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Author Topic: Weekly Design Contest #155: Warlord's bane  (Read 2866 times)

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faust

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Weekly Design Contest #155: Warlord's bane
« on: June 17, 2022, 04:32:14 am »
+9

The challenge for this week shall be to design a card that can be played from somewhere other than your hand.

What place it can be played from is up to your choosing - the discard pile, the top of your deck, maybe the Exile mat or the trash? What is important is the card does not explicitly need a different card to play it: So for instance you can play any Action or Treasure from the top of your deck with Gamble, but that doesn't mean that any of these will qualify. Some examples of official cards that would qualify are
  • Village Green - can be played from your discard pile. (note that this only works if other cards discard it, but since those cards don't play Village Green, that is admissible)
  • Herald - a Herald can play other Heralds from the top of your deck
  • Necromancer - technically a Necromancer can play another Necromancer from the trash, though this is rarely useful
If you want, you can also design a split pile where one of the cards can play the other, Saunavanto-style, but from somewhere other than your hand.

Note: Despite the title of this contest, the card you design need not be an Action.
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Dubdubdubdub

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #1 on: June 17, 2022, 05:47:36 am »
+4

I like this prompt. My submission is Enchanted Forest: it's a Village for Mystics!



Quote
Enchanted Forest • $5 • Action - Reaction
+1 Action
+$2

Look at the top 2 cards of your deck. Discard them or put them back in any order.
-
When you discard this other than during Clean-up, you may play it.

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Builder_Roberts

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #2 on: June 17, 2022, 09:26:16 am »
+2

would you consider any cards with text like
"(treasure) Look through your discard pile, you may play a Treasure from it."
or
"(Action) Reveal cards from your deck until you reveal an Action card. Play it."
to be the type of thing you're going for?
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Joxeft

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #3 on: June 17, 2022, 09:40:35 am »
+2

Quote
Alley - Action - Cost: 5

+1 Card
-
When you gain this or discard this from play, set it aside. While set aside, you may play this as if it were in your hand (still spending an action to play).


My previous submission:


Feedback is appreciated.
« Last Edit: June 19, 2022, 03:54:37 pm by Joxeft »
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #4 on: June 17, 2022, 09:51:44 am »
+2

Quote
Acater - Action - Cost: 4

+1 Card
+$1
-
When you play a card and you have actions you may play this from your discard pile.

"When you play a card" - could mean you play a treasure, action, night, what have you. That's alright, but I'd shrink the scope to Actions and Treasures, at least
"and you have actions" - needs to clarify "(Actions, not Action cards)" if that's what you're going for.
"you may play this" - realize that cards that say this sort of thing play the card for free, so you have to add more words to make it spend an action when you play it. But you probably already know that, and just have "need to have an Action (not the card) to play this" as a requirement.
"from your discard pile" - so, anytime a player plays a card they get to go searching through their discard pile for this card? seems a bit tedious. good luck fixing that I have no advice on this front.
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faust

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #5 on: June 17, 2022, 10:46:26 am »
+2

would you consider any cards with text like
"(treasure) Look through your discard pile, you may play a Treasure from it."
or
"(Action) Reveal cards from your deck until you reveal an Action card. Play it."
to be the type of thing you're going for?
Yes, this would be fine. Originally the idea was to just have the card play itself, as with Village Green, but then I thought it's nice to broaden the scope a little, so anything along the lines you described would be fine.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #6 on: June 17, 2022, 10:57:09 am »
+4



Quote
Kibitzer • $4 • Action
+2 Cards
Discard 2 cards.
The player to your left looks through your discard pile and chooses an Action or Treasure card for you to play. If they can't, +1 Action.

by "if they can't" i mean 'choose an action or treasure card'; open to wording suggestions.
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emtzalex

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #7 on: June 17, 2022, 12:57:18 pm »
+6

My Submission:



Quote
Phoenix • $5 • Action
+4 Cards
Discard a card. Trash a card from your hand.

When you trash this, play it (putting it into play).

My submission is Phoenix. It's actually an updated version of my Week 149 submission, which I still like and which (I think) also qualifies for this contest. Phoenix is a terminal draw/sifter/trasher, which can chain by trashing copies of itself (which then get played from the trash).

