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Author Topic: Weekly Design Contest #112: Steal the Show  (Read 14466 times)

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X-tra

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Re: Weekly Design Contest #112: Steal the Show
« Reply #75 on: April 23, 2021, 03:13:15 pm »
+3



Yes, it's silly. Effectively the thou-shall-not-do "+2 Cards; +" card. Except that it adds a stop card to your deck to do so. And hey, if you snipe your opponent's Ambush, then yes, they lose that card and replace it with two miserable Coppers, but they also get a starting hand of 7 cards, which include a Silver. Oh and if the Attack hits you back, that's something you cannot Moat ("do its effects" =/= "playing a card", Moat cannot do anything about that, similar to Noble Brigand's on-buy Attack). Overall, probably a pretty good Money card.


Edit: Not to say that you wouldn't want to trash this yourself. Imagine feeding this to an Apprentice. +8 Cards (Silver included), +1 Action, +1 Buy and doing an Attack is a pretty swell trade-off for gaining two Coppers.
« Last Edit: April 23, 2021, 03:18:57 pm by X-tra »
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anordinaryman

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Re: Weekly Design Contest #112: Steal the Show
« Reply #76 on: April 23, 2021, 03:23:53 pm »
0

UPDATED SUBMISSION - completely new





Quote
Thieves Den | Project | $5
When any other player gains a Victory card in their turn, they take Burglarized. When they return Burglarized, you may gain a non-Victory card from the trash.

Quote
Burglarized | State
At the end of your turn, reveal the top 2 cards of your deck, trash one of them costing from $3 to $6, and discard the rest. Return this.

One of the problems with deck trashers is that it can be unfair. I trash your first $5 card before you get to play it, bad luck. So, what if we delayed trashing, so it triggers in the endgame? Then it will be a lot less swingy!  Once you buy Burglarized, in a two-player game, whenever your opponent gains a victory card on their turn you basically get to Knight-attack them and steal a non-victory card they trashed. (Stealing a duchy is too brutal, that's the main impetus for the Victory card gaining restriction). When there's more than two players, the trashing attack doesn't stack (that's the reason for the State), but each player with Thieves Den gets to pick from the trash, in turn order after the current player's turn. The State makes it not scale too powerful with 2+ players. The state also makes it guarantee to hit (unless you have a golden deck) since it triggers after you have drawn up to 5 cards and your deck/discard can't be empty.

The presence of this Project on the table might make you build a little longer than usual. Even if your opponent never buys it, you have to worry about them buying it. In a single gain board if you rush into Provinces too quickly, your deck can be burglarized away, yikes!

Of course, in the endgame, those extra cards might not help you too much. Or maybe they will. This is definitely one of those projects that won't always be bought. It's price point is rather expensive but I think compares with Road Network decently.

Open to feedback. I originally had the "in their turn" clause to prevent you from attacking opponents by gifting them estates with messenger/ambassador/etc, but perhaps it is not necessary.
« Last Edit: April 23, 2021, 03:31:32 pm by anordinaryman »
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mxdata

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Re: Weekly Design Contest #112: Steal the Show
« Reply #77 on: April 23, 2021, 03:37:36 pm »
+1

UPDATED SUBMISSION - completely new





Quote
Thieves Den | Project | $5
When any other player gains a Victory card in their turn, they take Burglarized. When they return Burglarized, you may gain a non-Victory card from the trash.

Quote
Burglarized | State
At the end of your turn, reveal the top 2 cards of your deck, trash one of them costing from $3 to $6, and discard the rest. Return this.

One of the problems with deck trashers is that it can be unfair. I trash your first $5 card before you get to play it, bad luck. So, what if we delayed trashing, so it triggers in the endgame? Then it will be a lot less swingy!  Once you buy Burglarized, in a two-player game, whenever your opponent gains a victory card on their turn you basically get to Knight-attack them and steal a non-victory card they trashed. (Stealing a duchy is too brutal, that's the main impetus for the Victory card gaining restriction). When there's more than two players, the trashing attack doesn't stack (that's the reason for the State), but each player with Thieves Den gets to pick from the trash, in turn order after the current player's turn. The State makes it not scale too powerful with 2+ players. The state also makes it guarantee to hit (unless you have a golden deck) since it triggers after you have drawn up to 5 cards and your deck/discard can't be empty.

