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Author Topic: Weekly Design Contest #126: Seeking an Heir  (Read 4577 times)

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Gubump

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Weekly Design Contest #126: Seeking an Heir
« on: August 23, 2021, 11:02:33 am »
+7

Contest #126: Seeking an Heir

Design a card that uses the following Heirloom:



As in the last contest I hosted, please do not submit any cards you've previously posted on the forums. Also as before, my judging criteria will focus on balance, playability, fun, and creativity.

A couple of important notes: You'll notice that the Heirloom does not have a name; this is to avoid narrowing the namespace for submissions. Please give the Heirloom a name along with your submission. Lastly, feel free to give the Heirloom a different cost than the cost I chose; it's probably not super important for balance (depending on your submission, of course), but I'll assume it costs for all entries unless otherwise specified.

Without any further ado, good luck and have fun designing!
« Last Edit: August 23, 2021, 01:08:00 pm by Gubump »
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X-tra

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #1 on: August 23, 2021, 12:52:35 pm »
+3

Pretty quick entry this time, but I am feeling inspired, soooo... here we go!

     

Spectacle, played after Fireworks, allows you to pull some neat tricks. For instance... Workshopping more Spectacles! Or if you've drawn deck, then you can "gain and play" the card(s) you bought this turn.

Spectacle might be too strong, idk. I briefly considered giving it a cost. Anyway, lemme know if it's too powerful or something.
« Last Edit: August 23, 2021, 12:58:37 pm by X-tra »
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segura

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #2 on: August 23, 2021, 01:02:00 pm »
+2

I don’t think that it is too strong. I doubt that the situations in which this shines, i.e. the already mentioned Workshops, draw-to-X and „Smithy before Village“, occur that more often than situations in which this sucks relative to Workers Village (Thrones, Actions like Scrying Pool, Herald and so on that want a high Action density) to justify a higher price / lower strength.
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Gubump

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #3 on: August 23, 2021, 01:05:57 pm »
+2

Pretty quick entry this time, but I am feeling inspired, soooo... here we go!

     

Spectacle, played after Fireworks, allows you to pull some neat tricks. For instance... Workshopping more Spectacles! Or if you've drawn deck, then you can "gain and play" the card(s) you bought this turn.

Spectacle might be too strong, idk. I briefly considered giving it a cost. Anyway, lemme know if it's too powerful or something.

Fireworks doesn't need the big . See current HoP:
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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #4 on: August 23, 2021, 01:13:19 pm »
0

Yeah, the big is mostly a lil' thing I like to do. I know non- yielding Treasures don't need it, but idk. I enjoy seeing that big fat on Treasure cards. A quick reminder that you're not getting straight from it. It's mostly a personal thing, I'll admit.
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Gubump

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #5 on: August 23, 2021, 03:17:16 pm »
+2

Yeah, the big is mostly a lil' thing I like to do. I know non- yielding Treasures don't need it, but idk. I enjoy seeing that big fat on Treasure cards. A quick reminder that you're not getting straight from it. It's mostly a personal thing, I'll admit.

Fair enough; it matters a lot less for this Treasure since it isn't a wall of text like HoP is.
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Xen3k

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #6 on: August 23, 2021, 07:10:06 pm »
+8



Quote
Port Clerk - $5
Action
+1 Buy
This turn, when you play a Treasure you didn't have a copy of in play, +$1.

Quote
Quill - $3
Treasure - Heirloom
Cards cost $1 less this turn.

Port Clerk is a terminal super Merchant. The money from a Port Clerk can scale pretty quickly with additional Treasures in the Kingdom and with things like Counterfeit, so I think the $5 cost is warranted. Not sure if the sentence structure for Port Clerk is correct. Feedback is appreciated.

Edit: Updated text for Port Clerk.
« Last Edit: August 23, 2021, 09:18:09 pm by Xen3k »
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Gubump

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #7 on: August 23, 2021, 09:11:29 pm »
+1



Quote
Port Clerk - $5
Action
+1 Buy
When you play a Treasure card this turn that you don't have a copy of in play, +$1.

Quote
Quill - $3
Treasure - Heirloom
Cards cost $1 less this turn.

Port Clerk is a terminal super Merchant. The money from a Port Clerk can scale pretty quickly with additional Treasures in the Kingdom and with things like Counterfeit, so I think the $5 cost is warranted. Not sure if the sentence structure for Port Clerk is correct. Feedback is appreciated.

I think it would read more cleanly if "this turn" came first, like so:
Quote
This turn, when you play a Treasure you didn't have a copy of in play, +.
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Xen3k

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #8 on: August 23, 2021, 09:15:45 pm »
0

I think it would read more cleanly if "this turn" came first, like so:
Quote
This turn, when you play a Treasure you didn't have a copy of in play, +.

That is much better! Thanks!
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mxdata

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #9 on: August 23, 2021, 10:46:57 pm »
+1

Pretty quick entry this time, but I am feeling inspired, soooo... here we go!

     

Spectacle, played after Fireworks, allows you to pull some neat tricks. For instance... Workshopping more Spectacles! Or if you've drawn deck, then you can "gain and play" the card(s) you bought this turn.

Spectacle might be too strong, idk. I briefly considered giving it a cost. Anyway, lemme know if it's too powerful or something.

