Here is the ballot for Challenge #16!--
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, September 24, 2012, 10am EDT in the following format:
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.
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If I Fell$4 - Treasure
Worth $2
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Setup: Add an extra kingdom card pile costing at least as $5 to the supply. Cards from that pile may only be bought if [This Card] is in play.
Ask My Why$2 - Treasure
Worth $1
Reveal the top card of your deck. You may discard it. If the discarded card is a Treasure, gain a Silver, putting it on top of your deck.
Tell Me Why$2 - Treasure
Worth $1
When you play this, you may put a card from your hand on top of your deck. If you do, this is worth $2.
Michelle$4 - Treasure
Worth $1
When you gain this, gain a Silver, putting it on top of your deck.
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You cannot buy this if you have a Silver in play.
Cry Baby Cry$2 - Treasure
Worth $0
If you gain this during your turn, trash it. +2 Buys and gain three Coppers, putting them into play.
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You may only buy one copy of this card per turn.
Wait$5 - Treasure
Worth $4
When you play this, put your deck in your discard pile.
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While this is in play, you may not discard Treasure cards other than Copper from play until you have finished drawing.
Nowhere Man$2 - Treasure
Worth $1.5
Something$4 - Treasure
Reveal your hand. This is worth $1 per Victory card in your hand.
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While this is in play, when you buy a Victory card, you may gain an [This Card].
Good Night$2 - Treasure
+1 Buy
When you play this, you may trash it. If you do, it is worth $2. Otherwise, it is worth $1.
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During your Buy phase, if this is in the trash, it costs $1 and you may buy it.
Eight Days a Week$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per revealed card that is not a Treasure.
I Feel Fine$5 - Treasure
Worth $0
When you play this, gain a Silver, putting it into your hand.
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When you trash this, each other player gains a Copper.
Lose That Girl$4 - Treasure
Worth $2
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At the start of Clean-up, if you have this and no more than two other Treasure cards in play, you may put this on top of your deck.
Follow the Sun$3 - Treasure
Worth $1
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When you shuffle, you may place any [This Card] cards horizontally at the bottom of your draw pile. During your turn, whenever you would draw a card, except for during your clean-up phase, you may draw a [This Card] instead from its horizontal position.
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(Rules clarification: [This Card] has a unique yellow background, similar to Stash's red background. If you do not choose to draw this card at a unique time it will be drawn as a normal card.)Can't Buy Me Love$4 - Treasure
Worth $0
When you play this, +2 Cards.
Girl$6 - Treasure
+1 Buy
Worth $1
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While this is in play, Victory cards cost $2 less.
Bulldog$3 - Treasure
+1 Buy
Worth $3
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When you discard this from play, if you have at least one unused buy, trash this and gain a Copper on top of your deck.
Let It Be
$2 - Action
Discard an Estate and a Treasure from your hand; if you do, gain a Treasure card costing less than a Gold to your hand.
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When you buy this, gain an Estate.(Had this user's #15 and #16 entries swapped. The correct entry for this challenge is:)
Let It Be$2 - Treasure
Worth $1
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If you have one of these cards in play, gain a Silver during your buy phase; or if you have two or more of these cards in play gain a Gold during your buy phase.
Hold Your Hand$4 - Treasure
+$1
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While this is in play, when you gain a card, you may set that card aside. Return it to your deck at the end of the game.
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(Rules clarifications: It is recommended to use the Island mat for cards set aside this way.)Day Tripper$5 - Treasure
Worth $1
When you play this, discard your hand. If you discarded any cards this way, +$2.
Jude$6 - Treasure
Worth $2
You may discard a non-Victory card from your hand. If you do, gain a copy of it.
Love Me Do$3 - Treasure
When you play this, it is worth $1 for each token on your [This Card] mat.
If your [This Card] mat has no tokens on it, put 4 tokens on it. Otherwise, remove a token.
Martha$3 - Treasure
Worth $1
Return to your Action phase.
