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Author Topic: Weekly Design Contests #1 - #100  (Read 1546342 times)

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mandioca15

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Re: Weekly Design Contest Thread
« Reply #7450 on: November 07, 2020, 10:33:43 am »
0

Cantref (Victory, $5)

1VP

---
When you gain this, trash a non-Victory card from your hand. +1VP token per $1 it costs.
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LittleFish

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Re: Weekly Design Contest Thread
« Reply #7451 on: November 07, 2020, 11:08:42 am »
0

Feudal Grant (Victory, $)

1VP

---
When you gain this, +3
When you trash this, each opponent receives +1
« Last Edit: November 09, 2020, 02:46:11 pm by LittleFish »
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LibraryAdventurer

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Re: Weekly Design Contest Thread
« Reply #7452 on: November 07, 2020, 11:15:11 am »
+1

Quote
Swamp
$3 - Victory
Worth 1VP
-
When you buy this, reveal your hand. +1 VP for every two Action or Treasure cards revealed.
When you trash this on your turn, lose 1 VP.

spineflu

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Re: Weekly Design Contest Thread
« Reply #7453 on: November 07, 2020, 12:02:16 pm »
+2


Quote
Bog • $5 • Victory
1%
-
When you buy this, +1 Buy and each other player gains a Curse.

Net 2VP, does the Forum thing where it doesn't cost a buy, does the IGG thing (but only on buy, not gain). It's net 2vp bc i didn't feel like getting into "strictly better than duchy" conversations by having it be a net 3vp.
was originally named swamp but i didn't want to get it mixed up with LibraryAdventurer's entry; i suppose the picture is actually a marsh or a fen, but i don't feel like re-doing that.
« Last Edit: November 07, 2020, 12:35:04 pm by spineflu »
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scott_pilgrim

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Re: Weekly Design Contest Thread
« Reply #7454 on: November 07, 2020, 12:30:16 pm »
0

Feudal Grant (Victory, $5)

1VP

---
When you gain this, +1
When you trash this, each opponent receives +1

Why would you ever buy this over Duchy?
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LittleFish

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Re: Weekly Design Contest Thread
« Reply #7455 on: November 07, 2020, 12:33:10 pm »
0

Feudal Grant (Victory, $5)

1VP

---
When you gain this, +1
When you trash this, each opponent receives +1

Why would you ever buy this over Duchy?
I think I'll edit it down to , or would be better?
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scott_pilgrim

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Re: Weekly Design Contest Thread
« Reply #7456 on: November 07, 2020, 12:36:34 pm »
0

Feudal Grant (Victory, $5)

1VP

---
When you gain this, +1
When you trash this, each opponent receives +1

Why would you ever buy this over Duchy?
I think I'll edit it down to , or would be better?

Even at $3 I think it's still worse than Tunnel, because the best case outcome is that it's worth 2 VP. In fact, I'm not sure how it plays any differently from a pure victory card that's just worth 2 VP.

I do think the concept of "victory card that's worth less if you get it out of your deck" could be workable, but the on-gain VP then has to be worth more than the on-trash VP everyone else gets, because otherwise you gain nothing by trashing it.
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LittleFish

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Re: Weekly Design Contest Thread
« Reply #7457 on: November 07, 2020, 12:40:18 pm »
0

Feudal Grant (Victory, $5)

1VP

---
When you gain this, +1
When you trash this, each opponent receives +1

Why would you ever buy this over Duchy?
I think I'll edit it down to , or would be better?

Even at $3 I think it's still worse than Tunnel, because the best case outcome is that it's worth 2 VP. In fact, I'm not sure how it plays any differently from a pure victory card that's just worth 2 VP.

I do think the concept of "victory card that's worth less if you get it out of your deck" could be workable, but the on-gain VP then has to be worth more than the on-trash VP everyone else gets, because otherwise you gain nothing by trashing it.
Fixed it to +2 and costing . Look more plausible?
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scott_pilgrim

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Re: Weekly Design Contest Thread
« Reply #7458 on: November 07, 2020, 02:39:50 pm »
0

Feudal Grant (Victory, $5)

1VP

---
When you gain this, +1
When you trash this, each opponent receives +1

Why would you ever buy this over Duchy?
I think I'll edit it down to , or would be better?

Even at $3 I think it's still worse than Tunnel, because the best case outcome is that it's worth 2 VP. In fact, I'm not sure how it plays any differently from a pure victory card that's just worth 2 VP.

I do think the concept of "victory card that's worth less if you get it out of your deck" could be workable, but the on-gain VP then has to be worth more than the on-trash VP everyone else gets, because otherwise you gain nothing by trashing it.
Fixed it to +2 and costing . Look more plausible?

