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Author Topic: Mini-Set Design Contest, Challenges #1 and #2!  (Read 63543 times)

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gman314

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Re: Mini-Set Design Contest, Part 1!
« Reply #125 on: July 08, 2012, 11:09:35 pm »
0

I wonder, was it a good sign or a bad sign that my curser wasn't mentioned in any of the discussion?
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iangoth

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Re: Mini-Set Design Contest, Part 1!
« Reply #126 on: July 09, 2012, 05:16:16 am »
0

Probably good, since most of the discussion has centered around whether a given card is too weak or too strong.
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popsofctown

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Re: Mini-Set Design Contest, Part 1!
« Reply #127 on: July 09, 2012, 11:50:57 am »
0

Probably good, since most of the discussion has centered around whether a given card is too weak or too strong.
Particularly given the curser category.  It's going to rock the game no matter what, the question is whether it does so healthily
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rinkworks

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Re: Mini-Set Design Contest, Part 1!
« Reply #128 on: July 09, 2012, 02:02:11 pm »
+3

The results for the Peddler contest are in!  As a reminder, these were the submission criteria:

Quote
Design a card that offers +1 Card, +1 Action, and +$1 (e.g., Peddler).  It may offer other benefits or penalties, but it must offer at least +1 Card, +1 Action, and +$1, and it may not offer more cards than +1 Card, more actions than +1 Action, or more $ than +$1.  Receipt of these bonuses may, however, be conditional upon meeting some requirement (e.g., Tournament), as long as sometimes you may receive all three required bonuses.

As I'm running the contest, I didn't submit.  But I'm too interested in fan cards not to share my own creations, so I'll be listing a card of my own for each contest when the results are announced.  My Peddler variant looks a lot like a couple of the other entries:

Hunter
$5 - Action
+1 Action
+$1
Look at the top card of your deck and choose one:  Put it into your hand and discard the top card of your deck; or discard it and +1 Card.


The inspiration for this came from 2-player Spades.  I loved the way the hands are dealt and wanted to replicate this in a Dominion card.  You draw one of the next two cards, but the information you have to make your choice is imperfect.  The reason you discard the next card even if you take the first card is largely for fun:  it gives you a chance to say, "Awww!  I should have picked THAT one!" or glory in a correct decision.  I've playtested it, and it's a bit stronger than it probably looks:  usually you cycle out the correct card, and that can be a big deal.

Ok, enough of me blathering.  What you really want to know is which contest entry will be the first card inaugurated into our set.  It is...(drum roll)....

#1 - Almoner by Schneau with 27 points (Alioth)
$2 - Action
+1 Card
+1 Action
You may gain a Copper, putting it into your hand.

Congratulations to Schneau, who managed to pack some interesting strategy into a very simple card!  And now, the rest of the results....

#2 - Bursar by Qvist with 22 points (Hamal)
$5 - Action
Look at the top 2 cards of your deck. Put one into your hand, discard the other card.
+1 Action
+$1

#3 - Chariot by WanderingWinder with 20 points (Rigel)
$5 - Action
+1 Card
+1 Action
+$1
Gain a copper in hand.

#4 - Magician by Polk5440 with 16 points (Mimosa)
$5 - Action
Take a card from your discard pile and place it on the bottom of your deck.
+1 Card
+1 Action
+$1

#5 - Judge by zahlman with 14 points (Shaula)
$5 - Action
+1 Action
Reveal the top three cards of your deck. You may put one into your hand. You may trash one; if you do, +$1. Discard the remainder.

#6 (tie) - Smelter by Titandrake with 12 points (Vega)
$4 - Action
+1 Action
+$1
You may trash a card. If you do, +1 Card.

#6 (tie) - Miser by Michaelf7777777 with 12 points (Miaplacidus)
$5 - Action
+1 Card
+1 Action
+$1
When you play this, if you have gained no cards this turn, you may gain a card costing up to 1 coin for each action card you have in play, counting this. If its a victory card, trash this.

#8 (tie) - Park by Dubdubdubdub with 11 points (Deneb)
Action - $4
When there is at least one Park card in the supply:
+1 Card
+1 Action
+$1
When there are no more Park cards in the supply:
+1 Action
+1 VP

#8 (tie) - Informant by senseless with 11 points (Acrux)
$4 - Action
+1 Card
+1 Action
+$1
The player to your right draws 1 card.
--
When you buy this card, the player to your left gains it in his hand.

#10 (tie) - Lucky Coin by Dsell with 10 points (Peacock)
$6 - Treasure
Worth $1
+1 Buy
--
Immediately begin a new action phase.
+1 Card
+1 Action
--
Rules clarifications:  This card interrupts your buy phase; you begin a new action phase before purchasing anything. This new action phase does not have an inherent action, nor do any remaining actions from the previous action phase carry over to the new action phase. After completing this action phase, the player re-enters their buy phase.

#10 (tie) - Herald by One Armed Man with 10 points (Achernar)
$3 - Action
Reveal your hand.
If you reveal a Victory card, +1 Action.
If you reveal an Action card, +$1.
If you reveal a Curse, +1 VP.
If you reveal a Treasure card, +1 Card.

