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Author Topic: Weekly Design Contest #148: Expand The Kingdom  (Read 4507 times)

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Commodore Chuckles

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Weekly Design Contest #148: Expand The Kingdom
« on: April 05, 2022, 11:05:18 pm »
+7

Your challenge this week is to design something that introduces at least one additional Kingdom card into the game. Examples would be Black Market, Young Witch and Way Of The Mouse.
« Last Edit: April 05, 2022, 11:43:34 pm by Commodore Chuckles »
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JW

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #1 on: April 05, 2022, 11:21:01 pm »
+6

Excavate

Project
When you gain or trash a Treasure, +1 Villager.
Setup: Add an extra Kingdom card pile that is a Treasure.
 
Feedback on the power level appreciated. To be interesting in its own set, it would have to be in a set with at least two Kingdom card treasures. Conveniently, Renaissance has three.
 
The original card name was “Mine doesn’t suck now, dammit!”
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faust

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #2 on: April 06, 2022, 03:41:16 am »
+16



Quote
Fief - $3
Action

Discard a card for + $3.
You may rotate the Fief pile.
-
Setup: Make a split pile out of these and 4 copies each of a random unused Kingdom card costing $4, $5 and $6.

FAQ:
- The cards start in ascending cost order, with Fief on top.
- There are 4 Fiefs.
- You may not select a Kingdom card of which there are less than 4 copies, e.g. Dame Anna or Small Castle.
- The Fief pile is considered the pile of the Kingdom cards used, when you need to return them to the supply.
« Last Edit: April 06, 2022, 03:49:02 am by faust »
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Timinou

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #3 on: April 06, 2022, 09:13:17 am »
+2

EDIT: Submission withdrawn...can't think of a suitable fix at this time, so I'll file it away for the future.



Amped-up reincarnation of Sheepdog-WotM...I made this a pure Reaction card to avoid having 2 dividing lines (and microscopic text), but this could make it a dead card in some Kingdoms depending on what the Fealty card is.

Feedback welcome!
« Last Edit: April 07, 2022, 01:51:21 pm by Timinou »
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infangthief

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #4 on: April 06, 2022, 10:55:56 am »
0

Fief - $3
Action

Discard a card for + $3.
You may rotate the Fief pile.
-
Setup: Make a split pile out of these and 4 copies each of a random unused Kingdom card costing $4, $5 and $6.


Great entry, 9 upvotes already, contest over? In honour of this maybe I should change my name to infangfief.
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X-tra

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #5 on: April 06, 2022, 10:59:24 am »
+3

I am withdrawing this entry.
While I am not giving up on the concept presented here, it simply does not qualify for this contest.



I am currently working on a new gameplay mechanic consisting of Boroughs and Folks. It's been tested a little bit (some adjustments still needed to individual cards). The idea is to have 2 random halves of a card form a whole new effect.

Rules:

  • Folks are landscape cards. Use no more than 1 per game and respect the 2 Landscapes max thingy.
  • If you have a Folk slotted into your Kingdom, add a random Borough (a pile of 10 non-Supply cards).
  • The cost of the Folk is itself + that of the selected Borough (so if it costs and the Borough costs , the Folk landscape would cost to buy).
  • Once you buy a Folk, gain a Borough. You do not get the effects of the Folk, you just gain a Borough.
  • When you play a Borough, do its effects, then do the effects of the Folk.
Examples:

   
   

So you could have a Royal Mansion, for instance. A Silver costing a whopping that lets you Throne something. Or a Migrant Suburb, a nice trasher that could let you draw up to 5 cards if you trash another one.
« Last Edit: April 08, 2022, 09:11:54 am by X-tra »
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Timinou

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #6 on: April 06, 2022, 11:35:53 am »
+1

I like the modular concept of the Boroughs and Folks.  IMO, I would suggest putting some text on the Boroughs stating that you should resolve the effects of the Folk.

Just to confirm, do you resolve the effect of the Folk when you buy it, or do you just gain the Borough?

FWIW, Royal + Municipality looks pretty strong for $5 since you don't need to throne a non-terminal in order to get the village effect.  But I suppose not being able to throne itself is a clear downside, so maybe $5 is OK.
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emtzalex

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #7 on: April 06, 2022, 11:41:49 am »
+2

My Submission:



Quote from: Spellcaster's Guild
Spellcaster's Guild • Ally
After playing a Liaison, you may spend 3 Favors to play one of the set aside cards, leaving it there.

Setup: Set aside 2 unused Actions costing $4.

I've still got Allies on my mind. This is an Ally version of Way of the Mouse. It uses stronger cards, and uses 2 of them. To avoid goofy openings with Importer, I made it trigger on-play-Liaison, which I actually think makes it more interesting.
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X-tra

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #8 on: April 06, 2022, 12:15:58 pm »
0

I like the modular concept of the Boroughs and Folks.  IMO, I would suggest putting some text on the Boroughs stating that you should resolve the effects of the Folk.

Just to confirm, do you resolve the effect of the Folk when you buy it, or do you just gain the Borough?

FWIW, Royal + Municipality looks pretty strong for $5 since you don't need to throne a non-terminal in order to get the village effect.  But I suppose not being able to throne itself is a clear downside, so maybe $5 is OK.

You just gain the Borough upon buying a Folk. The effects are only for the on-play of the Borough. The suggestion for the helpful text on the Borough seems like a nice thing to have, I'll consider it! :)
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X-tra

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #9 on: April 06, 2022, 12:22:55 pm »
+1

My Submission:



Quote from: Spellcaster's Guild
Spellcaster's Guild • Ally
After playing a Liaison, you may spend 3 Favors to play one of the set aside cards, leaving it there.

Setup: Set aside 2 unused Actions costing $4.

I've still got Allies on my mind. This is an Ally version of Way of the Mouse. It uses stronger cards, and uses 2 of them. To avoid goofy openings with Importer, I made it trigger on-play-Liaison, which I actually think makes it more interesting.

Uh... wow, hahaha! Talk about coincidence. No longer than one contest ago, this was my entry:



Here's Way of the Mou- I mean, Loyal Companion, yes yes.

Well, it's not 100% the same, but the similarities are palpable, even throughout the cost restriction of on the below-the-line effect!

