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Author Topic: Weekly Design Contest #141: Seaside Revisited  (Read 10743 times)

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4est

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Weekly Design Contest #141: Seaside Revisited
« on: January 28, 2022, 04:40:04 pm »
+6

WDC #141: Seaside Revisited

Hello everybody! In light of the recent news of a 2nd Edition for Dominion: Seaside, here's this week's challenge:

Design a new card that fits the theme of Seaside (and optionally, replaces a current card from Seaside)

Other rules and suggestions:
  • You may NOT use unique mechanics from other official expansions. Your card should be one that could reasonably fit in an actual Seaside Second Edition without requiring additional mechanic explanation in the Seaside expansion rulebook. So no landscapes, reserves, travellers, split piles, VP tokens, Coffers/Villagers, Debt, Exile, Horses, Night cards, etc.
  • Your card does not have to be a direct replacement for another official Seaside card, but you are welcome to design one that is (and maybe let us know what card yours is intended to replace).
  • Try to think about how your card would fit in Seaside as a whole. Does Seaside need another village or trasher or non-attack player interaction card, etc. How will replacing an old card with yours affect the expansion generally?
  • If you want to be extra fancy, consider component decisions too. Seaside already comes with some tokens and mats (each of which are utilized by only one card). Do you want to design a card that creatively eliminates the need for a certain component, or perhaps makes another use for one?
  • To that end, I will allow a unique new mechanic that creatively reuses some of the current Seaside components (such as the coin tokens for Pirate Ship), so long as your card is not introducing a "later" mechanic from another official expansion (e.g. Coffers from Guilds and Renaissance).
  • As always with my contests: Don't make me squint. Eliminate unnecessary words and complexity where possible.

Judgment Details:
  • Entries and revisions must be submitted by 5:00 PM CST (11:00 PM UTC) on Friday, February 4. I'll have results posted on Sunday, February 6.
  • Entries will be judged on ingenuity, balance, simplicity, and appropriate overall fit within a Seaside Second Edition.

I know there was a similar contest to this when the 2E Base Set and Intrigue sets were announced, but that was three years ago now, and it feels good to revisit the idea, this time with the focus strictly on Seaside.

Have fun! I'm excited to see your designs!



Entries:


Buccaneer by X-tra
Sirens by JW
Bounty by xyz123
Hatchway by NoMoreFun
Vacation Spot by Augie279
Secret Harbor by silverspawn
Harbor by AJL828
Admiral by jakav
Fortune Seekers by Erick648
Treasure Ship by Xen3k
Buried Treasure by Lackar
Skipper by Joxeft
Architeuthis by LibraryAdventurer
Transport Ship by Captain Reklaw
Whirlpool by exfret
Pearl by grep
Corsair by spineflu
Reconstruct by Gubump
Deck Officer by anordinaryman
Harbor by Timinou
Kraken by nyxfulloftricks
Layaway by arrowdok

« Last Edit: February 04, 2022, 04:01:55 pm by 4est »
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #1 on: January 28, 2022, 05:38:24 pm »
+3

I assume our entries should also fit in with Seaside thematically, not just mechanically?
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #2 on: January 28, 2022, 05:47:42 pm »
+8

I haven't posted in these contests for a while, but this one seems right up my alley. Let's open up this thread with this idea:



This would replace Explorer. Gainers be rare in Seaside (Smugglers on top of my head and even then, it's somewhat out of your control that one). Dunno if this is balanced or not. I haven't tested it yet.
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #3 on: January 28, 2022, 07:18:29 pm »
+1



The second card I've made with this name because I'm original. Replaces Explorer and takes a bit of Tactician's discard-for-later-benefit with it.

New version below.
« Last Edit: January 29, 2022, 12:17:47 pm by Augie279 »
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #4 on: January 28, 2022, 07:59:18 pm »
+1



The second card I've made with this name because I'm original. Replaces Explorer and takes a bit of Tactician's discard-for-later-benefit with it.

Maybe I'm looking at this wrong, but this looks like a tough sell compared to Secret Cave...
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #5 on: January 28, 2022, 08:57:23 pm »
0

I assume our entries should also fit in with Seaside thematically, not just mechanically?

Fitting mechanically is definitely priority for this contest, and thematically is certainly nice if you can make it work. That said, I won't hold it against a card if it doesn't quite fit the nautical theme (Seaside already has Caravan after all).
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #6 on: January 28, 2022, 09:27:03 pm »
+2

EDIT: swapping this out, see downthread.
replacing pship

Quote
Corsair • $4 • Action - Attack
Each other player reveals the top 2 cards of their deck and trashes a revealed Treasure of your choice (discard the rest).

You may trash a treasure from your hand to get +$1 per Copper in the trash.
« Last Edit: February 02, 2022, 04:12:47 pm by spineflu »
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #7 on: January 28, 2022, 10:01:36 pm »
+2

Sirens
$5
Action - Duration
+1 Card and +1 Action.
At the start of your next turn, +1 Action and you may trash a card from your hand for +1 Card.
 
Like many early sets, Seaside could use more +Actions and more trashing. Seaside also lacks a $5 cost trasher. Sirens is not as powerful as an opener as some other $5 trashers because it is a Duration and because you can't take advantage of the +Actions yet.
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #8 on: January 29, 2022, 12:21:37 am »
+1



The second card I've made with this name because I'm original. Replaces Explorer and takes a bit of Tactician's discard-for-later-benefit with it.

Maybe I'm looking at this wrong, but this looks like a tough sell compared to Secret Cave...

I don't quite agree, as gaining Gold to hand >>>>> +. However, I certainly agree that it isn't worth .
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #9 on: January 29, 2022, 01:27:14 am »
0

Ship Market
$6
Action - Duration
+1 Card
+1 Action
+Buy
+ $2
At the start of your next turn:
+Buy
+ $2
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #10 on: January 29, 2022, 02:47:30 am »
+6

Ship Market
$6
Action - Duration
+1 Card
+1 Action
+Buy
+ $2
At the start of your next turn:
+Buy
+ $2
Isn't this just a way, way better Grand Market?
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #11 on: January 29, 2022, 04:08:23 am »
+4

Bounty
Treasure
$6

$2
Gain a card costing up to $4 on top of your deck.
.......................................................................

This is a replacement for Merchant Ship

Edit - Adding thought on how I came up with this.
- My original idea was to replace Merchant Ship with a treasure-duration card, something that currently doesn't exist so would be something different.
- I could have just recreated Merchant Ship as a treasure duration, but that would be boring, so I decided to go for a Silver that does something else at the start of your next turn.
- Whilst thinking about what the card could do on your next turn, I considered a gainer. It then occurred to me that within the context of the Seaside expansion, a treasure that gains to the top of your deck will be helping to set up your next turn anyway (on theme for the expansion). It didn't need to be a duration.
- Such a card would need to cost more than $5, but that is also filling a gap in Seaside anyway. Seaside doesn't have any cards that cost more than 5
« Last Edit: January 29, 2022, 05:22:52 am by xyz123 »
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #12 on: January 29, 2022, 04:41:21 am »
+2

Ship Market
$6
Action - Duration
+1 Card
+1 Action
+Buy
+ $2
At the start of your next turn:
+Buy
+ $2

This card is way too good atm, it provides a grand market in t1 and t2, but is cheaper than it.
This really needs to be nerfed, because it provides a value of 7$ twice, at the cost of 6$.
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #13 on: January 29, 2022, 07:11:40 am »
+4



Hatchway
Action - $4
Gain a card costing up to $4
You may put a card from your discard pile onto the bottom of your deck.
« Last Edit: February 01, 2022, 01:47:19 pm by NoMoreFun »
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #14 on: January 29, 2022, 12:17:06 pm »
+2



The second card I've made with this name because I'm original. Replaces Explorer and takes a bit of Tactician's discard-for-later-benefit with it.