#12 (tie) - Locusts by Jorbles with 9 points (Fomalhaut)
$4 - Action
+1 Card
+1 Action
Each other player may trash a treasure card from their hand. If no player trashes a card, +$1.
You may trash a card from your hand.

#12 (tie) - Boomtown by A Drowned Kernel with 9 points (Capella)
$3 - Action
+1 Action
+1 Buy
If there are 1 or fewer empty piles in the supply, +1 Card. If there are no empty piles in the supply, +$1.

#12 (tie) - Surplus Goods by Archetype with 9 points (Bellatrix)
$1 - Action
+1 Action
+1 Card
+$1
--               
When you buy this card, +1 Buy.
If you played this card on your turn, during clean up, return it to the supply.

#12 (tie) - Unnamed by Graystripe77 with 9 points (Altair)
$3 - Action
+1 Card
+$1
--
If you have no actions left during your action phase, you may reveal and discard this. If you do, +1 Action.

#12 (tie) - Grave Digger by Boldot with 9 points (Alhena)
$5 - Action
+1 Action
+$1
Discard 2 cards, if you do look through your discard pile and draw a card from it.

#17 - Count by nopawnsintended with 8 points (Pollux)
$6 - Action-Attack
Upon playing this card, you may reveal and discard a Province from your hand.  If you do, each other player must discard a Treasure or reveal a hand with no Treasure.
+1 Card
+1 Action
+$1

#18 (tie) - Jumble Sale by Thisisnotasmile with 7 points (Wezen)
$3 - Action
Reveal your hand. If you revealed any...
Action cards, +1 Action
Treasure cards, +$1
Victory cards, +1 Card

#18 (tie) - Hustler by qmech with 7 points (Murzim)
$4* - Action
+1 Card
+1 Action
+$1
--
This costs $1 more per Action card you have in play.

#18 (tie) - Cathedral by Powerman with 7 points (Mirfak)
$6 Action-Attack
+1 Card
+1 Action
+$1
Each other player may reveal a Gold from their hand.  If no one does, gain a Gold, placing it on your deck, and each other player gains a copper, placing it on their deck.

#21 (tie) - Auctioneer by Nicrosil with 6 points (Spica)
$4 - Action
+1 Card
+1 Action
Each other player may discard a Treasure card from his or her hand. If nobody does, +1 Buy and +$1.

#21 (tie) - Flea Market by Grujah with 6 points (Polaris)
$4 - Action
+1 Card
+1 Action
+$1
You may trash a treasure card from your hand.
If you don't, trash this card.

#21 (tie) - Beggar by jamuspsi with 6 points (Arcturus)
$0 - Action-Reaction
+1 Card
+1 Action
+$1
At the end of your turn, return this card to the supply.
--
When another player plays Beggar, you may set this aside from your hand.  If you do, gain a copy of Beggar, and return this to your hand at the start of your next turn.

#24 (tie) - Drone by thirtyseven with 5 points (Sirius)
$2 Action
+1 Card
+1 Action
If this is in your hand during your Buy phase, +$1, +1 Buy.

#24 (tie) - Broker by greatexpectations with 5 points (Hadar)
$5 - Action
+1 Card
+1 Action
+$1
You may gain a card costing up to $4 that is not a Broker or a Victory card.

#24 (tie) - Squire by jonts26 with 5 points (Gacrux)
$4 - Action
+1 Card
+1 Action
+$1
Trash a card from your hand.

#24 (tie) - Artist by popsofctown with 5 points (Betelgeuse)
$2 - Action
Look at the top 4 cards of your deck.  Reveal and discard up to 3 of them.  Put the rest back in any order.
If you revealed an Action card, +1 Card.
If you revealed a Treasure card, +1 Action.
If you revealed a Victory card, +$1.

#28 - Fledgling Market by andwilk with 4 points (Antares)
$3 - Action
+1 Buy
Reveal your hand.  If you reveal
any victory cards, +1 Card
any action cards, +1 Action
any treasure cards, +$1

#29 (tie) - Factory by Robz888 with 3 points (Regulus)
$5 - Action
+1 Card
+1 Action
+$1
Gain a card costing $4 or less.
--
While this is in play, Treasure cards cost $1 more.

#29 (tie) - Assault by ChocophileBenj with 3 points (Castor)
$5 - Action
+1 Card
+1 Action
+$1
At the start of your clean-up phase, you may trash any number of action cards you have in play, including this. Then you may gain a card costing up to $1 per the number of trashed cards other than this, plus $2 if you trashed this.

#29 (tie) - Hideout by iangoth with 3 points (Aldebaran)
$5 - Action-Reaction
+1 Card
+1 Action
+$1
You may set aside an action card from your hand face down on your Hideout mat; or take a card from your Hideout mat and place it in your hand. You may look at the cards on your mat at any time; return them to your deck at the end of the game.
When another player plays an attack card, you may reveal this card. If you do, set aside an action card from your hand face down on your Hideout mat.

