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Author Topic: Weekly Design Contest 119: Triple Threat  (Read 9232 times)

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AJL828

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Weekly Design Contest 119: Triple Threat
« on: June 24, 2021, 11:19:11 am »
+6

Weekly Design Contest 119: Triple Threat

When it comes to Dominion, I love the flashy stuff. Take out all the non-Supply things, bring out all the mats, gather all the multi-type cards (this is probably a large part of why I love Nocturne so much :P )
With that being said, there aren't a ton of official cards with many types. Sure a lot of them have 2, but there are significantly less with 3. (only 30?) Let's fix that shall we?

Design a Kingdom Card that uses exactly three types.
Edit: By “Kingdom Card” I mean specifically “one of the 10 cards you select for a game.” This does not include non-Supply piles such as Prizes, Traveller upgrades, Spirits, etc

A couple points of clarification:
- Each type should be meaningful and be relevant in games fairly often (a counter-example to this would be a Reaction that lets you play it from your hand when an opponent buys an Action costing $7 or more, there are only 7 of these total so it would not be relevant very often)
- Fan-made card types are allowed, but you must provide a brief explanation of the type's significance in your post

Judging:
- Submissions for this WDC will be open until 10 PM EST on Thursday July 1st. I'll try to have the results posted 24 hours or so after that.
- I will judge based on how fun and balanced the card looks to me. Strong (but not OP) cards and cards with lots of synergies will get a higher score than weaker, very niche cards.

Alright that's all from me for now! Have fun designing!
« Last Edit: June 27, 2021, 01:14:59 am by AJL828 »
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Re: Weekly Design Contest 119: Triple Threat
« Reply #1 on: June 24, 2021, 03:08:22 pm »
+1

That's kind of incredible in a way. This was exactly the next contest I planned on doing as well! So I'm glad to see that. I will definitely send a submission soon enough. :)
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Doom_Shark

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Re: Weekly Design Contest 119: Triple Threat
« Reply #2 on: June 24, 2021, 06:57:29 pm »
+1



Quote
Extortionist
Action - Attack - Reserve
+
+1 Buy

Each other player gains a curse to their hand. Put this on your tavern mat.

When another player gains a card costing or more, you may call this to gain a Gold.

Edit: Fixed a typo, added image
« Last Edit: June 29, 2021, 11:06:44 pm by Doom_Shark »
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kru5h

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Re: Weekly Design Contest 119: Triple Threat
« Reply #3 on: June 24, 2021, 08:39:03 pm »
+1

Since using your own types is allowed, I assume that using your own new mechanics is allowed.

Caltrops


Jinx Tokens
Whenever you have 6 or more Jinx tokens, you return 6 and gain a Curse.

mxdata

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Re: Weekly Design Contest 119: Triple Threat
« Reply #4 on: June 24, 2021, 10:09:58 pm »
+1

That's kind of incredible in a way. This was exactly the next contest I planned on doing as well! So I'm glad to see that. I will definitely send a submission soon enough. :)

Same actually!  Well, "three or more" was what I was thinking, but I suspect most entries to such a contest would be 3 types anyways
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exfret

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Re: Weekly Design Contest 119: Triple Threat
« Reply #5 on: June 25, 2021, 02:08:38 am »
0

Extortionist
Action - Attack - Reserve [$5]
+$2
+1 Buy

Each other player gains a curse to thier hand. Put this on your tavern mat.

When another player gains a card costing [$4] or more, you may call this to gain a Gold.

I almost missed the call line; maybe you could see about making it not as long?  :P
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exfret

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Re: Weekly Design Contest 119: Triple Threat
« Reply #6 on: June 25, 2021, 02:27:29 am »
+2

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Aquila

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Re: Weekly Design Contest 119: Triple Threat
« Reply #7 on: June 25, 2021, 04:08:44 am »
+6


Quote
Warden - Action Duration Reaction, $5 cost.
+1 Action
Now and at the start of your next turn: +2 Cards, then put a card from your hand onto your deck.
-
When another player plays an Attack card, you may play this from your hand.
Caravan variant that can defend against Attacks in new ways, like hide something from a Pillage, reduce the chances of a Knight hitting something, tell a Jester what to do, carry a card over to the next hand Minion gives you, or soften Militia by keeping a card safe on the deck to draw next turn.
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Re: Weekly Design Contest 119: Triple Threat
« Reply #8 on: June 25, 2021, 04:25:50 am »
+2

This entry is using some more obscure types.


Quote
Legate - $4
Action/Command/Gathering

If there are less than 3VP on the Legate pile, add 1VP to the Legate pile and play a non-Command Action from the supply, leaving it there.
-
When you gain this, take the VP from the Legate pile.
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exfret

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Re: Weekly Design Contest 119: Triple Threat
« Reply #9 on: June 25, 2021, 04:53:23 am »
0

This entry is using some more obscure types.


Quote
Legate - $4
Action/Command/Gathering

If there are less than 3VP on the Legate pile, add 1VP to the Legate pile and play a non-Command Action from the supply, leaving it there.
-
When you gain this, take the VP from the Legate pile.

Darnit, the competition is getting pretty tough this week.  ;)
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NoMoreFun

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Re: Weekly Design Contest 119: Triple Threat
« Reply #10 on: June 25, 2021, 08:49:50 am »
0

Sneak
Action/Duration/Reaction - $4
+2 Cards
At the start of your next turn, +1 Action
____
At the start of any Buy phase, if the current player has one or fewer cards in play, you may play this from your hand.

Edit: Removed the Heirloom and changed the reaction trigger.
« Last Edit: June 30, 2021, 07:46:48 am by NoMoreFun »
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Re: Weekly Design Contest 119: Triple Threat
« Reply #11 on: June 25, 2021, 09:07:54 am »
0

Extortionist
Action - Attack - Reserve [$5]
+$2
+1 Buy

Each other player gains a curse to thier hand. Put this on your tavern mat.

When another player gains a card costing [$4] or more, you may call this to gain a Gold.

I almost missed the call line; maybe you could see about making it not as long?  :P

I'm not quite sure what you mean by that, can you elaborate?
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MochaMoko

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Re: Weekly Design Contest 119: Triple Threat
« Reply #12 on: June 25, 2021, 12:31:52 pm »
0

Sneak
Action/Duration/Reaction - $4
+2 Cards
At the start of your next turn, +1 Action
____
At the start of another player's turn, you may play this from your hand
Heirloom: Torch

Torch
Treasure/Attack/Heirloom - $2
Worth $1
Each player (inlcuding you) with 6 or more cards in hand may discard their hand and draw 4 cards, your choice. If you discarded your hand, +$3.

Torch is not really an attack, because it doesn't do anything bad that the other players can't control. If a player doesn't want to discard their hand, they just decline, simple. Also I understand that Sneak is trying to make it so that people can have 6 cards in hand on your turn, but I don't really like that it depends on being in your starting hand to get the benefit. Well, more importantly, the trigger time seems confusing (it is well defined, but it's still a head scratcher). Maybe it's not as big of a deal as I'm making it.
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mxdata

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Re: Weekly Design Contest 119: Triple Threat
« Reply #13 on: June 25, 2021, 12:47:59 pm »
0

Sneak
Action/Duration/Reaction - $4
+2 Cards
At the start of your next turn, +1 Action
____
At the start of another player's turn, you may play this from your hand
Heirloom: Torch

Torch
Treasure/Attack/Heirloom - $2
Worth $1
Each player (inlcuding you) with 6 or more cards in hand may discard their hand and draw 4 cards, your choice. If you discarded your hand, +$3.

