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Author Topic: Weekly Design Contest #104: Raise the Ceiling  (Read 22370 times)

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silverspawn

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Weekly Design Contest #104: Raise the Ceiling
« on: February 06, 2021, 04:00:06 pm »
+7

Weekly Design Contest #104: Raise the Ceiling

Design a card-shaped thing that has a high skill ceiling, i.e., that is unusually difficult to play optimally.

Since this is not a measurable criterion, I will ultimately decide whether an entry counts, but I intend to be lenient and allow cards even if it's a stretch. If you're not sure how to go about this, here are some examples of categories that would count. (Not trying to be exhaustive.)

  • Cards that reward deck-tracking. This includes Wishing Well, Mystic, Encampment, Catacombs, Herald, Vassal, Doctor, Messenger, Gamble, ...
  • Cards that give you an unusual amount of control over your deck. Cards in this category include Donate, Chapel, Archive, Tactician, and Watchtower.
  • Cards where it's unusually hard to know if you should buy them. This includes Castles and Flag Bearer.
  • Cards that are volatile and can easily ruin your deck if played incorrectly. This includes things like Develop, Procession, Stonemason, or Archive.
  • Cards that transform your deck in unpredictable ways and force you to adapt. Includes Jester and Swindler.
  • Cards that bring the game into a unique state that you rarely get to play (and that isn't trivial). Maybe playing a madman mega turn isn't really harder than regular dominion, but since you get to do it so rarely, it's difficult in practice, and so Hermit and Native Village are in this category. Also Peasant because of Teacher.
  • Cards that give you a lot of choices. Governor and black market are in this category.

Note that I like simple cards, so your best shot to win may be a card that looks innocent on first glance but is secretly tricky, like Archive or Watchtower.

If your submission doesn't qualify, I'll tell you as soon as you post it, or maybe I'll ask you to explain why you think it qualifies. If I don't say anything, you're good to go.

If you edit a submission, edit the original post.

Fragasnap

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #1 on: February 06, 2021, 04:37:38 pm »
+7


Quote
Toady
Types: Action
Cost: $3P
Name a card. Reveal the top 2 cards of your deck and then put them into your hand. If either was the named card or a Potion, play this again. Otherwise, +1 Buy.
A variation on +2 Cards and +1 Buy.  You get more cards if you find a Potion or can name one of the two cards you draw.  Its cost has you buying Toadies when your deck has a bit more variety than just Coppers and Estates.
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Gubump

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #2 on: February 06, 2021, 04:42:26 pm »
+4


Decided to replace my former entry with something more unique that has also been more thoroughly playtested. I consider Appraiser to have a high skill ceiling because it can easily flood your deck with too many Silvers if it's misused.


In addition to the choice of which card to emulate with it, Mayor also has the additional choice of whether you do so now or later.
« Last Edit: February 06, 2021, 11:30:49 pm by Gubump »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #3 on: February 06, 2021, 04:46:05 pm »
+3

A thing I once posted (and refined through the help of others) on the Discord server:



I think it fits this week's rules considering that this card requires a little more thinking about when you want to play this during your turn.

The 2 additional Provinces may push you toward building a little more, and Capital City's extra Buy and payload you get when you do indeed build big and play a lot of cards on your turns should reward that.


Edit: Reformatted the card to remove the weird Sacrifice-like spaces in the 3 options. Gubump's right. It's easier to read and cleaner like this.
« Last Edit: February 08, 2021, 10:46:19 am by X-tra »
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Gubump

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #4 on: February 06, 2021, 04:48:31 pm »
0

A thing I once posted (and refined through the help of others) on the Discord server:



I think it fits this week's rules considering that this card requires a little more thinking about when you want to play this during your turn.

The 2 additional Provinces may push you toward building a little more, and Capital City's extra Buy and payload you get when you do indeed build big and play a lot of cards on your turns should reward that.

Why does it have the big gaps like that? I don't think it needs the giant spaces. (You definitely don't need the "exactly," see Devil's Workshop.)
« Last Edit: February 06, 2021, 04:51:15 pm by Gubump »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #5 on: February 06, 2021, 04:50:47 pm »
+1

Why does it have the big gaps like that? I don't think it needs the giant spaces.


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Gubump

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #6 on: February 06, 2021, 04:52:12 pm »
0

Why does it have the big gaps like that? I don't think it needs the giant spaces.




Weird, I wonder why Sacrifice is the only one of these kinds of cards that does that.
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Timinou

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #7 on: February 06, 2021, 05:28:33 pm »
+1

@silverspawn: Would you consider cards like Treasure Map or Leprechaun as having a high skill ceiling?
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silverspawn

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #8 on: February 06, 2021, 06:07:05 pm »
+1

@silverspawn: Would you consider cards like Treasure Map or Leprechaun as having a high skill ceiling?

yes on both

mathdude

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #9 on: February 06, 2021, 09:24:55 pm »
+1

Hi everyone.  I've been playing Dominion now for a few years, reading Dominion stuff online (mostly the wiki) just about as long, reading this forum for just over a week, and it's time to make my debut.  Online, I've briefly played from every expansion.  In person, I've played everything except Alchemy, Hinterlands, and Renaissance (between me and a few family members, we own the rest).

I've recently taken an interest in creating my own cards, which is how I got to this forum.  I've read through the Weekly Design Hall of Fame, and I love many of the ideas there.  I'm generally less of a fan of using new game mechanics not already in an existing expansion (which is odd, because my entry below does exactly that!), but I do like to try to fill existing gaps that haven't been fully developed.  And I am starting to build my own expansion, but it will be a couple weeks until I reveal it on the forums here - I'm about 10 cards into an intended ~30-card expansion, and I want to finish them all, play-test a bit, and adjust a little before I reveal them.

Anyway, my father-in-law and I have been toying around with the concept of Sins in the fan-made expansion Salvation - negative VP tokens (the logical stepchild of Curses and VP tokens).  I believe in that expansion, some cards give you sins and some take them away.  But my father-in-law is looking at making an expansion that just has cards that give out sins, except for the split pile Prophet/Messiah, below.  It could be added randomly to a Kingdom, as it is a supply pile.  But its main design is that this would be added as an 11th Kingdom pile if any card is in play that gives out +Sins.  Obviously Prophet is on top and Messiah is on the bottom (5 of each).

Old version:

Quote
Prophet
Type: Action
Cost: $2
+2 Cards
+1 Sin
You may discard any number of treasures, revealed.  For each $2 they would have produced, draw a card.  You may play a Messiah from your hand.

Prophet updated:

Quote
Prophet
Type: Action
Cost: $2
+$2
+1 Sin
You may discard any number of Treasure cards, revealed, then draw that many.  You may play a Messiah card from your hand.
Now it's helpful to discard coppers at the chance of drawing something better (before buying Messiah), and also gives you the option to discard silvers, golds, or other treasures each for only +1 Card after you have bought Messiah.


Quote
Messiah
Type: Action
Cost: $5
If you have a Prophet in play, you may trash it and this to remove all your Sins.  Otherwise, +$3
---
While this is in play, you may not buy Messiah

Messiah is a terminal 5-cost gold until you match it properly.  And even mid-game, you still play it as terminal gold since you will continue to get more Sins in the game and the goal is to match it as close to game end as possible.  (If you match early, you may need to buy another one, if there are any left).  Also, thematically, you should only have 1 Messiah, so it at least prevents the buying of another while it is in play (and in a 3 or 4 player game, it would not be good if 1 person bought out 3 or 4 of them).

But the Prophet, in a stand-alone pile (not added as 11th Kingdom pile), I think even at 2-cost this is still too weak to be worth buying.  Maybe it needs different/more vanilla bonuses?  Or do I make it 1-cost?  But in games with other Sins being given out, you do want to buy as many of the 5 of these as possible, to get to the Messiahs quickly and increase the odds of matching Messiah before the game ends.  However, it's a strategic decision of whether you discard additional treasures (giving up buying power this turn) to try and draw Messiah if you don't yet have it in your hand.  I may switch +2 Cards to +$2 so it doesn't give you a free extra search for Messiah (thus forcing more decision about discarding)... but then $2 here and $3 for Messiah seems boring.

You would be fairly sure you could time your Messiah removing all Sins near end of game in Engines that draw your full deck.  However, neither of these cards helps you build those engines well.  Otherwise, you need to plan your deck, and the number of Prophets and Messiahs that you buy (and when to buy them) to give you a good chance of removing all Sins before the game ends.

Looking for thoughts, potential improvements, etc.

[Side note - my images appear to be huge, at least on my screen.  Can someone give me advice on how to get them to a reasonable size?  I downloaded file from shardofhonor's site, then uploaded to imgur and used the BBCode here]
« Last Edit: February 07, 2021, 01:11:21 pm by mathdude »
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spineflu

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #10 on: February 06, 2021, 10:04:13 pm »
+1

[Side note - my images appear to be huge, at least on my screen.  Can someone give me advice on how to get them to a reasonable size?  I downloaded file from shardofhonor's site, then uploaded to imgur and used the BBCode here]

Heya! Welcome! I added in a width attribute in your [ img ] tags that helps them display less huge

Sins are -1VP each, right?
« Last Edit: February 06, 2021, 10:41:33 pm by spineflu »
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Gubump

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #11 on: February 06, 2021, 10:04:30 pm »
+1

[Side note - my images appear to be huge, at least on my screen.  Can someone give me advice on how to get them to a reasonable size?  I downloaded file from shardofhonor's site, then uploaded to imgur and used the BBCode here]

To make the image the size you want (I recommend 250 for Kingdom cards), the BBCode you want to use is:
Code: [Select]
[img width=250]something.png[/img]

Edit: Ninja'ed by spineflu.
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spineflu

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #12 on: February 06, 2021, 10:38:27 pm »
+4


Quote
Chamberlain • $4 • Action - Duration
Now and at the start of your next 3 turns, choose one you haven't picked yet:

+2 Cards; or +$2; or Trash 2 cards from your hand; or Gain a Copper to the top of your deck.

Entering this for the "lots of choices" and kinda "deck control"/"adverse consequences" criteria. It's like a Steward, but better, until it isn't, then it's worse. I just about made my laptop melt opening illustrator to throw down some honestly pretty bad vector work so i guess i get to buy more ram now. Each option on the card is illustrated on the image so you can track it what you've done already with pennies or coin tokens or whatever you've got available. sharpie if you like making cards a whole lot.

edit: modified to $4 per Holger's advice.

Also i made some pretty interesting missteps that i'll post when the contest is over, they aren't good but they are kind of interesting thought experiments in "passable cards" that aren't actually "fun to play with".
« Last Edit: February 07, 2021, 04:59:09 pm by spineflu »
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Commodore Chuckles

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #13 on: February 06, 2021, 10:47:56 pm »
+1



In addition to the choice of which card to emulate with it, Mayor also has the additional choice of whether you do so now or later.

Does this stay out if you choose to emulate this turn? If not, then it's strictly better than Overlord, for a cheaper cost (not debt, but still.)
« Last Edit: February 06, 2021, 10:50:13 pm by Commodore Chuckles »
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spineflu

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #14 on: February 06, 2021, 10:49:25 pm »
+2



In addition to the choice of which card to emulate with it, Mayor also has the additional choice of whether you do so now or later.

Does this stay out if you choose to emulate this turn? If so, then it's strictly better than Overlord, for a cheaper cost (not debt, but still.)

kinda like Barge, no? it wouldn't stay out for emulating this turn. Overlord can also play duration cards so there's some wiggle room on "strictly" there.
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mathdude

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #15 on: February 06, 2021, 10:56:44 pm »
+1

[Side note - my images appear to be huge, at least on my screen.  Can someone give me advice on how to get them to a reasonable size?  I downloaded file from shardofhonor's site, then uploaded to imgur and used the BBCode here]

Heya! Welcome! I added in a width attribute in your [ img ] tags that helps them display less huge

Sins are -1VP each, right?

Thanks for the image tip!  And yes, Sins are -1VP each.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #16 on: February 06, 2021, 11:46:23 pm »
+3

my entry:
Quote
Monkey's Paw
$4 - Action - Victory
Choose one: Gain a Curse and if you do, gain a Wish; or +$2 and you may have the player to your left gain this on top of their deck.
-
Worth 1 VP if you gained this after your last turn of the game. Otherwise, worth -2 VP.

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #17 on: February 06, 2021, 11:56:37 pm »
+1

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spheremonk

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #18 on: February 07, 2021, 01:09:20 am »
+1





Welcome to the forum! You certainly sound like someone who loves the game and will add energy to the community.

Regarding Prophet, introducing a concept like what discarded Treasures "would have produced" that doesn’t otherwise exist (and isn't defined) in Dominion, is problematic, particularly for the Treasures that produce variable $.

The current digital version of Bank probably "would have produced" $0 no matter what order you discard it in, since the other discarded Treasures aren’t "in play," but it might be understood to be worth more if Black Market or Storyteller played Treasures earlier in the turn. The physical version of Bank says "When you play this," so it seems to be worth $0 when discarded, since it wasn’t played (and now the recent change that Donald X made removing that language from Treasures, which wasn’t intended to be substantive, is potentially meaningful).

Philosopher's Stone and Diadem still say "When you play this" in all versions, so they’re worth $0, maybe? I don’t know.

The strangest effect is arguably to Fool’s Gold, particularly if you discard one copy. "If this is the first time you played Fool’s Gold this turn +$1, otherwise +$4." You didn’t play Fool’s Gold, so this isn’t the first time you played Fool’s Gold this turn, so I guess it’s worth $4? 

My point is not that any of the specific interpretations above are the correct readings, just that without more definition, there isn't a clear way to construe any of it. And these are only a few examples. Even if you change the language to something like, "would have produced if you played them," it doesn’t work on its own absent more definition.

[Minor bits: (1) "treasures" should be capitalized; (2) you need something like "(rounded down)" after, "For each $2"; and (3) these days, "+1 Card" is preferred to "draw a card."]
« Last Edit: February 07, 2021, 01:32:22 am by spheremonk »
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segura

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #19 on: February 07, 2021, 03:21:39 am »
0

The problem of the card is not ambiguity in the case of Treasures that produce a variable amount of Coins. It is rather that the sifting is far too weak. I mean, cool, I can sift through some Silvers. That is better than nothing but still extremely weak for a terminal sifter. You would rarely sift through Coppers.

I‘d rather simplify the card and get rid of the sifting.
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segura

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #20 on: February 07, 2021, 03:41:53 am »
0


I heard that capitalists love the woods.

More seriously, a self-gaining semi-one-shot is a bad idea. You can always gain too man terminal-space-wise and then blow them up. Seems pretty autopilot-y to me.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #21 on: February 07, 2021, 04:22:48 am »
+5


Quote
Revolution - $6
Event/Looter

Exile all Actions you have in play. At the start of your next turn, gain a Ruins; if you did, +1 VP per Action you have in Exile.

EDIT: Now with improved wording! Hopefully it is unambiguous.
« Last Edit: February 07, 2021, 07:50:49 am by faust »
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Holger

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #22 on: February 07, 2021, 05:21:09 am »
+2


Quote
Chamberlain • $5 • Action - Duration
Now and at the start of your next 3 turns, choose one you haven't picked yet:

+2 Cards; or +$2; or Trash 2 cards from your hand; or Gain a Copper to the top of your deck.

Entering this for the "lots of choices" and kinda "deck control" criteria. It's like a Steward, but better, until it isn't, then it's worse. I just about made my laptop melt opening illustrator to throw down some honestly pretty bad vector work so i guess i get to buy more ram now. Each option on the card is illustrated on the image so you can track it what you've done already with pennies or coin tokens or whatever you've got available. sharpie if you like making cards a whole lot.

I'm not sure on the $5 cost on this - I initially had it at $3 but that seemed way cheap.

Also i made some pretty interesting missteps that i'll post when the contest is over, they aren't good but they are kind of interesting thought experiments in "passable cards" that aren't actually "fun to play with".

Thats an interesting concept. :) But I don't see it as initially better than Steward - it only nets one trashed bad card in 4 turns, much slower than Steward's trashing, and less flexible as you have to use up all the choices before discarding Chamberlain. It also has Lookout's problem of "blind" forced trashing in the mid- to late game.

Without the Copper penalty option, I could see this as a good $5 card, sort of a mix of Steward, Wharf and Merchant Ship.

As is, I would indeed rather try this at $3 or maybe $4, though it's hard to tell without playtesting.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #23 on: February 07, 2021, 07:03:13 am »
0

Penglai Medicine
cost $2P - Treasure
Reveal your deck until you reveal a non-Treasure card. +$1 per a revealed card. Discard the Treasures, and put back the rest.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #24 on: February 07, 2021, 07:26:16 am »
0



Sorry, this one doesn't qualify (unless you can tell me what I've missed). It seems straight-forward to control how many of those you have, and that just makes it a simple, pretty strong terminal payload. Try something else?

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #25 on: February 07, 2021, 07:28:53 am »
+1

Exile all Actions you have in play. At the start of your next turn, gain a Ruins for +1 VP per Action you have in Exile.

I first read this as gain [a ruins for +1 VP] per Action you have in Exile, then I figured you probably mean gain [a ruins] for [+1 VP per Action you have in Exile]. Can you rephrase it to be unambiguous?

Edit: yup, now it's clear.
« Last Edit: February 07, 2021, 09:00:57 am by silverspawn »
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mathdude

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #26 on: February 07, 2021, 08:52:59 am »
+1

my entry:
Quote
Monkey's Paw
$4 - Action - Victory
Choose one: Gain a Curse and if you do, gain a Wish; or +$2 and you may have the player to your left gain this on top of their deck.
-
Worth 1 VP if you gained this after your last turn of the game. Otherwise, worth -2 VP.

I think this card really hits this contest's theme well. But it does need some modification, in my opinion.

TLDR;
1 - make it cost $2 or cost $3 and gain card up to $6 instead of gain Wish.
2 - get rid of Victory type and VP on it, or make player to your left reveal their hand if you choose the option of giving it to them.
3 - assuming you keep Victory type, use existing Pass (to hand) mechanic instead of putting it on their deck, otherwise it should be Attack type as well.

It looks strictly worse than Leprechaun to me. Leprechaun gains a gold and (usually) receives a Hex (sometimes hurts a little, sometimes not). Monkey's Paw gains a card costing up to 6, but may not be in your deck until after an extra shuffle (if the Wish is drawn with terminal draw), and gains a Curse (junk in your deck and worth -1VP). Under the current design, I think it needs to cost $2, and even so may need to directly gain a card costing up to 6 instead of gaining a Wish (though that may allow it to be worth $3, comparable to Leprechaun).

