Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: 1 2 3 ... 6 [All]

Author Topic: Weekly Design Contest #113: Power Up!  (Read 16620 times)

0 Members and 1 Guest are viewing this topic.

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Weekly Design Contest #113: Power Up!
« on: April 28, 2021, 06:15:12 pm »
+13

WDC #113: Power Up!

Rules:
  • Design a card that becomes more powerful once a specific trigger (or triggers) is met
  • Official cards that would qualify include City, Paddock, Trade Route, and Forager
  • The activation should be irreversible in most cases (I'll allow for rare exceptions, as is possible with City and Paddock when either Ambassador or Way of the Butterfly is present, or with Forager if there are cards that let you gain from the trash) and not based on transient conditions.  Therefore, cards like Menagerie, Leprechaun, Conspirator, and Shanty Town would not qualify
  • Likewise, cards that rely on the Journey token like Giant or Ranger would not qualify
  • The card should not be trashed or exchanged for a different card.  Therefore, cards like Magic Lamp or Travellers would not qualify.
  • All copies of the card should be activated for all players once the specific trigger is met.  Therefore, cards like Miser, Pirate Ship, Vineyards and Fairgrounds would not qualify.


Judging Criteria:
  • I will judge cards based on how innovative they are and whether they look fun to play with.
  • I will take balance into account as well, but it will be less important than the other two factors.

I look forward to seeing your entries and hope you have fun!

Deadline for new entries and revisions will be around 8PM Eastern Time / 12AM GMT on Wednesday, May 5th.



Entries:
« Last Edit: May 05, 2021, 12:44:55 pm by Timinou »
Logged

mxdata

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1199
  • Respect: +1350
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #1 on: April 28, 2021, 06:35:33 pm »
+2

WDC #113: Power Up!

Rules:
  • Design a card that becomes more powerful once a specific trigger (or triggers) is met
  • Official cards that would qualify include City and Paddock
  • The activation should be irreversible in most cases (I'll allow for rare exceptions, as is possible with City and Paddock when either Ambassador or Way of the Butterfly is present) and not based on transient conditions.  Therefore, cards like Menagerie, Leprechaun, Conspirator, and Shanty Town would not qualify
  • Likewise, cards that rely on the Journey token like Giant or Ranger would not qualify
  • The card should not be trashed or exchanged for a different card.  Therefore, cards like Magic Lamp or Travellers would not qualify.


Judging Criteria:
  • I will judge cards based on how innovative they are and whether they look fun to play with.
  • I will take balance into account as well, but it will be less important than the other two factors.

I look forward to seeing your entries and hope you have fun!

Does the trigger that makes a card stronger have to be something accessible to all players, like City and Paddock, or can it be something that's specific to the person playing it, like Miser's +$ becoming stronger the more Coppers you have stashed away?
Logged
They/them

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #2 on: April 28, 2021, 06:39:58 pm »
+1

WDC #113: Power Up!

Rules:
  • Design a card that becomes more powerful once a specific trigger (or triggers) is met
  • Official cards that would qualify include City and Paddock
  • The activation should be irreversible in most cases (I'll allow for rare exceptions, as is possible with City and Paddock when either Ambassador or Way of the Butterfly is present) and not based on transient conditions.  Therefore, cards like Menagerie, Leprechaun, Conspirator, and Shanty Town would not qualify
  • Likewise, cards that rely on the Journey token like Giant or Ranger would not qualify
  • The card should not be trashed or exchanged for a different card.  Therefore, cards like Magic Lamp or Travellers would not qualify.


Judging Criteria:
  • I will judge cards based on how innovative they are and whether they look fun to play with.
  • I will take balance into account as well, but it will be less important than the other two factors.

I look forward to seeing your entries and hope you have fun!

Does the trigger that makes a card stronger have to be something accessible to all players, like City and Paddock, or can it be something that's specific to the person playing it, like Miser's +$ becoming stronger the more Coppers you have stashed away?

Good question.  The intent is that the trigger should accessible to all players.  So Miser and Pirate Ship would not qualify.

I'll clarify this point in the OP.
Logged

X-tra

  • Witch
  • *****
  • Offline Offline
  • Posts: 464
  • Text under avatar
  • Respect: +1114
    • View Profile
    • a
Re: Weekly Design Contest #113: Power Up!
« Reply #3 on: April 28, 2021, 07:56:51 pm »
+1

I'm pretty sure I already know the answer to that one, but does it have to be an added bonus on top of what the card originally did? For instance, I once designed a Curser that did a different type of Attack (discarding Attack instead) once the Curse pile was empty. Is this "upgrading" a card? I don't think it is, because then people could argue which of the two different effects is stronger, whereas an added bonus is almost always better.
Logged
Bottom text

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #4 on: April 28, 2021, 08:28:54 pm »
0

I'm pretty sure I already know the answer to that one, but does it have to be an added bonus on top of what the card originally did? For instance, I once designed a Curser that did a different type of Attack (discarding Attack instead) once the Curse pile was empty. Is this "upgrading" a card? I don't think it is, because then people could argue which of the two different effects is stronger, whereas an added bonus is almost always better.

Yes, the card should be unequivocally more powerful than before the activation.  It’s fine for the card to do something different (e.g. give you +1 Coffers instead of +$1) as long as it’s clearly better than what it did before.  It’ll be better to go with an added bonus to be on the safe side, but I don’t want to limit people’s creativity so I won’t be too picky about this (and as I type this I realize that someone could argue that +1 Coffers isn’t always better than +$1 e.g. if you want to play the card before Storyteller for draw).
Logged

spineflu

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1365
  • Shuffle iT Username: spineflu
  • Head Empty, Heart Worms, Can't Lose
  • Respect: +1353
    • View Profile
    • my instagram, where i paint things
Re: Weekly Design Contest #113: Power Up!
« Reply #5 on: April 28, 2021, 08:33:52 pm »
+2

WDC #113: Power Up!

Rules:
  • Design a card that becomes more powerful once a specific trigger (or triggers) is met
  • Official cards that would qualify include City, Paddock, Trade Route, and Forager
...
  • All copies of the card should be activated for all players once the specific trigger is met.  Therefore, cards like Miser, Pirate Ship, Vineyards and Fairgrounds would not qualify.

hey just an fyi forager is different per-player when capitalism is in the kingdom and not everyone buys it
Logged

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #6 on: April 28, 2021, 08:39:12 pm »
+3

WDC #113: Power Up!

Rules:
  • Design a card that becomes more powerful once a specific trigger (or triggers) is met
  • Official cards that would qualify include City, Paddock, Trade Route, and Forager
...
  • All copies of the card should be activated for all players once the specific trigger is met.  Therefore, cards like Miser, Pirate Ship, Vineyards and Fairgrounds would not qualify.

hey just an fyi forager is different per-player when capitalism is in the kingdom and not everyone buys it

Ooh, I’ve never come across this interaction before! The rules will be somewhat loose to allow for edge cases like this.
Logged

spineflu

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1365
  • Shuffle iT Username: spineflu
  • Head Empty, Heart Worms, Can't Lose
  • Respect: +1353
    • View Profile
    • my instagram, where i paint things
Re: Weekly Design Contest #113: Power Up!
« Reply #7 on: April 28, 2021, 08:55:43 pm »
0


Quote
Infrastructure • $4 • Action
+1 Card
+1 Action
If there are ...
1+ Works marked, +1 Buy.
3+ Works marked, +$1.
5+ Works marked, gain a Gold.
6 Works marked, gain card costing up to $4.

Works are on a mat, shared by all players. There are six spots, when you do the thing a spot describes, you immediately mark that spot (with coin tokens or what have you; sharpie if you hate having nice things). Sorry I didn't have time or mental bandwidth to fire up photoshop on this one, but the spots are:

• Play three Treasures with different names in the same Buy phase
• Buy two cards in one turn
• Buy a Gold
• Buy a Duchy
• Play five Action cards on the same turn
• Play three Infrastructure on the same turn

With Infrastructure, you do all the clauses that apply, so with 3 works done, they're a Market, and they get better from there. Well. for some metrics of better. They certainly do more things from there.
Logged

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1538
  • Shuffle iT Username: Gubump
  • Respect: +1684
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #8 on: April 28, 2021, 10:41:29 pm »
+3

Works are on a mat, shared by all players. There are six spots, when you do the thing a spot describes, you immediately mark that spot (with coin tokens or what have you; sharpie if you hate having nice things). Sorry I didn't have time or mental bandwidth to fire up photoshop on this one, but the spots are:

• Play three Treasures with different names in the same Buy phase
• Buy two cards in one turn
• Buy a Gold
• Buy a Duchy
• Play five Action cards on the same turn
• Play three Infrastructure on the same turn

So they're like Asper's Feats, then?
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1538
  • Shuffle iT Username: Gubump
  • Respect: +1684
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #9 on: April 28, 2021, 10:53:47 pm »
+7

« Last Edit: April 28, 2021, 10:59:53 pm by Gubump »
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

emtzalex

  • Jester
  • *****
  • Offline Offline
  • Posts: 840
  • Respect: +1454
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #10 on: April 28, 2021, 11:03:52 pm »
0

My Submission:



Quote from: Infiltrator
INFILTRATOR           
ACTION
+1 Card
+1 Action
If the number of Infiltrators in the Supply is...
8 to 10, +1 Buy
5 to 7, +1 Action
2 to 4, +
0 or 1, +1 Card
                                           

Logged
he/him/his

Thanks to Shard of Honor for his Extended Version of the Dominion Card Image Generator, which I use to mock up my fan cards, and to Violet CLM, who made the original.

pubby

  • Minion
  • *****
  • Offline Offline
  • Posts: 548
  • Respect: +1046
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #11 on: April 29, 2021, 12:39:15 am »
+6

Logged

NoMoreFun

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2013
  • Respect: +2131
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #12 on: April 29, 2021, 02:39:41 am »
+1



Veteran
Action - $5
+1 Action, +$1
Draw until you have 5 Cards in hand
You may trash a card from your hand per token on the Wounded mat.
-
Setup: Add a Coin token to each Attack Supply pile; move that token to the Wounded mat when a card from that pile is played.
« Last Edit: May 01, 2021, 02:21:55 am by NoMoreFun »
Logged

segura

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1554
  • Respect: +1445
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #13 on: April 29, 2021, 04:15:10 am »
+4

improved version with gambit05's wording:

Iron Throne
Action - $5

Discard the top card of your deck. If it's a Treasure or an Action card, play it twice.
Repeat this for each empty Supply pile.



Quote
original version:

Iron Throne
Action - $5

Reveal the top X+1 cards of your deck.
Play the revealed Treasures and Action twice and discard the rest.
—————————————————————
X is the number of empty Supply piles.


The card could be too strong and might have to cost $6. Also the wording is slightly too "mathematical", so if anybody has a smoother way to formulate this I appreciate it.
« Last Edit: April 30, 2021, 03:46:39 am by segura »
Logged

segura

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1554
  • Respect: +1445
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #14 on: April 29, 2021, 04:16:21 am »
+2


I like this card a lot, but I think it is arguable whether Smithy is really stronger than +3 Villagers.
Logged

gambit05

  • Minion
  • *****
  • Offline Offline
  • Posts: 584
  • Respect: +495
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #15 on: April 29, 2021, 04:56:57 am »
+3

Iron Throne
Action - $5

Reveal the top X+1 cards of your deck.
Play the revealed Treasures and Action twice and discard the rest.
—————————————————————
X is the number of empty Supply piles.


The card could be too strong and might have to cost $6. Also the wording is slightly too "mathematical", so if anybody has a smoother way to formulate this I appreciate it.

Maybe:

Quote

     Discard the top card of your     
deck. If it's a Treasure or an
Action card, play it twice.
Repeat this for each empty
Supply pile.


As soon as there are piles empty, it becomes less powerful as you cannot choose the order of the cards you can play, and you will have a higher miss rate. On the other hand, that might keep it at a lower cost.
Logged

Aquila

  • Minion
  • *****
  • Offline Offline
  • Posts: 525
  • Respect: +764
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #16 on: April 29, 2021, 07:01:14 am »
+2

Entry:

Quote
Boundary Marker - Action Reserve, $5 cost.
+1 Action
+1 Buy

This turn, cards cost $1 less.
-
When you gain this, you may put it on your Tavern mat. While it's there, when you gain a Victory card costing $5 or more, +1VP per empty Supply pile.
Each mode interacts more with the other here, so I think I prefer it to Viceroy below. Choose which mode to use this in on gain; the Tavern mat seems like a convenient, clean way to activate a passive bonus, rather than do it like Hireling.
The Tavern mat mode seems so close to strictly better than Duke...! Hoping the top half helps negate this.

Fixed-up former entry:

Quote
Viceroy - Action, $5 cost.
+1 Card
+1 Action

You may trash this. If you do, choose one: play a non-Command, non-Duration Action from the Supply costing less than this, leaving it there; or +2VP per empty Supply pile.
Edit: changed first option to BoM instead of disciple on a cheaper Action. But then changed to Boundary Marker.
« Last Edit: April 29, 2021, 05:42:49 pm by Aquila »
Logged

spineflu

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1365
  • Shuffle iT Username: spineflu
  • Head Empty, Heart Worms, Can't Lose
  • Respect: +1353
    • View Profile
    • my instagram, where i paint things
Re: Weekly Design Contest #113: Power Up!
« Reply #17 on: April 29, 2021, 08:34:58 am »
0

Works are on a mat, shared by all players. There are six spots, when you do the thing a spot describes, you immediately mark that spot (with coin tokens or what have you; sharpie if you hate having nice things). Sorry I didn't have time or mental bandwidth to fire up photoshop on this one, but the spots are:

• Play three Treasures with different names in the same Buy phase
• Buy two cards in one turn
• Buy a Gold
• Buy a Duchy
• Play five Action cards on the same turn
• Play three Infrastructure on the same turn

So they're like Asper's Feats, then?

kind of, but iirc those care about (and give rewards to) the person who did them, being different per player; this doesn't, only cares whether they've been done. sorta the difference between the pirate ship mat and the trade route mat.
« Last Edit: April 29, 2021, 08:37:17 am by spineflu »
Logged

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #18 on: April 29, 2021, 10:13:23 am »
0

Veteran
Action - $5
+1 Action
+$1
Draw until you have 5 Cards in hand
For each Wounded token you have, you may trash a card from your hand
-
In games using this, for each Attack, take a Wounded token the first-time another player plays it.

As worded, this breaks the rule that all copies of the card should be activated for all players, since the player playing an Attack for the first time would not take a Wounded token. 

You could revise it so that all players take a token, but maybe that's not what you were going for with this card.
Logged

emtzalex

  • Jester
  • *****
  • Offline Offline
  • Posts: 840
  • Respect: +1454
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #19 on: April 29, 2021, 01:12:01 pm »
+1

Veteran
Action - $5
+1 Action
+$1
Draw until you have 5 Cards in hand
For each Wounded token you have, you may trash a card from your hand
-
In games using this, for each Attack, take a Wounded token the first-time another player plays it.

