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Author Topic: Weekly Design Contest 123: Duration? Are You Sure?  (Read 12145 times)

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AJL828

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Weekly Design Contest 123: Duration? Are You Sure?
« on: July 27, 2021, 11:27:54 am »
+11

First we had a contest on Durations that stayed in play forever. Then we had a contest on durations that stayed in play for more than 2 turns, but not forever. What's the logical follow-up to this?
Oh, I know...

Weekly Design Contest 123: Duration? Are You Sure?

Your task: Design a Kingdom Duration card that gives the player a choice of whether to keep it out an extra turn or not.

Official cards that do this include: Barge, Cargo Ship, Gear, and Secret Cave.

Other official cards (such as Haven) technically can stay out for only 1 turn, but this isn't really by choice when it happens. A card like Haven would not qualify for this week's contest.

Submission Deadline: I will close submissions on Tuesday Aug 3, at 9 PM EST, then judging will be posted about 24 hours or so after that.

Don't hesitate to ask if you have any questions! If I feel something doesn't qualify I'll make sure to let you know in advance!
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anordinaryman

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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #1 on: July 27, 2021, 02:15:19 pm »
+7



Quote
Skipper | Action - Duration | $5
You may play an Action card from your hand.
Choose one: play it again, or set it aside and play it at the start of your next turn.
-
This is gained to your deck (instead of your Discard pile)

It doesn't stay in play if you choose to Throne Room this turn. I'm considering getting rid of the top-deck gain as that can be powerful, but I think it's fun and not too powerful.

This runs into all the issues with "play it again" (instead of twice) but I think that's the best way to do this card. I'm open to different opinions and any feedback.

Thanks!

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Gubump

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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #2 on: July 27, 2021, 03:00:55 pm »
+2

DXV tested this very delayed Throne Room for Seaside and considered it incredibly weak.

It wasn't a choice between regular Throne Room and delayed Throne Room, though. This has to cost due to being strictly better than Throne Room. Although I agree that it may be too weak for (and thus unpriceable).
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #3 on: July 27, 2021, 03:08:58 pm »
+2

DXV tested this very delayed Throne Room for Seaside and considered it incredibly weak.

It wasn't a choice between regular Throne Room and delayed Throne Room, though. This has to cost due to being strictly better than Throne Room. Although I agree that it may be too weak for (and thus unpriceable).
I don't think it's too weak. Crown sees plenty of play and this is arguably a better Throne Room+ effect.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #4 on: July 27, 2021, 03:48:09 pm »
+3



Regardless of the power level (I too think it is on the weaker side; although the gain on top of your deck is nice), this should say "This is gained onto your deck", to mirror the wording of Nomad Camp.

It should probably exclude Duration cards from being Throned. It gets all weird if you replay it next turn, as it does its Duration effect and it's on-play effect on the same turn, and will do its Duration effect another turn after that. Skipper likewise would stay out an extra turn. Tracking could potentially be a nightmare.
« Last Edit: July 27, 2021, 03:49:51 pm by X-tra »
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Timinou

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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #5 on: July 27, 2021, 04:27:46 pm »
0

Revised entry:


Earlier versions:


Novice is a Duration-Draw version of Apprentice.  I added a slight on-gain buff since it otherwise seemed on the weaker side of $5.
« Last Edit: July 30, 2021, 05:11:49 pm by Timinou »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #6 on: July 27, 2021, 04:45:10 pm »
0

Withdrawing this

Quote
Salvage • $4 • Treasure
Choose one: +$1; or trash a card costing $2 or more from your hand, and at the start of your next turn, +$1 per copy of that card in the trash.

tortured wording on that second clause to work around the possibility of a) counterfeiting this and b) trying to do the trashing from a hand full of coppers, yknow what, if you wanna make tracking a headache for yourself via counterfeit, that's on you. It's phrased in that order rather than the more typical "you may trash a card from your hand, if it cost...otherwise..." because the otherwise it seemed to imply you'd get the +$1 next turn.

Cares about the number of trashed cards in the trash at the start of your 2nd turn, so there may be a tempo-deterrent effect for later players to avoid giving free dollars.
« Last Edit: July 30, 2021, 10:23:22 am by spineflu »
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Gubump

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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #7 on: July 27, 2021, 04:47:38 pm »
+2



Novice is a Duration-Draw version of Apprentice.  I added a slight on-gain buff since it otherwise seemed on the weaker side of $5.

1. This could almost certainly stand to be unconditionally non-terminal. As it currently is, it compares really poorly to Research, which costs less. And it would honestly still compare poorly to Apprentice. Being able to play it on-gain is not nearly enough to offset the drawbacks of being Duration draw rather than regular draw.

2. This has difficult-to-track issues. You have to remember what you trashed for an entire round of play. That's why Research sets aside cards, to track how many cards you're supposed to draw next turn. Ofc, this approach would make it a lot weaker (by making you unable to draw the set-aside cards and thus unable to draw deck this turn), to the point of being strictly worse (identical if you take my advice in #1) than Research on-play.
« Last Edit: July 27, 2021, 05:05:05 pm by Gubump »
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emtzalex

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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #8 on: July 27, 2021, 05:25:32 pm »
0


Quote
Salvage • $4 • Treasure
Choose one: +$1; or You may trash a card costing $2 or more from your hand, and at the start of your next turn, if this is still in play, +$1 per copy of that card in the trash.

tortured wording on that second clause to work around the possibility of a) counterfeiting this and b) trying to do the trashing from a hand full of coppers, and phrased in that order rather than the more typical "you may trash a card from your hand, if it cost...otherwise..." because the otherwise it seemed to imply you'd get the +$1 next turn.

Cares about the number of trashed cards in the trash at the start of your 2nd turn, so there may be a tempo-deterrent effect for later players to avoid giving free dollars.

I don't think you need "You may" for the second option, as the player can almost always just choose the first. If you keep it, it should not be capitalized.

I also don't know that you need to design around using Counterfeit. If there were any official Treasure-Durations, it would probably be errata'ed to say non-Duration, but for now it works the same as if you Crowned it and then used Bonfire to trash it (alternatively, when using it you could just presume the errata on Counterfeit).
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #9 on: July 27, 2021, 05:44:34 pm »
+9



The color scheme is not perfect.
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Timinou

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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #10 on: July 27, 2021, 06:36:32 pm »
0



Novice is a Duration-Draw version of Apprentice.  I added a slight on-gain buff since it otherwise seemed on the weaker side of $5.

1. This could almost certainly stand to be unconditionally non-terminal. As it currently is, it compares really poorly to Research, which costs less. And it would honestly still compare poorly to Apprentice. Being able to play it on-gain is not nearly enough to offset the drawbacks of being Duration draw rather than regular draw.

2. This has difficult-to-track issues. You have to remember what you trashed for an entire round of play. That's why Research sets aside cards, to track how many cards you're supposed to draw next turn. Ofc, this approach would make it a lot weaker (by making you unable to draw the set-aside cards and thus unable to draw deck this turn), to the point of being strictly worse (identical if you take my advice in #1) than Research on-play.

You’re right.  This would have tracking issues and it doesn’t compare well to Research (setting aside cards can actually be helpful for cycling, so it’s not always a bad thing early in the game).  I’ll have to revamp it.
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emtzalex

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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #11 on: July 27, 2021, 07:25:38 pm »
+10

My Submission:


Quote from: Investment
INVESTMENT    $5
TREASURE - DURATION
+1 Buy
Choose one: +$2; or, at the start of your next turn, +1 Buy and +$3.
                                                                                               

It's worth more if you let it mature.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #12 on: July 28, 2021, 12:15:26 am »
+5



Here's my entry this week. Sentinel is a cheap Night-Duration sifter/next turn set up card, granting you a double City Gate-like ability (or Secret Chamber reaction, remember that card) either during this Night phase or at the start of your next turn. +Cards at Night is a little awkward sometimes, but you can save your best two leftover cards for next turn (especially nice for dead-drawn Actions) while potentially sifting some junk out of your next hand. Using it at the start of next turn can help prevent duds and activate cards that care about the top of your deck (e.g. Wishing Well, Ironmonger, Chariot Race, etc.). Both options should see usage.