Maybe I'm looking at this wrong, but this looks like a tough sell compared to Secret Cave...

I don't quite agree, as gaining Gold to hand >>>>> +. However, I certainly agree that it isn't worth .


here it's buffed now you happy
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #15 on: January 29, 2022, 01:13:31 pm »
+5

here it's buffed now you happy

Sure. Are you?

You don't need to change anything if you're already content with your submission. We were just harmlessly echoing our thoughts.
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #16 on: January 29, 2022, 01:58:53 pm »
+1

Can we use mechanics from Intrigue and Base, like cost reduction, choose N, and reactions if they were reused in another expansion?
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Lackar

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #17 on: January 29, 2022, 02:37:02 pm »
0

Ship Market
$6
Action - Duration
+1 Card
+1 Action
+Buy
+ $1
At the start of your next turn:
+Buy
+ $2

This card is way too good atm, it provides a grand market in t1 and t2, but is cheaper than it.
This really needs to be nerfed, because it provides a value of 7$ twice, at the cost of 6$.
I wouldn't say you get it twice. T1 you get the top part and T2 you get something different. So what do you think about:
+1 Card
+1 Card
+Buy
+ $1
At the start of your next turn:
+Buy
+ $2
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #18 on: January 29, 2022, 02:43:37 pm »
0

Can we use mechanics from Intrigue and Base, like cost reduction, choose N, and reactions if they were reused in another expansion?

Yes, mechanics from Base and Intrigue like these are acceptable. Seaside already has choose one cards (like Native Village and Pirate Ship).
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #19 on: January 29, 2022, 02:51:29 pm »
0

here it's buffed now you happy

Sure. Are you?

You don't need to change anything if you're already content with your submission. We were just harmlessly echoing our thoughts.

I think this is better balanced actually. Compared to Merchant Ship (+1 extra coin, +1 Action, and you keep the Gold in exchange for discarding 2 cards) which is a weak card in its own right I'd say this fits the great-not-amazing power quota a card I think a $5 should have. Thanks for calling it weak, wouldn't have noticed it was compared to Secret Cave otherwise.

also now it's even better with draw-to-X lol
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #20 on: January 29, 2022, 05:59:18 pm »
+2



Not replacing anything

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #21 on: January 29, 2022, 06:01:06 pm »
0

here it's buffed now you happy

I liked the original version much better.

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #22 on: January 29, 2022, 06:42:59 pm »
+5


Harbor
Action ($4)

+1 Card
+2 Actions
Once this turn, when you gain a card, you may put that card onto your deck.

Seaside could use another village, and this one fits in nicely with the "next turn" theme by letting you topdeck something you gain this turn. I originally thought about letting you topdeck all gained cards for the turn, but that seemed too similar to Tracker and this way also allows each extra Harbor to be doing a little something more than just being a village.

Edit: Updated the wording a bit to match Cargo Ship. This wording more accurately reflects what I wanted the card to do (the old wording would use up all your Harbor topdecks on one gain if you had more than one out).

Hope you enjoy, and I'm really excited for the new official Seaside cards! :D

Previous version:
« Last Edit: January 31, 2022, 05:59:15 pm by AJL828 »
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jakav

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #23 on: January 29, 2022, 08:14:32 pm »
+1

Quote from: Admiral
Admiral
Cost: 5
Action - Duration

+1 Action
Now and at the start of your next turn:
+1 Card +1 Action +1 Buy

Quick summary: Admiral is an action that provides a significant amount of duration draw and other assistance. It is a useful village that provides a card, 2 actions, and a buy on the turn you play it, and is more powerful for your next turn, helping your deck function very reliably. It could replace Barge well, and is a useful component in engine strategies.

While making this card, I also went through some others which I would like to share, though not as my submission:

Quote from: First Mate
First Mate
$4
+2 Actions
Look at the top 3 cards of your deck, put one of them into your hand. Discard any number and put the rest back.

Quote from: Commander
Commander
Action - Duration
$4

+$1
Now and at the start of your next turn:
Look at the top 3 cards of your deck. Discard any number of them, then put the rest back in any order.

And this one could replace Pearl Diver:
Quote from: Crewman
Crewman
Action
$2

+1 Card
+1 Action

Look at the top 3 cards of your deck, put one of them on top.

Edit: made Admiral cost 6, it is still a good card to buy at that price.
« Last Edit: January 30, 2022, 05:18:31 pm by jakav »
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #24 on: January 29, 2022, 10:15:21 pm »
0

Quote from: Admiral
Admiral
Cost: 5
Action - Duration

+1 Action
Now and at the start of your next turn:
+1 Card +1 Action +1 Buy
I would say this is probably very weak. It only nets +1 Action and +1 Buy, so it is pretty comparable to Worker's Village, except it gives the bonus next turn. I think it could probably cost 3 or 4
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #25 on: January 29, 2022, 10:46:46 pm »
0

Ship Market
$6
Action - Duration
+1 Card
+1 Action
+Buy
+ $1
At the start of your next turn:
+Buy
+ $2

This card is way too good atm, it provides a grand market in t1 and t2, but is cheaper than it.
This really needs to be nerfed, because it provides a value of 7$ twice, at the cost of 6$.
I wouldn't say you get it twice. T1 you get the top part and T2 you get something different.
Differently? You literally got Grand Market again. You always gotta look at the net effects and the second turn effect doesn’t require a card to draw or an Action to spend.


Quote
So what do you think about:
+1 Card
+1 Card
+Buy
+ $1
At the start of your next turn:
+Buy
+ $2
Well, unless you draw your hand every turn this version is likely still better than GM.
So still overpowered. Grand Market works because of its non-Copper clause and likely would not work well at $7 or $8.
I will scrap this idea and see if something else comes up.
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #26 on: January 29, 2022, 10:54:40 pm »
+5

Quote from: Admiral
Admiral
Cost: 5
Action - Duration

+1 Action
Now and at the start of your next turn:
+1 Card +1 Action +1 Buy
I would say this is probably very weak. It only nets +1 Action and +1 Buy, so it is pretty comparable to Worker's Village, except it gives the bonus next turn. I think it could probably cost 3 or 4

I think you misread it. "Now and at the start of your next turn." It's a Worker's Village now and a Lost City + Buy next turn. If anything, I think it's too good.
« Last Edit: January 29, 2022, 10:56:49 pm by Gubump »
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #27 on: January 30, 2022, 12:43:46 am »
+1

Quote from: Admiral
Admiral
Cost: 5
Action - Duration

+1 Action
Now and at the start of your next turn:
+1 Card +1 Action +1 Buy
I would say this is probably very weak. It only nets +1 Action and +1 Buy, so it is pretty comparable to Worker's Village, except it gives the bonus next turn. I think it could probably cost 3 or 4

I think you misread it. "Now and at the start of your next turn." It's a Worker's Village now and a Lost City + Buy next turn. If anything, I think it's too good.
Yep, completely misread it. As you said, probably too good.
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #28 on: January 30, 2022, 10:53:08 am »
0

1 Action on T2 weaker than playing Captain on Worker's Village.

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #29 on: January 30, 2022, 02:31:57 pm »
+2



Fortune Seekers
$2 Action - Duration
The player to your left chooses one for you to receive: +2 Cards; +1 Card and +1 Action; +$2.
If you have at least 2 other copies of this in play, trash this and gain a non-Victory card to your hand.  Otherwise, at the start of your next turn, +1 Action and +1 Buy.