As worded, this breaks the rule that all copies of the card should be activated for all players, since the player playing an Attack for the first time would not take a Wounded token. 

You could revise it so that all players take a token, but maybe that's not what you were going for with this card.

Alternatively, you could have a Wounded mat (like the Trade Route mat) and put a token on each Attack Supply pile, which gets moved onto the mat the first time an Attack from that pile is played (this would prevent Knights from adding up to 10 tokens). This is consistent with the flavor of the card, since veterans have wounds whether or not they were on the side that started the conflict.
Logged
he/him/his

Thanks to Shard of Honor for his Extended Version of the Dominion Card Image Generator, which I use to mock up my fan cards, and to Violet CLM, who made the original.

scolapasta

  • Minion
  • *****
  • Offline Offline
  • Posts: 579
  • Respect: +738
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #20 on: April 29, 2021, 01:53:16 pm »
+6

A Community starts out small but over time grows and adds value to your Dominion:



Quote
Community - Victory - $4*

Worth 2 per empty Supply pile.
-
This costs more per empty Supply pile.


When you first get this it isn't worth anything, but as there will always be at least 1 empty pile, it's lowerst end game value is 2 VP.

So at purchase time, you're either getting:
• a double estate for the the price of 2 estates (but in 1 card)
• a Duchy + 1 VP for the cost of a Duchy + $1
• an alternative Province
• some other possibilities for crazy games with extra empty piles (or 5 or 6 player games)

I'm hoping the interesting point is trying to decide when to buy; if you buy them early, you can get what dould eventually be a Province for only $4! But it will junk your deck.

Feedback welcome, always.
Logged
Feel free to join us at scolapasta's cards for discussion on any of my custom cards.

X-tra

  • Witch
  • *****
  • Offline Offline
  • Posts: 464
  • Text under avatar
  • Respect: +1114
    • View Profile
    • a
Re: Weekly Design Contest #113: Power Up!
« Reply #21 on: April 29, 2021, 02:34:43 pm »
+5



An Event I've designed and shown in my "10 Events" thread. I think it fits pretty nicely for this week's competition. An erratum added since then is the "Once per turn:". We played games with this, and with 6+ Coppers in play (with good deck control), it became crazy too quickly.

Yes, this dispenses a lot of Buys (only in certain contexts though). But it's crazy fun :) . Will you build a deck that always want 5 Coppers in play each turn to rely on Brewery as your primary source of economy?
« Last Edit: April 29, 2021, 02:46:01 pm by X-tra »
Logged
Bottom text

gambit05

  • Minion
  • *****
  • Offline Offline
  • Posts: 584
  • Respect: +495
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #22 on: April 29, 2021, 03:59:45 pm »
+5

A Community starts out small but over time grows and adds value to your Dominion:



Quote
Community - Victory - $4*

Worth 2 per empty Supply pile.
-
This costs more per empty Supply pile.


When you first get this it isn't worth anything, but as there will always be at least 1 empty pile, it's lowerst end game value is 2 VP.

So at purchase time, you're either getting:
• a double estate for the the price of 2 estates (but in 1 card)
• a Duchy + 1 VP for the cost of a Duchy + $1
• an alternative Province
• some other possibilities for crazy games with extra empty piles (or 5 or 6 player games)

I'm hoping the interesting point is trying to decide when to buy; if you buy them early, you can get what dould eventually be a Province for only $4! But it will junk your deck.

Feedback welcome, always.

It seems you have a bad memory. I've posted this concept last summer and you even commented on that card:

Dike looks fun.

I was wondering if it might be better at 3* (and cost $2 more per empty pile).

So it would be $1 cheaper with no piles, and $1 more expensive with 2 empty piles.

At that time, I replied that I have to test which version is the most interesting and then after ~20 games, I came up with this:



Funny, isn't it?

Logged

silverspawn

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5326
  • Shuffle iT Username: sty.silver
  • Respect: +3234
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #23 on: April 29, 2021, 04:01:18 pm »
0

edit: nvm I didn't read the rules properly
« Last Edit: April 29, 2021, 04:26:13 pm by silverspawn »
Logged

mathdude

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 216
  • Respect: +230
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #24 on: April 29, 2021, 04:17:55 pm »
0

I'm pretty sure I already know the answer to that one, but does it have to be an added bonus on top of what the card originally did? For instance, I once designed a Curser that did a different type of Attack (discarding Attack instead) once the Curse pile was empty. Is this "upgrading" a card? I don't think it is, because then people could argue which of the two different effects is stronger, whereas an added bonus is almost always better.

Yes, the card should be unequivocally more powerful than before the activation.  It’s fine for the card to do something different (e.g. give you +1 Coffers instead of +$1) as long as it’s clearly better than what it did before.  It’ll be better to go with an added bonus to be on the safe side, but I don’t want to limit people’s creativity so I won’t be too picky about this (and as I type this I realize that someone could argue that +1 Coffers isn’t always better than +$1 e.g. if you want to play the card before Storyteller for draw).

How would Coven stand up to the rules for this contest?
Logged
he/him

scolapasta

  • Minion
  • *****
  • Offline Offline
  • Posts: 579
  • Respect: +738
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #25 on: April 29, 2021, 05:21:05 pm »
0

A Community starts out small but over time grows and adds value to your Dominion:



Quote
Community - Victory - $4*

Worth 2 per empty Supply pile.
-
This costs more per empty Supply pile.


When you first get this it isn't worth anything, but as there will always be at least 1 empty pile, it's lowerst end game value is 2 VP.

So at purchase time, you're either getting:
• a double estate for the the price of 2 estates (but in 1 card)
• a Duchy + 1 VP for the cost of a Duchy + $1
• an alternative Province
• some other possibilities for crazy games with extra empty piles (or 5 or 6 player games)

I'm hoping the interesting point is trying to decide when to buy; if you buy them early, you can get what dould eventually be a Province for only $4! But it will junk your deck.

Feedback welcome, always.

It seems you have a bad memory. I've posted this concept last summer and you even commented on that card:

Dike looks fun.

I was wondering if it might be better at 3* (and cost $2 more per empty pile).

So it would be $1 cheaper with no piles, and $1 more expensive with 2 empty piles.

At that time, I replied that I have to test which version is the most interesting and then after ~20 games, I came up with this:



Funny, isn't it?

Ha, I blame pandemic brain! Somewhere in there, I had the thought that someone must have posted something along these lines at some point (I'm at least happy that this version is not EXACTLY the same as your posted version)

So, if you want to enter it this, this week, I will happily retract it and come up with something else.

If you don't want to enter it, I'd like to keep it as I do think it has a lot of potential. But would also retract if you ask me to.
Logged
Feel free to join us at scolapasta's cards for discussion on any of my custom cards.

Aquila

  • Minion
  • *****
  • Offline Offline
  • Posts: 525
  • Respect: +764
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #26 on: April 29, 2021, 05:50:57 pm »
+2

I fixed up Viceroy (see my first post), but then decided on a new entry:

Quote
Boundary Marker - Action Reserve, $5 cost.
+1 Action
+1 Buy

This turn, cards cost $1 less.
-
When you gain this, you may put it on your Tavern mat. While it's there, when you gain a Victory card costing $5 or more, +1VP per empty Supply pile.
Each mode interacts more with the other here, so I think I prefer it to Viceroy. Choose which mode to use this in on gain; the Tavern mat seems like a convenient, clean way to activate a passive bonus, rather than do it like Hireling.
The Tavern mat mode seems so close to strictly better than Duke...! Hoping the top half helps negate this.
Logged

4est

  • Duke
  • *****
  • Offline Offline
  • Posts: 374
  • Shuffle iT Username: 4est
  • Respect: +1455
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #27 on: April 29, 2021, 09:32:30 pm »
+9



It's been long time, but this seemed like a fun challenge to jump back in on. Ram is a Rats-like trasher that duplicates itself and features the same on-trash incentive as Rats, but unlike Rats, you can and often want to trash Rams with other Rams (and yes, it's a normal 10-card pile, not 20). Ram plays similarly to Forager though it usually will not generate coin for several turns. But once you can collide a couple Rams together (which won't take long), the first one you pop gives a Market effect, the second a Grand Market, and so on, while adding more coin to all subsequent Ram plays. There's some great player interaction (a la Forager) of trying to upgrade the effect at just the right time, though you also have to sacrifice one of your own Rams to do it and lose a payload card in the process. As a stop card with mandatory trash (like Forager), it's tricky to have a bunch of these in your deck, which further encourages trashing Rams and upping the reward.

**Edit: I made a minor wording and mechanics change, swapping out "and if you do" for "then" which mirrors Forager and allows you to play this as the last card in your hand (without trashing a card) and still get coin (if applicable).
« Last Edit: May 01, 2021, 01:53:06 pm by 4est »
Logged

anordinaryman

  • Duke
  • *****
  • Offline Offline
  • Posts: 380
  • Respect: +538
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #28 on: April 30, 2021, 12:18:44 am »
+1

Submission



Quote
Study | Action | $2
+2 Cards
If this is the first time you played a Study this turn, +1 Buy
If the Study supply pile is empty, +1 Action

If you manage to empty the Study pile, they turn into Laboratories. If you study hard enough, only! Of course, that means tolerating lots of terminal +2 cards in your deck, which can be difficult. To incentivize this pile emptying, everyone probably wants to buy 1 usually. +2 cards +1 buy is pretty good for $2. And if one player wants to rush and drain as many as they can, they have a +buy to help them do that.

Note, not that this matters, but I mean "study" as in the location. Like, your study. Which is sort of a mini-labaratory of sorts.

Open to feedback, of course! I'm considering adding a setup that increases the number of "Study"s depending on number of players in the game. At 5-6 players, it becomes a rush and greatly favors earlier turn order. Then again, 6 player is a disaster, should I really design around that?
« Last Edit: April 30, 2021, 12:25:41 am by anordinaryman »
Logged

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #29 on: April 30, 2021, 02:39:00 am »
+1

I'm pretty sure I already know the answer to that one, but does it have to be an added bonus on top of what the card originally did? For instance, I once designed a Curser that did a different type of Attack (discarding Attack instead) once the Curse pile was empty. Is this "upgrading" a card? I don't think it is, because then people could argue which of the two different effects is stronger, whereas an added bonus is almost always better.

Yes, the card should be unequivocally more powerful than before the activation.  It’s fine for the card to do something different (e.g. give you +1 Coffers instead of +$1) as long as it’s clearly better than what it did before.  It’ll be better to go with an added bonus to be on the safe side, but I don’t want to limit people’s creativity so I won’t be too picky about this (and as I type this I realize that someone could argue that +1 Coffers isn’t always better than +$1 e.g. if you want to play the card before Storyteller for draw).

How would Coven stand up to the rules for this contest?

I don’t think Coven should qualify.  In the majority of games, after the play where you dump the Curses from your opponents’ Exile mat to their discard pile, the card becomes weaker, assuming there aren’t cards like Bounty Hunter or Sanctuary in the Kingdom that would allow one to Exile the Curses from their deck.  It also doesn’t apply to all players equally since players may have a different number of Exiled Curses.
Logged

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5161
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #30 on: April 30, 2021, 03:09:05 am »
+2

Submission



Quote
Study | Action | $2
+2 Cards
If this is the first time you played a Study this turn, +1 Buy
If the Study supply pile is empty, +1 Action
I think this is going to be problematic. There are 2 ways that Study can be activated: Either you are steadily buying Studies, which means you probably have a way to generate a bunch of actions - and then the benefit doesn't do a whole lot, so it was probably not worth it to go for Studies in the first place.

The other scenario is dumping a lot of Studies into your deck in a single turn. If this is feasible, then the player who does it probably gets a game-deciding advantage, and that doesn't sound like a lot of fun.
« Last Edit: April 30, 2021, 07:06:13 am by faust »
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

mxdata

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1199
  • Respect: +1350
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #31 on: April 30, 2021, 03:49:24 am »
+2


Quote
Centurion
Action - Command
$6
Choose one: +1 Action and trash a card from your hand or play a non-Command Action card from the supply costing up to $1 per differently-named card in the trash, leaving it there.

A command card with a twist.  Instead of emulating cards within a specific price range, its power depends on how many different cards are in the trash.  And to ensure that cards go into the trash, it can non-terminally trash one card.  So, early in the game, you're probably going to be using it primarily for the trashing (unless there's other trashing available), in which case it functions like an overpriced Goatherd without the ability to draw.  However, once there's several different cards in the trash, it can be a strong emulator.  In most kingdoms it'll be pretty easy to get this at least as strong as Band of Misfits (which would require only 4 differently-named cards, for example, Copper, Estate and two other cheap cards, a Curse and Silver if nothing else) or Overlord (which requires a fifth card).  In kingdoms with Shelters and/or Looters, it can quickly become very powerful.  Also, like Overlord and Captain, but unlike Band of Misfits, it works very well with cost reduction
Logged
They/them

fika monster

  • Witch
  • *****
  • Offline Offline
  • Posts: 491
  • 27 year old swedish guy. PFP by haps
  • Respect: +493
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #32 on: April 30, 2021, 04:03:12 am »
+3

Does this count as fitting this weeks challenge?


Current version


Edit 2: made it start at 0 cost, but increase by 1 for each turn that passes. I tried this cost structure in order to make it a decision if you want to get it early when it costs a buy that is critical, or later when it is useful not doing this edit anymore



Edit 3: Considering this change to further change games it is in, and make it come into play faster.
« Last Edit: April 30, 2021, 02:21:37 pm by fika monster »
Logged
Swedish guy, Furry hipster otter

grrgrrgrr

  • Explorer
  • *****
  • Offline Offline
  • Posts: 330
  • Respect: +422
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #33 on: April 30, 2021, 06:57:42 am »
+1



Quote
Laser Army ($5, Action - Attack)
+3 Cards
If the Laser token is face down, you may reveal a Gold from your hand to turn it face up.
If the Laser token is face up, each other player gains a Curse.
(it starts face down)

EDIT: The laser token is global.
« Last Edit: April 30, 2021, 07:21:15 am by grrgrrgrr »
Logged

segura

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1554
  • Respect: +1445
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #34 on: April 30, 2021, 07:00:29 am »
+2

Does this count as fitting this weeks challenge?


Decision making concerning Projects revolves around IF and WHEN to buy it. Stuff with green like Road Network and Crop Rotation has the focus on when, timing is tricky with those.
Your card makes the timing utterly trivial. You will never buy it early (which can make sense with the two aforementioned Projects) and always (it is a more flexible, automatic Prince and usually stronger than Citadel) buy it when one pile is empty respectively about to empty.
Logged

fika monster

  • Witch
  • *****
  • Offline Offline
  • Posts: 491
  • 27 year old swedish guy. PFP by haps
  • Respect: +493
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #35 on: April 30, 2021, 07:19:07 am »
0

Does this count as fitting this weeks challenge?


