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4est

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Weekly Design Contest #173: New Year's Resolutions
« on: December 28, 2022, 11:25:15 pm »
+5

Hello friends!

Before I share the prompt, a quick intro:

Whether you're brand new to the forums or have been around since the Isotropic days, all of us likely first stumbled upon this curious little community for the same reason: We wanted to get better at this cool game we'd just discovered called Dominion.

For this week's contest, I want to try something a little different. Let's hone in on that specific drive of wanting to grow our personal skill, experience, and enjoyment in actually playing Dominion, while tying it into a tradition that often comes up this time of year.


WDC #173: New Year's Resolutions

This challenge has two parts:

1) Share your "Dominion New Year's resolution."

2) Design a card or card-shaped-thing that might help you achieve that resolution.


For part one, I won't really be judging the resolutions, so have fun with this! It can be something based on a specific Dominion skill/mechanic you're trying to improve in, or on how you personally play or enjoy Dominion. Some examples of resolutions include (and feel free to steal any of these if you want):
  • To learn how to trash down more quickly.
  • To not trigger so many bad reshuffles.
  • To get better at spotting three pile endings.
  • To play more multiplayer games.
  • To finally play expansions after Dark Ages.
  • To not hate attacks so much anymore.

For part two and the design piece, obviously this week's contest is super open-ended, so there aren't necessarily any rules or restrictions apart from ensuring your card/landscape is somehow tied into your resolution. Take this however you like :)

Split piles, non-Supply cards, and other components are allowed, just try not to go too crazy here (like maybe don't give me a brand new set of 15 Loots to judge or something). As always: Don't make me squint. Eliminate unnecessary words and complexity where possible.


Judgement Details:
  • Resolutions, entries, and revisions must be submitted by 5:00 PM CT (11:00 PM UTC) on Friday, January 6. I'll have results posted on or before Sunday, January 8.
  • Entries will be judged on ingenuity, balance, simplicity, and creative/appropriate connection to their Dominion New Year's resolution

Have fun! I hope everyone can spend a moment reflecting on the specific ways you'd like to enhance your Dominion skill and experience in 2023 and channel that inspiration into some creative submissions. Excited to see your resolutions and designs!

Happy New Year!



Entries:

Eventful by Will(ow|iam)
Balance by arowdok
Early Wakeup by majiponi
Gold Mine by NoMoreFun
Hibiscus by BryGuy
Continents by Aquila
Diet by xyz123
Mansion by JW
Cutter by emtzalex
Temptation by fika monster
Covenant by czzzz
Strategy by LordBaphomet
Amateur by D782802859
Gateway by SignError
The Drunken Sinner by sumrex
« Last Edit: January 06, 2023, 10:01:55 pm by 4est »
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Will(ow|iam)

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #1 on: December 29, 2022, 07:07:47 pm »
+1

My New Year's Resolution is to finish the all-landscapes expansion I'm working on. Designing this Trait automatically pushes towards that goal because it's another landscape in the expansion, but also it needs to help me playtest my other landscape cards:

Quote
Eventful - Trait

After playing an Eventful card on your turn, you may play a Treasure and you may buy the set-aside event (spending the associated $ but not the buy).

Setup: Set aside an unused Event

EDIT: Changed in later post.
« Last Edit: December 30, 2022, 08:38:41 pm by Will(ow|iam) »
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Gubump

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #2 on: December 29, 2022, 11:36:00 pm »
+2

My New Year's Resolution is to finish the all-landscapes expansion I'm working on. Designing this Trait automatically pushes towards that goal because it's another landscape in the expansion, but also it needs to help me playtest my other landscape cards:

Quote
Eventful - Trait

After playing an Eventful card on your turn, you may play a Treasure and you may buy the set-aside event (spending the associated $ but not the buy).

Setup: Set aside an unused Event

Needs to specify that the Treasure is played from hand, and the parenthetical is unnecessary. Cards like BM that say "you may buy a..." automatically don't spend any of your Buys.
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All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

Will(ow|iam)

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #3 on: December 30, 2022, 08:38:17 pm »
+2

My New Year's Resolution is to finish the all-landscapes expansion I'm working on. Designing this Trait automatically pushes towards that goal because it's another landscape in the expansion, but also it needs to help me playtest my other landscape cards:

Quote
Eventful - Trait

After playing an Eventful card on your turn, you may play a Treasure and you may buy the set-aside event (spending the associated $ but not the buy).

Setup: Set aside an unused Event

Needs to specify that the Treasure is played from hand, and the parenthetical is unnecessary. Cards like BM that say "you may buy a..." automatically don't spend any of your Buys.

Makes sense.

