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Author Topic: Weekly Design Contests #1 - #100  (Read 1547794 times)

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segura

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Re: Weekly Design Contest Thread
« Reply #6800 on: August 21, 2020, 06:43:39 pm »
0

I think the problem with Thief and Copperfield isn't powerlevel but swinginess.

Since copperfield is strong, I expect that the card will just be extremely frustrating since you can lose 10 VP if it gets stolen. Not fun.

Rewarding Thief for hitting Coppers is a good idea. Being able to steal the entire payload is a terrible idea. The fix seems obvious: make Copperfield unaffected by Thief. (How to do this, I'm not sure, but there are several ways.)
I like to add that this is not academic: I once had Locusts on my Pasture and it hurt.
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NoMoreFun

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Re: Weekly Design Contest Thread
« Reply #6801 on: August 21, 2020, 06:53:22 pm »
+1

The fix seems obvious: make Copperfield unaffected by Thief. (How to do this, I'm not sure, but there are several ways.)

You could make it an Action card (+1 Action, +$1) or a Night card (+1 Coffers).

And heirlooms don't necessarily need to function as Coppers - Cursed Gold set a precedent for Heirlooms making traditional openings impossible so you have a lot of flexibility.
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Xen3k

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Re: Weekly Design Contest Thread
« Reply #6802 on: August 21, 2020, 06:57:10 pm »
0

Update to Bale - removed the +buy from the discard clause since it doesn't really need it
/Harvest           - was worth way too much VP. Now has a cap of 4 and lightly punishes big money, and also decks which use 1 card like lab, governor, etc.

Edit - Should I raise the VP to discourage trashing the heriloom?

I think 4vp (3vp at the start due to coppers) is pretty rewarding to keep around, especially when it pops out a Coffer every time you discard it. I am unsure if it is intended, but with the current wording you can go into the negative vp value. Not a bad thing, just something of note. I really like this as a heirloom, even if I still dislike Harvest.



Quote
Cursed Mask - $0
Treasure - Heirloom
$1
-
When scoring, this is worth -2%.

When you trash this, gain a Curse and 2 Coppers to your hand.

This will be my (tentative) final version. I am definitely going with a trashable version of Cursed Mask so players can go alternate strategies than Masquerade if they want. I also bumped up the value of the card and altered the junk gain so there is a mild benefit to just trashing it instead of passing it around. I think a 4 point swing by passing it to your opponent will be significant enough, but idk. Still welcome to any kind of feedback.
« Last Edit: August 21, 2020, 07:31:03 pm by Xen3k »
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Fragasnap

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Re: Weekly Design Contest Thread
« Reply #6803 on: August 21, 2020, 08:22:49 pm »
+1

Quote
Temple (Reference)
Types: Action, Gathering
Cost: $4
+1VP. Trash from 1 to 3 differently named cards from your hand. Add 1VP to the Temple Supply pile.
When you gain this, take the VP from the Temple Supply pile.
Heirloom: Offer
Quote
Offering (Heirloom for Temple)
Types: Treasure, Heirloom
Cost: $2
$1. When you play this, you may add 1VP to a Gathering Supply pile or Landmark.
When you trash this, double your VP tokens if you haven't yet this game.
Note: You can use Offering to add VP tokens to Landmarks that have no way to remove them (like Palace or Tomb), it just doesn't do anything.  It's not mandatory to add VP tokens, so the presence of Landmarks doesn't change play.

Temple is very slow, so Offering lets you accelerate VP tokens onto Temple's pile (or keep a Landmark going) as well as double your VP tokens by popping it later in the game (which you can definitely do with Temple).  Other VP token sources make Offering especially explosive.  The wording prevents double-dipping Offering's on-trash with Treasurer or anything else that might let you retrieve Offering from the trash.
You might have your relevant Offering trashed with Bandit or Swindler and just lose the game, but that happens with Goat too ¯\_(ツ)_/¯
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segura

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Re: Weekly Design Contest Thread
« Reply #6804 on: August 22, 2020, 05:37:57 am »
+1

I like the idea but as Temple games can lead to around 20 VPs or so anywa, this might be too centralizing.
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LordBaphomet

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Re: Weekly Design Contest Thread
« Reply #6805 on: August 22, 2020, 07:52:57 am »
+1

What does adding to a landmark mean? The "six per player" ones deal them in twos, so what happens if there is an odd amount of tokens on them. What does it mean to put tokens on a landmark that doesn't give them out like Palace or Keep.
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segura