Decision making concerning Projects revolves around IF and WHEN to buy it. Stuff with green like Road Network and Crop Rotation has the focus on when, timing is tricky with those.
Your card makes the timing utterly trivial. You will never buy it early (which can make sense with the two aforementioned Projects) and always (it is a more flexible, automatic Prince and usually stronger than Citadel) buy it when one pile is empty respectively about to empty.

How is edit 2?
Logged
Swedish guy, Furry hipster otter

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5161
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #36 on: April 30, 2021, 07:19:31 am »
+2


Quote
Refurbish - $4
Action

Trash a card from your hand. Gain a card costing up to $1 plus $1 per Refurbish in the trash more than it.

A simple Remodel variant that can get quite powerful.

EDIT: Changed the wording. It is still a little bit confusing, but I couldn't find a better way to put it.
« Last Edit: April 30, 2021, 08:15:16 am by faust »
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

fika monster

  • Witch
  • *****
  • Offline Offline
  • Posts: 491
  • 27 year old swedish guy. PFP by haps
  • Respect: +493
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #37 on: April 30, 2021, 07:20:08 am »
0



Quote
Laser Army ($5, Action - Attack)
+3 Cards
If the Laser token is face down, you may reveal a Gold from your hand to turn it face up.
If the Laser token is face up, each other player gains a Curse.
(it starts face down)

is laser token a global token? ie, like the journey token but it is up or down for everyone?
Logged
Swedish guy, Furry hipster otter

fika monster

  • Witch
  • *****
  • Offline Offline
  • Posts: 491
  • 27 year old swedish guy. PFP by haps
  • Respect: +493
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #38 on: April 30, 2021, 07:21:28 am »
+1


Quote
Refurbish - $4
Action

Trash a card from your hand. Gain a card costing up to $1 plus $1 per copy of this in the trash more than it.

A simple Remodel variant that can get quite powerful.

Does "copy of this" mean refurbish? i feel like this needs some rewording, altough i like the core idea
Logged
Swedish guy, Furry hipster otter

grrgrrgrr

  • Explorer
  • *****
  • Offline Offline
  • Posts: 330
  • Respect: +422
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #39 on: April 30, 2021, 07:21:53 am »
+1



Quote
Laser Army ($5, Action - Attack)
+3 Cards
If the Laser token is face down, you may reveal a Gold from your hand to turn it face up.
If the Laser token is face up, each other player gains a Curse.
(it starts face down)
is laser token a global token? ie, like the journey token but it is up or down for everyone?

It is global indeed
Logged

silverspawn

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5326
  • Shuffle iT Username: sty.silver
  • Respect: +3234
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #40 on: April 30, 2021, 07:42:53 am »
+4

How is edit 2?

Revert it back. The original version was fine. You can have a project that's interesting because it influences other decisions, not just because the decision when to buy it is difficult.

The new version requires counting turns, which is problematic, and it also probably gets too expensive in many cases.

fika monster

  • Witch
  • *****
  • Offline Offline
  • Posts: 491
  • 27 year old swedish guy. PFP by haps
  • Respect: +493
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #41 on: April 30, 2021, 08:04:14 am »
0

Does this count as fitting this weeks challenge?



Edit 2: made it start at 0 cost, but increase by 1 for each turn that passes. I tried this cost structure in order to make it a decision if you want to get it early when it costs a buy that is critical, or later when it is useful not doing this edit anymore



Edit 3: Considering this change to further change games it is in, and make it come into play faster.


Considering edit 3: its a bit too wordy tho and looks ugly.
Logged
Swedish guy, Furry hipster otter

gambit05

  • Minion
  • *****
  • Offline Offline
  • Posts: 584
  • Respect: +495
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #42 on: April 30, 2021, 08:45:43 am »
+2


Ha, I blame pandemic brain! Somewhere in there, I had the thought that someone must have posted something along these lines at some point (I'm at least happy that this version is not EXACTLY the same as your posted version)

So, if you want to enter it this, this week, I will happily retract it and come up with something else.

If you don't want to enter it, I'd like to keep it as I do think it has a lot of potential. But would also retract if you ask me to.

Feel free to present the card in this contest. Good luck!
Logged

emtzalex

  • Jester
  • *****
  • Offline Offline
  • Posts: 840
  • Respect: +1454
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #43 on: April 30, 2021, 09:06:42 am »
+3


Quote
Refurbish - $4
Action

Trash a card from your hand. Gain a card costing up to $1 plus $1 per Refurbish in the trash more than it.

A simple Remodel variant that can get quite powerful.

EDIT: Changed the wording. It is still a little bit confusing, but I couldn't find a better way to put it.

What if you have 11 of them in the box and say:

Quote
Trash a card from your hand. Gain a card costing up to $1 per Refurbish in the trash more than it.
-----
Setup: Put a Refurbish into the trash.

It's not exactly the same, because it buffs Necromancer and because the Refurbish could be Lurkered out of the trash, but it's pretty close in most situations and simplifies the language.
Logged
he/him/his

Thanks to Shard of Honor for his Extended Version of the Dominion Card Image Generator, which I use to mock up my fan cards, and to Violet CLM, who made the original.

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #44 on: April 30, 2021, 11:29:25 am »
0


Quote
Refurbish - $4
Action

Trash a card from your hand. Gain a card costing up to $1 plus $1 per Refurbish in the trash more than it.

A simple Remodel variant that can get quite powerful.

EDIT: Changed the wording. It is still a little bit confusing, but I couldn't find a better way to put it.

Just to make sure I understand the card correctly: assuming you have two Refurbishes in hand and there are none in the trash, if you trash one Refurbish with the other, can you gain a $6 cost card?
Logged

scolapasta

  • Minion
  • *****
  • Offline Offline
  • Posts: 579
  • Respect: +738
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #45 on: April 30, 2021, 11:39:45 am »
+1


Ha, I blame pandemic brain! Somewhere in there, I had the thought that someone must have posted something along these lines at some point (I'm at least happy that this version is not EXACTLY the same as your posted version)

So, if you want to enter it this, this week, I will happily retract it and come up with something else.

If you don't want to enter it, I'd like to keep it as I do think it has a lot of potential. But would also retract if you ask me to.

Feel free to present the card in this contest. Good luck!

Well, if it does well, it can be a joint win! :)
Logged
Feel free to join us at scolapasta's cards for discussion on any of my custom cards.

mxdata

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1199
  • Respect: +1350
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #46 on: April 30, 2021, 12:27:42 pm »
0



Cool card, but it doesn't fit the contest, which requires that it be something that affects all players equally in most cases.  This refers to your own Exile mat, meaning each player's Horsemaster would have a different strength, depending on how many Horses are in their own Exile mat
Logged
They/them

mxdata

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1199
  • Respect: +1350
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #47 on: April 30, 2021, 12:28:26 pm »
0



Quote
Laser Army ($5, Action - Attack)
+3 Cards
If the Laser token is face down, you may reveal a Gold from your hand to turn it face up.
If the Laser token is face up, each other player gains a Curse.
(it starts face down)

EDIT: The laser token is global.

Dominion going futuristic here
Logged
They/them

mxdata

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1199
  • Respect: +1350
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #48 on: April 30, 2021, 12:36:13 pm »
0


Quote
Centurion
Action - Command
$6
Choose one: +1 Action and trash a card from your hand or play a non-Command Action card from the supply costing up to $1 per differently-named card in the trash, leaving it there.

A command card with a twist.  Instead of emulating cards within a specific price range, its power depends on how many different cards are in the trash.  And to ensure that cards go into the trash, it can non-terminally trash one card.  So, early in the game, you're probably going to be using it primarily for the trashing (unless there's other trashing available), in which case it functions like an overpriced Goatherd without the ability to draw.  However, once there's several different cards in the trash, it can be a strong emulator.  In most kingdoms it'll be pretty easy to get this at least as strong as Band of Misfits (which would require only 4 differently-named cards, for example, Copper, Estate and two other cheap cards, a Curse and Silver if nothing else) or Overlord (which requires a fifth card).  In kingdoms with Shelters and/or Looters, it can quickly become very powerful.  Also, like Overlord and Captain, but unlike Band of Misfits, it works very well with cost reduction

I also realized that this would be pretty good in a game with Necromancer, since that starts you out with 3 differently-named cards in the trash, meaning as soon as you trash a starting Copper and Estate you're already up to Overlord strength
Logged
They/them

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5161
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #49 on: April 30, 2021, 12:42:21 pm »
+1

Just to make sure I understand the card correctly: assuming you have two Refurbishes in hand and there are none in the trash, if you trash one Refurbish with the other, can you gain a $6 cost card?
Yes, that is how it is supposed to work.
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

DunnoItAll

  • Thief
  • ****
  • Offline Offline
  • Posts: 97
  • Respect: +127
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #50 on: April 30, 2021, 12:52:20 pm »
+1



Cool card, but it doesn't fit the contest, which requires that it be something that affects all players equally in most cases.  This refers to your own Exile mat, meaning each player's Horsemaster would have a different strength, depending on how many Horses are in their own Exile mat

Yep, good point.  Will fix.
Logged

gambit05

  • Minion
  • *****
  • Offline Offline
  • Posts: 584
  • Respect: +495
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #51 on: April 30, 2021, 01:05:14 pm »
+3


My Submission:

   
Hunter
$3* – Action

Quote

+2 Cards
+1 Card per empty Supply pile.

     You may trash this to gain a card     
costing up to $1 more than it.

---------------------------

This costs $1 more per
empty Supply pile.


Logged

anordinaryman

  • Duke
  • *****
  • Offline Offline
  • Posts: 380
  • Respect: +538
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #52 on: April 30, 2021, 01:15:07 pm »
0

Submission



Quote
Study | Action | $2
+2 Cards
If this is the first time you played a Study this turn, +1 Buy
If the Study supply pile is empty, +1 Action
I think this is going to be problematic. There are 2 ways that Study can be activated: Either you are steadily buying Studies, which means you probably have a way to generate a bunch of actions - and then the benefit doesn't do a whole lot, so it was probably not worth it to go for Studies in the first place.

The other scenario is dumping a lot of Studies into your deck in a single turn. If this is feasible, then the player who does it probably gets a game-deciding advantage, and that doesn't sound like a lot of fun.

Thanks for your feedback. I actually disagree with both scenarios.

Scenario 1: you claim that you have a bunch of actions so Studies aren't worth it. This simply isn't true. When building an engine you like to build your draw up first and then add payload (okay it's not that linear but it's a basic trend). When Studies function as draw early on, when the pile is empty you now have actions leftover to play your terminal payload. It works great in this case! In addition, every deck appreciates reliability, and non-terminal Studies are very reliable!

Scenario 2: This one is a little more compelling, but if you have a way to gain say 6+ of studies in one turn, you're likely doing well enough that you don't actually need the Studies that much. In the case you grab multiple, like 3, well, there's still opportunity for people to grab more and it's not decisive. In a game with +buys and stone masons, everyone probably wants to rush studies, such that no one will have the chance to gain a strong majority of them. I like to think of this like other cheap important splits, like fools gold.
Logged

Wolflover

  • Herbalist
  • **
  • Offline Offline
  • Posts: 5
  • Respect: +5
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #53 on: April 30, 2021, 02:18:51 pm »
0

Removed for now
« Last Edit: April 30, 2021, 05:01:15 pm by Wolflover »
Logged

segura

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1554
  • Respect: +1445
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #54 on: April 30, 2021, 02:37:47 pm »
0

Does this count as fitting this weeks challenge?


Decision making concerning Projects revolves around IF and WHEN to buy it. Stuff with green like Road Network and Crop Rotation has the focus on when, timing is tricky with those.
Your card makes the timing utterly trivial. You will never buy it early (which can make sense with the two aforementioned Projects) and always (it is a more flexible, automatic Prince and usually stronger than Citadel) buy it when one pile is empty respectively about to empty.

How is edit 2?
I really liked the second version. Sure, in some Kingdoms Buys are easy to come by early and at 5/2 without any decent 2 this is also automatic. But more often than not, it provides agonizing decisions.

Version 2 is miles better than the current/original version which flips from worthless to stronger than the most powerful official Project once a pile empties. That is simply too much of a power shift. No other official card does this. With Prince or Citadel you gotta think, they are not automatic and I guess everybody here bought them when it was wrong (Prince is trickier than Citadel). This is not the case with your card, it is so powerful that you absolutely have to buy the Project once a pile is empty (unless it is really later in the game and Duchy or an $6 Alt-VP is superior).
« Last Edit: April 30, 2021, 02:38:48 pm by segura »
Logged

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1538
  • Shuffle iT Username: Gubump
  • Respect: +1684
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #55 on: April 30, 2021, 02:38:21 pm »
+2

Market Dealer $3 Action
+1 card +1 coin
If you have 4 or more cards in play +1 card per card over 4.

I'm pretty sure this doesn't qualify.
  • The activation should be irreversible in most cases and not based on transient conditions.
  • All copies of the card should be activated for all players once the specific trigger is met.

This fits neither of those qualifications. This uses a transient, player-specific condition similar to Conspirator, which was specifically listed as an example of something that doesn't qualify.
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

Wolflover

  • Herbalist
  • **
  • Offline Offline
  • Posts: 5
  • Respect: +5
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #56 on: April 30, 2021, 05:00:44 pm »
0

Market Dealer $3 Action
+1 card +1 coin
If you have 4 or more cards in play +1 card per card over 4.

I'm pretty sure this doesn't qualify.
  • The activation should be irreversible in most cases and not based on transient conditions.
  • All copies of the card should be activated for all players once the specific trigger is met.

This fits neither of those qualifications. This uses a transient, player-specific condition similar to Conspirator, which was specifically listed as an example of something that doesn't qualify.
Yup, you are right. Will take off
Logged

JW

  • Jester
  • *****
  • Offline Offline
  • Posts: 980
  • Shuffle iT Username: JW
  • Respect: +1793
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #57 on: April 30, 2021, 07:05:34 pm »
+1

Forest Witch

Action - Attack
+, +1 Buy.
Take a Villager from the Forest Witch Supply pile. If you can’t, +1 Villager and each other player gains a curse.
Setup: Put two Villagers per player on the Forest Witch Supply pile.

This is inspired by Coven. Cursers are less dominating if they don’t junk your deck right away. The symmetry of when it starts handing out curses means that it needs a reason why it should get bought by the first player to do so. But I also don’t want it to be an auto-buy.

Flavor: I think of the Witch in Into the Woods stealing the baby Rapunzel. “Forest” also fits with the not-so-missed Woodcutter.

