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Author Topic: Weekly Design Contests #1 - #100  (Read 1546539 times)

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Carline

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Re: Weekly Design Contest Thread
« Reply #5825 on: May 28, 2020, 07:36:28 pm »
0

Thanks for the win, somekindoftony. THere were a lot of good ideas this week.
Challenge # 75: Spice of Life
Design a card that uses one of the Menagerie exclusive mechanic, those being Ways, Exile, and Horses, as well as another set exclusive mechanic, those being ones that have only appeared in their original sets.
Edit: Alternate costs, as in Animal Fair, a Snowy Village type "ignore" effect, the Black Cat ability that only works on other player's turns and "now or at the start of your next turn" duration cards would be fine too.

Black Cat ability weren't antecipated by Caravan Guard?
I'm not referring to the self-playing, I'm referring to the clause "If it isn't your turn".

Oh yes, thank you!
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Carline

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Re: Weekly Design Contest Thread
« Reply #5826 on: May 28, 2020, 08:07:55 pm »
0

Thanks for the win, somekindoftony. THere were a lot of good ideas this week.
Challenge # 75: Spice of Life
Design a card that uses one of the Menagerie exclusive mechanic, those being Ways, Exile, and Horses, as well as another set exclusive mechanic, those being ones that have only appeared in their original sets.
Edit: Alternate costs, as in Animal Fair, a Snowy Village type "ignore" effect, the Black Cat ability that only works on other player's turns and "now or at the start of your next turn" duration cards would be fine too.

Trying to map the exclusive mechanics of each set:

Intrigue
- Pass card to other player (Masquerade)
- A card which cares about different types of a card (Courtier)

Seaside
- Embargo a pile (Embargo)
- A mat which you can choose you put a card on or take of it (Native Village)
- A mat in which you put cards for the rest of the game without way of returning (Island)
- A card which cares about cards gained by other player (Smugglers)
- A card which needs two copies of itself to produce effects (Treasure Map)
- A card which cares about the type of bought cards (Treasury)

Alchemy
- A new currency (Potion)
- A card which cares about if some specific card is in play (Alchemist)
- A card that lets you take decisions for other player (Possession)

Prosperity
- New basic supply cards (Platinum and Colony)
- Other player can restrict your buys (Contraband)
- Card that put a condition to be bought (Grand Market)

Cornucopia
- A cards that cares about different named cards you have in hand (Menagerie)
- Prizes
- Card which adds an extra supply pile (Young Witch)
- A card which cares about unused actions (Diadem)

Dark Ages
- Shelters
- Ruins
- Spoils
- Card with an effect that needs you don’t buy in turn (Hermit)
- A card which trashes from discard pile (Hermit)
- A card which chains with itself (Cultist)
 - Cards that care about a specific type of card being trashed (Knights)

Guilds
- Overpay
- A card which changes initial amount of payload of each player (Baker)

Adventures
- Reserve cards
- Adventures tokens
- Traveller cards
- Cards that can be in play for the rest of the game
- A card which play treasures in action phase (Storyteller - exclusive of this set, since promos don't count)

Empires
- Debt cost
- Landmarks
- Gathering
- Split piles (exclusive in terms of sets, since there's a promo card)
- A pile with different proportion between amount of cards according to number of players (Castles)
- A card which introduces a contend between two players (Chariot Race)
- A card which introduces a between turns phase (Donate)
- Tax a pile (Tax)

Nocturne
- Night Phase
- Boons
- Hexes
- States
- Heirlooms
- Spirits
- Cards that are gained to hand
- A card which plays actions from trash (Necromancer)
- A card which cares about how many of them are in play (Idol)
- A card which cares about being the unique in play (Tormentor)
- A pair of cards that each one can be exchanged by each other (Vampire/Bat)

Renaissance
- Villagers
- Projects
- Artifacts
- Set aside gained cards (Cargo Ship, Innovation)
- Cards that enables actions to be played in “playing treasures” sub-phase of buy phase (Scepter, Capitalism)
- A card-shaped thing that stockpiles a resource (Sinister Plot)

Menagerie
- Ways
- Exile
- Horses
- Ignore further effects (snowy Village)
- Alternate Cost (Animal Fair)
- Duration cards with choice between now or next turn
- A card which cares about if it’s your turn or not when played (Black Cat)

I think there are two others exclusive mechanic in Menagerie, D782802859 please tell me if they are valid to this contest:

- Card shaped-things that enables actions to be played in “buy things” sub-phase of buy phase (Gamble, Toil, March)
- A card which cares about cards trashed by other player (Goatherd)

About promo cards I think its special mechanics (like Black Market) don’t count for this contest since they aren’t in a set, is it right?