Quote
Eventful - Trait

After playing an Eventful card on your turn, you may play a Treasure from your hand and you may buy the set-aside event.

Setup: Set aside an unused Event
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arowdok

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #4 on: December 31, 2022, 12:41:06 pm »
+1

My entry this week is a Prophecy, these landscape cards always trigger around the 8th turn, (ignoring extra turns). These cards effect everyone, similar to Edicts but due to the distinct timing element it felt like best to make them a new type. The 8th turn was chosen as the point where the early game ends and the game's tempo either shifts into a long game or quickly starts the end game. Expect to see more of these from me.

Quote
Balance
Prophecy
After each player has had eight turns, reverse the game’s turn order. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise.)

One of my many issues as a Dominion player and really player of most games is complaining about apparent uneven starts. This card is my way of addressing the well documented inherent unbalance of Dominion where the start player gets 1st cracks at piles, is less effected by early attack cards, and most importantly always get more total turns then player late in turn order. This Prophecy aim to fix this with the 1st player get the early advantages but later last player gets that powerful extra/final turn advantage come late game. I hope that with the "Balanced" achieved I can focus on game skill over just saying to my opponents "You only won because you ended the game and I didn't get a chance to buy a Province during my last turn like you did."

Rules clarification: The last player in turn order will "Trigger "this card and start the new turn order, so this card effectively means the last player will take two turns in a row.
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majiponi

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #5 on: January 01, 2023, 12:35:25 am »
+1

Early wakeup
cost $2 - Treasure
Worth $1 per 2 copies of this left in its pile.
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NoMoreFun

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #6 on: January 01, 2023, 12:37:05 am »
+1

My entry this week is a Prophecy, these landscape cards always trigger around the 8th turn, (ignoring extra turns). These cards effect everyone, similar to Edicts but due to the distinct timing element it felt like best to make them a new type. The 8th turn was chosen as the point where the early game ends and the game's tempo either shifts into a long game or quickly starts the end game. Expect to see more of these from me.

Quote
Balance
Prophecy
After each player has had eight turns, reverse the game’s turn order. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise.)

One of my many issues as a Dominion player and really player of most games is complaining about apparent uneven starts. This card is my way of addressing the well documented inherent unbalance of Dominion where the start player gets 1st cracks at piles, is less effected by early attack cards, and most importantly always get more total turns then player late in turn order. This Prophecy aim to fix this with the 1st player get the early advantages but later last player gets that powerful extra/final turn advantage come late game. I hope that with the "Balanced" achieved I can focus on game skill over just saying to my opponents "You only won because you ended the game and I didn't get a chance to buy a Province during my last turn like you did."

Rules clarification: The last player in turn order will "Trigger "this card and start the new turn order, so this card effectively means the last player will take two turns in a row.

You may be interested in week 44 of the Fan Card Mechanics contest http://forum.dominionstrategy.com/index.php?topic=21468
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NoMoreFun

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #7 on: January 01, 2023, 03:02:29 am »
+2

I've been meaning to post "3rd editions" of all the sets for some time - incorporating my own designs as well as other fan cards as a tribute to this community where I've spent the last 11 years

The year of Dominion that was 2022 kept pushing back my plans, especially with the new 2nd editions. But 2023 looks like a good year to get it together.

The premise is that each set would have exactly 500 cards. Most sets would expand. Each set has at least one type of landscape in it to fill out the box. For example Events are now in the base set. I also want to include everything in the base set you would need that isn't a card - so there are cubes and tokens which are used for some base set Events (cubes for tracking "once per game" events). Some cards are removed, and their "replacements" (in the vein of the official 2nd editions) might not be in the same set.

There are a few other rule changes. One of them is that games with a Prosperity card are guaranteed to have Colonies and Platinums in them. So here's my "fix" for Mine (remembering that every game with this card in it includes Platinums)

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segura

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #8 on: January 01, 2023, 04:02:33 am »
+1

Mine would perhaps work at $4 or if it were non-terminal, or both. Does being able to Mine Actions really push it from $4/$5 into $6 territory? I seriously doubt it, that is an edge case.
I would try this at $4 and $5.
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NoMoreFun

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #9 on: January 01, 2023, 06:24:50 pm »
0

Mine would perhaps work at $4 or if it were non-terminal, or both. Does being able to Mine Actions really push it from $4/$5 into $6 territory? I seriously doubt it, that is an edge case.
I would try this at $4 and $5.