Torch is not really an attack, because it doesn't do anything bad that the other players can't control. If a player doesn't want to discard their hand, they just decline, simple. Also I understand that Sneak is trying to make it so that people can have 6 cards in hand on your turn, but I don't really like that it depends on being in your starting hand to get the benefit. Well, more importantly, the trigger time seems confusing (it is well defined, but it's still a head scratcher). Maybe it's not as big of a deal as I'm making it.

Torch says "your choice", indicating that the person who plays it decides whether the discard happens.  However, the biggest issue is "6 or more cards".  In most games, other players are only going to have 5 cards in their hand when you play this, meaning that most of the time they'll be immune to the attack
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Re: Weekly Design Contest 119: Triple Threat
« Reply #14 on: June 25, 2021, 12:56:11 pm »
+3

This is a split pile with 3 copies of each card in ascending cost order or 2 copies of each if your playing 2 player.




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mxdata

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Re: Weekly Design Contest 119: Triple Threat
« Reply #15 on: June 25, 2021, 03:00:27 pm »
0

Sneak
Action/Duration/Reaction - $4
+2 Cards
At the start of your next turn, +1 Action
____
At the start of another player's turn, you may play this from your hand
Heirloom: Torch

Torch
Treasure/Attack/Heirloom - $2
Worth $1
Each player (inlcuding you) with 6 or more cards in hand may discard their hand and draw 4 cards, your choice. If you discarded your hand, +$3.

Torch is not really an attack, because it doesn't do anything bad that the other players can't control. If a player doesn't want to discard their hand, they just decline, simple. Also I understand that Sneak is trying to make it so that people can have 6 cards in hand on your turn, but I don't really like that it depends on being in your starting hand to get the benefit. Well, more importantly, the trigger time seems confusing (it is well defined, but it's still a head scratcher). Maybe it's not as big of a deal as I'm making it.

Torch says "your choice", indicating that the person who plays it decides whether the discard happens.  However, the biggest issue is "6 or more cards".  In most games, other players are only going to have 5 cards in their hand when you play this, meaning that most of the time they'll be immune to the attack

Okay, I missed that Torch would increase the likelihood of your opponent having 6 cards, but even then it's still a weak interaction.  It's dependent on your opponent having Sneak in hand and choosing to play it when you have Torch.  In multiplayer, the most sensible option would be to play it at the start of the person to your right's turn, so that even when the attack does work, it would rarely hit more than one person

I'd suggest turning Sneak into a Night-Duration card "+1 Card at the end of this turn. +1 Action at the start of your next turn".  That's only two types, but the heirloom still has three types. The contest rules don't specify whether in cases like heirlooms and split piles all cards have to have three types or just at least one, so I don't know if that version would qualify. Or, alternately, use Minion's attack and make it "5 or more cards", so that you're not dependent on your opponent playing Torch and leaving Sneak unchanged
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Re: Weekly Design Contest 119: Triple Threat
« Reply #16 on: June 25, 2021, 04:29:31 pm »
+1

Greedy Blacksmith
$4
Action - Duration - Attack
Until your next turn, the first time each other player plays a Silver or Gold, it makes $1. At the start of your next turn, +2 Cards.

It would need a ShuffleIT auto play, "Play all treasures plays Silver before Gold."
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Re: Weekly Design Contest 119: Triple Threat
« Reply #17 on: June 25, 2021, 06:53:11 pm »
+3

A simple attack with a delayed Artisan and a Contraband effect.

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Re: Weekly Design Contest 119: Triple Threat
« Reply #18 on: June 25, 2021, 07:03:26 pm »
+1


Quote
Altruist • $5 • Action - Duration - Night
If it's your Action phase, +1 Buy.

Until the end of your next turn, when you buy a card, gain a cheaper card that shares a type with it.

Haggler that can let you get the province-duchy combo. Non-terminal if you want the effect next turn only.
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Re: Weekly Design Contest 119: Triple Threat
« Reply #19 on: June 25, 2021, 07:50:56 pm »
0


Quote
Altruist • $5 • Action - Duration - Night
If it's your Action phase, +1 Buy.

Until the end of your next turn, when you buy a card, gain a cheaper card that shares a type with it.

Haggler that can let you get the province-duchy combo. Non-terminal if you want the effect next turn only.

How did you get the left-right split effect?
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mxdata

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Re: Weekly Design Contest 119: Triple Threat
« Reply #20 on: June 25, 2021, 08:26:08 pm »
0


Quote
Crown Prince
Night - Duration - Reaction
$5
Set aside an Action card from your hand (on this). At the start of your next turn, play that card twice.
-
When you gain an Action card, you may discard this to set that card aside, playing it at the start of your next turn.

The on-play effect is essentially a delayed throne room, played at Night, and thus non-terminal.  Useful if you run out of Actions, or if you have an Action card that wouldn't do much good this turn. The reaction is a weaker form for a gained Action card. Most commonly it would be used with cards you buy, or that you gain in other ways during your turn, but the reaction can also apply if you gain an Action card on someone else's turn, such as your opponent buying Bargain, or gaining an Action card from your opponent's play of Swindler

I went through several different versions, using different reactions, until I settled on this one. One version was "When you gain an Action card other than during your Action phase, you may reveal this to put that card into your hand.", which would allow you to use the on-play effect right away if gained during your Buy or Night phase, and would've comboed really nicely with Villa or Cavalry's ability to return you to your Action phase, letting you play newly-bought Action cards right away.  But, that seemed way too strong.  I also tried out "When you gain an Action card on your turn, you may discard this to play that card immediately.", but it felt inconsistent to have the reaction let you play the card immediately, while the on-play effect was delayed till the next turn, and also doesn't work as well for Actions gained outside of your Action phase, especially Night-gained cards

Sleigh would make a nice combo with this. Use Sleigh's reaction to put a card you bought into your hand, then Crown Prince it.  Especially nice with expensive Action cards like King's Court or Hunting Grounds

I'm really not sure of the price.  The above-the-line part by itself would probably be fair at $3.  Throne Room is $4, and this is delayed, so by the same logic of Mastermind being cheaper than King's Court, it should probably be cheaper.  The reaction makes it stronger though, since you get to play a new Action card on the very next turn.  Topdecking cards already allow you to do that, but this allows you to do it non-terminally and without taking up a slot in the hand - similar to topdecking + playing Ghost Town.  Is $4 enough, or should it be bumped up to $5?

EDIT: Changed to $5, the reaction makes it too strong, I think, to cost $4
« Last Edit: June 26, 2021, 07:10:07 pm by mxdata »
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spineflu

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Re: Weekly Design Contest 119: Triple Threat
« Reply #21 on: June 25, 2021, 08:44:56 pm »
+1


Quote
Altruist • $5 • Action - Duration - Night
If it's your Action phase, +1 Buy.

Until the end of your next turn, when you buy a card, gain a cheaper card that shares a type with it.

Haggler that can let you get the province-duchy combo. Non-terminal if you want the effect next turn only.