Notes: An upgrade of Treasure Map designed to be less swingy in a number of ways. First, it takes advantage of the Duration mechanic to require you to draw three copies in two turns rather than two copies in one turn.  Second, it's not dead when you don't upgrade it, just a bit weak.  Finally, it only lets you trash one copy for one reward at a time.  This last one wasn't entirely intentional - having it be a Duration meant I couldn't trash the copies already in play without creating tracking issues (which already happens, but seemed too difficult for an early expansion like Seaside) or using awkward language like "At the start of your next turn, if this is still in play..."

The on-play effect is designed to mimic "following the map."  While the options may look strong (and any one of them would likely make the card too strong if it was a fixed effect instead of at the mercy of your opponent), your opponent should usually be able to find something that isn't that helpful---there's a reason Advisor is much weaker than Laboratory.  Earlier versions were a Command "Your opponent chooses a non-Command Action card from the Supply for you to play, leaving it there," which was too swingy and potentially complex, and a Pawn chosen by your opponent, but then I decided to narrow it to the three generic benefits that cards often get in addition to their more unique effects: minimal terminal draw, cantrip, and terminal Silver.

The +1 Action is to guarantee that it's never impossible to get three copies in play (barring edge cases like Black Market): If nothing else you can play one copy on one turn and two on the next.  The +1 Buy is to make it easier to buy more Fortune Seekers, and because Seaside generally has too many cheap cards and not enough +Buys for them (just Scavenger, which doesn't increase your deck size, Tactician, which normally doesn't net you buys because it costs you the ability to buy anything useful the turn you play it, Wharf, and arguably Outpost).  The fact that it can gain cards other than Gold is just for fun, flexibility, and uniqueness.

As a bonus, here's a tokenless Embargo-Haven mashup that I didn't think was original enough to use as an entry but wanted to share anyway:



Monopoly
$3 Action - Attack - Duration
+$2
Set aside a card from your hand face-up.  At the start of your next turn, put it into your hand.
When any other player buys a copy of the card set aside here, they gain a Curse.
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #30 on: January 30, 2022, 05:27:30 pm »
+8



Quote
Treasure Ship - $5
Treasure - Duration
$2
At the start of your next turn, +1 Buy and +$1.

A simple Treasure Duration that is intended to kinda do what Merchant Ship does, only as a Treasure. I had it give $2 on the following turn without the +Buy, but that seemed a bit too good. Not sure if it is priced appropriately. Feedback is appreciated.
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #31 on: January 30, 2022, 05:50:03 pm »
0

I think it is fine but also a bit on the weak side compared to other Silvers that provide Buys. You can run one Charm in an engine but need two Treasure Ships to consistently get the extra Buy.

Do you think the power level is at all improved if I swap the delayed +$1 for a +$2 and make the on play reward only +$1?
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Lackar

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #32 on: January 30, 2022, 07:00:51 pm »
0

New submission:
Buried Treasure
$6 Action - treasure
+1 Card
+1 Buy
+ $1
-
When you play this, during your buy phase put a Treasure card from your hand on your Island mat (or reveal you can't). Worth $1 per Treasure card on your Island map.
« Last Edit: February 01, 2022, 01:41:59 pm by Lackar »
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Xen3k

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #33 on: January 30, 2022, 07:23:54 pm »
0

New submission:
Buried Treasure
$6 Action - treasure
+1 Card
+1 Buy
+ $1
Put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.

A couple things. Putting treasure onto the Island mat has an accountability issue as is. Either making it a "you may" or adding a clause to "or reveal you can't" should resolve that. Secondly, right now there is no real reason to play this as an action except for the possibility of drawing an Action card. Hope that helps.
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Lackar

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #34 on: January 30, 2022, 08:03:05 pm »
+1

New submission:
Buried Treasure
$6 Action - treasure
+1 Card
+1 Buy
+ $1
Put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.

A couple things. Putting treasure onto the Island mat has an accountability issue as is. Either making it a "you may" or adding a clause to "or reveal you can't" should resolve that. Secondly, right now there is no real reason to play this as an action except for the possibility of drawing an Action card. Hope that helps.
The action is the +1 Card and to put a treasure card on the Island Mat. Unless I am missing what you are meaning. I also didn't want to add +1 Action as i think it may make it too powerful. I did add the (or reveal you can't) as I missed that part. But this is just an idea and always listening to comments to make sure it fits the theme and makes sense to the game.
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jakav

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #35 on: January 30, 2022, 08:18:29 pm »
+2



Quote
Treasure Ship - $5
Treasure - Duration
$2
At the start of your next turn, +1 Buy and +$1.

A simple Treasure Duration that is intended to kinda do what Merchant Ship does, only as a Treasure. I had it give $2 on the following turn without the +Buy, but that seemed a bit too good. Not sure if it is priced appropriately. Feedback is appreciated.

I think it's fine. It nets more than a gold, at a 5 cost. It only works because it is less good in engines when you are drawing your deck, and because it delays the rest of the money. This is a powerful card for money strategies, it's a lot better than a silver.
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Xen3k

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #36 on: January 30, 2022, 08:32:18 pm »
0

New submission:
Buried Treasure
$6 Action - treasure
+1 Card
+1 Buy
+ $1
Put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.

A couple things. Putting treasure onto the Island mat has an accountability issue as is. Either making it a "you may" or adding a clause to "or reveal you can't" should resolve that. Secondly, right now there is no real reason to play this as an action except for the possibility of drawing an Action card. Hope that helps.
The action is the +1 Card and to put a treasure card on the Island Mat. Unless I am missing what you are meaning. I also didn't want to add +1 Action as i think it may make it too powerful. I did add the (or reveal you can't) as I missed that part. But this is just an idea and always listening to comments to make sure it fits the theme and makes sense to the game.

As written, it appears to all happen regardless of phase as none of it is conditional. See Crown for example.
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #37 on: January 30, 2022, 08:53:01 pm »
0

New submission:
Buried Treasure
$6 Action - treasure
+1 Card
+1 Buy
+ $1
Put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.

A couple things. Putting treasure onto the Island mat has an accountability issue as is. Either making it a "you may" or adding a clause to "or reveal you can't" should resolve that. Secondly, right now there is no real reason to play this as an action except for the possibility of drawing an Action card. Hope that helps.
The action is the +1 Card and to put a treasure card on the Island Mat. Unless I am missing what you are meaning. I also didn't want to add +1 Action as i think it may make it too powerful. I did add the (or reveal you can't) as I missed that part. But this is just an idea and always listening to comments to make sure it fits the theme and makes sense to the game.

It does work like this, right?

Play as action: +1 Card, +1 Action, +1 Buy, put treasure on island mat

Play as treasure: +1 Money per treasure on island mat.

Since you are adding the "or reveal that you can't" it seems like a good submission to me.
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Lackar

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #38 on: January 30, 2022, 08:56:05 pm »
0

New submission:
Buried Treasure
$6 Action - treasure
+1 Card
+1 Buy
+ $1
Put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.