Mine is a decent card when Platinum is available. $6 makes it harder to get your first Gold Mine but you can turn Silvers into Gold Mines and Gold Mines into Platinum. I added the Action trashing so it's more useful late game. Silver Mine is a $5 card that gains silvers to hand in most games without copper trashing. If it's too weak at $6 I'd add +$1 and/or allow it to trash any card.
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BryGuy

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #10 on: January 01, 2023, 11:18:00 pm »
+1


My resolution is to finish the Alchemy 2nd Edition (A2e) my 4th set. One of the issues i see with Alchemy is the lack of Treasures to support Potion. So here is one such card.


update 20230103: removed Mystic's Mixture, removed Mage's Potion since it makes little since without showing several other double potion costing cards.
« Last Edit: January 04, 2023, 11:09:05 am by BryGuy »
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segura

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #11 on: January 01, 2023, 11:54:07 pm »
+1

Mine would perhaps work at $4 or if it were non-terminal, or both. Does being able to Mine Actions really push it from $4/$5 into $6 territory? I seriously doubt it, that is an edge case.
I would try this at $4 and $5.

Mine is a decent card when Platinum is available.
Not in my experience. The jump from Gold to Platinum is nice when you can pull it off but most trashers beat Mine tempo-wise, i.e. trashing down and then buying Platinum is just quicker.
$6 is definitely too expensive for a card that needs a serious buff to be viable at all.
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Aquila

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #12 on: January 02, 2023, 11:57:45 am »
+3

If I were to make a resolution to improve my Dominion, it would have to involve the 4-player IRL games I nearly always play. There are plenty of flaws and fixes to these games this forum has already covered: they're too short to make satisfying decks; three-pile endings are unpleasantly common; certain cards like Cursing Attacks get unpleasantly strong.
I thought of which fix to focus on, and ended up grouping the lot together in one mechanic:

Continents

Landscape cards that enlarge the kingdom to a continent, and make the game longer. When a Continent is added to the game:
  • Add 1 more of each base Victory card to the Supply per player (including Colonies if in the game)
  • Add an extra Kingdom pile
  • One more pile will need to empty for the game to end (typically 4)

The recommended rules for inclusion: if there are 4 or more players in a game, after setup, add a Continent; this can be random selection, or chosen to suit the game and/or players' mood. It could be a 3rd landscape card.
They could alternatively be included in just the same way as TWELPs, even in 2- or 3-player, if players want a randomly decided big long game.
I designed these assuming one Continent per game, but...they could stack up in multiples?

Individual Continents can fix specific issues, or just add fun passive effects like Edicts.



Paradisaic limits Attacks to one hit on each player between their turns, but in exchange gives them an extra ability to be trashed for draw when discarded from play (whoever's turn in the case of Black Cat). Hopefully this addresses repeatable Attacks like junking or Knights. Cultist though...
Cavernous sorts out opening turns when they're crucial, giving each player two shots of +5 Cards then put 5 cards onto deck at start of turn.
Volcanic is a crazy thing that a lengthened game might get away with; when you gain a card, trash a card from hand, mandatory.

The flavour and convenience of these might help motivate me to try them someday.
« Last Edit: January 02, 2023, 12:01:32 pm by Aquila »
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segura

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #13 on: January 02, 2023, 01:32:40 pm »
0


My resolution is to finish the Alchemy 2nd Edition (A2e) set i am working on. One of the issues i see with Alchemy is the lack of Treasures to support Potion. So here was the first card i made to address this issue. This card is intended to be added to the base cards.


Here is another card intended to replace a Copper or two.


I think Mystic's Mixture makes it too easy to access Potion cards. You could roll with just one University or you could open with Apothecary without striving to get another one.
Mage Potion, well, sure, if you got two buys you can sometimes afford two Potion cards, but I think it is either irrelevant or again too good. Imagine Vineyard, that becomes pretty crazy.

Potion cards are well designed to compensate for the downside of an extra stop card in your deck as well as the opportunity cost of getting that very stop card. I don't think it is necessary to mess with the fundamentals here.
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arowdok

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #14 on: January 02, 2023, 01:47:12 pm »
+1

If I were to make a resolution to improve my Dominion, it would have to involve the 4-player IRL games I nearly always play. There are plenty of flaws and fixes to these games this forum has already covered: they're too short to make satisfying decks; three-pile endings are unpleasantly common; certain cards like Cursing Attacks get unpleasantly strong.
I thought of which fix to focus on, and ended up grouping the lot together in one mechanic:

Continents

Landscape cards that enlarge the kingdom to a continent, and make the game longer. When a Continent is added to the game:
  • Add 1 more of each base Victory card to the Supply per player (including Colonies if in the game)
  • Add an extra Kingdom pile
  • One more pile will need to empty for the game to end (typically 4)

The recommended rules for inclusion: if there are 4 or more players in a game, after setup, add a Continent; this can be random selection, or chosen to suit the game and/or players' mood. It could be a 3rd landscape card.
They could alternatively be included in just the same way as TWELPs, even in 2- or 3-player, if players want a randomly decided big long game.
I designed these assuming one Continent per game, but...they could stack up in multiples?