Also, I think it needs to be an Attack type. I know Masquerade is not, but that gives you the option to Pass junk at the same time that you may receive junk. If the person on your left doesn't have a Cantrip in hand, and the game ends in the next round (but not on your current turn), then you just gave them -2VP. I think you can fix this (not have it be an Attack) by saying "you may Pass this to the player on your left" (i.e. gain to their hand). Then if you end the game this turn, they get +1VP. Otherwise, they at least have the option/choice to Pass it to the next person instead of keeping it for -2VP. This may mean playing it instead of another better terminal action. But like Masquerade, how bad that is depends on what you have in your hand.

There may also be a tracking/accountability issue, sort of. Generally, when the game ends, you would work through the last round of play to see how many Monkey's Paws each player recieved after their last turn and those are +1 whereas any others they have are -2VP

It gets really complicated though if you are going to end the game this turn (but people don't know it) and you have extra Actions and play a Masquerade after your Monkey's Paw (that you Pass to their hand under my change) and the player to your left has another Monkey's Paw in their hand already - they would obviously pass the one already worth -2VP, not the one currently worth 1VP, but when you end the game this turn and you all count points, they would have to prove that they kept the one worth 1VP (the next person would think they Passed it).

2 ways to fix it are to make the player to your left reveal their hand if you choose to Pass it to them, or get rid of the Victory type (and all VP on it) entirely, but I know you want to use this to raise the skill level required to use this card well (and it's pretty boring and too much like Leprechaun without the VP).

You may argue that this is a reason to put in on their deck instead of Pass it to their hand... but if you have a mega turn to end the game, we are right back to this problem if you play Monkey's Paw, Council Room, then Masquerade (could happen with Snowy Village, Champion, or just a well built engine with a lot of villages) - so it is a fringe case, but not that much of a fringe.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #27 on: February 07, 2021, 09:18:05 am »
+2


Quote
Ancient Ruins - Action, $5 cost.
+1 Buy
Trash the top card of your deck for +2VP. Choose either +Cards or +$ equal to its cost in $.
It's either high skill or mundanely swingy.



@mathdude: the Sin mechanic can technically be achieved with VP tokens, in that you give them to your opponents rather than yourself. But if you can take Sin tokens off as with Messiah, it's more justified.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #28 on: February 07, 2021, 09:21:09 am »
+2

It looks strictly worse than Leprechaun to me.
This is anything but strictly worse or better than anything because it is so different from existing cards.

Leprechaun gains a Gold and you gotta work hard to make it also gain a Wish. Monkey's Paw always gains a Wish which is miles better than a Gold (or directly a $6, the flexibility matters more than the risk of drawing a Wish dead).
Leprechaun has two main uses: Gold for early payload or late game gainer. Monkey's Paw is more of a conventional, early game gainer that need trashing/sifting. Apples and oranges.

And even if the first option of Monkey's Paw is on average weaker than Leprachaun (not that anybody could really tell except after numerous games), Monkey's Paw features a second, hot potatoe option which you ironically deemed to be too strong.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #29 on: February 07, 2021, 10:50:17 am »
+3

My Submission:

Musketeer
$5 – Action

Quote

Choose one: +1 Card and
+1 Action and +$1; or take
        all Coin tokens from one of the         
sections of the Musketeer mat.

Either way, add a Coin token to
a section of the Musketeer mat
of your choice.

         
Musketeer mat

Setup (before a game starts): Add 1 token to each section.

When tokens are taken from the mat during the game:

Horse section (left): Exchange for a Horse.
Coffers section (top right): Move to your Coffers mat.
Villager section (bottom right): Move to your Villagers mat.

Edit: The Musketeer mat is shared by all players.


All for one and one for all. - Alexandre Dumas


« Last Edit: February 07, 2021, 04:00:24 pm by gambit05 »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #30 on: February 07, 2021, 11:06:41 am »
+1

It's a really neat idea to have "horse tokens"!  When you exchange the tokens, are the Horses going into your discard pile as normal or into your hand?
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #31 on: February 07, 2021, 11:30:31 am »
0

All for one and one for all. - Alexandre Dumas
I'm not sure this will work out as you intend.

It is rather penalising to take the tokens as you don't get the Peddler effect - so you want to do it as little as possible. The tokens that benefit most from being stockpiled are Coffers. So in the large majority of cases, I think it will be best to stockpile Coffers and cash in once at the end.

Used this way, Musketeer is like a super-Baker; you get the cash now AND the Coffers. That is a bit too strong for the price point, and also kind of boring. If you want the other tokens to be more usable, then I think it needs to be easier to retrieve them.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #32 on: February 07, 2021, 11:42:28 am »
+1

I'd nerf the Peddler effect somehow and buff the token taking effect via allowing the player to take the tokens from all sections. This (partly) fixes the "Coffers only" issue that faust mentioned.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #33 on: February 07, 2021, 11:42:43 am »
0

It looks strictly worse than Leprechaun to me.
This is anything but strictly worse or better than anything because it is so different from existing cards.

Leprechaun gains a Gold and you gotta work hard to make it also gain a Wish. Monkey's Paw always gains a Wish which is miles better than a Gold (or directly a $6, the flexibility matters more than the risk of drawing a Wish dead).
Leprechaun has two main uses: Gold for early payload or late game gainer. Monkey's Paw is more of a conventional, early game gainer that need trashing/sifting. Apples and oranges.

And even if the first option of Monkey's Paw is on average weaker than Leprachaun (not that anybody could really tell except after numerous games), Monkey's Paw features a second, hot potatoe option which you ironically deemed to be too strong.

I take back my comment about a direct comparison to Leprechaun. You're right. Between the flexibility of any card up to $6, and the choice mechanic, it's not worse than Leprechaun. But I think it is still not worth 4, all other things considered.

I still stand by my comments about possibly being an Attack card, maybe needing to use the Pass mechanic (so it's not an Attack), and forcing the player to the left to reveal their hand, to fix tracking and accountability.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #34 on: February 07, 2021, 11:50:25 am »
+2

"you may Pass this to the player on your left" (i.e. gain to their hand). Then if you end the game this turn, they get +1VP. Otherwise, they at least have the option/choice to Pass it to the next person instead of keeping it for -2VP.

Passing is not gaining; you cannot Watchtower the card you get passed via Masquerade, for example. With your suggested wording, passing Monkey's Paw would result in it always being worth -2 for your opponent, because they did not gain it at all and therefore did not "gain it after their last turn of the game."

I do agree with you that it's really hard/impossible to track the value of the Monkey's Paws, though. As currently worded, at least, each individual copy can be worth varying amounts of , which is impossible to track in an irl game.
« Last Edit: February 07, 2021, 11:53:34 am by Gubump »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #35 on: February 07, 2021, 12:02:49 pm »
0

"you may Pass this to the player on your left" (i.e. gain to their hand). Then if you end the game this turn, they get +1VP. Otherwise, they at least have the option/choice to Pass it to the next person instead of keeping it for -2VP.

Passing is not gaining; you cannot Watchtower the card you get passed via Masquerade, for example. With your suggested wording, passing Monkey's Paw would result in it always being worth -2 for your opponent, because they did not gain it at all and therefore did not "gain it after their last turn of the game."

I do agree with you that it's really hard/impossible to track the value of the Monkey's Paws, though. As currently worded, at least, each individual copy can be worth varying amounts of , which is impossible to track in an irl game.

I missed the fact that Passing is not gaining. Thanks. I haven't played with many "when you gain a card" cards before, and if this is intended to interact with those, it adds more confusion. If you keep "Pass", then you have to use and then define something like "Receive". My main reaction for this recommended change to Pass is so you can't give it to someone onto their deck, they have a hand with no actions and buy Duchy, then they draw it into their next hand now worth -2VP and the following player ends the game before they can get rid of it. In the absence of "when you gain a card" reactions, it's a political (target 1 person) attack near the end of the game. In their hand, they can at least give it to the next player once it switches from +1VP to -2VP.
I guess it could just say "the player to your left gains it to their hand".
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mathdude

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #36 on: February 07, 2021, 01:07:02 pm »
+1

(Apologies if double-posting is forbidden - please merge posts if that's the case.  I just kept them separate since last post was about Monkey's Paw and this one is updating my Prophet/Messiah cards)

Welcome to the forum! You certainly sound like someone who loves the game and will add energy to the community.

Regarding Prophet, introducing a concept like what discarded Treasures "would have produced" that doesn’t otherwise exist (and isn't defined) in Dominion, is problematic, particularly for the Treasures that produce variable $.

The current digital version of Bank probably "would have produced" $0 no matter what order you discard it in, since the other discarded Treasures aren’t "in play," but it might be understood to be worth more if Black Market or Storyteller played Treasures earlier in the turn. The physical version of Bank says "When you play this," so it seems to be worth $0 when discarded, since it wasn’t played (and now the recent change that Donald X made removing that language from Treasures, which wasn’t intended to be substantive, is potentially meaningful).

Philosopher's Stone and Diadem still say "When you play this" in all versions, so they’re worth $0, maybe? I don’t know.

The strangest effect is arguably to Fool’s Gold, particularly if you discard one copy. "If this is the first time you played Fool’s Gold this turn +$1, otherwise +$4." You didn’t play Fool’s Gold, so this isn’t the first time you played Fool’s Gold this turn, so I guess it’s worth $4? 

My point is not that any of the specific interpretations above are the correct readings, just that without more definition, there isn't a clear way to construe any of it. And these are only a few examples. Even if you change the language to something like, "would have produced if you played them," it doesn’t work on its own absent more definition.

[Minor bits: (1) "treasures" should be capitalized; (2) you need something like "(rounded down)" after, "For each $2"; and (3) these days, "+1 Card" is preferred to "draw a card."]

Thanks for the feedback and "minor bits".  I did intend the draw to be less useful with Kingdom Treasures (compared to Base Treasures), specifically variable-value ones, and in general it seems to be the case (often, as you pointed out, making them worth 0).  But the Fool's Gold does seem to be an issue, since I believe you would be correct to say it's valued at $4 in this case (as currently worded).  I like the "would have produced if you played them", but you're right that it already is still not entirely clear with existing cards in the game, let alone the potential for future cards.  I would consider making Prophet actually play the Treasures (like Black Market and Storyteller), then you may spend $2 to draw a card (as many times as you want), but I think I'll take a slightly different approach.

The discard for draw is not intended to be the main purpose of the card (and realistically, not intended to be useful until you get at least one Messiah card into your deck) though.  But that's the hard part of balancing the card (and the Messiah card, and their interaction), both in games with other cards that give +Sins and on their own in a Kingdom... and also with Prophet alone early- or mid-game, before Messiah cards have been purchased (i.e. giving any incentive to actually buy the Prophet card in the first place).

For the choice between "+1 Card" and "draw a card", I was going off Cellar.  Or would that card also be changed under more recent card-wording decisions?

Anyway, updating the Prophet card as follows:

Quote
Prophet
Type: Action
Cost: $2
+$2
+1 Sin
You may discard any number of Treasure cards, revealed, then draw that many.  You may play a Messiah card from your hand.
Now it's helpful to discard coppers at the chance of drawing something better (before buying Messiah), and also gives you the option to discard silvers, golds, or other treasures each for only +1 Card after you have bought Messiah.
I'm still not sure if I'm happy about the vanilla bonus for Prophet though.
Messiah will stay the same for now:

Quote
Messiah
Type: Action
Cost: $5
If you have a Prophet in play, you may trash it and this to remove all your Sins.  Otherwise, +$3
---
While this is in play, you may not buy Messiah
« Last Edit: February 07, 2021, 01:15:03 pm by mathdude »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #37 on: February 07, 2021, 01:09:02 pm »
+1

My submission for this weeks contest, for now



Chessmaster
5$   Action-Command
Reveal any 3 cards from your deck. Discard the Commands and Non-Actions, and play the rest in any order. If you didn't play any cards, +1 Action.

----


Shoutout to S_Smarths for wording input on this, this was a pretty messy card before that.

Edit: Timou suggested a new wording, so i wrote his wording instead.



Edit 2:
People dont seem fond of the chessmaster card, so im changing my submission if thats allowed.



A throne room/ procession variant, that gives you a high amount of control, but trashes both card involved.

Edit 3:


Edit4:
RTT found a infinite loop with BoM/overlord, so i added command type to this. Carline pointed out that "other than this" was vague, so specified sthat you can't gain Ravaged Throne Room from the trash.
« Last Edit: February 12, 2021, 07:00:37 am by fika monster »
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Timinou

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #38 on: February 07, 2021, 01:16:48 pm »
+2

Chessmaster
5$   Action-Command
Reveal any 3 cards from your deck. Discard the Commands and Non-Actions, and play the rest in any order. If you didn't play any cards, +1 Action.

----

Shoutout to S_Smarths for wording input on this, this was a pretty messy card before that.

So you look through your deck and reveal any 3 cards that you want?  Should there be some clarification about leaving the non-revealed cards in their original order?  I feel like this could be quite messy to play with IRL.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #39 on: February 07, 2021, 03:04:50 pm »
+1

So you look through your deck

Not as worded. As worded, you only see the 3 revealed cards. And I'm pretty sure that's the intention.
« Last Edit: February 07, 2021, 03:10:54 pm by Gubump »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #40 on: February 07, 2021, 03:40:02 pm »
+1

It's a really neat idea to have "horse tokens"!  When you exchange the tokens, are the Horses going into your discard pile as normal or into your hand?

Thanks! As is, it is intended to discard the Horses. Without other changes of the card, gaining them to hand is probably too strong.

All for one and one for all. - Alexandre Dumas
I'm not sure this will work out as you intend.

It is rather penalising to take the tokens as you don't get the Peddler effect - so you want to do it as little as possible. The tokens that benefit most from being stockpiled are Coffers. So in the large majority of cases, I think it will be best to stockpile Coffers and cash in once at the end.

Used this way, Musketeer is like a super-Baker; you get the cash now AND the Coffers. That is a bit too strong for the price point, and also kind of boring. If you want the other tokens to be more usable, then I think it needs to be easier to retrieve them.

I honestly disagree.
First of all, there are Kingdoms with a scarce source of Actions in which Villagers become more  valuable than Coffers. Then there are some Kingdoms that have enough of other $-payload sources, but no good drawing cards and Horses may become more valuable.

Secondly, don’t forget that players don’t start with a perfect deck with which they can chain their Musketeers from the beginning on just like they want. They first have to build such decks. Also keep in mind while building such decks, other, maybe stronger $5 cost cards are around and for sure compete. Anyway, when a player plays their first Musketeer, it is usually not worth to use the token taking option. So they add something to the mat, and usually they will leave something there that is less valuable for the opponents. But hey, after a while, maybe it is worth to take 3 Villagers, especially when a player has a couple of terminal Action cards in hand, but no Actions left (e.g. one Action is lost by playing the Musketeer this way, but 3 Actions are gained). Maybe, the Musketeer is the last Action card in hand, and the player has just enough $ for the next purchase, either by playing it as a Peddler (and then adding a token to the mat), or already before playing it and then they take some Horses or whatever is on the mat.

Thirdly,
Quote from: faust
It is rather penalising to take the tokens as you don't get the Peddler effect - so you want to do it as little as possible.

That was my intention. It avoids too much craziness with every single Musketeer play, but in my opinion has still enough potential left for gaining a couple of precious tokens.

Quote from: faust
Used this way, Musketeer is like a super-Baker; you get the cash now AND the Coffers.

Maybe, I miscalculated something, but here is an example: A player plays 3 Bakers. They get 3 Coffers, +$0 and have +1 Action. A player plays 3 Musketeers, the first two add a Coffers to the mat, the last one collects. They get 2 Coffers, +$2, no Action left. Is that a super Baker? Edit: And to come to that point, Musketeer likely runs before as a $5 cost Peddler.

Finally, I am not saying that this is the best version possible. There is for sure enough potential to improve the mechanic. By the way, thanks for calling this concept boring.


I'd nerf the Peddler effect somehow and buff the token taking effect via allowing the player to take the tokens from all sections. This (partly) fixes the "Coffers only" issue that faust mentioned.

What do you mean with taking tokens from all sections?
« Last Edit: February 07, 2021, 05:12:40 pm by gambit05 »
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Timinou

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #41 on: February 07, 2021, 03:47:44 pm »
+2

So you look through your deck

Not as worded. As worded, you only see the 3 revealed cards. And I'm pretty sure that's the intention.

I think "Reveal three cards from anywhere in your deck" would be clearer.  I think the word "any" is throwing me off in the current wording.  Like, if I know I have three Labs somewhere in my deck, can I reveal them?
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #42 on: February 07, 2021, 03:49:47 pm »
0

I'd nerf the Peddler effect somehow and buff the token taking effect via allowing the player to take the tokens from all sections. This (partly) fixes the "Coffers only" issue that faust mentioned.

What do you mean with taking tokens from all sections?

Well, the current Musketeer only takes your tokens from one section of the mat. Segura's suggestion is to take the tokens from all of them instead.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #43 on: February 07, 2021, 03:54:16 pm »
0

I'd nerf the Peddler effect somehow and buff the token taking effect via allowing the player to take the tokens from all sections. This (partly) fixes the "Coffers only" issue that faust mentioned.

What do you mean with taking tokens from all sections?

Well, the current Musketeer only takes your tokens from one section of the mat. Segura's suggestion is to take the tokens from all of them instead.

Yes, I understand that. But what are the intended consequences?
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #44 on: February 07, 2021, 03:54:28 pm »
+1

Gambit, you may want to clarify in the OP that there is only one communal Musketeer Mat for all players, as that wasn't immediately obvious (to me at least).
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #45 on: February 07, 2021, 03:57:46 pm »
0

Gambit, you may want to clarify in the OP that there is only one communal Musketeer Mat for all players, as that wasn't immediately obvious (to me at least).

Thanks! Haven't thought about that. Though, I guess the criticism is unrelated to that.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #46 on: February 07, 2021, 04:12:17 pm »
0

I'd nerf the Peddler effect somehow and buff the token taking effect via allowing the player to take the tokens from all sections. This (partly) fixes the "Coffers only" issue that faust mentioned.

What do you mean with taking tokens from all sections?

Well, the current Musketeer only takes your tokens from one section of the mat. Segura's suggestion is to take the tokens from all of them instead.

Yes, I understand that. But what are the intended consequences?

