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Author Topic: Weekly Design Contest #168: Turkey Time  (Read 5283 times)

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Will(ow|iam)

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Re: Weekly Design Contest #168: Turkey Time
« Reply #50 on: November 17, 2022, 02:56:00 pm »
0

Here's a split pile. 4 copies of each, same as the other ones in Allies.

Breakfast
$3 Action - Victory - Mealtime
+3 Actions
You may rotate the Mealtimes

Lunch
$4 Action - Mealtime
+2 Cards
If the previous card you played doesn't have +Actions in its text, +1 Action. You may play an Action card which doesn't have +Actions in its text.

Dinner
$5 Action - Mealtime
+$3
+1 Buy
You may rotate the Mealtimes.

Midnight Snack
$6 Night - Duration - Mealtime
+3 Cards
+1 Buy
Return to your Action phase. At the start of your next turn, discard 2 cards.
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segura

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Re: Weekly Design Contest #168: Turkey Time
« Reply #51 on: November 17, 2022, 03:26:36 pm »
+1

Power level is kind of off with Lunch being the best of the bunch. Also, kinda vanilla heavy.
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Gubump

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Re: Weekly Design Contest #168: Turkey Time
« Reply #52 on: November 17, 2022, 03:27:10 pm »
0

Here's a split pile. 4 copies of each, same as the other ones in Allies.

Breakfast
$3 Action - Victory - Mealtime
+3 Actions
You may rotate the Mealtimes

Lunch
$4 Action - Mealtime
+2 Cards
If the previous card you played doesn't have +Actions in its text, +1 Action. You may play an Action card which doesn't have +Actions in its text.

Dinner
$5 Action - Mealtime
+$3
+1 Buy
You may rotate the Mealtimes.

Midnight Snack
$6 Night - Duration - Mealtime
+3 Cards
+1 Buy
Return to your Action phase. At the start of your next turn, discard 2 cards.

Lunch has to specify where the played Action card comes from (I assume your hand).
Also, I know this is nitpicky, but the vanilla bonuses on Dinner should be reversed, as + come after +Buys (except on Treasures).
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Will(ow|iam)

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Re: Weekly Design Contest #168: Turkey Time
« Reply #53 on: November 17, 2022, 09:42:17 pm »
0

Power level is kind of off with Lunch being the best of the bunch. Also, kinda vanilla heavy.

Here's a split pile. 4 copies of each, same as the other ones in Allies.

Breakfast
$3 Action - Victory - Mealtime
+3 Actions
You may rotate the Mealtimes

Lunch
$4 Action - Mealtime
+2 Cards
If the previous card you played doesn't have +Actions in its text, +1 Action. You may play an Action card which doesn't have +Actions in its text.

Dinner
$5 Action - Mealtime
+$3
+1 Buy
You may rotate the Mealtimes.

Midnight Snack
$6 Night - Duration - Mealtime
+3 Cards
+1 Buy
Return to your Action phase. At the start of your next turn, discard 2 cards.

Lunch has to specify where the played Action card comes from (I assume your hand).
Also, I know this is nitpicky, but the vanilla bonuses on Dinner should be reversed, as + come after +Buys (except on Treasures).

Thanks for the feedback! I think I'm fine with them being vanilla, but the other stuff seems worth updating:


Breakfast
$3 Action - Victory - Mealtime
+3 Actions
You may rotate the Mealtimes

Lunch
$4 Action - Mealtime
+2 Cards
If the previous card you played this turn doesn't have +Actions in its text, +1 Action.

Dinner
$5 Action - Mealtime
+1 Buy
+$3
You may rotate the Mealtimes.

Midnight Snack
$6 Night - Duration - Mealtime
+3 Cards
+1 Buy
Return to your Action phase. At the start of your next turn, discard a card.