Please let me know if it doesn't count (since playing it from the trash is non-optional, or because you don't want resubmissions of old cards).
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #8 on: June 17, 2022, 01:44:26 pm »
+4



A not-quite-Coven that takes something from Patron and allows you to play it on-reveal. Might be a couple other ways to cheat it out before the Buy phase without using its Reaction.

originally had the colors flipped and forgot to give it the Attack type whoops
« Last Edit: June 17, 2022, 01:52:06 pm by Augie279 »
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Gubump

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #9 on: June 17, 2022, 02:07:56 pm »
+5

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #10 on: June 17, 2022, 02:58:08 pm »
+5

So; I know I'm probably not going to get picked, or even considered, but here's my first submission anyway. It's my attempt at another "fixed" venture.

here's the other theme idea I had for it.

either way, they're more akin to Mountain Village, in that they can chain each other that easily. Other comparisons were drawn to Courier.
Thanks for your consideration.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #11 on: June 17, 2022, 03:05:09 pm »
+2


Quote
Chain reaction - 3$
Action - Duration
Either now or at the start of your next turn, choose 1:
+2 Cards; or +2 Actions.
-
Setup: Put a token on each Action Supply pile (other than chain reaction) per player. When you gain a card from that pile, remove the token, and gain and play this.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #12 on: June 17, 2022, 03:10:11 pm »
+2



Quote
Kibitzer • $4 • Action
+2 Cards
Discard 2 cards.
The player to your left looks through your discard pile and chooses an Action or Treasure card for you to play. If they can't, +1 Action.

by "if they can't" i mean 'choose an action or treasure card'; open to wording suggestions.

I think this needs to reveal your discard pile if there are no Actions or Treasures, for accountability.

My wording suggestion:
Quote
+2 Cards
Discard 2 cards, then reveal your discard pile. The player to your left chooses an Action or Treasure card from it for you to play. If they couldn't, +1 Action.
« Last Edit: June 17, 2022, 03:12:27 pm by Gubump »
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Meta

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #13 on: June 17, 2022, 06:06:15 pm »
0

My Submission:



Quote
Phoenix • $5 • Action
+4 Cards
Discard a card. Trash a card from your hand.

When you trash this, play it (putting it into play).

My submission is Phoenix. It's actually an updated version of my Week 149 submission, which I still like and which (I think) also qualifies for this contest. Phoenix is a terminal draw/sifter/trasher, which can chain by trashing copies of itself (which then get played from the trash).

Please let me know if it doesn't count (since playing it from the trash is non-optional, or because you don't want resubmissions of old cards).
Wow, I was thinking of rebalancing/reworking my old Phoenix, which plays extremely similarly, for this contest, but it seems you beat me to it, and probably also did a better job than me at it.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #14 on: June 17, 2022, 07:38:10 pm »
+3

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #15 on: June 17, 2022, 09:06:03 pm »
+2

Beacon
Action/Reaction - $4
Gain a card costing up to $4
_____
In games using this, at the start of your Buy phase, you may  play a Beacon from your discard pile
« Last Edit: June 21, 2022, 07:39:45 am by NoMoreFun »
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #16 on: June 17, 2022, 09:25:13 pm »
+2



I think this should choose between Necropolis and pseudo-KC, instead of giving both effects. As it is, just a single Smithy turning all your Delegates for the rest of the turn into Liches without the drawback is a bit ridiculous imo.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #17 on: June 17, 2022, 10:18:04 pm »
+2



I'm not sure this would qualify, as this card itself can't be replayed (by itself). At least, as i understand this week's rules.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #18 on: June 17, 2022, 10:33:06 pm »
+1



Quote
Muse - $3
Night - Duration
If this is the first time you played a Muse this turn, trash another Muse you have in play for +2 Coffers. If you can't, gain a Muse from the trash and play it.
At the start of your next turn, if this is in play, +1 card.

A sometimes Den of Sin, sometimes cheap source of Coffers, and sometimes a delayed cantrip. I had it just playing a Muse from the trash, but wanted to be explicit that you gain the Muse you play from the trash, so I adjusted the wording accordingly. Feedback is appreciated.

Edit: Changed order of operation. Trash for Coffers effect will never leave players with no Muses. Thinking this may need to be priced at $3 now. Changed price to $3.
« Last Edit: June 18, 2022, 12:41:53 am by Xen3k »
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #19 on: June 17, 2022, 11:52:17 pm »
0



I'm not sure this would qualify, as this card itself can't be replayed (by itself). At least, as i understand this week's rules.

@X-tra: If scolapasta is right that this doesn't qualify (which would make sense given his argument), then your Grindstone would make an excellent submission to this contest imo.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #20 on: June 18, 2022, 01:47:07 am »
0



I'm not sure this would qualify, as this card itself can't be replayed (by itself). At least, as i understand this week's rules.
This is correct, the entry unfortunately doesn't qualify.
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LibraryAdventurer

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #21 on: June 18, 2022, 02:57:35 am »
+2

It just so happens that I recently created a card that fits this contest.

Quote
Stage Director
$5 - Action
If you didn't spend an Action to play this, discard up to 2 cards.
Draw up to 6 cards in hand. Play the top card of your deck. If it has no play effect, you may take your -$1 coin token to replay this.

FAQ: If you take your -$1 token to replay it, you can discard up to two cards before drawing. Curses and Victory cards (which aren't also Actions or Treasures) have no play effect.

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #22 on: June 18, 2022, 03:02:17 am »
+1

Mined Silver
cost $4 - Treasure - Reaction
+$2
---
In games using this, at the start of your turns, if this is the top card of your deck, play it.


