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Author Topic: Fan Card Mechanics Week 42: Activation Cards  (Read 3929 times)

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emtzalex

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Fan Card Mechanics Week 42: Activation Cards
« on: August 16, 2022, 03:25:58 am »
+7

Note: There haven't been many responses on the question of whether we would do Set Expansion Contests for the new 2nd Editions or go back to the Fan Card Mechanics contests. I was team 2E, but since that doesn't seem to be happening I don't want to hold up the FCMC any longer. If there's a big outcry to go back to the Set Expansion contest, I'm fine to pause this one, but absent that, let's go.



For Week 42, I have chosen LastFootnote's Activation cards. Activation cards are playable cards which, in addition to any on-play effect, have a second effect which can be activated later. Once an Activation card is put into play, it will stay in play until the player "activates" it. This is done by spending an Action during your Action phase (as if to play an Action card from your hand). An Activation card can only be activated once per time in play, even if the card itself is played multiple times (i.e. with a throne variant).

EDIT: LastFootnote has provided a more up-to-date explanation of the mechanic (I've moved the original description to the bottom of the post for reference):

When you play an Activation card, follow the instructions above the dividing line. The card then stays in play until Clean-up on the turn you trigger it. You might trigger it the same turn you play it, one or more turns later, or not at all. You can trigger an Activation card by spending an Action in your Action phase whenever you're not actively resolving another effect. In other words, in your Action phase you can either use an Action "point" to play an Action card from your hand or to trigger an untriggered Activation card you have in play. An Activation card may only be triggered once per time it's put into play, regardless of how many times you played it (with e.g. Throne Room). This means that a Throne Room or similar card that plays an Activation card multiple times never stays out with the Activation card; there's nothing for it to track.



Activation cards don't have to be Actions. They can be any card type, as long as it has the potential to get into play (so it can be activated). For your convenience I made templates in the fan card generator for Action - Activation, as well as Treasure - Activation, and Night - Activation (but feel free to combine it with other types).

The assignment is simple. Design at least one Activation card. Feel free to use any official or fan mechanics (including split piles, Traveller lines, etc.) and any kind and number of supporting cards or landscapes (although if you go overboard with either it will likely count against you in the simplicity category). The design should also be limited to a single randomizer worth of card(s)/landscape(s).

My main judging criteria is whether I would be excited to see the design in a Kingdom. Important factors for me are:
  • balance -- is the card useful, but not overpowering (both in general and in a variety of Kingdoms)
  • playability -- the card is fun to play and works in more than one type of deck
  • simplicity -- this doesn't always mean fewer words; a card with lots of text that, once you understand it, can be easily and intuitively be played is better than one with four lines of text that is hard to understand
  • topicality -- the card (or cards) uses the mechanic in an interesting way
The deadline for submissions will be 14:00 UTC / 10:00 a.m. Eastern/Forum time 22:00 UTC / 6:00 p.m. Eastern/Forum time on Tuesday, August 23, 2022. Please let me know if you have any questions.





Here is LastFootnote's original description:

So I had an idea the other day for a new type of card: Activation. I even wrote a quick blurb:

These cards say “Activation” on the bottom line, i.e. "Action – Activation.” In addition to any effects these cards have when played or while in play, an Activation card has another effect that you can use by spending an Action. During your Action phase, instead of spending an Action to play an Action card from your hand, you may spend an Action to get the activation effect of an Activation card you already have in play.

Activation cards in play that have not yet been activated are not discarded during your Clean-up phase. They stay in play until activated and are discarded from play during the Clean-up phase of that turn.

Activation cards can only be activated once per time they are played. Once activated, they cannot be activated again until they have been removed from play and played again. Even if another card plays a single Activation card more than once, the activation effect can only be used once before the Activation card leaves play. Hence, if an Activation card is played twice by Throne Room, the Throne Room will be discarded from play normally during the Clean-up phase of that turn, whether or not the card it played has been activated.

In order to keep track of which Activation cards have been activated and which ones haven’t, when you play an Activation card from your hand, turn it 90° to the right. When you activate an Activation card, turn it right-side up. During your Clean-up phase, remember to only discard cards from play which are right-side up.

And here are some examples LastFootnote designed:


« Last Edit: August 22, 2022, 06:00:58 pm by emtzalex »
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Builder_Roberts

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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #1 on: August 16, 2022, 11:16:39 am »
0

I thought I might try my hand at this;

I have withdrawn from the contest
An Activation Combo piece, works very well with itself. I don't feel very comfortable making this cost $6, but I can understand why it would need to be. I'd prefer this cost $5, otherwise.