Only allowing you to take tokens from one section of the mat at a time in a way punishes you for varying which section of the mat you add tokens to. Segura believes that this will result in players just stockpiling all their Musketeer tokens on the Coffers section and neglecting the other sections, and that allowing you to take tokens from every section would fix that. I agree with him there.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #47 on: February 07, 2021, 04:48:13 pm »
0

So you look through your deck

Not as worded. As worded, you only see the 3 revealed cards. And I'm pretty sure that's the intention.

I think "Reveal three cards from anywhere in your deck" would be clearer.  I think the word "any" is throwing me off in the current wording.  Like, if I know I have three Labs somewhere in my deck, can I reveal them?

Updated wording as per your suggestion.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #48 on: February 07, 2021, 04:58:38 pm »
+1

updated price per Holger's analysis - keeping it at $4 because I think opening double and having them hit at t3, t4 (respectively) would probably be too much of an advantage.
« Last Edit: February 07, 2021, 05:04:47 pm by spineflu »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #49 on: February 07, 2021, 05:05:07 pm »
0

I'd nerf the Peddler effect somehow and buff the token taking effect via allowing the player to take the tokens from all sections. This (partly) fixes the "Coffers only" issue that faust mentioned.

What do you mean with taking tokens from all sections?

Well, the current Musketeer only takes your tokens from one section of the mat. Segura's suggestion is to take the tokens from all of them instead.

Yes, I understand that. But what are the intended consequences?

Only allowing you to take tokens from one section of the mat at a time in a way punishes you for varying which section of the mat you add tokens to. Segura believes that this will result in players just stockpiling all their Musketeer tokens on the Coffers section and neglecting the other sections, and that allowing you to take tokens from every section would fix that. I agree with him there.

Is it really like that?
Imagine the following scenario: Early phase of a game with 3 players and each player already gained one Musketeer. On each section of the Musketeer mat is 1 token (starting condition).

Now player A plays their Musketeer. More often then not they will choose the Peddler option (i.e. they do not take any of the single tokens from the mat). Player A then adds a token to the mat. If Coffers are clearly more valuable than Villagers or Horses, they will add it to one of the latter sections, say Horses. Then player B plays their Musketeer. Again, it will be often better to use the Peddler option. Where does player B add the token? Villager section I would say. Now player C plays their Musketeer. It could be worth now to take the 2 Villagers (maybe they already had enough $ collected for their purchase). However, if player C doesn’t take any tokens from the mat, where do they add their token now?

In summary, if a certain type of token is clearly more valuable than the others (all of you think it is Coffers) then players will add tokens to the other sections of the mat. At a certain point, several Villagers or Horses should become more valuable than a single Coffers most of the time.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #50 on: February 07, 2021, 05:20:51 pm »
+7



Quote
Exhaust v2

Replay a non-Duration Action card you played this turn that's still in play. Trash it. If this is the first time you've bought Exhaust this turn: +1 Buy.

Event
$0

Quote
Exhaust v1

+1 Buy
Replay a non-Duration Action card you played this turn that's still in play. Trash it.

Event
$0

edit: tweak to make spamming Exhaust more difficult
« Last Edit: February 12, 2021, 09:54:15 pm by alion8me »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #51 on: February 07, 2021, 05:25:40 pm »
+1

I'd nerf the Peddler effect somehow and buff the token taking effect via allowing the player to take the tokens from all sections. This (partly) fixes the "Coffers only" issue that faust mentioned.

What do you mean with taking tokens from all sections?

Well, the current Musketeer only takes your tokens from one section of the mat. Segura's suggestion is to take the tokens from all of them instead.

Yes, I understand that. But what are the intended consequences?

Only allowing you to take tokens from one section of the mat at a time in a way punishes you for varying which section of the mat you add tokens to. Segura believes that this will result in players just stockpiling all their Musketeer tokens on the Coffers section and neglecting the other sections, and that allowing you to take tokens from every section would fix that. I agree with him there.

Is it really like that?
Imagine the following scenario: Early phase of a game with 3 players and each player already gained one Musketeer. On each section of the Musketeer mat is 1 token (starting condition).

Now player A plays their Musketeer. More often then not they will choose the Peddler option (i.e. they do not take any of the single tokens from the mat). Player A then adds a token to the mat. If Coffers are clearly more valuable than Villagers or Horses, they will add it to one of the latter sections, say Horses. Then player B plays their Musketeer. Again, it will be often better to use the Peddler option. Where does player B add the token? Villager section I would say. Now player C plays their Musketeer. It could be worth now to take the 2 Villagers (maybe they already had enough $ collected for their purchase). However, if player C doesn’t take any tokens from the mat, where do they add their token now?

In summary, if a certain type of token is clearly more valuable than the others (all of you think it is Coffers) then players will add tokens to the other sections of the mat. At a certain point, several Villagers or Horses should become more valuable than a single Coffers most of the time.

I missed the fact that the mat is communal instead of personal (and I think segura and faust probably didn't realize that either). Ignore my previous comment.
« Last Edit: February 07, 2021, 05:28:22 pm by Gubump »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #52 on: February 08, 2021, 02:28:23 am »
0

"you may Pass this to the player on your left" (i.e. gain to their hand). Then if you end the game this turn, they get +1VP. Otherwise, they at least have the option/choice to Pass it to the next person instead of keeping it for -2VP.

Passing is not gaining; you cannot Watchtower the card you get passed via Masquerade, for example. With your suggested wording, passing Monkey's Paw would result in it always being worth -2 for your opponent, because they did not gain it at all and therefore did not "gain it after their last turn of the game."

I do agree with you that it's really hard/impossible to track the value of the Monkey's Paws, though. As currently worded, at least, each individual copy can be worth varying amounts of , which is impossible to track in an irl game.

I missed the fact that Passing is not gaining. Thanks. I haven't played with many "when you gain a card" cards before, and if this is intended to interact with those, it adds more confusion. If you keep "Pass", then you have to use and then define something like "Receive". My main reaction for this recommended change to Pass is so you can't give it to someone onto their deck, they have a hand with no actions and buy Duchy, then they draw it into their next hand now worth -2VP and the following player ends the game before they can get rid of it. In the absence of "when you gain a card" reactions, it's a political (target 1 person) attack near the end of the game. In their hand, they can at least give it to the next player once it switches from +1VP to -2VP.
I guess it could just say "the player to your left gains it to their hand".
In most cases, the player to your left will have a chance to get rid of it after gaining it to the top of their deck if they have another turn. I don't think it needs the attack type. I also think it'll be pretty easy to remember if I passed you that Monkey's Paw on the last turn of the game to know it's VP worth.

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #53 on: February 08, 2021, 02:55:04 am »
0

"you may Pass this to the player on your left" (i.e. gain to their hand). Then if you end the game this turn, they get +1VP. Otherwise, they at least have the option/choice to Pass it to the next person instead of keeping it for -2VP.

Passing is not gaining; you cannot Watchtower the card you get passed via Masquerade, for example. With your suggested wording, passing Monkey's Paw would result in it always being worth -2 for your opponent, because they did not gain it at all and therefore did not "gain it after their last turn of the game."

I do agree with you that it's really hard/impossible to track the value of the Monkey's Paws, though. As currently worded, at least, each individual copy can be worth varying amounts of , which is impossible to track in an irl game.

I missed the fact that Passing is not gaining. Thanks. I haven't played with many "when you gain a card" cards before, and if this is intended to interact with those, it adds more confusion. If you keep "Pass", then you have to use and then define something like "Receive". My main reaction for this recommended change to Pass is so you can't give it to someone onto their deck, they have a hand with no actions and buy Duchy, then they draw it into their next hand now worth -2VP and the following player ends the game before they can get rid of it. In the absence of "when you gain a card" reactions, it's a political (target 1 person) attack near the end of the game. In their hand, they can at least give it to the next player once it switches from +1VP to -2VP.
I guess it could just say "the player to your left gains it to their hand".
In most cases, the player to your left will have a chance to get rid of it after gaining it to the top of their deck if they have another turn. I don't think it needs the attack type. I also think it'll be pretty easy to remember if I passed you that Monkey's Paw on the last turn of the game to know it's VP worth.
There are definitely times when it is impossible to tell. Say I pass you a Monkey's Paw and then play 2 Torturers for Bad Omens first and War second. War flips and trashes Monkey's Paw; was it the one that you've just been passed or the one that was already in your deck?

And the reason you give for it not needing to be an Attack doesn't really make sense; by the same argument, Sea Hag wouldn't need to be an Attack in games with trashing.
« Last Edit: February 08, 2021, 02:59:53 am by faust »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #54 on: February 08, 2021, 03:03:30 am »
+6



Quote
Exhaust

+1 Buy
Replay a non-Duration Action card you played this turn that's still in play. Trash it.

Event
$0
I think this makes it too easy to just trash your deck on your final turn to gain a game-deciding advantage. At the very least, it should lose the +Buy.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #55 on: February 08, 2021, 04:40:22 am »
+1



Quote
Exhaust

+1 Buy
Replay a non-Duration Action card you played this turn that's still in play. Trash it.

Event
$0
I think this makes it too easy to just trash your deck on your final turn to gain a game-deciding advantage. At the very least, it should lose the +Buy.

How about making it possible to buy a buy by overpaying?
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #56 on: February 08, 2021, 08:02:14 am »
0



Quote
Exhaust

+1 Buy
Replay a non-Duration Action card you played this turn that's still in play. Trash it.

Event
$0
I think this makes it too easy to just trash your deck on your final turn to gain a game-deciding advantage. At the very least, it should lose the +Buy.

Yes, or it should be limited to once per turn, or cost at least $2. As is, Exhaust also seriously nerfs Looters as it effectively turns any Ruins into a throned version of itself that trashes itself for free.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #57 on: February 08, 2021, 08:28:41 am »
0

If you remove the +Buy, then I don’t think Exhaust weakens Looters any more than something like Advance or several Ways do.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #58 on: February 08, 2021, 10:26:54 am »
0



To avoid misunderstandings: you are allowed to look through your draw pile and reveal 3 cards form that? Or draw pile and discard pile? Or draw pile and discard pile and hand?

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #59 on: February 08, 2021, 12:44:55 pm »
+1



Quote
Exhaust

+1 Buy
Replay a non-Duration Action card you played this turn that's still in play. Trash it.

Event
$0
I think this makes it too easy to just trash your deck on your final turn to gain a game-deciding advantage. At the very least, it should lose the +Buy.

Yes, or it should be limited to once per turn, or cost at least $2. As is, Exhaust also seriously nerfs Looters as it effectively turns any Ruins into a throned version of itself that trashes itself for free.
I don’t think the Ruins issue is a big one. Way of the Horse is far worse in this respect. I agree though that the card should be nerfed somehow.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #60 on: February 08, 2021, 12:51:08 pm »
+1



To avoid misunderstandings: you are allowed to look through your draw pile and reveal 3 cards form that? Or draw pile and discard pile? Or draw pile and discard pile and hand?

I can answer this since it was talked about on the Discord. It's only from your draw pile, and you don't get to look at any cards before revealing the 3.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #61 on: February 08, 2021, 12:53:19 pm »
+1

Oh, so you get to decide "I'll take the cards at positions #1, #3, and #8 from the top", but without looking at them?

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #62 on: February 08, 2021, 01:11:27 pm »
0

Oh, so you get to decide "I'll take the cards at positions #1, #3, and #8 from the top", but without looking at them?

Correct.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #63 on: February 08, 2021, 03:21:11 pm »
0

Oh, so you get to decide "I'll take the cards at positions #1, #3, and #8 from the top", but without looking at them?

Yes. Given that you misunderstood it, i need to change the wording so thats clear
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #64 on: February 08, 2021, 03:54:52 pm »
0

I'd nerf the Peddler effect somehow and buff the token taking effect via allowing the player to take the tokens from all sections. This (partly) fixes the "Coffers only" issue that faust mentioned.

What do you mean with taking tokens from all sections?

Well, the current Musketeer only takes your tokens from one section of the mat. Segura's suggestion is to take the tokens from all of them instead.

Yes, I understand that. But what are the intended consequences?

Only allowing you to take tokens from one section of the mat at a time in a way punishes you for varying which section of the mat you add tokens to. Segura believes that this will result in players just stockpiling all their Musketeer tokens on the Coffers section and neglecting the other sections, and that allowing you to take tokens from every section would fix that. I agree with him there.

Is it really like that?
Imagine the following scenario: Early phase of a game with 3 players and each player already gained one Musketeer. On each section of the Musketeer mat is 1 token (starting condition).

Now player A plays their Musketeer. More often then not they will choose the Peddler option (i.e. they do not take any of the single tokens from the mat). Player A then adds a token to the mat. If Coffers are clearly more valuable than Villagers or Horses, they will add it to one of the latter sections, say Horses. Then player B plays their Musketeer. Again, it will be often better to use the Peddler option. Where does player B add the token? Villager section I would say. Now player C plays their Musketeer. It could be worth now to take the 2 Villagers (maybe they already had enough $ collected for their purchase). However, if player C doesn’t take any tokens from the mat, where do they add their token now?

In summary, if a certain type of token is clearly more valuable than the others (all of you think it is Coffers) then players will add tokens to the other sections of the mat. At a certain point, several Villagers or Horses should become more valuable than a single Coffers most of the time.

I missed the fact that the mat is communal instead of personal (and I think segura and faust probably didn't realize that either). Ignore my previous comment.

Well, if it is true that the criticism is based on the assumption that each player has their own mat then it is my fault to not explicitly point out that it is a communal mat. The basic concept is floating around in my head for years now and with that in mind I always saw one single (virtual) mat and just didn't realised that it could be in a different way.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #65 on: February 08, 2021, 05:05:04 pm »
0

Billet
Project - $5
Once per turn, when you play an Action card, you may first play the set aside card, leaving it there.
Setup: Set aside an extra Action Kingdom card costing $3 or less.
« Last Edit: February 08, 2021, 06:40:39 pm by ConMan »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #66 on: February 08, 2021, 05:19:16 pm »
+2

Billet
Project - $5
Once per turn, when you play an Action card, you may first play the set aside card.
Setup: Set aside an extra Kingdom card costing $3 or less.

Is the fact that this can set aside Treasures or Nights intended?
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #67 on: February 08, 2021, 05:32:00 pm »
0



Quote
Exhaust

+1 Buy
Replay a non-Duration Action card you played this turn that's still in play. Trash it.

Event
$0
I think this makes it too easy to just trash your deck on your final turn to gain a game-deciding advantage. At the very least, it should lose the +Buy.

Yes, or it should be limited to once per turn, or cost at least $2. As is, Exhaust also seriously nerfs Looters as it effectively turns any Ruins into a throned version of itself that trashes itself for free.
I don’t think the Ruins issue is a big one. Way of the Horse is far worse in this respect. I agree though that the card should be nerfed somehow.

Yes, you're right, Looters are nerfed harder by WotH than by this card.

As faust suggested, "Exhausting" all your Actions on your last turn essentially gives you a kind of weaker "extra turn" at the end of the game (as you can replay all in-play Actions but no Treasures, and any draw effects are generally useless in the Buy phase). So it's somewhat similar to Fleet IMO. Maybe Exhaust could be also be a Project (that allows you to replay and then trash any in-play Action card during your buy phase for the rest of the game)?
While Exhaust's "extra turn" effect is worse than Fleet's, you can also use it before to trash Action cards that you no longer need, so it might still be fine at $5 (or maybe $4).
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #68 on: February 08, 2021, 06:30:42 pm »
+2

Billet
Project - $5
Once per turn, when you play an Action card, you may first play the set aside card.
Setup: Set aside an extra Kingdom card costing $3 or less.

Is the fact that this can set aside Treasures or Nights intended?
Also, what happens if the set aside card is a Victory card?
On another note, it should say "you may first play the set aside card, leaving it there.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #69 on: February 08, 2021, 06:41:11 pm »
0

Billet
Project - $5
Once per turn, when you play an Action card, you may first play the set aside card.
Setup: Set aside an extra Kingdom card costing $3 or less.

Is the fact that this can set aside Treasures or Nights intended?
Also, what happens if the set aside card is a Victory card?
On another note, it should say "you may first play the set aside card, leaving it there.
Yeah, as soon as I walked away I realised I needed to fix both those things. I've updated the wording in the original post:

Billet
Project - $5
Once per turn, when you play an Action card, you may first play the set aside card, leaving it there.
Setup: Set aside an extra Action Kingdom card costing $3 or less.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #70 on: February 08, 2021, 07:28:59 pm »
+1

EDIT: My card has been updated here.



Quote
Birthright - $6
Put a non-Duration Action card from the Supply onto your Birthright mat. At the start of each player's turn for the rest of the game, that player plays the card, leaving it there.
(This stays in play.)

A Prince variant, except that every player gets the bonus. Because of that, you have to design a deck and/or select an Action card that will help you more than it will help your opponent(s), even after foregoing a Gold (or other $6 buy) and despite the fact that each other player gets to use the Action card before you do.
« Last Edit: February 11, 2021, 02:31:01 am by emtzalex »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #71 on: February 08, 2021, 10:02:31 pm »
+2

OK, how about this?

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #72 on: February 08, 2021, 10:32:47 pm »
+1



Quote
Birthright - $6
Put a non-Duration Action card from the Supply onto your Birthright mat. At the start of each player's turn for the rest of the game, that player plays the card, leaving it there.
(This stays in play.)

A Prince variant, except that every player gets the bonus. Because of that, you have to design a deck and/or select an Action card that will help you more than it will help your opponent(s), even after foregoing a Gold (or other $6 buy) and despite the fact that each other player gets to use the Action card before you do.

I'm curious if you have any other purposes for the "Birthright mat" - is this part of a set of cards you have?  Otherwise, I'm assuming the only reason it's "their" mat is in case they set aside an Action-Victory card instead of just an Action card (or else it could be a communal mat).  Alternatively, couldn't you just say "Put a non-Duration Action card from the Supply on this"?

Would the card allow you to use Command cards, or should they be excluded like Durations?

This card could really slow down the end of the game if each player starts getting multiple cards set aside.  Each start-of-turn would be playing a good handful of cards before they even start their Action phase.  To keep it a little more subdued, would it work better as a project (on purchase, when you place your cube you would also choose the card to set aside for it)?  Or a "once per game" event?
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #73 on: February 09, 2021, 12:30:36 am »
0

I'm curious if you have any other purposes for the "Birthright mat" - is this part of a set of cards you have?  Otherwise, I'm assuming the only reason it's "their" mat is in case they set aside an Action-Victory card instead of just an Action card (or else it could be a communal mat).  Alternatively, couldn't you just say "Put a non-Duration Action card from the Supply on this"?
To be honest, I did not even consider a communal mat. I like to start with mechanics already in the game, and I am not aware of such a communal mat. The reason I did not put it on top of or under Birthright itself is that I wanted to borrow the mechanic from Inheritance of the card staying out of play (so that a player could use a card like Experiment). Inheritance uses a token, but since I wanted to have the possibility of multiple cards, a mat seemed like a pre-existing solution.

