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Author Topic: Mini-Set Design Contest, Challenges #3 and #4!  (Read 63120 times)

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shark_bait

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Re: Mini-Set Design Contest, Part 2!
« Reply #125 on: July 17, 2012, 08:06:30 am »
0

I'm confused about why you would get the benefit from duration twice.  When you play sceme and top deck a duration card played that turn, it goes on top of your deck and you don't get the bonus the next turn.  I don't see how the mechanics of this card are so different.
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Hello.  Name's Bruce.  It's all right.  I understand.  Why trust a shark, right?

Is quite curious - Who is the mystical "Celestial Chameleon"?

Schneau

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Re: Mini-Set Design Contest, Part 2!
« Reply #126 on: July 17, 2012, 08:09:29 am »
0

I'm confused about why you would get the benefit from duration twice.  When you play sceme and top deck a duration card played that turn, it goes on top of your deck and you don't get the bonus the next turn.  I don't see how the mechanics of this card are so different.

Scheme does not top deck a duration card played that turn, since it reads "At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck."
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shark_bait

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Re: Mini-Set Design Contest, Part 2!
« Reply #127 on: July 17, 2012, 08:59:30 am »
0

I'm confused about why you would get the benefit from duration twice.  When you play sceme and top deck a duration card played that turn, it goes on top of your deck and you don't get the bonus the next turn.  I don't see how the mechanics of this card are so different.

Scheme does not top deck a duration card played that turn, since it reads "At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck."

Is this a bug on isotropic then, b/c you can top deck either new or old duration cards.
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Is quite curious - Who is the mystical "Celestial Chameleon"?

Captain_Frisk

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Re: Mini-Set Design Contest, Part 2!
« Reply #128 on: July 17, 2012, 09:03:06 am »
0

I'm confused about why you would get the benefit from duration twice.  When you play sceme and top deck a duration card played that turn, it goes on top of your deck and you don't get the bonus the next turn.  I don't see how the mechanics of this card are so different.

Scheme does not top deck a duration card played that turn, since it reads "At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck."



No - I think this is DougZ being literal with the card instructions.  The card lets you target anything, it just has no effect if you choose a duration card that isn't discarded during cleanup.

Is this a bug on isotropic then, b/c you can top deck either new or old duration cards.
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Polk5440

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Re: Mini-Set Design Contest, Part 2!
« Reply #129 on: July 17, 2012, 09:20:43 am »
0

I'm confused about why you would get the benefit from duration twice.  When you play sceme and top deck a duration card played that turn, it goes on top of your deck and you don't get the bonus the next turn.  I don't see how the mechanics of this card are so different.

Scheme does not top deck a duration card played that turn, since it reads "At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck."

So why not: "At the start of Clean-up on the turn you buy this card, you may choose a card you have in play. If you discard it from play this turn, put it on your deck."
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rinkworks

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Re: Mini-Set Design Contest, Part 2!
« Reply #130 on: July 17, 2012, 03:45:05 pm »
0

I'm confused about why you would get the benefit from duration twice.  When you play sceme and top deck a duration card played that turn, it goes on top of your deck and you don't get the bonus the next turn.  I don't see how the mechanics of this card are so different.

Scheme does not top deck a duration card played that turn, since it reads "At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck."

So why not: "At the start of Clean-up on the turn you buy this card, you may choose a card you have in play. If you discard it from play this turn, put it on your deck."

That's roughly what One Armed Man suggested.  After some thinking, I think maybe this is fine after all.  The only other idea I even remotely like is restricting it to Treasures, and that's probably less fun.
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Dubdubdubdub

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Re: Mini-Set Design Contest, Part 2!
« Reply #131 on: July 19, 2012, 04:57:31 am »
0

I tested Herald yesterday, in three games. It's a mild card that doesn't really stand out, and I really liked it.