Previous version:

Quote
+2 Cards
+1 Action
-
When you trigger this, reveal cards from your
deck until you reveal an Activation card.
Discard the rest, play it.
« Last Edit: August 23, 2022, 01:53:49 am by Builder_Roberts »
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #2 on: August 16, 2022, 11:31:12 am »
+3



So it's a Laboratory that automatically searches for and plays all your other Laboratories, and then at the start of your next turn you can do it all again (since you don't trigger the final one). It also probably causes a crazy amount of shuffles as it does all this. I'd say that's worth far more than $6.
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #3 on: August 16, 2022, 11:33:35 am »
+5

Here's a more up-to-date explanation of Activation cards:

When you play an Activation card, follow the instructions above the dividing line. The card then stays in play until Clean-up on the turn you trigger it. You might trigger it the same turn you play it, one or more turns later, or not at all. You can trigger an Activation card by spending an Action in your Action phase whenever you're not actively resolving another effect. In other words, in your Action phase you can either use an Action "point" to play an Action card from your hand or to trigger an untriggered Activation card you have in play. An Activation card may only be triggered once per time it's put into play, regardless of how many times you played it (with e.g. Throne Room). This means that a Throne Room or similar card that plays an Activation card multiple times never stays out with the Activation card; there's nothing for it to track.

« Last Edit: August 16, 2022, 11:35:54 am by LastFootnote »
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #4 on: August 16, 2022, 11:45:52 am »
+2


Quote
Smithing Academy • $5 • Action - Duration - Activation
When you play this, +5 Cards. This card stays in play until activated.
-
Activation costs an Action per Smithing Academy you have in play. When you trigger this, discard it.

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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #5 on: August 16, 2022, 11:54:11 am »
0

So it's a Laboratory that automatically searches for and plays all your other Laboratories, and then at the start of your next turn you can do it all again (since you don't trigger the final one). It also probably causes a crazy amount of shuffles as it does all this. I'd say that's worth far more than $6.

That's fair. I'll take off the +Action or a +Card, and go from there.
« Last Edit: August 16, 2022, 11:58:43 am by Builder_Roberts »
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emtzalex

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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #6 on: August 16, 2022, 12:19:02 pm »
0

Here's a more up-to-date explanation of Activation cards:

Thanks!
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #7 on: August 16, 2022, 12:31:45 pm »
+1


Quote
Smithing Academy • $5 • Action - Duration - Activation
When you play this, +5 Cards. This card stays in play until activated.
-
Activation costs an Action per Smithing Academy you have in play. When you trigger this, discard it.

This card overcomplicates the staying in play. Activation cards already automatically stay in play until triggered. So you can simply say
Quote
$5 Action - Activation
+5 Cards
-
Triggering this costs an Action per Smithing Academy you have in play. When you trigger this, discard it.
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #8 on: August 16, 2022, 07:54:03 pm »
+3


Quote
Smithing Academy • $5 • Action - Duration - Activation
When you play this, +5 Cards. This card stays in play until activated.
-
Activation costs an Action per Smithing Academy you have in play. When you trigger this, discard it.

This card overcomplicates the staying in play. Activation cards already automatically stay in play until triggered. So you can simply say
Quote
$5 Action - Activation
+5 Cards
-
Triggering this costs an Action per Smithing Academy you have in play. When you trigger this, discard it.

In addition, the original point of Activation cards was to have cards that took two actions to play that wouldn't be dead without a village. This isn't dead without a village, but you can get stuck in a situation where it's impossible to trigger. Maybe that's fine with you, dunno. But I would say that it's probably balanced if you only need the normal one action to trigger it.
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #9 on: August 17, 2022, 10:56:32 am »
+9

Grand Workshop
Action/Activation - $4
This turn, when you gain a card, you may put it onto your deck.
______________
When you trigger this, gain a card costing up to $5.

Note: You can only topdeck the card you gain with the Activation effect if you play and activate it in the same turn.
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #10 on: August 17, 2022, 11:37:23 am »
0

Grand Workshop
Action/Activation - $4
This turn, when you gain a card, you may put it onto your deck.
______________
When you trigger this, gain a card costing up to $5.

Note: You can only topdeck the card you gain with the Activation effect if you play and activate it in the same turn.

Or if you play another copy of it and then trigger it.