Would the card allow you to use Command cards, or should they be excluded like Durations?
My first thought was that it shouldn't, but when I thought about it I changed my mind. My understanding is that the reason Command cards don't play other command cards is that they could, in theory, create loops. This card does not play the selected card on that turn, so even if it uses a Command card, it couldn't create such a loop (as far as I understand it). If there is another reason not to use a Command card, I would appreciate the input.

My initial thinking was that the fact that the other players got to use the card as well means that most of the restrictions of the other cards that play other cards (Command cards, Inheritance, Prince). That might not be correct, and I will have to think more about it.

This card could really slow down the end of the game if each player starts getting multiple cards set aside.  Each start-of-turn would be playing a good handful of cards before they even start their Action phase.  To keep it a little more subdued, would it work better as a project (on purchase, when you place your cube you would also choose the card to set aside for it)?  Or a "once per game" event?
This is something I had not thought of. My inclination is that this is unlikely, as playing this card effectively is hard enough that I don't think multiple players will do it multiple times. I also don't think there will be much incentive to play Action cards with a lot of choices, as that will make it much more likely your opponent can use the card effectively. But I will definitely consider this part and think about reworking it.

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #74 on: February 09, 2021, 12:36:39 am »
0



Quote
Birthright - $6
Put a non-Duration Action card from the Supply onto your Birthright mat. At the start of each player's turn for the rest of the game, that player plays the card, leaving it there.
(This stays in play.)

A Prince variant, except that every player gets the bonus. Because of that, you have to design a deck and/or select an Action card that will help you more than it will help your opponent(s), even after foregoing a Gold (or other $6 buy) and despite the fact that each other player gets to use the Action card before you do.
This should either say "that player may play the card" or be an attack. Imagine putting 2 Remakes onto the Birthright mat...

Also I see no reason for this to stay in play; it can just trash itself upon play.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #75 on: February 09, 2021, 01:46:47 am »
0

Sly Merchant
Action/Duration - $4
Until your next turn, when you shuffle your deck, gain a Curse and include it in the shuffle.
At the start of your next turn, +$4
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #76 on: February 09, 2021, 08:05:51 am »
+4

This contest is hard, especially since I'm a relatively "low-skilled" player.  :D



EDIT: Revised the cost to $1


At first glance, this appears to be a glorified Necropolis.  Most players will be able to play this like a Lost City if they time it right, but I'm hoping that this card would really shine as a way to play cards you've gained in the same turn.

I wasn't sure if this should cost the same as a Shanty Town or if it should cost $2.
« Last Edit: February 09, 2021, 05:09:53 pm by Timinou »
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mandioca15

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #77 on: February 09, 2021, 08:10:26 am »
0

Potter (Action, $5)

+3 Cards
+1 Buy

If your discard pile has any cards in it, +1 Action.

A Margrave-Swashbuckler hybrid that rewards you if you play it at the right time.


Replaced by Armada, see reply #115.
« Last Edit: February 12, 2021, 03:09:15 am by mandioca15 »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #78 on: February 09, 2021, 09:00:50 am »
0

Potter (Action, $5)

+3 Cards
+1 Buy

If your discard pile has any cards in it, +1 Action.

A Margrave-Swashbuckler hybrid that rewards you if you play it at the right time.
This is too strong. There are enough boards where you can consistently activate Swashbuckler, and Double-Lab+Market Square is way too good of an effect.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #79 on: February 09, 2021, 09:10:08 am »
+1

This contest is hard, especially since I'm a relatively "low-skilled" player.  :D



At first glance, this appears to be a glorified Necropolis.  Most players will be able to play this like a Lost City if they time it right, but I'm hoping that this card would really shine as a way to play cards you've gained in the same turn.

I wasn't sure if this should cost the same as a Shanty Town or if it should cost $2.
I'd try it at $1 - of all the states to check, 'is my deck empty' seems the rarest and most fleeting, even if combo'd with scavenger or messenger; the most common subtype of "is my deck empty" is probably going to happen when its all in your hand/drawn, so the +cards is moot then anyway.
« Last Edit: February 09, 2021, 09:45:04 am by spineflu »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #80 on: February 09, 2021, 10:06:57 am »
+1

This contest is hard, especially since I'm a relatively "low-skilled" player.  :D



At first glance, this appears to be a glorified Necropolis.  Most players will be able to play this like a Lost City if they time it right, but I'm hoping that this card would really shine as a way to play cards you've gained in the same turn.

I wasn't sure if this should cost the same as a Shanty Town or if it should cost $2.
I'd try it at $1 - of all the states to check, 'is my deck empty' seems the rarest and most fleeting, even if combo'd with scavenger or messenger; the most common subtype of "is my deck empty" is probably going to happen when its all in your hand/drawn, so the +cards is moot then anyway.

The +cards is helpful if you are able to play a gainer once you've drawn your deck before playing Secluded Village.  Of course, there are plenty of other ways to draw a card you've just gained, but they usually cost more.  I like the suggestion of a $1 cost and will consider that.  This is actually a modified version of a card that I had in a set from a previous WDC that could essentially be gained for free.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #81 on: February 09, 2021, 01:39:54 pm »
0

Potter (Action, $5)

+3 Cards
+1 Buy

If your discard pile has any cards in it, +1 Action.

A Margrave-Swashbuckler hybrid that rewards you if you play it at the right time.
This is too strong. There are enough boards where you can consistently activate Swashbuckler, and Double-Lab+Market Square is way too good of an effect.

Would it work better as a $6, or does it require nerfing in some respect?
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #82 on: February 09, 2021, 01:49:03 pm »
0


Quote
Birthright - $6
Put a non-Duration Action card from the Supply onto your Birthright mat. At the start of each player's turn for the rest of the game, that player plays the card, leaving it there.
(This stays in play.)

A Prince variant, except that every player gets the bonus. Because of that, you have to design a deck and/or select an Action card that will help you more than it will help your opponent(s), even after foregoing a Gold (or other $6 buy) and despite the fact that each other player gets to use the Action card before you do.
This should either say "that player may play the card" or be an attack. Imagine putting 2 Remakes onto the Birthright mat...

I don't think it is an Attack, even if you put in a terrible card, because it effects you as well. I would echo the logic in Something_Smart's post from last week's contest about giving each player Snow, drawing an analogy to using Messenger's on-buy effect to give every player a Curse. When it affects the player playing the card the same as everyone else, it's not an attack. So dropping in a Remake would be a huge pain, but it would be a pain for everyone.

It would also be weird mechanically, as the card continues affecting the players throughout the game. If one player played a Moat at the exact moment that happened, would they remain unaffected for the rest of the game, while the other players kept using the Action? How would that be tracked? It seems counter-intuitive.

That being said, the case of a double Remake is a problem, and what I would not want is for a player who is losing to be able to just tank the game and make it so that no one will be able to do anything (or, if they have emptied one Supply pile, that their one Victory card in exile or on a mat will win out after everyone's deck is trashed and they slowly buy out the Curses and Coppers pile). The reason I did not want to do "may play" is that I wanted an option to be playing a harmful card that would hurt you less. But I may have to give that option up to prevent the card from being terrible.

Thanks for bringing this to my attention.

Also I see no reason for this to stay in play; it can just trash itself upon play.

I took the parenthetical language directly from Hireling, which seems like the most mechanically similar card. Given that the card continues to do something at the start of every turn, it seems both consistent with the other game mechanics and practical for tracking purposes to have a card there.

Also, while I am still mulling over mathdude's suggestion that I limited it to one use per player per game, I certainly do not want there to be more than 10 cards playing each turn, which could be done if you pulled Birthright out of the trash with a Lurker, Graverobber, or Rogue.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #83 on: February 09, 2021, 02:02:25 pm »
0


Quote
Birthright - $6
Put a non-Duration Action card from the Supply onto your Birthright mat. At the start of each player's turn for the rest of the game, that player plays the card, leaving it there.
(This stays in play.)

A Prince variant, except that every player gets the bonus. Because of that, you have to design a deck and/or select an Action card that will help you more than it will help your opponent(s), even after foregoing a Gold (or other $6 buy) and despite the fact that each other player gets to use the Action card before you do.
This should either say "that player may play the card" or be an attack. Imagine putting 2 Remakes onto the Birthright mat...

I don't think it is an Attack, even if you put in a terrible card, because it effects you as well. I would echo the logic in Something_Smart's post from last week's contest about giving each player Snow, drawing an analogy to using Messenger's on-buy effect to give every player a Curse. When it affects the player playing the card the same as everyone else, it's not an attack. So dropping in a Remake would be a huge pain, but it would be a pain for everyone.

It would also be weird mechanically, as the card continues affecting the players throughout the game. If one player played a Moat at the exact moment that happened, would they remain unaffected for the rest of the game, while the other players kept using the Action? How would that be tracked? It seems counter-intuitive.

That being said, the case of a double Remake is a problem, and what I would not want is for a player who is losing to be able to just tank the game and make it so that no one will be able to do anything (or, if they have emptied one Supply pile, that their one Victory card in exile or on a mat will win out after everyone's deck is trashed and they slowly buy out the Curses and Coppers pile). The reason I did not want to do "may play" is that I wanted an option to be playing a harmful card that would hurt you less. But I may have to give that option up to prevent the card from being terrible.

Thanks for bringing this to my attention.

Also I see no reason for this to stay in play; it can just trash itself upon play.

I took the parenthetical language directly from Hireling, which seems like the most mechanically similar card. Given that the card continues to do something at the start of every turn, it seems both consistent with the other game mechanics and practical for tracking purposes to have a card there.

Also, while I am still mulling over mathdude's suggestion that I limited it to one use per player per game, I certainly do not want there to be more than 10 cards playing each turn, which could be done if you pulled Birthright out of the trash with a Lurker, Graverobber, or Rogue.
regarding the bigger problem of playing 10+ cards at the start of your turn, or double remake, or whatever, you could just have it replace the card on the birthright mat (which gets trashed or returned to the supply or something) - only one card there at a time.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #84 on: February 09, 2021, 02:33:23 pm »
+3


Quote
Birthright - $6
Put a non-Duration Action card from the Supply onto your Birthright mat. At the start of each player's turn for the rest of the game, that player plays the card, leaving it there.
(This stays in play.)

A Prince variant, except that every player gets the bonus. Because of that, you have to design a deck and/or select an Action card that will help you more than it will help your opponent(s), even after foregoing a Gold (or other $6 buy) and despite the fact that each other player gets to use the Action card before you do.
This should either say "that player may play the card" or be an attack. Imagine putting 2 Remakes onto the Birthright mat...

I don't think it is an Attack, even if you put in a terrible card, because it effects you as well. I would echo the logic in Something_Smart's post from last week's contest about giving each player Snow, drawing an analogy to using Messenger's on-buy effect to give every player a Curse. When it affects the player playing the card the same as everyone else, it's not an attack. So dropping in a Remake would be a huge pain, but it would be a pain for everyone.

It would also be weird mechanically, as the card continues affecting the players throughout the game. If one player played a Moat at the exact moment that happened, would they remain unaffected for the rest of the game, while the other players kept using the Action? How would that be tracked? It seems counter-intuitive.

That being said, the case of a double Remake is a problem, and what I would not want is for a player who is losing to be able to just tank the game and make it so that no one will be able to do anything (or, if they have emptied one Supply pile, that their one Victory card in exile or on a mat will win out after everyone's deck is trashed and they slowly buy out the Curses and Coppers pile). The reason I did not want to do "may play" is that I wanted an option to be playing a harmful card that would hurt you less. But I may have to give that option up to prevent the card from being terrible.

Thanks for bringing this to my attention.

Also I see no reason for this to stay in play; it can just trash itself upon play.

I took the parenthetical language directly from Hireling, which seems like the most mechanically similar card. Given that the card continues to do something at the start of every turn, it seems both consistent with the other game mechanics and practical for tracking purposes to have a card there.

Also, while I am still mulling over mathdude's suggestion that I limited it to one use per player per game, I certainly do not want there to be more than 10 cards playing each turn, which could be done if you pulled Birthright out of the trash with a Lurker, Graverobber, or Rogue.
regarding the bigger problem of playing 10+ cards at the start of your turn, or double remake, or whatever, you could just have it replace the card on the birthright mat (which gets trashed or returned to the supply or something) - only one card there at a time.

You could also just make it a Project:
Quote
At the start of each player's turn, that player plays the card you set aside.

When you buy this, set aside a non-Duration Action card from the Supply.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #85 on: February 09, 2021, 03:19:43 pm »
+1

« Last Edit: February 09, 2021, 03:21:56 pm by pubby »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #86 on: February 09, 2021, 03:35:31 pm »
0



1. Unlike with Bonfire, there's a good reason you might want to trash Durations with this, which introduces tracking issues. It should either be limited to non-Durations (see Procession) or to cards that you would discard from play this turn (see Improve).
2. It needs to specify "a card you have in play." It shouldn't be able to trash other player's Black Cats and Falconers.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #87 on: February 09, 2021, 03:44:08 pm »
+4

v0.1:
v0.2:
v0.3:


Quote
Omniscience - $0
Project

Play with your hand and deck entirely face up and visible. You may reorder your deck at any time.
-
When you buy this, gain a Curse if not all players have Omniscience, and another Curse if no other player has Omniscience, then put your deck into your discard pile.

Donate-esque gamechanger, with a penalty for buying it before others. Your deck becomes like a second hand to pick and choose from.

Edits: put into discard pile rather than discard deck; face up and visible rather than revealed to avoid reveal trigger shenanigans. Gaining Curses before putting deck into discard pile for consistency. Re-weighting of Curses to 2 for the Alpha and 1 for each other non-Omega to maintain the 2 Curse cost.
« Last Edit: February 11, 2021, 10:52:21 am by Mahowrath »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #88 on: February 09, 2021, 05:42:59 pm »
+2



Quote
Omniscience - $0
Project

Play with your hand and deck revealed (ignore on-reveal triggers). You may reorder your deck at any time.
When you buy this: discard your deck, and gain 2 Curses for each opponent that doesn't have Omniscience.

Donate-esque gamechanger, with a penalty for buying it before others. Your deck becomes like a second hand to pick and choose from.

This should say "put your deck into your discard pile" rather than "discard your deck," so as to not trigger umpteen Tunnels, Faithful Hounds, and Village Greens.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #89 on: February 09, 2021, 06:02:10 pm »
0

Aha, nice catch. Will update in original post
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #90 on: February 10, 2021, 04:48:48 am »
0

v0.1:



Quote
Omniscience - $0
Project

Play with your hand and deck revealed (ignore on-reveal triggers). You may reorder your deck at any time.
When you buy this, put your deck into your discard pile, and gain 2 Curses for each opponent that doesn't have Omniscience.

Donate-esque gamechanger, with a penalty for buying it before others. Your deck becomes like a second hand to pick and choose from.

What exactly do you mean by "ignore on-reveal triggers"? Do you ignore only the revealing itself or also whatever would happen to the revealed cards? I.e. does Wishing Well become a better Hunting Party or a do-nothing cantrip with Omniscience?
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #91 on: February 10, 2021, 09:02:09 am »
+1

Better hunting party; I agree it's ambiguously worded.

Maybe "this does not interact with reveal triggers"?
adding also "Cards can still be revealed" - bit wordy.


Currently thinking of skipping the reveal trigger entirely with "face-up and visible".
« Last Edit: February 10, 2021, 10:09:59 am by Mahowrath »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #92 on: February 10, 2021, 11:45:38 am »
+3



A project that helps when you need it but hurts a lot when you buy it at a time when you shouldn't.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #93 on: February 10, 2021, 12:55:31 pm »
+1



Quote
Coffeehouse - $5
Action
You may discard 2 cards for +4 Cards and +1 Action.
Each other player may discard a card for +1 Card.
-
While this is in play, after a player discards a card, they shuffle their discard pile into their deck.

A strong Lab Forum Stables variant that can be detrimental if your deck is not ready for it. Not sure how useful/broken this is. Certainly rewards players for trimming down their deck, which is already strong so I am unsure how wise that is. I had a lot of trouble finding inspiration for this challenge. Appreciate any feedback offered.

Edit: Changed it to be more of a Forum variant. Keeping the the "While this is in play" wording to make it definitive what happens when it is trashed or played from a zone and not put into play. Thanks to segura and BBobb for the feedback.

Edit 2: Changed the design again. Now you discard before drawing. This is a bit more interesting as you immediately shuffle the discarded cards into your deck before drawing the cards. This makes it more of a Stables variant, but stronger due to no restrictions to what you can discard but also drawing 4 after discarding 2, which is usually better. To balance this, in addition to possibly drawing the very cards discarded each other player can join in the fun by discarding a card to draw a new card. Still may be broken, but I like this design more than what I had before.

Quote
Old Version

« Last Edit: February 12, 2021, 12:56:50 pm by Xen3k »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #94 on: February 10, 2021, 01:05:23 pm »
+2



Quote
Coffeehouse - $5
Action
+4 cards
+1 Action
Discard 1 cards. Then, shuffle your discard pile into your deck.
-
While this is in play, after you shuffle your deck, put a card from your hand onto your deck.

A strong Lab variant that can be detrimental if your deck is not ready for it. Not sure how useful/broken this is. Certainly rewards players for trimming down their deck, which is already strong so I am unsure how wise that is. I had a lot of trouble finding inspiration for this challenge. Appreciate any feedback offered.
This is nearly strictly better than +3 Cards +1 Action Discard a card as drawing an extra card and topdecking a card is usually something you want and shuffling the discard into the deck is not such a huge drawback.
But +3 Cards +1 Action Discard a card is better than Forum (it is Lab plus Fugitive whereas Forum is 2 Fugitives).
So the card is overpowered.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #95 on: February 10, 2021, 01:19:59 pm »
0



Quote
Coffeehouse - $5
Action
+4 cards
+1 Action
Discard 1 cards. Then, shuffle your discard pile into your deck.
-
While this is in play, after you shuffle your deck, put a card from your hand onto your deck.