I don't know much about the first game anymore. I know it had Torturer and Trading Post and Bazaar. I bought a Torturer with my first $6, my opponent started of with Trading Post (and a bit early shuffle luck) and wasted me. I bought a very early Herald to top-deck my Torturer after the first play. Now, if this had been a Witch or something, that might've been worth it. A single torturer didn't wreck his deck half as much as the Herald did mine. A typical case of 'ooh new card'. :)

Game 2. Cards I remember: Lighthouse, Masquerade, Herald, City, Highway, Rabble, Goons, Forge, Platinum, Colony.
Somehow, with all quite some drawing power here, we didn't get our engines going. I bought 1 Rabble, my opponent none. Not sure how that happened - it also means we never really used Forge effectively. We never even got 2 Goons together until the very last turn.
Anyway, that means we didn't have much buys to spare. I was totally planning on top-decking some Platinums, but there usually were some better choices around. We really liked playing around with it though. In this game, my opponent started with the first Herald and I won. Starting to see a pattern? You might be wrong.

Game 3. I actually remember all cards: Fool's Gold, Native Village, University, Herald, Bishop, Mandarin, Embassy, Saboteur, Laboratory, Fairgrounds.
I started off with Potion to go for Embassies - mistake; with no +Buys, it was never worth it. My opponent got big into Bishops, supported by Laboratories. Several times, he trashed a Herald for 3VP and bought a Herald, to top-deck his Bishop. If he had much more to spend, of course he would buy other stuff, but this trick really worked. It's like a temporary baby Golden Deck. He got a huge lead, but started to stall because he never really built something up. I got a nice comeback using 6VP Fairgrounds, but it wasn't enough.


All-in-all: not a powerhouse, but a very nice card. Would work fine at $3 on most boards, I think, but $4 was not a problem and a bit less risky.
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popsofctown

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Re: Mini-Set Design Contest, Part 2!
« Reply #132 on: July 19, 2012, 07:27:31 am »
0

Have I mentioned I don't like the name?  It sounds like an action card, all victory cards are either places or nobility.

"Archive" or "Archives" seems like a good name to me.
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rinkworks

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Re: Mini-Set Design Contest, Part 2!
« Reply #133 on: July 19, 2012, 09:18:45 am »
+2

Well.  This is embarrassing.  In scouring through my pile of PM's for votes for Challenge #4 (if you haven't voted yet, you've got a couple hours left!), I chanced upon an old message (submitted well before the deadline) with votes for Challenge #3 that I neglected to count!  I know I didn't count them, because I store votes from each person in a separate file.  My vote-tallying script looks at them all and adds them up.

So I added the missing #3 votes and reran my script.  By and large, the rankings did not change much.  And I am happy and relieved to say that our two tied winners are still tied winners rejoicing in mutual victory.  But a very important change happened:  the third place card got the one more vote it needed to join the other two in the winners' circle.  I guess that means the community set gets three victory cards out of this one.

Sorry about the erroneous results earlier.  For contest #4 (and beyond, since it seems to be working well), I've been storing away the votes as I get them, rather than in bulk at the end, and I would expect that process to be less error-prone.

The revised results:


#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.

#1 (tie) - Canal by Polk5440 with 21 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 - District by One Armed Man with 12 points (Petrel)
$5 - Victory
Worth 1 VP for each card you have 5 or more copies of.

#8 (tie) - Satrapy by Celestial Chameleon with 11 points (Puffin)
$9 - Victory
4 VP
--
When you gain this, gain a Duchy and an Estate.

#8 (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.

#10 (tie) - Borderland by Qvist with 10 points (Yellowlegs)
$7 - Victory
2 VP
--
When you gain this, gain a card costing less than this.

#10 (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.

#10 (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.

#17 (tie) - Tower by NoMoreFun with 8 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.

#20 (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.)

#20 (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.

#22 - 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

#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) - Enclosure by popsofctown with 5 points (Flamingo)
$2 - Victory
Worth 2 VP if you have more Estates than Enclosures.
--
When you buy this, +$1, +1 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.

#27 (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.