Now I think it's better than Duchy...thinking about it more, I'm not sure if there actually are good parameters, because it basically has to not be comparable to any existing victory card, which means it would probably have to cost $6, which probably makes it too expensive to ever be worth trashing.
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Carline

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Re: Weekly Design Contest Thread
« Reply #7459 on: November 07, 2020, 03:12:13 pm »
+1



Quote
Distant Island • • Victory

2
_____________________________________________________________

When you gain this, exile it. If you did, you may exile a card from your hand.



An instant Island, which does the Island trick in the moment you gain it.

Edited to change card name. Thinking about exile, "Distant Island" seems to be a better name.
« Last Edit: November 07, 2020, 05:48:52 pm by Carline »
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pubby

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Re: Weekly Design Contest Thread
« Reply #7460 on: November 07, 2020, 03:12:34 pm »
+5


edit: updated
« Last Edit: November 07, 2020, 04:15:41 pm by pubby »
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Fragasnap

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Re: Weekly Design Contest Thread
« Reply #7461 on: November 07, 2020, 03:13:20 pm »
0

Quote
City State
Types: Victory
Cost: $4
Worth 1VP for every 4 +Actions in the text of cards in your deck (round down).
Clarification: City State has 0 +Actions in its text.  Teacher has 1 +Action in its text. Villa has 3 +Actions in its text.
An equal Village split leaves your City States worth 2VP each for your +10 Actions.  Get 2 Merchants and City States bump up to 3VP each.
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Dominion: Avarice 1.1a, my fan expansion with "in-games-using-this" cards and Edicts (updated Oct 18, 2021)

LittleFish

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Re: Weekly Design Contest Thread
« Reply #7462 on: November 07, 2020, 03:19:00 pm »
0

Feudal Grant (Victory, $5)

1VP

---
When you gain this, +1
When you trash this, each opponent receives +1

Why would you ever buy this over Duchy?
I think I'll edit it down to , or would be better?

Even at $3 I think it's still worse than Tunnel, because the best case outcome is that it's worth 2 VP. In fact, I'm not sure how it plays any differently from a pure victory card that's just worth 2 VP.

I do think the concept of "victory card that's worth less if you get it out of your deck" could be workable, but the on-gain VP then has to be worth more than the on-trash VP everyone else gets, because otherwise you gain nothing by trashing it.
Fixed it to +2 and costing . Look more plausible?

Now I think it's better than Duchy...thinking about it more, I'm not sure if there actually are good parameters, because it basically has to not be comparable to any existing victory card, which means it would probably have to cost $6, which probably makes it too expensive to ever be worth trashing.
Isn't it strictly better than Duchy now, because it's worth 3 VP, but then when you trash it you lose 1 from it's total, and you keep two? Trashing it is like using Island on it, where you keep the VP but get it out of your deck. In that way, it's also sort of like exiling it. Those are the closest things I can compare it to
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Carline

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Re: Weekly Design Contest Thread
« Reply #7463 on: November 07, 2020, 04:02:48 pm »
0



Cool card! I like very much the idea.

In a two player game, it seems to be very well balanced between the strategy of buying Native Lands and try to three-pile soon and the opposite strategy of buying Provinces to reduce the value of oponnent's Native Lands. It could lead to a very exciting tension.

In multiplayer, however, when Native Lands starts worthing 12 VP (3 or 4 players), 15 VP (5 players) or 18 VP (6 players), it seems that is always better to mirror Native Lands strategy than go to Provinces.

Edited to change $ to VP.
« Last Edit: November 07, 2020, 04:41:14 pm by Carline »
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D782802859

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Re: Weekly Design Contest Thread
« Reply #7464 on: November 07, 2020, 04:03:54 pm »
+4


An Estate that Changelings on gain.
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pubby

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Re: Weekly Design Contest Thread
« Reply #7465 on: November 07, 2020, 04:18:08 pm »
+1

Cool card! I like very much the idea.

In a two player game, it seems to be very well balanced between the strategy of buying Native Lands and try to three-pile soon and the opposite strategy of buying Provinces to reduce the value of oponnent's Native Lands. It could lead to a very exciting tension.

In multiplayer, however, when Native Lands starts worthing $12 (3 or 4 players), $15 (5 players) or $18 (6 players), it seems that is always better to mirror Native Land strategy than go to Provinces.
Very true point. I've posted an updated version, which should help somewhat.
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Aquila

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Re: Weekly Design Contest Thread
« Reply #7466 on: November 08, 2020, 09:10:49 am »
+2

Quote
Franklin - Victory, $6 cost.
6VP
When you gain this, each other player gets +1VP per Treasure you have in play.
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Something_Smart

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Re: Weekly Design Contest Thread
« Reply #7467 on: November 08, 2020, 03:49:24 pm »
+1

The Regions share a single pile which is like a Split pile but a little bit different. The pile starts with a Barren Region on top and then alternates between the two. So in a 2-player game, there will always be 4 of each Region, and in a 3- or 4-player game, there will always be 6 of each Region.