Quote
Changelog:
* Removed the "may play an action" clause on Lunch, now it's a sometimes-lab instead of a sometimes-lost-city.
* Properly ordered the buy and coins on Dinner
* Buffed Midnight Snack
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emtzalex

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Re: Weekly Design Contest #168: Turkey Time
« Reply #54 on: November 17, 2022, 10:23:34 pm »
+1

Breakfast
$3 Action - Victory - Mealtime
+3 Actions
You may rotate the Mealtimes

Why is Breakfast a Victory card?
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Snes

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Re: Weekly Design Contest #168: Turkey Time
« Reply #55 on: November 18, 2022, 12:22:17 am »
+1



Quote
Beekeeper - $4
Action - Reaction

+2 Cards
If you have no other cards in play, gain a Gold.
-
When another player plays an Attack, you may first play this from your hand.
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majiponi

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Re: Weekly Design Contest #168: Turkey Time
« Reply #56 on: November 18, 2022, 09:24:20 am »
+3

My Submission:


Quote
Costermonger • $5 • Action
+1 Card
+1 Action
+$1
This turn, you may buy and gain Fruit as if it were in the Supply.

         

Quote
Apples • $1* • Treasure - Fruit
$1
+1 Buy

(This is not in the Supply.)
Quote
Cherries • $4* • Treasure - Fruit
$2
+1 Buy

(This is not in the Supply.)
Quote
Mangos • $7* • Treasure - Fruit
$3
+1 Buy

(This is not in the Supply.)

My submission is fairly straightforward. Costermonger is a peddler variant that allows a player to buy or gain Fruit. Each Fruit corresponds to a basic Treasure, costing $1 more and giving +1 Buy in addition to the normal payload. There are 10 copies of each Fruit (and 10 Costermongers, obvi). 

FAQ:
  • Costermonger is an Action card that allows the player who plays it to buy or gain Fruit cards.
  • There are three Fruit cards: Apples, Cherries, and Mangos. In games using Costermonger, include Apples, Cherries, and Mangos.
  • Like any card not in the Supply, players cannot generally buy Fruit cards during the Buy phase or gain them using cards or landscapes that say "gain" (e.g. Workshop).
  • However, once a player plays a Costermonger's ability, for the rest of the turn they treat the Apples, Cherries, and Mangos as if they were cards in the Supply for the purposes of buying and gaining cards.
  • Once this happens, the effect continues until the end of the turn, and is not optional. For example, if a player plays Costermonger then plays Upgrade (from Intrigue) and trashes a Copper, they must gain an Apples if available (although, had they not played Costermonger first, they would gain nothing).
  • An empty Apples, Cherries, and/or Mangos pile does not count towards an end-of-game condition, even at the end of a turn in which a Costermonger was played.

Who wants to buy Apples or Cherries via 5-cost Action card?  Just buying a Market instead of Costermonger is much stronger.  I think Costermonger needs more incentive to be bought, like Treasures cost $1 less this turn.
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BryGuy

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Re: Weekly Design Contest #168: Turkey Time
« Reply #57 on: November 18, 2022, 11:00:42 am »
0

My Submission:


Quote
Costermonger • $5 • Action
+1 Card
+1 Action
+$1
This turn, you may buy and gain Fruit as if it were in the Supply.

         

Quote
Apples • $1* • Treasure - Fruit
$1
+1 Buy

(This is not in the Supply.)
Quote
Cherries • $4* • Treasure - Fruit
$2
+1 Buy

(This is not in the Supply.)
Quote
Mangos • $7* • Treasure - Fruit
$3
+1 Buy

(This is not in the Supply.)

My submission is fairly straightforward. Costermonger is a peddler variant that allows a player to buy or gain Fruit. Each Fruit corresponds to a basic Treasure, costing $1 more and giving +1 Buy in addition to the normal payload. There are 10 copies of each Fruit (and 10 Costermongers, obvi). 