Is the "if it's your turn" really needed?  There are ways to play Action cards on another person's turn, but I can't think of any ways you can play a Night card
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4est

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #10 on: August 23, 2021, 11:11:45 pm »
+7



Here's my entry for this week. Road is a cheap cantrip that along with your other Roads allows you to gain a single card per turn with a variable cost based on how many Roads you got into play that turn. With just one in play, you can usually only gain a Copper, but if you collide it with your Shortcut, you can gain another Road. Later, you can chain together more to gain an engine piece or even a Province if you have a long enough Road. The Shortcut essentially stands in as another Road, along with some of the usual cost reduction shenanigans.

*Edit: changed "When you discard this from play" to "At the end of your Buy phase"
« Last Edit: August 24, 2021, 09:31:42 am by 4est »
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Gubump

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #11 on: August 24, 2021, 01:27:35 am »
0



Here's my entry for this week. Road is a cheap cantrip that along with your other Roads allows you to gain a single card per turn with a variable cost based on how many Roads you got into play that turn (I think the "Once per turn" language correctly achieves this effect, but let me know if it doesn't). With just one in play, you can usually only gain a Copper, but if you collide it with your Shortcut, you can gain another Road. Later, you can chain together more to gain an engine piece or even a Province if you have a long enough Road. The Shortcut essentially stands in as another Road, along with some of the usual cost reduction shenanigans.

You only discard "this" once per turn anyway, so I don't think this wording quite works. I'd suggest this wording:
Quote
+1 Card
+1 Action

Once per turn, when you discard a Road from play...

Also, important question: Is it intentional that playing 3 roads gains you a (because it triggers after the discard)?
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anordinaryman

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #12 on: August 24, 2021, 01:52:35 am »
0

I'm just thinking about the design space for this contest, to get my own creative juices flowing and hopefully this inspires other people as well.

Obviously the card has to interact with the heirloom to be interesting so it has to both:
(1) do something that cares about cost
(2) do that after a treasure is played.

All current submissions do this.
Spectacle gives a buy(1), and is a night (2) that can bring you back to Action/Buy phase.
Port Clerk gives a buy(1) which comes into affect for the (2) buy phase. Port Clerk also cares about unique treasures
Road gains a card per cost (1) which comes into affect during cleanup (2 -- happens after treasures are played)

ideas for option 1:
Gain a card costing up to X, +Buy, Trash for benefit*, Remodel/Upgrade*, Discard for Benefit*, Attack: other players Trash/Discard a card costing at least X  (to be sensible probably have a max as well), do something if the cost of a revealed card is exactly X.
* These all can get worse with cost-reduction, of course.

ideas for option 2:
Make it a Treasure Card, make it a Night Card, make it a Reserve Card that can be called later, make it an Action that has a trigger later (like Road's on-discard-from-play), make it an Action card that gives out a State that does something at end of Buy Phase, make it a card with the ability to play Treasure cards not during the Buy Phase



« Last Edit: August 24, 2021, 11:24:59 am by anordinaryman »
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anordinaryman

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #13 on: August 24, 2021, 01:54:25 am »
+2



Here's my entry for this week. Road is a cheap cantrip that along with your other Roads allows you to gain a single card per turn with a variable cost based on how many Roads you got into play that turn (I think the "Once per turn" language correctly achieves this effect, but let me know if it doesn't). With just one in play, you can usually only gain a Copper, but if you collide it with your Shortcut, you can gain another Road. Later, you can chain together more to gain an engine piece or even a Province if you have a long enough Road. The Shortcut essentially stands in as another Road, along with some of the usual cost reduction shenanigans.

You only discard "this" once per turn anyway, so I don't think this wording quite works. I'd suggest this wording:
Quote
+1 Card
+1 Action

Once per turn, when you discard a Road from play...

Also, important question: Is it intentional that playing 3 roads gains you a (because it triggers after the discard)?

You can use the wording "once per turn: at the end of your Buy Phase" to solve this.
End of Buy Phase happens before start of clean up, so 3 roads are still in play and you'd gain a card costing up to $3 (or $4 with a shortcut in play)
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majiponi

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #14 on: August 24, 2021, 03:06:36 am »
+2

Bridgestone
cost $3 - Action
+1 Action
+$1
+2 Buys
Heirloom: Stone

Stone
cost $3 - Treasure
Cards cost $1 less this turn.
« Last Edit: August 24, 2021, 03:09:34 am by majiponi »
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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #15 on: August 24, 2021, 04:34:06 am »
+1


Quote
Night Drive - $5
Night

Trash a card you have in play.
Gain a Horse per $1 it costs.
Heirloom: Carriage
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lompeluiten

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #16 on: August 24, 2021, 07:39:24 am »
+1


Quote
Night Drive - $5
Night

Trash a card you have in play.
Gain a Horse per $1 it costs.
Heirloom: Carriage
That is anti synergy?
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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #17 on: August 24, 2021, 07:48:28 am »
0

Royal Signet $4
Treasure
+1 buy
You may play an treasure card from your hand twice.
Heirloom: Weighted Coin

Weighted Coin $2
Treasure
Cards cost 1 less this turn

Applications:
- An opening to get your strategy going. (silver + royal signet you can get something going)
- An source of +buys, if you need one.
- Big money
- Engine deck where you copy the most valuable treasure every time. If you combine 2 of them with an platinum and weighted coin it with the weighted coin you can make an sudden pile drive when needed.
« Last Edit: August 24, 2021, 07:58:32 am by lompeluiten »
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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #18 on: August 24, 2021, 07:59:26 am »
+3


Quote
Night Drive - $5
Night

Trash a card you have in play.
Gain a Horse per $1 it costs.
Heirloom: Carriage
That is anti synergy?
Indeed; this is intentional. Pooka and Cursed Gold also anti-synergize.
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X-tra