Individual Continents can fix specific issues, or just add fun passive effects like Edicts.



Paradisaic limits Attacks to one hit on each player between their turns, but in exchange gives them an extra ability to be trashed for draw when discarded from play (whoever's turn in the case of Black Cat). Hopefully this addresses repeatable Attacks like junking or Knights. Cultist though...
Cavernous sorts out opening turns when they're crucial, giving each player two shots of +5 Cards then put 5 cards onto deck at start of turn.
Volcanic is a crazy thing that a lengthened game might get away with; when you gain a card, trash a card from hand, mandatory.

The flavour and convenience of these might help motivate me to try them someday.

I have found doing 4 extra Provinces for (12+4=16) is great for 4 player games as each player only getting 3 is quite lacking. I haven't felt the need to increase the Duchy or Colony piles. The extra supply pile feels fine but only necessary at 5 or 6 player games too me. I really wish each pile was like Green piles and 2 player games had 8 copies and 3+ player games had 12 copies personally it make the math feel more even out better. Also spilt pile would unlock at four copies for 2 players game which seems nice. I understand owning 2 extra copies of each card would be unnecessary and make setup even more annoying so I don't change my personal copy. It would be nice as a online only variant as it would not cost much to do that.
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xyz123

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #15 on: January 02, 2023, 04:33:01 pm »
+1

Diet
Action $4

Trash this and up to 2 cards from your hand.

Gain a card costing up the total cost of the trashed cards that isn't a Diet.

Notes
- After feasting at Christmas a common new year's resolution is to lose weight, so I decided to create a card based on Feast that can help to thin your deck.
- Keeping the one shot nature of Feast is thematic as most resolutions don't last very long.
- When gaining a card, I have considered the impact of potion or debt cost cards. It will very rarely make a difference but it makes it slightly more interesting to allow the edge cases when they may crop up.

Updates
- Following feedback to weaken the card it now trashes 2 cards from your hand instead of 3 and the gained card cannot be another diet.
« Last Edit: January 03, 2023, 12:49:36 pm by xyz123 »
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segura

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #16 on: January 03, 2023, 01:48:20 am »
+2

This looks too good. You will either get another Diet, which you need anyway, or a $5 or a Gold. Chapel at least creates the trap of early overthinning.
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JW

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #17 on: January 03, 2023, 12:08:01 pm »
+3

Mansion
$5 - Action Victory
+2 Actions
You may discard an Action card for +2 Cards.
2
 
Notes: Intended to replace Harem. A Village that gave 2 VP for $5 would be a bit too obvious to buy at a time when you’d consider buying Duchy for $5.
 
My Dominion resolution is to teach someone new to play the game. And for new players starting with simple cards is best. The second editions of Base and Intrigue are great for that, with a few cards as exceptions.
 
Harem is simple but it is weak and many people (myself included) dislike the flavor. And Intrigue could use another source of +Actions, due to the weakness or conditionality of most of the current sources. (Base is also light on +Actions relative to later expansions, but the sources of +Actions are stronger).
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arowdok

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #18 on: January 03, 2023, 01:35:44 pm »
+2

Mansion
$5 - Action Victory
+2 Actions
You may discard an Action card for +2 Cards.
2
 
Notes: Intended to replace Harem. A Village that gave 2 VP for $5 would be a bit too obvious to buy at a time when you’d consider buying Duchy for $5.
 
My Dominion resolution is to teach someone new to play the game. And for new players starting with simple cards is best. The second editions of Base and Intrigue are great for that, with a few cards as exceptions.
 
Harem is simple but it is weak and many people (myself included) dislike the flavor. And Intrigue could use another source of +Actions, due to the weakness or conditionality of most of the current sources. (Base is also light on +Actions relative to later expansions, but the sources of +Actions are stronger).

I love your goal to make a card designed to help new players learn and enjoy dominion. I disagree that a new player would enjoy your current design. Discarding the cool interesting looking action cards is something newer players would shy away from. In my experience newer players try to sample too many unique cards and do not value deck constancy cards like, trashes, shifters, and +Actions cards. Though they tend to quickly learn to love +actions cards. Though your card does have the its green and does something part which newer players overvalue (imo) as they see VP which they know is important but they never grab Duchies very often. Maybe if it your are replacing Harem try to make a simple but decent Treasure Victory card.
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emtzalex

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #19 on: January 03, 2023, 02:17:11 pm »
+1

My Dominion resolution is not to default to playing an engine on boards when Big Money Plus is clearly a better strategy. My submission, Cutter, is a card which would definitely tempt me to try to play some sort of fancy engine or other trick deck, but might well be best in a BM+.

