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Author Topic: Mini-Set Design Contest, Challenge #7: Village!  (Read 36031 times)

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rinkworks

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Mini-Set Design Contest, Challenge #7: Village!
« on: July 23, 2012, 11:02:50 am »
+2

You knew this one was coming sooner or later:  the Village challenge!  I'll post Challenge #8 in a separate thread momentarily.  Meanwhile, your votes for Challenges #5 and #6 are due Thursday, 7/26/2012.

--

Submission Rules

* Submit no more than one card per person per challenge.  You do not need to submit for all challenges if you don't want to, but of course you can't win if you don't compete.
* Submit your cards to me via this forum's messaging system.  Submissions made after each week's deadline cannot be accepted.
* Each card you submit must have a name, a cost, a list of types, and the exact wording that should appear on the card.  Also include a brief description of any special design considerations (e.g., Stash having a unique back), but do NOT include any other information, such as strategic commentary or examples about it would play.
* Although you must submit names for each of your cards, the names will not be listed on the voting ballots, so make sure your card's appeal does not depend on your choice of name.
* I will accept revisions to your contest entries provided they are submitted to me before the deadline.  If you submit a revision to an entry you have previously submitted to me, resubmit your revised card(s) in their entirety.  That is, don't tell me "Oh, can you make that +2 Cards say +3 Cards instead?"  Just resubmit the full card.
* Only submit cards that are your own design.
* You may submit cards that have been previously posted here in this forum, including those that have been refined by the community as a whole, provided you can still claim that the central conceit of the card -- and the majority of its final version -- is yours.  This applies to cards previously posted, however -- if your submissions aren't already posted on his board, please refrain from doing so until after the results have been announced.
* A single card might conceivably qualify for multiple challenges within this series.  However, you may not submit the same card for more than one challenge.
* Do not disclose your submissions publicly, either in this thread or elsewhere

--

The deadline for this week's challenges is Monday, July 30, at 10am EDT.

--

Challenge #7 - Village

Objective: Design a Village card.  This is a card that must provide the player with at least +2 Actions each time it is played.  A Duration card may instead or in addition provide at least +1 Action on a future turn (e.g., Tactician).  Receipt of the extra Actions may be optional so long as it is within the player's control to receive it or not (e.g., Nobles, Hamlet), barring only marginal edge cases (i.e., deck with only a Hamlet in it; Tactician as the last card in hand).

Official Examples: All cards with "Village" in the name, Festival, Shanty Town, Nobles, Bazaar, University, City, Hamlet, Inn, Trusty Steed, Tactician.

Official Non-Examples: Crossroads (because only the first play per turn gives extra Actions); Tribute (because the player can't control whether he gets extra Actions from it); Golem (because although it allows you to play two Action cards, it doesn't give you Actions).

--

The Ballot
The Results
« Last Edit: August 06, 2012, 03:55:47 pm by rinkworks »
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Grujah

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rinkworks

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #2 on: July 23, 2012, 02:06:24 pm »
0

Would this qualify?
http://forum.dominionstrategy.com/index.php?topic=2891.msg49565#msg49565

Unfortunately not, as I've written the rules.  I modified the original post to explain why Golem doesn't count.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #3 on: July 24, 2012, 01:31:54 am »
0

Does a duration card that gives a single extra action on the next turn qualify?
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #4 on: July 24, 2012, 01:47:05 am »
0

Remember:  About half a dozen people have posted some sort of "Hidden Village" variant over the past year.  I'd recommend skipping that; I don't know if anyone can lay claim to the central conceit.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #5 on: July 24, 2012, 03:22:44 am »
0

Remember:  About half a dozen people have posted some sort of "Hidden Village" variant over the past year.  I'd recommend skipping that; I don't know if anyone can lay claim to the central conceit.

Link ?  8)
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rinkworks

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #6 on: July 24, 2012, 08:39:00 am »
0

Does a duration card that gives a single extra action on the next turn qualify?

As written, no, but I think that's worth changing the rules to allow, since that's as pure a Village idea as any.

Edit: Done.
« Last Edit: July 24, 2012, 08:40:30 am by rinkworks »
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zahlman

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #7 on: July 24, 2012, 09:58:12 am »
0

Does a duration card that gives a single extra action on the next turn qualify?

As written, no, but I think that's worth changing the rules to allow, since that's as pure a Village idea as any.

Edit: Done.

Shouldn't that say, like, "at least two actions between this turn and next" or something? As is, a reverse-Caravan would seem to work...
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rinkworks

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #8 on: July 24, 2012, 10:06:10 am »
0

Does a duration card that gives a single extra action on the next turn qualify?

As written, no, but I think that's worth changing the rules to allow, since that's as pure a Village idea as any.

Edit: Done.

Shouldn't that say, like, "at least two actions between this turn and next" or something? As is, a reverse-Caravan would seem to work...

Not sure what exact permutation you mean by "reverse Caravan," but I think a single extra action next turn is fine for the minimum requirement.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #9 on: July 24, 2012, 02:53:12 pm »
0

Remember:  About half a dozen people have posted some sort of "Hidden Village" variant over the past year.  I'd recommend skipping that; I don't know if anyone can lay claim to the central conceit.

Yeah, as soon as I first saw the challenge, first thought was about how many of these variants I would see. I'm a bit torn though, since it is a cool idea, but at the same time, I probably won't vote for one just because it doesn't feel novel anymore.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #10 on: July 24, 2012, 06:18:52 pm »
0

I knew the Village variant was coming, now just time to decide which of my Villages to submit!
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rinkworks

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #11 on: July 24, 2012, 06:40:52 pm »
0

Remember:  About half a dozen people have posted some sort of "Hidden Village" variant over the past year.  I'd recommend skipping that; I don't know if anyone can lay claim to the central conceit.

Yeah, as soon as I first saw the challenge, first thought was about how many of these variants I would see. I'm a bit torn though, since it is a cool idea, but at the same time, I probably won't vote for one just because it doesn't feel novel anymore.

Come to think of it, Hidden Village probably isn't even eligible.  That's the one where you get +1 Action when you're out of Actions, right?  It serves the function of a Village, just with a different play order, but it technically doesn't give you the minimum required +Actions to qualify.  Huh.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #12 on: July 24, 2012, 08:17:25 pm »
0

Remember:  About half a dozen people have posted some sort of "Hidden Village" variant over the past year.  I'd recommend skipping that; I don't know if anyone can lay claim to the central conceit.

Yeah, as soon as I first saw the challenge, first thought was about how many of these variants I would see. I'm a bit torn though, since it is a cool idea, but at the same time, I probably won't vote for one just because it doesn't feel novel anymore.

Come to think of it, Hidden Village probably isn't even eligible.  That's the one where you get +1 Action when you're out of Actions, right?  It serves the function of a Village, just with a different play order, but it technically doesn't give you the minimum required +Actions to qualify.  Huh.

An excellent point!
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rinkworks

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #13 on: July 24, 2012, 09:08:20 pm »
0

Edited the original post to include Tactician as an eligible card.  It fails if it's the last card in your hand, but I'm going to rule that a sufficiently marginal edge case.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #14 on: July 24, 2012, 10:45:25 pm »
0

Remember:  About half a dozen people have posted some sort of "Hidden Village" variant over the past year.  I'd recommend skipping that; I don't know if anyone can lay claim to the central conceit.

Yeah, as soon as I first saw the challenge, first thought was about how many of these variants I would see. I'm a bit torn though, since it is a cool idea, but at the same time, I probably won't vote for one just because it doesn't feel novel anymore.

Come to think of it, Hidden Village probably isn't even eligible.  That's the one where you get +1 Action when you're out of Actions, right?  It serves the function of a Village, just with a different play order, but it technically doesn't give you the minimum required +Actions to qualify.  Huh.
On the other hand, the ability to "play" Hidden Village when out of actions is often worded as a reaction, which doesn't count as playing.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #15 on: July 25, 2012, 01:53:21 am »
0

Not sure what exact permutation you mean by "reverse Caravan," but I think a single extra action next turn is fine for the minimum requirement.

I mean - this turn: +1 Card; next turn: +1 Card, +1 Action. I.e. no action this turn.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #16 on: July 25, 2012, 03:57:53 am »
0

Not sure what exact permutation you mean by "reverse Caravan," but I think a single extra action next turn is fine for the minimum requirement.

I mean - this turn: +1 Card; next turn: +1 Card, +1 Action. I.e. no action this turn.

Yes, that would qualify.  This becomes a next-turn village.  Even though it only says "+1 Action", remember that the duration does not consume an action to play on the next turn.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #17 on: July 30, 2012, 11:54:49 am »
+1

Here is the ballot for Challenge #7!  Votes are due in a week.  The ballot for #8 will be coming this afternoon or evening.  New challenges coming this Thursday.

--

Voting Rules:

Each person may cast votes as follows:  For each Challenge, you may fill your ballot out in one of two ways:

(1) Award 3 points to one entry.  Award 1 point to any number of other entries.
(2) Award 2 points to each of two entries.  Award 1 point to any number of other entries.

Submit your votes via PM to me by Monday, August 6, 2012, 10am EDT in the following format:

Quote
Challenge 1

3 CardName
1 AnotherCardName
1 StillAnotherCardName
1 AnotherCardNameGoesHereToo

Challenge 2

2 CardName
2 AnotherCardName
1 StillAnotherCardName

Please use the above format!  One card per line, with the number of votes given before it, and no extra punctuation or anything.  This will make it easy for me to copy-and-paste your votes into the format my vote-counting script needs it to be in.

Do not submit votes for your own cards.  (If you do, my script will catch you anyway.)

By submitting vote(s) for a challenge, you will automatically earn 1 point for your entry in that challenge.  This is to incentivize contestants to submit votes.  (My script does this automatically, so don't worry that I'll forget to do this.)

Note that the supplied card names are for discussion/identification only -- they are not the card names that were submitted to me.  The proper card names will be revealed when the results are announced.  Whenever card text says "[This Card]" it means the submitted text says the card's own name there.

Inclusion on the ballot means that the card was deemed eligible for the contest.  You therefore do not need to consider eligibility when voting.  In some cases, this may mean a pretty loose interpretation of the eligibility requirements.  I tried to be fair but also forgiving when a submission came in that twisted the rules in a way I hadn't foreseen.

As a voter, you may use whatever criteria you wish in determining what your votes will be.  Be as forgiving or particular as you like concerning conformance to standard Dominion terminology.   For all winning cards, there will be a chance to tweak the wording as a community, if necessary, before they are canonized.

--

Cinnamon
$4 - Action-Reaction
+1 Card
+2 Actions
--
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.


Basil
$4 - Action
+2 Actions
+$1 for each differently named card you have in play (including this).
--
When you buy this, you may gain a [This Card].


Anise
$3 - Action
+2 Actions
+$1
+$1 for every three actions in play, including this.


Parsley
$3 - Action
+2 Actions
If you have played [This Card] at least...
2 times: +1 Card
3 times: +$1
4 times: +1 Buy
5 times: +1 VP


Cardamom
$5 - Action
+1 Card
+2 Actions
You may discard a Victory card from your hand.  If you do, +$ equal to one third its cost in coins, rounded up.


Fennel
$2 - Action
+2 Actions
Place any number of cards on the bottom of your deck.
For each card you do, +1 Card.
Place any number of cards on top of your deck.
For each card you do, +$1.


Dill
$5 - Action
+1 Card
+2 Actions
--
While this is in play, when you gain a card worth $3 or more, +1 VP.


Cilantro
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player plays an Attack card, or during your Buy phrase, you may reveal this together with any number of Action cards from your hand. Put all revealed cards on top of your deck in any order.


Ginger
$1 - Action
+1 Card
+2 Actions
If you have 2 or more unused actions left at the end of your turn, during the clean-up phase, draw 7 cards instead of 5.
--
This card cannot be bought if you have any treasures in play.


Paprika
$5 - Action
+2 Actions
Put a card in play other than a [This Card] into your hand.


Nutmeg
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.


Turmeric
$4 - Action
+1 Card
You may trash or discard 1 card from your hand. If you do, pick one: +2 Actions, +2 Cards, +$2.


Rosemary
$7 - Action-Duration
At the start of each of your turns, choose two: +1 Action; +1 Buy; put a [This Card] token on this card; +$1 per token on this card, then trash this card. (The choices must be different.)


Thyme
$4 - Action-Reaction
Choose one: +2 Cards or +3 Actions.
--
When you discard this from play, you may put it on top of your deck.
--
When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.


Mace
$2 - Action
Choose one: +2 Cards; or +2 Actions; or +$2; or +2 Buys.


Clove
$2 - Action
+2 Actions
You may gain a Copper in hand.


Oregano
$4 - Action
+2 Actions
Draw until you have 5 cards in your hand.


Saffron
$2 - Action
+1 Card
You may discard a card; if you do, +1 Action.  You may trash a card; if you do, +2 Actions.


Coriander
$3 - Action-Duration
Now and during your next turn: +1 Action, and you may play Victory cards as though they are Treasure cards.  Victory cards played in this manner provide $1, plus $(1/3 of the printed VP on the Victory card, rounded down).
--
(Rules clarifications: The "printed VP" refers to the victory points provided by the card, e.g. Estate = 1 VP, Duchy = 3 VP, etc.  Victory cards with no printed VP total on them, e.g. Gardens, Silk Road, and Fairgrounds, provide just the flat $1.  Victory cards played in this way are not Treasure cards and do not count for cards which look at Treasure cards, like Bank, Venture, and Loan.)


Garlic
$3 - Action
+1 Card
+1 Action
You may trash this card immediately. If you do, +1 Action.
--
When you buy this card, gain two copies of it.
--
Special rule: The supply pile for [This Card] has 30 copies of it.


Caraway
$3 - Action-Attack
+1 Card
Discard any number of cards.  +1 Action per card discarded.
Each other player gains an Estate, putting it into their hand.


Tarragon
$5 - Action
+2 Actions
Trash up to 2 cards from your hand.  +1 Card for every card trashed this way.


Lemongrass
$4 - Action
+1 Card
+2 Actions
--
When you discard this from play, you may put it on top of your deck if you bought a Treasure this turn.


Marjoram
$4 - Action-Duration
+2 Cards
At the start of your next turn, +2 Actions.


Cumin
$3 - Action-Victory
+2 Actions
+1 Buy
--
1 VP


Sage
$6 - Action-Duration
At the beginning of every one of your turns, +1 Action, +1 Buy.
--
While this card is in play, during your turn, Victory cards cost $2 more and non-Victory cards cost $1 more.


Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.


Sesame
$4 - Action
Choose one: Draw until you have 6 cards in hand; or: +2 Actions, +$1, +1 Buy.


Allspice
$4 - Action-Reaction
+1 Card
+2 Actions
If any Supply Victory card pile is empty, +1 Card.
--
When an opponent plays an attack card, you may reveal and set this aside from your hand.  If you do, +1 VP.  Restore this to your hand at the start of your turn.


Borage
$5 - Action
+4 Cards
+2 Actions
Put 4 cards on top of your deck in any order.


Chervil
$5 - Action
If played for the first time this turn: +2 Cards, +2 actions, +$1.
All other plays: +$1, +2 Actions.


Lavender
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player gains a Treasure, you may discard this card from your hand and gain a copy of the Treasure card they gained.


Mint
$5 - Action
+2 Cards
+2 Actions
--
When at least one [This Card] is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.


Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.


Stevia
$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)


Cayenne
$3P - Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +$1, +1 Buy.


Juniper
$4 - Action
+1 Card
+2 Actions
You may discard an Province. If you do, +1 Card.
--
In games using this, when you gain an Estate, you may gain a [This Card].


Fenugreek
$5 - Action
+1 Card
+2 Actions
If you have played [This Card] two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.


Arrowroot
$5 - Action
+1 Card
+2 Actions
--
When you gain this, gain a [This Card] token.
--
At the start of any turn, you may return one [This Card] token before you play your first action. If you do, +1 Action.


Poppy
$4 - Action
+1 Card
+2 Actions
Choose one: +1 Card, +$1, or trash a card from your hand.  If you choose...
+1 Card, each other player draws a card.
+$1, each other player gains a Copper in hand.
Trash a card, +1 VP, and each other player may trash a card from his hand.


Savory
$4 - Action-Attack
+2 Actions
+$1
Each other player may discard a Treasure card.  If he doesn't, he gains a Copper.


Vanilla
$4 - Action
+1 Card
+1 Action
Choose one: +1 Action, or discard your hand and draw 4 cards.
« Last Edit: July 31, 2012, 08:12:27 am by rinkworks »
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Jack Rudd

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #18 on: July 30, 2012, 12:09:37 pm »
0

Interesting. Were Fenugreek and Parsley submitted with the same card name?
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #19 on: July 30, 2012, 12:15:14 pm »
0

Pretty cool. But a 'Mint' card might get confusing.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #20 on: July 30, 2012, 12:32:11 pm »
+1

Interesting. Were Fenugreek and Parsley submitted with the same card name?

Nope.

Pretty cool. But a 'Mint' card might get confusing.

Hahaha!  I can't believe I didn't even notice that.  Considering I see Dominion card names everywhere already -- did you see the Vaulting on the Olympics yesterday? -- it's shocking I didn't notice one in an actual Dominion context.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #21 on: July 30, 2012, 12:33:38 pm »
+1

I'm going to have trouble voting for my favorite card instead of my favorite spice. Looking at you, cardamom.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #22 on: July 30, 2012, 12:39:12 pm »
0

I'm going to have trouble voting for my favorite card instead of my favorite spice. Looking at you, cardamom.

Same problem with lemongrass  ::)
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #23 on: July 30, 2012, 12:40:50 pm »
0

This challenge raises the question: Is FV too strong, or funstrong?

I feel it is too strong.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #24 on: July 30, 2012, 12:54:53 pm »
0

This challenge raises the question: Is FV too strong, or funstrong?

I feel it is too strong.
I'm of the (possibly controversial) opinion that as long as a card is funstrong, it (almost) cannot be too strong. Many favourite cards tend to be the ones that change the landscape of the game, Fishing Village included!
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ChocophileBenj

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #25 on: July 30, 2012, 12:59:44 pm »
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Calling cards "mint" and "vanilla" ^^

About Poppy, doesn't the +$1 choice look like an attack ? If they don't have chapel/moneylender and so on in hand..., they've +$1, right, but they may not want it ! Especially if you intend to play minion/militia...
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #26 on: July 30, 2012, 01:06:12 pm »
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Man, I'd hate to be the guy who got his card named "Vanilla."

Also, shouldn't Cilantro and Coriander be the same card?

Also also, no Melange?  I'm disappointed.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #27 on: July 30, 2012, 01:08:13 pm »
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I thought Fishing Village was overpowered for a long time (not game-breakingly so, just something that would have been better off at $4) until I realized just how huge a drawback the lack of +Card is.  It's still the Village of choice for most normal Village uses, certainly, but there are plenty of situations where the lack of card draw absolutely killed me.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #28 on: July 30, 2012, 01:09:51 pm »
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Also, shouldn't Cilantro and Coriander be the same card?

Same plant, but different herbs.  The leaves and seeds aren't really interchangeable.  (Or are they?  I'm no expert.)
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Powerman

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #29 on: July 30, 2012, 01:58:07 pm »
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Wow, lots of entries.  Looks like a lot of interesting ones.  Since there are so many villages, most of these should be comparable to one that already exists, so in general I think the best idea is to compare to what we already have.  Let's begin!


Cinnamon
$4 - Action-Reaction
+1 Card
+2 Actions
--
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.
Cross between Fool's Gold and Village?  I don't quite understand the reaction bit.  I mean, it's a decent reaction don't get me wrong... but it doesn't make a lot of sense on a village.  But, it's probably a decently strong $4 village.

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Basil
$4 - Action
+2 Actions
+$1 for each differently named card you have in play (including this).
--
When you buy this, you may gain a [This Card].
Villages that give $ are really good (FV, Festival, Bazaar are 3 of the best ~5) and this can easily give $2/3.  I'd almost always take this over Festival, and with another village it's easy to make them all worth $3 or $4.

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Anise
$3 - Action
+2 Actions
+$1
+$1 for every three actions in play, including this.
It's a non-duration FV, with a potential for a bonus.  Probably alright but maybe too strong.

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Parsley
$3 - Action
+2 Actions
If you have played [This Card] at least...
2 times: +1 Card
3 times: +$1
4 times: +1 Buy
5 times: +1 VP
I like this.  Cross between City and Conspirator.  Because it doesn't start with a +Card AND +Action you can't just blindly buy it, especially because until the 3rd one it doesn't really help you out.  May have to cost $4 though, as it's more similar to those than vanilla village.

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Cardamom
$5 - Action
+1 Card
+2 Actions
You may discard a Victory card from your hand.  If you do, +$ equal to one third its cost in coins, rounded up.
Comparable to Bazaar.  If you discard an estate +$1, duchy +$2, Province +$3.  Probably balanced and of fair strength.

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Fennel
$2 - Action
+2 Actions
Place any number of cards on the bottom of your deck.
For each card you do, +1 Card.
Place any number of cards on top of your deck.
For each card you do, +$1.
Ok this card doesn't really make much sense to me.  It seems great at getting lots of $4 cards... but to do that it doesn't get through your deck.  Much worse that Secret Chamber IMO... although it combos well with Draw to X so maybe it's fine.

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Dill
$5 - Action
+1 Card
+2 Actions
--
While this is in play, when you gain a card worth $3 or more, +1 VP.
Kind of like Goons mixed with Village.  I like it except for "Worth".  Does that mean if you play, say 3 bridges to make all cards cost 3 less, do silvers still count?  I think it should say costing $3 and I think it's good then.

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Cilantro
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player plays an Attack card, or during your Buy phrase, you may reveal this together with any number of Action cards from your hand. Put all revealed cards on top of your deck in any order.
I don't even get the reaction part.  I guess it's useful if you draw this off of a dead draw smithy?  Or if you're going to get milita'ed you can choose to get ghost shipped instead?  Bleh.

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Ginger
$1 - Action
+1 Card
+2 Actions
If you have 2 or more unused actions left at the end of your turn, during the clean-up phase, draw 7 cards instead of 5.
--
This card cannot be bought if you have any treasures in play.
Way, way way too good with Remake.  Simply remake coppers into these and you'll start each hand with 7 cards + these cards don't even clog your deck.  I'd like it more as "this card cannot be gained, only bought" or something like that.

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Paprika
$5 - Action
+2 Actions
Put a card in play other than a [This Card] into your hand.
This is interesting when combined with another village.  Play Village + Witch + this card + Witch again.  I don't like it though.  To me it seems worse than throne room, and should cost $4.