How did you get the left-right split effect?

gradient mask in photoshop for the gradient blend (more or less how the shuffleit client does it when you have mill + capitalism in the same game); i cut/pasted the night coloration text.
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MochaMoko

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Re: Weekly Design Contest 119: Triple Threat
« Reply #22 on: June 25, 2021, 10:00:20 pm »
0

Torch says "your choice", indicating that the person who plays it decides whether the discard happens.  However, the biggest issue is "6 or more cards".  In most games, other players are only going to have 5 cards in their hand when you play this, meaning that most of the time they'll be immune to the attack

Ah, sorry, I didn't catch those words. I suggest getting rid of "may" then; it sounded like it was the other players' choice. Or maybe something like, "You may have any players (including you) with 6 or more cards in hand discard their hand and draw 4 cards. Just throwing something out there.

[Strongholds]

Just some more wording nitpicks:
You don't need to say the "but not less than ⓪" parenthetical anymore. New printings got rid of that, and it's just an established rule.
I'd also just say "You may play a Stronghold from your hand." Yes this means that some Castles, Mill, and Nobles, and Distant Lands, and Inheritance Estates and maybe some others I'm missing can't be played, but I prefer the simpler wording. If you really want those to work together with Strongholds, then that's your judgment, and that's fine.
Also since I've typed this much already, you've got "an Estate" spelled wrong in Stately Stronghold.
I like the Castley feel! I have no idea how strong this pile is, but my instinct tells me it's decently sweet. They actually do sorta useful things, and they chain with each other.
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NoMoreFun

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Re: Weekly Design Contest 119: Triple Threat
« Reply #23 on: June 26, 2021, 01:02:47 am »
0

Sneak
Action/Duration/Reaction - $4
+2 Cards
At the start of your next turn, +1 Action
____
At the start of another player's turn, you may play this from your hand
Heirloom: Torch

Torch
Treasure/Attack/Heirloom - $2
Worth $1
Each player (inlcuding you) with 6 or more cards in hand may discard their hand and draw 4 cards, your choice. If you discarded your hand, +$3.

Torch is not really an attack, because it doesn't do anything bad that the other players can't control. If a player doesn't want to discard their hand, they just decline, simple. Also I understand that Sneak is trying to make it so that people can have 6 cards in hand on your turn, but I don't really like that it depends on being in your starting hand to get the benefit. Well, more importantly, the trigger time seems confusing (it is well defined, but it's still a head scratcher). Maybe it's not as big of a deal as I'm making it.
  However, the biggest issue is "6 or more cards".  In most games, other players are only going to have 5 cards in their hand when you play this, meaning that most of the time they'll be immune to the attack

Sorry if it wasn't clear, but the premise of Sneak is that you can play it non terminally at the start of other players turns, but it puts you at risk from discard attacks including Torch (and every player has a Torch).
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mxdata

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Re: Weekly Design Contest 119: Triple Threat
« Reply #24 on: June 26, 2021, 04:07:52 am »
0

Sneak
Action/Duration/Reaction - $4
+2 Cards
At the start of your next turn, +1 Action
____
At the start of another player's turn, you may play this from your hand
Heirloom: Torch

Torch
Treasure/Attack/Heirloom - $2
Worth $1
Each player (inlcuding you) with 6 or more cards in hand may discard their hand and draw 4 cards, your choice. If you discarded your hand, +$3.

Torch is not really an attack, because it doesn't do anything bad that the other players can't control. If a player doesn't want to discard their hand, they just decline, simple. Also I understand that Sneak is trying to make it so that people can have 6 cards in hand on your turn, but I don't really like that it depends on being in your starting hand to get the benefit. Well, more importantly, the trigger time seems confusing (it is well defined, but it's still a head scratcher). Maybe it's not as big of a deal as I'm making it.
  However, the biggest issue is "6 or more cards".  In most games, other players are only going to have 5 cards in their hand when you play this, meaning that most of the time they'll be immune to the attack

Sorry if it wasn't clear, but the premise of Sneak is that you can play it non terminally at the start of other players turns, but it puts you at risk from discard attacks including Torch (and every player has a Torch).

Yeah, I got that, I mentioned that in my second reply.  But I still feel like it's a rather weird, and weak, attack.  It's an attack that, in most games, will *only* apply to players who used Sneak.  And in multiplayer that will usually only apply to one person, because you can play Sneak at the start of any player's turn, the sensible thing to do, if you're going to use the reaction, would be to play it on the person immediately before you's turn, to minimize the risk of being hit by Torch's attack.  And if no one buys Sneak, then in most games, the attack will never actually apply
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majiponi

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Re: Weekly Design Contest 119: Triple Threat
« Reply #25 on: June 26, 2021, 11:20:59 am »
0

Quote
Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play you would discard from play this turn onto your deck.
---
2VP per a Prize you have.


2 additional card types in Prize pile.

This entry is withdrawn.
« Last Edit: June 27, 2021, 03:31:31 am by majiponi »
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Re: Weekly Design Contest 119: Triple Threat
« Reply #26 on: June 26, 2021, 12:21:15 pm »
+1

Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play onto your deck.
---
2VP per a Prize you have.


2 additional card types in Prize pile.

This should take a page from Improve and Scheme's books and say "put any number of cards you would discard from play this turn onto your deck." It's probably not a great idea to be able to topdeck Duration cards that were played this turn.
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Re: Weekly Design Contest 119: Triple Threat
« Reply #27 on: June 26, 2021, 07:22:22 pm »
+1

Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play onto your deck.
---
2VP per a Prize you have.


2 additional card types in Prize pile.

Small language issue, in addition to Gubump's comment: it should be just "per Prize", not "per a Prize"

The victory part seems a bit tacked-on to me.  Like, that's similar to King's Castle, but Castles are already victory cards, so it makes sense on that one.  Plus, the ability to scheme any number of cards already makes this incredibly powerful.  Once you get this, you can basically control what you draw for the entire rest of the game, since it would be able to topdeck itself in addition to whatever else it's topdecking - basically a one-card golden deck!  And since it's a Prize, only one person can own it.  This seems incredibly overpowered even without the VP.  I'd suggest putting some kind of limit on the top-decking
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majiponi

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Re: Weekly Design Contest 119: Triple Threat
« Reply #28 on: June 26, 2021, 07:44:41 pm »
0

Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play onto your deck.
---
2VP per a Prize you have.


2 additional card types in Prize pile.

Small language issue, in addition to Gubump's comment: it should be just "per Prize", not "per a Prize"

The victory part seems a bit tacked-on to me.  Like, that's similar to King's Castle, but Castles are already victory cards, so it makes sense on that one.  Plus, the ability to scheme any number of cards already makes this incredibly powerful.  Once you get this, you can basically control what you draw for the entire rest of the game, since it would be able to topdeck itself in addition to whatever else it's topdecking - basically a one-card golden deck!  And since it's a Prize, only one person can own it.  This seems incredibly overpowered even without the VP.  I'd suggest putting some kind of limit on the top-decking

I don't think that's true. In games using DCT, Followeres is always available. You have to discard a Province to gain a Prize, so you have to draw a Province again to gain Followeres to stop other players gaining it.
What do you discard if you have DCT when another player plays Followeres? DCT doesn't earn a single $. That's why I think DCT is not broken.
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Re: Weekly Design Contest 119: Triple Threat
« Reply #29 on: June 26, 2021, 07:58:14 pm »
0

Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play onto your deck.
---
2VP per a Prize you have.


2 additional card types in Prize pile.