(This card has a different back like Stash.)
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #23 on: June 18, 2022, 11:00:18 am »
0

I have withdrawn my submission for a new one.

I have updated alley.
« Last Edit: June 18, 2022, 11:50:59 am by Joxeft »
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #24 on: June 18, 2022, 11:16:00 am »
+13



Did you hear about the Baker and the Butcher? Town Gossip is like a Doctor that plays the cards you name instead of trashing them. Early game, Copper is pretty safe to name, and then as the game goes on this can become a sort of mini Golem so long as you name the right cards. One Gossip can help you know what to name for your next one, and hey you can always get a bunch of Gossips together for some extra salacious rumors.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #25 on: June 18, 2022, 11:57:14 am »
0

Quote
Alley - Action - Cost: 5

+1 Card
When you discard this from play set it aside.
-
When you gain this set it aside. While this is set aside you may play it as if it were in your hand.


Feedback is appreciated.

Interesting idea, but I think this needs +2 Cards to be worth it. As it is now, it’s like a Moat you always have at your disposal. Bump that up to a Smithy, and $5 is probably right.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #26 on: June 18, 2022, 12:05:02 pm »
+1

Quote
Alley - Action - Cost: 5

+1 Card
When you discard this from play set it aside.
-
When you gain this set it aside. While this is set aside you may play it as if it were in your hand.


Feedback is appreciated.

Interesting idea, but I think this needs +2 Cards to be worth it. As it is now, it’s like a Moat you always have at your disposal. Bump that up to a Smithy, and $5 is probably right.

The problem is with big money strategies. Smithy big money already gets 4 provinces in about 14 turns. It would be helped by a moat you always have at your disposal. It also doesn't clog with other actions! If this was like a Smithy, I'm afraid big money strategies might cause problems. Even now, it's an action-restricted hireling!
« Last Edit: June 18, 2022, 12:06:14 pm by Joxeft »
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #27 on: June 18, 2022, 12:45:36 pm »
+2

Quote
Alley - Action - Cost: 5

+1 Card
When you discard this from play set it aside.
-
When you gain this set it aside. While this is set aside you may play it as if it were in your hand.


My previous submission:


Feedback is appreciated.

Normally, "when you discard this from play" effects also go under a horizontal line. My suggestion for wording:
Quote
+1 Card
-
When you gain this or discard this from play, set it aside. While set aside, you may play this as if it were in your hand.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #28 on: June 19, 2022, 06:23:11 am »
+2

Fast Track
Action - Reaction
$5

+1 Card
+1 Action
$1
_______________________________________________________________________________________________
When you gain an Action or Treasure card you may reveal and discard this from your hand to play the gained card.



- Not too happy with the wording for the reaction part. I tried to base it on Diplomat which also has a reveal and discard clause. I was worried though that if I copied the wording structure from Diplomat "then discard it" might not be clear if it means this card or the gained card.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #29 on: June 19, 2022, 08:45:39 am »
+6



A lab variant! Like Stash, it has a differently colored back.
« Last Edit: June 19, 2022, 08:46:56 am by grrgrrgrr »
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #30 on: June 19, 2022, 01:38:28 pm »
+1

Quote
Alley - Action - Cost: 5

+1 Card
When you discard this from play set it aside.
-
When you gain this set it aside. While this is set aside you may play it as if it were in your hand.


My previous submission:


Feedback is appreciated.

Normally, "when you discard this from play" effects also go under a horizontal line. My suggestion for wording:
Quote
+1 Card
-
When you gain this or discard this from play, set it aside. While set aside, you may play this as if it were in your hand.

I presume the intention is for this to cost an Action to play from set-aside (otherwise it is strictly better than Lab at the same price, and mostly [if not strictly] better than Hireling for $1 less). If so, I'm not sure adding "as if it were in your hand" is clear enough to distinguish it from the general rule that when something says "you may play..." an Action card, doing so doesn't cost an Action. That could probably be resolved in an FAQ, but you would at least need that.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #31 on: June 20, 2022, 09:29:11 pm »
0



A lab variant! Like Stash, it has a differently colored back.

I don't think this needs a differently colored back, because you're not actually putting it in your deck when you're done shuffling.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #32 on: June 20, 2022, 09:54:01 pm »
0



A lab variant! Like Stash, it has a differently colored back.

I don't think this needs a differently colored back, because you're not actually putting it in your deck when you're done shuffling.

It does need a different back, since there'd be no way to enforce playing it being mandatory otherwise.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #33 on: June 21, 2022, 02:22:37 pm »
+3


Quote
Folly
$1 Action

+1 Action
Trash a card from your hand.
----
In games using this, directly after you finish playing an Action card from your hand, you may gain a Folly, then play it.
FAQ:
  • If you gain a Folly using the below-the-line effect, you then play it from your discard pile, moving it into play. This is not playing it from your hand, so you do not get to do the below-the-line effect again.
  • If something causes the Folly to move when you gain it (eg you topdeck it or trash it with a Watchtower), then the instruction to play the Folly will fail.