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Nutmeg
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.
Kind of like an unreliable and worse workshop combined with a non-drawing crossroads?  I'd be hard pressed to take this card over vanilla village.

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Turmeric
$4 - Action
+1 Card
You may trash or discard 1 card from your hand. If you do, pick one: +2 Actions, +2 Cards, +$2.
This card seemingly blows Upgrade out of the water as a non-terminal trasher.  Plus it seems much better than Steward.  I'd imagine this + Masquerade to be one of the best openings.

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Rosemary
$7 - Action-Duration
At the start of each of your turns, choose two: +1 Action; +1 Buy; put a [This Card] token on this card; +$1 per token on this card, then trash this card. (The choices must be different.)
So a permanent village.  Basically you want to choose the action and token every time, than on your last turn chose +Buy, +$ and get a mega turn.  I don't like the snowballing effect.  (As in a lucky turn 3 $7 and T5 play is basically gg)

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Thyme
$3 - Action-Reaction
Choose one: +2 Cards or +3 Actions.
--
When you discard this from play, you may put it on top of your deck.
--
When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.
I don't like it.  A) If you play it twice, you get the benefits of one Village.  If you play it thrice you get the benefits of one Laboratory.  B) Once you get 5 of these you can guarantee yourself a 6 card hand +2 actions every turn.  C) It makes playing rabble REALLY scary.

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Mace
$2 - Action
Choose one: +2 Cards; or +2 Actions; or +$2; or +2 Buys.
Nope, this is the old version of steward.  Pass.

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Clove
$2 - Action
+2 Actions
You may gain a Copper in hand.
Ok so this is a non-duration FV that gives you a copper.  This is really good where copper's good (ie. Counting house, coppersmith, gardens).  Then it's almost as good as FV.  Otherwise, it's probably still better than NV (non-bridge game).

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Oregano
$4 - Action
+2 Actions
Draw until you have 5 cards in your hand.
Seems too good with other discard cards.  ALL the other Draw to X (outside of Minion which plays much differently anyway) are terminal, probably for a reason.

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Saffron
$2 - Action
+1 Card
You may discard a card; if you do, +1 Action.  You may trash a card; if you do, +2 Actions.
You almost always want to trash a card here, and then it's just too good.  I mean, it's basically as good as Upgrade (yes you can't get a card in return but most of the time you don't want one) and you get an extra action.

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Coriander
$3 - Action-Duration
Now and during your next turn: +1 Action, and you may play Victory cards as though they are Treasure cards.  Victory cards played in this manner provide $1, plus $(1/3 of the printed VP on the Victory card, rounded down).
--
(Rules clarifications: The "printed VP" refers to the victory points provided by the card, e.g. Estate = 1 VP, Duchy = 3 VP, etc.  Victory cards with no printed VP total on them, e.g. Gardens, Silk Road, and Fairgrounds, provide just the flat $1.  Victory cards played in this way are not Treasure cards and do not count for cards which look at Treasure cards, like Bank, Venture, and Loan.)
I like this but it seems like its mostly worse than FV, as you don't get a village this turn, and you have to have 2 duchies/ provinces to get more $.


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Garlic
$3 - Action
+1 Card
+1 Action
You may trash this card immediately. If you do, +1 Action.
--
When you buy this card, gain two copies of it.
--
Special rule: The supply pile for [This Card] has 30 copies of it.
I don't like this card.  It will take way too long for beginners to decide whether to trash it (even more difficult decision IMO than MV) and it's not all that good.

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Caraway
$3 - Action-Attack
+1 Card
Discard any number of cards.  +1 Action per card discarded.
Each other player gains an Estate, putting it into their hand.
So for it to be a village, it leaves you with a 3 card hand.  Gaining an Estate in hand is an attack, but not a particularly good one.  Seems bleh if bad to me.

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Tarragon
$5 - Action
+2 Actions
Trash up to 2 cards from your hand.  +1 Card for every card trashed this way.
This card I like but it may be too strong.  You'll be left with a 4 card hand whether you trash or not, and you can trash multiple cards.  Really good IMO.

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Lemongrass
$4 - Action
+1 Card
+2 Actions
--
When you discard this from play, you may put it on top of your deck if you bought a Treasure this turn.
Similar to Walled Village... and what card wants to be compared to Walled Village?

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Marjoram
$4 - Action-Duration
+2 Cards
At the start of your next turn, +2 Actions.
Bad, bad, bad.  +2 cards this turn is powerfully weak.  And +2 actions next turn isn't much better than +1 action next turn.  This would be so much better (albeit too good) at +2 actions, next turn +2 cards.

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Cumin
$3 - Action-Victory
+2 Actions
+1 Buy
--
1 VP
Comparable in strength to Great Hall, I like this card.

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Sage
$6 - Action-Duration
At the beginning of every one of your turns, +1 Action, +1 Buy.
--
While this card is in play, during your turn, Victory cards cost $2 more and non-Victory cards cost $1 more.
Yuck, yuck.  The problem is there is no way to get this OUT of play.  Once you play this, buying cards becomes very difficult, and if you somehow play 2 or 3 you can't win.  Any card where you can play 2 or 3 and be screwed is bad.  Add a "you may trash" benefit-clause, then maybe.

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Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.
I like this.  Simple, and you get the chance to make this turn better in exchange for Bureaucrating yourself.

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Sesame
$4 - Action
Choose one: Draw until you have 6 cards in hand; or: +2 Actions, +$1, +1 Buy.
Too easy to 1 card combo... Minion might be much stronger BUT the jump from 4 to 5 is huge.  This can be gained with WS / Talisman too easily, and it leaves you with a bigger hand unlike Minion which leaves you with 4.

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Allspice
$4 - Action-Reaction
+1 Card
+2 Actions
If any Supply Victory card pile is empty, +1 Card.
--
When an opponent plays an attack card, you may reveal and set this aside from your hand.  If you do, +1 VP.  Restore this to your hand at the start of your turn.
Comparable to City.  The action part is strictly worse than City so makes sense at 4.  The Reaction part is strong, but not so strong as to avoid attacks.  I like it, but cantrip moats are generally bad.

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Borage
$5 - Action
+4 Cards
+2 Actions
Put 4 cards on top of your deck in any order.
This is like the last challenge, and I don't like this card.

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Chervil
$5 - Action
If played for the first time this turn: +2 Cards, +2 actions, +$1.
All other plays: +$1, +2 Actions.
I like this card.  The first time benefit is so strong you will always (well not always... but always) want to buy at least one, but because you want to see the benefit more you'll probably buy more.  Then when they collide they get weaker.  I'd make the first benefit even stronger and the second even weaker to make it more interesting.  Like +3 cards the first time, and then only +1 action.

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Lavender
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player gains a Treasure, you may discard this card from your hand and gain a copy of the Treasure card they gained.
Good if you can gain a gold / bank... but in a deck where you want this card, will you really want to give it up to get a treasure?  I mean, it can work but I don't like it.

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Mint
$5 - Action
+2 Cards
+2 Actions
--
When at least one [This Card] is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.
Trusty Steed with a harsh penalty.  I'd make it harsher IMO.  Ie. When at least one [This Card] is in play and you gain a card, every other player may gain a card costing less than it, putting it into hand.  So if you gain a gold, they gain a lab.  Etc.

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Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.
The copper one is way too strong.  The Silver is balanced.  And the Gold is way to weak.  I like that about it, because I like any card that makes copper good.

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Stevia
$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)
I really don't like this card.  The helpful benefit for your opponent is equal to playing CR, and if you don't have any other discard for benefit cards, you are worse than a village idiot.

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Cayenne
$3P - Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +$1, +1 Buy.
So it can be a Laboratory, a Village, or a worse Market.  Why does it cost 3P?  Compare it to Alchemist.  Yuck.

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Juniper
$4 - Action
+1 Card
+2 Actions
You may discard an Province. If you do, +1 Card.
--
In games using this, when you gain an Estate, you may gain a [This Card].
I can't tell if I like it or not.  On one hand, it's good when you're greening as it adds cycling, but until then it's just a village.  And the reaction part... eh good against ambassador, bad for anything else I think.

Fenugreek
$5 - Action
+1 Card
+2 Actions
If you have played [This Card] two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.
Cross between City and Conspirator.  It would be alright EXCEPT I think a card like this should not give +Card and +Action the first time.  It makes it way way to easy to spam them.  Move the first + Card to join the + Buy and I like it.

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Arrowroot
$5 - Action
+1 Card
+2 Actions
--
When you gain this, gain a [This Card] token.
--
At the start of any turn, you may return one [This Card] token before you play your first action. If you do, +1 Action.
I like this.  It's a village, and you can make it so you have a village at any time.  **Good**

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Poppy
$4 - Action
+1 Card
+2 Actions
Choose one: +1 Card, +$1, or trash a card from your hand.  If you choose...
+1 Card, each other player draws a card.
+$1, each other player gains a Copper in hand.
Trash a card, +1 VP, and each other player may trash a card from his hand.
This is trying to be governor, and it isn't working.  The Card option is hardly better than what you give your opponent, and $ could be good but when it is it's because the card acts as an attack, and and the trash a card option is fine I guess.

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Savory
$4 - Action-Attack
+2 Actions
+$1
Each other player may discard a Treasure card.  If he doesn't, he gains a Copper.
Almost always the player will want to gain a copper, or they'll discard if the attack doesn't affect them.  And the village for you is weak.  Pass.

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Vanilla
$4 - Action
+1 Card
+1 Action
Choose one: +1 Action, or discard your hand and draw 4 cards.
So this card can be a plain village, or if you're left with little in hand you can self-minion.  Eh... I'm not sure if this is fine yet.
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WanderingWinder

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #30 on: July 30, 2012, 02:13:10 pm »
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Cinnamon - interesting, in that silver flood does not go with engines, but on the other hand, it gives you an extra card, and 2 money right now. Seems too strong.
Basil - Seems a bit too strong; maybe balanced without the double-gain, but that is pretty big for engines.
Anise - does what Basil tried, but better I think. I rather like this. You usually need to play villages first, so it's not going to be a HUGE cash machine too often, though it gives you something for having extras at the end. I might cost it $4, but on the other hand, it will usually be giving you sort of less cash than fishing village, so I can't imagine it's SO much better than FV.
Parsley - should be a 'while in play' thing I think - current wording is ambiguous - but it's just a bit busy for me anyway.
Cardamom - Just seems too strong. Usually you will have at least an estate, so this is usually at least bazaar, which is a good card. Furthermore, duchy (SR or Gardens) gets this into GM territory, and province, which is certainly possible late game, gets you a cantrip $3, which is massive. Consider that in a draw-my-whole-deck engine, I can recycle that province over and over and over.
Fennel - I think I'd like this, if you scrapped the second 'place any number...' ability. As is, I think it's a bit strong. Village that does cellar and secret chamber, and okay, you can't discard, but while that's USUALLY bad, it isn't always bad.
Dill - A bit overpowered. It is like a village version of monument, which is not so bad in-and-of-itself, since the gains do lead to game end (though there is some big ambassador combo to get you something crazy, and that is brooooken), but in an engine, where you gain lots of pieces, you can reap SOO much VP off of this, it's silly.
Cilantro - Should say 'buy phase', not phrase ;) Otherwise, I like it.
Ginger - Don't like the $1 cost, the restriction is not at all hard to get around, and the 2 unused actions thing just seems so wonky.
Paprika - I would cry overpowered on this, but again, you typically have to play your villages first, so maybe it is not so bad. In fact, if there isn't a way to break this, I think it might be a little weak at 5 - sure, playing your nicest card again is very nice, but you have to get that in play first. Compares sorta to throne room, I think.
Nutmeg - hmmm. This seems... weird. The not playing any actions after... I dunno. The 3 actions thing is not something I'm a huge fan of either.
Turmeric - Didn't realise this wasn't spelled Tumeric. Uh, I guess this is good, but it's not my cup of tea for some reason.
Rosemary - not really the place for a permanent duration; the last two abilities seem a bit wonky too; furthermore, can you get this out soon enough? I don't know - there are a few cool concepts here, but the execution just seems too outlandish.
Thyme - So my first thought is that it would be too easy and good to grab a stack of these. But on a little further reflection, how good is a stack of these? Not that great. But a couple can REALLY grease an engine. Heck, just one or two and you can grab all kinds of draw cards, whatever you want. So still just a tiny bit overpowered for me, I think. Epically strong with watchtower.
Mace - Well, it can do at least 2 things that are a touch weak, but basically balanced at the 2 level, plus two more. I think this is a 3, okay, but nothing special.
Clove - it's a village that copper-floods, and the card you draw is always copper, and you don't cycle so well. AKA, it's terrible. It is on theme for the set, but... it's just so weak.
Oregano - Most often a village, as you play it start of turn, less than a village for your traditional engines with smithy-like cards, better if you have non-draw terminals. And a defence to discard attacks. Maybe a touch strong? But I like it.
Saffron - another card I cannot see so much what it's doing. I mean, non-terminal trasher is probably the biggest thing? Probably pretty terrible late, but you can maybe snag 2 or 3 early and then use them to get rid of each other later? I think this is probably a fine card, but don't have a lot of instinct.
Coriander - SO busy. Similar to Anise, but with this crazy thing added on. You know, I LOVE the crazy thing (or at least the idea of it), I just don't like it on this card.
Garlic - Holy crap, that is a ton of cards you gain. 3 at once, pop a village when you need it? Seems a little good for 3 as is, maybe. However, the big thing is that it is broken with vineyard, and probably pretty good with gardens? I mean, mostly just a slightly better village. It's not so bad.
Caraway - Who has heard of this spice? I was with you for the rest, you lost me here. This is strong with library/jack/watchtower, and then the estate-giving, on what is most likely a non-terminal, and with the possible double-opening? That makes it brokenly strong. Early on, those things aren't too far from curses, you know? I imagine that this is just the stupidest strong card in the game, except probably against gardens/SR rushes, and *maybe* curse-giving attacks.
Tarragon - I don't see why this has to be costed $5. In fact, I would guess that makes it too weak, usually. I maybe like it at 4. I mean, you always net -1 card with it, but okay, it is non-terminal trashing, and eventually a gimped village. Feels 4 to me.
Lemongrass - I think I like it. Largely village, but gives a lot of stability once the engine is rolling - assuming you have +buy. I think I might like it even a touch better if it was just gained a treasure. Compares to walled village.
Marjoram - moat now, two villages later? I would really like it if it were only one village next turn; as is, this is sooo spammable, I will take it up and down, all day long (i.e. it seems to me, it is too strong- rhyme intentional)
Cumin - compare to worker's village. It gives a VP rather than a card, and it's a little cheaper. I quite like this - probably normally worse than village, but it gives you 3 of the things you want in an engine - extra actions, buys, and a little more VP to give you something. Also, I like the idea of early-game VP buys.
Sage - See my comments on Rosemary. Man these seem really similar. But this is worse, because perma-cost increases can get the game to un-endable states, and this does that fairly easily. Enough of these, and it's just no end to the game in sight.
Mustard - A village that goes GM if you put green back on your deck. Hmm... seems too strong to me - in an engine, you pop that bonus a LOT. Heck, even without the engine, a ton of these with even just an average-ish amount of green cards, you are doing pretty well. Works well with tournament and baron, also.
Sesame - This is a single-card combo. Reminds me of archivist, though I guess I will have to dig that out to see what it did. So, I like the card, but the question is whether it is too strong. I think, I think it is better than most such cards we see, and would normally get cost 5, but is it really game-warping, or even to the level of hag, jack, etc. Well... no. So I like it.
Allspice - anti-alt VP rush village. Okay, interesting, though it won't come up that often. But then you stick an incredibly good reaction on it, and it is too good against attacks - a free VP is enough to offset most of your attacks so, so much, and I don't think that's good for the game.
Borage - another spice I haven't heard of. Huge sifter, huh? Seems weak though, because you have to go back on deck. If it was discard, this would be quite strong, though probably balanced. But as is, well, usually you want to play a village in an engine, right? But in most engines, well, you draw those cards right back, so it smooths you out a bit, but you net lose a card, so... I think this could be a 3, honestly.
Chervil - So sorta like a reversed city. First play is obviously awfully strong, and grabbing about two seems really good, maybe too good. But 2/2 is not so good as people think.
Lavender - So, a village you can use as an immediate non-terminal smugglers/workshop with the restriction being that it must be treasure. Okay, should be fine. Just not so cohesive - why are these abilities together?
Mint - Mint is already a card, so you (rinkworks) ought to give this a different name. Wow, gold-in-hand is ridonculously good. You can really only use this card as part of a multi-multi-per turn strategy, that grabs everything in a turn or two, right? Or alternate VP of some sort, where it's very strong, if that's viable. I dunno, seems a little weak, but interesting.
Patchouli - 'if you gain' should be 'if you gained', I think. Seems very powerful. Copper gives you a LOT, silver makes this like a non-terminal explorer, I guess with a little drawback, and it has another option I guess you could use sometimes. Uh, too strong.
Stevia - Another single-card engine. And I like it.
Cayenne - This so outclasses alchemist, no? Okay, that doesn't say so so much. Probably pretty balanced, pretty good.
Juniper - You can grab it off an estate? Who gains early estates? So it's more of a village with some endgame spice. Okay, I can get behind that. I guess it also has some 3-pile possibilities, and works with baron/followers. I can really get behind that.
Fenugreek - You made that name up, right? See my comments on Parsley.
Arrowroot - 'before you play your first action' is superfluous. Card is sorta meh.
Poppy - Too strong - option 1 is not too good, but option 2 is bazaar that gives opponent copper in hand - okay, this is usually a benefit to you, especially early on (and this isn't even an attack?!), and option 3 is sorta like bishop, probably better than bishop on the whole. And it costs $4(!)
Savory - If the copper gained in hand, I would love this. Well, maybe that would be too weak. As is, mmm. Not sure.
Vanilla - basically minion but cheaper, and can't gain money, and without the attack. Okay, whatever, that is not so minion, but it is everything I like about minion, and can be used as a village too, so I do believe I rather like it.

Powerman

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #31 on: July 30, 2012, 02:28:09 pm »
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Cayenne - This so outclasses alchemist, no? Okay, that doesn't say so so much. Probably pretty balanced, pretty good.

I think one of us is misreading this card, but isn't this almost always outclassed by alchemist?
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #32 on: July 30, 2012, 02:31:15 pm »
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Cayenne - This so outclasses alchemist, no? Okay, that doesn't say so so much. Probably pretty balanced, pretty good.

I think one of us is misreading this card, but isn't this almost always outclassed by alchemist?
Putting the card back on top vs being able to trade a card for an action, money, or buy? I take flexibility over consistency.

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #33 on: July 30, 2012, 02:48:03 pm »
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Re: Powerman's assessments:
Cilantro: I think the main use of the reaction is to let you set up your next turn. Particularly useful if/when you are overdrawing your deck.
Turmeric, Thyme, Saffron - excellent points.
Clove: You have to keep in mind, villages get used for engine decks, and engine decks often don't like silver, let alone copper... further, FV without the duration has to be worse than normal village normally, by a good amount, and this is worse than that.
Oregano: I don't know what you mean by 'other discard cards'; 'other' doesn't make sense at all, and I can only think of minion, HT, hamlet, warehouse, cellar, young witch as cards that discard-for-benefit right now, and they don't seem gamebreaking combos here.
Caraway: Gaining an estate IS a particularly good attack.
Marjoram: Gotta disagree. 2 cards is pretty weak, but not so bad as people think. And 2 actions next turn IS much better than 1.
Allspice: I have to think that +1
Mint: I think you overrate how good lab+village is.

zahlman

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #34 on: July 30, 2012, 03:11:53 pm »
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Caraway: Gaining an estate IS a particularly good attack.

It has issues in that there are fewer Estates than Curses available, and that Estates are sometimes desired in late-game greening anyway, so using them for an attack (especially one that is likely to occur frequently) is game-changing (heavily biases things towards a 3-pile ending).

Quote
Marjoram: Gotta disagree. 2 cards is pretty weak, but not so bad as people think. And 2 actions next turn IS much better than 1.

The first part, sure. The second part, why?

Quote
Mint: I think you overrate how good lab+village is.

Yeah, I find that in games where Cities get fully powered up, you end up with a crapload of useless +Action.

FWIW I kinda like Cayenne and the cost makes sense to me. It feels somehow like it just wouldn't work right with a non-Potion cost, though I can't explain  why.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #35 on: July 30, 2012, 03:18:35 pm »
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I looked for two types of cards:
  • Something fairly vanilla but with an interesting bonus, along the lines of Farming Village, Worker's Village, etc.
  • Something that interacts with single-type victory cards, since there are so many in the set.

My favourites (disclaimer: I didn't submit a card to this challenge):
Cardamom
$5 - Action
+1 Card
+2 Actions
You may discard a Victory card from your hand.  If you do, +$ equal to one third its cost in coins, rounded up.
Fairly vanilla and interacts nicely with single-type victory cards. It's weaker than Bazaar early since you need to discard an Estate to get the +$1, but once you have more expensive victory cards, it gets crazy. I'm concerned it might be a little too weak, since paying $5 for a sometimes-vanilla village can hurt. Still, very nice design.

Quote
Oregano
$4 - Action
+2 Actions
Draw until you have 5 cards in your hand.
This card is to Village as Library is to Smithy. It's weaker with conventional draw engines, but with support, it can become a draw-up-to engine in itself. It may be too strong, but I like it.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #36 on: July 30, 2012, 03:29:01 pm »
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Caraway: Gaining an estate IS a particularly good attack.

It has issues in that there are fewer Estates than Curses available, and that Estates are sometimes desired in late-game greening anyway, so using them for an attack (especially one that is likely to occur frequently) is game-changing (heavily biases things towards a 3-pile ending).
Sure, it's not as good as a cursing attack. However, not only is this NON-TERMINAL, it's also costed at 3, meaning I can often double open it. So I see a large number of games where by your second shuffle on turn 5, both players have decks something like 4 estates, 7 coppers, 2 of this, 2 silver. No engine in sight, and it's a long, boring, dull slog up to doing anything at all. Because if you go for something more conventional, I will pump you with all 8 estates by.... turn 11 or 12, and those early estates will KILL your economy. Meanwhile, I can then turn to building an engine with relative ease.

Quote
Quote
Marjoram: Gotta disagree. 2 cards is pretty weak, but not so bad as people think. And 2 actions next turn IS much better than 1.