P.S. I was moments away from posting a nearly identical card to emtzalex (mine didn't have the on-play +Buy, but was otherwise the same, including the name!). Great minds I guess.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #13 on: July 28, 2021, 12:21:16 am »
+1



Here's my entry this week. Sentinel is a cheap Night-Duration sifter/next turn set up card, granting you a double City Gate-like ability (or Secret Chamber reaction, remember that card) either during this Night phase or at the start of your next turn. +Cards at Night is a little awkward sometimes, but you can save your best two leftover cards for next turn (especially nice for dead-drawn Actions) while potentially sifting some junk out of your next hand. Using it at the start of next turn can help prevent duds and activate cards that care about the top of your deck (e.g. Wishing Well, Ironmonger, Chariot Race, etc.). Both options should see usage.

P.S. I was moments away from posting a nearly identical card to emtzalex (mine didn't have the on-play +Buy, but was otherwise the same, including the name!). Great minds I guess.

Just an FYI, a card with the same name won a recent contest (contest 118, specifically)--in fact, coincidentally, the creator of said card is the current judge--so you may want to change the name.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #14 on: July 28, 2021, 12:46:03 am »
0

My Submission:


Just in case you haven't heard about this, the whole setting-aside bit that Innovation and Summon use is unnecessary because of the following errata:

I'm changing the rules for playing a card you can't physically put into play. The new rule is, you can't! Wait: except, Thrones still get to play cards a 2nd time that went into play the first time but then vanished (I would like to kill this, but players are too attached to it). This rule as phrased by Ingix:

"An effect that tries to play a card for the first time can only do so when the card is where the effect expects it to be. If it can play it the first time, subsequent plays will also work.".
(I.e. Stop-Moving now prevents Harbor from being played if it's moved to somewhere it doesn't expect itself to be.)
« Last Edit: July 29, 2021, 01:20:29 am by Gubump »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #15 on: July 28, 2021, 01:12:53 am »
+1


Quote
Salvage • $4 • Treasure
Choose one: +$1; or You may trash a card costing $2 or more from your hand, and at the start of your next turn, if this is still in play, +$1 per copy of that card in the trash.

tortured wording on that second clause to work around the possibility of a) counterfeiting this and b) trying to do the trashing from a hand full of coppers, and phrased in that order rather than the more typical "you may trash a card from your hand, if it cost...otherwise..." because the otherwise it seemed to imply you'd get the +$1 next turn.

Cares about the number of trashed cards in the trash at the start of your 2nd turn, so there may be a tempo-deterrent effect for later players to avoid giving free dollars.

I don't think you need "You may" for the second option, as the player can almost always just choose the first. If you keep it, it should not be capitalized.

I also don't know that you need to design around using Counterfeit. If there were any official Treasure-Durations, it would probably be errata'ed to say non-Duration, but for now it works the same as if you Crowned it and then used Bonfire to trash it (alternatively, when using it you could just presume the errata on Counterfeit).

I agree with the 2nd point (I also think Procession didn't need the "no longer works on Durations" errata), but I think it's problematic to have an option lack accountability, even if you could always just choose one of the other options. I have the same gripe with Treasurer and Graverobber.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #16 on: July 28, 2021, 01:30:59 am »
0

Tabernacle
$2
Action - Duration
Now, or at the start of your next turn, you may trash a card from your hand for +1 Card.


Original:
Untitled Trashing Project
$3
Action - Duration
Now, or at the start of your next turn, trash a card from your hand for +1 Card.
« Last Edit: July 28, 2021, 06:06:01 pm by JW »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #17 on: July 28, 2021, 02:40:55 am »
+1

Capstan (Action-Duration, $4)

+1 Card
+1 Action
Discard any number of cards. At the start of your next turn, draw that many cards.

Effectively, this is a mini-Tactician, without the buys.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #18 on: July 28, 2021, 03:03:41 am »
+1



Rules clarification: The card stays in play until the next time any player plays an Action, which might be on your turn, another player's turn, your next turn, the turn after that, etc. Once a player plays an Action, you gain a copy of it (if you can). Then you discard it from play during that turn's clean up phase (as it has completed all of its effects).
« Last Edit: July 28, 2021, 06:49:12 am by NoMoreFun »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #19 on: July 28, 2021, 04:23:02 am »
0

DXV tested this very delayed Throne Room for Seaside and considered it incredibly weak.

Its gained onto your deck which is a pretty big difference i think. I think being a bit weak is ok
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #20 on: July 28, 2021, 04:42:36 am »
+1

Refit
Action - Duration $5

Choose one: Trash a card from your hand and gain a card costing up to $2 more than it; or at the start of your next turn trash a card from your hand and gain a card costing up to $3 more than it.


Notes
- There currently isn't a duration card that is a member of the remodel family. That is where I have decided to go with this week's competition.
- Choosing to trash on your next turn is riskier as you often will not know what cards will be in your hand. To compensate for this the rewards have to be higher if you choose to do this.
- I decided to go for a card that is a choice of Remodel now or Expand at the start of your next turn. As this is strictly better than Remodel is has to cost more than $4.
- I think there could be some interesting synergies with cards that allow you to know what is in your next hand or set up your next hand.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #21 on: July 28, 2021, 07:14:22 am »
0



Rules clarification: The card stays in play until the next time any player plays an Action, which might be on your turn, another player's turn, your next turn, the turn after that, etc. Once a player plays an Action, you gain a copy of it (if you can). Then you discard it from play during that turn's clean up phase (as it has completed all of its effects).

What happens when the next Action card played is a non-supply card?
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #22 on: July 28, 2021, 07:25:43 am »
0



Rules clarification: The card stays in play until the next time any player plays an Action, which might be on your turn, another player's turn, your next turn, the turn after that, etc. Once a player plays an Action, you gain a copy of it (if you can). Then you discard it from play during that turn's clean up phase (as it has completed all of its effects).

What happens when the next Action card played is a non-supply card?
As phrased, this would try (and fail) to gain a copy of it, and get discarded that turn.




Quote
Salvage • $4 • Treasure
Choose one: +$1; or You may trash a card costing $2 or more from your hand, and at the start of your next turn, if this is still in play, +$1 per copy of that card in the trash.

tortured wording on that second clause to work around the possibility of a) counterfeiting this and b) trying to do the trashing from a hand full of coppers, and phrased in that order rather than the more typical "you may trash a card from your hand, if it cost...otherwise..." because the otherwise it seemed to imply you'd get the +$1 next turn.

Cares about the number of trashed cards in the trash at the start of your 2nd turn, so there may be a tempo-deterrent effect for later players to avoid giving free dollars.

I don't think you need "You may" for the second option, as the player can almost always just choose the first. If you keep it, it should not be capitalized.

I also don't know that you need to design around using Counterfeit. If there were any official Treasure-Durations, it would probably be errata'ed to say non-Duration, but for now it works the same as if you Crowned it and then used Bonfire to trash it (alternatively, when using it you could just presume the errata on Counterfeit).

I mean, yeah, but neither assertion is really hurting the card.
« Last Edit: July 28, 2021, 08:54:44 am by spineflu »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #23 on: July 28, 2021, 11:49:21 am »
+1

I agree with the 2nd point (I also think Procession didn't need the "no longer works on Durations" errata), but I think it's problematic to have an option lack accountability, even if you could always just choose one of the other options. I have the same gripe with Treasurer and Graverobber.

I think there is a distinction between "you can always choose one of the other options" and "you can always choose one of the other options, and that other option would never have a negative impact." With Treasurer, you could always choose "take the Key," and either take it or, if you already have it, choose that and have it fail. One really has to stretch to imagine when you would not want to take the Key (the only scenario I can come up with is in a 3+ player game where you and another player are competing for first, while the player with the Key is far behind, and you want them to still have the Key to increase the chance of them buying the game-ending Province/Colony before your meaningful opponent has the chance).

Graverobber is more problematic, as it is easier to imagine a scenario where you wouldn't want to do either. For example, if you played GR with Golem, don't want to trash any of the Action cards in your hand, but also don't want to gain the only qualifying card(s) in the trash, either because they will ding you through some Landscape (e.g. Bandit Fort) or get in the way when put onto your deck.

Consider a Treasure card with the following text:

Quote
$2
Choose one: put your hand onto your deck; or trash an Action card from your hand to gain a Victory card costing up to $2 than it.