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #19 on: August 24, 2021, 08:48:50 am »
+2

Is the "if it's your turn" really needed?  There are ways to play Action cards on another person's turn, but I can't think of any ways you can play a Night card

Future proofing, mostly. :)

I almost posted a version without that condition, but I think it's still quite elegant with it anyway. We never can be too sure with Donald X!
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mathdude

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #20 on: August 24, 2021, 09:36:55 am »
0


Lightning Rod
cost $4 - Action-Attack-Reaction
+1 Card
+1 Buy
Choose one: +1 Coffers; or +$1 and each other player takes their -$1 token.
-
When any player plays a Lightning, you may play this from your hand.
Heirloom: Lightning

Lightning
cost $3 - Treasure-Heirloom
Cards cost $1 less this turn.

Not sure if being able to react ti your own Lightning makes this too strong. If so, should I raise cost to $5? Or just let it react to other people's play of Lightning?
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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #21 on: August 24, 2021, 10:07:46 am »
+2



Quote
Labor Union • $5 • Action • Heirloom: Leverage
+1 Buy
+$1
-
While this is in play, when you buy a card, if its cost in coins is even, +1 Coffers, or if its cost in coins is odd, +1 Villager.
Quote
Leverage • $3 • Treasure - Heirloom
Cards cost $1 less this turn.

Merchant's Guild variant.
I had trouble coming up with a card for this - $1 of reduction isn't that much, so beaucoup buys wasn't on the table, and it still takes up space in your deck unlike Canal. Then I realized you could do some fun stuff that cares about even/odd prices, vary the effect that way. Should help it get to the table more than drawing Merchant Guilds dead, anyway.

I was going to do a night-remodel, but the result was underwhelming. Yeah you could turn a copper/curse into a silver, but like, the supply cards scaled the same as the card you were trashing, so a difference of $2 was static / the presence of the heirloom didn't change anything.
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emtzalex

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #22 on: August 24, 2021, 11:49:28 am »
+1

My Submission:


Quote from: Chop Shop
CHOP SHOP

[Card art is a black and white drawing of some sort of workshop, with numerous men in pre-modern clothing doing various tasks--writing, reading, tinkering with items--at work tables or seated on benches or standing. Bright light emanates from some of the items worked on. Various other items are strewn about on the floor or on a shelf above.]

Trash a card from your hand or one you have in play. Gain a card costing up to $2 more than it. If the trashed card is an...
Action card, +1 Villager
Treasure card, +1 Coffers
Victory card, +1VP

Heirloom: Burglary Tools

$3
                                                        NIGHT                                                       
                   

Here is my version of the Heirloom:


Another remodeler, as a Night card it has the benefit of being non-terminal and of being able to trash cards in play (as well as in your hand). Plus, the boys in the Chop Shop can salvage a little extra from what they took apart, in the form of tokens (it has always struck me as a shame that Night cards were in a set without Coffers, Villagers, or VP tokens, as there is an obvious design synergy there). If you can collide it with its heirloom (which I named Burglary Tools to fit the theme), you can trash your in-play Coppers into Silvers (or $3 Actions). There can be some strategic tension when that happens, if you also have an Estate in your hand. The estate is worse junk, but the next time you get Chop Shop you may not have Burglary Tools (and may be out of Estates), and unable to remodel your Copper into something useful.

I do wonder if this is maybe too strong. Should I push it up to $6? It seems extremely weak compared to Altar. But is it substantially stronger than Replace?
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segura

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #23 on: August 24, 2021, 12:01:25 pm »
+2

I think that it is too good. Non-terminal, trashing from play, token bonuses look far stronger than the Cursing/topdecking of Replace.
Especially trashing from play. You can Mine your Coppers into Silvers with the Heirloom in play and you can Remodel PLAYED Golds into Provinces.
« Last Edit: August 24, 2021, 12:03:13 pm by segura »
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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #24 on: August 24, 2021, 12:20:32 pm »
+5

This is the first Heirloom Kingdom card I've ever made, hope you like it!



Jeweller
Action ($4)

+1 Card
+1 Action
Play up to 3 Treasures from your hand. You may gain a card costing up to $1 per differently named Treasure you have in play.

It can be a cantrip Workshop (or sometimes even a little more) but it takes some work to get there. The Heirloom provides a nice synergy both in the cost reduction and in providing another differently named Treasure. It even works nicely with DtX. I thought about doing the HOP self trashing for Victory cards, but I don't think its necessary since you'd need at least 2 of these out already to gain Provinces (and also enough Treasures on the board to do so :P)
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anordinaryman

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #25 on: August 24, 2021, 06:18:05 pm »
+5

Submission


Quote

Woodsman | Action - Reserve | $4
+1 Buy
Put this on your Tavern mat.
-
After you play a card, you may call this to choose +2 Cards; or gain a card that costs up to $4
Heirloom: Lumber

Woodsman can be called immediately for a more expensive workshop that gives +1 buy. Or you can treat it like a +2 cards +1 buy which would be weak silk Merchant. If only you could line this card up for when you need it, so you can gain $5s with it. Well, you can! The power is you can choose to delay calling the card. You can choose to keep it on the Tavern mat to save a later turn, like a coin of the realm for cards. Or, you can wait until you play a Lumber, and now you can gain a card costing up to $5.

This card can be called in your Action, Buy, or Night phases. And this card can be called when it's not your turn. Thanks to Menagerie, there's a ton of cards that can be played out of your turn, like Black Cat. Good thing that both the actions you can take when you call it are easily trackable even if it's not your turn.