#29 (tie) - Rabbit by theory with 3 points (Adara)
$2 - Action
+1 Action
+1 Card
+$1
--
When you buy this, gain another Rabbit.
While this is in play, you may not buy cards costing more than $6.

#33 (tie) - Flea Market by chester with 2 points (Sargas)
$5 - Action
+1 Card
+1 Action
+$1
Gain a card costing no more than $1 for every action you have played this turn (counting this).  If that card costs more than this, then trash this.

#33 (tie) - Wainwright by chwhite with 2 points (Alphard)
$4 - Action
Look at the top card of your deck and discard it or put it back.
+1 Card
+1 Action
+$1

#35 (tie) - Emporium by CaptainNevada with 1 point (Procyon)
$5 - Action
+1 Card
+1 Action
+$1
You may discard a Treasure card.  If you do +Buy for each $ the card generates.

#35 (tie) - Re-Sale by Ozle with 1 point (Canopus)
$4 - Action
+1 Card
+1 Action
+$1
You may trash a card from your hand.

--

And that's it!  It's interesting to me how some of the voting panned out.  Because the field was so crowded, I think a lot of cards were penalized over fixable details like pricing issues.  It just goes to show how delicate an art card creation is, and how the difference between a great card and a broken card might be extremely tiny.

Thanks to all who participated!  Results for Contest #2 coming momentarily.
« Last Edit: July 09, 2012, 02:07:07 pm by rinkworks »
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rinkworks

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Re: Mini-Set Design Contest, Part 1!
« Reply #129 on: July 09, 2012, 02:12:03 pm »
+2

The results for the Curser contest are in!  As a reminder, these were the submission criteria:

Quote
Design a card that may cause other players to gain Curses.  It need not always dispense Curses, so long as it does so at least some of the time it is used.  The card text must specifically mention Curses (thus disqualifying Ambassador, which would otherwise qualify).

As I'm running the contest, I didn't submit.  But this would have been my entry.  It's been playtested many times, including since I posted it in this forum before.  It's undergone a few tweaks, but I'm happy with this version now:

Sorceress
$5 - Action
Each other player gains a Curse.
If there is at least 1 empty supply pile, +1 Card, +1 Action.
If there are at least 2 empty supply piles, +1 Card.


It uses the City mechanic but plays very differently since by draining Curses it speeds your way to that first pile.  Then you can rush these to drain the second, and suddenly what started out as a cursing attack becomes a Laboratory.  Gameplay is very different depending on whether it's the Curses that empty first, because in the middle stage you might have a bunch of harmless cantrips, or you might have a pack of Familiars.

But now let's get to the moment you've all been waiting for.  The winner of the Cursing contest is...(drum roll)....

#1 - Soothsayer by LastFootnote with 21 points (Proteus)
$4 - Action-Attack
+2 Cards
Each other player puts a Curse from the Supply on his Soothsayer mat.
--
In games using this, at the start of your Buy phase you may discard a Treasure from your hand. If you don't, gain all the cards on your Soothsayer mat.

Unlike the Peddler contest, this contest's winner is a bit exotic.  It's nice for me to see that simple and exotic cards each have a shot at winning with this voting system.  Here, LastFootnote creates an attack that puts the victim in a situation where he must choose between Cutpursing himself (or worse, when lacking Coppers) and clogging up his deck.  As we know from Torturer, the choice makes the attack weaker despite seeming stronger psychologically, and that justifies the cheaper-than-Witch price.  Great job, LastFootnote!

And now, the remaining scores:

#2 - Sorry Witch by Titandrake with 20 points (Io)
$4 - Action-Attack
+2 Cards
Each other player gains a Curse and draws a card.

#3 - Diplomat by gman314 (with inspiration from Archetype) with 18 points (Dione)
$4 - Action-Attack
+2 Cards
Choose a card from your hand and put it on the bottom of the Diplomat deck. Reveal the top card of the Diplomat deck and return it to the supply. Each other player gains a copy of the revealed card.
--
Setup: Shuffle a Diplomat deck containing 1 Copper, 1 Estate, 1 Silver and 1 Curse. (From the supply).

#4 - Tool of the Devil by Michaelf7777777 with 14 points (Janus)
$5 - Action-Attack
+1 Card
Choose 1 - All other players gain a Curse OR you may play Curse cards as if they were silvers for the rest of this turn.

#5 (tie) - Warlock by CaptainNevada with 13 points (Titania)
$5 - Action
+$3
Put two cards from your hand on top of your deck.
Each other player gains a Curse.

#5 (tie) - Small Mercy by Ozle with 13 points (Titan)
$5 - Action
+$2
Each other player may gain a Curse, if they do not they gain two Coppers.

#5 (tie) - Witchucopia by chester with 13 points (Puck)
$5 - Action
+$2
+3 Cards
Discard 3 cards.  If you discarded 3 differently named cards, every other player gains a Curse.

#8 - Taboo by iangoth with 11 points (Charon)
$4 - Action
+$2
Trash this card. Place a Taboo token on the supply pile of an action card. When a player plays a copy of that card, each other player gains a Curse.