The presence of this Project on the table might make you build a little longer than usual. Even if your opponent never buys it, you have to worry about them buying it. In a single gain board if you rush into Provinces too quickly, your deck can be burglarized away, yikes!

Of course, in the endgame, those extra cards might not help you too much. Or maybe they will. This is definitely one of those projects that won't always be bought. It's price point is rather expensive but I think compares with Road Network decently.

Open to feedback. I originally had the "in their turn" clause to prevent you from attacking opponents by gifting them estates with messenger/ambassador/etc, but perhaps it is not necessary.

This could be quite painful.  And nearly impossible to avoid.  Un-moatable since it's not an Attack.  It happens after Clean-up, so you can't just top-deck a Silver or something similar, makes cost-reduction much more risky, since any cost-reduction in play when you buy a Victory card is still going to be in play when the State triggers.  Two highways in play creates the risk of losing a Province to Burglarized.  As far as I can tell, the only way to reduce the danger is to make sure your deck has lots of cheap cantrips

EDIT: Also, I'm pretty sure this doesn't qualify.  The contest rules specified that it has to have the Attack type
« Last Edit: April 23, 2021, 03:40:37 pm by mxdata »
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majiponi

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Re: Weekly Design Contest #112: Steal the Show
« Reply #78 on: April 23, 2021, 08:11:59 pm »
0

Lupin
cost $4 - Action - Attack
Each other player reveals the top 2 cards of their deck, trashes a revealed Treasure you choose, and discards the rest.  You play one of the trashed Treasure, leaving there; each time that would give you +$ this turn, you get +Coffer instead.


A thief you want to play early.  Instead of junking your deck, you get one-shot Coffer immediately.  Use it to earn $5 or $8!

This seems a lot better than Pirate Ship.  You can trash an opponent's Platinum and get +5 Coffers during the same turn that you attack, which is amazing.  Or you could trash an opponent's Bank after having a bunch of Treasures in play with Storyteller or Black Market and potentially get a lot more Coffers.

Who buys Platinum or Bank in games using Lupin?  In most games, the best Treasure is Gold.  Pirate Ship can earn $5 each time (after playing 5 times), but Lupin can't.
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gambit05

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Re: Weekly Design Contest #112: Steal the Show
« Reply #79 on: April 24, 2021, 11:46:12 am »
+1

My Submission:

   
Ambush
$5 – Action - Attack
Quote

Each other player trashes
a Purse from their hand
(or reveals they can’t).

          Choose one: Gain a Purse;           
or gain a Purse from the
trash; or +2 Coffers.

 
Purse
$3* – Treasure
Quote

$2

            Trash a Copper you have             
in play, for +1VP.

(This is not in the Supply.)


Update (25. April 2021): I realized that there is no need for Copper trashing of Purse being optional.

Original Purse:

« Last Edit: April 25, 2021, 02:24:09 am by gambit05 »
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anordinaryman

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Re: Weekly Design Contest #112: Steal the Show
« Reply #80 on: April 24, 2021, 12:19:17 pm »
0

UPDATED SUBMISSION - completely new





Quote
Thieves Den | Project | $5
When any other player gains a Victory card in their turn, they take Burglarized. When they return Burglarized, you may gain a non-Victory card from the trash.

Quote
Burglarized | State
At the end of your turn, reveal the top 2 cards of your deck, trash one of them costing from $3 to $6, and discard the rest. Return this.