My Submission:



Quote
Cutter • $3 • Action - Duration - Reaction
Either now or at the start of your next turn, +2 Cards, +$2, return this to the Supply at the start of Clean-up.

When any player gains a Cutter, you may play this from your hand.

My submission is Cutter. It's a one-shot that gives both +Cards and payload, and either this turn or next. Waiting makes it non-terminal (when you get the cards), but delays the payoff. It also has a Reaction, allowing you to play it when any player gains a copy. This lets you play it when your opponent gains one (getting both bonuses non-terminally on your next turn). Alternatively, if you draw it dead you can buy another copy, playing the one you have while replacing it.

The return to the Supply is delayed both to help with tracking the $ and to avoid endless loops where a player buys one, plays the one already in their hand, draws the one they just gained, then repeats the process (this would require both discounting and a source of +Buy, but it is still pretty doable).
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he/him/his

Thanks to Shard of Honor for his Extended Version of the Dominion Card Image Generator, which I use to mock up my fan cards, and to Violet CLM, who made the original.

segura

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #20 on: January 03, 2023, 02:58:34 pm »
0

Mansion
$5 - Action Victory
+2 Actions
You may discard an Action card for +2 Cards.
2
 
Notes: Intended to replace Harem. A Village that gave 2 VP for $5 would be a bit too obvious to buy at a time when you’d consider buying Duchy for $5.
 
My Dominion resolution is to teach someone new to play the game. And for new players starting with simple cards is best. The second editions of Base and Intrigue are great for that, with a few cards as exceptions.
 
Harem is simple but it is weak and many people (myself included) dislike the flavor. And Intrigue could use another source of +Actions, due to the weakness or conditionality of most of the current sources. (Base is also light on +Actions relative to later expansions, but the sources of +Actions are stronger).

I love your goal to make a card designed to help new players learn and enjoy dominion. I disagree that a new player would enjoy your current design. Discarding the cool interesting looking action cards is something newer players would shy away from. In my experience newer players try to sample too many unique cards and do not value deck constancy cards like, trashes, shifters, and +Actions cards. Though they tend to quickly learn to love +actions cards. Though your card does have the its green and does something part which newer players overvalue (imo) as they see VP which they know is important but they never grab Duchies very often. Maybe if it your are replacing Harem try to make a simple but decent Treasure Victory card.
Sure, it is not a simple card. But it covers a similar timing spot as Harem, late game Duchy alternative, and it does something more useful for most decks than a 2 VP Silver.
Obviously it is not an engine enabler, i.e. if it is the only splitter BM dominates, but a support card for an already running engine.
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fika monster

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #21 on: January 03, 2023, 04:24:16 pm »
+2

My new years resolution is to not play dominion after 22.00 in the evening.
Thus, this card
Edit: version 2:


Removed special back: in games with this, players must reveal their hand at the start of the buy phase to compensate, which should be fine most of the time. additionally, you cant infini-gane with this anymore i think. (also added "may gain" to remove the attack part of this)



THis card has a special back, so everyone knows you have it in your hand and you can't pretend it isnt there.


My gameplay idea with this card is that you may want to get an extra super valuable card, but then you have to handle this in your deck and other players potentially getting a silver or something better to their hand.  But gettin -2 vp is bad too... whatcha wanna do?

You have 5 cards of this per player in the game. so 10 for 2p, 15 3p, 20 4p
« Last Edit: January 05, 2023, 06:33:25 am by fika monster »
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czzzz

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #22 on: January 03, 2023, 05:42:51 pm »
+2

I tend to want to buy a variety of Action cards, and try to build an engine. Needless to say, that's not the optimal strategy for every kingdom.  ;)
So I thought, what's the opposite of that? A Treasure that rewards having little variety and few Action cards.

Covenant is the Treasure counterpart for Vassal. A fun, but perhaps gimmicky Treasure... yet it might be enough to pull me away from my normal route.  :)
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LordBaphomet

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #23 on: January 03, 2023, 08:01:54 pm »
+3



My new year's dominion resolution is to formulate a game plan in advance and to stop being enticed w fancy new cards.
I feel like sometimes if I'm playing with a card I haven't played much of before from a more recent expansion, I'll grab one or two even if I don't need it for the type of deck I am running. Anyways, Strategy is an insanely game-warping card. If there are powerful attacks, or things such as Looters, Spirits, Liason, Travellers, etc, Strategy will pit players against each other: those who take the dual-type and those who don't. Either way, it massively boosts their power. In other kingdoms, Strategy might yell at you to stop gawking at the fancy new attack and just play a normal deck godamnedit.
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D782802859