In any case, cool card!
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #11 on: August 17, 2022, 02:34:52 pm »
+8

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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #12 on: August 18, 2022, 11:38:05 pm »
+6



Quote
Golden Fish - $3
Treasure - Activation
+1 Coffers
----
When you trigger this, if you have 7 or more cards in hand, discard down to 3 cards in hand and exchange this for a Wish. Otherwise, draw until you have 6 cards in hand.

Inspired by the fable of the Fisherman and a Fish. A treasure that can be triggered to draw to 6 cards or to exchange it for a Wish with some work. I think the price is reasonable as it takes other cards and work to exchange it for a Wish. However, feedback would be appreciated.

I like how this mechanic works similar to Reserve cards. I think it is unique enough to be its own thing.
« Last Edit: August 18, 2022, 11:47:30 pm by Xen3k »
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #13 on: August 20, 2022, 12:45:25 am »
+8


Quote
Colleague
$3 Action - Activation
Discard 2 cards.

When you trigger this, +3 Cards and +1 Action.

If you help your Colleague now, your Colleague will help you when you need it.
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #14 on: August 20, 2022, 04:09:44 pm »
+4

My submission: Toll Bridge


Quote
Toll Bridge • $5 • Action - Activation
+1 Action

While this is in play,
cards cost $1 less on your turns.

At the start of your turn,
if this is in play, draw a card,
then discard a non-Victory card.
-
When you trigger this,
+1 Buy, +$1

Edit: I wasn't happy with the design, so I went back to it. Now, the start-of-turn cost is milder, allowing me to bump the price to $5 and avoid the direct comparison to Bridge. Also added the 'on your turns' clause (thanks, Gubump). This all makes it even wordier, but so be it.

Old version:

 
Considerations (for the old version): A bit wordy, but the concept is simple: a Bridge you can leave in play as long as you like, at a cost. Comparing to regular Bridge, Toll Bridge gives more flexibility. You can always use it as a regular Bridge if you like, but if you're happy to leave it in play (and forego the +$ and +Buy), Toll Bridge is non-terminal. I still think $4 is right because you can't throne Toll Bridge.

This is definitely one I wish I could playtest before submitting, but alas, no time this week. I considered changing the start-of-turn cost to a self-Rabble, which could open up some strategies, but the card is cluttered enough as it is.
« Last Edit: August 22, 2022, 03:34:34 pm by Dubdubdubdub »
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #15 on: August 22, 2022, 02:05:41 pm »
+2


Quote
Colleague
$3 Action - Activation
Discard 2 cards.

When you trigger this, +3 Cards and +1 Action.

If you help your Colleague now, your Colleague will help you when you need it.

Amusingly, LastFootnote, the creator of the Activation mechanic, actually has a card with this exact effect except with +2 Actions instead of +1 (and costs ).
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #16 on: August 22, 2022, 02:13:41 pm »
0

My submission: Toll Bridge


Quote
Toll Bridge • $4 • Action - Activation
+1 Action

While this is in play,
cards cost $1 less.

At the start of your turn,
if this is in play, discard a card.
-
When you trigger this,
+1 Buy, +$1

A bit wordy, but the concept is simple: a Bridge you can leave in play as long as you like, at a steep cost. Comparing to regular Bridge, Toll Bridge gives more flexibility. You can always use it as a regular Bridge if you like, but if you're happy to leave it in play (and forego the +$ and +Buy), Toll Bridge is non-terminal. I still think $4 is right because you can't throne Toll Bridge.

This is definitely one I wish I could playtest before submitting, but alas, no time this week. I considered changing the start-of-turn cost to a self-Rabble, which could open up some strategies, but the card is cluttered enough as it is.

Is the fact that this benefits your opponents intentional?
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #17 on: August 22, 2022, 03:00:35 pm »
0

My submission: Toll Bridge


Quote
Toll Bridge • $4 • Action - Activation
+1 Action

While this is in play,
cards cost $1 less.

At the start of your turn,
if this is in play, discard a card.
-
When you trigger this,
+1 Buy, +$1

A bit wordy, but the concept is simple: a Bridge you can leave in play as long as you like, at a steep cost. Comparing to regular Bridge, Toll Bridge gives more flexibility. You can always use it as a regular Bridge if you like, but if you're happy to leave it in play (and forego the +$ and +Buy), Toll Bridge is non-terminal. I still think $4 is right because you can't throne Toll Bridge.