One of the problems with deck trashers is that it can be unfair. I trash your first $5 card before you get to play it, bad luck. So, what if we delayed trashing, so it triggers in the endgame? Then it will be a lot less swingy!  Once you buy Burglarized, in a two-player game, whenever your opponent gains a victory card on their turn you basically get to Knight-attack them and steal a non-victory card they trashed. (Stealing a duchy is too brutal, that's the main impetus for the Victory card gaining restriction). When there's more than two players, the trashing attack doesn't stack (that's the reason for the State), but each player with Thieves Den gets to pick from the trash, in turn order after the current player's turn. The State makes it not scale too powerful with 2+ players. The state also makes it guarantee to hit (unless you have a golden deck) since it triggers after you have drawn up to 5 cards and your deck/discard can't be empty.

The presence of this Project on the table might make you build a little longer than usual. Even if your opponent never buys it, you have to worry about them buying it. In a single gain board if you rush into Provinces too quickly, your deck can be burglarized away, yikes!

Of course, in the endgame, those extra cards might not help you too much. Or maybe they will. This is definitely one of those projects that won't always be bought. It's price point is rather expensive but I think compares with Road Network decently.

Open to feedback. I originally had the "in their turn" clause to prevent you from attacking opponents by gifting them estates with messenger/ambassador/etc, but perhaps it is not necessary.

This could be quite painful.  And nearly impossible to avoid.  Un-moatable since it's not an Attack.  It happens after Clean-up, so you can't just top-deck a Silver or something similar, makes cost-reduction much more risky, since any cost-reduction in play when you buy a Victory card is still going to be in play when the State triggers.  Two highways in play creates the risk of losing a Province to Burglarized.  As far as I can tell, the only way to reduce the danger is to make sure your deck has lots of cheap cantrips

EDIT: Also, I'm pretty sure this doesn't qualify.  The contest rules specified that it has to have the Attack type

In most games, it will only attack you 4-5 times, which isn't even as bad as losing the Knights split. As for it doesn't qualify, well I guess you're right! But then again

The rules are going to be somewhat loose

So I guess, @pubby does my project/state qualify for this contest?

« Last Edit: April 24, 2021, 12:20:24 pm by anordinaryman »
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pubby

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Re: Weekly Design Contest #112: Steal the Show
« Reply #81 on: April 24, 2021, 02:11:12 pm »
+2

I have a strong preference for Attack cards, and think the judging will be more consistent if everyone has Attack card designs.

With that said, I'm not going to disqualify your entry, or similar entries, because as I said, "the rules are loose if the flavor is there".
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Timinou

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Re: Weekly Design Contest #112: Steal the Show
« Reply #82 on: April 25, 2021, 08:52:29 am »
+2

Lupin
cost $4 - Action - Attack
Each other player reveals the top 2 cards of their deck, trashes a revealed Treasure you choose, and discards the rest.  You play one of the trashed Treasure, leaving there; each time that would give you +$ this turn, you get +Coffer instead.


A thief you want to play early.  Instead of junking your deck, you get one-shot Coffer immediately.  Use it to earn $5 or $8!

This seems a lot better than Pirate Ship.  You can trash an opponent's Platinum and get +5 Coffers during the same turn that you attack, which is amazing.  Or you could trash an opponent's Bank after having a bunch of Treasures in play with Storyteller or Black Market and potentially get a lot more Coffers.

Who buys Platinum or Bank in games using Lupin?  In most games, the best Treasure is Gold.  Pirate Ship can earn $5 each time (after playing 5 times), but Lupin can't.

Platinum and Bank were extreme examples, but hitting an opponent's Gold would be pretty amazing too.  It's true that you can get Pirate Ships to be worth a lot, but that takes time.  Even when you're mostly just hitting Coppers, I think Lupin is much better tempo-wise because of the immediate payoff, and I would probably prefer it over Pirate Ship in many cases. 