This card obviously has some serious accountability issues. A player will almost always want to play it, but may very well not want to do either of the choices. That player could choose the first option, say they have no Action cards to trash, then discard an Action card below another card an get away with it. However, while it needs to change, I don't think this would be the way to go about it:

Quote
$2
Choose one: you may put your hand onto your deck; or you may trash an Action card from your hand to gain a Victory card costing up to $2 than it.


I would say this is pretty obviously overcorrecting. There's no need for "you may" to be on both of them, since if (a) one option has "you may" and (b) you can choose that option, then choose not to do it, then the lack of accountability on the other option doesn't functionally matter in the game. To me, "+$1" is also functionally the same as "you may get +$1" because, in the universe of official cards, there is effectively no circumstance in which you would choose not to get an extra coin if it was offered at absolutely no cost. Thus, whenever there is a set of "choose one:" options, at least one of which is a no-downside choice, there is not a need for accountability where players might choose something and then lie to say it failed.


I mean, yeah, but neither assertion is really hurting the card.

For me (and this is a matter of preference), any card that is longer than 4 lines I will try to shorten the text if I can do so without making the card worse/harder to understand.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #24 on: July 28, 2021, 03:13:59 pm »
+1


Wagenburg
$4 - Action - Duration
+1 Card
+2 Actions
You may put your -1 Card token on your deck. If you did, at start of your next turn, +1 Card.
-
While this is in play, you are unaffected by other players' Attack cards.

Village with an optional Lighthouse bonus (taking a -1 Card token and getting +1 Card makes it net card neutral)
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #25 on: July 28, 2021, 05:39:09 pm »
0



Quote
Information Broker - $5
Action - Duration
+2 Cards
+1 Action
Either now or at the start of your next turn, if you have no Debt, +2 Cards and take 4 Debt.

A Smithy+. Either you take the debt the same turn to have it be non-terminal with an extra draw, or you delay the debt to get an extra card and action on the following turn. I wanted the debt cost to be significant enough to make it a real choice to take the turn you play Information Broker or not. I am not sure how successful I was. I imagine it will be much more powerful later in the game when the average value in your deck is higher. Please let me know what you think, feedback is appreciated.

Edit: Bumped up the price to $6 since it is a non-terminal Hunting Grounds with a drawback. If it seems too good still I will mess with the rest of it.

Edit 2: Changed to be a dedicated Lab+. The bonus wording now prevents you from doubling up on the cards for debt exchange on a given turn. Delaying the bonus can actually be more beneficial now as it is a non-terminal Smithy at the start of your turn, but you need to have no Debt and cannot trigger it more than once.

Old Versions
« Last Edit: July 30, 2021, 07:03:54 pm by Xen3k »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #26 on: July 28, 2021, 05:46:02 pm »
0



Quote
Information Broker - $5
Action - Duration
+3 Cards
Either now or at the start of your next turn, +1 Card, +1 Action, and take 4 Debt.

A Smithy+. Either you take the debt the same turn to have it be non-terminal with an extra draw, or you delay the debt to get an extra card and action on the following turn. I wanted the debt cost to be significant enough to make it a real choice to take the turn you play Information Broker or not. I am not sure how successful I was. I imagine it will be much more powerful later in the game when the average value in your deck is higher. Please let me know what you think, feedback is appreciated.

Imo, +4 Cards, +1 Action, take is already super strong for even without the ability to delay part of its effects to next turn.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #27 on: July 28, 2021, 06:40:44 pm »
0



Quote
Information Broker - $5
Action - Duration
+3 Cards
Either now or at the start of your next turn, +1 Card, +1 Action, and take 4 Debt.

A Smithy+. Either you take the debt the same turn to have it be non-terminal with an extra draw, or you delay the debt to get an extra card and action on the following turn. I wanted the debt cost to be significant enough to make it a real choice to take the turn you play Information Broker or not. I am not sure how successful I was. I imagine it will be much more powerful later in the game when the average value in your deck is higher. Please let me know what you think, feedback is appreciated.

Imo, +4 Cards, +1 Action, take is already super strong for even without the ability to delay part of its effects to next turn.

Yeah, I was not sure if the debt was enough of a deterrent. I could just drop the Extra card draw to nerf it a bit.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #28 on: July 29, 2021, 01:00:10 am »
0

I've updated my entry:



Novice is a delayed, terminal Apprentice that allows you to trash up to two cards. 
« Last Edit: July 29, 2021, 01:05:37 am by Timinou »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #29 on: July 29, 2021, 01:01:59 am »
+1

Quote
Information Broker - $5
Action - Duration
+3 Cards
Either now or at the start of your next turn, +1 Card, +1 Action, and take 4 Debt.

Edit: Bumped up the price to $6 since it is a non-terminal Hunting Grounds with a drawback. If it seems too good still I will mess with the rest of it.

At $6, this card seems fine power-level wise to me, overall. However, it would be overpowered on boards where you can use gainers and ignore the debt from playing multiple Information Brokers each turn. Those boards are probably fairly uncommon, but it still seems like a concern. I had an "if you have no debt" condition on a card from a prior contest in part because of this issue.

Indebted Blacksmith 
Action
+3 cards. If you have no , +3 actions and take .
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #30 on: July 29, 2021, 01:16:41 am »
+3

I've updated my entry:



Novice is a delayed, terminal Apprentice that allows you to trash up to two cards.

1. Is it intentional that this behaves wonky with cards that don't cost purely ? For example, if I set aside a Transmute and a Copper, this would wait until next turn to trash them (because + = =/= ) even though it doesn't draw anything. If not, it should say "if their total cost in ..."

2. This could be worded more simply: "Set aside up to 2 cards from your hand (on this). If their total cost in $ is $0, trash them. Otherwise, at the start of your next turn, trash them and +1 Card per they cost."
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #31 on: July 29, 2021, 01:34:11 am »
+3



Rules clarification: The card stays in play until the next time any player plays an Action, which might be on your turn, another player's turn, your next turn, the turn after that, etc. Once a player plays an Action, you gain a copy of it (if you can). Then you discard it from play during that turn's clean up phase (as it has completed all of its effects).

What happens when the next Action card played is a non-supply card?

Same as Kiln - you gain nothing. You still discard Copycat from play at the end of that turn (the thing the Duration was waiting for was "the next time any player plays an Action card")
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #32 on: July 29, 2021, 12:01:42 pm »
+1

I've updated my entry:



Novice is a delayed, terminal Apprentice that allows you to trash up to two cards.

I like the design of this a lot compared to Research, but why not just make it "Choose one: Trash now; or trash next turn for +1 Card per $". That solves the issue of non $ costs acting weird.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #33 on: July 29, 2021, 03:18:03 pm »
0



Skipper | Action - Duration | $5
You may play an Action card from your hand.
Choose one: play it again, or set it aside and play it at the start of your next turn.
-
This is gained to your deck (instead of your Discard pile)


Lovely card, but like (almost) all card doubling effects do have something to do with royalty? Shouldn't this one to?
« Last Edit: July 29, 2021, 03:19:06 pm by lompeluiten »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #34 on: July 29, 2021, 03:20:56 pm »
+4

Wood Sculpter $5
Action - Duration
Either now or an the start of your next turn gain an card costing 4 or less to your hand.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #35 on: July 30, 2021, 10:31:05 am »
+1

Changing out my entry, after having slept on it a minute.



Quote
Sovereign • $5 • Action - Duration
You may play a non-Duration Action from your hand twice. You may set it aside if there's a copy of it in the Supply, to play it twice at the start of your next turn.
 
Until then, the first time another player plays a copy of the set aside card on their turn, they play it again afterwards.

Now and later throne room. The 'later' only works if it's a supply card with some still available - no double-double on patricians once they're gone, knights, prizes, necropoli, etc. However the drawback is your opponents get throne effects on that card until your next turn too.

Adapted from a card (Sultan) that gubump posted in the discord.
« Last Edit: July 30, 2021, 03:07:27 pm by spineflu »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #36 on: July 30, 2021, 01:43:03 pm »
+1

Changing out my entry, after having slept on it a minute.



Quote
Sovereign • $5 • Action - Duration
You may play a non-Duration Action from your hand twice. If there's a copy of it in the Supply, you may set it aside and at the start of your next turn, play it twice.
 