The card has to cost at least $4 because it is strictly better than workshop.

As always, open to feedback.

Edited to incorporate Gubump's feedback below moving from before -> after

« Last Edit: August 26, 2021, 03:02:39 pm by anordinaryman »
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Gubump

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #26 on: August 24, 2021, 07:06:06 pm »
+1

Submission


Quote

Woodsman | Action - Reserve | $4
+1 Buy
Put this on your Tavern mat.
-
When you play a card, you may call this to choose +2 Cards; or gain a card that costs up to $4
Heirloom: Lumber

Lumber Jack can be called immediately after your next card for a more expensive workshop that gives +1 buy. Or you can treat it like a +2 cards +1 buy which would be weak silk Merchant. If only you could line this card up for when you need it, so you can gain $5s with it. Well, you can! The power is you can choose to delay calling the card. You can choose to keep it on the Tavern mat to save a later turn, like a coin of the realm for cards. Or, you can wait until you play a Lumber, and now you can gain a card costing up to $5.

This card can be called in your Action, Buy, or Night phases. And this card can be called when it's not your turn. Thanks to Menagerie, there's a ton of cards that can be played out of your turn, like Black Cat. Good thing that both the actions you can take when you call it are easily trackable even if it's not your turn.

The card has to cost at least $4 because it is almost strictly better than workshop (except for a turn where that is the last action card you have to play and you have no treasures).

As always, open to feedback.

Woodsman should either say "you may first call this..." or "whenafter you play a card..." to make it clearer whether it triggers before or after resolving the played card. The latter allows you to call it immediately, so if that isn't intended (I assume it's not based on your commentary), then you would also have to say "after you play a card other than this..." I assume it's intended to be before resolving, though.
« Last Edit: August 24, 2021, 07:10:36 pm by Gubump »
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anordinaryman

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #27 on: August 24, 2021, 08:43:21 pm »
0

Submission


Quote

Woodsman | Action - Reserve | $4
+1 Buy
Put this on your Tavern mat.
-
When you play a card, you may call this to choose +2 Cards; or gain a card that costs up to $4
Heirloom: Lumber

Lumber Jack can be called immediately after your next card for a more expensive workshop that gives +1 buy. Or you can treat it like a +2 cards +1 buy which would be weak silk Merchant. If only you could line this card up for when you need it, so you can gain $5s with it. Well, you can! The power is you can choose to delay calling the card. You can choose to keep it on the Tavern mat to save a later turn, like a coin of the realm for cards. Or, you can wait until you play a Lumber, and now you can gain a card costing up to $5.

This card can be called in your Action, Buy, or Night phases. And this card can be called when it's not your turn. Thanks to Menagerie, there's a ton of cards that can be played out of your turn, like Black Cat. Good thing that both the actions you can take when you call it are easily trackable even if it's not your turn.

The card has to cost at least $4 because it is almost strictly better than workshop (except for a turn where that is the last action card you have to play and you have no treasures).

As always, open to feedback.

Woodsman should either say "you may first call this..." or "whenafter you play a card..." to make it clearer whether it triggers before or after resolving the played card. The latter allows you to call it immediately, so if that isn't intended (I assume it's not based on your commentary), then you would also have to say "after you play a card other than this..." I assume it's intended to be before resolving, though.

Thank you! I didn't realize that after would allow it to call it from its own play! I think that's better, so I'm updating the original post with your change.
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NoMoreFun

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #28 on: August 24, 2021, 09:01:00 pm »
+1

Night Worker
Night - $5
Gain a card costing up to $4 onto your deck
If it's a(n)...
Action: +1 Villager
Treasure: +1 Coffers
Victory card: +1VP
(Heirloom: Torch)

Torch
Treasure/Heirloom - $3*
Cards cost $1 less this turn
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xyz123

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #29 on: August 25, 2021, 12:47:05 pm »
+3

Shipwright
Action-Night-Reserve $4

If this is your Night phase put this on your tavern mat. Otherwise gain a card costing up to $4.
____________________________________________________________________________
During your Buy phase you may call this to return to your Action phase.
Heirloom: Mooring

Mooring
Treasure-Heirloom $3

Cards cost $1 less this turn.



- The card we have been given is a Treasure that in some circumstances you would want to play before some action cards. I decided to make a card that can be both an action you may want to play afterwards and a way of allowing you to do so.
- Hope I haven't missed anything with the idea of an action or night-reserve mechanic.
- I was a bit concerned about the potential that repeatedly being able to return to your action phase could be broken in some kingdoms. I couldn't think of a specific examples, but it seems likely that it exists. To mitigate this I decided that the switching to your action phase is set up in the night phase of the previous turn.
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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #30 on: August 26, 2021, 09:29:35 am »
+3

Brooch 
$3
Treasure
$1. +1 Buy.
You may trash a card from your hand costing $0 or $1.
Heirloom: Clasp
 
Clasp
$2
Treasure - Heirloom
Cards cost $1 less this turn.

I debated whether Brooch should cost $3 or $4. Edit: Brooch started at $4, but I have changed it to $3. It seems similar in power to Forager and double-Brooch openings do not seem problematic.
« Last Edit: August 29, 2021, 10:01:06 am by JW »
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Timinou

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #31 on: August 26, 2021, 10:37:04 am »
+5



Souk is a draw-to-X Market variant.  Like Storyteller and Black Market, it lets you play Treasures during your Action phase.  Black Market is a good enabler of draw-to-X engines, so I wanted Souk to exploit that feature.  It only draws until you have 4 cards in hand...hopefully that keeps it from getting too crazy.  If you are able to open with Souk, the high roll would be to see Souk in your starting hand on turn 4 with 3 Coppers and your Lantern.  That potentially lets you gain and play a $5/$6-cost card.