The first part, sure. The second part, why?
Because 2 is twice as much as 1? I mean, it's basically only true in an engine, but that's really the time you are buying villages anyway. And when you are building an engine, you very often will go ahead and spend a lot of time buying extra villages. This does that for you. So it's like well, it's like having 2 villages, for the cost of $4, only you have to play them together, which is sort of a bummer, but not a HUGE deal, and it gives you a little nice moat bonus, and misses the shuffle a lot. I actually think that's fairly well balanced.
Quote
FWIW I kinda like Cayenne and the cost makes sense to me. It feels somehow like it just wouldn't work right with a non-Potion cost, though I can't explain  why.
Because it is better than lab, so you can't put it at 5, and it is not good enough to be a 6.

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #37 on: July 30, 2012, 03:52:22 pm »
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I decided not to submit this round, I can't design Villages at all. So instead I'm going to comment on each card really fast.

Cinnamon
$4 - Action-Reaction
+1 Card
+2 Actions
--
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.

Seems a bit too strong in the endgame, especially in multiplayer. If you plan to end the game on your turn, it's a Mining Village. If you don't, then it's a Mining Village that gives you Silvers later. It does weaken an engine, but I'm not sure if it would weaken it by much. Trigger reaction on your own turn to ensure you have Villages for next turn?

Basil
$4 - Action
+2 Actions
+$1 for each differently named card you have in play (including this).
--
When you buy this, you may gain a [This Card].

HoP on a Village. Doesn't count treasures, but gives money to compensate. $4 for +2 Actions +$2 is strong (there's a discussion way back from the Card Contest that Archivist won.) So it feels too good to me, because that's not too hard to get in an engine, and it's an easy Village to pick up.


Anise
$3 - Action
+2 Actions
+$1
+$1 for every three actions in play, including this.

Hard to judge. Worried about scaling from 6 actions+.

Parsley
$3 - Action
+2 Actions
If you have played [This Card] at least...
2 times: +1 Card
3 times: +$1
4 times: +1 Buy
5 times: +1 VP

Successive plays are $1.5 cost -> $3 cost -> $5.5 cost -> $7 (?) cost. I don't like the potential issues that could happen if you get, say, 7 or 8 of these. Then you start gaining 3-4 VP a turn if you can draw your deck. Assuming it counts per turn, which it doesn't say.

Cardamom
$5 - Action
+1 Card
+2 Actions
You may discard a Victory card from your hand.  If you do, +$ equal to one third its cost in coins, rounded up.

As long as you have a Victory card, this is at least as good as Bazaar. Ehhhhh, I've had a little experience with cards like this, they tend to be far too useful later on and far too useless early.

Fennel
$2 - Action
+2 Actions
Place any number of cards on the bottom of your deck.
For each card you do, +1 Card.
Place any number of cards on top of your deck.
For each card you do, +$1.

Like this one. Cellar effect + Secret Chamber effect on a Village. If you put bad cards on top, your next hand is awful, unless you've got some sifting effects. If you put bad cards on the bottom, you might have a bad hand, but if you plan it right you could make them miss the reshuffle.

Dill
$5 - Action
+1 Card
+2 Actions
--
While this is in play, when you gain a card worth $3 or more, +1 VP.

Odds are that this is always giving you at least 1 VP. If you have multiples, it gets worse. If you have +buy, it gets worse than that. Goons is terminal, which helps limit the VP madness. Even with the restriction, putting +VP on a Village is too good.

Cilantro
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player plays an Attack card, or during your Buy phrase, you may reveal this together with any number of Action cards from your hand. Put all revealed cards on top of your deck in any order.

Reaction to Attacks seems kinda weird. Protects against Minion, but a lot of the time I'd want to keep Village + Terminal draw + Junk. Losing out on one turn hurts way too much.

Ginger
$1 - Action
+1 Card
+2 Actions
If you have 2 or more unused actions left at the end of your turn, during the clean-up phase, draw 7 cards instead of 5.
--
This card cannot be bought if you have any treasures in play.

Huh. $1 cost. Don't like it, but not sure why. Maybe because it's a $1 cost, has a restriction that can't always be met, and has a clean-up effect which seems really good. Free Wharf next turn effect?

Paprika
$5 - Action
+2 Actions
Put a card in play other than a [This Card] into your hand.

Memory problems strike again! Oh, and Paprika + terminal draw is way too nutty.

Nutmeg
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.

Worried about the +3 Actions. Somewhere there's a Donald X. post that says that +3 Actions is either useless or way too useful. Crossroads is at least one shot, which makes it somewhat more reasonable. Odds are that you have extra actions in your engine with this card. So draw your deck, play Nutmeg at the end, gain free Action.

Turmeric
$4 - Action
+1 Card
You may trash or discard 1 card from your hand. If you do, pick one: +2 Actions, +2 Cards, +$2.

This feels more like a terminal draw card than anything else. I think it's too good.

Rosemary
$7 - Action-Duration
At the start of each of your turns, choose two: +1 Action; +1 Buy; put a [This Card] token on this card; +$1 per token on this card, then trash this card. (The choices must be different.)

It's a perpetual card! Hard to judge the token choices. The fact that it does nothing this turn really puts me off though.

Thyme
$3 - Action-Reaction
Choose one: +2 Cards or +3 Actions.
--
When you discard this from play, you may put it on top of your deck.
--
When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.

The Tunnel effect puts it over the top. Makes your engine way too consistent with the right enablers.

Mace
$2 - Action
Choose one: +2 Cards; or +2 Actions; or +$2; or +2 Buys.

I've played this exact card! Yay! It's balanced, but I never liked playing with it. One of the nice things about Pawn is that it's not very limiting. If you aren't sure what to do, just do 1 card 1 action. With this, you're committed. More often than not, you just choose +$2 or +2 Cards, and you're just playing a Moat/Duchess. If you draw multiples, then it's about equivalent to multiple pawns, except with less freedom. Sometimes, you really want that non-terminal +$ or +Buy. This doesn't give it.

Clove
$2 - Action
+2 Actions
You may gain a Copper in hand.

Think it's alright, but I'm personally a little tired of this mechanic.

Oregano
$4 - Action
+2 Actions
Draw until you have 5 cards in your hand.

So you want to play this in a Disappearing Village deck, except you gets lots of actions along the way. So it's really more of a Disappearing Terminal deck? Feels odd, but not bad.

Saffron
$2 - Action
+1 Card
You may discard a card; if you do, +1 Action.  You may trash a card; if you do, +2 Actions.

Trash benefit feels somewhat slow/weak when compared to stuff like Moneylender/Spice Merchant. I know it's a $2 cost and those are $4 costs, but much of the point of those cards is to pick them up early, which you don't feel like doing with Saffron.

Coriander
$3 - Action-Duration
Now and during your next turn: +1 Action, and you may play Victory cards as though they are Treasure cards.  Victory cards played in this manner provide $1, plus $(1/3 of the printed VP on the Victory card, rounded down).
--
(Rules clarifications: The "printed VP" refers to the victory points provided by the card, e.g. Estate = 1 VP, Duchy = 3 VP, etc.  Victory cards with no printed VP total on them, e.g. Gardens, Silk Road, and Fairgrounds, provide just the flat $1.  Victory cards played in this way are not Treasure cards and do not count for cards which look at Treasure cards, like Bank, Venture, and Loan.)

Early on, similar to non-terminal Secret Chamber. Later on, massive boost. Once again, somewhat worried.

Garlic
$3 - Action
+1 Card
+1 Action
You may trash this card immediately. If you do, +1 Action.
--
When you buy this card, gain two copies of it.
--
Special rule: The supply pile for [This Card] has 30 copies of it.

Hm. Okay? Really don't know what to think of this. I'm sure Vineyard/Gardens loves this though.

Caraway
$3 - Action-Attack
+1 Card
Discard any number of cards.  +1 Action per card discarded.
Each other player gains an Estate, putting it into their hand.

Donald X. said that Crossroads used to give +Actions based on the number of Actions in your hand, but it was removed because keeping track of how many actions you had was difficult. This could have a similar problem.

Tarragon
$5 - Action
+2 Actions
Trash up to 2 cards from your hand.  +1 Card for every card trashed this way.

Stronger than Upgrade or about the same? Not sure. But trashing cards without ruining your current hand has historically been very good. (JoaT, Masq)

Lemongrass
$4 - Action
+1 Card
+2 Actions
--
When you discard this from play, you may put it on top of your deck if you bought a Treasure this turn.

Once again, I don't know. Topdecking is useful? Trashing and +Buy makes it very nice, buy a Copper and trash it later.

Marjoram
$4 - Action-Duration
+2 Cards
At the start of your next turn, +2 Actions.

Don't like it, but not sure why. Probably because it feels like it's trying to be two completely different classes of cards.

Cumin
$3 - Action-Victory
+2 Actions
+1 Buy
--
1 VP

Seems alright. It's not a consolation prize late game but it's a lot more important early game.

Sage
$6 - Action-Duration
At the beginning of every one of your turns, +1 Action, +1 Buy.
--
While this card is in play, during your turn, Victory cards cost $2 more and non-Victory cards cost $1 more.

I really don't like that you can't choose to discard Sage, which really hurts you. I think it's too weak if anything.

Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.

Bonus seems way too good. Even by itself, +$2 for 1 card is pretty strong.

Sesame
$4 - Action
Choose one: Draw until you have 6 cards in hand; or: +2 Actions, +$1, +1 Buy.

Either strong or weak, hard to judge. If it's good enough, it feels like it would warp the board too much. You'd just buy Sesame whenever you could. Then again, Hunting Party and Minion and Wharf do the same thing. But they all cost $5 instead of $4, and $5 is a lot harder to get.

Allspice
$4 - Action-Reaction
+1 Card
+2 Actions
If any Supply Victory card pile is empty, +1 Card.
--
When an opponent plays an attack card, you may reveal and set this aside from your hand.  If you do, +1 VP.  Restore this to your hand at the start of your turn.

VP bonus makes it so that people might not want to play their attacks. That tiebreaker.

Borage
$5 - Action
+4 Cards
+2 Actions
Put 4 cards on top of your deck in any order.

...Okay? So it's massive digging for a Terminal draw, or setup for a big turn. Don't know what to think of it, but it's okay power wise.

Chervil
$5 - Action
If played for the first time this turn: +2 Cards, +2 actions, +$1.
All other plays: +$1, +2 Actions.

I think it's too good. First time effect is a $7 card or something. And there are plenty of situations where you'd still want to buy lots of Chervils, just because you need the actions. If there's other action sources, you pick those up instead. So Chervil is either a $7 card you buy for $5, or a card you buy because you need it. The point being, I'm not sure when you wouldn't buy this card.

Lavender
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player gains a Treasure, you may discard this card from your hand and gain a copy of the Treasure card they gained.

Reaction feels very swingy, especially because you probably have a decent amount of Lavenders anyway.

Mint
$5 - Action
+2 Cards
+2 Actions
--
When at least one [This Card] is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.

Alt-VP for the win? Yeah, I don't really like this, the downside is way too good for your opponents.

Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.

Once again, pretty good with trashing. It's like the Curse-gain-for-super-effect card, but with Copper and some failsafes installed.

Stevia
$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)

If you trash your Estates...this is massively strong. Free Lab really doesn't offset the Action tutoring.

Cayenne
$3P - Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +$1, +1 Buy.

Lab, Village, $4 cost, $3 cost. Not bad, but for $3P it feels kinda weak.

Juniper
$4 - Action
+1 Card
+2 Actions
You may discard an Province. If you do, +1 Card.
--
In games using this, when you gain an Estate, you may gain a [This Card].

It's a Swindler counter! Well, that's a side effect. I like it.

Fenugreek
$5 - Action
+1 Card
+2 Actions
If you have played [This Card] two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.

$3 -> $4 -> $6 -> $8? -> $9?
Not super interested in this to be honest. Has the infinite VP problem, and it doesn't feel like you build to this on purpose. It just...happens by itself.

Arrowroot
$5 - Action
+1 Card
+2 Actions
--
When you gain this, gain a [This Card] token.
--
At the start of any turn, you may return one [This Card] token before you play your first action. If you do, +1 Action.

Some neat consistency.

Poppy
$4 - Action
+1 Card
+2 Actions
Choose one: +1 Card, +$1, or trash a card from your hand.  If you choose...
+1 Card, each other player draws a card.
+$1, each other player gains a Copper in hand.
Trash a card, +1 VP, and each other player may trash a card from his hand.

I like it, but that's probably because it does opponent benefits pretty well.

Savory
$4 - Action-Attack
+2 Actions
+$1
Each other player may discard a Treasure card.  If he doesn't, he gains a Copper.

Play multiples, ruin everyone's day. Especially if they don't have Treasure cards...

Vanilla
$4 - Action
+1 Card
+1 Action
Choose one: +1 Action, or discard your hand and draw 4 cards.

Not as self-sufficient as Minion. Needs support, but fun with support.
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #38 on: July 30, 2012, 04:37:00 pm »
0

Cinnamon
Seems okay. In a big multiplayer game, it nearly always becomes a Village+Silver which is too good. It also kind of protects against the player to your right's hand-sze attacks.

Basil
Differently named cards worked differently for a Treasure like Horn of Plenty. A deck designed around this would want 2, 4, or 6. In 4P, it runs out very quickly and only 1 person can get a 2nd buy/ 4th copy. I like how the parts interact.

Anise
Like Basil,except you want 3 actions instead of different actions. It takes a lot of actions in your chain to make this better (and significantly different than) Fishing Village. Anise+Smithy+Anise+Margrave leaves you with +3 coin on top of what you draw.

Parsley
Does this mean played this turn? I don't want to keep track over the game. I don't think I will want to buy enough to make this a Market+Village, though I can see the desire sometimes.

Cardamom
This is often Bazaar. When it discards a Province, it is a Village+Gold. That makes this card like a Tournament. Seems okay, but swingy.

Fennel
So I hide away my Victories to miss the reshuffle and topdeck what, my other Victorys? The concept might play better when it doesn't automatically give you +2 Actions.

Dill
I don't think I would like games where a player plays 4 of these and 2 gainers, buying a 3 cost card and getting 12 VP. They would try this over and over. 6 of these, 4 gainers and a +buy could be 36 points.

Cilantro
I didn't like it until I saw the Buy Phase part. The only way the Buy phase works is if you drew this after playing a terminal draw when you had another terminal in your hand/ on the top of your deck. Still seems like a very small bonus.

Ginger
An odd village that can give you double Lab (vulnerable to handsize attacks) if you gain it with virtual $? It seems like there are boards where it is impossible to buy.

Paprika
I do not like the memory issues of this card.

Nutmeg
It puts players that happen to get it with one terminal action in hand in an awkward spot. That isn't what it is used for, but it will happen by chance.

Turmeric
too strong.

Rosemary
Does this stay out forever? This pretty much covers the "eternal" card concept all on one card.

Thyme
I understand that you can't get rid of it, but playing this over and over might get old. I don't like the "you may put it on top of your deck", especially for BM.

Mace
It is so cute. A pawn where you misread it and now it says "(The choices can't be different)". I can see this being very useful, since Nobles and Steward are popular. Other posts say this is the old version of Steward.

Clove
I wouldn't think about including this in here because of Almoner.

Oregano
Interesting. You play it with cards that reduce your handsize and not draw engines. This could create dominating trash-engines or virtual $ engines, but not draw engines. This counters hand size attacks a little too well by itself, better than Menagerie, Horse Traders, or even Moat.

Saffron
Too strong. Villages that trash would probably be better at higher costs.

Coriander
This is way too complex to work. Cardamom does this better.

Garlic
I don't think anyone should go through the torture of sorting a paper version of this. It is too good for Gardens, Scrying Pool, Conspirator, etc.

Caraway
This card counters itself. I don't like game states where players have to get more of the same card, but compared to Ambassador this is fine. I just hope games with this have a trasher, good terminal, or Baron! seems okay.

Tarragon
This is really good early, but it is also simply written, which I like. Compared to Upgrade or Spice Merchant, the trashing is too potent.

Lemongrass
It is an extra action after any turn you buy a treasure, which usually defeats the purpose of engines. I like cards with non-obvious uses. Seems okay.


Marjoram
This strands your actions when you don't need them likely creating a bad vibe for the player. I see the point is playing 1 Marjoram every turn. Seems okay.

Cumin
An alternate Great Hall. Very weak, but sometimes you just need +2 actions or +1 buy in a kingdom. Also compare to Worker's Village.

Sage
Another eternal card. I don't like this one as much, but the megaturns this can pull off might be fun to watch.

Mustard
I think the Victory card top-decking bonus is too strong. +$1, +1 Buy could cut it if you are trying to get to $8 for instance.

Sesame
A self-combo. I can see wanting either part by itself as well. The fact that it can be easily acquired (costing 4) is interesting. It gives a larger hand but less money at a time than Minion. Seems okay.

Allspice
If we are going to copy City, I would want to see it on a card that isn't a village.

Borage
I promised to like this card better if the numbers were reduced to 4's. Seems okay.

Chervil
Everybody wants one. There is next to no reason not to get it. I don't like that in a card.

Lavender
This can be nasty when countering a Platinum-gain. A village that does this transitions a draw engine deck into a draw+BM deck. Late game I would often want to keep the card just for the +1 card if I need a little more money. Seems fun.

Mint
I don't want this to be an opener. I could see using this megaturn games or trying not to use it/trash it after using it to sculpt a perfect deck that doesn't need it anymore. Also, Possession + this is very funny.

Patchouli
Gaining a Gold in hand dependably is too good for $5. Vault is powerful because you can gain a Gold by discarding your whole hand. The other thing it does is let you discard cards for money, sort of what you are doing here.

Stevia
This is weaker and less intuitive than the other self combos.

Cayenne
I can see what this is trying, but other non-potion cards give all of these things better. Maybe if it was a Peddler that you choose to get one bonus thing, but that may be too strong.

Juniper
I like cycling my provinces. It would be funny to have my opponent hit my Estate with Swindler. I like this. Nothing breaks it horribly yet, other fan cards would and future cards might.

Fenugreek
Villages work best when you are encouraged to mix actions together, not use the same one over and over. That is one thing I didn't like about City.

Arrowroot
I can see this being very useful. It is odd that a token lets you do something without having a card related to it in your hand, but Village tokens would likely be very well received. Seems fun.

Poppy
I do not want something more spammable than Governor having more complicated abilities.

Savory
There may be a way to do a good attack from a Village, but I am not convinced it is this. Seems okay.

Vanilla
Villages should do simple things like this. I like being able to Minion myself.
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Dubdubdubdub

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #39 on: July 30, 2012, 04:41:27 pm »
0

Disclaimer: I submitted one of these cards.

Quote
Cinnamon
$4 - Action-Reaction
+1 Card
+2 Actions
--
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.
I kind of like this, though it is bit timid. As a village that doesn't really encourage big engines, I feel like it's related to Walled Village and Shanty Town. It's subtle, I don't think I would play this card well. 

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Basil
$4 - Action
+2 Actions
+$1 for each differently named card you have in play (including this).
--
When you buy this, you may gain a [This Card].
Not the first time in this contest seeing a card with an on-gain clause like this one. In the case of Basil, it doesn't really seem to fit with the card effect. All in all, this card isn't too great, but I like that the money-earning ability is held back by not drawing cards.

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Anise
$3 - Action
+2 Actions
+$1
+$1 for every three actions in play, including this.
Encourages turns that drive IRL opponents crazy. I'd rather play with Basil.

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Parsley
$3 - Action
+2 Actions
If you have played [This Card] at least...
2 times: +1 Card
3 times: +$1
4 times: +1 Buy
5 times: +1 VP
Pretty fun. I'd keep trying it, but it really needs support from some draw. Builds up better than Fenugreek. Nicely worded with the 'at least'.

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Cardamom
$5 - Action
+1 Card
+2 Actions
You may discard a Victory card from your hand.  If you do, +$ equal to one third its cost in coins, rounded up.
Probably balanced; makes Bazaar look a little bleak. I'm reluctant though, I think it's too good in the end game.

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Fennel
$2 - Action
+2 Actions
Place any number of cards on the bottom of your deck.
For each card you do, +1 Card.
Place any number of cards on top of your deck.
For each card you do, +$1.
It looks like a deck control card, but what are you really doing? Are you going to put your worst cards on the bottom of your deck? What are you top-decking? I don't really want to mess up my next turn for a quick buck. Naturally, this works amazingly well with Library types. If those aren't around, I wouldn't buy this card.

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Dill
$5 - Action
+1 Card
+2 Actions
--
While this is in play, when you gain a card worth $3 or more, +1 VP.
Wow. Would make for insane games, but so does Goons. I like that it encourages you to buy stuff, just like Monument's $2 does. I might just like it.

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Cilantro
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player plays an Attack card, or during your Buy phrase, you may reveal this together with any number of Action cards from your hand. Put all revealed cards on top of your deck in any order.
Why? If it at least kept Cilantro in my hand, maybe. In Library games. But it doesn't. Can somebody explain the appeal?

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Ginger
$1 - Action
+1 Card
+2 Actions
If you have 2 or more unused actions left at the end of your turn, during the clean-up phase, draw 7 cards instead of 5.
--
This card cannot be bought if you have any treasures in play.
I don't like the buying rule. It means this card cannot be bought if there is no virtual money. Also, the Remake thing Powerman mentioned. I get that pricing this card is difficult; I'd settle on $5 and play test a lot.

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Paprika
$5 - Action
+2 Actions
Put a card in play other than a [This Card] into your hand.
I've been experimenting with getting cards from play back in your hand; it's a slippery slope. Might be worked around with the 'other than Paprika' rule, but this card is too weak anyway.

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Nutmeg
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.
Either +3 actions, ór a slightly delayed workshop. Almost strictly better than workshop, but doesn't add much of interest. The games where workshop is of use, +actions usually aren't.

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Turmeric
$4 - Action
+1 Card
You may trash or discard 1 card from your hand. If you do, pick one: +2 Actions, +2 Cards, +$2.
Usually much stronger than Smithy. I would gladly pick this up at $5.

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Rosemary
$7 - Action-Duration
At the start of each of your turns, choose two: +1 Action; +1 Buy; put a [This Card] token on this card; +$1 per token on this card, then trash this card. (The choices must be different.)
I've tried permanent durations and decided I don't really like them. Rosemary's self-trashing ability is neat, though.


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Thyme
$3 - Action-Reaction
Choose one: +2 Cards or +3 Actions.
--
When you discard this from play, you may put it on top of your deck.
--
When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.
5 Thymes: start every turn with 6 cards and 2 actions. That is practically the same as a permanent duration card, actually, except it uses 5 cards so it needs some buildup. Strong, but I find the unconditional top-decking boring.