Could Costermonger not read "This turn, you may buy and gain Fruit." removing the last half of the sentence?
I'm struggling to understand why anyone would ever buy Apples as presented. I could see several ways to improve this.
Option-A: Have the gaining of Costermonger include the gaining of an Apple.
Option-B: Reduce the cost of Costermonger by $1 and remove Apples.
Option-C: Change the Fruit to a split pile with one of each per player.
Option-D: Change Apples so be more negative and have Costermonger dispense them to other players.
Option-E: Remove Costermonger's coin to instead reduce Fruit's cost by $1 for your turn.
Option-F: Each fruit produces a Coffer when not the first played this turn.
Option-G: At Clean-up Apples allow you to trash a Copper from play when more than one Copper is in play.
Option-H: Each fruit cost one more. Cherries and Mangoes produce a Coffer if an Apple is in play.
Option-I: Reduce the cost of Fruit by $1. The gaining of a Cherries or a Mango gains an Apple to deck top.
Option-J: Costermonger reveals the top deck card. If it is a Fruit, it is gained to your hand.
Option-K: At Clean-up Cherries allow you to trash a Treasure costing less than it, from play when more than one of that Treasure is in play.
Option-L: At Clean-up Mangos allow you to trash a Treasure costing less than it, from play when more than one of that Treasure is in play.
So many other ways to improve this. Best of luck!

« Last Edit: November 18, 2022, 11:24:01 am by BryGuy »
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BryGuy

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Re: Weekly Design Contest #168: Turkey Time
« Reply #58 on: November 18, 2022, 11:23:42 am »
0



Quote
Beekeeper - $4
Action - Reaction

+2 Cards
If you have no other cards in play, gain a Gold.
-
When another player plays an Attack, you may first play this from your hand.

Gaining a Gold with such a low threshold seams like it would warrant the card costing $5.
The cost of $4 ought to include a higher bar, like trashing a Treasure costing more than $1 from your hand too.
Best of luck to you!

emtzalex

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Re: Weekly Design Contest #168: Turkey Time
« Reply #59 on: November 18, 2022, 02:09:06 pm »
0

Who wants to buy Apples or Cherries via 5-cost Action card?  Just buying a Market instead of Costermonger is much stronger.  I think Costermonger needs more incentive to be bought, like Treasures cost $1 less this turn.

At $4, unless there's a better Kingdom card, Cherries will often be a solid buy. Apples is, admittedly, a marginal card, but if I was going to make Silver+Buy and Gold+Buy, I wanted a Copper+Buy for symmetry (and the Rule of 3). There are some circumstances when a player might want it (with Delay or WotTurtle, it can allow you to Transmogrify Coppers). IRL it might not be worth the costing of printing and storage space (although that doesn't keep them from having Madman).

While Market would be better in a lot of Kingdoms, it isn't strictly so. Peddler variants are strongest in engines, especially when there's good trashing. I a Kingdom with a junking attack, and few engine components, being able to sprinkle +Buys into your payload might be a better strategy than tying it to your peddler variant. Costermonger also has a strong synergy with cards/Landmarks that care about variety (Fairgrounds, Harvest, Horn of Plenty, Investment, Magic LampKeep, Museum).


Could Costermonger not read "This turn, you may buy and gain Fruit." removing the last half of the sentence?

Potentially, but I think the extra wording makes it clearer, and it doesn't compress the text too much.

I'm struggling to understand why anyone would ever buy Apples as presented.

Again, I will acknowledge that Apples is a pretty marginal card, and would rarely be bought, except to be another, different card in a players deck (it's easy to imagine a player buying it in a game with Museum, especially after they've bought and played the other Fruit, and use the extra $1 for 2VP).

There could be some circumstances where it might be gained. Since Costermonger is a cantrip, you can easily play other Action cards after it. For example, if you used Dismantle on an Estate, you'd rather get an Apples than a Copper along with your Gold (especially since you can then Dismantle the Apple into a Copper and a Gold).