A thing I've since come to realize since last contest, is that this Ally suffers from tracking problems if the set-aside card is a Duration card. I considered adding this restriction, and I think it makes the card healthier with it (hopefully, this doesn't add another line).
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AJL828

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #10 on: April 06, 2022, 12:30:30 pm »
+4




Rally
Action ($3)

+1 Card
+1 Action
Reveal the top 3 cards of your deck. Put the Supporter cards into your hand and put the rest back in any order.
---
Setup: Add an extra Kingdom card pile costing $2, $3, or $4 to the Supply. Cards from that pile are Supporter cards.

The non terminal draw counterpart to Young Witch. Its usefulness will vary considerably depending on the Supporter card (cantrips that can be easily gained like Magpie and Port seem pretty good, but a bad terminal like Fortune Teller means this is probably skippable). I know Young Witch only allows $2 or $3 cards, but for this card I think going up to $4 makes it more useful (there are a good chunk of nice $4 engine pieces, like the two I mentioned) and it also allows for more fun.
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xyz123

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #11 on: April 06, 2022, 02:38:12 pm »
0

Facilitator
$4
Action-Command

Play one of the set-aside cards leaving it there.
_________________________________________________
Setup: Set aside 3 unused Actions costing $2 or $3.
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Chappy7

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #12 on: April 06, 2022, 05:44:19 pm »
0



It guarantees that there will be +Buy in the kingdom (yay) which means the cost reduction will probably be more helpful.  Then again, the 3 locked piles could be duchess, explorer, and harvest, and then key becomes a copper for $4...(not yay). Such is the way with cards that rely on other cards, like Commander, Prince, etc.
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Carline

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #13 on: April 07, 2022, 01:58:59 am »
+2




UPDATE: Updated to make Foreign card piles have 8 copies, so, to Foreign Lands worth 5VPs in a 2 player game, you have to win both splits. Also add that Foreign cards pile don't count to end game, because they make easier to 3-pile, specially in multiplayer game.  Foreign Lands itself counts.





« Last Edit: April 09, 2022, 04:02:20 am by Carline »
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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #14 on: April 07, 2022, 04:41:41 am »
0

Quote
Trading Vessel
$4 Action-Duration-Liaison

Now and at the start of your next turn: +$2 and +1 Buy. Until then, when another player plays a Raft card they get +1 Favor.
----
Setup: Add an extra Action card pile to the Supply. Cards from that pile are Raft cards.

It's a cheaper Merchant Ship that lets other players get Favors.
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Firestix

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #15 on: April 07, 2022, 09:30:08 am »
+1

*Edit 1: Changed the cost from $4 to $5.
*Edit 2: Changed the wording on Divine Right to account for mechanics such as Exile, Emulation, and others.

My Submission

Quote from: Crusader
Crusader ($5 Action - Attack)
+$2
Choose one: Each other player discards down to 3 cards in hand; or take Divine Right.


Setup: Set aside an extra kingdom pile outside of the supply that has only victory cards. Cards from that pile are Holy Land cards.
Quote from: Divine Right
Divine Right (State)
During your turn, cards in the Holy Land pile are considered in the Supply and can be gained, bought, or otherwise interacted with.
  • It is either a slightly more expensive Militia or a terminal silver that can give you access to a source of alt-VP.
  • Cards from the Holy Land pile cannot be gained or bought unless you have the Divine Right.
  • There is only one Divine Right. It can be taken by other players that play Crusader (like Lost in the Woods).
  • The caveat "that has only victory cards" is to prevent the use of split piles that have cards that aren't victory cards in them. The Odysseys, despite containing Distant Shore, would be ineligible for Holy Land. The Castles are eligible since they all have the victory typing.
« Last Edit: April 10, 2022, 10:17:50 pm by Firestix »
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Timinou

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #16 on: April 07, 2022, 10:52:52 am »
+4

I like this, but isn't Crusader strictly better than Militia?
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LastFootnote

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #17 on: April 07, 2022, 11:05:30 am »
+10


Quote
Middleman: Action, $4
Gain the top card of the Imports deck.

Setup: Shuffle together three unused non-Attack Action piles costing $5 face down. This is the Imports deck.
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Gubump

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #18 on: April 07, 2022, 11:11:42 am »
+4

I like this, but isn't Crusader strictly better than Militia?

Based on them calling it a "slightly more expensive Militia," I'm guessing they think Militia costs .
« Last Edit: April 07, 2022, 11:13:58 am by Gubump »
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LastFootnote

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #19 on: April 07, 2022, 11:31:39 am »
0




Rally
Action ($3)

+1 Card
+1 Action
Reveal the top 3 cards of your deck. Put the Supporter cards into your hand and put the rest back in any order.
---
Setup: Add an extra Kingdom card pile costing $2, $3, or $4 to the Supply. Cards from that pile are Supporter cards.

The non terminal draw counterpart to Young Witch. Its usefulness will vary considerably depending on the Supporter card (cantrips that can be easily gained like Magpie and Port seem pretty good, but a bad terminal like Fortune Teller means this is probably skippable). I know Young Witch only allows $2 or $3 cards, but for this card I think going up to $4 makes it more useful (there are a good chunk of nice $4 engine pieces, like the two I mentioned) and it also allows for more fun.

If you wanted it a little more concise, you could have it work like Settlers instead. Just fish a Supporter card out of your discard pile. Also the Setup could say "costing from $2 to $4". That's how it's usually phrased.
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4est

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #20 on: April 07, 2022, 11:57:40 am »
+2



Merchant Road is a Treasure that adds a non-Supply pile of Goods which are always non-terminal (to make it easier to get multiple in play). Your first few plays will gain Goods and later you can get rewarded for playing lots of Goods. It seems kinda fun to not have a cost limit on Goods so there's a wider range of possibilities, but it maybe needs one, there's a big difference between a Pearl Diver gainer and a Grand Market gainer. Thoughts appreciated. 
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Firestix

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #21 on: April 07, 2022, 11:58:55 am »
0

I like this, but isn't Crusader strictly better than Militia?

Based on them calling it a "slightly more expensive Militia," I'm guessing they think Militia costs .