In the same vein as Duchess, and company for Poor House at $1.
Yes, this is crazily good with Way of the Horse, but otherwise, Folly might be a good idea at the time you get it, but not so good once you have it in your deck.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #34 on: June 21, 2022, 05:02:07 pm »
0



Updated with the new version

Sorry for the awkward image crop.

Anyway, it's a workshop variant. The only issue I can think of would be someone could choose to infiniteley play Shoppers over and over, usually [always?] uselessly, once you get a second one in play.  Any wording suggestions that fix this without adding much text? I thought about turning them sideways once they've been played by a shopper, but it sounded awkward. "Replay a Shopper that hasn't been replayed this turn" sounds okay, but it's still kinda long, and it sounds potentially hard to track if you have a bunch of these in play.

Currently reworking the idea a bit
« Last Edit: June 23, 2022, 04:52:46 pm by Chappy7 »
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infangthief

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #35 on: June 21, 2022, 05:18:39 pm »
+3

The only issue I can think of would be someone could choose to infiniteley play Shoppers over and over, usually [always?] uselessly, once you get a second one in play.  Any wording suggestions that fix this without adding much text? I thought about turning them sideways once they've been played by a shopper, but it sounded awkward. "Replay a Shopper that hasn't been replayed this turn" sounds okay, but it's still kinda long, and it sounds potentially hard to track if you have a bunch of these in play.
Playing them infinitely isn't useless if you have adventures tokens on them, so you probably do need a way to prevent that.
I think the simplest way would be to reword the whole card: "If you have another Shopper in play, gain a card costing up to $5. Otherwise, gain a card costing up to $4." But sadly that would no longer meet the rules of this contest!
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emtzalex

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #36 on: June 21, 2022, 05:29:48 pm »
+2

The only issue I can think of would be someone could choose to infiniteley play Shoppers over and over, usually [always?] uselessly, once you get a second one in play.  Any wording suggestions that fix this without adding much text? I thought about turning them sideways once they've been played by a shopper, but it sounded awkward. "Replay a Shopper that hasn't been replayed this turn" sounds okay, but it's still kinda long, and it sounds potentially hard to track if you have a bunch of these in play.
Playing them infinitely isn't useless if you have adventures tokens on them, so you probably do need a way to prevent that.
I think the simplest way would be to reword the whole card: "If you have another Shopper in play, gain a card costing up to $5. Otherwise, gain a card costing up to $4." But sadly that would no longer meet the rules of this contest!

Dominion syntax doesn't refer to cards in "your play area" but rather to cards "you have in play" (see Scepter). You could use the turning-over mechanic from Necromancer, which would look something like:

Quote
or replay a different, face up, Shopper you have in play, turning it face down until Clean-up.
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Chappy7

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #37 on: June 21, 2022, 05:48:26 pm »
0

The only issue I can think of would be someone could choose to infiniteley play Shoppers over and over, usually [always?] uselessly, once you get a second one in play.  Any wording suggestions that fix this without adding much text? I thought about turning them sideways once they've been played by a shopper, but it sounded awkward. "Replay a Shopper that hasn't been replayed this turn" sounds okay, but it's still kinda long, and it sounds potentially hard to track if you have a bunch of these in play.
Playing them infinitely isn't useless if you have adventures tokens on them, so you probably do need a way to prevent that.
I think the simplest way would be to reword the whole card: "If you have another Shopper in play, gain a card costing up to $5. Otherwise, gain a card costing up to $4." But sadly that would no longer meet the rules of this contest!

Dominion syntax doesn't refer to cards in "your play area" but rather to cards "you have in play" (see Scepter). You could use the turning-over mechanic from Necromancer, which would look something like:

Quote
or replay a different, face up, Shopper you have in play, turning it face down until Clean-up.

Thanks for the ideas and the in play tip. 

I could definitely use the Necro rule.  Or I suppose I could do it like Encampment and "set it aside"
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Chappy7

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #38 on: June 21, 2022, 06:16:10 pm »
+2



Okay this should prevent the infinite play issue, which as pointed out, would cause problems with adventure tokens (and probably other crazy situations)

It's a bit different as it can play any card from in play, as long as it doesn't cost more than $4.  Warlord extra hates this card now.  The below the line ability can also be triggered by playing it from the discard or trash or wherever else now.
« Last Edit: June 23, 2022, 04:51:46 pm by Chappy7 »
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BBobb

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #39 on: June 22, 2022, 03:05:02 am »
0



Okay this should prevent the infinite play issue, which as pointed out, would cause problems with adventure tokens (and probably other crazy situations)