The extra buy that Souk gives allows for gain and play, but isn't a bona fide +Buy, which in some cases you may prefer to have during your Buy phase once you have been able to play all your Treasures.  Moreover, you're less likely to be able to make good use of this extra Buy if you have a high density of Action cards that don’t give +$ in your deck or low money density.
« Last Edit: August 26, 2021, 01:13:00 pm by Timinou »
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Aquila

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #32 on: August 26, 2021, 05:15:36 pm »
+2

Entry:

Quote
Record - Event, $3 cost.
+1 Buy
At Clean-up, put up to 2 cards costing from $2 to $4 onto your deck when you discard them from play.
Heirloom: Quill Pen
Default $3 cost Heirloom is fine here.

Former entry:

Quote
Extract - Event, P cost.
Once per turn: +1 Buy. Gain a card costing up to $1 per differently named Treasure you have in play.

I thought an Event would be less shuffle dependent, and that Potion cost was about right balance wise (as well as an extra different Treasure).
Edit: then I wanted something that's actually not shuffle dependent, so changed my entry to Record.
« Last Edit: August 29, 2021, 04:55:54 am by Aquila »
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Gubump

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #33 on: August 26, 2021, 07:38:18 pm »
0

Differently named Treasures again, I see... I started at counting all Treasures but couldn't be sure of balance.



I thought an Event would be less shuffle dependent, and that Potion cost was about right balance wise (as well as an extra different Treasure)

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #34 on: August 27, 2021, 03:25:21 am »
0

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #35 on: August 27, 2021, 06:09:17 am »
+2

Quote
Extract - Event, P cost.
Once per turn: +1 Buy. Gain a card costing up to $1 per differently named Treasure you have in play.

I thought an Event would be less shuffle dependent, and that Potion cost was about right balance wise (as well as an extra different Treasure)
I like the idea, but I'm not sure how needing to have a Potion in your deck makes this any less shuffle dependent. You would get pretty much the same gameplay (barring interaction with other Potion costs) from this if it was a Treasure that reads "Once per turn: Gain a card costing up to $1 per differently named Treasure you have in play." At that point, it is a pretty straightforward Horn of Plenty variant.
« Last Edit: August 27, 2021, 06:12:12 am by faust »
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Gubump

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #36 on: August 27, 2021, 11:43:55 am »
0

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lompeluiten

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #37 on: August 27, 2021, 02:35:11 pm »
+2



The extra buy that Souk gives allows for gain and play, but isn't a bona fide +Buy, which in some cases you may prefer to have during your Buy phase once you have been able to play all your Treasures.  Moreover, you're less likely to be able to make good use of this extra Buy if you have a high density of Action cards that don’t give +$ in your deck or low money density.
I think this buying in between is an tracking nightmare without providing enough fun for it. I think you should drop the +$ and just make it +1 buy. (I do love the rest of the card very much)
« Last Edit: August 27, 2021, 02:36:20 pm by lompeluiten »
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segura

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #38 on: August 27, 2021, 02:47:37 pm »
0

Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
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lompeluiten

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #39 on: August 27, 2021, 05:36:27 pm »
0

Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
buy something for 3, one left, then buy something for 4 with one discount, with 5 new coins. As you can chain them this can go up to 4 to 5 times. You are constantly checking the change halfway your turn.

But if it makes it more fun to be being in your turn... I really don't see the fun in that. I see myself just not buying three times because I want that colony. And then maybe if I will notice I have some change, I might wanne use it.
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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #40 on: August 27, 2021, 11:26:44 pm »
0

Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
buy something for 3, one left, then buy something for 4 with one discount, with 5 new coins. As you can chain them this can go up to 4 to 5 times. You are constantly checking the change halfway your turn.

But if it makes it more fun to be being in your turn... I really don't see the fun in that. I see myself just not buying three times because I want that colony. And then maybe if I will notice I have some change, I might wanne use it.

I've never heard anyone complain about tracking issues with Black Market, so I don't see why Souk would be any different.

As to why not just give the card a +Buy to use during your Buy phase like a normal card, rather than during your Action phase...by design, I wanted the choice of whether or not to try to take advantage of the extra Buy to create a dilemma for players in some cases.  There are some esoteric reasons why you would want to take advantage of buying cards in your Action phase (e.g. I believe this would let you buy cards without being affected by Hexes like Envious/Deluded) but the main reasons are either (i) if this is the only source of extra gains in the Kingdom, or (ii) if you want to be able to gain and play a card during your Action phase. 
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segura

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #41 on: August 28, 2021, 12:21:24 am »
+1

Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
You are constantly checking the change halfway your turn.
True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.

Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
« Last Edit: August 28, 2021, 12:23:13 am by segura »
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lompeluiten

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #42 on: August 28, 2021, 02:16:58 am »
0

Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
You are constantly checking the change halfway your turn.
True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.

Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
That iwhy is said; “what for?” You normal flow is playing all your klcards for an engine, and see it tick. Then decide what you are gonna buy to improve that. So this card decide to break that flow. But how does it make more fun to break that. If you say:
“So you have jn between turn if yiu are gonna buy something” i dont bellieve that. In the build up face maybe, but he comes at 5. And if it comes at the greening stage, you are just going tk build up for buying green and then see what comes after.