Whoops. I'll fix that.
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LastFootnote

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #22 on: April 07, 2022, 12:26:12 pm »
0



It guarantees that there will be +Buy in the kingdom (yay) which means the cost reduction will probably be more helpful.  Then again, the 3 locked piles could be duchess, explorer, and harvest, and then key becomes a copper for $4...(not yay). Such is the way with cards that rely on other cards, like Commander, Prince, etc.

There's already something named Key (Treasurer's Artifact).
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Timinou

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #23 on: April 07, 2022, 01:23:19 pm »
+1



Merchant Road is a Treasure that adds a non-Supply pile of Goods which are always non-terminal (to make it easier to get multiple in play). Your first few plays will gain Goods and later you can get rewarded for playing lots of Goods. It seems kinda fun to not have a cost limit on Goods so there's a wider range of possibilities, but it maybe needs one, there's a big difference between a Pearl Diver gainer and a Grand Market gainer. Thoughts appreciated.

The way it is worded, it might not be fully clear that Goods could be any non-terminal Actions rather than ones that give more than one +Action.  It's also not clear if this includes cards that conditionally give +Action, e.g. Conclave.

I personally don't think there needs to be an upper limit on the cost of the cards you can set aside as Goods, since the probability of having games with overpowered strong combos like Grand Market-Merchant Road will be fairly small, and it's not like Merchant Road is that cheap anyway. 

That said, Merchant Road might seem expensive if you have cheap cards e.g. Candlestick Maker as Goods.  That could be avoided by making the Goods an extra Kingdom pile, so that they can be gained by other means, rather than a set-aside one only accessible through Merchant Road.  As such, building a deck with Merchant Road as the main payload would be feasible.  I mean, there is always the chance of having something like Bounty Hunter as the Goods, so IMO minimizing the probability of having "bad" Goods might not be a bad idea. 
« Last Edit: April 07, 2022, 02:23:16 pm by Timinou »
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Timinou

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #24 on: April 07, 2022, 01:46:25 pm »
0

I'm withdrawing my previous submission, and entering a new card:

EDIT: New version:


Old version:


EDIT: Fixed typo
« Last Edit: April 11, 2022, 03:51:05 pm by Timinou »
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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #25 on: April 07, 2022, 02:20:53 pm »
0

edit: withdrawing this, its stepping on carline's entry


Quote
Stupa • $4 • Victory
Worth 3% for each Stupa - Gate pair you have.

-
When you buy this, gain a Gate from the trash; if you can't, trash a Gate from its pile.

Setup: Add an extra Kingdom card pile costing $5 to the Supply. Cards from that pile are Gates.

edits: uh clarified what i meant from a pretty absurd card down to a more reasonable one. Sorry that first draft was kind of a rush job.
pair defined as "match up a Stupa with a Gate card at the end; the matches don't get swapped around and are not combinatorically/permutationally explosive."

so if you have 6 Stupas and 4 Gates, you only score 4 stupas.
« Last Edit: April 08, 2022, 07:29:52 pm by spineflu »
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Freddy10

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #26 on: April 07, 2022, 02:55:40 pm »
+3


Quote
Stupa • $4 • Victory
Worth 3% per Gate you have.

-
When you buy this, trash a Gate from its pile, or gain a Gate from the trash.

Setup: Add an extra Kingdom card pile costing $5 to the Supply. Cards from that pile are Gates.

Maybe I'm missing something, but 3vp per gate isn't too much? with one gate is better than duchy and with two better than province. It does something similar to duke, but it is way better, isn't it?
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UltimateGeek

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #27 on: April 07, 2022, 03:35:08 pm »
+2

Wheel of Time - a rotating split pile

Rules:

1. Wheel of Time cards may only play and rotate the Action cards set aside during setup in front of each player
2. Rotating or swapping the set-aside cards means moving them from one person to another. The cards remain set-aside. There may be only one set-aside card for Wheel of Time cards to play in front of each player at any time.


$3 Action - Command - Wheel of Time: Bowl of the Winds
Play the set-aside card in front of you, leaving it there.
You may rotate the Wheel of Time pile.
-
Setup: Set aside a different unused Action in front of each player.

$4 Action - Command - Wheel of Time: Saidin
+1 Action
Play the set-aside card in front of you, leaving it there.
Rotate the set-aside cards clockwise.

$5 Action - Command - Wheel of Time: Saidar
+$2
Play the set-aside card in front of you, leaving it there.
Rotate the set-aside cards counterclockwise.

$6 Action - Command - Wheel of Time: Aes Sedai
+1 Buy
You may swap your set-aside card for someone else's.
Play the set-aside card in front of you, leaving it there.
You may play it again.
« Last Edit: April 12, 2022, 10:48:06 am by UltimateGeek »
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Chappy7

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #28 on: April 07, 2022, 04:58:09 pm »
0



It guarantees that there will be +Buy in the kingdom (yay) which means the cost reduction will probably be more helpful.  Then again, the 3 locked piles could be duchess, explorer, and harvest, and then key becomes a copper for $4...(not yay). Such is the way with cards that rely on other cards, like Commander, Prince, etc.

There's already something named Key (Treasurer's Artifact).

Huh I forgot that.  Let's pretend mine is called Key Ring
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Joxeft

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #29 on: April 07, 2022, 05:07:28 pm »
0


Quote
Work Assistant
$4 Action
+1 Card
+1 Action
+1 Buy
The next time you play a card from the worker pile +1 Card and if it is your buy phase retrun to your action phase.
-
Setup: Add an extra non-Victory supply pile costing up to $4 this is the worker pile.

Feedback appreciated.

« Last Edit: April 07, 2022, 05:21:57 pm by Joxeft »
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Commodore Chuckles

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #30 on: April 07, 2022, 07:59:29 pm »
+1

I am currently working on a new gameplay mechanic consisting of Boroughs and Folks.
...

First of all, I think this is a phenomenal idea. I like how this plays with the fact that a lot of official cards are a combination of a Vanilla and a non-Vanilla effect that have nothing to do with each other; this expands on the possibilities for that.

Which makes it very painful for me to say that I don't think this entry qualifies. If I understand this correctly, the Boroughs aren't Kingdom cards.
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X-tra

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #31 on: April 07, 2022, 09:59:47 pm »
0

I am currently working on a new gameplay mechanic consisting of Boroughs and Folks.
...

