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Author Topic: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!  (Read 42682 times)

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rinkworks

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Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« on: August 13, 2012, 10:25:31 am »
+2

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 concurrent challenge.  That is, if you have submitted a card to one challenge, you may not submit it to another challenge until the results of that first challenge have been announced.
* Do not disclose your submissions publicly, either in this thread or elsewhere

--

The deadline for this week's challenges is Monday, August 20, at 10am EDT.

--

Challenge #12 - Non-Terminal Draw Card

Objective: Create a non-terminal drawing card.  This is a card that may be used to increase your hand-size from what it was before it was played from your hand, while also offering exactly +1 Action.  The card must never add more than +1 Action, but there is no maximum to how many cards it can add to your hand.  The card need not always increase your hand-size, but this should be a primary function of the card.  A Duration card increasing the size of a future hand instead of the current one is acceptable, so long as you still get +1 Action on the current turn.

"Draw up to X" cards are not permitted for this challenge.

Official Examples: Laboratory, Wishing Well, Scout, Caravan, Apprentice, Apothecary, Scrying Pool, Alchemist, Menagerie, Hunting Party, Stables, Governor.

Official Non-Examples: Spice Merchant, because although it offers +2 Cards and +1 Action, the fact that you have to trash a card from your hand means that your hand-size will not have increased after playing the card.  Warehouse, because although it offers +3 Cards and +1 Action, the required discarding means you wind up with fewer cards in your hand than before you played it.  Nobles, because although it offers +3 Cards and extra Actions, it doesn't offer both at the same time, and in any case when it gives extra Actions it gives +2 Actions instead of +1 Action.  Cultist, because although it allows you to play another Cultist, it doesn't give you +1 Action.  Wharf, because although it increases the size of a future turn, it doesn't provide +1 Action when played.

--

The Ballot
The Results
« Last Edit: August 27, 2012, 11:59:40 am by rinkworks »
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Davio

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #1 on: August 13, 2012, 10:27:16 am »
0

The challenge # in the title is different from the one in your post.

But what I wanted to ask was: Will there be a challenge for a Treasure?

Official example: Wishing Well?
« Last Edit: August 13, 2012, 10:53:08 am by rinkworks »
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rinkworks

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #2 on: August 13, 2012, 10:52:03 am »
0

Fixed the challenge number, added Wishing Well to the list of official examples, and fixed the subject line of this thread (hence the edits by me to your posts).  Thanks.

An eventual Treasure challenge is inevitable, I'm sure.
« Last Edit: August 13, 2012, 10:53:53 am by rinkworks »
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #3 on: August 13, 2012, 10:55:50 am »
0

Not sure if I should resubmit...
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Polk5440

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #4 on: August 13, 2012, 11:04:10 am »
0

Not sure if I should resubmit...

I am thinking the same thing....
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WanderingWinder

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #5 on: August 13, 2012, 11:13:27 am »
+3

Something tells me we're going to see a lot of scout jokes.......

Kirian

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #6 on: August 13, 2012, 01:01:47 pm »
0

Menagerie not an official example?
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rinkworks

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #7 on: August 13, 2012, 01:09:29 pm »
0

Menagerie not an official example?

Added, thanks.
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Graystripe77

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #8 on: August 13, 2012, 01:16:45 pm »
0

I had fun designing this one. Hard time pricing it though..
I love this challenge.
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PenPen

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #9 on: August 13, 2012, 02:01:48 pm »
0

Would Market and Great Hall be considered as examples?
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WanderingWinder

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #10 on: August 13, 2012, 02:04:48 pm »
0

Would Market and Great Hall be considered as examples?
No, because those cards don't increase your hand size (except with KC or golem....).

Davio

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #11 on: August 13, 2012, 02:05:10 pm »
0

Would Market and Great Hall be considered as examples?
I think the card needs to be able to draw more than one.
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PenPen

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #12 on: August 13, 2012, 02:09:48 pm »
0

Would Market and Great Hall be considered as examples?
No, because those cards don't increase your hand size (except with KC or golem....).

Ah okay...the objective did say that it may be used to increase your hand size so I'd just want to make sure. I suppose that you can probably do something like Market but with a chance or criteria that enables you to draw additional cards, according to the objective.
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #13 on: August 13, 2012, 02:11:30 pm »
0

The point is, it's not really a draw card if it's only replacing itself....

nopawnsintended

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #14 on: August 13, 2012, 02:35:10 pm »
+5

Something tells me we're going to see a lot of scout jokes.......

I just hope I can make a card half as good as the all powerful Scout!

Boy Scout
$2 - Action

+1 Action

Reveal the top 2 Cards of your deck.  Put the revealed Victory cards in your hand.  Put the rest on the deck in any order.



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Grujah

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #15 on: August 13, 2012, 07:11:54 pm »
+1

Governor counts?
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #16 on: August 13, 2012, 07:17:46 pm »
0

* A single card might conceivably qualify for multiple challenges within this series.  However, you may not submit the same card for more than one concurrent challenge.  That is, if you have submitted a card to one challenge, you may not submit it to another challenge until the results of that first challenge have been announced.
* Do not disclose your submissions publicly, either in this thread or elsewhere

Do these contradict?  They kind of do, I think.
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razorborne

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #17 on: August 13, 2012, 09:14:03 pm »
0

* A single card might conceivably qualify for multiple challenges within this series.  However, you may not submit the same card for more than one concurrent challenge.  That is, if you have submitted a card to one challenge, you may not submit it to another challenge until the results of that first challenge have been announced.
* Do not disclose your submissions publicly, either in this thread or elsewhere

Do these contradict?  They kind of do, I think.
not really. if I were to say "I'm resubmitting my potion card" then that'd be a violation, but if I don't tell anyone (besides rinkworks, who will notice) and just resubmit it, it violates neither rule.
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NoMoreFun

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #18 on: August 13, 2012, 09:28:45 pm »
0

Cultist doesn't count, right (It can be non terminal, but it can never give you +1 action)
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #19 on: August 13, 2012, 09:30:45 pm »
0

Not sure if I should resubmit...

Does this count as disclosing? :P

I think I'll just submit something else.  I did have a decent idea... main issue is that I'm not sure if it's my own brain child or if I am half-remembering it from reading it elsewhere.  I'm afraid of accidental plagiarism!  :-\
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zahlman

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #20 on: August 13, 2012, 10:05:09 pm »
0

Pretty happy with what I submitted, for both challenges this time around. Though I'm a little afraid neither one will make enough sense without knowing the card names :(
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #21 on: August 13, 2012, 11:55:32 pm »
0

Shouldn't Apprentice be on here too? (As well as Governor which someone mentioned above.)

I feel like the design space here is as narrow, or narrower, than that for the Terminal Silver contest.  Mainly because the prototypical card--Lab--has been the card against which other $5s are measured (better or worse) for a long time.  It'll be hard to make one not overpowered I think.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #22 on: August 14, 2012, 03:53:03 am »
0

Cultist doesn't count, right (It can be non terminal, but it can never give you +1 action)

Technically it is Terminal.  It's just that the action itself lets you specifically play another action.  KC, TR and Golem are like that too.

Pretty happy with what I submitted, for both challenges this time around. Though I'm a little afraid neither one will make enough sense without knowing the card names :(

The card names are the best parts of my submissions this time!  They match well with existing cards and cards in the set.
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Davio

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #23 on: August 14, 2012, 05:50:20 am »
0

I've submitted my totally overpowered Lab.
Interested to see what you guys think. :)

= Makes a genius card in 5 minutes, will finally win a contest
= Card gets second to last after voting
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rinkworks

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #24 on: August 14, 2012, 09:28:05 am »
0

As has been noted, Cultist is ineligible.  I added that to the list of non-examples.  But Apprentice and Governor certainly count, and I've added those to the eligible list.
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #25 on: August 14, 2012, 10:06:58 am »
0

Objective: Create a non-terminal drawing card.  This is a card that may be used to increase your hand-size from what it was before it was played from your hand, while also offering exactly +1 Action.  The card must never add more than +1 Action, but there is no maximum to how many cards it can add to your hand.  The card need not always increase your hand-size, but this should be a primary function of the card.

I am assuming so, but when you specify that the card may be used to "increase your hand-size from what it was before...," you explicitly mean by drawing from the deck, right?  That is, since the contest is "non-terminal draw," it needs to draw, as opposed to, say, gain to hand (i.e., a double-Explorer with +1 action would not count, even though it gives exactly one action and two cards (Silvers or Golds) in hand).

I ask because you never actually use the word "draw" in your objective.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #26 on: August 14, 2012, 10:40:16 am »
0

Objective: Create a non-terminal drawing card.  This is a card that may be used to increase your hand-size from what it was before it was played from your hand, while also offering exactly +1 Action.  The card must never add more than +1 Action, but there is no maximum to how many cards it can add to your hand.  The card need not always increase your hand-size, but this should be a primary function of the card.

I am assuming so, but when you specify that the card may be used to "increase your hand-size from what it was before...," you explicitly mean by drawing from the deck, right?  That is, since the contest is "non-terminal draw," it needs to draw, as opposed to, say, gain to hand (i.e., a double-Explorer with +1 action would not count, even though it gives exactly one action and two cards (Silvers or Golds) in hand).

I ask because you never actually use the word "draw" in your objective.

That's a good point.  Gaining to hand indeed shouldn't count.  I did use the word "drawing" in the first sentence of the objective, but I didn't want to get too specific and shut out ideas I think should count.  I'd give examples, but I don't want to inadvertently suggest ideas.
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #27 on: August 14, 2012, 11:48:30 am »
0

What about Minion? It can increase your handsize if you play it for the attack with less than 4 cards in hand.
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #28 on: August 14, 2012, 11:52:57 am »
0

"Draw up to " is not allowed.
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #29 on: August 14, 2012, 11:55:28 am »
+2

Objective: Create a non-terminal drawing card.  This is a card that may be used to increase your hand-size from what it was before it was played from your hand, while also offering exactly +1 Action.  The card must never add more than +1 Action, but there is no maximum to how many cards it can add to your hand.  The card need not always increase your hand-size, but this should be a primary function of the card.

I am assuming so, but when you specify that the card may be used to "increase your hand-size from what it was before...," you explicitly mean by drawing from the deck, right?  That is, since the contest is "non-terminal draw," it needs to draw, as opposed to, say, gain to hand (i.e., a double-Explorer with +1 action would not count, even though it gives exactly one action and two cards (Silvers or Golds) in hand).

I ask because you never actually use the word "draw" in your objective.

That's a good point.  Gaining to hand indeed shouldn't count.  I did use the word "drawing" in the first sentence of the objective, but I didn't want to get too specific and shut out ideas I think should count.  I'd give examples, but I don't want to inadvertently suggest ideas.

Rule Bender
Cost: 2
+1 Action
Gain 2 coppers, put them on top of your deck
+2 cards
« Last Edit: August 14, 2012, 11:57:11 am by NoMoreFun »
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #30 on: August 14, 2012, 11:59:58 am »
0

"Draw up to " is not allowed.

But Minion isn't "Draw up to" it's "discard your hand, +4 cards".
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #31 on: August 14, 2012, 01:06:28 pm »
0

"Draw up to " is not allowed.

But Minion isn't "Draw up to" it's "discard your hand, +4 cards".

Which is equivalent to "discard your hand, draw up to 4 cards."
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zahlman

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #32 on: August 14, 2012, 01:16:56 pm »
0

I feel like the design space here is as narrow, or narrower, than that for the Terminal Silver contest.  Mainly because the prototypical card--Lab--has been the card against which other $5s are measured (better or worse) for a long time.  It'll be hard to make one not overpowered I think.

I have a suspicion that a lot of submissions will be sharing design space with Wishing Well and Menagerie.

That said, it's not like there isn't any room for more powerful Lab variants that are more expensive. After all, Alchemist exists. What would you pay for a vanilla +3 Cards, +1 Action? Is that fundamentally unworkable as a card? Is there really no tweak that could be made that gives it a good price point?

"Draw up to " is not allowed.

But Minion isn't "Draw up to" it's "discard your hand, +4 cards".

As I see it, the distinction is that "draw X cards" always increases your hand size by the corresponding amount, as long as you have at least X cards in your deck. For this contest, X can be variable, but the card needs to, given enough cards in deck, always at least keep your hand at the same size, and at least sometimes increase your hand size.

Further, it must do so by drawing cards from the deck (and not gain to deck before doing so): if all effects that functionally just gain to hand are ignored, the above must still be true.
« Last Edit: August 14, 2012, 01:22:07 pm by zahlman »
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Tables

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #33 on: August 14, 2012, 01:32:25 pm »
0

+3 cards +1 action is one of those oft discussed vanilla cards. It's generally the same as playing two Labs, which is pretty good. It's probably a strong $7, maybe even worthy of $8, which is the point you look for an alternate cost. $5P maybe? I suspect we'll see at least one version of it...
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #34 on: August 14, 2012, 01:37:26 pm »
0

+3 cards +1 action is one of those oft discussed vanilla cards. It's generally the same as playing two Labs, which is pretty good. It's probably a strong $7, maybe even worthy of $8, which is the point you look for an alternate cost. $5P maybe? I suspect we'll see at least one version of it...

I think it would have to be 8.  Compare to TR vs KC, and Remodel vs Expand.  But at 8, it's too expensive to be all that useful.  And there are already a few variations in the theme in the Potion contest.
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #35 on: August 14, 2012, 01:41:04 pm »
0

+2 Card, +1 Action If you have no [this card] tokens, discard a card and gain a [this card] token.

Is this allowed? My idea is very different, but this will give me some guidance.
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #36 on: August 14, 2012, 01:48:37 pm »
0

I don't see why not.
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #37 on: August 14, 2012, 01:56:48 pm »
+1

Is Caravan an example or not? Its primary purpose is clearly to increase the number of cards in your hand, but it doesn't do it this turn. Is "+1 Card next turn" sufficient like "+1 Action next turn" was for the Village?
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rinkworks

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #38 on: August 14, 2012, 03:29:17 pm »
0

+2 Card, +1 Action If you have no [this card] tokens, discard a card and gain a [this card] token.

Is this allowed? My idea is very different, but this will give me some guidance.

Looks fine to me.

Is Caravan an example or not? Its primary purpose is clearly to increase the number of cards in your hand, but it doesn't do it this turn. Is "+1 Card next turn" sufficient like "+1 Action next turn" was for the Village?

Oh yeah, Durations again.  Sure, I don't see why this shouldn't be okay.

--

Edit:  Modified the original post to allow Caravan but disallow Wharf.
« Last Edit: August 14, 2012, 03:33:07 pm by rinkworks »
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #39 on: August 14, 2012, 03:46:22 pm »
0

But Wharf provides non-terminal draw on your next turn. ;)

(Fair enough!)
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NoMoreFun

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #40 on: August 15, 2012, 08:47:48 am »
0

I suppose Haven would count as well, and Tactician wouldn't.

This gives me a few ideas.
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #41 on: August 17, 2012, 12:55:36 am »
0

With all the new info, it seems to me that Mystic and Vagrant should qualify here.  Am I correct?
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #42 on: August 17, 2012, 12:57:29 am »
+1

With all the new info, it seems to me that Mystic and Vagrant should qualify here.  Am I correct?

Vagrant I think so, but not Mystic.  Mystic draws 1 at most.
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #43 on: August 17, 2012, 01:47:02 am »
0

Ironmonger would also qualify
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #44 on: August 17, 2012, 02:19:20 am »
0

Ironmonger would also qualify

I wonder about that though.  The challenge description says:

"The card need not always increase your hand-size, but this should be a primary function of the card."

I would argue that Ironmonger's primary function is not drawing, in that it is unreliable and the bonuses differ.  On the other hand, Vagrant is also unreliable but it only draws.  So I would say Vagrant works but Ironmonger does not fit the spirit of this particular contest.
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NoMoreFun

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #45 on: August 17, 2012, 02:56:00 am »
0

Ironmonger would also qualify

I wonder about that though.  The challenge description says:

"The card need not always increase your hand-size, but this should be a primary function of the card."

I would argue that Ironmonger's primary function is not drawing, in that it is unreliable and the bonuses differ.  On the other hand, Vagrant is also unreliable but it only draws.  So I would say Vagrant works but Ironmonger does not fit the spirit of this particular contest.

A primary function, not the primary function.

Scout is eligible, and that can't reliably increase your handsize but the ordering is still a primary function of the card. The draw is also a primary function.

This is all up to rinkworks really. My entry definitely straddles the line but I think it's very much in the spirit of the competition.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #46 on: August 17, 2012, 04:01:29 am »
0

Ironmonger would also qualify

I wonder about that though.  The challenge description says:

"The card need not always increase your hand-size, but this should be a primary function of the card."

I would argue that Ironmonger's primary function is not drawing, in that it is unreliable and the bonuses differ.  On the other hand, Vagrant is also unreliable but it only draws.  So I would say Vagrant works but Ironmonger does not fit the spirit of this particular contest.

A primary function, not the primary function.

Scout is eligible, and that can't reliably increase your handsize but the ordering is still a primary function of the card. The draw is also a primary function.

This is all up to rinkworks really. My entry definitely straddles the line but I think it's very much in the spirit of the competition.

But what else does Scout do besides possibly draw?  Reorder cards, I suppose, but the primary function is drawing up Victory cards.  I also gave the example of Vagrant which is similar.  Its draw is unreliable, but that is still its main function -- drawing junk.

Ironmonger's function is different.  It is basically a cantrip that provides some random bonus and provides filtering.  The draw is not a primary function.

It's a hazy line though!  Ironmonger could be acceptable if you use a more lenient appraisal.  I just don't think it fits the spirit of a drawing card.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #47 on: August 17, 2012, 08:20:02 am »
0

I agree that Ironmonger doesn't fit the spirit of this contest.  That said, I try to err on the side of permissiveness, so if someone submitted Ironmonger to me (in a world where the official Ironmonger doesn't exist) then I'd probably allow it.
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ChocophileBenj

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #48 on: August 20, 2012, 05:50:16 am »
0

My question may be stupid but... is this contest going to continue after Iso goes away ?
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #49 on: August 20, 2012, 06:10:27 am »
0

My question may be stupid but... is this contest going to continue after Iso goes away ?

I would assume so; this contest isn't connected to isotropic.
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #50 on: August 20, 2012, 01:58:21 pm »
0

Argh there was a tweak I wanted to make to my card, but I put it off and now I've missed the deadline. Oh well. The original version is still not horrible, I think.
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #51 on: August 20, 2012, 04:25:42 pm »
+1

Bump
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #52 on: August 20, 2012, 05:21:13 pm »
+1

Here is the ballot for Challenge #12!  Votes are due in a week.

--

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 27, 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.

--

Hitchcock
$4 - Action
+1 Action
+1 Card
Gain a copper in hand.
Gain up to 3 more Coppers, +1 Card per Copper gained.


Wilder
$4 - Action
+1 Action
Reveal cards from your deck until you reveal one that isn't a Victory card or a Curse. Put the revealed cards into your hand. If you didn't reveal a Victory card or a Curse, gain a Victory card costing up to $5, putting it on top of your deck.


Ford
$4 - Action
+1 Action
Discard a card for each other [This Card] you have in play.
Reveal your hand. +1 Card per Copper revealed.


Kubrick
$4 - Action
+1 Action
+1 Card for every 6 cards in the trash pile up to 4 cards, rounded up.
If no cards are in the trash pile, +1 Card, +$1.


Welles
$5 - Action
+1 Action
Choose one of the following:
+1 Card, +$1.
+2 Cards, +1 Buy.
+3 Cards, gain a Copper.


Renoir
$3 - Action
+1 Card
+1 Action
If the top card of the trash pile costs more than this card: +1 Card.


Spielberg
$4 - Action
+1 Action
Look at the top 3 cards of your deck. Discard one of them. Put the other two into your hand.
Each other player may gain a copy of the card that you have discarded.


Capra
$5 - Action
+1 Action
Reveal the top 5 cards of your deck.  The player to your left separates them into two piles.  Choose one pile to discard and draw the rest.


Malick
$6 - Action
+1 Action
Reveal your hand.
+2 Cards for every Action card in your hand.
Trash this card.
--
This card may not be gained, it may only be bought.


Ozu
$5 - Action
+1 Action
Reveal the top 3 cards of your deck.
Put 2 cards in your hand that do not share any type or subtype.
Discard the rest.
--
(Rule clarifications:  As always you try to do as much as you can. So if you reveal 3 Treasures, you can put 1 in hand and have to discard the others.)


Nolan
$4 - Action
+1 Action
Discard a card costing $0 from your hand.  If you do, +3 Cards.


Lang
$3 - Action
+1 Card
+1 Action
When you play this, the player to your left reveals a card from his hand.  Reveal cards from your deck until you reveal the named card.
If you do, trash it or put it in your hand, your choice.  Otherwise, gain a copy of the named card.


Curtiz
$6 - Action
+1 Action
Reveal cards from your deck until you reveal three cards costing at most $4. Put those cards into your hand, discard the other revealed cards.


Coen
$5 - Action
+2 Cards
+1 Action
If there are no cards on your [This Card] mat, set aside an Action or Treasure card from your hand onto your [This Card] mat or reveal a hand with no Actions or Treasure cards. Otherwise, take a card from your [This Card] mat and place it in your hand.


Tarantino
$5 - Action
+1 Action
The player to your left names a card.
Reveal cards from you deck until you reveal the named card, putting it and one other revealed card of your choice into your hand.


Lean
$4 - Action
+1 Card
+1 Action
Reveal the top card of your deck. If it is a Copper, put it in your hand.
Discard any number of Coppers. +1 Card per Copper discarded.