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Mace
$2 - Action
Choose one: +2 Cards; or +2 Actions; or +$2; or +2 Buys.
I believe Powerman is right about DXV saying this was the initial design for Steward, and he deemed it too weak. Not too bad, though - I have considered this card myself several times :)

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Clove
$2 - Action
+2 Actions
You may gain a Copper in hand.
First off: this probably plays completely different from Almoner, but it just looks so alike that I don't want it in the set. I realize that's  a pretty lame reason to disregard a card. I think this card is actually pretty cool, though hard to play right. Would need a lot of draw to support it, unless you're purely going for Gardens.

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Oregano
$4 - Action
+2 Actions
Draw until you have 5 cards in your hand.
Like WW said: seems a bit strong for $4, but I would love some in my deck. All shiver when I pair this up with Cellar (rather than Vault, of course!)

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Saffron
$2 - Action
+1 Card
You may discard a card; if you do, +1 Action.  You may trash a card; if you do, +2 Actions.
Really nice card, but $2 is underpriced. Even ignoring the first ability, if a card said "+1 Card, +2 Actions, trash a card", I'd easily pay $4. And this can be 3 actions if you want. And trashing isn't mandatory. I'd like it early as grease, while building up my engine from other parts.

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Coriander
$3 - Action-Duration
Now and during your next turn: +1 Action, and you may play Victory cards as though they are Treasure cards.  Victory cards played in this manner provide $1, plus $(1/3 of the printed VP on the Victory card, rounded down).
--
(Rules clarifications: The "printed VP" refers to the victory points provided by the card, e.g. Estate = 1 VP, Duchy = 3 VP, etc.  Victory cards with no printed VP total on them, e.g. Gardens, Silk Road, and Fairgrounds, provide just the flat $1.  Victory cards played in this way are not Treasure cards and do not count for cards which look at Treasure cards, like Bank, Venture, and Loan.)
Too bad the rule for alt VP is necessary. The alt Treasure rule does seem fine. Estate(+most altVPs), Duchy, Province and Colony are respectively $1, $2, $3 and $4. I think the price is right, but it encourages boring big-money kind of decks...

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Garlic
$3 - Action
+1 Card
+1 Action
You may trash this card immediately. If you do, +1 Action.
--
When you buy this card, gain two copies of it.
--
Special rule: The supply pile for [This Card] has 30 copies of it.
This is the final multiple-gain rule I'll allow! However, I think the card is pretty neat. Incredible with Vineyards, but who cares? Torturer is insane with Border Village. The special rule is pain for play testing (and would be for production), though.

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Caraway
$3 - Action-Attack
+1 Card
Discard any number of cards.  +1 Action per card discarded.
Each other player gains an Estate, putting it into their hand.
Not directly apparent to me, but WW is right - the attack would at least be unfun. At least Ambassador is terminal.

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Tarragon
$5 - Action
+2 Actions
Trash up to 2 cards from your hand.  +1 Card for every card trashed this way.
I like it. Gimped village like Inn, which I love to try to use to its full extent. I think its price is fine.

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Lemongrass
$4 - Action
+1 Card
+2 Actions
--
When you discard this from play, you may put it on top of your deck if you bought a Treasure this turn.
This seems nice to me, but I find it hard to judge. Makes me feel the same kind of calm as Cinnamon. Walled Village is the only card I don't own, and I haven't played with it much.

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Marjoram
$4 - Action-Duration
+2 Cards
At the start of your next turn, +2 Actions.
Very spammable indeed, but does that stop us from loving Fishing Village? I think it is priced right. Would make for some very fast games, especially with some strong draw attack or something.

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Cumin
$3 - Action-Victory
+2 Actions
+1 Buy
--
1 VP
@WW: you realize this doesn't deal out VP chips?
I like this card, because Great Hall has started to get boring a long time ago. Cumin's a bit more difficult. There aren't many +Buy cards that cannot help you with your buying power (in fact, I can think of none). I think there is room for one.

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Sage
$6 - Action-Duration
At the beginning of every one of your turns, +1 Action, +1 Buy.
--
While this card is in play, during your turn, Victory cards cost $2 more and non-Victory cards cost $1 more.
Nope. WW and Powerman explained why perfectly fine.

Quote
Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.
Cool. Very difficult. I don't really think it's too cheap - the 'GM'-Mustard won't be spammable, because a deck that green won't be able to draw them consistently. Really nice if you know you'll draw your Steward next turn.

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Sesame
$4 - Action
Choose one: Draw until you have 6 cards in hand; or: +2 Actions, +$1, +1 Buy.
I think this is too easily spammable. I would put this at $5 and still think it's a bit too 'enabling'. Like - too easy on the player.

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Allspice
$4 - Action-Reaction
+1 Card
+2 Actions
If any Supply Victory card pile is empty, +1 Card.
--
When an opponent plays an attack card, you may reveal and set this aside from your hand.  If you do, +1 VP.  Restore this to your hand at the start of your turn.
Like WW said: discourages attacking too much. Nobody is ever going to buy that Noble Brigand now. I also think the +card is a bit too easy to obtain.

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Borage
$5 - Action
+4 Cards
+2 Actions
Put 4 cards on top of your deck in any order.
I've been thinking about this, and I just don't get it. Sure, it helps setting of my Barons, Tournaments, Treasure Maps etc. But it doesn't sift! I find it very hard to judge its use, but really don't think it should be $5.

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Chervil
$5 - Action
If played for the first time this turn: +2 Cards, +2 actions, +$1.
All other plays: +$1, +2 Actions.
Yes. Nice. Keep yourself from buying more than 2. I think it would be better at $6; maybe only play testing will tell.

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Lavender
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player gains a Treasure, you may discard this card from your hand and gain a copy of the Treasure card they gained.
This is the 3rd village in this challenge that cares more about treasure than engines. And I'm just in a very Shanty Town-y phase right now. Still not really enthusiastic about this.

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Mint
$5 - Action
+2 Cards
+2 Actions
--
When at least one [This Card] is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.
It boosts every player immensely, making for some very short games. Would be a tad better if the gold didn't go into the opponents' hand.

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Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.
I like it. It's hard - you should really stick to a plan with this card and keep to it, and I'm afraid I would swerve. Governor should gain Gold early on and draw (and trash) towards the end - should Patchouli do the same? I just don't know. I don't think I'd use the middle option much.

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Stevia
$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)
I like this a lot better than Sesame. I needed a second read-through, but yeah - this is pretty cool!

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Cayenne
$3P - Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +$1, +1 Buy.
To join the discussion: I think it is priced just right. $5 is obviously wrong, but $6 seems too expensive. I'd like these in any deck; $3P is very feasible in some games, but quite a leap in others. And the contest hasn't put forward any potion cost cards yet.

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Juniper
$4 - Action
+1 Card
+2 Actions
You may discard an Province. If you do, +1 Card.
--
In games using this, when you gain an Estate, you may gain a [This Card].
Seems ok. Can't really tell - would usually just be a village. But there's always some nice edge cases.

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Fenugreek
$5 - Action
+1 Card
+2 Actions
If you have played [This Card] two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.
As said before: I prefer Parsley, but I like the mechanic.

Quote
Arrowroot
$5 - Action
+1 Card
+2 Actions
--
When you gain this, gain a [This Card] token.
--
At the start of any turn, you may return one [This Card] token before you play your first action. If you do, +1 Action.
Very strong, but I like it.

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Poppy
$4 - Action
+1 Card
+2 Actions
Choose one: +1 Card, +$1, or trash a card from your hand.  If you choose...
+1 Card, each other player draws a card.
+$1, each other player gains a Copper in hand.
Trash a card, +1 VP, and each other player may trash a card from his hand.
The choices remind me of something rinkworks told us earlier this week: they are pretty much the same for you and your opponents. That's not good.

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Savory
$4 - Action-Attack
+2 Actions
+$1
Each other player may discard a Treasure card.  If he doesn't, he gains a Copper.
Pretty strong, I think. The attack part is a weaker Torturer, but it's spammable. Would really like to try this out.

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Vanilla
$4 - Action
+1 Card
+1 Action
Choose one: +1 Action, or discard your hand and draw 4 cards.
Pretty nice benefit over regular Village, perfect at this price.
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WanderingWinder

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #40 on: July 30, 2012, 05:03:13 pm »
0

@WW: you realize this doesn't deal out VP chips?

Yep. If it did, 'twould be stupid powerful.

Grujah

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #41 on: July 30, 2012, 05:14:44 pm »
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"There aren't many +Buy cards that cannot help you with your buying power (in fact, I can think of none). I think there is room for one."

Hamlet?
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #42 on: July 30, 2012, 05:42:34 pm »
0

Here are my thoughts (in bold under Powerman's comments, because I'm being lazy with the formatting)


Cinnamon
$4 - Action-Reaction
+1 Card
+2 Actions
--
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.
Cross between Fool's Gold and Village?  I don't quite understand the reaction bit.  I mean, it's a decent reaction don't get me wrong... but it doesn't make a lot of sense on a village.  But, it's probably a decently strong $4 village.

My take: Treasure-gaining villages create an interesting tension.  On one hand, you gain treasure (+).  On the other, too much treasure can clog engines (-).  That said, this gains more treasure when people are gaining Victory cards (usually late game), so there's probably more plus than minus.

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Basil
$4 - Action
+2 Actions
+$1 for each differently named card you have in play (including this).
--
When you buy this, you may gain a [This Card].
Villages that give $ are really good (FV, Festival, Bazaar are 3 of the best ~5) and this can easily give $2/3.  I'd almost always take this over Festival, and with another village it's easy to make them all worth $3 or $4.

Agree.  Could lead to lots (too much) of +$.

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Anise
$3 - Action
+2 Actions
+$1
+$1 for every three actions in play, including this.
It's a non-duration FV, with a potential for a bonus.  Probably alright but maybe too strong.

I'm with WW on this one.  This creates an interesting tension in that you usually want to play your Villages early on, but for super bonus here, you'd want to wait.  Could maybe be crazy with other villages as an enabler (or tack to the end of an Alchemist chain).  Or, Peddlers!  Treasuries!

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Parsley
$3 - Action
+2 Actions
If you have played [This Card] at least...
2 times: +1 Card
3 times: +$1
4 times: +1 Buy
5 times: +1 VP
I like this.  Cross between City and Conspirator.  Because it doesn't start with a +Card AND +Action you can't just blindly buy it, especially because until the 3rd one it doesn't really help you out.  May have to cost $4 though, as it's more similar to those than vanilla village.

I'm thinking about KC'ing this.  I like the idea of an exponentially-growing-with-number-of-plays card, but I'd have to see how this plays.

Quote
Cardamom
$5 - Action
+1 Card
+2 Actions
You may discard a Victory card from your hand.  If you do, +$ equal to one third its cost in coins, rounded up.
Comparable to Bazaar.  If you discard an estate +$1, duchy +$2, Province +$3.  Probably balanced and of fair strength.

A tame version of making victory cards into cash.  It only works one at a time so it probably isn't broken.  Interesting dynamic.

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Fennel
$2 - Action
+2 Actions
Place any number of cards on the bottom of your deck.
For each card you do, +1 Card.
Place any number of cards on top of your deck.
For each card you do, +$1.
Ok this card doesn't really make much sense to me.  It seems great at getting lots of $4 cards... but to do that it doesn't get through your deck.  Much worse that Secret Chamber IMO... although it combos well with Draw to X so maybe it's fine.

I don't know how to think about the bottom of the deck, but the top of the deck combo with Watchtower could be a heck of a cash machine, and stronger than Secret Chamber b/c you put the cards back on the deck.

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Dill
$5 - Action
+1 Card
+2 Actions
--
While this is in play, when you gain a card worth $3 or more, +1 VP.
Kind of like Goons mixed with Village.  I like it except for "Worth".  Does that mean if you play, say 3 bridges to make all cards cost 3 less, do silvers still count?  I think it should say costing $3 and I think it's good then.

I say replace "worth" with "costing" too.  Sometimes a card is "worth" much more than its cost!  The $3 or more restriction overlaps in a weird way with ironworks, workshop and talisman.  I would like to see what happens in a game where gardens, talisman and this were in the kingdom.

Quote
Cilantro
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player plays an Attack card, or during your Buy phrase, you may reveal this together with any number of Action cards from your hand. Put all revealed cards on top of your deck in any order.
I don't even get the reaction part.  I guess it's useful if you draw this off of a dead draw smithy?  Or if you're going to get milita'ed you can choose to get ghost shipped instead?  Bleh.

Seems limited use to me, too.

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Ginger
$1 - Action
+1 Card
+2 Actions
If you have 2 or more unused actions left at the end of your turn, during the clean-up phase, draw 7 cards instead of 5.
--
This card cannot be bought if you have any treasures in play.
Way, way way too good with Remake.  Simply remake coppers into these and you'll start each hand with 7 cards + these cards don't even clog your deck.  I'd like it more as "this card cannot be gained, only bought" or something like that.

Awkward, plus more mental accounting than is worth it to make the card go.

Quote
Paprika
$5 - Action
+2 Actions
Put a card in play other than a [This Card] into your hand.
This is interesting when combined with another village.  Play Village + Witch + this card + Witch again.  I don't like it though.  To me it seems worse than throne room, and should cost $4.

Seems a little stronger than throne room with terminal cards that give draws.  Also, keep in mind that it gives its own actions... so throne rooming a smithy ends your turn while double-spicing it with Paprika leaves you with actions to spare.  I'm not sure I like it either, but I can't put my finger on why.

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Nutmeg
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.
Kind of like an unreliable and worse workshop combined with a non-drawing crossroads?  I'd be hard pressed to take this card over vanilla village.

I'm not sure I like it either.

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Turmeric
$4 - Action
+1 Card
You may trash or discard 1 card from your hand. If you do, pick one: +2 Actions, +2 Cards, +$2.
This card seemingly blows Upgrade out of the water as a non-terminal trasher.  Plus it seems much better than Steward.  I'd imagine this + Masquerade to be one of the best openings.

It is only non-terminal if you take the actions, and if you do, you have 3 cards left in hand.  Then, it's like Masq'ing after Militia.  Maybe that's good.

Quote
Rosemary
$7 - Action-Duration
At the start of each of your turns, choose two: +1 Action; +1 Buy; put a [This Card] token on this card; +$1 per token on this card, then trash this card. (The choices must be different.)
So a permanent village.  Basically you want to choose the action and token every time, than on your last turn chose +Buy, +$ and get a mega turn.  I don't like the snowballing effect.  (As in a lucky turn 3 $7 and T5 play is basically gg)

I don't like it either.  This opens up a new tactical domain that I'm not comfortable with.

Quote
Thyme
$3 - Action-Reaction
Choose one: +2 Cards or +3 Actions.
--
When you discard this from play, you may put it on top of your deck.
--
When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.
I don't like it.  A) If you play it twice, you get the benefits of one Village.  If you play it thrice you get the benefits of one Laboratory.  B) Once you get 5 of these you can guarantee yourself a 6 card hand +2 actions every turn.  C) It makes playing rabble REALLY scary.

I'll add that this has an interesting effect with discard attacks, and discarding cards like Hamlet/Vault/Secret Chamber/Minion /Tac

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Mace
$2 - Action
Choose one: +2 Cards; or +2 Actions; or +$2; or +2 Buys.
Nope, this is the old version of steward.  Pass.

Quote
Clove
$2 - Action
+2 Actions
You may gain a Copper in hand.
Ok so this is a non-duration FV that gives you a copper.  This is really good where copper's good (ie. Counting house, coppersmith, gardens).  Then it's almost as good as FV.  Otherwise, it's probably still better than NV (non-bridge game).

I like Almoner better for this effect.

Quote
Oregano
$4 - Action
+2 Actions
Draw until you have 5 cards in your hand.
Seems too good with other discard cards.  ALL the other Draw to X (outside of Minion which plays much differently anyway) are terminal, probably for a reason.

Agree.

Quote
Saffron
$2 - Action
+1 Card
You may discard a card; if you do, +1 Action.  You may trash a card; if you do, +2 Actions.
You almost always want to trash a card here, and then it's just too good.  I mean, it's basically as good as Upgrade (yes you can't get a card in return but most of the time you don't want one) and you get an extra action.

But, once your deck gets really good (when you no longer want to trash), this is no longer a village.

Quote
Coriander
$3 - Action-Duration
Now and during your next turn: +1 Action, and you may play Victory cards as though they are Treasure cards.  Victory cards played in this manner provide $1, plus $(1/3 of the printed VP on the Victory card, rounded down).
--
(Rules clarifications: The "printed VP" refers to the victory points provided by the card, e.g. Estate = 1 VP, Duchy = 3 VP, etc.  Victory cards with no printed VP total on them, e.g. Gardens, Silk Road, and Fairgrounds, provide just the flat $1.  Victory cards played in this way are not Treasure cards and do not count for cards which look at Treasure cards, like Bank, Venture, and Loan.)
I like this but it seems like its mostly worse than FV, as you don't get a village this turn, and you have to have 2 duchies/ provinces to get more $.

This seems too strong, especially because you need to only play it once, and this turn and the next your Estates are Coppers, Duchies are Silvers, and Provinces are Golds.

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Garlic
$3 - Action
+1 Card
+1 Action
You may trash this card immediately. If you do, +1 Action.
--
When you buy this card, gain two copies of it.
--
Special rule: The supply pile for [This Card] has 30 copies of it.
I don't like this card.  It will take way too long for beginners to decide whether to trash it (even more difficult decision IMO than MV) and it's not all that good.

Should be "gain two additional copies of it" or maybe it shouldn't, but then why are there 30 copies? 

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Caraway
$3 - Action-Attack
+1 Card
Discard any number of cards.  +1 Action per card discarded.
Each other player gains an Estate, putting it into their hand.
So for it to be a village, it leaves you with a 3 card hand.  Gaining an Estate in hand is an attack, but not a particularly good one.  Seems bleh if bad to me.

Feels like you'd run out of Estates after a while (faster than curses).  Could interact with Canal.

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Tarragon
$5 - Action
+2 Actions
Trash up to 2 cards from your hand.  +1 Card for every card trashed this way.
This card I like but it may be too strong.  You'll be left with a 4 card hand whether you trash or not, and you can trash multiple cards.  Really good IMO.

Definitely an effective trasher, but once the trashing is over, it is a non-replacing village.  So, good early game, but weaker late game.  Not sure it is worth $5.

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Lemongrass
$4 - Action
+1 Card
+2 Actions
--
When you discard this from play, you may put it on top of your deck if you bought a Treasure this turn.
Similar to Walled Village... and what card wants to be compared to Walled Village?

Walled Village is worse because you stop topdecking it once it becomes effective.  This is better than WV because it can be topdecked on a good turn.

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Marjoram
$4 - Action-Duration
+2 Cards
At the start of your next turn, +2 Actions.
Bad, bad, bad.  +2 cards this turn is powerfully weak.  And +2 actions next turn isn't much better than +1 action next turn.  This would be so much better (albeit too good) at +2 actions, next turn +2 cards.

Maybe this would have repeated-like-benefits (similar to Ghost Ship's repeated play, but good).  I'd have to see how this plays.

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Cumin
$3 - Action-Victory
+2 Actions
+1 Buy
--
1 VP
Comparable in strength to Great Hall, I like this card.

An interesting 3 point alternative to Village.  It takes up space, but enables terminal actions.

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Sage
$6 - Action-Duration
At the beginning of every one of your turns, +1 Action, +1 Buy.
--
While this card is in play, during your turn, Victory cards cost $2 more and non-Victory cards cost $1 more.
Yuck, yuck.  The problem is there is no way to get this OUT of play.  Once you play this, buying cards becomes very difficult, and if you somehow play 2 or 3 you can't win.  Any card where you can play 2 or 3 and be screwed is bad.  Add a "you may trash" benefit-clause, then maybe.

Agree.

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Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.
I like this.  Simple, and you get the chance to make this turn better in exchange for Bureaucrating yourself.

And pair it with Scout, and there's no penalty!  It is also worth noting that you only really need one Victory card in hand to play and enable all of the Mustard you can muster -- the +1 Card draws the card back into hand so you can play it again.  So, a hand with Mustard-Mustard-Mustard-Silver-Province is an automatic province.

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Sesame
$4 - Action
Choose one: Draw until you have 6 cards in hand; or: +2 Actions, +$1, +1 Buy.
Too easy to 1 card combo... Minion might be much stronger BUT the jump from 4 to 5 is huge.  This can be gained with WS / Talisman too easily, and it leaves you with a bigger hand unlike Minion which leaves you with 4.

I agree that this is too much like Minion.  Plus, it doesn't need additional Villages to add Monuments to the mix.

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Allspice
$4 - Action-Reaction
+1 Card
+2 Actions
If any Supply Victory card pile is empty, +1 Card.
--
When an opponent plays an attack card, you may reveal and set this aside from your hand.  If you do, +1 VP.  Restore this to your hand at the start of your turn.
Comparable to City.  The action part is strictly worse than City so makes sense at 4.  The Reaction part is strong, but not so strong as to avoid attacks.  I like it, but cantrip moats are generally bad.

At least this is a one-shot reaction.  Could "activate" on Alt VP rushes.

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Borage
$5 - Action
+4 Cards
+2 Actions
Put 4 cards on top of your deck in any order.
This is like the last challenge, and I don't like this card.

This could be super strong, combo with Menagerie.  I agree.  We don't need another deck improver.

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Chervil
$5 - Action
If played for the first time this turn: +2 Cards, +2 actions, +$1.
All other plays: +$1, +2 Actions.
I like this card.  The first time benefit is so strong you will always (well not always... but always) want to buy at least one, but because you want to see the benefit more you'll probably buy more.  Then when they collide they get weaker.  I'd make the first benefit even stronger and the second even weaker to make it more interesting.  Like +3 cards the first time, and then only +1 action.

I like the card as is, and I like the dynamic of when you get a bunch of these it is "worse" than having them spread out.

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Lavender
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player gains a Treasure, you may discard this card from your hand and gain a copy of the Treasure card they gained.
Good if you can gain a gold / bank... but in a deck where you want this card, will you really want to give it up to get a treasure?  I mean, it can work but I don't like it.

I think you'd only want to use this on good treasure, and even then, a card costing $4 that could gain a Platinum is a pretty awesome benefit.  It's a cool idea to build a draw-action engine (heavy on these villages), and then just wait for your opponents to buy the good money.

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Mint
$5 - Action
+2 Cards
+2 Actions
--
When at least one [This Card] is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.
Trusty Steed with a harsh penalty.  I'd make it harsher IMO.  Ie. When at least one [This Card] is in play and you gain a card, every other player may gain a card costing less than it, putting it into hand.  So if you gain a gold, they gain a lab.  Etc.

I disgree about making it harsher.  I'm not sure it needs such a harsh penalty.  Maybe your opponent could gain a Silver instead.

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Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.
The copper one is way too strong.  The Silver is balanced.  And the Gold is way to weak.  I like that about it, because I like any card that makes copper good.