 
« Last Edit: April 25, 2021, 09:55:14 am by Timinou »
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pubby

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Re: Weekly Design Contest #112: Steal the Show
« Reply #84 on: April 26, 2021, 03:07:50 pm »
+2

24 hour warning
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silverspawn

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Re: Weekly Design Contest #112: Steal the Show
« Reply #85 on: April 26, 2021, 04:54:58 pm »
+2



I believe the wording is necessary to stop you from gaining cards form weird places (like your opponent's hand)
« Last Edit: April 27, 2021, 05:08:48 am by silverspawn »
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mxdata

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Re: Weekly Design Contest #112: Steal the Show
« Reply #86 on: April 26, 2021, 06:09:37 pm »
+1



I believe the wording is necessary to stop you from gaining cards form weird places (like your opponent's hand)

I think the stop-moving rule would apply without that wording, e.g., you trash a Fortress, it goes back into your opponent's hand, Extortionist expects to find it in the trash, and since it doesn't find it there it can't gain it.  But I could be wrong
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Gubump

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Re: Weekly Design Contest #112: Steal the Show
« Reply #87 on: April 26, 2021, 07:20:58 pm »
+2



I believe the wording is necessary to stop you from gaining cards form weird places (like your opponent's hand)

I think the stop-moving rule would apply without that wording, e.g., you trash a Fortress, it goes back into your opponent's hand, Extortionist expects to find it in the trash, and since it doesn't find it there it can't gain it.  But I could be wrong

mxdata is correct, stop-moving rule causes you to fail to gain it if it isn't in the trash via e.g. Fortress. Therefore it doesn't need to say "from the trash."
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Re: Weekly Design Contest #112: Steal the Show
« Reply #88 on: April 27, 2021, 05:08:39 am »
0

Okay, cool. I've edited the card.

I also made it so you don't gain it because gaining could actually cause problems. (How do you play it if the gain triggered something and the card is no longer at the top of your discard pile?)

Holger

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Re: Weekly Design Contest #112: Steal the Show
« Reply #89 on: April 27, 2021, 07:13:22 am »
0

My submission: (updated version 2)

Quote
Dark Knight - Action-Attack, $5
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If they trashed a card costing $5 or more, they get +2 Coffers. You may gain one of the trashed cards other than a Dark Knight.

I've always wondered why there wasn't a thief variant which can steal other cards than treasures. Comparing the Dark Knight to Dame Natalie, I think it should be fine at $5: Dark Knight has the potential to gain better cards than Natalie, but it may not gain anything if no opponent reveals a card in this price range. Since stealing a $5 or $6 card is often quite harsh, I've added the Coffers "compensation" for the affected player(s). 

Edit: Changed from version 1:
Quote
Dark Knight - Action-Attack, $5
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If they trashed a card costing $5 or more, they get +1 Coffers. You may gain one of the trashed cards.

« Last Edit: April 28, 2021, 06:17:18 am by Holger »
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segura

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Re: Weekly Design Contest #112: Steal the Show
« Reply #90 on: April 27, 2021, 09:59:01 am »
+3

That is far too harsh, it is like Knight and Rogue combined without any mitigating factors like Knights slaughtering each other.
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mxdata

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Re: Weekly Design Contest #112: Steal the Show
« Reply #91 on: April 27, 2021, 01:29:45 pm »
+2

That is far too harsh, it is like Knight and Rogue combined without any mitigating factors like Knights slaughtering each other.

And a Dark Knight can steal other Dark Knights, which could easily snowball
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Holger

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Re: Weekly Design Contest #112: Steal the Show
« Reply #92 on: April 28, 2021, 04:10:18 am »
0

That is far too harsh, it is like Knight and Rogue combined without any mitigating factors like Knights slaughtering each other.
Rogue alone can also steal a card from an opponent if you play it twice. But unlike Dark Knight, Rogue also gives a +$2 vanilla bonus. So two plays of Rogue roughly equal one play of Dark Knight (minus the Coffers recompensation) plus one play of a terminal +$4 Action card, which on its own would be strictly better than Harvest and probably a reasonable $5 card.