A couple things. Putting treasure onto the Island mat has an accountability issue as is. Either making it a "you may" or adding a clause to "or reveal you can't" should resolve that. Secondly, right now there is no real reason to play this as an action except for the possibility of drawing an Action card. Hope that helps.
The action is the +1 Card and to put a treasure card on the Island Mat. Unless I am missing what you are meaning. I also didn't want to add +1 Action as i think it may make it too powerful. I did add the (or reveal you can't) as I missed that part. But this is just an idea and always listening to comments to make sure it fits the theme and makes sense to the game.

As written, it appears to all happen regardless of phase as none of it is conditional. See Crown for example.
I see what you are saying. So how about
+1 Card
+1 Buy
+ $1
-
When you play this, during your buy phase put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #39 on: January 30, 2022, 10:07:09 pm »
0

I see what you are saying. So how about
+1 Card
+1 Buy
+ $1
-
When you play this, during your buy phase put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.
But why do you have +$1 and +$1 per Treasure card on your Island Mat? I think you should cut the +$1. Why not just make it a Treasure instead of an Action-Treasure?

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #40 on: January 30, 2022, 10:28:39 pm »
0



Quote from: Skipper
Skipper
Cost: 6
Action - Duration

+1 Action
At the start of your next turn +2 Cards.
-
While this is in play on your turn, cards (everywhere) cost $1 less but not less than $0.

« Last Edit: January 31, 2022, 08:12:12 pm by Joxeft »
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mathdude

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #41 on: January 30, 2022, 11:34:17 pm »
+7

Quote from: Skipper
Skipper
Cost: 6
Action - Duration

+1 Action
At the start of your next turn +2 Cards.
-
While this is in play, cards (everywhere) cost $1 less but not less than $0.

I'm assuming you don't intend for this card to benefit others as well.  You probably want to add somewhere a clause about "on your turn".
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Lackar

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #42 on: January 31, 2022, 09:54:57 am »
0

I see what you are saying. So how about
+1 Card
+1 Buy
+ $1
-
When you play this, during your buy phase put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.
But why do you have +$1 and +$1 per Treasure card on your Island Mat? I think you should cut the +$1. Why not just make it a Treasure instead of an Action-Treasure?
I was trying to design a $6 card since Seaside doesn't have one and I kinda liked the idea since my first thoughts didn't work out too well and was too powerful.
« Last Edit: January 31, 2022, 12:36:56 pm by Lackar »
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #43 on: January 31, 2022, 02:51:09 pm »
+3

You said I could design a revised card for seaside. Is this too similar? Should it be a "new" card?

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #44 on: January 31, 2022, 02:56:46 pm »
0

You said I could design a revised card for seaside. Is this too similar? Should it be a "new" card?



What about this?

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #45 on: January 31, 2022, 07:04:45 pm »
+4

Quote
Architeuthis
$6 - Treasure - Duration
+$2
At the start of your next turn, +2 cards.

A Silver + delayed lab.
Couldn't decide at first whether this should cost $5 or $6, but I thought of Den of Sin, and I think this needs to be $6.
PS: Architeuthis means Giant Squid.
« Last Edit: January 31, 2022, 07:09:14 pm by LibraryAdventurer »
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #46 on: January 31, 2022, 09:29:09 pm »
+1

You said I could design a revised card for seaside. Is this too similar? Should it be a "new" card?



I like this change to Pearl Diver, but yeah for the purposes of this contest, this feels a bit more like errata to an existing card than an original design. I'd encourage you to design something new, or if you want to riff on an old card, try for a full replacement card rather than minor revision.
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CaptainReklaw

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #47 on: February 01, 2022, 03:35:44 am »
+2



I'd really like more cards that interact with the 3 mats of this game
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #48 on: February 01, 2022, 11:14:02 am »
+5



I'd really like more cards that interact with the 3 mats of this game

The name Ferry is already taken by an official card:
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #49 on: February 01, 2022, 01:41:44 pm »
+1



I'd really like more cards that interact with the 3 mats of this game

The name Ferry is already taken by an official card:



Name change to Transport Ship

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #50 on: February 01, 2022, 02:15:36 pm »
0

You said I could design a revised card for seaside. Is this too similar? Should it be a "new" card?



I like this change to Pearl Diver, but yeah for the purposes of this contest, this feels a bit more like errata to an existing card than an original design. I'd encourage you to design something new, or if you want to riff on an old card, try for a full replacement card rather than minor revision.

Yeah I thought so. I was just being lazy lol.
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exfret

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #51 on: February 01, 2022, 02:16:07 pm »
+1



I'd really like more cards that interact with the 3 mats of this game

The name Ferry is already taken by an official card:



Name change to Transport Ship



I'd try "cargo ship". It sounds nicer. :jester:
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #52 on: February 01, 2022, 02:29:33 pm »
+1



Okay, hopefully this version of Pearl Diver is good enough. (Yes, it's strictly better, but why does that matter when it's already so weak?)
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #53 on: February 01, 2022, 04:49:47 pm »
+7

I couldn't avoid the temptation of making my own replacement for Pearl Diver. Intrigue already had a Kingdom treasure (Harem), and Seaside could have one.


Pearl
$2 - Treasure
$1
Look at the bottom card of your deck. You may put it into your hand.


Fishing a Treasure is the best, and fishing a Victory card is OK. For Actions, it depends: unblocking for the next Pearl might be beneficial
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exfret

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #54 on: February 02, 2022, 12:07:08 am »
0

I couldn't avoid the temptation of making my own replacement for Pearl Diver. Intrigue already had a Kingdom treasure (Harem), and Seaside could have one.


Pearl
$2 - Treasure
$1
Look at the bottom card of your deck. You may put it into your hand.


Fishing a Treasure is the best, and fishing a Victory card is OK. For Actions, it depends: unblocking for the next Pearl might be beneficial

Next contest should be “fix pearl diver”.
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #55 on: February 02, 2022, 06:35:16 am »
0

I couldn't avoid the temptation of making my own replacement for Pearl Diver. Intrigue already had a Kingdom treasure (Harem), and Seaside could have one.


Pearl
$2 - Treasure
$1
Look at the bottom card of your deck. You may put it into your hand.


Fishing a Treasure is the best, and fishing a Victory card is OK. For Actions, it depends: unblocking for the next Pearl might be beneficial
I'm not convinced that this is going to be less of a dud than Pearl Diver.

It's best if you have a bunch of Treasures. But if you have a bunch of Treasures, usually you're going to have more than $2 to spend on a buy, and getting Pearl over Silver is a pretty hard sell. It might be fixed if you also had the option to put the card on top of your deck, to set up your next turn. However in engines, this will still suffer from the fact that it's useless if you draw your deck.
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #56 on: February 02, 2022, 04:19:59 pm »
+1

replacing pship

Quote
Corsair • $4 • Action - Attack
Each other player reveals the top 2 cards of their deck and trashes a revealed Treasure of your choice (discard the rest).

You may trash a treasure from your hand to get +$1 per Copper in the trash.

Made some revisions

Quote
Corsair • $4 • Action - Attack - Duration
Each other player reveals the top 2 cards of their deck and trashes a revealed Treasure of your choice (discard the rest).

At the start of your next turn, you may trash a Treasure from your hand for +$1 per differently named Treasure in the trash.