Small language issue, in addition to Gubump's comment: it should be just "per Prize", not "per a Prize"

The victory part seems a bit tacked-on to me.  Like, that's similar to King's Castle, but Castles are already victory cards, so it makes sense on that one.  Plus, the ability to scheme any number of cards already makes this incredibly powerful.  Once you get this, you can basically control what you draw for the entire rest of the game, since it would be able to topdeck itself in addition to whatever else it's topdecking - basically a one-card golden deck!  And since it's a Prize, only one person can own it.  This seems incredibly overpowered even without the VP.  I'd suggest putting some kind of limit on the top-decking

I don't think that's true. In games using DCT, Followeres is always available. You have to discard a Province to gain a Prize, so you have to draw a Province again to gain Followeres to stop other players gaining it.
What do you discard if you have DCT when another player plays Followeres? DCT doesn't earn a single $. That's why I think DCT is not broken.

You discard some other cards.  If your opponent has Followers, then you'll know, when topdecking, to make sure that there are two relatively disposable cards in the top 5.  If you've got a decent engine with decent draw, then you'll have a lot of cards that you can topdeck.  Make sure that the top 5 includes something that draws, and you can withstand Followers, or almost any other discard attack.  Especially since you get to choose the order that you're topdecking
« Last Edit: June 26, 2021, 08:00:26 pm by mxdata »
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Re: Weekly Design Contest 119: Triple Threat
« Reply #30 on: June 27, 2021, 12:09:58 am »
+1

Dream Comes True
cost $0* - Night - Prize - Victory
Put any number of cards from your play you would discard from play this turn onto your deck.
---
2VP per a Prize you have.


2 additional card types in Prize pile.

I’m trying to avoid making suggestions on cards (as it feels unfair if I don’t do it for everyone) but this card in its current form does not qualify for the contest, as it is not a Kingdom card.
Please let me know if the original rules are unclear because I assumed people would interpret “Kingdom Card” as “one of the 10 cards you select” and not include non-Supply cards such as Prizes. If it is unclear I will update the original post.
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Re: Weekly Design Contest 119: Triple Threat
« Reply #31 on: June 27, 2021, 12:31:11 am »
0

this card in its current form does not qualify for the contest, as it is not a Kingdom card.

I totally skipped over that part in your prompt. My only thought is maybe including a reminder of what qualifies as a kingdom card?
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Re: Weekly Design Contest 119: Triple Threat
« Reply #32 on: June 27, 2021, 01:15:35 am »
0

this card in its current form does not qualify for the contest, as it is not a Kingdom card.

I totally skipped over that part in your prompt. My only thought is maybe including a reminder of what qualifies as a kingdom card?

Thanks for the input, I’ve updated the original post for this.
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Re: Weekly Design Contest 119: Triple Threat
« Reply #33 on: June 27, 2021, 02:45:21 am »
+3


Pillow
Treasure - Night - Reserve - $5
If it's Night phase, put this
on your Tavern mat. Otherwise,
$2
-
At start of your Buy phase,
you may call this to play it.
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Re: Weekly Design Contest 119: Triple Threat
« Reply #34 on: June 27, 2021, 09:20:34 am »
0

Extortionist
Action - Attack - Reserve [$5]
+$2
+1 Buy

Each other player gains a curse to thier hand. Put this on your tavern mat.

When another player gains a card costing [$4] or more, you may call this to gain a Gold.

I almost missed the call line; maybe you could see about making it not as long?  :P

I'm not quite sure what you mean by that, can you elaborate?

I mean, the line separating "When you call this" from the rest of the text spanned the full page, so I assumed the post ended before then and was really confused why it was a reserve card.
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Re: Weekly Design Contest 119: Triple Threat
« Reply #35 on: June 27, 2021, 11:54:43 am »
+3


Pillow
Treasure - Night - Reserve - $5
If it's Night phase, put this
on your Tavern mat. Otherwise,
$2
-
At start of your Buy phase,
you may call this to play it.


This seems like a really convoluted way of designing a Treasure that is just +2 Coffers. I know Coffers are normally on Actions, not Treasures, but it basically works that way here.

Granted, +2 Coffers is slightly more flexible than this card because here you have to spend them both on the same turn.
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Re: Weekly Design Contest 119: Triple Threat
« Reply #36 on: June 27, 2021, 02:19:30 pm »
+1


Pillow
Treasure - Night - Reserve - $5
If it's Night phase, put this
on your Tavern mat. Otherwise,
$2
-
At start of your Buy phase,
you may call this to play it.[/size]

This seems like a really convoluted way of designing a Treasure that is just +2 Coffers. I know Coffers are normally on Actions, not Treasures, but it basically works that way here.

Granted, +2 Coffers is slightly more flexible than this card because here you have to spend them both on the same turn.
Pillow is actually very different from Coffers because you can't play it again until you've spent the coins, so it prevents the stockpiling issue that would make a "+2 Coffers" Treasure unfeasible.
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Re: Weekly Design Contest 119: Triple Threat
« Reply #37 on: June 27, 2021, 02:19:51 pm »
+3


Quote from: MochaMoko
Barrows
⑤ Action - Duration - Victory
At the start of each of your
Buy phases for the rest of the
game, set aside a card from
your hand face up (on this).
(This stays in play.)
-
Worth 2 VP per Action card set
aside by this at end of game.


Hey there, fella! Do you want to build a pyramid? Stack a bunch of junk in a heap, put some Action cards in, bake for 15 minutes, serve chilled!
Oh, it doesn't look the way I imagined it to. Well I hope it's tasty enough.

FAQ: You must put a card on Barrows if you can. A copy of Barrows also only counts the Actions that it itself has set aside; you can't buy Colonies for ⑤ all of a sudden, sorry mate. And anyone may look through your set-aside-by-Barrows piles. It's kind of disrespectful to dig through other people's graves though.
If you set aside a Barrows on a Barrows, the Barrows you have in play is worth 2 VP more. The Barrows you have set aside on it is worth 0 VP, because it has not set aside any Action cards.

You might be reminded of Cathedral. Barrows keeps the cards yours, so feel free to put in your Provinces and other cards that you want for scoring purposes. It also triggers at the start of your Buy phase, so you aren't hampered by the limited options your starting hand offers you. I expect it will be much more pleasant to play with than Cathedral later on, but less pleasant than Cathedral early on, because you actually have to draw a card and play it to get cooking. And, well, it costs ⑤.

EDIT: Cost changed from ④ to ⑤.
« Last Edit: June 28, 2021, 09:20:52 pm by MochaMoko »
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Re: Weekly Design Contest 119: Triple Threat
« Reply #38 on: June 27, 2021, 02:56:07 pm »
0


Pillow
Treasure - Night - Reserve - $5
If it's Night phase, put this
on your Tavern mat. Otherwise,
$2
-
At start of your Buy phase,
you may call this to play it.


This seems like a really convoluted way of designing a Treasure that is just +2 Coffers. I know Coffers are normally on Actions, not Treasures, but it basically works that way here.

Granted, +2 Coffers is slightly more flexible than this card because here you have to spend them both on the same turn.

Yep, it's designed as +2 Coffers in a disguise (slightly worse as it misses reshuffle while stashed).
Not sure about the correct price, definitely stronger than a typical $4, but a bit too weak for $5 - maybe needs "+1 Buy" for offset
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Re: Weekly Design Contest 119: Triple Threat
« Reply #39 on: June 27, 2021, 03:22:14 pm »
+1


Quote from: MochaMoko
Barrows
④ Action - Duration - Victory
At the start of each of your
Buy phases for the rest of the
game, set aside a card from
your hand face up (on this).
(This stays in play.)
-
Worth 2 VP per Action card set
aside by this at end of game.