I've considered increasing the recompensation for losing a $5+ card to 2 Coffers, so the attacked player could easily rebuy the lost card on their next turn. But I'm not sure it's necessary, as Rogue and Knight are also fine without any recompensation.
« Last Edit: April 28, 2021, 04:12:30 am by Holger »
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Holger

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Re: Weekly Design Contest #112: Steal the Show
« Reply #93 on: April 28, 2021, 04:11:19 am »
0

That is far too harsh, it is like Knight and Rogue combined without any mitigating factors like Knights slaughtering each other.

And a Dark Knight can steal other Dark Knights, which could easily snowball

That's true. I'll add "other than a Dark Knight" to the gaining clause.
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faust

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Re: Weekly Design Contest #112: Steal the Show
« Reply #94 on: April 28, 2021, 04:50:00 am »
+2

That is far too harsh, it is like Knight and Rogue combined without any mitigating factors like Knights slaughtering each other.
Rogue alone can also steal a card from an opponent if you play it twice. But unlike Dark Knight, Rogue also gives a +$2 vanilla bonus. So two plays of Rogue roughly equal one play of Dark Knight (minus the Coffers recompensation) plus one play of a terminal +$4 Action card, which on its own would be strictly better than Harvest and probably a reasonable $5 card.
I don't think this is a useful way of analysing cards. The reason you get Rogue is (most of the time) for the attack, and if possible you'd rather have more attacking than more vanilla stuff. As a simpler comparison, consider Witch. Two Witches are equal to one play of Hunting Grounds (a $6) and a card that just says "Each other player gains 2 Curses".

But that doesn't mean that "Each other player gains 2 Curses" would be a reasonable card at $5 (or frankly, at any cost).
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segura

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Re: Weekly Design Contest #112: Steal the Show
« Reply #95 on: April 28, 2021, 05:32:35 am »
+1

That is far too harsh, it is like Knight and Rogue combined without any mitigating factors like Knights slaughtering each other.
Rogue alone can also steal a card from an opponent if you play it twice. But unlike Dark Knight, Rogue also gives a +$2 vanilla bonus. So two plays of Rogue roughly equal one play of Dark Knight (minus the Coffers recompensation) plus one play of a terminal +$4 Action card, which on its own would be strictly better than Harvest and probably a reasonable $5 card.

I've considered increasing the recompensation for losing a $5+ card to 2 Coffers, so the attacked player could easily rebuy the lost card on their next turn. But I'm not sure it's necessary, as Rogue and Knight are also fine without any recompensation.
Rogue and Knights have mitigating factors. The Knights kill off each other and Rogue oscillates between a trashing Attack and gaining. If you combine a trashing Attack with gaining this is simply too strong. Some Coffers for the opponents do not compensate for total deck annihilation.

It is not like this is new or controversial, we know since Intrigue (Saboteur had the anti-Remodel-ing as mitigating element) how super nasty trashing Attacks are. Your attack would be likely be too harsh even without the gaining (makes it more or less a Dame Josephine).
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Holger

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Re: Weekly Design Contest #112: Steal the Show
« Reply #96 on: April 28, 2021, 06:14:11 am »
0

That is far too harsh, it is like Knight and Rogue combined without any mitigating factors like Knights slaughtering each other.
Rogue alone can also steal a card from an opponent if you play it twice. But unlike Dark Knight, Rogue also gives a +$2 vanilla bonus. So two plays of Rogue roughly equal one play of Dark Knight (minus the Coffers recompensation) plus one play of a terminal +$4 Action card, which on its own would be strictly better than Harvest and probably a reasonable $5 card.

I've considered increasing the recompensation for losing a $5+ card to 2 Coffers, so the attacked player could easily rebuy the lost card on their next turn. But I'm not sure it's necessary, as Rogue and Knight are also fine without any recompensation.
Rogue and Knights have mitigating factors. The Knights kill off each other and Rogue oscillates between a trashing Attack and gaining. If you combine a trashing Attack with gaining this is simply too strong. Some Coffers for the opponents do not compensate for total deck annihilation.

It is not like this is new or controversial, we know since Intrigue (Saboteur had the anti-Remodel-ing as mitigating element) how super nasty trashing Attacks are. Your attack would be likely be too harsh even without the gaining (makes it more or less a Dame Josephine).