Chabrol
$5 - Action
+1 Card
+1 Action
Discard 2 Victory cards. If you do, +3 Cards.


Fellini
$4 - Action
+1 Action
Reveal the top 3 cards of your deck.  The player to your left chooses one for you to set aside.  Draw the rest.
--
During cleanup, return the set aside cards to the top of your deck, in any order.


Truffaut
$3 - Action
+1 Action
If you have an odd number of cards in play (including this), +2 Cards.


Fincher
$5 - Action-Victory
Worth 1 VP
+1 Action
+$1
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.


Bergman
$4 - Action
+1 Action
Reveal the top 3 cards of your deck. Put the revealed Action cards into your hand. Discard the rest.
--
At the end of your clean-up phase, place this card at the bottom of your deck instead of discarding it.


Lynch
$3 - Action
+1 Card
+1 Action
The opponent to your left reveals and discards the top card of their deck.  Reveal the top card of your deck. If it costs less than your opponent's card, place it in your hand; if it does not, discard it.


Visconti
$5 - Action-Duration
+1 Action
Now and at the start of your next turn:
Reveal the top 4 cards of your deck. The player to your left chooses two for you to discard. Draw the rest.
--
While this is in play, when you gain a card, you may put that card on top of your deck.


Murnau
$5 - Action
+4 Cards
+1 Action
Discard a card per [This Card] in play (including this one).


Melville
$3 - Action-Reaction
+1 Action
Trash a card from your hand. If it costs $0 and isn't a Treasure, +3 Cards.
--
When you gain a card costing less than this, you may reveal this from your hand. If you do, put the gained card in your hand.


Coppola
$4 - Action
+3 Cards
+1 Action
Discard 3 cards or a Silver.


Huston
$4 - Action-Duration
+1 Card
+1 Buy
+1 Action
On your next turn, draw 7 cards during your draw phase instead of 5.  If you play more than 3 actions, trash this card.


Kurosawa
$4 - Action
+1 Card
+1 Action
All players reveal a card from his hand. If all players revealed a Treasure card, +1 Card for all (including you) and +$1 for you. Otherwise, all players gain a Copper, putting it into his hand (including you).


Griffith
$5 - Action
+1 Action
Reveal any number of Coppers from your hand and draw that many cards.  Trash one of the revealed Coppers.  If you do not reveal a Copper, gain a Copper and put it into your hand.


Wyler
$4 - Action
+1 Card
+1 Action
Pick one: Gain a card costing up to $4 onto your [This Card] mat, or place a card from your [This Card] mat into your hand.
--
At the end of the game, trash all of the cards on your [This Card] mat.


Cukor
$4 - Action
+1 Card
+1 Action
You may gain a Copper, putting it into your hand. If you do, +1 Card.


Herzog
$4 - Action
+1 Action
+1 Card
Choose one: +3 Cards, and return this card to the supply; or trash a card from your hand, and gain a [This Card]; or put this card on your deck at the start of your Clean-up phase.
--
(Rules clarification: When doubled or trebled with Throne Room, King's Court, or Procession, you may choose the first option multiple times despite returning only this copy of [This Card] to the supply.  You may gain multiple [This Card]s with the second option, but you must trash one card for each copy you gain.  You can only put the played copy on top of your deck; choosing this option does nothing if the card was returned to the supply.  If the card was returned to the supply with the first option, it cannot be trashed by Procession, and you do not gain a card costing $5.)


DeMille
$6 - Action
+3 Cards
+1 Action
Discard a card.
--
While this is in play, you can't buy any Treasure.


Eisenstein
$4 - Action
+1 Card
+1 Action
Choose one; you get the version in parentheses:
Each player draws 2 (1) cards and discards 2 (0) cards from his hand;
or each player draws 2 (3) cards and discards 1 (1) card from his hand.
--
While this is in play, Attack cards you play do not affect players with more than 5 cards in hand.


Scorsese
$4 - Action
+1 Action
You may gain a Copper, if you do +2 Cards.
You may gain an Estate, if you do +1 Card.
You may gain a Curse, if you do +1 Card.


Cassavetes
$4 - Action
+3 Cards
+1 Action
Reveal your hand. Discard two differently named cards which are not Action cards from your hand if you can.


Bunuel
$5 - Action
+1 Card
+1 Action
Reveal cards from your deck until you reveal 2 Victory Cards. Put them into your hand. Shuffle the other revealed cards back into your deck.


Lubitsch
$4 - Action
Reveal your hand. If there are no Action our Treasure cards costing $5 or more in it +2 Cards, +1 Action.


Kazan
$5 - Action-Attack
+2 Cards
+1 Action
+1 Buy
Every other player with at least 5 cards in hand discards a Treasure card or reveals a hand without any Treasure.
--
You can't gain this if you have a [This Card] in play.


Leone
$5 - Action
+1 Buy
You may discard a Treasure. If you do, then +4 Cards, +1 Action, and each other player may discard a Treasure. If he does, then he draws 2 cards.


Altman
$3 - Action
+2 Cards
+1 Action
Each other player may choose one: Discard his hand and draw 4 cards OR Draw up to 6 cards in hand.


Powell
$6 - Action
Look at the top 2 cards of your deck.  Discard them or put them back.
+2 Cards
+1 Action


Eastwood
$2 - Action
+1 Action
+1 Buy
Draw any number of cards up to the number of Buys you have in play. -1 Buy for each card drawn this way.


Pollack
$4 - Action
+2 Cards
+1 Action
Each other player draws a card, then discards a card from hand.


Antonioni
$4 - Action
+1 Card
+1 Action
You may reveal your hand. If you do and you have no Treasure Cards other than Copper in your hand, reveal cards from your deck until you reveal a Treasure Card that isn't a Copper.
Put it into your hand and discard the rest.


Clouzot
$3 - Action
+1 Action
Reveal the top 3 cards of your deck. The player to your left picks one for you to discard. Put the others into your hand.


Gilliam
$5 - Action-Looter
Gain a Copper, Estate, or Ruins to the top of your deck.
+1 Action
+3 Cards
« Last Edit: August 21, 2012, 09:04:02 am by rinkworks »
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GendoIkari

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #53 on: August 20, 2012, 05:30:15 pm »
0

Renoir... I'm not so sure it works to care about the order of cards in the trash. Especially now that we have cards like Graverobber that allow people to gain cards from the trash... there's no guarantee or rule that says that when looking through the trash to see what you want to gain, you have to make sure you keep all those cards in the same order.

Welles is strictly better than Laboratory; by a lot.

Fellini - how can there be more than 1 set-aside card?
« Last Edit: August 20, 2012, 05:44:52 pm by GendoIkari »
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #54 on: August 20, 2012, 06:28:19 pm »
0

Ford doesn't have a cost.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #55 on: August 20, 2012, 06:36:05 pm »
0

Ford doesn't have a cost.

I suspect this was my error, rather than the submitter's, as I remember that having a cost.  But I don't have any record of what it should have been; I'll PM the author and update when I get an answer.
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #56 on: August 20, 2012, 07:03:34 pm »
+3

Ford doesn't have a cost.

Priceless.
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zporiri

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #57 on: August 20, 2012, 07:30:21 pm »
0

Welles is strictly better than a lab-same cost and can give an additional buy. not to mention it is more flexible if you dont want that option
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yudantaiteki

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #58 on: August 20, 2012, 08:00:54 pm »
0

Fellini - how can there be more than 1 set-aside card?

If you play multiple Fellinis, I guess?

I'm a little confused about how Huston works -- do the 3 actions have to be just in one turn, or do they add up?  When do you actually trash it, and does it count actions that were played before Huston?
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #59 on: August 20, 2012, 08:03:25 pm »
0

Disclaimer: one of these is mine.

Hitchcock
$4 - Action
+1 Action
+1 Card
Gain a copper in hand.
Gain up to 3 more Coppers, +1 Card per Copper gained.

The initial part treads a little too close to Almoner.  I like it anyway, but there is just so much Copper stuff in this set now. :P

Quote
Wilder
$4 - Action
+1 Action
Reveal cards from your deck until you reveal one that isn't a Victory card or a Curse. Put the revealed cards into your hand. If you didn't reveal a Victory card or a Curse, gain a Victory card costing up to $5, putting it on top of your deck.

I like the main part.  You draw one "useful" card a la Farming Village, plus potentially a lot of junk.  I am not so sure about the gain effect - it seems superfluous.

Quote
Ford
$4 - Action
+1 Action
Discard a card for each other [This Card] you have in play.
Reveal your hand. +1 Card per Copper revealed.

Currently missing a cost.  rinkworks is getting it from the creator.  Will evaluate when a cost is given.

Edit: Not sure if the self-limit is necessary, since the strategy space for this card already seems fairly narrow.  Although maybe it's too strong in the early game?  OTOH, I heavily underestimated Apothecary when I first learned about it.

Quote
Kubrick
$4 - Action
+1 Action
+1 Card for every 6 cards in the trash pile up to 4 cards, rounded up.
If no cards are in the trash pile, +1 Card, +$1.

This is going to start off as a Peddler.  In kingdoms without trashing, it stays a Peddler.  Well, that's perfectly fine at $4.

When anything is trashed, it actually weakens the card.  It becomes a cantrip, nothing more.  At this point, it is terrible.

When 6 cards are trashed, then it is a Lab.  At this point, it is really STRONG at $4, and it will only get stronger (barring some crazy graverobbing shenanigans).

I am not sure how this would play out.  It is a good buy when there is nothing in the trash.  If there is strong trashing, it is a good buy in anticipation of becoming a cheap lab.  But during that awkward middle ground, whoever has Kubrick will really want to trash and whoever doesn't have Kubrick (or has much fewer) probably wants to avoid trashing.  Very strange!

Quote
Welles
$5 - Action
+1 Action
Choose one of the following:
+1 Card, +$1.
+2 Cards, +1 Buy.
+3 Cards, gain a Copper.

No good -- the second option makes this strictly better than a Lab.

Quote
Renoir
$3 - Action
+1 Card
+1 Action
If the top card of the trash pile costs more than this card: +1 Card.

Almost worthless in games without trashing.  Also, "top card of the trash" is not a good mechanic to use.  It would be a huge hassle in games with Graverobber.  When you are digging through the trash to find something to bring back, you have to maintain the order, especially when the top card is chosen.

Quote
Spielberg
$4 - Action
+1 Action
Look at the top 3 cards of your deck. Discard one of them. Put the other two into your hand.
Each other player may gain a copy of the card that you have discarded.

Hm... this looks better than Lab in most cases, because the card you discard probably isn't something others will want to gain.  You may end up in odd situations where you don't want to discard the Province or something.  I'm not sure if those situations are enough to warrant a price drop.

Quote
Capra
$5 - Action
+1 Action
Reveal the top 5 cards of your deck.  The player to your left separates them into two piles.  Choose one pile to discard and draw the rest.

Sounds fun.  You will usually end up with fewer cards than Envoy, but this is non-terminal and you can always choose the pile that has what you want in it.  The biggest issue is probably major AP by both the player to the left (how do I split these cards?) and the player (which pile do I chooose?), but the latter will probably be pretty simple.  Card splitting would definitely be a lot harder.  I wonder if it would be more or less interesting if these two steps were flipped (player makes piles, player to left chooses pile).

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Malick
$6 - Action
+1 Action
Reveal your hand.
+2 Cards for every Action card in your hand.
Trash this card.
--
This card may not be gained, it may only be bought.

I don't understand why it has the gain restriction.  Not sure if making it a one-shot was necessary.  Seems very strong, but for the self-trash.

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Ozu
$5 - Action
+1 Action
Reveal the top 3 cards of your deck.
Put 2 cards in your hand that do not share any type or subtype.
Discard the rest.
--
(Rule clarifications:  As always you try to do as much as you can. So if you reveal 3 Treasures, you can put 1 in hand and have to discard the others.)

Interesting.  Probably better in Curse games and when greening, where you can filter/cycle through junk.  Also good in strategies that rely on a healthy mix of actions and treasures.  Weak in engines, when you could draw a clump of you your.  Looks fine as it is.

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Nolan
$4 - Action
+1 Action
Discard a card costing $0 from your hand.  If you do, +3 Cards.

Seems as strong as Stables, but cheaper.  You can't discard Silver or Gold, but that's already sketchy to do with Stables.  In this case, you can discard Curses and Ruins.  Has interaction with Highway, Bridge, Princess, BM+Quarry.

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Lang
$3 - Action
+1 Card
+1 Action
When you play this, the player to your left reveals a card from his hand.  Reveal cards from your deck until you reveal the named card.
If you do, trash it or put it in your hand, your choice.  Otherwise, gain a copy of the named card.

Some wording issues.  No card is ever named, so the second sentence needs correcting.  The "Otherwise" was a bit confusing for me -- took a moment to figure out that it was "if the card is not in your deck".  That's more my own issue though.

I think it's an interesting mini-game with your neighbour, worth way more than $3.  If they reveal a junk card, you get to trash it from your deck.  If they reveal a good card, you get to draw it.  Of course, it is weak if you are pursuing different strategies, or if they reveal a junk card that you don't have (since you must then gain a copy).  Still, I think this is worth closer to $5 -- it's a cantrip trasher or a Lab!

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Curtiz
$6 - Action
+1 Action
Reveal cards from your deck until you reveal three cards costing at most $4. Put those cards into your hand, discard the other revealed cards.

The upper limit on cost is weird.  In some games this really hurts it, in others it doesn't matter.  In the latter situation, this is a strong card -- non terminal draw 3 is really good.  I like this.

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Coen
$5 - Action
+2 Cards
+1 Action
If there are no cards on your [This Card] mat, set aside an Action or Treasure card from your hand onto your [This Card] mat or reveal a hand with no Actions or Treasure cards. Otherwise, take a card from your [This Card] mat and place it in your hand.

So you alternate between "discarding" a card and drawing an extra card.  Interesting.  I like it.

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Tarantino
$5 - Action
+1 Action
The player to your left names a card.
Reveal cards from you deck until you reveal the named card, putting it and one other revealed card of your choice into your hand.

I like this too.  The other player will want to name a junk card that you have a lot of, to make sure you only get one useful thing and to limit your choices.  An exception would be if they somehow know the top card of your deck, in which case they should name that card.

(Edit: actually, I think this might be a bit too similar to Gatherer.  Will still vote for it, but not as highly as I was going to.)

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Lean
$4 - Action
+1 Card
+1 Action
Reveal the top card of your deck. If it is a Copper, put it in your hand.
Discard any number of Coppers. +1 Card per Copper discarded.

We're doing too much with Copper now. :P  This looks fine though.

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Chabrol
$5 - Action
+1 Card
+1 Action
Discard 2 Victory cards. If you do, +3 Cards.

Better during greening phase, probably whiffs a lot before that.  Seems fine to me.

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Fellini
$4 - Action
+1 Action
Reveal the top 3 cards of your deck.  The player to your left chooses one for you to set aside.  Draw the rest.
--
During cleanup, return the set aside cards to the top of your deck, in any order.

Interesting mix of Lab and Envoy.

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Truffaut
$3 - Action
+1 Action
If you have an odd number of cards in play (including this), +2 Cards.

So weird!  I imagine this would be really strong with a bunch of cantrips.  First play is a lab (exception: Durations) and then it's easy enough to alternate with cantrips.  I like this, but wonder if it would be better at $4.

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Fincher
$5 - Action-Victory
Worth 1 VP
+1 Action
+$1
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.

Improved Scout.

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Bergman
$4 - Action
+1 Action
Reveal the top 3 cards of your deck. Put the revealed Action cards into your hand. Discard the rest.
--
At the end of your clean-up phase, place this card at the bottom of your deck instead of discarding it.

The discard rule is weird.  Does it apply whether it was played or not?

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Lynch
$3 - Action
+1 Card
+1 Action
The opponent to your left reveals and discards the top card of their deck.  Reveal the top card of your deck. If it costs less than your opponent's card, place it in your hand; if it does not, discard it.

Interesting game of chance.

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Visconti
$5 - Action-Duration
+1 Action
Now and at the start of your next turn:
Reveal the top 4 cards of your deck. The player to your left chooses two for you to discard. Draw the rest.
--
While this is in play, when you gain a card, you may put that card on top of your deck.

Discarding 2/4 hurts a lot!  The topdecking seems out of place, and it counters itself half the time -- if you topdeck a good card, your opponent can just make you discard it.

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Murnau
$5 - Action
+4 Cards
+1 Action
Discard a card per [This Card] in play (including this one).

Nice self-limitation.

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Melville
$3 - Action-Reaction
+1 Action
Trash a card from your hand. If it costs $0 and isn't a Treasure, +3 Cards.
--
When you gain a card costing less than this, you may reveal this from your hand. If you do, put the gained card in your hand.

It would mainly be used for non-terminal trashing.  Only lets you draw if you have junk in your deck.  The reaction helps put that junk in your hand, so that's nice.  Seems fine, though I don't think it would see much use if there isn't a Curser or Looter on the board.

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Coppola
$4 - Action
+3 Cards
+1 Action
Discard 3 cards or a Silver.

Warehouse that gets away with discarding a single Silver.  I wonder if that's worth $5.  $4 sounds OK as well though.

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Huston
$4 - Action-Duration
+1 Card
+1 Buy
+1 Action
On your next turn, draw 7 cards during your draw phase instead of 5.  If you play more than 3 actions, trash this card.

The wording is a bit confused here.  Does this take effect during this turn's Clean-Up phase?  Because that's when you draw... but then it wouldn't be a Duration.  Or does it actually last until the next Clean-Up phase, ultimately having an effect on the turn after next?  And the self-trashing, is that in effect only on this turn, or on the next turn as well?

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Kurosawa
$4 - Action
+1 Card
+1 Action
All players reveal a card from his hand. If all players revealed a Treasure card, +1 Card for all (including you) and +$1 for you. Otherwise, all players gain a Copper, putting it into his hand (including you).

This is really weird.  Either everyone gets a card or everyone gets a Copper... so it doesn't really help you at all!  Oh, I guess you get +$1 if everyone cooperates... but then there's no real incentive for them to cooperate.  They'd only reveal Treasure if they really want an extra card for themselves, or if the Copper hurts you/others more than it hurts them.

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Griffith
$5 - Action
+1 Action
Reveal any number of Coppers from your hand and draw that many cards.  Trash one of the revealed Coppers.  If you do not reveal a Copper, gain a Copper and put it into your hand.

Seems OK.  A little on the weak side, I think, though in some situations it could explode.

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Wyler
$4 - Action
+1 Card
+1 Action
Pick one: Gain a card costing up to $4 onto your [This Card] mat, or place a card from your [This Card] mat into your hand.
--
At the end of the game, trash all of the cards on your [This Card] mat.

Seems fine...

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Cukor
$4 - Action
+1 Card
+1 Action
You may gain a Copper, putting it into your hand. If you do, +1 Card.

Too similar to Almoner.

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Herzog
$4 - Action
+1 Action
+1 Card
Choose one: +3 Cards, and return this card to the supply; or trash a card from your hand, and gain a [This Card]; or put this card on your deck at the start of your Clean-up phase.
--
(Rules clarification: When doubled or trebled with Throne Room, King's Court, or Procession, you may choose the first option multiple times despite returning only this copy of [This Card] to the supply.  You may gain multiple [This Card]s with the second option, but you must trash one card for each copy you gain.  You can only put the played copy on top of your deck; choosing this option does nothing if the card was returned to the supply.  If the card was returned to the supply with the first option, it cannot be trashed by Procession, and you do not gain a card costing $5.)

Non-terminal trashing that gives you more of itself, but unlike Rats you can burn these out for HUGE draw.  Too strong for $4.

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DeMille
$6 - Action
+3 Cards
+1 Action
Discard a card.
--
While this is in play, you can't buy any Treasure.

Stables with discard afterwards, which need not be a Treasure card.  Seems fine, but not all that interesting.  The Treasure ban seems tacked on.  Really encourages engine building, I guess.

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Eisenstein
$4 - Action
+1 Card
+1 Action
Choose one; you get the version in parentheses:
Each player draws 2 (1) cards and discards 2 (0) cards from his hand;
or each player draws 2 (3) cards and discards 1 (1) card from his hand.
--
While this is in play, Attack cards you play do not affect players with more than 5 cards in hand.

Umm.  That's a really strong benefit to give to opponents, whatever you choose.  Second choice gives you huge draw.  But then the Attack card moating will often hurt you a LOT.

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Scorsese
$4 - Action
+1 Action
You may gain a Copper, if you do +2 Cards.
You may gain an Estate, if you do +1 Card.
You may gain a Curse, if you do +1 Card.

Not sure how to feel about this.  Probably works fine, at least until the Estates and/or Curses run out.

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Cassavetes
$4 - Action
+3 Cards
+1 Action
Reveal your hand. Discard two differently named cards which are not Action cards from your hand if you can.

Why not action cards?

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Bunuel
$5 - Action
+1 Card
+1 Action
Reveal cards from your deck until you reveal 2 Victory Cards. Put them into your hand. Shuffle the other revealed cards back into your deck.

Improved Scout. :P

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Lubitsch
$4 - Action
Reveal your hand. If there are no Action our Treasure cards costing $5 or more in it +2 Cards, +1 Action.

But it does nothing every other time?  I guess you could try to fashion an engine based on spamming these and Silver or other cheap actions.

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Kazan
$5 - Action-Attack
+2 Cards
+1 Action
+1 Buy
Every other player with at least 5 cards in hand discards a Treasure card or reveals a hand without any Treasure.
--
You can't gain this if you have a [This Card] in play.