Hey there, fella! Do you want to build a pyramid? Stack a bunch of junk in a heap, put some Action cards in, bake for 15 minutes, serve chilled!
Oh, it doesn't look the way I imagined it to. Well I hope it's tasty enough.

FAQ: You must put a card on Barrows if you can. A copy of Barrows also only counts the Actions that it itself has set aside; you can't buy Colonies for ④ all of a sudden, sorry mate. And anyone may look through your set-aside-by-Barrows piles. It's kind of disrespectful to dig through other people's graves though.

You might be reminded of Cathedral. Barrows keeps the cards yours, so feel free to put in your Provinces and other cards that you want for scoring purposes. It also triggers at the start of your Buy phase, so you aren't hampered by the limited options your starting hand offers you. I expect it will be much more pleasant to play with than Cathedral later on, but less pleasant than Cathedral early on, because you actually have to draw a card and play it to get cooking. And, well, it costs ④.

Great idea, but looks OP to me, even without the VP bonus. Stashing cards at the buy phase (rather than at start of the turn) makes this much stronger than Cathedral, especially if you can build a cashless engine. With Ironworks it goes bonkers
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Re: Weekly Design Contest 119: Triple Threat
« Reply #40 on: June 27, 2021, 03:45:13 pm »
+5



Here's my submission this week. Stowaway is an old card of mine that I've updated a bit for this challenge (The original was an Action instead of a Night and could set aside any number of cards). A sort of mashup of Church and Ambassador, this lets you set aside up to three cards for next turn and gives your opponents a copy of one of them. Unlike Church/Ambassador, Stowaway doesn't help you thin at all, but it can stash away junk to keep shuffles cleaner while junking other players. As a Night card, it plays nice with terminal draw and saving dead drawn Actions, but you'll need to line it up with some junk too lest you give your opponent a good card. You're usually sending over Coppers or Estates, but it's got some of Ambassador's same tricks too (Cursing, pile control, handing out no longer needed Actions like Moneylender, or gifting a Province to end the game).   
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Re: Weekly Design Contest 119: Triple Threat
« Reply #41 on: June 27, 2021, 05:30:06 pm »
0

Great idea, but looks OP to me, even without the VP bonus. Stashing cards at the buy phase (rather than at start of the turn) makes this much stronger than Cathedral, especially if you can build a cashless engine. With Ironworks it goes bonkers
I was considering that this would probably be something like a must-buy for thinning, and if I made it too expensive, it would be hard to access. Forge is rather weak because it's so hard for it to trash by the time you've got it, but this one can line up with trash a lot easier than Forge can, though significantly slower at the fast end. Do you think Barrows would be better costing ⑤ or ⑥? I initially had it at ⑥, then put it down to ⑤, then down to ④ because I didn't want only ⑤/② openings to be able to open it.
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Re: Weekly Design Contest 119: Triple Threat
« Reply #42 on: June 27, 2021, 06:54:14 pm »
0


Quote from: MochaMoko
Barrows
④ Action - Duration - Victory
At the start of each of your
Buy phases for the rest of the
game, set aside a card from
your hand face up (on this).
(This stays in play.)
-
Worth 2 VP per Action card set
aside by this at end of game.


Hey there, fella! Do you want to build a pyramid? Stack a bunch of junk in a heap, put some Action cards in, bake for 15 minutes, serve chilled!
Oh, it doesn't look the way I imagined it to. Well I hope it's tasty enough.

FAQ: You must put a card on Barrows if you can. A copy of Barrows also only counts the Actions that it itself has set aside; you can't buy Colonies for ④ all of a sudden, sorry mate. And anyone may look through your set-aside-by-Barrows piles. It's kind of disrespectful to dig through other people's graves though.

You might be reminded of Cathedral. Barrows keeps the cards yours, so feel free to put in your Provinces and other cards that you want for scoring purposes. It also triggers at the start of your Buy phase, so you aren't hampered by the limited options your starting hand offers you. I expect it will be much more pleasant to play with than Cathedral later on, but less pleasant than Cathedral early on, because you actually have to draw a card and play it to get cooking. And, well, it costs ④.

Great idea, but looks OP to me, even without the VP bonus. Stashing cards at the buy phase (rather than at start of the turn) makes this much stronger than Cathedral, especially if you can build a cashless engine. With Ironworks it goes bonkers

The VP would be especially insane in a game with Ruins and extra buys.  Just keep buying up Ruins with your extra buys to build up the Barrows!
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Re: Weekly Design Contest 119: Triple Threat
« Reply #43 on: June 27, 2021, 07:02:01 pm »
0

So, if you've played two Barrows, you'd have to set aside a card on each?

And, what happens if you put a Barrows on top of another Barrows?
Yes, if you've played two Barrows, you'd have to set aside one card on each Barrows at the start of your Buy phase, if you can. Similarly, if you play a Barrows multiple times, you will have to put a card on that Barrows as many times as you played it.

Barrows only counts Action cards set aside by itself, not by other Barrows. So if a Barrows sets aside a Barrows, the set-aside Barrows is worth 0 VP, because no Actions have been set aside by it. The Barrows in play that you set aside the other Barrows on top of is worth 2 more VP. I've edited in an explanation in the original post as well.

If your Barrows leaves play (via Bonfire, basically), it is no longer worth VP. The set-aside cards stay set aside. That's a special rule that I'll have to make, because identifying Barrows from the trash would be impossible. I don't think there's any other way to remove Barrows from play. Sorry, but blame Bonfire. I could reword Barrows to be like, "Worth 2 VP per Action set aside by your Barrows if it's in play at end of game (Otherwise worth 0 VP)", but that's way too much text, unfortunately.
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Re: Weekly Design Contest 119: Triple Threat
« Reply #44 on: June 27, 2021, 09:15:10 pm »
+2

My Submission:


Quote from: Doppelgänger

DOPPELGÄNGER     $4
ACTION - NIGHT - REACTION
Trash this. If you did, gain a copy of any Action card in play. You may set the gained card aside. If you did, play it.


At the start of each other player's Night phase, you may play this from your hand.
                                                                                     
(Updated)

My submission is Doppelgänger. A riff on Changeling, it only gains Action cards, but immediately plays the card it gained. The three card types each provide an option for when it is played. It can be played during the Action phase, but it costs an Action (and players may not be able to play the Action they want duplicated and the Doppelgänger). If played during the Night phase it does not cost an Action (and all of the Action cards will have been played), but for most Action cards, playing them then will be of little to no benefit. It can even be played on an opponent's turn as a Reaction, allowing you to gain a copy of one of their Action cards (presumably gaining the card they just played, but not necessarily) that would not be in play on your turn; but, again, playing the gained card on their turn will usually be of little value.


Previous version:
« Last Edit: July 01, 2021, 12:52:42 pm by emtzalex »
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Re: Weekly Design Contest 119: Triple Threat
« Reply #45 on: June 27, 2021, 10:08:40 pm »
+1

My Submission:


Quote from: Doppelgänger

DOPPELGÄNGER     $4
ACTION - NIGHT - REACTION
Trash this. If you did, gain a copy of any Action card in play. You may set the gained card aside. If you did, play it.