Saboteur wasn't removed for being too nasty, it was removed for being too weak and not giving resources to the player. Giving out Coffers is a similar mitigation as Saboteur's anti-remodeling, but with more flexibility for the attacked player. (I'll change my card to giving 2 Coffers to increase the mitigation.)

Knights only have a "mitigating factor" when both players buy it. But for evaluating the strength of a card, I would mainly consider the non-mirror, in which case Knight's attack is harsher than Dark Knight's (because of the lack of compensation). Without the gaining, Dark Knight would be strictly worse than any Knight in the non-mirror.
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segura

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Re: Weekly Design Contest #112: Steal the Show
« Reply #97 on: April 28, 2021, 07:00:34 am »
+3

Did you ever play a Knights game in which only one player bought Knights?
Unchallenged Knights are stronger than challenged Knighs, which is why everybody contests the piles.

That is why Dark Knight without gaining is stronger than Knights. Add the gaining and the card transforms from already broken to totally crazy.
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Gubump

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Re: Weekly Design Contest #112: Steal the Show
« Reply #98 on: April 28, 2021, 02:53:56 pm »
+1

But for evaluating the strength of a card, I would mainly consider the non-mirror

I would consider cases that one would actually reasonably expect to happen. Sure, if your opponent's throwing the game--I mean, not buying Knights--then your Knights are better than a non-gaining Dark Knight. But upwards of 99% of the time, you AREN'T going to be playing a non-mirror! You generally want to mainly consider the vast majority case, not the stars-aligned-under-a-blue-moon case.
« Last Edit: April 28, 2021, 03:37:45 pm by Gubump »
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Re: Weekly Design Contest #112: Steal the Show
« Reply #99 on: April 28, 2021, 03:40:00 pm »
+2

JUDGEMENT DAY

It's hard to design a card that steals. I mean, look at all the attempts Donald X has made - most are flops! With this in mind, judging will be somewhat harsh this week.

---

Dark Knight by Holger
I like the straightforward stealing, but this is too devastating in its current form. It's good that one can no longer steal oppononent's Dark Knights, but you can still trash them which causes swinginess. Still, handing out +Coffers means Dark Knight is sometimes a trap, and that makes it interesting.

 Extortionist by silverspawn
I'm assuming this version still gains the trashed card. The fact that it costs $5 and only attacks $3 and under is cool. This makes it not too savage, as in most games you can play with more expensive cards and avoid the attack, and also you can steal your cards back by buying your own Extortionists. The only downside is that if nobody has cheap cards, nobody will buy this attack at all, and that may happen fairly often.

Ambush/Purse by gambit05
Purse is a sweet design, and I like the idea of gaining and attacking the purses of others, but it's too swingy in the current form. If someone kills your Purse early, you're losing $2 and a trash that turn. That's too devastating for something out of your control.

Thieves Den/Burglarized by anordinaryman
It's nice how this card triggers only when others buy VP. It avoids the problems similar designs have and prevents the game from getting in weird states. But I'm not sure I understand how the card works in multiplayer. If multiple people have Thieves Den, who gains the card that gets trashed? FWIW I think this card could work as a duration attack.

Ambush by X-tra
This is a funky, funky card. Like gambit05's Purse, it has the problem of being swingy, as trashing good cards out of hand can be really, really devastating. But you can defend against this attack somewhat with your own Ambushes, as trashing them betters your hand. Overall, I like it. Here's a variant to consider btw: "each other plays an Attack from their hand, trashing it (or reveals they can't)." and then drop the bottom text.

Lupin by majiponi
It's really cool how this gives out Coffers, and it's certainly a better design than Thief or PShip. But like Thief and PShip, it has the issue you don't want to trash opponent's Coppers. That's probably fine, but man, if you hit Copper you're helping your opopnent more than yourself.

