Warning: These results are incorrect. See here for the corrected results!--
The results for the Victory Card contest are in! As a reminder, these were the submission criteria:
Design a Victory card. The card cannot be a dual-type card -- that is, its one and only type must be "Victory."
As I'm running the contest, I didn't submit. If I had been able to, I probably would have submitted this, which is another card based on the empty supply piles idea that City uses. But in this case, as with my Curser, the implications are again different:
Pasture
$6 - Victory
Worth 2 VP for each empty supply pile.You could have some fun with this in games where you can end on a megaturn, emptying multiple piles at once. Unlike most of my cards, though, this one has yet to see play in a real game.
And there's my moment in the sun. Back to you all. For the Victory Card challenge, we have a bit of drama -- a tie for first place! I thought about how I should resolve the tie -- for example, with a separate run-off election, or by counting again without the approval votes -- until I realized that The Dominion Way would be for both contestants to rejoice in mutual victory. Therefore, I present to you the
two new additions to our fan set:
#1 (tie) - Museum by
Captain Frisk with 21 points
(Warbler)$5 - Victory
Worth 1 VP for each set of Copper, Silver, and Gold in your deck.
#1 (tie) - Herald by
shark bait with 21 points
(Shearwater)$4 - Victory
2 VP
--
When you buy this, place a card that is in play on top of your deck.
Congratulations to the winners! With Museum, we have a Treasure-counting Victory card that requires more calculation than simply picking up as many Coppers as you can with extra buys. And with Herald, we have a green card that counteracts the effects of greening.
The next entries were right behind in the vote totals. Here are the rest of the results. Remember that votes for Challenge #4 are due Thursday.
#3 - Canal by
Polk5440 with 20 points
(Gannet)$6* - Victory
When the game ends, if the Province or Colony supply pile is empty (if it was available), then this is worth 4 VP. Otherwise, this is worth 2 VP.
--
During your Buy phase, if two supply piles are empty, then this costs $3.
#4 - Patron of the Arts by
senseless with 19 points
(Pipit)$4 - Victory
Worth 1 VP for each Masterpiece card in your deck.
--
Setup: Add an extra Kingdom card pile to the Supply. Cards from that pile cost $1 more and are Masterpiece cards.
#5 - Plantation (2) by
qmech with 17 points
(Bluebird)$10 - Victory
Worth 1 VP for every differently costed card in your deck.
--
Rules: In games using this, add Platinum to the Basic cards in the Supply.
#6 - Base Camp by
DWetzel with 15 points
(Cormorant)$6 - Victory
1 VP
--
When you buy this, gain 3 VP tokens.
#7 (tie) - District by
One Armed Man with 11 points
(Petrel)$5 - Victory
Worth 1 VP for each card you have 5 or more copies of.
#7 (tie) - Woodland by
rspeer with 11 points
(Oystercatcher)$6 - Victory
Worth 10 VP, minus 2 VP for every 5 non-Victory cards in your deck (rounded down).
--
When you buy this, you may trash a card from your hand.
#9 (tie) - Borderland by
Qvist with 10 points
(Yellowlegs)$7 - Victory
2 VP
--
When you gain this, gain a card costing less than this.
#9 (tie) - Satrapy by
Celestial Chameleon with 10 points
(Puffin)$9 - Victory
4 VP
--
When you gain this, gain a Duchy and an Estate.
#9 (tie) - Unnamed 2 by
greatexpectations with 10 points
(Heron)$8 - Victory
1 VP
--
During your buy phase, this card costs $2 less per action in play, but not less than $0.
--
When you buy this, you may set it aside. If you do, return it to your deck at the end of the game.
#9 (tie) - Woodlands by
iangoth with 10 points
(Flycatcher)$4 - Victory
Worth 1 VP for every three Woodlands tokens you have.
--
In games using this, you may gain a Woodlands token at the end of any turn in which you shuffled your deck.
#13 (tie) - Mountain by
Schneau with 9 points
(Tanager)$6 - Victory
2 VP
--
The turn you buy this, only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.
#13 (tie) - Mountain Lake by
ChocophileBenj with 9 points
(Macaw)$6 - Victory
2 VP
--
When you gain this, you may trash a card from your hand. If you do, gain 2 Silvers; if you don't, gain 1 Silver. Put the gained Silver(s) on top of your deck.
#13 (tie) - Frontier by
Nicrosil with 9 points
(Loon)$4 - Victory
Worth 1 VP per territory token on Frontier's supply pile.
--
Whenever a player buys a Province, put a territory token on Frontier's supply pile.
Whenever a player buys a Frontier, remove a territory token from Frontier's supply pile.
#13 (tie) - Fiefdom (1) by
jonts26 with 9 points
(Egret)$3* - Victory
2 VP
--
When you buy Fiefdom (1), pay any amount greater than or equal to its cost. Then, gain a victory card costing at most $2 less than that amount.
#17 (tie) - Fiefdom (2) by
Dsell with 8 points
(Woodpecker)$4 - Victory
Worth 5 VP minus 1 for every three treasures in your deck (round up), but not less than 0.
--
When you buy this, you may trash a treasure card from play and from your hand.
