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Author Topic: Weekly Design Contest #102: Unspent  (Read 21408 times)

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emtzalex

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Re: Weekly Design Contest #102: Unspent
« Reply #100 on: January 26, 2021, 11:16:34 am »
+1

Since there are only a total of four Events that cost $0 and don't give back +1 Buy*, I don't see this as a big problem...

*and only three $0 Events that can be bought more than once per turn
Any Event can be bought any number of times. There are Events that only do something the first time you buy them, but they can still be bought afterwards, for no effect. Thus, all six $0 cost Events would enable you to spend all buys.

Interestingly, per the "Official FAQ" as described in the Wiki, you are only allowed to buy Alms and Borrow once per turn, but Desperation does not seem to have that restriction, or at least it does not say so.

Yes, I specifically checked Alms' entry in the Wiki before making my above statement, to see what the "Once per turn:" restriction on Events means exactly. I assume they all should work the same way, though it's strange that Desperation's FAQ doesn't say so. (I suppose the difference doesn't matter with any official cards...)

Edit: Here's a convoluted example where it matters whether you can play Save (a $1 "Once per turn" event) more than once for no effect:
You play Save once and then buy Villa to return to the Action phase to play Storyteller. You don't want to draw one too many cards with Storyteller (in order to not trigger a reshuffle),  so you'd prefer to be able to spend another $1 on a useless Save before buying Villa. But Save's FAQ explicitly forbids this, just like the FAQ for Alms and Borrow do.
I just kind of assumed that you could buy them for no effect, it seems a bit weird to me that you can't as it feels like that should be a separate below-the-line instruction then (the text on Events is always on-buy after all, so usually it wouldn't be checked before you buy it)-

Similarly to the above, Inheritance clarifies that you can only buy it once per game whereas Seize the Day does not.

In general, i would argue that it's better if a fan card does not bring up such hard-to-research questions.

It seems to me that all Adventures Events with "Once per turn" have this FAQ, and none of the later such Events do, for whatever reason...
I think it's more intuitive to casual players that you can't buy them again for no effect, but YMMV.

Given that Desperation and Seize_the_Day were released five years after Adventures (and less than a year ago), perhaps Mr. Vaccarino presumed players would understand that the same once-per-turn rules apply, or just has not gotten around to writing full FAQs in a year full of other distractions.
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D782802859

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Re: Weekly Design Contest #102: Unspent
« Reply #101 on: January 26, 2021, 12:13:28 pm »
+4

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Xen3k

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Re: Weekly Design Contest #102: Unspent
« Reply #102 on: January 26, 2021, 12:42:16 pm »
0



I really like this concept, but depending on the Kingdom I can see it becoming pretty easy to get the Expand effect. I think this would take some playtesting to determine if it is priced correctly as even a Night form of Remodel is really solid at $5.
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segura

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Re: Weekly Design Contest #102: Unspent
« Reply #103 on: January 26, 2021, 12:58:38 pm »
0

Indeed. The card would be fine at $5 as a Night Remodel but the Expand option makes it far too good. Cards like Altar and Expand that can trash a card and gain a $5 have prohibitive prices for very good reasons.
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emtzalex

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Re: Weekly Design Contest #102: Unspent
« Reply #104 on: January 26, 2021, 01:37:55 pm »
+2



When you say "any unused Actions" do you mean to include cases where the player has 1 unused Action? I think that would be the plain reading of the card's text. This makes it way more powerful, as it would be triggered where the player (1) played no Action card or (2) played only cantrips. If that is all that is required to turn Coppers into Silvers and Silvers into Golds or (more powerfully) turn Estates into Duchies and Duchies into Provinces, I feel like that becomes the only viable strategy.

I also think a Remodel variant is more highly improved by being a Night than some other actions, as cards you have in your hand at the end of the turn are, by the very fact that they are still there, dead cards. Think about Exorcist, which gives you nothing for $0 cards, a mostly place-holding cantrip for Estates and other $2, and requires trashing something costing $5 to get a really powerful card. By contrast, it would not be hard for this to consistently turn Curses into Silvers or Villages, or Estates into powerful $5 Actions or Treasures. And while the cost jump from Exorcist's $4 to $5 is big, its not that big.