I could see several ways to improve this.

I'm not sure that it needs to be improved. A pure peddler variant (+1 Card, +1 Action, +$1) is notoriously unpriceable, since it has to cost more than the $4 Poacher (which it is almost strictly better than), but less than several cards that are peddler+ at $5: Market (+Buy), Bazaar (+Action), Treasury (recursion), Artificer (discard-for-gain), Baker (Coffers instead of Coin), Skirmisher (conditional attack). Costermonger's ability isn't the strongest of these, but in at least some cases (e.g. wanting variety) it might be the best, and in others it's at least passable (and most games with Costermonger won't have another peddler variant).

Option-A: Have the gaining of Costermonger include the gaining of an Apple.
Option-B: Reduce the cost of Costermonger by $1 and remove Apples.
Option-C: Change the Fruit to a split pile with one of each per player.
Option-D: Change Apples so be more negative and have Costermonger dispense them to other players.
Option-E: Remove Costermonger's coin to instead reduce Fruit's cost by $1 for your turn.
Option-F: Each fruit produces a Coffer when not the first played this turn.
Option-G: At Clean-up Apples allow you to trash a Copper from play when more than one Copper is in play.
Option-H: Each fruit cost one more. Cherries and Mangoes produce a Coffer if an Apple is in play.
Option-I: Reduce the cost of Fruit by $1. The gaining of a Cherries or a Mango gains an Apple to deck top.
Option-J: Costermonger reveals the top deck card. If it is a Fruit, it is gained to your hand.
Option-K: At Clean-up Cherries allow you to trash a Treasure costing less than it, from play when more than one of that Treasure is in play.
Option-L: At Clean-up Mangos allow you to trash a Treasure costing less than it, from play when more than one of that Treasure is in play.
So many other ways to improve this. Best of luck!


I think Option A nerfs a card that is already somewhat on the weaker side at its price point. Option B makes it too good (even without any access to the Fruit, a Peddler variant without a drawback cannot cost $4). So does Option D (an unconditional junking attack on a peddler variant would be super busted).  I think the same is probably true with Option J; although that bonus is somewhat limited, it would strongly encourage player to buy Fruits, which would then considerably increase the chances of this being a peddler+Lab (which is crazy strong at $5). On the other hand, I think Option E is too weak; not being able to

I don't think Option C works; if the Apples are on top of the other cards, it would likely make it so none of them were ever bought/gained. As for Options F, G, H, I, K, and L, I do like the simplicity of the Fruit as they currently exist.
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Chappy7

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Re: Weekly Design Contest #168: Turkey Time
« Reply #60 on: November 18, 2022, 02:50:00 pm »
+5

I apologize for the delay. The contest is officially closed now, and I'll work on judging.  I'll update this comment with a list of entries.  If there are any I missed, please let me know.

Granary - Gubump
Meal - X-tra
Salt Pans - NoMoreFun
Lemonade Seller - majiponi
Potluck - czzzz
Cupbearer - 4est
Royal Banquet - lompeluiten
Greengrocer - xyz123
turkey - AJL828
WOT Turkey - Erick648
Grocer - Augie279
Granary (2) - JW
Meal (2) - Builder Roberts
Sweets - Captain Reklaw
Meat Pie - Xen3k
Gluttony/Silver Spoon - nyxfulloftricks
Marmalade - nagdon
Dessert - BryGuy
Dough/yeast - arowdok
Grand Banquet - CommodorChuckles
Honey - SignError
mayor of san cristóbal - sumrex
Buffet - LTaco
Smorgasbord - Kru5h
Pantry - J410
Costermonger - emtzalex
Mealtimes - Will(owliam)
Beekeeper - Snes
« Last Edit: November 18, 2022, 03:10:59 pm by Chappy7 »
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BryGuy

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Re: Weekly Design Contest #168: Turkey Time
« Reply #61 on: November 18, 2022, 03:34:42 pm »
0

I'm struggling to understand why anyone would ever buy Apples as presented.