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #24 on: January 03, 2023, 09:16:21 pm »
+1


Quote
Amateur
$1 Action
+1 Buy
+1 Villager
-
The first time you gain an Amateur each turn, play it.
My new year's resolution is to do more custom card design, really fell off the wagon as of late. To that end, here's a card from a project I'm working on with a few cards representing each set, in this case Renaissance.
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Aquila

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #25 on: January 04, 2023, 03:33:56 am »
+1


It sure is tempting to empty 2 piles out instantly, or 3 if you gain Border Villages. Perhaps a bit too easy an end-game condition.

Also, with different backs, how will players 'shuffle' their deck? Keep going until all the Temptations are where they want them to be, or will there be a special rule like with Stash?
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majiponi

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #26 on: January 04, 2023, 08:50:45 am »
+1


It sure is tempting to empty 2 piles out instantly, or 3 if you gain Border Villages. Perhaps a bit too easy an end-game condition.

Also, with different backs, how will players 'shuffle' their deck? Keep going until all the Temptations are where they want them to be, or will there be a special rule like with Stash?

It also can "Attack" other players when I have only a Copper or a Curse.  How about making it provide $2-$3 cost cards?
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SignError

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #27 on: January 04, 2023, 11:53:19 pm »
+6



Quote
Gateway - $4
Treasure

Gain an Action or Treasure you don’t have a copy of in play that the player to your left chooses. If you did, play it; otherwise trash this to gain a Province.

My Dominion resolution is to play with cards that I don’t normally play with.  Sure you can bake up a kingdom where Bureaucrat or Transmute are the right way to go, but usually they just sit there.  Gateway has you play with the worst card in the kingdom first, but then it grants easy access to better cards, or sometimes even Provinces.  It uses wording like Swindler, except the other player picks for you this time.  And like Spell Scroll, you immediately play the card you gain, pushing things further to my resolution than a simple gain would.  It also has a thematic anti-synergy with Gatekeeper, another card that usually doesn’t get a lot of love.
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sumrex

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #28 on: January 05, 2023, 05:52:35 am »
+1

I always overtrash or undertrash. So lets say i do both...

The drunken sinner 4$

+1 card
+1 action

Choose one: Trash 1 card from your hand, or trash 3 cards from your hand and gain a copper.

Anyone remember hideout? Its the same, but no village and you get the bad card under another condition. So now you can always make the wrong choices when trashing!
« Last Edit: January 05, 2023, 06:06:59 am by sumrex »
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fika monster

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #29 on: January 05, 2023, 06:29:30 am »
0

My new years resolution is to not play dominion after 22.00 in the evening.

Edit: version 2:

updated
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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #30 on: January 05, 2023, 08:33:55 pm »
+2

24 hours!
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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #31 on: January 06, 2023, 10:02:40 pm »
+2

Contest closed! Check the OP to ensure I've got your entry and its latest iteration. I'll get results posted in the next day or two.
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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #32 on: January 09, 2023, 12:39:26 pm »
+4

WDC #173: New Year's Resolutions

Commentary & Results


Happy New Year everyone, and thanks for the submissions and resolution ideas. I had hoped for more resolutions focused mainly on playing Dominion vs. on card design, but I didn't specify that, so that one is on me :) I also wasn't expecting so many fan mechanics in the entries. I'm usually not great at evaluating those, but I'll do my best here.

OPs are linked, shortlisted entries are bolded, enjoy!



Eventful by Will(ow|iam)
A Trait that turns its card into a sort of Black Market variant that lets you play a Treasure and buy a set-aside event. Black Market is one of my favorite cards and the idea of doing something similar for Events is interesting, but I think tacking this kind of varying event thing onto onto a Trait (which also varies) is just way too complicated. It would be much simpler as just an Action card (or perhaps a Treasure without the play a Treasure part).

Balance by arowdok
Fan mechanics are always tough for me to evaluate. Prophecies seem simple enough I suppose, though arguably, a one-time game-wide effect needs to be impactful enough to be worth using, but not so impactful that it breaks the game. Reversing the turn-order is interesting at a glance but I think on paper the effect won't be felt as much as it might seem. It's nice for the last player to get an extra turn midgame, but aside from that (and in cases of ties I guess), I don't think it significantly changes up player's strategies in most cases.