Seems too strong.  The buy restriction is only thing keeping it from being auto-buy over Lab, but it doesn't stop the first purchase.  Subsequent purchases probably aren't too terribly difficult either.

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Leone
$5 - Action
+1 Buy
You may discard a Treasure. If you do, then +4 Cards, +1 Action, and each other player may discard a Treasure. If he does, then he draws 2 cards.

Super Stables that lets other players Stables.  Hum.

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Altman
$3 - Action
+2 Cards
+1 Action
Each other player may choose one: Discard his hand and draw 4 cards OR Draw up to 6 cards in hand.

I don't think that the help it gives to other players is enough to balance out the power of $3 Labs.  Looks too strong to me.

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Powell
$6 - Action
Look at the top 2 cards of your deck.  Discard them or put them back.
+2 Cards
+1 Action

Oracle Lab.  Probably works fine, but I don't find it very interesting.

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Eastwood
$2 - Action
+1 Action
+1 Buy
Draw any number of cards up to the number of Buys you have in play. -1 Buy for each card drawn this way.

Messing with Buys like this is too weird for me.

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Pollack
$4 - Action
+2 Cards
+1 Action
Each other player draws a card, then discards a card from hand.

Cheap Labs that helps opponents just aren't that interesting to me.

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Antonioni
$4 - Action
+1 Card
+1 Action
You may reveal your hand. If you do and you have no Treasure Cards other than Copper in your hand, reveal cards from your deck until you reveal a Treasure Card that isn't a Copper.
Put it into your hand and discard the rest.

Strangely narrow.  Interesting, but it's sad that they don't stack.

Quote
Clouzot
$3 - Action
+1 Action
Reveal the top 3 cards of your deck. The player to your left picks one for you to discard. Put the others into your hand.

Not my entry.  I think this is too similar to my entry in challenge #8.  (Edit: Fellini is too, actually, but I think $4 is better and Fellini has the top-deck which is a little different.)

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Gilliam
$5 - Action-Looter
Gain a Copper, Estate, or Ruins to the top of your deck.
+1 Action
+3 Cards

Seems fine.  If there are no Estates left, could I choose Estate and gain nothing?



(Edited to fix quoting issue.)
« Last Edit: August 21, 2012, 01:07:31 pm by eHalcyon »
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Schneau

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #60 on: August 20, 2012, 10:04:18 pm »
+1

Ford doesn't have a cost.

Priceless.

+1 for awesome pun by nopawnsintended, even if it was intended.
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ashersky

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #61 on: August 21, 2012, 02:09:40 am »
+1

Did anyone else have to fight the urge to just vote for your favorite directors?
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #62 on: August 21, 2012, 09:04:39 am »
0

Update:  I added in the cost/type of Ford ("$4 - Action").  As I had presumed, the error was mine, not the submitter's.
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zahlman

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #63 on: August 21, 2012, 01:03:26 pm »
0

Ford doesn't have a cost.

Priceless.

+1 for awesome pun by nopawnsintended, even if it was intended.

Well, sure. Just because the pawns aren't intended doesn't mean the puns can't be.
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #64 on: August 21, 2012, 01:15:50 pm »
+1

Ford doesn't have a cost.

Priceless.

+1 for awesome pun by nopawnsintended, even if it was intended.

Well, sure. Just because the pawns aren't intended doesn't mean the puns can't be.

It's true.  I have a Dominion problem.  I randomly buy Pawns without intending to do so.
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #65 on: August 21, 2012, 03:59:28 pm »
0

Hitchcock
$4 - Action
+1 Action
+1 Card
Gain a copper in hand.
Gain up to 3 more Coppers, +1 Card per Copper gained.
It feels like this could be broken. It is like Cache if Cache gave you $4 instead of $3.

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Wilder
$4 - Action
+1 Action
Reveal cards from your deck until you reveal one that isn't a Victory card or a Curse. Put the revealed cards into your hand. If you didn't reveal a Victory card or a Curse, gain a Victory card costing up to $5, putting it on top of your deck.
Seems okay. it is interesting that these played after each other gives you Duchies that don't harm your next hand.
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Ford
$4 - Action
+1 Action
Discard a card for each other [This Card] you have in play.
Reveal your hand. +1 Card per Copper revealed.

I don't want the randomness for drawing cards for copper. Discarding cards for other copies is cool, explored elsewhere in this set.

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Kubrick
$4 - Action
+1 Action
+1 Card for every 6 cards in the trash pile up to 4 cards, rounded up.
If no cards are in the trash pile, +1 Card, +$1.
It doesn't start being a lab until 7 trashed cards. That cantrip section is pretty awkward.

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Welles
$5 - Action
+1 Action
Choose one of the following:
+1 Card, +$1.
+2 Cards, +1 Buy.
+3 Cards, gain a Copper.

second option makes this strictly better than a Lab. Still too strong at $6.

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Renoir
$3 - Action
+1 Card
+1 Action
If the top card of the trash pile costs more than this card: +1 Card.
Trash order gets confusing with Graverobber. I would prefer if a card had to have this ability it would have another interaction with the trash.
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Spielberg
$4 - Action
+1 Action
Look at the top 3 cards of your deck. Discard one of them. Put the other two into your hand.
Each other player may gain a copy of the card that you have discarded.

Interesting ability. Nearly all of the game you are discarding a Copper or Estate so the gaining doesn't matter, but you are choosing the best of 3 cards, which is too strong for even $5. The end game is awkward when you reveal 3 provinces and everyone else gains one and the game ends.

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Capra
$5 - Action
+1 Action
Reveal the top 5 cards of your deck.  The player to your left separates them into two piles.  Choose one pile to discard and draw the rest.
We have been seeing cards like Fact or Fiction from Magic, but here is it exactly. One thing it has in Dominion that it doesn't in magic is that terminals can be paired and treasures separated from that pile. Early game decisions like "Do you want 2 coppers or 2 coppers and an estate" are silly. The collaboration element of this card is bothersome, since a friendly opponent can make this better than a triple Lab.

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Malick
$6 - Action
+1 Action
Reveal your hand.
+2 Cards for every Action card in your hand.
Trash this card.
--
This card may not be gained, it may only be bought.

The wording needs to be changed to "this card cannot be gained unless it was bought", since gaining happens after buying.
I don't like how dead this card can be drawn as.
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Ozu
$5 - Action
+1 Action
Reveal the top 3 cards of your deck.
Put 2 cards in your hand that do not share any type or subtype.
Discard the rest.
--
(Rule clarifications:  As always you try to do as much as you can. So if you reveal 3 Treasures, you can put 1 in hand and have to discard the others.)
This so often draws only 1 useful card. It almost always draws at least one victory card or Curse and leaves an Action or Copper behind. It leads to too many bad feelings in non-junking games.

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Nolan
$4 - Action
+1 Action
Discard a card costing $0 from your hand.  If you do, +3 Cards.

Like eHalcyon said, too cheap and not different enough from Stables. Maybe if you discarded a 0 cost card to a Village type, or if you gained terminal $3 instead of non-terminal draw?

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Lang
$3 - Action
+1 Card
+1 Action
When you play this, the player to your left reveals a card from his hand.  Reveal cards from your deck until you reveal the named card.
If you do, trash it or put it in your hand, your choice.  Otherwise, gain a copy of the named card.
Little minigames work best if they are on expensive cards or terminals. Wishing Well is an exception, but it is you versus deck instead of the opponent. it also needs the line, "discard the other revealed cards from your deck." Your opponents need to keep intimate track of your deck, so this isn't friendly for new players. The benefit is too big for $3 in all but one case, your opponent has a curse (or estate) and you don't, in which case this a self-curser.
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Curtiz
$6 - Action
+1 Action
Reveal cards from your deck until you reveal three cards costing at most $4. Put those cards into your hand, discard the other revealed cards.

It misses Victories, Golds, and strong actions. This may be more interesting as revealing 2 cards, not 3, and giving you 2 actions instead of 1. I am not sure. Seems okay.

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Coen
$5 - Action
+2 Cards
+1 Action
If there are no cards on your [This Card] mat, set aside an Action or Treasure card from your hand onto your [This Card] mat or reveal a hand with no Actions or Treasure cards. Otherwise, take a card from your [This Card] mat and place it in your hand.
I wonder whether players will play this card with only one in their deck. It could "hide" a Copper that way, but it would not come up enough times for that to be a strong way to play.

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Tarantino
$5 - Action
+1 Action
The player to your left names a card.
Reveal cards from you deck until you reveal the named card, putting it and one other revealed card of your choice into your hand.

It looks too painful on someone who reveals that card first. What if you don't have the named card at all? It would be cool if that let you get any 2 cards from your deck, but it only lets you get 1, which is too weak.

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Lean
$4 - Action
+1 Card
+1 Action
Reveal the top card of your deck. If it is a Copper, put it in your hand.
Discard any number of Coppers. +1 Card per Copper discarded.
Seems okay. Not as redundant with our set as the Copper-gainers here.

Quote
Chabrol
$5 - Action
+1 Card
+1 Action
Discard 2 Victory cards. If you do, +3 Cards.
This encourages early greening in an interesting way. It also works with cards that set up large hand sizes. Seems okay.

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Fellini
$4 - Action
+1 Action
Reveal the top 3 cards of your deck.  The player to your left chooses one for you to set aside.  Draw the rest.
--
During cleanup, return the set aside cards to the top of your deck, in any order.
This is much weaker than lab (as it should be), but only slightly weaker than Caravan. I can excuse the team-building thing because the opponent could want to deny a bad card since it shows up in your next hand.

Quote
Truffaut
$3 - Action
+1 Action
If you have an odd number of cards in play (including this), +2 Cards.
Too wacky for my taste.

Quote
Fincher
$5 - Action-Victory
Worth 1 VP
+1 Action
+$1
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
I wish Scout was this, but I don't think a just-better version is the best result.

Quote
Bergman
$4 - Action
+1 Action
Reveal the top 3 cards of your deck. Put the revealed Action cards into your hand. Discard the rest.
--
At the end of your clean-up phase, place this card at the bottom of your deck instead of discarding it.

This is too similar to a village in Dark Ages.

Quote
Lynch
$3 - Action
+1 Card
+1 Action
The opponent to your left reveals and discards the top card of their deck.  Reveal the top card of your deck. If it costs less than your opponent's card, place it in your hand; if it does not, discard it.

I don't like that this can discard your best stuff from the top of your deck. Maybe move the stuff to the bottom?

Quote
Visconti
$5 - Action-Duration
+1 Action
Now and at the start of your next turn:
Reveal the top 4 cards of your deck. The player to your left chooses two for you to discard. Draw the rest.
--
While this is in play, when you gain a card, you may put that card on top of your deck.
This nearly always give you really weak cards in large quantities. That gives bad feelings. Think about how Apothecary was until DXV made the change that the other cards go on top.
Quote
Murnau
$5 - Action
+4 Cards
+1 Action
Discard a card per [This Card] in play (including this one).
Too strong by itself. I explained why that is bad in the Village challenge for +2Cards +2 Actions
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Melville
$3 - Action-Reaction
+1 Action
Trash a card from your hand. If it costs $0 and isn't a Treasure, +3 Cards.
--
When you gain a card costing less than this, you may reveal this from your hand. If you do, put the gained card in your hand.

I don't like how specific this is at all. I don't like rewarding what you already want to trash so much.

Quote
Coppola
$4 - Action
+3 Cards
+1 Action
Discard 3 cards or a Silver.

Very similar to warehouse, but not many cards are right now. The Coppola/Silver opening may get too annoying. There might be an interesting version of this, costing 5 as a village? Seems okay.

Quote
Huston
$4 - Action-Duration
+1 Card
+1 Buy
+1 Action
On your next turn, draw 7 cards during your draw phase instead of 5.  If you play more than 3 actions, trash this card.

I don't like the duration effect. Does this encourage Big Money?
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Kurosawa
$4 - Action
+1 Card
+1 Action
All players reveal a card from his hand. If all players revealed a Treasure card, +1 Card for all (including you) and +$1 for you. Otherwise, all players gain a Copper, putting it into his hand (including you).

Too similar to and weaker than Almoner and the "game" doesn't seem fun.

Quote
Griffith
$5 - Action
+1 Action
Reveal any number of Coppers from your hand and draw that many cards.  Trash one of the revealed Coppers.  If you do not reveal a Copper, gain a Copper and put it into your hand.

I still don't like it being so dependant on the number of coppers in your hand, especially this one as an opener.
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Wyler
$4 - Action
+1 Card
+1 Action
Pick one: Gain a card costing up to $4 onto your [This Card] mat, or place a card from your [This Card] mat into your hand.
--
At the end of the game, trash all of the cards on your [This Card] mat.

I don't like that it lets you stock up on useful VP cards in the first half of the game and gain them later, but that doesn't happen in every game. This set needs some kind of gainer. Seems fine.

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Cukor
$4 - Action
+1 Card
+1 Action
You may gain a Copper, putting it into your hand. If you do, +1 Card.

Too similar to Almoner, again.

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Herzog
$4 - Action
+1 Action
+1 Card
Choose one: +3 Cards, and return this card to the supply; or trash a card from your hand, and gain a [This Card]; or put this card on your deck at the start of your Clean-up phase.
--
(Rules clarification: When doubled or trebled with Throne Room, King's Court, or Procession, you may choose the first option multiple times despite returning only this copy of [This Card] to the supply.  You may gain multiple [This Card]s with the second option, but you must trash one card for each copy you gain.  You can only put the played copy on top of your deck; choosing this option does nothing if the card was returned to the supply.  If the card was returned to the supply with the first option, it cannot be trashed by Procession, and you do not gain a card costing $5.)

When trebled? I prefer to bass my Herzogs :) It should be just put on the top of your deck immediately, i think. One shot draw of 4 cards is too strong of an option, especially since you can gain this en masse.
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DeMille
$6 - Action
+3 Cards
+1 Action
Discard a card.
--
While this is in play, you can't buy any Treasure.
I had this restriction on a 3 cost card in the terminal draw contect. It seems more restrictive at that cost and to prevent BM. This works just fine outside of BM (you can always buy this at 6). It is too strong.

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Eisenstein
$4 - Action
+1 Card
+1 Action
Choose one; you get the version in parentheses:
Each player draws 2 (1) cards and discards 2 (0) cards from his hand;
or each player draws 2 (3) cards and discards 1 (1) card from his hand.
--
While this is in play, Attack cards you play do not affect players with more than 5 cards in hand.
You can give your opponent a huge bonus either way whether you get a Lab or +4 cards, +1 action, discard 2 cards. It makes the game much shorter. It seems like a better and simpler card without the first version.
$5 - Action-Attack
+4 Card
+1 Action
Discard 2 cards.
Each other player with 5 or less cards in hand discards 1 card and draws 2 cards.
? Actually this still looks pretty bad.
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Scorsese
$4 - Action
+1 Action
You may gain a Copper, if you do +2 Cards.
You may gain an Estate, if you do +1 Card.
You may gain a Curse, if you do +1 Card.
If you keep gaining stuff, you can set up huge hands. At the end of the game, this is an amazing card. I want to gain coppers and estates to draw 3 cards. Until then, this seems like a niche card for large decks. Seems okay.

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Cassavetes
$4 - Action
+3 Cards
+1 Action
Reveal your hand. Discard two differently named cards which are not Action cards from your hand if you can.

You can usually discard a copper, estate, and/or curse. That just makes this a less interesting Warehouse than Coppola.

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Bunuel
$5 - Action
+1 Card
+1 Action
Reveal cards from your deck until you reveal 2 Victory Cards. Put them into your hand. Shuffle the other revealed cards back into your deck.
I like that early this should only be bought up to once early game. The point is usually that it cleans up the top of your deck in a more interesting way that just an improved scout. I like this for the same reason I liked the $2 version in the terminal draw challenge. Seems fun.

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Lubitsch
$4 - Action
Reveal your hand. If there are no Action our Treasure cards costing $5 or more in it +2 Cards, +1 Action.
Interesting with cheap +Buys, trash for benefit, weak trashing, alt-VP or gains. I like the deck designs this could create. Obviously you don't want to get it except as an opener unless you have a way to eliminate it or high cost cards from your hand. Seems fun.

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Kazan
$5 - Action-Attack
+2 Cards
+1 Action
+1 Buy
Every other player with at least 5 cards in hand discards a Treasure card or reveals a hand without any Treasure.
--
You can't gain this if you have a [This Card] in play.
Too strong if you only get 1, which I talk about all the time.

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Leone
$5 - Action
+1 Buy
You may discard a Treasure. If you do, then +4 Cards, +1 Action, and each other player may discard a Treasure. If he does, then he draws 2 cards.
Could end the game very quickly. Not as bad about it than Governor. In fact, it is a lot like a Stable Governor.

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Altman
$3 - Action
+2 Cards
+1 Action
Each other player may choose one: Discard his hand and draw 4 cards OR Draw up to 6 cards in hand.
Could end the game very quickly, especially in multiplayer. If the pile is empty, you can mulligan your hand several times until it is near perfect, which often includes containing this card. I don't want this kind of effect on a $3 card.

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Powell
$6 - Action
Look at the top 2 cards of your deck.  Discard them or put them back.
+2 Cards
+1 Action
Catacomb with actions. A little boring to me.

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Eastwood
$2 - Action
+1 Action
+1 Buy
Draw any number of cards up to the number of Buys you have in play. -1 Buy for each card drawn this way.
Since non-terminal +buys are rare, this is most often a cantrip or the +1 action, +1 buy mode on Pawn. I like the idea, but this might not be the best execution.

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Pollack
$4 - Action
+2 Cards
+1 Action
Each other player draws a card, then discards a card from hand.
This is one of the better labs that benefit opponents. Could end the game too quickly, like the others. I like the simple effect.
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Antonioni
$4 - Action
+1 Card
+1 Action
You may reveal your hand. If you do and you have no Treasure Cards other than Copper in your hand, reveal cards from your deck until you reveal a Treasure Card that isn't a Copper.
Put it into your hand and discard the rest.
I don't like this effect. You want to have a Gold or Platinum in your deck but not your hand or Silvers anywhere?

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Clouzot
$3 - Action
+1 Action
Reveal the top 3 cards of your deck. The player to your left picks one for you to discard. Put the others into your hand.
For quite a bit of the game, this gives you a Copper and a Estate. For the rest of it, it gives you a silver (or low cost action) and copper. Hmmm... I would dislike missing out on my good cards, like an opposite (or poorly played) sage.

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Gilliam
$5 - Action-Looter
Gain a Copper, Estate, or Ruins to the top of your deck.
+1 Action
+3 Cards
It might need an "If you do" clause to make it work. Copper is nearly always much better than the other 2 options. It needs some kind of benefit for taking the other options or other rebalancing.
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #66 on: August 21, 2012, 04:55:25 pm »
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Leone
$5 - Action
+1 Buy
You may discard a Treasure. If you do, then +4 Cards, +1 Action, and each other player may discard a Treasure. If he does, then he draws 2 cards.
Could end the game very quickly. Not as bad about it than Governor. In fact, it is a lot like a Stable Governor.


Or a Stables Governor.  Leone:Stables as Council Room: Laboratory.  I like the card.
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popsofctown

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #67 on: August 21, 2012, 05:18:53 pm »
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Gilliam
$5 - Action-Looter
Gain a Copper, Estate, or Ruins to the top of your deck.
+1 Action
+3 Cards

Seems fine.  If there are no Estates left, could I choose Estate and gain nothing?



(Edited to fix quoting issue.)
You have to gain a Copper even if no Estates remain.  It's just like when you discard a Province to Tournament and no Duchies remain, you have to gain a Prize, because it is possible to "gain a prize or Duchy".  Torturer is different because you choose a penalty, then suffer the penalty if able.
« Last Edit: August 21, 2012, 05:20:22 pm by popsofctown »
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #68 on: August 21, 2012, 05:41:37 pm »
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Fincher
$5 - Action-Victory
Worth 1 VP
+1 Action
+$1
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
I wish Scout was this, but I don't think a just-better version is the best result.


I think this is appreciably different than Scout.  The fact that it self combos and gives money and VP is much cooler than Scout.

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Altman
$3 - Action
+2 Cards
+1 Action
Each other player may choose one: Discard his hand and draw 4 cards OR Draw up to 6 cards in hand.
Could end the game very quickly, especially in multiplayer. If the pile is empty, you can mulligan your hand several times until it is near perfect, which often includes containing this card. I don't want this kind of effect on a $3 card.

True.  The externality can be strong for the opponent, but if you take a mulligan one too many times, you end up being Minion'ed.  That's kind of a fun interaction.  I think the "If the pile is empty" condition is something that may or may not be satisfied.  Plus, if you only have two of these in your deck and hand and your opponent mulligans his hand on the first, do you play the second (when doing so will surely give your opponent a better bonus)?  It is an interesting dilemma.  Also, I'd think twice about buying this if Tunnel is in the kingdom. 

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Truffaut
$3 - Action
+1 Action
If you have an odd number of cards in play (including this), +2 Cards.
Too wacky for my taste.

I like this, but I'm a little wacky.  With other non-terminal actions in the deck, this could be as strong as a lab, but you need to exert some effort to build such a deck.
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #69 on: August 21, 2012, 05:57:01 pm »
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I think this is appreciably different than Scout.  The fact that it self combos and gives money and VP is much cooler than Scout.
I was saying that it does Scout's bit and does a bunch of other things for not much more cost. Bunuel is also better than Scout but is functions very differently than Scout.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #70 on: August 21, 2012, 05:57:56 pm »
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Gilliam
$5 - Action-Looter
Gain a Copper, Estate, or Ruins to the top of your deck.
+1 Action
+3 Cards

Seems fine.  If there are no Estates left, could I choose Estate and gain nothing?