First of all, I think this is a phenomenal idea. I like how this plays with the fact that a lot of official cards are a combination of a Vanilla and a non-Vanilla effect that have nothing to do with each other; this expands on the possibilities for that.

Which makes it very painful for me to say that I don't think this entry qualifies. If I understand this correctly, the Boroughs aren't Kingdom cards.

Oh snap you are correct about that! I misunderstood the contest. Though in practice, these Boroughs kind of act as an extension of the Kingdom via their respective Folk. Still, if we’re going by the very definition of this contest, it would indeed by kind of a stretch to accept this entry.

Um. I might think of something else tomorrow!
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LibraryAdventurer

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #32 on: April 07, 2022, 10:35:32 pm »
0

Quote
Morph
- Action - Command
If it's the first time you played Morph this turn, play the True card, leaving it there. Otherwise, play the True card or a non-Command Action card in the Supply, leaving it there. If the card you played cost or more take debt.
-
Add an extra non-Command Action kingdom pile costing at least $3 to the game to be the True cards.

FAQ: If the True Form card costs $5 or more, you take debt when you play the True Form card as well.
The True Form cards are not in the supply.

EDIT2: This is probably too wordy. hmmm... EDIT3: I cut a few words. Hopefully, it's acceptable now.

EDIT1: To make it something more interesting than a strictly better BOM.

Original version:
Quote
Doppleganger
Cost - Action - Command
Play the True Shape card or a non-Command Action card from the Supply, leaving it there. If the card you played cost $5 or more, take debt per coin it costs more than $4. Take debt if the card has or in its cost.
-
Add an extra kingdom pile that is a non-Command Action card costing at least $3 to the game (not in the supply). Those are the True Shape cards.
« Last Edit: April 07, 2022, 11:59:59 pm by LibraryAdventurer »
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LibraryAdventurer

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #33 on: April 08, 2022, 12:59:37 am »
0

Fief - $3
Action

Discard a card for + $3.
You may rotate the Fief pile.
-
Setup: Make a split pile out of these and 4 copies each of a random unused Kingdom card costing $4, $5 and $6.
The problem I see with this is that about half of the $6 cards in the game are weak for their cost and the bottom card of these piles wants to be strong. Might work better if the bottom card of the randomly-made split pile was a $2, so the bottom card would be a $5.

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #34 on: April 08, 2022, 01:11:24 am »
+1

<Merchant Road>
I think this could cost $4. You have to play it as a gainer at least twice before it has a chance to give more than $2.
(Or maybe even make its cost depend on the cost of the Goods?:  normally costs $4, but if the Goods cost $5 or more, it costs $5?)

spheremonk

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #35 on: April 08, 2022, 04:23:33 am »
+1




You reveal cards and gain one of your choice. Then shuffle the rest of the revealed cards and deal one to each other player.

Goat is included to ensure there is some way to trash the unwanted cards gained from other players’ Communes (or possibly even from your own). I do not believe the "Attack" type is warranted, but it has been intentionally omitted in any event. 
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NoMoreFun

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #36 on: April 08, 2022, 06:44:43 am »
+4

Matchmaker
Action - $3
+2 Cards
You may play a Paired card.
______
Setup: Add 2 Action supply piles to the Kingdom. These are the "Paired" cards, and you may play a copy of one from your hand after playing a copy of the other.


So basically if the Paired cards are Village and Smithy, you may play a Smithy, then play a Village (without costing an Action), then play a Smithy and so on. Kind of like Sauna and Avanto.

You don't need to play a Matchmaker to chain the cards - it's just a cheap Lab that only works with certain cards.
« Last Edit: April 08, 2022, 08:19:54 pm by NoMoreFun »
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Gubump

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #37 on: April 08, 2022, 01:05:30 pm »
+1

Matchmaker
Action - $3
+2 Cards
You may play a Paired card.
______
Setup: Add 2 Action supply piles to the Kingdom. These are the "Paired" cards, and you may play a copy of one after playing a copy of the other.


So basically if the Paired cards are Village and Smithy, you may play a Smithy, then play a Village (without costing an Action), then play a Smithy and so on. Kind of like Sauna and Avanto.

You don't need to play a Matchmaker to chain the cards - it's just a cheap Lab that only works with certain cards.

I assume all of these plays are supposed to be from your hand?
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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #38 on: April 08, 2022, 02:17:31 pm »
+1

Matchmaker
Action - $3
+2 Cards
You may play a Paired card.
______
Setup: Add 2 Action supply piles to the Kingdom. These are the "Paired" cards, and you may play a copy of one after playing a copy of the other.


So basically if the Paired cards are Village and Smithy, you may play a Smithy, then play a Village (without costing an Action), then play a Smithy and so on. Kind of like Sauna and Avanto.

You don't need to play a Matchmaker to chain the cards - it's just a cheap Lab that only works with certain cards.
I wanted to do something like that for this contest (I'm a fan of Sauna-Avanto), but couldn't figure a way of doing it without too much text. Looks like you've found a way.
Now, if one of the Paired piles is Sauna/Avanto...
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Lackar

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #39 on: April 08, 2022, 03:18:20 pm »
+1

Distant Traveler
$3 Action - Reserve

+1 Action
Put this on your Tavern Mat.
-
At the start of your turn, you may call this. If you do Gain a Distant Lands.
Worth 2VP if on your Tavern mat at the end of the game (otherwise worth 0VP)
-
Setup: Add Distant Lands outside of the supply.

Is the wording correct on the Setup? Thoughts on the price?
« Last Edit: April 11, 2022, 11:33:41 pm by Lackar »
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Timinou

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #40 on: April 08, 2022, 03:59:38 pm »
0

I'm withdrawing my previous submission, and entering a new card:



EDIT: Fixed typo
Discarding a $5 is a steep price before the endgame so this will mainly be weaker Artisan early on and, with a Duchy or Province in hand, an emulator later.
My hunch is that this is weaker than Artisan.