Updates: None so far.
« Last Edit: May 01, 2021, 07:03:31 pm by JW »
Logged

scolapasta

  • Minion
  • *****
  • Offline Offline
  • Posts: 579
  • Respect: +738
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #58 on: April 30, 2021, 09:46:43 pm »
+2


My Submission:

   
Hunter
$3* – Action

Quote

+2 Cards
+1 Card per empty Supply pile.

     You may trash this to gain a card     
costing up to $1 more than it.

---------------------------

This costs $1 more per
empty Supply pile.


I do like the idea of these cards that "power up" costing more based on the power up, like Community and Hunter as I think it makes an interesting decision on when to buy - getting them early when they might be weak, but at a discount, for their later powered up state. So you've got my vote there.

But I might suggest trying to avoid being strictly better than any of the official cards during any of the "ages" of the card;  i.e. In Hunter's case, with one empty supply pile, it is is "strictly better" than Smithy.
Logged
Feel free to join us at scolapasta's cards for discussion on any of my custom cards.

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1538
  • Shuffle iT Username: Gubump
  • Respect: +1684
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #59 on: April 30, 2021, 10:29:18 pm »
+5


My Submission:

   
Hunter
$3* – Action

Quote

+2 Cards
+1 Card per empty Supply pile.

     You may trash this to gain a card     
costing up to $1 more than it.

---------------------------

This costs $1 more per
empty Supply pile.


I do like the idea of these cards that "power up" costing more based on the power up, like Community and Hunter as I think it makes an interesting decision on when to buy - getting them early when they might be weak, but at a discount, for their later powered up state. So you've got my vote there.

But I might suggest trying to avoid being strictly better than any of the official cards during any of the "ages" of the card;  i.e. In Hunter's case, with one empty supply pile, it is is "strictly better" than Smithy.

You mean like how City is strictly better than both Laboratory and Lost City when Supply piles are empty?
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

Xen3k

  • Tactician
  • *****
  • Offline Offline
  • Posts: 413
  • Respect: +582
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #60 on: April 30, 2021, 11:10:38 pm »
+1



Quote
Barter Town - $5
Action
+1 Card
+1 Action
Trash a card from your hand to pick a type it has. For each differently named card of that type in the trash, +1 Card. Then, discard that many cards.

Junk Dealer variant. Can act as a super sifter if the trash is set up properly. Everyone with a Barter Town benefits from a full trash. Feedback appreciated.

Edit: Thinking of giving it a +Buy, because it feels like it may need it. Not sure.
« Last Edit: April 30, 2021, 11:27:40 pm by Xen3k »
Logged

scolapasta

  • Minion
  • *****
  • Offline Offline
  • Posts: 579
  • Respect: +738
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #61 on: May 01, 2021, 12:11:59 am »
+1


My Submission:

   
Hunter
$3* – Action

Quote

+2 Cards
+1 Card per empty Supply pile.

     You may trash this to gain a card     
costing up to $1 more than it.

---------------------------

This costs $1 more per
empty Supply pile.


I do like the idea of these cards that "power up" costing more based on the power up, like Community and Hunter as I think it makes an interesting decision on when to buy - getting them early when they might be weak, but at a discount, for their later powered up state. So you've got my vote there.

But I might suggest trying to avoid being strictly better than any of the official cards during any of the "ages" of the card;  i.e. In Hunter's case, with one empty supply pile, it is is "strictly better" than Smithy.

You mean like how City is strictly better than both Laboratory and Lost City when Supply piles are empty?

Sure, good point. There is a difference though. When supply piles are empty, City is (effectively) strictly worse at the same cost. So strategically you need to decide whether to buy the card early at a premium or wait until it's powered up.

In the case of Hunter (and Community), if you get the card early, it's at a discount, instead.

Put another way, City is strictly worse, then strictly better. Changing costs cards should try to be balanced (and therefore not strictly better or worse) at all "ages". (at least, in my opinion)
« Last Edit: May 01, 2021, 01:01:03 am by scolapasta »
Logged
Feel free to join us at scolapasta's cards for discussion on any of my custom cards.

segura

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1554
  • Respect: +1445
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #62 on: May 01, 2021, 01:08:14 am »
+1

So you point is that the card is strong at its price if no pile ever empties (except for the last turn). I think that is ridiculous, it is an obvious $2 power-wise. If you go heavy on the Improve option, you limit the supposed late game craziness of the card as you just got rid of it.
Logged

segura

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1554
  • Respect: +1445
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #63 on: May 01, 2021, 01:21:25 am »
+1



Quote
Barter Town - $5
Action
+1 Card
+1 Action
Trash a card from your hand to pick a type it has. For each differently named card of that type in the trash, +1 Card. Then, discard that many cards.

Junk Dealer variant. Can act as a super sifter if the trash is set up properly. Everyone with a Barter Town benefits from a full trash. Feedback appreciated.

Edit: Thinking of giving it a +Buy, because it feels like it may need it. Not sure.
This is a cantrip trasher with a Fugitive on top (and the potential to be stronger, Forum or more). Fugitive is stronger than Junk Dealer‘s Peddler, although the relative value of sifting as opposed to economy decreases with good trashing in the Kingdom.
So I think it is fine.
Logged

The Alchemist

  • Golem
  • ****
  • Offline Offline
  • Posts: 175
  • Respect: +215
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #64 on: May 01, 2021, 04:54:55 am »
+3



Theatre "plays the part" of whatever cards are missing from the supply, be it draw cards, villages, or extra buys. If your kingdom is missing draw, this is a lab for $5, missing +actions, this is a village at $3, lost city for $6, market square for $3, etc. The more the supply lacks, the stronger, and more expensive, this card is. Meaning on boards with draw, actions, and buys, you can buy this as a cantrip for $2, empty the respective piles, and then this card effectively becomes the card you just emptied.

I rolled 50 sample kingdoms to get a quick feel for the number of conditions that one would expect Theatre to have met at the start of the game in any given kingdom. In 22 boards, none of the three conditions were met (there were draw, village, and +buy cards in the supply). In 20, one was met. In 7, two were met. And in only 1 were there no cards with +2 cards, +2 actions, or +1 buy. This means that in a plurality of games, this starts out as a cantrip, with room to get stronger as supplies empty. On average this card costs ~$3.5 at the start of the game.

This card is one taken from my Industrialization expansion, found here, I hope that is acceptable as to the fan card contest rules.
Logged

gambit05

  • Minion
  • *****
  • Offline Offline
  • Posts: 584
  • Respect: +495
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #65 on: May 01, 2021, 05:12:26 am »
0


My Submission:

   
Hunter
$3* – Action

Quote

+2 Cards
+1 Card per empty Supply pile.

     You may trash this to gain a card     
costing up to $1 more than it.

---------------------------

This costs $1 more per
empty Supply pile.


I do like the idea of these cards that "power up" costing more based on the power up, like Community and Hunter as I think it makes an interesting decision on when to buy - getting them early when they might be weak, but at a discount, for their later powered up state. So you've got my vote there.

But I might suggest trying to avoid being strictly better than any of the official cards during any of the "ages" of the card;  i.e. In Hunter's case, with one empty supply pile, it is is "strictly better" than Smithy.

You mean like how City is strictly better than both Laboratory and Lost City when Supply piles are empty?

Sure, good point. There is a difference though. When supply piles are empty, City is (effectively) strictly worse at the same cost. So strategically you need to decide whether to buy the card early at a premium or wait until it's powered up.

In the case of Hunter (and Community), if you get the card early, it's at a discount, instead.

Put another way, City is strictly worse, then strictly better. Changing costs cards should try to be balanced (and therefore not strictly better or worse) at all "ages". (at least, in my opinion)

While Hunter has something in common with City, obviously, there are quite some differences too. Getting Hunter early at a discount is easy to achieve as it is cheap, but if you want to keep it until it becomes powerful, it comes with a huge drawback. Only getting +2 Cards from Hunter for the most part of a game doesn't look like a good deal. Think of Moat in the absence of Attacks for a cost of $3. But hey, Hunter has a one-shot self-remodeling function. As segura has pointed out, this has the inevitable consequence that you cannot call the discount Hunter anymore your own. On the other hand, it brings you one step closer to the desired stage of emptying piles. You just need to buy a Hunter again at some point.

Then you compared a level 2 Hunter with Smithy and argued that it shouldn't be strictly better. I'd say it actually should. Otherwise, it wouldn't be worth to gain Hunter at any stage of a game (as compared to Smithy). Gubump also mentioned City versus Lab and Lost City, and rightly so. A level 2 City has to be better. So, the real question is not whether a level 2 Hunter should be better (or not) than Smithy, but rather, how much better can it be, in order to be balanced. I have no answer to this question (yet). I have designed Hunter from scratch yesterday and after 6 games in a "I play solitaire for 3 players" mode, I came to the conclusion that it is interesting enough to be presented here, and also interesting enough to get more play testing. Then the future will hopefully show whether it will work in a balanced way.

Another comparison I have made is with the Traveller lines. Like an upgraded Hunter, you don't get a Champion early in the game. In some Kingdoms they will be weak (i.e. they do not come to the stage of being effective), whereas in other games, they can be powerhouses (i.e. they quickly become effective).
« Last Edit: May 01, 2021, 06:01:54 am by gambit05 »
Logged

gambit05

  • Minion
  • *****
  • Offline Offline
  • Posts: 584
  • Respect: +495
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #66 on: May 01, 2021, 05:29:21 am »
0



Theatre "plays the part" of whatever cards are missing from the supply, be it draw cards, villages, or extra buys. If your kingdom is missing draw, this is a lab for $5, missing +actions, this is a village at $3, lost city for $6, market square for $3, etc. The more the supply lacks, the stronger, and more expensive, this card is. Meaning on boards with draw, actions, and buys, you can buy this as a cantrip for $2, empty the respective piles, and then this card effectively becomes the card you just emptied.

I rolled 50 sample kingdoms to get a quick feel for the number of conditions that one would expect Theatre to have met at the start of the game in any given kingdom. In 22 boards, none of the three conditions were met (there were draw, village, and +buy cards in the supply). In 20, one was met. In 7, two were met. And in only 1 were there no cards with +2 cards, +2 actions, or +1 buy. This means that in a plurality of games, this starts out as a cantrip, with room to get stronger as supplies empty. On average this card costs ~$3.5 at the start of the game.

This card is one taken from my Industrialization expansion, found here, I hope that is acceptable as to the fan card contest rules.

I remember this card from when you presented it in your set expansion thread. I like it more than the last time, but I am not sure whether you've changed something.

How do you count optional, conditional and hidden (covered cards in mixed piles) abilities? I think, I have asked the latter part the last time and wasn't happy with your definition that hidden cards are not in the Supply, or something like that.

Logged

gambit05

  • Minion
  • *****
  • Offline Offline
  • Posts: 584
  • Respect: +495
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #67 on: May 01, 2021, 09:28:27 am »
0


Quote
Refurbish - $4
Action

Trash a card from your hand. Gain a card costing up to $1 plus $1 per Refurbish in the trash more than it.

A simple Remodel variant that can get quite powerful.

EDIT: Changed the wording. It is still a little bit confusing, but I couldn't find a better way to put it.

I am not an Expert of English language, but for me the following looks less confusing:

"Gain a card costing up to $1 more plus up to $1 more per Refurbish in the trash."

Not sure whether the second "up to" is required.
« Last Edit: May 01, 2021, 09:31:34 am by gambit05 »
Logged

silverspawn

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5326
  • Shuffle iT Username: sty.silver
  • Respect: +3234
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #68 on: May 01, 2021, 09:39:54 am »
0

The second 'up to' is certainly not required. The problem with your phrasing is that you say 'costs up to [...] more plus [...]', i.e., you finish saying 'up to 1$ more' and then modify that later. faust's wording is more correct in that it says 'up to [...] more'. it depends on whether you value awkwardness vs. imprecision. I agree that faust's phrasing is very awkward.

A much better phrasing would be 'up to X more than it, where X is one plus the number of Refurbish in the trash', but sadly dominion cards don't use X phrasings.

gambit05

  • Minion
  • *****
  • Offline Offline
  • Posts: 584
  • Respect: +495
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #69 on: May 01, 2021, 10:01:59 am »
+1

The second 'up to' is certainly not required. The problem with your phrasing is that you say 'costs up to [...] more plus [...]', i.e., you finish saying 'up to 1$ more' and then modify that later. faust's wording is more correct in that it says 'up to [...] more'. it depends on whether you value awkwardness vs. imprecision. I agree that faust's phrasing is very awkward.

A much better phrasing would be 'up to X more than it, where X is one plus the number of Refurbish in the trash', but sadly dominion cards don't use X phrasings.

Tricky!

Butcher's wording is:

"...costing up to the cost of the trashed card plus $1 per token removed."

So, in analogy, it could be:

"...costing up to $1 more than the cost of the trashed card plus $1 per Refurbish in the trash."

or simplified:

"...costing up to $1 more than it plus $1 per Refurbish in the trash."

Edit: or:

"...costing up to $1 more per Refurbish in the trash plus $1."

Still a bit odd, but I think less awkward than faust's wording.
« Last Edit: May 01, 2021, 10:12:38 am by gambit05 »
Logged

DunnoItAll

  • Thief
  • ****
  • Offline Offline
  • Posts: 97
  • Respect: +127
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #70 on: May 01, 2021, 11:13:16 am »
+3

Logged

segura

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1554
  • Respect: +1445
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #71 on: May 01, 2021, 12:08:34 pm »
0

I love this card but it is significantly stronger in 2P than in 3P.
Logged

fika monster

  • Witch
  • *****
  • Offline Offline
  • Posts: 491
  • 27 year old swedish guy. PFP by haps
  • Respect: +493
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #72 on: May 01, 2021, 12:59:13 pm »
0

I love this card but it is significantly stronger in 2P than in 3P.

why?
Logged
Swedish guy, Furry hipster otter

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1538
  • Shuffle iT Username: Gubump
  • Respect: +1684
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #73 on: May 01, 2021, 01:42:39 pm »
+1

I love this card but it is significantly stronger in 2P than in 3P.

why?

Because the Ruins run out faster in 2P, because there's less of them in the pile and Reconstruction depletes the pile at the same rate regardless of player count.