Until then, the first time another player plays a copy of the set aside card on their turn, they play it again afterwards.

Now and later throne room. The 'later' only works if it's a supply card with some still available - no double-double on patricians once they're gone, knights, prizes, necropoli, etc. However the drawback is your opponents get throne effects on that card until your next turn too.

Adapted from a card (Sultan) that gubump posted in the discord.

"If there's a copy of it in the Supply, you may set it aside..." makes it sound like you set aside the copy that's in the Supply.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #37 on: July 30, 2021, 02:04:22 pm »
0

Changing out my entry, after having slept on it a minute.



Quote
Sovereign • $5 • Action - Duration
You may play a non-Duration Action from your hand twice. If there's a copy of it in the Supply, you may set it aside and at the start of your next turn, play it twice.
 
Until then, the first time another player plays a copy of the set aside card on their turn, they play it again afterwards.

Now and later throne room. The 'later' only works if it's a supply card with some still available - no double-double on patricians once they're gone, knights, prizes, necropoli, etc. However the drawback is your opponents get throne effects on that card until your next turn too.

Adapted from a card (Sultan) that gubump posted in the discord.

"If there's a copy of it in the Supply, you may set it aside..." makes it sound like you set aside the copy that's in the Supply.


better?
« Last Edit: July 30, 2021, 02:19:43 pm by spineflu »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #38 on: July 30, 2021, 02:56:35 pm »
+1

Changing out my entry, after having slept on it a minute.



Quote
Sovereign • $5 • Action - Duration
You may play a non-Duration Action from your hand twice. If there's a copy of it in the Supply, you may set it aside and at the start of your next turn, play it twice.
 
Until then, the first time another player plays a copy of the set aside card on their turn, they play it again afterwards.

Now and later throne room. The 'later' only works if it's a supply card with some still available - no double-double on patricians once they're gone, knights, prizes, necropoli, etc. However the drawback is your opponents get throne effects on that card until your next turn too.

Adapted from a card (Sultan) that gubump posted in the discord.

"If there's a copy of it in the Supply, you may set it aside..." makes it sound like you set aside the copy that's in the Supply.


better?

Yep, better.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #39 on: July 30, 2021, 05:10:07 pm »
0

1. Is it intentional that this behaves wonky with cards that don't cost purely ? For example, if I set aside a Transmute and a Copper, this would wait until next turn to trash them (because + = =/= ) even though it doesn't draw anything. If not, it should say "if their total cost in ..."

2. This could be worded more simply: "Set aside up to 2 cards from your hand (on this). If their total cost in $ is $0, trash them. Otherwise, at the start of your next turn, trash them and +1 Card per they cost."

I like the design of this a lot compared to Research, but why not just make it "Choose one: Trash now; or trash next turn for +1 Card per $". That solves the issue of non $ costs acting weird.

Thanks for the feedback!  I liked your suggestions and have reworded Novice:

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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #40 on: July 30, 2021, 06:48:23 pm »
0

I'm highly considering this change for Skipper:

Quote
Skipper | Action - Duration | $5
Play an Action card from your hand up to two times. If you played it once, set aside a copy of that card from the Supply under this. At the start of your next turn, play the set aside card and return it to the Supply.
Now Skipper can unambiguously re-play Duration cards. Okay, well there still is some ambiguity.
  • Turn 10: you Skipper Wharf α  (choosing to play it once), you get +2 cards this turn and set aside a Wharf β from the Supply.
  • Turn 11 you get +2 cards from the Wharf α you played, then you play the Wharf β that is set aside for another +2 cards, then you return that Wharf β to the Supply
  • on Turn 12 you have no Wharves in play, but you still get +2 cards from Wharf β, if you remember to do so. This is a tricky case but it already exists in Dominion (see: Bonfire)



But I think this is still much less confusing than the original phrasing what would happen if you played Wharf. The same card is being played again while still in play? Awkward.

These changes also has the affect of "holding" onto a card from the Supply. There's only one Lost City left and I don't want you to gain it, I can then play my Lost City once, then set aside the last one from the Supply. At the start of my turn I play a lost City, return it to the supply and it's ready for me to buy this turn. It's also stronger because next turn I have the chance to draw the card next turn and still play it, along with the copy from the Supply I played.

With these changes, there isn't room for gain to deck.

Thoughts? Is this an actual improvement in card quality?
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #41 on: July 30, 2021, 07:29:35 pm »
0

I'm highly considering this change for Skipper:

Quote
Skipper | Action - Duration | $5
Play an Action card from your hand up to two times. If you played it once, set aside a copy of that card from the Supply under this. At the start of your next turn, play the set aside card and return it to the Supply.
Now Skipper can unambiguously re-play Duration cards. Okay, well there still is some ambiguity.
  • Turn 10: you Skipper Wharf α  (choosing to play it once), you get +2 cards this turn and set aside a Wharf β from the Supply.
  • Turn 11 you get +2 cards from the Wharf α you played, then you play the Wharf β that is set aside for another +2 cards, then you return that Wharf β to the Supply
  • on Turn 12 you have no Wharves in play, but you still get +2 cards from Wharf β, if you remember to do so. This is a tricky case but it already exists in Dominion (see: Bonfire)



But I think this is still much less confusing than the original phrasing what would happen if you played Wharf. The same card is being played again while still in play? Awkward.

These changes also has the affect of "holding" onto a card from the Supply. There's only one Lost City left and I don't want you to gain it, I can then play my Lost City once, then set aside the last one from the Supply. At the start of my turn I play a lost City, return it to the supply and it's ready for me to buy this turn. It's also stronger because next turn I have the chance to draw the card next turn and still play it, along with the copy from the Supply I played.

With these changes, there isn't room for gain to deck.

Thoughts? Is this an actual improvement in card quality?

Setting aside a copy from the Supply that gets returned immediately after it's played anyway seems largely pointless most of the time imo; that very rarely really accomplishes anything different from how it currently works, except allowing you to redraw the played card. This change would also have the unintended consequence of trashing one-shots from the Supply (e.g. the copy of Pillage that was set aside from the Supply would trash itself as part of playing it, and then Stop-Moving would prevent it from being returned to the Supply). Otoh, the current wording doesn't work at all with one-shots, so maybe it's a good change if you really want it to work on those?
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #42 on: July 31, 2021, 01:39:22 am »
0

I'm highly considering this change for Skipper:

Quote
Skipper | Action - Duration | $5
Play an Action card from your hand up to two times. If you played it once, set aside a copy of that card from the Supply under this. At the start of your next turn, play the set aside card and return it to the Supply.
Now Skipper can unambiguously re-play Duration cards. Okay, well there still is some ambiguity.
  • Turn 10: you Skipper Wharf α  (choosing to play it once), you get +2 cards this turn and set aside a Wharf β from the Supply.
  • Turn 11 you get +2 cards from the Wharf α you played, then you play the Wharf β that is set aside for another +2 cards, then you return that Wharf β to the Supply
  • on Turn 12 you have no Wharves in play, but you still get +2 cards from Wharf β, if you remember to do so. This is a tricky case but it already exists in Dominion (see: Bonfire)



But I think this is still much less confusing than the original phrasing what would happen if you played Wharf. The same card is being played again while still in play? Awkward.

These changes also has the affect of "holding" onto a card from the Supply. There's only one Lost City left and I don't want you to gain it, I can then play my Lost City once, then set aside the last one from the Supply. At the start of my turn I play a lost City, return it to the supply and it's ready for me to buy this turn. It's also stronger because next turn I have the chance to draw the card next turn and still play it, along with the copy from the Supply I played.

With these changes, there isn't room for gain to deck.

Thoughts? Is this an actual improvement in card quality?

Setting aside a copy from the Supply that gets returned immediately after it's played anyway seems largely pointless most of the time imo; that very rarely really accomplishes anything different from how it currently works, except allowing you to redraw the played card. This change would also have the unintended consequence of trashing one-shots from the Supply (e.g. the copy of Pillage that was set aside from the Supply would trash itself as part of playing it, and then Stop-Moving would prevent it from being returned to the Supply). Otoh, the current wording doesn't work at all with one-shots, so maybe it's a good change if you really want it to work on those?