Early Wakeup by majiponi
A cheap Treasure that makes $4 at first and then gets worse as the pile gets smaller. I know DXV has tried scaling cards like this before in the form of VP cards (see Duke's secret history), the issue there had to do with the card swinging wildly between worthless and amazing depending on how many you/your opponents get. In practice, Early Wakeups are a no-brainer opener and likely remain $2 Golds or at least Silvers in most games. It really should cost more I think--probably $4 or even $5, at least to not break the opening. These are tricky to cost, but I think it works better than the scaling VP one.

Gold Mine by NoMoreFun
It's Mine, but as a Treasure! And hey it can trash Actions too. Mine isn't a good card of course, but making it a Treasure does help it quite a bit. It's non-terminal, and they can chain themselves together which is neat though rarely gamebreaking. I know lots of people don't love Mine, but this past year's major influx of new Treasures is making Treasure-gainers like Mine better with each set, and Gold Mine would play especially nice with a lot of the new Prosperity and Plunder Treasures.The trashing actions piece likely doesn't come up a whole lot, but it will be nice when it does. Solid entry.

Hibiscus by BryGuy
Another fan mechanic, so Gophers are basically +Buy tokens, seems easy enough. Hibiscus gives you +Buy and a Potion this turn, and then gives you that again next turn but only if someone else buys a Potion card. There are several issues here. First, even with Gophers instead of straight +Buy, this is very weak. It's essentially an expensive Ducat that doesn't provide economy. Unless you're playing like an all Alchemy kingdom like a Vineyards board or something, the Potion is rarely going to be that helpful (since you already have one to buy this card). Other players will rarely buy one Potion card, let alone multiple for the Duration effect to do much (which even if they got 3 Potion cards, +3 Gophers +3 Potions is not that impressive). Finally, the 2P cost is very expensive for this effect. Compare to Scrying Pool, University, and Apothecary, all of which have a much more helpful effect than Hibiscus.

Continents by Aquila
More fan mechanics, I'll do my best here. Continents are an interesting idea to try and make for longer games if players are interested in that or want to help make multiplayer games a bit longer, though apart from the extra set-up and endgame rules, these don't feel all that different from Edicts (if I'm remembering those correctly). Paradisiac sounds nice in practice, there's definitely always those attacks that suck so much worse in multiplayer. Obviously, there will be boards with no Attacks where this does nothing. The on-trash thing is fine but feels a bit tacked on, and a lot of times you won't ever want to trash (when you have good Attack cards or when handsize attacks are out there). Cavernous feels like an Ally, sort of a combo between Cave Dwellers and Desert Guides. Volcanic is the most interesting of the three, it's like Cathedral, but not at the start of your turn, which is typically a bit easier to work around. One fix: it needs a handsize restriction or an on your turn restriction to prevent junking attack pins.

Diet by xyz123
A one-shot that trashes itself and two cards and gains a card costing up to the combined costs of the cards you trashed. Even with the nerf from 3 cards to 2, I think Diet is still too strong. This is nearly strictly better than Feast, though I guess it's at least more interesting. Most of the time, you can get a $5 or $6 out of this by trashing at least one Estate, and it's actually not hard for this to gain Provinces in the late game--I do actually like that part of it, though there will be boards where this might be a little dangerous. Diet seems too automatic in the early game, and I feel like it should come with some additional penalty. It's an interesting case where costing less actually would make it weaker, so perhaps trying at $2 would be worth checking--it's possible to open with two of them which is maybe too strong, but then gaining $5s is harder.

Mansion by JW
I'm all for replacing Harem, though Mansion is pretty similar to Nobles. It's a Necropolis unless you discard an Action and then you get a sort of sifting Village. Nice when you've got weak Actions to discard to it, but I think it's going to be pretty weak on a lot of boards. You don't want to discard your Actions when you have a card that gives you +Actions. Additionally, Nobles already can do Necropolis and it can also draw 3 cards without having to discard an Action. Could it replace the payload part of Harem instead by providing $ instead of cards? I guess that doesn't synergize as well with a Village, but something along those lines.

Cutter by emtzalex
It's the mythical +2 Cards +$2 card that doesn't exist, here as a one-shot. The Barge-style, now or at the start of next turn this is kinda a neat, and I like how you've figured out a way to have it stay in play for tracking purposes. Personally, I think it's simpler without the Reaction, though including it is fine and will get a few free plays out of it. Nice one.

Temptation by fika monster
Wayy too much text here. 10 lines! I don't think the concept is all bad--it's sort of an Anti-Changeling where you can junk yourself with a Temptation for an extra copy of a card that you gain--I like that, there's some Stonemason vibes in there too. The on play is complicated though and the choice of letting players gain copies of cards in my hand or getting -2VP is very feels-bad. I'd say the penalty of a mostly useless stop card feels like plenty, and you could still grant it some other simple on-play or bonus that's mildly helpful or harmful, but it's still mainly the bottom you'd use this for.