A strong Lab variant that can be detrimental if your deck is not ready for it. Not sure how useful/broken this is. Certainly rewards players for trimming down their deck, which is already strong so I am unsure how wise that is. I had a lot of trouble finding inspiration for this challenge. Appreciate any feedback offered.
This is nearly strictly better than +3 Cards +1 Action Discard a card as drawing an extra card and topdecking a card is usually something you want and shuffling the discard into the deck is not such a huge drawback.
But +3 Cards +1 Action Discard a card is better than Forum (it is Lab plus Fugitive whereas Forum is 2 Fugitives).
So the card is overpowered.
Fair evaluation, and thanks. Instead of top decking, I originally had the shuffle penalty discarding a card. I also thought of making it a duration with some sort of delayed penalty, but did not continue further. Any thoughts on how shuffling could be made more of a valid penalty?
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #96 on: February 10, 2021, 01:31:52 pm »
+2

Some wording changes:
Omniscience:
Play with your hand and deck entirely face up and visible. You may reorder your deck at any time.
-----------------------------------------------------------------------------------------------------------
When you buy this, gain 2 Curses for each other player doesn't have Omniscienceput your deck into your discard pile, and gain 2 Curses for each opponent who doesn't have Omniscience.

For the first change, see any card with an On-Buy effect, e.g. Forum, Port, Farmland. For the movement of the "gain 2 Curses" part, see Trusty Steed. For the change from "opponent" to "other player", see many Attacks, e.g. Coven, Villain, Black Cat.

Delegate: I have no wording changes for this one because I don't understand it. Is it like a once per game event? Then why is it a Project?

Coffeehouse:
+4 cCards
+1 Action
Discard 1a cards. Then, shuffle your discard pile into your deck.
---------------------------------------------------------------------------------------------
While this is in playThis turn, after you shuffle your deck, put a card from your hand onto your deck.

For the Capitalization of Card, see any card drawer, e.g. Sheepdog, Cavalry, Barge. For the change of "1" to "a", see Lost in the Woods, Oasis, Hamlet. For the removal of the pluralization of card, it is just simple English, but see Lost in the Woods, Oasis, Hamlet. For the final change, Donald X. has said that he is moving away from "While this is in play" and moving towards "This turn", so though it is not wrong, I still would change it.
That was just a phase. First I phrased things like "this turn," then I thought "no it should be while-in-play," then I worked out that actually I preferred "this turn."
« Last Edit: February 10, 2021, 01:49:43 pm by BBobb »
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segura

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #97 on: February 10, 2021, 01:48:56 pm »
+1



Quote
Coffeehouse - $5
Action
+4 cards
+1 Action
Discard 1 cards. Then, shuffle your discard pile into your deck.
-
While this is in play, after you shuffle your deck, put a card from your hand onto your deck.

A strong Lab variant that can be detrimental if your deck is not ready for it. Not sure how useful/broken this is. Certainly rewards players for trimming down their deck, which is already strong so I am unsure how wise that is. I had a lot of trouble finding inspiration for this challenge. Appreciate any feedback offered.
This is nearly strictly better than +3 Cards +1 Action Discard a card as drawing an extra card and topdecking a card is usually something you want and shuffling the discard into the deck is not such a huge drawback.
But +3 Cards +1 Action Discard a card is better than Forum (it is Lab plus Fugitive whereas Forum is 2 Fugitives).
So the card is overpowered.
Fair evaluation, and thanks. Instead of top decking, I originally had the shuffle penalty discarding a card. I also thought of making it a duration with some sort of delayed penalty, but did not continue further. Any thoughts on how shuffling could be made more of a valid penalty?
I really like the "discard 1 card, shuffle your discard into your deck" part of the card and would keep it as the core. Making a card a Duration just for the sake of nerfing a card is pretty artificial in my opinion.
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BBobb

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #98 on: February 10, 2021, 01:53:06 pm »
0



In a two or three player game this is fine. The problem is, that in a 4, 5, or 6 player game, no one would want to buy this. In a six player, game, you have to take 10 Curses just to buy the Project, which is insane. I don't think it scales very well. But the idea of the project is really, really, cool.
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segura

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #99 on: February 10, 2021, 03:56:25 pm »
+1

The problem is, that in a 4, 5, or 6 player game
Who plays Dominion with more than 3?
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #100 on: February 10, 2021, 03:58:12 pm »
+3



In a two or three player game this is fine. The problem is, that in a 4, 5, or 6 player game, no one would want to buy this. In a six player, game, you have to take 10 Curses just to buy the Project, which is insane. I don't think it scales very well. But the idea of the project is really, really, cool.

a good candidate for a front/back project for 2-3 players on one side, 4-6 on the other, imo
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #101 on: February 10, 2021, 04:05:25 pm »
+2

The problem is, that in a 4, 5, or 6 player game
Who plays Dominion with more than 3?

I do, occasionally. I usually play with both of my parents, and every once in a while, we play with my brother, as well. 5 and 6 player games are just miserable, though.
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spheremonk

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #102 on: February 10, 2021, 04:15:51 pm »
0

The problem is, that in a 4, 5, or 6 player game
Who plays Dominion with more than 3?
People who hate Dominion . . . or hate themselves.
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Mahowrath

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #103 on: February 10, 2021, 05:33:12 pm »
+1

BBobb: thanks for picking up on these; can't believe how many mistakes I made on this card-shaped-object. Happy to follow the Trusty Steed precedent; I can appreciate it often makes more sense when someone could potentially topdeck the gained cards.

Spineflu: This is a good suggestion, could have a 4-6 side with 1 curse per other player without. Alternatively, it could cap the curse amount at the number of players. Alternatively alternatively, it could simply be "1 curse for being the first player, 1 curse for not being the final player".

It's a balancing act: a 2-0 curse split feels a good balance for 2 player. Beyond that, I'm happy with anything that keeps it in reach, isn't a trivial win on most boards for the first player, and ideally keeps a level-ish playing field. Part of the reason for the initial idea "X for player without" is that no player gets put into a position where they can only do the same as the player before them. Will mull this over.

Edit: I went with the alt alt idea: 1 Curse each, and 1 more/fewer for the first/last buyer respectively. This way the first buyer doesn't have to worry about overtaking a later player with a handful of curses fewer. 2-0 is maintained in 2 player, 2-1-0 feels like a fair split in 3 player; and with more players, the emptying of relevant kingdom piles should keep the game interesting for those players with the same number of Curses.
« Last Edit: February 11, 2021, 10:15:45 am by Mahowrath »
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Xen3k

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #104 on: February 10, 2021, 05:40:21 pm »
+2

The problem is, that in a 4, 5, or 6 player game
Who plays Dominion with more than 3?
People who hate Dominion . . . or hate themselves.

You know, I rarely play Dominion with fewer than 4 players in my game group, and regularly have 5 or 6. I absolutely love Dominion, but we have customized the experience quite a bit by limiting the card pool to a specific "cube" and cutting things members of my game group hate, so it is likely not a "genuine" Dominion experience. I think one of the strengths of the game is how compatible it is to customization to meet a groups preferences. It has been a staple for our group for nearly a decade and a half, but I would not consider myself an expert at the game nor even very skilled at playing it, so I am not equipped to comment on the more competitive side of the game.
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Timinou

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #105 on: February 10, 2021, 06:42:27 pm »
+1

We've been playing 5-player games of Dominion online with friends almost every Friday since the middle of the pandemic.  While I prefer lower player counts, Dominion isn't as bad at 5 as some other games are.   
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BBobb

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #106 on: February 10, 2021, 06:58:13 pm »
0

The problem is, that in a 4, 5, or 6 player game
Who plays Dominion with more than 3?
People who hate Dominion . . . or hate themselves.
So true though.
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emtzalex

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #107 on: February 11, 2021, 02:22:49 am »
+1


Quote
Birthright - $6
Put a non-Duration Action card from the Supply onto your Birthright mat. At the start of each player's turn for the rest of the game, that player plays the card, leaving it there.
(This stays in play.)
regarding the bigger problem of playing 10+ cards at the start of your turn, or double remake, or whatever, you could just have it replace the card on the birthright mat (which gets trashed or returned to the supply or something) - only one card there at a time.

You could also just make it a Project:
Quote
At the start of each player's turn, that player plays the card you set aside.

When you buy this, set aside a non-Duration Action card from the Supply.

Thanks to spineflu and Gubump for the advice. I had thought about using a Project or otherwise limiting it to a single card, but ultimately part of the potential strategy I wanted is at least the possibility of setting up a combo that your deck can uniquely benefit from.

The solution I came up with is to make this the first card in a split pile. I realize that my crazy, gigantic Snow Gear pile last week was super unreasonable, and I really wanted to have just a single card this week, but I really think the split pile is the best way of executing this core idea, which I still really like. The second card I came up with is Legacy, but I really want Birthright to be my submission, as it's the one I think best meets the contest criteria. I'm not sure if that goes against the rules or is disqualifying, I will make modifications accordingly.

I have made other changes as well. I've been thinking a lot about this, and how it might work. I have changed my mind on the question of it playing Command Actions, because those can play Duration cards. Normally the Command stays in play for the length of the duration (so if you use an Overlord to play a discounted Hireling, the Overlord stays in play as the Hireling for the rest of the game--bad deal). Since these cards are staying on the Birthright map, that creates something of a nightmare in terms of tracking, so I added the non-Command modifier.

I also tried to go through all of the remaining Action cards and see which would be absolutely terrible if played every turn. While there are a few that would be pretty unpleasant (Masquerade, Swindler, Count), the one that would be really unbearable is Possession, so I added additional language to exclude any cards that give additional turns (which would also apply to any other fan-made turn-granters that are not Duration cards).

That got me to this:



Which I think was an improvement, but did not solve the double-Remake problem, and the possibility of a player who is going to lose pursuing a strategy of torching the game, rather than trying to win, which I think would be both extremely un-fun and completely counter to both the spirit and current mechanics of the game. My first solution to this problem was to prohibit duplicates of cards already on a Birthright mat, which looked like this:



That's somewhat better, but there is still the possibility of Remake + Dismantle (or whatever other remodeler or other mandatory trasher), which while less likely and less harmful, would still go a long way to grinding the game to a halt. And even if Remake is the only trasher, a Birthright-ed Remake combined with any of the down-to-three handsize attacks (whether also on a Birthright map or played regularly) would also mean a 1 card hand, effectively shutting down the game and contravening the limits that the game clearly has on those attacks. I considered excluding mandatory trashers as well, but at that point the wording was just too long, and a lot of those cards are frankly ones I would want as at least a potential part of the strategy.

I ultimately came to the conclusion that the only way to make this work is to make playing the card(s) on the Birthright mat optional. Ultimately, the aspect of Birthright I like most is trying to find a card which, if played every turn, will help you significantly more than it will help your opponent. There are some relatively simple examples of this: if you've charged up Miser or Pirate Ship by filling your respective mat, you will get a lot more out of it each turn than an opponent who never bought that card (and who, in the case of Miser, trashed all of their Copper). But I think there are trickier approaches. If you've been pursuing a Duke-Duchy strategy and have a few of each, and then put Displace on the Birthright mat, you can Displace Dukes into Duchies and vice versa, with a pretty high likelihood of getting two in a turn, while your Province-purchasing opponent will have to be content either Exiling their Province for a Gold (in their discard) or Exiling a Gold for a Province (and probably not buying another) (or Exiling a Silver for a Duchy, to screw you over). I like this aspect of it more than the mandatory-Cathedral/I-can-survive-hell-better-than-you can aspect, and I am happy to ditch the latter to save the former.

The other card on the split pile is called Legacy. Again, if this is allowed, I don't want it to be considered part of my submission. Birthright fits the contest criteria, it just needs Legacy there so there aren't ten Birthrights (but there's more than one). Legacy gives +1 Action as well as +$1 for each Victory card in the players revealed hand. (Yes I realize it's a Chameleon-ed Crossroads with a fixed +Action). While it's in play (it's not a duration, so only for that turn), when it's player gains a Victory card, they also get +1VP for each Duration card that is still in play from a previous turn. The obvious synergy is with those Birthrights, because if all 5 of them are out there you're getting a non-deck filling Duchy with every Victory card gained. It is also a bit of a trap, as a player might think it useful to use that last Birthright to play a Legacy (costs $7!!!) every turn. But Legacy actually loses most of it's benefit from being put on the Birthright mat -- most obviously it's strong in-play bonus, but it's coins on-play effect is best used (at least in some cases) after an engine is exhausted, rather than at the beginning of the turn. Better to use Birthright-ed cards to get and play Legacy, and set you up to gain multiple Victory cards to take advantage of the bonus.

TL;DR
I added some restrictions to avoid issues around tracking and other terrible scenarios, and to limit the number of cards played each turn, I made it a split pile (but I would like Birthright to be my submission if permissible). I will put them in a separate post for easier reference.
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emtzalex

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #108 on: February 11, 2021, 02:24:34 am »
+2

Here is the updated version of my submission, and the bottom half of the 5/5 split pile that goes with it. If permissible, I would like just Birthright to be my submission:

Birthright
(my Submission)
              Legacy
(the other card in the split pile)
             
Quote
Birthright - $6
Action - Duration
Put a non-Duration, non-Command
Action card (which does not cause an
extra turn to be taken) onto your
Birthright mat from the Supply. At
the start of each player's turn for
the rest of the game, that player
may play the card, leaving it there.
(This stays in play.)
             
Quote
Legacy - $7
Action
+1 Action
Reveal your hand. +$1 per
Victory card revealed.
-----------------
While this is in play, when
you gain a Victory card,
+1VP for each Duration card
in play not played this turn.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #109 on: February 11, 2021, 05:59:51 am »
0

My internet broke for 2 days which was very annoying but all submissions in the meantime are ok.

Here is the updated version of my submission, and the bottom half of the 5/5 split pile that goes with it. If permissible, I would like just Birthright to be my submission:

I'm not sure I understnad the request. Are you saying you want me to treat this as if it were a 10-card pile of just Birthright? If so, of course that's permissible; I mean, you could have just not posted the fact that it's a split pile. Or do you mean something else?

Rhodos

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #110 on: February 11, 2021, 02:58:53 pm »
+2



The optional effect can be used to hit price points or if you need a buy. You exchange a short term benefit for a long term penalty (basically -1VP), which is not a trivial decision, I guess.

(Somehow the title is not bold, someone knows how that can happen/be fixed?)

EDIT: Changed the wording to be in line with the official wording. Thanks for your comments, Gubump and BBobb! And thanks scolapasta for linking the fix to the title font issue.
« Last Edit: February 13, 2021, 06:05:01 am by Rhodos »
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Holger

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #111 on: February 11, 2021, 03:09:55 pm »
0

v0.1:
v0.2:
v0.3:


Quote
Omniscience - $0
Project

Play with your hand and deck entirely face up and visible. You may reorder your deck at any time.
-
When you buy this, gain a Curse if not all players have Omniscience, and another Curse if no other player has Omniscience, then put your deck into your discard pile.

Donate-esque gamechanger, with a penalty for buying it before others. Your deck becomes like a second hand to pick and choose from.

Edits: put into discard pile rather than discard deck; face up and visible rather than revealed to avoid reveal trigger shenanigans. Gaining Curses before putting deck into discard pile for consistency. Re-weighting of Curses to 2 for the Alpha and 1 for each other non-Omega to maintain the 2 Curse cost.

I think I would give it a non-zero price to make it a slightly less automatic buy. On most boards, Omniscience itself makes it easy to get rid of the Curses it gives you by lining them up with a trasher, so gaining 2 Curses is not nearly as harsh as it would be on another card.
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scolapasta

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #112 on: February 11, 2021, 03:16:36 pm »
+1

(Somehow the title is not bold, someone knows how that can happen/be fixed?)

This seems to be a current issue with the generator. See here and here.

Later in the thread, there is a suggested temporary solution (I have not tried it yet):

I think I found a temporary fix?

Looking through the source file, it seemed to be font file located at this link that were causing the problem:

https://cors-anywhere.herokuapp.com/https://shemitz.net/static/dominion3/

I loaded that link in chrome and it had a button to click to give temporary access. Not sure what it means, but I clicked it, it granted temporary access, and now when I reload the generator, the right fonts show up.


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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #113 on: February 11, 2021, 03:20:14 pm »
+3



The optional effect can be used to hit price points or if you need a buy. You exchange a short term benefit for a long term penalty (basically -1VP), which is not a trivial decision, I guess.

(Somehow the title is not bold, someone knows how that can happen/be fixed?)

This needs to specify where the Curse is coming from. Based on context, I assume the Supply?
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #114 on: February 11, 2021, 05:29:25 pm »
0


This needs to specify where the Curse is coming from. Based on context, I assume the Supply?

Good point, thanks. Its from the Supply, I will change it later.
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mandioca15

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #115 on: February 11, 2021, 05:39:27 pm »
+2

Going to change my entry to this instead:

Armada (Project, $5)

At the start of each of your turns, choose one: put a card from your hand onto your Armada mat, or if you haven’t already done so this game, put all cards on your Armada mat into your hand.

This allows you to build up for one really big turn, but how far are you prepared to push your luck? Maybe someone else will get theirs in first...
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #116 on: February 11, 2021, 06:24:54 pm »
+1

Going to change my entry to this instead:

Armada (Project, $5)

At the start of each of your turns, choose one: put a card from your hand onto your Armada mat, or if you haven’t already done so this game, put all cards on your Armada mat into your hand.

This allows you to build up for one really big turn, but how far are you prepared to push your luck? Maybe someone else will get theirs in first...

If you edit a submission, edit the original post.
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Mahowrath

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #117 on: February 11, 2021, 06:36:35 pm »
0

I think I would give it a non-zero price to make it a slightly less automatic buy. On most boards, Omniscience itself makes it easy to get rid of the Curses it gives you by lining them up with a trasher, so gaining 2 Curses is not nearly as harsh as it would be on another card.

Not sure I follow; if you play first and automatically buy this in 2 player, taking 2 Curses, while your opponent takes it as soon as convenient for 0 Curses, you're relying heavily on your first player advantage surpassing a concrete disadvantage in a game with zero RNG. I wouldn't expect this to be a winning strategy.
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Carline

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #118 on: February 11, 2021, 08:14:04 pm »
+5


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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #119 on: February 11, 2021, 09:24:48 pm »
+3


Some wording changes that I suggest:
+1 Card
+2 Actions
You may Exile a Curse from the Supply for . If you do, +1 Buy and +.