Are there teo cards named skipper? Inrecalled skipper is the first entry doing something different
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #43 on: July 31, 2021, 09:36:17 am »
+1

I'm highly considering this change for Skipper:

Quote
Skipper | Action - Duration | $5
Play an Action card from your hand up to two times. If you played it once, set aside a copy of that card from the Supply under this. At the start of your next turn, play the set aside card and return it to the Supply.
Now Skipper can unambiguously re-play Duration cards. Okay, well there still is some ambiguity.
  • Turn 10: you Skipper Wharf α  (choosing to play it once), you get +2 cards this turn and set aside a Wharf β from the Supply.
  • Turn 11 you get +2 cards from the Wharf α you played, then you play the Wharf β that is set aside for another +2 cards, then you return that Wharf β to the Supply
  • on Turn 12 you have no Wharves in play, but you still get +2 cards from Wharf β, if you remember to do so. This is a tricky case but it already exists in Dominion (see: Bonfire)



But I think this is still much less confusing than the original phrasing what would happen if you played Wharf. The same card is being played again while still in play? Awkward.

These changes also has the affect of "holding" onto a card from the Supply. There's only one Lost City left and I don't want you to gain it, I can then play my Lost City once, then set aside the last one from the Supply. At the start of my turn I play a lost City, return it to the supply and it's ready for me to buy this turn. It's also stronger because next turn I have the chance to draw the card next turn and still play it, along with the copy from the Supply I played.

With these changes, there isn't room for gain to deck.

Thoughts? Is this an actual improvement in card quality?

IMO, the setting aside from the Supply introduces a drawback of losing the Delay option for non-Supply cards and those with empty Supply piles.  It’s not clear to me if being able to draw and play the Skippered card again makes up for that.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #44 on: July 31, 2021, 11:15:32 am »
0

Imitation
cost $6 - Action - Duration
You may play an Action card from your hand. If you do, choose one: replay it; or set it aside, at the start of your next turn, discard it and gain a copy of it into your hand.


A 6-cost Kiln! You can copy another Duration card like Mastermind.
« Last Edit: July 31, 2021, 06:27:25 pm by majiponi »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #45 on: July 31, 2021, 11:50:18 am »
+3

Imitation
cost $6 - Action - Duration
You may play an Action card from your hand. If you do, choose one: replay it; or set it aside, at the start of your next turn, discard it and gain a copy of it into your hand.


A 6-cost Kiln! You can copy another Duration card like Mastermind.
This has a somewhat problematic interaction with Hireling.

Also, the gaining should probably be dependent upon successfully setting the card aside, otherwise it may cause tracking issues with one-shots.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #46 on: July 31, 2021, 06:27:01 pm »
0

Imitation
cost $6 - Action - Duration
You may play an Action card from your hand. If you do, choose one: replay it; or set it aside, at the start of your next turn, discard it and gain a copy of it into your hand.


A 6-cost Kiln! You can copy another Duration card like Mastermind.
This has a somewhat problematic interaction with Hireling.

Also, the gaining should probably be dependent upon successfully setting the card aside, otherwise it may cause tracking issues with one-shots.

How about this?
Quote
Imitation
cost $6 - Action - Duration
You may play an Action card from your hand. If you do, choose one: replay it; or leave it into play until the start of your next turn, to gain a copy of it into your hand.

If you play Smithy with Imitation, Smithy stays in play this turn, gain another Smithy at the start of your next turn, and is discarded next turn's Clean-up.
If you play Embargo with Imitation, Imitation fails.
If you play Hireling with Imitation, Hireling stays in play.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #47 on: July 31, 2021, 11:21:34 pm »
+3



Quote
Merchant Wagon $4
Action - Duration

+1 Action
Choose one: Discard any number of cards, then draw that many; or at the start of your next turn: +2 Cards
« Last Edit: August 01, 2021, 01:22:07 am by Freddy10 »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #48 on: July 31, 2021, 11:55:10 pm »
+1

I assume that's supposed to be Merchant Wagon?
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #49 on: August 01, 2021, 01:22:47 am »
0

I assume that's supposed to be Merchant Wagon?
Ups, thanks!
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #50 on: August 01, 2021, 07:13:11 am »
+2



For a 5$ action card, you get your usual +2 Cards effect... but you get to pick the two cards anywhere in the deck! I dont know about the powerlevel of this one, but complete draw control seems very powerful, and with its option to be played next turn, that should be very good
« Last Edit: August 03, 2021, 03:27:34 pm by fika monster »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #51 on: August 01, 2021, 07:56:10 am »
+2

Hello there, Dominion Strategy Forum users. I was really interested in this Weekly Design Contest, so here is my first card. English is not my native, so I will gladly take any feedback on my wording.

Quote
Estate trader
Action - Duration
Cost

+2 Cards
+1 Buy
For the rest of this turn, when you gain a Victory card, you may set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.

« Last Edit: August 01, 2021, 09:56:32 am by Gardoomalion »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #52 on: August 01, 2021, 09:35:19 am »
+1

Hello there, Dominion Strategy Forum users. I was really interested in this Weekly Design Contest, so here is my first card. English is not my native, so I will gladly take any feedback on my wording.

[width=250 img]https://i.imgur.com/fWteIQr.png[/img]
Estate trader
Action - Duration
Cost
+2 Cards
+1 Buy
For the rest of this turn, when you gain a Victory card, you may set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.

you can make the images smaller on this website by writing, for example Width=250    in the parenthesis before the image link  [width=250 img ]https://i.imgur.com/fWteIQr.png[/img]

on the wording: i think it looks and sound good. powerwise, this is probably pretty strong, but it doesnt seem owerpowered.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #53 on: August 01, 2021, 11:06:15 am »
+1

Hello there, Dominion Strategy Forum users. I was really interested in this Weekly Design Contest, so here is my first card. English is not my native, so I will gladly take any feedback on my wording.

Quote
Estate trader
Action - Duration
Cost

+2 Cards
+1 Buy
For the rest of this turn, when you gain a Victory card, you may set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.



You don't need "for the rest of." That's implied (see Bridge, Livery, and Inventor).
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #54 on: August 01, 2021, 04:01:55 pm »
+1

Hello there, Dominion Strategy Forum users. I was really interested in this Weekly Design Contest, so here is my first card. English is not my native, so I will gladly take any feedback on my wording.

Quote
Estate trader
Action - Duration
Cost

+2 Cards
+1 Buy
For the rest of this turn, when you gain a Victory card, you may set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.


The wording is ambiguous. I guess you intend "you may draw a card and set it aside" and not that you can look through your deck and pick a card of your choice.

I'm pretty sure "from your deck" means "from the top of your deck" unless otherwise specified. Otherwise, both Scrying Pool and Golem (which only say to "reveal cards from your deck" rather than "reveal cards from the top of your deck") would allow you to reveal cards from anywhere in your deck.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #55 on: August 02, 2021, 12:02:36 pm »
0

You don't need "for the rest of." That's implied (see Bridge, Livery, and Inventor).
I'm pretty sure "from your deck" means "from the top of your deck" unless otherwise specified. Otherwise, both Scrying Pool and Golem (which only say to "reveal cards from your deck" rather than "reveal cards from the top of your deck") would allow you to reveal cards from anywhere in your deck.
Thanks

Quote
Estate trader v 0.2
Action - Duration
Cost
+2 Cards
+1 Buy
This turn, when you gain a Victory card, you may set aside a top card of your deck face down (on this). At the start of your next turn, put those cards into your hand.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #56 on: August 02, 2021, 12:15:19 pm »
0

You don't need "for the rest of." That's implied (see Bridge, Livery, and Inventor).
I'm pretty sure "from your deck" means "from the top of your deck" unless otherwise specified. Otherwise, both Scrying Pool and Golem (which only say to "reveal cards from your deck" rather than "reveal cards from the top of your deck") would allow you to reveal cards from anywhere in your deck.
Thanks

Quote
Estate trader v 0.2
Action - Duration
Cost
+2 Cards
+1 Buy
This turn, when you gain a Victory card, you may set aside a top card of your deck face down (on this). At the start of your next turn, put those cards into your hand.