This gets at an interesting tension hinted at in some of the other cards.  Every play of this card gains a treasure.  If you want to build an engine around this, it's going to be tough because all of that beautiful treasure gets in the way.  I also like that it makes copper good.  For a copper themed set, that's good.

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Stevia
$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)
I really don't like this card.  The helpful benefit for your opponent is equal to playing CR, and if you don't have any other discard for benefit cards, you are worse than a village idiot.

I like this.  It feels like setting aside the Treasure could be good enough to make this worth $3.

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Cayenne
$3P - Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +$1, +1 Buy.
So it can be a Laboratory, a Village, or a worse Market.  Why does it cost 3P?  Compare it to Alchemist.  Yuck.

3P seems expensive to me, too, but it does add flexibility, which can be good.

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Juniper
$4 - Action
+1 Card
+2 Actions
You may discard an Province. If you do, +1 Card.
--
In games using this, when you gain an Estate, you may gain a [This Card].
I can't tell if I like it or not.  On one hand, it's good when you're greening as it adds cycling, but until then it's just a village.  And the reaction part... eh good against ambassador, bad for anything else I think.

Could be good at emptying piles.  I'm not sure if I like it that much (except that it adds value to Estates, and I like that concept).

Fenugreek
$5 - Action
+1 Card
+2 Actions
If you have played [This Card] two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.
Cross between City and Conspirator.  It would be alright EXCEPT I think a card like this should not give +Card and +Action the first time.  It makes it way way to easy to spam them.  Move the first + Card to join the + Buy and I like it.

Wordy, and I agree on the spamming.

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Arrowroot
$5 - Action
+1 Card
+2 Actions
--
When you gain this, gain a [This Card] token.
--
At the start of any turn, you may return one [This Card] token before you play your first action. If you do, +1 Action.
I like this.  It's a village, and you can make it so you have a village at any time.  **Good**

An option village + a village card.  It isn't quite "at any time" because you have to decide at the beginning of the turn.  Interesting concept.  It's too bad I don't like extra tokens/mats. 

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Poppy
$4 - Action
+1 Card
+2 Actions
Choose one: +1 Card, +$1, or trash a card from your hand.  If you choose...
+1 Card, each other player draws a card.
+$1, each other player gains a Copper in hand.
Trash a card, +1 VP, and each other player may trash a card from his hand.
This is trying to be governor, and it isn't working.  The Card option is hardly better than what you give your opponent, and $ could be good but when it is it's because the card acts as an attack, and and the trash a card option is fine I guess.

The Card option is slightly better than what you give you opponent because you get to choose when to take it, so you only take it when you need it.  The Copper option is sometimes better than Bazaar, but sometimes worse.  It is better b/c it copper clogs, but it is worse if the kingdom has copper enablers (which this set has), or when your opponent is sitting there with one $1 less than he needs.  I'm not sure how to feel about it.  I think it would feel like an attack sometimes, and sometimes not. 

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Savory
$4 - Action-Attack
+2 Actions
+$1
Each other player may discard a Treasure card.  If he doesn't, he gains a Copper.
Almost always the player will want to gain a copper, or they'll discard if the attack doesn't affect them.  And the village for you is weak.  Pass.

Agree.  Not a very strong attack.

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Vanilla
$4 - Action
+1 Card
+1 Action
Choose one: +1 Action, or discard your hand and draw 4 cards.
So this card can be a plain village, or if you're left with little in hand you can self-minion.  Eh... I'm not sure if this is fine yet.

I agree, and I don't really like the Minion mechanic.

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LastFootnote

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #43 on: July 30, 2012, 05:46:25 pm »
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On a tangential note, this spice-themed ballot makes me realize that they're nowhere near running out of boss names for the Prinny games, dood.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #44 on: July 30, 2012, 07:15:53 pm »
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Commenting on all the cards because I find villages pretty interesting.  One of them is mine.

Cinnamon
$4 - Action-Reaction
+1 Card
+2 Actions
--
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.

I don't think the Silver gaining fits with a village.  You usually want villages for engine-building, in which case the treasure is something you want less often.

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Basil
$4 - Action
+2 Actions
+$1 for each differently named card you have in play (including this).
--
When you buy this, you may gain a [This Card].

This seems too strong.  First of all, you get these 2-for-1.  Second, it would not be too difficult to get these worth $3 or $4.

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Anise
$3 - Action
+2 Actions
+$1
+$1 for every three actions in play, including this.

Interesting, especially as it fits with the village wanting to play more actions.  I think I'd like it better either with the vanilla $1 removed or if the variable +$ did not count copies of itself.  But maybe it's fine as is, since it really needs a source of +cards to do much.

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Parsley
$3 - Action
+2 Actions
If you have played [This Card] at least...
2 times: +1 Card
3 times: +$1
4 times: +1 Buy
5 times: +1 VP

I'm just not a big fan of cards that stack this way (that is, each stack results in a different bonus).  I also think it would make more sense on a cantrip.  With a village, I'd like it to encourage playing other actions, not just more villages.

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Cardamom
$5 - Action
+1 Card
+2 Actions
You may discard a Victory card from your hand.  If you do, +$ equal to one third its cost in coins, rounded up.

Simple.  Works fine.  Potentially too strong?

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Fennel
$2 - Action
+2 Actions
Place any number of cards on the bottom of your deck.
For each card you do, +1 Card.
Place any number of cards on top of your deck.
For each card you do, +$1.

Interesting combo potential, I think.  The first part gives you a pseudo-Cellar effect, the second one gives you a pseudo-Secret Chamber.  You could put bad cards on the bottom and then flip the deck with Chancellor.  The top-decking has a lot of room for combos too.  Self-Ghostshipping is a drawback, but it's only a $2 village so I think it's fair.

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Dill
$5 - Action
+1 Card
+2 Actions
--
While this is in play, when you gain a card worth $3 or more, +1 VP.

Not sure I like how similar it is to Goons.

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Cilantro
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player plays an Attack card, or during your Buy phrase, you may reveal this together with any number of Action cards from your hand. Put all revealed cards on top of your deck in any order.

The Buy phase part of the reaction is strange.  I get that it prevents dead draw and can help set up your next hand, but it just feels awkwardly phrased.

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Ginger
$1 - Action
+1 Card
+2 Actions
If you have 2 or more unused actions left at the end of your turn, during the clean-up phase, draw 7 cards instead of 5.
--
This card cannot be bought if you have any treasures in play.

Agreed with Powerman on this one.  Another issue is that this is a completely dead card in kingdoms where there are no gainers and no virtual coin.  I guess that's rare, but it can certainly happen.

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Paprika
$5 - Action
+2 Actions
Put a card in play other than a [This Card] into your hand.

I think I saw this in the forums before.  Powerman makes a good comparison to TR.

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Nutmeg
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.

I think this is very close to strictly better than Workshop, which is at the same cost.  If you want to gain a card, just pretend that this is terminal and make sure you play it last (which I don't think is very hard to do).  But if you don't, then this gives actions -- a bonus over Workshop.

The two parts don't fit closely together either.  It gives +3 actions, which suggests that you buy it when you really, really want +actions.  But then you only get the bonus when you don't use those actions?

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Turmeric
$4 - Action
+1 Card
You may trash or discard 1 card from your hand. If you do, pick one: +2 Actions, +2 Cards, +$2.

Very strong trasher, especially with the major flexibility.  And late game, you don't even have to trash -- you can just discard.  Way too strong.  It's like Moneylender or Spice Merchant but with more options, ability to trash Estates and Curses, and the option to discard instead.

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Rosemary
$7 - Action-Duration
At the start of each of your turns, choose two: +1 Action; +1 Buy; put a [This Card] token on this card; +$1 per token on this card, then trash this card. (The choices must be different.)

I think permanent durations are tricky to do, and this one has issues.  One big one -- what happens if you play KC-Rosemary?  Do you choose 6 every turn until you pop it?

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Thyme
$3 - Action-Reaction
Choose one: +2 Cards or +3 Actions.
--
When you discard this from play, you may put it on top of your deck.
--
When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.

Powerman sums up issues nicely.

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Mace
$2 - Action
Choose one: +2 Cards; or +2 Actions; or +$2; or +2 Buys.

I think most of the "lots of choices" concepts have been well covered by Intrigue.

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Clove
$2 - Action
+2 Actions
You may gain a Copper in hand.

Nice little simple action that fits with the copper "theme".  But I don't think we need another "gain Copper in hand" card besides Almoner.

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Oregano
$4 - Action
+2 Actions
Draw until you have 5 cards in your hand.

This is hard to judge.  On the one hand, it should combo very well with hand-size reducing cards (e.g. Oasis) and terminal actions (e.g. play Oregano for +1 card, then a terminal, then another Oregano for +2 cards this time).  On the other hand, it anti-synergizes with drawers.  I think it looks good as it is though.

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Saffron
$2 - Action
+1 Card
You may discard a card; if you do, +1 Action.  You may trash a card; if you do, +2 Actions.

At first I thought this was fine, but then Powerman brought up the Upgrade comparison.  Titandrake thinks it looks weak compared to cards like Moneylender and spice Merchant, but the former is terminal and neither can trash Estates or Curses.  I'm going to say that this is probably too strong as an early game trasher.  From a Village perspective I think it is fine (in that it can give lots of extra actions when you need them, but with a fairly significant cost).  But the trashing is probably too strong.

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Coriander
$3 - Action-Duration
Now and during your next turn: +1 Action, and you may play Victory cards as though they are Treasure cards.  Victory cards played in this manner provide $1, plus $(1/3 of the printed VP on the Victory card, rounded down).
--
(Rules clarifications: The "printed VP" refers to the victory points provided by the card, e.g. Estate = 1 VP, Duchy = 3 VP, etc.  Victory cards with no printed VP total on them, e.g. Gardens, Silk Road, and Fairgrounds, provide just the flat $1.  Victory cards played in this way are not Treasure cards and do not count for cards which look at Treasure cards, like Bank, Venture, and Loan.)

The wording is really awkward.  As far as 1/3 effects go, I like the one on the other card that rounded up instead of down.  It is very close to adding the base +$1 in this card, with a few exceptions that work (e.g. Fairgrounds would give +$2 instead of +$3).

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Garlic
$3 - Action
+1 Card
+1 Action
You may trash this card immediately. If you do, +1 Action.
--
When you buy this card, gain two copies of it.
--
Special rule: The supply pile for [This Card] has 30 copies of it.

You only get a village if you trash it.  The only benefit it has is that you buy 3-for-1.  That's generally not that awesome, IMO.

I am also really not a fan of cards that need to have more than the standard 10 copies.  There needs to be a good reason.  I don't think there's a good reason in this case, and that extra 20 cards could be two other cards instead!  This one isn't interesting enough to take up 2 extra slots.

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Caraway
$3 - Action-Attack
+1 Card
Discard any number of cards.  +1 Action per card discarded.
Each other player gains an Estate, putting it into their hand.

I think the attack is decently strong, and enough that it should cost at least $4.  Otherwise, people can open with two of these and the game becomes a huge slog.  It's nice that it sort of counters itself, in that opponents can discard the Estate they gained from you for +actions.  It also fits pretty well with the existing theme, but this time gaining Estate instead of Copper in hand.  Still, I wouldn't look forward to the slog that this would create.

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Tarragon
$5 - Action
+2 Actions
Trash up to 2 cards from your hand.  +1 Card for every card trashed this way.

Looks decent to me at $5.

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Lemongrass
$4 - Action
+1 Card
+2 Actions
--
When you discard this from play, you may put it on top of your deck if you bought a Treasure this turn.

Buying treasure doesn't fit with the engine strategy you are probably pursuing with villages...

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Marjoram
$4 - Action-Duration
+2 Cards
At the start of your next turn, +2 Actions.

This is a personal idiosyncrasy, but I don't really like durations that give completely different bonuses on the next turn. ::)

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Cumin
$3 - Action-Victory
+2 Actions
+1 Buy
--
1 VP

It seems fine on its own.  Probably a bit stronger than GH in that it has actual use.  My hesitation is that the set already has a bunch of alt VP.  But maybe some thing that this is a reason to include even more?

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Sage
$6 - Action-Duration
At the beginning of every one of your turns, +1 Action, +1 Buy.
--
While this card is in play, during your turn, Victory cards cost $2 more and non-Victory cards cost $1 more.

Powerman sums up problems neatly.

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Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.

I like the general idea but after the first play you can end up re-drawing and re-topdecking a VP card repeatedly.  Not sure if that makes it more or less powerful.

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Sesame
$4 - Action
Choose one: Draw until you have 6 cards in hand; or: +2 Actions, +$1, +1 Buy.

Even without the draw-to-6 this seems really strong at $4.  With the draw option, I think it might even be too strong at $5.  Compared to Nobles, this is way easier to get and combos far better with itself.

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Allspice
$4 - Action-Reaction
+1 Card
+2 Actions
If any Supply Victory card pile is empty, +1 Card.
--
When an opponent plays an attack card, you may reveal and set this aside from your hand.  If you do, +1 VP.  Restore this to your hand at the start of your turn.

The action part is too similar to City IMO.

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Borage
$5 - Action
+4 Cards
+2 Actions
Put 4 cards on top of your deck in any order.

I fear the AP that this would incur.

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Chervil
$5 - Action
If played for the first time this turn: +2 Cards, +2 actions, +$1.
All other plays: +$1, +2 Actions.

Seems fine, but the wording is not standard.  It should go something like:

+2 actions, +$1.  If this is the first time you played this card, +2 cards.

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Lavender
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player gains a Treasure, you may discard this card from your hand and gain a copy of the Treasure card they gained.

Still not liking the Villages that gain Treasure...

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Mint
$5 - Action
+2 Cards
+2 Actions
--
When at least one [This Card] is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.

Seems built for a mega-turn, where you put off greening until the end.  All the Gold they get won't help them if the game ends!

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Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.

If you want it as a Village, there is a Copper penalty, but it also has good card draw.  The other two cases aren't for Village-esque strategies.  Not sure if I like it.  The Silver and Gold gaining options seem superfluous.

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Stevia
$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)

I think this is too strong at $3.  The penalty will only usually happen once, so it doesn't hurt to play multiples as much as it would to play multiple CR, for example.  It combos with itself very well, especially because you can set aside Treasure.  If you can get rid of early Estates, this should be able to trigger engines very easily.  Even without an engine, you can set aside all your Copper and make sure to draw your Golds!

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Cayenne
$3P - Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +$1, +1 Buy.

I'm not sure about this.  It trades Alchemist's topdecking power for three other options.  Probably stronger than Alchemist.

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Juniper
$4 - Action
+1 Card
+2 Actions
You may discard an Province. If you do, +1 Card.
--
In games using this, when you gain an Estate, you may gain a [This Card].

It'll probably be clearer when the real card name is available, but the attachment to Estate is weird.  And then it's weird that the Action part references Province instead of Estate.

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Fenugreek
$5 - Action
+1 Card
+2 Actions
If you have played [This Card] two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.

So similar to Parsley.  As I said earlier, I don't like cards that stack this way.  It's a lot of text for little return, and it doesn't feel thematically cohesive.  Maybe knowing the real card name would help with that.

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Arrowroot
$5 - Action
+1 Card
+2 Actions
--
When you gain this, gain a [This Card] token.
--
At the start of any turn, you may return one [This Card] token before you play your first action. If you do, +1 Action.

I like it mostly because it reminds me so much of a token concept I posted on these forums some time ago (Relic tokens).

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Poppy
$4 - Action
+1 Card
+2 Actions
Choose one: +1 Card, +$1, or trash a card from your hand.  If you choose...
+1 Card, each other player draws a card.
+$1, each other player gains a Copper in hand.
Trash a card, +1 VP, and each other player may trash a card from his hand.

Should probably be labelled an Attack (for option 2).  It helps opponents quite a bit.

Quote
Savory
$4 - Action-Attack
+2 Actions
+$1
Each other player may discard a Treasure card.  If he doesn't, he gains a Copper.

Seems OK to me.

Quote
Vanilla
$4 - Action
+1 Card
+1 Action
Choose one: +1 Action, or discard your hand and draw 4 cards.

I thought this was too similar to Minion, but WW brings up a good point that it's not so without built-in coin.  Hm.
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Grujah

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #45 on: July 30, 2012, 07:20:57 pm »
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BM + Paprika.  :o
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Mecherath

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #46 on: July 30, 2012, 07:50:37 pm »
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Cinnamon
$4 - Action-Reaction
+1 Card
+2 Actions
--
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.

Expensive village in the early game, and in the late game, the cash is good for catching up.


Basil
$4 - Action
+2 Actions
+$1 for each differently named card you have in play (including this).
--
When you buy this, you may gain a [This Card].

Like the action version of HoP, but you can keep gaining Victory Points with it.  Can't drop a rainbow of coins to boost its effect but the actions makes it eaiser to.  The clause of letting you get 2 for one is a bid odd.  With lots of (effectively $2) villages you can afford lots of different terminals as well.  Any buy on the board and it's over.


Anise
$3 - Action
+2 Actions
+$1
+$1 for every three actions in play, including this.

Reminds me a bit of a Conspirator in reverse.  Always spammable, but only worth he $2 if it's the third action you have in play.  Can get huge with a source of draw and buy.  Like Conspirator, cantrips to start the chain with are ideal.

Parsley
$3 - Action
+2 Actions
If you have played [This Card] at least...
2 times: +1 Card
3 times: +$1
4 times: +1 Buy
5 times: +1 VP

It would be a fun pile to rush.  If you ignore it in a 2 player game though, the guy with all 10 is going to run away with a victory.  Even a 6/4 split heavily favors the person with the win.  And in a 3-4 player game, it won't get much better than a Festival.

Cardamom
$5 - Action
+1 Card
+2 Actions
You may discard a Victory card from your hand.  If you do, +$ equal to one third its cost in coins, rounded up.

Starts off as a conditional festival, and improves from there.  Definitely takes the sting out of greening early.


Fennel
$2 - Action
+2 Actions
Place any number of cards on the bottom of your deck.
For each card you do, +1 Card.
Place any number of cards on top of your deck.
For each card you do, +$1.

Interesting take on Cellar, though the bottom of the deck is not where I want my bad cards to be.  And if they're good cards I want next turn, they may be worth more than $1 to me.  Plus, with all those cards I just got rid of, what am I using the actions on?  Though in a nice draw your deck engine, it's all gravy anyway, and moving them to the bottom helps take care of variance.

Dill
$5 - Action
+1 Card
+2 Actions
--
While this is in play, when you gain a card worth $3 or more, +1 VP.

Spammable Goons effect and so it needs the $3 restriction.  Would combo very nicely with Workshops.


Cilantro
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player plays an Attack card, or during your Buy phrase, you may reveal this together with any number of Action cards from your hand. Put all revealed cards on top of your deck in any order.

The first reaction is an interesting way to avoid Militias and other card-draw, though it doesn't stop Ghost Ships, and doesn't seem to do much to other attacks.  If you're loading up on villages though, you should probably be playing actions instead of saving them in your Buy phase.  Does avoid the dead half of a Smithy/Village style engine...


Ginger
$1 - Action
+1 Card
+2 Actions
If you have 2 or more unused actions left at the end of your turn, during the clean-up phase, draw 7 cards instead of 5.
--
This card cannot be bought if you have any treasures in play.

This card can't be gained at all in some kingdoms without +$ or gainers, and is basically a gimmie if Market or another +$ +buy is in play.  Drawing up to 7 is interesting, though vulnerable to Milita.  Easy enough to get though, if you just pretend the last one you played didn't have +Actions on it.  The cost gives it a strange interaction with the exactly $1 more trashers.

Paprika
$5 - Action
+2 Actions
Put a card in play other than a [This Card] into your hand.

Interesting take on Throne room, but would be a pain to keep track of in real life.  I would lose track of my King's Courts and Throne Rooms so fast.

Nutmeg
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.

Interesting card.  The workshop effect is fun, though I'm not sure why you decided to keep Gardens out of it.


Turmeric
$4 - Action
+1 Card
You may trash or discard 1 card from your hand. If you do, pick one: +2 Actions, +2 Cards, +$2.

Reminds me of Spice Merchant.  Gives you Smithy or Village, instead of Woodcutter or Lab.  I think I'd run out of fuel for it pretty fast though.


Rosemary
$7 - Action-Duration
At the start of each of your turns, choose two: +1 Action; +1 Buy; put a [This Card] token on this card; +$1 per token on this card, then trash this card. (The choices must be different.)

Once you get this going it's like you played a village every turn.  Then, when the game is almost over, cash them in for Provinces or Duchies.  Interesting concept, though the time bomb purchase might be more fun without the actions.  Would disqualify it for this contest though. :)


Thyme
$3 - Action-Reaction
Choose one: +2 Cards or +3 Actions.
--
When you discard this from play, you may put it on top of your deck.
--
When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.

It's like a cheaper Alchemist stack that you can never ever lose.  As long as you remember to play every 3rd one as +3 Actions.  The second reaction is a fun idea but much too strong on this effectively permanent card.


Mace
$2 - Action
Choose one: +2 Cards; or +2 Actions; or +$2; or +2 Buys.

I don't think I like any of those choices.  A bit like a cheaper steward, but I tend to use him for his trashing anyway.


Clove
$2 - Action
+2 Actions
You may gain a Copper in hand.

Interesting in decks that want copper.  I don't see that I'd buy it otherwise though.

Oregano
$4 - Action
+2 Actions
Draw until you have 5 cards in your hand.

Lends itself very well to a draw your deck engine.  Non-terminal mini-library.  I hope it's called Bookmobile.

Saffron
$2 - Action
+1 Card
You may discard a card; if you do, +1 Action.  You may trash a card; if you do, +2 Actions.

With the first ability, you're discarding a card for a cantrip.  Could make it stronger.  I do like cheap non-terminal trashers, but again I think it needs more.  I'd boost both abilities and its cost.


Coriander
$3 - Action-Duration
Now and during your next turn: +1 Action, and you may play Victory cards as though they are Treasure cards.  Victory cards played in this manner provide $1, plus $(1/3 of the printed VP on the Victory card, rounded down).
--
(Rules clarifications: The "printed VP" refers to the victory points provided by the card, e.g. Estate = 1 VP, Duchy = 3 VP, etc.  Victory cards with no printed VP total on them, e.g. Gardens, Silk Road, and Fairgrounds, provide just the flat $1.  Victory cards played in this way are not Treasure cards and do not count for cards which look at Treasure cards, like Bank, Venture, and Loan.)

Looks a bit like Cardamon above but cheaper.  Not as good on the turn you play it (since it's only one action and gives no draw) but very nice on your next turn.