(Edited to fix quoting issue.)
You have to gain a Copper even if no Estates remain.  It's just like when you discard a Province to Tournament and no Duchies remain, you have to gain a Prize, because it is possible to "gain a prize or Duchy".  Torturer is different because you choose a penalty, then suffer the penalty if able.

Hm, interesting.  I always thought you could choose Duchy with Tournament, and then end up gaining nothing if there were no more Duchies.  Of course, you could just not reveal the Province, though I suppose there are edge cases (e.g. Library in hand).
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popsofctown

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #71 on: August 21, 2012, 06:20:19 pm »
0

Iso is on your side, actually.

This was fundamental to my understanding of Ironworks/Trader, so now my world is rocked.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #72 on: August 21, 2012, 06:22:53 pm »
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Iso is on your side, actually.

This was fundamental to my understanding of Ironworks/Trader, so now my world is rocked.

I thought that way because of Androminion, but I wouldn't consider it as definitive as iso.

How does it apply to Ironworks/Trader?
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popsofctown

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #73 on: August 21, 2012, 06:32:33 pm »
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Do we want to open that can of worms?
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #74 on: August 21, 2012, 06:43:00 pm »
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Do we want to open that can of worms?

I'm just curious.  I'm not sure how it links up with the whole blue dog scenario is all.
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popsofctown

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #75 on: August 21, 2012, 06:47:56 pm »
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If you choose a card to gain, then gain it, like Iso's Tournament implementation suggests, then IW already knows it plans on doing a Great Hall and has enough info to yield +1 card +1 action as the bonus, since there is no "if you do".
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WanderingWinder

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #76 on: August 21, 2012, 10:11:18 pm »
0

Hitchcock
$4 - Action
+1 Action
+1 Card
Gain a copper in hand.
Gain up to 3 more Coppers, +1 Card per Copper gained.
The way I read this, the 'per copper gained' includes the one you get in hand, which makes it lab+gain a copper in hand, which already might be weaker than lab, or might be stronger, but should cost 5. Then it has another bonus. Too strong.

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Wilder
$4 - Action
+1 Action
Reveal cards from your deck until you reveal one that isn't a Victory card or a Curse. Put the revealed cards into your hand. If you didn't reveal a Victory card or a Curse, gain a Victory card costing up to $5, putting it on top of your deck.
Seems weak. Gaining a duchy is not so hot, unless you're doing an alternate VP push, where it is very very very good. But you wouldn't want this in any other kind of deck, early on, and you probably won't really pick it up later. I don't think I like the idea anyway.
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Ford
$4 - Action
+1 Action
Discard a card for each other [This Card] you have in play.
Reveal your hand. +1 Card per Copper revealed.
I'm not sure about this. The discard happens first, but probably won't be a big deal. Often going to be something a bit like stables early, a slightly weaker lab after very long, and usually not worse. But while this makes it very good, I'm not sure it would be TOO good.

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Kubrick
$4 - Action
+1 Action
+1 Card for every 6 cards in the trash pile up to 4 cards, rounded up.
If no cards are in the trash pile, +1 Card, +$1.
I don't like the big trash thing, seems wonky and weird, and the presence of various kinds of trashing are going to make it play so much differently so weird. Mleh.
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Welles
$5 - Action
+1 Action
Choose one of the following:
+1 Card, +$1.
+2 Cards, +1 Buy.
+3 Cards, gain a Copper.
Strictly better than lab. Maaaaaybe okay at 6, but uh, well, I don't so much think so.
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Renoir
$3 - Action
+1 Card
+1 Action
If the top card of the trash pile costs more than this card: +1 Card.
Order of trash is a not good thing.

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Spielberg
$4 - Action
+1 Action
Look at the top 3 cards of your deck. Discard one of them. Put the other two into your hand.
Each other player may gain a copy of the card that you have discarded.

This is generally better than lab, and at the 4 price point. I don't think it's so clearly superior that you couldn't do it at 5 - look at HP - but I am not so sure. And def not 4.

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Capra
$5 - Action
+1 Action
Reveal the top 5 cards of your deck.  The player to your left separates them into two piles.  Choose one pile to discard and draw the rest.
This card though, is really really close to just being plain better than lab. I mean, you have a 2 vs 3, in which case you get at least a lab, with guaranteed above-average cards, or double lab with weaker ones; or you get 1 v 4, in which case you can STILL get the one card, if you really need it, or it's a triple lab. I would like this a lot better if the roles were flipped, though there it's still going to outclass a lab by a good margin.
Maybe you can do this as a 6. Probably

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Malick
$6 - Action
+1 Action
Reveal your hand.
+2 Cards for every Action card in your hand.
Trash this card.
--
This card may not be gained, it may only be bought.
The wording on the restriction needs to be fixed. Seems to suffer from FBI
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Ozu
$5 - Action
+1 Action
Reveal the top 3 cards of your deck.
Put 2 cards in your hand that do not share any type or subtype.
Discard the rest.
--
(Rule clarifications:  As always you try to do as much as you can. So if you reveal 3 Treasures, you can put 1 in hand and have to discard the others.)
I think I like this. Your choice of two from three, but you can't get two of the same kind. So you can chain up an action and treasure fairly often, or the best card of three otherwise, quite possibly with a junk card. Actually that's really good filtering anyway - this probably needs to be a 4-cost, and maybe even 5. So it seems strong. Also probably doesn't need to have the whole 'sub-type' thing.

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Nolan
$4 - Action
+1 Action
Discard a card costing $0 from your hand.  If you do, +3 Cards.
Soooo close to stables; better in cursing games, slightly worse most of the time otherwise. Looks too good for 4, too similar to stables too.
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Lang
$3 - Action
+1 Card
+1 Action
When you play this, the player to your left reveals a card from his hand.  Reveal cards from your deck until you reveal the named card.
If you do, trash it or put it in your hand, your choice.  Otherwise, gain a copy of the named card.
I don't know, this seems like a lot for not that exciting of an effect. The whole thing just seems like interaction, for no real reason. I like interaction, but this doesn't seem to have a great point, for me anyhow.
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Curtiz
$6 - Action
+1 Action
Reveal cards from your deck until you reveal three cards costing at most $4. Put those cards into your hand, discard the other revealed cards.
Eh, I don't know. So much card draw, but all of crap - I bet this is pretty weak at 6, anyway. Maybe not.

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Coen
$5 - Action
+2 Cards
+1 Action
If there are no cards on your [This Card] mat, set aside an Action or Treasure card from your hand onto your [This Card] mat or reveal a hand with no Actions or Treasure cards. Otherwise, take a card from your [This Card] mat and place it in your hand.
So, basically like lab and haven. Color me unimpressed, though maybe it's ok.

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Tarantino
$5 - Action
+1 Action
The player to your left names a card.
Reveal cards from you deck until you reveal the named card, putting it and one other revealed card of your choice into your hand.

I name the jack of clubs, then this reads as a total tutor. Or, I can name something like copper, and there's a good chance you only get to draw that. So, maybe this isn't really a bad design, just over-costed. This could cost 2, or 3, in all likelihood.

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Lean
$4 - Action
+1 Card
+1 Action
Reveal the top card of your deck. If it is a Copper, put it in your hand.
Discard any number of Coppers. +1 Card per Copper discarded.
So it can lab on copper, fine, that's not too bad, and then you get a weakened cellar. Seems strong, but not so broken if you get a few early - the cellar-ing copper is not so good early - so seems like it could definitely be 4, strong though it is. Seems decent. Pretty good.

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Chabrol
$5 - Action
+1 Card
+1 Action
Discard 2 Victory cards. If you do, +3 Cards.
Hmm, you can't, just can't green enough to make this reliable, so I don't like the swinginess.

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Fellini
$4 - Action
+1 Action
Reveal the top 3 cards of your deck.  The player to your left chooses one for you to set aside.  Draw the rest.
--
During cleanup, return the set aside cards to the top of your deck, in any order.
Hmm, I am trying to work out, how should the opponent break things up. This ought to be worse than lab, has to be right, but because they don't know your hand, I doubt it will be much worse. And with enough cantrips (i.e. any time you can play one after this), it won't be worse at all. Indeed, better, since you know what's left. So seems very very close to lab, and probably a bit strong, therefore.

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Truffaut
$3 - Action
+1 Action
If you have an odd number of cards in play (including this), +2 Cards.
An odd number of cards? I love math, but I'll pass.... hey, this reminds me of an interesting discussion on the platonic ideals of numbe.... yeah, some other time.

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Fincher
$5 - Action-Victory
Worth 1 VP
+1 Action
+$1
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
So this is scout on a copper stick, and it gives a vp, mostly to be able to draw itself I am sure, but in all honesty, this has to be weak still. Copper isn't good that a scout ability, and/or a vp, would isn't enough to make me want to spend 5 on one, you know.

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Bergman
$4 - Action
+1 Action
Reveal the top 3 cards of your deck. Put the revealed Action cards into your hand. Discard the rest.
--
At the end of your clean-up phase, place this card at the bottom of your deck instead of discarding it.

Has FBI issues. Also gets you a big chain at the bottom of your deck real easy.

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Lynch
$3 - Action
+1 Card
+1 Action
The opponent to your left reveals and discards the top card of their deck.  Reveal the top card of your deck. If it costs less than your opponent's card, place it in your hand; if it does not, discard it.

The risk is so rarely worth the reward. If you lose this, it's so bad for you....

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Visconti
$5 - Action-Duration
+1 Action
Now and at the start of your next turn:
Reveal the top 4 cards of your deck. The player to your left chooses two for you to discard. Draw the rest.
--
While this is in play, when you gain a card, you may put that card on top of your deck.
Worst two out of four is very often a penalty, I think, if you have to have your good cards miss the reshuffle. When you are getting close to drawing everything, it can be good of course, though even then, other engine components are probably better. I actually think this is not so good, even for $2......
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Murnau
$5 - Action
+4 Cards
+1 Action
Discard a card per [This Card] in play (including this one).
The first one is a double lab, and the second is still a lab. So you can't chain a ton of these, like with lab, but you just don't. In all honesty, grabbing SO many labs isn't that good very often anyway. Too strong.

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Melville
$3 - Action-Reaction
+1 Action
Trash a card from your hand. If it costs $0 and isn't a Treasure, +3 Cards.
--
When you gain a card costing less than this, you may reveal this from your hand. If you do, put the gained card in your hand.

The first part is so... bad. You don't want to have that stuff, you aren't going to be able to trash it reliably, etc. Now, it defends a bit better, but it's basically worthless except against cursers and looters.

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Coppola
$4 - Action
+3 Cards
+1 Action
Discard 3 cards or a Silver.
So, this is SO close to warehouse, I don't think I like it. I mean, this obsoletes warehouse too much for me.

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Huston
$4 - Action-Duration
+1 Card
+1 Buy
+1 Action
On your next turn, draw 7 cards during your draw phase instead of 5.  If you play more than 3 actions, trash this card.
I don't think the designer understands that next turn's clean-up affects the turn after next? Even so, seems really really good in early-mid. And... play more than three actions... WHEN?
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Kurosawa
$4 - Action
+1 Card
+1 Action
All players reveal a card from his hand. If all players revealed a Treasure card, +1 Card for all (including you) and +$1 for you. Otherwise, all players gain a Copper, putting it into his hand (including you).

Seems really really really really weak, because you have to buy this for 4 and basically get an equal effect as your opponents.

Quote
Griffith
$5 - Action
+1 Action
Reveal any number of Coppers from your hand and draw that many cards.  Trash one of the revealed Coppers.  If you do not reveal a Copper, gain a Copper and put it into your hand.
Self-regulation is real interesting, but uh, I think the card is not.
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Wyler
$4 - Action
+1 Card
+1 Action
Pick one: Gain a card costing up to $4 onto your [This Card] mat, or place a card from your [This Card] mat into your hand.
--
At the end of the game, trash all of the cards on your [This Card] mat.

This is totally gain in hand, just delayed, so I am surprised that it qualifies. Having said that, I think I like it.

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Cukor
$4 - Action
+1 Card
+1 Action
You may gain a Copper, putting it into your hand. If you do, +1 Card.
Well like i said earlier, I think lab+gain-copper-in-hand is in fact comparable in power to lab in a lot of cases, and that it's optional makes this too strong fo sho. Again, as 5 it's probably totally good.

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Herzog
$4 - Action
+1 Action
+1 Card
Choose one: +3 Cards, and return this card to the supply; or trash a card from your hand, and gain a [This Card]; or put this card on your deck at the start of your Clean-up phase.
--
(Rules clarification: When doubled or trebled with Throne Room, King's Court, or Procession, you may choose the first option multiple times despite returning only this copy of [This Card] to the supply.  You may gain multiple [This Card]s with the second option, but you must trash one card for each copy you gain.  You can only put the played copy on top of your deck; choosing this option does nothing if the card was returned to the supply.  If the card was returned to the supply with the first option, it cannot be trashed by Procession, and you do not gain a card costing $5.)
Seems really really really strong.
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DeMille
$6 - Action
+3 Cards
+1 Action
Discard a card.
--
While this is in play, you can't buy any Treasure.
I don't like the 'buy any treasure' thing in general.
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Eisenstein
$4 - Action
+1 Card
+1 Action
Choose one; you get the version in parentheses:
Each player draws 2 (1) cards and discards 2 (0) cards from his hand;
or each player draws 2 (3) cards and discards 1 (1) card from his hand.
--
While this is in play, Attack cards you play do not affect players with more than 5 cards in hand.
The second will be way better than the first most often I think. But I think this probably has FBI issues.
Quote
Scorsese
$4 - Action
+1 Action
You may gain a Copper, if you do +2 Cards.
You may gain an Estate, if you do +1 Card.
You may gain a Curse, if you do +1 Card.
Great in the endgame. Not terrible early, though not great. And uh, I don't understand why the copper benefit is so much the best.

Quote
Cassavetes
$4 - Action
+3 Cards
+1 Action
Reveal your hand. Discard two differently named cards which are not Action cards from your hand if you can.

Usually this is copper and estate, or estate and province, or copper and province, or occasionally copper and silver, but this is basically always a much better warehouse.
Quote
Bunuel
$5 - Action
+1 Card
+1 Action
Reveal cards from your deck until you reveal 2 Victory Cards. Put them into your hand. Shuffle the other revealed cards back into your deck.
This card is really terrible. So, it basically just trashes two estates for you, while letting you keep the points - IF you draw it before the green in your reshuffle. And you have to waste a $5 for that. Won't be very useful very often.

Quote
Lubitsch
$4 - Action
Reveal your hand. If there are no Action our Treasure cards costing $5 or more in it +2 Cards, +1 Action.
I wonder how good this is in a deck with just this and silver, and maybe a good cheap terminal or two, and/or sifters. But you know, that's the only deck it's good for t all, right, because this does NOTHING for you if you don't activate it, which I don't like. I don't think it would be so broken if this were cantrip that labbed in the same situation it activates in now, but always a cantrip.

Quote
Kazan
$5 - Action-Attack
+2 Cards
+1 Action
+1 Buy
Every other player with at least 5 cards in hand discards a Treasure card or reveals a hand without any Treasure.
--
You can't gain this if you have a [This Card] in play.
The first of these is strictly better than lab. And you know, it's always strictly better than lab, just a little harder to chain, but that's not such a huge thing anyway, really, is it? Too good.
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Leone
$5 - Action
+1 Buy
You may discard a Treasure. If you do, then +4 Cards, +1 Action, and each other player may discard a Treasure. If he does, then he draws 2 cards.
I feel like I've seen this before, or something really similar, but I don't like this more now than before....

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Altman
$3 - Action
+2 Cards
+1 Action
Each other player may choose one: Discard his hand and draw 4 cards OR Draw up to 6 cards in hand.
So the first in a turn is a lab that labs your opponents, and then each subsequent is a lab. And its a little better for your opponent with their other option too. So this seems really really really weak anyway

Quote
Powell
$6 - Action
Look at the top 2 cards of your deck.  Discard them or put them back.
+2 Cards
+1 Action
Lab with a little filter. Probably real weak at 6.

Quote
Eastwood
$2 - Action
+1 Action
+1 Buy
Draw any number of cards up to the number of Buys you have in play. -1 Buy for each card drawn this way.
I don't like the trading buys for cards, or at least how it is done here.

Quote
Pollack
$4 - Action
+2 Cards
+1 Action
Each other player draws a card, then discards a card from hand.
Lab, opponents get to filter one in the best possible way. Probably a fine card - filter 1 is pretty good. Maybe this can even cost 3. Maybe.
Quote
Antonioni
$4 - Action
+1 Card
+1 Action
You may reveal your hand. If you do and you have no Treasure Cards other than Copper in your hand, reveal cards from your deck until you reveal a Treasure Card that isn't a Copper.
Put it into your hand and discard the rest.
So it's either a cantrip, or a cantrip WITH silver, like an activated conspirator? But with this weird restriction. At least it can't stack. Actually, this is prolly weak, right?

Quote
Clouzot
$3 - Action
+1 Action
Reveal the top 3 cards of your deck. The player to your left picks one for you to discard. Put the others into your hand.
Copper and estate, or silver and estate, or two coppers, with the cycling, is really not so bad. But you lose good cards for shuffles - this could probably cost 2. But mostly on the weak side isn't so so bad. And I don't know that it's too terrible.

Quote
Gilliam
$5 - Action-Looter
Gain a Copper, Estate, or Ruins to the top of your deck.
+1 Action
+3 Cards
So, just making this copper gets you that lab-with a copper that seems comparable to lb, and you can get an estate too, so that's not so bad. I don't like the looter aspect, though, at all. But besides that, it's got to be a pretty fair card. Pretty much like it.

GendoIkari

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #77 on: August 21, 2012, 11:13:23 pm »
0

If you choose a card to gain, then gain it, like Iso's Tournament implementation suggests, then IW already knows it plans on doing a Great Hall and has enough info to yield +1 card +1 action as the bonus, since there is no "if you do".

This is wrong. Tournament can indeed gain nothing by choosing to gain a Duchy when Duchies are gone. Just like you can choose to gain a Curse to Torturer after Curses are gone and gain nothing. But if you Trader a card after choosing it with Ironworks, Ironworks will not get any bonus. In the same way, if you play Ironworks on a Possession turn, you will not get any Ironworks bonus, because you never gained a card. This was clarified by Donald in the whole "blue dog" discussion, though he did go back and forth on the ruling a couple times before settling on that. The final decision was based on the fact that the word "it" in Ironworks was determined to refer to "the card you gained."
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popsofctown

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #78 on: August 22, 2012, 01:31:46 pm »
0

If you choose a card to gain, then gain it, like Iso's Tournament implementation suggests, then IW already knows it plans on doing a Great Hall and has enough info to yield +1 card +1 action as the bonus, since there is no "if you do".

This is wrong. Tournament can indeed gain nothing by choosing to gain a Duchy when Duchies are gone. Just like you can choose to gain a Curse to Torturer after Curses are gone and gain nothing.

Ok. I stand corrected. 

I'm not sure whether that card is for the better or the worst because of this.  Now there's a strategy of running out the Ruins or the Estates in order to "activate" the card, sort of like a City". 
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Archetype

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #79 on: August 22, 2012, 02:45:02 pm »
0


Quote
Wilder
$4 - Action
+1 Action
Reveal cards from your deck until you reveal one that isn't a Victory card or a Curse. Put the revealed cards into your hand. If you didn't reveal a Victory card or a Curse, gain a Victory card costing up to $5, putting it on top of your deck.
Seems weak. Gaining a duchy is not so hot, unless you're doing an alternate VP push, where it is very very very good. But you wouldn't want this in any other kind of deck, early on, and you probably won't really pick it up later. I don't think I like the idea anyway.

I disagree WW. This is a very similar to Scrying Pool in where you draw cards until you draw one that isn't a certain type. In this case, that type (or should I say, types) is Action and Treasure. In addition to this, it has a nice "gain a Duchy to the top" ability if you don't have a deck brimming with Victory cards or Curses. Since the Duchy is gained to the top, you can play a second Wilder to ensure you draw 2 cards. I think this card is actually very good, but not too good. It can really shine in heavy cursing games as well as Duke rush and Gardens rush.

Quote
Visconti
$5 - Action-Duration
+1 Action
Now and at the start of your next turn:
Reveal the top 4 cards of your deck. The player to your left chooses two for you to discard. Draw the rest.
--
While this is in play, when you gain a card, you may put that card on top of your deck.
Worst two out of four is very often a penalty, I think, if you have to have your good cards miss the reshuffle. When you are getting close to drawing everything, it can be good of course, though even then, other engine components are probably better. I actually think this is not so good, even for $2......

Again, I disagree. This card shouldn't cost two, but it probably shouldn't cost 5. Maybe 4. It's very similar to Envoy in that you draw your worst cards, this one draws far less, but is non terminal and a Duration. I think this card isn't as bad as you say, but is definitely no star. It could easily cost 4 and not be OP.

Quote
Bunuel
$5 - Action
+1 Card
+1 Action
Reveal cards from your deck until you reveal 2 Victory Cards. Put them into your hand. Shuffle the other revealed cards back into your deck.
This card is really terrible. So, it basically just trashes two estates for you, while letting you keep the points - IF you draw it before the green in your reshuffle. And you have to waste a $5 for that. Won't be very useful very often.