When another player plays an Action card, you may play this from your hand.
                                                                                     

My submission is Doppelgänger. A riff on Changeling, it only gains Action cards, but immediately plays the card it gained. The three card types each provide an option for when it is played. It can be played during the Action phase, but it costs an Action (and players may not be able to play the Action they want duplicated and the Doppelgänger). If played during the Night phase it does not cost an Action (and all of the Action cards will have been played), but for most Action cards, playing them then will be of little to no benefit. It can even be played on an opponent's turn as a Reaction, allowing you to gain a copy of one of their Action cards (presumably gaining the card they just played, but not necessarily) that would not be in play on your turn; but, again, playing the gained card on their turn will usually be of little value.

There are plenty of cards that would be useful when gained outside your Action phase.  Attack cards, for example, and Gainers.  And draw would be very useful too.  Use this to gain a Smithy or Hunting Grounds on another player's turn, and you've got a free +3 cards or +4 cards without having to use an Action!

The reaction trigger, though, seems like it would potentially slow the game down, since you'd be able to respond to *every* Action played.  Perhaps make it instead "at the start of another player's Buy phase"?
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Re: Weekly Design Contest 119: Triple Threat
« Reply #46 on: June 28, 2021, 03:20:39 pm »
0

An throne room you can play during your night phase in case you draw it dead. And at the beginning of your next turn, you get a bit of reliability!


edit: Modified it so now its a Throne room you can play now, or if you draw it it dead, and then choose if you want the Throne roomed effect at the start of next turn.
« Last Edit: June 30, 2021, 11:43:48 am by fika monster »
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Re: Weekly Design Contest 119: Triple Threat
« Reply #47 on: June 29, 2021, 12:15:44 pm »
+2

An throne room you can play during your night phase in case you draw it dead. And at the beginning of your next turn, you get a bit of reliability!

It's much stronger than Mastermind, almost as good as KC. I think, playing once now and once later would be just fine for $5
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Re: Weekly Design Contest 119: Triple Threat
« Reply #48 on: June 29, 2021, 01:20:29 pm »
+5

Not really. Many Action cards are pointless or borderline pointless in the Night phase.
KC is so brilliant because it converts even a lousy Pearl Diver into a Lost City plus village. So cantrips are what you often wanna Throne and Dark Carriage doesn’t do any tricks with cantrips.

Dark Carriage is also an Action card. You can still Throne a Pearl Diver in your Action phase, and have a Hireling + Village effect at the start of  your next turn.
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Re: Weekly Design Contest 119: Triple Threat
« Reply #49 on: June 29, 2021, 04:21:40 pm »
0

An throne room you can play during your night phase in case you draw it dead. And at the beginning of your next turn, you get a bit of reliability!

It's much stronger than Mastermind, almost as good as KC. I think, playing once now and once later would be just fine for $5

Once now and once later was tested for Seaside, and it was an outtake because it was way too weak. Being a Night card definitely doesn't make it enough stronger to cost .
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Re: Weekly Design Contest 119: Triple Threat
« Reply #50 on: June 29, 2021, 05:43:56 pm »
+2



Bit of a risky submission for this week, but sure, why not! I am not one to usually design cards costing . I always have trouble balancing stuff up there. Hopefully, Field can stand tall and proud at that cost.

It's payload for sure. But, wait, bonus! It also makes your next hand size 2 cards bigger. People be lovin' Duration draw. Except here, if you fatten your deck with Duchies (and Fields too if you're really into that), you might start to get a tad disgruntled about what you'll have to discard.
« Last Edit: June 30, 2021, 10:23:24 am by X-tra »
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Re: Weekly Design Contest 119: Triple Threat
« Reply #51 on: June 30, 2021, 02:24:06 am »
+1

Drawbridge (Action-Attack-Reaction, $5)

+1 Buy
Draw until you have 6 cards in hand.
Each other player discards down to 3 cards in hand.
———
When a player trashes a card, you may play this from your hand.
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Re: Weekly Design Contest 119: Triple Threat
« Reply #52 on: June 30, 2021, 11:44:15 am »
0

An throne room you can play during your night phase in case you draw it dead. And at the beginning of your next turn, you get a bit of reliability!


edit: Modified it so now its a Throne room you can play now, or if you draw it it dead, and then choose if you want the Throne roomed effect at the start of next turn.


Update. i couldnt figure out a good color scheme for it in Card image generator so i did it like this
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Re: Weekly Design Contest 119: Triple Threat
« Reply #53 on: June 30, 2021, 08:20:40 pm »
0


Pillow
Treasure - Night - Reserve - $5
If it's Night phase, put this
on your Tavern mat. Otherwise,
$2
-
At start of your Buy phase,
you may call this to play it.

I like the concept, but hard to balance cost and effect.

How about an Action/Night/Reserve that gives +$3 (so either a terminal gold, or a delayed gold) for $5
« Last Edit: June 30, 2021, 08:21:53 pm by NoMoreFun »
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Re: Weekly Design Contest 119: Triple Threat
« Reply #54 on: June 30, 2021, 10:26:58 pm »
+2

Hey everyone, nice to see all of your card designs!  ;D I’m a little bit late on posting this but:

This is the 24 hour submission warning! Get all your stuff submitted here before Thursday July 1st at 10 PM EST!
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exfret

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Re: Weekly Design Contest 119: Triple Threat
« Reply #55 on: July 01, 2021, 06:02:22 am »
0

Not really. Many Action cards are pointless or borderline pointless in the Night phase.
KC is so brilliant because it converts even a lousy Pearl Diver into a Lost City plus village. So cantrips are what you often wanna Throne and Dark Carriage doesn’t do any tricks with cantrips.

Dark Carriage is also an Action card. You can still Throne a Pearl Diver in your Action phase, and have a Hireling + Village effect at the start of  your next turn.
I did not see that. Then the card is obviously overpowered as it is far better than Mastermind.

EDIT: Sorry, I was going off a different version that didn't effectively play a card four times... this is bonkers

How is it far better? It can't chain itself and only acts twice...
« Last Edit: July 01, 2021, 06:03:27 am by exfret »
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emtzalex

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Re: Weekly Design Contest 119: Triple Threat
« Reply #56 on: July 01, 2021, 12:49:42 pm »
+2

There are plenty of cards that would be useful when gained outside your Action phase.  Attack cards, for example, and Gainers.  And draw would be very useful too.  Use this to gain a Smithy or Hunting Grounds on another player's turn, and you've got a free +3 cards or +4 cards without having to use an Action!

Of course. One of the great things about Dominion is the way that different cards interact. When you use Ironworks to gain a Mill it's gaining cantrip, which is awesome; it can still be very useful gaining other cards as well, but it is less potent in doing so. Doppelgänger is similar. If you are going to Doppelgänger a Sea Hag, the on-gain works equally well whenever you do it (perhaps best on your opponent's turn, since they are about to draw the Curse). A Witch's attack works any time, and it's +Cards is good at the reaction or during your turn (although, like the card itself, a terminal draw), the +Cards are generally wasted during your Night phase. Most other vanilla bonuses are useless during your Night phase or opponent's turn.

I would note that to the extent playing it as a reaction or during your Night phase does allow you to play it without using an Action, this benefit is essentially a one-shot effect. You can Doppelgänger your opponent's Smithy and still have an Action to use those cards on your turn, but the Smithy you get to your deck is still a terminal card going forward.