Thanks for the feedback - I agree that it might be weaker than Artisan.  I'll try to buff it somehow, or maybe reduce the cost to $5.
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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #41 on: April 09, 2022, 02:08:07 am »
+1

withdrawing my previous entry


Quote
Experimental Theologian • $4 • Action - Reaction
+$2

You may play a card costing $5 from your hand.
-
After you play an Action card costing $3, you may reveal and play this from your hand.

Setup: Add additional kingdom piles costing $3 and $5 to the Supply.

FAQ: using the reaction does not use an Action - you get to free play this after a $3.
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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #42 on: April 09, 2022, 02:26:16 am »
0

Looks far weaker than Conclave.

conclave costs an action to play, generally
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Carline

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #43 on: April 09, 2022, 04:01:31 am »
+1






Updated to make Foreign card piles have 8 copies, so, to Foreign Lands worth 5VPs in a 2 player game, you have to win both splits. Also add that Foreign cards pile don't count to end game, because they make easier to 3-pile, specially in multiplayer game.  Foreign Lands itself counts. I'm also updating original post.



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Carline

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #44 on: April 09, 2022, 04:14:00 am »
+1

Wheel of Time - a rotating split pile

Rules:

1. Wheel of Time cards may only play and rotate the Action cards set aside during setup in front of each player
2. Rotating or swapping the set-aside cards means moving them from one person to another. The cards remain set-aside. There may be only one set-aside card for Wheel of Time cards to play in front of each player at any time.


$3 Action - Command - Wheel of Time: Bowl of the Winds
Play the set-aside card in front of you, leaving it there.
You may rotate the Wheel of Time pile.
-
Setup: Set aside a different unused Action in front of each player.


$4 Action - Command - Wheel of Time: Saidin
+1 Action
Play the set-aside card in front of you, leaving it there.
Rotate the set-aside cards clockwise.


$5 Action - Command - Wheel of Time: Saidar
+$2
Play the set-aside card in front of you, leaving it there.
Rotate the set-aside cards counterclockwise.


$6 Action - Command - Wheel of Time: Aes Sedai
+1 Buy
You may swap your set-aside card for someone else's.
Play the set-aside card in front of you, leaving it there.
You may play it again.

I think the instruction "Rotate" has already a defined meaning in Dominion, so maybe would be better to use another verb to avoid some potential confusion
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Xen3k

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #45 on: April 10, 2022, 11:41:27 am »
+1



Quote
Servants' Quarters $1
Victory
0VP
----
Setup: Add an additional Kingdom card pile of Duchies and another of Estates. Each player takes Well Served.
Quote
Well Served
State
When you buy a Victory card, gain a cheaper Victory card. When scoring, 1% per 2 Servants' Quarters you have (round up).

A Victory card essentially worth .5 VP. The Victory card has the setup rules, the State each player takes has the scoring and in game rules that make you gain a cheaper Victory card whenever you buy a Victory card. Using the state makes it so I did not have to cram so many rules on a single card. Feedback is appreciated.
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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #46 on: April 10, 2022, 02:07:50 pm »
+3

Adding an additional Kingdom pile that contains the same cards as an existing pile will cause too much rules confusion. And, on a practical level, it would require the set it is in to have an extra copy of Estates and Duchies to ensure that there are enough copies to do so. Which is a lot of extra cards to include for one Kingdom card.
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Xen3k

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #47 on: April 10, 2022, 03:50:15 pm »
0

Adding an additional Kingdom pile that contains the same cards as an existing pile will cause too much rules confusion. And, on a practical level, it would require the set it is in to have an extra copy of Estates and Duchies to ensure that there are enough copies to do so. Which is a lot of extra cards to include for one Kingdom card.

I agree there may be rules issues with having multiple piles with the same cards in them, but I think a simple "choose a valid pile to get a copy from" rule would resolve most. As for physical copies having issues, I actually designed this after sorting out our game groups copy and noticing all the extra basic victory cards we never use. I appreciate the feedback, and you do bring up some potential issues with the design.
« Last Edit: April 10, 2022, 05:12:16 pm by Xen3k »
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Carline

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #48 on: April 10, 2022, 08:26:08 pm »
+1



Quote
Servants' Quarters $1
Victory
0VP
----
Setup: Add an additional Kingdom card pile of Duchies and another of Estates. Each player takes Well Served.
Quote
Well Served
State
When you buy a Victory card, gain a cheaper Victory card. When scoring, 1% per 2 Servants' Quarters you have (round up).

A Victory card essentially worth .5 VP. The Victory card has the setup rules, the State each player takes has the scoring and in game rules that make you gain a cheaper Victory card whenever you buy a Victory card. Using the state makes it so I did not have to cram so many rules on a single card. Feedback is appreciated.

I think Well Served would better if it is "you may gain...", as it changes game for all players even if they don't buy Servants' Quarters. In general, I would not want to gain a Estate when I buy a Duchy, it's less VPs per card in average. It would also soften consequences for 3-pile, as it would make not automatic the Border Village effect to all Victories.
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Xen3k

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #49 on: April 10, 2022, 08:44:49 pm »
0



Quote
Servants' Quarters $1
Victory
0VP
----
Setup: Add an additional Kingdom card pile of Duchies and another of Estates. Each player takes Well Served.
Quote
Well Served
State
When you buy a Victory card, gain a cheaper Victory card. When scoring, 1% per 2 Servants' Quarters you have (round up).

A Victory card essentially worth .5 VP. The Victory card has the setup rules, the State each player takes has the scoring and in game rules that make you gain a cheaper Victory card whenever you buy a Victory card. Using the state makes it so I did not have to cram so many rules on a single card. Feedback is appreciated.

I think Well Served would better if it is "you may gain...", as it changes game for all players even if they don't buy Servants' Quarters. In general, I would not want to gain a Estate when I buy a Duchy, it's less VPs per card in average. It would also soften consequences for 3-pile, as it would make not automatic the Border Village effect to all Victories.