So you add something you have to track that you dont used to have to track… but what for?
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lompeluiten

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #43 on: August 28, 2021, 02:29:18 am »
0

Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
buy something for 3, one left, then buy something for 4 with one discount, with 5 new coins. As you can chain them this can go up to 4 to 5 times. You are constantly checking the change halfway your turn.

But if it makes it more fun to be being in your turn... I really don't see the fun in that. I see myself just not buying three times because I want that colony. And then maybe if I will notice I have some change, I might wanne use it.

I've never heard anyone complain about tracking issues with Black Market, so I don't see why Souk would be any different.

As to why not just give the card a +Buy to use during your Buy phase like a normal card, rather than during your Action phase...by design, I wanted the choice of whether or not to try to take advantage of the extra Buy to create a dilemma for players in some cases.  There are some esoteric reasons why you would want to take advantage of buying cards in your Action phase (e.g. I believe this would let you buy cards without being affected by Hexes like Envious/Deluded) but the main reasons are either (i) if this is the only source of extra gains in the Kingdom, or (ii) if you want to be able to gain and play a card during your Action phase.
Never played the black market xD

But i am not buying to advantages. I think they are way to niché to warrent them.

I do understand them on the black market a bit more. The timely aspact with the three cards that are put there is kind of real (one of these, now or never)… if youw would play multiple of them in 1 turn. Often it would be the last card. It isn’t an engine card like yours. And if you dont buy with your card, the option will still around the next time you play the card.
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The Alchemist

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #44 on: August 28, 2021, 12:43:17 pm »
+5

   

Inspired by Inventor & Lab, I bring you Prototype & Testing Room!
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grep

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #45 on: August 28, 2021, 02:47:35 pm »
+1

Carnival
$7* - Action
+1 Card
+1 Action
+$1
+2 Buys
-
This costs $1 less per differently named
Treasure in play.
Heirloom: Beer
Beer
$2 - Treasure - Heirloom
Cards cost $1 less this turn.
« Last Edit: August 28, 2021, 06:10:12 pm by grep »
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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #46 on: August 28, 2021, 05:41:27 pm »
0

Carnival
$7* - Action
+1 Card
+1 Action
+$1
+2 Buys
-
This costs $1 less per differently named
Treasure in play.
Heirloom: Beer
Beer
$2 - Treasure - Heirloom
Cards cost $1 less this turn.

Your Treasure is Action coloured :P
Also +Buy is usually put before +$ for the order of the bonuses
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Aquila

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #47 on: August 29, 2021, 04:57:42 am »
+2

Quote
Extract - Event, P cost.
Once per turn: +1 Buy. Gain a card costing up to $1 per differently named Treasure you have in play.

I thought an Event would be less shuffle dependent, and that Potion cost was about right balance wise (as well as an extra different Treasure)
I like the idea, but I'm not sure how needing to have a Potion in your deck makes this any less shuffle dependent. You would get pretty much the same gameplay (barring interaction with other Potion costs) from this if it was a Treasure that reads "Once per turn: Gain a card costing up to $1 per differently named Treasure you have in play." At that point, it is a pretty straightforward Horn of Plenty variant.
Not that I've played with HoP, but the comparison is a bit uninteresting isn't it? Thanks for this, I'll change my entry:


Quote
Record - Event, $3 cost.
+1 Buy
At Clean-up, put up to 2 cards costing from $2 to $4 onto your deck when you discard them from play.
Heirloom: Quill Pen
Default $3 cost Heirloom is fine here.
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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #49 on: August 30, 2021, 01:06:07 am »
+1

Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
You are constantly checking the change halfway your turn.
True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.

Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
So you add something you have to track that you dont used to have to track… but what for?
You always gotta count your Coins. With Throne Rooms or cards that conditionally provide Coins or cost reduction it becomes more complicated that simply counting all the Coin symbols on all cards.
So your notion that this card somehow leads to a huge tracking mess that is totally unheard of is plain false.
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lompeluiten

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #50 on: August 30, 2021, 06:24:53 am »
0

Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
You are constantly checking the change halfway your turn.
True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.

Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
So you add something you have to track that you dont used to have to track… but what for?
You always gotta count your Coins. With Throne Rooms or cards that conditionally provide Coins or cost reduction it becomes more complicated that simply counting all the Coin symbols on all cards.
So your notion that this card somehow leads to a huge tracking mess that is totally unheard of is plain false.
The argument is that you have to do more tracking, while it does not provide satisfying gameplay. Unnecessary complexity where +buy will do just fine.
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Timinou

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #51 on: August 30, 2021, 09:20:59 am »
+2

Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
You are constantly checking the change halfway your turn.
True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.

Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
So you add something you have to track that you dont used to have to track… but what for?
You always gotta count your Coins. With Throne Rooms or cards that conditionally provide Coins or cost reduction it becomes more complicated that simply counting all the Coin symbols on all cards.
So your notion that this card somehow leads to a huge tracking mess that is totally unheard of is plain false.
The argument is that you have to do more tracking, while it does not provide satisfying gameplay. Unnecessary complexity where +buy will do just fine.

I'm not sure about the satisfying gameplay part since it hasn't been playtested, but I think the option for gain-and-play (which the drawing ability of the card also enables) doesn't make this unnecessarily complex.  Playing a Souk when you've drawn your deck will let you buy a card before your Buy phase and play it, which seems pretty worthwhile to me.  It's hardly a niche benefit since this is something you can do in any reasonably strong Kingdom.  There are of course inherent trade-offs (and in my view, necessary ones to keep this from being overpowered), and you may not take advantage of the extra buy each time you play a Souk (just as you aren't necessarily using the discard-for-benefit ability of Artificer each time you play it).   
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segura

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #52 on: August 30, 2021, 11:57:43 am »
+2

Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
You are constantly checking the change halfway your turn.
True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.

Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
So you add something you have to track that you dont used to have to track… but what for?
You always gotta count your Coins. With Throne Rooms or cards that conditionally provide Coins or cost reduction it becomes more complicated that simply counting all the Coin symbols on all cards.
So your notion that this card somehow leads to a huge tracking mess that is totally unheard of is plain false.
The argument is that you have to do more tracking, while it does not provide satisfying gameplay. Unnecessary complexity where +buy will do just fine.
I totally disagree. Mid-turn gaining is, at least to me, what makes a card that would otherwise be fairly bland interesting.
It is in this respect similar to to Artificer vs. Market. The latter is simple whereas the former is more of a high-skill card.
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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #53 on: August 30, 2021, 12:00:35 pm »
+2

Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
You are constantly checking the change halfway your turn.
True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.

Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
So you add something you have to track that you dont used to have to track… but what for?
You always gotta count your Coins. With Throne Rooms or cards that conditionally provide Coins or cost reduction it becomes more complicated that simply counting all the Coin symbols on all cards.
So your notion that this card somehow leads to a huge tracking mess that is totally unheard of is plain false.
The argument is that you have to do more tracking, while it does not provide satisfying gameplay. Unnecessary complexity where +buy will do just fine.
I totally disagree. Mid-turn gaining is, at least to me, what makes a card that would otherwise be fairly bland interesting.
It is in this respect similar to to Artificer vs. Market. The latter is simple whereas the former is more of a high-skill card.

yeah in a lot of ways, the highlight of Souk is giving access to "when buy" effects like Spices' coffers mid-turn, so you can use them during the buy phase proper. There's not a ton of these interactions, since there's not a ton of when-buy triggers that'd care about this, but there is novelty with that and it interacts well with its heirloom.
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lompeluiten

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #54 on: August 30, 2021, 02:01:05 pm »
0

Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
You are constantly checking the change halfway your turn.
True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.

Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
So you add something you have to track that you dont used to have to track… but what for?
You always gotta count your Coins. With Throne Rooms or cards that conditionally provide Coins or cost reduction it becomes more complicated that simply counting all the Coin symbols on all cards.
So your notion that this card somehow leads to a huge tracking mess that is totally unheard of is plain false.
The argument is that you have to do more tracking, while it does not provide satisfying gameplay. Unnecessary complexity where +buy will do just fine.
I totally disagree. Mid-turn gaining is, at least to me, what makes a card that would otherwise be fairly bland interesting.
It is in this respect similar to to Artificer vs. Market. The latter is simple whereas the former is more of a high-skill card.

yeah in a lot of ways, the highlight of Souk is giving access to "when buy" effects like Spices' coffers mid-turn, so you can use them during the buy phase proper. There's not a ton of these interactions, since there's not a ton of when-buy triggers that'd care about this, but there is novelty with that and it interacts well with its heirloom.
That is what i said with “too niche”: there are to few cards that make this out of secuence buy fase worth while. That is what this card effectively does: make an extra buy fase with 1 card and return to your action fase. (And then maybe draw some cards). There is little strenght in that effect, other then the +buy in most kingdoms.

(And plus 1 buy supports the heirloom even an pinch better)
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segura

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #55 on: August 30, 2021, 02:19:53 pm »
+1

Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.
All you gotta do is what you always gotta do anything: count your Coins.
You are constantly checking the change halfway your turn.
True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.

Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
So you add something you have to track that you dont used to have to track… but what for?
You always gotta count your Coins. With Throne Rooms or cards that conditionally provide Coins or cost reduction it becomes more complicated that simply counting all the Coin symbols on all cards.
So your notion that this card somehow leads to a huge tracking mess that is totally unheard of is plain false.
The argument is that you have to do more tracking, while it does not provide satisfying gameplay. Unnecessary complexity where +buy will do just fine.
I totally disagree. Mid-turn gaining is, at least to me, what makes a card that would otherwise be fairly bland interesting.
It is in this respect similar to to Artificer vs. Market. The latter is simple whereas the former is more of a high-skill card.

yeah in a lot of ways, the highlight of Souk is giving access to "when buy" effects like Spices' coffers mid-turn, so you can use them during the buy phase proper. There's not a ton of these interactions, since there's not a ton of when-buy triggers that'd care about this, but there is novelty with that and it interacts well with its heirloom.
That is what i said with “too niche”: there are to few cards that make this out of secuence buy fase worth while. That is what this card effectively does: make an extra buy fase with 1 card and return to your action fase. (And then maybe draw some cards). There is little strenght in that effect, other then the +buy in most kingdoms.

(And plus 1 buy supports the heirloom even an pinch better)
This is totally false. Gaining engine pieces mid-turn (and drawing into them) is pretty useful.
It is not like this is something novel, you can do this with plain old Workshop.
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Gubump

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #56 on: August 30, 2021, 07:52:50 pm »
+1

Submissions closed!

Results will be posted shortly.
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Gubump

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #57 on: August 30, 2021, 09:19:23 pm »
+6

Results
I mocked up any cards that didn't already have mockups (and that I could find good art for). I made sure to use the exact same wording as the creators did.