Garlic
$3 - Action
+1 Card
+1 Action
You may trash this card immediately. If you do, +1 Action.
--
When you buy this card, gain two copies of it.
--
Special rule: The supply pile for [This Card] has 30 copies of it.

Interesting concept.  Not sure if variable Kingdom pile sizes has been explored.  Ridiculous in Gardens or Philosopher Stone games though.


Caraway
$3 - Action-Attack
+1 Card
Discard any number of cards.  +1 Action per card discarded.
Each other player gains an Estate, putting it into their hand.

Strange attack.  Will work 8 times in 2-player, 6 times in 3-player, and 4 times in 3-player.  Other than that it's like the opposite of Cellar.

Tarragon
$5 - Action
+2 Actions
Trash up to 2 cards from your hand.  +1 Card for every card trashed this way.

Too expensive to buy when I actually want to trash 2 cards from my hand.  I think I prefer Trading Post.

Lemongrass
$4 - Action
+1 Card
+2 Actions
--
When you discard this from play, you may put it on top of your deck if you bought a Treasure this turn.

Reminds me of Treasure Room, but anti-synergizes with itself.


Marjoram
$4 - Action-Duration
+2 Cards
At the start of your next turn, +2 Actions.

1 Action is enough to make it a village your next turn.  So a next-turn Crossroads with a reactionless Moat this turn.  Does half the job of 2 $2 cards.  Needs more or a cost reduction.

Cumin
$3 - Action-Victory
+2 Actions
+1 Buy
--
1 VP

Comparable to Great Hall, though filling a different niche.  2 Actions and 1 Buy is odd, but of course with 1 Card it would be strictly better than Great Hall.


Sage
$6 - Action-Duration
At the beginning of every one of your turns, +1 Action, +1 Buy.
--
While this card is in play, during your turn, Victory cards cost $2 more and non-Victory cards cost $1 more.

This is one of those forever cards, eh?  You'd never want more than one.  Seems like a good concept for one of those Dominion Variants where you choose a power at the start of the game.  Can't see ever needing 10 in the Kingdom.


Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.

More than one in hand and they can juggle the same victory card.

Sesame
$4 - Action
Choose one: Draw until you have 6 cards in hand; or: +2 Actions, +$1, +1 Buy.

A stack of these would be pretty good.  Lots of actions, buys, and $ and then draw to 6 to keep it going.  May be too strong.

Allspice
$4 - Action-Reaction
+1 Card
+2 Actions
If any Supply Victory card pile is empty, +1 Card.
--
When an opponent plays an attack card, you may reveal and set this aside from your hand.  If you do, +1 VP.  Restore this to your hand at the start of your turn.

In a Kindgom with no alt-victory cards or attacks it's an expensive village.  The Reaction may be too strong, though I may be over-afraid of victory chips.


Borage
$5 - Action
+4 Cards
+2 Actions
Put 4 cards on top of your deck in any order.

Well you can't spam it.  I think this could be cheaper when compared to Warehouse.

Chervil
$5 - Action
If played for the first time this turn: +2 Cards, +2 actions, +$1.
All other plays: +$1, +2 Actions.

A Super-lab with the caveat that it doesn't stack well.  Pretty insane with Smithys or another Terminal draw card.


Lavender
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player gains a Treasure, you may discard this card from your hand and gain a copy of the Treasure card they gained.

Be a fun game of chicken in a Colony game.  Gold is my favorite thing to gain from Smugglers anyway.

Mint
$5 - Action
+2 Cards
+2 Actions
--
When at least one [This Card] is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.

Be very nice with some TFB cards or something that enables a megaturn.  Use this to accelerate your engine building and then either start trashing them, or end so fast they don't get to use all those golds.  Also great for Alt-VP strats.

Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.

Any sort of trasher and that is a huge benefit for taking Coppers.  Late game you probably have the greens to discard.


Stevia
$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)

Interesting way to make sure Coppers don't junk up your engine.  Of course you need to play it twice for there to be an engine.  For the perk it gives opponents, I'd rather have a Council Room.


Cayenne
$3P - Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +$1, +1 Buy.

I almost missed the P.  It can't be cheaper because of Alchemist, but +Card is the only perk I'd take most of the time, and it doesn't topdeck itself.


Juniper
$4 - Action
+1 Card
+2 Actions
You may discard an Province. If you do, +1 Card.
--
In games using this, when you gain an Estate, you may gain a [This Card].

Great 2nd target for a Gardens game.

Fenugreek
$5 - Action
+1 Card
+2 Actions
If you have played [This Card] two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.

Almost the same as Parsley.  Slightly more sense in the rode of its benefits, but same problems apply.


Arrowroot
$5 - Action
+1 Card
+2 Actions
--
When you gain this, gain a [This Card] token.
--
At the start of any turn, you may return one [This Card] token before you play your first action. If you do, +1 Action.

I prefer Fishing Villages.  I'm spamming those anyway.  This of course gives a card.  Probably makes more sense at $4.


Poppy
$4 - Action
+1 Card
+2 Actions
Choose one: +1 Card, +$1, or trash a card from your hand.  If you choose...
+1 Card, each other player draws a card.
+$1, each other player gains a Copper in hand.
Trash a card, +1 VP, and each other player may trash a card from his hand.

First option is to Super-lab yourself to Lab your opponents. That second option is basically an attack since you rarely want coppers.  Third option is great for trimming.  The second one is the most problematic.


Savory
$4 - Action-Attack
+2 Actions
+$1
Each other player may discard a Treasure card.  If he doesn't, he gains a Copper.

Reminds me of Noble Brigand thematically.  Except he mildly inconveniences the rich, instead of robbing them.


Vanilla
$4 - Action
+1 Card
+1 Action
Choose one: +1 Action, or discard your hand and draw 4 cards.

Love the name.  Not as strong as some of the Draw up to X variants above.  Functions like a friendly Minion but entirely dependent on outside +$

------

My god that was a long way to do things.  Too many of us in here. :)
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rinkworks

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #47 on: July 30, 2012, 08:03:06 pm »
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Parsley
$3 - Action
+2 Actions
If you have played [This Card] at least...
2 times: +1 Card
3 times: +$1
4 times: +1 Buy
5 times: +1 VP

Fenugreek
$5 - Action
+1 Card
+2 Actions
If you have played [This Card] two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.


I confess to being a little weary of the "list of benefit" cards (more commonly type lists, Ironworks/Transmute style).  But I have to admit to being intrigued by these, which basically mutate depending on the chain length.  So let's analyze them a bit.

Parsley

Play 1, and you have a sub-$2 card here, strictly inferior to Native Village.  But it still serves as a Village, and when you need one, you need one.

Play 2, and then they average out to "+0.5 Cards, +2 Actions" apiece.  That's better -- we've jumped squarely and securely into the $2 tier.  But we paid $3 for each one, and they're still not individually the power of vanilla Village, which also costs $3.

Play 3, and they average out to "+0.67 Cards, +2 Actions, +$0.33" apiece.  Notice now that if we add the cards and coins together, we get 1, which would suggest that maybe now we've reached Village-level power.  Well, not really:  on a non-terminal, +1 Card is generally stronger than +$1.  (Compare Bazaar vs. Festival; Bazaar vs. Level 2 City.)

Play 4, and they average out to "+0.75 Cards, +2 Actions, +0.25 Buys, +$0.5" apiece.  This is tougher to analyze, but we can at least narrow it down a bit.  It's clearly a long way down from Market, Festival, and Bazaar, so not at a $5 level yet.  So let's compare with vanilla Village:  we can posit that half a coin is roughly as strong as a quarter of a card (and positing is as much as we can do here, because that would be very hard to test!), which puts us up a quarter of a Buy from vanilla Village.  But Parsley is not yet a $4 card yet, as Worker's Village adds a full Buy to vanilla Village, not just a quarter of one.

Play 5, and they average out to "+0.8 Cards, +2 Actions, +0.4 Buys, +$0.6, +0.2 VP" apiece.  We lose all points of reference now, but I will say that this looks a lot more like a $5 card.

Conclusion:  If you need a Village, and Parsley is the only option, you're happy to have it.  However, if there are Village alternatives, you need to be able to play 4 Parsleys per turn before they start earning their keep.  At 5, it's a lot stronger, but in a way that depends heavily on how often you can play them.  For example, if you have an engine that draws your whole deck every turn, that could really add up.

Fenugreek

Play 1, and you've got a Village.  That gives us a solid $3-power baseline.  But we paid $5, so we need to get more out of Fenugreek before we start getting our money's worth out of it.

Play 2, and that's "+1 Card, +2 Actions, +0.5 Buys" apiece.  Better, certainly, but strictly inferior to Worker's Village.  Note, however, that if Worker's Village is the Village component of your engine, you may very well have +Buys going to waste.  Two Fenugreeks are thus almost as good as two Worker's Villages.

Play 3, and that's "+1 Card, +2 Actions, +0.67 Buys, +$0.33" apiece.  A coin is generally better than a buy, so this is generally stronger than Worker's Village but weaker than Bazaar.  If there was a $4.5 cost tier, we'd be there now.

Play 4, and that's "+1.25 Cards, +2 Actions, +0.75 Buys, +$0.5" apiece.  Falling back on the assertion that a non-terminal +Card is maybe twice as good as +$1 (it's probably not THAT much better, but never mind), then the power level of this thing WITHOUT the +0.75 Buys is roughly that of Bazaar.  By the same logic, we can reason that this is also stronger than Festival.  Beyond $5, there aren't a lot of reference points for vanilla cards (especially with Grand Market's cost being misleading), but I don't think it's a stretch to say we're now in $6 territory.

Play 5, and once again we lose all our reference points.  Clearly a fully-activated Fenugreek is a monster card, though, which would be too cheap at $6.

Conclusion:  Pretty much the same story as with Parsley.  If you need a Village and have no other alternatives, one copy of this will work (much like a Level 1 City will).  But with other options, you need to play 4 before Fenugreek starts becoming a bargain for your money.
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #48 on: July 30, 2012, 09:25:56 pm »
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Quote
Stevia
$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)

I think this is too strong at $3.  The penalty will only usually happen once, so it doesn't hurt to play multiples as much as it would to play multiple CR, for example.  It combos with itself very well, especially because you can set aside Treasure.  If you can get rid of early Estates, this should be able to trigger engines very easily.  Even without an engine, you can set aside all your Copper and make sure to draw your Golds!


I think its strength depends on the board (which makes it priced well at $3; see Menagerie).  You need trashers to be able to pull that trick with Golds or setting up your engine.  Otherwise, this card is pretty susceptible to clog... mostly a feeling.  That doesn't mean it's a bad card though.  I like it, and I think the price is right.
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Tejayes

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #49 on: July 30, 2012, 09:41:53 pm »
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Disclaimer: I did submit a card this round, so I'll do my best to keep my thoughts as objective as possible. Also, rinkworks, thanks for this delicious theme!

Cinnamon
$4 - Action-Reaction
+1 Card
+2 Actions
--
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.

If you're going for an engine, you don't really want Treasures gumming it up. Could combo with Apprentice nicely, though, and the presence of Island and Ironworks/Great Hall could make an early Cinnamon actually worthwhile. Good late-game potential, too. One of those cards that gets more interesting the more you think about it.

Quote
Basil
$4 - Action
+2 Actions
+$1 for each differently named card you have in play (including this).
--
When you buy this, you may gain a [This Card].

Get a decent, varied engine going, and this card could be ridiculously powerful. The on-buy effect only adds to its potential whoa-factor.

Quote
Anise
$3 - Action
+2 Actions
+$1
+$1 for every three actions in play, including this.

A more controlled version of Basil. Can still get pretty powerful with the right engine.

Quote
Parsley
$3 - Action
+2 Actions
If you have played [This Card] at least...
2 times: +1 Card
3 times: +$1
4 times: +1 Buy
5 times: +1 VP

Most villages still have some use outside of drawing engines. Without big drawing ability, there is almost no reason to get a Parsley, but with it...

Quote
Cardamom
$5 - Action
+1 Card
+2 Actions
You may discard a Victory card from your hand.  If you do, +$ equal to one third its cost in coins, rounded up.

As long as you have an unplayable Victory card in your hand (and no Bridges/Highways in play), this card is at least a Bazaar. Very strong in the late game, and almost discourages early Estate trashing.

Quote
Fennel
$2 - Action
+2 Actions
Place any number of cards on the bottom of your deck.
For each card you do, +1 Card.
Place any number of cards on top of your deck.
For each card you do, +$1.

I'm not too sure how useful the top-decking ability will be, though the Cellar-like bottom-decking ability has its uses. The potential to combo with Chancellor is just as delicious as the spice in this card's tentative name.

Quote
Dill
$5 - Action
+1 Card
+2 Actions
--
While this is in play, when you gain a card worth $3 or more, +1 VP.

As long as you have a strong engine with enough +Buy, money, and $3 engine enablers available, this could be CA-RAAAAAAAY-ZAY!

Quote
Cilantro
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player plays an Attack card, or during your Buy phrase, you may reveal this together with any number of Action cards from your hand. Put all revealed cards on top of your deck in any order.

Buy phrase? If only I could do that on Wheel of Fortune. Typos aside, I almost think the ability to negate dead drawing makes this card strong enough by itself. The anti-reduction ability is just icing on the cake.

Quote
Ginger
$1 - Action
+1 Card
+2 Actions
If you have 2 or more unused actions left at the end of your turn, during the clean-up phase, draw 7 cards instead of 5.
--
This card cannot be bought if you have any treasures in play.

The cost and Grand-Market-esque penalty are a bit wonky. On most boards, this might not be worth it. I see some craziness with Upgrade, Remake, and especially Develop.

Quote
Paprika
$5 - Action
+2 Actions
Put a card in play other than a [This Card] into your hand.

On the one hand, it removes Throne Room's necessity to have both cards in your hand at the same time, usually. On the other hand, if you want to replay a terminal, you'd have to have played a Village or equivalent beforehand.

Quote
Nutmeg
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.

Depending on the cheap Actions available, I could see how this works -- play all the Actions you can, save room to play a Nutmeg at the very end, then gain a free Smithy/Worker's Village/Nutmeg/whatever.

Quote
Turmeric
$4 - Action
+1 Card
You may trash or discard 1 card from your hand. If you do, pick one: +2 Actions, +2 Cards, +$2.

Trashing and discarding shouldn't usually have the same power. That's all I have to say.

Quote
Rosemary
$7 - Action-Duration
At the start of each of your turns, choose two: +1 Action; +1 Buy; put a [This Card] token on this card; +$1 per token on this card, then trash this card. (The choices must be different.)

So this is a permanent card until you mug it. Since there are no official permanent in Dominion so far, it's hard to say just how powerful this can be.

Quote
Thyme
$3 - Action-Reaction
Choose one: +2 Cards or +3 Actions.
--
When you discard this from play, you may put it on top of your deck.
--
When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.

The choice ability itself isn't fantastically strong, but the ability to basically always have it available makes up for it.

Quote
Mace
$2 - Action
Choose one: +2 Cards; or +2 Actions; or +$2; or +2 Buys.

This is a cheaper Steward without Trashing.

Quote
Quote
Clove
$2 - Action
+2 Actions
You may gain a Copper in hand.

We already have Almoner.

Quote
Oregano
$4 - Action
+2 Actions
Draw until you have 5 cards in your hand.

An expensive Village by itself, an expensive gimped Shanty Town in large hands, really nice with hand-reducers.

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Saffron
$2 - Action
+1 Card
You may discard a card; if you do, +1 Action.  You may trash a card; if you do, +2 Actions.

Opening 2/5 with good $5 Actions could be instantly lethal to everyone else.

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Coriander
$3 - Action-Duration
Now and during your next turn: +1 Action, and you may play Victory cards as though they are Treasure cards.  Victory cards played in this manner provide $1, plus $(1/3 of the printed VP on the Victory card, rounded down).
--
(Rules clarifications: The "printed VP" refers to the victory points provided by the card, e.g. Estate = 1 VP, Duchy = 3 VP, etc.  Victory cards with no printed VP total on them, e.g. Gardens, Silk Road, and Fairgrounds, provide just the flat $1.  Victory cards played in this way are not Treasure cards and do not count for cards which look at Treasure cards, like Bank, Venture, and Loan.)

If only this was the same as Cilantro in effect, har de har har. Rather, it's ability is similar to Cardamom and they essentially provide the same effect with Victory cards. However, Coriander doesn't require playing it for each Victory you want money from, which pretty much makes this more powerful than the more expensive Cardamom.

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Garlic
$3 - Action
+1 Card
+1 Action
You may trash this card immediately. If you do, +1 Action.
--
When you buy this card, gain two copies of it.
--
Special rule: The supply pile for [This Card] has 30 copies of it.

Other than Gardens games, when would you want this compared to other Villages?

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Caraway
$3 - Action-Attack
+1 Card
Discard any number of cards.  +1 Action per card discarded.
Each other player gains an Estate, putting it into their hand.

The problem with using Estates as Curses is that Estates don't increase severely enough in number in multi-opponent games (yes, I hate the term "multiplayer" since, technically, two players is multiplayer). Once the Estates are gone, this is not strong enough compared to Vanillage (I meant to write Vanilla Village, but I accidentally portmanteau'd them, and I liked it).

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Tarragon
$5 - Action
+2 Actions
Trash up to 2 cards from your hand.  +1 Card for every card trashed this way.

I'm just not sure if the trash-for-draw effect is powerful enough at $5 if you can't open with it. If there are no other trashers, it might be worth going for, similar to Trading Post.

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Lemongrass
$4 - Action
+1 Card
+2 Actions
--
When you discard this from play, you may put it on top of your deck if you bought a Treasure this turn.

Interesting. You get more use out of it if you buy cards that don't add to your engine directly. Reminds me of Walled Village in that sense, where it's better if you have fewer terminals but still don't want to risk clashing.

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Marjoram
$4 - Action-Duration
+2 Cards
At the start of your next turn, +2 Actions.

It's a Moat now, and a super-Village later. At first, I didn't see the point. Now, I notice it's self-synergy.

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Cumin
$3 - Action-Victory
+2 Actions
+1 Buy
--
1 VP

A bit more situational than Great Hall, which is simply a less-clogging Estate, but there are plenty of times where I would prefer this to GH.

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Sage
$6 - Action-Duration
At the beginning of every one of your turns, +1 Action, +1 Buy.
--
While this card is in play, during your turn, Victory cards cost $2 more and non-Victory cards cost $1 more.

See Rosemary.

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Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.

If you are willing and able to Bureaucrat yourself, this is basically a cheap Festival, especially if you draw a Victory card (or the same Victory card over and over) with it. A rare card that makes Scout slightly better.

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Sesame
$4 - Action
Choose one: Draw until you have 6 cards in hand; or: +2 Actions, +$1, +1 Buy.

Open Sesame! Seriously, though, depending on the $3 or $2 you open with, this could be a decent opener.

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Allspice
$4 - Action-Reaction
+1 Card
+2 Actions
If any Supply Victory card pile is empty, +1 Card.
--
When an opponent plays an attack card, you may reveal and set this aside from your hand.  If you do, +1 VP.  Restore this to your hand at the start of your turn.

A slight City-ish ability with a Reaction that could be too strong against discarders and even Cursers.

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Borage
$5 - Action
+4 Cards
+2 Actions
Put 4 cards on top of your deck in any order.

With the right cards, this would be AWESOME! Yes, I'm running out of steam.

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Chervil
$5 - Action
If played for the first time this turn: +2 Cards, +2 actions, +$1.
All other plays: +$1, +2 Actions.

You want to stockpile Chervil to increase the turns where you can play one awesomely, but without actual good drawers, they're Coppers afterward. I sense some players could become Chervil Idiots when they first play a game with this.

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Lavender
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player gains a Treasure, you may discard this card from your hand and gain a copy of the Treasure card they gained.

Basically, you can use this to go Big Money if your engine strategy doesn't pan out.

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Mint
$5 - Action
+2 Cards
+2 Actions
--
When at least one [This Card] is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.

*facepalm* Nice placeholder name, rinkworks. Anyway, this card is ridiculously strong in many alt VP games and still worth thinking about otherwise.

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Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.

The Copper and Gold abilities could be crazy, while the Silver ability is usually reliable. Awesome in games with Museum.

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Stevia
$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)

Even with the bonus to your opponents, this card has a lot of powerful potential, especially if you de-Green.

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Cayenne
$3P - Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +$1, +1 Buy.

You'd never want to get this over Familiar at first, but once the Curses are gone...

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Juniper
$4 - Action
+1 Card
+2 Actions
You may discard an Province. If you do, +1 Card.
--
In games using this, when you gain an Estate, you may gain a [This Card].

The Baron and Swindler possibilities have already been alluded to. Good card for the endgame.

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Fenugreek
$5 - Action
+1 Card
+2 Actions
If you have played [This Card] two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.

Similar to Parsley, but you get a card anyway. Also, the bonus order is slightly different. I know which I like better...

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Arrowroot
$5 - Action
+1 Card
+2 Actions
--
When you gain this, gain a [This Card] token.
--
At the start of any turn, you may return one [This Card] token before you play your first action. If you do, +1 Action.

Redundant phrasing, but it's basically a Village that grants one ace up your sleeve when you need it.

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Poppy
$4 - Action
+1 Card
+2 Actions
Choose one: +1 Card, +$1, or trash a card from your hand.  If you choose...
+1 Card, each other player draws a card.
+$1, each other player gains a Copper in hand.
Trash a card, +1 VP, and each other player may trash a card from his hand.

Choose the $1, and you have a Bazaar that Coppers your opponent. Yes, they get $1 right away, but it's still an often unwanted Copper.

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Savory
$4 - Action-Attack
+2 Actions
+$1
Each other player may discard a Treasure card.  If he doesn't, he gains a Copper.

I agree with others who think the Copper should be gained in hand. Sort of makes this a not-too-devastating Torturer.

Vanilla
$4 - Action
+1 Card
+1 Action
Choose one: +1 Action, or discard your hand and draw 4 cards.
[/quote]

Another unfortunate placeholder name, but sort of fitting. Simple, yet effective.
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Polk5440

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #50 on: July 30, 2012, 11:51:08 pm »
0

There are some interesting concepts to think about with this set of cards, and I don't think the answers are as clear-cut as it seems. It seems like people are all over the map on the following questions.

1) How good is gaining money in hand?

A Gold in hand is powerful; but not broken. Horse Traders gives you +$3 and a Buy and forces you to discard 2 cards; it seems like Gold in hand with discarding two cards would be only slightly better.