However, I disagree and think it's equally balanced regardless of player count. City and Animal Fair don't do anything to help empty piles, and piles run out faster with higher player counts. Likewise, the fact that there are more players potentially using Reconstruction helps offset the bigger Ruins pile.
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

silverspawn

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5326
  • Shuffle iT Username: sty.silver
  • Respect: +3234
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #74 on: May 01, 2021, 01:45:50 pm »
0

honestly there is no reason why you would ever want this card even in 2p, unless there are other cards depleting Ruins. having to play it 5 times before it works is too high a price for the payoff

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1538
  • Shuffle iT Username: Gubump
  • Respect: +1684
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #75 on: May 01, 2021, 02:06:28 pm »
0

honestly there is no reason why you would ever want this card even in 2p, unless there are other cards depleting Ruins. having to play it 5 times before it works is too high a price for the payoff

Yeah, I agree.
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

scolapasta

  • Minion
  • *****
  • Offline Offline
  • Posts: 579
  • Respect: +738
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #76 on: May 01, 2021, 02:09:50 pm »
+1

honestly there is no reason why you would ever want this card even in 2p, unless there are other cards depleting Ruins. having to play it 5 times before it works is too high a price for the payoff

You also exile a ruins on gain, though. So in 2p, you buy two and just need to play each one twice to get it powered up. And once powered, a (likely) flexible Village / Lab / Peddler for 3 is frankly pretty good. (also you can buy more of them then and your opponent can only stop you by gaining themselves what are effectively Ruined Villages)

I do agree that this could work at 2p, and your opponent would likely have to match; while at 3+p your it may take too long with the 10x extra ruins to contend with.
Logged
Feel free to join us at scolapasta's cards for discussion on any of my custom cards.

mxdata

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1199
  • Respect: +1350
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #77 on: May 01, 2021, 02:14:49 pm »
+1

I love this card but it is significantly stronger in 2P than in 3P.

why?

Because the Ruins run out faster in 2P, because there's less of them in the pile and Reconstruction depletes the pile at the same rate regardless of player count.

However, I disagree and think it's equally balanced regardless of player count. City and Animal Fair don't do anything to help empty piles, and piles run out faster with higher player counts. Likewise, the fact that there are more players potentially using Reconstruction helps offset the bigger Ruins pile.

If only one person buys it, it's definitely much stronger in 2P, but if everyone buys a copy, it's not that much stronger, I don't think.  In 2P, if both players buy one copy, it takes a total of 4 plays to deplete the Ruins pile (starts off with 10 cards, 2 are Exiled with buys, leaving eight), which would average out at 2 plays per player, in 3P, if all three players buy one copy, it takes a total of 9 plays ((20-3)/2 = 8.5), 3 plays per player

Actually, I'd argue that it might be *stronger* in 3P than in 2P for this reason.  If each player buys one copy, then in 2P, assuming an even split of plays, each player will have 5 Ruins in their Exile mat.  In 3P, each player will have 7 Ruins in their Exile mat.  In the later scenario, there's a greater chance of having a better variety of Ruins

However, the biggest flaw that I see (especially for this particular contest) is that this card won't play the same for everyone in most cases.  Even if each player buys one copy and plays it the same number of turns before the Ruins pile is empty, so that they have the same number of Ruins on their mat, it's improbable that they'll have the same Ruins on their mat.  This means that each person will have a different set of options for how to play it
« Last Edit: May 01, 2021, 02:16:15 pm by mxdata »
Logged
They/them

gambit05

  • Minion
  • *****
  • Offline Offline
  • Posts: 584
  • Respect: +495
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #78 on: May 01, 2021, 02:17:36 pm »
0

Reconstruction has some similarity to my Kingsman card and its associated Equipment cards, which I have presented here (and which are unfortunately ignored). In a similar way, I would try to gradually upgrade Reconstruction, i.e. use Ruins already before the pile is empty. It's power then increases over time with more Ruins in Exile. Don't ask me about the details...

Edit: I just saw this:

However, the biggest flaw that I see (especially for this particular contest) is that this card won't play the same for everyone in most cases.  Even if each player buys one copy and plays it the same number of turns before the Ruins pile is empty, so that they have the same number of Ruins on their mat, it's improbable that they'll have the same Ruins on their mat.  This means that each person will have a different set of options for how to play it

This makes it hard to fit to the rules of this contest round.
« Last Edit: May 01, 2021, 02:21:03 pm by gambit05 »
Logged

silverspawn

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5326
  • Shuffle iT Username: sty.silver
  • Respect: +3234
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #79 on: May 01, 2021, 02:48:37 pm »
+1

You also exile a ruins on gain, though.

I think my reading comprehension suffers if I'm in a bad mood. Tbh that makes it much better. In a functioning deck, you can buy two, play them just once for +1 Action, then buy two more, and there's four Lab+ cards for you. So actually I think it's fine.

As for the 3P thing, you could just make it Exile one ruin per player in the game

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #80 on: May 01, 2021, 04:15:05 pm »
+1

I love this card but it is significantly stronger in 2P than in 3P.

why?

Because the Ruins run out faster in 2P, because there's less of them in the pile and Reconstruction depletes the pile at the same rate regardless of player count.

However, I disagree and think it's equally balanced regardless of player count. City and Animal Fair don't do anything to help empty piles, and piles run out faster with higher player counts. Likewise, the fact that there are more players potentially using Reconstruction helps offset the bigger Ruins pile.

However, the biggest flaw that I see (especially for this particular contest) is that this card won't play the same for everyone in most cases.  Even if each player buys one copy and plays it the same number of turns before the Ruins pile is empty, so that they have the same number of Ruins on their mat, it's improbable that they'll have the same Ruins on their mat.  This means that each person will have a different set of options for how to play it

Reconstruction will be fine for this round.  I had envisaged that cards would have the same effect for all players, but that wasn’t clearly specified in the OP and I won’t be docking points for not following an unwritten rule.  Technically, this meets the requirement of the activation applying to all copies of the card and all players once a condition is met (even though the activated version can be different for each player in this case).
Logged

mathdude

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 216
  • Respect: +230
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #81 on: May 01, 2021, 06:43:29 pm »
0

If only one person buys it, it's definitely much stronger in 2P, but if everyone buys a copy, it's not that much stronger, I don't think.  In 2P, if both players buy one copy, it takes a total of 4 plays to deplete the Ruins pile (starts off with 10 cards, 2 are Exiled with buys, leaving eight), which would average out at 2 plays per player, in 3P, if all three players buy one copy, it takes a total of 9 plays ((20-3)/2 = 8.5), 3 plays per player

Actually, I'd argue that it might be *stronger* in 3P than in 2P for this reason.  If each player buys one copy, then in 2P, assuming an even split of plays, each player will have 5 Ruins in their Exile mat.  In 3P, each player will have 7 Ruins in their Exile mat.  In the later scenario, there's a greater chance of having a better variety of Ruins

Adding in 4P, there are (30-4)/2 = 13 players required, which is just over 3 per player, again if everyone buys 1. And then there are 7-8 on average on each Exile mat, compared to 6-7 in 3P and 5 in 2P. In any of those, I'd definitely buy a 2nd to try and better the split if my first couple ruins aren't too favourable. It also gives me more potential Peddlers or Labs for $3.

Someone suggested exiling number of ruins based on number of players... I think that gives too much 1st player advantage, especially in larger games. Waiting 1 extra turn to "activate" is offset by likely having more choices of what to use after that point.

The bigger concern, IMO, in 3P or 4P (or worse,  5-6P) is if not everyone buys them. Then 1 or 2 players have to use up even more turns (and probably more buys) to activate the cards. An alternative could be to allow paying 1 ruins from Exile right away and if the ruins pile is empty, then they can play a different (or maybe even differently named) ruins.

Outside of this contest, I may even suggest giving a choice of Exiling 2 from the Supply or playing a 2nd from Exile (also allowing the play of 1 as above)... though this would likely push the cost to $4.
Logged
he/him

majiponi

  • Jester
  • *****
  • Offline Offline
  • Posts: 823
  • Respect: +734
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #82 on: May 02, 2021, 02:15:46 am »
+3

Beginner
cost $4 - Action
Trash a card from your hand.
Gain a card costing up to $2-per-empty-supply-pile more than it.


For example, if no pile is empty, when you trash a Curse, you cannot gain an Estate. If 4 piles are empty, you can gain Province.


Beginner
cost $5 - Action
Trash a card from your hand.
Gain a card costing up to $2 more than it.
Gain another copy of it per empty supply pile.
« Last Edit: May 02, 2021, 10:52:32 am by majiponi »
Logged

segura

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1554
  • Respect: +1445
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #83 on: May 02, 2021, 03:46:25 am »
0

This looks extremely weak. The time in which no Supply piles are empty is usually longer than the time in which 2 or more piles are empty. So this is a terminal trasher for a long time. We know from Trading Route how bad that is.
Logged

The Alchemist

  • Golem
  • ****
  • Offline Offline
  • Posts: 175
  • Respect: +215
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #84 on: May 02, 2021, 05:41:34 am »
+1



Theatre "plays the part" of whatever cards are missing from the supply, be it draw cards, villages, or extra buys. If your kingdom is missing draw, this is a lab for $5, missing +actions, this is a village at $3, lost city for $6, market square for $3, etc. The more the supply lacks, the stronger, and more expensive, this card is. Meaning on boards with draw, actions, and buys, you can buy this as a cantrip for $2, empty the respective piles, and then this card effectively becomes the card you just emptied.

I rolled 50 sample kingdoms to get a quick feel for the number of conditions that one would expect Theatre to have met at the start of the game in any given kingdom. In 22 boards, none of the three conditions were met (there were draw, village, and +buy cards in the supply). In 20, one was met. In 7, two were met. And in only 1 were there no cards with +2 cards, +2 actions, or +1 buy. This means that in a plurality of games, this starts out as a cantrip, with room to get stronger as supplies empty. On average this card costs ~$3.5 at the start of the game.

This card is one taken from my Industrialization expansion, found here, I hope that is acceptable as to the fan card contest rules.

I remember this card from when you presented it in your set expansion thread. I like it more than the last time, but I am not sure whether you've changed something.

How do you count optional, conditional and hidden (covered cards in mixed piles) abilities? I think, I have asked the latter part the last time and wasn't happy with your definition that hidden cards are not in the Supply, or something like that.

Yes, the card has been changed since the last time you commented I believe. I made it explicitly refer to text on the card, which solves the concern you were having. As to your second point, this is not my definition and is not ambiguous. Hidden cards are not in the Supply. The Supply consists of all the cards a player is able to buy in a game, and split piles explicitly state that only the top card of a pile can be bought or gained. The wiki even states "although the entirety of any Supply pile is physically part of the Supply, only the top card of any pile is considered to be 'in the Supply'." Every other card that references the Supply (Overlord, Lurker, etc) without exception doesn't consider anything but the top card of a pile as part of the Supply, and there is nothing in the wording of Theatre that would suggest any other reading, so I don't think there is any issue here.
Logged

grep

  • Explorer
  • *****
  • Offline Offline
  • Posts: 301
  • Respect: +459
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #85 on: May 02, 2021, 03:47:17 pm »
+4

Split pile: 5 Boroughs on top of 5 Town Halls.


Borough
$3 - Action
+2 Actions
Draw until you have 4 cards in hand.
If Town Hall is on top of its Supply pile, +1 Card.
If its Supply pile is empty, +2 Cards.
Town Hall
$4 - Action
+1 Action
+$1 per differently named Action card you have in play.

Upd: rewording, added images, old version:
Upd2: nerfed Town Hall to give $1 per unique card
« Last Edit: May 03, 2021, 02:50:18 pm by grep »
Logged

anordinaryman

  • Duke
  • *****
  • Offline Offline
  • Posts: 380
  • Respect: +538
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #86 on: May 02, 2021, 06:49:21 pm »
0



Theatre "plays the part" of whatever cards are missing from the supply, be it draw cards, villages, or extra buys. If your kingdom is missing draw, this is a lab for $5, missing +actions, this is a village at $3, lost city for $6, market square for $3, etc. The more the supply lacks, the stronger, and more expensive, this card is. Meaning on boards with draw, actions, and buys, you can buy this as a cantrip for $2, empty the respective piles, and then this card effectively becomes the card you just emptied.

I rolled 50 sample kingdoms to get a quick feel for the number of conditions that one would expect Theatre to have met at the start of the game in any given kingdom. In 22 boards, none of the three conditions were met (there were draw, village, and +buy cards in the supply). In 20, one was met. In 7, two were met. And in only 1 were there no cards with +2 cards, +2 actions, or +1 buy. This means that in a plurality of games, this starts out as a cantrip, with room to get stronger as supplies empty. On average this card costs ~$3.5 at the start of the game.

This card is one taken from my Industrialization expansion, found here, I hope that is acceptable as to the fan card contest rules.

I remember this card from when you presented it in your set expansion thread. I like it more than the last time, but I am not sure whether you've changed something.

How do you count optional, conditional and hidden (covered cards in mixed piles) abilities? I think, I have asked the latter part the last time and wasn't happy with your definition that hidden cards are not in the Supply, or something like that.

Yes, the card has been changed since the last time you commented I believe. I made it explicitly refer to text on the card, which solves the concern you were having. As to your second point, this is not my definition and is not ambiguous. Hidden cards are not in the Supply. The Supply consists of all the cards a player is able to buy in a game, and split piles explicitly state that only the top card of a pile can be bought or gained. The wiki even states "although the entirety of any Supply pile is physically part of the Supply, only the top card of any pile is considered to be 'in the Supply'." Every other card that references the Supply (Overlord, Lurker, etc) without exception doesn't consider anything but the top card of a pile as part of the Supply, and there is nothing in the wording of Theatre that would suggest any other reading, so I don't think there is any issue here.

I don't know if this disqualifies the card, but it can become worse over-time. For example, Settlers/Bustling village means Theatre could start off as a village and get worse over time when Settlers are done but Bustling village is not.

I like the idea a lot and hope it's still qualified.
Logged

mxdata

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1199
  • Respect: +1350
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #87 on: May 02, 2021, 06:55:33 pm »
0

Split pile: 5 Boroughs on top of 5 Town Halls.


Borough
$3 - Action
+2 Actions
Draw until you have 4 cards in hand.
If Town Hall is on top of its Supply pile, +1 Card.
If its Supply pile is empty, +2 Cards.
Town Hall
$4 - Action
+1 Action
+$1 per Action card in play

Interesting - draw-to-X plus straight up +cards, so if you have 4 or more cards, it's basically a Necropolis with Borough on top, Village with Town Hall on top, or a Lost City with an empty pile, but with less than 4 cards it's +2 Actions, draw-to-4, draw-to-5, and draw-to-6 respectively.  Neat!
Logged
They/them

scolapasta

  • Minion
  • *****
  • Offline Offline
  • Posts: 579
  • Respect: +738
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #88 on: May 02, 2021, 07:00:41 pm »
+1



Theatre "plays the part" of whatever cards are missing from the supply, be it draw cards, villages, or extra buys. If your kingdom is missing draw, this is a lab for $5, missing +actions, this is a village at $3, lost city for $6, market square for $3, etc. The more the supply lacks, the stronger, and more expensive, this card is. Meaning on boards with draw, actions, and buys, you can buy this as a cantrip for $2, empty the respective piles, and then this card effectively becomes the card you just emptied.

I rolled 50 sample kingdoms to get a quick feel for the number of conditions that one would expect Theatre to have met at the start of the game in any given kingdom. In 22 boards, none of the three conditions were met (there were draw, village, and +buy cards in the supply). In 20, one was met. In 7, two were met. And in only 1 were there no cards with +2 cards, +2 actions, or +1 buy. This means that in a plurality of games, this starts out as a cantrip, with room to get stronger as supplies empty. On average this card costs ~$3.5 at the start of the game.