#9 - Hedge Witch by Jorbles with 10 points (Miranda)
$3 - Action-Attack
+$1
Each other player gains a Curse.
--
When you gain this card, gain a Curse.

#10 (tie) - Wave of Sorrow by ChocophileBenj with 9 points (Epimetheus)
$5 - Action-Attack
+2 Cards
Put one card from your hand on top of your deck.
Each opponent chooses one: they gain a Curse card and put it in their hand, or put a Curse from their hand on top on their deck.
If one choice is impossible, they must take the other one. If both choices are impossible, they reveal their hand.

#10 (tie) - Knight by Qvist with 9 points (Elara)
$5 - Action-Attack
+2 Cards
Reveal a card from your hand.
Each other player chooses one:
he discards a copy of that card;
or he reveals a hand with no copy of that card and discards one card;
or he gains a Curse card, putting it in his hand.

#10 (tie) - Witch Hunt by Robz888 with 9 points (Dysnomia)
$3 - Action-Attack
+$1
Name a card other than Copper or Estate. Each other player reveals his hand. If he reveals the card you named, he gains a Curse. If no other player gains a Curse this way, you do.

#13 (tie) - Gargoyle by Dsell with 8 points (Portia)
$6 - Action-Duration
+$3
While this is in play, any time you would buy costing $4 or more, you may instead force every other player to gain a Curse.
If, at the start of any of your turns, there are no Curses in the supply, you may return any number of Curses from your hand to the supply.
--
This card remains in play.
--
(Rules clarifications:  This is an action-duration, but it is not cleaned up at the end of any turn. The +$3 bonus takes place only on the turn the card is played, not every turn. If the player chooses to give a Curse instead, the card is not gained but is returned to the supply and the player forfeits that buy and any treasure or virtual money that would have been used to purchase it. If multiple Gargoyles are in play, the player may choose to forfeit a single buy in order to give Curses to other players equal to the number of Gargoyles in play. I.e. they stack.)

#13 (tie) - Tribunal by Archetype with 8 points (Larissa)
$4 - Action
+1 Card
+1 Action
Name a type of card. Each other player reveals the top card of their deck. If it's the named type, they gain a Curse, and discard the revealed card. If it isn't the named type, they put it back on top.

#15 (tie) - Berserker by WanderingWinder with 7 points (Triton)
$5 - Action-Attack
+1 Card
+1 Buy
+$1
Every player (including you) gains a Curse.
Reveal your hand. Until the end of your turn, cards cost $1 less for every Curse you revealed.

#15 (tie) - Rat Catcher by One Armed Man with 7 points (Rhea)
$4 - Action-Attack
Choose 1: trash any number of cards from your hand and gain a Curse, putting it in your hand; or trash up to one Curse from your hand, and each other player gains a Curse card, putting it in his hand.

#15 (tie) - Poltergeist by greatexpectations with 7 points (Oberon)
$5 - Action
+1 Card
+1 Action
+$1
Discard a card. Each other player draws a card and then gains a Curse.

#15 (tie) - Blight by Dubdubdubdub with 7 points (Enceladus)
$2 - Action-Attack
Each other player gains a Curse card.
--
When you gain this card: gain a Curse card.

#15 (tie) - Poisoned Chalice by Thisisnotasmile with 7 points (Amalthea)
$5 - Treasure-Reaction
Worth $1
+1 Buy
--
When you buy a card costing up to $2, you may discard this from your hand. If you do, each other player gains a Curse card.

#20 (tie) - Ordeal by zahlman with 6 points (Hyperion)
$3 - Action/Attack
+$2
You may trash a card from your hand costing at least $3. If you don't, trash this. Each other player gains a Curse.

#20 (tie) - King by Powerman with 6 points (Himalia)
$3 Action-Attack
+2 Cards
Each other player may reveal an Estate or Curse from their hand.  If he doesn't, he gains a Curse and an Estate.

#22 (tie) - Remorseful Witch by Nicrosil with 5 points (Umbriel)
$4 - Action-Attack
+$2
You may choose to have each other player gain a Curse. If you do, gain a Remorseful Witch token. If you have 2 or more Remorseful Witch tokens, lose 2 Remorseful Witch tokens and trash this card.

#22 (tie) - Maegi by jonts26 with 5 points (Phoebe)
$4 - Action-Duration-Attack
+$2
Each other player gains a Curse.
--
At the start of your next turn, choose one: Gain a Curse, or discard 2 cards

#22 (tie) - Catacombs by chwhite with 5 points (Nix)
$3 - Action-Attack
+1 Action
Reveal and discard up to four cards from your hand.
+1 Card for each Victory and Treasure card you discard.
+$2 for each Curse you discard.
If you discard at least one Action, each other player gains a Curse.

#22 (tie) - Snake Charmer by Schneau with 5 points (Galatea)
$4 - Action-Attack
+$2
You may trash 1 Treasure card from your hand. Gain a Snake Charmer token. If you now have an even number of Snake Charmer tokens, every other player gains a Curse.

#26 (tie) - Witch's Guild by zxcvbn2 with 4 points (Tethys)
$4 - Attack
+2 Actions
Each other player gains a Curse.
If another player reveals a Curse from hand: +2 Actions, discard down to three cards in hand.