The reaction trigger, though, seems like it would potentially slow the game down, since you'd be able to respond to *every* Action played.  Perhaps make it instead "at the start of another player's Buy phase"?

This is a very good point, especially in the context of online games. It would not only have to pause for a reaction when someone had a Doppelgänger, but even if they might have a Doppelgänger, so as not to tip off another player when they have it. The suggestion of doing it at the start of a phase is a good one. However, thinking about this further, I think that (in online games) pausing at the start of the Buy phase would disrupt the other player's turn as well. Your Action phase usually transitions pretty seamlessly into your Buy phase, so I think it would actually work better at the start of the other player's Night phase (which also works thematically).

As a result I updated the card to this (change will also be made in the original post):



Thanks you, mxdata, for your feedback.
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mathdude

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Re: Weekly Design Contest 119: Triple Threat
« Reply #57 on: July 01, 2021, 04:58:55 pm »
+3


Quote
Evanescence
$5 - Treasure-Duration-Victory
$3, +1 Buy
At the start of your next turn $2, return this to its pile.

2VP

A card that has a sweet spot for buying and using (right before the game ends), but still can have some use otherwise.

Not sure if this is too expensive for a single-use (double if you count the duration)... or if it's a bit weak and needs a buff. But I like the idea. It's just a matter of fine tuning.
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mxdata

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Re: Weekly Design Contest 119: Triple Threat
« Reply #58 on: July 01, 2021, 05:31:12 pm »
0


Quote
Evanescence
$5 - Treasure-Duration-Victory
$3, +1 Buy
At the start of your next turn $2, return this to its pile.

2VP

A card that has a sweet spot for buying and using (right before the game ends), but still can have some use otherwise.

Not sure if this is too expensive for a single-use (double if you count the duration)... or if it's a bit weak and needs a buff. But I like the idea. It's just a matter of fine tuning.

Would make a nice combo with Crypt or Herbalist.  You'd still get the $2 on the second turn without returning it to its pile
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AJL828

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Re: Weekly Design Contest 119: Triple Threat
« Reply #59 on: July 01, 2021, 10:09:49 pm »
+3

Hey everyone, submissions are now officially closed! Results will be posted in about 24 hours.
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AJL828

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Re: Weekly Design Contest 119: Triple Threat
« Reply #60 on: July 02, 2021, 11:07:47 pm »
+4

I went back and triple checked all the submissions to make sure I didn't miss anything. I have 19 total submissions! My thoughts on each are below (apologies to my awful formatting, still new to the forum lol):

Doom_Shark, entry: Extortionist
Action-Attack-Reserve ($5)
+$2
+1 Buy
Each other player gains a Curse to their hand. Put this on your Tavern mat.
When another player gains a card costing [$4] or more, you may call this to gain a Gold.

This seems okay strength-wise, slower than Soothsayer but provides extra benefits and has no opponent card draw drawback.
The call trigger seems like it may be tedious, as there can be many gains in a turn.
It also works poorly with cost reduction, but I think this is probably fine as you'll usually get enough curses out by the time your opponents start to stockpile many cost reduction cards.

kru5h, entry: Caltrops
Action-Attack-Duration ($4)
At the start of your next turn, +2 Cards. Until then whenever another player plays a duplicate of a card they have in play, they take a Jinx token.
Jinx Tokens
Whenever you have 6 or more Jinx tokens, you return 6 and gain a Curse.

My first impression is that this is a very unique way of cursing opponents, which I like.
However it seems on the weak side. A main strength of $4 cursers is their ability to be obtained early on and start slowing opponents’ turns almost immediately. This card will frequently take 2-3 plays to distribute a Curse (which is 4-6 turns since it is a Duration). Perhaps adjusting the rate of Jinx tokens to Curses could help speed things up?

exfret, entry: Monocle
Action-Treasure-Night ($3)
If it is your
Action Phase: +1 Card, +1 Action
Buy Phase: +$1, +1 Buy
Night Phase: Trash a card from your hand.

This seems reasonably good strength wise, since it is a non-terminal trasher that can later be cycled through or used as a source of +Buy
It is a little on the plain side though, as it uses mostly vanilla effects.

Aquila, entry: Warden
Action Duration Reaction ($5)
+1 Action
Now and at the start of your next turn: +2 Cards, then put a card from your hand onto your deck.
-
When another player plays an Attack card, you may first play this from your hand.

I like this one!
It seems appropriate at $5 as the on-play is basically a Caravan with some extra sifting
The Reaction allows you to set up targets for trashing attacks, which can have some great synergies. Good counter to handsize attacks as well.

faust, entry: Legate
Action/Command/Gathering ($4)

If there are less than 3VP on the Legate pile, add 1VP to the Legate pile and play a non-Command Action from the supply, leaving it there.
-
When you gain this, take the VP from the Legate pile.

This seems quite strong early on, as it can play powerful attacks or help spike purchase points (depending on what's in the Supply)
I like the risk/reward feel this card gives me, it can be strong early but runs the risk of clogging up your deck later on when there are no more Legates left to gain!

NoMoreFun, entry: Sneak
Action/Duration/Reaction - $4
+2 Cards
At the start of your next turn, +1 Action
____
At the start of any Buy phase, if the current player has one or fewer cards in play, you may play this from your hand.

This seems ok strength-wise, this looks like a variation on Caravan that gives you the cards now and the Action later.
The Reaction seems good for early game, but by the time players get multiple Actions out per turn it seems too difficult to make use of (this is exemplified with Duration cards such as Sneak itself).

arowdok, entry: Strongholds
Strongholds
(all Action - Victory - Stronghold)

($3) Settlers Stronghold: This turn, cards (everywhere) cost $1 less. You may play an Action-Victory card from your hand.
--
1 VP

($5) Secluded Stronghold: +3 Cards. Put a card from your hand onto your deck. You may play an Action-Victory card from your hand.
--
2 VP

($7) Splendid Stronghold: +$3. Discard the top card of your deck. If it’s an Action card you may play it, if it’s a Victory card +1 VP. You may play an Action-Victory card from your hand.
--
3 VP

($9) Stately Stronghold: Trash an Estate from the Supply. If you do, +2 VP. You may play an Action-Victory card from your hand.
--
Worth 1 VP per Stronghold you have

A Castles variation! Cool!
Overall these seem to be fairly strong, and they work very well with each other as well (similarly to Castles). Their ability to play each other is nice, and Secluded + Splendid make a nice synergy as well.
Stately Stronghold seems like it may be on the weak side in 2 player games, as there will be less Strongholds available to boost its score.

JW, entry: Greedy Blacksmith
Action - Duration - Attack ($4)
Until your next turn, the first time each other player plays a Silver or Gold, it makes $1. At the start of your next turn, +2 Cards.

It seems pretty good strength-wise, with an engine that plays one of these a turn you are (usually) permanently hurting your opponents’ buying power by $1 or even $2.
It seems like it can be swingy early game, but probably not any more so than Militia is, so that doesn’t bother me too much.

Unjer, entry: Tycoon
Action - Attack - Duration ($6)
Gain a card costing up to $5. Set it aside face up (on this). At the start of your next turn, put it into your hand. Until then, other players cannot buy copies of the set aside card.