One solution might be to have the card gained cost up to $1 more per unused Action, to a max of $3. That gives it a small amount of utility with no spare Actions, notably more with the easily attainable 1 spare Action, but require combining it with villages to get the more potent benefit.
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Timinou

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Re: Weekly Design Contest #102: Unspent
« Reply #105 on: January 26, 2021, 02:57:19 pm »
0

With Pawnbroker, you can also potentially trash cards that you gain during your Buy phase (for example if you have Sleigh in hand or if you buy cards like Den of Sin which are gained to hand). 
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Fragasnap

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Re: Weekly Design Contest #102: Unspent
« Reply #106 on: January 26, 2021, 10:03:05 pm »
+4

Judgment is coming very soon.
Please ensure your entry is at the top of the thread.
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alion8me

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Re: Weekly Design Contest #102: Unspent
« Reply #107 on: January 26, 2021, 11:45:42 pm »
0

Judgment is coming very soon.
Please ensure your entry is at the top of the thread.

Just noticed my card image wasn't updated to match the newest version of the text, this should be fixed now.
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Timinou

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Re: Weekly Design Contest #102: Unspent
« Reply #108 on: January 27, 2021, 12:55:32 am »
0

Judgment is coming very soon.
Please ensure your entry is at the top of the thread.

I've updated Secluded Village in the OP based on feedback from Littlefish and GendoIkari.
« Last Edit: January 27, 2021, 10:02:28 am by Timinou »
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Chappy7

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Re: Weekly Design Contest #102: Unspent
« Reply #109 on: January 27, 2021, 12:02:45 pm »
+1



Does this qualify? It's pretty simple, it can be a plain +3 actions, a village, a lab, or a Smithy.  It will never be super strong, but it is super flexible.

Edit: I changed it from being able to spend 3 actions to 4.  Now it feels like it actually cares about the previous actions you have.  Previously it might as well have said "choose one: +3 actions, +2 actions +1 card, +2 cards +1 action, or +3 cards"

If it's not too late, I made a last minute edit to my submission, reflected in my original post now.
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Fragasnap

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Re: Weekly Design Contest #102: Unspent
« Reply #110 on: January 27, 2021, 02:17:55 pm »
+8

ENTRY
COMMENT


Quote
Buying Power
Types: Event
Cost: $0
If you do not already have it, take the State called Bull Market or Bear Market; whether or not you took it, flip it over.
Quote
Bear Market
Types: State
Setup: In games using Buying Power, place one copy of this on the table with this side up.
Quote
Bull Market
Types: State
When you flip this over to this side, +$1.
+Buys are a strange resource as players can rarely use 3 Buys and 4 rarer still.  An effect like this is largely a buff to Market Squares and their ilk as producing large number of Buys is somewhat uncommon.  Grand Market and Worker's Village hardly need the boost, but Market Square and Market will be happy to see it.
The biggest issue I have is its implementation.  Because it uses a shared State and the first buy of Buying Power nets that +$1 where the second buy (regardless of who buys it) will flip back to Bear Market for no effect.  This is a large first player advantage.  Further than that, in many games the first player to produce an extra Buy will take Buying Power even if the coin isn't needed simply because it disables the other player(s) flipping to Bull Market.

I'd much prefer it lean into its Artifact-like nature and be reworded to something like "If you don't have Bull Market, take it. Otherwise, return it." And Bull Market be an Artifact that reads "When you take this, +$1." Then in low-Buy games, +Buys can still turn into +$1, but each player gets that opportunity back only when someone takes Bull Market from them or they set aside time to rid themselves of it.


Con Artist
Types: Action, Attack
Cost: $3
+$2. You may spend a buy. If you do, each other player reveals the top two cards of their deck, trashes a revealed Treasure other than Copper, and discards the rest. If a treasure was trashed by this, +$1.
Con Artist is a Bandit payload if you can feed it a Buy.  The Bandit Attack is a somewhat frustrating trashing effect because of how regularly it misses, so you can really only afford to spend a +Buy if you have more than you can possibly use anyway and you can't proc the ability with expectation of getting that +$1.  Without really easy sources of +Buy, you probably will just skip Con Artist.

I'd really prefer the card have more consistency, especially for spending a +Buy which is often an expensive cost.


Crooked Quarter
Types: Action
Cost: $6
+2 Cards, +2 Actions, +$2. If your hand size is even, discard a card. If your remaining Actions are even, -1 Action. If your $ is even, -$1.
Crooked Quarter is in its ideal a Lost City + double Peddler, but will typically be most used as a Fugitive + double Peddler.  As a $6-cost card, the amount of processing time this card demands might be okay.  At the same time, I think on the games in which the Grand Market pile is emptied (which will be much more common as Grand Market games are guaranteed to have +Buy), and how much more annoying those games would be to play if I had to think about each Grand Market I played.

Any one of these three conditions would be fine, but all three of them is overwhelming.