Hopefully now it scales to player count a little cleaner than the old version, and its money doesn't go crazy like Old Pship (which was, admittedly, the best part of old pship)
« Last Edit: February 02, 2022, 04:21:01 pm by spineflu »
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #57 on: February 03, 2022, 02:48:45 pm »
+3


« Last Edit: February 03, 2022, 05:41:21 pm by Gubump »
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #58 on: February 03, 2022, 03:47:00 pm »
+4

Lookout is one of my favorite cards, but Donald X has said it is likely to be replaced due to the fact beginners are scared to play and it and be punished. And lookout becomes terrible later (which I actually enjoy, but let's design a replacement)



Quote
Deck Officer | Action | $2
+1 Action

In either order: you may put a card from your hand onto your deck; and you may trash the top card of your deck.

Deck Officer can randomly trash from the top of your deck in the beginning of the game. In the mid-game, you can top deck the card you want to trash reducing your hand size, but hey, now you can trash the curse you have in hand. Note you can do these action in either order. So if you prefer to trash and then top-deck a card you can. Both clauses are may, so you can simply get +1 action from this and do nothing else.

This deals with Seasides top-decking theme. This is a card that trashes from the top but can also set up cards on the top. If you have a native village in hand you can trash the top card of your deck, then top-deck a card you want Native Village to secret away. Or maybe you want to set up your next turn with a spare village. I dunno, your choice!

Deck Officer is apparently the name of the person who keeps watch on the ship. Kind of like a lookout. Of course it doesn't churn through as many cards as lookout so that's my justification for pricing it at 2.

Open to feedback!
« Last Edit: February 03, 2022, 03:59:17 pm by anordinaryman »
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #59 on: February 03, 2022, 04:32:50 pm »
0

I like it but it is far more swingy than Lookout. You don’t want to topdeck anything early so if you hit a good card it is like a Knight attacks plus a failed trashing attempt.

But if you're scared of this early you can always do the order "top deck a card, trash the top card of your deck" which turns the card into essentially +1 Action, trash a card from your hand."

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #60 on: February 03, 2022, 05:02:46 pm »
+2

I like it but it is far more swingy than Lookout. You don’t want to topdeck anything early so if you hit a good card it is like a Knight attacks plus a failed trashing attempt.

But if you're scared of this early you can always do the order "top deck a card, trash the top card of your deck" which turns the card into essentially +1 Action, trash a card from your hand."

That's pretty terrible considering that Raze also costs .
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #61 on: February 03, 2022, 05:13:47 pm »
0



I am confused when it says "put this into your hand." is it saying put Reconstruct into your hand or the newly gained card into your hand?

Also the when gain clause is a downside right? to delay getting this card for quite awhile
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #62 on: February 03, 2022, 05:16:45 pm »
+2

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #63 on: February 03, 2022, 05:19:02 pm »
+1



"When you gain this, set it aside. Discard it after you next shuffle."

Does that fit better?
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #64 on: February 03, 2022, 05:33:58 pm »
0



I am confused when it says "put this into your hand." is it saying put Reconstruct into your hand or the newly gained card into your hand?

Also the when gain clause is a downside right? to delay getting this card for quite awhile

For one thing, I would've said "put it into your hand" if I was referring to anything but the Reconstruct itself, among other wording changes. "This" always refers to the card whose text it's part of. And yes, the on-gain is a downside.
« Last Edit: February 03, 2022, 05:38:50 pm by Gubump »
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #65 on: February 03, 2022, 05:41:38 pm »
0



"When you gain this, set it aside. Discard it after you next shuffle."

Does that fit better?

Yes, it does. Thanks.
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #66 on: February 03, 2022, 07:29:57 pm »
+1



I am confused when it says "put this into your hand." is it saying put Reconstruct into your hand or the newly gained card into your hand?

Also the when gain clause is a downside right? to delay getting this card for quite awhile

For one thing, I would've said "put it into your hand" if I was referring to anything but the Reconstruct itself, among other wording changes. "This" always refers to the card whose text it's part of. And yes, the on-gain is a downside.

So Reconstruct is basically every turn after you play the 1st one, get a free remodel? (assuming you have an action left over to play Reconstruct each turn)
The flavor could be adjusted to imply a more forever/eternal/never-ending process, and be more ocean theme for this contest. Maybe even make a reference to The Ship of Theseus, or any boat under constant maintenance.
Also am not convinced this is not just a project in a trench coat.
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Gubump

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #67 on: February 03, 2022, 07:56:50 pm »
0



I am confused when it says "put this into your hand." is it saying put Reconstruct into your hand or the newly gained card into your hand?

Also the when gain clause is a downside right? to delay getting this card for quite awhile

For one thing, I would've said "put it into your hand" if I was referring to anything but the Reconstruct itself, among other wording changes. "This" always refers to the card whose text it's part of. And yes, the on-gain is a downside.

So Reconstruct is basically every turn after you play the 1st one, get a free remodel? (assuming you have an action left over to play Reconstruct each turn)
The flavor could be adjusted to imply a more forever/eternal/never-ending process, and be more ocean theme for this contest. Maybe even make a reference to The Ship of Theseus, or any boat under constant maintenance.
Also am not convinced this is not just a project in a trench coat.

Needing to spend Actions to keep it going makes it not implementable as a Project.
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nyxfulloftricks

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #68 on: February 03, 2022, 09:25:44 pm »
+2



Quote

Kraken
$5
Action - Attack - Duration
Each other player reveals the top 2 cards of their deck, trashes an action card, and discards the rest.
At the start of your next turn, choose one: +$2; or gain a card from the trash to your hand.

Looking at Seaside, I noticed many action - attacks, and action - durations, so I really wanted to combine the two. With the set having a few different trashers already, I thought it would be fun to have a card that interacts with the trash as do similar cards (Necromancer, The Key-Treasurer, Rogue, Bandit). I tend to find those cards quite fun to play giving that different axis to interact with. My reasoning for having a card that trashes only actions is that the other attack trashers tend to focus on trashing treasures, and I would like a strategy that messes more with mega action chain. I find that with Seaside having lighthouse, the attack portion of the card can be blocked for those that feel the attack is too strong.
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nyxfulloftricks

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #69 on: February 03, 2022, 09:29:38 pm »
0



I am confused when it says "put this into your hand." is it saying put Reconstruct into your hand or the newly gained card into your hand?

Also the when gain clause is a downside right? to delay getting this card for quite awhile

For one thing, I would've said "put it into your hand" if I was referring to anything but the Reconstruct itself, among other wording changes. "This" always refers to the card whose text it's part of. And yes, the on-gain is a downside.

So Reconstruct is basically every turn after you play the 1st one, get a free remodel? (assuming you have an action left over to play Reconstruct each turn)
The flavor could be adjusted to imply a more forever/eternal/never-ending process, and be more ocean theme for this contest. Maybe even make a reference to The Ship of Theseus, or any boat under constant maintenance.
Also am not convinced this is not just a project in a trench coat.

Needing to spend Actions to keep it going makes it not implementable as a Project.

I think that what they are saying is this card would be better adjusted to being a project than how it is functioning as a duration?
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nyxfulloftricks

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #70 on: February 03, 2022, 09:35:36 pm »
+1

Lookout is one of my favorite cards, but Donald X has said it is likely to be replaced due to the fact beginners are scared to play and it and be punished. And lookout becomes terrible later (which I actually enjoy, but let's design a replacement)



Quote
Deck Officer | Action | $2
+1 Action

In either order: you may put a card from your hand onto your deck; and you may trash the top card of your deck.