This seems a little too strong to me, as this can lock everyone else out of being able to buy Provinces with the right support. Definitely would want a “non-Victory” clause on this card.
Other than that I think it’s fine, as it does not block all gains of the set aside card, which allows for quite a couple of other cards (remodelers, workshops, etc) to counter it.

spineflu, entry: Altruist
Action - Duration - Night ($5)
If it's your Action phase, +1 Buy.
Until the end of your next turn, when you buy a card, gain a cheaper card that shares a type with it

Wow! A now and next turn (or non-terminal next turn) spin on Haggler!
This seems very strong, but I don’t think it compares too favourably to Haggler, particularly in how it is unable to gain several actions when buying a Treasure or Victory card.
The +Buy feels very appropriate for extra gains and not tacked on as a side bonus (we’ve all been there, myself included :P )

mxdata, entry: Crown Prince
Night - Duration - Reaction ($5)
Set aside an Action card from your hand (on this). At the start of your next turn, play that card twice.
-
When you gain an Action card, you may discard this to set that card aside, playing it at the start of your next turn.

This seems quite good, especially for setting up megaturns with stuff like Bridge or Inventor. I'm also already a fan of Ghost so I definitely like the looks of this card.
I do think the adjustment of the price to $5 was a good choice, the reaction makes this card very flexible in what it can do.

grep, entry: Pillow
Treasure - Night - Reserve - $5
If it's your Night phase, put this
on your Tavern mat. Otherwise,
$2
-
At start of your Buy phase,
you may call this to play it.

This feels quite weak for $5, being able to save a Silver for later might occasionally be useful, but with it being a Reserve it is susceptible to miss shuffles.
I think this could benefit from some sort of on gain bonus (like Spices for instance). Adding +Buy could also make it useful sometimes, but feels like more of a tacky fix.


MochaMoko, entry: Barrows
⑤ Action - Duration - Victory
At the start of each of your
Buy phases for the rest of the game, set aside a card from your hand face up (on this).
(This stays in play.)
-
Worth 2 VP per Action card set aside by this at the end of the game.

This seems like a very good, efficient “trasher” with some better late game utility.
I think $5 is okay, it does favour 5/2 splits but when compared to something like Sentry I don’t think this is any worse for that. The VP portion makes for a nice counter to Looters and a great synergy with Horse gainers.

4est, entry: Stowaway
Night - Attack - Duration ($3)
Set aside up to 3 cards from your hand face up (on this). Each other player gains a copy of one that you choose.
At the start of your next turn, put the set aside cards into your hand.

This looks pretty strong, definitely has some use later on for ensuring reliability when you have overdraw. Also good for spiking early price points like Church.
Junking portion of this seems a little on the slow side, as it only junks 1 card every other turn, but unlike cursers it will have a larger supply of junk to distribute.

emtzalex, entry: DOPPELGÄNGER
ACTION - NIGHT - REACTION ($4)
Trash this. If you did, gain a copy of any Action card in play. You may set the gained card aside. If you did, play it.
At the start of each other player's Night phase, you may play this from your hand.

This looks quite strong, but I don’t think it’s too favourable in comparison to Changeling, since this can only gain Actions.
The reaction feels sorta like a lucky bonus if you manage to draw one in your starting hand, but I like it, as it can prevent this stop card from slowing down your turn if it is in your starting hand.

fika monster, entry: Dark Carriage
Action - Night - Duration ($5)
You may set aside a non-Duration Action card face-up. If you did, then either now or at the start of your next turn, play it twice.

This feels a little on the weak side. It can’t play itself like other Thrones can, and it can still be a dead card when drawn without any other Actions.
It does seem good for setting up reliable next turns, but $5 still feels high to me.

X-tra, entry: Field
Action - Duration - Victory ($7)
Gain a Duchy. At the start of your next turn +4 Cards, then discard 2 non-Victory cards (or reveal you can’t).
--
2 VP

This looks fairly weak to me. Because it’s a Duration, it’ll gain a Duchy every other turn at best.
The draw/sifting for the next turn seems pretty good in games with weak or no trashing. However late in the game you risk having to discard some strong Actions if you have trashed all your junk.
There are some interesting ideas in this card, but $7 is too much for what it does.

mandioca, entry: Drawbridge
(Action-Attack-Reaction, $5)
+1 Buy
Draw until you have 6 cards in hand.
Each other player discards down to 3 cards in hand.
———
When a player trashes a card, you may play this from your hand.

The top section is pretty good but feels pretty similar to what Margrave does. The reaction also makes trashing your starting cards too much of a risk (I mildly dislike Goatherd for a similar reason). This is exemplified when using something like Apprentice to draw.
I think this card would be a lot nicer if the reaction was only based upon trashes that you do. This would give it a strong synergy with many trashers, instead of being conflicted with them.

mathdude, entry: Evanescence
Treasure-Duration-Victory ($5)
$3, +1 Buy
At the start of your next turn $2, return this to its pile.
2VP

This seems very weak to me. Stockpile is $3 and provides the same benefit this does on the first turn, and is Exiled, allowing you to get it back later a few times.
The VP also seems redundant most of the time, as this will almost always be returned by the game is over.
Interesting concept, but too expensive in its current form.
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AJL828

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Re: Weekly Design Contest 119: Triple Threat
« Reply #61 on: July 02, 2021, 11:12:05 pm »
+2

With that all said and done, here are the results!

Winner:
Altruist by spineflu

Runner-ups
Warden by Aquila
Crown Prince by mxdata
Doppelgänger by emtzalex

Thanks again to everyone for submitting, this was a really fun contest to host!  ;D
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Re: Weekly Design Contest 119: Triple Threat
« Reply #62 on: July 03, 2021, 12:39:04 am »
+2

wild, i'd thought Aquila was a sure-in this week. thanks for the win!
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Re: Weekly Design Contest 119: Triple Threat
« Reply #63 on: July 03, 2021, 01:02:40 pm »
+2

X-tra, entry: Field
Action - Duration - Victory ($7)
Gain a Duchy. At the start of your next turn +4 Cards, then discard 2 non-Victory cards (or reveal you can’t).
--
2 VP

This looks fairly weak to me. Because it’s a Duration, it’ll gain a Duchy every other turn at best.
The draw/sifting for the next turn seems pretty good in games with weak or no trashing. However late in the game you risk having to discard some strong Actions if you have trashed all your junk.
There are some interesting ideas in this card, but $7 is too much for what it does.

Thank you for your comments! I truly was unsure about where Field stood power level-wise, so I actually did went ahead and tested a couple of games with it since the time I posted it. I actually thought it played quite nicely. It being priced at made for a cool milestone to reach for, and the extra it wound up giving definitely was not inconsequential.

You've got the right idea when you say that a Duchy can only be gained every other turn with Field, due to its Duration aspect. That was actually the idea, hehehe! And it costing was also tied to that one goal: To make the Duchy pile not run out too quickly. I tried to put these soft limits by design. Let us remember that the Duchy gaining is mandatory, it isn't like Count where its Duchy gaining aspect is conditional (and mostly used later in the game, too).

As for it's relative strength to its cost, let's compare it to Nobles or Harem. Since they all yield a flat 2, let's just focus on the top. Now, is gaining a Duchy with Duration draw and some sifting stronger than Nobles' half Village/Smithy? I'd like to believe so. Since I believe Field is stronger than those other cards giving 2, and paired with my desire to better control the flow of the Duchy pile, I believe was not that wild of a cost.

Still, as I said before, thank you for the comments and the masterful judging! :D
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