On the other hand, I think a mechanic in a set can’t be called exclusive if it is in a promo card, is it right? (example: in terms of expansions, split piles are exclusive of Empires, but it is also in the promo Sauna/Avanto).

I’m not sure if this list is complete, if all things listed are exactly mechanics and if all of them are really exclusive of a set. Please help me, pointing any mistake.

Edited to fix some mistakes pointed by Something_Smart (thank you!)
« Last Edit: May 29, 2020, 01:59:03 pm by Carline »
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D782802859

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Re: Weekly Design Contest Thread
« Reply #5827 on: May 28, 2020, 08:27:45 pm »
0

Thanks for the win, somekindoftony. THere were a lot of good ideas this week.
Challenge # 75: Spice of Life
Design a card that uses one of the Menagerie exclusive mechanic, those being Ways, Exile, and Horses, as well as another set exclusive mechanic, those being ones that have only appeared in their original sets.
Edit: Alternate costs, as in Animal Fair, a Snowy Village type "ignore" effect, the Black Cat ability that only works on other player's turns and "now or at the start of your next turn" duration cards would be fine too.

Trying to map the exclusive mechanics of each set:

Intrigue
- Pass card to other player (Masquerade)
- A card which cares about different types of a card (Courtier)

Seaside
- Embargo a pile (Embargo)
- A mat which you can choose you put a card on or take of it (Native Village)
- A mat in which you put cards for the rest of the game without way of returning (Island)
- A card which cares about cards gained by other player (Smugglers)
- A card which needs two copies of itself to produce effects (Treasure Map)
- A card which cares about the type of bought cards (Treasury)

Alchemy
- A new currency (Potion)
- A card which cares about if some specific card is in play (Alchemist)
- A card that lets you play with other player deck (Possession)

Prosperity
- New basic supply cards (Platinum and Colony)
- Other player can restrict your buys (Contraband)
- Card that put a condition to be bought (Grand Market)

Cornucopia
- Cards that cares about different named cards you have in play, hand or deck
- Prizes
- Card which adds an extra supply pile (Young Witch)
- A card which cares about unused actions (Diadem)

Dark Ages
- Shelters
- Ruins
- Card with an effect that needs you don’t buy in turn (Hermit)
- A card which trashes from discard pile (Hermit)
- An action card with more copies in supply (Rats)
- A treasure which returns to pile when played (Spoils)
- A card which chains with itself (Cultist)
 - Cards that care about a specific type of card being trashed (Knights)

Guilds
- Overpay
- A card which changes initial amount of payload of each player (Baker)

Adventures
- Reserve cards
- Adventures tokens
- Traveller cards
- Cards that can be in play for the rest of the game

Empires
- Debt cost
- Landmarks
- Gathering
- A pile with different proportion between amount of cards according to number of players (Castles)
- A card which introduces a contend between two players (Chariot Race)
- A card which introduces a between turns phase (Donate)
- Tax a pile (Tax)

Nocturne
- Night Phase
- Boons
- Hexes
- States
- Heirlooms
- Spirits
- Cards that are gained to hand
- A card which plays actions from trash (Necromancer)
- A card which cares about how many of them are in play (Idol)
- A card which cares about being the unique in play (Tormentor)
- A pair of cards that each one can be exchanged by each other (Vampire/Bat)

Renaissance
- Villagers
- Projects
- Artifacts
- Set aside gained cards (Cargo Ship, Innovation)
- Cards that enables actions to be played in “playing treasures” sub-phase of buy phase (Scepter, Capitalism)
- A card-shaped thing that stockpiles a resource (Sinister Plot)

Menagerie
- Ways
- Exile
- Horses
- Ignore further effects (snowy Village)
- Alternate Cost (Animal Fair)
- Duration cards with choice between now or next turn
- A card which cares about if it’s your turn or not when played (Black Cat)

I think there are two others exclusive mechanic in Menagerie, D782802859 please tell me if they are valid to this contest:

- Card shaped-things that enables actions to be played in “buy things” sub-phase of buy phase (Gamble, Toil, March)
- A card which cares about cards trashed by other player (Goatherd)

About promo cards I think its special mechanics (like Black Market) don’t count for this contest since they aren’t in a set, is it right?