For the from the Supply part, see Coven. For the change of "if you do" see Hunting Lodge.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #120 on: February 11, 2021, 10:34:59 pm »
+1

For the change of "if you do" see Hunting Lodge.

Better yet, see Moneylender, which actually changed from "if you do" in the First Edition to "for" in the Second Edition.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #121 on: February 11, 2021, 10:57:45 pm »
+2

For the change of "if you do" see Hunting Lodge.

Better yet, see Moneylender, which actually changed from "if you do" in the First Edition to "for" in the Second Edition.
Yeah, there are many cards that are like that. I just tried to choose the most recent one to show what Donald X's wording is like nowadays.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #122 on: February 12, 2021, 04:14:04 am »
0

My submission for this weeks contest, for now



Chessmaster
5$   Action-Command
Reveal any 3 cards from your deck. Discard the Commands and Non-Actions, and play the rest in any order. If you didn't play any cards, +1 Action.

----


Shoutout to S_Smarths for wording input on this, this was a pretty messy card before that.

Edit: Timou suggested a new wording, so i wrote his wording instead.



Edit 2:
People dont seem fond of the chessmaster card, so im changing my submission if thats allowed.


A throne room/ procession variant, that gives you a high amount of control, but trashes both card involved.

Changed the submission if thats allowed. in case its not, let me now and i'll revert back.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #123 on: February 12, 2021, 04:45:51 am »
+1

Certainly allowed

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #124 on: February 12, 2021, 10:42:50 am »
+1

Edited to rename (was previously "Customs House") and add clarifications and notes

Quote
Customs Shed
Project $0

When you gain a non-Victory card, you may exile it and another copy of it from the supply.
If you do, you may not discard cards from your exile mat for the rest of the turn.

Some clarifications:
  • If you trigger Customs Shed then you are prevented from discarding cards from your exile mat for the rest of the current turn, whether it is your turn or another player's. The prevention overrides any other effect (such as Coven) which may tell you to discard cards from exile.
  • When you gain a card, you may use the gain to trigger discarding of cards from your exile mat, so long as you do so before triggering Customs Shed (and so long as you have not triggered Customs Shed earlier on this turn).

Notes:
  • Sometimes the play will be obvious, such as preventing junk cards entering your deck.
  • When gaining good cards, the decision to trigger Customs Shed is likely to depend on considerations such as tempo, shuffle timing and the likelihood of a pile emptying.
  • Customs Shed can also increase end-game control.
  • The name is a thematic extension of Port (which gives you an extra copy of itself). At this port, however, the customs officials make it much slower to receive what you want.
« Last Edit: February 13, 2021, 04:33:03 am by infangthief »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #125 on: February 12, 2021, 11:12:30 am »
+1

24 Hour Warning

emtzalex

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #126 on: February 12, 2021, 01:40:07 pm »
+1

My internet broke for 2 days which was very annoying but all submissions in the meantime are ok.

Quote from: emtzalex link=topic=20676.msg862120#msg862120 date=1No, 613028274
Here is the updated version of my submission, and the bottom half of the 5/5 split pile that goes with it. If permissible, I would like just Birthright to be my submission:

I'm not sure I understnad the request. Are you saying you want me to treat this as if it were a 10-card pile of just Birthright? If so, of course that's permissible; I mean, you could have just not posted the fact that it's a split pile. Or do you mean something else?

No, sorry I was not more clear. The explanation is long, and I don't want to make you read it, so the TL;DR is that I am keeping the split pile, and it is up to you to decide if you want to include Legacy in the judging. But please let me know if you consider it disqualifying so I can change it.


The contest had a very specific objective, and the card I came up with is Birthright. But I think the optimal number of Birthrights available to a player is more than 1 and fewer than 10, and the only way I can think to do that is with a split pile. A split pile requires a second card, so I made one. But that card exists only to make Birthright better. I think Legacy is a marginal case (at best) for fitting the criteria of requiring a high skill level to play optimally. It certainly is not one of the best examples of it. But I do think it is a good fit on the split pile with Birthright, and the fact that they are on the same pile doesn't change the fact that (I think) Birthright does fit the criteria quite well.

Many card-shaped objects in Dominion are functionally connected to a specific card - they gain it (Reap), they trash it (Moneylender), they junk it (Witch), they count it (Fortune), they change it (Inheritance), etc. One of the ways cards are connected is when they share a split pile. Some of the cards that have been submitted have a specific relationship with Curse. Obviously Curse does not fit the criteria, so because you don't play it at all. But you wouldn't expect that judging to be applied to Curse.

Similarly, someone might have submitted something that required creating a card or other card-shaped objected (like an Artifact), that didn't get played (like an Artifact that gives +1 Buy at the start of each turn) or was relatively simple to play (like Donkey, below, a variant of Horse). Donkey might make the card being submitted better, and the fact that Donkey is fairly simple to play does not change the fact that the card that uses it might require a high skill level to play, and the simplicity of Donkey is not what would be judged (I would think).

My point/request is that in judging my submission, Legacy should only be considered to the extent that it's being on a split pile with Birthright makes Birthright a better or worse card overall. But I understand that this is not exactly the same as those other scenarios, so obviously this will be up to you.

NOT A SUBMISSION
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #127 on: February 12, 2021, 01:46:19 pm »
0

Going to change my entry to this instead:

Armada (Project, $5)

At the start of each of your turns, choose one: put a card from your hand onto your Armada mat, or if you haven’t already done so this game, put all cards on your Armada mat into your hand.

This allows you to build up for one really big turn, but how far are you prepared to push your luck? Maybe someone else will get theirs in first...

What happens after your big turn? Are you required to put a card from your hand onto the mat? Can you choose the second option and have it fail? If it keeps working, players could use it to stash victory cards (or Coppers if they still have them) so they wouldn't be dead weight in their deck.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #128 on: February 12, 2021, 02:18:50 pm »
+1

Going to change my entry to this instead:

Armada (Project, $5)

At the start of each of your turns, choose one: put a card from your hand onto your Armada mat, or if you haven’t already done so this game, put all cards on your Armada mat into your hand.

This allows you to build up for one really big turn, but how far are you prepared to push your luck? Maybe someone else will get theirs in first...

What happens after your big turn? Are you required to put a card from your hand onto the mat? Can you choose the second option and have it fail? If it keeps working, players could use it to stash victory cards (or Coppers if they still have them) so they wouldn't be dead weight in their deck.

Yes, after your big turn, you still have to keep putting cards onto your Armada mat. Players can, of course, put their Victory cards and lesser Treasures (Coppers) on the mat if they want without ever putting them into their hand - but will that work if other players are building up to a big turn? It gives you a bit of flexibility in terms of how you want to use it...
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #129 on: February 12, 2021, 04:11:41 pm »
+1

The contest had a very specific objective, and the card I came up with is Birthright. But I think the optimal number of Birthrights available to a player is more than 1 and fewer than 10, and the only way I can think to do that is with a split pile. A split pile requires a second card, so I made one. But that card exists only to make Birthright better. I think Legacy is a marginal case (at best) for fitting the criteria of requiring a high skill level to play optimally.

Yeah, that's totally fine. The [Birthright + X splitpile] still qualifies, and my philosophy in general is to only use the theme as en entry barrier. As in, among the cards that qualify, I don't give extra points for being super on theme, but just judge based on how much I like the card.

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #130 on: February 12, 2021, 04:26:19 pm »
0

The contest had a very specific objective, and the card I came up with is Birthright. But I think the optimal number of Birthrights available to a player is more than 1 and fewer than 10, and the only way I can think to do that is with a split pile. A split pile requires a second card, so I made one. But that card exists only to make Birthright better. I think Legacy is a marginal case (at best) for fitting the criteria of requiring a high skill level to play optimally.

Yeah, that's totally fine. The [Birthright + X splitpile] still qualifies, and my philosophy in general is to only use the theme as en entry barrier. As in, among the cards that qualify, I don't give extra points for being super on theme, but just judge based on how much I like the card.

Awesome, thanks.
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anordinaryman

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #131 on: February 12, 2021, 10:26:46 pm »
+6

Submission: THERE IS NOW A Slightly modified phrasing two posts below this


Quote
Cavalcade | Project | $4
For the rest of the game, when you would play an Action card, trash it and play it twice from the Trash, leaving it there.


Preserving above for historical purposes. The most up to date version of the card follows:

Quote

Cavalcade | Project | $4
When you finish playing an Action Card, trash it. If you did, play it again from the Trash, leaving it there.



Maybe not phrased amazingly. Basically adds a Procession that doesn't upgrade in front of every Action. It was the best way I could think to phrase it to make sure the second play doesn't get a second play. Might need a FAQ to clarify. Buying it at the right time is a high-skill ceiling decision, as is understanding when it can be useful.
« Last Edit: February 13, 2021, 11:55:37 am by anordinaryman »
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faust

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #132 on: February 13, 2021, 02:00:37 am »
+2

Submission:


Quote
Cavalcade | Project | $4
For the rest of the game, when you would play an Action card, trash it and play it twice from the Trash, leaving it there.


Maybe not phrased amazingly. Basically adds a Procession that doesn't upgrade in front of every Action. It was the best way I could think to phrase it to make sure the second play doesn't get a second play. Might need a FAQ to clarify. Buying it at the right time is a high-skill ceiling decision, as is understanding when it can be useful.
As phrased currently:

- you would play an Action card: Cavalcade applies
   - you trash the card and are instructed to play it twice from the trash
      - i.e. you would play an Action card; Cavalcade applies
         - you trash the same card and are instructed to play it twice from the trash
            - etc.

i.e. playing any card with Cavalcade creates an infinite, unstoppable loop. It needs some extra restriction so it doesn't apply to itself; one option would be "when you play an Action card from your hand", though that is awkward with like Herald. another is to add an "if you did".

Other things which are unclear to me:
- Do you actually play the card three times, once from its regular playing and twice from Cavalcade? If not, it probably needs an "instead".
- What happens with Command cards? They play stuff from the supply with the instruction "leaving it there" - but leaving it there only applies to being moved by the action of playing. If I play a Workshop with Overlord, I can still gain that same Workshop with it, as "leaving it there" does not extend to other effects. This would imply that Cavalcade causes Commanded Actions to be trashed from the supply, right?
- I assume that "from the trash" is meant to prevent an infinite loop with Fortress, i.e. the playing fails if the card is not in the trash anymore. This might create some issues as the trash is an unordered pile. So if I play a Graverobber to gain that same Graverobber from the trash, the second playing of Graverobber should fail - but there is no way of telling whether the Graverobber I gained is the same one that I trashed (you could argue that this point is more academical - but it's still weird that sometimes, the first playing will succeed while the second does not).
« Last Edit: February 13, 2021, 02:02:59 am by faust »
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anordinaryman

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #133 on: February 13, 2021, 03:42:23 am »
+2

Excellent points, Faust. I am unsure how to succinctly resolve all the ambiguities. I think this helps a little bit:
Updated phrasing/submission


Quote
Cavalcade | Project | $4
For the rest of the game, when you finish playing an Action Card, trash it. If you did, play it again from the Trash, leaving it there.

Edit: I had to make numerous corrections. Thank you Faust once again for helping me understand my own card :)

  • Should make it more clear it does not infinitely loop, (a card that is already in the trash cannot successfully be trashed) and you get exactly two plays of the card. (The "if you did" doesn't apply for a third play)
  • From my understanding, Band of Misfits would play a Bridge from the supply, leaving it there. Then you have finished playing the Action Bridge, so Bridge gets trashed from the Calvacade and then you play the Bridge again from the trash, leaving it there Cavalcade trashes card "after you play them" and so expects the card to be in-play. So, it fails to trash Bridge. Then, Band of Misfits is done playing so it gets trashed and you play it again, now with all the cards costing 2 1 less. In the case of BoM, it may be argued that both BoM and Bridge are finished playing at the same time, so you could theoretically choose which order to Calvacade them. You don't get to choose the order with Golem, which has to wait for the both cards to be played before it is finished playing.
  • Grave Robber -- first play gain a card from the trash, then it is finished playing so you trash it. Then you play it from the trash and choose to gain itself from the Trash. I think this is consistent. "Leaving it there" isn't a permanent state -- you are allowed to later buy cards from the Supply that you "left there." It just describes what Cavalcade expects but cards can move themselves sometimes to unexpected places.
  • Just to point out, Horses basically become triple lab-horses with Cavalcade. This is thematic with the name of the Project. You could load up on a bunch of terminals and a bunch of horses. Then, your horses will provide you all the draw and actions you need to play the other cards. Actually, this doesn't work. The horse gets returned to the Supply, so Cavalcade fails to trash it and play it again.
« Last Edit: February 13, 2021, 11:49:01 am by anordinaryman »
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #134 on: February 13, 2021, 04:33:47 am »
+4

Excellent points, Faust. I am unsure how to succinctly resolve all the ambiguities. I think this helps a little bit:
Updated phrasing/submission


Quote
Cavalcade | Project | $4
For the rest of the game, when you finish playing an Action Card, trash it. If you did, play it again from the Trash, leaving it there.
I think this is better. Minor point: You don't need "for the rest of the game", Projects are always implicitly for the rest of the game.

  • Should make it more clear it does not infinitely loop, (a card that is already in the trash cannot successfully be trashed) and you get exactly two plays of the card. (The "if you did" doesn't apply for a third play)
  • From my understanding, Band of Misfits would play a Bridge from the supply, leaving it there. Then you have finished playing the Action Bridge, so Bridge gets trashed from the Calvacade and then you play the Bridge again from the trash, leaving it there. Then Band of Misfits is done playing so it gets trashed and you play it again, now with all the cards costing 2 less. In the case of BoM, it may be argued that both BoM and Bridge are finished playing at the same time, so you could theoretically choose which order to Calvacade them. You don't get to choose the order with Golem, which has to wait for the second card to be played before it is finished playing.
  • Grave Robber -- first play gain a card from the trash, then it is finished playing so you trash it. Then you play it from the trash and choose to gain itself from the Trash. I think this is consistent. "Leaving it there" isn't a permanent state -- you are allowed to later buy cards from the Supply that you "left there." It just describes what Cavalcade expects but cards can move themselves sometimes to unexpected places.
  • Just to point out, Horses basically become triple lab-horses with Cavalcade. This is thematic with the name of the Project. You could load up on a bunch of terminals and a bunch of horses. Then, your horses will provide you all the draw and actions you need to play the other cards.
Regarding the BoM example -  I am not sure the Bridge would be trashed, as I think stop-moving applies here. Cavalcade expects played Actions to be in play and can only trash from there I believe.
I am not sure what you mean about the Horses. From what I understand, when you finish playing a Horse it is no longer in play, so it won't be trashed (see Procession) and you won't be able to play it again.
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spheremonk

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #135 on: February 13, 2021, 10:27:47 am »
+1

I am not sure what you mean about the Horses. From what I understand, when you finish playing a Horse it is no longer in play, so it won't be trashed (see Procession) and you won't be able to play it again.
That's not quite right. When you play a Horse with Procession, it won't be trashed (it can no longer be moved after being returned), but it WILL be played again.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #136 on: February 13, 2021, 10:32:03 am »
+1

I am not sure what you mean about the Horses. From what I understand, when you finish playing a Horse it is no longer in play, so it won't be trashed (see Procession) and you won't be able to play it again.
That's not quite right. When you play a Horse with Procession, it won't be trashed (it can no longer be moved after being returned), but it WILL be played again.
But the not getting trashed is exactly what I wanted to point out. The "play it again" here refers to Cavalcade, not Procession.
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Holger

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #137 on: February 13, 2021, 11:32:10 am »
0

I think I would give it a non-zero price to make it a slightly less automatic buy. On most boards, Omniscience itself makes it easy to get rid of the Curses it gives you by lining them up with a trasher, so gaining 2 Curses is not nearly as harsh as it would be on another card.

Not sure I follow; if you play first and automatically buy this in 2 player, taking 2 Curses, while your opponent takes it as soon as convenient for 0 Curses, you're relying heavily on your first player advantage surpassing a concrete disadvantage in a game with zero RNG. I wouldn't expect this to be a winning strategy.

It's hard to predict the correct strategy for such a "game of Chicken" card. I think that e.g. in a Chapel game, you will often want to gain this on turn 2 regardless of the Curses, as it guarantees you a $5 hand and trashing two Estates along with the Curses on turn 3 and 4, while you could only trash one Estate on T3/4 on average without stacking your deck.

But I agree that with weaker (or no) trashers, it's not automatically clear when (or whether) you want to buy it first, as you effectively gain 2 curses just to have it a half-turn earlier than your opponent.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #138 on: February 13, 2021, 11:35:07 am »
0

The problem is, that in a 4, 5, or 6 player game
Who plays Dominion with more than 3?
People who hate Dominion . . . or hate themselves.
I don't think Donald X. hates Dominion  :P
(He does playtest with up to five, though not with six IIRC.)
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anordinaryman

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #139 on: February 13, 2021, 11:44:43 am »
+1

Final Update


Quote
Cavalcade | Project | $4
When you finish playing an Action Card, trash it. If you did, play it again from the Trash, leaving it there.

Excellent points, Faust. I am unsure how to succinctly resolve all the ambiguities. I think this helps a little bit:
Updated phrasing/submission


Quote
Cavalcade | Project | $4
For the rest of the game, when you finish playing an Action Card, trash it. If you did, play it again from the Trash, leaving it there.
I think this is better. Minor point: You don't need "for the rest of the game", Projects are always implicitly for the rest of the game.

  • Should make it more clear it does not infinitely loop, (a card that is already in the trash cannot successfully be trashed) and you get exactly two plays of the card. (The "if you did" doesn't apply for a third play)
  • From my understanding, Band of Misfits would play a Bridge from the supply, leaving it there. Then you have finished playing the Action Bridge, so Bridge gets trashed from the Calvacade and then you play the Bridge again from the trash, leaving it there. Then Band of Misfits is done playing so it gets trashed and you play it again, now with all the cards costing 2 less. In the case of BoM, it may be argued that both BoM and Bridge are finished playing at the same time, so you could theoretically choose which order to Calvacade them. You don't get to choose the order with Golem, which has to wait for the second card to be played before it is finished playing.
  • Grave Robber -- first play gain a card from the trash, then it is finished playing so you trash it. Then you play it from the trash and choose to gain itself from the Trash. I think this is consistent. "Leaving it there" isn't a permanent state -- you are allowed to later buy cards from the Supply that you "left there." It just describes what Cavalcade expects but cards can move themselves sometimes to unexpected places.
  • Just to point out, Horses basically become triple lab-horses with Cavalcade. This is thematic with the name of the Project. You could load up on a bunch of terminals and a bunch of horses. Then, your horses will provide you all the draw and actions you need to play the other cards.
Regarding the BoM example -  I am not sure the Bridge would be trashed, as I think stop-moving applies here. Cavalcade expects played Actions to be in play and can only trash from there I believe.
I am not sure what you mean about the Horses. From what I understand, when you finish playing a Horse it is no longer in play, so it won't be trashed (see Procession) and you won't be able to play it again.