This is definitely one I wish I could playtest before submitting, but alas, no time this week. I considered changing the start-of-turn cost to a self-Rabble, which could open up some strategies, but the card is cluttered enough as it is.

Is the fact that this benefits your opponents intentional?

Oh gosh, no! That's an oversight, I'll fix it soon. Thanks for noticing.
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #18 on: August 22, 2022, 03:13:58 pm »
0

My submission: Toll Bridge


Quote
Toll Bridge • $4 • Action - Activation
+1 Action

While this is in play,
cards cost $1 less.

At the start of your turn,
if this is in play, discard a card.
-
When you trigger this,
+1 Buy, +$1

A bit wordy, but the concept is simple: a Bridge you can leave in play as long as you like, at a steep cost. Comparing to regular Bridge, Toll Bridge gives more flexibility. You can always use it as a regular Bridge if you like, but if you're happy to leave it in play (and forego the +$ and +Buy), Toll Bridge is non-terminal. I still think $4 is right because you can't throne Toll Bridge.

This is definitely one I wish I could playtest before submitting, but alas, no time this week. I considered changing the start-of-turn cost to a self-Rabble, which could open up some strategies, but the card is cluttered enough as it is.

Is the fact that this benefits your opponents intentional?

Oh gosh, no! That's an oversight, I'll fix it soon. Thanks for noticing.

Another thing I just noticed: You can trigger it immediately to get the same effect as Bridge, which makes it almost strictly better than Bridge for the same price (only way it isn't strictly better is that the +1 Buy and +$1 can't be Throned).
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #19 on: August 22, 2022, 03:17:20 pm »
0

That part is intentional, and I touched on it in my post. I think $4 is basically the right price, but it does outshine Bridge in most cases.

I'd like to temper the start-of-turn cost and raise the cost to $5. I'm thinking 'draw a card and discard a non-Victory card'. It's a lot of text, but it probably needs it.
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #20 on: August 22, 2022, 05:58:16 pm »
+2

24 Hour Warning!!!

Sorry I missed this (I'll extend the deadline). I'm out of town and not on my computer as much as I usually do. Here are the entries so far:

Smithing Academy by spineflu
Grand Workshop by NoMoreFun
Librarian by X-tra
Golden Fish by Xen3k
Colleague by Erick648
Toll Bridge by Dubdubdubdub


Please let me know if I missed any. The new deadline is 22:00 UTC / 6:00 p.m. Eastern/Forum time on Tuesday, August 23, 2022.
« Last Edit: August 22, 2022, 06:01:32 pm by emtzalex »
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #21 on: August 22, 2022, 09:01:42 pm »
+2

Trading House - Action - Activation - Cost: 3

+2 Cards
+1 Action
-
When you trigger this, discard it.

Feedback is appreciated.
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #22 on: August 22, 2022, 09:38:20 pm »
0

you can omit my entry from judgment, its got some clear issues but also i'm not going to make time to fix it
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #23 on: August 23, 2022, 01:16:01 am »
+3

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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #24 on: August 23, 2022, 05:32:55 pm »
0


Quote
Colleague
$3 Action - Activation
Discard 2 cards.

When you trigger this, +3 Cards and +1 Action.

If you help your Colleague now, your Colleague will help you when you need it.

Amusingly, LastFootnote, the creator of the Activation mechanic, actually has a card with this exact effect except with +2 Actions instead of +1 (and costs ).
What's even funnier is that I was this close to giving Colleague another +1 Action, albeit in the on-play ability rather than the on-trigger ability.  I didn't want to make the on-trigger ability a village because my idea for the card is that you're saving draw for later---there are already plenty of ways to save +Actions for later (e.g., Coin of the Realm).  I decided against making it non-terminal because I didn't want to make it too easy for a deck with virtual coin and inadequate thinning to spam Colleagues until you ran out of cards in your hand.  I also considered making it a Treasure or Night card (for the equivalent of an on-play +Action) but letting you play your Treasures first made it even easier to play it when you had no useful cards left in your hand.  While I don't have a problem with the card having edge cases where a deck with virtual coin (or Villa, Calvary, Black Market, etc.) can "cheat" by playing it with only 0-1 cards left to discard (you can already do that with cards like Horse Traders), I didn't want to make that too easy.  Also, I thought the terminal version felt balanced enough---even as a terminal, I think I'd buy it most games to add a copy or two to my engine before greening and/or try to keep a copy in play as "dud insurance."