#27 (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.

#27 (tie) - Dowry by Fragasnap with 3 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.

#27 (tie) - Sandbox by Powerman with 3 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.

#27 (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.

#27 (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.

#33 (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.

#33 (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.

#33 (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.

#33 (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.


« Last Edit: July 19, 2012, 09:23:16 am by rinkworks »
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Polk5440

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Re: Mini-Set Design Contest, Part 2!
« Reply #134 on: July 19, 2012, 09:44:08 am »
+1

What a surprise!

Thanks to everyone who voted!
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brokoli

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Re: Mini-Set Design Contest, Part 2!
« Reply #135 on: July 19, 2012, 09:44:28 am »
0

Very glad for Canal, it really deserve the win too ! :D Congrats Polk !
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Schneau

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Re: Mini-Set Design Contest, Part 2!
« Reply #136 on: July 19, 2012, 10:48:39 am »
0

Yay for all the winners, and congrats Polk! I think it's great to share the victory instead of having a vote-off, very Dominion-like.
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eHalcyon

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Re: Mini-Set Design Contest, Part 2!
« Reply #137 on: July 19, 2012, 10:53:38 am »
0

For Herald, how about a name that is somewhat Asian, to match Mandarin? Maybe Tea House? Rock Garden?
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theory

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Re: Mini-Set Design Contest, Part 2!
« Reply #138 on: July 19, 2012, 11:16:04 am »
+2

Quote
I guess that means the community set gets three victory cards out of this one.

To be honest, alternate Victory cards are awesome.
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rinkworks

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Re: Mini-Set Design Contest, Part 2!
« Reply #139 on: July 19, 2012, 01:20:37 pm »
0

For Herald, how about a name that is somewhat Asian, to match Mandarin? Maybe Tea House? Rock Garden?

I really like both of those names.  Evocative, thematic, and VP-card-appropriate.

We should probably leave the naming decision up to shark_bait, and leave it as it is if he's undecided or doesn't chime in, but I'm all for having the discussion and throwing some alternate names around.
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Grujah

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Re: Mini-Set Design Contest, Part 2!
« Reply #140 on: July 19, 2012, 01:24:27 pm »
+2

Last design contest - make a theme and name all the cards accordingly. :D
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eHalcyon

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Re: Mini-Set Design Contest, Part 2!
« Reply #141 on: July 19, 2012, 01:28:43 pm »
0

For Herald, how about a name that is somewhat Asian, to match Mandarin? Maybe Tea House? Rock Garden?

I really like both of those names.  Evocative, thematic, and VP-card-appropriate.

We should probably leave the naming decision up to shark_bait, and leave it as it is if he's undecided or doesn't chime in, but I'm all for having the discussion and throwing some alternate names around.

I like Tea House more than Rock Garden now that I think about it, because "Rock Garden" sounds quite similar to "Gardens" but they are both very different.

Temple?  Bamboo Forest?

But I agree, shark_bait should decide.
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Grujah

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Re: Mini-Set Design Contest, Part 2!
« Reply #142 on: July 19, 2012, 01:32:09 pm »
0

Cherry Fields?
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rinkworks

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Re: Mini-Set Design Contest, Part 2!
« Reply #143 on: July 19, 2012, 01:44:46 pm »
+2

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

Quote
Objective: Design a card that adds cards to your hand and does not provide +Actions.  Each play of the card must add a minimum number of cards to your hand, based on the following:

(1) If the card gives you no control over what cards you add to your hand (e.g., "+3 Cards") then the card must add at least 3 cards to your hand (e.g., Smithy) or up to a total of 7 cards in hand.
(2) If the card gives you the ability to selectively add cards to your hand somehow, then the card must add at least 2 cards to your hand (e.g., Oracle) or up to a total of 6 cards in hand.
(3) If the card gives your opponents the ability to selectively add cards to your hand somehow, then the card must add at least 4 cards to your hand (e.g., Envoy) or up to a total of 8 cards in hand.
(4) In the case of Duration cards, cards drawn on the next turn (or on any turn other than the one where the card is played) do NOT count, as these cards are never drawn dead.