It's a bit different as it can play any card from in play, as long as it doesn't cost more than $4.  Warlord extra hates this card now.  The below the line ability can also be triggered by playing it from the discard or trash or wherever else now.
Also needs the action type on bottom
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Hand - King's Court, Ruined Village, Estate, Copper, Possession
Turn -
BBobb plays King's Court
… and plays a Ruined Village.
… … getting +1 Action
… and plays the Ruined Village again.
… … getting +1 Action
… and plays the Ruined village a third time.
… … getting +1 Action.
BBobb plays a Copper.
BBobb buys a Poor House.
(BBobb draws: 2 King's Courts and 3 Possessions)
BBobb=GOD

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #40 on: June 22, 2022, 10:34:54 am »
+6

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #41 on: June 22, 2022, 11:57:25 am »
+2


Quote
Kleptocrat - Action - $5
Choose one: Exile an Action card from your hand and +1 Action; or play an Action or Treasure you have in Exile (putting it into play
A lab Variant which can play from Exile
« Last Edit: June 23, 2022, 05:10:00 pm by Jonasssss »
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #42 on: June 23, 2022, 02:21:43 pm »
+6



Town Hall

Action ($6)

+1 Card
+1 Action
Look through your discard pile. You may play an Action or Treasure from it. If you don't, +1 Card.
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faust

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #43 on: June 23, 2022, 02:45:11 pm »
0

24 hour warning!
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J410

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #44 on: June 24, 2022, 06:42:23 am »
+2

Tales is an Action split pile with four cards. Like all split piles in Allies, the pile starts with four copies of each card sorted by cost.

There is an old tale of Saint George and the Dragon, where the dragon demanded the city to send two sheep every day so he could eat. When the city ran out of sheep, the dragon demanded human tribute. When the princess was eventually chosen to be offered, Saint George stood up and defeated the dragon.
All images were generated by craiyon (dall-e mini).

Sheep: $3 Treasure - Victory - Tale: Worth $1 per Victory card you have in play (including this). You may rotate the Tales. Worth 1 VP
Princess: $4 Action - Victory - Tale: A magpie that doesn't gain itself but is worth 1 VP instead.
Saint George: $5 Action - Tale: +3 Cards. You may play a Tale from your hand. When you trash this, play it.
Dragon: $6 Action - Tale: You may topdeck a card, then discard discard any number for +$1 per card and trash the rest. Trashing a Tale grants an extra +$3.

With all four cards in hand, play a Dragon, topdecking Princess, discarding Sheep and trashing (and playing) Saint George. Then play the princess you just drew hoping to find Sheep with it (which is worth more because you just played Princess). At this point you'll likely have $7 and 2-3 cards in hand.

Saint George is our hero, he made this set suitable for this contest.
« Last Edit: June 25, 2022, 04:16:47 pm by J410 »
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faust

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #45 on: June 24, 2022, 04:50:28 pm »
+2

Submissions are now no longer accepted.

You can expect the judging by Sunday.
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emtzalex

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #46 on: June 24, 2022, 05:40:56 pm »
+3

Not a submission:



Quote
Pied Piper • $4 • Action
+2 Cards
You may play an Action or Treasure card from Exile. If you didn't, Exile your hand.

I came up with another card, but stuck with my original submission (which I think has a less complex/gonzo design). Pied Piper is a usually-terminal draw card and a strong but unpredictable Exiler. Unless you have another way to put cards into Exile, on the first play PP will end up Exiling you hand. If it's early, that's probably very good, getting 6 Coppers/Estates out of your deck.

The Coppers will likely come back on subsequent plays of PP, and when you run out of them you may find yourself Exiling some much better cards. PP will be able to get them back, one at a time, and, to the extent they are Actions (or CotR), they make PP itself non-terminal.

I honestly can't decide if this is insanely strong or just chaotic. Assuming you open PP/Silver and get PP on turn 3 or 4, the first play will Exile 2-6 Coppers (with the rest either being Estates or the Silver). That's 3-6 plays of PP before you have to Exile again (assuming no other source of Exiling), with the opportunity to do so earlier if you end up with mostly/all junk (or all junk and a single Action card, which you can then chain the next time you get PP).

I'd be interested to know people's thoughts.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #47 on: June 24, 2022, 05:58:50 pm »
+1

I'd be interested to know people's thoughts.
I haven't thought in depth about it, but my guess is it would be very strong.
Would it be better to make playing an Action/Treasure from Exile compulsory whenever it's possible?
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LibraryAdventurer

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #48 on: June 24, 2022, 06:22:53 pm »
+2

Tales is an Action split pile with four cards. Like all split piles in Allies, the pile starts with four copies of each card sorted by cost.

There is an old tale of Saint George and the Dragon, where the dragon demanded the city to send two sheep every day so he could eat. When the city ran out of sheep, the dragon demanded human tribute. When the princess was eventually chosen to be offered, Saint George stood up and defeated the dragon.