Dilemma
Types: Action
Cost: $5
If you have more than one Action, you may spend all Actions for +4 Cards and +1 Action. If you didn't, +4 Actions.
Dilemma is a big draw that eats all but 1 of your Actions, and a minimum of 2 Actions to be used.  In order to be sure it always has use, you can always produce +4 Actions with it.  2 Dilemmas produce a hand of 7 cards just like 2 Laboratories would.  Smartly, rather than giving a mere +3 Actions to activate itself, Dilemma gives +4 Actions to allow the player to play an extra card in the middle.  With other sources of +Action, you can theoretically increase your hand a lot.

I don't think the card presents much of a dilemma, but it is a compelling Laboratory/Lost City sort of thing.


Freight Ship
Types: Action
Cost: $6
+3 Actions. You may spend up to 4 actions to draw that many cards.
Paying $6 to get a Village is pretty bad compared to Border Village.  Using Nobles as a more similar rubric, $6-cost splitters are usually pretty bad at splitting. If the game has some ludicrous form of +Actions otherwise, you can also play this as a Hunting Grounds, but then you're spending +1 Action on a timely Moat, which is a pretty small benefit.  This looks mostly to me like a super expensive Smithy that you can play as a Laboratory if you draw it at the wrong time. 

It looks perfectly balanced but not very interesting.


Goods
Types: Treasure
Cost: $4
$1, +1 Buy. If at the end of your Buy phase you have no Buys left, +2 Coffers.
In games using this, all Events cost $1 more and when you buy an Event, +1 Buy.
Uncertainties regarding buying events aside, Goods is immensely similar to a non-terminal Merchant Guild, where its condition makes it less explosive in multiple.  (1 Goods buying 2 cards nets +2 Coffers, which is the same as Merchant Guild; 2 Goods buying 3 cards nets +4 Coffers, which is 2 less than Merchant Guild.)  The in-games-using-this effect has become a major annoyance trying to address certain combos: While those combos should probably be addressed, the way it serves as a bandage to the card makes it distracting.

I quite like triggering on using all buys.  If it had a more unique the function I might be more forgiving of its clumsy in-games-using-this effect.


Illicit Workshop
Types: Night
Cost: $4
If you have no $ and no cards in hand, gain a card costing up to $5. Otherwise, trash a card from your hand.
Illicit Workshop is a super-Workshop or an awful trasher depending on whether or not you are able to empty your hand and spend all your coins.  This is neat because it encourages you to spend all of your coins in a way you might not normally.  Further, it doesn't need to worry about emptying the Supply because you can only use one in a turn.

It is unique as a bad trasher that turns into a good card in a fashion more meaningful than a card like Trade Route.  I am worried that the whims of a money spike or poorly timed Estate will give the card a lot of frustration on second shuffles.


Merchant Quarter
Types: Action
Cost: $5
+3 Cards, +1 Buy. At the start of Clean-up, you may pay $2 for +2 Coffers.
+3 Cards and +1 Buy is a powerful effect evidenced by Margrave's overbearing strength and the comparative reigning in of Tragic Hero and Barge.  Merchant Quarter gives a double Pageant instead, which seems better than Barge (you get the draw and Buy first and decide to lose resources later), but not unreasonably so, as paying $2 is similar to discarding 2 cards.  Funny Wine Merchant combo.

This seems pretty alright.  I'd like something more unique.
By the bye, if you're trying to touch up Sanitarium's wording, consider "at the start of your Buy phase, if you have no unused Actions, you may..."


Pawnbroker
Types: Night
Cost: $5
Trash a card from your hand. If you have any Actions remaining (Actions, not Action cards), gain a card costing up to $3 more. Otherwise, gain a card costing up to $2 more.
Unless I'm misreading this, Pawnbroker is just wildly better Expand.  If you have an +Action, it is Expand (and, because it does not consume your Action for so doing, any other Pawnbrokers in your hand are also Expands), if you don't have an +Action, it is a Night Remodel.  Doing anything other than turning everything into Pawnbrokers and then Provinces is surely a losing move.

Non-terminal Remodels are pretty strong, so with a smaller bonus for having an Action, this could be good fun.


Promote
Types: Event
Cost: $3+
You may overpay for this, to trash a card you would discard from play this turn. Then gain a card costing the amount you overpaid more than it.
Promote is Enhance from play.  The ability to both play a card and trash it makes it a fair bit better than Enhance, which explains the cost hike.  You can also throw more coins into it to get more value from it.  Promoting Coppers requires $5 to get to a $2-cost card and $6 for a $3-cost which is a fairly poor comparison to Trade.  Promoting Silvers has to spending $5 to lose a Silver and get the $5-cost you could've bought anyway.