Once again, I disagree. This card is +1 Action, +3 Cards... but two of the cards are guaranteed to be Victory cards. It's not a powerhouse, but it outclasses Laboratory in the late game. It also combos with Crossroads and Baron as well as grabbing stuff like Nobles and Islands. What I think is nice about this card is that the other revealed cards are shuffled back into the deck, not discarded like what most "reveal cards from your deck..." cards have you do.


My disagreements with WW are in Bold.
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Fragasnap

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #80 on: August 22, 2012, 03:09:35 pm »
0

Wilder
$4 - Action
+1 Action
Reveal cards from your deck until you reveal one that isn't a Victory card or a Curse. Put the revealed cards into your hand. If you didn't reveal a Victory card or a Curse, gain a Victory card costing up to $5, putting it on top of your deck.
Seems weak. Gaining a duchy is not so hot, unless you're doing an alternate VP push, where it is very very very good. But you wouldn't want this in any other kind of deck, early on, and you probably won't really pick it up later. I don't think I like the idea anyway.
I disagree WW. This is a very similar to Scrying Pool in where you draw cards until you draw one that isn't a certain type. In this case, that type (or should I say, types) is Action and Treasure. In addition to this, it has a nice "gain a Duchy to the top" ability if you don't have a deck brimming with Victory cards or Curses. Since the Duchy is gained to the top, you can play a second Wilder to ensure you draw 2 cards. I think this card is actually very good, but not too good. It can really shine in heavy cursing games as well as Duke rush and Gardens rush.
I disagree with both: This card is not clever and is not weak, this card is overpowered. When we see cards like Secret Chamber, Cellar, and Embassy that help us work around all the junk in our decks cards like Duke, Gardens, and Silk Road become much more viable.
Wilder however, is the alternate VP strategy with sifting in one card. Stockpile Wilders to gain Duchies and to easily sift through them.
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Archetype

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #81 on: August 22, 2012, 03:13:58 pm »
0

Wilder
$4 - Action
+1 Action
Reveal cards from your deck until you reveal one that isn't a Victory card or a Curse. Put the revealed cards into your hand. If you didn't reveal a Victory card or a Curse, gain a Victory card costing up to $5, putting it on top of your deck.
Seems weak. Gaining a duchy is not so hot, unless you're doing an alternate VP push, where it is very very very good. But you wouldn't want this in any other kind of deck, early on, and you probably won't really pick it up later. I don't think I like the idea anyway.
I disagree WW. This is a very similar to Scrying Pool in where you draw cards until you draw one that isn't a certain type. In this case, that type (or should I say, types) is Action and Treasure. In addition to this, it has a nice "gain a Duchy to the top" ability if you don't have a deck brimming with Victory cards or Curses. Since the Duchy is gained to the top, you can play a second Wilder to ensure you draw 2 cards. I think this card is actually very good, but not too good. It can really shine in heavy cursing games as well as Duke rush and Gardens rush.
I disagree with both: This card is not clever and is not weak, this card is overpowered. When we see cards like Secret Chamber, Cellar, and Embassy that help us work around all the junk in our decks cards like Duke, Gardens, and Silk Road become much more viable.
Wilder however, is the alternate VP strategy with sifting in one card. Stockpile Wilders to gain Duchies and to easily sift through them.

You can only get the Duchies if you don't hit any Victory cards. And in decks this card really shines in (Gardens/Silk Road/Duke) you are most likely going to hit Victory cards, especially if you keep getting more from itself.
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Davio

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #82 on: August 22, 2012, 03:58:09 pm »
+3

I always find it hard not to comment on or "defend" my card until the contest is over.  :( :D
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DWetzel

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #83 on: August 22, 2012, 04:12:09 pm »
0

I always find it hard not to comment on or "defend" my card until the contest is over.  :( :D

Me too (and I find myself resisting commenting on some of the other cards as a result).  I think mine's being rather underrated in its effectiveness by some people.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #84 on: August 22, 2012, 04:19:27 pm »
0

@Archetype

Scrying Pool will draw a bunch of actions if you have high action density.  That's really helpful.  Wilder will draw a bunch of JUNK if you have a lot of junk.  That's weak because it is only functional (still not great) when your deck is poor.  If your deck isn't junky, it's mainly a cantrip that contributes to junking your deck.  It is like Farming Village minus the Village, and drawing that junk instead of skipping past it.  Sometimes that extra draw is good (e.g. Cellar, Crossroads) but usually it's meaningless.  And, again, you won't have that much draw unless your deck is really clogged.

I admit that sometimes the Duchy gaining will be nice.

The problem with discarding your best 2/4 is that you're probably going to lose any actions you draw anyway, so non-terminality doesn't even matter.  It's a huge hit, especially in the late game.  You're just going to lose your best cards and draw Green -- it'll be a Scout that discards good cards!
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Fragasnap

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #85 on: August 22, 2012, 04:21:56 pm »
0

You can only get the Duchies if you don't hit any Victory cards. And in decks this card really shines in (Gardens/Silk Road/Duke) you are most likely going to hit Victory cards, especially if you keep getting more from itself.
Three tests buying nothing but Provinces, Gold, Wilder, and Silver (in that order of preference).
First test: Four Duchies by turn 8, eight by turn 11. Next three turn values:$0, $6, and $5.
Second test: Four Duchies by turn 7, eight by turn 14. Next three turn values: $5, $8, and $4.
Four Duchies by turn 12, eight by turn 16 (with an accidental Province). Next three turn values: $7, $6, and $5.

Of course, three tests aren't conclusive, but getting numbers anywhere near this are disconcerting.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #86 on: August 22, 2012, 04:28:15 pm »
0

You can only get the Duchies if you don't hit any Victory cards. And in decks this card really shines in (Gardens/Silk Road/Duke) you are most likely going to hit Victory cards, especially if you keep getting more from itself.
Three tests buying nothing but Provinces, Gold, Wilder, and Silver (in that order of preference).
First test: Four Duchies by turn 8, eight by turn 11. Next three turn values:$0, $6, and $5.
Second test: Four Duchies by turn 7, eight by turn 14. Next three turn values: $5, $8, and $4.
Four Duchies by turn 12, eight by turn 16 (with an accidental Province). Next three turn values: $7, $6, and $5.

Of course, three tests aren't conclusive, but getting numbers anywhere near this are disconcerting.

Getting a bunch of Duchies is usually a poor strategy.  And your tests don't seem that fast to me.  Did those tests actually manage to pick up any Provinces on the way?
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rinkworks

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #87 on: August 22, 2012, 05:23:18 pm »
0


Quote
Wilder
$4 - Action
+1 Action
Reveal cards from your deck until you reveal one that isn't a Victory card or a Curse. Put the revealed cards into your hand. If you didn't reveal a Victory card or a Curse, gain a Victory card costing up to $5, putting it on top of your deck.
Seems weak. Gaining a duchy is not so hot, unless you're doing an alternate VP push, where it is very very very good. But you wouldn't want this in any other kind of deck, early on, and you probably won't really pick it up later. I don't think I like the idea anyway.

I disagree WW. This is a very similar to Scrying Pool in where you draw cards until you draw one that isn't a certain type. In this case, that type (or should I say, types) is Action and Treasure. In addition to this, it has a nice "gain a Duchy to the top" ability if you don't have a deck brimming with Victory cards or Curses. Since the Duchy is gained to the top, you can play a second Wilder to ensure you draw 2 cards. I think this card is actually very good, but not too good. It can really shine in heavy cursing games as well as Duke rush and Gardens rush.

Without the Duchy gain, this is usually worse than Farming Village.  Farming Village is +2 Actions, but the Victory/Curse cards don't go into your hand.  Lots of times the latter won't matter, though there are certainly plenty of combos where having that would be helpful.  I think it would be a reasonable $3 card, somewhere between Vagrant and Farming Village.

The Duchy gain, however, completely changes everything.  It's now no longer good in the early-game or mid-game of normal Province games, because the Duchies clog your deck.  That, in turn, ruins the benefit you'd get from combos, such as drawing Estates into your hand so you can trash them.  This plus Vault might work, but most of the time you are Cursing yourself and will not outscore a Province player unless you can rush piles.

However, games where you CAN rush piles somehow and win on Duchies would, I think, be very interesting games!  So it is narrow, but possibly in an interesting way.

Quote
Quote
Visconti
$5 - Action-Duration
+1 Action
Now and at the start of your next turn:
Reveal the top 4 cards of your deck. The player to your left chooses two for you to discard. Draw the rest.
--
While this is in play, when you gain a card, you may put that card on top of your deck.
Worst two out of four is very often a penalty, I think, if you have to have your good cards miss the reshuffle. When you are getting close to drawing everything, it can be good of course, though even then, other engine components are probably better. I actually think this is not so good, even for $2......

Again, I disagree. This card shouldn't cost two, but it probably shouldn't cost 5. Maybe 4. It's very similar to Envoy in that you draw your worst cards, this one draws far less, but is non terminal and a Duration. I think this card isn't as bad as you say, but is definitely no star. It could easily cost 4 and not be OP.

Envoy discards 1 out of 5 cards, and that penalty is so severe that often Smithy is better.  2 out of 4 is a HUGE penalty.  Most of the time you'll do crazy things like skip over your Mountebank and Market and draw your Copper and Estate instead.  The fact that it does this twice is worse than just doing it once, because really you don't want to have this effect at all.

Maybe I'm missing something with this card, but I just don't see why you'd ever want it.

Edit:  Maybe if you look at it more as a drawing Royal Seal than a double-Laboratory-with-a-bonus, it looks better.  The while-in-play effect is not insignificant.
« Last Edit: August 22, 2012, 05:24:25 pm by rinkworks »
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Archetype

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #88 on: August 22, 2012, 05:25:46 pm »
+1

@Archetype

Scrying Pool will draw a bunch of actions if you have high action density.  That's really helpful.  Wilder will draw a bunch of JUNK if you have a lot of junk.  That's weak because it is only functional (still not great) when your deck is poor.  If your deck isn't junky, it's mainly a cantrip that contributes to junking your deck.  It is like Farming Village minus the Village, and drawing that junk instead of skipping past it.  Sometimes that extra draw is good (e.g. Cellar, Crossroads) but usually it's meaningless.  And, again, you won't have that much draw unless your deck is really clogged.

I admit that sometimes the Duchy gaining will be nice.

The problem with discarding your best 2/4 is that you're probably going to lose any actions you draw anyway, so non-terminality doesn't even matter.  It's a huge hit, especially in the late game.  You're just going to lose your best cards and draw Green -- it'll be a Scout that discards good cards!

I know Wilder isn't always going to be amazing. It seems very narrow, only really shining in Cursing games or Alt Victory strategies.

You do have a point about Viscounti. Unless you have a deck with several copies of the same card, it isn't going to be effective. I guess it isn't as good as I thought it was :P

You can only get the Duchies if you don't hit any Victory cards. And in decks this card really shines in (Gardens/Silk Road/Duke) you are most likely going to hit Victory cards, especially if you keep getting more from itself.
Three tests buying nothing but Provinces, Gold, Wilder, and Silver (in that order of preference).
First test: Four Duchies by turn 8, eight by turn 11. Next three turn values:$0, $6, and $5.
Second test: Four Duchies by turn 7, eight by turn 14. Next three turn values: $5, $8, and $4.
Four Duchies by turn 12, eight by turn 16 (with an accidental Province). Next three turn values: $7, $6, and $5.

Of course, three tests aren't conclusive, but getting numbers anywhere near this are disconcerting.

The problem with doing these Solitaire tests is that people won't just sit back and let you scoop up Duchies. It's the same thing with Duke games. You can't really test it solitaire because a good opponent won't let you take all 8 Duchies. And if they do, they better hope they have a way the can end the game before you pile drive Dukes.

With Wilder, it's the same. They will play Attacks to slow you down, or there will be a better strategy on the board that can surpass the Wilder strategy. And if the best strategy on the board is using Wilder to grab Duchies, that's fine. It just then comes down to skill of what to buy and what support to add on and the luck of the draw.
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Fragasnap

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #89 on: August 22, 2012, 05:47:01 pm »
0

And your tests don't seem that fast to me.  Did those tests actually manage to pick up any Provinces on the way?
The first two grabbed about 5-6 Wilders and only managed to grab a single Gold, let alone picking up Province. The third test grabbed one Province when it hit multiple Golds before, but had fewer Wilders in it. Luck of the draw, really.
Regardless, you're grabbing Duchies that won't necessarily push the game to its end. Smithy-Big Money will be grabbing its fourth, maybe its fifth Province (30VP) by the time Wilder-Rush has built up 24VP, and Wilder's economy hasn't taken nearly as big a hit as Smithy-Big Money's has. If Wilder-Rush can grab one Province and Smithy-Big Money let Wilder have all the Duchies, then it has to manage to get 7 Provinces into its deck to beat Wilder-Rush. Again though, this is assuming completely idiotic one-dimensional strategies that don't properly react to what's happening on the board.

The problem with doing these Solitaire tests is that people won't just sit back and let you scoop up Duchies. It's the same thing with Duke games. You can't really test it solitaire because a good opponent won't let you take all 8 Duchies. And if they do, they better hope they have a way the can end the game before you pile drive Dukes.

With Wilder, it's the same. They will play Attacks to slow you down, or there will be a better strategy on the board that can surpass the Wilder strategy. And if the best strategy on the board is using Wilder to grab Duchies, that's fine. It just then comes down to skill of what to buy and what support to add on and the luck of the draw.
I'd prefer to have fewer cards that completely dominate the board and every strategy is going to be built around it. A Wilder rush has a much slower start to its economy, but if it is uncontested, it will grab 24 points of Duchies and can pretty quickly turn around and start buying Provinces. And that's without support to it. Of course, plenty of strategies could scoop up 6 of the Provinces while the Wilder player does his thing, but the fact that my hands were still drawing $4-$6 worth of Treasure after I owned 15 Victory cards (when most engines start seriously choking with 7 Victory cards in them without a plan to get around them) seems an issue.
Yes, cards exist in Dominion that every player practically has to grab (cursing attacks, mainly), but if I'm only going to vote one card from this list in, it's not going to be a one card engine, and non-terminal draw is the easiest design space to accidentally create a card that becomes a one-card engine.

I will give Wilder that it is unique and decently fun to play with (and less time consuming than Hunting Party to boot), but I am worried for its strength and would like to see some extensive non-solitaire testing before I would vote for it. It might just need to be bumped up to $5 to make it harder to rush.

(EDIT: Added response to eHalcyon)
« Last Edit: August 22, 2012, 05:55:44 pm by Fragasnap »
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zahlman

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #90 on: August 22, 2012, 09:11:40 pm »
0

Envoy discards 1 out of 5 cards, and that penalty is so severe that often Smithy is better.  2 out of 4 is a HUGE penalty.  Most of the time you'll do crazy things like skip over your Mountebank and Market and draw your Copper and Estate instead.  The fact that it does this twice is worse than just doing it once, because really you don't want to have this effect at all.

Maybe I'm missing something with this card, but I just don't see why you'd ever want it.

Edit:  Maybe if you look at it more as a drawing Royal Seal than a double-Laboratory-with-a-bonus, it looks better.  The while-in-play effect is not insignificant.

Drawing 2 bad cards while 2 good cards miss the shuffle is a net penalty basically all the time, really. Getting some extra cards on your next turn is a nice benefit, but it comes with the same drawback. Basically you'd only want this if you have either (a) a really consistently-valued deck (maybe you're using Trader etc. to flood with Silver? But then you don't really benefit from the card anyway... sure, maybe you draw Viscounti-Silver-Silver-Silver-Silver, then reveal 4 more Silvers, but that's *still* only meaningful in a Colony game), or (b) good enough deck cycling that you get the discarded cards back quickly (but then you're probably close to drawing your deck anyway, so a card like this isn't helping much).

This would be a lot stronger if the opponent's chosen cards went back on the deck. Pretty sure I'd pay $5 for that.
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yudantaiteki

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #91 on: August 22, 2012, 09:32:06 pm »
0

I always find it hard not to comment on or "defend" my card until the contest is over.  :( :D

Me too (and I find myself resisting commenting on some of the other cards as a result).  I think mine's being rather underrated in its effectiveness by some people.

I don't have that problem because the criticisms of my card are spot-on! :)
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #92 on: August 22, 2012, 09:48:23 pm »
+2

I always find it hard not to comment on or "defend" my card until the contest is over.  :( :D

Me too (and I find myself resisting commenting on some of the other cards as a result).  I think mine's being rather underrated in its effectiveness by some people.

I know, right!  I think people feel my card is more powerful than it is.
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #93 on: August 22, 2012, 10:10:07 pm »
+1

I always find it hard not to comment on or "defend" my card until the contest is over.  :( :D

Me too (and I find myself resisting commenting on some of the other cards as a result).  I think mine's being rather underrated in its effectiveness by some people.

I know, right!  I think people feel my card is more powerful than it is.

I have the opposite problem.  My cards are usually more powerful than I think they are.
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #94 on: August 23, 2012, 08:00:20 am »
0

I always find it hard not to comment on or "defend" my card until the contest is over.  :( :D

Me too (and I find myself resisting commenting on some of the other cards as a result).  I think mine's being rather underrated in its effectiveness by some people.

I know, right!  I think people feel my card is more powerful than it is.

Same here!
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #95 on: August 23, 2012, 08:05:53 am »
+1

I always find it hard not to comment on or "defend" my card until the contest is over.  :( :D

Me too (and I find myself resisting commenting on some of the other cards as a result).  I think mine's being rather underrated in its effectiveness by some people.

I know, right!  I think people feel my card is more powerful than it is.

I have the opposite problem.  My cards are usually more powerful than I think they are.

This is me, too.  I'm a chronic undercoster.
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #96 on: August 23, 2012, 08:40:20 am »
0

It's okay, my card is getting lambasted out there!  ;D
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GendoIkari

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #97 on: August 23, 2012, 01:07:38 pm »
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WW (Or whoever), what are FBI issues?
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #98 on: August 23, 2012, 01:11:02 pm »
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There is a new thread in the regular part of Variants and Fan Cards on FBI. http://forum.dominionstrategy.com/index.php?topic=4277.0
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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #99 on: August 23, 2012, 01:16:32 pm »
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There is a new thread in the regular part of Variants and Fan Cards on FBI. http://forum.dominionstrategy.com/index.php?topic=4277.0

Thanks!
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #100 on: August 23, 2012, 10:25:30 pm »
+1

In the "Secret History of Dark Ages" outtakes, Donald X makes this point,

Quote from: The All-Knowing and Somewhat Powerful Donald X
There was also a similar card here later, “+2 Cards +1 Action, discard a card,” for $4, which ended up being too good.

I found this interesting given quite a few cards in the competition focus on weakening the Lab.  Even though the overpowered card in question wouldn't qualify for this contest, it is interesting to think about other attempts to weaken Laboratory in the competition, and how they compare.  Obviously, there are lots of ways to weaken a Lab, but consider some of the simpler ones.

Quote
Pollack
$4 - Action
+2 Cards
+1 Action
Each other player draws a card, then discards a card from hand.

It is interesting that the externality for this card is exactly what DXV said was too strong for a $4 cost card.  So, Lab for me... and something worth more than $4 for you.  When I first read this, I thought it was priced perfectly, but after thinking about it this way (and reading WW's comment), this is a pretty strong externality, stronger than it looks (maybe $3 cost is right... I don't know, but I'd like to try playing with it).

Quote
Altman
$3 - Action
+2 Cards
+1 Action
Each other player may choose one: Discard his hand and draw 4 cards OR Draw up to 6 cards in hand.

This would be easier to think about if it was just "Draw up to 6 cards in hand."  In most cases, the first one of these is a Lab for everyone (thereafter, a lab for me nothing for you, which seems fair at $4 to me... I don't know), but there's that pesky self-Minion option in there.  This could help the other players a lot, or it could hurt.  On average, it should help if you play your cards right... and if another one of these is played, you can get LOTS of help.  If there's no other good source of draw, I'd pick it up.  If there's Militia or Ghost Ship support, I'd pick it up.  But, if there's another source of draw and no way to knock my opponent's draw down, I'd go that way instead.  Cost of $3 seems right to me for this kind of tradeoff.  Plus, the interaction seems fun.

Quote
Renoir
$3 - Action
+1 Card
+1 Action
If the top card of the trash pile costs more than this card: +1 Card.

I like the idea of a half-Lab, but I'm not sure conditioning on there being expensive stuff in the trash is a good way to go.  In trash-for-benefit games or Dark Ages games, this might usually be a Lab, but in most others, I want to trash Curses, Estates and Coppers... so this card would do nothing (at least it wouldn't take up space).

Quote
Truffaut
$3 - Action
+1 Action
If you have an odd number of cards in play (including this), +2 Cards.

I read this wrong when I first commented.  I thought it was +1 Card, +1 Action on even and +2 Cards, +1 Action on odd.  I think I like the version in my mind better, but oh well.

As it is written, it's a herky jerky card that replaces itself without support, and it is better (more like a Lab) with action continuation support.  That's kind of an interesting tension that would get me to load up on Great Halls and Pearl Divers to get this to "work"... and that's probably priced right at $3.  Other people have made fun of the Odd/Even distinction, which I don't think is fair.  Yes, there's lots of number theory that has the word "odd" in the theorems/proofs, but it's not exactly a high-level concept.  The kids learn odd versus even in grade school.

----
There are lots of other more subtle variations on weakening/strengthening a Lab, but given that DXV made this comment, I thought it would be fun to think about these cards some more.
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Davio

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #101 on: August 24, 2012, 05:24:08 pm »
+3

Well, secret histories have a way of putting our cards in a new perspective.