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Re: Weekly Design Contest Thread
« Reply #6806 on: August 22, 2020, 07:58:48 am »
+1

Isn’t it obvious? You always do as much as you can. If there is 1 VP on a Landmark, you just take 1 instead of 2.
And if you put a VP on a Landmark that does not interact with VPs on it, well, then it does not interact with it.
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LordBaphomet

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Re: Weekly Design Contest Thread
« Reply #6807 on: August 22, 2020, 08:24:55 am »
+1

Isn’t it obvious? You always do as much as you can. If there is 1 VP on a Landmark, you just take 1 instead of 2.
And if you put a VP on a Landmark that does not interact with VPs on it, well, then it does not interact with it.
I just think that adding to landmarks is weird and outside of the rules and shouldn't be touched. It should stick to just adding to gathering piles. You'd also need lots of explanation in the rulebook...
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Fly-Eagles-Fly

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Re: Weekly Design Contest Thread
« Reply #6808 on: August 22, 2020, 09:49:29 am »
0

I did not expect to come here and read a page and a half of that argument. I was just trying to make a Scout type of joke.
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Fly-Eagles-Fly

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Re: Weekly Design Contest Thread
« Reply #6809 on: August 22, 2020, 09:55:38 am »
+2

My first try; an heirloom for Junk Dealer after nobody bought Junk Dealer in a game yesterday because we were afraid of not having things to trash, and it does some other neat tricks like Fortress:

Scrap Metal
$2 Treasure-Heirloom
$1
When you trash this, you may put it into your hand.
« Last Edit: August 22, 2020, 12:16:41 pm by Fly-Eagles-Fly »
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D782802859

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Re: Weekly Design Contest Thread
« Reply #6810 on: August 22, 2020, 09:58:21 am »
+1

My first try; an heirloom for Junk Dealer after nobody bought Junk Dealer in a game yesterday because we were afraid of not having things to trash, and it does some other neat tricks like Fortress:

Scrap Metal
$0 Treasure-Heirloom
$1
When you trash this, you may put it into your hand.

Should probably cost $2 so it's useful with TfB.
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xyz123

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Re: Weekly Design Contest Thread
« Reply #6811 on: August 22, 2020, 10:33:05 am »
+2

An heirloom for Pearl Diver



Question, how do you show a card you have created in the image generator? I will add the image when I have figured it out.

Anyway, the heirloom for Pearl Diver I have created is.

Pearl (Obvious that one)   
Treaure - Heirloom
Cost

+1 Buy
When you would put this on top of your deck, you may instead put it in your hand.
« Last Edit: August 22, 2020, 10:40:41 am by xyz123 »
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segura

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Re: Weekly Design Contest Thread
« Reply #6812 on: August 22, 2020, 10:42:06 am »
+1

Isn’t it obvious? You always do as much as you can. If there is 1 VP on a Landmark, you just take 1 instead of 2.
And if you put a VP on a Landmark that does not interact with VPs on it, well, then it does not interact with it.
I just think that adding to landmarks is weird and outside of the rules and shouldn't be touched. It should stick to just adding to gathering piles. You'd also need lots of explanation in the rulebook...
I disagree, putting a token on a landscape is quite simple and straightforward.
« Last Edit: August 22, 2020, 10:43:09 am by segura »
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Xen3k

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Re: Weekly Design Contest Thread
« Reply #6813 on: August 22, 2020, 11:03:09 am »
0


Question, how do you show a card you have created in the image generator? I will add the image when I have figured it out.


You'll have to download the image and then host it on some site. Are you asking about where to host your custom card image? You can host it on facebook or other social media if you want.

Sorry if that is not what you are asking.
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Fly-Eagles-Fly

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Re: Weekly Design Contest Thread
« Reply #6814 on: August 22, 2020, 12:16:21 pm »
0

My first try; an heirloom for Junk Dealer after nobody bought Junk Dealer in a game yesterday because we were afraid of not having things to trash, and it does some other neat tricks like Fortress:

Scrap Metal
$0 Treasure-Heirloom
$1
When you trash this, you may put it into your hand.

Should probably cost $2 so it's useful with TfB.
I forgot heirlooms could cost more than $0, thanks.
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Marpharos

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Re: Weekly Design Contest Thread
« Reply #6815 on: August 22, 2020, 05:46:53 pm »
+7

I've seen a number of heirlooms for Mine, but I already had this idea so here's another one...