#26 (tie) - Offertory by Polk5440 with 4 points (Mimas)
$4 - Action-Attack
Each other player reveals a treasure card from his hand or reveals a hand without treasures. For each player who revealed a treasure card, you choose one: he gains a Curse, or he trashes the revealed treasure card and you gain it.

#26 (tie) - Luddites by A Drowned Kernel with 4 points (Iapetus)
$4 - Action-Reaction
Gain a card costing up to $4.
--
When another player would gain a non-victory card from a pile without a Luddites Token on it, you may reveal this card from your hand. If you do, he gains a Curse instead and a Luddites Token is placed on the pile.

#26 (tie) - Old Hag by thirtyseven with 4 points (Ganymede)
$4 - Action-Duration
+2 Cards
If another player reshuffles his deck before the start of your next turn, he gains a Curse on top of his deck.
--
(Rules clarification: This is a typical duration card in that it gets cleaned up at the end of the player's next turn.)

#26 (tie) - Conqueror by andwilk with 4 points (Ariel)
$6 - Action-Attack-Duration
Choose one: +$2 or +1 VP
Each other player may discard two treasure cards.  If he doesn't, he gains a Curse.
--
At the start of your next turn, you may discard up to 3 cards from your hand.  Each other player must discard the same number of cards.

#31 (tie) - Infernal Altar by DoctorO with 3 points (Namaka)
$4 - Action-Attack
Trash up to four cards from your hand. If the combined value of the trashed cards exceeds $5, +$3 and each other player gains a Curse on top of their deck.

#31 (tie) - Imp by qmech with 3 points (Juliet)
$4 - Action-Attack
+2 Actions
Each other player gains a Curse.

#31 (tie) - Riddling Witch by popsofctown with 3 points (Europa)
$4 - Action-Attack
The player to your left may choose to have each of your opponents gain a Curse.  If no Curses were gained this way, +4 Cards.
Otherwise, +1 Action.

#31 (tie) - Shrunken Head by Boldot with 3 points (Despina)
$4 - Treasure
Worth $0
Trash a treasure card from your hand. If you do, each other player gains a Curse to their hand.

#31 (tie) - Gossip by jamuspsi with 3 points (Callisto)
$5 - Action
+1 Action
Reveal the top 5 cards of your deck.  Return all revealed Curses to the supply; discard the other revealed cards.  If at least one Curse was revealed, each other player gains a Curse card, placing it in their hand.  If no Curses were revealed, +1 Card.

#36 - Poisoner by senseless with 2 points (Nereid)
$5 - Action-Attack
+$2
Discard any number of Curses, +1$ per Curse discarded.
If there's at least 1 Curse left per player in the Curse pile, all other players gain a Curse.

#37 - Stable Witch by rbruba with 1 point (Hydra)
$7 - Action-Attack-Duration
Now and at the start of your next turn: Each other player takes a Curse or reveals a hand with no Curse cards.

#38 - Plague Rat by Grujah with 0 points (Thebe)
$3 - Action-Attack
+1 Action
You may gain a Curse card.
If you gained a Curse card this turn, each other player gains a Curse card.
« Last Edit: July 09, 2012, 02:13:42 pm by rinkworks »
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Qvist

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Re: Mini-Set Design Contest, Part 1!
« Reply #130 on: July 09, 2012, 02:18:54 pm »
0

Congrats to Schneau and LastFootnote, I voted for both of you AFAIR.

I really wanted to make a simple Peddler variant and I like cards with choices, so this was the easiest choice for me. Great that you all liked it too, it was second.
And in my Curser submission, I really made a big mistake. It should read +3 cards, not +2 cards, because this is an homage to Torturer. As you all pointed out this is strictly worse than Witch, you're right. But still it got 10th, not that bad for such a big mistake. I really like to hear if you would have voted for it, if it would say +3 cards...

iangoth

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Re: Mini-Set Design Contest, Part 1!
« Reply #131 on: July 09, 2012, 02:33:01 pm »
0

Congratulations to Schneau and Lastfootnote! I also voted for both of you, and I didn't give out many votes.

I'm pleased with both winning submissions, but I'm a little disappointed at how few votes some of the most interesting peddler variants got. I thought Castor, err, Assault would get more votes, for example. And hey, my card, too.
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Dubdubdubdub

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Re: Mini-Set Design Contest, Part 1!
« Reply #132 on: July 09, 2012, 02:35:08 pm »
0

I really like the results! I'm glad I got in the top 10 for the Peddler, at least :)

The winning cards really give me confidence that this community-made set will be good!
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Archetype

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Re: Mini-Set Design Contest, Part 1!
« Reply #133 on: July 09, 2012, 02:39:16 pm »
0

Great Job Schneau and LastFootnote!

I got 13th and 12th..not too shabby

I really Tooth of the Devil was going to win, it seemed really unique.