Outside of another nice way to trash Actions that have aged out or tossing $4 to turn a $4-cost into a Duchy in the end-game, Promote doesn't seem to have a lot of use cases to keep it sufficiently differentiated from similar Events.


Shipping Village
Types: Action
Cost: $3
+1 Card, +3 Buys. Ignore any further +Buys you get this turn.
While this is in play, you may spend 1 Buy for +1 Action.
Only your first 2 Buys are of high value, so being able to generate a few and then start trading them for much more valuable +Actions sounds interesting on the face of it, but in practice it seems like one will struggle to use Shipping Village as a lone source of +Action.  Much like Snowy Village, it generates a lot of "+Actions" in itself, but then disables all others, causing other Shipping Villages to be Ruined Libraries.

In thinking about it, it bears more than superficial similarities to Snowy Village, and I find it hard to get excited for that reason.


Sisterhood
Types: Action
Cost: $3
+3 Actions. At the start of your Buy phase, you may convert each of your unused Actions into +1 Buy.
Sisterhood is a variation of the splitter with a Buy, where it gives anywhere from +3 Actions to +3 Buys (or more) on the player's choice.  Shades of Squire, which can also give +Actions or the same number of +Buys.  Donald X. has gone on record before that cards that produce a large number of +Buys are trouble for the typically precipitous drop in value of your fourth Buy in a turn, making such cards either expensive when you don't need the +Buys or silly when you can use them.  This generally avoids that problem by being able to act as a major splitter in opposite parts to the +Buys it otherwise provides.

I personally won't like it because of how small its benefit is for the frustration that +3 Actions beget on a stop-card.  I've played with a fair number of such cards and I always end up unhappy for having far too many +Actions when they clump and then far too many terminals because of a shuffle.


Souk
Types: Action
Cost: $4
+1 Card, +1 Action, +1 Buy. You may spend 3 Buys to gain a Gold.
Souk is a Market Square at $4 where its extra ability is to trade 3 Buys for a Gold, as opposed to Worker's Village which just gives +2 Actions.  Compared to Worker's Village, it is a small benefit, but it will be bought often enough as a smooth source of +Buy.  Proccing its extra ability requires that you generate at least 1 Buy prior to playing the Souk (often playing 2 Souks will be the easiest way to do that), but unless you're getting a fourth +Buy, you're trading your ~5 card hand for that Gold, which is a middling trade.  Buying 3 Souks in an attempt to regularly trigger its ability and then actually buy something sounds frustrating.  A Souk flood is sure to be weak (5 $4-cost cantrips in a turn to gain 2 Golds),

It seems fine.  It think it would end up feeling frustrating when betting on whether or not one can generate an Buy to do something with the Golds that earlier turns generated.


Spiv
Types: Action
Cost: $4
Gain a card other than Spiv costing up to $4. You may use a Buy. If you do, play it.
A Workshop with a benefit that permits spending a +Buy to immediately gain an play the gained card (A +Buy for a Lost City, effectively).  With a good source of +Buy, this is sure to be a top tier Workshop.  It definitely powers up any available cantrip to the nth degree moreso than most Workshops, which makes me worry about piles in games with the likes of Worker's Village or Market Square.  With a less consistent source of Buys, it will be a niche effect that could result in frustrating 0 Buy turns.  Its ability to play Night cards mid-turn is probably not worth the confusion of being able to "play" Victory cards.

Deceptively simple with room for a fair number of tricks and traps.


Spree
Types: Event
Cost: $0
Set aside a Copper. If you do, +1 Buy next turn. (and discard the set aside Copper at the end of your next turn)
Spree is permits you to transfer a Buy which you couldn't make use of a Buy into another turn.  In that way, it reminds me of Tactician, but without having its more exciting combos.

I think I'd like it better if it played the Copper to help along the deferred Buy, or even provided extra Buys proper with +2 Buys.


Spyglass
Types: Treasure, Duration
Cost: $5
$2. If you have no Actions left, at the start of your next turn, +1 Card, +1 Action.
Spyglass is a Silver that gives you a Lost City next turn so long as you are actually consuming those +Actions.  A smart design, as the effect naturally encourages building around terminal Actions, and if you ever miss you're left with a bunch of Treasures you can play anyway.

Looks like fun.


Taxidermy
Types: Project
Cost: $3
Once per turn: You may spend an Action for +1 Card.
A Faithful Hound you have every turn if you want it.  Its timing is inspecific, so I assume I can do it at any point during the turn.  You can use a leftover Action to get a 6-card hand at Clean-Up or you can use Caravan Guard on another player's turn to draw an extra card.