You know what, you're right! Cavalcade DOES fail to trash it. And on second thought, Cavalcade does fail to trash Horses as well because they have moved from in-play.
« Last Edit: February 13, 2021, 12:06:04 pm by anordinaryman »
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Holger

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #140 on: February 13, 2021, 11:49:47 am »
0

Excellent points, Faust. I am unsure how to succinctly resolve all the ambiguities. I think this helps a little bit:
Updated phrasing/submission


Quote
Cavalcade | Project | $4
For the rest of the game, when you finish playing an Action Card, trash it. If you did, play it again from the Trash, leaving it there.


This seems quite similar to Exhaust (v1) to me, as both allow you to replay and trash all your Actions on your last turn. Though Cavalcade is more demanding (and dangerous) as you have to buy it on your penultimate turn already...
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anordinaryman

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #141 on: February 13, 2021, 12:05:34 pm »
+1

Excellent points, Faust. I am unsure how to succinctly resolve all the ambiguities. I think this helps a little bit:
Updated phrasing/submission


Quote
Cavalcade | Project | $4
For the rest of the game, when you finish playing an Action Card, trash it. If you did, play it again from the Trash, leaving it there.


This seems quite similar to Exhaust (v1) to me, as both allow you to replay and trash all your Actions on your last turn. Though Cavalcade is more demanding (and dangerous) as you have to buy it on your penultimate turn already...

Ah, I didn't get a chance to read through the thread that carefully yet. I even did my submission right by the deadline. Looking though, I think there is a huge difference. Exhaust v1 doesn't force you to do all of them, it's a lot easier to use, especially since you can trigger it so easily. Cavalcade is a lot higher-skill, you have to be certain that you will benefit from it next turn. And if you don't, you've ruined your deck, with little chance to recover. There are a few non-engine skill uses of Cavalcade that I think is kind of interesting and help illuminate differences with "Exhaust v1". For a Big Money+X Deck, buying Cavalcade on your last shuffle can help make sure each action gives you a Province. And in a "Good Stuff" deck where Wall is present, you're happy to sacrifice your Action cards in your last Shuffle as well. But in both those cases, "Exhaust v1" is far too easy, it's a no-brainer to trash the cards. With Cavalcade, you have to think a lot if it's worth spending a buy to accomplish those goals. And sometimes it isn't worth it.

Just to be clear, I think Exhaust v2 is a VERY interesting Event and really well-designed, and I'd be very happy if it won this contest. I maintain that it and Cavalcade operate pretty differently. Compare Cathedral and Bonfire.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #142 on: February 13, 2021, 12:57:34 pm »
+6

Chance-to-tell-me-if-I've-missed-your-entry-post:

Toady -- Fragasnap

Appraiser-- Gubump

Capital City -- X-tra

Prophet/Messiah -- mathdude

Chamberlain -- spineflu

Revolution -- faust

Penglai Medicine -- majiponi

Monkey's Paw -- LibraryAdventurer

Ancient Ruins -- Aquila

Musketeer -- gambit05

Ravaged Throne Room -- fika monster

Exhaust -- alion8me

Birthright/Legacy -- emtzalex

Corrupt Village -- Rhodos

Omniscience -- Mahowrath

Jewelry -- Carline

Cavalcade-- anordinaryman

Coffeehouse -- Xen3k

Delegate -- D782802859

Celebrate -- pubby

Secluded Village -- Timinou

Old Throne Room -- Commodore Chuckles

Armada -- mandioca15 (Edit)

Billet -- ConMan (Edit #2)

Customs Shed -- infangthief (Edit #3) (I promise I'll do this more carefully next time)
« Last Edit: February 13, 2021, 02:23:53 pm by silverspawn »
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mandioca15

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #143 on: February 13, 2021, 01:22:18 pm »
+2

Missing mine (Armada, reply #115).
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #144 on: February 13, 2021, 01:43:54 pm »
+2

Missing ConMan's Billet (reply #65).
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segura

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Re: Weekly Design Contest #104: Raise the Ceilin
« Reply #145 on: February 13, 2021, 02:03:18 pm »
+1

Cavalcade could say something like this: „When you play an Action card, play it twice and then trash it“

I think that version would be more similar to Procession and also be clearer than the one in which the throning happens after the trashing.
The Horse issue does IMO illustrate why throning before trashing is more natural.
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infangthief

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #146 on: February 13, 2021, 02:18:17 pm »
+2

Missing mine (Customs Shed - #124)
« Last Edit: February 13, 2021, 02:19:37 pm by infangthief »
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anordinaryman

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #147 on: February 13, 2021, 03:14:55 pm »
0

Cavalcade could say something like this: „When you play an Action card, play it twice and then trash it“

I think that version would be more similar to Procession and also be clearer than the one in which the throning happens after the trashing.
The Horse issue does IMO illustrate why throning before trashing is more natural.

Yeah but the natural reading of "When you play an Action Card, play it twice" means you play each card an infinite number of times because it self-loops. So this phrasing absolutely doesn't work.

Perhaps a clearer phrasing is something akin to Experiment
Quote
Cavalcade | Project | $4
When you play an Action Card, play it again (this second play does not trigger Cavalcade) and then trash it.
However; for some reason I like the fact that the way it is currently stated prevents you from re-playing and trashing cards that have moved. There's tracking complexity with trashed-durations already, I don't want to introduce even more tracking complexity with cards that have moved that are played a second-time.

Probably the least ambiguous way to set this up would be to set aside a card, Mantle that says
Quote
Mantle | Action | $0*
Play a card from your hand twice, then trash it
(This is not in the Supply)
and then Cavalcade says
Quote
Cavalcade | Project | $4
During your Action phase, instead of playing cards from your hand, spend Actions (Actions, not Action Cards) to play Mantle.

Set up: Set aside Mantle
Which is really the spirit of the card. But I find the set-aside single-copy of card less elegant. Perhaps this is better because it's clearer and preserves play-then-trash order? I am unsure. In any case, it's too late to change submissions for the contest now, so I'm leaving it as submitted.


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GendoIkari

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #148 on: February 14, 2021, 12:11:29 am »
0

v0.1:
v0.2:
v0.3:


Quote
Omniscience - $0
Project

Play with your hand and deck entirely face up and visible. You may reorder your deck at any time.
-
When you buy this, gain a Curse if not all players have Omniscience, and another Curse if no other player has Omniscience, then put your deck into your discard pile.

Donate-esque gamechanger, with a penalty for buying it before others. Your deck becomes like a second hand to pick and choose from.

Edits: put into discard pile rather than discard deck; face up and visible rather than revealed to avoid reveal trigger shenanigans. Gaining Curses before putting deck into discard pile for consistency. Re-weighting of Curses to 2 for the Alpha and 1 for each other non-Omega to maintain the 2 Curse cost.


The penalty is negated if you have Watchtower in hand. And probably not much of a penalty as long as there is some trashing available.

The ability to rearrange your entire deck at any time could slow the game down too much... that’s a huge number of decisions you have to make every time you shuffle, and at other times too. Also, “at any time” is bad in general... if you play a Knight can I quickly rearrange my deck at that moment before revealing my top 2 cards? What if you play a Smithy and I want to rearrange my deck after you draw 2 cards but before you draw the third? Not because it could matter but hey, it says I can. Maybe at the least restrict it to your own turn.

Finally, why put your deck into your discard when you buy it? You’re getting a benefit for the whole game, does the one-time minor benefit really matter much?

I wonder if the entire thing could be created simplified while keeping the same basic benefit by just allowing you to order your cards when shuffling.

*Edit* Also I’m unclear on what “face up and visible” means for your deck... are the entire deck contents visible, so that the cards have to be spread out? Or is only the top card of your deck visible, meaning that you basically play with your deck turned upside down from normal?
« Last Edit: February 14, 2021, 12:14:44 am by GendoIkari »
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Mahowrath

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #149 on: February 14, 2021, 07:27:33 am »
+1

Quote
The penalty is negated if you have Watchtower in hand. And probably not much of a penalty as long as there is some trashing available.
The true penalty of taking two curses is losing tempo against your opponent(s). Heavy trashing isn't necessarily the best way to go, as your deck has infinite consistency without being thin.
Watchtower still isn't a golden bullet for winning omniscience games; if your opponent sees you pick it up, they can pick up something with better synergy for the omniscience endgame.
Quote
The ability to rearrange your entire deck at any time could slow the game down too much... that’s a huge number of decisions you have to make every time you shuffle, and at other times too. Also, “at any time” is bad in general... if you play a Knight can I quickly rearrange my deck at that moment before revealing my top 2 cards? What if you play a Smithy and I want to rearrange my deck after you draw 2 cards but before you draw the third? Not because it could matter but hey, it says I can. Maybe at the least restrict it to your own turn.
The ability to rearrange your deck at any time means you just take what you need from it when you interact with it. Yes, Knight attacks can be made to look silly. The "shuffle" consists of laying your discard pile out and taking your desired starting cards. This shouldn't be that time consuming.
Quote
Finally, why put your deck into your discard when you buy it? You’re getting a benefit for the whole game, does the one-time minor benefit really matter much?
The one time discard benefit is to avoid having your omniscience endgame hampered by the dregs of your last shuffle, which would be annoying and unthematic.
Quote
I wonder if the entire thing could be created simplified while keeping the same basic benefit by just allowing you to order your cards when shuffling.
This idea actually would take forever, particularly if having to account for milling.
Quote
*Edit* Also I’m unclear on what “face up and visible” means for your deck... are the entire deck contents visible, so that the cards have to be spread out? Or is only the top card of your deck visible, meaning that you basically play with your deck turned upside down from normal?
Hand and Deck entirely face up and visible: effectively permanently revealed, but avoiding overloading the "revealed" keyword reserved for temporary reveals. Spread out, or in piles; any way that lets players inspect it.
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segura

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #150 on: February 14, 2021, 10:28:06 am »
0

Cavalcade could say something like this: „When you play an Action card, play it twice and then trash it“

I think that version would be more similar to Procession and also be clearer than the one in which the throning happens after the trashing.
The Horse issue does IMO illustrate why throning before trashing is more natural.

Yeah but the natural reading of "When you play an Action Card, play it twice" means you play each card an infinite number of times because it self-loops. So this phrasing absolutely doesn't work.
You could simply say "play it twice instead" or "When you play an Action card from your hand, play it again afterwards" (not sure about this, I guess when the card is played again it is already in play so the second time it is not played from hand) or something like that.

I don't think that one should (have to) use complex mechanics or a messy wording for a simple and elegant design. While the current wording is perfectly fine and clear, I think that it leads to unnatural play with cards like the aforementioned Horse that isn't, contrary to what you would expect after a quick glance at the Project, not played again.
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mathdude

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #151 on: February 14, 2021, 02:25:07 pm »
0

Cavalcade could say something like this: „When you play an Action card, play it twice and then trash it“

I think that version would be more similar to Procession and also be clearer than the one in which the throning happens after the trashing.
The Horse issue does IMO illustrate why throning before trashing is more natural.

Yeah but the natural reading of "When you play an Action Card, play it twice" means you play each card an infinite number of times because it self-loops. So this phrasing absolutely doesn't work.
You could simply say "play it twice instead" or "When you play an Action card from your hand, play it again afterwards" (not sure about this, I guess when the card is played again it is already in play so the second time it is not played from hand) or something like that.

I don't think that one should (have to) use complex mechanics or a messy wording for a simple and elegant design. While the current wording is perfectly fine and clear, I think that it leads to unnatural play with cards like the aforementioned Horse that isn't, contrary to what you would expect after a quick glance at the Project, not played again.

I was trying to come up with a cleaner wording for this project.  But as I was working through possible wordings, I realized my wording didn't work with the official Fortress card.  Then I went back to the original project, and realized there may not be a way around it.  If this project and Fortress are in the same game, as soon as you get one of each, you can draw your full deck - play Fortress, trash it (from project), put it back in your hand (from Fortress below-the-line), repeat until your deck is empty.  Does it need to be made slightly more complicated to avoid this problem?  Or is this a fringe case we ignore and try to make the wording simple again?
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #152 on: February 14, 2021, 02:30:49 pm »
0

Cavalcade could say something like this: „When you play an Action card, play it twice and then trash it“

I think that version would be more similar to Procession and also be clearer than the one in which the throning happens after the trashing.
The Horse issue does IMO illustrate why throning before trashing is more natural.

Yeah but the natural reading of "When you play an Action Card, play it twice" means you play each card an infinite number of times because it self-loops. So this phrasing absolutely doesn't work.
You could simply say "play it twice instead" or "When you play an Action card from your hand, play it again afterwards" (not sure about this, I guess when the card is played again it is already in play so the second time it is not played from hand) or something like that.

I don't think that one should (have to) use complex mechanics or a messy wording for a simple and elegant design. While the current wording is perfectly fine and clear, I think that it leads to unnatural play with cards like the aforementioned Horse that isn't, contrary to what you would expect after a quick glance at the Project, not played again.

I was trying to come up with a cleaner wording for this project.  But as I was working through possible wordings, I realized my wording didn't work with the official Fortress card.  Then I went back to the original project, and realized there may not be a way around it.  If this project and Fortress are in the same game, as soon as you get one of each, you can draw your full deck - play Fortress, trash it (from project), put it back in your hand (from Fortress below-the-line), repeat until your deck is empty.  Does it need to be made slightly more complicated to avoid this problem?  Or is this a fringe case we ignore and try to make the wording simple again?

I think the way to do this would be move things somewhere else, and then trash them at the end of the turn during clean up - exile mat? makes some 'wait i can save some components" choices when you hit the buy phase.

Wording would be like
Quote
After you play an Action card from your hand, exile it, then play it again from your exile mat, leaving it there. At the beginning of clean up, trash all Action cards on your exile mat.
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silverspawn

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #153 on: February 14, 2021, 03:12:27 pm »
+10

Judgment Day

Given that we have 25 submissions, I decided to have exactly 5 Runner-Ups (among them the Winner), which leaves a lot of good cards that didn't get there.

⠀ ⠀ ⠀ ⠀Toady -- Fragasnap

I immediately liked this card when I first saw it. It looks clever. Terminal draw is also something lacking from potion cards.

However, I don't think it would work out in practice. I open x/potion and buy x/Toady on the second shuffle. My deck is 7*Copper, 2*X, 1*Potion, 1*Toady, 3*Shelter/Estates. That means,  if I play Toady naming Copper, we have 8 hits out of 13 cards. The probability of not hitting with two revealed cards is ~13%. Point being, you have a decent chance to draw your entire deck if you play this early, even without smart predictions or cards that give information about your deck. This seems pretty swingy, very powerful, and it has the familiar issue of the 3$P cost.

I still like the idea. Maybe if it cost 2$P and you couldn't name Copper?

Appraiser -- Gubump

This starts off being a cantrip silver gainer. The second is a lab silver gainer. The third a double-lab. On the other hand, chaining them is difficult in a deck full of silver.

You can also combo it with other cards. Most card that  gain during the Action phase are terminal, so this takes some setting up.

Hard to say how this plays out, but the powerlevel seems extremely high. Compare it to Explorer. If not-activated, it's 'gain a silver onto your deck, +1 Card'. This is almost that but non-terminal and with the ability to scale, for 4$. However, being extremely strong isn't necessarily a bad thing, and this could lead to fun decks. Maybe. It definitely fits the 'innocent-looking but secretly complex' criterion. It also gets bonkers if you can return to your Action phase...



Capital City -- X-tra

The raw power on this card is very high. Village and Smithy both have 3 Vanilla effects each. This has four. The upshot: if you play four of these in a row, you get four more cards (+8 cards total) than if you play Villlage->Smithy->Villlage->Smithy (which nets +4 cards total). Of course, this costs  5$ and is arguably harder to use. Particularly problematic is the +4 Action in the beginning, since that's a dud if you're unable to use them (and +4 Actions is also the weakest effect). Also, if you play a large deck, you'll get past 4 Actions quickly and won't be happy about all of your Hunting Grounds spontaneously transforming into Sacred Groves.

So, this looks to be a possible trap, which was one of the ways to fit the theme. Scheme or other ways of topdecking it would help.

Finally, we have the part below the horizontal line, which doesn't go with the top all that well since this card doesn't like large decks. Overall, interesting design.



Prophet/Messiah -- mathdude

The Ceiling of this is a Terminal Silver with Cellar-for-Treasure-Cards for 2$ and a Gold for 5$. That doesn't strike me as very good. It seems worse than Cellar for Engines and a Gold for 5$ is not exciting. Compare Messiah to Plunder, which everyone treats as better than gold (I never see someone buy gold for 6$ if Plunder is available). And that's assuming you always connect them and get rid of your sins automatically. In practice, you would probably never get to Messiah because Prophet isn't good enough to be emptied.

I think the idea is not bad, but you undershot the power level.



Chamberlain -- spineflu

Even the updated version of this card is extremely powerful. Spacing out effects over several turns does make them weaker, but not by that much, and I'm afraid there's just too many effects on this card.

Practically speaking, I open with this, and turn 3 is like I played Steward and Enchantress in one card. By the time I draw the Copper, it's turn 7. I think this should cost 5$.

An unrelated thing I worry about is that this won't be all that difficult to use. You usually trash first, then draw, then make coins, then get the Copper. This is also the reason why it being strong is more of an issue than with Appraiser. Either way, nice art.

Also, I do quite like the idea of one card that gives a bunch of different effects over time.




Revolution -- faust

I'm a bit late to realize that a consequence of this theme is to make judging unusually hard. I'm supposed to know how this plays out, right?

The ceiling here is bonkers. Even if you only get five triggers, you can get more VP than you can get through Victory cards. Exile all of your Aciton Cards after one big turn, and every subsequent 6$ is worth 15VP. On the other hand, if you do nuke your deck, getting to 6$ may not be trivial. The Event does not allow you to leave some of the cards in your deck (although you can choose to discard those from Exile if you gain copies). It's also worth pointing out that you can buy this more than once in a turn.