This card is one taken from my Industrialization expansion, found here, I hope that is acceptable as to the fan card contest rules.

I remember this card from when you presented it in your set expansion thread. I like it more than the last time, but I am not sure whether you've changed something.

How do you count optional, conditional and hidden (covered cards in mixed piles) abilities? I think, I have asked the latter part the last time and wasn't happy with your definition that hidden cards are not in the Supply, or something like that.

Yes, the card has been changed since the last time you commented I believe. I made it explicitly refer to text on the card, which solves the concern you were having. As to your second point, this is not my definition and is not ambiguous. Hidden cards are not in the Supply. The Supply consists of all the cards a player is able to buy in a game, and split piles explicitly state that only the top card of a pile can be bought or gained. The wiki even states "although the entirety of any Supply pile is physically part of the Supply, only the top card of any pile is considered to be 'in the Supply'." Every other card that references the Supply (Overlord, Lurker, etc) without exception doesn't consider anything but the top card of a pile as part of the Supply, and there is nothing in the wording of Theatre that would suggest any other reading, so I don't think there is any issue here.

I don't know if this disqualifies the card, but it can become worse over-time. For example, Settlers/Bustling village means Theatre could start off as a village and get worse over time when Settlers are done but Bustling village is not.

I like the idea a lot and hope it's still qualified.

While less likely to happen, this (becoming worse over time) is also true when any of the "empty supply pile" cards and certain combos, like Ambassador, Experiment, Way of the Horse, and Way of the Butterfly.
« Last Edit: May 02, 2021, 07:03:26 pm by scolapasta »
Logged
Feel free to join us at scolapasta's cards for discussion on any of my custom cards.

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #89 on: May 02, 2021, 07:04:28 pm »
0



Theatre "plays the part" of whatever cards are missing from the supply, be it draw cards, villages, or extra buys. If your kingdom is missing draw, this is a lab for $5, missing +actions, this is a village at $3, lost city for $6, market square for $3, etc. The more the supply lacks, the stronger, and more expensive, this card is. Meaning on boards with draw, actions, and buys, you can buy this as a cantrip for $2, empty the respective piles, and then this card effectively becomes the card you just emptied.

I rolled 50 sample kingdoms to get a quick feel for the number of conditions that one would expect Theatre to have met at the start of the game in any given kingdom. In 22 boards, none of the three conditions were met (there were draw, village, and +buy cards in the supply). In 20, one was met. In 7, two were met. And in only 1 were there no cards with +2 cards, +2 actions, or +1 buy. This means that in a plurality of games, this starts out as a cantrip, with room to get stronger as supplies empty. On average this card costs ~$3.5 at the start of the game.

This card is one taken from my Industrialization expansion, found here, I hope that is acceptable as to the fan card contest rules.

I remember this card from when you presented it in your set expansion thread. I like it more than the last time, but I am not sure whether you've changed something.

How do you count optional, conditional and hidden (covered cards in mixed piles) abilities? I think, I have asked the latter part the last time and wasn't happy with your definition that hidden cards are not in the Supply, or something like that.

Yes, the card has been changed since the last time you commented I believe. I made it explicitly refer to text on the card, which solves the concern you were having. As to your second point, this is not my definition and is not ambiguous. Hidden cards are not in the Supply. The Supply consists of all the cards a player is able to buy in a game, and split piles explicitly state that only the top card of a pile can be bought or gained. The wiki even states "although the entirety of any Supply pile is physically part of the Supply, only the top card of any pile is considered to be 'in the Supply'." Every other card that references the Supply (Overlord, Lurker, etc) without exception doesn't consider anything but the top card of a pile as part of the Supply, and there is nothing in the wording of Theatre that would suggest any other reading, so I don't think there is any issue here.

I don't know if this disqualifies the card, but it can become worse over-time. For example, Settlers/Bustling village means Theatre could start off as a village and get worse over time when Settlers are done but Bustling village is not.

I like the idea a lot and hope it's still qualified.

It can also become weaker if Ruined Market or certain Knights are revealed as the top card of their piles, but I won't disqualify it, as split piles and mixed piles won't appear in the majority of Kingdoms.  I mentioned in a different context that I will be flexible with the rules.
Logged

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1538
  • Shuffle iT Username: Gubump
  • Respect: +1684
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #90 on: May 02, 2021, 07:55:32 pm »
+3

Split pile: 5 Boroughs on top of 5 Town Halls.


Borough
$3 - Action
+2 Actions
Draw until you have 4 cards in hand.
If Town Hall is on top of its Supply pile, +1 Card.
If its Supply pile is empty, +2 Cards.
Town Hall
$4 - Action
+1 Action
+$1 per Action card in play

Am I correct in assuming that Town Hall counting other players' Action cards is unintentional? If so, it should say "+$1 per Action card you have in play."
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5161
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #91 on: May 03, 2021, 01:54:19 am »
0

Reconstruction has some similarity to my Kingsman card and its associated Equipment cards, which I have presented here (and which are unfortunately ignored). In a similar way, I would try to gradually upgrade Reconstruction, i.e. use Ruins already before the pile is empty. It's power then increases over time with more Ruins in Exile. Don't ask me about the details...

Edit: I just saw this:

However, the biggest flaw that I see (especially for this particular contest) is that this card won't play the same for everyone in most cases.  Even if each player buys one copy and plays it the same number of turns before the Ruins pile is empty, so that they have the same number of Ruins on their mat, it's improbable that they'll have the same Ruins on their mat.  This means that each person will have a different set of options for how to play it

This makes it hard to fit to the rules of this contest round.
I feel like this shouldn't be a problem. The functionality is the same for both players. You wouldn't say that Throne Room plays differently for everyone because everyone has a different deck composition.

The biggest problemI see with Reconstruction is swinginess. It is clearly best with Ruined Library, and if only one player gets that, they'll have a much stronger card for it. I would even say that it' snot worth it to go for Reconstruction unless Ruined Library is the top Ruins.
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

pubby

  • Minion
  • *****
  • Offline Offline
  • Posts: 548
  • Respect: +1046
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #92 on: May 03, 2021, 02:15:31 am »
+4

Borough is cool but Town Hall gives way way way too much coin. It's common to play 15+ action cards per turn, or even more, meaning Town Hall is like a Fortune that costs $4.
Logged

Lackar

  • Alchemist
  • ***
  • Offline Offline
  • Posts: 36
  • Respect: +17
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #93 on: May 03, 2021, 10:19:39 am »
0

Split pile: 5 Boroughs on top of 5 Town Halls.


Borough
$3 - Action
+2 Actions
Draw until you have 4 cards in hand.
If Town Hall is on top of its Supply pile, +1 Card.
If its Supply pile is empty, +2 Cards.
Town Hall
$4 - Action
+1 Action
+$1 per Action card in play

Is Town Hall not the same issue as Wolflover's card "Market Dealer" being that it is not?:

The activation should be irreversible in most cases and not based on transient conditions.
All copies of the card should be activated for all players once the specific trigger is met.
Logged

grep

  • Explorer
  • *****
  • Offline Offline
  • Posts: 301
  • Respect: +459
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #94 on: May 03, 2021, 11:44:18 am »
0

Split pile: 5 Boroughs on top of 5 Town Halls.


Borough
$3 - Action
+2 Actions
Draw until you have 4 cards in hand.
If Town Hall is on top of its Supply pile, +1 Card.
If its Supply pile is empty, +2 Cards.
Town Hall
$4 - Action
+1 Action
+$1 per Action card in play

Is Town Hall not the same issue as Wolflover's card "Market Dealer" being that it is not?:

The activation should be irreversible in most cases and not based on transient conditions.
All copies of the card should be activated for all players once the specific trigger is met.

Borough is being activating while the pile is being depleted, Town Hall is just a plain card without activation.
@Gubump: thanks, I'll apply the fix you suggested
Logged

grep

  • Explorer
  • *****
  • Offline Offline
  • Posts: 301
  • Respect: +459
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #95 on: May 03, 2021, 03:41:20 pm »
0

Borough is cool but Town Hall gives way way way too much coin. It's common to play 15+ action cards per turn, or even more, meaning Town Hall is like a Fortune that costs $4.
Borough/Town Hall deliberately don't give any +Buys, but agreed after some meditation. Modified to give $1 per unique card: baseline case is Borough + Town Hall => Action Silver that can be replaced with the next Borough; if you manage to insert another Action in between, it's Action Gold.
Logged

Shael

  • Bishop
  • ****
  • Offline Offline
  • Posts: 100
  • Respect: +57
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #96 on: May 03, 2021, 04:47:51 pm »
+2

So, this is my participation: a split pile with 5 Voyager and 5 Old Sapphire.



Once you arrive at the midle of the spit pile, Voyager can now give you Old Sapphire if you want (but you still have the choice if you prefer to trash). And then, once the Pile is over; Old Sapphires became better than Gold and you can start to make megaturns with their +Buy and all the Coffers you gather.
(soory btw, the illustration aren't from the same image)
Hope you'll like them and thank you for this WDC.

Edit: no no, voyager never gave +2 Villagers. It was just... an illusion ;D
Whisper: *thank you Gubump*
« Last Edit: May 04, 2021, 02:00:12 am by Shael »
Logged
¤ Post here your favorite fan-cards ¤ The Archive ¤ Witchcraft, a Potion & Exile themed Expansion ¤ Not so Soon ¤                                          

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1538
  • Shuffle iT Username: Gubump
  • Respect: +1684
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #97 on: May 03, 2021, 04:53:35 pm »
+4

So, this is my participation: a split pile with 5 Voyager and 5 Old Sapphire.



Once you arrive at the midle of the spit pile, Voyager can now give you Old Sapphire if you want (but you still have the choice if you prefer to trash). And then, once the Pile is over; Old Sapphires became better than Gold and you can start to make megaturns with their +Buy and all the Coffers you gather.
Hope you'll like them and thank you for this WDC.

This Voyager is crazy strong. I'd buy a card with just those Vanilla bonuses for !

Also, I think there's a good reason that no official card reusably gives multiple Villagers for free. Even Recruiter needs to trash cards to get Villagers. I think Voyagers will give you all the Villagers/Actions you'll ever need in the vast majority of kingdoms.
« Last Edit: May 03, 2021, 04:56:13 pm by Gubump »
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

JW

  • Jester
  • *****
  • Offline Offline
  • Posts: 980
  • Shuffle iT Username: JW
  • Respect: +1793
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #98 on: May 03, 2021, 08:48:45 pm »
+2


Shouldn't there be a "non-Victory card" limit on Voyager? Rebuild is (more than) all the non-terminal Province trashing I need.
Logged

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1538
  • Shuffle iT Username: Gubump
  • Respect: +1684
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #99 on: May 03, 2021, 11:23:38 pm »
+3


Shouldn't there be a "non-Victory card" limit on Voyager? Rebuild is (more than) all the non-terminal Province trashing I need.

Voyager also refers to "Old Saphir" in its text instead of Old Sapphire.
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

Shael

  • Bishop
  • ****
  • Offline Offline
  • Posts: 100
  • Respect: +57
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #100 on: May 04, 2021, 01:59:20 am »
0

Shouldn't there be a "non-Victory card" limit on Voyager? Rebuild is (more than) all the non-terminal Province trashing I need.
Voyager also refers to "Old Saphir" in its text instead of Old Sapphire.
Yes; I think I've posted the wrong version of the card.
Logged
¤ Post here your favorite fan-cards ¤ The Archive ¤ Witchcraft, a Potion & Exile themed Expansion ¤ Not so Soon ¤                                          

mxdata

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1199
  • Respect: +1350
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #101 on: May 04, 2021, 02:41:22 am »
0


Shouldn't there be a "non-Victory card" limit on Voyager? Rebuild is (more than) all the non-terminal Province trashing I need.

Voyager also refers to "Old Saphir" in its text instead of Old Sapphire.

Now someone just needs to design a card called Old Saphir.  You thought pairs like Mine/Mint were bad?
Logged
They/them

segura

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1554
  • Respect: +1445
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #102 on: May 04, 2021, 06:58:40 am »
0

I think that this card is too automatic. Sure, at first it is worse than Candlestick Maker and costs more but worse case is that you gotta play it 4 times before you get at a MonsterTreasure. If somebody competes, you only gotta play it once or twice.
Gold gainers aren't brilliant, but a MonsterTreasure gainer at $3 is pretty sweet. And then in the endgame you even get some moderate pile control on top.

The Old Sapphire pile will burn out quickly anyway, so I'd simply leave it at +2 Coffers. That is already $5-$6 level strong, no need to make the card universal (Buys, Coffers, any deck wants 2 or 3 of those).
Logged

silverspawn

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5326
  • Shuffle iT Username: sty.silver
  • Respect: +3234
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #103 on: May 04, 2021, 02:13:09 pm »
0

This is now the second time that I've come up with an exciting idea only to realize that it contradicts one of the contest rules :(

silverspawn

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5326
  • Shuffle iT Username: sty.silver
  • Respect: +3234
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #104 on: May 04, 2021, 02:15:26 pm »
+4

« Last Edit: May 05, 2021, 04:33:50 am by silverspawn »
Logged

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #105 on: May 04, 2021, 07:50:22 pm »
+1

24 hour warning

Please check the list of entries in the OP and let me know if I missed yours.
Logged

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5161
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #106 on: May 05, 2021, 02:33:32 am »
0

Card-I-am-about-to-update-with-name-and-image-probably-tomorrow - Night - Duration - 5$

At the start of your next turn, +1 Card per Supply pile with at most five cards in it.
I've thought about doing something with a condition like that. I find it hard to determine whether this would actually be interesting.

Also, there is no reason for this to be a Night card, right? It could just be a Treasure or nonterminal Action.
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

silverspawn

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5326
  • Shuffle iT Username: sty.silver
  • Respect: +3234
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #107 on: May 05, 2021, 03:12:35 am »
0

Yes though I strongly dislike Treasures that only do non-treasure-y things. It could be an Action, but is that preferable?

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5161
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #108 on: May 05, 2021, 03:14:53 am »
+1

Yes though I strongly dislike Treasures that only do non-treasure-y things. It could be an Action, but is that preferable?
I feel like it is preferable to use as few extra mechanics as reasonably possible.
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

silverspawn

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5326
  • Shuffle iT Username: sty.silver
  • Respect: +3234
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #109 on: May 05, 2021, 03:20:02 am »
0

I agree with that statement, but the card with night type no longer is an Action card and has the same number of types, so is it more mechanics or just different ones?