It is so esoteric, it sounds like a mistake, but as I think about it, I kind of like the effect.


Tomb Robbers
Types: Action
Cost: $4
+1 Card, +1 Action. Choose one: +1 Coffers per 4 Coffers token you have; or at the end of your Buy phase, you may pay $1 for +1 Coffers.
When you buy this, you may overpay for it. For each $1 you overpaid, +1 Coffers.
Tomb Robbers is a cantrip that can be powered up into a super-Baker or else is a Pageant.  It has an immediately dangerous overpay for Coffers.  Donald X. has gone on record that getting lots of Coffers is dangerous, and overpay-for-Coffers is itself really strong.  Each Tomb Robbers helps you get to that dangerous threshold where all your Tomb Robbers become Coffers generators that buff each other up.

I am immediately leery of such a scaling effect, especially in buffing itself so much.  I would like to see how much trouble this is as a near mono-strategy (as it obviously needs +Buys to be able to use the Coffers it generates).  For now, I am too scared of the card to okay it.


Tough Customer
Types: Night, Attack
Cost: $4
You may spend a Buy to have each other player gain a Curse. You may spend an Action for +1 Villager. You may spend $1 for +1 Coffer.
Tough Customer lets you buy a Curse for other players, trade an Action for a Villager ala Patron, and Pageant.  An Event that gives out Curses would be bad news, and this edges close to that, but it consumes a card and is timely, so I wouldn't worry too much about that.  The loss of a Buy will often mean doing little else, which possibly encourages trading your unused resources for Coffers and Villagers.

It is a nice low-cost Curser. I might want it to do a little more for the player of it. As it stands, it looks kind of Young Witch levels of bad.


Wandering Beggar (top 5)
Types: Action, Duration
+2 Cards. The player to your right reveals their hand prior to their Clean-Up.
At the start of your next turn: Per Treasure revealed by the player to your right: +$1. +$X equal to the unspent $X the player to your right.
Quote
Tradesman (bottom 5)
Types: Action
Cost: $3
+1 Buy, +$1.
At the start of your Clean-Up, spend each $3 unspent $ for +2 Coffers.
Wandering Beggar is a complex Duration draw that later gives coins if the preceding player cannot use all of theirs.  No tracking issues here as the Wandering Beggar is sitting on the table.  If that number ends up regularly being $2 or more, stacking Wandering Beggars will be crazy.  If Tradesman is successfully dug out of the pile, it is likely that Wandering Beggar is generating a fair number of coins which will make Tradesman's Buy and poor Coin-to-Coffers conversion more useful.  If that were to occur however, I can't imagine that the game isn't accelerated to a degree that will render Tradesman's appearance too late anyway.

Wandering Beggar is a cool idea, but its value is primarily derived by one player getting unlucky between spiking coins or wanting buys, when I would prefer it care more about players doing things they want to do anyway.  Tradesman is a largely needless complication.


Quote
Woodsman
Types: Action
Cost: $3
+1 Buy, +$2
In games using this, during your Buy phase you may spend 1 Buy to gain a Secluded Village, 2 Buys to gain an Enchanted Forest, or 3 Buys to gain a Magic Axe.
Quote
Secluded Village
Types: Action
Cost: $2*
+2 Actions. Reveal your hand. If you have no Action cards in hand, +2 Buys.
(This is not in the Supply.)
Quote
Enchanted Forest
Types: Action
Cost: $4*
+1 Card, +1 Action, +$1
At the start of Clean-Up, if you have any unused Buys, you may put this onto your deck.
(This is not in the Supply.)
Quote
Magic Axe
Types: Treasure
Cost: $5*
$2, +1 Buy. At the start of Clean-Up, you may trash a card you would discard from play this turn to gain a card costing up to $1 more than it.
(This is not in the Supply.)
Woodsman is just Woodcutter.  It comes with an In-games-using-this that adds three whole piles of extra cards in the form of an awful splitter, a repeatable Peddler, and a Treasure Improve.  Buying a Woodsman in order to access Enchanted Forest is frankly a possibility, and a nice buff for Woodcutter.  Often you're trading a $5-cost buy, but you're occasionally getting a better deal than that.

I have only mild issues with a card that is simply an upgrade of an existing card, even if that card is cut.  I have bigger issues with the amount of complexity, table space, and card space this consumes with the large number of extra cards it employs.  I quite like Enchanted Forest: A lovely Peddler variation which works so easily as a non-Supply pile card, and I'd love to see a set leverage such a non-Supply pile card across multiple Kingdom cards (similarly to Horses).  It looks like a great evergreen card that multiple cards could gain, even moreso than the comparatively messy Spirit pile.  I would look more favorably upon a $4-cost Woodsman that itself gave permission to grab an Enchanted Forest (rather than an in-games-using-this effect).