And I'm keen on sending in my cards after just 5 minutes of thought, because I don't want to overthink them (exception on this contest). This may lead to my cards costing way too much or too little or not being bought ever, but hey, I'm just in it for fun.

It's hard conjuring up a card and not having the chance to playtest it.
I myself can be horrible at judging cards. I had thought I would never buy IGG.
A curser which gives out just one Curse, is worth 1 Copper and gives more Coppers!? PASS!!

So when I see comments on my card ranging from "I like it" to "I hate it" I don't tend to take it too personally. We all just have to go with our guts on judging these cards.


I happen to think that my card is better than the credit it receives, but that's because there are multiple aspects to it, but some draw more attention than others so they're easily looked over.
« Last Edit: August 24, 2012, 05:25:48 pm by Davio »
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Polk5440

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #102 on: August 24, 2012, 11:43:41 pm »
0

Some comments, by category:

Lab-like

This category contains cards in which (one of the) the main intent(s) seem(s) to be drawing two cards.

Renoir... I'm not so sure it works to care about the order of cards in the trash. Especially now that we have cards like Graverobber that allow people to gain cards from the trash... there's no guarantee or rule that says that when looking through the trash to see what you want to gain, you have to make sure you keep all those cards in the same order.

Agreed.

Spielberg: Agree with others that this seems too strong.

Quote
Ozu
$5 - Action
+1 Action
Reveal the top 3 cards of your deck.
Put 2 cards in your hand that do not share any type or subtype.
Discard the rest.
--
(Rule clarifications:  As always you try to do as much as you can. So if you reveal 3 Treasures, you can put 1 in hand and have to discard the others.)

I do not like this card. It rubs me the wrong way that its instructions cannot be carried out in full a lot of the time. Maybe I would like it better if it said "You may put up to two cards..." instead. What is a subtype, anyway? Attack, Reaction, Duration? That sort of thing? But not Estate?

Lang: I don't really care for this mini-game and it's cantripped encouraging multiple plays. Not for me, I'm afraid.

Quote
Tarantino
$5 - Action
+1 Action
The player to your left names a card.
Reveal cards from you deck until you reveal the named card, putting it and one other revealed card of your choice into your hand.


Tarantino works better for me. I like the decision it gives: name something in the deck that's not too great to give the player a bad card + one good card from a limited selection, or name something not in his deck, but he gets his most preferred card from his deck. I'm not so sure that it's overpriced. Also, should have a "and discard the rest" clause attached to the end.

Quote
Clouzot
$3 - Action
+1 Action
Reveal the top 3 cards of your deck. The player to your left picks one for you to discard. Put the others into your hand.

Fellini, Visconti, and Clouzot all have an Envoy-style interaction which I like a lot and is nice to see it on a non-terminal. I like Clouzot the best by far. It's clean; not gunked up by other unnecessary additions to the card. It fits better in this category than a similar entry we saw earlier.

Quote
Truffaut
$3 - Action
+1 Action
If you have an odd number of cards in play (including this), +2 Cards.

Like nopawnsintended, I too read this incorrectly and like the version in my head better. My version went like this: "+1 Action, If you have an even number of Truffauts in play (including this), +2 Cards. Otherwise, +1 Card" I like this version better because you don't have to worry so much about the order you play all your non-terminal draw cards too much, and having the bonus on even makes more sense for a $3 cost card. And, if you have a lot, it's like each one gives you 1.5 cards. As submitted, you open this and Silver, and you've opened Lab and Silver. Oh, and isn't even/odd an easier concept than "1+half rounded down" like on Bishop?

Quote
Lynch
$3 - Action
+1 Card
+1 Action
The opponent to your left reveals and discards the top card of their deck.  Reveal the top card of your deck. If it costs less than your opponent's card, place it in your hand; if it does not, discard it.

I like the idea, but am afraid it's too weak. Maybe just strike the discard part so the card goes back on top if you lose?

Eisenstein just has too much going on for me.
Lubitsch: I do not like this concept.
Kazan: Agree it's too strong. Kill the Cutpurse-plus and then we'll talk.

Quote
Altman
$3 - Action
+2 Cards
+1 Action
Each other player may choose one: Discard his hand and draw 4 cards OR Draw up to 6 cards in hand.

Now here's one I like. I think the externality is right on. The choice for the opponents makes it interesting. It's strong enough to offset the benefits of getting a Lab for $3 while weak enough to encourage an early buy. Like Truffaut, this makes more sense thinking about it played a few times. Unlike Truffaut, the trick with this card is in the THREAT of it being playing multiple times (do I minion myself and hope another gets played? or draw, and then if another is played, I don't get an externality?) Also, re: One Armed Man, if you've self-minioned yourself enought times to have the perfect four card hand; think how many cards your opponent has drawn with this. It's probably worth it.

Quote
Powell
$6 - Action
Look at the top 2 cards of your deck.  Discard them or put them back.
+2 Cards
+1 Action

Nice; the set could use a $6 Action.

In the "Secret History of Dark Ages" outtakes, Donald X makes this point,

Quote from: The All-Knowing and Somewhat Powerful Donald X
There was also a similar card here later, “+2 Cards +1 Action, discard a card,” for $4, which ended up being too good.

Quote
Pollack
$4 - Action
+2 Cards
+1 Action
Each other player draws a card, then discards a card from hand.

It is interesting that the externality for this card is exactly what DXV said was too strong for a $4 cost card.  So, Lab for me... and something worth more than $4 for you.  When I first read this, I thought it was priced perfectly, but after thinking about it this way (and reading WW's comment), this is a pretty strong externality, stronger than it looks (maybe $3 cost is right... I don't know, but I'd like to try playing with it).

Completely agree.

--------------------------------------------

Stables-like

Cards that let you draw 3 or remind me of Stables in that there is discarding required.

Welles: Agree with above. Too strong, not worth fixing.
Nolan: Agree with above. Too much like Stables, too strong.
Curtiz: I like Pollack better for a $6 Action this week. This one doesn't seem worth it.
Coen: Not worth the trouble of mats, to me.

Quote
Chabrol
$5 - Action
+1 Card
+1 Action
Discard 2 Victory cards. If you do, +3 Cards.

I like this. Kind of neat that there is an incentive to buy a card that looks like it's for engines when you're going for alt VP.

Quote
Murnau
$5 - Action
+4 Cards
+1 Action
Discard a card per [This Card] in play (including this one).
The first one is a double lab, and the second is still a lab. So you can't chain a ton of these, like with lab, but you just don't. In all honesty, grabbing SO many labs isn't that good very often anyway. Too strong.

Agreed.

Coppola: Stables x Warehouse. Cool concept, but for some reason, the more I think about it, the less I like it.
DeMille: I prefer Pollack and Leone over this.
Cassavetes: I agree that this is less interesting than Warehouse.

Quote
Bunuel
$5 - Action
+1 Card
+1 Action
Reveal cards from your deck until you reveal 2 Victory Cards. Put them into your hand. Shuffle the other revealed cards back into your deck.
This card is really terrible. So, it basically just trashes two estates for you, while letting you keep the points - IF you draw it before the green in your reshuffle. And you have to waste a $5 for that. Won't be very useful very often.

Once again, I disagree. This card is +1 Action, +3 Cards... but two of the cards are guaranteed to be Victory cards. It's not a powerhouse, but it outclasses Laboratory in the late game. It also combos with Crossroads and Baron as well as grabbing stuff like Nobles and Islands. What I think is nice about this card is that the other revealed cards are shuffled back into the deck, not discarded like what most "reveal cards from your deck..." cards have you do.

I don't get the "outclasses Laboratory in the late game." You could still draw that first card as a Victory card just like Lab, and at least with Lab you have a chance at drawing two non-Victory cards. The other agruments could also be applied to Scout, so I am not buying that this card is anything special.

Quote
Leone
$5 - Action
+1 Buy
You may discard a Treasure. If you do, then +4 Cards, +1 Action, and each other player may discard a Treasure. If he does, then he draws 2 cards.

A super-Stables that lets your opponents Stables when it hits. A cleaned up version of a card that was submitted previously. Leads to quicker games, which is a good thing from my perspective. I still like this a lot and think we need a card that gives a Stables externality.

More comments later....
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #103 on: August 25, 2012, 12:01:04 am »
0

Quote
Now here's one I like. I think the externality is right on. The choice for the opponents makes it interesting. It's strong enough to offset the benefits of getting a Lab for $3 while weak enough to encourage an early buy. Like Truffaut, this makes more sense thinking about it played a few times. Unlike Truffaut, the trick with this card is in the THREAT of it being playing multiple times (do I minion myself and hope another gets played? or draw, and then if another is played, I don't get an externality?) Also, re: One Armed Man, if you've self-minioned yourself enought times to have the perfect four card hand; think how many cards your opponent has drawn with this. It's probably worth it.
I was referring to opponents. If you think that the card will be played twice or more in multiplayer, you can set up a perfect hand. Also, you will likely have copies of this, too, so that you will be able to draw better (and set up opponents to play this more, too). It is a positive feedback loop!
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Polk5440

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #104 on: August 25, 2012, 09:04:14 am »
0

Quote
Now here's one I like. I think the externality is right on. The choice for the opponents makes it interesting. It's strong enough to offset the benefits of getting a Lab for $3 while weak enough to encourage an early buy. Like Truffaut, this makes more sense thinking about it played a few times. Unlike Truffaut, the trick with this card is in the THREAT of it being playing multiple times (do I minion myself and hope another gets played? or draw, and then if another is played, I don't get an externality?) Also, re: One Armed Man, if you've self-minioned yourself enought times to have the perfect four card hand; think how many cards your opponent has drawn with this. It's probably worth it.
I was referring to opponents. If you think that the card will be played twice or more in multiplayer, you can set up a perfect hand. Also, you will likely have copies of this, too, so that you will be able to draw better (and set up opponents to play this more, too). It is a positive feedback loop!

Oh, ok. I think I get what you are saying. I still don't think it's so clear that a player will be able to set up a perfect 4 card hand with only a few plays of Altman since you have to discard your whole hand. And you have to think about when to pull the trigger and draw up to 6 -- and the person playing Altman knows this, and may never play the last one.
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #105 on: August 25, 2012, 09:28:09 am »
0

Quote
Now here's one I like. I think the externality is right on. The choice for the opponents makes it interesting. It's strong enough to offset the benefits of getting a Lab for $3 while weak enough to encourage an early buy. Like Truffaut, this makes more sense thinking about it played a few times. Unlike Truffaut, the trick with this card is in the THREAT of it being playing multiple times (do I minion myself and hope another gets played? or draw, and then if another is played, I don't get an externality?) Also, re: One Armed Man, if you've self-minioned yourself enought times to have the perfect four card hand; think how many cards your opponent has drawn with this. It's probably worth it.
I was referring to opponents. If you think that the card will be played twice or more in multiplayer, you can set up a perfect hand. Also, you will likely have copies of this, too, so that you will be able to draw better (and set up opponents to play this more, too). It is a positive feedback loop!

Interesting.  If two players are playing an Altman strategy in a three-player game, maybe I go for an alternative strategy that doesn't use Altmans.  If that's clearly better, it might not be worth emptying the Altman pile. 

Quote
Truffaut
$3 - Action
+1 Action
If you have an odd number of cards in play (including this), +2 Cards.

Like nopawnsintended, I too read this incorrectly and like the version in my head better. My version went like this: "+1 Action, If you have an even number of Truffauts in play (including this), +2 Cards. Otherwise, +1 Card" I like this version better because you don't have to worry so much about the order you play all your non-terminal draw cards too much, and having the bonus on even makes more sense for a $3 cost card. And, if you have a lot, it's like each one gives you 1.5 cards. As submitted, you open this and Silver, and you've opened Lab and Silver. Oh, and isn't even/odd an easier concept than "1+half rounded down" like on Bishop?


In the same sense, if you open Shanty Town and Silver, you've opened Level-2 City and Silver, but the benefits decline after that if you don't have support.  Viewed this way, Truffaut is trying to be the Shanty Town of the action-continuation genre.  It's probably a little easier to set up (maybe too easy on some boards?) with alternating play on another card with +Actions, so it probably warrants the cost... I'd have to see how it plays though.

Quote
Ozu
$5 - Action
+1 Action
Reveal the top 3 cards of your deck.
Put 2 cards in your hand that do not share any type or subtype.
Discard the rest.
--
(Rule clarifications:  As always you try to do as much as you can. So if you reveal 3 Treasures, you can put 1 in hand and have to discard the others.)

I do not like this card. It rubs me the wrong way that its instructions cannot be carried out in full a lot of the time. Maybe I would like it better if it said "You may put up to two cards..." instead. What is a subtype, anyway? Attack, Reaction, Duration? That sort of thing? But not Estate?

I was wondering the same thing about subtype.  I thought it had something to do with dual types, but that's two types, not a hierarchy of them.  Then, given your interpretation, I'm not sure why this has to be worded as any type or subtype.  If they share a subtype (Action-Attack), they're both the same type... unless you think "Reaction" is a subtype rather than a type (which sorta violates the "sub" part of subtype because it is an overlapping category rather than a refinement on a larger category).  Even so, would the card mean that I can't put both Watchtower and Fool's Gold into my hand (not that I would want to...)?

Quote
Clouzot
$3 - Action
+1 Action
Reveal the top 3 cards of your deck. The player to your left picks one for you to discard. Put the others into your hand.
Fellini, Visconti, and Clouzot all have an Envoy-style interaction which I like a lot and is nice to see it on a non-terminal. I like Clouzot the best by far. It's clean; not gunked up by other unnecessary additions to the card. It fits better in this category than a similar entry we saw earlier.

Agreed.  I like this, but I'd like to see how it plays.
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Polk5440

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #106 on: August 25, 2012, 10:49:51 am »
0

Quote
Truffaut
$3 - Action
+1 Action
If you have an odd number of cards in play (including this), +2 Cards.

Like nopawnsintended, I too read this incorrectly and like the version in my head better. My version went like this: "+1 Action, If you have an even number of Truffauts in play (including this), +2 Cards. Otherwise, +1 Card" I like this version better because you don't have to worry so much about the order you play all your non-terminal draw cards too much, and having the bonus on even makes more sense for a $3 cost card. And, if you have a lot, it's like each one gives you 1.5 cards. As submitted, you open this and Silver, and you've opened Lab and Silver. Oh, and isn't even/odd an easier concept than "1+half rounded down" like on Bishop?


In the same sense, if you open Shanty Town and Silver, you've opened Level-2 City and Silver, but the benefits decline after that if you don't have support.  Viewed this way, Truffaut is trying to be the Shanty Town of the action-continuation genre.  It's probably a little easier to set up (maybe too easy on some boards?) with alternating play on another card with +Actions, so it probably warrants the cost... I'd have to see how it plays though.

You know, you're right. My criticism of Lab-Silver opening was formed when I misunderstood the card and thought it would remain a Lab forever if you did not buy more. With it as written, it DOES get weaker as your deck gets stronger (gets more actions) and that's okay. I don't know why I had such a hard time understanding this card.
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zahlman

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #107 on: August 25, 2012, 09:07:45 pm »
+2

In the same sense, if you open Shanty Town and Silver, you've opened Level-2 City and Silver, but the benefits decline after that if you don't have support.

Heck, the same is true if you open Moat and Silver, in that your +Actions are only as good as the Action cards you can play with them, and thus worthless with no other Actions in your deck.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #108 on: August 26, 2012, 07:47:25 am »
0

Quote
Ozu
$5 - Action
+1 Action
Reveal the top 3 cards of your deck.
Put 2 cards in your hand that do not share any type or subtype.
Discard the rest.
--
(Rule clarifications:  As always you try to do as much as you can. So if you reveal 3 Treasures, you can put 1 in hand and have to discard the others.)

I do not like this card. It rubs me the wrong way that its instructions cannot be carried out in full a lot of the time. Maybe I would like it better if it said "You may put up to two cards..." instead. What is a subtype, anyway? Attack, Reaction, Duration? That sort of thing? But not Estate?

Yes, as I understand it from the author, "Attack" would be a subtype, so if there were a Treasure-Attack card, and you revealed one of those with an Action-Attack, you could only put one of them into your hand.  It should probably be reworded if it wins to only say "type," since that would be sufficient, but this card was written during the Dark Ages previews when it was unclear what kind of new types would be coming out that this card would have to account for.
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Schneau

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #109 on: August 26, 2012, 09:18:09 am »
0

Hope it's not too late for some more card reviews!

Hitchcock
$4 - Action
+1 Action
+1 Card
Gain a copper in hand.
Gain up to 3 more Coppers, +1 Card per Copper gained.

Interesting to self-Copper. But, man, wouldn't this just be too strong with Gardens / most alt-VP strategies? Also, somewhat too similar to Almoner.

Wilder
$4 - Action
+1 Action
Reveal cards from your deck until you reveal one that isn't a Victory card or a Curse. Put the revealed cards into your hand. If you didn't reveal a Victory card or a Curse, gain a Victory card costing up to $5, putting it on top of your deck.

Most of the time, I'd prefer Farming Village to this for the +2 Actions over getting all the junk in my hand. I'd say this also compares somewhat to Scout, though the Victory and Curse cards must be contiguous and you also get one non-Victory-non-Curse card. The Duchy portion definitely helps even it out. Maybe a little FBI going on here? At first I didn't like this card, but the more I look the more I like!

Ford
$4 - Action
+1 Action
Discard a card for each other [This Card] you have in play.
Reveal your hand. +1 Card per Copper revealed.

I think this is probably too good in the early game. The penalty of discarding one card per Ford played isn't much of a penalty.

Kubrick
$4 - Action
+1 Action
+1 Card for every 6 cards in the trash pile up to 4 cards, rounded up.
If no cards are in the trash pile, +1 Card, +$1.

Straight Peddler with no trashing, and a Lab variant otherwise. You need to have at least 7 cards in the trash to make this worthwhile. I'd say generally not interesting enough. It also has multiplayer balance issues, where many more cards can be trashed in 4 player than 2 player.

Welles
$5 - Action
+1 Action
Choose one of the following:
+1 Card, +$1.
+2 Cards, +1 Buy.
+3 Cards, gain a Copper.

Whoa there. Better than many cards, including Lab and probably Stables. Too strong.

Renoir
$3 - Action
+1 Card
+1 Action
If the top card of the trash pile costs more than this card: +1 Card.

I don't think the trash has an ordering.

Spielberg
$4 - Action
+1 Action
Look at the top 3 cards of your deck. Discard one of them. Put the other two into your hand.
Each other player may gain a copy of the card that you have discarded.

Almost definitely better than Lab, and it costs $4! You'll almost always have a Copper or Estate (or Curse) to discard, and when will your opponents take that? The small percent of the time that this helps your opponents isn't enough to give you a sifting Lab for $4.

Capra
$5 - Action
+1 Action
Reveal the top 5 cards of your deck.  The player to your left separates them into two piles.  Choose one pile to discard and draw the rest.

I like this card a lot better at $6. Or only revealing 4 cards. Even with those changes, an engine of these sure could bog down the game with AP.

Malick
$6 - Action
+1 Action
Reveal your hand.
+2 Cards for every Action card in your hand.
Trash this card.
--
This card may not be gained, it may only be bought.

Not a fan of only-bought cards. This card seems a lot like Madman, which Donald X. says was tried as a kingdom card at $5 but was just too strong to be bought. This seems to often be weaker than Madman, but when it's not, it's overpowered. FBI here.

Ozu
$5 - Action
+1 Action
Reveal the top 3 cards of your deck.
Put 2 cards in your hand that do not share any type or subtype.
Discard the rest.
--
(Rule clarifications:  As always you try to do as much as you can. So if you reveal 3 Treasures, you can put 1 in hand and have to discard the others.)

This may be slightly weaker than Lab, but probably not in a "it's horrible" way. Lab is good. This would probably be mid-range $5, maybe in the lower half. But, they can't all be top 10, right? It needs a few wording tweaks ("Put up to 2 cards in your hand that do not share a type." would suffice). Otherwise, looks fine.

Nolan
$4 - Action
+1 Action
Discard a card costing $0 from your hand.  If you do, +3 Cards.

Almost strictly better than Stables (though Stables can discard other Treasures besides Copper). Plus, this should cost $5 if anything. The ability to discard Ruins and Curses probably more than makes up for not being able to discard other Treasures.

Lang
$3 - Action
+1 Card
+1 Action
When you play this, the player to your left reveals a card from his hand.  Reveal cards from your deck until you reveal the named card.
If you do, trash it or put it in your hand, your choice.  Otherwise, gain a copy of the named card.

This is almost certainly too strong for $3. If your opponent reveals a very weak card, you will probably get to cantrip trash one. If they reveal a medium card (i.e. Silver), you will either get one or put one in your hand. If they reveal a strong card knowing you don't have one, you'll get a copy. Basically, a Lab for medium-strong cards or a cantrip trasher for weak cards. I'd say too strong.

Curtiz
$6 - Action
+1 Action
Reveal cards from your deck until you reveal three cards costing at most $4. Put those cards into your hand, discard the other revealed cards.

Doesn't seem very exciting drawing crap and skipping your good cards. I'd much rather this to draw 2 cards costing at least 3 (or 4?). (Hmmm, that's a good idea I'll have to write down).

Coen
$5 - Action
+2 Cards
+1 Action
If there are no cards on your [This Card] mat, set aside an Action or Treasure card from your hand onto your [This Card] mat or reveal a hand with no Actions or Treasure cards. Otherwise, take a card from your [This Card] mat and place it in your hand.