Note:  If a card also removes cards from your hand, you must subtract how many are removed from how many are added.  Thus, for the purposes of this challenge, Embassy only adds 2 cards to your hand, not 5.  However, the draw-then-discard mechanic can be considered selective drawing, and so it qualifies for this challenge under item (2) above.

Note 2:  Cards that only add cards to your hand conditionally are ineligible unless they can guarantee the required minimum.  But there is an exception here, too, which is that you may assume the player's deck is large enough to draw the required number of cards.  After all, even a Smithy will fail to draw 3 cards if there are no cards left in the player's deck!

These were pretty restrictive criteria, and I wound up being unable to accept a number of interesting cards due to rule infractions around the edges.  I'll probably word most future challenges more loosely, but in this case I was after a very specific kind of card to fulfill a very specific function.

My own entry in this contest would have been this:

Highwayman
$5 - Action-Attack
+3 Cards
+1 Buy
Each other player chooses one: he discards down to 3 cards in hand; or he discards his hand and draws 4 cards.

I made this up pre-Hinterlands and felt like Margrave affirmed this card worked and was balanced, as it shared the then-unused "+3 Cards, +1 Buy" combo of vanilla bonuses, coupled with a weak, possibly even helpful discard attack, all on a $5 card.  Anyway, this has been a fun card in many live games I've played to date.

Now on to the winners.  Rather than tallying up all the votes at the last minute, this time I watched the totals as votes came in.  There were four cards trading places at the top, and at one point there was a 3-way tie for first place, and I thought maybe we'd wind up with more rejoicing in mutual victory.  But at the last moment one card broke from the pack and claimed a clear win:


#1 - Gatherer by andwilk with 21 points (Okapi)
$5 - Action
Name two cards.  Reveal cards from your deck until you have revealed two cards that you did not name.  Place those two cards into your hand and discard the rest.


It just draws two cards, but the ability to skip over Coppers and Estates early, and perhaps Curses later on, lets you zero in on the ones you really care about.  You need Village support to make extra use of your key action cards this way, but it sings in Big Money games.  Terminal drawers tend to work like that.  Congratulations to andwilk!

This was a highly competitive race with several others that would also have made good winners.  The rest:


#2 - Plaza by Celestial Chameleon with 18 points (Eland)
$3 - Action
Reveal cards from your deck until you reveal 3 cards costing $4 or less.
Put all revealed cards costing $4 or less into your hand and discard the other revealed cards.

#3 (tie) - Watchmaker by A Drowned Kernel with 16 points (Mandrill)
$4 - Action
Reveal the top four cards of your deck. Put two into your hand and discard the others.

#3 (tie) - Caretaker by jonts26 with 16 points (Leopard)
$5 - Action
Reveal the top 4 cards of your deck. The player to your left chooses to discard them or return them to the top of your deck.
+4 Cards

#5 (tie) - Harbor by Polk5440 with 14 points (Zebra)
$6 - Action-Duration
Until the beginning of your next turn, for all other players, all cards (including in players' hands) cost $1 less.
Now and at the start of your next turn:
+3 Cards

#5 (tie) - Magistrate by Schneau with 14 points (Wildebeest)
$2* - Action
+3 Cards
+1 Buy
--
This costs $1 more per Treasure card you have in play.

#7 - Dowser by Tejayes with 13 points (Aardwolf)
$3 - Action
Reveal cards from your deck until you reveal a Victory card. Put the Victory card and one other revealed card of your choice into your hand and discard the rest.
If the first card you reveal is a Victory card, put it into your hand, then +2 Cards.

#8 - Captain by iangoth with 12 points (Bonobo)
$5 - Action
+3 Cards
You may draw up to three additional cards. For each card drawn this way, discard a card at the end of your clean-up phase.