Quote
Workhouse
Types: Action
Cost: $2
+$2. You may take Exhausted. If you do, +1 Coffers.
When you gain this, play any number of Treasures from your hand, and spend any amount of Coffers for +$1 each. Then pay any amount of $; +1 Villager per $1 paid.
Quote
Exhausted
Types: State
When you next have unused Actions during your Action phase (Actions, not Action cards), immediately return this and -1 Action.
Workhouse is a terminal Silver or a super-terminal Gold that can be "overpaid" for Villagers.  The wording to permit overpaying for an on-gain effect is beleaguered: I'd just turn the thing into a proper overpay.  Other comparable cards would be Embargo and Duchess as terminal payload at $2, which are weak and this is stronger mostly for its on-gain, or Lackeys as a one-time source of Villagers, but this being nothing but coins is probably weaker.

I really love your Exhausted state as a mechanism for a set.  It is simple and compelling.  Workhouse itself I don't like as much.  Terminal Silvers are very expensive in terms of +Actions, so unless you're paying at least $3 for its on-gain effect, you're probably not getting much value out of those Villagers other than feeding the Workhouse itself, and even +$2 and +1 Coffers seems bad for $5.



Show: LibraryAdventurer's Taxidermy
Taxidermy
Types: Project
Cost: $3
Once per turn: You may spend an Action for +1 Card.
Place: Something_Smart's Illicit Workshop
Illicit Workshop
Types: Night
Cost: $4
If you have no $ and no cards in hand, gain a card costing up to $5. Otherwise, trash a card from your hand.
Win: fika monster's Dilemma
Dilemma
Types: Action
Cost: $5
If you have more than one Action, you may spend all Actions for +4 Cards and +1 Action. If you didn't, +4 Actions.
« Last Edit: January 27, 2021, 07:02:26 pm by Fragasnap »
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BBobb

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Re: Weekly Design Contest #102: Unspent
« Reply #111 on: January 27, 2021, 02:56:51 pm »
0

Win: fika monster's Dilemma
Dilemma
Types: Action
Cost: $5
If you have more than one Action, you may spend all Actions for +4 Cards and +1 Action. If you didn't, +4 Actions.
Great job judging! I also thought that Dilemma was the best card this week. Congrats Fika monster!
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LibraryAdventurer

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Re: Weekly Design Contest #102: Unspent
« Reply #112 on: January 28, 2021, 12:56:36 am »
+1

My favorites (besides mine) are 1) Goods, 2) Spiv, and 3) Sisterhood. Now that I'm looking at them again, I think Sisterhood could cost $2 (compare to Squire which always gives +$1 and has the Silver option, but Sisterhood is more flexible between actions and buys).

I think Dilemma is too strong. Eating an extra action or two is not enough of a drawback for +4 cards and +1 Action IMO, and it doesn't always eat an extra action.

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Re: Weekly Design Contest #102: Unspent
« Reply #113 on: January 28, 2021, 01:33:11 am »
0

Thanks a lot Fragasnap! Feels a little unreal to have won. I have a flight today that i need to take in about 2 hours, but after that i should be available. Could someone Message me with the step by steps for what your supposed to do when you win a week? In the meantime, i'll try to think of a good theme for next week.
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BBobb

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Re: Weekly Design Contest #102: Unspent
« Reply #114 on: January 28, 2021, 01:45:25 am »
+1

Thanks a lot Fragasnap! Feels a little unreal to have won. I have a flight today that i need to take in about 2 hours, but after that i should be available. Could someone Message me with the step by steps for what your supposed to do when you win a week? In the meantime, i'll try to think of a good theme for next week.
I sent you a message :)
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Fragasnap

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Re: Weekly Design Contest #102: Unspent
« Reply #115 on: January 28, 2021, 12:53:08 pm »
+2

My favorites (besides mine) are 1) Goods, 2) Spiv, and 3) Sisterhood. Now that I'm looking at them again, I think Sisterhood could cost $2 (compare to Squire which always gives +$1 and has the Silver option, but Sisterhood is more flexible between actions and buys).

I think Dilemma is too strong. Eating an extra action or two is not enough of a drawback for +4 cards and +1 Action IMO, and it doesn't always eat an extra action.
mandioca15's Spiv was definitely on my shortlist.