#17 (tie) - Sprawl by
play2draw with 8 points
(Sandpiper)$2* - Victory
When you gain this card, place a VP token on this card's supply pile.
--
For each VP token on the pile, the cost of this card increases by 1.
--
At the end of the game, this card is worth victory points equal to the number of VP tokens on the pile.
#19 (tie) - Mobile Home by
Titandrake with 7 points
(Harrier)$4* - Victory
2 VP
During your Buy phase, this costs whatever you want, as long as it costs at least $4.
--
When you buy this, gain a card costing less than this.
--
(Rules clarification: Mobile Home's cost can change in the middle of the Buy phase. E.g., with $11 and 2 buys, buy Mobile Home for $5 and for $6. When cost reduction like Bridge is out, Mobile Home must still cost at least $4.)#19 (tie) - Landlord by
nopawnsintended with 7 points
(Guillemot)$4 - Victory
Worth 1 VP for every 2 Estates in your deck (round down).
--
When you gain this, trash a Treasure from the play area. If you trash a Treasure, gain an Estate.
#21 (tie) - Plantation (1) by
Archetype with 6 points
(Osprey)$5 - Victory
Worth 1 VP per Plantation (1) in your deck.
--
Can only be bought if you have at least 1 Action Card in play
#21 (tie) - Tower by
NoMoreFun with 6 points
(Kingfisher)$4 - Victory
Worth 1 VP for every 2 cards in the supply pile with the Tower token on it (rounded down).
--
When you gain this, you may move the Tower token to a Kingdom supply pile of your choice.
--
Setup: Place the Tower token on the Tower supply pile.
#23 (tie) - Diked Marsh by
Dubdubdubdub with 5 points
(Tern)$3 - Victory
2 VP
--
If you gain this during your action phase:
+1 Card
+1 Action
+$1
#23 (tie) - Gallery by
Robz888 with 5 points
(Ibis)$3 - Victory
1 VP
Worth another 1 VP for every 3 tokens on your Gallery mat.
--
Setup: Each player has his own Gallery mat. At the start of a player's Clean-up, he gains a token on his Gallery mat for each unused Buy.
#23 (tie) - Land Prospector by
andwilk with 5 points
(Bittern)$4 - Victory
This card is worth 1 VP for each Land Prospector left in the supply at the end of the game.
#26 (tie) - Sewage Lord by
zxcvbn2 with 3 points
(Spoonbill)$4 - Victory
Worth 1 VP for every two differently named cards in the trash, rounding down.
#26 (tie) - Scorched Earth by
Tejayes with 3 points
(Plover)$5 - Victory
This card is worth 1 VP for every 5*P cards in the trash (round down).
(P = number of players)
--
When you gain this, trash up to 4 cards from your hand.
#26 (tie) - Enchanted Forest by
eHalcyon with 3 points
(Grebe)$9* - Victory
Worth 1 VP per Enchanted Forest token you have.
--
This costs $1 less per Enchanted Forest token you have (but not less than $0).
--
When you gain this, gain a Enchanted Forest token.
#26 (tie) - Enclosure by
popsofctown with 3 points
(Flamingo)$2 - Victory
Worth 2 VP if you have more Estates than Enclosures.
--
When you buy this, +$1, +1 Buy.
#26 (tie) - Specialist by
RobertJ with 3 points
(Bunting)$6 - Victory
Worth 1 VP for each special card in your deck.
--
Setup: Before the first turn each player selects a special card from among the kingdom cards and these are announced simultaneously.
#31 (tie) - Untamed Wilderness by
A Drowned Kernel with 2 points
(Waxwing)$6 - Victory
Worth 1 VP for every Province in the supply at the end of the game.
#31 (tie) - Dowry by
Fragasnap with 2 points
(Nuthatch)$4 - Victory
2 VP
--
When you gain this, you may gain a Curse. If you do, gain a card costing up to $6 that is not a Victory card.
#31 (tie) - Blacksmith by
Adrienaline with 2 points
(Lark)$4 - Victory
2 VP
--
When you gain this card, you may gain a copy of a card costing $4 or less that does not have the name Blacksmith.
#31 (tie) - Sandbox by
Powerman with 2 points
(Kestrel)$6 - Victory
8 VP
--
When you gain this, trash all treasures you have in play and gain a Curse. If you do not gain a Curse, place Sandbox on top of your deck.
#31 (tie) - Cathedral by
gman314 with 2 points
(Hummingbird)$6 - Victory
2 VP
--
When you gain this: +1 VP
You may trash a card from your hand. If you do, get +VP equal to half its cost in coins, rounded down.
#31 (tie) - Unnamed 1 by
Graystripe77 with 2 points
(Gadwall)$6 - Victory
4 VP
--
When you gain this, trash a card from your hand. If you trashed a Curse this way, gain a Gold.
#37 - Botanical Gardens by
Saucery with 1 point
(Pelican)$6* - Victory
4 VP
--
When you buy this card, you may pay an additional $3 ($6). If you do, gain another (2) Botanical Gardens.
#38 - Grassland by
Grujah with 0 points
(Vireo)$6 - Victory
3 VP
--
When you gain this, gain a Victory card costing less than this.