On the other hand, I think a mechanic in a set can’t be called exclusive if it is in a promo card, is it right? (example: in terms of expansions, split piles are exclusive of Empires, but it is also in the promo Sauna/Avanto).

I’m not sure if this list is complete, if all things listed are exactly mechanics and if all of them are really exclusive of a set. Please help me, pointing any mistake.

Goatherd falls into the broader category of "cares abut what other players did on their turn" which isn't set exclusive, and Gamble, Toil, and March fall into the same category as Capitalism and Scepter. I am not going to count Promo as a set, since the fact that there is a split pile would restrict design space and none of the other cards really have mechanics that would work other than as a one-off.
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Carline

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Re: Weekly Design Contest Thread
« Reply #5828 on: May 28, 2020, 08:47:02 pm »
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Goatherd falls into the broader category of "cares abut what other players did on their turn" which isn't set exclusive, and Gamble, Toil, and March fall into the same category as Capitalism and Scepter. I am not going to count Promo as a set, since the fact that there is a split pile would restrict design space and none of the other cards really have mechanics that would work other than as a one-off.

Thinking in terms of broader categories, which mechanic is exclusive to Horse?
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Something_Smart

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Re: Weekly Design Contest Thread
« Reply #5829 on: May 28, 2020, 10:06:03 pm »
+1

Nitpick mode engaged. Sorry in advance.
- A card that lets you play with other player deck (Possession)
Technically Possession only lets you control another player's decisions; it is unique in that regard, however.
Quote
- Cards that cares about different named cards you have in play, hand or deck
Magic Lamp for in play and Museum for in deck, I'll give you in hand though.
Quote
- An action card with more copies in supply (Rats)
There's also Port.
Quote
- A treasure which returns to pile when played (Spoils)
This doesn't really seem different from an action that does this (Experiment); they don't seem fundamentally different to me.
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spineflu

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Re: Weekly Design Contest Thread
« Reply #5830 on: May 28, 2020, 10:16:08 pm »
0

EDIT: updated entry downthread

Quote
Aonbarr • $4P • Action
Choose one or both:
+3 Cards; or +2 Actions.
If you chose both, return this to its pile.

Choose one: Gain a Horse; or
Exile a card from your hand.
-
Instead of paying this card's cost, you may pay PP

Alchemy + Menagerie. Named after a thing i found on the wikipedia list of mythical horses..
Does a little of everything in exchange for being either annoying to buy ($4P) or bad for your deck to buy (2 potions).

Thinking about changing the order of the choices so that exiling happens before you draw.
May still be too good for this price point. Maybe a potion + 8 debt (or two potions)?
« Last Edit: May 31, 2020, 01:17:07 pm by spineflu »
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Carline

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Re: Weekly Design Contest Thread
« Reply #5831 on: May 28, 2020, 10:26:51 pm »
0

Quote
- A treasure which returns to pile when played (Spoils)
This doesn't really seem different from an action that does this (Experiment); they don't seem fundamentally different to me.

Thank you! This comment leads to what I asked above: Which exclusive mechanic Horse has?

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Carline

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Re: Weekly Design Contest Thread
« Reply #5832 on: May 28, 2020, 10:32:24 pm »
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Nitpick mode engaged. Sorry in advance.
- A card that lets you play with other player deck (Possession)
Technically Possession only lets you control another player's decisions; it is unique in that regard, however.
Quote
- Cards that cares about different named cards you have in play, hand or deck
Magic Lamp for in play and Museum for in deck, I'll give you in hand though.
Quote
- An action card with more copies in supply (Rats)
There's also Port.
Quote
- A treasure which returns to pile when played (Spoils)
This doesn't really seem different from an action that does this (Experiment); they don't seem fundamentally different to me.