#9 - Trophy Room by popsofctown with 11 points (Gorilla)
$2 - Action
Reveal cards from the top of your deck until you reveal 4 Victory cards.  Put those Victory cards into your hand and put the other cards back on top in a random order.

#10 (tie) - Lord by Powerman with 9 points (Jackal)
$6 - Action-Attack
Each player (including you) reveals the top 4 cards of their deck.  Your opponents discard any card of your choice, and they place the remaining 3 on top of their deck in the order of their choice.  You may discard any number of cards from your own deck.  Place the remaining cards on top of your deck in the order of your choice.
+3 Cards

#10 (tie) - Surveyor by One Armed Man with 9 points (Hippopotamus)
$3 - Action
Draw until you have 7 cards in hand.
--
While this is in play, you cannot buy Treasure cards.

#10 (tie) - Unnamed 2 by greatexpectations with 9 points (Giraffe)
$4 - Action
+4 Cards
Discard a card from your hand, then shuffle a card from your hand into your deck.

#10 (tie) - Printing Press by Nicrosil with 9 points (Elephant)
$4 - Action
+4 Cards
Each other player gains an Action card costing at most $4.

#14 (tie) - Premonition by DWetzel with 8 points (Rhinoceros)
$3 - Action
+3 Cards
During your clean-up phase, draw only 3 cards.
--
When you gain this, you may place it on top of your deck.

#14 (tie) - Town Hall by Archetype with 8 points (Oryx)
$5 - Action
Draw 3 cards from the bottom of your deck. You may put a card from your hand on top of your deck.

#14 (tie) - Labyrinth by ChocophileBenj with 8 points (Impala)
$6 - Action
Discard any number of cards, then draw up to 7 cards in hand. You may trash a card from your hand; if you do, +1 Card.

#17 (tie) - Master by Titandrake with 7 points (Pangolin)
$6 - Action
+3 Cards
+1 Buy
Choose one: +1 Card; or +$1.

#17 (tie) - Lady by Adrienaline with 7 points (Kudu)
$5 - Action
Draw until you have 7 cards in hand. You may nominate a card name, that, as you draw them, may be set aside; discard the set aside cards after you finish drawing.

#17 (tie) - Forum by Dubdubdubdub with 7 points (Badger)
$5 - Action
+4 Cards
Put 1 or 2 cards from your hand on top of your deck.

#20 (tie) - Wheelwright by rspeer with 6 points (Waterbuck)
$3 - Action
+2 Cards
Reveal cards from your deck until you reveal an Action card. Put the Action card in your hand and discard the other revealed cards.

#20 (tie) - Raiders by qmech with 6 points (Hyena)
$6 - Action
Reveal the top 7 cards of you deck.  Put 2 of them into your hand and discard the rest.

#20 (tie) - Dispensary by Saucery with 6 points (Baboon)
$5* - Action
+3 Cards
+1 Buy
--
When you buy this card, place it and one other card you have currently in play on top of your deck.
--
When you buy this card, you may pay $3+P instead of $5.

#23 (tie) - Plague by Robz888 with 4 points (Hartebeest)
$5 - Action
+3 Cards
While this is in play, when you buy a card, if it is a Victory card, trash a copy of the card from the supply. Otherwise, trash two copies of the card from the supply.

#23 (tie) - Kennel by senseless with 4 points (Fossa)
$5 - Action
+6 Cards
Lose your next turn.

#25 (tie) - Rear Admiral by NoMoreFun with 3 points (Lemur)
$4 - Action-Attack
+3 Cards
Put one card from your hand on the bottom of your deck.
Each other player draws a card, then puts cards from his hand on the bottom of his deck until he has 3 cards in his hand.

#25 (tie) - Public Library by RobertJ with 3 points (Duiker)
$5 - Action
+1 Buy
Draw until you have 7 cards in hand. You may set aside up to 3 cards drawn this way, as you draw them. Each other player draws a card for each card you set aside. Discard the set aside cards after you finish drawing.

