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Author Topic: Weekly Design Contest #139: Highly Irregular  (Read 3532 times)

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Something_Smart

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Re: Contest #139: Highly Irregular
« Reply #50 on: January 07, 2022, 12:37:40 am »
+7

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spineflu

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Re: Contest #139: Highly Irregular
« Reply #51 on: January 07, 2022, 05:36:51 pm »
+2

alright closing out here; i'll have judgment for yall tomorrow

mxdata

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Re: Contest #139: Highly Irregular
« Reply #52 on: January 07, 2022, 07:23:54 pm »
0



Since it reacts to gaining rather than buying, you could also react to gaining junk from things like Witch, although you couldn't do anything with the +buy. It would have an interesting interaction with Jester - when Jester turns over your opponent's Copper, you could choose to gain it for yourself to trigger Basketmaker's reaction, so that you'd get a $5 card and an extra buy. Black Cat also could be interesting with it. Buy a Victory card. Your opponent reacts with their Black Cat. The Curse you get lets you use Basketmaker (perhaps gaining a Duchy), and you have an extra Buy, which could come in handy if you still have coins left! You might almost hope your opponent uses a Black Cat just for the reaction!
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spineflu

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Re: Contest #139: Highly Irregular
« Reply #53 on: January 09, 2022, 02:11:28 pm »
+6

Sorry it took a minute
Here's the judging on 139:


Quote from: JW
Lamb $3 Reaction - Duration
Now, or at the start of your next turn, +2 Cards.
-
When you gain a card, you may play this from your hand.
A lower risk sheepdog, one you don't mind proc-ing at the end of the buy phase. I feel like you'll nearly always be able to do the duration-draw thing with it off the buy phase and so it should be priced more comparably to Den of Sin.

Quote from: Augie279
Vacation Spot $4 Victory - Duration - Reaction
At the start of each of your turns for the ret of the game: +1 Buy. Worth 2% if in play at the end of the game (Otherwise worth 0%).
-
When you gain a card costing at least $6, you may play this from your hand.
(This stays in play).

I think this would be more interesting if the utility portion of it were opposite the points portion; as is, you just want this in play. It'll see more action in games with expensive cards.

Quote from: emtzalex
A Far Better Thing $2 Reserve
When you buy a card, you may call this, to exile that card and to Exile any number of copies of it from your hand.
-
When you gain this, put it on your Tavern mat.
FINALIST
First off, love the theme on this. second off, love how it plays. I do love a good junk card, and a one shot that turns into junk (but plays sort of like Doctor or Ambassador) is going to be a real fun card to play with.

Quote from: mathdude
Medium $5 Action
+1 Card
+3 Actions
You may play a Spook card from your hand.
Play any number of Treasures from your hand.
You may buy a Spook card.
~ * ~ * ~
Fiend $3* Spook
Choose one: +4 Cards; or +$4. Return this to its pile.
(This is not in the Supply)

I think you should pursue this concept more - Fiend is... kinda mid, considering you need to collide it with Medium to play it. Like the +4 Cards is neat, but the +$4 is just a more annoying spoils, yknow? But the idea of a card that lets you buy / play otherwise OP cards, that's neat and you should do more with it.

Quote from: 4est
Ark $3* Victory - Duration
2%
-
When you gain this, play it. While this is in play, opponents may buy this for $3 more.
FINALIST
I love this concept. I think the political aspect in 3+p games that you mention will make it unfun for some dominion players, but I think it's cool. It'll be real feelsbad in cost reduction games tho - might want to consider making it cost debt?

Quote from: Xen3k
Land Rush $4 Reaction
+1 Buy
Play any number of Victory cards from your hand.
+$2 per Victory card played.
-
When you gain a Victory card, you may play this from your hand.
I think I'd like this better if it didn't play the Victory cards but instead did the $7 castle thing of discarding them for $2 each, just because, there's established functionality on things like Bonfire that prevent it from being a way to trash estates.

Quote from: arowdok
Futures $4 Duration - Reserve
When you gain a Victory card, you may call this. At the start of your next turn, return this to the Supply, +1 Buy and +$4.
-
When you gain this, put this on your Tavern mat
FINALIST
So this reserves its own price and buy for later. Neat. At first I was comparing it to Feast but no, this is a very aggressive greener - wait until you buy one province, then call four or so of these and piledrive the provinces. Extremely cool.

Quote from: mxdata
Sacred Rites $2 Reserve - Reaction
When you buy a Curse, you may call this to trash a card from your hand for +1% per $1 it costs.
-
When you buy a Copper, you may put this from your hand onto your Tavern mat for +1 Buy.
Kind of an awkward card. I feel like the VP boost from ritual is only borderline worth it, most times. If I had to get a copper to use it, it almost always wouldn't be.