Colleague actually started out with the on-play and on-trigger abilities swapped, so you got the benefit now and the cost later (effectively "borrowing" draw from later), but that was too much like Experiment---the only difference is that it's concentrated in a single card and you get it back by spending an Action and two cards instead of by spending a Buy and $3.  Then I think it was briefly a Night card with its final text, which I rejected for the reasons discussed above.  I also toyed with having it give +2 Cards and +2 Actions on one "side" and only discarding one card on the other side, but I ultimately decided that it was more interesting if it only "stored" +Cards rather than +Actions.  Even though this version gives you the benefit later, I don't think that makes it weaker because you can use it when you need it most and save it if you wind up not needing it.
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #25 on: August 23, 2022, 05:48:39 pm »
0



I'm changing this last minute to +$4 on trigger btw
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #26 on: August 23, 2022, 06:05:21 pm »
+4

Contest Closed!!!


Here are the entries I'm going to judge:

Grand Workshop by NoMoreFun
Librarian by X-tra
Golden Fish by Xen3k
Colleague by Erick648
Toll Bridge by Dubdubdubdub
Trading House by Joxeft
Credit by MrHiTech

Please let me know if I missed any. I'll try to get what I can done tonight. I'm travelling tomorrow but hopefully can finish when I get home.
« Last Edit: August 23, 2022, 06:08:38 pm by emtzalex »
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #27 on: August 23, 2022, 09:52:15 pm »
0



When you play the treasures, you also get the effects of the treasures, right?
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #28 on: August 24, 2022, 02:36:30 pm »
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When you play the treasures, you also get the effects of the treasures, right?

Yes. I playtested this with X-tra and that's definitely the case.
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emtzalex

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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #29 on: September 02, 2022, 01:10:21 pm »
+4



Fan Card Mechanic Contest #42: Activation Cards



Sorry for the delay in judging, I got majorly sidetracked with a huge project at work. Here it is:







Grand Workshop
Action/Activation - $4
This turn, when you gain a card, you may put it onto your deck.
______________
When you trigger this, gain a card costing up to $5.



Grand Workshop by NoMoreFun

A power gainer, it lets you gain a card costing up to $5, but it's doubly terminal (you have to spend 2 Actions to do it). If you can spend both Actions on one turn, it will also let you gain that card onto your deck. Otherwise, you'll have to be satisfied with topdecking whatever you buy the first turn GM is played.

This is a nice implementation of one useful design space for Activation cards--they can allow for an underpriced effect (here, a $4 card that can gain $5 cards). This is because (1) you will always have to spend 2 Actions to get it, and (2) in many cases, you will have to wait another turn (if you have to Activate it later). An obvious comp here is Importer, which has the same gaining ability for $3. While Importer only uses one Action, it always makes you wait a turn (which you might describe as having a higher floor but a lower ceiling). Thus, I think it's reasonably priced.

This is certainly a solid entry.








Quote from: Librarian
Librarian • $5 • Action - Activation
Draw up to 7 cards in hand, then discard 2 cards.

When you trigger this, play any number of Treasures from your hand for +$1 each.



Librarian by X-tra

Librarian is an Action - Activation with two separate, terminal effects: a sifting draw-to-x and what is effectively a terminal Bank--giving you $1 less since it doesn't count itself, but also taking .

By itself, the on-play effect would be too weak at $5. It is (all but) strictly worse than Library (which I presume is what the card's name references), and from a 5 card hand, has the same effect as Forum, but is terminal, at the same price. A dtx-then-discard is especially unfortunate, as it makes the effect potentially negative when you play it with too many cards in hand (as opposed to regular dtx, which just has no effect). That's especially tough on an Activation card, which needs to be played to be triggered. That said, in the right deck a terminal forum wouldn't be the worst card. The terminal Bank is probably about right at $5.

The reason the card works (and the thing I really like about it) is that the two effects synergize, in both directions, giving you a solid benefit if you can get extra Actions. If you play then trigger, you are in a better position to fill your hand with Treasure cards to enhance the trigger bonus. If you trigger one then play another, you can take the Treasures out of your hand to enhance the dtx.








Quote
Golden Fish - $3
Treasure - Activation
+1 Coffers
----
When you trigger this, if you have 7 or more cards in hand, discard down to 3 cards in hand and exchange this for a Wish. Otherwise, draw until you have 6 cards in hand.



Golden Fish by Xen3k

This is an interesting design. A Treasure - Activation, on play, it gives a single Coffers, but when triggered gives a certain bonus -- if you have 7 or more cards, you discard down to 3 and exchange GF for a Wish; otherwise, you draw up to 6 cards.