#25 (tie) - Workosmithy by Grujah with 3 points (Camel)
$5 - Action
Gain a card costing up to $5, putting it on top of your deck.
+2 Cards

#28 (tie) - Manufactory by Qvist with 2 points (Meerkat)
$4 - Action
Discard a card.
Choose a card from your discard pile and put it on top of your deck.
If there's no card in your discard pile +4 Cards; otherwise +3 Cards.

#28 (tie) - Mystic by Tables with 2 points (Lion)
$5 - Action-Attack
+3 Cards
+1 Buy
Each other player with 0 or 1 curse on his Mystic mat gains a curse on their Mystic mat. If they do not gain a curse, they put all of the curses on their Mystic mat into their discard pile.
---
At the end of the game, return all cards on your Mystic mat to your deck.

#30 - Unnamed 1 by Graystripe77 with 1 point (Cheetah)
$4 - Action
+3 Cards
Discard a card.
Reveal your hand. If you have no Silver in hand, choose one: gain a Gold and a Copper, or gain a Silver.
--
If you have any Gold in play, this card cannot be bought.
If you have any Silver in play, this card costs $6.

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Tejayes

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Re: Mini-Set Design Contest, Part 2!
« Reply #144 on: July 19, 2012, 01:54:31 pm »
0

Yay, 7th place! Glad to know my idea didn't completely suck.

Anyway, congratulations to andwilk and Gatherer (Okapi) on a well-deserved win!
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jonts26

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Re: Mini-Set Design Contest, Part 2!
« Reply #145 on: July 19, 2012, 01:56:19 pm »
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Hey, I finally placed respectably.

Also I voted for the winning submission, so that's good. I like the concept but I'm not 100% on the balance of the card. Likely it should play well enough I think, but some playtesting may be in order.
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rinkworks

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Re: Mini-Set Design Contest, Part 2!
« Reply #146 on: July 19, 2012, 02:08:52 pm »
0

Hey, I finally placed respectably.

Also I voted for the winning submission, so that's good. I like the concept but I'm not 100% on the balance of the card. Likely it should play well enough I think, but some playtesting may be in order.

I'm a little curious about that myself.  If you only buy money, it's strictly superior to Adventurer, right?  Because you just always name Estate and Copper, take in your terminal $4-$6 and move on?  But unlike Adventurer, you only get that guarantee if you do stick to a strict money game.  You can't even pick up a second Gatherer.  Still, the potential makes me wonder if a price bump to $6 is in order.  Benchmarking a Gatherer-BM algorithm might help.  How many turns does it take to get to 4 Provinces?  (If anybody actually does this, let's start a playtesting thread for the card.)
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jonts26

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Re: Mini-Set Design Contest, Part 2!
« Reply #147 on: July 19, 2012, 02:15:08 pm »
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I think I would rather have this as an overpowered $5 than a properly priced $6 card. $5 is already a bit rough for engine potential and $6 just favors big money too much for my taste. I'd rather tweak the card a bit before bumping up the price. But it might work fine at $5 so that could be moot.
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Titandrake

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Re: Mini-Set Design Contest, Part 2!
« Reply #148 on: July 19, 2012, 02:20:16 pm »
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Congratulations to the winners!

My thought behind Master was to recreate the play I really like from Pawn. You can either go for guaranteed +$1, or you can hope to draw a good card. So I stuck it onto a terminal draw card. 4 cards/3 cards +$1 seemed too good at $5, so I bumped it up to $6 and added +Buy accordingly. I still like it for it's simplicity, but it might be a bit too simple.

There weren't really any other attempts to merge +Cards and +$, but most of the versions of those cards have already been done to death in other threads, so it's understandable.
« Last Edit: July 19, 2012, 02:21:19 pm by Titandrake »
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popsofctown

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Re: Mini-Set Design Contest, Part 2!
« Reply #149 on: July 19, 2012, 02:21:01 pm »
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Adventurer greens more easily.
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