Sheep: $3 Treasure - Victory - Tale: Worth $1 per Victory card you have in play (including this). You may rotate the Tales. Worth 1 VP
Princess: $4 Action - Victory - Tale: A magpie that doesn't gain itself but is worth 1 VP instead.
Saint George: $5 Action - Tale: +3 Cards. You may play a Tale from your hand. When you trash this, play it.
Dragon: $6 Action - Tale: You may topdeck a card, then discard discard any number for +$1 per card and trash the rest. Trashing a Tale grants an extra +$3.
I like the first three cards here, but dragon seems really weak for $6 bottom card of a split pile. You gave an example of a play that works out well with it, but when you can't do that (or might be able to do it only once), then it probably isn't worth the $6. One easy (but perhaps not very thematic) fix would be to put a few victory points on it to make it fit better (mechanically) with the first two cards. By the time you've gotten to the bottom of a split pile, you've probably done most of your trashing already if there's any other decent trashing on the board.

J410

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #49 on: June 25, 2022, 03:53:54 pm »
+1

Tales is an Action split pile with four cards. Like all split piles in Allies, the pile starts with four copies of each card sorted by cost.

There is an old tale of Saint George and the Dragon, where the dragon demanded the city to send two sheep every day so he could eat. When the city ran out of sheep, the dragon demanded human tribute. When the princess was eventually chosen to be offered, Saint George stood up and defeated the dragon.

Sheep: $3 Treasure - Victory - Tale: Worth $1 per Victory card you have in play (including this). You may rotate the Tales. Worth 1 VP
Princess: $4 Action - Victory - Tale: A magpie that doesn't gain itself but is worth 1 VP instead.
Saint George: $5 Action - Tale: +3 Cards. You may play a Tale from your hand. When you trash this, play it.
Dragon: $6 Action - Tale: You may topdeck a card, then discard discard any number for +$1 per card and trash the rest. Trashing a Tale grants an extra +$3.
I like the first three cards here, but dragon seems really weak for $6 bottom card of a split pile. You gave an example of a play that works out well with it, but when you can't do that (or might be able to do it only once), then it probably isn't worth the $6. One easy (but perhaps not very thematic) fix would be to put a few victory points on it to make it fit better (mechanically) with the first two cards. By the time you've gotten to the bottom of a split pile, you've probably done most of your trashing already if there's any other decent trashing on the board.
I had the dragon and st George switched around initially and hoped extra coin for trashing Tales would make dragon worth $6. Turns out it is probably not. Perhaps the better option is to give a VP for trashing a Tale (in addition to virtual coin) or +2 Cards on top (with mandatory topdeck). Too late for the competition but I'll keep my digital copy updated.
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Re: Weekly Design Contest #155: Warlord's bane
« Reply #50 on: June 26, 2022, 05:18:33 am »
+9

And I am finished with judging all the entries! Each one gets a score from 0-10; I am stingy so getting a 7 is already a pretty good result. My comments below are in alphabetical order by card author.