Deck Officer can randomly trash from the top of your deck in the beginning of the game. In the mid-game, you can top deck the card you want to trash reducing your hand size, but hey, now you can trash the curse you have in hand. Note you can do these action in either order. So if you prefer to trash and then top-deck a card you can. Both clauses are may, so you can simply get +1 action from this and do nothing else.

This deals with Seasides top-decking theme. This is a card that trashes from the top but can also set up cards on the top. If you have a native village in hand you can trash the top card of your deck, then top-deck a card you want Native Village to secret away. Or maybe you want to set up your next turn with a spare village. I dunno, your choice!

Deck Officer is apparently the name of the person who keeps watch on the ship. Kind of like a lookout. Of course it doesn't churn through as many cards as lookout so that's my justification for pricing it at 2.

Open to feedback!
First off, I love this design, but I do feel it is a bit strong at $2. I would either bump it up to $3, or just make it a terminal.
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nyxfulloftricks

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #71 on: February 03, 2022, 09:41:06 pm »
0

I couldn't avoid the temptation of making my own replacement for Pearl Diver. Intrigue already had a Kingdom treasure (Harem), and Seaside could have one.


Pearl
$2 - Treasure
$1
Look at the bottom card of your deck. You may put it into your hand.


Fishing a Treasure is the best, and fishing a Victory card is OK. For Actions, it depends: unblocking for the next Pearl might be beneficial
I'm not convinced that this is going to be less of a dud than Pearl Diver.

It's best if you have a bunch of Treasures. But if you have a bunch of Treasures, usually you're going to have more than $2 to spend on a buy, and getting Pearl over Silver is a pretty hard sell. It might be fixed if you also had the option to put the card on top of your deck, to set up your next turn. However in engines, this will still suffer from the fact that it's useless if you draw your deck.

I honestly think this card is amazing...as an heirloom, which I know doesn't help replace pearl diver.
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silverspawn

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #72 on: February 04, 2022, 08:17:43 am »
+1

I agree but also the image is super dope

nyxfulloftricks

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #73 on: February 04, 2022, 12:33:16 pm »
0



Quote

Kraken
$5
Action - Attack - Duration
Each other player reveals the top 2 cards of their deck, trashes an action card, and discards the rest.
At the start of your next turn, choose one: +$2; or gain a card from the trash to your hand.
Quote
I like cards that slightly buff money and while I like that can you can hedge yourself against this via playing money, it is too centralizing.
In money Kingdoms the dominant strategy is to ignore Kraken, in engine Kingdoms this is a nastier Knight Attack with an automatic Rogue.

Even wihout the handgaining this could be too degenerating.

I agree that it could be strong, but with it being a duration card, it won't come up as often as a Knight would was my thought. I do think it would be fun though. I had considered adjusting cost or adding a cost limit on what it could grab from the trash.
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #74 on: February 04, 2022, 12:51:08 pm »
0

I'm a little late posting this, but:

24 HOUR WARNING

Also, I've started compiling the list of entries in the OP. Please make sure I've got your card (and its most recent iteration). Let me know if I'm missing anything!

I'll close for submissions tomorrow and will post results a day after that.   
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silverspawn

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #75 on: February 04, 2022, 01:33:14 pm »
+3

Just make it "at the start of your next turn, gain an action card from the trash". Simpler and weaker.

Also just realized that as-is this can gain Colonies from the trash; that's not good.

arowdok

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #76 on: February 04, 2022, 02:06:04 pm »
+3

Seaside is missing a special treasure probably because the designer was saving them for Prosperity but I think that is less of a concern this time around so here.


Quote
Layaway
$5
Treasure - Duration
$2
When you play this, you may set aside an Action card from your hand face up (on this). At the start of next turn, play it.
Plays like a silver unless you want it to boost your next turn, also helps with boards that have few +Action cards.



These are not my entries but Seaside is also missing a throne room, a draw-to-X, and a discard for $1 card. I made these other two this week and did not want them to go to waste.


Quote
Chief's_Hut
$3
Action - Duration
Play a non-duration action card from your hand. If it's still in play set it aside. At the beginning of your next turn play that card again.

Quote
Freight
$4
Action - Duration
Now and at the start of your next turn, choose one: Discard any number of cards for + $1 each; or draw until you have 6 cards in hand.
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arowdok

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #77 on: February 04, 2022, 03:13:52 pm »
0

Chiefs Hut has been tested for Seaside and deemed to be weak.

So for weak cards do you fine it best to just make them:
narrow and cheap to buy?
try to add versatility like adding have modes to the card like choose one from a list?
try to add versatility like if you have no actions in your hand then "+1 card and +1 action" as an example?
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anordinaryman

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #78 on: February 04, 2022, 03:28:34 pm »
0

Lookout is one of my favorite cards, but Donald X has said it is likely to be replaced due to the fact beginners are scared to play and it and be punished. And lookout becomes terrible later (which I actually enjoy, but let's design a replacement)



Quote
Deck Officer | Action | $2
+1 Action

In either order: you may put a card from your hand onto your deck; and you may trash the top card of your deck.

Deck Officer can randomly trash from the top of your deck in the beginning of the game. In the mid-game, you can top deck the card you want to trash reducing your hand size, but hey, now you can trash the curse you have in hand. Note you can do these action in either order. So if you prefer to trash and then top-deck a card you can. Both clauses are may, so you can simply get +1 action from this and do nothing else.

This deals with Seasides top-decking theme. This is a card that trashes from the top but can also set up cards on the top. If you have a native village in hand you can trash the top card of your deck, then top-deck a card you want Native Village to secret away. Or maybe you want to set up your next turn with a spare village. I dunno, your choice!

Deck Officer is apparently the name of the person who keeps watch on the ship. Kind of like a lookout. Of course it doesn't churn through as many cards as lookout so that's my justification for pricing it at 2.

Open to feedback!
First off, I love this design, but I do feel it is a bit strong at $2. I would either bump it up to $3, or just make it a terminal.

Thanks! If you compare deck officer to loan, it’s clear it doesn’t compare well since loan offers that extra $ and always hits. Forager also makes this bad at 3.  And it compares well with raze so 2 feels right and not broken.

As is this card can’t be $3. I could add a + buy but that seems inelegant. The best change would be make it a duration and say “now and next turn” and price it at $4 or $5 but I like the simplicity of this 2-cost non duration trasher.

Terminal at $2 would be very weak especially compared to raze and chapel
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anordinaryman

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #79 on: February 04, 2022, 04:16:09 pm »
+2

Chiefs Hut has been tested for Seaside and deemed to be weak.

So for weak cards do you fine it best to just make them:
narrow and cheap to buy?
try to add versatility like adding have modes to the card like choose one from a list?
try to add versatility like if you have no actions in your hand then "+1 card and +1 action" as an example?
There is no general answer to that.
In case of a card that has been tested by the designer and eliminated during playtesting the solution is simple: just don’t do what has already been tried.

Yeah but didn’t like playtesting at the time want the +buy to move
From merchant ship to wharf? So we can’t rely on all of the play testing then to be most accurate
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X-tra

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #80 on: February 04, 2022, 06:10:47 pm »
+3

I think as far as cards being dismissed during official Dominion testing go, this Throne Room is not the greatest offender. It doesn't blatantly breaks rules that have been firmly established since the beginning of Dominion. Likewise, some duds can reappear years later in other expansions when sufficiently reworked - Donald has done it before. The guidelines and the musings of Donald are still a good source of information though, I am not dismissing that.