I don't mind about nitpick mode. I like when my mistakes are fixed.
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segura

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Re: Weekly Design Contest Thread
« Reply #5833 on: May 29, 2020, 01:21:14 am »
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Animal Fair is most definitely about playing with costs. Whether it is about a secondary cost or reducing the variable seems trivial. But like Ways the card is also about doing other stuff with Actions. Menagerie basically has the best defenses against Looters.

http://forum.dominionstrategy.com/index.php?topic=20260.0

Donald X. in the topic above:

"Animal Fair: The premise was the alternate cost"

I think "alternate cost" there is what you are calling "secondary cost" here. So it's not a trivial difference, it's in the essence of the card.
Not in the general context, here Animal Fair is a card that plays around with costs and can very well be put into one category with Fisherman and Destrier. That’s what Menagerie does, stuff with costs.
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faust

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Re: Weekly Design Contest Thread
« Reply #5834 on: May 29, 2020, 04:09:01 am »
+1

This may be crazy:
Quote
Way of the Hedgehog
Choose one: put this on your Tavern mat and +1 Action; or play a non-Reserve Action on your Tavern mat (which can't follow a Way), and if you did return this to your hand.

Your Actions can hibernate in the Tavern until their optimal time, and you only need to have an Action in hand to call them off (only not 'call' them). They're literally put in reserve, so the Tavern mat is the one to use for this effect over Exile, cleanly avoiding all the Exile interactions. Reserve combos, I think it's just Distant Lands and Teacher, and I'll let those slip by.

+1 Action on the move to the mat, or no +1 Action? That is my current question. It's not clever too often to terminally put an Action in reserve, but trashers you're done with, Ruins, terminal draw at a bad time... Adventures tokens working twice too, on the reserving and the call off (the Way use limitation is there to stop infinite Hedgehog-ing for infinite token boosts).
Overall the cases for keeping it there are strong enough, and these mentioned combos are safe in the light of some mousey and chameleonic combos we already have.
This Way could for the most part use the Exile mat (or the Island mat even) and be hardly different, so it's a bit of a stretch to say that it uses an exclusive mechanic.

Also it's probably too strong, in that it's not usually an interesting decision whether to play things in the Way of the Hedgehog, you just do when you're playing an engine. The only times it's interesting are the same times Way of the Turtle is interestng, when saving up for a future turn.
« Last Edit: May 29, 2020, 04:15:53 am by faust »
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X-tra

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Re: Weekly Design Contest Thread
« Reply #5835 on: May 29, 2020, 09:14:42 am »
+5

This is a fun pair of cards. I just don’t like how you gain Spoilage tokens out of thin air just because you have none though. It has to happen for the card to be useful but thematically… well thematically it’s no worse than a whole bunch of dominion cards I guess… but it grates on me.
I feel like a great idea is here and needs further refinement.  Perhaps a better plan would be have the Meat cost 4 minus the number of spoilage tokens you have (and you start with none) and then playing a meat gains you one and playing a salt removes one.
The core of the idea – of a treasure that ebbs and flows in value - is really cool. It reminds me a little of all those Gathering cards which are fun to play with.


Thematically, you can think of taking 4 Spoilage tokens as your food suppliers restocking a new batch of fresh meat since your old stockpile spoiled too much and became totally rotten and inedible.

The idea was to have all Meat cards be worth the same amount of on a given turn. This has the immediate benefit of being easier to track how much you have in play. Since people have a tendency of playing all of their Treasure cards at once during their Buy phase, having Meat and Salt respectively add and remove Spoilage tokens as per your suggestion would surely lead to some weird tracking of what Meat is worth how much. Moreover, strategically, a huge part of the idea being this split pile was to make usage of Salt whenever the right time presents itself. IE, trying to keep your Meats at their highest values.

Thank you for your comments!



THIS ENTRY IS OBSOLETE (UP TO DATE VERSION ON PAGE 236)

Here’s what I have for this week:



Super easy stuff to understand. A new set of Boon/Hex. At first, I just made the Boon, but I decided to add the Hex to make sure the number of Boons and Hexes remained the same. Obviously, the two-set fusion here is Menagerie (Horses) and Nocturne (Boons/Hexes). Rivalry might be a very tame Hex, but I like the idea of it being the first Hex directly helping your opponents instead of immediately hindering you. A new approach to Hexes if ya want.