Some cards in here play stuff from your discard. For these, I am going to assume there is an implicit rule that in games using them, you may look through your discard pile at the appropriate moment.
4est's Town Gossip
This looks like a lot of fun. I worry a bit that its usefulness will drop off sharply towards the midgame, but there are enough combos that would make it better, so I don't think it's too niche, and it also helps that it will be fairly useful as an opener.
One change I would consider it whether it may not be better to discard the non-matches, as choosing the order of the putting back is often tedious and unlike with Doctor, here the leftover cards are often of worse quality than the average card in your deck.
9/10
AJL828's Town Hall
I think this is pretty straightforward. It's a Lab+ and that is completely fine. I think it's well balanced.
However, I think there's a mild problem: If you play a deck with lots of Town Halls then most of the time when you play them your discard will just be empty. I'm not convinced that the "play from discard" will trigger often enough to make the play experience sufficiently different to just having a Lab.
7/10
Augie279's Wand
An Attack that only Attacks upon a very specific trigger it interesting; Legionary and Idol are both cool for that reason. I also think that this card is quite thematic; it will feel like magic when you get it to attack. It can attack when it's not your turn, that might cause issues but it's probably fine.
It may be a bit disappointing it you manage to trigger the reaction but it's actually your Buy phase. But of course getting to play it may still be useful then. I also wonder if being removed from reveal area while other cards continue resolving may get weird, but can't think of any broken interactions at the moment.
8/10
Builder_Roberts's Lodestone
This is kind of a Treasure version of Courier. I wonder if it might not be more fun if, like Courier, this could also play Actions. But as it is, that change would definitely make it too powerful. It already is pretty strong. In any sort of non-engine deck, it will not be that uncommon to get $5 from playing this.
It might turn out not to be overpowered, but I feel like it needs a bit of a nerf.
7/10
Chappy7's Shopper
I think this is an overall nice design. A Workshop that is also a Mini-Band of Misfits is a cute idea.
I am not super convinced about the below-the-line effect though. Shopper prefers decks with a bunch of $4s in them anyways, I don't think it needs this extra complication.
And then there are some technical concerns: The setting aside is a bit strange as it's not completely clear to me that the set aside cards are then returned to the play area. It should probably be restricted to cards you played the same turn, like Scepter, to prevent Duration abuse.
7/10
Dubdubdubdub's Enchanted Forest
The on-play effect on its own is not particularly powerful, so this is really only worth it if you trigger the Reaction. And hey, it can react off of itself! So the strategy is just, get a bunch of these I guess. I feel like in the absence of other enablers, it is not reliable enough to be worth it, 2 cards just isn't a very big search space. If you can dicard from your hand, this becomes pretty good, but that's not most games.
It also bothers me a bit that you can play this on an opponent's turn, but it doesn't do a whole lot then. Just imagine your opponent playing Fortune Teller to reveal 5 of these and then you play them all just to get the bestest 2 cards on top of your deck. That sounds tedious.
5/10
emtzalex's Phoenix
Even without the below-the-line effect, it seems to me like this is an extremely powerful card. Sure, the trashing might at some point be a downside, but most of the time it's something you want. And then you can chain these like Cultists, only it's much easier because you draw 2 more cards.
It's also quite insane with Lurker, but that would be fine on its own. I just feel like the overall power level is a bit too high, but I would like to see some version of "when you trash this, play it".
6/10
fika monster's Chain Reaction
This is certainly a bit of an odd one. The effect is definitely unique. It's not immediately clear whether you always want the Chain Reactions, though on average I would expect they are beneficial.
Design-wise, I feel like it would be better to keep the on-play effect simpler if you're going for this effect. Right now it's just a bit much. And then I have two balancing issues: First, this pile will drain very quickly especially in multiplayer, and second, when Chain Reactions are important, the first player has opportunities to just gobble some up (e.g. with Port/Experiment/Stonemason) and then these allow him to get even more and well the game could be decided very quickly.
5/10
Galaxi's Donkey
The first thing I notice is that a blanket "+$1, +2 Buys" feels just a little bit too strong on a $2, for me; seems like Donkey could stand to cost $3.
The other thing is that the on-gain effect seems a bit too restrictive. Traveling Fair does a similar thing to this, and paying $2 for extra Buys is already only marginally useful. Here, you have to pay $4 just to get it in play. There are ways to make this a bit more useful, for instance making it so that you still get the +$1 when you do that, or just not requiring to pay $2. I get that the latter one could lead to pileouts though, so maybe it could be a once-per-turn thing.
6/10
grrgrrgrr's Horse Tamer
Definitely wins best art for the contest!
Play it on-shuffle is a nice effect. Of course, you will often shuffle during cleanup, meaning the +$2 goes to waste. But then again, getting a Horse makes it easier to shuffle during your Action phase in the future.
I kind of dislike the mandatory playing, that feels potentially punishing if you'd have needed the $ this provides in the shuffle. Also, making the playing optional means you can drop the differently-colored back.
I also kind of wish the on-play effect was a bit more different from Paddock.
7/10
Gubump's Harbor
Alright, this is a pretty straightforward counterpart to Village Green. I think it's fine. Not sure a draw card necessarily needs the Duration effect; it would still be pretty useful to play out of turn if you always got the effect immediately.
Of course compared to Village Green Harbor is kind of disappointing when there's no way to get the reaction. A Village is still good to have, but +2 cards, +1 buy? Eh. Still, it's a solid design. Not quite exciting because it's pretty close to an existing card, but solid.
6/10
infangthief's Folly
Looks like fun. The on-play effect is a bargain Raze; something you still probably want in the absence of other trashing.
What is the best number of Follies to get? Figuring this out is probably most of the fun. I'm not entirely convinced that the trigger "after your finish playing an Action" is ideal, it just creates so many decision points where most of the time you don't want to take it. I think it would be sufficient to just have this trigger at the start of your Buy phase, if you have an Action in play.
It may be a bit too good with Ways? Way of the Horse was pointed out, but other Ways could also be useful with this. But it's probably not a big issue; Rats is plenty fun with Ways too.
8/10