A Copper in hand gives you +$1 right now; it may be trashed later depending on the kingdom. Certainly, getting a Copper in hand is better than getting in your discard pile, but how much better? Consider:

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Poppy
$4 - Action
+1 Card
+2 Actions
Choose one: +1 Card, +$1, or trash a card from your hand.  If you choose...
+1 Card, each other player draws a card.
+$1, each other player gains a Copper in hand.
Trash a card, +1 VP, and each other player may trash a card from his hand.

This card is fun. I do not agree that this card should be labeled attack. Gaining a Copper in hand is about as soft an attack as you can have. Clearly, if it read, "may gain a Copper in hand" then this card would definitely not be an attack. Maybe that would solidify this card as a $4, weakening the second (and usually, but not always, the "strongest" option)? Regardless, the logic seems clear: Having your opponents gain a Copper in hand is the cleanest way of having them gain $1 on their turn. Yeah, it's a little worse, but that shouldn't be too bad, if we think +$1 is generally better than +1 Card. It beats having to make the card a Duration to give opponents +$1, or having to accumulate a token, or gain then trash a Copper, or remembering the bonus. Gaining the Copper in hand seems much better than gaining it in your discard pile.

I admit, because the large space the options span for this card, I would pay $5 for this card as written.

And what about gaining a Silver in hand?

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Cinnamon
$4 - Action-Reaction
+1 Card
+2 Actions
--
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.

This is intriguing -- a reaction to something that isn't an attack -- but the Silver in hand just seems too much. I would have preferred "may gain a Copper in hand."


2) How good is +2 Cards, +2 Actions, anyway?

It seems like under current Dominion pricing, +2 Cards, +2 Actions would be a (too stong?) $5. So how to knock it down to size? Or is really not as good as it first appears?

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Marjoram
$4 - Action-Duration
+2 Cards
At the start of your next turn, +2 Actions.

Marjoram doesn't give you the two bonuses together. But, I think this would be fine at $4 if you only got 1 Action next turn (maybe that actually was the intent?). I really like the idea of a Duration Village; but not so sure about a super-Village on the second turn.

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Chervil
$5 - Action
If played for the first time this turn: +2 Cards, +2 actions, +$1.
All other plays: +$1, +2 Actions.

Beefs it up, but doesn't let you stack it. But is stacking really the concern with +2 Cards, +2 Actions? Or is even one enough of an engine enabler to be a problem at $5?

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Mint
$5 - Action
+2 Cards
+2 Actions
--
When at least one [This Card] is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.

This card offsets it by giving a huge conditional bonus to your opponents (and we're back to question 1). Powerman thinks the card is too strong. WW does not. I just think this card seems too swingy.

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Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.

This card offsets it by You gaining a Copper in hand (but how bad is that really? and we're back to question 1). And there is choice -- which adds power (see Quesiton 3) but those choices also bring up question 1! I really like the concept of this card, but I really don't know how evaluate it in terms of strength. But isn't that one mark of a great card? That it takes some playing to figure out?

3) How valuable is choice?

If card with ability X, is correctly priced at $3, and a card with ability Y is correctly priced at $3, it just seems wrong to conclude in general that a card that has ability "Choose one of X or Y" could be priced correctly at anything less than $4. A card that has 2 or 3 (or more) choices seems like it would be more likely to be balanced if no option can stand alone at the price point of the card.

For instance:

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Stevia
$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)

This seems right to me: each ability by itself is weak at $3; but they are in different spaces and synergize together with multiple plays of the card. It takes a LOT of help to be able to consistently make the draw option draw two good Treasures regularly (and this is off-set by allowing your opponents to draw and you hitting Actions and Victories) -- so this is definitely not overpowered. It does contribute interestingly to the Library-engine style card set. I like this card a lot.

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Thyme
$3 $4- Action-Reaction
Choose one: +2 Cards or +3 Actions.
--
When you discard this from play, you may put it on top of your deck.
--
When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.

In contrast, this just seems way over-powered. +3 Actions alone could be priced at $3. It also has the super-ability that just allows it to defy being discarded. Also, see Powerman and WW above. Edit: Now that the price is fixed, I can't call it clearly "way over-powered," but I still don't like the card's aversion to the discard pile, which I still think is a sneaky-powerful ability, and even at $4 still have some power concerns. I would have to play with the card to know for sure.

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Cayenne
$3P - Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +$1, +1 Buy.

I really like Cayenne, but really wish it was priced without Potion; say, at $5. I'm sure it thematically goes with whatever it's official name is, but still...

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Vanilla
$4 - Action
+1 Card
+1 Action
Choose one: +1 Action, or discard your hand and draw 4 cards.

I like this card, too. I agree with WW; the best part of Minion.

Saffron, Turmeric, Mace, Fennel, and Sesame are other cards in this category that just seem under-priced because of the power of choice (and I just don't like them that much).

Other Thoughts

There are a lot of good thoughts posted in other comments relating to a lot of other individual cards, but I want to add some thoughts of mine:

I vote no on "permanents" unless it's really interesting. Rosemary and Sage don't cut it for me.

I prefer Cardamom over Coriander, but neither seems like a good enough implementation of Victory as Treasure. The Basil and Anise mechanic seems hard to balance properly. However, interesting idea, and I like Anise better.

Clove is too much like Almoner, as others have said.

Oregano seems to work at $4.

Borage looks like an interesting Cartographer variant that isn't too powerful (like a lot of the ones in the last contest). Being able to reorganize is an under-looked power in cards -- but I agree that another top of the deck improver isn't really needed.

Savory is nicely balanced.

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Savory
$4 - Action-Attack
+2 Actions
+$1
Each other player may discard a Treasure card.  If he doesn't, he gains a Copper.

The attack isn't too strong but keeps people thinking -- right up my alley.

Fennel is too cheap, but I like the mechanic, I think.

Paprika seems like a nice riff on Throne Room. By why does this need to be a village?

I must be a vampire because Garlic makes me recoil in fear.

Cumin seems kind of strong. Also, I would rather have an alt VP enabler rather than more alt VP.

There are a lot of villages that are Village + benefit. Of these cards, I really like Mustard.

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Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.

Yeah it's too strong (a super-duper Market for $4 and all you have to do is put a green card on your deck? and practically no further penalty if you have two of them in your hand?), but that could easily be fixed by pricing it at $5.

And lastly, unlike rinkworks, I still can't handle the cards that give four or more different bonuses depending on what happens. But I must be breaking down -- just last week I would have said "three or more different bonuses"...

[One of the cards mentioned is mine.]
« Last Edit: July 31, 2012, 09:23:18 am by Polk5440 »
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Powerman

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #51 on: July 31, 2012, 12:05:43 am »
0

Quote
Mint
$5 - Action
+2 Cards
+2 Actions
--
When at least one [This Card] is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.

This card offsets it by giving a huge conditional bonus to your opponents (and we're back to question 1). Powerman thinks the card is too strong. WW does not. I just think this card seems too swingy.

I've change my thinking.  I like the card mechanism, but I think the card gained should not be in hand as that IS too big of an opponent benefit.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #52 on: July 31, 2012, 08:13:17 am »
0

Ballot Error:  The entry "Thyme" was originally posted with a cost of $3.  It should have been $4.  I have changed the ballot post accordingly.  Sorry about the error.
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greatexpectations

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #53 on: July 31, 2012, 08:23:36 am »
0

I've change my thinking.  I like the card mechanism, but I think the card gained should not be in hand as that IS too big of an opponent benefit.

you can find a balance between gaining/gaining in hand by top decking it or shuffling it into your deck.
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Polk5440

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #54 on: July 31, 2012, 09:24:14 am »
0

Ballot Error:  The entry "Thyme" was originally posted with a cost of $3.  It should have been $4.  I have changed the ballot post accordingly.  Sorry about the error.

Thanks for noting that. I edited my post above.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #55 on: July 31, 2012, 09:32:59 am »
+1

1) How good is gaining money in hand?

A Gold in hand is powerful; but not broken. Horse Traders gives you +$3 and a Buy and forces you to discard 2 cards; it seems like Gold in hand with discarding two cards would be only slightly better.

Massively better.  First let's establish that "Gain a gold in hand" is the rough equivalent of "+$3; gain a Gold."  Horse Traders is a good comparison here.   What you're saying is that "Gain a Gold" is only slightly better than "+1 Buy."  These are more similar abilities than it first appears, as a gainer is a form of +Buy:   both allow you to get an extra card on that turn.  But to duplicate the effect of a card that gains a Gold, you need "+1 Buy, +$6."  In other words, "Gain a gold in hand; discard two cards" is more than a Platinum better than "+1 Buy; +$3; discard two cards."

Another way to look at it:  Bag of Gold is a Prize-level card, and you don't even get the Gold in hand.  No required discards either, admittedly.  But even "Gain a gold; discard your hand" is a card that's too powerful to be able to open with, and more than Horse Traders typically allows, its specialty being to secure $5 hands reliably.
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Polk5440

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #56 on: July 31, 2012, 10:06:33 am »
0

Massively better.  First let's establish that "Gain a gold in hand" is the rough equivalent of "+$3; gain a Gold."  Horse Traders is a good comparison here.   What you're saying is that "Gain a Gold" is only slightly better than "+1 Buy."  These are more similar abilities than it first appears, as a gainer is a form of +Buy:   both allow you to get an extra card on that turn.  But to duplicate the effect of a card that gains a Gold, you need "+1 Buy, +$6."  In other words, "Gain a gold in hand; discard two cards" is more than a Platinum better than "+1 Buy; +$3; discard two cards."

Another way to look at it:  Bag of Gold is a Prize-level card, and you don't even get the Gold in hand.  No required discards either, admittedly.  But even "Gain a gold; discard your hand" is a card that's too powerful to be able to open with, and more than Horse Traders typically allows, its specialty being to secure $5 hands reliably.

Good points. I like the way you are thinking about it: "Gain a gold in hand" is the rough equivalent of "+$3; gain a Gold."

I disagree that it's anything similar to +1 Buy, +$6, though, because you don't have to buy Gold in that case; you can buy a LOT of other things (massive increase in choice, which is very, very valuable). I would claim +1 Buy, +$6 is a LOT more powerful than "gain a Gold." Also, gaining money gets progressively worse as the game continues. There is usually a point where gaining money (even Platinums) is completely worthless because the game will end soon.

I just can't see gaining a Gold in hand being more than a Platinum better ever, even at the beginning of the game. To me, this just shows how powerful gaining spending power NOW is, especially late game.

Are there any forum threads on the topic?
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Grujah

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #57 on: July 31, 2012, 10:10:03 am »
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"Gain a Gold" is a mandatory buy Black Market that gives +$6 but you only offers you Gold to buy.
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Powerman

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #58 on: July 31, 2012, 10:49:37 am »
+1

1) How good is gaining money in hand?

A Gold in hand is powerful; but not broken. Horse Traders gives you +$3 and a Buy and forces you to discard 2 cards; it seems like Gold in hand with discarding two cards would be only slightly better.

Massively better.  First let's establish that "Gain a gold in hand" is the rough equivalent of "+$3; gain a Gold."  Horse Traders is a good comparison here.   What you're saying is that "Gain a Gold" is only slightly better than "+1 Buy."  These are more similar abilities than it first appears, as a gainer is a form of +Buy:   both allow you to get an extra card on that turn.  But to duplicate the effect of a card that gains a Gold, you need "+1 Buy, +$6."  In other words, "Gain a gold in hand; discard two cards" is more than a Platinum better than "+1 Buy; +$3; discard two cards."

Another way to look at it:  Bag of Gold is a Prize-level card, and you don't even get the Gold in hand.  No required discards either, admittedly.  But even "Gain a gold; discard your hand" is a card that's too powerful to be able to open with, and more than Horse Traders typically allows, its specialty being to secure $5 hands reliably.

Bolded part... = Vault?
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #59 on: July 31, 2012, 11:09:01 am »
0

Massively better.  First let's establish that "Gain a gold in hand" is the rough equivalent of "+$3; gain a Gold."  Horse Traders is a good comparison here.   What you're saying is that "Gain a Gold" is only slightly better than "+1 Buy."  These are more similar abilities than it first appears, as a gainer is a form of +Buy:   both allow you to get an extra card on that turn.  But to duplicate the effect of a card that gains a Gold, you need "+1 Buy, +$6."  In other words, "Gain a gold in hand; discard two cards" is more than a Platinum better than "+1 Buy; +$3; discard two cards."

Another way to look at it:  Bag of Gold is a Prize-level card, and you don't even get the Gold in hand.  No required discards either, admittedly.  But even "Gain a gold; discard your hand" is a card that's too powerful to be able to open with, and more than Horse Traders typically allows, its specialty being to secure $5 hands reliably.

Good points. I like the way you are thinking about it: "Gain a gold in hand" is the rough equivalent of "+$3; gain a Gold."

I disagree that it's anything similar to +1 Buy, +$6, though, because you don't have to buy Gold in that case; you can buy a LOT of other things (massive increase in choice, which is very, very valuable). I would claim +1 Buy, +$6 is a LOT more powerful than "gain a Gold." Also, gaining money gets progressively worse as the game continues. There is usually a point where gaining money (even Platinums) is completely worthless because the game will end soon.

I just can't see gaining a Gold in hand being more than a Platinum better ever, even at the beginning of the game. To me, this just shows how powerful gaining spending power NOW is, especially late game.

Are there any forum threads on the topic?

There's not much value to having $12 to spend rather than $8 without extra buy. This is to say there are diminishing returns to gaining additional Golds if you can't pair it with something like +Buy and +Cards. 

I think the comparison of Vault with "Gain a Gold in hand, discard 2 cards" (maybe Powerman said this earlier?) is a good way to look at it too.  By the way, if you forgive ignoring the externality, Vault is strictly better than "Gain a Gold, discard your hand" as a possible opener with 5/2.  This is because you need not buy the Gold (Tactician, Hoard or Goons come to mind), and later in the game you have the option to discard only the bad stuff, so the card greens well too.  It also conveniently draws enough cards so that if one of them is Gold, you can get a Province.

I would actually be curious to know if using the option of "Gain a Gold in hand, discard 2" repeatedly is faster or slower at getting Provinces than Vault --> Gold --> Vault+Gold --> Province.  This might be board dependent (the gain a Gold option would be much better early b/c ), but I have a feeling that discarding two rather than drawing two is really important here.

Another point relating to Polk's objection: To replicate the "+1 Buy, +$6" with a terminal "Gain a Gold in hand, discard two cards," you would need to have a Salvager in hand when you gain the Gold, and you would have to have extra actions from earlier plays.  There's not *that* much added benefit to getting flexibility, but it could definitely be valuable, especially given that you already have a bunch of Gold.

Edit: I think Powerman said this about Vault earlier... not just in the post he wrote while I wrote this.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #60 on: July 31, 2012, 12:40:06 pm »
0

But even "Gain a gold; discard your hand" is a card that's too powerful to be able to open with, and more than Horse Traders typically allows, its specialty being to secure $5 hands reliably.

Bolded part... = Vault?

Vault incurs a penalty in the form of a benefit to the opponent (a benefit which, I'm sure, is not coincidentally stronger in the early game).

Vault without a penalty is therefore better than a $5 card and, indeed, too powerful to open with.  I stand by my statement.

I disagree that it's anything similar to +1 Buy, +$6, though, because you don't have to buy Gold in that case; you can buy a LOT of other things (massive increase in choice, which is very, very valuable). I would claim +1 Buy, +$6 is a LOT more powerful than "gain a Gold."

I knew I'd get picked up on that and should have gone into more detail.  Yes, certainly you'd prefer $6 you can do whatever you want with.  Still, Gold costs $6, and you're talking about a card that does virtually what Horse Traders does but throws in a free Gold.  That's massive -- leaps and bounds above what a +Buy will do for you.

Again, figure that Horse Traders' primary use (the top part, anyway) is to reach $5, so you can better rush some critical $5 pile, be it Hunting Party or Duke or Minion or whatever.  The +Buy is often going to go unused.  You pick up Coppers in Duke games.  In Hunting Party games, you don't pick up anything extra until the engine is already firing, at which point, yes, it's a big deal.  But under ordinarily circumstances, that HT isn't going to let you get a Gold AND a critical $5, which is precisely what this card allows.  It is difficult to overstate the effect of JUST getting an early Gold, but to get an early Gold AND another key, expensive card is just dominating in a way Horse Traders will never be.

So yeah, that pseudo-$6 comes with strings attached.   But it still means you get a $6 card in your deck AND boost your buying power in the early game (when you can discard Estates), weakening it only in the middle game when your Gold density is so high it doesn't matter that you have to discard stuff and strengthening it again once you start having green cards to discard.  I'm pretty sure that such a card is too powerful to cost at any price.  Again, Bag of Gold is a Prize, and it's tons weaker.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #61 on: July 31, 2012, 12:44:30 pm »
0

Quote
Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.

Yeah it's too strong (a super-duper Market for $4 and all you have to do is put a green card on your deck? and practically no further penalty if you have two of them in your hand?), but that could easily be fixed by pricing it at $5.

It turns into a Festival when it's activated. It's not even giving you any cycling, because the card has to go on top of your deck and has to be junk. (Ignore Nobles ._.) This card looked really inelegant until I realized it was essentially a Village/Festival split card.
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Polk5440

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #62 on: July 31, 2012, 01:52:58 pm »
0

Quote
Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.

Yeah it's too strong (a super-duper Market for $4 and all you have to do is put a green card on your deck? and practically no further penalty if you have two of them in your hand?), but that could easily be fixed by pricing it at $5.

It turns into a Festival when it's activated. It's not even giving you any cycling, because the card has to go on top of your deck and has to be junk. (Ignore Nobles ._.) This card looked really inelegant until I realized it was essentially a Village/Festival split card.

I guess I was reading the card as: if you put a Victory on your deck you get +1 Card, +2 Actions, +1 Buy, and +$2, which is one more Action than Grand Market gives you (hence super-duper market). I see the comparison you are making with Festival because you can't draw more Mustards without help. You draw the green card in hand instead. But you do get one chance to draw another when you play your first Mustard (the Victory goes on the deck AFTER you draw). In addition, if you put a Great Hall on your deck or Nobles, as you mentioned, you get around the restriction, which is something that is hard to ignore completely. And even so, the penalty doesn't really stack in the sense of clogging your next hand with multiple Victory cards (which I also like, but it does make the card stronger).

I do really like the card, but I would want to have it play tested before settling on a cost -- and if it really works at $4, fine. I was imagining it would hit more often than not, and would be generally very helpful. For now, I am sticking to my claim it should cost more. I could be wrong, though. 
« Last Edit: July 31, 2012, 01:54:29 pm by Polk5440 »
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Tdog

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #63 on: July 31, 2012, 01:55:50 pm »
+3

Scout plus Mustard is the new Super Combo!
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #64 on: July 31, 2012, 01:59:19 pm »
0

Scout plus Mustard is the new Super Combo!

Oh yeah!  Scout is the super enabler.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #65 on: July 31, 2012, 03:04:04 pm »
0

Wait, am I the only one who thinks Savory is broken? Sure, it doesn't draw a card, making it less chainable, but if you can make an engine to play ~3 a turn, it seems far too good. If you don't have treasure in hand, you gain lots of Coppers. If you don't want to discard any treasure, you gain lots of Copper. Discarding 2 treasure or more is essentially a better Militia. To me, it seems that if you get an engine going with Savory as +Actions, no one else can make an engine because of Copper flood.

I suppose that opponent's Savory can attack back, but it still feels off to me.

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Tdog

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #66 on: July 31, 2012, 04:53:35 pm »
0

Wait, am I the only one who thinks Savory is broken? Sure, it doesn't draw a card, making it less chainable, but if you can make an engine to play ~3 a turn, it seems far too good. If you don't have treasure in hand, you gain lots of Coppers. If you don't want to discard any treasure, you gain lots of Copper. Discarding 2 treasure or more is essentially a better Militia. To me, it seems that if you get an engine going with Savory as +Actions, no one else can make an engine because of Copper flood.

I suppose that opponent's Savory can attack back, but it still feels off to me.

Every other savory is ineffective because you can just discard the copper. And it can help you if you need one more for a province or Alt VP. And the village part sucks. So no I don't think it's overpowered.
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gman314

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #67 on: July 31, 2012, 05:22:09 pm »
0

Wait, am I the only one who thinks Savory is broken? Sure, it doesn't draw a card, making it less chainable, but if you can make an engine to play ~3 a turn, it seems far too good. If you don't have treasure in hand, you gain lots of Coppers. If you don't want to discard any treasure, you gain lots of Copper. Discarding 2 treasure or more is essentially a better Militia. To me, it seems that if you get an engine going with Savory as +Actions, no one else can make an engine because of Copper flood.

I suppose that opponent's Savory can attack back, but it still feels off to me.

Every other savory is ineffective because you can just discard the copper. And it can help you if you need one more for a province or Alt VP. And the village part sucks. So no I don't think it's overpowered.

It doesn't say to gain the copper in hand. However, I think making it do that would fix it.
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Titandrake

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #68 on: July 31, 2012, 05:28:38 pm »
0

Wait, am I the only one who thinks Savory is broken? Sure, it doesn't draw a card, making it less chainable, but if you can make an engine to play ~3 a turn, it seems far too good. If you don't have treasure in hand, you gain lots of Coppers. If you don't want to discard any treasure, you gain lots of Copper. Discarding 2 treasure or more is essentially a better Militia. To me, it seems that if you get an engine going with Savory as +Actions, no one else can make an engine because of Copper flood.

I suppose that opponent's Savory can attack back, but it still feels off to me.

Every other savory is ineffective because you can just discard the copper. And it can help you if you need one more for a province or Alt VP. And the village part sucks. So no I don't think it's overpowered.

It doesn't say to gain the copper in hand. However, I think making it do that would fix it.

I really want the card to do that, but then the card starts feeling too weak. Free money is pretty good. I think it's workable if you fiddle with the cost and effect.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #69 on: July 31, 2012, 05:40:59 pm »
0

The problem is that as it stands, the card totally destroys any Big Money strategy. If the same card also helped build a treasure-free strategy, it could work, but it doesn't. So, on some boards, it could just destroy the game almost completely.
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Tdog

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #70 on: July 31, 2012, 05:56:28 pm »
0

Oh yeah then I do think savory is a bit overpowered because of the power of non terminal attacks.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #71 on: August 01, 2012, 02:42:17 am »
+1

Quote
Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.
The Silver option is superior to Explorer's (unless you gain a gold with Explorer), it's a non-terminal Explorer. Also this card has more flexibility, you obviously choose what to gain based on how many actions you need. All these options are quite powerful. If you choose gold, and has a single silver and copper in hand, you can discard the two other cards and have a double-gold turn. Gaining a gold in hand is quite powerful.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #72 on: August 01, 2012, 06:41:31 am »
0

Quote
Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.
The Silver option is superior to Explorer's (unless you gain a gold with Explorer), it's a non-terminal Explorer. Also this card has more flexibility, you obviously choose what to gain based on how many actions you need. All these options are quite powerful. If you choose gold, and has a single silver and copper in hand, you can discard the two other cards and have a double-gold turn. Gaining a gold in hand is quite powerful.

