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Author Topic: Weekly Design Contest #141: Seaside Revisited  (Read 10585 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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Gubump

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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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X-tra

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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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Augie279

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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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4est

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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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spineflu

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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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Lackar

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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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xyz123

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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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jakav

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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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4est

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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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Augie279

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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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