J410's Tales
First I should point out that there is already an official card named Princess.
There are some issues here. First, Sheep is not a card you want early. Without external supprt, want want it only when you also have Princesses, but you can't get Princesses unless you get the bad Sheep first. And then your opponent can you get Princesses without bothering with Sheep. The top card of a rotating pile needs to be good early so that the rotation happens, and I don't think that's the case here.
Princess is fine as a cross of Magpie and Great Hall, but not particularly innovative. Saint George provides an Avanto effect for the pile, which is cute, though it's a bit sad that that doesn't really affect Sheep.
Dragon can trigger the when-trash effect of Saint George, but the problem is it's otherwise pretty bad. By itself it could be a decent card but you uncover it so late that trashing is probably not longer useful.
Overall I think this just needs a bit more work. Designing multiple interlocking cards is just a bit more difficult than a single one.
4/10
Jonasssss's Kleptocrat
So overall I think this feels weaker than Lab. If you can play 2, you get the same effect as 2 Labs, except the card you play next has to be one that you already drew with the first Kleptocrat.
There is also a bit of a dissonance in the design: Why can this only Exile Actions, but nevertheless also play Treasures from Exile?
I think this needs a bit of a buff: One option might be to just also allow the Exiling of Treasures (but maybe you only get +1 Action if you Exiled an Action); or keep it at Actions only but add an extra card draw and raise the cost to $6.
6/10
Joxeft's Alley
This is a clever way to essentially implement "trade one Action for +1 card". There is a bit of rules confusion: What happens when this is set aside but something other than itself? (for instance via Inheritance) By the text, you'd still be able to play it then, but that's weird. A second open question is "could I use Throne Room to play this?"
Overall, I am not convinced that this is interesting enough to justify the rules trouble when you compare it to the much cleaner implementation as a Project.
5/10
Quote
Stage Director
$5 - Action
If you didn't spend an Action to play this, discard up to 2 cards.
Draw up to 6 cards in hand. Play the top card of your deck. If it has no play effect, you may take your -$1 coin token to replay this.
LibraryAdventurer's Stage Director
Overall I think it's a fun design. I'm not completely convinced that it's a good idea to play pure Victory cards, but I guess there's not too much harm in that (though it could just discard those).
"If it has no play effect" probably needs an FAQ, for instance if that applies when I play a Treasure and am attacked with Highwayman. That can be dealt with. Another potential issue is that this can go infinite if you put your +$1 token on it. I'm not sure it would ever be beneficial it enter the infinite loop (and to do it at all you'd have to make sure you never hit a playable card), but these things are best avoided. Both of these are minor concerns though.
8/10
Mined Silver
cost $4 - Treasure - Reaction
+$2
---
In games using this, at the start of your turns, if this is the top card of your deck, play it.


(This card has a different back like Stash.)
majiponi's Mined Silver
The biggest problem with this is that having a different back means we need to know how to shuffle, since with that you could always shuffle until Mined Silver is/isn't on top. This card does not provide any rules for that.
The second issue is that this a pretty straightforward Silver+. While these are no longer quite so frowned upon as they were, in this case the card really is strictly better.
Finally, as this is a Treasure, it would feel more natural to me if the playing from the top of your deck happens at the start of your Buy phase rather than the start of your turn.
4/10
Beacon
Action/Reaction - $4
Gain a card costing up to $4
_____
In games using this, at the start of your Buy phase, you may  play a Beacon from your discard pile
NoMoreFun's Beacon
Technically speaking, I am not convinced that this needs the Reaction type. Though giving it a different color certainly makes it easier to find in your discard, maybe that's reason enough to keep it.
It's a cute Workshop variant. I am mildly worried about how strong it would be in Gardens rushes or something, but that doesn't happen all too often. Other than that it's just quite neat as a design, and reacting at the start of the Buy phase gives it some extra interesting interactions with sifters and the like.
9/10
spineflu's Kibitzer
I feel like the fact that this also allows playing of Treasures breaks it a little, because unless you're drawing your deck it's pretty likely that you have some Coppers in your discard pile, and then this becomes a pretty bad deal. If you discard 2 Estates with this to an empty discard, then it's a crap Warehouse. Even if the stars align and you get to play exactly the card you want with this, all you got was a Fugitive-like effect. I don't think this card works.
3/10
Xen3k's Muse
I have to be honest, this card just has a bit too much going on for my taste. I cannot really say what it does in one sentence, and it's kind of hard to wrap your head around what happens in which situation.
Rules-wise, this creates an interesting limbo state: you leave out the Duration if it will still do something - but will it? Well it will if and only if you leave it out. I assume the idea is that it stays out by default.
From what I can gather, this is probably not too strong or weak but it's hard to judge without playtesting.
5/10
Fast Track
Action - Reaction
$5

+1 Card
+1 Action
$1
__________
When you gain an Action or Treasure card you may reveal and discard this from your hand to play the gained card.
xyz123's Fast Track
As far as wording goes, I think you can drop the "reveal and"; see Market Square.
This is a Peddler that doubles as Innovation. It' a bit tricky that way; usually you'll want to play it before you know what cards you'll later be able to afford and whether it's worth it to keep it in your hand. But that is an interesting tension.
I wonder how often you will get an effect better than Peddler from a card gained during your Buy phase. It is probably often enough to make this worthwile.
I do have to subtract a point because while you can technically use this to play itself, that is really not very useful at all (unless you draw it dead, I suppose). So it kind of stretches the boundaries of this contest.
7/10

And with that, we come to the conclusion:

Runner-Up: Beacon by NoMoreFun

Winner: Town Gossip by 4est
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4est

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Re: Weekly Design Contest #155: Warlord's bane
« Reply #51 on: June 26, 2022, 09:52:15 am »
+1

Thanks faust! Great contest prompt, great entries, great comments. I'll get the next contest up later today.
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