Yes. With these, it means that having Boons/Hexes out add an out-of-Supply Horse pile. But then again, Boons add Will-O'-Wisps and Hexes add Deluded/Envy.  :P
« Last Edit: June 03, 2020, 05:56:27 pm by X-tra »
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spineflu

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Re: Weekly Design Contest Thread
« Reply #5836 on: May 29, 2020, 09:41:05 am »
0

Here’s what I have for this week:



Super easy stuff to understand. A new set of Boon/Hex. At first, I just made the Boon, but I decided to add the Hex to make sure the number of Boons and Hexes remained the same. Obviously, the two-set fusion here is Menagerie (Horses) and Nocturne (Boons/Hexes). Rivalry might be a very tame Hex, but I like the idea of it being the first Hex directly helping your opponents instead of immediately hindering you. A new approach to Hexes if ya want.

Yes. With these, it means that having Boons/Hexes out add an out-of-Supply Horse pile. But then again, Boons add Will-O'-Wisps and Hexes add Deluded/Envy.  :P

The Meadow's Gift is too strong. Bear in mind, the Sea's Gift and the River's Gift are only +1 Card, while their respective Ways (Otter, Squirrel) are +2.
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mandioca15

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Re: Weekly Design Contest Thread
« Reply #5837 on: May 29, 2020, 09:46:14 am »
+1

I've decided to change my entry. I like Landmarks, so let's have one that cares about Horses:

Racetrack (Landmark)

When scoring, +1VP per Horse in your deck.
---
Setup: Add an extra Kingdom card pile to the Supply. That pile must be capable of gaining Horses.


Now when you draw a Horse, you have a dilemma: do I play it to keep my turn going, or keep it for VP at the end of the game? It's a tricky balancing act.

I thought of having some kind of cost restriction on the extra Horse-generating pile, but there aren't that many of them anyway.
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Re: Weekly Design Contest Thread
« Reply #5838 on: May 29, 2020, 09:53:10 am »
0

Here’s what I have for this week:



Super easy stuff to understand. A new set of Boon/Hex. At first, I just made the Boon, but I decided to add the Hex to make sure the number of Boons and Hexes remained the same. Obviously, the two-set fusion here is Menagerie (Horses) and Nocturne (Boons/Hexes). Rivalry might be a very tame Hex, but I like the idea of it being the first Hex directly helping your opponents instead of immediately hindering you. A new approach to Hexes if ya want.

Yes. With these, it means that having Boons/Hexes out add an out-of-Supply Horse pile. But then again, Boons add Will-O'-Wisps and Hexes add Deluded/Envy.  :P

The Meadow's Gift is too strong. Bear in mind, the Sea's Gift and the River's Gift are only +1 Card, while their respective Ways (Otter, Squirrel) are +2.

I disagree that it’s too strong. Sleigh from Menagerie teaches us that gaining 2 Horses + a lil’ something else (a Reaction in this case) costs . This Boon does less than that. Therefore, The Meadow’s Gift would be a -. That seems like the right cost evaluation for a Boon.

Keep in mind that you do not immediately get something when you receive that Boon. The +Cards Boons you speak of give you an immediate benefit the very same turn you receive them. There lies the difference. If you would compare The Meadow’s gift, I would do it to the Swamp’s Gift instead, which also gives you a card not ready to use. Granted it only gives you just the one Will-O’-Wisp, but at least it stays in your deck forever. The 2 Horses will return to their pile after use. And then you’re going to have to go through the whole Boon deck until you can receive The Meadow’s gift once again.
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D782802859

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Re: Weekly Design Contest Thread
« Reply #5839 on: May 29, 2020, 09:55:20 am »
0

Quote
- A treasure which returns to pile when played (Spoils)
This doesn't really seem different from an action that does this (Experiment); they don't seem fundamentally different to me.

Thank you! This comment leads to what I asked above: Which exclusive mechanic Horse has?


It's an exclusive pile gained only by cards from Menagerie. The pile and the ability to gain it are exclusive.
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spineflu

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Re: Weekly Design Contest Thread
« Reply #5840 on: May 29, 2020, 10:18:42 am »
0

Here’s what I have for this week:



Super easy stuff to understand. A new set of Boon/Hex. At first, I just made the Boon, but I decided to add the Hex to make sure the number of Boons and Hexes remained the same. Obviously, the two-set fusion here is Menagerie (Horses) and Nocturne (Boons/Hexes). Rivalry might be a very tame Hex, but I like the idea of it being the first Hex directly helping your opponents instead of immediately hindering you. A new approach to Hexes if ya want.