Anyway, I think this Throne variant sounds fair at first glance and I wouldn't be unhappy to test it first before jumping to a pre-made conclusion.
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Holger

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #81 on: February 04, 2022, 07:35:53 pm »
+2

Chiefs Hut has been tested for Seaside and deemed to be weak.

So for weak cards do you fine it best to just make them:
narrow and cheap to buy?
try to add versatility like adding have modes to the card like choose one from a list?
try to add versatility like if you have no actions in your hand then "+1 card and +1 action" as an example?
There is no general answer to that.
In case of a card that has been tested by the designer and eliminated during playtesting the solution is simple: just don’t do what has already been tried.

Yeah but didn’t like playtesting at the time want the +buy to move
From merchant ship to wharf? So we can’t rely on all of the play testing then to be most accurate
Sure, there are quite some overpowered cards like Wharf, Cultist and Rebuild which should not have passed playtesting.

But we talk about the other way around right now, i.e. a card that has not survived playtesting. In this case I think that it is extremly unlikely that the analysis was wrong and that there is any merit to trying out this very idea again years after.

If the playtesters back then underestimated the strength of those 3 cards (deeming them balanced instead of overpowered), they might just as well have underestimated the strength of Chief's Hut (deeming it too weak instead of reasonable).

Still, since the card is substantially weaker than Throne Room, I think I would try it at $2 rather than $3. FWIW, Mastermind also costs $2 less than King's Court. ;)
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LibraryAdventurer

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #82 on: February 05, 2022, 02:39:37 am »
+4

Sure, it is not totally clear from the Secret History whether the weakness of the card or the Duration-thingy was more significant. If the latter mattered more, Duration-TR is doable in a post-Ghost world.

Post-Ghost: A specter that delivers mail.
Post-Ghost
$4 - Night - Duration
+1 Card.
Set aside up to two Actions or Treasures from your hand and play them at the start of next turn.
« Last Edit: February 05, 2022, 02:40:44 am by LibraryAdventurer »
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #83 on: February 05, 2022, 06:30:36 pm »
+4

SUBMISSIONS CLOSED

Look for my commentary and results sometime tomorrow.
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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #84 on: February 06, 2022, 07:03:45 pm »
+10

WDC #141: Seaside Revisited

Commentary & Results


Thanks everyone for the submissions, it was a lot of fun to see so many interesting ideas!

I don't know about you all, but this contest has definitely gotten me more excited to see the new official Seaside cards coming later this spring. As for many others, Seaside was my first Dominion expansion and I've always held a special fondness for it, though as the years have gone by, it's clear there's a lot of potential to make it even better. I'm hyped to revisit it again :)

It was very difficult to pick a winner! OPs are linked, shortlisted entries are bolded, enjoy!



Buccaneer by X-tra
A nice Workshop variant, identical to Falconer on play, and the Duration turn is effectively +$2, gain a Silver, not bad. This does have the same issue Falconer does when played terminally: where it often feels a little bad to not take the Silver to hand, but here, the extra Duration Silvers can make up for it. I imagine this is likely a very strong money enabler. Seaside could certainly use another gainer, and this does fit this mold well.

Sirens by JW
Cantrip for $5 with a Village effect and trash a card for +1 Card on the duration turn. It seems fine, though likely a little weak (compared to e.g. Ratcatcher’s cantrip and delayed trash). There’s also some wonkiness where early game you won’t need the village and late game you won’t need the trashing. Interesting idea nonetheless.

Bounty by xyz123
I like this one a lot, and it feels very Seaside. It's a pleasantly simple idea, and I'm honestly shocked I haven't seen it before! $6 is expensive, but feels right for Silver + non-terminal Armory. Much more interesting than Merchant Ship, and it’s cool that this one actually isn’t a Duration so you can play it each turn. Certainly stronger than Hoard and can create some neat next-turn setups. As I said earlier, the expansion could really use a gainer other than Smugglers and this fills that gap perfectly.

Hatchway by NoMoreFun
Another Workshop variant, this one lets you put something from your discard on the bottom of your deck (essentially getting to use it once more this shuffle). Cute with Pearl Diver. I like that you can bottom deck something you didn’t gain, though this may not come up when drawing your deck. Looks fine, if a bit uninspiring. 

Vacation Spot by Augie279
Silver on play, and if you discard a couple cards, you effectively get gain a Gold next turn and +$3, a pretty decent duration effect. The comparison to Secret Cave feels apt, since you still have to reduce your handsize by 3 to get the duration effect (Secret Cave discards one more but has the cantrip draw), which is a tough sell in a lot of decks. At least the +$2 on play helps a little. Definitely more interesting than Explorer, though it still feels a bit weak for $5.

Secret Harbor by silverspawn
A new take on Wishing Well, this one lets you choose whether to make your wish this turn or next. Instead of being a lab though if you wish well, you get a Grand Market/Village effect. As with Wishing Well, the cantrip top means there are not a lot of ways to guarantee activation if you choose the now option, though there are a few more on the duration turn (it’s a cute defense against Sea Hag and Ghost Ship). However, without the combos, more so than some of the other now or later Durations that we saw in Menagerie like Barge and Village Green, this one feels too much of a risk to use on the duration turn since you not only get nothing if you guess wrong, but you also miss out on playing it again for at least another turn.

Harbor by AJL828
Sort of like Cargo Ship but as a Village. You don’t get the extra draw from Cargo Ship’s duration, but the Village effect and being able to play every turn more than make up for it, very slick. This does feel very Seaside (which could use one more Village) and will play a very useful role in a lot of decks, particularly ones with multiple gains per turn. The flavor works well too, your Harbor gives your new card a convenient place to dock on top of your deck. Nice one!

Admiral by jakav
Effectively a Worker’s Village on this turn and a Worker’s Village + Lab next turn. Obviously much stronger than Fishing Village, and $6 feels about right. My one concern is that this could have the same issue as Wharf where it just gives you everything you want—draw, actions, buy, all on a single card. There’s not really a ton of reason not to go for Admirals and it’s likely the pile will get rushed in most games.

Fortune Seekers by Erick648
There’s a little too much going on in this card for my liking. Making my opponents choose from three different options like this is going to cause serious analysis paralysis for opponents (even more so than Advisor which can cause AP sometimes too, but at least it’s usually just discard the best card of three). The Wish-like mechanic of gaining something to your hand if you have three in play feels tough to trigger (since you need THREE of these things and some cooperation from opponents) and doesn’t feel like quite enough of a payoff when compared to Treasure Map. As a side note, I do like the Monopoly submission, though it really wants to be non-terminal.

Treasure Ship by Xen3k
Seaside really feels like it could have had a Treasure - Duration, and I’d actually be surprised if we don’t get one in the official update cards that are coming soon. Not much to really say on this one, I think it would be a fine card, if a little vanilla. More interesting than Merchant Ship, and would play well in both money and engine decks, though you will want to get at least two. I like it.

Buried Treasure by Lackar
Getting some more use out of the Island mat is nice, and I love the flavor of “burying” your Treasures on a deserted island. However, the top of the card is awkward (both as an Action or a Treasure) with the terminal +1 Card, and honestly, I feel like this doesn’t need to be an Action at all. Make it a Treasure with just the bottom (and maybe switch to differently-named Treasures if non-terminal both choices Miser is too strong, which it probably will be).