But I'm glad Almoner won, that's the one I voted for.
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One Armed Man

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Re: Mini-Set Design Contest, Part 1!
« Reply #134 on: July 09, 2012, 02:42:04 pm »
0

Good Job to all the top people. I voted for each top 2, so I feel good about my decent ranks (card judging ability over card making in this case). I have more confidence for myself in the next round. Watching these is so addictive.
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Polk5440

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Re: Mini-Set Design Contest, Part 1!
« Reply #135 on: July 09, 2012, 02:49:14 pm »
0

Congratulations to the winners!

There were a lot of good choices, but I was really pulling for Diplomat! I am a little bummed it didn't win. I think it introduces an interesting new mechanic without having to introduce new pieces, tokens, or mats (my I.R.L. Dominion box is getting too heavy!).

[Of course, I'm happy my Peddler-variant was liked and disappointed my curser didn't do better, but I understand some thought Offertory was too weak. Maybe it would have been better if it allowed you to put one of the gained treasure cards into your hand? I really think the game would benefit from a better Thief.]

Onwards to the next week! I have high hopes for my submissions there!

Thanks again, rinkworks for organizing. It's fun!
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Titandrake

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Re: Mini-Set Design Contest, Part 1!
« Reply #136 on: July 09, 2012, 02:52:06 pm »
0

When barely anybody was talking about my cards, I got kinda worried, but turns out I did okay anyways.

In retrospect, Smelter/Vega might be a bit strong, but I have trouble figuring out the power level. It trashes Coppers better than Upgrade for a lower cost. Smelting Estates is a bit worse than Upgrade; +$1 now compared to a Silver later. For any other card, it's a lot worse. All in all, I think it's a pretty strong opener, and it stays very useful for pretty much the whole game. It's strong, but the card just wouldn't work at $5.

Sorry Witch/Io, I just like the card. I've posted it before, it parallels Sea Hag very nicely, that's that.
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gman314

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Re: Mini-Set Design Contest, Part 1!
« Reply #137 on: July 09, 2012, 02:57:49 pm »
0

Congrats to the winners!

Glad to see that my Diplomat card got some good support and that the idea was credited properly. Maybe with all the card ideas I have, I'll put it in some sort of fan expansion eventually....

Also, good to see some solid cards winning, AFAIR, I was quite keen on Almoner. With the cursers, glad to see that Tool of the Devil and Small Mercy did well.

Thanks Rinkworks for organizing this!
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Polk5440

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Re: Mini-Set Design Contest, Part 1!
« Reply #138 on: July 09, 2012, 03:04:45 pm »
0

Sorry Witch/Io, I just like the card. I've posted it before, it parallels Sea Hag very nicely, that's that.

I like it, too! I like cards with positive externalities. It presents another dimension of tradeoffs to think about: it's not just helping yourself and hurting your opponent, but also helping them in some different way, as well. And it is all sorts of fun when your opponents draw lots of cards via multiple Council Rooms, then you Militia them. 
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rinkworks

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Re: Mini-Set Design Contest, Part 1!
« Reply #139 on: July 09, 2012, 03:05:04 pm »
0

In retrospect, Smelter/Vega might be a bit strong, but I have trouble figuring out the power level. It trashes Coppers better than Upgrade for a lower cost. Smelting Estates is a bit worse than Upgrade; +$1 now compared to a Silver later. For any other card, it's a lot worse. All in all, I think it's a pretty strong opener, and it stays very useful for pretty much the whole game. It's strong, but the card just wouldn't work at $5.

I've played with this card quite a lot:

Auction House
$4 - Action
+1 Card
+1 Action
+1 Buy
Trash a card from your hand.

It seems balanced enough there.  It's interesting that you mention Upgrade as a card to compare against for determining power/pricing, because I did the same with this card.  I think it's at its most interesting in the absence of other sources of +Buy, because you HAVE to trash to get it.  (Trade Route has this same dilemma, but it has a little different feel on a terminal.)

Smelter and Squire are both similar, swapping out the +1 Buy for +$1, which I think made both overpowered at $4.  At $5, it's probably balanced but harder to put to work early, when you need it.

Anyway, I thought it was interesting that two separate entries for this challenge reminded me of my Auction House card, which wouldn't have even qualified.
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Boldot

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Re: Mini-Set Design Contest, Part 1!
« Reply #140 on: July 09, 2012, 03:14:10 pm »
+1

Congrats to both the winners, really like both the cards.  Almoner more so than Soothsayer, but Almoner is a hard card to compete against.


On another side nitpicky note, shouldn't it technically be impossible for both Chariot and Almoner to both be accepted as valid?  If the +1 coin from the copper counts for Almoner, shouldn't it count for the (mandatory) copper from Chariot?
Not that it changes things, or bothers me, just thought it was interesting.
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rinkworks

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Re: Mini-Set Design Contest, Part 1!
« Reply #141 on: July 09, 2012, 03:20:48 pm »
0

On another side nitpicky note, shouldn't it technically be impossible for both Chariot and Almoner to both be accepted as valid?  If the +1 coin from the copper counts for Almoner, shouldn't it count for the (mandatory) copper from Chariot?
Not that it changes things, or bothers me, just thought it was interesting.