My second comment was refuting segura's statement that it should say "from the top of," not agreeing with it. The previous wording was fine except for the unnecessary "for the rest of." In fact, this wording is now grammatically incorrect, so it should either be "you may set aside the top card of your deck" or go back to "you may set aside a card from your deck."
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #57 on: August 02, 2021, 12:51:11 pm »
0


Quote
Blockade Runner $3
Action - Duration
Either now or at the start of your next turn, +$2.
---
While this is in play, when you gain a card, either trash that card or put it onto your deck.
---
Set up phase: Each player adds an Embargo token to a Supply pile.(For the rest of the game, when a player buys a card from that pile, they gain a Curse.)
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #58 on: August 02, 2021, 08:06:52 pm »
+1


Quote
Call to Arms
⑤ Action - Duration

You may play a non-Duration
Action from your hand twice.

Trash a card from your hand.
If it's an Action, set the card
you played aside (on this).
If you did, at the start of your
next turn, play it twice.


It's a Throne Room that trashes cards. If you activate it, it stays to do another song and dance at the start of your next turn.
« Last Edit: August 02, 2021, 08:17:12 pm by MochaMoko »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #59 on: August 02, 2021, 10:46:45 pm »
+1

Late posting this again (sorry)

24 hour submission warning! Make sure your submission are in and updated before 9 PM EST tomorrow!

(which is really in about 22 hours)
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #60 on: August 02, 2021, 11:03:57 pm »
0

This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:

Revolutionist
Action- Attack-Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.

This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #61 on: August 02, 2021, 11:44:56 pm »
+4


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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #62 on: August 03, 2021, 01:59:31 am »
+4




Not bad, but allow me to make an suggestion to improve(?): “Look at the top 4 cards of your deck. Put any number of them in your hand and the rest under this card.At the start of your nexty turn put them in your hand”

This flows a bit better in my opinion and slightly more fun to play.

I think your version if you will generally choose all this turn or all next turn.
« Last Edit: August 03, 2021, 07:13:59 am by lompeluiten »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #63 on: August 03, 2021, 04:17:15 am »
0




This is strictly better than Hunting Grounds, except for the latter's on-trash ability.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #64 on: August 03, 2021, 10:13:03 am »
+2

This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:

Revolutionist
Action- Attack-Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.

This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.

Wouldn't "Revolutionary" be the more commonly used word? While I'm not sure that a pure cantrip trasher is too strong at $4 (there was a recent discussion about that here), a cantrip optional trasher might be. The other problem that I see with this card is that you always want the Duration effect to trigger. The +1 Card on the following turn is far better than a cantrip (which does nothing), so there is little incentive not to trash. What might be more interesting is if you gave the choice of +$1 this turn or trash a card and +$1 next turn. (The problem there is I have no idea how to price that, as you run into issues with Junk Dealer; it might need dynamic pricing or an on-gain effect).



I have designed cards like this, and they raise a question (which I do not believe arises in any official card's design), which is this: do you have to choose the number of cards you want to draw, then draw them all at once? Or can you draw one at a time, and decide after each (until you reach 4) if you want to draw another card this turn or draw the rest next turn? The latter ability is significantly better than the former.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #65 on: August 03, 2021, 12:32:43 pm »
+1




This is strictly better than Hunting Grounds, except for the latter's on-trash ability.

Hunting Grounds is weak and more importantly, as you point out, it has an on-trash ability and thus isn't actually strictly worse. If Hunting Grounds didn't have its on-trash effect, I'd agree that this couldn't cost , but neither one is actually strictly worse or better than the other.



I have designed cards like this, and they raise a question (which I do not believe arises in any official card's design), which is this: do you have to choose the number of cards you want to draw, then draw them all at once? Or can you draw one at a time, and decide after each (until you reach 4) if you want to draw another card this turn or draw the rest next turn? The latter ability is significantly better than the former.

With cards like Cellar and Chapel, you decide the number up front; you don't get to trash Cultist and then trash one of the cards you drew. I'd rule the same way about Harbor, that you decide up front.
« Last Edit: August 03, 2021, 12:36:31 pm by Gubump »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #66 on: August 03, 2021, 12:41:24 pm »
+2




This is strictly better than Hunting Grounds, except for the latter's on-trash ability.

Hunting Grounds is weak and more importantly, as you point out, it has an on-trash ability and thus isn't actually strictly worse. If Hunting Grounds didn't have its on-trash effect, I'd agree that this couldn't cost , but neither one is actually strictly worse or better than the other.

Not strictly better, but Harbor does look way better than Hunting Grounds because of its flexibility.  If you don’t want to trigger a shuffle (or draw cards dead) or are already drawing your deck, you can bank +Cards for your next turn, which is pretty nice in any kingdom.  There is the downside of staying out of your deck for your next turn that Duration cards generally have, but overall this looks very strong.

I also have the same question that emtzalex has about whether you have to decide how many cards you want to draw before you look at them.  I’m assuming you do because otherwise this would be overpowered at $6 IMO.
« Last Edit: August 03, 2021, 12:43:19 pm by Timinou »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #67 on: August 03, 2021, 12:54:36 pm »
0

This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:

Revolutionist
Action- Attack-Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.

This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.

Wouldn't "Revolutionary" be the more commonly used word? While I'm not sure that a pure cantrip trasher is too strong at $4 (there was a recent discussion about that here), a cantrip optional trasher might be. The other problem that I see with this card is that you always want the Duration effect to trigger. The +1 Card on the following turn is far better than a cantrip (which does nothing), so there is little incentive not to trash. What might be more interesting is if you gave the choice of +$1 this turn or trash a card and +$1 next turn. (The problem there is I have no idea how to price that, as you run into issues with Junk Dealer; it might need dynamic pricing or an on-gain effect).

We use Revolutionary as the person (noun), commonly, but it can also be an adjective describing a person, idea, etc. Revolutionist strictly refers to the person.

Regarding the choice to always trash... yes, to maximize the card's benefit, you want to. But by midgame, there are times you have a hand with no cards you want to trash. I've had more than a few times that I didn't play a Junk Dealer because unless I drew junk, I didn't want to have to trash something.

Maybe the attack added on just makes it too strong then.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #68 on: August 03, 2021, 01:11:05 pm »
0

I've made a second card for this contest. You can participate with two cards, can you?
« Last Edit: August 04, 2021, 03:53:46 pm by Gardoomalion »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #69 on: August 03, 2021, 01:30:12 pm »
+3

I've made a second card for this contest. You can participate with two cards, can you?
You can only submit one card.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #70 on: August 03, 2021, 01:37:27 pm »
0

This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:

Revolutionist
Action- Attack-Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.

This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.

Wouldn't "Revolutionary" be the more commonly used word? While I'm not sure that a pure cantrip trasher is too strong at $4 (there was a recent discussion about that here), a cantrip optional trasher might be. The other problem that I see with this card is that you always want the Duration effect to trigger. The +1 Card on the following turn is far better than a cantrip (which does nothing), so there is little incentive not to trash. What might be more interesting is if you gave the choice of +$1 this turn or trash a card and +$1 next turn. (The problem there is I have no idea how to price that, as you run into issues with Junk Dealer; it might need dynamic pricing or an on-gain effect).

We use Revolutionary as the person (noun), commonly, but it can also be an adjective describing a person, idea, etc. Revolutionist strictly refers to the person.

Regarding the choice to always trash... yes, to maximize the card's benefit, you want to. But by midgame, there are times you have a hand with no cards you want to trash. I've had more than a few times that I didn't play a Junk Dealer because unless I drew junk, I didn't want to have to trash something.

Maybe the attack added on just makes it too strong then.

To me this card does not follow the chalange. It is not the choise “now or next turn”. The choice is: “is there anything i want to trash”
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #71 on: August 03, 2021, 02:14:28 pm »
+1

This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:

Revolutionist
Action- Attack-Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.

This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.

Wouldn't "Revolutionary" be the more commonly used word? While I'm not sure that a pure cantrip trasher is too strong at $4 (there was a recent discussion about that here), a cantrip optional trasher might be. The other problem that I see with this card is that you always want the Duration effect to trigger. The +1 Card on the following turn is far better than a cantrip (which does nothing), so there is little incentive not to trash. What might be more interesting is if you gave the choice of +$1 this turn or trash a card and +$1 next turn. (The problem there is I have no idea how to price that, as you run into issues with Junk Dealer; it might need dynamic pricing or an on-gain effect).