Quote from: xyz123
Quibble $3 Duration - Reaction
At the start of your next turn +2 Cards
-
When any player (including you) gains a Victory card, you may play this from your hand.
I wouldn't buy this at $3. Maybe having it at $1 would be better - changes up the game similar to Poor House in Upgrade/Remodel situations.

Quote from: segura
Shipwreck Cove $4 Victory - Duration
When any player, including you, gains a Victory card, you may play this.
-
While this is in play, it is worth 2%. At the start of your turn, you may discard this to take all tokens from this and put them anywhere on your Coffers/Villagers mat. If you don't, put a Coin token on this.
First off, Gubump is right, this should be a Reaction. That said, there's some neat stuff here. It has a bit of a Sinister Plot vibe. I think it would be better without the VP and Victory type. Less of a first mover advantage.

Quote from: NoMoreFun
Fanfare $3 Reserve
When you play an Action card, you may first call this for +2 Cards, then return this to the supply
-
When you gain this, put it on your Tavern mat
I feel like this and Expedition are occupying a very similar game space. Like, this is probably the most event-y entry of these.

Quote from: Timinou
Wizard's Tower $5 Victory - Duration
2%
-
When you gain this, play this and gain an Action card costing up to $4, setting it aside on this. Play it at the start of your next turn.
FINALIST
Yeah this is good. I like it. Border Village but it's a Summon. You could make it a little less sensitive to cost reduction by doing the BoM/Falconer "costs less than this" thing.

Quote from: Lackar
Hidden Cave $3 Victory - Reaction
Look at the top 3 cards of your deck. Discard any and put the rest back on your deck in any order.
-
2%
When another player plays an Attack card, you may first play this from your hand.
I like this. I'd replace Tunnel with this. It's neat to have defense cards that interact primarily with certain types of attacks (in this case, Rabble/topdeck attacks).


Quote from: exfret
Horse Factory $4 Confusion
Gain 2 Horses. You may return this to the Supply.
-
When you gain this, +1 Buy, then you may play this and any number of Horse Factories from your hand.
I feel like this has an induction problem, which is, why would you ever not just play it right away for two horses and getting the junk out of your deck? Like it's just worse Experiment that happens to be buy-neutral. Something where this accounted for other Horses/Horse Factories you've played this turn would've been better (so that there was a reason to keep it in your deck).

Quote from: Something_Smart
Basketmaker $4 Reaction
+1 Buy
Gain a card costing up to $5
-
When you gain a card costing $0, you may play this from your hand.
I both like and hate how this card interacts with cost reduction. Like in a game with Highway and Witch, you almost don't want to play your witch because people will scoop up provinces out-of-turn with this. Even in a self-junking scenario (which I think is how you're intending it to normally proc), stacking up a couple of these, buying a copper, and emptying the duchies seems real powerful.



Honorable Mentions:
Timinou's Wizard's Tower
arowdok's Futures

Runner up:
4est's Ark

Winner:
emtzalex's A Far Better Thing

BBobb

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Re: Contest #139: Highly Irregular
« Reply #54 on: January 09, 2022, 09:15:12 pm »
+1



A card that consistently gives coffers, and can late game be discarded for VP. But when saving up Coffers, you usually want to save them for late game, but then you can't get the VP from here. Not sure on cost or if this is too over/underpowered. Any suggestions on a name welcome!

Also, I'm not sure how the coloring should be, whether it should be 50-50 or all of one color.
You missed my card during judging
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Hand - King's Court, Ruined Village, Estate, Copper, Possession
Turn -
BBobb plays King's Court
and plays a Ruined Village.
getting +1 Action
and plays the Ruined Village again.
getting +1 Action
and plays the Ruined village a third time.
getting +1 Action.
BBobb plays a Copper.
BBobb buys a Poor House.
(BBobb draws: 2 King's Courts and 3 Possessions)
BBobb=GOD

spineflu

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Re: Contest #139: Highly Irregular
« Reply #55 on: January 09, 2022, 10:09:27 pm »
0



A card that consistently gives coffers, and can late game be discarded for VP. But when saving up Coffers, you usually want to save them for late game, but then you can't get the VP from here. Not sure on cost or if this is too over/underpowered. Any suggestions on a name welcome!