Yes, these two cards were in fact the reason why I said, in the voting instructions, "I tried to be fair but also forgiving when a submission came in that twisted the rules in a way I hadn't foreseen.  In at least one case, different submissions interpreted the eligibility requirements in contradictory ways."

The Terminal Drawer challenge -- ballot to be posted soon -- has a card or two on the edge like this, although none that contradict each other, I don't think.
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Boldot

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Re: Mini-Set Design Contest, Part 1!
« Reply #142 on: July 09, 2012, 03:27:21 pm »
0

On another side nitpicky note, shouldn't it technically be impossible for both Chariot and Almoner to both be accepted as valid?  If the +1 coin from the copper counts for Almoner, shouldn't it count for the (mandatory) copper from Chariot?
Not that it changes things, or bothers me, just thought it was interesting.

Yes, these two cards were in fact the reason why I said, in the voting instructions, "I tried to be fair but also forgiving when a submission came in that twisted the rules in a way I hadn't foreseen.  In at least one case, different submissions interpreted the eligibility requirements in contradictory ways."

The Terminal Drawer challenge -- ballot to be posted soon -- has a card or two on the edge like this, although none that contradict each other, I don't think.

Ahhh, missed that part.  Reading comprehension go!

Looking forward to the next set (and the one after, and the one after...)
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popsofctown

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Re: Mini-Set Design Contest, Part 1!
« Reply #143 on: July 09, 2012, 03:35:25 pm »
0

My voting was very different from the top scoring.  Since my cards scored low, it might mean I just disagree with everyone about what constitutes a good card.  I'm concerned about the voting system though, and if rinkworks is going to automate it anyway I think the alternative vote system might not be much more work.  The very low scores towards the bottom suggested some people did not use their 1 point "approval vote" at all.  This makes their voice louder in declaring the winners, they push their favorites 3 points ahead of the pack instead of 2.  All's fair in love and war and all, but I feel like people who put less effort into how they voted exerted more influence over the winners, which irks me.

On a more positive note, I do like the number one winners
« Last Edit: July 09, 2012, 03:36:49 pm by popsofctown »
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gman314

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Re: Mini-Set Design Contest, Part 1!
« Reply #144 on: July 09, 2012, 03:37:23 pm »
0

I have a question about Soothsayer. Do the cards on your mat count for scoring purposes? And how would it interact with Trader and Watchtower?
#1 - Soothsayer by LastFootnote with 21 points (Proteus)
$4 - Action-Attack
+2 Cards
Each other player puts a Curse from the Supply on his Soothsayer mat.
--
In games using this, at the start of your Buy phase you may discard a Treasure from your hand. If you don't, gain all the cards on your Soothsayer mat.

The way I understand it, you don't immediately gain the curses, so they don't count towards your score until you choose to gain them. And, since they're in limbo on the mat, you can wait until you have Trader or Watchtower in hand to take the curses, but can't reveal either when Soothsayer is played. (But you can still play other reactions).
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Robz888

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Re: Mini-Set Design Contest, Part 1!
« Reply #145 on: July 09, 2012, 03:38:51 pm »
0

I have a question about Soothsayer. Do the cards on your mat count for scoring purposes? And how would it interact with Trader and Watchtower?
#1 - Soothsayer by LastFootnote with 21 points (Proteus)
$4 - Action-Attack
+2 Cards
Each other player puts a Curse from the Supply on his Soothsayer mat.
--
In games using this, at the start of your Buy phase you may discard a Treasure from your hand. If you don't, gain all the cards on your Soothsayer mat.

The way I understand it, you don't immediately gain the curses, so they don't count towards your score until you choose to gain them. And, since they're in limbo on the mat, you can wait until you have Trader or Watchtower in hand to take the curses, but can't reveal either when Soothsayer is played. (But you can still play other reactions).

I agree with this interpretation.
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jonts26

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Re: Mini-Set Design Contest, Part 1!
« Reply #146 on: July 09, 2012, 03:40:14 pm »
0

I have a question about Soothsayer. Do the cards on your mat count for scoring purposes? And how would it interact with Trader and Watchtower?
#1 - Soothsayer by LastFootnote with 21 points (Proteus)
$4 - Action-Attack
+2 Cards
Each other player puts a Curse from the Supply on his Soothsayer mat.
--
In games using this, at the start of your Buy phase you may discard a Treasure from your hand. If you don't, gain all the cards on your Soothsayer mat.

The way I understand it, you don't immediately gain the curses, so they don't count towards your score until you choose to gain them. And, since they're in limbo on the mat, you can wait until you have Trader or Watchtower in hand to take the curses, but can't reveal either when Soothsayer is played. (But you can still play other reactions).

I think both trader and watchtower become super good counters to this card, but that's fine by me. I would think there should be a small edit to the card with 'At the end of the game, place all ungained curses into your deck' or something like that under a line.
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LastFootnote

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Re: Mini-Set Design Contest, Part 1!
« Reply #147 on: July 09, 2012, 03:43:54 pm »
0

I have a question about Soothsayer. Do the cards on your mat count for scoring purposes? And how would it interact with Trader and Watchtower?
#1 - Soothsayer by LastFootnote with 21 points (Proteus)
$4 - Action-Attack
+2 Cards
Each other player puts a Curse from the Supply on his Soothsayer mat.
--
In games using this, at the start of your Buy phase you may discard a Treasure from your hand. If you don't, gain all the cards on your Soothsayer mat.