We use Revolutionary as the person (noun), commonly, but it can also be an adjective describing a person, idea, etc. Revolutionist strictly refers to the person.

Regarding the choice to always trash... yes, to maximize the card's benefit, you want to. But by midgame, there are times you have a hand with no cards you want to trash. I've had more than a few times that I didn't play a Junk Dealer because unless I drew junk, I didn't want to have to trash something.

Maybe the attack added on just makes it too strong then.

To me this card does not follow the chalange. It is not the choise “now or next turn”. The choice is: “is there anything i want to trash”

With that logic, Sawmill doesn't qualify either because the choice is "do I want this to be non-terminal or terminal," and Copycat doesn't qualify because the choice is frequently "do I want to pass up playing an Action to possibly gain a better Action." All three qualify for the same reason, which is that their staying out is optional.

Revolutionist staying out is tied to whether you trash or not, and it gives you the choice of whether or not it trashes, so it does in fact give you the choice of whether it stays out or not.
« Last Edit: August 03, 2021, 02:16:12 pm by Gubump »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #72 on: August 03, 2021, 02:49:10 pm »
+1

This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:

Revolutionist
Action- Attack-Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.

This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.

All the discussion has made me want to change my card a bit to make the choice an actual choice (rather than "do I have something i want to trash or not?)

Revolutionist
Action- Duration, $5

+1 Card
+1 Action
You may trash a card from your hand. If you don't, at the start of your next turn, +1 Card and trash a card from your hand. 

Edit: updated again
« Last Edit: August 04, 2021, 05:25:46 pm by mathdude »
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #73 on: August 03, 2021, 02:51:13 pm »
+5

This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:

Revolutionist
Action- Attack-Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.

This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.

All the discussion has made me want to change my card a bit to make the choice an actual choice (rather than "do I have something i want to trash or not?)

Revolutionist
Action- Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you don't, at the start of your next turn, +1 Card.

This is significantly less powerful than the previous version, and I'd want to price it down at $3, but then I think it's too obvious to open with 2 of them most of the time. So it stays at $4. Does it need a buff?

If you don't trash, this is the same as Caravan. This is basically "choose one: Caravan or cantrip trasher", so it's strictly better than Caravan at the same price.
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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #74 on: August 03, 2021, 04:00:53 pm »
0

This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:

Revolutionist
Action- Attack-Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.

This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.

All the discussion has made me want to change my card a bit to make the choice an actual choice (rather than "do I have something i want to trash or not?)

Revolutionist
Action- Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you don't, at the start of your next turn, +1 Card.

This is significantly less powerful than the previous version, and I'd want to price it down at $3, but then I think it's too obvious to open with 2 of them most of the time. So it stays at $4. Does it need a buff?

If you don't trash, this is the same as Caravan. This is basically "choose one: Caravan or cantrip trasher", so it's strictly better than Caravan at the same price.
I think i still want to buy 1 or 2 of them on $5. It trashes, and when you are done trashing it provides engine power. It isn't an dead card like some other trashers.
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mathdude

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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #75 on: August 03, 2021, 05:41:26 pm »
0

This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:

Revolutionist
Action- Attack-Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.

This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.

All the discussion has made me want to change my card a bit to make the choice an actual choice (rather than "do I have something i want to trash or not?)

Revolutionist
Action- Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you don't, at the start of your next turn, +1 Card.

This is significantly less powerful than the previous version, and I'd want to price it down at $3, but then I think it's too obvious to open with 2 of them most of the time. So it stays at $4. Does it need a buff?
I suggest to familiarize yourself with the official cards lest you suggest again that a card which is strictly better than an official $4 should perhaps be priced at $3.

And I suggest you try commenting constructively instead of condescendingly for a change, lest you drive away forum members. Just saying

I post from phone most of the time and it's not always easy to pull up a full list. I am familiar with all cards except Alchemy. But sometimes I forget things, as most people do. A simple, gentle pointing out of things like that, as most people do, is much more helpful for the community.
« Last Edit: August 03, 2021, 05:43:41 pm by mathdude »
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Gubump

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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #76 on: August 03, 2021, 05:53:15 pm »
+1

This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:

Revolutionist
Action- Attack-Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.

This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.

All the discussion has made me want to change my card a bit to make the choice an actual choice (rather than "do I have something i want to trash or not?)

Revolutionist
Action- Duration, $5

+1 Card
+1 Action
You may trash a card from your hand. If you don't, at the start of your next turn, +1 Card, trash a card.

Edit: updated again

The next-turn trashing also needs to specify "from your hand." It would also read better if it said "at the start of your next turn, +1 Card and trash a card from your hand."
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anordinaryman

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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #77 on: August 03, 2021, 08:28:56 pm »
+3

This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:

Revolutionist
Action- Attack-Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.

This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.

I know we've discussed this card a lot already, but I wanted to add this additional feedback. I don't think the Attack would work in Dominion. All attacks happen immediately -- their effect gets applied immediately (Haunted Woods, Swamp Hag, Enchantress, Gate Keeper), but this Attack is delayed... at the start of your next turn you force them to discard a card. The rules would say someone has to react with a reaction card on the turn you play Revolutionist, but someone's instinct is to, when they are getting attacked use the reaction. And it leads to confusing situations.

My Turn 1: I play a Lighthouse
Your Turn 1: you play Revolutionist
My turn 2: I discard Lighthouse from play
Your Turn 2: Revolutionist attacks -- I don't discard even though I have no Lighthouse in play to remind me.

Your Turn 1: you play Revolutionist
My turn 1: I play a Lighthouse
Your Turn 2: Revolutionist attacks -- I discard even though I have a lighthouse in play.

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AJL828

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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #78 on: August 03, 2021, 09:05:27 pm »
+2

All submissions are now closed!

Gardoomalion, I will take your first entry as your 1 submission. As faust has said, you are limited to 1 submission per contest (although if you'd like more feedback on other cards, the discord is a great place to check out)

Check back in another 24 hours (approximately) for my judgings!
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AJL828

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Re: Weekly Design Contest 123: Duration? Are You Sure?
« Reply #79 on: August 04, 2021, 09:28:11 pm »
+6

Alright, here are my thoughts on your entries! Hopefully this is easier to read than the last time I did this :P

anordinaryman
Quote
Skipper | Action - Duration | $5
You may play an Action card from your hand.
Choose one: play it again, or set it aside and play it at the start of your next turn.
-
This is gained onto your deck (instead of your discard pile).
Tracking with Durations seems difficult (something like Wharf for instance, leads to questions of “umm, how many times did I play that last turn again?”). I think the strength level is ok, comparable to something like Royal Carriage ($5 throne with a bit more flexibility, this one is good with some overdraw, top decking on gain can also help set up your next turn).

Timinou
Quote
Novice
Action - Duration ($5)

Set aside up to 2 cards from your hand (on this). Choose one: trash them now; or at the start of your next turn, trash them and +1 Card per $1 they cost in total.
Double trashing with no other bonus for $5 isn’t very strong so most of the time I'd be wanting to make use of the second option. I like this card’s ability to setup megaturns or spike high purchase points. I think overall it’s weaker than Apprentice but it has some different things it can do for you.

faust
Quote
Sawmill
Action - Treasure - Duration ($4)

At the start of your next Buy Phase, +$2, +1 Buy
I never played Dominion in the time of the original Woodcutter, but I don’t think it’s a card I’d like using very often (Nomad Camp also doesn't impress me, Messenger is alright). This looks alright for spiking some purchases but I don’t see much else I’d get this card for besides that or the only source of +Buy.

emtzalex
Quote
INVESTMENT ($5)
TREASURE - DURATION
+1 Buy
Choose one: +$2; or, at the start of your next turn, +1 Buy and +$3.
Similarly to Sawmill, I like the look of this card for spiking high purchases, don’t think I’d get it much otherwise. The extra Buys on the Duration option may also help with stuff like cost reduction or Peddler. I don't know, this one just doesn't excite me very much.

