Thread
« Reply #3623 on: September 28, 2019, 09:08:20 pm »
0

Dueling Witch
Action-Attack-Reaction

+1 Buy
Each other player gains a Curse.
----------------------------------------------------
When any player gains a card (including you), you may reveal this from your hand to return a copy of that card to the supply from your hand or the top of your discard pile, then discard this.


The reaction by itself isn't great, but the guaranteed presence of a Witch gives you a reason to pick it up for the reaction, because this is its own defense. It's probably a lot more swingy than Witch (whoever wins the split has more attack power and less defense power), but I'm not sure how to fix that, and hopefully its lower cost should help.

Version 1: fixed the fact that you had to discard the Dueling Witch first, which was an oversight.
Version 2: fixed the non-specificity of the location from which this was revealed.
Version 3: Added +2 Cards and the Attack type, and raised the cost by .
Version 4: Changed +2 Cards bonus to +1 Buy
« Last Edit: October 01, 2019, 08:14:21 pm by hhelibebcnofnena »
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naitchman

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Re: Weekly Design Contest Thread
« Reply #3624 on: September 28, 2019, 09:17:12 pm »
+1

Dueling Witch
Action-Reaction

Each other player gains a Curse.
----------------------------------------------------
When any player gains a card (including you), you may discard this from your hand to return a copy of that card to the supply from your hand or the top of your discard pile.


The reaction by itself isn't great, but the presence of this card gives you a reason to pick it up for the reaction, because this is its own defense.

You probably want to have the discard come after returning the card (maybe set aside in between), otherwise the curse won't be on top of the discard pile anymore.
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