+1 Action
Mean Mr. Mustard$5 - Treasure
-$3
Trash this card, gain any two treasures from the supply.
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(Rules clarification: Yes, that's a negative coin value there.)Norwegian Wood$2 - Treasure
Put a card from your hand on top of your deck.
Worth $2 per card returned to the top of your deck this turn so far.
Come Together$4 - Treasure
Worth $1
You may trash a card from your hand. If you do, +$1.
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When you trash this, gain two cards whose total cost in coins equals up to $6.
Sergeant Pepper$4 - Treasure
Trash a Treasure card from your hand. If you do, gain a [This Card] token.
Worth $1 for every [This Card] token you have.
Eleanor Rigby$3 - Treasure
+1 Buy
Worth $1
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When you gain this, set it aside; play it during the buy phase of your future turns.
Ticket To Ride$3 - Treasure
Worth $0
When you play this, trash a card in play that you own. +$ equal to half the cost in coins of the trashed card, rounded down.
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(Rules clarification: If you trash a Duration card that you played this turn, you still get the next turn effect.)Yesterday$5 - Treasure
If you've played three or more actions this turn, this is worth $3, otherwise it's worth $1.
Walrus$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
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When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
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(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)It's Only Love$5 - Treasure
Worth $0
Choose a Treasure card. Gain it. If it's a Silver or Copper, place it in hand.
She Loves You$4 - Treasure
+1 Buy
Worth $1
Trash this. If you do, play a Treasure card from the supply other than [This Card]. Trash it.
All My Loving$7 - Treasure
+1 Buy
Worth $4
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While this is in play, you may not buy Victory cards.
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When this is in the Supply, the game ends after four piles are emptied, not three.
Please Please Me$5 - Treasure
Worth $1
When you play this, it's worth an additional $1 per Estate missing from its Supply pile.
Help$4 - Treasure
When you play this, you may place a Treasure from your hand on your [This Card] mat. If you do, this is worth $3; otherwise, return all Copper from your [This Card] mat to the top of your deck, and this is worth $0.
(Return any cards on your [This Card] mat to your deck at the end of the game.)
Drive My Car$4 - Treasure
+1 Buy
Worth $1
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While this is in play, when you buy a card, either gain it, or every other player gains a copy, your choice.
Cry Instead$4 - Treasure
Worth $1
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Choose one: +1 Card; or +1 Buy; or +$1.
Hard Day's Night$3 - Treasure
Worth $1
When you play this, each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.
Julia$4 - Treasure
Worth $1
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When you play this you may buy a Treasure card. If you do: put it in play and +1 Buy.
Lucy$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per Victory card revealed.
Honey Don't$3 - Treasure
Worth $2
When you play this, trash a Treasure you have in play, then gain a Treasure costing at most 3 less than the trashed Treasure and play it immediately.
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(Rules clarification: [This Card] may trash itself, and must if no other Treasures are in play.)Paperback Writer$6 - Treasure
When you play this, you may immediately play an Action card from your hand. This cannot cause you to play more than one Action card.
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If you played an Action card with this, this is worth $1; otherwise, it is worth $2.
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(Rules clarifications: [This Card] allows you to play exactly one Action card in your Buy phase for each [This Card] played. You receive no benefit from +Actions on the card played. Throne Room, King's Court, Golem, and Procession all normally cause you to play another Action card; you receive no benefit from these cards because you may not play another Action card.)Yellow Submarine$3 - Treasure
+1 Buy
When you play this, reveal up to 3 cards from the top of your deck, one at a time. This is worth $1 for each Copper and Curse revealed. The player to your left may choose one revealed card for you to discard. Put the rest back on top in any order.
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(Rules clarification: You reveal each card before deciding if you want to reveal another.)Strawberry Fields$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
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During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
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When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
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(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)Penny Lane$3 - Treasure
+$3
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While this is in play, when you buy a card, gain a Curse.