4est
Quote
Sentinel
Night  - Duration ($2)

Either now or at the start of your next turn, +2 Cards then put 2 cards from your hand onto your deck.
I think this is a flexible card where both options will get some good usage. I’d aim to use the first choice more since I can keep reusing the same Sentinel, but the second choice also has some nice synergies (stuff that cares about the top of deck, as you already pointed out). Also because I saw it brought up, the name being the same as one of my other WDC cards doesn’t really mean anything to me, just made me chuckle a bit when I first saw it. :P

Gubump
Quote
Harbor
Action - Duration ($4)

Either now or at the start of your next turn, +2 Cards and +1 Buy.
--
When you gain this, you may play it.
A simple twist on Barge that sets up some interesting ideas. You can gain a bunch of them in a turn with some Workshops to set up a huge turn next turn. You can buy a couple to set up your next turn, like Den of Sin. And of course you can always just play it normally for a bit of extra draw now or next turn. Great work on this one!

JW
Quote
Tabernacle
$2
Action - Duration
Now, or at the start of your next turn, you may trash a card from your hand for +1 Card.
The ability to trash next turn instead can be nice so that you still have a 5 card hand to work with, but I think this is too slow of a trasher for something that doesn’t provide any other options after you’re done trashing (exs. Amulet, Steward, Masquerade). A terminal +1 Card on something can also be awkward since it can draw stuff dead without increasing handsize at all.

mandioca15
Quote
Capstan (Action-Duration, $4)

+1 Card
+1 Action
Discard any number of cards. At the start of your next turn, draw that many cards.
Fantastic card for spiking purchases. I also like its lategame utility of discarding all your green cards/unneeded Actions or Treasures to set up a reliable next turn.
One concern I have with this card though is the tracking, remembering how many cards you discarded last turn seems difficult to do without a notepad or something else around.

NoMoreFun
Quote
Copycat
Action - Duration ($4)

The next time any player plays an Action, gain a copy of it to your hand.
I think the gaining to hand and cheaper cost make this compare too favourably to Kiln. Yes, it can’t gain Treasures, but being able to immediately use a powerful Action outweighs that imo.
I do like the card’s idea, but I’d prefer it if it cost more or didn’t gain to hand.

xyz123
Quote
Refit
Action - Duration ($5)

Choose one: Trash a card from your hand and gain a card costing up to $2 more than it; or at the start of your next turn trash a card from your hand and gain a card costing up to $3 more than it.
This solves a big problem that Expand has (that being by the time you can hit $7, it’s usually a little late for what it does). I think both options have some good usage, first for late game Gold -> Province and the second for early game Estates -> $5 (for example). Overall, great card. Interesting and easy to understand.

grep
Quote
Wagenburg
$4 - Action - Duration
+1 Card
+2 Actions
You may put your -1 Card token on your deck. If you did, at start of your next turn, +1 Card.
-
While this is in play, you are unaffected by other players' Attack cards.
A $4 village is already in a relatively safe spot strength wise, but I like the unique options this card gives you. Overdraw can make the +1 Card next turn meaningful, and since you only need 1 out at a time to block attacks I don't think there is too much concern about losing all of your +Actions.

Xen3k
Quote
Information Broker - $6
Action - Duration
+2 Cards
+1 Action
Either now or at the start of your next turn, if you have no Debt, +2 Cards and take 4 Debt.
This one was probably the most difficult for me to evaluate, since no other Action gives Debt on play. With excess payload (which is something I find myself with often enough) taking debt for extra draw seems useful. I like the change of making the draw conditional on having no Debt, otherwise “gainer” focused decks look like they could get out of control.

lompeluiten
Quote
Wood Sculptor ($5)
Action - Duration
Either now or at the start of your next turn, gain a card to your hand costing up to $4.

Delaying a $4 gain until next turn can be useful early on to let you play your gained card right away (unless you have Villages of course). It's a weird "in the middle" state between being terminal and non-terminal. Simple and to the point. I like this card.

spineflu
Quote
Sovereign • $5 • Action - Duration
You may play a non-Duration Action from your hand twice. You may set it aside if there's a copy of it in the Supply, to play it twice at the start of your next turn.
 
Until then, the first time another player plays a copy of the set aside card on their turn, they play it again afterwards.
Powerful throning with a drawback isn’t something I’ve seen before, I like the concept. This is a card that greatly rewards different playstyles and/or meticulous tracking of your opponent’s deck, after all if they don’t have the card you set aside, who cares about the drawback? I also like having “non-Duration” on this so that way my head doesn’t spin trying to remember what got played when. :P

majiponi
Quote
Imitation
cost $6 - Action - Duration
You may play an Action card from your hand. If you do, choose one: replay it; or leave it in play until the start of your next turn, to gain a copy of it into your hand.
This is a much more flexible version of Kiln, so I think the higher price is appropriate. I think it would excel in games with high cost Actions, or Potion/Debt costs. It seems a bit slow for some games (as each gain takes 2 turns), but I think it has enough times where it is worthwhile.

Freddy10
Quote
Merchant Wagon ($4)
Action - Duration

+1 Action
Choose one: Discard any number of cards, then draw that many; or at the start of your next turn: +2 Cards
Another decent card for spiking purchases. $4 for the Cellar effect isn’t very good though, so I think I’d prefer something a little stronger for this effect.
Overall though I think this card is fine.

fika monster
Quote
Vanguard
Action - Duration ($5)

Either now or at the start of your next turn: put your deck into your discard pile. Put 2 cards from your discard pile into your hand.
I think this card is a little weak overall, but it has some great utility not seen in many other cards. It’s great with terminal draw BM, and is also a nice counter to many attacks including Rabble, Ghost Ship, and Sea Hag. The next turn effect can also be useful for setting up an extra reliable starting hard.

Gardoomalion
Quote
Estate Trader
Action - Duration ($4)
+2 Cards
+1 Buy
This turn, when you gain a Victory card, you may set aside the top card of your deck face down (on this). At the start of your next turn, put those cards into your hand.
This card is sad when you’ve drawn your whole deck, as you have nothing else to set aside for your next turn, compared to most other duration draw cards that give you +Cards at the start of your turn. I think this card would be much more flexible if it could set aside cards from your hand as well. It may seem a little OP at first, but since you’re usually not greening until the end I don’t think it’s an issue.

arowdok
Quote
Blockade Runner $3
Action - Duration
Either now or at the start of your next turn, +$2.
---
While this is in play, when you gain a card, either trash that card or put it onto your deck.
---
Set up phase: Each player adds an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.)
The on-play ability and the “while in play” ability are both pretty nice and simple. I dislike the Set-Up section though. It’s unclear what order the players place the Embargo tokens, and I feel it also tries to “force” part of the “while in play” ability when similar cards (such as Watchtower) can function just fine without needing everything to be fully utilized 100% of the time.

MochaMoko
Quote
Call to Arms
⑤ Action - Duration
You may play a non-Duration
Action from your hand twice.

Trash a card from your hand. If it's an Action, set the card you played aside (on this). If you did, at the start of your next turn, play it twice.
My first thought with this card (naturally) is “LOL Fortress.” :P Even without that, I think this is another $5 Throne that offers some good utility (trashing is helpful of course) and combos very nicely with other things such as Horses or cheap cantrips you normally don’t really need. Nice work!

spheremonk
Quote
Harbor
Action - Duration ($6)

Draw up to 4 cards. For each card less than 4 you draw, put a token on this. At the start of your next turn, +1 Card per token
While it isn’t strictly better than Hunting Grounds (due to no on-trash bonus), I do think this card compares to it a little too favourably. I do love the flexibility this card offers but I feel it needs to be a little more expensive (not sure if $7 makes it too weak though). Maybe a small on-gain penalty?

mathdude
Quote
Revolutionist
Action- Duration, $5
+1 Card
+1 Action
You may trash a card from your hand. If you don't, at the start of your next turn, +1 Card and trash a card from your hand.
This one seems pretty good. A cantrip trasher with the option to delay the trashing (for when you draw this with all your $ early on) is quite nice. Giving an extra +1 Card next turn is also nice, since it allows you to operate with a “normal” handsize for each of the 2 turns.

I decided to split up the rankings into three (instead of two) sections this time. Without further ado:

Semi-Finalists
Sentinel by 4est
Harbor by Gubump
Wagenburg by grep
Wood Sculptor by lompeluiten
Sovereign by spineflu
Revolutionist by mathdude

Runner-Ups
Capstan by mandioca15
Refit by xyz123

Winner
Call to Arms by MochaMoko

Congratulations to Mocha for winning the contest! And thank you to everyone who came out to submit this week! I had a lot of fun with this contest!
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