What optimal play does this incentivize? I'm leaning toward one Mega turn rather than a few value buys. If all the tools are present, you can set up your deck such that you end up with, say, 2 Copper, 2 Silver, a lot of Action cards, and nothing else. Play everything and buy Revolution. Gain a Ruins. Your new deck is Silver, Silver, Copper, Copper, Ruins. Play Ruins, Play Treasures, buy Revolution. Repeat 3 times. Each Revolution gives 1 more VP than the previous one. Your opponent needs to buy 8 provinces to outrace you (rather than 4 or 5), which is not very realistic. Will this be fun? Who knows.

It looks like a good design. It may be a bit too powerful in that it dominates the game most of the time rather than some of the time. I think you tend to want cards that force a very specific strategy to only be used occasionally. On the other hand, executing the Mega turn is certainly a good deal harder than playing something like Rebuild.

This was the last card I kicked out of the Runner-Ups to limit them to five.



Penglai Medicine -- majiponi

This provides 1$ + 1$ per Treasure on your deck. It also discards all treasures. This can be nice, but also means the card strongly anti-synergizes with itself; if you have two in hand, the second is just a Copper. Worth noting that non-Treasure is not Victory. If a Victory card is on top, there is no compensation.

Thus, this appears to be quite weak on first glance -- it's expensive, unreliable, and doesn't stack. However, the ceiling is giving you an instant province. This card wants to be played in a deck that almost entirely consists of Treasure cards. Suppose you open Hermit, Replace your Estates with Silvers, and then buy these. The first one you play will flip about half of your deck. If you then buy a province, the next one will flip about a third; if you buy another, it's a forth, and so on. Probability theory right there. And while the card anti-synergizes with itself if you have two in-hand, it synergizes with itself if it's flipped over.

The card this rescinds me of the most is Counting House. One big variable money effect that goes from nothing (or in this case, 1$) to way more than you can use. This should be somewhat more playable, though it still looks weak-ish. But a clever design.



Monkey's Paw -- LibraryAdventurer

Complexity aside, the base effect is gaining a Curse and a Wish. My guess is that this effect is quite weak. People open Leprechaun sometimes, but I think it's almost always a mistake. A wish is better than a Gold, but a Curse is worse than Hex, so this should be similar.

Then, there's the passing. If you buy this, you want to play it, so you're not interested in passing it. Near the end, you want to pass it because it prevents your -2VP. But it does so at the cost of giving your opponent 1VP, so it's only 1VP difference (or 0 if you're playing 3p and the player in question is not your competitor).

Seems like an ok effect, but probably too weak to be bought in the first place. And faust is right about the tracking issues (although they're rare).


Ancient Ruins -- Aquila

The floor of this card is +2 VP, since you can choose to gain $ equal to the card's cost and simply rebuy it. Of course, cards are generally better than $, so the other option should be an improvement, but requires lining it up with Villages.

I think the wrong way to play this is to trash whatever comes up -- good cards costing 5$ should be better than terminal 2VP. I'm not sure what the right way is, though, given that you can't usually control what you trash. But Apprentice effect is powerful, and coupled with +2 VP and a phantom card (because trashing doesn't decrease your hand size), the raw power is there. You probably just want to buy them later in the game to get extra value out of your good cards.

Seems solid, albeit swingy.



Musketeer -- gambit05

Okay, so the main comparison here is Wild Hunt. Unlike Wild Hunt, you have several accumulating piles (the mat is communal but has three areas), so playing this is less all-or-nothing -- if you're getting to the point that Taking > Peddler, this should be about equally true for all three areas of the mat (otherwise your opponent made a mistake). You could take all of them in one turn, but this is not very likely since taking is a terminal action.

I think Coffers are generally the weakest of the three. But I also think it doesn't matter that much since the effect should be self-regulating. If there are three Coffers, three Villagers, and three Horses and I think Coffers are weakest and don't want to help my opponent, I'll add another Coffer.

The exception to this is if you prioritize one mat with the intention of reaping the benefits in the same turn, which is also what you want to do with Wild Hunt.

So in summary, this seems like a nicer version of the Wild Hunt idea, with the added quirk of allowing you to get different things. I like it a lot. No complaints.

Runner-Up




Ravaged Throne Room -- fika monster

Playing an Action card from play is better than playing it from hand, since it comes with a phantom Card. This makes the effect stronger than Throne Room, but the penalty is that it gets trashed.

This should be correct to buy in most games near the end, and perhaps earlier as well. I think the design is solid. However, as-is the under-the-line effect allows you to get back Colonies, which seems pretty silly and I suspect is not intended. You probably want to limit it to Action cards.



Exhaust -- alion8me

This looks like a lot of fun. I used to think that making things too 'easy' was a problem, but then we got Villa and everyone seems to like it. Replaying an Action card for free is often quite good, even if you need to trash it afterward. The only giving you back a buy once thing is neat. It makes mega-turns harder.

Runner-Up



Birthright/Legacy -- emtzalex

With this card, we have an effect that would be ludicrously overpowered if not for the fact that all players get it.

Since all players do get it (and your opponent(s) even get it first), it requires some kind of asymmetry to be good. This strikes me as fairly hard to achieve. Say you want to go for the super strong deck and your opponent races provinces. If you put a smithy onto the mat, your opponent starts every turn with 8 cards. So do you, but I'm just saying, your clock has just been reduced dramatically. Ditto with most other effects.

In general, static improvements help the weaker deck more, not less, than the stronger deck. (For example, if you play the powerful engine vs. the racing deck, you'd probably be happy if everyone starts their turn with 3 cards. You may  be half as likely to draw your deck; your opponent is much less than half as likely to get to 8$.) This would imply that you want to buy this as the racing player. This may work in principle, but it probably takes too long to set up.

Then there's Legacy. Legacy seems to help the big engine deck rather than the racing deck. However, I suspect it doesn't help either deck that much since you would have to buy 5 Birthrights to get there, and that sounds crazy difficult to make work usefully. It should rarely be the case that both players go for Birthright, and by the time you have 5, the game ought to be very close to over.

I think the idea is quite good, but doesn't this want to be an event that triggers instantly? Buying a card for 6$ and playing it is probably too much to exploit an asymmetry, especially if you also have to compensate for the fact that your opponent gets the effect first, and if I'm right that it's generally better for greening decks.



Corrupt Village -- Rhodos

Plus for simplicity. My problem here is that I suspect it's correct to trigger this effect all/most of the time. If 1VP were worth more than +1$ and +1 buy, then Monument would be weaker as a +3$, +1buy, which I don't think it is. The fact that you can discard & trash the curses changes the calculation, but only in the direction of making triggering it even better. The floor is -1 VP token, except if Coven is on the board.

This doesn't mean it's bad by any means. Even if the effect were mandatory, I think it would still be an okay design.



Omniscience -- Mahowrath

Omniscience effectively gives you perfect luck. Whatever card you want on top at any time can be on time. Writing about Omniscience does not give you perfect luck, since I just closed my browser with some keyboard shortcut and now have to write this again. On the other hand, saving progress in a text file is excellent.

Anyway. Perfect luck affects cards unequally. Solid effects like Laboratory stay the same, while high-variance effects like Vagrant or Scrying pool become a lot better. You know what else is now good? Scout! If you have four victory cards in your deck, Scout will now inevitably  draw four cards. I thus conclude that Mahowrath is Robz in disguise.

In 2p, the person buying this first gets 2 Curses, the person buying it second none. However, the effect is so powerful that getting it one turn earlier is probably worth 2 Curses (which are always at the bottom of your deck anyway).

My honest take here is that this is too extreme for Dominion, and even compared to stuff like Donate. Way of the Chameleon and the Traveler lines are extreme, but this is another level.




Jewelry -- Carline

One can imagine an Action card that says 'gain a card costing exactly 1$ per Action card in play'. This is a powerful workshop, it can gain Gold and 5$'s, but it will also often be dead if you have too many cards in play.

Jewelry solves this in a pretty clever way: by being playable as a Treasure card instead. With Treasures, you can usually choose the order freely, so the ceiling is usually not too low. The card is on the powerful side for sure, it's not hard to make it a non-terminal 5$ gainer.

Given this, I don't think the second part of the effect is needed. Gaining the card in hand is quite good, and you don't have to shed too many tears for a 4$ that you lose to do it. You won't trigger this all the time, but will do it occasionally and always in the late game, and it should be pretty strong.

Other than the latter part, I like this a lot. It's clever.

Runner-Up


Cavalcade -- anordinaryman

Another extreme effect: all of your Action cards get throned for the rest of the game, with the catch that they also get trashed. Will it be fun? Judging from other extreme effects, it probably will be.

One thing worth pointing out here is that this makes it unusually easy to win in one turn, if the board is such that building while playing is already feasible. Usually, if you have something like Procession/Workshop/Smithy, you will produce resources slightly slower than you use them. If everything is throned, I imagine it could be faster, although I haven't worked out any concrete scenario. Also worth noting (and a possible counter point) is that this does not double the effect of Throne Rooms. If I play TR -> Village, the effect should trigger after I play Village the first time, at which point Cavalcade trashes and plays it from the Trash. Then, Throne room plays it again, and Cavalcade does not play it a forth time because it is already in the trash. Of course, Throne Room will then be trashed, and I get to play that a second time. However, that still means Throne Room becomes double KC, which is plenty good.

This card is similar though by no means identical to Exhaust. I come out somewhat more favorable on Exhaust, in part since it has no wording issues.



Coffeehouse -- Xen3k

Coffeehouse is a powerful Sifter&Drawer, with the important downside that it has the anti-Chancellor effect. It will set your Draw Pile to the maximum size as supposed to 0. Then, it lets the opponent cycle a card, but with the same downside.

I think this is pretty clever. Hard to say how strong it is -- a sifter that grows your handsize is very powerful, but the penalty is no joke. Hard to know when it's good, too. This is very much in the spirit of the contest.



Delegate -- D782802859

Another extreme effect:  you start every turn with two buys and two Actions, which is the effect of Barracks and the 4$ Event  that gives +buy combined, but only four cards.

In general, this is bad. But there are certainly exceptions -- an easy one is a powerful engine deck without +buy. Deciding if and when to buy this sure sound tricky, which again is a good thing.

I like it.



Celebrate -- pubby

Improve in Event form. This is perfectly fine, minus the stuff Gubump said. If this were an official card with (with the proper fixes), probably no-one would bat an eye.



Secluded Village -- Timinou

A Necropolis that will rarely be a Lost City. Anything with +2 Actions is, of course, playable, and with proper support, you can trigger this fairly often. One way to support it is Cellar-type cards, another drawing your entire deck and then playing workshop. I like it, including the cost. Again, no complaints.

Runner-Up



Old Throne Room -- Commodore Chuckles

This card is to King's Court what Lion's Eye Diamond is to Black Lotus. If an effect is too powerful, simply add 'discard your hand' to it... except that this also draws 2 cards since otherwise Throning would have questionable utility.

With any support, I imagine this could be a lot of fun. Discarding your hand is not as bad as it sounds if you then get to play Smithy three times. Without support, it's a hard sell. If you're relying on situations where you know what's on top of your deck, then by the time you get to play it, your hand may be too large for it to be worth it.

So it's situational. Is it too situational? I'm not sure. It's not that rare for other cards to enable this (even Pearl Diver would sometimes do the job), so it may be fine. Overall, it's a pretty cool idea.



Armada -- mandioca15

This effect is similar to Secret Plot, although it has some differences. One is that cards are removed from your deck, so it can act as a pseudo-trasher. Another is that you only get to draw once.

The proper way to play this could be in two phases. Phase one, put useful cards on your deck. Intermediate: have one powerful turn. Phase 2: Exile your Victory cards. Alternatively, if the board supports it, skip phase 2 and win with the mega turn. Alternatively still, skip phase 2 and only Exile, if that's profitable on the board. In this case, it is like a nicer Cathedral, that is much more supportive of greening.

I initially felt this was too similar to Secret Plot, but I like it much more after giving it some thought. Good design.

Runner-Up



Billet -- ConMan

This card is similar to the 8$ Event that Thrones your first card (Citadel?). Instead of playing your first Action card again, it plays a specific card -- probably a weaker one since it costs at most 3$. In exchange, it costs 5$ rather than 8$. Another card where I don't think anyone would be surprised if it were official. A smaller Citadel sounds perfectly reasonable.



Customs Shed  -- infangthief

This effectively doubles all of your engine purchases, at the cost of a 1 turn delay. That should be quite strong. Having a Lab a turn later is a big deal, but not as big as getting a second lab for free. I imagine you want this in most games and use it regularly. Which is fine, but doesn't seem that exciting.







Final Verdict:

#5: Secluded Village by Timinou
#4: Jewelry by Carline
#3: Armada by mandioca15
#2: Exhaust by alion8me
#1: Musketeer by gambit05
« Last Edit: February 14, 2021, 03:15:49 pm by silverspawn »
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Gubump

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #154 on: February 14, 2021, 03:54:46 pm »
0

Congratulations, gambit05!

@silverspawn: Just out of curiosity, how would my retracted entry, Mayor, have done?
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silverspawn

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #155 on: February 14, 2021, 04:04:03 pm »
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Decently, but probably somewhat worse than Appraiser (which used to be a Runner-up before I trimmed them).

Gubump

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #156 on: February 14, 2021, 04:06:04 pm »
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Decently, but probably somewhat worse than Appraiser (which used to be a Runner-up before I trimmed them).

How many runners-up would there have been if you didn't decide to trim them down to 5?
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #157 on: February 14, 2021, 05:07:04 pm »
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Well judged. Way more inticrate and technical than my judging! some questions tho, out of curiousity:

1: Whats a phantom card?

2: The "gaining a colony from the trash" part of RVR was not definitely not intented. WHy would this be problematic though? outside of Events like salt the earth, im not sure why you trash a colony or province? Though now that im writing this, i suppose that with TfB cards like salvager, apprentice etc, that you could trash a province or colony, get a lot of benefit, and then gain a RVR. Actually, the most broken out of this would probably be a remodel sort of thing: Remodel a province into province, gain a RTR to regain the province.

Huh, there was a lot of problems with that i did not notice. well caught silverspawn.

3: if RTR didnt have this problem, how much better designwise would it bee?
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silverspawn

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #158 on: February 14, 2021, 05:18:52 pm »
+1

1: Whats a phantom card?

Not an official term. What I meant was, if you throne a smithy from a normal sized hand, you end up with 9 cards. If you throne a smithy from play, you end up with 10 cards because the smithy didn't come from your hand. So it's kinda like playing a TR that also had +1 Card, except it doesn't actually draw, hence phantom card.

2: The "gaining a colony from the trash" part of RVR was not definitely not intented. WHy would this be problematic though? outside of Events like salt the earth, im not sure why you trash a colony or province? Though now that im writing this, i suppose that with TfB cards like salvager, apprentice etc, that you could trash a province or colony, get a lot of benefit, and then gain a RVR. Actually, the most broken out of this would probably be a remodel sort of thing: Remodel a province into province, gain a RTR to regain the province.

Yes, that's roughly the reason. (And by roughly I mean exactly :D)


3: if RTR didnt have this problem, how much better designwise would it bee?

probably another unlucky pushed-out-of-Runner-Up-due-to-5-rule card. I either had it in there at some point or considered it.

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #159 on: February 15, 2021, 02:27:27 am »
+1

Revolution -- faust

I'm a bit late to realize that a consequence of this theme is to make judging unusually hard. I'm supposed to know how this plays out, right?

The ceiling here is bonkers. Even if you only get five triggers, you can get more VP than you can get through Victory cards. Exile all of your Aciton Cards after one big turn, and every subsequent 6$ is worth 15VP. On the other hand, if you do nuke your deck, getting to 6$ may not be trivial. The Event does not allow you to leave some of the cards in your deck (although you can choose to discard those from Exile if you gain copies). It's also worth pointing out that you can buy this more than once in a turn.

What optimal play does this incentivize? I'm leaning toward one Mega turn rather than a few value buys. If all the tools are present, you can set up your deck such that you end up with, say, 2 Copper, 2 Silver, a lot of Action cards, and nothing else. Play everything and buy Revolution. Gain a Ruins. Your new deck is Silver, Silver, Copper, Copper, Ruins. Play Ruins, Play Treasures, buy Revolution. Repeat 3 times. Each Revolution gives 1 more VP than the previous one. Your opponent needs to buy 8 provinces to outrace you (rather than 4 or 5), which is not very realistic. Will this be fun? Who knows.

It looks like a good design. It may be a bit too powerful in that it dominates the game most of the time rather than some of the time. I think you tend to want cards that force a very specific strategy to only be used occasionally. On the other hand, executing the Mega turn is certainly a good deal harder than playing something like Rebuild.

This was the last card I kicked out of the Runner-Ups to limit them to five.
Thanks for the judging! Just one comment on the highlighted part since that aspect seems to have been lost - the opponent can also just buy out the Ruins in order to block any further VP gains (similar to Triumph with Estates). And if they're clever, they can do so the turn after you've already invested into Revolution.
« Last Edit: February 15, 2021, 04:46:11 am by faust »
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gambit05

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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #160 on: February 15, 2021, 04:18:10 am »
+2

Thank you very much for judging all those cards, and of course, picking Musketeer as the winner of this contest round.

I am looking forward to the next round, which will be about Attack cards. I am just in the process of preparing the text for it and will soon post it in a new, separate thread.
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Re: Weekly Design Contest #104: Raise the Ceiling
« Reply #161 on: February 17, 2021, 03:12:14 pm »
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The ability to rearrange your deck at any time means you just take what you need from it when you interact with it. Yes, Knight attacks can be made to look silly. The "shuffle" consists of laying your discard pile out and taking your desired starting cards. This shouldn't be that time consuming.

Quote
I wonder if the entire thing could be created simplified while keeping the same basic benefit by just allowing you to order your cards when shuffling.
This idea actually would take forever, particularly if having to account for milling.

Ah, this is a bit different than what's implied by the wording on the card. Indeed having to fully arrange your entire deck each time you shuffle would be very time-consuming, but as worded, it sounds like it implies that you do that any time you shuffle anyway, in addition to any time you change your mind, etc. I see now that in practice, if you can do it at "any time", then there's no reason for "rearrange your deck" to involve more than choosing the top card. But the wording of the event implies that you arrange your entire deck, not only the top card. It's up to the player playing it to save time by not caring about the middle of their deck ahead of time. I don't know a great wording for it, but it might be simpler to basically say that a player can choose any card they want from their deck any time they need a card from their deck. Rather than talk about "rearranging" your deck.
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