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5161
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #110 on: May 05, 2021, 03:31:41 am »
+2

I agree with that statement, but the card with night type no longer is an Action card and has the same number of types, so is it more mechanics or just different ones?
The Night phase only appears in one expansion, this is why it counts as an extra mechanic in my head (as opposed to, say, Durations or Events). I can see how one might argue differently though.
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

mandioca15

  • Moneylender
  • ****
  • Offline Offline
  • Posts: 168
  • Respect: +237
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #111 on: May 05, 2021, 11:05:12 am »
0

Bond (Treasure, $5*)

+$1
+1 Buy

When you play this, +$1 per Coffer token on the Bond pile.

This turn, when you buy a Card costing $6 or more, add a Coffer token to the Bond pile.
---
This costs $1 more per Coffer token on the Bond pile.


This all feels a bit wordy - not sure if there's a nicer way of phrasing all of this.
Logged

mathdude

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 216
  • Respect: +230
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #112 on: May 05, 2021, 12:20:52 pm »
0



Quote
Pirate Fleet
$3 - Action-Attack
Each other player trashes a Silver from their hand (or reveals a hand with none).
Choose one: +1 Action and add a token to the Fleet Mat; or +$ equal to the number of tokens on the Fleet Mat divided by the number of players (rounded down).

The type of token you use doesn't matter - it's just a tracking mechanism.  This card also requires a communal Fleet Mat.

But a Pirate Ship variant for $3?  And you can even build up its value and use the coins in a single turn without a Village!  It always has the option to increase value (rather than being dependent on trashing a Treasure from an opponent), and it can also trash Treasure from an opponent's hand.  That seems too good - what's the catch?

You're not just helping yourself - you're building up the Fleet Mat for everyone (similar to Trade Route).  And you can't trash an opponent's Gold, Platinum, or Kingdom Treasures - only Silver.  But using the coin option is terminal and you don't get +Buy, so you don't want to fill your deck with too many of them (but you also don't want your opponents getting too many of them).

So especially in 3+ player games, you will mostly want to skip Silver and find other ways to get up to $5 and $6 cards.  But you can't ignore the Pirate Fleet, or your opponents will be able to cash in.  Can you let them build it up, but then buy a few of the cards and cash in yourself later in the game when it's more valuable?  Timing is important.
Logged
he/him

grep

  • Explorer
  • *****
  • Offline Offline
  • Posts: 301
  • Respect: +459
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #113 on: May 05, 2021, 12:25:21 pm »
0

Bond (Treasure, $5*)

+$1
+1 Buy

When you play this, +$1 per Coffer token on the Bond pile.

This turn, when you buy a Card costing $6 or more, add a Coffer token to the Bond pile.
---
This costs $1 more per Coffer token on the Bond pile.


This all feels a bit wordy - not sure if there's a nicer way of phrasing all of this.

The enabling condition looks too tough - Bond itself without power-ups is not expensive enough to enable a power-up, and useful cards costing $6+ are not that common (Bond looks like a replacement for Gold, so buying Gold with Bond looks like shooting your own leg).
Might be fine if Bond costed $3, and the enabler was "buy a card more expensive than this".
Logged

mathdude

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 216
  • Respect: +230
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #114 on: May 05, 2021, 12:30:47 pm »
0

Bond (Treasure, $5*)

+$1
+1 Buy

When you play this, +$1 per Coffer token on the Bond pile.

This turn, when you buy a Card costing $6 or more, add a Coffer token to the Bond pile.
---
This costs $1 more per Coffer token on the Bond pile.


This all feels a bit wordy - not sure if there's a nicer way of phrasing all of this.

A couple suggestions for wording, to improve phrasing:
- you don't need to say "when you play this".
- you don't say "Coffers token", but when they are used for tracking, they are called "Coin token".
- instead of "this turn", generally cards use "While this is in play," even though it actually uses more words (and then goes below a line)

Also, this doesn't seem like a very desirable card.  Paying $5 for +$1, +Buy is a lot.  And it also gets hard to buy a $6 card with effectively a Copper.  Even after 2 tokens are added, it's +$3, +Buy (which is similar to a Gold), but now costs $8.  It doesn't "break even" until 4 tokens are on it (then it's Platinum with +Buy, i.e. costing $9 and worth $5).  I think you could probably have the card cost $3 or $4 instead of $5.  Or if you want to leave it at $5, then it has to give +$2, +Buy.
Logged
he/him

segura

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1554
  • Respect: +1445
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #115 on: May 05, 2021, 01:20:07 pm »
0



Quote
Pirate Fleet
$3 - Action-Attack
Each other player trashes a Silver from their hand (or reveals a hand with none).
Choose one: +1 Action and add a token to the Fleet Mat; or +$ equal to the number of tokens on the Fleet Mat divided by the number of players (rounded down).

The type of token you use doesn't matter - it's just a tracking mechanism.  This card also requires a communal Fleet Mat.

But a Pirate Ship variant for $3?  And you can even build up its value and use the coins in a single turn without a Village!  It always has the option to increase value (rather than being dependent on trashing a Treasure from an opponent), and it can also trash Treasure from an opponent's hand.  That seems too good - what's the catch?

You're not just helping yourself - you're building up the Fleet Mat for everyone (similar to Trade Route).  And you can't trash an opponent's Gold, Platinum, or Kingdom Treasures - only Silver.  But using the coin option is terminal and you don't get +Buy, so you don't want to fill your deck with too many of them (but you also don't want your opponents getting too many of them).

So especially in 3+ player games, you will mostly want to skip Silver and find other ways to get up to $5 and $6 cards.  But you can't ignore the Pirate Fleet, or your opponents will be able to cash in.  Can you let them build it up, but then buy a few of the cards and cash in yourself later in the game when it's more valuable?  Timing is important.
This looks weaker than Pirate Ship due to the scaling:
Alice and Bob buy Silvers, Charlie buy Pirate Fleet. He trashes some Silvers, so Alice and Bob might have to rebuy (although Silver is most of the times just an early stepping stone for better stuff, so they might not care or even appreciate it). After he had trashed NINE Silvers, the card actually becomes worthwhile as a terminal Gold ... but then everybody can buy it!

This needs to get rid of either the scaling or the communal mat aspect to become worthwhile.
Logged

mandioca15

  • Moneylender
  • ****
  • Offline Offline
  • Posts: 168
  • Respect: +237
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #116 on: May 05, 2021, 01:39:53 pm »
0

Bond (Treasure, $5*)

+$1
+1 Buy

When you play this, +$1 per Coffer token on the Bond pile.

This turn, when you buy a Card costing $6 or more, add a Coffer token to the Bond pile.
---
This costs $1 more per Coffer token on the Bond pile.


This all feels a bit wordy - not sure if there's a nicer way of phrasing all of this.

A couple suggestions for wording, to improve phrasing:
- you don't need to say "when you play this".
- you don't say "Coffers token", but when they are used for tracking, they are called "Coin token".
- instead of "this turn", generally cards use "While this is in play," even though it actually uses more words (and then goes below a line)

Also, this doesn't seem like a very desirable card.  Paying $5 for +$1, +Buy is a lot.  And it also gets hard to buy a $6 card with effectively a Copper.  Even after 2 tokens are added, it's +$3, +Buy (which is similar to a Gold), but now costs $8.  It doesn't "break even" until 4 tokens are on it (then it's Platinum with +Buy, i.e. costing $9 and worth $5).  I think you could probably have the card cost $3 or $4 instead of $5.  Or if you want to leave it at $5, then it has to give +$2, +Buy.

Thanks for the suggestions. Will modify it to:

Bond (Treasure, $4*)

+$1
+1 Buy

+$1 per Coin token on the Bond pile.
---
While this is in play, when you buy a card that costs more than this, add a Coin token to the Bond pile.
---
This costs $1 more per Coin token on the Bond pile.
Logged

mathdude

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 216
  • Respect: +230
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #117 on: May 05, 2021, 02:31:29 pm »
0



Quote
Pirate Fleet
$3 - Action-Attack
Each other player trashes a Silver from their hand (or reveals a hand with none).
Choose one: +1 Action and add a token to the Fleet Mat; or +$ equal to the number of tokens on the Fleet Mat divided by the number of players (rounded down).

The type of token you use doesn't matter - it's just a tracking mechanism.  This card also requires a communal Fleet Mat.

But a Pirate Ship variant for $3?  And you can even build up its value and use the coins in a single turn without a Village!  It always has the option to increase value (rather than being dependent on trashing a Treasure from an opponent), and it can also trash Treasure from an opponent's hand.  That seems too good - what's the catch?

You're not just helping yourself - you're building up the Fleet Mat for everyone (similar to Trade Route).  And you can't trash an opponent's Gold, Platinum, or Kingdom Treasures - only Silver.  But using the coin option is terminal and you don't get +Buy, so you don't want to fill your deck with too many of them (but you also don't want your opponents getting too many of them).

So especially in 3+ player games, you will mostly want to skip Silver and find other ways to get up to $5 and $6 cards.  But you can't ignore the Pirate Fleet, or your opponents will be able to cash in.  Can you let them build it up, but then buy a few of the cards and cash in yourself later in the game when it's more valuable?  Timing is important.
This looks weaker than Pirate Ship due to the scaling:
Alice and Bob buy Silvers, Charlie buy Pirate Fleet. He trashes some Silvers, so Alice and Bob might have to rebuy (although Silver is most of the times just an early stepping stone for better stuff, so they might not care or even appreciate it). After he had trashed NINE Silvers, the card actually becomes worthwhile as a terminal Gold ... but then everybody can buy it!

This needs to get rid of either the scaling or the communal mat aspect to become worthwhile.

It is weaker than Pirate Ship.  That's why the Ship costs $4 and the Fleet costs $3.  And yes, in larger games, when a single player buys it, it starts out quite weak.  And later in the game, trashing of Silvers isn't as big of a deal.  But if your opening Silvers get trashed (from your hand!) then you are set back quite a bit.  But I don't think just a single player buys it.  Consider below...

Alice, Bob, and Charlie all draw $3/$4.  Alice buys Silver.  Bob buys Pirate Fleet.  Charlie was going to buy double-Silver (there aren't that great of opening cards on the board), but realizes if Alice now buys the Pirate Fleet, he could lose both his Silvers on turn 3 or 4 and effectively lose his first two buys, so instead he buys Pirate Fleet.  Alice was also planning to buy double-Silver, but under the same logic, now feels compelled to either buy a weaker $3 or $4 Action card or to match-play and buy Pirate Fleet (knowing she draws turn 3 first, and has a better chance of being able to use it).  It's now a Pirate Fleet war, and most Silvers purchased will be trashed, and the Pirate Fleet mat will grow very quickly.  Knowing that it will grow from a potential Copper up to terminal Gold and maybe higher, at least one or two of them buy a second, which lets it grow even quicker.
Logged
he/him

segura

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1554
  • Respect: +1445
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #118 on: May 05, 2021, 03:04:40 pm »
0

What war? The situation you describe is not an equilibrium because all those Pirate Fleets make the players stop buying Silvers which makes the Pirate Ships glorified Ruined Villages.

All that Pirate Ship does is potentially hurt other players early on. Now this can be nasty, the attack is harsh as it trashes from your hand and yes, it can screw up your T4/T5 $5 purchase. But so what, you just buy another Silver!Those Pirate Ships achieve nothing for the active player. You are building up a common resource, once the mat is full of Silvers everybody can profit from it and buy cheap terminal Golds. And it takes forever until you pass the „terminal Gold“ threshold.

That is why I pointed out that you gotta think twice about the player scaling and/or the communal mat. The card is salvageable if you get rid of one or both (hard to say) elements.
Logged

silverspawn

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5326
  • Shuffle iT Username: sty.silver
  • Respect: +3234
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #119 on: May 05, 2021, 04:20:35 pm »
+1

Pirate Ship's attack helps your opponent in the median case. This attack hurts them significantly. For some reason, no-one has seemed to notice that yet.

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #120 on: May 05, 2021, 08:18:50 pm »
+4

Submissions Closed.

I will try to have the judging wrapped up in the next couple of days.
Logged

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #121 on: May 07, 2021, 07:08:35 pm »
+4

Sorry for the delay; it's been a busy end of the week with work.  I should have the results up tomorrow.
Logged

fika monster

  • Witch
  • *****
  • Offline Offline
  • Posts: 491
  • 27 year old swedish guy. PFP by haps
  • Respect: +493
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #122 on: May 08, 2021, 07:23:33 am »
0

Sorry for the delay; it's been a busy end of the week with work.  I should have the results up tomorrow.
np. thnx for the update
Logged
Swedish guy, Furry hipster otter

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #123 on: May 09, 2021, 12:18:14 am »
+6

Judgment

I'm sorry it's taken a few days to complete this, but there were a lot of great entries and it took me a bit longer than expected to evaluate them all.

As always, please keep in mind that my assessment is highly subjective, influenced by my personal preferences, and I haven't playtested any of the cards, so your mileage may vary.

Anyway, I'm grateful for all the time and effort all the participants took to submit entries for this contest.  Judging is never easy, and especially this time I found it hard to pick a winner!

Infrastructure starts off as a cantrip but can evolve into a Market once half of the six Works are completed. If all Works are completed, it becomes a Market that will also be a gold-gainer and a Workshop that can gain copies of itself.  Achieving the conditions required to mark certain Works is quite straightforward and will often be unplanned, so players will need to keep track carefully.  The card itself ensures that it will be almost always be possible to mark all 6 Works (the exception would be a 5-player game where the Infrastructures are evenly divided amongst players).  While it’s nice to see a card that cares about something other than empty supply piles, I don’t think it will take much effort to activate Infrastructure.  I like off-the-wall cards, but in this case, I think the card could do with fewer activation steps and/or a different set of more strategic Works.       

Young Hero is an interesting Workshop variant.  I like that the card’s ability will make it easier to activate itself, but I’m not sure about the balance.  While an unactivated Young Hero will not provide any benefits over Workshop like some other $4-cost Workshop variants do, once it is activated, the strength of the card can ramp up quite quickly to point where it can gain Provinces with two empty supply piles.  While it’s possible to gain Provinces with other Workshop variants, that usually takes a lot more work to set up (e.g. having a sufficient number of cost-reduction cards in play).  I wonder if the optimal strategy with Young Hero would almost always be a rush, or if you try to build towards a mega-turn.  I think there’s a danger that it could be too monolithic, but it still looks like a fun card.

Infiltrator cares about how many copies of itself are left in the Supply, and starts off weak but gets stronger as it morphs from giving +1 Buy to becoming a Village, then a Peddler, and finally a Lab.  Since the bonuses are not additive, you may find yourself missing the +Buy or +Action that the card provided early in the game, so it would not be prudent to construct a deck around Infiltrator being your source of +Buy or your only village.  I think the bonuses and thresholds could do with some tweaking, as I’m not sure the initial opportunity cost of spending $4 on Infiltrators will be worth it unless there is no other source of draw in the Kingdom.   