Well, the intention is to actual augment the game and how it plays, so making the gain mandatory is a feature. That is why Servants' Quarters is costed less than Estate, so if you buy an Estate, you gain a Servants' Quarter. I wanted to mix up when Greening seems appealing, change how doing so junks your deck, and make 3 piling more of a threat. I am honestly not sure if it will translate into being fun, but this is a design I found interesting and different enough to share.
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infangthief

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #50 on: April 11, 2022, 03:30:09 am »
0

Is there any way to lose Well Served, or do all players have it for the whole game?
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Xen3k

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #51 on: April 11, 2022, 07:16:36 am »
0

Is there any way to lose Well Served, or do all players have it for the whole game?
They have it the whole game. It is a way to avoid cramming all those rules onto Servants Quarters. I guess it could grab a Landmark instead of giving a State to everyone, but that seems like a new mechanic entirely.
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faust

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #52 on: April 11, 2022, 07:35:55 am »
+1

Fief - $3
Action

Discard a card for + $3.
You may rotate the Fief pile.
-
Setup: Make a split pile out of these and 4 copies each of a random unused Kingdom card costing $4, $5 and $6.
The problem I see with this is that about half of the $6 cards in the game are weak for their cost and the bottom card of these piles wants to be strong. Might work better if the bottom card of the randomly-made split pile was a $2, so the bottom card would be a $5.
I don't agree with the premise that the bottom cards needs to be strong. Of the official rotating piles,
- Warlord is better than Territory
- Sorcerer is better than Lich
- Sorceress is better than Sibyl
- Hill Fort is better than Stronghold.
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spineflu

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #53 on: April 11, 2022, 09:01:55 am »
0

i'm not sure i agree with your middle two takes there faust.
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Timinou

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #54 on: April 11, 2022, 09:38:45 am »
0

i'm not sure i agree with your middle two takes there faust.

Disagree with Sorceress and Sibyl, but I find Lich to be skippable in most games.
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Lackar

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #55 on: April 11, 2022, 10:15:07 am »
0

Distant Traveler
$2 Action - Reserve

+1 Action
Put this on your Tavern Mat.
-
At the start of your turn, you may call this. If you do Gain a Distant Lands.
-
Setup: Add Distant Lands outside of the supply pile.

Is the wording correct on the Setup? Thoughts on the price?
This is a card with a fairly irrelevant price as you don’t want it early anyway (unless the Kingdom is a junk festival).
Any suggestions? Do you think the card is irrelevant in total? I could add +1 card or a victory token. I also thought about adding the same rule as distant lands about it being worth points if on the Tavern mat.
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Joxeft

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #56 on: April 11, 2022, 05:59:15 pm »
0

Im not sure if it is under priced or over. Also Setup: Add Distant Lands outside of the supply pile.
Distant Traveler
$2 Action - Reserve

+1 Action
Put this on your Tavern Mat.
-
At the start of your turn, you may call this. If you do Gain a Distant Lands.
-
Setup: Add Distant Lands outside of the supply pile.

Is the wording correct on the Setup? Thoughts on the price?
This is a card with a fairly irrelevant price as you don’t want it early anyway (unless the Kingdom is a junk festival).
Any suggestions? Do you think the card is irrelevant in total? I could add +1 card or a victory token. I also thought about adding the same rule as distant lands about it being worth points if on the Tavern mat.
« Last Edit: April 11, 2022, 06:05:15 pm by Joxeft »
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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #57 on: April 11, 2022, 10:45:10 pm »
+2

Contest closes in 24 hours
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Lackar

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #58 on: April 11, 2022, 11:48:16 pm »
0

Distant Traveler
$2 Action - Reserve

+1 Action
Put this on your Tavern Mat.
-
At the start of your turn, you may call this. If you do Gain a Distant Lands.
-
Setup: Add Distant Lands outside of the supply pile.

Is the wording correct on the Setup? Thoughts on the price?
This is a card with a fairly irrelevant price as you don’t want it early anyway (unless the Kingdom is a junk festival).
Any suggestions? Do you think the card is irrelevant in total? I could add +1 card or a victory token. I also thought about adding the same rule as distant lands about it being worth points if on the Tavern mat.
Edited the original to add making it worth getting early and hope it's worth it.
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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #59 on: April 12, 2022, 12:52:49 am »
+2

Quote
Viceroy

Trash a card from your hand.
You may play an Action or Treasure that shares a type with it from your hand three times.

Heirloom: Bequeathment

Action - $5
Quote
Bequeathment

$1
Gain a card from the set-aside pile.
-
Setup: Set aside an unused Kingdom Action pile costing $3 or $4.

Treasure/Heirloom - $2

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #60 on: April 12, 2022, 01:43:37 am »
+2



Quote
Band of Laborers
Action
+③
Discard 2 cards. Choose one:
+2 Cards; or play the set-
aside card, leaving it there.
-
Setup: set aside an unused
Action costing or .

These experienced folks are great at making a pretty penny. They've picked up a variety of skills from their travels. Sometimes when you've got a missing role to fill when making your little event, you tell them, hey can you guys do that thing for me. And they sing you a song, nail you some hammers, watch you some towers. It was a better idea to just go find that silly fellow with the lute. Maybe next time.
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Trinity_

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #61 on: April 12, 2022, 06:34:06 pm »
+1


Quote
Warmongering
$1 Event
Once per turn: +1 Buy. Reveal the top 3 cards of the Warmonger deck. You may buy one of those cards this turn. Put the unbought cards on the bottom of the Warmonger deck at the end of the turn.
---
Setup: Make a Warmonger deck from at least 10 different unused Attack Kingdom cards.
I'm a fairly long time lurker of the design contest board, but I thought I might as well register so I could throw my hat in for this contest with a design I had already been thinking about.

Warmongering is a straightforward riff on Black Market, adding a selection of cards you can buy from "outside the game". The obvious card trait to call out to narrow down the selection for a set aside deck and to differentiate the effect from that of Black Market somewhat is Attack, which I think is great for guaranteeing that the Kingdom has opportunities for interaction. It also makes even more obvious the main draw of the Black Market effect - adding diverse terminal payload to an engine, for which Attacks are often perfect.