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Gubump

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Re: Weekly Design Contest Thread
« Reply #7468 on: November 08, 2020, 03:53:41 pm »
+1

The Regions share a single pile which is like a Split pile but a little bit different. The pile starts with a Barren Region on top and then alternates between the two. So in a 2-player game, there will always be 4 of each Region, and in a 3- or 4-player game, there will always be 6 of each Region.



Barren Region is strictly worse than Cemetery and costs more.
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Something_Smart

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Re: Weekly Design Contest Thread
« Reply #7469 on: November 08, 2020, 04:12:08 pm »
+1

Yeah, that was intentional. Given that gaining Barren Region has the alternate effect of uncovering Bountiful Region, I thought it was all right.

I did consider making Barren Region cost $4, which would make the cost of the pile constantly shift which could be weird, but it would also probably fix Barren Region's power level, so maybe that would be better. (It'd still be strictly worse than Cemetery, but the strength of the card isn't just in the card itself but in the timing of revealing Bountiful Region.)
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Xen3k

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Re: Weekly Design Contest Thread
« Reply #7470 on: November 08, 2020, 04:23:51 pm »
0



Quote
Plot of Land - $5
Victory
1%
-
When you gain or trash this, gain a Temp Worker from its pile and +1%.
Quote
Temp Worker
Action
+2 Cards
Trash a card from your hand. Gain a card costing up to $2 more than it.
Return this to its pile.
(This is not in the Supply.)

Plot of Land is a bad Duchy that sets up the ability to Remodel it and keep the VP afterwards. Temp Worker is the real reward of getting a Plot of Land, and I am not sure it is correct, power level wise. I originally had it only draw 1 card, but that felt wonky. It being a one-shot is why I think it is ok for it to also draw 2 cards. The closest this compares to would probably be Farmland, and I thought of making Plot of Land cost $6, but remodeling it directly into a Province was not something I wanted to enable. Overall I think this differentiates itself from Farmlands well enough to warrant the design. Feedback is more than welcome.
« Last Edit: November 10, 2020, 07:34:55 pm by Xen3k »
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grep

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Re: Weekly Design Contest Thread
« Reply #7471 on: November 08, 2020, 05:24:52 pm »
+1

Quote

Senator
D4 - Victory
1VP per set of Estate-Duchy-Province you have
You can only gain advantage of the Senator if you have support in all the tiers of the society. Debt cost makes it more accessible but also easier to misuse
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spheremonk

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Re: Weekly Design Contest Thread
« Reply #7472 on: November 08, 2020, 08:54:05 pm »
0

“You Can’t Have Your Cake And Eat It Too” doesn’t fit on the title line of a Dominion card, so I went with Magical Lands (plus cheesy artwork). The strategic emphasis here is on the friction between having Potions to buy Magical Lands and trashing Potions to increase their value. 

I spent a bunch of time on the ratio of VP to trashed Potions (I started at 1VP for 2 Potions and considered 2VP for 3 Potions – always rounding down), and ended up at a 1 to 1 rate. I realize that at first glance it seems absurd to have a theoretical maximum of 196VP in one Victory pile, but realistically, that’s almost never going to be relevant. Between buying Potions, lining them up, the competition between buying and trashing mentioned above, clogging your deck, and securing a 3-pile ending, you won't get anywhere close. But, you might just get enough VP to lock up a win.

THIS IS NOT THE CURRENT VERSION




I would appreciate any input on the ratio of VP to trashed Potions or help with anything else about the card. 

« Last Edit: November 09, 2020, 09:39:00 pm by spheremonk »
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pubby

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Re: Weekly Design Contest Thread
« Reply #7473 on: November 08, 2020, 10:18:35 pm »
+1

Magical Lands
It seems very weak to me. The 2 potion cost is prohibitively expensive, and I don't see the points scaling fast enough considering cards like Duke and Vineyards exist. But the bigger issue is that it's disadvantageous to be the player trashing potions. Just let your opponent do that and buy Magical Lands without trashing.

I like the idea though. Perhaps you can make it set-aside potions instead of trashing them, or something of that nature. And make it scale faster.



 
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NoMoreFun

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Re: Weekly Design Contest Thread
« Reply #7474 on: November 08, 2020, 10:55:39 pm »
0

Compost
Victory - $5
Worth 1VP
_____
When you gain this, you may set this aside for the rest of the game. If you did, you may Exile an Estate or a Compost when you gain a non-Victory card.
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