At first blush, this reminded me of a game in which Leprechaun was set aside with Way of the Mouse. My initial thought was that Leprechaun is a card I almost never buy, so I wasn't likely to use it. But I quickly realized that I was wrong, because (given the presence of useful engine components), it was very easy to get 6 cards in play and then be able to play the 7th (which could be any card) using the Way. I didn't have to have the Leprechaun when that happened, and it wasn't sitting in my deck, getting in the way, the rest of the time. (This also works well with Command cards). Something similar is true with Activation cards. You don't have to worry about getting enough cards and then playing GF from your hand, which would both require 8 cards and having this card in the way.

I still somewhat feel this way, but it's a bit more complicated than that. To trigger GF's Wish-gaining power, you need to get your hand size up to 7 non-terminally. That either means Lab variants, a combo of terminal draw and villages, or some sort of start-of-turn drawing (Hireling, Sinister Plot, etc.). A lot of games don't have that, and without it, GF the alternative triggering ability is relatively weak. From a 5 card hand it's a Moat, so it seems like it would be pretty unbuyable absent either serious handsize attacks or disappearing money/villages. It does go especially well with Festival and (most fittingly) Fishing Village. Without those it's strictly worse that Ducat on-play (without Ducat's on-gain bonus) and the same as a Moat on-trigger (without Moat's reaction), but more expensive than both of them.

What I initially thought was too strong might, in retrospect, be too weak. It would be nice if it could at least combine with villages to hit the target if you trigger multiple copies. You could do this by either making the first ability trigger at 6, by making the other ability draw to 7, or by giving +1 Card if a player has exactly 6 when it's triggered.









Quote
Colleague
$3 Action - Activation
Discard 2 cards.

When you trigger this, +3 Cards and +1 Action.



Colleague by Erick648

Colleague terminally discards 2 cards from your hand on play, while acting as a triple lab when triggered. It's a kind of a deconstructed Forum, giving you you the penalty first and the bonus later (or a reverse Tide Pools). The fact that you get the drawback first, and that you have to spend one more Action, makes Colleague weaker than both of those cards. On the other hand, the fact that you can stockpile them in play has the potential to allow a player to build up a powerful turn.

Terminally discarding 2 cards is rough. From a 5 card hand, that leaves you with just 2 cards. In the absence of a solid $2 purchase, that makes opening with Colleague a questionable proposition. One strategy would be to get a couple of these and try to chain them, triggering one when you have the other in hand (or are pretty sure you will draw it). This turns them into an eventually-terminal Forum, but one which lets you play non-terminal cards (from the full hand) before spending the second action and discarding. You could also try to build an engine with villages and draw to x cards around this. It also works well with effects that let you play Actions at unusual times (Gamble, Innovation, City State, Crystal Ball), potentially letting you take the discard after you've played all the cards you want from your hand.

While the penalty-on-play, bonus-on-trigger helps avoid making this card too powerful with Command cards, it does create an issue with Ways (which, it's worth noting, didn't exist at the time LastFootnote came up with the idea). Except Horse, Turtle, and Chameleon, any of the other ways allow you to put Colleague into play at a significantly reduced cost. Some of them (Pig, Mule, Ox) make the card absurdly strong.

This creates a general problem with penalty-on-play cards. One solution would be to prohibit the use of Ways (but, generally, I don't care for that). An alternative would be to make the trigger ability dependent on having played the card regularly, probably through the use of tokens. For example, Colleague could say:

Quote

Discard 2 cards. Add 3 tokens here.

When you trigger this, +1 Action and remove the tokens for +1 Card each.

Once you solve the Ways problem, this has the potential to be a really fun and interesting card.








Quote
Toll Bridge • $5 • Action - Activation
+1 Action
While this is in play, cards cost $1 less on your turns.
At the start of your turn, if this is in play, draw a card, then discard a non-Victory card.

When you trigger this, +1 Buy, +$1



Toll Bridge by Dubdubdubdub

Toll Bridge is a Bridge variant. This is our first non-terminal Action - Activation, which means one option will always be to play then immediately trigger this. If you do, it has the exact same effect as Bridge. However, you can take the discounting and wait for the Buy and Coin. If you just wait until later in the turn, you can use non-terminal gainers (like [conditionally] Ironworks and Carpenter) to get a $5 card. You can also play multiple copies without a village, although you can only trigger one per turn.