Dilemma could be too strong.  It offers a nice variation on non-terminal draw that is not as brainless as that of Den of Sin, Stables, and Laboratory without becoming difficult to resolve, which is why it has received my utmost vote.  If testing proves it to be overwhelming or monolithic, either increasing its cost to $6 (shout out to Chappy7 for the then similarity of Dilemma to Freight Ship) or dropping its draw to +3 Cards instead of +4 Cards would each be perfectly reasonable balancing attempts considering the ability to weave extra Actions into it with its own +4 Actions or to feed its draw with cheaper sources of +Actions.

Thanks a lot Fragasnap! Feels a little unreal to have won. I have a flight today that i need to take in about 2 hours, but after that i should be available. Could someone Message me with the step by steps for what your supposed to do when you win a week? In the meantime, i'll try to think of a good theme for next week.
All you need to do is post a new thread in this forum with a theme of any sort and then choose a winner and 1 or 2 runner-ups (in case the winner can't or doesn't want to run the next contest) after a week.
Just give the thread a title
Code: [Select]
Weekly Design Contest #103: Xand replace X with a snappy description of your contest theme.

Doing a write-up on all the cards is not technically required, but users appreciate it.  I recommend doing some write-ups throughout the week (and just keep them in a document somewhere) instead of trying to write them all at once.  It makes it easier to ensure you catch all of them and makes it easier to keep to the schedule.
It is expected to post a warning somewhere from 36 to 12 hours prior to your final judgment as well.

If it's all too much pressure, you can just let us know and Something_Smart, as runner up, will take the reigns.
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silverspawn

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Re: Weekly Design Contest #102: Unspent
« Reply #116 on: January 28, 2021, 12:57:48 pm »
+2

I also think Dilemma is too strong. (It's a good design otherwise.) But it's not the first time a card I suspect is busted has won the WDC.

LittleFish

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Re: Weekly Design Contest #102: Unspent
« Reply #117 on: January 28, 2021, 01:24:54 pm »
+2

Thanks a lot Fragasnap! Feels a little unreal to have won. I have a flight today that i need to take in about 2 hours, but after that i should be available. Could someone Message me with the step by steps for what your supposed to do when you win a week? In the meantime, i'll try to think of a good theme for next week.
All you need to do is post a new thread in this forum with a theme of any sort and then choose a winner and 1 or 2 runner-ups (in case the winner can't or doesn't want to run the next contest) after a week.
Just give the thread a title
Code: [Select]
Weekly Design Contest #103: Xand replace X with a snappy description of your contest theme.

Doing a write-up on all the cards is not technically required, but users appreciate it.  I recommend doing some write-ups throughout the week (and just keep them in a document somewhere) instead of trying to write them all at once.  It makes it easier to ensure you catch all of them and makes it easier to keep to the schedule.
It is expected to post a warning somewhere from 36 to 12 hours prior to your final judgment as well.

If it's all too much pressure, you can just let us know and Something_Smart, as runner up, will take the reigns.
can we make a locked (and possibly pinned)thread with the responsibilities of the winner, so it's more clear on what to do?
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spheremonk

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Re: Weekly Design Contest #102: Unspent
« Reply #118 on: January 28, 2021, 01:49:09 pm »
+2

This has all gotten more complicated since we chopped the the thread up (noticed no one has ever asked these questions before). I'm still not sure I understand why that was the right idea.
« Last Edit: January 28, 2021, 01:50:40 pm by spheremonk »
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BBobb

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Re: Weekly Design Contest #102: Unspent
« Reply #119 on: January 28, 2021, 01:54:16 pm »
+3

This has all gotten more complicated since we chopped the the thread up (noticed no one has ever asked these questions before). I'm still not sure I understand why that was the right idea.
It makes it so much easier to find old challenges. Previously, I had to look at one thread for all of the challenges, and it was impossible to find a specific challenge. Now it is much, much easier. (And it is easier for me when I will inevitably go back and read all of the Weekly Design Contest Entries for the 4th time).
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spheremonk

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Re: Weekly Design Contest #102: Unspent
« Reply #120 on: January 28, 2021, 02:02:16 pm »
+2

(And it is easier for me when I will inevitably go back and read all of the Weekly Design Contest Entries for the 4th time).
Wait. What? It's easier, when you go back and look at all the contests, to click on 102 threads separately? We've gotta get you a new computer -- yours ain't doin' it right.
« Last Edit: January 28, 2021, 02:03:33 pm by spheremonk »
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spineflu

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Re: Weekly Design Contest #102: Unspent
« Reply #121 on: January 28, 2021, 02:31:56 pm »
+2

Thanks a lot Fragasnap! Feels a little unreal to have won. I have a flight today that i need to take in about 2 hours, but after that i should be available. Could someone Message me with the step by steps for what your supposed to do when you win a week? In the meantime, i'll try to think of a good theme for next week.
All you need to do is post a new thread in this forum with a theme of any sort and then choose a winner and 1 or 2 runner-ups (in case the winner can't or doesn't want to run the next contest) after a week.
Just give the thread a title
Code: [Select]
Weekly Design Contest #103: Xand replace X with a snappy description of your contest theme.