This much text is an awful lot for a landscape, but I think that might be forgivable for what is ultimately a relatively straightforward concept without any of Black Market's Treasures in the Action Phase and Buying without Buys fiddliness. It also wouldn't truly be a feasable card for a Dominion expansion given its requirements of your collection, but I can maybe imagine it as a promo. If I am to admit one major potential balance-related flaw of this design, it's that some Attacks - chiefly Ambassador - threaten to be very swingy if offered early and exclusively to a single player, but I don't know if further complicating or nerfing the card would be worth it just to deal with that.
« Last Edit: April 12, 2022, 07:07:49 pm by Trinity_ »
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spineflu

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #62 on: April 12, 2022, 09:42:01 pm »
+1

Welcome to the forum!
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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #63 on: April 13, 2022, 12:06:04 am »
+5

Contest Closed
I'll try to post the judging tomorrow. Here is the list of entries, please let me know if I missed any:

Excavate by JW
Fief by Faust
Spellcaster's Guild by emtzalex
Rally by AJL828
Facilitator by xyz123
Key by Chappy7
Foreign Lands by Carline
Trading Vessel by infangthief
Crusader by Firestix
Middleman by LastFootnote
Merchant Road by 4est
Grand Duke by Timinou
Wheel of Time by UltimateGeek
Work Assistant by Joxeft
Morph by LibraryAdventurer
Commune by spheremonk
Matchmaker by NoMoreFun
Distant Traveler by Lackar
Experimental Theologian by spineflu
Servants' Quarters by Xen3k
Viceroy by alion8me
Band of Laborers by MochaMoko
Warmongering by Trinity_
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Commodore Chuckles

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #64 on: April 14, 2022, 12:07:00 am »
+11

I was very pleased by the diversity of ideas I got in this contest!

Excavate by JW
So, this is half Guildhall, half University. I think it will be more awkward than either of them, since engines are the main thing that want Villagers, but many engines are allergic to Treasures. Does it really need the extra Treasure pile? Given that Guildhall doesn’t add another kingdom Treasure pile to the game, it seems like this wouldn’t need to either. I think Guildhall, University and Sculptor already covered this ground pretty well.

Fief by Faust
It seems lot of people liked this idea. Well, so do I. A make-your-own rotating split pile is a super cool idea, and one that I hadn’t even considered. About the implementation, though, the top card seems too strong. Compare to Horse Traders: it costs $4 and forces you to discard 2 cards, but this costs $3 and only forces you to discard 1. Also, maybe the bottom card should be $6 or greater? That would open up more possibilities. Someone also suggested making it a $2-to-$5 pile instead, which is also worth considering.

Spellcaster’s Guild by emtzalex
I like it. Favors are already a way to expand a card’s abilities in unpredictable ways, and this adds to that.

Rally by AJL828
This is basically a Seer, but it only works on one card. It has the potential problem of swinging heavily on how good the Supporter is, particularly whether or not the Supporter is terminal. If it’s something you don’t want, then you won’t get it and you have no reason to get Rally either. I’m not sure this adds much to the game that isn’t already added by Seer.

Facilitator by xyz123
The basic idea is similar to Band of Misfits, but there’s no other way to play the set-aside cards, and you don’t need to worry about piles emptying. I’m not sure this adds much that Band of Misfits doesn’t already add.

Key by Chappy7
So you can’t normally gain the locked cards, right? I ask because it says the locked cards are added “to the supply”, but my understanding is that being “in the supply” means that you can gain the card. Either way, this is similar to the Potion mechanic in that it’s an extra hoop you have to jump through to get a card. Potions are one of the least-liked mechanics in the game because jumping through that extra hoop is often awkward and not fun. Unfortunately, I suspect that this card would be similar.

Foreign Lands by Carline
This is another card whose value is going to swing heavily on how good the added pile is. If the added pile is a bad terminal, then it’s hard to see when this would ever be worth going for: it will be at most 8 VP, but cost $10 and 2 Buys and take up two spaces in your deck. If the added pile is something you want anyway, this becomes that “worth 1 VP per copy of this” outtake that Donald tried and said didn’t work. There can be in-between scenarios, but I think the extremes will happen a lot, like they happen with Obelisk.

Trading Vessel by infangthief
This offers very interesting choices around player interactivity, which I like a lot. The problem is, it’s a Merchant Ship variant. Merchant Ship sucks. If it gives your opponents a benefit, it double sucks. I suspect this would end up being Woodcutter 2.0, a card only bought grudgingly for the +Buy. Put on a different Vanilla bonus and you have a solid card.

Crusader by Firestix
So, this has the interesting restriction of the extra pile having to be a Victory card. At first I thought this would be less interesting than the other entries simply because of how relatively few Kingdom Victory piles there are, but now I’m rethinking that. Victory cards are different from other Kingdom piles in that the point at which you actually want them in your deck varies dramatically depending on the card. Nobles is something you want as soon as possible, Mill is good to get early, Tunnel is good to get once you can support it, Gardens and Silk Road are either grabbed at the end or rushed in the beginning, Distant Lands is a midgame card, Fairgrounds is an endgame card. So basically the strategy for this card is going to be very different depending on what the Holy Land card is, and that makes it very interesting.

Middleman by LastFootnote
This seems like exactly the wrong amount of randomness. Black Market is fun because you really have no idea what you’ll turn over. Plus, the power of whatever you get is limited by the fact that there’s only one copy. With this, you have a good but not perfect idea of what you’ll turn over, often creating expectations that will frustratingly lead to disappointment. I can see the complaints when the game is over: “You only won because you happened to get more X!” I do like how simple and easy to resolve it is: no choice to make, just gain the top card. I wonder if it would be better if the pile were more diverse? Maybe it would be too similar to Black Market then.

Merchant Road by 4est
I like it. This is a good implementation of the idea of a Treasure that gives you $ per Action card you have in play. The problem with that idea is that the value will vary wildly depending on the Kingdom; this solves that nicely by limiting it to one card and guaranteeing that card is non-terminal. I think I would get rid of the ability to gain the Good, though. That part doesn’t seem needed and a $5 Treasure that gains Grand Markets is pretty broken. A 5/2 split might be gg. I know the gaining would make this easier to use if there’s a really pathetic Good like Pearl Diver, but I’ve seen plenty of games where Pearl Diver empties simply because it’s a cantrip. The fact that the extra pile is always non-terminal might lead to less diverse strategies than some of these other entries. But I think the interesting decisions will still be there, and the fact that it's guaranteed not to be a dud terminal might actually make it more interesting.