If you leave TB in play beyond the first turn, there is a sort-of penalty, requiring the player to draw a card, then discard a non-Victory card. The only time this is actually harmful is if a player draws a Victory card; otherwise, they can just discard the card they drew (with a couple of edge case exceptions, like triggering an unwanted shuffle or having to lose one of the 6+ Alchemists/Horses you piled onto your deck). Until they start greening, that is pretty unlikely, and even less so with Shelters and/or good deck thinning. When they don't draw a Victory card, it's actually a benefit, allowing them to sift their weakest non-Victory card.

That being said, if you have too many TBs in play, you will (in most cases) eventually start to see Victory cards, and if you're not careful they could completely overtake your hand. Without villages (and the ability to play them), players also can't trigger a mega-turn by triggering them all at once.

This at least slightly (but only slightly) mitigates the risk of a player trying to put 8 of these in play and just gaining Provinces without the need to have any useful cards. But I do worry that these can function as a single-card Bridge - Royal Carriage combo. Even with 3 starting Estates still in your deck, you won't get totally flooded with Victory cards in your hand. This means that you have a fairly strong choice as to what those two cards are. With some +Buy you can accelerate gaining a bunch of these, and if your opponent isn't fighting you for the pile, it might not take that long to get 8. I fell like this might become the only viable strategy in a lot of games. This is further exacerbated by cards like Shephard, Mill, and Nobles (and Inheritance). While

In terms of copy editing, after "non-Victory cards" it should say "(or reveal that you can't)." I also think that, at least the "At the start of your turn..." should be below the horizontal line. Technically, the "While this is in play..." should be as well, although official cards have mostly (if not entirely) been modified to change language so it's not like that.









Trading House - Action - Activation - Cost: 3

+2 Cards
+1 Action
-
When you trigger this, discard it.




Trading House by Joxeft

Another non-terminal Action, Trading House is a Lab on play, but (as an Activation card) it won't leave play until it's triggered, which doesn't give an additional bonus, just discards it. The net effect, (having to spent 2 Actions to get +2 Cards and +1 Action) is a Moat (that gets discarded on-play).

This is way too powerful. At a minimum, it's a single slap Lab which you could buy only copy of to put in a deck without any terminal cards, and always be able to trigger it when you're done playing Actions. Even if you had one terminal card (like a trasher), you could still put it in and almost always be able to trigger it right away, and if not, do so the next turn. That should cost at least $4.

But it gets much stronger in any engine. The reason a Moat is so much weaker (and therefor so much cheaper) than a Lab is that the two cards you draw with a Moat are (unless you've played a village) drawn dead. If you have a Moat and a village in your deck, you have to play the village first in order to use both of them. If the Moat draws the village, it draws it dead. With TH, you can get the village later, and still be able to play and trigger two copies of TH.

This would be enough to mean that it should cost more than $3 even if it did nothing when you triggered it. But it doesn't. It discards itself, which means it can be used again. One of the limits on powerful action cards/combos in Dominion is that there are a finite number of copies, and (with rare exceptions) each one can only be played once per turn. With TH, it you can play them multiple times, as long as you have enough Actions and can time a shuffle well. At the extreme, with the +1 Action token (or Champion) you can play and trigger these endlessly, cycling them back into your deck. Then, if you manage to draw your deck, you can play all of them again, trigger them into your discard, then play a card which gives you +1 Card, putting all but one of them onto your deck the following turn. Even without an unlimited number of plays, in a strong engine you could very realistically be getting these multiple times a turn.

I think you had a good idea, but the execution is busted. I'd probably suggest pricing it at $4 and making it do something else when you trigger it.









Quote
Credit • $4 • Treasure - Activation
$1
+1 buy

When you trigger this, +$4 and you may reveal a Gold from your hand. If you didn't, trash this.




Credit by MrHiTech

Credit is a Treasure - Activation which is a Pouch on-play, and when triggered is an Animal Fair that self-trashes unless a player has a Gold in hand. Because it's a Treasure, it's (generally) not possible to use the +Buy along with extra $4 you get from that card.

There are a few different ways I could see using this. The most obvious is that the $4 from the trigger plus the $3 from the Gold means that if any other card in a players hand produces $, they'll have enough for a Province. I could certainly see in mid-game, when you've lost your enthusiasm for Silver, buying a Credit on a $4 or $5 and saving it until you start greening. I could also see using these as one-shots to reliably hit $6 early on (as you will never have less than $2 in hand barring a Curser). The case for either of those is enhanced significantly by a gainer. And getting multiple copies of them increases your chances of Activating one and playing another for the +Buy.