I love the concept of using tokens on the card’s supply pile to track when it will be activated.  Revolution starts off by providing +3 Villagers and then becomes a Smithy once the Villagers run out.  Unlike other entries that care about empty piles, you don’t necessarily want to have as many of these in your deck as possible or try to win the split, especially if there other draw cards available.  It’s perhaps more important to be able to play it more times than your opponent early in the game before the Villagers run out.  It’s an elegant design overall, but I think my main reservation with the card is that I would have liked for it to do more than a regular Smithy once activated.

Basing the activation on when a certain card type is played is a neat idea and it’s a design space that I think is worth exploring.  Veteran cares about the first time each Attack card in the Kingdom is played, and could potentially become a strong trasher in Kingdoms with multiple Attack cards.  The trashing ability makes sense with the prospect of junking attacks, while the draw-to-X ability is helpful against handsize attacks.  If there are no Attack cards in the Kingdom, Veteran can still be useful a Peddler if played from a hand of five cards, and the draw-to-X ability could make it better than a Peddler if played from a hand of four cards or fewer.  By the way, I am assuming that the intent is that you can choose to trash up to as many cards from your hand as there are tokens on the Wounded mat (rather than having to choose to trash either three cards or none if there are 3 tokens on the mat).

Iron Throne is an interesting Throne Room variant with similarities to Herald.  I like that it can play both Actions and Treasures as that increases the chances that it will do something when played and could lead to some interesting interactions with Kingdom Treasures.  It gets stronger as supply piles run out and can be quite explosive especially if paired with deck inspectors or cards that let you top-deck other cards.  It also allows you to potentially play a card you’ve gained twice if you’ve drawn your deck.  Without deck inspection or top-decking, Iron Throne could have the same kind of awkwardness that you get with Golem. The card won’t do anything if you happen to draw it when your deck and discard pile are empty, or it can whiff if you reveal a non-Action or non-Treasure.  And then there’s also the drawback of revealing a card that you don’t really want to play twice.  It’s not an easy card to price, but I think $5 seems fine. I don’t think it would be an automatic buy in every Kingdom, which is perfectly fine and actually makes it more interesting.     

Boundary Marker is similar to Bridge except it is non-terminal, which makes it quite strong.  It also comes with an on-gain ability whereby you can choose to keep it on your Tavern mat to score extra VP when you start greening.  The more empty supply piles there are, the more you can score.  The card stays in either your deck or your Tavern mat, so it creates a dilemma when you gain it of whether you want to have a strong cost-reduction card in your deck or you want something that eventually scores you points without clogging up your deck like most green cards.  If you play a Boundary Marker, any Boundary Markers on your Tavern mat will not score points if you buy a Duchy, so you need to be mindful of that as well.  Without play-testing, it’s hard to say if both modes are balanced, but I like the overall concept and there are some interesting ideas here. 

Community is an alt-VP card that cares about empty piles.  I like the overall balance and simplicity here. The card has a variable cost based on the number of empty piles, which is a good design choice.  If you’re reasonably certain that the game will end on piles rather than Provinces, gaining them early will allow you to have a card worth at least 6VP at the end of the game at a discount. However, the timing of when to gain it is not always obvious as you also have to deal with having green in your deck.  Community also provides a preferable alternative to Duchy-dancing, which will provide a different endgame experience. 

Brewery is a very unique and interesting Event that provides Copper-thinning and payload.  The more players use it, the higher the payload.  It may be fun to try and construct a deck that uses Brewery for payload; ideally, if you’re able to draw your deck, then you want no more than 5 Coppers in it.  However, I don’t know how reliable such a deck would be on most boards and it also could be slow to get going especially at low player counts.  The main utility here seems to be as payload, but I wonder if buffing the Copper-thinning ability could add an extra dimension.  For example, if players weren’t restricted to putting just one Copper they have in play onto Brewery but could put as many as they wanted from play, they could thin their deck faster at the expense of making the Event stronger for their opponents.     

Ram is an interesting twist on Forager that gains copies of itself.  Unlike Forager, it only produces coin if there are Rams in the trash, and so early in the game it is unlikely to provide any economy.  In theory, a Ram could produce up to $9 when played; however, that requires having 9 Rams in the trash and having the last one in hand. Trashing a Ram provides you with immediate payload and let’s you draw a card, at the expense of removing a payload card from your deck and activating your opponents’ Rams. I love the interesting micro-decisions that this creates in terms of when to buy them and when to trash one if they collide.  It's a great design overall.

Study is a Lab+ when activated that cares about whether its Supply pile is empty.  The first time you play a Study during a turn, you get +1 Buy which could help you gain more Studies.  It’s almost an inverse of Lackeys; spamming Studies is likely to clog your deck with terminal Actions early in the game, but will dramatically improve your deck once activated.  In a 2-player game, the decision to go for these may be a gamble if your opponent doesn’t mirror you, so I think it does present an interesting strategic choice.  At higher player counts, I believe the decision may be more straightforward as they are more likely to get activated.


Centurion is a weak trasher and emulator that cares about how many differently named cards there are in the trash.  As mxdata points out, in most Kingdoms, it is likely to become as strong as Band of Misfits.  In Kingdoms with Shelters or Ruins, it is likely to become as strong as an Overlord.  The card looks fun, but there would be a potential issue in Kingdoms with no other trashers, as in such cases Centurion would be far too expensive and slow to set up.

Tribulation is a Project that cares about empty supply piles.  At a cost of $6, it will allow you to emulate 1-2 (or potentially more, in games with Fleet) cards from the supply at the start of your turn.  It’s not a Project you are likely to invest in early in the game because of the opportunity cost since by design, it is likely to be activated later in the game.  This presents an interesting decision of whether or not to buy it once there is at least one empty supply.  Playing a pseudo-Captain at the start of each turn is great, but it won’t always be an obvious choice depending on the state of the game.

Laser Army is a cool Attack card that starts off as a regular Smithy, but is permanently upgraded into a Curser if a player reveals a Gold from their hand after playing Laser Army.  The downside of the card is that it does take a bit of work to set up (requires purchasing both Laser Army and a Gold and then colliding them), after which the card becomes activated for opponents as well.  This isn’t too different in principle from other cards of this nature, but in this case, I don’t know if there is sufficient incentive to buy unactivated Laser Armies unless it is the only source of draw.   

Refurbish is an interesting Remodel variant that cares about how many copies of itself are in the trash.  The card starts off worse than Remodel, as it will only allow you to gain a card costing $1 more than the trashed card.  You could theoretically trash a Copper or Curse to gain a Province if there are sufficient Refurbishes in the trash, but that would take a lot of work to set up.  It could be frustrating if you are unable to get your Refurbishes to collide for the first time, so you may only want to add more of them to your deck once it is under control.  Like with Laser Army, I’m not sure if this gets the balance right between the investment required to activate them and the eventual payoff. 

Hunter is an interesting draw card that can also trash itself to gain a more expensive card.  Hunter cares about empty supply piles and not only draws more if there are more empty supply piles, but it has a variable cost which means it can be trashed to gain even better cards.  When there are two empty supply piles, I think more often than not, you will be at the stage of the game where it would make sense to trash your Hunters into Duchies.  I think the choice of trashing Hunters early in the game in order to gain an engine piece, or to keep them in your deck in the hope that they will get more powerful is an interesting one.  I like the versatility of the card, and you may still want to buy them in games where you don’t expect any supply pile other than Provinces to run out.

Like pubby’s Revolution, Forest Witch is activated once the Villagers placed on its pile during set-up are emptied.  Prior to activation, Forest Witch provides +$2, +1 Buy, and +1 Villager, which is not too shabby at a cost of $5.  Once the Villagers on its pile run out, it becomes a strictly better version of Coven.  I think the activation occurs too soon (in a 2-player game, it will take 4 plays of Forest Witch to activate them), so perhaps it may need to be tweaked to make it less centralizing.

Barter Town is a unique take on trashing & sifting.  It lets you trash a card from your hand then draw a card per card in the trash that shares the same card type as you have trashed.  The card is more likely to benefit from trashing Treasures or Ruins than Estates, as the former are likely to have more differently named cards of the same type in the trash.  The card trashes before it sifts, so like Junk Dealer it can be awkward to play with if you run out of junk in your deck.  It would be more attractive if it let you sift before trashing, but I don’t know if that would make it overpowered.

Theatre is a great antidote for weak Kingdoms.  The card seems quite balanced due to its variable cost.  If there are no draw cards in the Kingdom, it will become a Lab.  In Kingdoms without a village or source of +Buy, Theatre will double as a Worker’s Village.  In rare Kingdoms that lack a village, draw cards, and a source of +Buy, Theatre will be a Lost City that also provides +Buy at a fair price of $6.  Theatre can also be upgraded when certain piles run out; for instance, Theatre will gain +Action once all the villages run out in the supply.  In Kingdoms where there are villages, cards that give +2 cards, and +Buy, Theatre will just be a cantrip at the start, so in those cases you may want to pick them up before they are activated if you think the cards that provide draw will run out.  I feel like the activation due to empty supply piles will be more relevant at higher player counts than at two players.  I also don’t know that it necessarily makes the game more interesting to have Theatre as "insurance" in case certain cards run out.  Nevertheless, I like the versatility of the card and still think it’s a good design.

Reconstruction is a nice, versatile card that is activated as soon as the Ruins pile runs out, at which point it can play up to two Ruins from your Exile mat.  There may be some randomness that may not be everyone’s cup of tea.  For instance, if only one player ends up with 2 Ruined Libraries on their Exile mat, their Reconstructions will likely be much stronger than their opponents’.  Likewise, a player that ends up with a wider variety of Ruins will likely have an advantage over a player that only ends up with Survivors and Ruined Villages on their Exile mat.  A version that puts the Ruins on a communal mat or in the trash would mitigate the randomness, but I think it’s still quite intriguing in its current form. 

Beginner is a Remodel variant that cares about empty supply piles.  If there are no empty supply piles, it will be a regular Remodel.  But with each empty supply pile, you get to gain a copy of the card you remodeled into.  It’s a neat idea, but I wonder if some restrictions are warranted.  With one empty supply pile, for instance, you could trash a Province or a $6-cost card to gain 2 Provinces.  With two empty supply piles, you could do the same to gain 3 Provinces without much effort.

Borough is part of a split pile cares about whether there are copies of itself in the supply and if its supply pile is empty.  Borough combines draw-to-X and +Cards in an interesting fashion.  It transitions from Necropolis+ when there are still copies of itself in the supply, to a Village+ when it runs out but there are still Town Halls in the supply, to a Lost City+ when the supply pile runs out.  While Borough provides +Actions and draw, Town Hall provides payload.  I think the revised version is a lot more balanced than the original one; even though Town Hall still has the potential to provide a crazy amount of coin for how cheap it is.  I like the overall concept, and it looks fun to play with, but I think the cost of Town Hall may need to be tweaked. 

Voyager/Old Sapphire is the second split pile submission in this week’s contest.  At a cost of $3, Voyager provides +1 Villager and +1 Coffers, and gives you the option to trash a non-Victory card from the supply.  Once copies of itself run out, you can also use it to gain an Old Sapphire.  Old Sapphire itself will give you +2 Coffers, and once the supply pile runs out it will also provide +1 Buy and +$1, which makes it strictly better than Gold at this point.  The main issue I have is how quickly this pile can run out and for the cards to be activated.  Voyager is cheap (you could buy two of them before your first shuffle if they are still available), there are only 5 of them in the supply, and they can trash other Voyagers from the supply; therefore, it won’t take long for Old Sapphires to be uncovered.  And once they are, players don’t need to buy them; they can just gain them using Voyagers. 

Thieves Guild is a Night-Duration card that cares about Supply piles with 5 or fewer cards left.  The obvious comparison is Den of Sin, but Thieves Guild starts out extremely weak (essentially providing no duration-draw at all if you gain it prematurely) but could potentially provide plenty of duration-draw in games with lots of gains.  Keeping track of Supply piles with 5 or fewer cards is a bit more cumbersome than keeping track of empty supply piles, but could be done using tokens IRL.  Given how weak it is at the start of the game, it makes sense to power it up each time any supply pile has five or fewer cards rather than when they are completely empty, but I can’t tell how balanced it will end up being or how well it scales at different player counts.  There will be some Kingdoms where this card could be an absolute beast and I would find the prospect of playing with it quite exciting, but there may be some where it takes time for it to start being worthwhile (and as a Duration card, it will not do anything for you in the turn that you play it so you may not want to buy this late in the game).  It’s fine for a card not to be strong in every kingdom, but I think the base version of this needs to be buffed somehow.     

Bond is a Kingdom treasure that becomes activated when it is in play, and the active player buys a card costing more than Bond.  You could potentially have more than one in play and upgrade them more than once with a single buy, which I think is cool.  It’s an interesting and novel concept, but I think even the revised version may still be a bit too weak.  Given that it starts off providing only +$1, it’s quite possible that the first few times players have this in play that they are unable to hit $5.  I think the concept is innovative and has potential, but I would consider pricing it at $3. 

Pirate Fleet is an Attack card that makes your opponents trash a Silver from their hand.  Then, you can choose to either add a token to a communal Fleet Mat or gain $ based on the number of tokens per player on the Fleet Mat.  The Attack can significantly disrupt your opponent’s upcoming turn, but one can play around Pirate Fleet by choosing not to buy Silvers.  This may not be ideal in certain Kingdoms, but there are others where you would not be buying them anyway.  Even in games where you open with a Silver and your opponent opens with a Pirate Fleet, I think your odds are slightly better than 50% that your opponent’s Pirate Fleet misses on T3 or T4, so I don’t know that opening with Pirate Fleet is better than opening with Silver.  Increasing the amount of payload that Pirate Fleet provides can be slow, and once it is sufficiently powered up, any player can buy it.     


Honourable Mentions (in no particular order): Gubump's Young Hero, pubby's Revolution, segura's Iron Throne, gambit05's Hunter, DunnoItAll's Reconstruction, and grep's Borough/Town Hall

Runner-up: scolapasta's Community

WINNER: 4est's Ram

Logged

DunnoItAll

  • Thief
  • ****
  • Offline Offline
  • Posts: 97
  • Respect: +127
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #124 on: May 09, 2021, 09:04:12 am »
+3

Great contest, and the winner is the one I would've picked, too.  Very interesting card.  Definitely going to play with it.
Logged

4est

  • Duke
  • *****
  • Offline Offline
  • Posts: 374
  • Shuffle iT Username: 4est
  • Respect: +1455
    • View Profile
Re: Weekly Design Contest #113: Power Up!
« Reply #125 on: May 09, 2021, 11:05:53 am »
+2

Thanks Timinou for this week's challenge and the thorough feedback. It was a fun one to design for and I'm honored to have been picked the winner out of so many really creative entries this week!

I'll post the next challenge in a new thread later today.
Logged
Pages: 1 2 3 ... 6 [All]
 

Page created in 0.173 seconds with 21 queries.