I see nothing glaringly wrong here. Every other time it gives you 3 cards, and the other times 1 card. I don't know why it should be limited to Actions and Treasures. It could also use some rewording. But, overall fine.

Tarantino
$5 - Action
+1 Action
The player to your left names a card.
Reveal cards from you deck until you reveal the named card, putting it and one other revealed card of your choice into your hand.

This seems pretty weak. You can always name a card not in the person's deck and they just get one card of their choice from their deck. Or, name Copper and they get a likely weak Lab, if they're lucky. Maybe it's ok.

Lean
$4 - Action
+1 Card
+1 Action
Reveal the top card of your deck. If it is a Copper, put it in your hand.
Discard any number of Coppers. +1 Card per Copper discarded.

As far as I can tell, this seems pretty balanced. It can Lab a lucky Copper, and can Cellar Coppers. Plus, if the top card isn't a Copper, you can see what it is and whether it's worth trading a Copper for. I like it, even though it may be on the strong side of $4.

Chabrol
$5 - Action
+1 Card
+1 Action
Discard 2 Victory cards. If you do, +3 Cards.

Seems extremely swingy. You hit it, and it's crazy-good. Otherwise, it's lamezor.

Fellini
$4 - Action
+1 Action
Reveal the top 3 cards of your deck.  The player to your left chooses one for you to set aside.  Draw the rest.
--
During cleanup, return the set aside cards to the top of your deck, in any order.

This may be too strong. Or it may be fine. You get to Lab 2 cards of an opponent's choice, but say they pick strong cards - then you get them next turn. Maybe this should cost $5? Maybe it's ok?

Truffaut
$3 - Action
+1 Action
If you have an odd number of cards in play (including this), +2 Cards.

I have to say I like this. I see nothing wrong with the odd concept. It's like Menagerie - when you can make it work, it's golden, otherwise, it's meh. I would suggest bumping the price to $4, since it seems a little easier to activate than similar ideas (Menagerie, Wishing Well).

Fincher
$5 - Action-Victory
Worth 1 VP
+1 Action
+$1
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.

Obviously just an improved Scout. This is probably balanced, and probably more buyable than Scout. Still, even if you can chain a few of these, it's not that great. Plus, I feel like someone is just trying to get in on Scout's recent notoriety to get a few votes.

Bergman
$4 - Action
+1 Action
Reveal the top 3 cards of your deck. Put the revealed Action cards into your hand. Discard the rest.
--
At the end of your clean-up phase, place this card at the bottom of your deck instead of discarding it.

I feel this is either too strong or too FBI. The bottom of your deck thing is sort of weird, and definitely needs to be rephrased - as is, at the end of your clean-up phase this is somewhere in your discard pile and you've already drawn 5 cards. Better is "when discarded from play" I think.

Lynch
$3 - Action
+1 Card
+1 Action
The opponent to your left reveals and discards the top card of their deck.  Reveal the top card of your deck. If it costs less than your opponent's card, place it in your hand; if it does not, discard it.

This seems to be very weak. Often, your opponent will reveal a Copper or an Estate, making the extra card you get a Copper at best. And when you reveal a more costly card, you have to discard it, meaning you'll skip good cards. I think flipped it might make a good $3 card - if your card costs more, you get to keep it, and otherwise discard it. Man, that might even be worth $4!

Visconti
$5 - Action-Duration
+1 Action
Now and at the start of your next turn:
Reveal the top 4 cards of your deck. The player to your left chooses two for you to discard. Draw the rest.
--
While this is in play, when you gain a card, you may put that card on top of your deck.

Even though this nets you 4 cards, it is super-duper weak. Like, practically weaker than Scout in almost any case.

Murnau
$5 - Action
+4 Cards
+1 Action
Discard a card per [This Card] in play (including this one).

Haha, I almost submitted a card exactly like this except it cost $4 and only had +3 Cards, otherwise identical. First a double lab, then a lab, then a cantrip... though each one sifts out bad cards. This has a bit of the problem of one or two being too strong for the cost. So, I'd say my less-powerful version may be a bit more balanced, but at the same time I like the idea!

Melville
$3 - Action-Reaction
+1 Action
Trash a card from your hand. If it costs $0 and isn't a Treasure, +3 Cards.
--
When you gain a card costing less than this, you may reveal this from your hand. If you do, put the gained card in your hand.

This basically is only worthwhile in games with Cursers or Looters. In other games it will never be bought, and it may not even be worth it with them. Additionally, I wouldn't cosider it to fit the rules of this contest, since the main purpose isn't to increase handsize. (Not that I'm complaining about rinkworks' judging abilities, just saying for me its not worth voting for to fill this role).

Coppola
$4 - Action
+3 Cards
+1 Action
Discard 3 cards or a Silver.

As with the previous card, I would consider this to primarily be a handsize increaser. It's a Warehouse that you can discard a Silver to to make it a Lab. Somewhat interesting and on the weak side of balanced, but I don't really think it works for this contest.

Huston
$4 - Action-Duration
+1 Card
+1 Buy
+1 Action
On your next turn, draw 7 cards during your draw phase instead of 5.  If you play more than 3 actions, trash this card.

My OCD is so turned off by all the non-official wordings on this card it makes it hard to look past them. +Action comes before +Buy. There is no draw phase (you draw 5 during your clean-up phase). The author probably doesn't realize that as-worded, the drawing 7 happens in next-turn's clean-up phase. Plus, when would the trashing happen?

Kurosawa
$4 - Action
+1 Card
+1 Action
All players reveal a card from his hand. If all players revealed a Treasure card, +1 Card for all (including you) and +$1 for you. Otherwise, all players gain a Copper, putting it into his hand (including you).

This is both weak and a little weird. I'll give it points for creativity about all players having a vote in what happens, but beyond that it is super weak. The opponent gets same treatment besides an extra +$1 in the first case. And no matter what happens, this card doesn't help you or hurt others very much.

Griffith
$5 - Action
+1 Action
Reveal any number of Coppers from your hand and draw that many cards.  Trash one of the revealed Coppers.  If you do not reveal a Copper, gain a Copper and put it into your hand.

This seems really weak. You'd want to have Coppers that you can get a big draw, but this trashes your Coppers so that you won't have as many.

Wyler
$4 - Action
+1 Card
+1 Action
Pick one: Gain a card costing up to $4 onto your [This Card] mat, or place a card from your [This Card] mat into your hand.
--
At the end of the game, trash all of the cards on your [This Card] mat.

I sort of like the card, but this doesn't seem to line up with the contest rules of not gaining to hand. Plus, the main intent of this card isn't to increase handsize, but to gain cards. Pass.

Cukor
$4 - Action
+1 Card
+1 Action
You may gain a Copper, putting it into your hand. If you do, +1 Card.

Too much like Almoner.

Herzog
$4 - Action
+1 Action
+1 Card
Choose one: +3 Cards, and return this card to the supply; or trash a card from your hand, and gain a [This Card]; or put this card on your deck at the start of your Clean-up phase.
--
(Rules clarification: When doubled or trebled with Throne Room, King's Court, or Procession, you may choose the first option multiple times despite returning only this copy of [This Card] to the supply.  You may gain multiple [This Card]s with the second option, but you must trash one card for each copy you gain.  You can only put the played copy on top of your deck; choosing this option does nothing if the card was returned to the supply.  If the card was returned to the supply with the first option, it cannot be trashed by Procession, and you do not gain a card costing $5.)

Even for a sometimes-one-shot, this seems too strong. Way too easy to build these up for a megaturn.

DeMille
$6 - Action
+3 Cards
+1 Action
Discard a card.
--
While this is in play, you can't buy any Treasure.

The price is probably right for the top half of the card. I don't really understand the no-buy-Treasure clause. Otherwise, looks fine.

Eisenstein
$4 - Action
+1 Card
+1 Action
Choose one; you get the version in parentheses:
Each player draws 2 (1) cards and discards 2 (0) cards from his hand;
or each player draws 2 (3) cards and discards 1 (1) card from his hand.
--
While this is in play, Attack cards you play do not affect players with more than 5 cards in hand.

The first option is a weak lab, since it offers filtering for your opponents. The second option is super-strong for you (draw 4, discard 1) and pretty strong for opponents. I'm guessing the no-attacking-opponents clause is to prevent Eisenstein-Militia shenanigans, but is a weird thing to do. Overall, I'm not a huge fan of cards that are super-strong for you offset by being super-strong for opponents. I might like this better if it were just a $4 Lab that sifts for your opponents.

Scorsese
$4 - Action
+1 Action
You may gain a Copper, if you do +2 Cards.
You may gain an Estate, if you do +1 Card.
You may gain a Curse, if you do +1 Card.

The good-ol' self-attack for major benefits. I can see why Copper is the best (since it will probably be the more viable option, and the others won't happen very often). I guess this is probably ok, though the gain Copper+Estate for a double Lab is really strong in endgames.

Cassavetes
$4 - Action
+3 Cards
+1 Action
Reveal your hand. Discard two differently named cards which are not Action cards from your hand if you can.

Too strong probably. Especially in a trashed-down no-Treasure engine, this is redonkidonk strong.

Bunuel
$5 - Action
+1 Card
+1 Action
Reveal cards from your deck until you reveal 2 Victory Cards. Put them into your hand. Shuffle the other revealed cards back into your deck.

I think I like it. It sets up next turns well, though WW has a good point that if this causes a reshuffle, the effects are negligible. I might price this at $4, where it would be a cross between a good Scout and a bad Cartographer.

Lubitsch
$4 - Action
Reveal your hand. If there are no Action our Treasure cards costing $5 or more in it +2 Cards, +1 Action.

Super-duper weak. It does absolutely nothing if it doesn't activate, which is really bad on 95% of boards.

Kazan
$5 - Action-Attack
+2 Cards
+1 Action
+1 Buy
Every other player with at least 5 cards in hand discards a Treasure card or reveals a hand without any Treasure.
--
You can't gain this if you have a [This Card] in play.

The first of these is strictly better than Lab, with the only drawback being you can't buy another with this in play. At first glance, this is probably too strong. The attack is pretty weak, and doesn't stack, but maybe it would be better if opponents just discarded 1 card that wasn't necessarily treasure. Or, you could just remove the +Buy or Attack parts altogether, leaving it barely better than Lab but with bottom part still attached. Neat idea but probably too strong.

Leone
$5 - Action
+1 Buy
You may discard a Treasure. If you do, then +4 Cards, +1 Action, and each other player may discard a Treasure. If he does, then he draws 2 cards.

Comparing to Stables, the self-help part is better but the opponent-help part is even stronger. I think this will make it weaker than Stables in most situations, but too strong in others.

Altman
$3 - Action
+2 Cards
+1 Action
Each other player may choose one: Discard his hand and draw 4 cards OR Draw up to 6 cards in hand.

I think this is probably too strong at $3. Being able to buy and then play multiple of these in a turn benefits you more than your opponents.

Powell
$6 - Action
Look at the top 2 cards of your deck.  Discard them or put them back.
+2 Cards
+1 Action

I like it! Pre-filtered Lab. Maybe on the weaker side of $6, but they can't all be Goons, right?

Eastwood
$2 - Action
+1 Action
+1 Buy
Draw any number of cards up to the number of Buys you have in play. -1 Buy for each card drawn this way.

I've never been a fan of -1 Buy. It just doesn't make that much sense. Can you trade in the Buy you always get in a turn?

Pollack
$4 - Action
+2 Cards
+1 Action
Each other player draws a card, then discards a card from hand.

The opponent filtering is pretty strong. Games with this would be super-quick, somewhat like with Governor. That said, this is probably balanced, and maybe underbalanced, maybe to the extent of being a really weak $4.

Antonioni
$4 - Action
+1 Card
+1 Action
You may reveal your hand. If you do and you have no Treasure Cards other than Copper in your hand, reveal cards from your deck until you reveal a Treasure Card that isn't a Copper.
Put it into your hand and discard the rest.

This is super-weak unless you can combine it with some sifters. It doesn't stack, and you have to have at least one non-Copper Treasure in your deck that doesn't come in the same hand to make it work. This could probably cost $2.

Clouzot
$3 - Action
+1 Action
Reveal the top 3 cards of your deck. The player to your left picks one for you to discard. Put the others into your hand.

I'm never fond of cards that skip your best cards. Maybe it's ok for Envoy, since you don't want Actions there anyway, but this card will skip all your favorite Actions you want to play with the +1 Action it gives you.

Gilliam
$5 - Action-Looter
Gain a Copper, Estate, or Ruins to the top of your deck.
+1 Action
+3 Cards

This will usually be a Lab + Copper, or + Ruins if you like the top Ruins. It's probably balanced. It is unclear if you can not gain anything if the Estate pile is empty. With a ruling on that (I'd suggest forcing a gain of something if you can), this card is probably acceptable.
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Polk5440

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #110 on: August 26, 2012, 11:08:28 pm »
0

Forgot to post this!

continuing from last post....

Quote
Gilliam
$5 - Action-Looter
Gain a Copper, Estate, or Ruins to the top of your deck.
+1 Action
+3 Cards

I kind of like this. Nice and simple.

It might need an "If you do" clause to make it work.

I agree with this.

Copper Matters

Hitchcock
$4 - Action
+1 Action
+1 Card
Gain a copper in hand.
Gain up to 3 more Coppers, +1 Card per Copper gained.

The initial part treads a little too close to Almoner.

Agreed. Same goes for Cukor and the first option of Scorsese.

Quote
Lean
$4 - Action
+1 Card
+1 Action
Reveal the top card of your deck. If it is a Copper, put it in your hand.
Discard any number of Coppers. +1 Card per Copper discarded.

I like the Copper matters for drawing, and I like Lean's implementation of it better than Ford's or Griffith's.

Normally I like interaction, but I don't like the pressure that Kurosawa puts on the last player to reveal a Treasure (or decide not to).

Others

Quote
Capra
$5 - Action
+1 Action
Reveal the top 5 cards of your deck.  The player to your left separates them into two piles.  Choose one pile to discard and draw the rest.

I like this a whole lot better in this category than I did when the mechanic was submitted previously. Agree it might be too cheap.

Quote
Fincher
$5 - Action-Victory
Worth 1 VP
+1 Action
+$1
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
I wish Scout was this, but I don't think a just-better version is the best result.


I think this is appreciably different than Scout.  The fact that it self combos and gives money and VP is much cooler than Scout.

Agreed.

Quote
Antonioni
$4 - Action
+1 Card
+1 Action
You may reveal your hand. If you do and you have no Treasure Cards other than Copper in your hand, reveal cards from your deck until you reveal a Treasure Card that isn't a Copper.
Put it into your hand and discard the rest.

It's like 1/2 an Adventurer cross Conspirator. And given my unreasonable love of Adventurer, I like this, even with all its crazy restrictions.

I don't care for Wilder, Kubrick, Malick (if you have a hand full of actions, why do you need this card to draw so much?), Bergman, Melville (its primary purpose does not seem to be drawing cards), Huston, Wyler (doesn't seem to fit this category as well as others), Herzog, or Eastwood.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #111 on: August 27, 2012, 11:56:17 am »
+1

The results for the Non-Terminal Draw challenge are in!  This was a tricky one, because the basic version of this effect costs $5, so there's not a lot of room to scale up.  Still, contestants proved themselves up to the challenge, submitting cards that tapped into a wide variety of design niches.

The objective was as follows:

Quote
Create a non-terminal drawing card.  This is a card that may be used to increase your hand-size from what it was before it was played from your hand, while also offering exactly +1 Action.  The card must never add more than +1 Action, but there is no maximum to how many cards it can add to your hand.  The card need not always increase your hand-size, but this should be a primary function of the card.  A Duration card increasing the size of a future hand instead of the current one is acceptable, so long as you still get +1 Action on the current turn.

"Draw up to X" cards are not permitted for this challenge.

I don't have a card this time either, so on with the results.  It's another tie, which means the contest set gets two more cards:

#1 (tie) - Conference Room by RobertJ with 14 points (Pollack)
$4 - Action
+2 Cards
+1 Action
Each other player draws a card, then discards a card from hand.

#1 (tie) - Harbinger by eHalcyon with 14 points (Capra)
$5 - Action
+1 Action
Reveal the top 5 cards of your deck.  The player to your left separates them into two piles.  Choose one pile to discard and draw the rest.


Congratulations to eHalcyon, a double winner this week, and RobertJ, who gets his first card in the set.  Both are Laboratory variants with potentially steep penalties.  Too many Conference Rooms, and you might be giving your opponents power turns.  And while Harbinger could let you draw a power card and skip some junk, it runs the risk of making you skip something you really need.

The rest of the pack is close behind:


#3 - Zealot by Sakako with 13 points (Truffaut)
$3 - Action
+1 Action
If you have an odd number of cards in play (including this), +2 Cards.

#4 - Oracleplusactionandminusattack by Bella Cullen with 10 points (Powell)
$6 - Action
Look at the top 2 cards of your deck.  Discard them or put them back.
+2 Cards
+1 Action

#5 (tie) - Placeholder Name by Tables with 9 points (Curtiz)
$6 - Action
+1 Action
Reveal cards from your deck until you reveal three cards costing at most $4. Put those cards into your hand, discard the other revealed cards.

#5 (tie) - Cavern by nopawnsintended with 9 points (Altman)
$3 - Action
+2 Cards
+1 Action
Each other player may choose one: Discard his hand and draw 4 cards OR Draw up to 6 cards in hand.

#7 (tie) - Pioneer by Nicrosil with 8 points (Fincher)
$5 - Action-Victory
Worth 1 VP
+1 Action
+$1
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.

#7 (tie) - Inventor by Mecherath with 8 points (Fellini)
$4 - Action
+1 Action
Reveal the top 3 cards of your deck.  The player to your left chooses one for you to set aside.  Draw the rest.
--
During cleanup, return the set aside cards to the top of your deck, in any order.

#7 (tie) - Hiker by Archetype with 8 points (Bunuel)
$5 - Action
+1 Card
+1 Action
Reveal cards from your deck until you reveal 2 Victory Cards. Put them into your hand. Shuffle the other revealed cards back into your deck.

#10 (tie) - Thrift Shop by Davio with 7 points (Ozu)
$5 - Action
+1 Action
Reveal the top 3 cards of your deck.
Put 2 cards in your hand that do not share any type or subtype.
Discard the rest.
--
(Rule clarifications:  As always you try to do as much as you can. So if you reveal 3 Treasures, you can put 1 in hand and have to discard the others.)

#10 (tie) - Journeyman by Watno with 7 points (Lubitsch)
$4 - Action
Reveal your hand. If there are no Action our Treasure cards costing $5 or more in it +2 Cards, +1 Action.

#12 (tie) - Surveyor by zahlman with 6 points (Wilder)
$4 - Action
+1 Action
Reveal cards from your deck until you reveal one that isn't a Victory card or a Curse. Put the revealed cards into your hand. If you didn't reveal a Victory card or a Curse, gain a Victory card costing up to $5, putting it on top of your deck.

#12 (tie) - Money Changer by Dsell with 6 points (Lean)
$4 - Action
+1 Card
+1 Action
Reveal the top card of your deck. If it is a Copper, put it in your hand.
Discard any number of Coppers. +1 Card per Copper discarded.

#14 (tie) - Nabob by heatthespurs with 5 points (Spielberg)
$4 - Action
+1 Action
Look at the top 3 cards of your deck. Discard one of them. Put the other two into your hand.
Each other player may gain a copy of the card that you have discarded.

#14 (tie) - Jousting Dummy by DWetzel with 5 points (Lynch)
$3 - Action
+1 Card
+1 Action
The opponent to your left reveals and discards the top card of their deck.  Reveal the top card of your deck. If it costs less than your opponent's card, place it in your hand; if it does not, discard it.

#14 (tie) - Horse Farm by Polk5440 with 5 points (Leone)
$5 - Action
+1 Buy
You may discard a Treasure. If you do, then +4 Cards, +1 Action, and each other player may discard a Treasure. If he does, then he draws 2 cards.

#14 (tie) - Tax Collector by yuma with 5 points (Hitchcock)
$4 - Action
+1 Action
+1 Card
Gain a copper in hand.
Gain up to 3 more Coppers, +1 Card per Copper gained.

#14 (tie) - Storeroom by razorborne with 5 points (Coppola)
$4 - Action
+3 Cards
+1 Action
Discard 3 cards or a Silver.

#14 (tie) - Fill by WanderingWinder with 5 points (Clouzot)
$3 - Action
+1 Action
Reveal the top 3 cards of your deck. The player to your left picks one for you to discard. Put the others into your hand.

#20 (tie) - Scientist by dnkywin with 4 points (Wyler)
$4 - Action
+1 Card
+1 Action
Pick one: Gain a card costing up to $4 onto your Scientist mat, or place a card from your Scientist mat into your hand.
--
At the end of the game, trash all of the cards on your Scientist mat.

#20 (tie) - Wise Man by Graystripe77 with 4 points (Tarantino)
$5 - Action
+1 Action
The player to your left names a card.
Reveal cards from you deck until you reveal the named card, putting it and one other revealed card of your choice into your hand.

#20 (tie) - Garage Sale by Michaelf7777777 with 4 points (Scorsese)
$4 - Action
+1 Action
You may gain a Copper, if you do +2 Cards.
You may gain an Estate, if you do +1 Card.
You may gain a Curse, if you do +1 Card.

#20 (tie) - Consul by ashersky with 4 points (Lang)
$3 - Action
+1 Card
+1 Action
When you play this, the player to your left reveals a card from his hand.  Reveal cards from your deck until you reveal the named card.
If you do, trash it or put it in your hand, your choice.  Otherwise, gain a copy of the named card.