Covenant by czzzz
Sort of a Treasure Vassal and it's got Crystal Ball vibes too. I like the simplicity and it will be fun to chain a bunch of these together or with other Kingdom treasures. It's going to compete with a lot of other $5s. The +Buy will be pretty random in most games which I don't really like--perhaps it should just give it straight out instead of conditionally (or not give it at all). Unlike Vassal where discarding Treasures with it doesn't really hurt that much usually, discarding Actions with this is going to feel pretty bad. There's not really a good way around this issue without it becoming too similar to Crystal Ball (Hmm I suppose you could have it grant +Buy or even +$1 and +$1 Buy like Figurine if you discard an Action, maybe? Not a great consolation, but it's something), but I think it's still an interesting card that will have a use in some Kingdoms.

Strategy by LordBaphomet
A double-Lab if all your cards in play and in your hand have only one type and it makes multitype cards cost less. The top is interesting and it does make you look at the board a bit different and perhaps go for strategies you wouldn't otherwise pursue, though I worry it might be a bit monolithic and shutting down all the fun multi-types maybe isn't always that fun (There are huge swaths of Dominion that this just won't play nice with: Durations, Attacks, etc.). The bottom sort of makes up for this by making multi-types cheaper (it should probably not work on VP cards). Overall, I like that Strategy will vary significantly based on the rest of the kingdom, though it's a bit odd to me that the two parts of the card antisynergize. You don't want multitypes if you go for Strategies and you don't want Strategies if you're getting a bunch of cheap multitypes.

Amateur by D782802859
A $1 card! The gain and play is cool and nicely eliminates the whole $11 Herbalist problem you sometimes see with cheap +Buy cards. It's also interesting that the card sort of changes function depending on how you play it--when during your Action phase, you'll often end up spending the Villager right away, whereas if you play it after buying one, you'll keep the Villager for next turn, making it feel more like an $1 Event that gives you a village next turn. Players will have to be careful not to fill their deck with these though! Big fan of this one.

Gateway by SignError
It's a bad Tools, but you get to play the card right away, neat. On a lot of boards, your opponent will just make you gain and play things you don't want (or potentially even things that can harm you if they force you to take a mandatory trasher. You also get this cool Horn of Plenty minigame where you try to get one of everything in play so you can cash in your Gateways for Provinces. It's going to be a lot harder to pull off than Horn mega-turns, but I think it's still plenty interesting on its own as a wonky gainer.

The Drunken Sinner by sumrex
A cantrip trasher similar to Junk Dealer that can either trash 1 card from your hand, or 3 cards and gain a Copper. I like the simplicity, however even with the comparison to Hideout, I think this has to cost $5 or possibly even more given the strength of early trashing. Even just cantrip trasher is a very strong $4, and the 3 card option makes this an automatic open on nearly all boards. Hideout trashing Estate doesn't actually thin, while even the Copper gain option on this still thins you two cards (and often replacing an Estate with a Copper). I'd recommend giving it another penalty of some sort and increasing it to $5 to compare to Junk Dealer or Count vs. Hideout.



Honorable Mentions: Gold Mine by NoMoreFun, Cutter by emtzalex

Runner Up: Gateway by SignError

WINNER: Amateur by D782802859


Congrats to D782802859 and thanks everyone for participating!


Finally, in case anyone is interested in my Dominion resolution: it's to find time to play against more human opponents. As I've gotten busier with work and kids, I have less time for playing live games and I've spent much more time playing AI opponents since it's okay to be interrupted, but I can tell this is starting to cause me to develop some bad habits in how I play. While the Temple Gates AI is a LOT better than Lord Rattington, there's still something different about playing against real life people that I don't think AI can replicate (at least not yet).

Here's to another year of Dominion :)
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D782802859

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #33 on: January 09, 2023, 06:47:28 pm »
+2

Thanks for the win!
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Ethan

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Re: Weekly Design Contest #173: New Year's Resolutions
« Reply #34 on: January 13, 2023, 01:20:13 am »
0

Finally, in case anyone is interested in my Dominion resolution: it's to find time to play against more human opponents. As I've gotten busier with work and kids, I have less time for playing live games and I've spent much more time playing AI opponents since it's okay to be interrupted, but I can tell this is starting to cause me to develop some bad habits in how I play. While the Temple Gates AI is a LOT better than Lord Rattington, there's still something different about playing against real life people that I don't think AI can replicate (at least not yet).
I usually only play with the AI. When I saw this contest, I would like to design a card that is more interesting or strong when played with AI. But I didn't have a good design idea. So, how would you design a card that might help you play more with people? ;)
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