Canary
Heirloom: Mine
$3 Treasure Heirloom
Quote
$1
-
When you trash this, you may replay an Action card you played this turn that's still in play.


Edit: it’s supposed to have the heirloom type, whoops

Edit: I'm sticking with my original submission, it's more fun and simple
« Last Edit: August 27, 2020, 04:48:23 am by Marpharos »
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gambit05

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Re: Weekly Design Contest Thread
« Reply #6816 on: August 23, 2020, 04:00:34 am »
+3

My new submission:
Bronze as Heirloom for Monument.




Quote
Bronze
$0 Treasure – Heirloom

$1
When you play this, you may trash a Copper from your hand, for +1 Villager.

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segura

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Re: Weekly Design Contest Thread
« Reply #6817 on: August 23, 2020, 06:49:08 am »
+2



An Heirloom for Highway. At first I wanted to do kind of the inverse, a Bridge Heirloom for Market, but it felt fairly random as any card with +1 Buy wants it.
Slightly controversial as Highway is often a powerhouse anyway and as the Heirloom makes the opening slower.


EDIT: Added the Duration type. Thanks to spineflu who noted it!
« Last Edit: August 23, 2020, 03:15:41 pm by segura »
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spineflu

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Re: Weekly Design Contest Thread
« Reply #6818 on: August 23, 2020, 08:37:51 am »
+1

should that be a duration type too?
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silverspawn

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Re: Weekly Design Contest Thread
« Reply #6819 on: August 23, 2020, 11:35:33 am »
0

I get the impression that a lot of submissions this time just try to find an elegant way to interact with the card, without questioning whether it will actually make the card more fun.

Specifically thinking about Penny (Highway) and Rack (Tormentor) and Well (Courtyard). Sure, gaining a villager feels elegant, but seems to me like it makes Tormentor significantly less interesting, since it removes the difficulty of getting Imps. Imps are so good that it was worth playing for them even though it's difficult; with the heirloom you get them almost for free. It also makes Tormentor much stronger, and it's plenty strong already.

silverspawn

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Re: Weekly Design Contest Thread
« Reply #6820 on: August 23, 2020, 11:55:32 am »
+3

Submission for Bureaucrat:

alion8me

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Re: Weekly Design Contest Thread
« Reply #6821 on: August 23, 2020, 03:39:04 pm »
+2

I think I found something that I'm quite a bit happier with than Elixir now.



Treatise is an Heirloom to Governor.


edit: Just read the entry above this and wow is this too similar for me to enter it, hopefully I'll have something else before the deadline then.
edit2: Not sure why I was worried about the deadline, for some reason I thought it was today. Anyways...



Quote
Equerry

$1
You may reveal the top two cards of your deck. If either of them costs from $3 to $6, +$1.

Treasure-Heirloom-Knight
$4


Equerry is an Heirloom to the Knights.
« Last Edit: August 23, 2020, 03:53:59 pm by alion8me »
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silverspawn

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Re: Weekly Design Contest Thread
« Reply #6822 on: August 23, 2020, 04:01:40 pm »
0

edit: Just read the entry above this and wow is this too similar for me to enter it, hopefully I'll have something else before the deadline then.

That's a crazy coincidence.

Funny that you designed it for a different card. It actually seems like a clever way to make Governor weaker. The cost is also neat.

segura

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Re: Weekly Design Contest Thread
« Reply #6823 on: August 23, 2020, 05:12:25 pm »
0

It also makes Tormentor much stronger, and it's plenty strong already.
What makes you assume that Tormentor is strong?

The Attack option is extremely weak. For example Witch has a better vanilla bonus and a far better Attack.
As the Imp option is only possible to trigger early in the game or later, if you forsake engine play and Durations (which is kinda pointless if you want Imp!), it hardly compensates for the weak Attack.

Tormentor is weak and Villagers are a pretty natural way to buff it.
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silverspawn

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Re: Weekly Design Contest Thread
« Reply #6824 on: August 23, 2020, 05:19:27 pm »
0

Imps are just so good

Maybe I wouldn't exactly say that it's strong generically. I'd say it's strong to open with because of Imps, pretty strong early, ok overall, and well-designed because getting imps is hard. With the modification, it's very strong at every point and pretty boring.

the powerlevel question seems noncentral though; the point is that it takes away interesting decisions.
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