Again, I will acknowledge that Apples is a pretty marginal card, and would rarely be bought, except to be another, different card in a players deck (it's easy to imagine a player buying it in a game with Museum, especially after they've bought and played the other Fruit, and use the extra $1 for 2VP).

There could be some circumstances where it might be gained. Since Costermonger is a cantrip, you can easily play other Action cards after it. For example, if you used Dismantle on an Estate, you'd rather get an Apples than a Copper along with your Gold (especially since you can then Dismantle the Apple into a Copper and a Gold).

I could see several ways to improve this.

I'm not sure that it needs to be improved. A pure peddler variant (+1 Card, +1 Action, +$1) is notoriously unpriceable, since it has to cost more than the $4 Poacher (which it is almost strictly better than), but less than several cards that are peddler+ at $5: Market (+Buy), Bazaar (+Action), Treasury (recursion), Artificer (discard-for-gain), Baker (Coffers instead of Coin), Skirmisher (conditional attack). Costermonger's ability isn't the strongest of these, but in at least some cases (e.g. wanting variety) it might be the best, and in others it's at least passable (and most games with Costermonger won't have another peddler variant).

Option-A: Have the gaining of Costermonger include the gaining of an Apple.
Option-B: Reduce the cost of Costermonger by $1 and remove Apples.
Option-C: Change the Fruit to a split pile with one of each per player.
Option-D: Change Apples so be more negative and have Costermonger dispense them to other players.
Option-E: Remove Costermonger's coin to instead reduce Fruit's cost by $1 for your turn.
Option-F: Each fruit produces a Coffer when not the first played this turn.
Option-G: At Clean-up Apples allow you to trash a Copper from play when more than one Copper is in play.
Option-H: Each fruit cost one more. Cherries and Mangoes produce a Coffer if an Apple is in play.
Option-I: Reduce the cost of Fruit by $1. The gaining of a Cherries or a Mango gains an Apple to deck top.
Option-J: Costermonger reveals the top deck card. If it is a Fruit, it is gained to your hand.
Option-K: At Clean-up Cherries allow you to trash a Treasure costing less than it, from play when more than one of that Treasure is in play.
Option-L: At Clean-up Mangos allow you to trash a Treasure costing less than it, from play when more than one of that Treasure is in play.
So many other ways to improve this. Best of luck!


I think Option A nerfs a card that is already somewhat on the weaker side at its price point. Option B makes it too good (even without any access to the Fruit, a Peddler variant without a drawback cannot cost $4). So does Option D (an unconditional junking attack on a peddler variant would be super busted).  I think the same is probably true with Option J; although that bonus is somewhat limited, it would strongly encourage player to buy Fruits, which would then considerably increase the chances of this being a peddler+Lab (which is crazy strong at $5). On the other hand, I think Option E is too weak; not being able to

I don't think Option C works; if the Apples are on top of the other cards, it would likely make it so none of them were ever bought/gained. As for Options F, G, H, I, K, and L, I do like the simplicity of the Fruit as they currently exist.

How is Option-A "nerfing", when you would have to expend a Buy and $1 to gain it later?

My mind is more geared toward printing and playing IRL. It appears i was not clear, Costermonger is fine, Apples seams like a waste of ink in its current form. I like the set, but i'd either have to not include Apples or find a way to improve it. The more i think about it i'm not sure the Mangos pile would ever be depleted. Here is another idea:
Option-M Apples reveals the top deck card. If it is a Fruit, it is gained to your hand. This gives players some interest in obtaining Apples and ties the set closer by enticing one to buy more Fruit, maybe by gaining more Costermongers. :)
« Last Edit: November 18, 2022, 03:37:58 pm by BryGuy »
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Chappy7

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Re: Weekly Design Contest #168: Turkey Time
« Reply #62 on: November 18, 2022, 08:34:18 pm »
+7

Official Judging! I'm not going to go into as much detail as some of the awesome judges we get here.  Sorry.  I'm not as much of a dominion guru as some of yall. I’ll give them a rating, but it’s basically just how much I like it, so don’t be sad if I give you a low rating.