Also, I'm not sure how the coloring should be, whether it should be 50-50 or all of one color.
You missed my card during judging

so I did; I am incredibly sorry about that.
Lets see here.
This feels very of a kin with segura's entry, in many ways sort of the reverse.
I don't love the double line. I'm not sold on needing that ever - imo, cards have a 'when you play them' above the line and an 'everything else' below it.
I don't love that you can turn it off at will, really. Huge coffer piles available to the first person to hit $7+ aren't condusive to much other than a 'rich get richer' paradigm, and getting one will help you get more. In many ways, this might work better as like a double sided project or state given by an event - limits the number of coffers/turn you get.
You should probably name your cards in the future - i work off a list by card name, which is how yours got missed. 
« Last Edit: January 09, 2022, 10:15:37 pm by spineflu »
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exfret

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Re: Contest #139: Highly Irregular
« Reply #56 on: January 09, 2022, 11:36:20 pm »
+1

Spineflu, I don't understand the feedback on my card. Of course, if you play it as a worse experiment, it's, uh, going to be a worse experiment. The whole point is that you have the flexibility to just load up on Horse Factories and then play a bazillion a turn. The more Horses you have in your deck, the easier it is to draw all your Horse Factories in hand to buy a Horse Factory for a lot of Horses etc. I don't know if it's quick enough for competitive play, but at my play level (50 on the ladder) with the others I was playing with, it was certainly able to serve as the main draw for my engine, whereas experiment on its own can't.
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CaptainReklaw

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Re: Contest #139: Highly Irregular
« Reply #57 on: January 10, 2022, 12:42:47 am »
0

« Last Edit: January 10, 2022, 03:31:50 am by spineflu »
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segura

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Re: Contest #139: Highly Irregular
« Reply #58 on: January 10, 2022, 12:56:05 am »
+1

Spineflu, I don't understand the feedback on my card. Of course, if you play it as a worse experiment, it's, uh, going to be a worse experiment. The whole point is that you have the flexibility to just load up on Horse Factories and then play a bazillion a turn. The more Horses you have in your deck, the easier it is to draw all your Horse Factories in hand to buy a Horse Factory for a lot of Horses etc. I don't know if it's quick enough for competitive play, but at my play level (50 on the ladder) with the others I was playing with, it was certainly able to serve as the main draw for my engine, whereas experiment on its own can't.
Experiment definitely can be the main draw, e.g. with a non-terminal gainer like Ironworks.
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spineflu

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Re: Contest #139: Highly Irregular
« Reply #59 on: January 10, 2022, 03:52:50 am »
0

Spineflu, I don't understand the feedback on my card. Of course, if you play it as a worse experiment, it's, uh, going to be a worse experiment. The whole point is that you have the flexibility to just load up on Horse Factories and then play a bazillion a turn. The more Horses you have in your deck, the easier it is to draw all your Horse Factories in hand to buy a Horse Factory for a lot of Horses etc. I don't know if it's quick enough for competitive play, but at my play level (50 on the ladder) with the others I was playing with, it was certainly able to serve as the main draw for my engine, whereas experiment on its own can't.

i compared it to similar concepts that rely on collision like using fools gold as payload. can you solely use fools gold as payload? sure. is it advisable, or is it purely hubris? it's mostly hubris. i think it'd be funny if one person loaded up on HFs to draw deck and the other just bought out the pile to kill them entirely. take two junk to make your opponent's draw into 8 junk? beautiful. but that's going to feel bad on the other side of the game.

I won't lie, conceptually, pure draw does not thrill me. variable draw, synergies for draw, kind of. but a self synergy that just results in a ramp to more cards is going to make the game pretty... monotonic? simplistic?

anyhow you're welcome to disagree with me all you want. it doesn't change my mind.

spineflu

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Re: Contest #139: Highly Irregular
« Reply #60 on: January 10, 2022, 03:54:40 am »
0



you need something bud? this contest is closed

Lackar

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Re: Contest #139: Highly Irregular
« Reply #61 on: January 10, 2022, 05:54:35 pm »
+1

Congrats to the winner and runner ups. Thought they were really cool cards. Thanks for the comments and those that helped redesign the card from my first thoughts. Only entered a couple times and always get good feedback on the card design and play. Hope to keep up with ideas for these contests.
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emtzalex

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Re: Contest #139: Highly Irregular
« Reply #62 on: January 10, 2022, 05:55:46 pm »
+5

Quote from: emtzalex
A Far Better Thing $2 Reserve
When you buy a card, you may call this, to exile that card and to Exile any number of copies of it from your hand.
-
When you gain this, put it on your Tavern mat.
FINALIST
First off, love the theme on this. second off, love how it plays. I do love a good junk card, and a one shot that turns into junk (but plays sort of like Doctor or Ambassador) is going to be a real fun card to play with.

Winner:
emtzalex's A Far Better Thing

Thanks, spineflu!

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