Yes. With these, it means that having Boons/Hexes out add an out-of-Supply Horse pile. But then again, Boons add Will-O'-Wisps and Hexes add Deluded/Envy.  :P

The Meadow's Gift is too strong. Bear in mind, the Sea's Gift and the River's Gift are only +1 Card, while their respective Ways (Otter, Squirrel) are +2.

I disagree that it’s too strong. Sleigh from Menagerie teaches us that gaining 2 Horses + a lil’ something else (a Reaction in this case) costs . This Boon does less than that. Therefore, The Meadow’s Gift would be a -. That seems like the right cost evaluation for a Boon.

Keep in mind that you do not immediately get something when you receive that Boon. The +Cards Boons you speak of give you an immediate benefit the very same turn you receive them. There lies the difference. If you would compare The Meadow’s gift, I would do it to the Swamp’s Gift instead, which also gives you a card not ready to use. Granted it only gives you just the one Will-O’-Wisp, but at least it stays in your deck forever. The 2 Horses will return to their pile after use. And then you’re going to have to go through the whole Boon deck until you can receive The Meadow’s gift once again.

Right, but it's infrequent enough that it's probably only going to be hit by one player, once in a game. That sort of asymmetry is going to be unbalancing - you want Boons weaker so there's not a "here's a free, game wrecking advantage in our RNG"; it's why there's no Way of the Sheep boon

Like, this is probably in a weird venn diagram area of "this boon is fine for Druid" and "this boon is OP with Pixie"
« Last Edit: May 29, 2020, 10:44:00 am by spineflu »
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pubby

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Re: Weekly Design Contest Thread
« Reply #5841 on: May 29, 2020, 10:55:49 am »
0

+2 horses is better than +1 card, but the difference in power between the two is less than say, The Moon's Gift vs The Swamp's Gift or Delusion vs Famine.

In other words, Boons/Hexes are already unbalanced random garbage.
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Re: Weekly Design Contest Thread
« Reply #5842 on: May 29, 2020, 11:11:20 am »
+1

Actually, the initial idea for The Meadow's Gift was for it to be: "+. Gain a Horse". I thought it was too weak, but maybe it's worth re-exploring that idea.
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Re: Weekly Design Contest Thread
« Reply #5843 on: May 29, 2020, 11:34:16 am »
+2

I'm pretty sure a Boon that just gained a Horse would already be a little better overall than Sea or River. Sea is awkward because most of the Fates are terminal actions or Idol so it often draws a dead action and the flexibility and tricks you can do with Horses gives it a higher ceiling than River. At least they seems similar enough that adding anything on top of a Horse seems out of line with the others.
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scolapasta

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Re: Weekly Design Contest Thread
« Reply #5844 on: May 29, 2020, 12:03:12 pm »
0

I am not going to count Promo as a set, since the fact that there is a split pile would restrict design space and none of the other cards really have mechanics that would work other than as a one-off.

So we can ignore Promos relating to exclusivity, e.g. a split pile would work? More specifically, I'm considering cards that let you play Treasures on your Action phase. I think (but I well could be forgetting something*) that Storyteller is the only non promo (Black Market) one.

* even if there's another, Storyteller is the only one that allows that converts coins into something else, no?
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D782802859

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Re: Weekly Design Contest Thread
« Reply #5845 on: May 29, 2020, 12:04:56 pm »
0

I am not going to count Promo as a set, since the fact that there is a split pile would restrict design space and none of the other cards really have mechanics that would work other than as a one-off.

So we can ignore Promos relating to exclusivity, e.g. a split pile would work? More specifically, I'm considering cards that let you play Treasures on your Action phase. I think (but I well could be forgetting something*) that Storyteller is the only non promo (Black Market) one.

* even if there's another, Storyteller is the only one that allows that converts coins into something else, no?
A split pile or treasure playing would count.
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Carline

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Re: Weekly Design Contest Thread
« Reply #5846 on: May 29, 2020, 02:51:17 pm »
0

This may be crazy:
Quote
Way of the Hedgehog
Choose one: put this on your Tavern mat and +1 Action; or play a non-Reserve Action on your Tavern mat (which can't follow a Way), and if you did return this to your hand.