Granary – Gubump
   Clever.  Same sifting theme as silos and such, scaled down to a $2 level.  Love the simplicity. 8/10

Meal - X-tra
   This is an interesting one. Might be a bit too easy to set up a mega turn with these bad boys, as it is still a pretty good card even with the setting aside part.  Being non terminal means it can fit into most decks. After buying and setting aside one, the rest of you Meals can be “+1 action +2 buys +$6 Trash this” which seems pretty wild.  Them being one shots and the pile depleting could make the decision interesting, but at that point you’ll have had so much buying power that it might not matter.5/10

Salt Pans – NoMoreFun
   Oh cool idea. Situationally a powerhouse, often not very good.  Great theme. I like it.  8/10

Lemonade Seller – majiponi
   Like a mini Galleria.  Turns coppers into, well, Emtzalex’s Apples. With it being a stop card, it’s no powerhouse, which is of course fine at $2, but my concern is that is pretty terrible in kingdoms with +buy already.  Seems a tad too situational, but I still like it.  5/10

Potluck – czzzz
   Council Room is a personal favorite of mine, so I like where you’re going with this. This still seems like a better Merchant ship and a cheaper price, even with the drawback.  I know merchant ship is a weak $5, but still.  This seems too good at $4.  I love the idea though, just needs some tweaking imo.  5/10

Cupbearer - 4est
   Very cool.  I feel like this would mostly be used to purchase a couple/few early game and trash them ASAP to clean out your starting cards, but it is still a little bit useful late game, especially in a sloggy game.  9/10

Royal Banquet – lompeluiten
   TBH I think this has the same issue as the OG feast.  It just isn’t very exciting. Other than feast, the next best comparison is probably Distant Lands, where you spend $5 now to get a delayed 4%, where here you can spend $5 now to get a delayed 2% and an engine piece/gold, or spend $5 now to get a delayed 5% if you grab a Duchy.  Doesn’t seem bad, but it doesn’t excite me.  Early game I’m not buying these unless I hit $5 and theres a vital $6 piece, like Goons, which is relatively rare.  Late game, if I’m at the point when I want duchies, I probably prefer the 3% now most of the time.  4/10

Greengrocer - xyz123
   The mandatory gaining is what makes this interesting.  You can gain a $3 and bag a Coffer, or gain a $4 making this an overpriced workshop, or use some saved up coffers to gain something better. Not being able to just play this for the Coffers means the decisions will get interesting,  I think. 7/10

turkey - AJL828
   All around a well made card IMO.  Clever way to mimic HOP while still being different enough to warrant existing. 8/10

WOT Turkey - Erick648
   Thanksgiving indeed! Everyone likes when you play this, and with the right ally, this can make for some utterly bonkers games I bet. Seems like a good Way. 8/10

Grocer - Augie279
   Draw to X is fun, and this comes with the disappearing money needed.  Now all you need is some +actions in the kingdom. Situational, and one that I probably wont be clamoring for in most kingdoms, but I would be happy to exchange a moat or even a smithy for it.  6/10

Granary (2) – JW
   I actually really like this.  It encourages early greening with alt VP, kind of like crop rotation. It also enables draw to X, and cards that like being discarded. 9/10, and then I dock a point for the repeat name, for 8/10 total

Meal (2) - Builder Roberts
   This is still too good imo.  These get rushed in most kingdoms I bet.  I like the idea of a lurker that skips the middle man, but it needs to come with some kind of drawback imo. 4/10 and dock a point for the repeat name for 3/10.