Spectacle
Fireworks
--
X-tra
A Night version of a Worker's Village that returns to your Action phase. A very creative entry that looks like a lot of fun to play with. Great job on this one, X-tra.



Port Clerk
Quill
--
Xen3k
An Action card that gives + for each unique Treasure you play this turn (extra + for one-shots, since it only counts Treasures in play). I think it would seem pretty sad for if it didn't come with an Heirloom to boost both the unique Treasures in use and the unique Treasures you start with. However, the Heirloom that it comes with balances it beautifully.



Road
Shortcut
--
4est
I think this is far too weak. Even with Shortcut, you need to play a lot of them for them to be consistently worthwhile. Especially since there are only 10 Roads; by the time they're reasonably useful for more than just being plain cantrips, the pile's empty or nearly there. And in 3 and 4 player games, you're decently unlikely to even get enough Roads for them to be useful.



Bridgestone
Stone
--
majiponi
I don't really have much to say about this. A pure vanilla card isn't exactly exciting.



Night Drive
Carriage
--
faust
I think this will gain too many Horses too easily; in the Secret History for Menagerie, Donald said he tried a card that terminally gained 3 Horses, and just that was too many. Especially since this only trashes from play, so it'll mainly trash Coppers and cards that cost . Plus it can always just trash itself to non-terminally gain 5 Horses.



Royal Signet
Weighted Coin
--
lompeluiten
I don't really find this much more interesting than Throne Room. Granted, Throne Room is one of the most exciting base set cards in my opinion, so it's still decent. But it's also kind of a boring version of Counterfeit.



Lightning Rod
Lightning
--
mathdude
A very unique Reaction trigger with a very unique top. But, it's kinda sad that half the vanilla bonuses it can give (one of which it always gives) is useless when an opponent triggers it. It's not bad, but there were other submissions I thought looked more fun to use.



Labor Guild
Leverage
--
spineflu
Either Merchant Guild or Merchant Guild but with Villagers depending on whether the cost in of the bought card is even or odd. Even without the presence of Leverage to help make even-costs odd and vice-versa, I think this is too good compared to Merchant Guild to share the same cost.



Chop Shop
Burglary Tools
--
emtzalex
I agree with segura that this is way too good, for the same reasons. I also don't really see the reason for it being an Heirloom card (other than the obvious "that's the prompt"), since Burglary Tools either just decreases the cost of both the trashed card and the gained card (thus doing nothing for its Remodeling ability) or makes Chop Shop even more OP by allowing it to Expand your cards.



Jeweller
Emerald
--
AJL828
A very neat variable Cantrip gainer. Like Port Clerk, the Heirloom helps balance this card out wonderfully, but even more so. Another excellent submission.



Woodsman
Lumber
--
anordinaryman
As you pointed out, being a Reserve card amps up the strategic implications of this card dramatically. I love it.



Night Worker
Torch
--
NoMoreFun
A stronger combination of Armory and Ironworks. Not bad, but there were more interesting submissions.



Shipwright
Mooring
--
xyz123
Takes two Shipwrights to be able to Shipwright a , but one has to be played during the Night before you play a different one in a later turn (during which you call the Shipwright). Seems like a pretty huge pain for the effect you get, and the below-line ability is otherwise pretty niche imo since it doesn't give you any vanilla bonuses like Villa or Cavalry do. Plus I don't really like that you can return to your Action phase in the middle of resolving a Treasure card.



Brooch
Clasp
--
JW
A Treasure trasher that can only trash Estates if combined with Clasp. Feels kinda uninspired since Goat exists, especially since Goat is an Heirloom.



Souk
Lantern
--
Timinou
A very interesting non-terminal DtX that also allows gain-and-play shenanigans. I like it. My only worry is that it may be too strong in a big money strategy.



Record
Quill Pen
-
Aquila
A Scheme Event variant. I'm not sure it needs the cost restriction to be balanced; Scheme only needs to be bought once, and can potentially be played every turn.



Testing Room
Prototype
--
The Alchemist
Coincidentally very similar to Souk, which was posted shortly before it. I'm afraid Souk did this concept better imo.



Carnival
Beer
--
grep
I love the bottom part of Carnival. However, the top part isn't so exciting. Since it's the type of card you'd generally want to spam, I think it could just be a Market and play out very similarly if not largely the same.



Another batch of excellent submissions.

Honorable Mentions (Unordered): Port Clerk/Quill by Xen3k, Lightning Rod/Lightning by mathdude, Souk/Lantern by Timinou, and Carnival/Beer by grep

Runners-up:
3rd place: Jeweller/Emerald by AJL828
2nd place: Woodsman/Lumber by anordinaryman

Winner: Spectacle/Fireworks by X-tra
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X-tra

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #58 on: August 31, 2021, 09:07:59 am »
+1

Yeah boi! While not the most creative of the entries submitted this week, I am glad you enjoyed Spectacle enough to give it the win. Thank you Gubump! :)

With that being said, contest 127 is ready and posted.
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emtzalex

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Re: Weekly Design Contest #126: Seeking an Heir
« Reply #59 on: August 31, 2021, 01:09:45 pm »
0

I think that it is too good. Non-terminal, trashing from play, token bonuses look far stronger than the Cursing/topdecking of Replace.
Especially trashing from play. You can Mine your Coppers into Silvers with the Heirloom in play and you can Remodel PLAYED Golds into Provinces.

Thanks for the feedback, segura. I do really appreciate it. Unfortunately I got slammed with work last week and was not able to come up with an improved version of my card (I worked on it for a bit, but could not come up with something else I really liked).
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