The way I understand it, you don't immediately gain the curses, so they don't count towards your score until you choose to gain them. And, since they're in limbo on the mat, you can wait until you have Trader or Watchtower in hand to take the curses, but can't reveal either when Soothsayer is played. (But you can still play other reactions).

The Watchtower/Trader interaction you mentioned is correct, but I just realized that once you have Curses on your mat, you can reveal a Trader to gain a Silver for each one, and they all stay on your mat. I guess that's not the end of the world. Just don't buy Soothsayer when Trader is available, like you wouldn't buy Masquerade in a Possession game.

As for if they count toward scoring, I hadn't decided and when I submitted the card, I forgot to specify one or the other. I'll leave it up to the community to decide that when these cards get tweaked.

EDIT: I lean toward not gaining the Curses at game-end, but I'd like to test it both ways.
« Last Edit: July 09, 2012, 03:45:10 pm by LastFootnote »
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jonts26

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Re: Mini-Set Design Contest, Part 1!
« Reply #148 on: July 09, 2012, 03:46:40 pm »
0

I have a question about Soothsayer. Do the cards on your mat count for scoring purposes? And how would it interact with Trader and Watchtower?
#1 - Soothsayer by LastFootnote with 21 points (Proteus)
$4 - Action-Attack
+2 Cards
Each other player puts a Curse from the Supply on his Soothsayer mat.
--
In games using this, at the start of your Buy phase you may discard a Treasure from your hand. If you don't, gain all the cards on your Soothsayer mat.

The way I understand it, you don't immediately gain the curses, so they don't count towards your score until you choose to gain them. And, since they're in limbo on the mat, you can wait until you have Trader or Watchtower in hand to take the curses, but can't reveal either when Soothsayer is played. (But you can still play other reactions).

The Watchtower/Trader interaction you mentioned is correct, but I just realized that once you have Curses on your mat, you can reveal a Trader to gain a Silver for each one, and they all stay on your mat. I guess that's not the end of the world. Just don't buy Soothsayer when Trader is available, like you wouldn't buy Masquerade in a Possession game.

As for if they count toward scoring, I hadn't decided and when I submitted the card, I forgot to specify one or the other. I'll leave it up to the community to decide that when these cards get tweaked.

EDIT: I lean toward not gaining the Curses at game-end, but I'd like to test it both ways.

Actually now that I think about it, the Trader interaction might be broken with the wording on the card. Do I keep trying to gain curses from my mat? If so I would just end up draining the silver pile. And then I could still keep revealing trader to try to gain silver ad infinitum until I just decided to gain the curses into my deck anyway.
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gman314

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Re: Mini-Set Design Contest, Part 1!
« Reply #149 on: July 09, 2012, 03:51:39 pm »
0

I have a question about Soothsayer. Do the cards on your mat count for scoring purposes? And how would it interact with Trader and Watchtower?
#1 - Soothsayer by LastFootnote with 21 points (Proteus)
$4 - Action-Attack
+2 Cards
Each other player puts a Curse from the Supply on his Soothsayer mat.
--
In games using this, at the start of your Buy phase you may discard a Treasure from your hand. If you don't, gain all the cards on your Soothsayer mat.

The way I understand it, you don't immediately gain the curses, so they don't count towards your score until you choose to gain them. And, since they're in limbo on the mat, you can wait until you have Trader or Watchtower in hand to take the curses, but can't reveal either when Soothsayer is played. (But you can still play other reactions).

The Watchtower/Trader interaction you mentioned is correct, but I just realized that once you have Curses on your mat, you can reveal a Trader to gain a Silver for each one, and they all stay on your mat. I guess that's not the end of the world. Just don't buy Soothsayer when Trader is available, like you wouldn't buy Masquerade in a Possession game.

As for if they count toward scoring, I hadn't decided and when I submitted the card, I forgot to specify one or the other. I'll leave it up to the community to decide that when these cards get tweaked.

Why would you be able to reveal the Trader to get Silver on the mat? Your wording says that you put a curse on the mat. I would be inclined to say that on the mat they're in Limbo. You haven't yet gained them, so you can't reveal a Trader yet.

Basically, you can only gain a given card one time, so either you gain them when they move from the supply to the mat or you gain them when they move from the mat to your deck. The latter case is the one I'm inclined to support and only allows Watchtower/Trader to be revealed when they move to your deck. This would also imply that they don't count for score.

However, the first idea is also valid. That would mean that you could reveal Trader/Watchtower when the curses move from the supply to the mat, but not when they move to your deck. And that way, they would immediately count for score.

EDIT: Just understood the interaction with Trader more fully. It now makes sense. The curses would just stay on the mat and then the Trader could keep on getting you Silver every time you had a Trader at the start of your turn.
« Last Edit: July 09, 2012, 03:53:54 pm by gman314 »
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