If anything, this might be a little too strong. But it's a fun idea and a solid entry.

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emtzalex

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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #30 on: September 02, 2022, 01:14:30 pm »
+1


Fan Card Mechanic Contest #42: Activation Cards


The Results

Thanks to everyone who participated. Here are the results:

Honorable Mentions:

Colleague by Erick648

Credit by MrHiTech

Second Place:

Grand Workshop by NoMoreFun



Winner:

Librarian by X-tra
« Last Edit: September 07, 2022, 12:42:07 pm by emtzalex »
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #31 on: September 14, 2022, 04:23:37 pm »
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maybe i misunderstand, but it seams like "Activation" to too similar to "Reserve". I know they were developed before Reserve, but if i were to print any, i'd just make them Reserve cards.

emtzalex

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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #32 on: September 14, 2022, 04:55:54 pm »
+2

maybe i misunderstand, but it seams like "Activation" to too similar to "Reserve". I know they were developed before Reserve, but if i were to print any, i'd just make them Reserve cards.

There are three functional difference between Reserve cards and Activation cards:
  • Triggering an Activation card costs an Action, while calling a Reserve card does not.
  • Calling a Reserve card is more like using a Reaction, in that it happens at a specific time as directed by the card itself. Triggering an Activation card is like playing an Action, in that it occurs during your Action phase and the card doesn't need to tell you that (#1 tracks with those two things as well).
  • Activation cards stay in play while Reserve cards go onto your Tavern mat.
I think (1) and (2) are enough of a reason to justify a different mechanic (just as there is a benefit from having both plain Actions and Reactions). But (3) is pretty nominal, and if I were to overhaul the mechanic I'd probably use the same tan background as Reserve cards and add "Put this on your Tavern mat" to each card's on-play. (This would also solve the Ways issue raised by Erick648's Colleague.)
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #33 on: September 15, 2022, 11:02:19 am »
0

When I read it without the text I tought:
Whenever X happens, now you can do Y. That also would be neat. In an game with this, whenever you gain an gold, you also gain an copper.
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #34 on: September 15, 2022, 11:25:41 am »
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I think (1) and (2) are enough of a reason to justify a different mechanic (just as there is a benefit from having both plain Actions and Reactions). But (3) is pretty nominal, and if I were to overhaul the mechanic I'd probably use the same tan background as Reserve cards and add "Put this on your Tavern mat" to each card's on-play. (This would also solve the Ways issue raised by Erick648's Colleague.)

Resolving the Ways issue is a nice bonus, but I'm curious what text you'd put on the bottom of every such card in order to make them Reserves.

maybe i misunderstand, but it seams like "Activation" to too similar to "Reserve". I know they were developed before Reserve, but if i were to print any, i'd just make them Reserve cards.

When Reserve cards were first created, I gave up on Activation cards for this reason. But when I came back to them and tested a bunch of them, it turns out they do not play at all similarly.
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emtzalex

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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #35 on: September 15, 2022, 01:05:08 pm »
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I think (1) and (2) are enough of a reason to justify a different mechanic (just as there is a benefit from having both plain Actions and Reactions). But (3) is pretty nominal, and if I were to overhaul the mechanic I'd probably use the same tan background as Reserve cards and add "Put this on your Tavern mat" to each card's on-play. (This would also solve the Ways issue raised by Erick648's Colleague.)

Resolving the Ways issue is a nice bonus, but I'm curious what text you'd put on the bottom of every such card in order to make them Reserves.

I'd still call them "Activation" cards, which is a perfectly fine name for a card type (although when I'm thinking of new card types, one impulse I have is to pick a super-short name so 3-type cards don't make the text teeny tiny). The rule for Activation cards would be that when one is on your Tavern mat, during your Action phase you can spend an Action to trigger it, which puts it into play and resolves its on-trigger effect.

I wonder if it's sort of an inefficiency of official Dominion that there's only ever one type for each special card color. Duration cards are great, and super versatile (as evidenced by their appearance in the vast majority of expansions), but could there be a different mechanic that also stays in play beyond the turn on which you play it? (Maybe one that stayed in play for a fixed number of turns). And if it also had an orange border, would that be too confusing? I think maybe not.
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Re: Fan Card Mechanics Week 42: Activation Cards
« Reply #36 on: September 15, 2022, 01:12:45 pm »
+2

I think it would be confusing to have one color for multiple types.
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