Sweets - Captain Reklaw
   Yeah sorry but this is too strong.  It’s not like it’s game breaking or anything, but it’s just so easy to compare such simple cards to each other, and this just messes with the whole balance of silver costing $3.  And being simple is good but being boring is….less good. 3/10

Meat Pie - Xen3k
   This seems like it would be fun.  Normally, all your actions will be in play, so you’ll be left with victories, treasures, and nights, making this card a fun puzzle to try to activate. Thematically, I’m not quite sure how a meat pie is a liaison, but we’ll just roll with it. 6/10

Gluttony/Silver Spoon – nyxfulloftricks
   TBH this seems too strong.  It wouldn’t be too hard to just not get silvers, and spam Gluttony as a cheap highway. And it comes with a built in +1 Buy.   I do enjoy the idea of restricting silver plays and gaining silvers, but it just seems to easy to avoid that decision all together. Any kind of worskshop variant would probably target this before almost anything, especially since it buffs up gainers in the first place.  SS would make for some fun game beginnings though.  I like the mini-Mine affect on an heirloom.  6/10

Marmalade – nagdon
   Cool idea.  Seems like this would be very good in big decks that aren’t drawing themselves, and then become very sad if you draw your whole deck.  Seems like a good piece to help get the engine running before you have all the pieces. I also like the 3 cards being “preserved” like marmalade.  8/10

Dessert – BryGuy
   I know you adjusted it….but this is still just way too strong imo.  Play as a lab this turn, next turn you get 3 card draw of cards that you know you can play this turn. Lab+adventurer on steroids.  Seems too strong.  Also, you kinda lost me on the theme.  It’s called dessert but the way it plays doesn’t give me any dessert vibes. 2/10

Dough/yeast – arowdok
   I agree with the criticisms.  I don’t think yeast will be seen in many kindgdoms.  Now, we know rocks isn’t always seen and it doesn’t invalidate the whole pile, so I’ll still give it a fair look. I love the interaction between dough and yeast, as well as the theme.  The yeast raises the dough and makes it better.  I Just think dough needs a little help.  I’m rarely even going to want one of these I think.  Cool idea, though.  I like it. 5/10

Grand Banquet – CommodorChuckles
   Oh fun.  Very Cornucopia.  Simple and cool, as this can range from terrible to really great.  This seems like a better way to do pilgrimage tbh.  8/10

Honey – SignError
   Fascinating, creative, and hard for me to wrap my little brain around.  First thoughts are that it’s maybe a little weak, but like I said, this one isn’t easy to gauge the power level of haha. If I understand right, you could play from exile, and then move back to exile, the same action card with every play of honey, right? (after the first of course, unless theres another exiler in the kingdom) Love the theme. 7/10

mayor of san cristóbal – sumrex
   This needs some wording clarifications.  “Other than.”  Since I don’t really know what that ability is, it’s hard to judge.    The name still isn’t super food themed imo.  Sure this town may have a harc time getting water/and easy time getting cola, but the card itself doesn’t allude to any of that.  Just assuming it is “reveal 5, play 2, gain a copper onto the deck” I like the idea.  If there is strong trashing and/or strong draw, I think this is OP, but the decision is still interesting. 4/10

Buffet – Ltaco
   Okay this seems over powered.  For $4, you can basically get +1 card every turn, since a card and a horse are roughly equal in value.  Compared to the $6 cost terminal hireling, that also needs to go through your deck once before getting played, this is too good.  On top of that, you have options, in case you’re already drawing your deck. 4/10

Smorgasbord - Kru5h
   Simple, strong, and the ability goes well with the name.  I like it.  Not too much else to say. I do wonder why the $1 is mandatory rather than just being added to the list and having it say “choose three” but I’m sure you had a reason. 8/10

Pantry - J410
      This looks like a fun twist on the $4 gainers, and I like the theme.  I'd like it better if the gained card was the one getting "put into the pantry" but I still like it.  I can't help but think that's it’s a little too good compared to armory, weaver, etc.  That call ability is pretty amazing. 6/10