Your Actions can hibernate in the Tavern until their optimal time, and you only need to have an Action in hand to call them off (only not 'call' them). They're literally put in reserve, so the Tavern mat is the one to use for this effect over Exile, cleanly avoiding all the Exile interactions. Reserve combos, I think it's just Distant Lands and Teacher, and I'll let those slip by.

+1 Action on the move to the mat, or no +1 Action? That is my current question. It's not clever too often to terminally put an Action in reserve, but trashers you're done with, Ruins, terminal draw at a bad time... Adventures tokens working twice too, on the reserving and the call off (the Way use limitation is there to stop infinite Hedgehog-ing for infinite token boosts).
Overall the cases for keeping it there are strong enough, and these mentioned combos are safe in the light of some mousey and chameleonic combos we already have.

Hey Aquila, my english is not so good, so please help me to understand: when you say "which can't follow a way", do you mean "the card can't be played as a way" or "the card can't be played right after a card played as a way"?
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segura

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Re: Weekly Design Contest Thread
« Reply #5847 on: May 29, 2020, 02:54:10 pm »
+1

I'm pretty sure a Boon that just gained a Horse would already be a little better overall than Sea or River. Sea is awkward because most of the Fates are terminal actions or Idol so it often draws a dead action and the flexibility and tricks you can do with Horses gives it a higher ceiling than River. At least they seems similar enough that adding anything on top of a Horse seems out of line with the others.
This. The net effects of Boons are often precisely on a $5 level power. But in the case of drawing cards, there is a huge difference between terminality and non–terminality.
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segura

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Re: Weekly Design Contest Thread
« Reply #5848 on: May 29, 2020, 03:04:29 pm »
+1


Quote
Aonbarr • $4P • Action
Choose one or both:
+3 Cards; or +2 Actions.
If you chose both, return this to its pile.

Choose one: Gain a Horse; or
Exile a card from your hand.
-
Instead of paying this card's cost, you may pay PP

Alchemy + Menagerie. Named after a thing i found on the wikipedia list of mythical horses..
Does a little of everything in exchange for being either annoying to buy ($4P) or bad for your deck to buy (2 potions).

Thinking about changing the order of the choices so that exiling happens before you draw.
May still be too good for this price point. Maybe a potion + 8 debt (or two potions)?
I like the card and guess it is balanced. But I do not see the appeal of the double Potion costs as decks which want 2 Potions are extremely rare (occurs only with Alchemist or Vineyard).
Also, 8DP is arguably cheaper than $4P as there is no risk of not hitting the critical price point (which is one of the 3 downsides of Potion cards, the other being an extra dead card and the opportunity cost of spending a gain/Buy on Potion).
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spineflu

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Re: Weekly Design Contest Thread
« Reply #5849 on: May 29, 2020, 03:51:53 pm »
0


Quote
Aonbarr • $4P • Action
Choose one or both:
+3 Cards; or +2 Actions.
If you chose both, return this to its pile.

Choose one: Gain a Horse; or
Exile a card from your hand.
-
Instead of paying this card's cost, you may pay PP

Alchemy + Menagerie. Named after a thing i found on the wikipedia list of mythical horses..
Does a little of everything in exchange for being either annoying to buy ($4P) or bad for your deck to buy (2 potions).

Thinking about changing the order of the choices so that exiling happens before you draw.
May still be too good for this price point. Maybe a potion + 8 debt (or two potions)?
I like the card and guess it is balanced. But I do not see the appeal of the double Potion costs as decks which want 2 Potions are extremely rare (occurs only with Alchemist or Vineyard).
Also, 8DP is arguably cheaper than $4P as there is no risk of not hitting the critical price point (which is one of the 3 downsides of Potion cards, the other being an extra dead card and the opportunity cost of spending a gain/Buy on Potion).

I mean the double potion cost is because you can hit that on 2 cards, as opposed to $4P which requires usually three; i'm gonna play with it a little, see if I can't figure out how to make that more of a forefront idea.

got any thoughts on changing the order for the choices? I feel like it'd weaken the Exile option and strengthen the Horse option (since you could now draw into the horse if you trigger a shuffle for a net +4 cards) but idk if that's a change i want to make or not.
« Last Edit: May 29, 2020, 03:59:16 pm by spineflu »
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