Skipper by Joxeft

Welcome to the forums! Skipper is similar to Den of Sin with the non-terminal duration draw, but adds in a Bridge effect while in play. $6 is expensive but does feel right in comparison to Highway. Buying a bunch of them will take some time, though the cost reduction will help, and once you do, it’s fairly easy to get several of these in play on alternating turns, like Bridge Troll. It’s possible the +Action may make it a little too strong to play strings of these, but maybe it’s fine. Seaside doesn’t really need more Duration draw, though I could see this being a slightly less dominant alternative to Wharf perhaps.

Architeuthis by LibraryAdventurer

Another Den of Sin variant, this time as a Silver on play. It’s sort of a combination of Wharf and Merchant Ship and it feels balanced at $6 ($5 would for sure compare too favorably to Den of Sin). Similar to Skipper, you’d want to have these alternate in clusters to stay consistent. Again, I don’t know that Seaside needs more Duration draw, but I like the idea nonetheless. 

Transport Ship by Captain Reklaw
Sort of like Ratcatcher, though better for Islanding your Estates, I think it can probably cost $3 or maybe even $2. The biggest issue here is the Island effect being mandatory—while it’s not a problem in the beginning, you quickly are going to run out of targets in the midgame, and with only your starting hand to pull from, it won’t be long before this is no longer safe to play. The simplest fix is to add a “you may” to the Duration which will make it more worthwhile to keep around for Islanding VP cards in your starting hand once you’re out of the early game (it could probably stay at $4 with the “you may”).

Whirlpool by exfret
A riff on Pearl Diver, Whirlpool lets you look at and move ANY card from anywhere in your deck to anywhere in your deck and then draw a card. Uh. Similar to DXV's original Confusion card art, I stare into the swirl here and have just no idea how to play this card. Apart from cute combos like Wishing Well, I guess it's usually best to look at the top card and either bottomdeck it or leave it before drawing. Maybe? Or is looking for something to topdeck and draw better? While it's definitely far more interesting than its inspiration, the ambiguity of what card to look at seems destined to cause a lot of AP for newer players in ways that card movers like Pearl Diver and Secret Passage don't.

Pearl by grep
Another Pearl Diver replacement, Pearl is a $2 Copper that lets you look at and draw a card off the bottom of your deck. If your bottom card is a Treasure, it's sort of a mini-Venture, not bad for $2. If it's a Victory card, you can sift it out of the way this shuffle. Hitting Actions though is very sad and doesn't really help you at all. I think the idea definitely has potential and it's certainly more interesting than Pearl Diver, but it needs a little something more to make it a little more rewarding and usable in more decks. Ironically, it doesn't really synergize much with Pearl Diver as you'd usually rather keep a Pearl on the bottom of your deck to get drawn by another Pearl.

Corsair by spineflu
A modified Pirate Ship now as a Duration which counts differently named Treasures in the trash like Forager and nicely eliminates the need for a mat. However, this still suffers from some of the same issues Pirate Ship does: trashing opponents' Coppers and being a very slow source of coin. Corsair at least lets players trash some of their own Treasures too which helps, but it's going to be very hard for this to make more than $2 or $3 in a lot of games. Being a Duration and requiring the Treasure trash for payload almost seem to make this a little weaker than Pirate Ship in some ways.

Reconstruct by Gubump
So it's Hireling except the extra card you get is always Remodel. Hmm. I think it's fine? The get your Remodel back every turn thing is kinda cool and it's interesting that it's a Duration you can still play every turn, but only have to draw once (assuming you have the actions and trash targets to play it every turn). I get why it has the on-gain, though it sure makes you think twice about getting it early which is when you really want your Remodels for upgrading your Estates. This makes me wonder if there's simpler way to make it harder to get early that doesn't require the set aside clause, perhaps the easiest is to just make it cost $6 (which would also make it a much better Reconstruct target itself for gaining Provinces in the endgame). Reconstruct is an unconventional use of the Duration mechanic which makes me doubt its fit in a lower complexity set like Seaside, though it's definitely a unique idea.

Deck Officer by anordinaryman
I also love Lookout and I agree, it's almost certainly getting replaced, which is sad but I get it. Deck Officer scratches some of Lookout's itch with the thrilling risk of trashing the top card without knowing what it is, or giving players the ability to seed it at the cost of reducing handsize. That said, outside of setting up the trash, I don't really see the top deck option getting a lot of use on a nonterminal stop card like this, and it feels like the card needs something more. I wonder about changing the +1 Action to +2 Cards which would make the topdeck option much more useful, or perhaps to cantrip which would help Deck Officer compare a bit more favorably to other $2 nonterminal trashers like Raze and Ratcatcher.

Harbor by Timinou
A $4 Village that can forgo the +Actions to play an Action from your hand next turn, sort of like Delay but without costing a Buy. The biggest issue here is that I'm struggling to think of many scenarios when terminal +1 Card, play an Action next turn is better than Village, play an Action now. In many games, I could see the Duration option rarely getting any use and this just becomes Village for $4. One simple fix is to move one of the if you didn't Actions to the top so it's either cantrip Duration play or Village, which should buff the Duration option significantly.

Kraken by nyxfulloftricks
A trashing attack, though this one targets Action cards, and on the Duration turn, it gains a trashed Action to hand or is a Silver as a consolation. Trashing attacks are always swingy but this one even more so: I discard your Estate and Copper and get +$2 next turn while you trash my Wharf, AND gain it to hand next turn. And does Seaside really need another degenerate Attack? I would recommend dropping the to hand part, and perhaps adding a cost restriction to the attack and gaining like Rogue has. All this to say, I wouldn’t mind seeing a sea creature make its debut in Seaside.

Layaway by arrowdok

Another Treasure - Duration, this one lets you save an Action from your hand this turn to play at the start of your next turn, again similar to Delay. As a Treasure, it works very nicely with terminal draw since it can save a dead drawn action. Obviously it's less helpful in games where Actions are plentiful, but still a neat card with some utility in a lot of decks, and it accomplishes several Seaside dreams of both a Treasure - Duration and of making any Action card a Duration.



Honorable Mentions: Buccaneer by X-tra, Skipper by Joxeft, Treasure Ship by Xen3k, Architeuthis by LibraryAdventurer, Layaway by arowdok

Runner Up: Harbor by AJL828

WINNER: Bounty by xyz123



Congrats to xyz123 and thanks everyone for participating!
« Last Edit: February 06, 2022, 09:21:13 pm by 4est »
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xyz123

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #85 on: February 07, 2022, 03:17:41 am »
+1

Wow, didn't expect that.

Thanks for running the competition 4est.
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silverspawn

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #86 on: February 07, 2022, 04:45:10 am »
+3

Quote
However, without the combos, more so than some of the other now or later Durations that we saw in Menagerie like Barge and Village Green, this one feels too much of a risk to use on the duration turn since you not only get nothing if you guess wrong, but you also miss out on playing it again for at least another turn.

you may have missed the self-combo. The card stays on top, so if you play two of these for the next turn, the second one is guaranteed to hit.

Lackar

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Re: Weekly Design Contest #141: Seaside Revisited
« Reply #87 on: February 07, 2022, 07:02:01 pm »
+2

Thanks for the feedback on the card. As it was it did seem awkward, being terminal seems to be missing something but adding more made it too powerful. I did change it up and play tested it with the family and was better. I do feel with all the feedback (even tho I don't always enter every contest), you guys help me come up with better card than the last.
« Last Edit: February 08, 2022, 06:14:16 pm by Lackar »
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