#20 (tie) - Moneychanger by Fragasnap with 4 points (Ford)
$4 - Action
+1 Action
Discard a card for each other Moneychanger you have in play.
Reveal your hand. +1 Card per Copper revealed.

#20 (tie) - Dragon by ChocophileBenj with 4 points (DeMille)
$6 - Action
+3 Cards
+1 Action
Discard a card.
--
While this is in play, you can't buy any Treasure.

#20 (tie) - Colloquium by Guy Srinivasan with 4 points (Chabrol)
$5 - Action
+1 Card
+1 Action
Discard 2 Victory cards. If you do, +3 Cards.

#27 (tie) - Exorcist by NoMoreFun with 3 points (Melville)
$3 - Action-Reaction
+1 Action
Trash a card from your hand. If it costs $0 and isn't a Treasure, +3 Cards.
--
When you gain a card costing less than this, you may reveal this from your hand. If you do, put the gained card in your hand.

#27 (tie) - Piffle by popsofctown with 3 points (Gilliam)
$5 - Action-Looter
Gain a Copper, Estate, or Ruins to the top of your deck.
+1 Action
+3 Cards

#27 (tie) - Manufactory by One Armed Man with 3 points (Coen)
$5 - Action
+2 Cards
+1 Action
If there are no cards on your Manufactory mat, set aside an Action or Treasure card from your hand onto your Manufactory mat or reveal a hand with no Actions or Treasure cards. Otherwise, take a card from your Manufactory mat and place it in your hand.

#27 (tie) - Joust by feelingzwontfade with 3 points (Bergman)
$4 - Action
+1 Action
Reveal the top 3 cards of your deck. Put the revealed Action cards into your hand. Discard the rest.
--
At the end of your clean-up phase, place this card at the bottom of your deck instead of discarding it.

#31 (tie) - Priest by Adrienaline with 2 points (Malick)
$6 - Action
+1 Action
Reveal your hand.
+2 Cards for every Action card in your hand.
Trash this card.
--
This card may not be gained, it may only be bought.

#31 (tie) - Trash Collector by ignorentmen with 2 points (Kubrick)
$4 - Action
+1 Action
+1 Card for every 6 cards in the trash pile up to 4 cards, rounded up.
If no cards are in the trash pile, +1 Card, +$1.

#31 (tie) - Braggart by Schneau with 2 points (Kazan)
$5 - Action-Attack
+2 Cards
+1 Action
+1 Buy
Every other player with at least 5 cards in hand discards a Treasure card or reveals a hand without any Treasure.
--
You can't gain this if you have a Braggart in play.

#31 (tie) - Soup Kitchen by Tdog with 2 points (Cukor)
$4 - Action
+1 Card
+1 Action
You may gain a Copper, putting it into your hand. If you do, +1 Card.

#35 (tie) - Royal Fool by Powerman with 1 point (Visconti)
$5 - Action-Duration
+1 Action
Now and at the start of your next turn:
Reveal the top 4 cards of your deck. The player to your left chooses two for you to discard. Draw the rest.
--
While this is in play, when you gain a card, you may put that card on top of your deck.

#35 (tie) - Rickety Contraption by FishingVillage with 1 point (Murnau)
$5 - Action
+4 Cards
+1 Action
Discard a card per Rickety Contraption in play (including this one).

#35 (tie) - Tithe by Kirian with 1 point (Herzog)
$4 - Action
+1 Action
+1 Card
Choose one: +3 Cards, and return this card to the supply; or trash a card from your hand, and gain a Tithe; or put this card on your deck at the start of your Clean-up phase.
--
(Rules clarification: When doubled or trebled with Throne Room, King's Court, or Procession, you may choose the first option multiple times despite returning only this copy of Tithe to the supply.  You may gain multiple Tithes with the second option, but you must trash one card for each copy you gain.  You can only put the played copy on top of your deck; choosing this option does nothing if the card was returned to the supply.  If the card was returned to the supply with the first option, it cannot be trashed by Procession, and you do not gain a card costing $5.)

#35 (tie) - Street Merchant by andwilk with 1 point (Griffith)
$5 - Action
+1 Action
Reveal any number of Coppers from your hand and draw that many cards.  Trash one of the revealed Coppers.  If you do not reveal a Copper, gain a Copper and put it into your hand.

#35 (tie) - Mender by Tejayes with 1 point (Eastwood)
$2 - Action
+1 Action
+1 Buy
Draw any number of cards up to the number of Buys you have in play. -1 Buy for each card drawn this way.

#35 (tie) - Yield by Qvist with 1 point (Antonioni)
$4 - Action
+1 Card
+1 Action
You may reveal your hand. If you do and you have no Treasure Cards other than Copper in your hand, reveal cards from your deck until you reveal a Treasure Card that isn't a Copper.
Put it into your hand and discard the rest.

#41 (tie) - Cabinet Maker by angrybirds with 0 points (Welles)
$5 - Action
+1 Action
Choose one of the following:
+1 Card, +$1.
+2 Cards, +1 Buy.
+3 Cards, gain a Copper.

#41 (tie) - Refinery by Rush Clasic with 0 points (Renoir)
$3 - Action
+1 Card
+1 Action
If the top card of the trash pile costs more than this card: +1 Card.

#41 (tie) - Investment by yudantaiteki with 0 points (Nolan)
$4 - Action
+1 Action
Discard a card costing $0 from your hand.  If you do, +3 Cards.

#41 (tie) - Theorist by PenPen with 0 points (Kurosawa)
$4 - Action
+1 Card
+1 Action
All players reveal a card from his hand. If all players revealed a Treasure card, +1 Card for all (including you) and +$1 for you. Otherwise, all players gain a Copper, putting it into his hand (including you).

#41 (tie) - Unnamed by Murf with 0 points (Huston)
$4 - Action-Duration
+1 Card
+1 Buy
+1 Action
On your next turn, draw 7 cards during your draw phase instead of 5.  If you play more than 3 actions, trash this card.

#41 (tie) - Field Guide by Schlippy with 0 points (Eisenstein)
$4 - Action
+1 Card
+1 Action
Choose one; you get the version in parentheses:
Each player draws 2 (1) cards and discards 2 (0) cards from his hand;
or each player draws 2 (3) cards and discards 1 (1) card from his hand.
--
While this is in play, Attack cards you play do not affect players with more than 5 cards in hand.

#41 (tie) - Congregation by Saucery with 0 points (Cassavetes)
$4 - Action
+3 Cards
+1 Action
Reveal your hand. Discard two differently named cards which are not Action cards from your hand if you can.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #112 on: August 27, 2012, 12:11:00 pm »
0

I sent a PM to rinkworks earlier about my entry to this contest, and I would like to put it to the community.

I do not play Magic and I do not know any Magic cards.  However, One Armed Man pointed out that this is almost exactly like Fact or Fiction.

As it turns out, I had actually read about the Magic card in discussions on a fan expansion posted on f.ds some months ago.  I had simply forgotten about it.  And I think there was also some mention of Fact or Fiction in discussions even in an earlier contest (maybe the terminal draw contest, which I did not follow as closely because I hadn't entered it).

rinkworks said that just because the card basically exists in another game, it can still be a good fit for Dominion.  I think he is right.  Nonetheless, it does leave me feeling a little icky.  I would be happy to withdraw it, especially since it would give my second place "non-attack interaction" card a fighting chance in the possible "runners-up" contest (it fills the same niche as my entry to this contest).  I would feel even better about withdrawing considering it ended in a tie.
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yuma

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #113 on: August 27, 2012, 12:12:43 pm »
0

I sent a PM to rinkworks earlier about my entry to this contest, and I would like to put it to the community.

I do not play Magic and I do not know any Magic cards.  However, One Armed Man pointed out that this is almost exactly like Fact or Fiction.

As it turns out, I had actually read about the Magic card in discussions on a fan expansion posted on f.ds some months ago.  I had simply forgotten about it.  And I think there was also some mention of Fact or Fiction in discussions even in an earlier contest (maybe the terminal draw contest, which I did not follow as closely because I hadn't entered it).

rinkworks said that just because the card basically exists in another game, it can still be a good fit for Dominion.  I think he is right.  Nonetheless, it does leave me feeling a little icky.  I would be happy to withdraw it, especially since it would give my second place "non-attack interaction" card a fighting chance in the possible "runners-up" contest (it fills the same niche as my entry to this contest).  I would feel even better about withdrawing considering it ended in a tie.

Keep it in. Congrats
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #114 on: August 27, 2012, 12:34:48 pm »
0

This was a surprisingly difficult challenge. It is important with non-terminal draw that they can be chained to each other continuously.

Harbinger (eHalcyon's Capra): The choice for the opponent is complex unless you reveal only treasure and victory cards. The choice for the player is usually very easy. If the sum of the treasure is higher (number of cards in a tie), draw that pile. If another Harbinger is in the top 5, then it will almost always be in a 2-card pile. If that pile has a copper, the piles may be even choice. If it is an estate, then the other pile looks better. The problem comes when you realize you can always take the bigger pile except when you are going to get more Harbingers, draining your deck of the junk (much better than the same cost lab). In a given turn, there could be several "mini-games" of this, requiring complex (but often easy or meaningless) decisions from each player. Again my other concerns for collaboration.

The best design feature of the card is it lets players group terminals together, which reduces your average gain from the draw unless you have a hidden village, in which case you get more of an advantage.

Congrats to eHalcyon and RobertJ. I don't want to diminish this win or ask eHalcyon to rescind. I just think that this card in particular needs a lot of testing. Magic also has Divination, which is Laboratory! Magic also has 7000 other card designs.
« Last Edit: August 27, 2012, 12:38:31 pm by One Armed Man »
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Schneau

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #115 on: August 27, 2012, 12:50:01 pm »
+1

I share the same concern as One Armed Man about the AP that Harbinger may produce, especially an engine containing a lot of them. There are 16 different ways the piles could be split [(5 choose 0) + (5 choose 1) + (5 choose 2)], and even though 6 of these are unlikely (choosing 0 or 1 for a pile), the other 10 may all be worth considering. If this were terminal, it wouldn't be too big of a deal, but since this is non-terminal and the type of card that's great for engines, this could definitely create a slow process. This would be my main argument for not including it.

Either way, congrats to both eHalcyon and RobertJ for winning the contest!
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brokoli

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #116 on: August 27, 2012, 12:58:58 pm »
+2

"Oracleplusactionandminusattack" what a cool name !
Now, find an image for this card...  :P
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Hks

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #117 on: August 27, 2012, 01:12:06 pm »
0

Congratulations to the winners!
I like both cards very well, those cards look very fun! But I agree with One Armed Man and Schneau.
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DWetzel

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #118 on: August 27, 2012, 01:22:41 pm »
0

I sent a PM to rinkworks earlier about my entry to this contest, and I would like to put it to the community.

I do not play Magic and I do not know any Magic cards.  However, One Armed Man pointed out that this is almost exactly like Fact or Fiction.

As it turns out, I had actually read about the Magic card in discussions on a fan expansion posted on f.ds some months ago.  I had simply forgotten about it.  And I think there was also some mention of Fact or Fiction in discussions even in an earlier contest (maybe the terminal draw contest, which I did not follow as closely because I hadn't entered it).

rinkworks said that just because the card basically exists in another game, it can still be a good fit for Dominion.  I think he is right.  Nonetheless, it does leave me feeling a little icky.  I would be happy to withdraw it, especially since it would give my second place "non-attack interaction" card a fighting chance in the possible "runners-up" contest (it fills the same niche as my entry to this contest).  I would feel even better about withdrawing considering it ended in a tie.

Definitely no reason to withdraw it IMO.
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Polk5440

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #119 on: August 27, 2012, 01:35:22 pm »
0

Congrats to the winners. I see no need to withdraw the card. I voted for it! Dominion plays so differently from Magic that identical cards will feel very different.

Is it just me, or did a lot of really good cards get really low vote totals this week? Are fewer people voting for fewer cards?
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rinkworks

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #120 on: August 27, 2012, 01:36:20 pm »
0

We won't know until we playtest, but I have a suspicion that the card will need to only look at 4 cards instead of 5.  I appreciate the aesthetics of looking at an odd number of cards -- then the piles will never be even -- but I just think "draw a good card; discard your trash" is going to happen a lot and will be too good when it does.  But I don't know.
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PenPen

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #121 on: August 27, 2012, 01:37:14 pm »
0

I sent a PM to rinkworks earlier about my entry to this contest, and I would like to put it to the community.

I do not play Magic and I do not know any Magic cards.  However, One Armed Man pointed out that this is almost exactly like Fact or Fiction.

As it turns out, I had actually read about the Magic card in discussions on a fan expansion posted on f.ds some months ago.  I had simply forgotten about it.  And I think there was also some mention of Fact or Fiction in discussions even in an earlier contest (maybe the terminal draw contest, which I did not follow as closely because I hadn't entered it).

rinkworks said that just because the card basically exists in another game, it can still be a good fit for Dominion.  I think he is right.  Nonetheless, it does leave me feeling a little icky.  I would be happy to withdraw it, especially since it would give my second place "non-attack interaction" card a fighting chance in the possible "runners-up" contest (it fills the same niche as my entry to this contest).  I would feel even better about withdrawing considering it ended in a tie.

No you don't need to withdraw it. It just happens that there's a similar card in Magic, but then Magic has like zillions of different cards. No worries there.
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Titandrake

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #122 on: August 27, 2012, 04:45:14 pm »
0

I think the Fact or Fiction thing was from ChaosRed's expansion in the card Fool's Choice.

The card is fine. It might only need to look at 4 cards, but I'm not sure. In Big Money it's easy to play it out, but in an engine it's a lot harder to judge...
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I have a blog! It's called Sorta Insightful. Check it out?

Tables

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #123 on: August 27, 2012, 06:31:22 pm »
0

Hmm... I was quite surprised by the comments to my card (Curtiz) here. I expected mostly cries of overpowered, with some underpowered's thrown in, but didn't see a single person question it being too powerful. It's pretty much better than Gold in big money games, as long as you don't overstock them (you need three silvers, one Curtiz and you have something as good as Gold on average). With trashing or engines making use of many cheap parts, it can be even better.

The winners were both interesting cards. One very simple, one... not so original. But I didn't vote this time, so what can I comment :P.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Archetype

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #124 on: August 27, 2012, 06:47:23 pm »
0

Yay, my card Hiker/Bunuel got 7th! I was put off about how many people dismissed it. It's actually a better card than it appears.

Congratulations to eHaclyon for yet another win!

I'm also glad Wilder/Surveyor did so well. Really like that card. :)
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Sakako

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #125 on: August 27, 2012, 07:13:57 pm »
+1

Aw, well I'm pretty happy, my first entry to a contest came 3rd by a single point! And with it comes my first post on the forums, I'm pretty sure. ^^;

I'm glad everyone liked Zealot ("Truffaut") as much as they did. I'm definitely including it in my own fan expansion. :P
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yudantaiteki

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #126 on: August 27, 2012, 08:07:56 pm »
0

Quote
#41 (tie) - Investment by yudantaiteki with 0 points (Nolan)
$4 - Action
+1 Action
Discard a card costing $0 from your hand.  If you do, +3 Cards.

As everyone pointed out, this compares poorly with Stables -- initially I had it at +2 cards but I realized that didn't increase the hand.  I still like the idea if the pricing is fixed; it's probably too close to Stables to be a good fit anywhere but the interactions are somewhat different.
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Davio

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #127 on: August 28, 2012, 03:02:01 am »
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Yay 10th! GG winners.

I saw that my card caused a lot of confusion, but I liked it. :)
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RobertJ

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #128 on: August 28, 2012, 04:43:23 am »
0

Thanks very much to everyone who commented on and voted for my card. After lowly placings in most of the earlier rounds I'm amazed to have won one.

I agree with the comments that the benefit of the oponents' filtering is hard to judge and probably greater that it looks. I almost did cost the card at $3 and maybe this is a better price. Hopefully someone will be able to do some testing (unfortunately my few dominion playing partners probably won't be keen on experimenting with new cards!).

 
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PenPen

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #129 on: August 28, 2012, 07:54:55 am »
0

Quote
#41 (tie) - Theorist by PenPen with 0 points (Kurosawa)
$4 - Action
+1 Card
+1 Action
All players reveal a card from his hand. If all players revealed a Treasure card, +1 Card for all (including you) and +$1 for you. Otherwise, all players gain a Copper, putting it into his hand (including you).

This card was based on the game theory/prisoner's dilemma idea (thus the name), but it's quite hard to find a way to truly make it work in Dominion. And it's obviously too expensive...maybe a $2 would be better. I need to be more well-versed in the card-making-fu.
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #130 on: August 28, 2012, 07:55:59 am »
+1

Hmm... I was quite surprised by the comments to my card (Curtiz) here. I expected mostly cries of overpowered, with some underpowered's thrown in, but didn't see a single person question it being too powerful. It's pretty much better than Gold in big money games, as long as you don't overstock them (you need three silvers, one Curtiz and you have something as good as Gold on average). With trashing or engines making use of many cheap parts, it can be even better.

The winners were both interesting cards. One very simple, one... not so original. But I didn't vote this time, so what can I comment :P.

If it makes you feel any better, I thought it was overpowered! Liked the weaker version of the "play cards costing 4 or less" effect, Lubitsch.
$4 - Action
Reveal your hand. If there are no Action our Treasure cards costing $5 or more in it +2 Cards, +1 Action.
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #131 on: August 28, 2012, 06:29:31 pm »
0

Wow... quite happy with 5th, especially considering my card's closest cousin (Conference Room) tied for first.  Congrats to the winners.

My wife, Bella Cullen, appreciates the comments on her creatively-named card (Oracleplusactionminusattack).  She worked on that name for days!
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rinkworks

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #132 on: August 29, 2012, 12:50:13 pm »
+1

My wife, Bella Cullen, appreciates the comments on her creatively-named card (Oracleplusactionminusattack).  She worked on that name for days!

I laughed when I saw that name come in.  Nicely done.
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Kirian

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #133 on: August 29, 2012, 07:12:00 pm »
+1

Wow... quite happy with 5th, especially considering my card's closest cousin (Conference Room) tied for first.  Congrats to the winners.

My wife, Bella Cullen, appreciates the comments on her creatively-named card (Oracleplusactionminusattack).  She worked on that name for days!

I now have nopawnsintended labeled as "creepy 150-year old sparkly vampire."
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #134 on: August 29, 2012, 10:13:17 pm »
0

Wow... quite happy with 5th, especially considering my card's closest cousin (Conference Room) tied for first.  Congrats to the winners.

My wife, Bella Cullen, appreciates the comments on her creatively-named card (Oracleplusactionminusattack).  She worked on that name for days!

I now have nopawnsintended labeled as "creepy 150-year old sparkly vampire."

Hey!  I am not creepy, but I do sparkle in the sunlight.  Now, I must hunt.... for an idea for the next contest.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #135 on: August 29, 2012, 10:22:13 pm »
+2

Wow... quite happy with 5th, especially considering my card's closest cousin (Conference Room) tied for first.  Congrats to the winners.

My wife, Bella Cullen, appreciates the comments on her creatively-named card (Oracleplusactionminusattack).  She worked on that name for days!

I now have nopawnsintended labeled as "creepy 150-year old sparkly vampire."

I now have Kirian labelled as a 13-year old girl. ;)

(I considered making a similar joke.)
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Kirian

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #136 on: August 30, 2012, 01:53:51 am »
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Wow... quite happy with 5th, especially considering my card's closest cousin (Conference Room) tied for first.  Congrats to the winners.

My wife, Bella Cullen, appreciates the comments on her creatively-named card (Oracleplusactionminusattack).  She worked on that name for days!

I now have nopawnsintended labeled as "creepy 150-year old sparkly vampire."

I now have Kirian labelled as a 13-year old girl. ;)

(I considered making a similar joke.)

I'm not sure 13-year-old girls would be willing to call whats-his-name "creepy."  Also don't forget that far too many of the readers were 30-somethings who read it because... I don't know, they have no taste in literature?
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #137 on: August 30, 2012, 02:08:27 am »
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Wow... quite happy with 5th, especially considering my card's closest cousin (Conference Room) tied for first.  Congrats to the winners.

My wife, Bella Cullen, appreciates the comments on her creatively-named card (Oracleplusactionminusattack).  She worked on that name for days!

I now have nopawnsintended labeled as "creepy 150-year old sparkly vampire."

I now have Kirian labelled as a 13-year old girl. ;)

(I considered making a similar joke.)

I'm not sure 13-year-old girls would be willing to call whats-his-name "creepy."  Also don't forget that far too many of the readers were 30-somethings who read it because... I don't know, they have no taste in literature?

Touche.

Related:

http://reasoningwithvampires.tumblr.com/

Wherein a learned reader works her way through the series, snarking and critiquing both (lack of) style and content.
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Kirian

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #138 on: August 30, 2012, 10:46:06 am »
0

Related:

http://reasoningwithvampires.tumblr.com/

Wherein a learned reader works her way through the series, snarking and critiquing both (lack of) style and content.

Also of note:  Mark Reads Twilight:

http://markreads.net/reviews/2010/11/complete-mark-reads-twilight-archive/

(And as far as content/style goes, Twilight still trumps Pride and Prejudice and Zombies, as well as Fifty Shades, and--yes, it now exists, Pride and Prejudice crossed with Fifty Shades (I don't know the name).)
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gman314

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Re: Mini-Set Design Contest, Challenge #12: Non-Terminal Draw!
« Reply #139 on: August 30, 2012, 11:48:54 am »
0

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