Grand Duke by Timinou
This is too strong. It combines two abilities that on their own are both very strong. Other $5 gainers can’t play an additional $5 ability on this turn and the next, and Captain can’t gain $5 cards. You have to discard a Victory card but that doesn’t seem too hard, for the same reason that Villain’s attack is weak: in the beginning you’ll have Estates, then later on you’ll have Provinces.

Wheel Of Time by UltimateGeek
Wow, points for craziness! Of course, the immediate complaint will be, “what if somebody starts off with an obviously better card?” This situation definitely seems unfair: if Player A wants Player B’s card, they first need to rotate the pile to gain Saidin, then play Saidin, but that still won’t actually play the card they want, so Player B gets 2 plays of a good card to Player A’s 2 plays of a bad card. And then Player B can just rotate the card back before Player A can actually play it! In the long run enough other things can happen to even out the number of plays, but in Dominion, the first few turns are crucial. So while I think all the rotating wackiness could be fun once you’re able to play multiple cards from the pile every turn, as it is this is horribly unbalanced. At the very least the price range of the cards should be limited, maybe to just $3 and $4, but even then some lopsided games would emerge.

Work Assistant by Joxeft
So basically this is like the +1 Card token but you can’t choose the pile to put it on and you have to play another (cantrip) card first. I think this will lead to lots of interesting strategic decisions about how many of this and the extra card to buy and when. However, I would drop the part about returning to your Action phase, that just adds unnecessary complication. I suspect the reason you added this is to help if the extra pile is a Treasure, but I think the best way to fix this is to instead limit the type to Action cards.

Morph by LibraryAdventurer
I love the how this works thematically. The shapeshifter can become anything, but always has to start out as its true form. The part about taking debt if the played card is over $5 is definitely clunky, though. I think a better way to limit the power of this card is to instead force the true form card to be something cheap. That would also be cool thematically: the shapeshifter’s true form is something small and pitiful, but then it can become something big and monstrous.

Commune by spheremonk
This is more of the pure Black Market-stye randomness that I was looking for in a card like Middleman. I’m torn about whether or not this should have the Attack type, since the effect on other players varies so wildly. I think what I would do is make it an Attack and drop the Goat. The idea of an Attack fills your deck with a bunch of random mediocre cards seems very amusing. Overall, this looks fun.

Matchmaker by NoMoreFun
I think I’d like this better as an Event that lets you put a pair of tokens on two Action piles. That would be simpler while also making an additional interesting choice with regard to the Action piles. I do like the basic idea. But throwing in another card that can play either of the cards to me seems too complicated.

Distant Traveler by Lackar
To me this really seems like an auto-buy, and then a no-brainer when using. The interesting choice in Distant Lands is whether to gain it or a $5 card that will help your engine. You get this and then you don’t need make that decision. The decision of whether to leave it on your Tavern Mat will also rarely come up. With this the Distant Lands pile will nearly always empty long before the game ends, leaving plenty of time for a final placement back on the Tavern Mat.

Experimental Theologian by spineflu
I think this will need a ton of support to be worth going for, and I think the strict cost restrictions on the cards it can work with end up making this less interesting than it could be. Maybe if instead of $3 and $5 it was a card costing less than this and a card costing more than this?

Servants’ Quarters by Xen3k
So basically this causes you to gain extra points and extra junk when you buy a Victory card. And really, if you consider the fact that the extra points even out, it will just be extra junk. This will push the game towards megaturns. The game already favors these, so it will mostly serve to make sloggy games more sloggy. I actually think this would work better without the extra Duchy and Estate piles, since the normal Duchy and Estate piles are often ignored themselves. Either way, the idea doesn’t interest me too much; I don’t think sloggy games need to be more sloggy.

Viceroy by Alion8me
Viceroy seems interesting. Is it too strong? Trashing a Copper and then playing a Silver 3 times seems bonkers to me. You have to line them up, of course, but then there’s a swinginess problem. The basic idea doesn’t really need the Heirloom, but being able to gain a bunch of cheap Action cards to trash will definitely help. Would the card be more interesting without this obvious helper, though?

Band of Laborers by MochaMoko
This seems OK. It doesn’t really grab me, though. The vanilla effects feel arbitrary. I’m not sure what else to say about it.

Warmongering by Trinity_
It’s a Black Market for Attacks. This could actually mitigate the problems of Black Market randomly giving out powerful Attacks, because, well, everything this gives you is an Attack. Granted, some Attacks are garbage, but the probability of all 3 revealed cards being garbage seems small. This might perhaps have a similar problem with the Hexes in that being hit with a lot of different Attacks is often more brutal than being hit with the same Attack over and over, but it might not be so brutal as to be totally unfun. I think this mostly avoids the randomness problem of Hexes, though, since there’s strategy in choosing the Attack to buy. Overall, this could be fun.

Runners-up: Fief by Faust, Crusader by Firestix, Spellcaster's Guild by emtzalex

Second place: commune by spheremonk

Winner: Merchant Road by 4est
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faust

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #65 on: April 14, 2022, 08:25:50 am »
+1

Fief by Faust
It seems lot of people liked this idea. Well, so do I. A make-your-own rotating split pile is a super cool idea, and one that I hadn’t even considered. About the implementation, though, the top card seems too strong. Compare to Horse Traders: it costs $4 and forces you to discard 2 cards, but this costs $3 and only forces you to discard 1. Also, maybe the bottom card should be $6 or greater? That would open up more possibilities. Someone also suggested making it a $2-to-$5 pile instead, which is also worth considering.
I was comparing to Gladiator rather than Horse Traders. Horse Traders is a pretty weak $4, and it would be even sadder without the reaction and the +Buy. Gladiator is a $3 that can also produce $3. Fief is probably a bit better because it is more reliable in the early game, but that is a feature, not a bug - the top card of a rotating pile should be powerful.

It's true that making it $2-$5 might work better, you'd just need to find a simple effect that doesn't take up much space for the $2.
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4est

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Re: Weekly Design Contest #148: Expand The Kingdom
« Reply #66 on: April 14, 2022, 09:24:46 am »
+2

Wow, there were so many tremendous ideas this week, was not expecting the win, thanks Commodore Chuckles. I'll try to get the next context up later today.
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