Doing a write-up on all the cards is not technically required, but users appreciate it.  I recommend doing some write-ups throughout the week (and just keep them in a document somewhere) instead of trying to write them all at once.  It makes it easier to ensure you catch all of them and makes it easier to keep to the schedule.
It is expected to post a warning somewhere from 36 to 12 hours prior to your final judgment as well.

If it's all too much pressure, you can just let us know and Something_Smart, as runner up, will take the reigns.
can we make a locked (and possibly pinned)thread with the responsibilities of the winner, so it's more clear on what to do?

yep. made this. leaving it unlocked for a bit if anyone wants to comment on stuff i missed or glossed over, and i'll update it accordingly.



(And it is easier for me when I will inevitably go back and read all of the Weekly Design Contest Entries for the 4th time).
Wait. What? It's easier, when you go back and look at all the contests, to click on 102 threads separately? We've gotta get you a new computer -- yours ain't doin' it right.

i mean, how are you doing it? opening all 300 pages in one thread or something?
It's also easier for judges - they only have to check their one thread to make sure they didn't miss an entry, which was happening a lot in the 300pages of the old WDC thread.
« Last Edit: January 28, 2021, 02:37:40 pm by spineflu »
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BBobb

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Re: Weekly Design Contest #102: Unspent
« Reply #122 on: January 28, 2021, 02:49:04 pm »
+6

(And it is easier for me when I will inevitably go back and read all of the Weekly Design Contest Entries for the 4th time).
Wait. What? It's easier, when you go back and look at all the contests, to click on 102 threads separately? We've gotta get you a new computer -- yours ain't doin' it right.
No, but I sometimes want to skip a challenge because I don't care for it much, so going to different threads would make that 100 times easier
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spheremonk

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Re: Weekly Design Contest #102: Unspent
« Reply #123 on: January 28, 2021, 02:57:43 pm »
+2


(And it is easier for me when I will inevitably go back and read all of the Weekly Design Contest Entries for the 4th time).
Wait. What? It's easier, when you go back and look at all the contests, to click on 102 threads separately? We've gotta get you a new computer -- yours ain't doin' it right.
i mean, how are you doing it? opening all 300 pages in one thread or something?
We can have a reasonable, fair disagreement as to which is format is more convenient overall -- there are advantages and disadvantages to each. But what you wrote above, regarding specifically "when I will inevitably go back and read all of the Weekly Design Contest" (which was the subject), makes no sense. No matter how you open them, if you want to look through all past contests, the clicks are increased, and the convenience decreased, by separate threads. If you disagree, please explain your precise math.

Back to the general topic, my only concern is that we lose casual users, and casual users are how the thread grows. I understand that I am in the minority and will drop the subject.   
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spineflu

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Re: Weekly Design Contest #102: Unspent
« Reply #124 on: January 28, 2021, 03:03:10 pm »
+4


(And it is easier for me when I will inevitably go back and read all of the Weekly Design Contest Entries for the 4th time).
Wait. What? It's easier, when you go back and look at all the contests, to click on 102 threads separately? We've gotta get you a new computer -- yours ain't doin' it right.
i mean, how are you doing it? opening all 300 pages in one thread or something?
We can have a reasonable, fair disagreement as to which is format is more convenient overall -- there are advantages and disadvantages to each. But what you wrote above, regarding specifically "when I will inevitably go back and read all of the Weekly Design Contest" (which was the subject), makes no sense. No matter how you open them, if you want to look through all past contests, the clicks are increased, and the convenience decreased, by separate threads. If you disagree, please explain your precise math.

Back to the general topic, my only concern is that we lose casual users, and casual users are how the thread grows. I understand that I am in the minority and will drop the subject.

My disagreement with this is measuring "convenience" in number of clicks - it's easier to ignore threads and discussion that is non-germane when you can just close the tab/thread with that in, rather than having to search through to see where the next conversation picks up. It's also easier to follow conversations that aren't quoting each-other when the contests are divided by... well, by contest.

Personally, i think separate threads will help casual users - a three to five page thread is much less intimidating to read than a 300 page one.
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