The Beast by Jupaoqq
Cool design. I love the concept of a one-shot stealer, and think pairing it with +3 cards or +$3 works well. Sounds like fun in multiplayer. In 2P though, it's a quite expensive, as losing a $6 card to gain a $4 card just isn't worth it most of the time.

Corrupt Official by Xen3k
Another cool one-shot design, but the first sentence helps your opponents way too much - they can use it to Exile bad cards early, and VP cards later on. The attack only hurts if they have 5 truly good cards in hand, which is rare, and for that reason it's desperately in need of a buff. I do quite like the concept though.

Clutter/Cleaning by mathdude
Clutter obviously compares to Talisman. Talisman is already weak, and I think Talisman has a better wording, but I like how Clutter cost $3 and can gain victory cards too. Cleaning is interesting. If I understand correctly, it gains a single card of N price, and not N cards costing up to $3. This means you can gain Provinces and such, which is cool. The attack is reasonably balanced, but man, everything just insists on there being lots of good $3 and under cards, and I don't see enough games having those.

Highjacker by Timinou
This design gets trashing from opponent's hand right. It does help your opponent a lot, but the huge amount of coin you get is pretty sweet. It's not at all obvious when you want to go for this or not, which is fantastic. Overall, a nice and innovative design that I would enjoy playing with.

Spoiler Heir by fika monster
It's quite terrible to trash opponent's Estates, but there's a slight consolation prize in getting to Exile them. Overall, this is probably too weak in that you really don't want to trash the bad cards of opponents.

Tyrant by NoMoreFun
Cool design. I suspect most of the time players will top-deck bad cards instead of trash them, which really slows the game down to a slog. I so want to love this, but the total, utter slogginess makes me fearful. 

Masterwork by spineflu
Love the reverse stealing, but +$4 is a crazy amount of coin for a treasure - too much really and too dominant. In every game you'd want these, as 2 copies gives enough coin to buy Province. I suspect the card would be more interesting if it didn't give such crazy amounts of money, as otherwise it's a guaranteed buy.

Wrangler by Aquila
I absolutely adore how this hands out curses and horses at the same time. That's really clever and a nice way to make a weaker-than-witch junker. As per negatives, the stealing part feels a bit tacked-on, and it's confusing to see +2 Cards on a card that gives horses as you can't play any that you drew. Some lovely ideas here, just wish they were packaged differently.

Carnival by Shael
It's nice to see a masquerade-like effect. Unfortunately, this one's too bonkers when discard attacks are involved. If you make opponents discard down to 3, then play this, you're ruining their hand while also stealing good cards. It's also not clear how this behaves when they moat it. But if those two issues were resolved, I'd quite enjoy playing with this card.

Siege by mxdata
It's good to see some Saboteur-like cards! This one's definitely an improvement of the original Saboteur, and hitting $3 to $4 seems like the ideal price. The debt price is kinda clever, but creates an advantage to open 3/4 vs 4/3, and really I think having it cost $5 would be enough. Cost reduction just isn't common enough for the debt cost to be justified. If anything I'd be more worried about the swinginess of stealing villages. If one player gets all the villages, it's very hard to come back from that.

Beguiler/Hoodwinked by Mahowrath
This one's really cool and clever. It's usually only a weak attack - which is a good - and gives interesting decisions to all players in the games. The card has some oddities in multiplayer, which is an issue, but not a very big one. Overall a sweet design.

Goblin Workshop by grep
I love how it gains cards with the same name as those in the trash. That's awesome. The attack side is fairly balanced too. My only complaint is that it can trash copies of itself. Sound frustrating!

Magic Wardrobe by emtzalex
This one takes some building to use. Either you need two copies of Magic Wardrobe, or you need something like Scrying Pool. I like that about it, as it keeps the relatively strong stealing effect from becoming bonkers. Overall, good balance. The big flaw with this card though is that it's political. If you know the top card of each player's deck, you get to decide which one to target. That goes against my advice in the OP to not allow stealing from 1 player only.

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Winner: Highjacker by Timinou
Runner-up: Beguiler/Hoodwinked by Mahowrath
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