I'm almost thinking this was a typo at 5. It seems like a 6 or 7.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #73 on: August 01, 2012, 07:20:24 am »
0

Quote
Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.
The Silver option is superior to Explorer's (unless you gain a gold with Explorer), it's a non-terminal Explorer. Also this card has more flexibility, you obviously choose what to gain based on how many actions you need. All these options are quite powerful. If you choose gold, and has a single silver and copper in hand, you can discard the two other cards and have a double-gold turn. Gaining a gold in hand is quite powerful.

I'm almost thinking this was a typo at 5. It seems like a 6 or 7.

Don't agree. The penalty for Gold might not be harsh enough, but it doesn't seem all that broken. Sure, the silver option is a non-terminal Explorer unless you gain a gold with Explorer. That's a pretty big unless to me.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #74 on: August 01, 2012, 11:06:23 am »
0

Quote
Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.
The Silver option is superior to Explorer's (unless you gain a gold with Explorer), it's a non-terminal Explorer. Also this card has more flexibility, you obviously choose what to gain based on how many actions you need. All these options are quite powerful. If you choose gold, and has a single silver and copper in hand, you can discard the two other cards and have a double-gold turn. Gaining a gold in hand is quite powerful.

I'm almost thinking this was a typo at 5. It seems like a 6 or 7.

Don't agree. The penalty for Gold might not be harsh enough, but it doesn't seem all that broken. Sure, the silver option is a non-terminal Explorer unless you gain a gold with Explorer. That's a pretty big unless to me.

No, really.  The card is broken in half. 

Magic Ingot
5$ - Treasure
Worth 2$
When you play this, gain a Silver.

Magic Ingot is almost strictly worse than this card and it'd never see print.
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brokoli

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #75 on: August 01, 2012, 11:18:01 am »
0

Shortly :

I like trasher-villages, it's an interesting idea we haven't seen in the official Dominion. I hope there will be one in Dark ages. But my favourites are the villages that care about victory cards, because I love victory cards.

I'll probably vote for Cumin, Mustard, Turmeric, Patchouli or Juniper.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #76 on: August 01, 2012, 11:39:36 am »
0

Quote
Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.
The Silver option is superior to Explorer's (unless you gain a gold with Explorer), it's a non-terminal Explorer. Also this card has more flexibility, you obviously choose what to gain based on how many actions you need. All these options are quite powerful. If you choose gold, and has a single silver and copper in hand, you can discard the two other cards and have a double-gold turn. Gaining a gold in hand is quite powerful.

I'm almost thinking this was a typo at 5. It seems like a 6 or 7.

Don't agree. The penalty for Gold might not be harsh enough, but it doesn't seem all that broken. Sure, the silver option is a non-terminal Explorer unless you gain a gold with Explorer. That's a pretty big unless to me.

No, really.  The card is broken in half. 

Magic Ingot
5$ - Treasure
Worth 2$
When you play this, gain a Silver.

Magic Ingot is almost strictly worse than this card and it'd never see print.

I don't understand... what's so powerful about Magic Ingot?  From the context, I presume you're saying that Magic Ingot is overpowered, and that's why it wouldn't see print.  Maybe I'm missing the point.

To the card in question, rinkworks' posts convinced me that the penalty isn't harsh enough for gaining Gold in hand.  Maybe the card would be better balanced if it read "If you gain Gold, gain an Estate and discard 5 cards."  Then, that option would be more like a gimped Vault.  In that case, it would still be a strong card, but I don't think overpowered.
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popsofctown

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #77 on: August 01, 2012, 12:26:36 pm »
0

You really don't see how much better Silver gain is than Royal Seal or Stash?  Who needs to manipulate where your cards are if you can just get more of them?  It's... I guarantee you Magic Ingot never sees print.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #78 on: August 01, 2012, 12:49:41 pm »
0

You really don't see how much better Silver gain is than Royal Seal or Stash?  Who needs to manipulate where your cards are if you can just get more of them?  It's... I guarantee you Magic Ingot never sees print.

I see MI being better than Stash and not quite comparable to Royal Seal (board dependent).  About the Silver gain, I'll keep that in mind.

The card that is most comparable to MI is Jack, isn't it?  Compare with Jack -- you get +$2 in the buy phase (so +Action, too) instead of self-spying, drawing up to 5, and trashing non-Treasures.  That comparison is a little hard for me to think about.  I suppose MI is way better.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #79 on: August 02, 2012, 11:09:03 am »
+3

Quote
Nutmeg
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.
Either +3 actions, ór a slightly delayed workshop. Almost strictly better than workshop, but doesn't add much of interest. The games where workshop is of use, +actions usually aren't.

It's probably worth pointing out here that the reason Workshop often isn't good with +Actions is because what you usually use Workshop for is Gardens/SR.  But Nutmeg is "gain an Action card up to..." not "gain a card up to...."  This completely shifts the focus.  You can't use Nutmeg for alt VP rushes, but I think the theory is that you can use Nutmeg to construct engines that Workshop is ill-suited for, simply by virtue of the fact that Workshop is a terminal.  With Nutmeg, the gainer and the Village component of the engine are bundled into one card, so with Nutmeg you would be free to gain terminal actions to a degree that would be suicidal with Workshop.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #80 on: August 02, 2012, 11:37:29 am »
0

Quote
Nutmeg
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.
Either +3 actions, ór a slightly delayed workshop. Almost strictly better than workshop, but doesn't add much of interest. The games where workshop is of use, +actions usually aren't.

It's probably worth pointing out here that the reason Workshop often isn't good with +Actions is because what you usually use Workshop for is Gardens/SR.  But Nutmeg is "gain an Action card up to..." not "gain a card up to...."  This completely shifts the focus.  You can't use Nutmeg for alt VP rushes, but I think the theory is that you can use Nutmeg to construct engines that Workshop is ill-suited for, simply by virtue of the fact that Workshop is a terminal.  With Nutmeg, the gainer and the Village component of the engine are bundled into one card, so with Nutmeg you would be free to gain terminal actions to a degree that would be suicidal with Workshop.

Hm. Good points. I find this very hard to judge now, would love to test.
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popsofctown

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #81 on: August 02, 2012, 03:12:42 pm »
0

Quote
Nutmeg
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.
Either +3 actions, ór a slightly delayed workshop. Almost strictly better than workshop, but doesn't add much of interest. The games where workshop is of use, +actions usually aren't.

It's probably worth pointing out here that the reason Workshop often isn't good with +Actions is because what you usually use Workshop for is Gardens/SR.  But Nutmeg is "gain an Action card up to..." not "gain a card up to...."  This completely shifts the focus.  You can't use Nutmeg for alt VP rushes, but I think the theory is that you can use Nutmeg to construct engines that Workshop is ill-suited for, simply by virtue of the fact that Workshop is a terminal.  With Nutmeg, the gainer and the Village component of the engine are bundled into one card, so with Nutmeg you would be free to gain terminal actions to a degree that would be suicidal with Workshop.
Workshop is good with Vineyards too, and so is this.
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #82 on: August 05, 2012, 10:07:51 am »
0

In my opinion, this is the strongest set of cards submitted for a challenge yet! Good job everyone coming up with lots of good cards. I'm sending more votes for this one than any previous challenge.  :D
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #83 on: August 06, 2012, 10:19:07 am »
0

Now, submissions for vote are over ! I hope you've been many to vote for my cards from this challenge and the #8 :D
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #84 on: August 06, 2012, 03:43:29 pm »
+2

The results for the Village contest are in!

As a reminder, here are the criteria for this challenge:

Quote
Design a Village card.  This is a card that must provide the player with at least +2 Actions each time it is played.  A Duration card may instead or in addition provide at least +1 Action on a future turn (e.g., Tactician).  Receipt of the extra Actions may be optional so long as it is within the player's control to receive it or not (e.g., Nobles, Hamlet), barring only marginal edge cases (i.e., deck with only a Hamlet in it; Tactician as the last card in hand).

Shockingly, I don't actually have a Village card to show off.  I regularly play with three Village fan cards which I quite enjoy.  One of them is this one, another is the same idea for $4 but the other two cards go back on the deck instead of in the discard (also a product of that thread).  And one is from WanderingWinder's Conquest expansion specifically the one called Medical Tent here, only I price it at $3.

But now let's get to to the contest results.  We've had some close votes in the past, but not this week!  The winning cards for this challenge and the Non-Attack Interaction challenge won in landslides.

#1 - Production Village by WanderingWinder with 30 points (Oregano)
$4 - Action
+2 Actions
Draw until you have 5 cards in your hand.


That makes two solid Village cards WanderingWinder has created.  This one is terrific with non-drawing terminals, although you have to accumulate multiples in hand before you start to see a benefit over vanilla Village.  With terminal discarders (Young Witch, Horse Traders) the effect is magnified, but you still need two in hand to activate the combo.  It shines against discard attacks, but the big drawback is that it fizzles if you try to construct a draw engine out of it.  In a mixed engine of other types of Villages, terminals, and drawers, you have to think about the order you play your cards, so as to maximize the benefit.

It's a long drop to second place, but that doesn't mean there weren't plenty of other solid and interesting Village cards in play.  As others have said, this was one of the strongest batches of competing cards yet.


#2 (tie) - Retirement Village by Michaelf7777777 with 19 points (Cumin)
$3 - Action-Victory
+2 Actions
+1 Buy
--
1 VP

#2 (tie) - Survivor's Village by ChocophileBenj with 19 points (Arrowroot)
$5 - Action
+1 Card
+2 Actions
--
When you gain this, gain a Survivor's Village token.
--
At the start of any turn, you may return one Survivor's Village token before you play your first action. If you do, +1 Action.

#4 - Holiday Village by Tejayes with 18 points (Mustard)
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.

#5 - Declining Village by yuma with 16 points (Chervil)
$5 - Action
If played for the first time this turn: +2 Cards, +2 actions, +$1.
All other plays: +$1, +2 Actions.

#6 - Mining Settlement by nopawnsintended with 15 points (Patchouli)
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.

#7 (tie) - Convoy by Saucery with 13 points (Vanilla)
$4 - Action
+1 Card
+1 Action
Choose one: +1 Action, or discard your hand and draw 4 cards.

#7 (tie) - Abandoned Village by Graystripe77 with 13 points (Cinnamon)
$4 - Action-Reaction
+1 Card
+2 Actions
--
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.

#9 - College Town by Polk5440 with 12 points (Stevia)
$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)

#10 (tie) - Posh Village by popsofctown with 11 points (Lemongrass)
$4 - Action
+1 Card
+2 Actions
--
When you discard this from play, you may put it on top of your deck if you bought a Treasure this turn.

#10 (tie) - Encampment by Nicrosil with 11 points (Garlic)
$3 - Action
+1 Card
+1 Action
You may trash this card immediately. If you do, +1 Action.
--
When you buy this card, gain two copies of it.
--
Special rule: The supply pile for Encampment has 30 copies of it.

#10 (tie) - Philosopher by Dubdubdubdub with 11 points (Cayenne)
$3P - Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +$1, +1 Buy.

#13 (tie) - Gambling House by Kirian with 10 points (Savory)
$4 - Action-Attack
+2 Actions
+$1
Each other player may discard a Treasure card.  If he doesn't, he gains a Copper.

#13 (tie) - Royal Village by brokoli with 10 points (Juniper)
$4 - Action
+1 Card
+2 Actions
You may discard an Province. If you do, +1 Card.
--
In games using this, when you gain an Estate, you may gain a Royal Village.

#13 (tie) - Merchants' Village by zahlman with 10 points (Dill)
$5 - Action
+1 Card
+2 Actions
--
While this is in play, when you gain a card worth $3 or more, +1 VP.

#16 (tie) - Pristine Village by Garth One-eye with 9 points (Paprika)
$5 - Action
+2 Actions
Put a card in play other than a Pristine Village into your hand.

#16 (tie) - Township by One Armed Man with 9 points (Nutmeg)
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.

#16 (tie) - Workhorse by Drab Emordnilap with 9 points (Mace)
$2 - Action
Choose one: +2 Cards; or +2 Actions; or +$2; or +2 Buys.

#19 (tie) - Flying Machine by FishingVillage with 8 points (Thyme)
$4 - Action-Reaction
Choose one: +2 Cards or +3 Actions.
--
When you discard this from play, you may put it on top of your deck.
--
When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.

#19 (tie) - Kolkhoz by Qvist with 8 points (Sesame)
$4 - Action
Choose one: Draw until you have 6 cards in hand; or: +2 Actions, +$1, +1 Buy.

#19 (tie) - Metalworking Village by Schneau with 8 points (Lavender)
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player gains a Treasure, you may discard this card from your hand and gain a copy of the Treasure card they gained.

#19 (tie) - Micro Village by Powerman with 8 points (Clove)
$2 - Action
+2 Actions
You may gain a Copper in hand.

#23 (tie) - Observatory Village by Dsell with 7 points (Borage)
$5 - Action
+4 Cards
+2 Actions
Put 4 cards on top of your deck in any order.

#23 (tie) - Community by Tables with 7 points (Anise)
$3 - Action
+2 Actions
+$1
+$1 for every three actions in play, including this.

#25 (tie) - Contractor by dnkywin with 6 points (Turmeric)
$4 - Action
+1 Card
You may trash or discard 1 card from your hand. If you do, pick one: +2 Actions, +2 Cards, +$2.

#25 (tie) - Trading Village by Davio with 6 points (Tarragon)
$5 - Action
+2 Actions
Trash up to 2 cards from your hand.  +1 Card for every card trashed this way.

#25 (tie) - Village Square by Bella Cullen with 6 points (Poppy)
$4 - Action
+1 Card
+2 Actions
Choose one: +1 Card, +$1, or trash a card from your hand.  If you choose...
+1 Card, each other player draws a card.
+$1, each other player gains a Copper in hand.
Trash a card, +1 VP, and each other player may trash a card from his hand.

#25 (tie) - Underground Village by NoMoreFun with 6 points (Fennel)
$2 - Action
+2 Actions
Place any number of cards on the bottom of your deck.
For each card you do, +1 Card.
Place any number of cards on top of your deck.
For each card you do, +$1.

#25 (tie) - Refuge City by heatthespurs with 6 points (Cilantro)
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player plays an Attack card, or during your Buy phrase, you may reveal this together with any number of Action cards from your hand. Put all revealed cards on top of your deck in any order.

#30 (tie) - Prospector by Guy Srinivasan with 5 points (Rosemary)
$7 - Action-Duration
At the start of each of your turns, choose two: +1 Action; +1 Buy; put a Prospector token on this card; +$1 per token on this card, then trash this card. (The choices must be different.)

#30 (tie) - Population Boom by Auto-Destruct Sequence with 5 points (Parsley)
$3 - Action
+2 Actions
If you have played Population Boom at least...
2 times: +1 Card
3 times: +$1
4 timec: +1 Buy
5 times: +1 VP

#30 (tie) - Railway Town by Jack Rudd with 5 points (Fenugreek)
$5 - Action
+1 Card
+2 Actions
If you have played Railway Town two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.

#30 (tie) - Resort Village by Mecherath with 5 points (Cardamom)
$5 - Action
+1 Card
+2 Actions
You may discard a Victory card from your hand.  If you do, +$ equal to one third its cost in coins, rounded up.

#30 (tie) - Installation by Morgrim7 with 5 points (Caraway)
$3 - Action-Attack
+1 Card
Discard any number of cards.  +1 Action per card discarded.
Each other player gains an Estate, putting it into their hand.

#35 (tie) - Sacked Village by eHalcyon with 4 points (Saffron)
$2 - Action
+1 Card
You may discard a card; if you do, +1 Action.  You may trash a card; if you do, +2 Actions.

#35 (tie) - Judge by Tdog with 4 points (Mint)
$5 - Action
+2 Cards
+2 Actions
--
When at least one Judge is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.

#35 (tie) - Lost Village by Robz888 with 4 points (Marjoram)
$4 - Action-Duration
+2 Cards
At the start of your next turn, +2 Actions.

#38 - Allied Village by andwilk with 3 points (Allspice)
$4 - Action-Reaction
+1 Card
+2 Actions
If any Supply Victory card pile is empty, +1 Card.
--
When an opponent plays an attack card, you may reveal and set this aside from your hand.  If you do, +1 VP.  Restore this to your hand at the start of your turn.

#39 - Greenhouse by DWetzel with 2 points (Coriander)
$3 - Action-Duration
Now and during your next turn: +1 Action, and you may play Victory cards as though they are Treasure cards.  Victory cards played in this manner provide $1, plus $(1/3 of the printed VP on the Victory card, rounded down).
--
(Rules clarifications: The "printed VP" refers to the victory points provided by the card, e.g. Estate = 1 VP, Duchy = 3 VP, etc.  Victory cards with no printed VP total on them, e.g. Gardens, Silk Road, and Fairgrounds, provide just the flat $1.  Victory cards played in this way are not Treasure cards and do not count for cards which look at Treasure cards, like Bank, Venture, and Loan.)

#40 (tie) - Factory by A Drowned Kernel with 1 point (Sage)
$6 - Action-Duration
At the beginning of every one of your turns, +1 Action, +1 Buy.
--
While this card is in play, during your turn, Victory cards cost $2 more and non-Victory cards cost $1 more.

#40 (tie) - Precinct by Adrienaline with 1 point (Ginger)
$1 - Action
+1 Card
+2 Actions
If you have 2 or more unused actions left at the end of your turn, during the clean-up phase, draw 7 cards instead of 5.
--
This card cannot be bought if you have any treasures in play.

#40 (tie) - Plaza by Fragasnap with 1 point (Basil)
$4 - Action
+2 Actions
+$1 for each differently named card you have in play (including this).
--
When you buy this, you may gain a Plaza.

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Kirian

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #85 on: August 06, 2012, 03:55:22 pm »
0

Congrats WW!
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #86 on: August 06, 2012, 04:01:04 pm »
0

Congrats!

Also, I made Township-Nutmeg. I tested it out. It barely lost in a few games, including when I had a Conspirator chain with Townships compared to with Mining Villages. Township actually works best when you are using cantrips like Tournament, Caravan, and Menagerie, since it lets you safely gain the actions at the end. I didn't think it was great, just that it was a useful village sometimes.
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Robz888

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #87 on: August 06, 2012, 04:10:08 pm »
0

Really liked my village, thought it was better than my other submitted cards, glad to see it... tie for 35th place? Ack, my worst finish yet!
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ChocophileBenj

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #88 on: August 06, 2012, 04:15:15 pm »
0

Well done, WW !!
And thanks to everybody who voted for me, and everybody who voted too. It's true, there were many great villages among these, and the key was to find the right thing that should come with the 2 actions.

For the name "Survivor's Village", I imaginated some people that you would rescue from a catastrophe when you gain this, and they would be glad to help you back later, and I loved this idea (even if the name wasn't taken into account in the subset).
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #89 on: August 06, 2012, 04:16:33 pm »
0

Congrats WW! We still don't have any overlapping inventors - shows the strength and depth of this community!
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FishingVillage

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #90 on: August 06, 2012, 05:08:05 pm »
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Nice job WW! :)

Given how much it got pooped on in here, I thought Flying Machine would finish way lower than it did, and I agree that this particular contest had a lot of cards that were pretty cool.
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Jack Rudd

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #91 on: August 06, 2012, 06:39:24 pm »
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Hmm, a tie for 30th. Well, at least it got some votes.

One of these days, I suppose I'll have to design a card where the card name isn't so highly tied in with its mechanics.
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Tejayes

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #92 on: August 06, 2012, 07:45:39 pm »
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4th place! I knew my justification that it was between Village and Festival would garner some extra points. Still, I'm very happy with the winner, as it was my favorite village. I also really liked the two other cards that beat me, so I'm delighted with this result.
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zahlman

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #93 on: August 06, 2012, 07:54:06 pm »
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Given how much it got pooped on in here, I thought Flying Machine would finish way lower than it did

I got that impression for Merchant's Village too. But then it wasn't really clear whether people were pooping on it or just imagining the craziness. FWIW I have my own thoughts on the card that I'll be sharing at the end of the contest. But basically, yeah, the whole time I was reading the thread I was thinking "b...b...but I thought people *like* Goons?"
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Polk5440

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #94 on: August 06, 2012, 08:24:37 pm »
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Given how much it got pooped on in here, I thought Flying Machine would finish way lower than it did

I got that impression for Merchant's Village too. But then it wasn't really clear whether people were pooping on it or just imagining the craziness. FWIW I have my own thoughts on the card that I'll be sharing at the end of the contest. But basically, yeah, the whole time I was reading the thread I was thinking "b...b...but I thought people *like* Goons?"

I think it's easier to get the impression that more people dislike your card than is really the case because I think people (myself to some extent, too) simply ignore the uninteresting/obviously broken cards and don't always say the most positive things about the ones they like. A person doesn't have to like everything about a card to vote for it. For instance, I was planning on giving Mustard/Holiday Village an approval vote even before Tejayes's justification about it's cost.

4th place! I knew my justification that it was between Village and Festival would garner some extra points. Still, I'm very happy with the winner, as it was my favorite village. I also really liked the two other cards that beat me, so I'm delighted with this result.

 By the way, I maintain it's under-priced.  :)
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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #95 on: August 07, 2012, 12:19:42 am »
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You may be interested to know that I went back and forth for a long time between what I submitted, and a version that costed 5 and drew up to 6.

zahlman

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #96 on: August 07, 2012, 11:36:27 am »
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You may be interested to know that I went back and forth for a long time between what I submitted, and a version that costed 5 and drew up to 6.

I think the submitted version is clearly better - it follows the existing theme of $4-Village-plus cards decently, and the $5 version would vary quite a bit in its utility - if you play it as the first action on a normal turn, it's a Trusty Steed, but it'll be a normal Village or worse so much of the time that it's used in a draw-your-deck engine. A part of me likes the idea of going even further and making it a Library-Village combination, but that would be amazingly OP in a lot of situations.
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #7: Village!
« Reply #97 on: August 30, 2012, 02:52:01 pm »
0

The Medical Tent card rinkworks mentioned as maybe costing 3. A WanderingWinder card:  It had +2 cards. discard any number of cards, +1 action for each card discarded. At $3 or $4 it is is strictly better than +2 cards, +1 action, discard a card. That was a DXV idea. I wonder if a variant on that idea could work?
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