Costermonger - emtzalex
      I love the idea, and I learned a new word from this card. however, I don't think this will get purchased much on most kingdoms.  A peddler at $5 is, as we know, bad, but sometimes fisherman gets purchased at $5 anyway.  The fruits available just don't seem tempting enough unless the kingdom has no +buy.  Overall I don't think it's a problem, but with the fruits being locked behind a weak card, I feel like they could cost the same as their regular kingdom counterparts. 7/10

Mealtimes - Will(owliam)
   I’m not sure why breakfast is a victory card, but ignoring that, this pile seems underwhelming. I like the idea of lunch, where you have to play a village, like breakfast, first, then a terminal, in order to make this go from a moat to a lab. But the rest is mostly uninteresting to me.  Not bad though, just a bit bland. I’m also not smart enough to tell how good midnight snack is but it looks fun. 5/10

Beekeeper - Snes
    Really cool idea, with a similar mechanic to tormentor.  I fear that this would be too good with big money and as a result would make many kingdoms less interesting, and that's without the reaction.  This is a very strong reaction, especially in response to non-discard attacks.  Probably underprice/over powered imo. 6/10

Finallists: Smorgasbord - Kru5h, Grand Banquet – CommodorChuckles, Marmalade – nagdon, Granary (2) – JW, turkey - AJL82, WOT Turkey - Erick648, Cupbearer - 4est, Granary – Gubump, Salt pans - NoMorefun

Winner is Cupbearer by 4est!

Runner ups are both of the Granaries.  Well done peeps, now who’s hungry?
« Last Edit: November 18, 2022, 08:35:22 pm by Chappy7 »
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4est

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Re: Weekly Design Contest #168: Turkey Time
« Reply #63 on: November 18, 2022, 09:29:05 pm »
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Thanks for the win, Chappy7! Fun contest prompt and I enjoyed seeing the many tasty-looking submissions.

I'll get the next contest up in the next day or so.
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segura

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Re: Weekly Design Contest #168: Turkey Time
« Reply #64 on: November 19, 2022, 12:49:09 am »
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I disagree with the notion that Costermonger is weak. You just need to match one Coastermonger with a Workshop to get access to a crucial engine component. That is arguably better than Market in terms of achieving sufficient Buy decency (hey, you gotta only Buy one $5) and arguably worse as you use stop cards as source of extra Buys.
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Snes

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Re: Weekly Design Contest #168: Turkey Time
« Reply #65 on: November 19, 2022, 05:55:22 pm »
+1

Beekeeper - Snes
    Really cool idea, with a similar mechanic to tormentor.  I fear that this would be too good with big money and as a result would make many kingdoms less interesting, and that's without the reaction.  This is a very strong reaction, especially in response to non-discard attacks.  Probably underprice/over powered imo. 6/10
That's fair.  I waited until the last minute to start designing this one, so I was in a bit of a rush to incorporate the themes I wanted to include.  I think I'll set aside the design for another card.

Here's my second crack at a Beekeeper.

Quote
Beekeeper - $3
Action - Reaction

+$2
If you have six or more cards in hand, you may gain a Gold.
-
When you gain a card, you may reveal this from your hand, to trash that card.
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Chappy7

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Re: Weekly Design Contest #168: Turkey Time
« Reply #66 on: November 21, 2022, 03:02:01 pm »
+1

I disagree with the notion that Costermonger is weak. You just need to match one Coastermonger with a Workshop to get access to a crucial engine component. That is arguably better than Market in terms of achieving sufficient Buy decency (hey, you gotta only Buy one $5) and arguably worse as you use stop cards as source of extra Buys.

I guess we can agree to disagree.  Sorry bout that! I ain't claiming to be a good judge haha.  I just like trying to design cards, and occasionally judging is part of that process.
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